Greyhawk - 2024 DMG
Greyhawk - 2024 DMG
reyhawk is a D&D setting you can use as the The Flanaess (pronounced flah-nay-ess or flay-nayz) is
backdrop for your campaign or as a model you another name for Eastern Oerik and m eans "land of the
can reference while creating your own setting. Flan." The region's first human settlers and their
Important aspects of Greyhawk are described descendants a re known as the Flan.
herein so that you can make it your own, Greyhawk is an independent city in Eastern Oerik that
expanding or altering it however you wish. attracts large numbers of adventurers. Greyhawk doubles
Greyhawk is the invention of Gary Gygax, as the name of the campaign setting.
one of the D&D game's original creators. Gary based many of
D&D's earliest adventures in this home-brewed setting. The GREYHAWK's PREMISE
version of Greyhawk presented here is largely based on The
World of Greyhawk gazetteer, published in 1980. The year is 576 CY (Common Year~ Evil is ascendant across
the la nds of Eastern Oerik. If something isn't done to curtail
the growing threat, Eastern Oerik will fa ll to tyrants, evil
POSTER MAP dragons, and monstrous hordes. Heroes are needed to bring
hope to the people of the Flanaess. Even if the heroes die
Inc luded is a poster map showing the lands of Eastern Oerik on
trying, the legends of their exploits will live on!
one side (eac h he x on the map is equivalent t o 30 miles) and
the Free City of Greyhawk on th e other. These locations are
Adventuring parties from the Free City of Greyhawk and
described in the "Free City of Greyhawk" and "Greyhawk
othe r settlements trek across the vast wilderness of Eastern
Gazetteer" sections later in this chapter.
Oerik, slaying monsters and exploring d ungeons to find
magic items the adventurers can use to defend their
homeland and take the fight to their enemies.
IMPORTANT NAMES
GREYHAWK CONFLICTS
A handful of important names are defined below:
Although Greyhawk lends itself well to a ny D&D adventure
Oerth (pronounced orth or oyth) is the world of Greyhawk. It you might want to run , the default setting features conflicts
has four continents, fo ur oceans, and a plethora of islands with three major villainous groups: chromatic dragons,
and seas. Elemental Evil cults, and Iuz and his followers. You can
Oerik (pronounced or-ick or oy-rick) is one of Oerth's
continents.
Eastern Oerik, the vast region explored in this chapter, is
home to many powerful nations and some of the D&D
game's most famo us dungeons and adventurers.
replace one or more of these conflicts with ones of your Goals ofElemental Evil Search for a demon lord, an
devising or with ones from the "Flavors of Fantasy" section elemental prince, or an elder god trapped in a dungeon; build
earlier in this chapter. a stronghold above or near the dungeon; drive other
If you use these conflicts, look for opportunities in your inhabitants out of the region; and use a special magic item or
adventures to introduce creatures in service to the three ritual to free whatever is trapped in the dungeon.
villainous groups. Give goals to these villains that bring their An Elemental Evil Arc. Two published adventures have
operatives into conflict with the player characters. explored campaign arcs centered around Elemental Evil The
The three major conflicts and the goals of the villainous Temple of Elemental Evil (published in 1985) is set in the
groups are described below. world of Greyhawk, in the Kron Hills between Verbobonc and
Celene. It begins in the unremarkable village of Hommlet,
CHROMATIC DRAGONS with characters slowly discovering that agents of Elemental
Evil chromatic dragons dwell in the wilds of Eastern Oerik. Evil have taken up residence in the nearby ruins and are
For years, adventurers have kept these evil dragons at bay, working to rebuild their great temple. The rest of the
sometimes with the help of benevolent m etallic dragons. adventure focuses on exploring the ruined Temple of
Lately, the chromatic dragons have grown restless, their Elemental Evil and dealing with the varied evil factions and
dreams invaded by the whispers of Tiamat, who is trapped in fo rces within (including agents of Iuz, described below~
the Nine Hells. The five-headed queen of dragons believes Princes of the Apocalypse, inspired by The Temple of
her escape is nigh, and from the depths of her prison, s he Elemental Evil, presents an alte rnative a rc fo r an Elemental
commands he r kin to go forth a nd claim the world of Oerth Evil- themed campaign:
for themselves. Only the greatest among them will live to
become her consorts. Levels 1-4. The characters discover the villainous activity of
Goals of Chromatic Dragons. Fortify their lairs to four elemental cults.
safeguard their treasure hoards; strike out across Eastern Levels 5-10. The characters strike at the four headquarte rs
Oerik, raiding poorly defended settlements and stealing of these evil cults while investigating the cults' activities in
cattle; demand tribute in the form of food or treasure; and the surrounding region. While the characters are battling
destroy territorial rivals (draconic or otherwise~ one cult in its headquarters, the other three cults might still
A Chromatic Dragon Arc. The conflict between be wreaking havoc nearby, forcing the characters to divide
adventurers and chromatic dragons might fo llow this broad their attention.
outline: Levels 11-16. Finally, the characters discover an ancient
Temple of the Elde r Elemental Eye deep beneath the cults'
Levels 1-4. Conside r introducing this conflict as the separate temples, and they strive to contain the damage
adventurers reach level 3 or 4, with the adventu re rs wrought by the cults' activities and thwart the cults' evil
confronting an aggressive chromatic dragon wyrmling. leaders before these leaders unleash an apocalypse.
(You can use the adventure "The Winged God" from Though this adventure is set in the world of the Forgotten
chapter 4.) Realms, it includes notes on how you might transplant it
Levels 5-10. The adventure rs might face a handful of into Greyhawk or any othe r setting.
ambitious young chromatic dragons, without hinting at a
more significant conflict.
Iuz THE EVIL
North of the Free City of Greyhawk, a demigod named Iuz
Levels 11-16. It eventually becomes clear that the behavior
has reclaimed the vast tract of la nd he lost after being
of the ad ult dragons the characters face isn't normal The
imprisoned under Castle Greyhawk by the archmage Zagig
characters might get involved in one dragon's schemes to
Yragerne. The newly freed Iuz aims to lay waste to the
unde rmine or overthrow another, or the characters might
kingdoms, steadings, temples, a nd outposts of his rivals. To
hear whispers of the dragons' dream of liberating Tiamat.
that end, Iuz's spies are searching for powerful Artifacts they
Levels 17-20. The conflict reaches its worldshattering
can use to ensure victory, while evil creatures spawn in Iuz's
conclus ion, with ancient dragons threatening nations and
homela nd and threaten neighboring realms. Adventurers can
clashing with each other in devastating battles. The
campaign might end with Tiamat herself appearing in the thwart Iuz by keeping evil Artifacts out of his hands and
Flanaess- perhaps emerging from the Riftcanyon (see defeating the vile creatures that serve him.
"Mysteries of Greyhawk" in this chapter) or from the Goals ofIuz. Install loyal operatives in settlements across
Eastern Oerik, search libraries and vaults for lore pertaining
depths of the Nyr Dyv.
to ancient and powerful magic, scour dungeons fo r lost
ELEMENTAL EVIL Artifacts and other magic items, secure s uch items, a nd use
"Elemental Evil " is the name given to a host of destructive, magic and monsters to conquer rival nations.
extraplanar entities- demon lords, evil elemental princes, An Iuz Arc. The conflict between adventurers a nd Iuz
a nd elde r gods- who ravaged the world of Oerth long ago. might fo llow this broad outline:
Many of these entities are now trapped in dungeons, with
cults and monsters seeking to free and serve them. Levels 1-4. Early in their adventuring careers, the
Adventurers are the only ones equipped to keep these malign characters might face what appear to be ordinary toughs
entities from escaping their subterranean prisons. who a re disrupting mining operations near the Free City of
Greyhawk (see "Beyond the City Walls" in this chapter\
only to discover these toughs are agents of some greater
villain. The identity of this villain remains a mystery- for
now. If you use the adventure "Miner Difficulties" from
GREYHAWK
chapter 4, NPCs speaking to the characters might assume MONTHS AND FESTIVALS
the trouble in the mine is related to these toughs and their
The standard year is 360 days long and consists of twelve
bullying.
twenty-eight-day months (each month divided into four seven-
Levels 5- 10. You m ight use the adventure "Horns of the
day weeks) and four six-day lunar festivals (Needfest,
Beast" from chapter 4 to introduce an agent of Iuz to the
Growfest, Richfest, and Brewfest} The midwinter festival of
characters. After their return from that expedition, they
Needfest is considered the start of the year. The diagram
start having unpleasant encounters with the City Watch in here shows the months and festivals that make up a year.
Greyhawk. Eventually, they discover that Captain-General
Senta! Nurev is being manipulated by the leaders of FACTIONS AND ORGANIZATIONS
Stoink, a petty fief in the Bandit Kingdoms. When the In addition to the many political entities that dot the lands of
characters undertake an expedition into that dangerous the F lanaess and the temples of its many gods, several
realm to confront Stoink's leaders and free the captain- organizations operate across national borders in pursuit of
general's captive brother, they discover that the villains
their goals. Some of these organizations could serve as
were agents ofluz.
patrons or allies of adventurers in a Greyhawk campaign,
Levels 11-16. Iuz and the Horned Society launch an all-out while others mightappear as villains. Some might even
invasion into the Shield Lands, overwhelming its defenses accept adventurers as members.
and moving toward Furyondy. The characters might have
adventures to muster forces in surrounding lands and Ci RCLE OF EIGHT
bring them to Furyondy's defense or hinder Iuz's advance.
Some of the greatest spellcasters of the world of Greyhawk
Levels 17-20. Finally, the characters discover that Iuz's form the Circle of Eight, a group dedicated to preserving
assault is merely a cover to distract the southern realms
balance in the world The group's general aim is to prevent
from his true aim: retrieving the Eye and Hand of Veen a
any single country, faction, or other organized group from
from an ancient keep on Lake Quag. The characters
becoming too powerful and overwhelming others. The
confront Iuz at the shores of the lake, perhaps facing a
membership of the Circle of Eight is secret but includes
terrible choice: Will they wield the power of Vecna to stop
Mordenkainen (the strategist behind the group\ Bigby,
Iuz, or will they risk Iuz wielding that awful might against
Jallarzi Sallavarian, Otiluke, and Otto.
them?
KNIGHTS OF THE WATCH
THE GREYHAWK SETIING The order of the Knights of the Watch originated as a military
The planet Oerth is at the very center of a Wildspace system force protecting the lands of BisseL Gran March , Geoff, and
called Greyspace. (See chapter 6 for more information about Keoland from hostile neighbors to the north and west
Wildspace} Oerth has two moons: Luna (a great white moon, (particularly Ket and the Ulakandar} Though Watchers
also called the Mistress) and Celene (a smaller blue moon, maintain strongholds along the border with Ket, most of their
also called the Handmaiden} Greyspace's sun orbits Oerth , energy is spent defending against giants and dragons in the
rather than the other way around western mountains. The Watchers are sworn to an ascetic
The sun takes 360 days to travel once around Oerth. Luna and disciplined code, and they train rigorously tothe
waxes and wanes in fi xed cycles of 28 days each , upon which exclusion of personal property or other attachments.
the months are based, while Celene follows a path that ha
ORDER OF THE HART
The knights of the Order of the Hart were organized to
preserve the freedom of the states of Furyondy, Veluna, and
Highfolk against the threats of bandits and hostile neighbors.
These nations have little centralized authority or military
power, so the knights have historically served as a first line of
defense against these varied threats. In recent years, they
have mobilized against the rising threats of Iuz and
Elemental EviL forcing them to broaden the scope of their
operations into neighboring realms where these evils are
active.
SCARLET ORDER
The Scarlet Order is a monastic order of Suloise militarists
whose spies and assassins have infiltrated many courts and
castles throughout the Flanaess, ready to strike. The leader
of the order is a seemingly immortal being known as the
Father of Obedience, Korenth Zan. He is rumored to be a
DAYS OF THE WEEK
Starday Sunday Moonday Godsday Waterday Earthday Freeday
(Saturday) (Sunday) (M onday) (Tuesday) (Wednesday) (Th ursday) (Friday)
Day of Wo rship Day of Rest
GREYHAWK
~----------------
Suloise monk who walked the lands of Oerik long before the A central portion of the Dry Steppes, where the seat of the
Rain of Colorless Fire destroyed the Suloise Empire. Others Baklunish empire stood, is said to remain pleasant and rich,
claim Korenth is a red dragon- a former consort of Tiamat roamed by Baklunish nomads. The former Suloise capitaL by
who became trapped in human form. Whatever the true story, contrast, in the heart of the Sea of Dust, is beset by howling
the Father of Obedience is revered by all who pledge their winds, terrible dust storms, and rains of volcanic ash and
lives to the Scarlet Order. His goals- and, by extension, the cinders from the nearby Hellfurnaces.
order's goals- are shrouded in mystery and could one day tilt Land ofBlack Ice. Those who have ventured far north of
the balance of power across the whole of Eastern Oerik. the Burneal Forest tell of a strange phenomenon. Instead of
normal stark-white snow and translucent blue-white ice,
MAGIC IN GREYHAWK there is an endless landscape of deep-blue ice partially
In the world of Greyhawk, as in most D&D worlds, magic is covered in snow. Strange arctic monsters prowl these fields
widespread but still wondrous and sometimes frightening. of dark ice. Stranger stilL a verdant land is rumored to exist
P eople everywhere know about magic, and most people see beyond the ice, where the sun never sets.
evidence of it at some point in their lives. Magic permeates Riches of the Bright Desert. The Bright Desert, walled off
the cosmos and moves through the ancient possessions of from the rest of the Flanaess by the monster-infested hills of
legendary heroes, the mysterious ruins of fallen empires, the Abbor-Alz and the aptly named Gnatmarsh, is s upposedly
those touched by the gods, creatures born with s upernatural filled with copper, s ilver, gold, and precious stones. The harsh
power, and individuals who study the secrets of the climate, wildly varying temperatures, and hostile inhabitants
multiverse. Histories and fi reside tales are fi lied with the discourage exploration. Expeditions have attempted to
exploits of those who wield magic. penetrate the Bright Desert and extract its riches, but none
What normal fo lk know of magic depends on where they have ever returned
live and whether they know people who practice magic. Riftcanyon. Between the Bandit Kingdoms and the Shield
Citizens of an isolated hamlet might nothave seen true magic Lands stretches a deep canyon, ten miles wide at the ends,
used for generations except the strange powers of the old thirty miles wide at its midsection , and 180 miles long. The
hermit living in the nearby woods, which they regard with Riftcanyon , which is more than a mile deep, is home to at
suspicion andmention only in whispers. least one blue dragon and has tunnels near its base that lead
By contrast, magic is common enough in the Free City of to the Underdark.
Greyhawk that the Guild of Wizardry teaches magic and sells White Plume Mountain. S ituated just south of the
spellcasting services. Extensivecodes of law govern the use Riftcanyon , the ever-smoking White Plume Mountain has
and abuse of magic. The law treats magical coercion as a always been a subject of superstitious awe to the neighboring
major crime, and punishes the public use of magic in villagers. People still travel many miles to gaze upon this
situationsthat could harm people or property. natural wonder, though few dare to approach it closely, as it is
reputed to be the haunt of demons and devils. The occasional
MYSTERIES OF GREYHAWK disappearance of those who stray too close to the Plume
Eastern Oerik is a realm of many mysteries, several of which reinforces this belief.
a re described below. White Plume Mountain is detailed in Tales from the
Bat-Folk ofHepmonaland Separated from Eastern Oerik Yawning Portal.
by the Tilva Strait, Hepmonaland is a relatively small
continent that few people of the F lanaess known much about. GODS OF GREYHAWK
Those who have explored the north spur of Hepmonaland The Gods of Greyhawk table s hows many of the most
report dense rainforests, severe tropical storms , steamy popular deities worshiped in the Flanaess. Greater gods and
wetlands, and a fet id swamp (called the Pelisso Swamp). demigods are marked as such; the others are lesser gods.
Adventu re rs are sometimes lured into Hepmonaland's Many other deities and demigods are also worshiped in the
rainforests by ancient ruins, including tombs and shrines left Flanaess, beyond those shown on the table. Some deities of
behind by an ancient civilization of bat-like humanoids whose Greyhawk have also transcended their origin on this world to
history is largely forgotten. impact the broader multiverse. Two of these, Tharizdun and
Devastating Magic. Almost a thousand years ago, the war Vecna, are described in appendix A.
between the Baklunish and Suloise empires came to a The greater gods of Greyhawk rarely get directly involved
horrific end The Baklunish people who lived in what is now with happenings on Oerth. Lesser gods are more likely to
the Dry Steppes called down a rain of colorless fire that manifest in some form on the Material Plane and interact
burned all living things, ignited the landscape, and reduced with their worshipers. Cuthbert, for example, is well known
the Suloise lands to ashes, creating the Sea of Dust. In for appearing in mortal guise, appearing as a dirt-covered
retaliation , S uloise survivors invoked their own magic to fa rmer, a wanderer robed in brown and green, or an elderly
devastate the Baklunish lands. What magic was responsible tinker. And of the many quasi-deities that appear on Oerth,
for the Rain of Colorless Fire and the Invoked Devastation? most prominent among them is Iuz, a demigod who rules his
What would happen if s uch magic fe ll into the wrong hands own nation in the Flanaess.
today?
GREYHAWK
Goos OF GREYHAWK
Name and Epithet Home Plane Typical Worshipers Symbol
Beary, Heart of Oerth''' Material Plane Farmers, herders
Berei of the Hearth Bytopia Families, farmers Sheaf of wheat stalks
Celestian, the Far Wanderer Astral Plane Wanderers, astronomers Arc of seven stars inside a circle
Circle at the center of a starburst
Cuthbert of the Cudgel Arcadia Practical, honest folk
of lines
Ehlonna of the Forests Beastlands Hunters, foragers Unicorn horn
luz the Evil i· Material Plane His subjects and allies Grinning human skull
Spears and maces radiating from
Kord , the Brawler Ysgard Athletes , berserkers
a point
Nerull, the Reaper''' Carceri Murderers, necromancers Skull with a scythe
Obad-Hai , the Shalm Outlands Hunters, gatherers, hermits Oak leaf and acorn
Olidammara, the Laughing
Ysgard Revelers, gamblers, pranksters Laughing mask
Rogue
Pelor, the Radiant Sun''' Elysium Healers, the compassionate Sun
Silver sun partially eclipsed by a
Pholtus of the Blinding Light Arcadia Judges, lawyers, arbiters
crescent moon
Ralishaz, the Unlooked For Limbo Gamblers Three bone fate-casting sticks
Rao , the Mediator''' Mount Celestia Mediators, sages, scientists White heart
Wee Jas, the Witch Ac heron Spel !casters, advisers Red skull in front of fireball
t Dem igod
*Greater god
~
v-=----------- GREYHAWK
FREE CITY OF GREYHAWK
Would-be heroes are drawn to the Free City of Greyhawk by
promises of adventure. The city is rife with opportunities for
peril and plunder.
The city stands on the eastern banks of the Selin tan River.
The river flows south from the Nyr Dyv (the Lake of
Unknown Depths) down to Woolly Bay and remains easily
navigable for its entire length.
Once a frontier hub of the Great Kingdom of Aerdy,
Greyhawk proclaimed itself free and independent seventy-
eight years ago, claiming the Selintan basin as its territory.
Adventurers drawn to the nearby ruins of Castle Greyhawk
have provided a steady influx of cash to the city in the years
since.
Throughout this section, if a creature's name appears in
bold type, you'll find that creature's stat block in the Monster
Manual If a creature's alignment isn't specified, you can
decide what it is.
START HERE
The City of Greyhawk is a great starting point for a D&D
campaign for many reasons, as discussed in the sections that
follow.
ADVENTURE HOOKS
The city contains plenty of rumors, local legends, and quest
givers, any of which could point characters to their next
adventure. The sample adventures in chapter 4 can all begin
in the Free City of Greyhawk.
BASTION FRIENDLY
There are ample places within the city and on the city's
outskirts where adventurers can build Bastions (see chapter
8}
KEY CONFLICTS
Two of the three central conflicts of the Greyhawk setting-
the threats of Elemental Evil and Iuz- are the source of
major tension and intrigue in the Free City of Greyhawk. The
third conflict, involving evil dragons, is a looming threat TRADE HUB
nearby, particularly in the Mistmarsh, the hills of the Abbor- Adventurers can buy gear and sell their hard-won loot in the
Alz, and the Bright Desert. city's shops and markets.
A bustling city like Greyhawk can serve the following
LOCAL HURLY-BURLY important functions in a campaign.
Greyhawk has a frontier spirit atypical for a settlement of its
size. The locals are a tough and rowdy lot. Adventurers BACKGROUND CONNECTIONS
seeking action don't need to look far, as the city contains Use the backgrounds of the characters to connect them to
more than its fair share of troublemakers. people and places in the city. These connections help the
players feel like Greyhawk is their characters' home- or will
NEARBY ATTRACTIONS quickly become their new home. A character who was born
North of the city are the Cairn Hills, which are known to have and raised in Greyhawk might have known one of the city's
tombs and dungeons hidden among them. Nearby are a prominent figures for many years, while someone who has
forest, a swamp, and a desert. The monsters that haunt these just arrived in the city might have a mutual friend with that
areas tend to be weak- perfect for testing the mettle of low- connection or might carry a letter of introduction
level adventurers. recommending them to that person. (Each location detailed
in the "City Locations" section includes potential connections
PORT IN THE STORM for two character backgrounds.)
The city provides a place to rest, heaL acquire information,
and procure magic items. Adventurers looking to visit distant
lands can book passage on ships docked at the wharf.
GREYHAWK
CITY ACTIVITIES CITY GOVERNMENT
Greyhawk is an ideal place for activities that support The Free City of Greyhawk is ruled by a council called the
adventuring. There's endless opportunity for social Directing Oligarchy, made up of sixteen coequal rulers. This
interaction in such a bustling place, as well as places where council elects its chief officer, the lord mayor- a position
characters can rest and recuperate between adventures, currently held by a human Spy Master (Lawful Neutral)
acquire new adventuring gear, and spend their gold named Nerof Gasgol The other directors include the captain-
general andconstable of the City Watch, several guild
HOME BASE masters, priests of Boccob and Rao, the inspector of taxes,
As a home base for characte rs, Greyhawk can serve as a and a few influential magic-users with ties to politically active
place to live, train, and recuperate between adventures. As secret societies. Several of these directors represent criminal
described under "Getting Players Invested" in this chapter, or unsavory interests, including Nerof Gasgol himself, who
Greyhawk offers a host of potential friends , rivals, villains, achieved his position and wealth as the owner of a notorious
and resources. Use the people and locations mentioned in gambling den.
this chapter as a starting point for fleshing out characters'
connections to the city, and work with your players to develop CITYWATCH
those connections. Choose one neighborhood of the city (see The City Watch is a standing garrison of some eight hundred
"City Neighborhoods" below) as a focus for the characters Guards and Veteran Warriors. Bolstering these defenders
and their activities. are Mages from the city's Guild of Wizardry, as well as
Priests from local temples.
URBAN ADVENTURES The captain-general a nd constable of the City Watch are
A city isn't just a place to spend time between adventures- stationed at the Grand Citadel (see "City Locations"}
plenty of adventures happen within the city walls. From
wererats in the sewers to scheming bureaucrats in the halls CITYWALLS
of power, dangers lurk around every corner. A 30-foot-high stone wall winds like a snake around the city.
Two other walls, identical in height to the outer walL separate
CITY OVERVIEW the city into its three great sections. Access to the wall tops
can be gained via lifts in each gatehouse. In addition, along
The city is yours to make your own. A few important features
the inside base of the outer wall are secret compartments at
and locations are described in the sections that fo llow, but
300-foot intervals, each one containing a 30-foot-tall wooden
otherwise flesh out the city as you and your players see fit.
ladder. All members of the City Watch know the locations of
these secret ladders, which, in an emergency, can be pulled Major Crime. Crimes more severe than those described
out and used by city defenders to quickly reach the parapets. above- including murder, bribery or impersonation of a city
The walls are patrolled regularly. During daytime, the officiaL and magical coercion- are major crimes. The
typical patrol is one sentry (a Guard) placed every 300 feet criminal faces 2dl O years of imprisonment, the death penalty,
along the top of the wall At night, the guard patrol is or permanent exile. A city magistrate decides which
quadrupled, with two sentries posted together every 150 feet punishment is appropriate.
along the wall Also at night, torches light the wall top at 150-
foot intervals between the guards so each sentry station is 7 5 RELIGION
feet from a torch in each direction. The city has temples and shrines dedicated to various gods.
Religious practices that are certifiably evil aren't tolerated,
CITY GATES howeve r. When an evil sect is discovered in the city, its wealth
Each city gate consists of a pair of iron-reinforced wooden is confiscated, its leaders are put to death, and all other
doors that can be barred from the inside. These heavy doors members are banished from the city for life.
are backed by a massive portcullis of iron bars. A very small See the "Gods of Greyhawk" table for many deities
child might be able to squeeze between the bars, but not a worshiped by the inhabitants of the Free City.
youth or even an adult halfling. The city's portcullises a re
us ually left open even when the gates a re closed CITY NEIGHBORHOODS
Each gate is contained within a small gatehouse flanked by
The Free City of Greyhawk is split into three main sections
a pair of towers. The tower tops a nd connecting blockhouse
by two internal walls running west to east. The northern
are equipped with arrow s lits and holes for pouring boiling
section is home to the High Quarter and the Garden Quarter,
oil straight down onto invaders. Each gatehouse tower
where the wealthiest fo lk of the city reside. The central
connects to the city through a door in its base a nd to the wall
section is home to the River Quarter, Clerkburg, the Artisans'
top by a door in its side. The towers contain three platforms,
Quarter, and the Foreign Quarter. The southe rn portion,
beginning at the top of the wall and extending upward Each
known as the Old City, includes the poorer and rowdier
of these can shelte r and provide a firing platform fo r up to
neighborhoods of the S lum Quarter and the Thieves' Quarter.
forty a rchers.
Brief descriptions of the city's neighborhoods are
Three of the city's gates typically remain open throughout
presented below:
the day and night: the Highway Gate (the grand entrance to
the city), the Cargo Gate (used primarily by traders a nd Artisans' Quarter. The Artisans' Quarter is built around a
merchants), and the Garden Gate (one of the city's two inner la rge marketplace. The finest artisans live and work here,
gates), The remaining gates are closed from dusk until dawn, and the city's trade guilds are headquartered he re.
and a visitor must produce a written message from the lord Clerkburg. Clerkburg is the unive rs ity district of Greyhawk,
mayor of Greyhawk, the captain-general of the City Watch, or with dozens of schools and colleges and the businesses
a head of state to be allowed through. In the latter case, the that s upport them. Temples line the appropriately named
guards ensure the traveler is harmless before opening the Street of Temples in the southeast corner of the district.
gates. Foreign Quarter. The Foreign Quarter is among the most
Those passing through open gates aren't asked to explain multicultural districts of the city, and it boasts fine
their business, nor are they detained or turned back unless apartments and restaurants.
they are recognized as known fugitives. Wagons and carts Garden Quarter. The Garden Quarter is an extravagant
might get searched if they trigger the guards' s uspicions, but neighborhood simila r to the High Quarter, but the
most vehicles a re waved through without inspection. The mansions aren't quite as ornate, the estates aren't as large,
guards keep a daily roster of who and what pass through and it's not as gaudy.
their gates. High Quarter. Palaces, temples, mansions, and gardens fill
the posh High Quarter. Extravagant architecture and wide-
CRIME open spaces define this quarter.
The Free City of Greyhawk is home to many thieves, vandals, River Quarter. The River Quarter encompasses taverns and
charlatans, and hooligans. Crimes are divided into three entertainment venues, as well as the wha rves along the
categories. Selintan River outside the city wall Because it's a hub of
Petty Crime. Public una rmed brawling, pickpocketing, trade, it's the most diverse, multicultural part of the city.
vandalism, and other crimes that cause up to 50 GP in Slum Quarter. The S lum Quarter is the poorest, most
property damage a re petty crimes. The perpetrator pays a desperate region within Greyhawk's walls, full of crime-
fine of 2d10 GP or works to provide restitution. ridden apartments.
Minor Crime. The category of minor crimes includes Thieves' Quarter. The buildings of the Thieves' Quarter are
a rmed assault (defined as any nonfatal attack made with a slightly less run down than their S lum Quarter equivalents,
weapon or damaging spell) and property crimes that cause and its people are marginally better off.
between 50 and 250 GP in damages. The perpetrator must
pay a fine of at least 100 GP and is sentenced to ld6 years in
prison.
GREYHAWK
The grand edifice at the northern end of the High Quarter,
CITY LOCATIONS simply called "the Citadel" by the city's inhabitants, contains
The locations detailed here (player map and DM map) can barracks for the City Watch, the offices of the captain-generaL
serve as a good starting point for your campaign. Use them the city's treasury, and a large store of armaments for the
as examples when fleshing out new locations for your game. emergency citizen militia. The Citadel also contains a prison
where the city's most hardened criminals are incarcerated
BLACK DRAGON INN The captain-general of the City Watch is Senta! Nurev, a
ta!L human Veteran Warrior (Neutral Good) with thinning
This three-story, slightly run-down inn is situated in the heart of blond hair and a mustache. Senta! is usually incorruptible,
the city. A sign carved to resemble the grinning visage of a but he is under great stress. The rulers of Stoink, a fortified
town in the Bandit Kingdoms, have captured Sental's brother
black dragon hangs over the front door. A stable is located
Sarek and are forcing the captain-general to provide
behind the inn. information about Greyhawk's defenses and local politicians.
Senta! gives this information to a human Spy (Chaotic Evil)
The Black Dragon Inn in Clerkburg has good food and who stays at the Black Dragon Inn under the false name
affordable rooms. The inn's stable can hold up to a dozen Skanda Drond Senta! is unaware that the bandit lords of
steeds. Stoink a re pawns of Iuz, whose dreams of conquest extend to
The inn's proprietor is Miklos Dare, a human Veteran the Free City of Greyhawk and far beyond
Warrior (Chaotic Good) who loves to recount his heroic The city's constable- who serves as second-in-command to
exploits in the Battle of Emridy Meadows seven years ago, the captain-generaL manager to the members of the watch,
when warriors from across the Central Flanaess united to and a member of the Directing Oligarchy- is a
drive the forces of wickedness from the Temple of Elemental compassionate Priest of Pelor named Derider Fanshen
Evil (see "Central Flanaess" in this chapter} A red-bearded (Neutral Good} Her kindness and talent for healing make her
bear of a man with a prosthetic leg, Miklos is affable and well loved among the watch, and as a former adventurer, she
proud His friendly rivalry with Olaf and Sivan, the is sympathetic to adventurers' needs. She's unaware of
proprietors of the Silver Dragon Inn just up the street, is the Sental's compromised position.
talk of the city. Olaf and Sivan recently hired a mage to make Character Backgrounds. Adventurers with the Criminal
Miklos's black dragon sign drool acid, much to the chagrin of or Guard background might have a connection to the Grand
visitors entering and leaving the Black Dragon. Miklos is Citadel involving a past run-in with the law or past service on
itching to pull a similar prank of his own. the watch.
Character Backgrounds. An adventurer with the Soldier Reasons to Visit Adventurers might be drawn to the
background might have a tie to Miklos, perhaps having fought Grand Citadel for one of the following reasons:
alongside him at the Battle of Emridy Meadows. A character
with the Wayfarer background might know Miklos as a Appointment. The adventurers have an appointment to
generous man who gives away food and sometimes even speak with Senta! Nurev, perhaps because they need help
lodging to people in need freeing a companion who was arrested for a crime or
Reasons to Visit. Adventurers might visit the Black because they wish to report a threat to the city.
Dragon Inn for one of the following reasons: Break-In or Breakout. The adventurers are hired to break
into the Citadel's treasury vault or break someone out of
Eavesdropper's Paradise. Many clandestine meetings occur the Citadel's prison.
at the Black Dragon. Adventurers eavesdropping on private Imprisonment. The adventurers are imprisoned in the
conversations might overhear tantalizing rumors or Citadel for some heinous crime.
uncover valuable information.
Information Source. If the adventurers let Miklos tell stories GREAT LIBRARY
of his past exploits or agree to help him play a prank on his
rivals, he can steer them toward new adventure The front of this building is a grand sweep of granite walls and
opportunities. He's also quite familiar with the nature of tall columns. A wide ramp leads to a pair of massive doors
Elemental Evil flanked by stone-carved dragons. Inside, it's cool and musty.
Place to Stay. The Black Dragon is close to the city's central
marketplace. A traveler can sleep in a common room for 2
Weapons and armor aren't permitted in the Great Library. If
SP per night or secure a private room for 5 SP per night. A
anyone wearing armor or carrying a visible weapon tries to
luxury suite costs 2 GP per night.
enter the library, or if a thief is spotted trying to leave the
GRAND CITADEL library with one or more stolen books, the stone-carved
bronze dragons flanking the entrance animate and attack.
A many-towered fortress looms above all quarters of the city These statues are Stone Golems.
Abra Saghast, a crusty and irascible dragonborn sage,
from its position atop a low rise. Its outer walls, darkened by
serves as the head librarian. Abra, an Archmage (Chaotic
soot and smoke, could use a good scrubbing. Good\ has bright-green eyes, and her bronze scales are
tinged with aquamarine blue. She typically wears a
patchwork robe.
GREYHAWK
Abra s its behind a high desk in the main hall Six open Spell Scrolls. Adventurers can commission the scribes to
create a Spell Scroll that bears a Wizard spell of level 5 or
archways lead from the main hall to wings where the bulk of
lower. See the Player's Handbook for the time required to
the library's books are shelved, free for visitors to peruse (but
craft a scroll; the scribes charge double the cost shown
not remove from the library~ The library has several sages
and scribes under contract to write books, mostly detailing there.
current affairs in the city. HIGH TOWER INN
An iron door leads to a hallway behind the head librarian's
desk. Three scribes (Mages) labor here and act as sentries, Con ven iently located near the Selintan Ri ver, this invitin g inn is
for next to their desks are three locked, iron doors to the distinguished by its tall tower, w hi ch is pointed at the top like
library's vaults. Arcane Lock spells seal these doors, beyond the hat of an eccen tri c w izard. The c lientele is notably wea lth y,
which are repositories for the library's most valuable or but the inn itse lf isn't at all ostentatious.
scandalous works. Next to each scribe's desk is a pull cord
hanging through a hole in the ceiling. A tug on any one of
The High Tower Inn's human proprietor, Erlynn Goodfellow,
these cords releases a homing pigeon from a loft above the
is a soft-spoken, middle-aged, pot-bellied Mage (Lawful Good)
library. It takes the bird 1 minute to find and alert an
with gray hair, bright-blue eyes, and platinum-rimmed
Archmage, who teleports to the main hall of the library to spectacles. S he dabbled in adventuring before realizing she
investigate. had little taste for danger and her life's calling might involve
Character Backgrounds. Adventurers with the Sage or more sedentary pursuits. Few guests know of Erlynn's
Scribe background might have a connection to the Great magical abilities, as she rarely casts spells in front of
Library and its proprietor. strangers.
Reasons to Visit. Adventurers might visit the Great The High Tower, located in the Garden Quarter, is a
Library for one of the fo llowing reasons: favorite haunt for some of the city's most famous wizards,
including Otto and Jallarzi.
Research. Adventurers searching for a specific book or more
information about a specific topic might find what they're Character Backgrounds. Adventurers with the Merchant
looking for in the library. or Noble background might have a connection to the High
Tower Inn, which caters to people of means.
Spellbooks. The adventurers might need to purloin one of
the many spellbooks kept in the library, necessitating a
carefully planned heist.
GREYHAWK
~------------------.,.
Reasons to Visit Adventurers might visit the High Tower for TEMPLE OF THE FAR HORIZON
one of the following reasons:
Information Source. Erlynn knows all the local rumors. If Hidden among the city's grander temples is a quiet, modest
she trusts the adventurers, Erlynn can direct them to an house of wo rship with clay-tiled rooftops, a corner bell tower,
NPC who needs their services. and well-tended vegetable gardens. Sick and hungry folk gather
Place to Stay. The adventurers need a place to stay, and the
in short lines outside as they wait for priests to attend to their
High Tower boasts comfortable quarters, ample supplies of
wine and ale, and spicy food The establishment has six needs.
private sleeping chambers, each of which rents for 3 GP
per night. Three of these guest rooms are in the tower, Situated in the Garden Quarter, this temple is dedicated to
each one on its own floor. Fharlanghn, a god favored by travelers and m ercenaries. The
Spellcaster. The adventurers might have business with a Priests who staff the temple offer nourishment, rest, and
powerful spellcaster staying at the inn. healing to those in need, day and night. Several small rooms
are maintained for guests, and simple, hot m eals are free to
SILVER DRAGON INN all visitors.
Character Backgrounds. Adventurers with the Guide or
This grandiose, multistory inn sports a wooden sign bearing the Sailor background might have a connection to the temple,
wo rds "Silver Dragon Inn " in fancy silver script, the S shaped which offers help to travelers.
like a silver dragon. A more modest sign ne xt to the front door Reasons to Visit Adventurers might visit the temple for
re ads, "No metal armor. Shields and weapo ns must be c hecked
one of the fo llowing reasons:
at the door."
Adventurers Wanted The priests keep tabs on threats in the
The grand S ilver Dragon Inn, located in the Foreign Quarter, region around the city. They're paying close attention to
is often the first place sought by new arrivals to the city. The rumors of dragon activity in the nearby Cairn Hills, and
prices are average, but the food servings are huge. The inn's they're looking to hire adventurers to investigate these
menu includes spicy bean dishes, seafood delicacies of the rumors.
Wild Coast, and rice and vegetable entrees. Healing. Adventurers can purchase Potions of Healing for 50
Weapons la rger than daggers must be checked at the door, GP each, and the temple's priests have ld4 such potions in
together with s hields . Customers wearing metal a rmor aren't stock on any given day. The priests also have Cure Wounds
admitted Two bouncers (Neutral Tough Bosses) stand at the and Lesser Restoration spells prepared and customarily
door, politely enforcing the rule. cast them for free. For more powerful magic, s uch as
The inn's married human proprietors, Olaf Al-Azul (Chaotic Greater Restoration and Raise Dead spells, the priests
Good Veteran Warrior) and Sivan Al-Azul (Chaotic Neutral direct the adventu rers to the Temple of the Radiant Sun.
Assassin), speak multiple languages and use humor to raise Safe Travels. By making a small donation to the temple,
spirits and diffuse tensions. Olaf can almost always break up adventurers increase the likelihood of safe travel to their
a fight before it starts, generally with a round of drinks for the next destination.
instigators. Sivan is quiet and introspective, but he always Teleportation Circle. Though it isn't the only permanent
keeps a hilarious joke or cutting remark at the ready. teleportation circle in the city, the circle within the Temple
Character Backgrounds. Adventure rs with the Artisan or of the Far Horizon is the easiest to access. The priests
Entertainer background might do business with the S ilver allow free access to the teleportation circle in either
Dragon Inn. direction. For 2,000 GP, the chief priest will cast the
Reasons to Visit. Adventurers might visit the Silver Teleportation Circle spell to open a connection to another
Dragon for one of the fo llowing reasons: permanent circle on the Material Plane.
GREYHAWK
Character Backgrounds. Adventurers with the Acolyte UNEARTHED ARCANA
background might have served in the Temple of the Radiant
Sun, while those with the Farmer background might seek it
This quaint, two-story shop has a sign depicting a white-
out as a place for blessing.
Reasons to Visit Adventurers might visit the temple for bearded human wizard holding a staff that has a copper ball
one of the following reasons: affixed to its tip. Displaye d in the store's window box are
various potions, scrolls, wa nds , and wondrous oddities.
Healing. The temple sells Spell Scrolls of Greater
Restoration for 3,200 GP apiece and Spell Scrolls of
Magic items are bought and sold in Unearthed Arcana, a
Remove Curse for 300 GP apiece, and the priests have ld3
quaint shop in Clerkburg. Magical wards render the store's
copies of each scroll in stock on any given day. The priests
windows and doors shatterproof, and no one can use magic
also have Cure Wounds and Lesser Restoration spells
to enter or leave the shop without the consent of its
prepared, which they customarily cast for free.
proprietor, Morley, whose quarters take up the second floor.
Raise Dead Archpriest Sarana is one of a handful of people Morley is an Adult Copper Dragon (Chaotic Good) who
in the Free City of Greyhawk who can cast the Raise Dead spends his days shape-shifted into a talkative, alert, white-
spelL but she needs the requisite 500 GP diamond to do so. bearded human mage wearing a pointed hat, frayed robes,
Sarana can recommend a jeweler who sells diamonds of and pointed slippers. Only a few people in the city- including
sufficient value. Before agreeing to cast the spelL Sarana the esteemed local members of the Circle of Eight, Jallarzi
casts Zone of Truth and asks questions about the deceased Sallavarian and Otto- know Morley's true form.
individual to make sure she's not returning to life someone Morley is one of the city's secret weapons, ready to repel
who should stay dead invaders or break a s iege should the need arise. The dragon
has a soft spot for adventurers who risk their lives for good
Service to the Greater Good The temple might call upon causes. He occasionally loans magic items free of charge to
the adventurers to perform good acts in the city or abroad valorous heroes who can't afford them, on the condition that
Sarana is particularly vigilant about the threat of Elemental the items be returned to him as soon as they're no longer
EviL since she was involved in the battle at the Temple of needed
Elemental Evil seven years ago. In exchange for their
Character Backgrounds. Adventurers with the Charlatan
service, the characters and their companions are entitled
or Hermit background might have a connection to Unearthed
to a 50 percent discount on goods purchased at the temple. Arcana, as Morley has a variety of unusual interests.
Reasons to Visit Adventurers might visit Unearthed
Arcana for one of the following reasons:
GREYHAWK
Blackwall Keep. One of two new keeps built to keep an eye • Mistmarsh. This vast swamp holds the half-sunken ruins
on the Mistmarsh, Blackwall Keep is a strong, stone tower of an ancient city that is now shrouded by fog and guarded
with a horse corral surrounded by a wooden stockade. by a family of black dragons. Will-o'-wisps lure prey to the
Soldiers from Greyhawk garrison the keep and venture out ruins, where doom awaits.
from it to patrol the northern edge of the swamp. • Peculiar Manor. Like other manors in the Plain of
Cairn Hills. Hidden among the hills north and east of the city Greyhawk, Peculiar Manor was established by a now-
are ancient tombs and half-buried ruins that attract forgotten hero of an ancient war. However, a few years ago
adventurers, bandits, cultists of Elemental EviL and it was purchased by retired adventurers from Ekbir,
monsters. Sanjarah and Chetna Mohsin. The Mohsins brew an
Castle Greyhawk. Travelers who follow the Selintan River extraordinary ale they call Old Peculiar, which lends its
westward from the city come to a stone bridge. From there, name to the manor.
they must travel several miles northeast to reach the ruins • Steaming Springs. See "Mining Towns" above.
of Castle Greyhawk. Built by the archmage Zagig Yragerne • Stone Bridge. A small garrison in the fort of Stone Bridge
and abandoned with his demise, the ruins (and the many- keeps careful watch over river traffic approaching
leveled dungeon below) are a powerful draw to adventurers Greyhawk.
who seek wealth, glory, and magical might. All manner of • Stonefort. A garrison of soldiers from Greyhawk watches
marvels are said to fill the ruins, including numerous over the southern Nyr Dyv from the high battlements of
portals to other planes. Stonefort. The fort also guards a gravel quarry.
Diamond Lake. See "Mining Towns" below. • Tokhel Castle. This blasted ruin stands on a rocky
Elmshire. This sleepy town with a sizable halfling population promontory above the Nyr Dyv. A dead magic zone (see
lies on the shore of the Nyr Dyv. Fishing boats crowd the "Environmental Effects" in chapter 3) encompasses most
wharves. The townsfolk welcome peaceful visitors- of the ruin, and monsters guard whatever secrets the
particularly adventurers who can help fend off monsters, ancient castle and its dungeons might hold
bandits, and cults of Elemental Evil lurking in Cairn Hills. • Two Ford The small village of Two Ford relies on river
Ery Villages. The villages of High Ery and Erybend are trade to supply its inns, smithies, and merchants. Ore
populated largely by farmers who send most of their from the mining towns is also traded here, as it is easier
produce for sale in Greyhawk. The two villages are both to transport it by river than overland
dominated by two prominent families, the Fairheights and
the Witherwinns. The families have a complicated history GREYHAWK GAZETIEER
including abundant instances of feuding and intermarriage,
as well as a catalog of lesser slights and favors. The poster map in this book (player map and DM map)
Ford Keep. A ferry crossing allows traffic from Greyhawk shows the entire region of the Flanaess, with the Free City of
and regions to the south to cross the Selintan River at its Greyhawk near the center. As characters venture beyond the
first major bend The lord mayor of Greyhawk built Ford confines of the city and its surrounding lands, you can use the
Keep here to protect the crossing from bandits. map and the information on these pages to inspire your own
Gorge of the Selintan. Soaring cliffs flank the Selin tan River adventures and world details.
for nearly ten miles. Spanning this gorge, 800 feet above
the river, is a stone arch bridge sculpted to look like an THE BIG PICTURE
extension of the natural bedrock. The bridge allows easy To understand the Greyhawk of today (the year 576 in the
travel between Greyhawk and Grossettgrottell As a Common Year), it is helpful to picture the Flanaess about 200
defensive measure, the bridge's gnome architects hid an
years ago. At that time, the Great Kingdom of Aerdy stretched
iron pin somewhere in the bridge; if this pin is removed, the
from the Vast Swamp to the Rakers, and from the Solnor
entire structure collapses.
Ocean to the Yatil and Lortmil Mountains. Between the
Grossettgrottell An industrious community of gnome Lortmil Mountains and the Crystalmists was the Kingdom of
miners and foragers lives in this network of hewn tunnels Keoland, mimicking the Great Kingdom in its imperialist
and natural caverns. The gnomes trade gemstones and
approach. To the west of the mountains, the Baklunish
rare fungi in exchange for help repelling monsters from the nations- survivors of the Invoked Devastation- stood much
Underdark. as they do now. And to the north, nomadic peoples (the
Marsh Keep. Like Blackwall Keep, Marsh Keep is newly built Chakyik, the Wegwiur, the rovers of the Hunting Lands) and
and watches over the Mistmarsh. The Dwarfwalk road the North Kingdoms were, as now, independent of the
leads east from the tower to Greysmere, a quarrying town
politics of the south.
with a large population of dwarves.
Mining Towns. Blackstone, Diamond Lake, and Steaming
Springs are small mining towns governed and protected by
the Free City of Greyhawk. The city frequently dispatches
adventurers to quell threats to the towns' miners and
mining operations, which of late includes agents of Iuz
intent on destabilizing the city's economy.
~ GREYHAWK
v-=~----------
The contraction of the two southern realms over the last With this big picture in mind, you can think of the Flanaess
two centuries is the primary force that has shaped the beyond the Free City of Greyhawk as five major regions, each
modern Flanaess. First, the provinces of Perrenland, Veluna, with its own store of adventure possibilities waiting to be
and Furyondy- far from the overking's throne in Rauxes- explored:
declared their independence from the Great Kingdom. When
Nyrond joined them (in 356 CY), the stage was set for the Central Flanaess. Diverse peoples clash against Iuz and the
slow disintegration of the Great Kingdom and the ongoing forces of Elemental Evil
rebellion that dominates the eastern part of the Flanaess to Eastern Flanaess. The remnants of the Great Kingdom
this day. struggle to determine the fate of the lands in the overking's
The beginning of Aerdy's decline marked the high-water wicked clutches.
mark of Keoland's expansionist policies, as it held sway from Northern Flanaess. In vast wilderness expanses populated
by indigenous folk, one's mettle is tested by the
the Pomarj to the borders of Ket. Aided by Celene, rebels in
environment and roving dragons.
the Ulek region strove to curb the kingdom's warlike ways,
and the accession of King Tavish IV in 453 CY marked a Old Keoland The former provinces of Keoland contend
dramatic shift in royal policy. The Yeomanry and the Ulek against evil monsters from the western mountains,
states were granted autonomy, the Gran March and Sterich including dragons and giants.
became semi-independent while remaining loyal to the Western Flanaess. The Baklunish peoples and nations
navigate complex political relationships.
crown, and the diverse peoples of this region coexist in
relative peace once again.
CENTRAL FLANAESS LOCATIONS
Location Ruler Description
Celene Queen Yolande (elf) Elven monarchy with large gnome and halfling populations
Magister Thymantia Gortoz
Dyvers (Free City) Important port and trading center with a powerful navy
(aasimar)
Furyondy, the
King Belvor IV (human) Former province of the Great Kingdom, among the first to claim independence
Kingdom of
Mayor Talisyr (appears as an Fortified city with large population of elves ; the mayor is a disguised adult silver
Highfolk (Free City)
elf) dragon
Nine hierarchs (mostly Theocracy ruled by devil worshipers allied with luz, supported by mercenaries
Horned Society, the
humans and hobgoblins) enforcing their tyrannical rule
luz luz (cambion demigod) The monster-infested domain of the demonic dictator, steeped in wickedness
Nyr Dyv The Lake of Unknown Depths; home to barge dwellers
Voorzitter Yrenda
Perren land Fiercely independent confederation of canons
Schwartzen (human)
Pomarj, the Lawless peninsula; home to bandits and marauders
Verbobonc (Free City Viscountess Wilfrick Rejjin Vassal state of Veluna; site of the Temple of Elemental Evil
and Viscounty) (human)
Various burgomasters, lord Free territory with self-governing settlements; haven for outcasts and
Wild Coast, the
mayors, and others dissidents
~
v-=----------- GREYHAWK
CENTRAL FLANAESS CENTRAL FLANAESS CULTURE
The culture of the Central Flanaess is a result of the long
The rich soil and pleasant climate of the region between the imposition of the Great Kingdom's rule over a variety of
Nyr Dyv and the Yatil Mountains- combined with healthy
peoples living in close proximity. These peoples, by and large,
trade relations between these realms and their neighbors to
share the Great Kingdom's practicaL hardworking values, and
the east, south, and west- make this a strong and prosperous
they rely on the family and local community, rather than the
region. might of nations and armies. They have a strong egalitarian
streak unlike the Great Kingdom's strict social hierarchy, and
BATTLE OF EMRIDY MEADOWS
(beyond the domains of Iuz and the Horned Society) they
Seven years ago, knights and soldiers from Furyondy, the
have little tolerance for would-be tyrants or aloof nobility.
Archclericy of Veluna, the Viscounty of Verbobonc, and the
Amid a large number of free cities and confederations, the
elven kingdom of Celene formed an alliance to repel an evil
monarchies of Furyondy and Celene are far more democratic
horde that had gathered in the grassy fields south of the
in practice than those in other regions.
Velverdyva River. This clash of armies- arguably the greatest
Typical dress in the Central Flanaess includes a tunic of
seen in Eastern Oerik- was called the Battle of Emridy
varying length, sometimes worn with close-fi tting trousers. A
Meadows. The forces of evil were smashed, and their
cape or cloak, usually featuring patterns of ovals or
remnants were driven back into the dungeons under their
diamonds, completes the ensemble. The cuisine of the
stronghold, the Temple of Elemental Evil The forces of good,
Central Flanaess uses rice and potatoes alongside cheese
under the command of Prince Thrommel IV of Furyondy,
and meat that is typically boiled or roasted
besieged the temple, which fe ll in a fortnight. Only a few of
the temple's wicked leaders escaped, and it is suspected that CENTRAL FLANAESS ADVENTURES
these individuals were responsible for the subsequent
The dual threats of Iuz and Elemental Evil present abundant
kidnapping of the prince.
opportunities for adventure in the Central Flanaess (see
Prince Thrommel was engaged to marry Lady Jolene, a "Greyhawk Conflicts" in this chapter~ This region is
priest from a prominent noble family of Veluna. Their
particularly appropriate for campaigns flavored with epic
marriage would have united Furyondy and Veluna as a single
fantasy, supernatural horror, or war (see "Flavors of Fantasy"
entity, with the canon of Veluna ruling in matters spiritual in this chapter~ This region is also home to many of the most
and the king of Furyondy ruling in matters temporal This famous dungeons and ruins of Greyhawk, including those
combined state, with its powerful elf allies in Celene, could described in the sections that follow.
wage a steady war against the evil plaguing Eastern Oerik.
Ghost Tower ofInverness. Ages ago, an archmage raised
The prince's disappearance has stalled these plans.
the mighty fortress of Inverness from the very rock of the
Abbor-Alz. In the great inner tower of the keep, he hid his
THE RISE OF Iuz
most prized possession: the Soul-Gem. Legend says this
Iuz is the offspring of the demon lord Graz'zt and a human
great white diamond fell from the sky and glowed with the
archmage named Iggwilv. For ages, he ruled the lands from
brilliance of the sun, and its magic could drag mortal souls
the Howling Hills to Lake WhyestiL naming his domain after
screaming from their bodies and trap them. The fortress was
himself. These lands a re so despoiled and dangerous that the
ruined long ago, but on foggy nights the great central tower
otherwise fierce nomads of the Hunting Lands and Wegwiur
still appears.
pass through the Cold Marshes rather than enter the merest
edge of Iuz's realm. Lost Caverns ofTsojcanth. The archmage Iggwilv is said
to have acquired much of her prowess from the hidden magic
Iuz's evil reign was interrupted by a sixty-five-year
s he discovered within the Lost Caverns of Tsojcanth
imprisonment in the dungeon under Castle Greyhawk.
(pronounced SAWJ-kahn). In these caverns she conducted
During his absence, the Kingdom of Furyondy and its allies
experiments and rituals to increase her powers. One of these
prospered, while the land of Iuz was overrun with evil bandits
rituals led to her downfalL though , when she accidentally
and monsters. Iuz's absence turned him into a legend and
freed the demon lord Graz'zt from the prison where she had
attracted a host of new followers , whose misplaced faith
bound him. Though Graz'zt fled to the Abyss, Iggwilv was
invested him with the power of a demigod
weakened and forced to abandon the caverns, but a secret
Upon winning his freedom , Iuz had no trouble reclaiming
cache of her treasure is said to remain. The Lost Caverns of
his homeland He forged tenuous alliances with the leaders of
Tsojcanth are detailed in Quests from the Infinite Staircase.
the Bandit Kingdoms and the Horned Society, whom he
Maure Castle. Maure Castle is a forlorn and foreboding
controls through terror. With their aid, he aims to destroy his
place surrounded by boggy ground and scraggly trees.
neighbors and lay waste to the Free City of Greyhawk.
Rumors suggest that a tome holding eldritch lore of
Since the resurgence of Iuz, the northern quarter of the
unimaginable evil is held within , guarded by a powerful
Vesve Forest and the eastern part of the Howling Hills have
demon.
become filled with marauders and monsters. While the
Temple ofElemental Evil The Temple of Elemental EviL
Wegwiur battle Iuz's forces in the Howling Hills, scouts and
built long ago, spawned hordes of bloodthirsty monsters that
troops from Furyondy join forces with Highfolk's defenders to
ravaged the lands between Celeneand Veluna. As far as
drive out the Vesve Forest's evil inhabitants.
anyone in the area knows, the temple is currently abandoned
and has not posed a threat since the Battle of Emridy
Meadows in 569CY, but the forces of good in the region keep
vigilant against any sign that the temple and its cults might
arise once more.
GREYHAWK - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - : : : : : : .
EASTERN FLANAESS LOCATIONS
Location Ruler Description
North province of the Great Kingdom, ruled by a cousin of
Aerdiaak Herzog Varz Grenell (human)
the overking; its court is rife with debauchery and intrigue
Lordship of the
Princess Ronthal Ill (human) Independent principality; member of the Iron League
Isles, the
Nyrond , the
King Dunstan I (human) Center of resistance to the Great Kingdom
Kingdom of
Onnwal The Raven of Onnwal , Zyl Grayshadow (dwarf) Independent state ; member of the Iron League
Four sea barons, including High Admiral Kalashe Independent island fiefdoms that serve as the Great
Sea Baronies, the
Asperdi(human) Kingdom's navy
Shar, the Hidden Isolated order of Suloise militants whose spies operate
Father of Obedience Korenth Zan (human?)
Empire of across the Flanaess
The Council of Fi ve (on the northern islands) and Independent islands that keep watchful eyes on aggressive
Spindrift Isles, the
the Council of Seven (on the southern island) island neighbors
Sunndi Steward Valenta (elf) Independent fiefdom; member of the Iron League
Urn st, the Duch y of Duke Jal ken Lorinar (human) Independent fiefdom
Morass separating the Tilvanot Peninsula and Shar from the
Vast Swamp, the
rest of the East
~
v-=----------- GREYHAWK
These same values persist in many of the lands resisting the
EASTERN FLANAESS overking's reign. Nyrond and Almor, in particular, share the
Once a powerful force for order and good, the Great Kingdom stratified social structure of the Great Kingdom, with their
of Aerdy has declined over the last century to a state of utter king and prelate remaining distant from the common people
decadence. The reigning overking- Ivid V, patriarch of the they rule. The independent states of the Iron League are
House of Naelax- is rumored to have fiendish advisers as more egalitarian, sharing that trait with the peoples of the
well as a noble court infested with evil Ruling from the Central Flanaess.
Malachite Throne in Rauxes, Ivid commands an Typical clothing in the Eastern Flanaess is a tunic of
unmatched army currently embroiled in two wars at once: varying length, often worn with trousers, with a cape or
one against the Kingdom of Nyrond and the Prelacy of Almor, cloak. The fabrics of the east are often patterned with checks
and the other against the Iron League (consisting ofldee, or plaids, with different patterns often relating to the wearer's
Iron gate, the Lordship of the Isles, OnnwaL and Sunndi~ To lineage. Eastern cuisine pairs rice and potatoes with a variety
pay for these costly wars, the overking has imposed heavy of meats, especially seafood
taxes on his subjects, further diminishing his popularity.
Aerdiaak, Ahlissa, Medegia, and Rel Astra are provinces EASTERN FLANAESS AND ITS NEIGHBORS
and fiefs of the Great Kingdom. The Sea Baronies are vassal The Duchy and County of Urnst bridge the regions of the
states that provide most of the kingdom's navy. Central and Eastern Flanaess. Once part of the Great
Kingdom's province of Nyrond, they declared their
SHAR independence from the Great Kingdom and the new
Fanatical Suloise militarists called the Scarlet Order founded Kingdom of Nyrond at the same time, achieving their
the Hidden Empire of Shar, which is closed to outsiders. The separation from Nyrond with minimal bloodshed While the
order controls the peninsula west of the Tilva Strait, as far people of Urnst distrust the king of Nyrond, they don't hate
north as the Vast Swamp. See "Factions and Organizations" him like they do the overking.
in this chapter for more about the Scarlet Order. The proximity of the Nyr Dyv, the Cairn Hills, and the
Shield Lands means the Urnst lands can't ignore the rising
EASTERN FLANAESS CULTURE threat of Iuz or the politics of the Free City of Greyhawk. At
The culture of the Eastern Flanaess is largely that of the the same time, Nyrond stands as a buffer between Urnst and
ancient Aerdi tribe of humans that conquered the region and the Great Kingdom , but the overking's threat still looms. The
established the Great Kingdom almost 800 years ago. The duke and countess of Urnst believe that a united Urnst will
Aerdi valued common sense, hard work, and knowing one's stand more strongly against pressures from east and west,
place in a strict social order. Having claimed their position of which they hope to achieve through the marriage of Countess
power through conquest, they put great emphasis on military Belissica Gell or to Byron Lorinar, eldest son of Duke Jal ken
power and martial skill These values persist throughout the Lorinar.
region, reinforced in the Great Kingdom by strict laws and
even stricter social mores.
EASTERN FLANAESS ADVENTURES
Jroll Fens. The chilly mists of the Troll Fens, located against
the shoulders of the Griff Mountains and the Rakers at the
The story of the Eastern Flanaess is a tale of scrappy rebels-
head of the Yol River, cloak a place of unnameable horrors.
Nyrond, Almor, a nd the Iron League- defying the
As the name implies, the fens are infested with particularly
overwhelming power of a corrupt and decadent empire. This
large and vicious trolls. The Pale carefully hedges the place
story lends itself to campaigns exploring themes of
with watchtowers and keeps, and strong patrols ride the
supernatural horror (in the fiend-haunted courts of the
verges of the southern end of the Troll Fens to watch for
overking\ swashbuckling (in the cities across the region as
unwelcome visits from the monsters dwelling within.
well as the eastern seas\ and war (see "Flavors of Fantasy" in
this chapter).
NORTHERN FLANAESS
Havens of Unrest Those who despise and challenge the
Great Kingdom's oppression- outlaws both good and bad- The northern region of the Flanaess includes three distinct
find refuge in borderlands just beyond the reach of the areas populated by different peoples: the Baklunish horse
overking's soldiers. These include the woods and swamp riders of the Chakyik and the Wegwiur, the Suloise people of
near Rel Astra (the eastern reaches of the Grandwood Forest the North Kingdoms, and the Flan nomads of the Hunting
and the Lone Heath) and the Hestmark Highlands east of Lands.
Sunndi. The outlaws in the Grandwood include significant
numbers of elves and halflings as well as humans, while BAKLUNISH NOMADS
those in the Hestmark Highlands include dwarves and The Chakyik and Wegwiur- called Tiger Nomads and Wolf
gnomes. Nomads, respectively, by their neighbors- are horse riders of
Tomb ofHorrors. Deep within the Vast Swamp is the Baklunish descent who dwell on the steppes north of the Yatil
sinister Tomb of Horrors- a labyrinthine crypt filled with Mountains and Lake Quag. The climate in the steppes and
terrible traps, strange and ferocious monsters, and rich and pine forests ranges from cool to frigid Both peoples maintain
magical treasures. Somewhere within rests the demilich scattered trading outposts that welcome visitors from
Acererak, who ruled much of the region long ago. The neighboring and distant lands.
demilich is said to take perverse pleasure in devouring The steppe nomads have a rich storytelling tradition that
adventurers' souls. reinforces a strong sense of clan identity and fam ily line
The Tomb of Horrors is detailed in Tales from the Yawning within the clan. Their tales include stories not only of heroes
Portal. within their clans, but also of heroic horses, and the nomads
trace equine lineages as carefully as their own. These
nomads maintain the traditions of their people, many of
which can be traced back to the ancient Baklunish empire.
The Baklunish nomads favor bright pastel colors in gowns
and robes. When traveling or at war, though, they prefer more
rugged gear of leather and hide.
~
v-=----------- GREYHAWK
THE NORTH KINGDOMS
Ratik. As a former province of the Great Kingdom, Ratik
rides the boundary between the northern and eastern regions
Three kingdoms of related peoples occupy the Thillonrian
of the Flanaess. Without the protection of the Great
Peninsula in the northeast of the Flanaess- a beautiful
Kingdom, Ratik has been forced to defend itself against
subarctic landscape of high mountains, coniferous forests,
frequent raids from the North Kingdoms and the Sea
and deep fjords. The kingdoms are named for the three
Baronies, as well as attacks from mountain-dwelling
distinct tribal lines that inhabit them: the Cruski (whose
monsters. Baron Lexnol Haarkof's emissaries hope to forge
name means "ice') the Fruzti ("frost"). and the Schnai
an alliance with the North Kingdoms and redirect the
("snow").
berserkers' aggressions toward the Hold of Stonefist.
The Schnai are strong and numerous. When Queen Ingrid
Wegwiur. Wolf-Mother Bargra Yefkos of the Wegwiur
of the Schnai has a mind to raid the isles of the Sea Baronies
Hordes is preoccupied with the threat of Iuz, and she meets
or the coasts of Aerdiaak and the Great Kingdom, she calls
frequently with clan leaders and Perrenlander mercenaries
upon the king of the Fruzti and the queen of the Cruski to
to strategize. The Wegwiur consider their territory to extend
join her army. King Hundgred of the Fruzti has no choice but
to the Dulsi River, so they fiercely defend the western
to honor his oath to the Schnai, while Queen Tharla of the
Howling Hills from the incursion of the hideous monsters
Cruski rarely turns down a chance to attack her enemies. At
that serve Iuz. Several large battles between Wegwiur and
other times, the Cruski raid the Fruzti, the Schnai, or the
the forces of Iuz have taken place in that area.
Hold of Stonefist.
As their distinct kingdoms suggest, the people of the North
NORTHERN FLANAESS ADVENTURES
Kingdoms value their connection to their clan lineage. They The cold north is an ideal location for a campaign featuring
preserve a love of learning from their distant ancestors of the
themes of sword-and-sorcery fantasy (see "Flavors of
Sue! Imperium, and they value knowledge of the natural
Fantasy" in this chapter). The peoples of the Northern
world as highly as they do the skills of hunting, sailing, and
Flanaess battle giants, dragons, and other horrific monsters
warfare. Their clothing includes shirts and pants made of
in equally dangerous environments, while remaining
wooL augmented with furs, capes, mittens, and warm boots.
suspicious of the decadence of the cities and nations of the
They often wear large pins, brooches, or emblems in their
south.
cloaks as a sign of wealth or accomplishment.
GREYHAWK
OLD KEOLAND LOCATIONS
Location Ruler Description
Bissel, the March of Margrave lmran Rendulkar Bone of contention between Keo land, Veluna, and Ket
(human)
Geoff, the Grand Grand Duchess Owena Isolated fiefdom with a long history of battling giants in the nearby
Duchy of Blackthorn (human) mountains
Commandant Magnus Nominal vassal of Keoland and ally with Bissel ; the commandant is elected
Gran March, the
Onyxbeard (dwarf) from among the March's noble houses
Hold of the Sea Prince Zygmund Ill of Monmurg Independent oligarchy of sea traders founded by buccaneers; now a
Princes, the (human) powerful naval force
Keoland, the King Kimbertos Skotti (human) Heart of the Old Keo land region, surrounded by friendly neighbors that
Kingdom of swear fealty to Keoland's monarch
Lortmil Mountains,
Natural border between the Old Keoland region and the Central Flanaess
the
St . h th M h f Marquise Quercha Emondav Nominal vassal state of Keoland, but its ruler is more like a sister than a
enc , e arc o (human) vassal to the king of Keoland
Countess Lewenn Richfi eld
Ulek, the County of Former vassal of Keoland
(human)
Ulek, the Duchy of Duke Grenowin (elf) Former vassal of Keoland with a large population of elves
Ulek, the Principality Fiefdom with a significant navy; its princess commands the respect of man y
of Princess Olynn Corond (dwarf) dwarves beyond Ulek
UII Orakhan Drasika Borinok Independent fiefdom founded by Ulakandar nomads who settled the land
(human)
Monarch y ruled by a reclusive philosopher who resists his advisers' call to
Zeif, the Sultanate of Sultan Naxas Murad (human) imperial expansion
GREYHAWK - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - : : : : : :
WESTERN FLANAESS AND ITS NEIGHBORS WESTERN FLANAESS ADVENTURES
Ket is the crossroads between the Western Flanaess and the The political and mercantile intrigue among Ekbir, Tusmit,
rest of the continent, nestled between the Yatil Mountains and Zeif provides abundant adventure opportunities for
and Barrier Peaks. Though it by Baklunish settlers, Ket's characters in the Western Flanaess. A campaign focused
proximity to both Bissel (and the lands of Old Keoland) and around intrigue or mystery (see "Flavors of Fantasy" in this
Veluna (and the Central Flanaess) makes it a vibrant, chapter) works particularly well in this region.
multicultural land rich from extensive trade. Its culture Of course, the Western Flanaess has its fair share of
reflects the breadth of its trade, including sizable populations monsters, dungeons, and ruins as well The ruins of the
of dragonborn and tieflings and is playing a fusion of Baklunish Empire in the Dry Steppes, and those of the Sue!
Baklunish and Oeridian influence. This mixture is visible in Imperium in the Sea of Dust, attract plenty of adventurers as
the title of its ruler, which is a combination of a Baklunish well as villains hoping to claim the magical knowledge that
title (bey) and an Oeridian one (gran The beygraf is a noble caused the terrible catastrophes leading to the fall of those
chosen by the lords of Lopolla's wealthiest, most influential empires. Ket and UIL too, suffer from the depredations of the
families. Many of these lords also serve as generals in the monsters in the Barrier Peaks and the Yatil Mountains, just
Kettish military. The current beygraf, Zoltana Lhaz, is a as their eastern neighbors do.
skilled diplomat who so far has balanced the interests of
different forces both inside her nation and among her
neighbors.
Hyperboria
~ GREYHAWK
~ - - - - - - - - - - - - - - - - - ~~
The Central Flanaess is characterized by diverse realms with freedom from the Great Kingdom, whereas Eastern Flanaess retains a rigid social order under the declining Great Kingdom. Central Flanaess thrives on prosperous trade, while Eastern Flanaess struggles under heavy taxation and militaristic traditions .
The Battle of Emridy Meadows exemplifies collaboration in Central Flanaess as knights and soldiers from Furyondy, Veluna, Verbobonc, and Celene united to repel an evil horde. This alliance underscores a unifying spirit and strategic cooperation among diverse factions against common threats .
Old Keoland's cultural diversity, characterized by mingled traditions and shared history, fosters peaceful coexistence despite its many different species and potential threats. This fusion, along with strong family ties and storytelling traditions, contributes to regional stability by reinforcing social cohesion and mutual understanding .
As a major trade hub, Greyhawk’s economy benefits significantly by enabling adventurers to buy gear and sell loot, thus fostering market activity. The presence of diverse goods and services supports financial transactions and commerce, contributing to economic growth and sustainability .
Character backgrounds help forge connections between adventurers and the city by linking them with people and places in Greyhawk. These connections, like knowing prominent city figures or having ties to specific locations, make the city feel like home and provide personal hooks for adventures .
Ratik’s strategic location between Northern and Eastern Flanaess necessitates robust defense strategies due to frequent raids from the Sea Baronies and mountain-dwelling monsters. The need for self-reliance and potential alliances underscores its focus on defense against varied threats .
The key conflicts, including the threats from Elemental Evil and Iuz, introduce major tension and intrigue, forming a core around which the socio-political environment revolves. These conflicts foster a frontier spirit, making the locals tough and rowdy. The impending threat from evil dragons in nearby areas further complicates Greyhawk's socio-political landscape .
Morley, the Adult Copper Dragon, enhances Greyhawk’s defense strategy by being a secret weapon ready to repel invaders. His ability to shape-shift and his role as proprietor of Unearthed Arcana allows him to subtly assess and support adventurers while providing magical aid, making him integral to the city's security .
The Black Dragon Inn serves adventurers by acting as a center for gathering information through eavesdropping or conversing with its proprietor Miklos Dare. Located within reach of the central marketplace, it offers affordable and diverse lodging options, making it ideal for rest and social interactions .
Greyhawk's geographical location is advantageous for adventurers due to its proximity to diverse terrains such as the Cairn Hills, forests, swamps, and deserts, each offering unique adventure opportunities with tombs and dungeons. Additionally, it acts as a trade hub where adventurers can rest, acquire information, and procure magic items .