5103 - WGR5 - Iuz the Evil
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Table of Contents
Empire of Terror .....................................2
History of the Lands..............................2
The Bandit Lands ...................................50
Rulership of the Land ............................51
Lands and Locations ..............................53
The Fellreev Forest ................................60
Peoples of the Fellreev Forest................61
The Marauders of Iuz.............................63
Locations and Settlements .....................64
The Northern Barrens ...........................67
The Barren Plains...................................67
The Forlorn Forest .................................70
The Wastes.............................................70
Other Locations in the Wastes ...............71
The Cold Marshes..................................71
The Land of Tenh...................................74
Peoples of the Land................................74
Tenh Today ............................................76
Locations and Settlements .....................76
Adventures in the Empire ....................82
Styles of Game Play...............................82
Adventure Logistics...............................83
Adventure Themes.................................83
Low Level Game Play ...........................87
Armies of Iuz ............................................87
Notes on Stats ........................................87
Villains and Heroes ................................93
THAC0, Damage & AC Values.............94
Spells and Special Abilities ...................94
Magical Items for NPCs ........................95
The Greater Boneheart...........................95
The Lesser Boneheart ............................99
The Boneshadow....................................102
Other NPCs ............................................103
Spawn of Evil ........................................2
Stormclouds Gather ...............................3
The Empire Today .................................4
The Obsessions of Iuz............................5
The Empire and the Flanaess.................6
Iuz and the Powers of Greyhawk...........6
The Priesthood of Iuz ...........................7
Rule Through Fear.................................7
Priests and Clerics .................................8
Priestly Rites and Rituals.......................8
Powers of the Priesthood .......................8
Expanded Spell List...............................9
New Priesthood Spells...........................9
Magical Items of the Priesthood............14
Land of Iuz ...............................................15
Folks and Factions.................................16
Iuz and the Drow ...................................18
Humanoids of the Land .........................18
Humans in the Land...............................20
Soldiers and Troops ...............................21
Locations and Settlements .....................21
The Horned Lands ................................37
Folks and Factions.................................38
A Magical Wild Card: Dweornite .........40
Locations and Settlements .....................40
The Shield Lands....................................45
Rulership and Races of the Land ...........45
Locations and Settlements .....................46
Design: Carl Sargent; Editing: Lisa Stevens; Cover Art: Jeff Easley; Interior Art: Eric Hotz; Cartography: John Knecht; Typography: Angelika Lokotz
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1993 TSR, Inc.
Empire of Terror
rom his hideous throne in the wretched gloom of Dorakaa, Iuz the Old, Lord of Pain, stretches his bony hand across
the 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 others 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
includes 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.
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, is detailed below
where Iuz's own story is told. Other blows beset the tyrant. His mother offended Graz'zt, who drew her to the Abyss and
imprisoned her there; Iuz's brewing alliance with Zuggtmoy, tanar'ri Lady of Fungi, never had the chance to grow to
fruition.
Within Iuz's own lands, many factions struggled for power when their master left. Tanar'ri and gehreleth came to odds
with each other and decided to leave the barren lands to their own fate. Orcs and evil humans began to squabble and
fight. Chaos reigned, and the good folk of Furyondy and the Vesve breathed a sigh of relief.
Iuz's banishment was long indeed, one reason why the defenders of good were slow to respond to his reappearance. A
strange alliance freed Iuz in 570 CY, seeking to slay him. This tale is long in telling and will be recounted below. But,
the creature returning to its homeland was no cambion tanar'ri now. How Iuz became a demigod is a secret any sage of
Oerth would give an arm and a leg to discover. Zuggtmoy, Iggwilv, Graz'zt and Lolth are all said to have had some part,
perhaps even unwittingly. The unpredictable and mighty magics Zagyg unleashed within Castle Greyhawk are unknown
in their effects. Iuz's own unquenchable will, and wielding of magic mightier than any cambion almost from his birth,
may be part and parcel of his destiny too. Istus and other Greater Powers know, but they are not telling.
Stormclouds Gather
After his release, Iuz was filled with a desire for vengeance and conquest. Sixty-five years of banishment had
concentrated his mind wonderfully. With a savagery and cruelty allied to plans formed over many long years of thought,
Iuz acted to gather together the warring bandits and humanoids of his land with an iron grip. He drew together his
Boneheart, a Greater and Lesser circle of spellcasters, six in each echelon. His agents began to scour the Flanaess,
seeking arcane evils and relics. Iuz readied his forces for a great war.
To his annoyance, Iuz discovered that the Temple of Elemental Evil he had developed with Zuggtmoy in the Gnarley
Forest had been sacked a year beforehand. The Temple was a clever feint by the Old One. He allied with Zuggtmoy to
bring evil creatures to the Temple, hoping to draw the attentions of the forces of good in Verbobonc, Veluna and
Furyondy south to this burgeoning citadel of evil, and the ruse worked. Zuggtmoy was bound within the Temple, and Iuz
no longer needed worry about her dangerous games anymore. On reflection, perhaps the fall of the citadel of chaos and
evil was not such a bad thing after all. Forgetting it, Iuz developed his plans.
The first strike was a stroke of unusual cunning and ingenuity. Constructing an elaborate fiction about a "Great God
Vatun," Iuz managed to ally the barbarian nations together. Deluded by dreams of greatness, the barbarians subjugated
the Hold of Stonefist. In turn, the Fists, under the leadership of their magically-compelled chieftain Sevvord Redbeard,
swept into Tenh, conquering it with lightning speed. The powerful nations of the Flanaess were astonished. What was at
work here? Iuz's cunning plan drew attention away from his lands, far eastward.
The Vatun ruse did not last long. Commanding the barbarians to strike into Ratik, along-time ally of the barbarians,
was a mistake by Iuz, some think. Others say that he wished to abandon this part of the Flanaess to confusion, since its
role as a ruse and feint was played to the full. In any event, the barbarians began to slink quietly home, though the Fists
remained in Tenh and occupy it still. Now Iuz could concentrate fully on the war.
The week of the Blood Moon festival in the lands of their most Dread and August Presences, the Hierarchs of the
Horned Society, took on an unusual aspect in 582 CY. Never before had the very streets of Molag run awash with blood.
With the aid of fiends and his orcish army sweeping across the plains of the Society's lands, Iuz vanquished his old
enemies in days rather than weeks. The blow was so decisive that the Hierarchs had no time to call on extraplanar aid
before they were massacred. Absorbing the hobgoblin soldiery of the land into his own armies, Iuz swept onwards
across the Ritensa to the Shield Lands.
The full tale of the stupidity of the Shield Land rulers is too well known to bear lengthy repetition here. Fearing that
Furyondy's warnings were a ruse to cover Belvor III's desire to annex their lands, the Knights of Holy Shielding
hesitated in accepting a Furyondian army on their soil. The hesitation cost them their land, and for many their lives.
Many thousands of Shield Landers were evacuated to Furyondy and across the Nyr Dyv, but many others were slain or
captured. Iuz's Boneheart wizards, Kermin Mind-Bender and the dreaded Archmage Null, distinguished themselves in
this conquest, with their magic proving vital to the supply of fast-moving armies.
The war by now had stirred most of the Flanaess into action. The Great Kingdom struck at Nyrond and the eastern
campaigns began. Furyondy's rulers saw all too clearly that Iuz had flanked their land. Belvor acted to bring Keoland,
Veluna, the Gran March, the Ulek states, and even the Yeomanry into alliance against Iuz at the signing of the Treaty of
Niole Dra. But Iuz was prepared, for he too had nurtured alliances of his own.
As armies marched northwards to strike at Iuz, Ketite soldiery struck swift and deep into Bissel and even Veluna.
Bissel was occupied for a time until constant rebellions and the assassination of the ruler who planned the invasion,
made them leave, but Veluna freed itself almost immediately and lost no lands to the Bakluni invaders. But the attack,
and the cascade of giants and humanoids down from the Crystalmists into Geoff, Sterich, and the Yeomanry, drew away
the support armies from Furyondy. Iuz struck, smashing the Furyondian Whyestil navy, capturing Crockport and
Grabford in northern Furyondy, besieging Chendl itself and Redoubt, the great fortress protecting the northern road to
the capital.
In the end, Furyondy held. The great armies of good and evil ground each other to a halt, and when Belvor sundered
the siege of Chendl and drove Iuz back northwards into the oncoming autumn of 584 CY, Furyondy was saved. But even
that great nation had not the strength to drive into Iuz's own lands. Both Furyondy and Iuz were ready enough to sign the
Pact of Greyhawk. Iuz, grown used to easy strikes and conquests of great speed, saw tens of thousands of his soldiery
slain. Three of his twelve Boneheart wizards were destroyed. He reached out his clawed hand to the pool of darkness in
his throne room, but drew it back. It was time to settle for the gains he had made and prepare anew.
The Empire Today
No simple picture of the lands Iuz controls can be given here, because they vary greatly. In his homeland, Iuz has total
control of the evil bandits and humanoids who dwell therein. To the east, his hold is firm on the old Horned Society
lands and the Shield Lands. In the Bandit Kingdoms, though, there are many renegades who attack Iuz's forces. The
Fellreev forest is a hotbed of opposition to Iuz. On the borders of his own land, the Vesve Forest is a site of constant
turmoil and battle. To the north, the Northern Barrens are a wasteland where only remnants of clans and tribes live. In
Tenh, Iuz exercises influence but not control. In some lands, humanoids form the majority; in others, this is not so.
Where there are humanoids, the dominant race (orcs or hobgoblins) varies from land to land. The role of fiends differs
greatly from land to land also, and while in some lands humans are used as slaves and sacrifices only, in others, Iuz's
forces still seek to draw evil (or at least non-good) people into their fold.
However, Iuz faces two problems throughout his empire: resources and control. Most lands of his empire do not have
abundant natural resources. The Lands of Iuz and the Horned Society have very poor agricultural areas, for example.
Now, orcs and hobgoblins may feast on flesh, but some food must be grown or somehow obtained by trade to sustain
livestock for humanoids and feed humans. Iuz can call upon some furs, wood, precious metals and the like in his wide
array of lands, but these resources must be harvested. Warbands need metal weapons and the metal comes from mines.
However, there must be miners to excavate the minerals. This can be difficult when the empire's manpower has been
diverted to providing men for Iuz's vast armies. Slaves solve this problem to some extent, though manpower is still
needed to keep them in line. Also, slaves rarely work very hard and many times die, leaving the manpower problem as a
constantly recurring theme in the resource dilemma.
The control problem takes different forms. Sometimes, it is simply making sure that chaotic or poorly-disciplined
humanoids don't disobey orders, turn on and kill each other. Iuz's priesthood, and sometimes a fiend or two, are given
this duty and generally they discharge it well enough. The main problem is paranoia. If the dominant ethos is that of
Chaotic Evil, everyone is looking to backstab someone else. Senior leaders try to pin the blame for failures on their
juniors, who in turn look for any scapegoat they can And. The paranoia has its greatest intensity at the apex of the
pyramid, where Iuz himself is paranoid about the loyalty of his priests and servitors, the powerful who once imprisoned
and tried to kill him, and the politics of the Abyss in which he is embroiled. As the empire grows, control is harder to
retain and paranoia becomes Iuz's dominant emotion. Though control is many times mandatory in order to accomplish
his desires, Iuz's inner rages and whims mitigate against firm control at all times. There are times when Iuz, selfdestructively, actually enjoys observing seething chaos in his empire.
Then again, control is harder to keep the farther east one travels, where renegade Bandits, the remains of the Rovers of
the Barrens, the exiled remnants of Tenh, and the men of Stonefist strain against the yoke of Iuz. Against bandits and
rovers, force will do the job, so Iuz can dispatch fiends and humanoids. In Tenh and Stonefist, though, there is no love of
humanoids or Iuz himself, and control can only be exercised by influence and subtle stratagems. That does not truly
appeal to the cambion's vicious, paranoid mind. Iuz is happier when his rule is exercised by baneful magic, steel, and
fire. Presently, he frets over his inability to exercise rulership in such brutal ways. He hopes time will be the answer, and
as his armies swell with the fecundity of orcs and hobgoblins, he may be right. But he is always looking over his
shoulder....
The Obsessions of Iuz
Those who imprisoned Iuz below Castle Greyhawk consist of many of the most important beings in the World of
Greyhawk: the mad Archmage Zagyg, St. Cuthbert, and the four quasi-deities Heward (the mage-bard), Murlynd
(paladin-wizard), Keoghtom (bard-mage) and Kelanen, the Prince of Swords. Why they allied to banish Iuz is unknown;
probably, each had his own purpose. What is certain is that, while Iuz may hate these six and wish revenge upon them,
his scope for vengeance is strictly limited. After all, even Iuz would have a hard time challenging a demigod, an
intermediate god, and four quasi-deities. In addition, those six dwell on planes other than the Prime Material, so they are
beyond Iuz's immediate reach.
Rather, Iuz's most burning desire is to have revenge on those who freed and tried to slay him. Originally, three set out
to investigate the prison of Iuz below Castle Greyhawk. These were Lord Robilar, his orc henchman Quij, and Riggby,
Patriarch of Boccob. Unfortunately, the investigation freed Iuz. Whether this was by error or perhaps design on the part
of Robilar, who secretly carried a pair of highly unusual dispelling magics about himself on that fateful day, sages
cannot say. What is known is that at the moment of Iuz's being freed, Archmage Tenser arrived on the scene together
with Bigby the mage and a powerful fighter going by the unlikely name of Neb Retnar. Tenser had learned of Robilar's
plan, feared that Riggby was being duped, and came post haste to prevent their action. Tenser and his cohort began
battling the freed, enraged demigod. Riggby at once aided the assault. Robilar and Quij considered flight and felt their
chances would be best if they made odds of four against one into six against one.
Iuz was very nearly destroyed in that conflict, escaping to the Abyss just before Bigby would have destroyed him with
his infamous crushing hand spell. He left behind him a backwash of chaotic evil magic which altered the alignment of
Retnar, left Riggby catatonic for days, and caved in a large part of Castle Greyhawk's deepest dungeon complexes. Since
that time, Iuz has always protected himself with a carefully secreted soul gem hidden on an unknown, unbelievably wellguarded Abyssal plane. He can be killed on the Prime Material, but unless the soul gem is destroyed beforehand, he
cannot be destroyed forever.
Since that fateful brush with extinction, Iuz has schemed to destroy those six. Tenser, of course, was slain and
presumed dead; slain by Rary and Robilar. In the Bright Desert, Robilar is over a thousand miles from Iuz and cloaked
by magic which prevents his scrying. Since Iuz has no spies there to report to him, information on Robilar is scant. Quij
has deserted his master and Iuz cannot see him either. Perhaps he has become part of Turrosh Mak's Pomarj armies, or
fled to the Bone March or even farther afield. Elsewhere, though, Iuz sees those he hates.
Riggby, growing old, hides himself in Verbobonc and southern Furyondy, sometimes hiding in Veluna City or Mitrik.
Bigby was driven from Scant by the fall of Onnwal, and now lives in Mitrik. Retnar's whereabouts are unknown, but he
is whispered to serve the Brotherhood and to be a cultist of Tharizdun, the Dark God Iuz hates and fears. Iuz hears
occasional tales of Retnar working in Verbobonc, Dyvers, and stalking the lands of the sacked Temple of Elemental
Evil, but these are no more than snatches and are usually too little to do the Lord of Evil much good.
Thus, the eyes of Iuz look to the south. From his spies, he knows something of Riggby's wanderings and he knows he
was Furyondian-born. As the man grows older, he will come home. Evil things lurking in the Gnarley tell him of Retnar;
Bigby's new home is common knowledge. Thus, while subjugating the Horned Society gave Iuz great delight, Furyondy
and its allies Highfolk and Veluna are Iuzs hearts desire. That is where he will strike next, and where he will pluck his
special victims from their hiding-holes as a cat reaches with its claws into a mouse's home. Iuz anticipates these captures
with relish, but he can wait, at least for awhile.
The Empire and the Flanaess
Iuz signed the Pact of Greyhawk, buying himself time to rebuild his forces. He has an ambassador, Pyremiel Alaxane, in
Greyhawk City (see From the Ashes, Campaign Book) and in the unlikely event of Iuz using diplomacy, it would be
conducted through Pyremiel. Iuz does not have any formal diplomatic ties with any Flanaess state and holds most in
contempt.
Iuz is apprehensive of the Scarlet Brotherhood. He fears that the Elder Brothers may be attempting to empower
Tharizdun, the Dark God, which is definitely not what Iuz wants to see achieved. At this time, Iuz does not have the
spies and agents abroad who would be necessary to keep track of the Brotherhood's actions. As the entry for the
Shadowclaw spies in The Marklands shows, agents of Iuz abroad are relatively few in number and not overly powerful.
The best of them are the Boneshadow, the outer echelon of Iuz's Boneheart, described in the Villains and Heroes
chapter of this book, but they are few indeed. Thus, Iuz does not yet have direct ways of countering the Brotherhood.
This worries him.
Iuz does not fear any of the good-aligned nations of the Flanaess, regarding them all as relatively weak and unable to
oppose his strength. He does not concern himself with Aerdi, seeing it is torn asunder, without any organized power. Iuz
regards Ket as a nation of fools whom he will eventually subjugate even though they allied with him in the Greyhawk
Wars. The rest of the Flanaess is simply potential land for conquest so far as Iuz is concerned. All in good time. . . .
Iuz and the Powers of Greyhawk
Iuz has been able to rise in power so swiftly in part because no great Power of Oerth has struck out against him. There is
an important reason for this. Iuz has the Prime Material as his home plane, and Oerth as his home world within that
plane. Other Powers dwell elsewhere and look over many worlds on the Prime Material. Thus, they do not give Oerth
the undivided attention Iuz does and it is almost a Law of the Powers that they do not intervene directly in the Prime
Material to strike at a deity which has its being there. The key word, of course, is directly.
Rather, the good Powers of Greyhawk empower their servants to oppose Iuz. To this end, they grant spells and special
powers, such as those of priests and the protection from evil and healing skills of paladins. if they did more, then evil
deities would regard it as fair game to do more likewise. Oerth would become a battleground of the Powers and might
ultimately be destroyed. On Oerth, even the appearance of a Power's avatar is extremely rare. Oerth is a world where
mortals suffer, triumph and perish without the Powers favoring or opposing them by direct action.
There is one exception to this non-intervention law. St. Cuthbert of the Cudgel has been allowed to strike against Iuz,
when his avatar assisted those imprisoning Iuz in 505CY. That St. Cuthbert would wish to fight Iuz is not unexpected.
Of the "martial" lawful good Powers, Heironeous has his great struggle with his hated brother Hextor, while other lawful
good Powers are more peaceable and kindly; guiders and protectors rather than warriors. But St. Cuthbert is a doughty,
tough fighter, and he hates Iuz's chaotic evil nature. That he was allowed to strike against the Old One is surprising. He
could only have done so if powerful evil Powers agreed to this, for all Powers must agree to such an action. Istus could
tell us that Incabulos cared not, but that Nerull's croaking voice was decisive in giving permission.
One final point bears stressing here. On Oerth, if a Power acts directly with the permission of the other Powers (and the
Greater Powers are the ones who really count), that Power and its allies are then indebted to the others. When evil
Powers allow a good Power to act directly, good Powers may at some later time have to stand back and allow an evil
Power the same opportunity. Small wonder that such direct actions are rare! Whether St. Cuthbert can, or would wish to,
appear to combat Iuz again, only Istus can say.
As for the Old One, of course, he hates good Powers with a passion. St. Cuthbert is his greatest nemesis, obviously, but
he has no special enemies among the rest. Iuz regards neutrally-aligned Powers as pathetic, fence-sitting irrelevants. But
when it comes to evil Powers, ah, then Iuz the Old grows truly terrifying in his malefic rages and fear.
Iuz hates and fears Nerull. Many of the Hierarchs served The Reaper, and Iuz fears the wrath of the sickle-wielding
one. Iuz knows rationally that Nerull is unlikely to act directly because of the loss of one small land in the many worlds
where he reaps his grim harvests, but still Iuz fears. Above all, Iuz fears Tharizdun, the buried Dark God, and those who
would free him from his slumber of ages and raise him to become undisputed overlord of all evil Powers of Oerth. Iuz
simply spits derision against other evil Powers, even Incabulos.
Iuz plays a difficult and dangerous game with Lolth, tanar'ri Queen of Spiders, goddess of the drow. Drow attend Iuz's
court and Lolth has an ambassador-priestess there. Eclavdra and Iuz smile and bow to each other, but they dance a
deadly pavane together. Iuz's relationships with Eclavdra, the drow, and other tanar'ri are detailed in the Land of Iuz
chapter.
So, Iuz has his own domain and other Powers cannot, or choose not to, act against him. However, Iuz still has a few
spots of special weakness. He daily series his soul gem, hidden by Zuggtmoy's servants, paranoid that something might
happen to it. Also, the secrets of the Soul Husks of the Howling Hills gnaw at Iuz's soul, or the remains of what was
once his soul. Philidor the Archmage, the Blue Wizard, looks calmly out over Iuz's lands from the Vesve Forest, biding
his time. Iuz is an emperor now, but he is not invulnerable.
The Priesthood of Iuz
n the descriptions of the Lands of Iuz which follow, Iuz's priests usually play a major, often dominating, role.
This chapter describes their organization, and presents many new spells and magical items developed by
Iuz's cult.
Rule Through Fear
This is the cardinal principle of the priesthood. Priests of Iuz rule by fear over the slaves, humanoids, non-priestly
human servitors of Iuz, least fiends, and even lesser fiends if the priest is powerful enough. Position in the hierarchy is
likewise established, and kept, through fear.
At the apex of the pyramid are the High Priestesses. There are currently but two of these, Althea and Halga, among the
Greater Boneheart, Iuz's central conclave of human servants. The only High Priest, Patch, was destroyed in Furyondy
during the Greyhawk Wars. The High Priestesses fear Iuz and his rages, since they spend much time in Dorakaa. The
Lesser Boneheart priests have the same fear of Iuz, but also have to fear the High Priestesses, who see them as possible
future rivals.
Mid- to high- (9-13) level priests of Iuz fear both Iuz himself, since he may summon them to Dorakaa on rare
occasions, and the Boneheart Priest(esse)s, especially if there is one in the area. However, these mid-level priests are in a
good position, because they can plausibly play the Old One card in their situation. This involves terrifying their
juniors by promising that, if they don't do everything the mid-level priests demand, the Old One will hear of this.
Though many of these middling priests hardly have the ear of Iuz, they can plausibly appear to, which frightens their
juniors witless. Also, most of these more exalted priests have dealings with greater fiends, which also serves to frighten
those below them.
Low- to mid- level (5-8) priests continue this chain of ruling through fear, but their position is weaker since they cannot
play the "Old One card." Threatening to go to their immediate superior may appear as a sign of weakness or lack of
authority, so their position is often not envious. The lowest-level priests are at the bottom of the pile, of course.
However, they are usually the ones with day-today command over slaves, humanoids and soldiery, and often take their
fear out on those hapless targets.
This theme of rulership and command through fear is crucial to understanding the priesthood. In the lands where Iuz
has a firm grip, a chronic state of fear runs through the priesthood. Each fears his senior and feels unable to act against
them since they seem so capable of retribution for any disloyalty. This drives them to sadistic and violent actions, such
as despoiling the Vesve Forest with destructive spells and mounting murderous hunting forays against Fellreev bandits.
Where Iuz does not have such tight control, the priesthood shows more schisms. Internal power struggles, open
disloyalty to seniors, and fights between equals are all commonplace. The situation in the Bandit Lands is a good
example.
These considerations are important when establishing campaigns in the evil empire of Iuz. In its heartlands, priests are
deadly enemies the PCs can regard only as fit for cold steel and searing magical strikes. However, the priests have
weaknesses; juniors are often appalled at the thought of reporting any kind of failing to superiors and may try to cover
up "accidents," including attacks by PCs. Wily PCs will exploit this weakness. In the eastern lands, where divisions are
more open, PCs may even be able to exploit them more directly, pitting evil against itself.
Priests and Clerics
In AD&D 2nd Edition rules, the cleric is allowed as an option for those DMs and players who don't want to use specialty
priest rules. In the game setting of Iuz, a great deal of character is lost by not using the rules for specialty priests. It is
strongly suggested that players and DMs don't opt for the cleric as an alternative, ignoring the special rules for armor,
weapon, and spell restrictions of this malign priesthood. This may upset game balance.
The term cleric is used in a special sense in this gamebook to apply to a "secondary priesthood." The old priesthood
of Iuz, born in his homeland, is very jealous of its privileges and secrets. When it recruits new members from conquered
lands, it often does not pass on the secrets of cult spells or important special powers, and these new converts never attain
the exalted status of members of the Boneheart. These "foreign" recruits can be termed "clerics," and the following rules
apply to them .
Clerics may use any armor or weapons. They can only use spells from the same spheres which priests do. They gain
only the first two additional powers of specialty priests at 3rd and 5th levels of experience, but not the fear/enervation
powers. These points apply notably to orc, orog and half-orc clerics of Iuz, as such humanoids are not accepted as full
priests.
Priestly Rites and Rituals
Iuz's priests are depraved, ghastly people. They revel in murder, pain, and suffering. These are creatures with no
redeeming features whatsoever. Surely the reader needs no graphic descriptions of the horrors of this cult. Suffice it to
say that sacrifice, torture and worse take place at the priestly ceremonies where fiends gloat and mindless evil things
slaver and drool.
However, Iuz's priesthood has also grown strong in the ways of magic. Many new cult spells and magical items have
been developed by the malefic ingenuity of these people and are described below. Likewise, the secrets of magical
constructions such as the watchtowers on the Road of Skulls are described, or hinted at to allow the DM room for
development, in later chapters of this sourcebook.
Powers of the Priesthood
Rules for specialty priests of Iuz are given in From the Ashes, Atlas of the Flanaess book. The rules and powers noted
below are an expansion of those listed there.
Expanded Spell List
The listing below shows a complete selection of spells available to priests of Iuz. These do not include those from the
Tome of Magic; and spells therein may be added if the DM wishes, in accordance with the listing of spell spheres usable
by Iuz's priests. Priests and clerics of Iuz may both employ sixth-level spells if of high enough experience level, while
on the Prime Material only. However, they cannot command seventh-level spells at all. The spell listing includes the
following special cases:
(P) indicates a spell which is only available to specialty priests. Mere clerics of Iuz may not use these spells. These are
all new spells, detailed in this chapter.
(R) indicates a spell usable in reversed form only.
(W) indicates a spell from the Wizard spell lists. These are all Necromantic spells. Again, the ability to use these spells
is restricted to specialty priests of Iuz.
First Level Spells
Bless
Chill Touch (W)
Combine
Command
Cure Light Wounds (R)
Detect Evil/Good
Detect Magic
Detect Poison
Detect Snares & Pits
Detect Undead (W)
Invisibility to Undead
Light (R)
Magical Stone
Purify Food & Drink (R)
Remove Fear
Shillelagh
Second Level Spells
Aid
Augury
Chant
Detect Charm
Enthrall
Find Traps
Hold Person
Know Alignment
Speak with Animals
Spectral Hand (W)
Spiritual Hammer
Vampiric Touch (W)
Fourth Level Spells
Abjure
Animal Summoning I
Bonechain (P)
Call Woodland Beings (1)
Clawcloud (P)
Cloak of Bravery
Cure Serious Wounds (R)
Enervation (W)
Free Action
Imbue with Spell Ability
Neutralize Poison (R)
Tongues
Flame Strike
Lifebane (P)
Quest
Raise Dead (R)
Screaming Skull (P)
Stone Curse (P)
Summon Shadow (W)
Venomed Claws (P)
Sixth Level Spells
Aerial Servant
Third Level Spells
Animal Summoning III
Animate Dead
Animate Object
Blackhand (P)
Chain Madness (P)
Continual Light (R)
Conjure Animals
Cure Blindness or Deafness (R)
Death Touch (P)
Cure Disease (R)
Heal (R)
Feign Death
Fifth Level Spells
Summon Varrangoin (P)
Animal Summoning II
Locate Object
Vampiric Mist (P)
Atonement (2)
Negative Plane Protection
Word of Recall
Bloodgloat (P)
Prayer
Cure Critical Wounds (R)
Speak with Dead
Dispel Evil/Good
Turnbane (P)
Special Notes: (1) creatures subject to this spell save against spells at +4 to negate the effect, since they are of a nature greatly
opposed to Iuz's priesthood. If successfully summoned, such creatures are forced to comply with the request of the priest, but do so
unwillingly. (2) This spell is not often used, to say the least. Those who have offended their master don't get second chances. Only in
the case of extreme circumstances, such as magically induced alignment change, would Iuz even consider the possibility of
permitting atonement.
New Priesthood Spells
Note that two new specialty priest spells, screaming skull and vampiric mist, are detailed in From The Ashes (reference
cards). Material components listed for spells are not consumed in the spellcasting unless this is specified. For each spell,
the material component is an Unholy symbol of Iuz unless otherwise noted. Some spell descriptions include notes on the
purposes for which priests developed these unique spells.
Blackhand (Abjuration)
Level: 3 Range: 60 yards Components: S, M Duration: Special Casting Time: 6
Area of Effect: Special Saving Throw: Special
This spell negates the effect of protection from evil spells, including the 10' radius version, and may also affect the
protection from evil effect paladins exert. When casting the spell, the priest's hands become enveloped in a black aura.
Each round thereafter, while the priest maintains concentration, he may point his hands at one target creature within the
range of effect, if that creature is in any way protected by protection from evil, the effect is cancelled. There is no saving
throw to negate this, except for paladins. A paladin making a successful saving throw versus spells has his personal
protection from evil cancelled for 1 round per 2 levels of the priest casting blackhand (round fractions down). If the
paladin fails this saving throw, his personal protection from evil is cancelled for 2 rounds per experience level of the
priest. These durations also apply to a protection from evil effect generated by a magical item of any sort. If a creature
within the area of a protection from evil 10' radius spell is affected by a blackhand spell, but has not actually cast the
protection spell, other creatures within the 10' radius of protection are unaffected.
Turnbane (Abjuration)
Level: 3 Range: 0 Components: M Duration: See below Casting Time: 6
Area of Effect: 10 yard radius Saving Throw: None
This spell protects undead creatures in the service of, or being commanded by, the priest from turning attempts. The
spell can be used in one of two forms.
The priest may choose to employ a longer duration (3 rounds/level) version of the spell which offers a weaker
protection to undead creatures in his service. If a priest, cleric or paladin attempts to turn such creatures, they are
allowed a saving throw vs. spells against the attempt to turn them at the level of the priest casting the turnbane spell. If
the saving throw is made successfully, they cannot be turned while they remain within 10 yards of the priest and the
spell duration has not expired. If they move outside of this area, they can be successfully turned if another attempt is
made to do so. In the event that the turning is successful, moving back within 10 yards of the priest casting the turnbane
will not negate the turning. In this spell version, a priest can protect any and all undead of his choice within the area of
effect with hit dice equal to or less than the priest's experience level.
Note that, if a successful saving throw is made, this does not prevent other clerics from attempting to turn the same
undead creatures protected by the turnbane. Each separate attempt at turning by a different cleric requires a separate
saving throw to negate.
In the shorter duration version of this spell (1 round/ level), the priest may confer total immunity against turning
attempts upon all undead creatures of his choice within range, if they have Hit Dice equal to or less than one half his
experience level. Again, this protection is broken if the undead move outside of the spell effect.
A successful dispel magic will remove the effects of a turnbane, as will a dispel evil cast into the area of effect of the
turnbane. A Holy Word dispels a turnbane also.
Bonechain (Necromancy)
Level: 4 Range: Special Components: V, S, M Duration: Special Casting Time: 7
Area of Effect: Special Saving Throw: None
A bonechain spell requires special preparation in the form of material components. For each link in the "chain," the
priest must possess one bone from a deceased human(oid) creature. Any bone may be employed, although tradition
prefers finger or rib bones. Each bone utilized as a material component must come from a separate creature or the spell
fails when a second bone from the same creature is activated. The maximum number of bones usable in the spellcasting
is equal to the priest's experience level. Each bone can be placed up to 20 feet from any other bone employed in the
spell. A distance of greater than 20 feet negates the continuation of the bonechain.
When the spell is cast, at the point where each bone is placed, a skeleton springs up and will do the bidding of the priest
casting the spell, automatically fighting the nearest enemy of the priest, if appropriate. Skeletons activate at the rate of 1
per 2 segments of a round, from the bone nearest the spellcaster outward. Each activated skeleton has a minimum of 5
hp, is otherwise a normal animated skeleton, and can spring up from the site where a bone has been concealed if this is
plausible. Bones buried in earth, hidden in plasterwork or within wooden paneling, etc., can spring forth as skeletons.
Bones buried below foot-thick marble slabs could not do so. DM discretion is required. Skeletons animated by a
bonechain remain in existence until the dawn following the casting of the bonechain spell, unless destroyed earlier.
This spell was specifically developed to enable ambushes, with bones planted in the ground in a circle or column, and
for protection, with ranks of bones hidden in alcoves, urns and the like along corridors and passages. The material
components for the spell are the bones employed and an Unholy symbol of Iuz.
Clawcloud (Conjuration/Summoning)
Level: 4 Range: 1 mile/level Components: V, S, M Duration: ld4 hours/level Casting Time: 1 round
Area of Effect: Special Saving Throw: None
By casting this spell, the priest summons a flock of huge ravens or giant ravens as the priest desires, providing such
birds are within the range of the spell. If huge ravens are chosen, 20+3d20 appear; if giant ravens are chosen, the number
appearing is 10+2d6. Summoned ravens flock to the summoning priest, who may then instruct them as per a speak with
animals spell. The ravens will faithfully carry out the instructions of the priest, so far as their intelligence allows. They
can follow simple instructions, such as, "follow those fleeing figures and attack them," or instructions to trail a target
and report back to the priest, but not complex or abstract ones. The DM must determine the actions of summoned ravens
in strict accord with their intelligence. Giant ravens, with an Int of 5-7 are capable of reasonably cunning maneuvers,
such as following a party of adventurers while staying a certain safe distance away from ranged attacks, and peeling off
at a rate of one per hour or so to report back to the summoning priest.
The flock of ravens summoned by the clawcloud spell returns to a wild, self-determined state on the first dawn
following their summoning. The material component for this spell is a raven's feather.
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Bloodgloat (Conjuration/Summoning, Necromancy)
Level: 5 Range: O Components: V, S, M Duration: 1 round/level Casting Time: 5
Area of Effect: 30 yard radius Saving Throw: See below
This horrific spell permits the priest to convert a deadly triumph into magical effects baneful to his adversaries. It may
only be cast on a round following the slaying by the priest of a sentient, genuine opponent in hand-to-hand combat.
On the round following this slaying, the priest touches the body of the slain enemy and exhales a cry of exultation. One
effect of this cry is to establish a magical effect identical to a prayer spell in the area of effect of the bloodgloat. Also,
creatures within the area of effect which are enemies of the priest suffer an additional -1 penalty on to attack and damage
rolls, saving throws, and morale unless they make a successful saving throw against spells. Finally, any creature hostile
to the priest which fails its save by a margin of -6 or worse is subject to a magical effect identical to that of a symbol of
hopelessness. Thus, if the creature requires a 13 to save and rolled 7 or below, it would be affected by the hopelessness.
The slain enemy is the material component of this spell.
Lifebane (Evocation, Necromancy)
Level: 5 Range: 0 Components: V, S, M Duration: Instantaneous/Specia1 Casting Time: 5
Area of Effect: Creature touched; Saving Throw: None
This spell allows the priest to drain the vital force of a humanoid creature and energize himself in the process. To cast
the spell successfully, the priest must make a successful hand-to-hand combat roll to touch the target creature. If this is
done, the target loses ld6 points of Constitution temporarily. The priest gains ld4 hit points per point of Constitution
drained, but may not exceed his normal maximum hit point total. If the target creature is reduced to a Constitution of
zero or below by this spell, it becomes a juju zombie under the control of the priest which slew it. Constitution points
lost from a lifebane spell are regained otherwise, at a rate of 1 point per day after an initial delay of 1 day. However,
there is a 1% chance per level of the priest that a lifebane spell will drain 1 point of Constitution from a victim
permanently. This chance is reduced by -2% per point of Constitution the victim has above 14 prior to the lifebane
attack.
Stone Curse (Alteration)
Level: 5 Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round
Area of Effect: 1 cubic yard/level Saving Throw: None or 1/2
The stone curse spell allows the priest to weaken stonework progressively over time by changing it into a spongy, soft
material. When the spell is cast, an initial volume of stone is rendered soft, spongy and porous, being altered to a
substance so brittle that it can easily be broken off and crushed in the hand. This fact is not obvious in the appearance of
the stone, however. Only a creature with some expert ability in evaluating stonework can detect a stone curse. For
instance, a character possessing the stonemasonry non-weapon proficiency or a dwarf can recognize a stone curse on a
d20 roll of 19+ upon casual inspection. A detect magic spell will reveal alteration magic at work in the area of effect, as
will direct tactile exploration (simply touching the stone is not sufficient).
The danger of a stone curse is that it may spread undetected. Each day following the casting of the stone curse, a
further adjacent volume of stone equal to the original volume affected is also transformed by the spell. Eventually, this
may have some important structural effect like the crumbling of a supporting wall or the collapse of a mine shaft or
tunnel, as the DM deems fit. A stone curse may be negated by a remove curse, a successful dispel magic, or by a spell
which changes the nature of the stone more dramatically, such as transmute rock to mud.
A stone curse may be cast in hand-to hand combat to damage creatures from the Elemental Plane of Earth, such as
xorn, galeb duhr and the like, but not earth elementals, unless the DM determines that these must be made of rock, e.g.,
conjured in a stone quarry, etc. Damage inflicted is ld4 hit points per level of the priest casting the spell. Likewise, a
magic-user employing a statue spell, or a cleric employing a meld into stone spell, will suffer damage from a stone curse
attack. In each case, a saving throw versus spells is allowed and, if made successfully, damage from the stone curse is
halved. The material component for this spell is a small chunk of very soft sandstone, which is consumed in the
spellcasting.
Venomed Claws (Enchantment/Charm)
Level: 5 Range: 10 yards Components: V, S, M; Duration: 1 round/level; Casting Time: 8;
Area of Effect: 1 creature per 3 levels; Saving Throw: None
11
By casting this spell, the priest gives himself and up to one additional creature per three levels of experience of the priest
(round fractions up) the ability to strike in hand-to-hand combat with venomous claw attacks. Any hand-like appendage
can be used by the affected creature, which has only one poisonous claw attack per round. Damage inflicted by a
successful attack with venomed claws is ld4 hit points per two levels of experience of the priest (round fractions down),
to a maximum of 6d4. In addition, the attack sequence does any damage it would normally cause. A saving throw
against poison made successfully by the target of a venomed claw attack halves this damage, or negates it entirely if the
basic damage was 2d4 hp or less.
The material component for this spell is a snake fang or the poison sac of a venomous spider.
Chain Madness (Illusion/Phantasm)
Level: 6 Range: 30 yards Components: V, S, M Duration: Special Casting Time: 9
Area of Effect: One creature Saving Throw: Special
This spell allows a priest to create insanity in the mind of a target creature, which then becomes contagious. When the
priest casts the spell, the target creature is allowed a saving throw against spells with a -4 penalty to negate the effects.
Only creatures with Intelligence ratings of 5 and above are subject to the effects of chain madness, which are not
immediately obvious. There is a minimum latency period of 48 hours. After this time, the affected creature must make a
daily Wisdom check and, when this fails, it develops the symptoms of a fevered, agitated, severe depression. Affected
creatures have a 3 penalty on all attack and damage rolls, saving throws, and ability checks. The creature must also
make a successful Wisdom check to perform any premeditated action as the DM determines. For example, the creature
will fight as best it can to defend itself if attacked, but a Wisdom check would have to be made if the creature was to
initiate aggressive actions of its own, plan a trap or ambush, etc.
The duration of the madness is ld4+4 days, but at the end of the determined time the creature must make a system
shock roll and if this fails, the insanity continues for a further ld4+4 days. This continues until a successful system shock
roll is made or the creature dies. A creature which fails an Initial system shock roll will lose 1 point of Constitution
permanently for each subsequent system shock roll failure. If a creature reaches zero points of Constitution, it dies.
The great danger of chain madness lies in its contagion. Each creature affected can infect up to six other creatures per
day with whom it comes into physical contact, including the original latency period. Even a shake of a hand is enough to
convey the chain madness. Each potential secondary victim is permitted a saving throw versus spells to negate the effect.
If affected, secondary victims develop the same madness after the same latency period and are themselves contagious.
However, "tertiary victims" which may be affected by them save versus spells at +1 to avoid becoming affected by chain
madness, later victims save at +2, and so on along the chain.
Chain madness can be cured by a successful dispel magic spell, a remove curse, or a heal spell. Detection spells which
have a mind-reading nature (e.g., know alignment, detect good/evil) have a 5% chance per level of the spellcaster of
revealing that something is subtly wrong in the mind of the creature affected by chain madness. This may be crucial to
containing the outbreak when the malady is still in its latency phase.
This spell is rarely used, for it is hazardous to the priest casting it. The casting priest will suffer the effects of chain
madness himself, but without becoming contagious, if he rolls below his Wisdom score on d100 when casting the spell.
Note that the wiser the victim, the more likely he is to go mad! The material component for this spell is a small vial of
brain tissue from an illithid.
Death Touch (Necromancy)
Level: 6 Range: 0 Components: V, M; Duration: Instantaneous; Casting Time: 6
Area of Effect: One creature; Saving Throw: See below
By casting this spell, the priest slays another living creature and transfers part of its life energy to himself. To cast the
spell successfully, the priest must touch the target as if in hand-to-hand combat. If the attack roll is made, the target is
allowed a saving throw versus death magic at -2. If the save is made, the victim suffers the effects, of a cause critical
wounds spell (3d8+3 hp damage). If the save is failed, the victim is slain and the priest gains ld4 hp per hit die or level
of experience, of the creature slain. However, this cannot exceed his normal hp maximum.
The material component for this spell is a specially prepared skull decorated with gold filigree and moonstones worth
500 gp, which is consumed in the spellcasting, whether the attack is successful or not.
12
Summon Varrangoin (Conjuration/Summoning)
Level: 6 Range: 60 yards Components: V, S, M Duration: Special Casting Time: Special
Area of Effect: One creature; Saving Throw: None
This spell allows a priest to summon one abyss bat (varrangoin) as a servant. The priest may specify which type (I-VI)
of varrangoin he wishes to summon. The casting time is 1 round per "type level" (a Type II varrangoin can be
summoned in 2 rounds, a Type V takes 5 rounds, etc.). However, because of the chaotic nature of the Abyssal planes,
there is always some chance that the summoning will bring forth a randomly selected varrangoin type. This chance is
50%, less 2% per level of experience of the priest. If a randomly selected type appears, use the percentile table below to
determine the type appearing:
Dl00 Varrangoin Appearing
01-30 Type I
31-50 Type II
51-66 Type III
67-80 Type IV
81-88 Type V
89-92 Type VI
93-100 Spell failure: no varrangoin appear
Lesser varrangoin summoned will do the priest's bidding to the best of their abilities, save that they will not behave in
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