Land of Iuz


Guide
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Glossography
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Iuz
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WG0

Iuz, Lord of Evil (evil Demi-god)

CAPITAL: Dorakaa (pop. 10,000)
POPULATION: 40,000
DEMI-HUMANS: None
HUMANOIDS: Many (numbers unknown)
RESOURCES: furs, electrum

CLIMATE: Cold (Temperate in Dorakaa)
TERRAIN: Plains (Civilized)

ALIGNMENT:
LANGUAGE:

Iuz, old Iuz of fearbabe talk, may be human -- or
may once have been human, but this is not known for
certain one way or another. He has ruled the lands
from the Howling Hills south to the Lake of Whyestil
for ages longer than any man can live. The lands
between the Dulsi and Opicm RIvers are steeped
in wickedness and evil, so much so that the otherwise
fearless Wolf Nomads and Rovers of the Barrens pass
through the Cold Marshes rather than cross even the
edge of the Land of Iuz. For a time the land was leaderless,
for Iuz himself was missing. For many decades
the evil of the place was in relative quietude for lack
of evil direction, and the neighbors of good ilk prospered.
Iuz had been trapped by the mirthful and mad
Zagyg, locked away in a strange chamber deep below
the ruins of Greyhawk Castle, one of nine powerful
demi-gods so confined. These prisoners were loosed
in 570 CR, and once again Iuz rules, and his forces
gather for fell purpose. Iuz has vowed to bring ruin
upon Tenser the Archmage and Lord Robilar and the
others who tried to slay him when his prison was
sprung.

In addition to the many evil clerics, thieves, fighters,
assassins, and magic-users who have gathered under
the grim banner of Iuz, numbers of the foulest tribes
of humanoids have grown in strength and are ready
to march. Goblins, orcs, and hobgoblins in the thousands
are known to be in arms, swelling the human
contingents of Iuz's armies.
 
 
- Encounter
01-03 Bugbears
04 Giants (01-02 = Cloud Giant, 03-04 = Ettin, 05-06 = Fire Giant, 07-08 = Fog Giant, 09-10 Frost Giant, 11-80 Hill Giant, 81-82 = Mountain Giant, 83-85 = Stoner Giant, 86 = Storm Giant, 87 = Titan, 88-99 = Giant Troll, 00 = Giant Two-Headed Troll)
05-10 Gnolls
11-12 Gnolls and Flinds
13-14 Goblins
15-16 Hobgoblins
17-18 Hobgoblins and Norkers2
19-22 Men, Bandits
23-25 Men, Brigands
26-30 Men, Nomads
31-34 Men, Tribesmen
35-37 Norkers
38-39 Ogres
40-41 Ogrillons
42-45 Orcs
46-48 Orcs and Ogrillons5
49-53 Soldiery
54-55 Trolls
56-00 Use Standard Encounter Tables

2 20-50 hobgoblins and norkers encountered in Iuz.
5 20-80 orcs and ogrillons encountered in Iuz.

COLD CIVILIZED Plains and Scrub (d8+d12)
2 Disenchanter
3 Hollyphant
4 Dragon, Earth
5 Wolf, Dire
6 Quaggoth
7 Osquip
8 Owl
9 Man, Bandit
10 Man, Patrol
11 Man, Merchant
12 Ogre
13 Wolf
14 Bugbear
15 Character Party
16 Lycanthrope, Werewolf
17 Goblin
18 Man, Dervish
19 Lycanthrope, Wererat
20 Tween

 
 


IUZ (THE OLD)
Demi-god, CE(N) -- Oppression, Deceit, Wickedness, Pain

ARMOR CLASS: -4 (-8 with cape)
MOVE: 18"
HIT POINTS: 165
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: By weapon type or 2-5/2-5 (+9 strength bonus)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 45% (65% with cape)
SIZE: M
ALIGNMENT: [Chaotic evil]
WORSHIPERS' ALIGNMENT: Evil (any)
SYMBOL: Grinning human skull
PLANE: Prime Material (Oerth)
CLERIC/DRUID: 16th level cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil/Nil
THIEF/ASSASSIN: The Great Grandfather of Assassins (A16)
MONK/BARD: Nil/Nil
PSIONIC ABILITY: III
    Attack/Defense Modes: All/all
 
S: 21 I: 18  W: 20 
D: 18  C: 18 CH: 18 (-4) 
Com: <> - -

In his demoniac form, Iuz wields a two-
handed sword +3. If Iuz strikes with his
hands twice in one round, the victim is
being strangled and will die in 2-5 rounds
unless freed. Iuz' can expectorate once
per round, in his mannikin-like form.
The spittle ages the victim 1-6 years (no
save) and withers the AREA
struck, numbing a member and making it
useless for 2-5 rounds. His wrinkled
visage has a negative charisma (-4). This
causes awe (revulsion) of -55% and affects
creatures with up to 6 HD.

Iuz's cape conveys an additional 20%
magic resistance and serves as +4
protection as well.

Clerics of Iuz gain the ability to change self once per day at 3rd level.
 

                                                              Clerics             Raiment                                                             Sacrifice/Propitiation
Sphere of Control Animal M F N-H Head Body Color(s) Holy Days Frequency Form Place of Worship

IUZ (THE OLD)
Demi-god, CE(N) -- Oppression, Deceit, Wickedness, Pain

Whether Iuz is a human who has become demon-like
through the centuries, or whether he is a semi-demon,
a cambion (as some suggest a by-blow of
Orcus), no mortal knows. He is, however, the first
known godling of CE, whose wickedness and
treachery are infamous throughout the Flanaess. This
cruel being can appear as either a massive (7' tall) fat <weight=?>
man with demoniac features, or as an old and
wrinkled mannikin scarecely 5' in height. Either
or both might be Iuz's true form.

Iuz rules a portion of Oerth, a horrid territory which
bears its master's name, from the {cursed} city of
Molag. Few creatures beyond the boundaries of this
domain will speak his name, let alone adore him. In
his demonaic form, Iuz prefers to wield a great magic
two-handed sword, although he can USE other weapons.
In any guise, Iuz can USE his exceptionally long
and sinewy digits to claw and strike and strangle. In
his mannikin-like form, Iuz generates a disgusting
spittle which ages any creature it touches and withers
the flesh or limb affected. His wrinkled visage causes
revulsion in most creatures which view it.

Iuz is rumoured to have a soul object secreted on the
Abyssal Plane dominated by the demoness Zuggtmoy,
with whom he is known to consort. He is thus free to
roam outside his domain without fear of permanent
harm. He is also said to wear an old, short cape,
which conveys to him magical protection from both
physical and magical harm.

There is a great enmity between Iuz and St. Cuthbert.
This is carried on by the servants of Iuz and St.
Cuthbert's followers as well. Clerics of Iuz dress in
rusty black (their master's favorite color) or white
streaked with blood-red stains.

Their ceremonies include the burning of foul-smelling
substances, the beating of great drums and
the clangor of bronze bells, and blood sacrifice whenever
possible. Places of service to Iuz must be old,
filthy, and dark. Altar services are typically of bone
and include many skulls.

Iuz (Demigod)

AL: CE
WAL: Any evil
SoC: Oppression, Deceit, Pain
SY: Grinning human skull
CR: Rusy black
PN: Prime Material

Iuz, The Old, is the patron of wickedness. He rules a portion
of the Flanaess named after him, holding court in his
capital city of Molag where he plots the conquest and
dominion of the entire Oerth. Iuz’s wickedness and treachery
are infamous throughout the Flanaess, and few creatures
living outside his domain even speak his name, let
alone venerate him. There is great personal enmity
between Iuz and St. Cuthbert. Ceremonies venerating Iuz
include foul-smelling incense or burning dung, the banging
of great drums, gongs, or bells. Blood sacrifices are
often part of rituals. Altars are usually of bone, and include
many skulls. Services to Iuz are held in ancient, filthy, and
dark places.
 

True Form (No Avatar)



HD: 36
THACO: 10
SpA: CL 16
MV: 18"
AC: -4 (-8 with cape)
hp: 165
#AT: 1 or 2
Dmg: 1d10+12 or 1d4+10/1d4+10
MR: 45% (65% with cape)
SZ: M or L
 
 
S: 21  I: 18 W: 20 
D: 18  C: 18  CH: 18 
Com: - -

Whether Iuz is a human who has become demonic
through the centuries, or whether he is a cambion (Orcus’
offspring, some suggest), no mortal knows. He has been
known to appear as an ogre-sized fat man with demonic
features, reddish skin, pointed ears, and long steely fingers,
and as a wrinkled old man scarcely five feet tall.

Iuz has no avatar. If he is slain, he is banished to the
Abyss-just as if he were a demon prince. His soul object is
reputedly hidden on the Abyssal Plane. Iuz is struck only
by weapons of + 1 or better enchantment.

In his demonic form, Iuz usually wields a great twohanded
sword +3. In his old man form, Iuz can generate a
disgusting spittle. Once per round, he can project this spittle
at targets within 10 feet. Iuz must make a successful to
hit roll, and all targets are considered at short range. Creatures
struck age 1d6 years, no saving throw. Furthermore,
the area struck becomes withered and numb, and is useless
for 1d4 + 1 rounds.

In either form Iuz is struck only by weapons of + 1 or better
enchantment. He usually wears an old, short cape. This
acts as a cloak of protection +4 and increases his magic
resistance by 20%. Iuz has the abilities of a 20th level thief.
Iuz also has the following powers, common to all demigods.

At will: finger of death, invisibility, phantasmal force,
protection from good 10’ radius, remove fear, summon followers
(1-2 creatures of the same type and alignment, up to
20 hit dice total, per day), wall of force.

Twice per day: dispel good, dispel illusion, dispel magic,
true seeing.

Once per day: anti-magic shell, command (2 round duration),
gate, heal, unholy word, limited wish, symbol.

<check if above is consistent with MP>

Iuz's Clerics

AL: CE
RA: see below
AEx: none
WPN: club, flail, mace*, staff, sling, garotte
SPH: Combat, Guardian, Divination (minor), Healing, Necromantic (minor), Summoning, Sun (reversed)
SPL: change self
ADD: spittle, cause fear, heat metal, dispel magic, true seeing, feeblemind, forbiddance, confusion

Clerics of Iuz are as cold-blooded and malevolent as their
deity. They dress in black (their master’s favorite color), or
in bloodstained white. Beginning at 3rd level, they can cast
change self once per day. The spell is cast at the cleric’s
level. All clerics of Iuz are dedicated trophy hunters, taking
souvenirs from defeated foes. A cleric’s status is partially
determined by the number of trophies in his
collection-particularly skulls.
 
 

Spittle
(Alteration)


L^: c1 (Iuz)
-
R#: 10 yds
-
D^: 1 attack
C^: s
-
CT: 1s
-
S^: Negates
A^: One creature
-
!@@
-
!##

This spell allows the cleric to generate a disgusting spittle
that can paralyze any creature it touches. The cleric
must make a to hit roll, and all targets are considered to be
at short range, Any creature struck must save vs. spell or
lose the use of the area struck:
 
d8 roll Area Struck Effect
1 Head Unconscious
2-4 Body Paralyzed
5 Weapon Arm No attacks
6 Non-weapon Arm No shield bonus
7-8 Leg Lose defensive dexterity bonuses; movement reduced by 50%

All effects last 1d4 + 1 rounds. The DM might choose to
alter the hit location chart to account for target facing or
non-humanoid body type.
 
 
Deities of the World of Greyhawk - - - DDG


It was likely Rob that crated the dichotomy, although I do not recall the particular essay, so it might have been me.
In truth my vision of Iuz was one of reasonably competant but over-reaching entity, his main failing being hubris...as is the case of most Evil entities.

Cheers,
Gary
 

merkholz wrote:
In the first few descriptions of the demi-god Iuz it is rumoured that he is the "by-blow of Orcus".
Then it is revealed that the true father was Graz'zt.
Was that your plan all along or did we get to read a soap opera in the making?

M


For whatever it is worth I mentioned Orcus only to make Iuz a potentially more daunting figure.
I never inteneded to have him as the son of such a mighty demon, but rather one of lesser sort, thus Graz'zt.

Cheerio,
Gary
 


ScottyG wrote:
Gary, did you design the Iuz minifig? Was there a reason he was given evil halflings as henchmen?
It strikes an odd cord, but I dig the idea. I actually made four evil halfling NPCs to represent them in y campaign as player adversaries.

Scott
 


Darned if I can recall...too many years back for such details to be recollected.

I had evil halflings as his henchmen to underscore just how vile he was--much the same as the malign dwarf Obmi assisting giants.


Gary
 


Quote:
Originally posted by Larcen
2) How do you pronounce Gygax, Ioun, Iuz, Tarrasque, Lich, and Tiamat? I pronounce them GUY-gax, Yoon, Yuz, tar-ASK, litch, and TEE-a-matt.


2. GUY-gax is how my family pronounces the name, but in proper Swiss it is pronounced GHE-gox.
As for Ioun, I say Eeun but Yoon sounds fine,
and so too Eeuse, but Yuz is okay,
We almost agree on the pronunciation of Terrasque--err-ASK TO YOUR tar-ASK,
WE HARMONIZE ON litch (many prefer lick),
and Tiamat as TEE-a-matt.

Originally Posted by ColonelHardisson
And, did you ever have any plans for Iuz's future?
 


As for Iuz, I surely did plan to keep him around as an arch-villain! the players detested him, and would respond vigorously to anything having to do with foiling his plans.
I purposely made him full of hubris and disliked by most other Evil entities too, so as to have him with a large target on his back, despite which he would always survive and come back with new machinations.
Wastri is another figure I planned to use in similar fashion.

Cheers,
Gary
 

Quote:
Originally Posted by foehammerx
Is Graz the father of Iuz?


I hardly think so.
 

Quote:
Originally Posted by foehammerx
Was Orcus the father of IUZ in your campaign? (If not, who?)


No. The parentage of Iuz was not discussed 
 

Quote:
Originally Posted by JamesM
Gary,

If my memory does not fail me, the original write-up for Iuz in Dragon was vague about his demonic parentage, theorizing that he might be "a by-blow of Orcus." Later, it was revealed that Graz'zt was the Old One's demonic sire. Was there any reason for this change (if change it be) and, if so, did it relate to your use of Orcus or Graz'zt in the Greyhawk campaign?

Thanks.


The very same question was recently posed on another website. When I was hyping Iuz I thought suggesting that Orcus was his sire would make Iuz more menacing. I never intenbded to link his parentage to that mighty demon, and thus later on I noted that Graz'zt was his progenator.

I had Orcus appear once in my campaign, but Iuz was was a behing-the-scenes figure far more often. That said, none of the PCs were of sufficient level to manage a confrontation with Iuz, let alone Graz'zt or Orcus.

Cheers,
Gary
 

Toronto, 2003
What are the 7 Curses of Iuz?
As Ed Greenwood! :)
Citation: LordGosumba, Gabbin #166
October 2021