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‘Accessory PLayer’s GUIDE TO GREYHAWK” Creprrs, Written by: Anne Brown New Materia: Kij Johnson & Roger E. Moore Editing: Kj Johnson Creative Direction: Harold Johnson & Lisa Stevens Cover Art: Carol Heyer Cartography & Diagrams: Sam Wood Interior Art: Tom Kyflin, Ted Naifeh, Sam Wood, & Ken Frank ‘Are Direction: Ellen Buck “Typography: Eric Haddock Electronic Prepress Coordination: Larry Weiner Special Thanks: Richard W. Brown ‘Some material is adapted from the From th Asks bored set by Carl Sargent; The City of Grobewk boxed set by Doug Niles; Cas Sargent and Rik Rose; the Guerian. Adventures hardcover by James M. Ward and others; the Wonzp oF Grerianx boxed set by E. Gary Gygax: and AL-Qan0\ Araien Adsentres by Jeff Grubb and Andria Hayday. Conrenrs Introduction 2 ‘The World of Oerth 3 ‘The Flanaess 4 Cultural and Geographic Divisions 4 ‘The Climate of the Flanaess 8 A History of the Fanaess 9 ‘The Calendar of the Flanaess B Languages ‘The High and Mighty 8 Gods and Powers 8 ‘The Circle of Eight Past and Present a. Notables of the Flanaess 24 Famous Orders of Knighthood 27 ‘The City of Greyhawk 28 City Sites 29 Notables in Greyhawk 30 Map of the City 32 Races of Eastern Oerk 4 ‘The Flannae 34 ‘The Oeridians 34 ‘The Rhennee 35 The Suloise 36 ‘The Baklunish 36 Elves 37 Dwarves 37 Gnomes 38 Halflings 38 Humanoid Races 38 ‘Other Intelligent Races 39 Roleplaying in the Flnaess 4 "The Melting Pot Factor 4 Optional Racial Ability Adjustments 2 ‘The Family Tree 2 Playing Characters from the Flanaess 8 Names and Forms of Address 48 Forms of Proper Address 48 Popular Expressions 48 ‘Adventuring Attractions in the Central Flanaess 50 Player-Characer Kits 33 Rangers of the Gnarly Forest 54 Knights of the Holy Shielding 35 Knights of the Watch 35 Knights of the Onder of the Hart 56 Apprentices a the University of Magical Ares 58 Greyhawk Thugs 39 Dwurfolk of the Domain cy _ADAD, Awe Duncans aco. Deacon Duncan Masia, ALQon4 Gunnin Monroy Cowman, Puasa, Spay, WORD OF GRAN an (BeTSR logo a repel wakes ome by TSR Ine The TSR lps der of TSR, In ALTSR crc acter names nd he dice Henan hat me ‘elena wel TSR, Ine, ©PS8TSR lc TS. Ines abc of Wie of he Con In Al igs ered Made de USA Died the bok wae United Sites by Random Hoe Ines and Canady rein dato Dba wcdne by Waa of the Cont Ie andro ‘Serbs The veel speed kere eoppep lof i Unie Ss fost fay mprodrann er rend we of i Gama rave remind een Frobbed wiht th expr rem coment of TS In ISBN: 0-7869.1248.0, 9S78XXXISOL EUROPEAN HEADERS Ist Prinning, June 1998 ‘Welcome to the WORLD OF GREYHAWK® ‘campaign setting for the ADVANCED [DUNGEONS && DRAGONS game. Some of you have visited the City of Greyhawk and Ay) the lands of the Flanaess before this, Bodh acessories en Geeyhawl’s word. Some BR) of you are newcomers to this setting, JA hough you may have heard others speak of BASS their experiences here In either case this Player Guide book is designed to give you information about the land, the history, the races andthe cultures tha make the ‘GREvHAWR® campaign uniquely exiting. Several yeats have passed since new game raterials have seen print and much has changed, but the danger, mystery and adventures that have always been a par of this world are as present as ever — perhaps ‘Some material in this book introduces — or reintoduces — you tothe lands of the Flanaes, the northeastern corner of the immens continent of Oerik and home to the Free City and Domain of| Greyhawk. Since it helps to know a lle about the word in which your character move, we'll update th history of the Flanaess to the cureent campaign year of ‘$91 cy (Common Year; and well provide an overview ofthe geographical and political divisions in effec at this time, "The races of Oceth, described in oly sketchy detil until now, are given greater consideration so that players can understand what fel ike to play a Flan, Baklunsh, Oerdian, Rheance or Suel human. Other information will be dizecly sel in you roleplaying experience in Greyhawk: race and cultural information, Player's Guide to Greyhawk HN aes | JNTRODUCTION notes for roleplaying representatives of specific groups, adventuring attractions, and even character kits unique tothe lands surrounding the City of Greyhawk. The Ploers Guidebook is by no means echaustive. The GREYHAWK campaign was the first ADSD® game setting, and thee exists large body of material (most of it out of print) describing the City of Greyhawk and the Flanaess.It offically began with the Wort oF Greriair folio and boxed set in the easly '80s, set in the campaign year S76 ¥, though many AD&D game adventures were set in this realm even before the setting rules came out. Inthe neatly two decades since publication of the fli, the world has been developed through scores of adventures, acessories and articles. ‘Some of the material that follows is adapted and updited from the WORLD oF Guzriam bored set (TSR stock #1015, 1983), the Greriark Adentures hardcover book (#2023, 1988), The City of Greiawk boxed se (#1043, 1989), and the From te Asks boxed set (#1064, 1992). None of these materials are required for play in the GREYHAWK. setting, but those of you interested in reading them might find them in used book stores, in secondhand sections of hobby and game stores, of at auctions a game conventions across the country. Future GREYtAWx products will develop Oerik in much greater detail, Time has passed on Oerth since the last GREYHAWK game materials were produced: in the yeas between $76 CY and the current campaign date, S91 CY, the Flanaes has sen great treacheries and greater wars. A few yeats ago, a widespread conflict called the Greyhawk Wars damaged the fare of life here, pethaps irreparably the teaty which was supposed to have ended the wats has been broken again and again, and borders everywhere are in turmoil The corrupt and decayed Great Kingdom has finally fallen, but new realms have arisen to take its place — each with the potenti to be even more evil than its predecessor. A horvfyingdemigod has been feed fom captivity despite che loss of many of his fiendish troops, his expanded empire threaten the hear ofthe Flanass. ‘A mysterious brothethood has reached out from its southern stronghold to begin a ‘conquest of certain countries — a conquest that may not end wrel the Flanaes itself is destroyed, Armies of humancids — brutish creatures with both human and besial features — march across the land: Though some have been repelled, sil chere are lost lands to be won, Giants and creatures drawn fiom alien planes lay waste to civilization Barbarians, assassins and monsters run rampant. ‘Yet the Flanaess is alive and vibrant. The times are more peaceful than they have been, and for many, life goes on a it always has — there are crops to be gathered markets to vist, roofs to rebuild. Other, more adventurous types strike out against che enemies of civilization and orcer, uncover lost and forgotten treasures, and gun the resources they need to become the heroes and leaders ofthis exciting new time. There ae captured realms to be retaken, artifacts to be rediscovered and used, and incredible lands beyond the Flanaess to explore. Ie isan age of adventure with no limit ro what one person can achieve. "Wels to Grant: May your ihe be many snd your seb Smt eet arn eer ee eae: + City of Greyhawk: Also kno the Free City of Greyha Located in the central Flanae eae Corie ere Pere erent ~—_ or ‘Tue Wonto of OsnrH “Asis natural and proper ll ether words reve around our own plant Ott, from the Lat rock tthe vast burning sun ital Lite i oun of thee world, though a et maging lene or magical cape revel their curious shapes and clr, and thir Iotons res th sy are well hari Asay rational ndinidaa hows, h nding stars intuenc the Uses of all ings on Oe, and thir poston agen he vat of nigh gibt to learned astrologers abou events yt come rang ret fear end line “Cert rotates om ite aie once every 24 bore The ru trav the shy from at to west, revving lacie in orbit around Oerb to ma afl crest of the hens ‘ery 364 day following a fsed pat throng the Tuelve Laie of the Zodiac Tro the Zodiac of the might hy alo pass the Grat Mon of Oerh known as Lens, ond the Lesser Moo, Cl ai led the Handmaien.Chs-wie Lana wes and ens in ere) : a fixed ele of 28 days, reaching fallnces [3 times exch year Aquamarine Celene passes through ite phases more slowly, taking 9 day for a full ele and reaching fall only four times 4 year These natural rhythms ae reflced inthe calendar sed by chiized finkebitents of our land “Leis known that widen both Luna and Celene are either full or mew, and the wandering stare bee themzlver achieved potions of power within the Zodiae, cent of great portent are likely to occur on cur wold. The fate of civilization may bein the balance and the involvement of reat magic is almost certain The appearance of «falling star bas further significance, anda great pale comet or bright exploding sar bovering in the darkuese isa barbinger of catalyem. "More wil be sad about the place of our grand world inthe Bierarcly of the havens, lout we first turn to an analysis of the Zodiac and the special influence of its larson our ert fist described by Baklunish astrologers two millennia age...” —Agath of Thrnch _from Understanding the Hendiwork of Cleston ete gett + Castle Greyhawk: Built b City Lord-Mayor Zagig Yragerne Soreness et eens Seneca eee ng Pee ee een er ee eect ikea aroun een a) Sogo intan and ake es ee oe ee ro er as eres In 591 cy, everyone living in the Flanaess knows certain things about the word they lve con. Some of it is true; mor is eared speculation; and sill more i wild surmise. Teis believed that there are four continents on Oerth, of which the lagest is Ocxk “To the south and eatt of Ocrie i the smal continene of Hepmonaland. An ice-covered continenc caps Ocrs orthern pol; eis known ot Telia or any ofa number of variations onthe name High Bors. A large ian to the east of Ocrikis known a8 Fireland for the many volcanoes there. At the opposite end of the world from the Flanaess sa fourth continent, about which no more is known than that i exis. ‘erik’ northeasternmost section is known a the Flanaess, which is isolate from the rest of the continent by the Dramidj Ocean anda string of towering mountain chains stretching fom the Yas down tothe volcanic Hellfiuraces tothe west of those ae steppes and the horsife waste ofthe sea of dust, where the ancient Baknish Empire ‘once ly. Beyond these barrier, tales say, are great and ancient empires, mountain so tall thac they dwar the great Crystalis, and monsters of inconceivable horror eg Further, che Flanaes is separate from the rest of Oerth by other natural buries. To eS che north les the dangerous Land of Black Ice and the apely named Icy Sea othe eas the immense, storm-racked Solnor Ocean, sid to stretch over a thousand leagues. To the southeast are the jungles and swamps of tropical Hepmonaland: due south isthe huge Densac Gulf and the wild Amedio Jungle. the Plain irae ponent een ence ren ore ee ay Pent TS term for ic CCromed with nations and groups of every stamp, and threaded through with roads and waterways, the Flanaes isan object of supreme interest to its inhabitants, who see 1) it as the center of enlightened humanity Some thes thousand miles from eso its many lands hh variety extends tothe areas inhabjeants, for there are many demihurman and humanoid races scattered across the Flanaess. Even the humans can be very different, ranging from the native ruddy skinned Flan, to the olive-skinned Ocridians and pale Suloise who frst immigeated, to later immigrants, the {gold-skinned Baklunish. A fifth race, the Rhennee, sre believed not to be from eet at al, General maps of the Flanaess showing geographic and political features are presented on the wrapper and screen of this book. Details on the regions of the Flanaess ae given below, CurruraL AND Geocrapnic Divisions. ‘The lands of the Flanaess are isolated from the hrger world or Oerth by grography, hostile nations and monsters to the east, the Solnor Ocean, filled with sea creatures of every sort; to the south, uncharted jungles and the mystic tyranny of the Scarlet Brotherhood: to the west, ‘mountains and deserts scattered with the remnants of ruined empires: and to the Player's Guide to Greyhawk a eee HE FLANAESS north, bitterly cold seas and the Lands of Black Ice, as well a the empire of the dlemigod luz. ‘The Flanaess is home to many nations and peoples, We examine it by dividing i into smaller regions, beginning with the City of Greyhawk and the surrounding lands and. features: chen ctcling through the Flanaess. Ifa location ie mentioned but not explained, it wll be described Inter. Major locations within these regions ae in boldface. Western Nyr Dyv (“Old Ferrond”) Furynds Vana, Verbbos, Dyers Grob, Hardy, Cae, Wild Coa, Hill ‘Ac the center of the Flanaess and the eastern edge of this region isthe Nyr Dy, the Lake of Unknown Depths. This is the largest freshwater lke in the Flanass, and despite its monsters and pirates cis amajor avenue for commerce. The land around it was seed by Ocrdians and Suet a millernium ago, bt trong strains of Flan (and some Baklunish) ‘occur in the population now, and Rhennee live on the waterways here. The Nye Dyv is bordered on the north by Tuz’s lands and on the east by the wo Urnst states. To the south and west are more of the Flanaesss richest independent kingdoms and cites, "fre lands” bordered by water forest and mountain “Mach of the area was once part of the Viceoyalty of Ferrond, a portion of the Great Kingdom which dominated the Flanaes for centuries. Currently the major threat to this region comes from the Empire of luz to the north. ‘South of the Nye Dyv, The Free City of Greyhawk lies like a jewel atthe heart of the Flanaess — a metropolis of mighty walls and datk alleys, alabaster spires and fetid cellars. Greyhawk’s bustling wharf area gives the city ts primary claim to strategic significance, lying as it does along the river Selintan, the only water route between the Nyr Dyv to the north and Woolly Bay to the south ‘Originally frontice settlement where traders from around the Flanaess met to exchange goods and buy local woo! and woven garments the town soon expanded and developed strong textile and meat-packing industries. The proximity of the Caien Hills and other dangerous (but potentially profitable) locations brought adventurers to Greyhawk, Many died: others gew rich and settled here. Powerful wizards began great schools of magic, and now Greyhawk is a center of learning as great as any in the As Greyhawk has grown in prosperity, it has become necessary to defend it. Centuries ago, the city walls were built and a standing garrison onganized. If an outside threat plagues the city che citizens of Greyhawk are required by law to stand to her defense. The city prospered during the Greyhawk Wars. Refugees fled hete to escape ravaged lands; among these thousands were great scholars, artists and wizards who offered thei talents to the city’s defense and future. Humans, halflings, di ts, gnomes and elves ive tunder Greyhawk’s banner, shielded by the citys military might and lending their own weapons and skills to the army, At war's end, a sweeping conflagration destroyed areas of eat aoe tr ee et) pee eet eet iy era a ate Peres etd Cee aa thnul: ee RITH nul Ce eae amaess: flah NES ee pees ety Peete a cet eter cUret eae at Pore teed eee eens erat) eC Obad-hai: oh bad HI Cee een Coes cr Rhennee: ren NAY or ren NEE Senn eed Thatizdun: thar 12 dun Peery) SR eee) Die Tween) the city, bue much of that has been rebule, and the city is bursting 2 che seams. By ‘591 Cy, the city has reached a zenith in its long history, offering stability and security ina world lacking both. Greyhawk’s armies hold a fair-sized region south of the Nyr ys called the Domain of Greyhawk. ‘Acthe westernmost end of the Nyx Dyv isthe Free City of Dyvers, Greyhawk’s primary rival for merchant traffic. South of Greyhawk is Hardby, a seaport city-state traditionally ruled by women, with access to Woolly Bay and the Solnor Ocean beyond, One of the strongest states in this region isthe Kingdom of Furyondy, west of the Nyr Dy. As Ferrond, Furyondy broke from the Great Kingdom three and a half centuries ago. Now, battered by the armies of Iuz since the Greyhawk Wars it clings to its fcedom. Immediately west of Furyondy is the Archelericy of Veluma, a theocracy upholding law, order and goodness. Veluna is perhaps stronger chan Furyondy, and i supports it eastern neighbor against their mutual enemy — even a8 it keeps an eye oon Ket to the west. Several smaller independent cities and realms dot this region. Among the most important are the Viscounty of Verbobonc, allied with Veluna, and the elf-ruled Town of Highfolk, lied with Furyondy. South of Greyhawk’ lands ae several independent towns fon the Wild Coast, some of which have fallen to humanoid armies from the Pomar} The Kingdom of Celene is ally of the Ulek staes in their battles against humanoids in the Lorem, in the recent wars this ancient state chose instead to stay isolated, refusing asistance to even its staunchest allies. Such isolationism angers many elves here. Those who disagree with owerful eien realm west of the Wild Coast. Long an the policy secretly support Celene’s traditional alles with arms and money ‘The Sheldomar Valley (“Old Keoland”) Keland, Ul tts, Poa, Hl ofthe Sea Princes, CSch, Gran Marc, Bisel, Vly of he Mage The fertile Sheldomas Valley is almost completely enclosed by mountains, with the Azure Sea coast along the southeast border. Two great rivers, the Sheldomar and the Javan, feed this vast land. The Pomarj peninsula is counted as part of this area. The primary threat here comes from humanoid and giant marauders in the Crysealmist, Hellfurnaces and Barrier Peaks to the west, and the Orcish Empire of the Pomarj to the east; several states have been invaded by these forces. The Hold of the Sea Princes is in turmoil: parts are under the control of the Seatlet Brotherhood in the south After the wars that destroyed the Baklknish and Suloise Empires, demihumans and primitive Flan humans were joined here 2 millennium ago by Suloise and Oeridian humans. At the center of ths valley isthe Kingdom of Keoland, the frst major nation established here. East of Keoland are three demiuman states the Duchy of Ulek (populated by elves and humans), the County of Ulek (humans, halflings and gnomes) and the Principality of Ulek (dwarves and humans). These are currently batting orcs and goblins from the Pomarj, To the north are the Gran March and Bisse, once part of Keoland’s northern border: Gran March has attracted refugees from Bissl, Geoff and Sterich, and has a song force of knights supported by a militant philosophy. In recent yeas, Bissel was conquered by Ket, but has won free. One unusual spot here is the Valley of the Mage (or Vale of the Mage) in the Barrier Peaks, controlled by the secretive, paranoid wizard Jaran Krimeeah, ‘Gnomes and unusually tll elves live here, supporting the wizard and defending the valley agains all visitors. In che eat are Geoff and Seerich, once vasa states of Keoland, more recently overrun by giants and other hostile humanoids. While Steric has been reclaimed, Geoff still remains a "lost land,” and most of the population lives in exile in neighboring kingdoms, preparing for a wae chat will allow them to return home. South of Keoland is the Yeomanry, a democracy with longstanding military traditions. ‘Almost everyone knows how to fight, which enabled it co ward off an invasion of giants and humanoids during the Greyhawk Wars. Farther south is the Hold of the Sea Princes, once ruled by slave owners and former pirates, now torn by civil rebellion against the Scarlet Brothethood, which imaded in 583 cy In this region, Suloise background is dominant among humans, with strong Oeridian influence. Flan blood is strong in certain ateas (Geoff, Sterich and the County of Ue and strong Baklunish influence appears in Bisel and the Valley of the Mage. The Baklunish West cist, and a completely chaotic and Ets, Zo, Tami, Ket, UU, Plins of be Pens, Dry Seppe paranoid chain of command in which These temperate grassland, forest and cosstal western lands were seed by survivors high-level commanders hoard mae for ‘of the destruction of the Bakinish Empire thousand years ago. Largely separated from chee private use while sting € the rest of the Flanaess by the Yatils, Barrer Peaks and Crystalmists, they remain a undermine their pers traditional stronghold of the Baklunish people For information on Iuz please see “The ‘The empite's core lands are a mix of prairie and scrub desert called che Dry Steppes. High and Mighty” section of this book. Only horse-riding nomads ruled by khans ishabie the Dry Steppes, chough one tribe has settled to create UIL The Steppes’ northernmost exten, the Plains of the Paynims, is Thillonrian Peninsula unoccupied during mach of the hot summer; the nomadic residents are poorly armored Stool ee Berberians (Crash), Frost bb highly mobile and fiere. Baklunish nomads breed beautiful horse famed for speed _Barlurian (Frat), Snow Barbarians Sai) and endurance. ‘The Thillonriaa Peninsula to the far Just to the north are the four major Baklunish sate: Ket, Tasmit the Caliphate of northeast is separated from the rest of the Ekbir and che Sultanate of Zeif. On the fiinge of the Flanaess, chey seem aotic to __Flanaess by a string of mountain chains. visitors from the east: buildings are lavishly ornamented with minarets and towers, and The climate is subartic, with bref growing locals dees in turbans and layered robes Silos from Zeif and Ekbir explore the seasons, poor sil and conifer forest. There Dramidj Ocean to the west. Caravans passthrough Ket, which is located in a gap in the are reports of curious lights in the sky ike BEE mouneains beeween the Flanaess and the rest of Oerik. No major external threat exists colorful ibbons, stripes or flashes. to this sable area, ‘The peninsula is claimed by the Tce, Snow and Frost Barbarians, people almost The Bitter North ‘entirely descended from Suloise migrants Wilf end Tyr Nomads, Blur, Prnlnd, Lard of Black le ‘of afew centuries ago. Strong Flan and ‘The Dramidj Ocean, the Yails, Lake Quug, the Vesve Foret and the lands of luz minor other elements are present in form the borders of the Bitter North, a cocl region of steppes and conifers. The only __Seonehold (formerly the Hold of organized sate here is Perrenland, a mountainous neutral nation. Peerenlanders (also _Stonefist). ll these people live in relative called Perrenders) were originally warlike Flannae who absorbed all invading peoples. barbarism, putting co sea in longships to Now democratic and wealthy, Perreland isa major trading partner of Ket, Furyondy, raid the coasts of other realms (and one ‘Veluna and other states, and it isa source of mercenaries across the Flanaess another), or attacking overland in wild ‘The Baklunish-descended Tiger and Wolf Nomads hold the steppes north of hordes. Threats to this area are more often Perrenland, ro the edge of the pine-and-fr Burneal Forest and the Cold Marshes. Fierce internal than external; currently, the Fists horsemen who frequently raid one another, these nomad hordes have banded together to struggle to solidify their borders. fight Iuz’s forces to the east, asthe evil demigod is now their primary enemy. ‘North of these tribes is the Land of Black Ice, a mysterious peninsula of snow and (Old Aerdy West blue-black ice. Is inhabitants include remothaz (insectoid monster with furnacelike __-Nyrond, Ur states Tera ofthe Pale, Tb stomachs) and blue-furred bugbears. Here to0 are the ruins and dungeons of Blackmoor, — (np). but despite legends of ancient treasure and magic, few people come to this fightening ‘The Old Aerdy region includes the vast place. tis possible that in the long wincernighe the Land of Black Ice develops a wide temperate, fertile lands chat were once a ice bridge that leads to the polar continent of Telchuria. part of the Kingdom of Aerd, established inthe eastern Flanaes seven hundred years The Empire of Tux ago. As it expanded and evolved and Lands of In, Horned Soe, Shield Lands (par, Bent Lands, Bares, Ten (port crowned its fist Overking, the area was Already ruler of a stretch of territory between the Cold Marshes and Whyestil Lake, renamed the Grest Kingdom. in recent times the demigod luz has forged an immense and cruel tyranny. His vast “The western portion ofthis repion is armies consist of orcs and hobgoblins, with other humanoids and many evil humans; the Kingdom of Nyrond, founded by a Taz’ lieutenants ate nearly all evil spellcastes. The imperial capital is Doraku. branch of the Great Kingdom's royal ‘During and following the Greyhawk Wass, he expanded his empire to include the dynasty just over two centuries ago. former lande of the Rovers of the Barrens, parts of the Duchy of Tenh, che Bandit _‘Niyrond has expanded eastward t0 annex Kingdoms, the Shield Lands and the Horned Society, as well asthe bizarre Rife Canyon the ruined and depopulated lands of and part of the enormous Vesve and Felleev Forest ‘Almor, destroyed by the Great Kingdom ‘The empire's civilized neighbors all curently follow a policy of strict containment, in the Greyhawk Wars. building up massive defenses along their bocers with Iuz. The major threat to ths region Long ago a part of the Great Kingdom, is not external, despite raids along every border and a major conflic in Tenh.TThe empire the County of Urnst was governed briefly is threatened by manpower and food shortages, poor distribution of what few resources by Nyrond but became independent Player's Guide to Greyhawk 6 following the Council of Rel Mond over two hundred years ago. Is allied with but not subservient to the Duchy of Urnst. Both sates have « mised population of humans and demihumans. ‘The Theocracy of the Pale isa religious state governed by priests of the lawful deity Phos. Once a subject state of Nyrond, the Theocracy as evolved into harsh humorless, intolerant realm with a serong paramilitary presence. Heretics are i ‘or even sain, and outsiders are unwelcome at best. The Theocracy trades the ser and gems they mine for food from the Urnst states, as their farmland ‘is poor. Currently the border between ‘Nyrond and the Pale isin dispute. ‘The Duchy of Tenh is ravaged by war snd caimed by luz, Stonchold, the Pale and others (Oeridian and Suloise backgrounds dominate the human population inthis region, with strong Flan influence in the Pale and Ten. The areas threatened by Nyrond’s inernal weakness and instability, by the Empire of luz to the north, by humanoids from Bone March, by the war in Tenh and possibly by sais from the Great Kingdom of Northern Aerdy. The United Kingdom of Ahlssa is viewed with gave suspicion. Old Acrdy Ease Great Kingdom of Nether dry, Rai, Bone Mand, Unied Kingdom of Alisa, Rl As, asx, Onna, rng, Krgdom of Sur. ‘Until recent, the Great Kingdom was the largest political entity inthe Flanaess. ‘When it collapsed, ic gave birth to a number of nations, several of which now vie forthe chance to build a new empire ‘nthe ashes ofthe old, The threats here ae primarily incernal the Great Kingdom ‘of Northern Aerdy has lingering civil var involving the suppression of an undead wizard and his undead army, and the United Kingdom of Ahlissa is barely united a al, wth many al-hidden rivakies and conflicts berwen its nobles. All surrounding states distrust or hate these two succesorstaes of the Great Kingdom, with several being members of the Iron League that opposed the old imperial regime. The Scarlet Brothethood is viewed as a background threat. Ocrdian influence is dominant here, with minor elements of other human races ‘Other states that were part ofthe fallen Geeat Kingdom are tiny, independent Ratik ‘on the northernmost border; magic-basted, olated Rate, former capital of the Great Kingdom: the newly declared Kingdom of Sunndi: Rel Astra, ruled by the ed undead tyrant Drax the Invunerable: the Free City of Irongate; humanoid Bone March: and ‘Onnwal, partially subjugated by the Scarlet Brotherhood. Isolated Realms Tisnct Pru (Sar Brerbd), Lori of be Les, Sea Berens, Spindrift il, Hmonlen, ‘Amado Jur Sa of Dust, Unde- Ort Most of these geographically isolated areas were setled centuries ago by Subise peoples fleeing the Oeridians, though the Sea Barons exhibit Oeridian and Flan influence 235 well Separated from the southeastern Flamess by rough hills and the Vast Swamp, the ‘Tilvanot Pesinsula is dominated by a plateau about sixty miles wide by two hundzed and forty miles ing and is home to the mysterious Scarlet Brotherhood. ‘Numerots islands and a minor continent lie off the eastern and southeastern coasts of the Flanaess. The Asperdi Duxchan island chin includes the four major islands of the piratical Sea Barons, the Lordship of the Isles and the Spindrift (also called the Lendore) Iles. These last have been taken over by powerful high and aquatic ves who are changing the island into a bizarre land of magical fogs and illusions. As they near the ‘nds of thet lng lives, aging elves across the Flanaess are drawn to travel to these islands, but what happens there, no mortal can say. The Lordship ofthe Iles declared for the Scarlet Brothethood in 584 Cy. ‘Only a few dozen miles across the Tilva Stait from the Tilvanot Peninsula is the minor continent of Hepmonaland. Hepmonaland is almost entirely unexplored. a tropical ‘region where ran forests cloak the land. The Scarlet Brotherhood hus conquered part of northern Hepmonaland and imports the warsors it finds there (themselves of Suloise stock) to the Flanass to fight for the Brothethood. ‘A second tropical region lies to the west of Hepmonaland, across the pirat- and ‘monster-infeted Densac Gulf, The Amedio Jungle's northernmost part reaches into the ‘Anute Sea, Here, pirates and slavers from the Hold of the Sea Princes raided ct traded with the jungle residents, until the Scarlet Brotherhood conquered the Hold and conducted its own raids, Ancient ruins and savage monsters fill the Amedio, which is cut ‘off from the rest of the world by the Azure Sea and Densac Gulf and by the voleanic Helifurnace mountains to the west. The Brotherhood remains the greatest threat to the islands, Hepmonaland and the Amedio; bu the shipbuilding programs of the Great Kingdom of Northern Aerdy and the United Kingdom of Ahlissa are likely to create an ‘external threat within a decade. ‘The Sea of Dust les to the southwest of the Flanaes, across the Hellfurnaces from the Amedio Jungle. This ash deserts all that remains of the old Suloise Empite, also called the Sael Imperium, after the Rain of Coloress Fire about a thousand years ago. Portions of the Sea of Dust are navigable using special boats. This region is extremely hostile to humans, but a strange ecology has developed, with rock-eating creatures, giant slugs, burrowing beass and other monsters Beneath the Hellfurnaces and parts of the Crystalmises are huge tunnels and caverns ‘that stretch underground for perhaps thousands of miles. Only a faction of this subterranean realm has been explored by hurrans, who generally avoid the evil aces that live her. This realm is called by some Under-Oerth, Its best-known feature isthe ‘iganticcity-cavern called the Vault of the Drow, though a great underground river and sea are rumored to exist as well, +e = ‘THe CLIMATE OF THE FLANAESS and he lnds of Iuz) count as subarctic \ On the wkd of Ocrth, local weather i strongly affected by magic, and itis posible chat with cool dy summers during which the magic even generates or control the worlds cimate aswell Certainly the Flanaea has an ground thaws for only afew months. This tinoually log summer and growing sas, especialy considering the worlds lange axial region is very close © the Northern tl, which by rights should produce remarkatle seasonal and climatic extremes. Certain Border of Day and Night (as Oerths dies and their agents specialize in manipulation of the atmosphere, including winds, arctic cixl scaled), north of which the clouds, ran, heat and cold, Sch manipulations are generally meant to keep the weather length of day and night alter greatly. The beneficial to most worshipers of the gods, though che weather can also be used to punish Thillorian Peninsula receives more rain transgressors on a large scale. and snowfall than interior areas such as Spell cst by wizards and press can have extraordinary effects on local weather the Barrens, luz’ homeland and the land pattems oo, and new weatheraltering spllsare developed all the time. Some kingdoms of the Wolf Nomads, which are cold (notably Celene) appear to deliberately alter leal conditions on a day-to-day busis seeppeland with permafrost tundea farther to keep the weather as pleasant as posible. However, there is concern that great or north, Barbarians of the Thillonrian prolonged weather changes using magic result ina backlash, altering conditions elsewhere Peninsula practice limited agriculture fon the wotd of even on other planes, partcualy the elemental ones: Some areas of An exception to the above ae those COerth, parcularly over the seas, are saaged by storms of extreme violence, perhaps _regions adjacent to the Dramidj Ocean, unknowingly driven by mapic-use elsewhere whichis known for is unusually warm Beyond this, changes in climate on Oerth are closely related to Iattude. In general, currents. Zeif,Tusmit, Ekbir and the change of one degree of latitude will result in a difference of two degrees Fahrenheit in western half of the lnds controlled by the temperature. Thus, a wizard teleporting from the equator in the jungles of Hepmonaland Tiger Nomads ae all temperate, with to the northernmost penis of the Land of Black Ie, about 60 degrees norh respectable infill and che same growing Tacude, shold experience a sudden drop intemperate of roughly 120 degrees Local seatons as che central anaes Fog conditions alter this tendency. ‘common in che winter her, a col se “The Flames, s noted, hasan especially god growing season. Tempersnres rarely fill fom the north pases ver the warm Se taco feng in that pare ofthe Flanacs the is below 45 degrees north ltiede Tecberp are often shrouded in fog. (oughly the latitude of Perrenlnd) except during the two winter months (Suns and Preaing winds in the Flanaess rend Freseek) and enti spring (Readying), and at night during late spring (Coldeves) and Inte tobe from the north nd northeast in tuum (Readyrex) Even in the depth of winter rarely more than a week or two of autumn and inte, and from the eastand | > biteny col weather is suffired, with gradual warming afer Summer ast fv rsx southeast in spring and sumer. The | ‘months inthe cent Flanaes, that area bercen 45 and 25 degrees north ane, winery north wind is often called ppeorimaely the laiudes ofthe Ceramics. The cima ere is temperate wih “Techs breath” air the Oeridian god | ‘Shomfill ate south of latte 35 degrees (jst south of Greyhawk) of the north and he spring wind fom | “The contsunaly receive more rani and remain cooler in the nmmer and warmer the esi called “Aroa’s laugh” forthe | in the witer than inland areas, Several areas have sabopial conditions during which Oerdian goes ofthe east and the summer are relatively dry bu winters bing considerable rain Thee ares clade _springsie. Mountain ranges andthe the Hold ofthe Sea Princes, the Pomarj, Ona, de, the Vase Swamp, Dullsrand the ke may alee this. northern Lordship of the Isles and the Spindcift Isles. “When they flow against high hills and “Tropical conditions generally exist everywhere south of 20 degrees north latitude. ‘mountains, moisture-laden winds from the Affected in particular are the Amedio Jungle, che Tivanot Peninsula, the southern ‘east cool, causing rainfall. As the winds Lordship of the Isles and all of Hepmonaland. Here, i s hot and rainfall is abundant cross the hills and mountains, chey warm year-round. Hurricanes are known to occur, enerally moving from southwest to ‘up, retaining their moisture. Thus, the northeast except around Hepmonaland, where they usually come directly from the west western side of many mountain ranges are ‘of southwest, moving against the general flow of ait. dyer chan the eastern side. This becomes ‘The arid Sea of Dust is a blast furnace during the summer, but i remains hot in the ‘specially apparent when looking 2t the daytime all yearlong and rainfalls rare. This sels horrific weather appears to be maintained west and east sides of the Barier Peaks/ by the ancien Stone Circles of Tovag Baragu, in 2 manner that is not well understood. (Ceystalmists/Hellfernaces chain, though High elevations in the Yatils/Barrie Peaks/Cxystalmists/Hellfurnaces chain and inthe western side is also more arid because ian Peninsula's Corushs/Griffo/Rakets chain remain snowbound all year of magical influences. Elsewhere, che long, with glaciers and alpine conditions above the tre line. Pats of the Hellfurnaces Kingdom of Sunnd: is wetter than the remain above freezing all yearlong, from active volcanism and the influence of what may _Ablissan Principality of Naerie to the be mumerous gates to the Elemental Plane of Fire. The Lortmils and Glorioles have only west, thanks to the Hollow Highlands, but few snow-capped peaks. is drier than Dullstand and old Medegia, “Most regions between 45 and SS degrees north laticude (the latitudes of the Barrens thanks to the Hestmarks. The natural Player's Guide to Greyhawk 8 depression found atthe joining of these wo hilly chains jut south of Sunndi forms the Vase Swamp. The eastern Abbor-Als help keep the Bright Desert dey, yet also feed the Gatmarsh with abundant rain, A History oF THe FLANAESS In che past chousand years, the cultural landscape of the Flanaese has evolved from a lightly populated region of primitive human, demihuman and humanoid tribes to its current status: a cowded, war land of civilized feudal states armed with powerful magic and arms. Ancient Histo “Though ltd information is available on carly times historians believe thac une just cover a thousand years ago the Flanaess was uncivilized and relatively peaceful. No high political states unified the inhabitants or gave them a great purpose or broad view of their world. The only humans known to have lived here were the bronze-skinned hunter-gatherer Flannae. However to the west wo titanic magical cmpires drifted into wa. Southwest of the Flanaese was the evil SuelImperiam; dizectly west was the sklunish Empite. Rain of Colorless Fire, which reduced the Imperium toa desert now called the Sea of As the BaklunishSuloise Wars stretched Dust. The few Baklunsh who survived extablted new states along the eastern shoces of 3. cer sity yeats, both sides employed the Dramidj Ocean. Ocridian and Saloise survivors, along with humanoid mercenaries z humanoids as mercenaries; civil onder from the wars, spread across the central Flansess, battling cach other and the land's = broke down: and increasing numbers of original human and demiuman inhabitants. refugees fled tothe relaive safety of the aS cast. Many iory-skined Suloise crossed Rise and Fal of the Great Kingdom the great Crystalmist Mountains into the After two centuries of war, the oliveskinned Ocridians dominated mach of the Flanas, western Flanaes, some passing through the allying with naive Flannae and satered demhuman enclaves apne che Suis and ‘mountains in a magicaly cared tunnel. armies of rapacious humanoids, particularly orc. The Aerd tribe of Ocrdians established The gold-complected Bakunish anda the Kingdom of Acry in the far east which grew unt it controlled mos of the Fanaess, fierce human tribe cllel the Oeriians from Sunni inthe southeast to Ratik and Teh in the northeast, and westward far as crossed the pains to the north ofthe what is now Furyondy and Veina, This ast empire, called the Great Kingdom, led for CCeystalmiss, moving north along the dhe entre. Dramidj Ocean coast o through the pass The frst major crac inthe Great Kingdon was the los of the Viceroyaty of Ferro, beeween the Barrier Paks and the Yas, which became the Kingdom of Furyondy in 254 Cx. Ferrond eventually spit into the dizetly into the heart ofthe Flanaess. "states of Furyondy and Velina; the City of Dyvers and other areas broke away le. The war ended with n exchange of In 356 Cy, intemal feuding ripped atthe rling Ae: dynasty. che House of Ra sorcerous hostilities tha rained the The junior branch, Nyrond, rebelled and dedared islands fee of the Ovesking’ cule homelands of both empces. The Suloise A barbarian invasion in North Province prevented the Overking from punishing this cast the Invoked Devastation, laying waste and eventually these lands became known asthe Kingdom of Nyrond. Nyrond later to the whole of che Ballunsh Inds: in went through an imperialistic phase, annexing and then losing the County of Urnst retaliation, Baklunishspellasters began the and the Pak ern Great Kingdom. The city of Irongate was the fire co secede, joined by the Idee, Onnwal and (in 455 cv) Sunndi. (Later, the Lordship of the Isles joined the Iron League.) ‘Operating from South Province and the See of Medegia, the armies of the Overking tried without suecess to regain the lost territories for over a century Greater disaster was on the way. The House of Rax became decadent and weak, and ns in the shrunken Great Kingdom were ruled by nobles of other houses as if they were minor ind gsioms. In the frst half of the fifth century, the House Naclax destroyed the House of Rax in a conflce called the Turmoil Between Crowns, and Naclax took the Malachite Throne. A century ater, the nobles of the Hlouse of Naclax are regarded as having been either insine o el fiend-worshipers — or both To the West Simultaneous to these events, the Kingdom of Keoland reached its zenith in the Valley fir to the west. Founded by Oerdian and Suloise tribes less warlike and tolerant than their fellows, Keoland grew rapidly until it ruled the entite region ust. It armies pressed into Ket and Veluna around Socom eee Ce i eae ere eet git ee aed gender cba ts er eae te weet a as Tenh and Geoff remained relatively independent for many generations, Evil Gains a Foothold However, the humanoids, especially the ores, were on the rise. As demiuman and human armies drove humanoids from the Lortmil Mountains, the humanoids fell on the Pomar} Peninsula and destroyed the human states there, taking the land for themselves in S13 cy In the north, the half-demon child of a human female necromancer, Iz the Old seized his own kingdoms and brought humanoids ito his armies. In 560 Cy, the Great Kingdom's northernmost province Bone March was invaded by humanoids from the Rakers it el three years later and has been ina baebaric state since. In 573 cy, a secretive monastic group called che Scarlet Brothechood was discovered on the Tilvanet Peninsula. Despite horrifying rumors of this group's aims —no les than contol of the Flanaess by $ slescended peoples — and the forces it utilizes assassins, thieves and martial artist), che Brotherhood was virtually ignored fora decade ‘The Greyhawk Wars and the Fall of the Circle of Eight In 582 Cy, series of conflcs collectively called the Greyhawk Wars began, luz had «escaped magical imprisonment beneath Greyhawk Castle in $70 Cy and returned to his homelands By pretending tobe their god Vina, he tricked the northern barbarians of the Thilloran Peninsula into atackng the Hold of Stonefist. He apparently gained magical contol over Sevvord Redbeard, the evil Master of the Hold, and wsed the Fists asthe Stonchoders are calle) to sweep inte Tenh in $82 Cy. When luz as Vatun tied to pressure the northern barbarians to attack Raik chy balked, due to the longstanding alliance beween the lands. Iuz then hurled his armies into the Horned Society, Shield Lands, Bandit Kingdoms and even Furyondy. The Great Kingdom, under the insane rulership of IvidV, chose ths time to atack Nyrond and Almor. The turmoil inthe Player's Guide to Greyhawk Great Kingdom turned into mad chaos, as the realm’ own provinces were despoiled and ruined, An army of giants and and Sterch humanoids conquered Gs After its beygraf signed a treaty with luz, Ker attacked and conquered Bisel. A half- fore named Tir in the Poma cand goblin armies ild Coast and half of the Principality of lek. Finally, the Sc conquered several states from within, he southem half of the W Brotherhood, an evil and Dace ee ay Petrie rcs erent worked behind ues Pee eects een ee aay a een Brotherhood to conquer the Hold ee em nn ed per ae Semen eet ay eet pein The Brotherhood is known to reer operate on three lowest level are thieves, mostly of Peete assassins, made up of thieves, ee fariors, and occasionally mage Sear en i een ind priest ae ences Sener ea tice martial arts. Se) to include recruiting Suel people eee eee their religious and politcal agendas, See resulting in creat a features, and a human breeding | Pn oe a] offspring certain pairings produce, 10 audding the Hold of the Sea Princes, dee, Onswal and the Lordship of the Isles to its teritory. Barbarians from the Brotherhood’: haldings in the Amedio Jungle and Hepmonaland were sed as soldiers to hold newly capeured lands. For three years, the fires of war raged cover the lands. Kingdoms were invaded or thrown down, fiendish monsters from the ‘outer planes were summoned to do bale, and many thousands of umans and demihumans were killed, wounded ot driven from hei homes. At last, exhausted from thee struggles, che surviving sates decided to declare peace. The City of Greyhawk was largely untouched by the war and became the ste of the peace conference. Inthe autuma of 584 Cy, the Great Council of diplomats from the surviving states convened to sign the Pact of Greyhawk, which would end the war Strangely the Pact was suggested and presented by the Seale Brotherhood, which may have sought to consolidate its ‘gins from the war. ‘On the day of the Gre Signing a plot to annihilate the entice attending diplomatic ps misfired. Just minutes before the ambassadors assembled forthe day, a great destroyed much of the Grand ce magical bane ensued, explosion Hill. A fi spreading havoc through the old city ‘When the fre and dust cleared, constables found the smoldering robes of ‘wo powerful members of the Circle of Eight — Otiluke a The Cirle of Eight is described on pages 21-24 of this book.) To the astonishment ofall, the murderer of these wizards was yet another member, Rary of Ket. Using secrets gained in confidence, Rary not only ‘vaporized his two fellows but had every magical dove of the pair destroyed, baring their return. Why of all te Circle these wizards wer singled out is unknown, though itis possible the explosion was ‘meant to destroy other members. Fearing farther discuptions, the delegates hurriedly signed the Pace of Greyhank, Rary and his co-conspirator Rabilar ‘scaped into the Beighe Desert southeast of the City of Greyhawk, where they conquered the local sages and established ‘THE FLANAESS small kingdom of their own, When peace came in Harves $84 Cy, the world was weary of war. Many hoped that 2 this marked the end of marching armies, bloody fields and burning cities, But the Pact of ‘Greyhawk marked the end of only the frst part of a great conflict that has reached into a cvery part of the known world and affected every being, from the highest prince to the lowest peas farmer. Qo From the Greyhawk Wars to the Present Seven years have passed between the signing of the Pact of Greyhawk and day, S91 cy — sev he present years of change and conflict. While the history of this umeltuous in detail in The Adsenture Bains accessory (#9577, 1998), this book period will be cover offers a brief catalog of events to bring players up to dace The Reeurn of the Eight: In mid-585 Cy, the Circle of Eight was brought back to its any residents of the Flanaes,as did the Bight, Tense the had 1 Eight and now follows his own course fall numbers, This brought hope to the hearts of the news that one of the assassinated members been brought back to life. However, Tenser let in protecting the Flanass ‘The Flight of the Fiends: In Coldeven of $86 cy, many of the demons in the Fanaess were banished by Velunas Canon Hazen (a priest of Rao), the archmage Bigby and other :nown as the Cr of Ras, retrieved some years befor from relied hes ance for a counteroffensive. A few b They used a powerfl artifact 4 demiplane wh lost This decimated the armies of Tz, wh a ‘The Great Northern Crusade: In Planing of 586 cy, Faryondy discord evidence ‘that Iuz was preparing to raise an undead army against it Disregardng the Pact of Greyhawk, King Belvor and his nobles began a crusade to reclaim Furyondian lands that Tuz had conquered. By the end of $88 Cy, they had succeeded, but the king nevertheless declared pecmanent and unalterable war of Iz. As part of this crusade, a small portion of the Shield Lands was also reclaimed. ‘Chaos in the North: The troubling tevess in the Furyondian lands were hardly ‘mortal to luz's great empire, but over several years other counterattacks and rebellions also whitled at Iuzs borders. In $87 Cy, Wolf Nomads successflly raided Iuzs hhomeland, In 588 CY, luz lost his magical hold over Sewvord Redbeard, leader of the Hold of Stonefist; Sewvord largely abandoned his occupation of Tenh and restructured his land (now called Stonehold) to beter fght against outside threats. luz's control over the Bandit Lands continues to slip. Ten isa war-torn land, invaded by luz, Stoneholders, the Pale and returning Tenhas. ‘A New Great Kingdom?: When the Great Kingdom collapse, it left a number of struggling provinces, great and smal, to determine thei politcal sat. By mid-SB6 CY, the former North Province declared since strengthening its infrastructure and pu lf the Great Kingdo crowned an Overking, Grenell The “lle” of Northern Aerdy, and 1 “new” Great Kingdom has spent the time ng down a civil war ‘The Unknown Fate of Rauxes: Ivid V the Undying, Overking of the former Great Kingcom, had retreated to his capital city of Rauxes during the Greyhawk Wars. There, in his madness, he allowed the kingdom to dissolve, focusing instead on the unfortunate residents of the city In early $86 Cy, a high priest of Hextor mysteriously declared that Isid V was no longer Overking: battles for the Malachite Throne began immediately. The ‘ity was reportedly devastated by fires and rioting. Since then, the status of Rauxes and the throne are uncertain, though there are reports dominates the lands around the city. strong and bizarre magic ‘A New Empire is Born: The South Province also soughe to step into the vacuum left ‘by the Great Kingdom’ collapse. Under the aegis of its provincial graf, Reydrch, South Province restructured itself as the Kingdom of Ahliss. Reydich conquered mich of dee, which had been taken by the Scarlet Brotherhood, and planned to move into ‘Onnwal. Reycich vanished briefly chereafer. Patallyin response to the founding of the Great Kingdom of Northern Aerdy, Ablisa's rulers allied ie with other provinces to the ‘ast and restructured their realm agin, this time as the United Kingdom of Alissa, declaring its Overking to be Xavener I. By 590 cy, Ablissals expansion northward ran into the northern Great Kingdoms southward expansion. Currently, Alissa is a hotbed of cutthroat politics The Rest of the Old Great Kingdom: While some portions of the former Great Kingdom have fallen in with one or the other of the new Great Kingdoms (whether voluntarily or not), others remain independent. The County of Sunndi declared itself a self-ruled kingdom in $89 Cy. Though Overking Xavener has invited them to join, the independent cities of the Solnor coast cling to their autonomy, though their economies are threatened by the Scarlet Brothethood’s stranglehold on certain waterway. The Lordship of the Isles remains a puppet of the Scarlet Brotherhood, The realm of the Sea Barons rerains largely unchanged, and the elf population of che Spindrife les have isolated themselves from larger events. The Wounded Giant, Nyrond: Gravely weakened by the Greyhawk Wars, Nyrond suffered further reverses. However, under the guidance of a new king (Lynwerd I, i cleared and claimed the lands of old Almor and is now rebuilding its war-damaged roads and towns. Reversals and Change forthe Scarlet Sign: Inthe years before the Pact of Greyhawk, the Scale Brotherhood focused its attention on two forms of conguest: the subversion of rations using treachery sabotage and asussination, and domination of the seaways. Player's Guide to Greyhawk ‘Once the Pact of Greyhawk was discarded by Furyondy and Veluna in $86 CY, other nations also dsegarded it and began claiming or reclaiming territory they desired Shordly afterward, the Scarlet Brotherhood lest control of Idee to Ahlisa. The Brotherhood retains control of portions of Onnwal and the Hold of the Sea Princes but at great cost. Victories in the Sheldomar Valley: By S88 Cy, Steich was freed from the humanoid armies that had overrun i. ‘The battle forthe lost land of Geoff continues. Celene remains officially neutral the Valley of the Mage remains a puzzle. Following the assassination ofits beygraf: Ket has largely withdrawn from Bissel, hough Thornwand now marks Kee's ‘eastern border. Ieis now S91 cy. While the Flanaes still suffers from internal disputes and battles, times ae slighty more stable chan they have ben, Nations and individuals sil fight for {freedom and survival against threats old and news but some are able to focus their attention elsewhere — even beyond the borders of the Flanaess. Sources of new trade and wealth are needed at all cost for rebuilding, andthe ag is fred with a spirit of curiosity and exploration 12 ‘The CALENDAR OF THE FLaNagss ‘he following material describes the standard calendar familiar to the civilized inhabitants of the Flanaess. The calendar used here is very old, much of it predating the founding of the Great Kingdom in the year CY. Ie is important co note chat the Common Year calendar does not have a “zero yeas” Most historians of the Flanaess use other dating systems when talking about ancient history. The standard week of seven days has the following days ‘Starday Work Sunday Work Moonday Work Godsday Worship Waterday Work Earthday Work Freeday Rest ‘A month consists of 28 days, divided into four weeks of seven days each. The month’ length is based on the period ‘of Oerth’s Great Moon, Luna. A year is divided into twelve months (called a Dozenmonth), further divided into four ‘groups of three months each, separated by weeklong Festivals, for atoal of 364 days ‘The timing of che Festivals is determined by the period of the lesser moon, Celene: the fourth (middle) day of each Festival is when Celene is full The dates of each fll Luna wander through the year as the Festival weeks throw off the calendar cycle, ‘though at least they do s0 on a predictable basis. The Dozenmonth of the moon and the four Festivals (shown in italics) follow. tk: @, 18ch: D, 25th: O llc: @, 18ch: D, 25th: O High Summer 4th: C, llth: @, I8ch: D, 25th: O Harvester Brewfest Patchwall Readyreat Sunsebb Autumn ‘Autumn Winter Ike D, 18ch: O, 25eh: C tke D, 18eh: O, 25ch: € @: new moon): waxing half-moon ©: full moon C: waning half-moon ‘The months of the year have been given other names by the elves (particularly in Celene and the Uk states) and the Baklunish nomads of the Dry Steppes, the Plars of the Paynims and the Wolf and Tiger Nomads. ‘Common Oben Nomads Fireseek Diamondice Tiger Readying Yellowillow Bear Coldeven Snowflowers Lion Planting Blossoms Frog Flocktime Violets Turtle Wealsun Berrytime Fox Reaping Goldfields Snake Goodmonth Sunflowers Boar Harvester Frutfall Squirrel Patchwall Brightleaf Hare Readyreat Tinklingice Hawk Sunsebb Lacysnows Wolf Calendar Years ‘A year may be written with the calendar system abbreviation before or after the date — for instance, $91 CY or CY 58I, according to the writers whim. Because the Common Year calendar has no zero year, itis very rare to write dates with negative CY numbers, as one year will be missing when calculating the time between a negative and positive CY year (or instance 19 years, not 20 yeas, elapsed between the Ist of Goodmonth in -10 cy and the same date in 10 cy). To avoid confusion, another calendar is used for dates before 1 cy, most often the Oerdian Record (OR), sit was widely understood and used long after the founding of the Great Kingdom. Other calendars may be used if the subject ‘matter makes the substitution appropriate. The game campaign year is now early spring $91 CY. This yar is 1235 OR in che (Ocrdian Record calendar, 6106 SD in che Suloise Dating system of the old Suel Imperium, $053 0c in the Olven Calendar, 3250 nH of the Baklunish Hegira calendar The evening of Richfese 4ch is and 2741 FT in Flan Tracking. Ie has been LOL years since the Invoked Devastation and Midsummer Night. Both moons are fl, Rain of Coleeless Fire destroyed the Baklunish Empire and Suel Imperium. and at midnight Celene eclipses Luna. This is a portentous evening, sacred to many religions, and sometimes astronomical phenomena are seen that hint at Future ‘events, ood and ill. This is the best night of all for druids to collece mistletoe, but it Annual Events This section describes the major annual events commonly recognized in the central Flanaess, particularly the Domain of Greyhawk, focusing on the four festival weeks of the calendar yar and certain days of importance to the functioning of the government of the City of Greyhawk. Only the most significant and widely celebrated religious is also che night on which the greatest holidays are given here. In addition, each religion has its own set of holy days in addition number of werewolves are out, a8 the to this list, and each city and town celebrates its own secular holidays, most of them of combined effect of the two moons makes ‘minor importance elsewhere. it nearly impossible for lycanthropes to avoid were-change, Needfest:This frigid seven-day period marks the transition from one calendar year to another, and it is usually accounted as the start of the new yeat. In many areas inthe central Flanass, che week is spent feasting, drinking, dancing, gift-giving, putting up ost timekeeping on Oerth is lighes and decorations, and in revelry. Many religions celebrate midwinter with good performed by sundials, which deeds, charity or observations of the sk. Various civic government functions take place Ec eT during his time, as wel, but the month and day of the year ‘The evening of Needfest Godsday is also known as Midwinter Night. In the City of s is because Oerth’s axial tilt Greyhawk, the height of the midwinter celebration is Needfest 7th (a Freeday), known as a the Feast of Fools, Madness reigns for precisely seven hours under the leadership of The Fool, the most talented bard or jester in the city un’s shadow to wander en eet erry cine te) eee ke a ore a eo Pome oe inne pr eeear een T= Great Moons Glory: On Readying llth, Luna is full but Celene is new. This night is called Great Moon's Glory. The church of Celestian regards this night as holy, withthe sual allenight outdoor vigil ofthe heavens outside the Grey College Observazory (Ocridian citizens make offerings to shrines tothe lesser goddess Atroa on this night, asking the Queen of Spring to come early. Offerings to shrines to Telchur (che Ocridian god of the north and winter) are also made, praising his work but suggesting he go hhome to the pole and sleep. Local druids and their small congregations also hold this night sacred, but ltde is known of their activities. Many farmers and herdsmen mark this ight asthe tue beginning of «pring, chough Readying leis the calendar d spring’ start neers Perec eed eee eet et ee eR ee nae foe 2 fname eterna ee Sent) Se eset Growfest: In Greyhawk, Growfst is not taken as a week-long public holiday, though it is regarded as a time of good cheer with the fall arrival of spring. The weather is usually blustery, with cool sunny days alternating wih heavy rai, Farmers, herders, blog magia ecm at longshoremen and other workers prepare for che upcoming busy summer, and merchant a ora ia activity is high. Growfest 4ch, Godsday, is St. Cuthbert’s Day, the largest annual festival La RS se cael aa Oi Celebeated by those ofthat faith, Sea hee ere In the City of Greyhawk, the highlight of Growfest for the rest of the populace pee erapansndaia ii comes on Freeday evening, Growfest 7th. This event is the Desportium of Magick, a tai scl basa eae contest between illusionists who seek to cast the most magnificent display of SACU Nine aR ilusion/phantasm magic on an established theme, that of a historical tack by monstes i a and humansids on che Grand Citadel SA a ae ra Richfest: The hot, breezy week of Richfese is not kept as a public holiday in Greyhawk. Male a Midsummer Day (Richfest 4th) is the only real celebration, when the city takes off to fdladilt Iodide Meat le Pail celebrate the height of summer and give thanks to the appropriate gods for ary good (palate cal ent dees decane fortune they've had. Midsummer Day is called the Holy Day of Pelor. Pelor — master of Si. aia opie the sun light, and healing — is beloved of many of Greyhawk’s populace, and this cay A aaa sees the largest religious festival held in the Free City in Pelor's honor Player's Guide to Greyhawk 4 Dark Night: Both moons of Oerth are new on the night of Goodmonth Ith (always a Godsday), which earns this ‘evening various tices such as the Dark. Night, Black Night or Star Night. While certain religious groups spend the night ‘observing the skies for portents (or taking advantage of is darkness for acts of evil ot thievery), many ordinary folk light alle night bonfires. Brewfest: Only the first and last days of Brewfest (Starday and Freedsy) are public holidays in che City of Greyhawk, meaning that no one can be coerced to work, and public revelry is encouraged by the government. However, many citizens take this all celebration of the last harvest completely to heart, and public {intoxication is common. The city takes on a cireus atmosphere, andthe streets are filled with actors, jugglers, acrobat, animal and monster trainers (with their best “ pets”), and grinning adventurers showing off thei latest trophies. The festival is celebrated throughout the central Flanaess Lancuaces Despite the great sizeof the Flanaess, only six tongues are recognized 28 actual languages: Flan, Suloise, Ancient Baklunish, Old Oeridisn, Common and the Rhennee cant. Rhennee is considered Jess important in the Fanaess than the other five. A number of dialets exist, but these are not considered languages due to thet close similarity to the major languages or thei limited numbers of speakers. The foremost authority on languages in northeastern Ocrik is Revort Leyhar a the Grey College of the University of Greyhawk. His 44-volume work, Exgpns of Lingitic Usage by the Flrass Pople, examines cach language and dialect in painstaking detail, A brief summary follows ‘Major Lang Flan The language the ginal nomadic peoples of the Flanaess, Flan is the oldest language still spoken in modern times. The current version of Flan, spoken by the Tenhas, has changed considerably fom the original. Despite these changes, the language is stagnant and inappropriate for deseibing modern concepts and technology. The vocabulary and syntax are not nearly flexible enough to express ideas and objects that were unknown to the original speakers. Suloise: The tongue of the Suel peoples, cis language is all bur dead, thanks in l pat 0 th Ran of Coles Fi, The ny known modern speaker of Soe ae he ‘members of the Scarlet Brothethood (where it i the only language permitted within is hierarchy), and the lawyers of Greyhawk. Others who study Suloise do so primarily as a written language in onder to study the ancient tomes of the Suel people. ‘Ancient Baklunish: This language survires among the Paynim tribes and certain clans in Zeif, Tasmit and others. I is always used in formal addresses and commercial dealings. Baklunish is one of the roots of modern Common. ‘Old Ceridian: One of the “younger” languages in the Flanaess, Ocridian was believed to be a pure tongue (having changed very little over the centuries) until Revort Leyhar proved otherwise. In his essays, Leyhar points out chat a language as widespread as Orridian could not have remained free of outside influences. Oeridian is stil widely used in the lands of the former Great Kingdom, and is used almost exchsively by scribes, lawyers, clerks and similar professionals. Their critics maintain thatthe only reason these ‘people still use the old tongue isto exchide speakers of “mere” Common and to ‘maintain a monopoly on thei professions. Libraries and archives are filed with official documents and ancient tomes written in Ocridian. ‘Common: The newest language spoken in the Flanaess, Common is a blend of Old (Ocridian and Ancient Baklunish. It isthe most widely spoken language in Greyhawk, ‘even among native speakers of other tongves. Anyone who plans to travel across national cor cultural boundaries understands the need to speak at least some Common. This language evolved, in part, from the need for translations; certain languages cannot be translated directly to other languages. Common forms the bridge, allowing a language to be translated first into Common, then into the target language. It has become the tuniversl language for trade and diplomacy, Rhennee Cant: Though usually ignored in most writings on languages, Rhennee cant was studied by Revort Leyhar in some detail, using means he does not describe. He did not group it with other Flanaess languages, instead stating that its roots were of ‘unknown origin but that it was a complete language, not a true “cant.” The private language of the Rhennee has great flexbiliy and has incorporated many terms and phrases from other Flanaess tongues, particularly Old Oeridian and Common, with many specialized terms borrowed from mariners and thieves. Because this language has so few speakers (only the Rhennee) and may come from another world entirely, i s not considered one of the five "true" tongues of eastern Oerik. ees Ferral: An Oeridian tribal language, Feral is now a guarded secret. Ie is spoken only by officials of the Iron League, and is used primarily for commands and purposes of identification. Iti not a true living language, and amounts to ltele more thin a code — 4 set of signals and labels. Most expressions are discrete; Ferral does not hare the capability to mix elements to form new concept. ‘Nyrondese: Common is the bass for ths dialect, which adds elements from an (Ocridian tribal tongue. I is used in Nyrond, primarily by peasants and shopkeepers. Fruz (the Cold Tongue: This dialect is primarily Suloise with Flan influences, Ie is spoken by the Frost, Snow and Ice Barbarians. Even fluent speakers of Suloise find it hard to comprehend. ‘elon: Used only in isolated areas of Veluna and its northern borders, this is an cridian tribal tongue with no writen form. Keolandish: Spoken in Keoland and surrounding areas, this i a dialect of Old 2 a qs (Ocridian. Variations are noticeable from village to village. Lendorian: This obscure dialect of Suloise was used only in the Spindrift Isles but is nearly extinct at this time. I bears no similarity to Fruz. Spoken primarily by seamen and voyagers it has an amazing degree of detail with regard to weather conditions and phenomena at sea. It has no written form. Lendorian Elvish: This complex language is used by aquatic and high eves of the isles, Ie is diffcul to translate into anything but other elven languages. Glyphs ‘An assortment of standard symbols has evolved as 2 pictorial analog to the Common tongue. While hardly comprehensive, che symbols convey important information to speakers of any language. They are often carved or scrawled in prominent places as warnings of danger nearby. For a drawing of the glyphs, please sce the facing page. Many societies, groups and guilds have thet own secret rune of glyph languages, as well Nomendature ‘The careful reader may notice that a single erty in the GREYHAWK campaign — be it a person, place of thing — may have several similar-sounding names indifferent products, Folk common and learned, great and small, tend to disregard linguistic precision in everyday speech. Some of the many variations in nomenclature used across the Flanaess follow. Variations like these may be used in game play by players to give more flavor to the campaign. The volume you hold uses the most commonly accepted nomendature ‘when identifying people and places. ‘Some changes are minor. The Merchants’ and Traders’ Union of Greyhawk is also called the Union (or Guild) of Merchants and Traders. The Union of Moneychangers and Pawnbrokers is sometimes called the Union of Moneylenders and Pavenbrokers, as this union makes loans to guilds and individuals. The Knights of Holy Shielding are also called the Knights of the Shield or the Knights of the Holy Shielding. The Spindrift las ae lately called the Lendore Isles, though Lendore Isle is actually only the langest island of che cluster. The problem is worse when talking about states and peoples in singular, plural and possessive forms. Persons from the Kingdom of Nyrond are Nyrondese, Nyrondel, Nyrondal, Nyronders, Nyrondians or even Nyrondish. Persons from Onnwal (alo spelled Onval, Onwall or Onnwall) are Onnvalers, Onnvalans or Onnwalish. People of the Kingdom of Sunndi are Sunnd, Sunni or Sunndians those of Sterich are Stetish or Seerichers. The Ocridian tribe that founded the Kingdom of Aerdy was the Aendi or ‘Acrdy. Persons from Greyhawk are Greyhawlkers or Greyhawk folk; those from the Duchy of Tenh are Tenha, Tenkas or Tennese. Elves from the Spindrifs are sometimes called Lendorian or Lendorese. ‘The names of the human races are subject to many variant spellings. The Flan are also Flannae or Flannish; the Sulose are also Suel or Suelites; the Oeridians are also Oerids. A few racial names change lice in any form (an example: “A Rhennee wearing Rhennee armor joined those other Rhennee and left on that Rhennee barge”). Certain enhancements, such as adding “Town” after the name of a village or city (for cxample, Hardby Town), are not uncommon. Terms for communities (hamlet, village, coven, city) are casually applied even in formal speech and writing, Safeton, Narwell, Hardby and Elmshire might be called villages by those who hold them in low esteem, ‘or cities by those who think them important. They are in fact towns. Some “creative spelling” is inevitable in such a masive setting as the Flanaess — or “Flaness”as some write it. Keoland becomes "Keoghland,” Urnst becomes “Ernst” and 50 forth. Personal names ae subject to some creative spelling s well Seword Redbvard, the grim Master of Stonchold, is “Sewvord” in some sources. Lord Baron Lexnol of Ratk is “Archbaron Lexol” to some. Ewerd Destron, the szek of Onna before the Greyhawk Wars, Player's Guide to Greyhawk the Vile, Jaan Krimeeah became “Jason Krimeah” in several sources. Misspellings can be repeated unknowingly in later works, causing careful scholars to pull out their hui. The actual name of the Lord Mayor of the City of Greyhawk, for instance, is Nerof Gasgol, bue when his last name is pronounced the “o” sounds like an “a” (Gasgal, and thae is what everyone thinks his name is when they write it out. He has long ago given up tying to correct the erro, so it emains Gasgal herein. (Old names may change, but they never die. Nyrond was once known as “Nehron’” after the Oeridian tbe that settled there, and the latter spelling shows up even today. (Nehron eventually became Nyrond, the name of a noble house allied with Rax until Nytond declared independence.) The Hold of Sconefis is now Seonehold, but many call it by its old name; és inhabitants, once called Holders or Stonefisters are now Seoncholders (or Fis, though this properly ‘means only the war bands). Similay, che Great Kingdom of Northern Aerdy and the United Kingdom of Ahlissa have altemate names; many sil call cis region “the former Great Kingclom” regardless of the current political situation. No one is sure what to call the regions once known as the Duchy of Tenh and the Hold of the Sea Princes, given thei civil chaos and intemal military conflicts. ‘The Duchy of Geof invaded by giants and humanoids almost a decade ag, is still called that by everyone except the invaders. ‘Murky, the most known, was called Metlund or something similar during his mortal life; variant spellings appear in many works. Zagyg the demigod is often called the Mad Archmage or identified by his mortal name, Zagig Yragerne. The castle Zapig built is variously called Castle Greyhawk, Greyhawk Caste, the ruins of Greyhawk, the ruins, the dungeons of Greyhawk, Zagi’s Folly and so forth, In short, the nomenclature of the Flanaess is lke che inthis fascinating land: vivid, varied and fall of surprises, 16 ae Day F of XY Bk meal Hewlett Poet_ Sig Female f afo Hak, Stop ‘The GREYHAWK campaign is home to many of the most powerful and dangerous beings anywhere. The deities of che Flanaess demonstrate great strengths 1) some, such as Veena, have affected other «planes profoundly. Certain great mortals gf have ascended to become demigods oF B hero-gods and their names ring across JA time and space: Zagyg, Keoghtom, wizards, villains, chieves and heroes have had such an impact chat in a hundred tuniverses grea spells and magical devices bear their names: Mordenkainen, luz, Bighy, Drawmij, Heward, Iggwily, Tenser, Acererak, Nyscul, Tuerny, Elissa, Oxiluke, Serten, Buckrard, Sustare. These people made the Flanaess the greatest of legendary lands. Goos ano Powers ‘The gods and powers of the Flanaess are an often-confusing mix of deities from a handful of cultures, representing navural powers and human attribute, virtues (and vices), and mental and emotional sates. In such an environment, the powers and attributes of some gods overlap. Certain others, generally demigods or hero-gods, are once-mortal heroes (or villains) who have attained godlike powers. Most humans and demihumans worship ‘one or two primary gods, but their worship is by no means exclusionist. The people of the Flanaess are pragmatsts, and they willingly embrace as many gods as necessary to make thei ives run more smoothly. While a farmer may worship the old Flan goddess Beory as the Oerth Player's Guide to Greyhawk HE HIGH AND MIGHTY Mother, he may also offer money or tribute to the Suel god Phyton to bring fertility to is fields. More than this, whenever the farmer strays into nonagricultural endeavors, he may very well offer tribute to the god or gods appropriate to whatever he is doing. For instance, if he travels to the City of Greyhawk to sell his products in the market there, he may at different times ducing his trip offer tribute to Fharlanghn (god of roads), St. Cuthbert (god of honesty), Veniss (god of weather) and Zilehus (god of money) A lot of this “worship” will look perfunctory like tossing coins into a fountain for luck, but it will be no less genuine for that. The people of the Flanaess fed their gods are rel and can take concrete action on the material plane. This feeling isnt changed by the face that the most powerful gods rarely involve themselves directly with happenings on Oerth, Se. Cuthbert being an occasional exception to this. In the GREYHAWK setting, gods are able to grant spells to their clerics and specialty priests, at che following levels: * Greater/Intermediate Gods: Clerics ge up to 7eh-level spell (with Quest spells from the Tome of Magic book only for Greater gods). + Lesser Gods: Clerics ge up to 6thelevel spells unless deity lives on Ocrth (example: Fharlanghn’s priests can get up to 7eh-level spells, ashe lives on Oerth, but no Quest spells), + Demigod Cla get up co Seed spells ule the ine on Oath in which case 6th-level spells can be acquired (examples: luz and Wastri) + Hero-gods: Cleves getup to 4th-level spells unless the deity lies on Oerth, in which case Sth-level spells can be acquired. * Quasi-deites: No spells gained: no priests avilable. + Imprisoned gods: Tharizdun, Vitun and Vecna are imprisoned. Their priest get up to 2ad-level spells only. Following is a table describing certain human gods in the Flanaess. This is not a «comprehensive list, even for humans, and includes very few demihiman or humanoid gods, While the Baklunish have many gods, only afew are relevant to the Flanaess and are mentioned here. Name: Deity’s accepted proper name. Origin: The ethnic group/human race with which the deity is wiually associated. B: Baklunish; F: Flan; O: Oeridian;S: Suloise; U: Unknown/mysteious origin; E: Elven; H: Humanoid; C/e: Commonly accepted across the Flanaess in many regions and ‘altutes, and actual origin is irrelevant. The lower case “” indicates a deity is less accepted and worshipped but is sll widely known. Deities chat are not commonly accepted (no "C" or “c") are worshipped primarily in areas setled by the listed ethnic stoup (for example, Osprem’s shrines and temples are likely found only in areas where ‘THE HIGH AND MIGHTY oa beeween Flan (F) and female (0). Azeas of Concern: The deity’s best known spheres of interest are given here, with a few attributes usually associated with that deity. ‘Alignment: This isthe deity’ alignment (and, in parentheses, tendencies) which priests of the deity must also adopt. ‘Worshipers (Alignment Type): This shows the alignments and occupations of the worshipers of a deity. Unless otherwise stated, most of the worshipers of each deity are assumed to be human, the Suloise have serced: inthis case, along seacoast). Some deities have ver lined worth hough ther names might be widely known; this is particularly true of extremely evil gods such as Tharizdun and Veena. ‘Sex: The deity’ given or preferred sex is shown in lowercase, to avoid confusion Greater Goos Name Origin. Sex Areas of Concern Alganeat Worhpes Boy FCF Oth Moher Nae, Rain NSC) Aay/dras (oo) Sime, ic Fan wbes Boch Cm Magic Arcane Knowledge, Fonsgh, Nonsrveation ance N° Aay/wia apn se ders Toabos Cm Phau, Sickness Famine Nighmara, rough Dae NE Any einige er eel deny, hone vthing to vod daaer ess Be FFs, Deg Divintion Faure, Honey N—_ay/mose Bun ok se, chronomsncen (Coonmour cmpaigyt Nenll FC meth Dashes, Marder Underwod NE Any erl/snin ees, dere, romance, hemanoide Rie FC mS Ligh Soph Heal No ky Roo Fm Pace Remon Srey 1G LGLNG.LN/palating pecs, wile Invrenmepiare Goos Name Origin Sex Areas of Concern ‘Algae Worhipers Glenn OC mStar Space, Wanders N(RG) Any nooerl/ andere, sronomen, sols, ‘planer plot and aves (Sesona™ inp Asal plane lens (Pasce® ampaptt Eiloont CF Fore Woodlands, Flor Fauna, Ferny NG ay ood/anges, foes dehumany, hn, apps shen many rst femal Erin! OC om Hate Ey Malice Panic, Upies, Saghrer ECM) ECR NE ene, olden an bubs land, mass marie, humanoids Fiadanghs™ OC mm Horioos, Distance, Tae Roads N(NG) _Aey ones (many N)/ poor merchants, ran tarde rpsbonds Hezoncou OC mCi, ice, Honor, Wir, Ding Vlr LG LGLNG.LNW/palalig my laden ers may heig Hower OC mW, Discord Mace, Conf, Fie, Tray LE LE.NE LNY/cil bu lized ruler and marion, Aer nobly, sain, meres Kost $s m_—_ Athletic, Sport Belg Srey, Courage CG CG. CNING, N/beneten, barn ales, Lando $m Tie Tei, Paine Sey LN LN /nges timekeeper, atrocmer wis, ironomancen (Crvmanrcapiga Ht Cbd FC m Narre Woodlands, Freedom, Hunting, Beas Nay (oe all N/a (ni) ae, wooden, sary male Olidemmars Cm Mat Reela, Wine, Rog, Hur Ticks CN INCE, NG/bant this, rgabonds, jones, pod oul hols OC m_—_—Ligh, Relation Lam, Onde Inflexiy, Sun, Moos LG (LN) ENG, LEY ep experts sonore Pocn OC m_—_—_ Sean, Se Lif Sal, Sea Wether, Nevgton CN ny nolan faer Rilke Cm Chane Ill Lick, Misfortune nny Ny nonlin SeCiahbet Cm Common See, Wisdom, Zea Honey, Teth, Diciptine LG(LN) LOL LN plain, ers minions ti = Thaindunt Umm Eeral Darna, Deep, Entroy: Magn Knowledge lvaniy NE Any ce mane, pcp, dee Tithewon Cm India, Liber, Renbuion, Sel Defense ©G CONG good hin edo Sphen,renges Um UC F Hilla. Moutain Gomsones UG LG.NG,EN.N/éwave, pons haa ie sed qurymen, mourns ll een Wee} Sf Mage Deh Vii Law LN(LE) LENE LN N/winel highly itlige wf ‘eign necrmann Zichos OC m_—_Powet, Prestige, Money, Basie, Iefence LN LNG. NNG/mechant guilds and sions Veena? YeCind Zoe Kelanen Ky Maatynd RPRQO“OMOTEMUMnQUADOD w BY OM O womngng Fam ccannng RSRERRE 7a Bs 5 BB ™7BEE TTS EEE TET TET Bente a8 BaBaT Ty ‘Areas of Concern Ethie, Propriety Spring. East Wind, Renewal Malice, Cvs, ies Home, Family, Agrcire Mea, Mines, Souths eset, Industrie Time, Iafniey, Consinty Ports, Doors, Enders, Locks, Keys cc Reason, Incl, Saady ie Stone, Meals, Mourns, Gananship Lakes, Risers Wel, Sears N Hille, Mountains Ls Fie, Voleanoes, Wath, Ange, Quarsls Jealousy, Revenge, The Prose, Pocry, Litera, Art Beas, Seengch Mas. Keowiedge, Daylight Love, Romance, Betsy Lick, Gambling, Riss Sea Voyages, Ships, Sars iN Aig, Wind, Clone, Bd, Archery ca Nature, Nasal Bea, Faring G Fre, Poison, Murder NE Xmare Rats, Weress ce ‘Semmes, South Wind Ese, Confort cG(en) Les, Dec Treachery NE Winter, Cal, Noth Wind CN [Northern Bubarians, Cold, Winter, Arctic Bests CN, Sky, Weather Nae) ‘Astana, West Wind, Harvest, Being o “wlight, Shadows, Seakh, Mental Power N Sea, Sailing, Mone, Basinst N Mercy, Hope, Benevolence NG Dewicoos ‘Areas of Concern ‘Alignment Guaedanbip Fahne, Duy Ls Dees, Pain, Oppreston Evil ce Protection, Janice Vie ir Chance, Good Luck, Sill CN (Ca) Desrucve/Evil Seems e Amphibians, Bigotry, SelDecepion INE) Maric, Magical Songs cc Has ere ate een NCGS) Physical and Mental Mastery Heno-Gons ‘Areas of Concern Alignment Defense, Fortifications LN’ Deception, Espionage, Protection NG Swors, Sword Sills, Balance N Exeaplanat Heroism NG (Cestion and mastery of undead NE Magical “technology” Is Player's Guide to Greyhawk Worshipers LG, LN/lea expert, judges, padi ‘Aap good/ farmers CE, C/mines, cave dele, humanoids ‘Any good/fumers country Eadie Taman miners and meats N.LN LE, LGH/common labors, firmer, ave masters, sive ‘Any lwfl/tinkeepes, chronomancer{Chonomener campaign Ht ‘Any soneil/ gant, explores LG/sages, scholars, wizards, picaices (PHBRS Comper Pina andl Ht LG, LN human miners and smi, dwarves, gnomes ‘Any/facer, herders, steppes ox pains tae, anyone secking wate LG, NG/bumas hl and mount dweller, miners, dwarves, 17 04S mpellnes Any chaon/ ves CG. NG/bars, actor, scholar scribes ‘ay coconut commoe watts ‘ay goons ica sge lars may female) day goose, bas Any onli thes gambler asi, sis, bade ‘ay lf sos, bes ships (C6, Cari leaders CG, NG/me, age cet ‘ay cril/aais, sonia CE /meeats, rs, huanoid hws ssi 0G, CN/tamers fang Any einige hiv pin crane lene Any choi met Any /northernSocldeceded barons NING/duids posse men, aneest ‘Any none Ermer, Brews Aa bt LG or LE thee, spies, maria aris Aoy/sailos, merchants, Shes, cal fl, dae ponet ‘ay good/ helen, pesca Worshipers LG/psladis, gsr, oldies ‘Any ew, CN/yeans, conquerors spies, bamanoide UG, NG/paadis, guards N.C, N/thiees, gambles Any ei EN, LE/ncist humans, hamanoils, bullywogs and other ei scpbibies (CG, NG, CN, N/bands, eles, aloes CN CG, N/ecceneic pllentent N LN/marial artis, psionicies (PHBRS Compe Prons Hands, lees Worshipers Any/eitary engineers, architec bles ‘Any nonei/sone pts, dom ight ies ‘Any/any snord master ‘Any good/extraplaar taelers ‘Any enil/aecromancers,conquerct LG, NG, LN/ecentrc o¢ unortbodor mentors Notes to Table: * Imprisoned on other plane, restricting spells available to prsts to It and 2nd level only (Tharizdun: possibly asleep, imprisoned or dead on unknown demiplane by alliance of other gods and ‘mortal spelcasters, ages ago; Vatun asleep ‘or imprisoned on unknown demiplane by priests of Telchur, ca. 700 years ago; \Vecna: trapped on Demiplane of Ravenloft following batle with kuz, $81 cy). “*: Lives on Prime Material Plan, in the Flanaess (luz: Empire of Taz; Wastri: Vase Swamp). Fhaelanghn roams all Oerth. t Rare H Other AD&D game campaigns or cptional rules include cis deity. § Alternate name (Allitur, a Flan deity, developed a cult in Medegia under the name Alia, aka. Stern Alia, but this cule was lagely destroyed by internal disene and by priests of Hexor). ‘The priests of Neutral deities are all ‘normal cletics unless the possibilty of druids is indicated. In some cases, druids are the only priests who can serve certain deities (examples: Beony, Obad-Hai). 21 ‘THE HIGH AND MIGHTY Relationships Between Powers While itis obvious that good-aligned powers will generally support each othe, an evil Powers will fight all others some especially strong divisions and allances are known va cst between gods of the Fanaes. Conflicts Alliances (ace Test 42h Goo ta) Taig oe Metin ee Nereis al ors Ceca Source Uae + Biren ans Hevesi Nonio + We oon hones Pie eRe poze aoe bey mech Garin fuses St. Cuthbert vs. Pholtus Ehlonma vs. Obad-Hai Fortubo vs. other Suel deities Fortubo + Moradin, Berronar (alles) Ehlonna + Seldarine elven deities (allies) ‘Wee Jas + lawful Suel deities (loose allies) Wee Jas vt. chaotic Sucl deities Osprem + Xerbo (loose allies) Trithereon vs. lawful deities Jascar + Phaulkon (loose alles) Byremius + Syrul (loose alles) Nerull + Incabulos (loos allies) No living persons are more famous in the Flanaess than Mordenkainen and the Circle of Eight These nine wizards serve as unofficial “watchdogs” on the continent, montering, esl fr trouble. Because most members ae neutral in alignment, che group is concerned with maintaining balance in its world and not allowing any faction to become ‘00 powerful or overwhelming. In recent years, however as evil forces have thestened to seize control ofthe land, the Ciel of Eight has worked on the side of goed in onder to contain these ing evil, In the early 580s, the Circle of Bight included Bighy, Drawn, Jllaz Sallavarian, Nystul, Otluke, Otto, Rary of Ket and the “Tenser. During the Greyhawk Wars, two members of the Eight, Tenser and Orituke, were killed asa result of the actions of Rary of Ket, now known as Rary the Traitor. Tenser was returned to life in SBS oy (daring Te Ret of te Egle adventure [#9576 1998]), but chose not to return to the rele of Eight. Oriuke is sil dead. Three new members were appointed in S85 cv: Alhamazad the Wise, Theodsin Eriason and Warnes Staccoat. The three former roembers are listed here, following the members of the Eight in 591 cr. All menbers of the Cizcle of Eight possess ot have access to lage numbers of magica items, particulaly potions. They might be proached for assistance on a quis, fequesting lide more than afl report ofthe journey or an errand in een, Any ofthe embers ofthe Circle of Eight might be contacted by leaving a message atthe Wiad’ Gldhall Orc’ home in the Garden Quarter or Jala Sllavarian’s home inthe Fligh Quarter of the City of Greyhawk. The members of the Circle of Eight have fare communication with each other through vatious magical devices, Mordenkainen Mordenkainen isan extremely powerful archmage who appears middle-aged but is much colder. He has cropped black hai, brown eyes, and a black beard streaked with silver A brilan thinker, Mondenkainen fel responsible for the Fanaess and manipulates political and military events to suit his vision of what the Flanaess should be. years. He has become a master of disguise ‘Mordenkainen serves asa director for the Circle of Eight. to conceal his ridiculous appearance, and Mordenkainen lives in his Obsidian Citadel in che Yails, bu he also travels disguised frequently eravels under the guise of a as a merchant to learn facts on his own. The Citadel houses Mordenkainen’s unequaled _half-elven maiden to gain assistance from library whichis said to contain spellbooks of every known spell (excepe those designed _ paladins and knights. Nyscl has a special by individual wizards) intelligence reports fom across the continent, and a deailed and interest in spells involving lighe and continually updated history of the Flanaess. Only Bigby and Tenser know of his home's darkness. He is also an expert in the use of precise locaton, concealing and defensive spells, claiming that a wizard who finds himself in hand Alhamazad the Wise to-hand combat has not used his arsenal of Alhamazad became a member of the Circle in S85 CY and thus is one of the newest _spells propery. Nystul visits Greyhawk on ‘members of the Circle. A thin, elderly Baklunish man in plain robes and a simple turban, occasion, but is occupied with the war in he looks like a poor wanderer during his frequent travels. He is in face highly powerful as his homeland of Tenh. He i always on the ‘a mage, and has forged alliances with noble elementals and genies. His primary goals are lookout for discovered spellbooks and the maintenance of modern Baklunish culture, society and power. A detailed character magical items. description is included in The Retwrn of the Eig adventure (#9576, 1998), Otto Bigby ‘Otto was once a priest of Boccob, the god Bigby isa lean severe-looking man with brown hair and eyes who prefers dark gray ‘of magic, bu is now a major wizard and hooded robes. At 57 years of age, he is known for being cautious, quiet, nervous and a member of the Circle of Eight. One of puritanical. Though a fault-finder and nepicker, he is steadfast and has a fine sense of the younger members at age $3, Otto is humor. Bighy lived in Onnwal, but fled after the Scarlet Brotherhood conquered it. He also one of the most colorful. Oro often now lve i the city of Mitrk in Veluna. poses asa rich, cheerful merchant, but he is He adventures only infrequently, preferring to remain at home in one of his ibraries easly picked out ina crond because of his or tinkering in his laboratory. Only when he ges wind of rare spell components or huge girth and his ruffled and beribboned unusual magical items will he go adventuring, but he visits his wizard friends frequently. clothing. He isa gourmet constantly in He nearly killed luz once and is greatly hated by the demigod: in $90 CY, he survived search of new, exotic dishes to sample, and an assassination attempt by Tuz’s agents is a patron of the arts. He has 2 natural : talent for music and adds musical elements Drawmij tw his spells, which include singing fireulls Despite his age of 63 years, Drawn is tal, slim and young-looking. with dark blond and yodeling i stern. hair and deep blue eyes, which contribute to make him arguably the best looking male ‘Once a native of Almor far to the east, of the Bight. He is secretive and says little even to fellow members of the Eight. He isa Otto has moved to the City of Greyhawk dedicated foe of the Mage ofthe Valley. The mage makes his home in an underwater following the complete destruction of his hair located at least a hundred miles offshore in the Azure Sea. As might be expected, country. He can be found visting the Drawn isan expert with magical devices iawolving water (he has a number of magical opera house, the Wizards’ Guildhall or boats) and in adapting spells to underwater use. He visits the City of Greyhawk only his fellow Circle members. when he mus. Theodain Eriason Jallarzi Sallavarian ‘The fist demihuran to join the Ciele in ‘The only woman in che Bight and one of th few leaning more toward good than ‘585 cy, Theodain is tll, sim high elf neutrality, jllazi offers a much-needed fresh perspective on matters put before this with long black and silver hai, high ‘curmudgeonly men’ club, Even a the age of 42, she remains beautiful, with Blonde hair cheekbones and a pale complexion. His and bright blue eyes. Jallara has been a member of the Circle of Eight for just over nine manner is cold, and he often seems years; she truly enjoys her membership and uses her other affiliations to benefit che dlisdainfal or even evil, but he isin fact a Circle whenever possible. The wizard makes her home in the City of Greyhawk and will passionate defender of regional stability, ‘entertain visitors there, but she prefers to hold meetings at the Guild of Wizardry. She is since such order protects his homeland, the also known to disguise herself and creep through the seedier areas of town in order to. Yeomanry. Theodain is unusual in that he spy on the shady side of society. Her familie isa pscudodragon named Edwina. is able to use a short sword despite being a wizard, He shows no compunction in Nystul attacking foes directly. A detailed character ‘This wizant’s appearance is that of the stereotypical absent-minded mage. Tal, gangly, description is included in The Return of the and plain, Nystul has brown hair that looks a if it has never met a comb in all his $2 Eig adventure (#9576, 1998). Player's Guide to Greyhawk 22 ‘Warnes Starcoat Warnes Starcoat joined in S85 cy to become one of the newest members of the Circle, a middle-aged man with a bald spot in his long blond hair and piercing pale eyes. He has a long-standing interest in the politics of the central Flanaess, particularly the County and Duchy of Urnst. He was involved in the recovery of the Crook of Ras. A detiled character description is included in TBe Return of he igh adventure (#9576, 1998). Rary the Traitor Raryis about 80 years old, bur at last sighting, Rary was healthy in both mind and body. Age has diminished none of the mag's faculties, ary of Ker was origally a rusted member of the Circle of Eight, known as a gente, quiet man, and a skilled mediator and peacemaker. His sage ables eaened him a reputation far and wide. He was even known to avoid offensive spells, preferring charms and ther noncombtant spells to assis him in dlfcule negotiations. ‘Atsome point he decided that suring t0 cil was the way to accomplish his goals In ‘584 Cy, he organized what seems to have been a ploe agains the Cirle of Eight. Mere moments befor the Pat of Greyhawk was to be signed, which would end what has become own asthe Greyhawk Wars, Rary attempted to destroy the signing sic. Two members ofthe Eight, Teser the Archmage and Orie, were ied inthe subsequent ‘magical bate, leaving nothing that could be reurred. Saruleancous 0 the bate, fellow conspirators including Lord Robilaratacked the residences of Orike and Tense, destroying all hei dows and cng material ‘The notion that Rary had plotted against his fellow Circle membes and killed two of them came asa total shock to all who knew him. Rary and Lord Robilar fled the scene and eventually found thee way into the Bright Desert Tenser Formedy a member of the Cizde of Eight, Tenser the Archmage is sill associated with this group in che public mind, chough he docs litle work with the Cire now. 23 ‘THE HIGH AND MIGHTY Before his death in 584 Cy, this wizard was the strongest advocate for law and good in the Eight, and often found himself at loggecheads with those members who prized talance above all Following a near-ragedy atthe hands of Veen’ followers, all members of the Eighe kept a number of active ne: However, after the batle that killed Tenser and Oke, ll discoverable ches ofthe two mages were destroyed by co-conspirators of the assassin, Rary of Ket. One dl of Teaser was frally recovered fom a seat location. When the dowd Tense returned to his este on the shore of the Nyr Dyv in $85 Cy, he eed from the Cle of Eight and began a campaign to promote the forces of law and good inthe Flanaess. Otiluke and Other Past Members (itiuke joined the Cirle of Eight in $76 Cy, replacing the aged wizard Leomund, who retired thac year ro pursue other interests. Like Tense, ike fell wo Rary's eachery in S84 CY and vas lain inthe City of Greyhawk, though not before wounding Rary. Otluke sems to be permaneny dead. He was formerly the President of the Soccey of Map and a member of the Directing Oligarchy of the City of Greyhawk, and his membership in the Cirle of Eight was 3 complete seeetto any but the other members. Leomund was a clever and practical individual who invented numerous spells of containment used by adventurer the Hanaess over. He ept his whereabouts a secret, though ke is generally thought tw have once lived in Medepia. He has not been heard from in some years In 58! cy Jala Sallavarian replaced the powerful wizard Bucknard, who vanished in S79 cr while gan unknown demiplane. His fae is not known. Bucknard was fay young when he disappeared, but he was rumored to have become an archmage and was well-known in royal courss from Keoland to Nyrond, NNoTABLES OF THE FLANAESS Hazen ‘The Canon of Veluna is a priest of Rao, Anfaren Silverbrow god of reason, with exceptional ‘The High Priest of the Spindrift (Lendore) Isles represents the elven gods of the _spellcastng abilities, Hazen leads one of Flanaess and has nearly unimaginable spellcasting powers. By his orders, the cesident the strongest realms remaining in the elves expelled nearly all non-elves a few years ago, and covered ther islands with Flanaess. In 586 Cy, he worked with lesser illusions and magical fog. priests and the archmage Bighy to drive out most of the fiends from the Flanaess using Basmajian Arras the Grok of Ras. He also supported ‘The Commander of the Sea Barons is a middle-aged copper-haired man, survivor of Furyondy's attack on Tu’ lands. He secks decades of piracy, ship-to-ship battles and asassnation attempts. Arras kept the Sea to return balance tothe Flanaess. Barons out of the Greyhawk Wars and favors neutrality, hough there are concerns about the Ses Barons’ ability to stay neutral in the face of recent shipbuilding efforts Hiazendel by the Great Kingdom of Northern Aerdy, which may allow Aerdy to attack. He lives The King of Sunndi is a multitalented richly and well. agray ef, At once wizard, priest and warrior, Hazendelis politically wis, Belvor IV listening to counsel from the elves, ‘The paladin King of Furyondy saw his nation lose and but survive against the ‘gnomes, humans and dwarves who armies of luz during the Greyhawk Wars. In S86 cy, he disregarded the Pact of harmoniously populate his isolated realm. {Greyhawk to drive back Iuz's forces and reclaim the lost territory. He used much of | Hazendel’s worst enemies are the Scarlet his family’s wealth to finance this war, and even now struggles to recover financially. Brotherhood (which has tried without success to subvert the realm from within) Cobb D: and the attentions of the United Kingdom The Lond High Mayor of loop is wily cd man named Cab Dar, Apoiel of Aina (which ks to incorpo genius with an unmatched grasp of intrigue, Cobb Darg was not fooled by the agents Sunndi into its new empire. sent into his realm by the Scarlet Brotherhood, and he had them all slain or expelled. He is a familiar figure to his loyal human and dwarf subjects, but almost nothing is Tuz the Old known of him personally. He has rejected the United Kingdom of Ahliss’s proposal The child of the human female necromancer “that Irongate become part of the its empire. Tggwilv and the powerful demon Graz Iz gained control of a small realm in the Drax the Invulnerable Howling Hills litte over a century ago, ‘The Lord Protector of Rel Astra was once 2 noble wizard who opposed Ivid V. expanding its borders in a campaign notable ‘Though evil, Drax was a popular and successful mayor, financially conservative and for its horrifc masscres. For saty-fve years, eager to enhance the city’s position as a major seaport and trading center. During the uz was imprisoned beneath Castle Greyhawk Wars, Rel Astra was attacked by Ivid’s troops, and Drax was slain and turned — Greyhawk by an alliance of adventurers into an undead being by Ivid V. He has made no official response to the call that his (including the Mad Archmage Zagig), city join the United Kingdom of Ablissa, though he is unlikely to do so. possibly with che assistance of an aatar of Se. Cuthbert. In $70 cy, Lord Robilar, his Eclavdra ‘orc henchman Qui and Riggby, Patriarch of Eclavdra’s name is whispered wherever the deeds of the drow are discussed. An evil Boccob, freed Iuz. The archmages Bighy and priestess of the spider goddess Lolth, Eclavdra is nonetheless one of the most “Tenser arrived, intending to kil him, but diplomatic of the dark elves. She is involved in dozens of plots being hatched by during luz’ incarceration the half-demon Lolth, all aimed ar the eventual conquest of the Flanaess and the enslavement of its had transformed, and he emerged a demigod people. Her home is a great drow city ina cavern beneath the Hellfurnaces. She and escaped. He drams of destroying the currently keeps an eye on luz, but her plans are mysterious Free City of Greyhawk and those who nearly killed him when he was released. Grenell ‘When che North Province declared itself to be the new Great Kingdom of Northern vid V the Undying Aerdy, its former Herzog became the new Overking. An evil high priest of Hextor Once capital of the Great Kingdom, Rauxes with ltele value for human life, Grenellis nonetheless a master politician and survived _was.a city held captie bythe crazed, the Greyhawk Wars and the Great Kingdom’ collapse without being captured, slain or paranoid desies of the undead Overking turned into an undead monster. Ivid V. Rumored to traffic with fiends and Player's Guide to Greyhawk 24 ‘monsters to maintain and expand his lecaying kingdom, Ivid V was slain by his nobles — but was “revved” by evil priests to ‘become a thousand times more powerful. It is currently unclear whether Iv V still ‘exists, as no one can safly approach Rauxes and its bizarre fields of magic. Jaran Krimeeah, Krimecah was raised in life of privilege among the Naclax family of the Great Kingcom, where he was tutored in the rmagieal arts by the fines teachers, His ‘magical talent became a source of arrogance, and afer asking himself why his cousin, a lesser wielder of magic, should rue the Great Kingdom, Krimeeah attempted a coup. When this filed, the wizard was exiled under onders never to reveal his family oots, though some have guessed his secret. Paranoia led Krimeeah to sete in the valley now known to allas the Vale of the “Mage. He wil go to any length to acquire or practice magic, and he intends to cheat death, ‘though noc a ich, The wizard has noc been seen or heard from in some time, and most speculate that he is searching out new sources ‘of magic some say on adistant plane), but his valley remains as dangerous as ever. Kimbertos Skotti ‘The King of Keoland is 2 woodsman ranger who led many expeditions against giants and humanoids in and around his kingdom. ‘Skoces kingdom is old and rich, though it suffered during the Greyhawk Wars, and has farther depleted is resources in attempts to reclaim Stench. This grizzled old veteran is angry with himself for filing to act more quickly in the wars; now the king is forced to listen to regents he regards as inferiors, but he grits his teeth and heeds their words. His greatest concern atthe ‘moment isthe Scarlet Brotherhood. Korenth Zan, Father of Obedience Lil is known ofthe leader ofthe Scarlet Brotherhood, though he s probably of Saloise ancestry: Heise natured, which is clearly demonstrated by the means used by his ‘organization to gin conta of prot nations in the Fanaess. This brillant mystic master, pechaps a high priest, may reside onthe huge ‘THE HIGH AND MIGHTY plateau at the Tibanot Peninsula’s heart. His plans forthe Brotherhood remain a mystery. Larissa Hunter “The Magister of Dyvers isthe former captain of that city's Free Army. She has ably guided her trade-drven city through the turmoil that followed the Greyhawk Wars, induding defusing a proposal by the Knights of the Hat that the city become part of Faryondy. Huner is aggressive in dealing with Greyhawk. Lanol ‘The blunt but popular Lond Baron of Ratik is a ranger: woodsman, tracker, watior and scout wo has fought for yeas against the Bone March humanoids raiding his ands. Lexnol’s cool hilly realm is rich with natural resources, He is on good terms with local gnomes and clarves, and he has made a treaty for mutual defense and trade with the Frost Barbarians to the north. Lynwerd ‘After his fther Archbold IIIs abdication, Lyawerd assumed the throne of Nyrond in $86 CY. He strengthened his country by restructuring the military, by’ births among his people and by resisting a demand by representatives of the Theocracy of the Pale to give up the North Lands of Nyrond. Despite firancal reverses and personal traged, e has been able to expand and stabilize Nyrond’s eastern borders, and to repair and strengthen his kingdom’ roads, armies, cities and trade links dred Wel overa thousand yeas old the legends of the evil lich Lyzandred make him the ‘equivalent of a bogsyman in many parts of the Flnaess. He is even more frightening to those who know the truth — that Lyzandred was once a living, breathing creature and that he lies in 2 self-made prison somewhere in the Abbor-Alz mountains. Lyzandkeds tomb holds a reputation 3s one of the most dangerous dungeons on the continent. No matter how experienced, some adventurers shun the thought of exploring the lost tombs Obmi [A sociopath assassin and expert warior, Obmi is 2 black-bearded dwarf with a magical ‘throwing hammer. He kills prisoners atthe frst sign of disobedience, laughs at massacres and has unbearably foul personal habits. eis said that his injuries hel in mines, and he ‘an come back to lif even if sain. Obmi was last known to be working for Iuz the Old. Olinstaad Corond ‘The Prince of Ulek isa fearless hill dwarf with a reputation as an or-fighter and wilderness scout. An old but hale white-bearded fellow, Corond wears armor even at cour. Prince Corond is involved in an ongoing war with the Orcish Empire of the Pomayj a he attempts to retake the eastern lands Ulek los in the Greyhawk Wars. Tillit ‘The Supreme Prelate of the Pale is a grin, humorless high priest of the god Pholtus. His Worshipful Mercy Tillit actually has litle mercy, regarding everyone outside of his theocracy as degenerate heretics or worthless heathens. Tillis army is very strong: in recent years, he has invaded portions of Teah and continues to war there Philidor, The Blue Wizard Philidor isan enigma, a wizard of tremendous power who fist appeared toward the end of the Greyhawk Wars. Regardless of how he otherwise changes hs appearance, his skin, hai, eyes and cloching always remain shades of blue. He has been seen in many places in the Flanass, particulaey in the Vesve Forest and che City of Greyhawk, though notin recent years Prince Brightflame Melf, Prince Brightflame, isa cousin of Celends queen, Yolande. Melf isa brillant and knowledgeable ef, a fighter/wizard ike his cousin, but his beter grasp of the dangers the Flanaess fices has led him to found and declare himself the leader of the Knights of Luna, who seck to involve Celene in the large world. He knows many powerful rulers and wizards and he works to oppose evil everywhere. Currently he lives in ex, sometimes in the City of Greyhawk. Sevvord Redbeard ‘The grim, bloodthirsty Master of Stonchold is a warlord with almost unparalleled experience. Ruthless and savage, he led troops to conquer, loot and occupy Tenk, though he now fights luz’ forces and the Theocracy of the Pale to retain his claimed territory. - Stonehold currently suffers from attacks by the Snow, Ice and Frost Barbarians. Lord Robilar A powerful bur unstable warrior, Lord Robilar is treacherous, untrustworthy and al: He is responsible for freeing the archfiend Zasggtmoy fom imprisonment, and on a separste ‘occasion, he was a member of the entourage chat set out to free and destroy Iu From his prison beneath Castle Greyhawk. luz escaped, an it is quite possible that Robilar’s goal was ‘not to kil Iuz, but co somehow enslave of aly with him. As a result of the battle tht almost Kalle hi, luz has vowed revenge on Robie Robilar was Rary’s accomplice in the deaths of Tenser and Otiluke in $84 Cy, He stil serves Rary, using a wide variety of magical weapons and devices such as an artificial silver horse. ‘Tarrosh Mak ‘The half-ore Despot of the Pomay sa superb warrior who fought his way up the ranks to become the watlor! of many humanoid tribes. He unite his armies and conquered part of the Wild Coas and the Principality of Ulek, bute cannot afford to go farther without risk of secing his command collapse from intertribal confit. Xaene the Accursed Before the Greyhawk Wars, Xaene was the court wizard of id V but was replaced tthe mad Overking’s whan, Xaene went into hiding and sud necromancy but his misuse ofan el artifact caused him to be cursed to become a tworheaded lich of horrifying power. Kane is rumored to have aided the Overking’s descent into maces. He is believed t be desroyed Xavener I ‘The first Ovecking of the United Kingdom of Ablissa is the head of House Darmen, which has near-total control over mercantile activity in the realm. The Royal Guild of ‘Merchants of Aerdy was formed by this house to manage its trade interests, and the guild today pours vst funds into Xavener’s treasury. Little is known about Xavener except what his coure tells others. He is a superb leader and very charismatic, but his enemies do not seem to survive long in Ahlissa, and itis apparent that some of his aides fesr him very much. Yolande The Queen of Celene is not currently popular with many of her elven subjects She has taken to heart her advisors’ plans to keep Celene free of the power struggles across the Player's Guide to Greyhawk Flanaess, which has caused some of her subjects to secretly turn against her, Yolande is a gray elf, both a skilled warrior and wizard of extraordinary age and power — but, sadly, limited wisdom. ‘Many other characters exist in this «campaign, but their whereabouts and plans are known to no one. Some may be dead, ‘others may have fled to other worlds or planes: but one or more of these beings ‘may return to the Flanaess. “The demigod Zagyg was once the shuman wizard Zagig Yragerne, the “Mad “Archmage” who ruled the City of ‘Greyhawk for many decades and built Castle Greyhawk, now in ruins on the city’s outskirts. Zagyg has a twisted sense ‘of humor, as those who have explored Castle Greyhawk (and renurned alive and sane) can cestfj. He was involved in the capture of luz many decades ago Zagyy_’s alles over the years have included a number of adventurers who achieved unimaginable levels of personal power. These fellows sil think of themselves as friends of Zagyg, though no cone has the faintest idea where he is. Heward, inventor of the Mystal Organ that produces wild magical effects with each note, is a retiring bard and wizard who has visited mary worlds beyond erth. Keoghtom is a devil-may-care hero fond of exploring the Outer Planes and tormenting the evil lords there. Murlynd is pethaps the most unusual hero of them all, holy warrior and wizard who mixes technology and magic to defeat his foes he dresses like a comboy and even uses firearms. These individuals ae rarely seen in the Flanaess. Recently, Keoghtom and Murlynd ascended to hero-god status, and they now have clerics. ‘Veena is as well known as Zagyg, but his dreaded name is not spoken aloud for fear of arousing him. Once the most powerful undead wiard of any known world, Veena was destroyed a¢ the height of his power by his treacherous lieutenant Kas, Only Vecna’s withered Hand and jeweled Ee survived, possessing frightening powers that can corrupt even the purest soul. Veena attempted to return and conquer Oerth only afew yeas before the Greyhawk Wars and he nearly succeeded, Before his defeat, a servant of his was briefly abl co slay che entire Circle of Eight. A Veena cul survires, attempting to bring him back. Other notorious personalities include Iggwily, the necromancer-witch who gave birth co luz; Zuggemoy, a female archfiend known as the “Queen of Fungi” who has tied to subvert and conquer the Flanaess; Tharizdun, a “dead” god whose revival, some say, would mean the destruction of the world: Acererak, the demilich whose “Tomb of Horrors” has destroyed hundreds of adventurers; Keraptis, an evil wizard whose voleanic heme in White Plume Mountain houses powerful artifacts —and the world’ largest crab; the Falcon, 2 serpentine monster who tried to take cover the City of Greyhawk from below but is believed slain; and the Slave Lords, che organized crime masters who once dominated the Pomarj and Wild Coast, and may rise again, ‘THE HIGH AND MIGHTY Famous ORDERS oF KNIGHTHOOD AND (Orwen Wett-Known Oncawizarions For information on roleplaying a member of the knightly orders, please see the player kits on pages SS-S8 of this book. Knights of Luna This secret order was founded in Celene by even warriors and spelleasters who opposed Queen Yolande's neutrality in the Greyhawk Wars. Members work to involve Celene in supporting the elves of Veluna and the Duchy of Ulek in their struggles agains evil. The order includes in its ranks Melf, Prince Brighiflame, a powerful elven warrior-wizard, cousin to Yolande. Knights of Holy Shielding Before they were conquered by the armies of Iuz, the core of the Shield Lands armies was a religious order of knights called the Knights of the Shield, or more formally Knights of Holy Shielding, With the conquest ofthe Shield Lands and the capture of the head of the order, Lord Holmer, the surviving knights have been led in exle by Lady Katarina, Holmer cousin and a paladin of the god Heironeous. The proud knights managed to regan Criewall and Seragholme Island during the Great Northern Crusade after the Greyhawk wars. Knights of the Watch Before the Greyhawk Wars, great soldiers from Keoland, Gran March, Bisse and Geoff tunited and pledged to defend their nations fiom Baklunish invasion. Castes and keeps ‘were maintained along the Ket border, bt many of these were circumvented or overrun when Ket invaded Bissel. When Geoff fell to an imasion of giants, Keoland and Gran “March became the sole centers of Watch activity: The Knights have since returned to Bissel, and some are in Sterich. Order of the Hart Before the Greyhawk Wars there were three branches of this onder: the Knights of Furyondy, the Knights of Veluna, and the Knights of the High Forest, which was made 2 up exclusively of lighfolk elves. These warriors have been much reduced by the wars, 5 especially the Knights of Furyondy. The High Forest knights ate fighting luz's forces ora in the Vesve Fores. All the knights hate luz with a passion and dislike Perrenland, Rangers of the Gnarley Forest ‘This group holds three goals above all others: to protect the integrity of the forest 0 help good folk in need, and to worship a power of good (especially Ehlonna) The ‘organization is not concerned about politics or squabbles over land. They render ai to the lost, injred and persecuted within their woods, bu their frst concern i always che forest’ welfie, For information on playing a Gnarley Ranger, please se the character kit on page S4 of this book. The Fellowship of the Torch ‘This small but famous group has dedicated itelf to eliminating luz, his agents and his ‘threats. The Greyhawk Wars claimed several of the Torch’s members: now the grim survivors follow any lead, no matter how dangerous, and engage in any bate aginst Iuz, no matter how deadly. They eagerly join expeditions to retrieve evil magical items and slay lus followers, and will do anything in their power to see the demigod destroyed. The members of the fellowship have many friends and itis possible to gain news of their whereabouts through the Gnarley Forest Rangers, the Temple of Rao or the Knights of Luna. Of all che cites of eastern Oerik, none stand out like the City of Greyhawk Known far and wide for its architeceural marvels, ‘exotic vistors, infamous residents and ‘opportunites for sightseeing and adventure, the city can also boast of clean streets and 4 furl low violent crime rate Although it was relatively untouched by the Greyhank Wars, the city nonetheless has fee its share of burdens following the marches of +0 many armies. Refugees are the primary concern and difficulty forthe city. New construction is everywhere, and more refugees have set up camp outside the city walls. Trade was disrupted somewhat, with temporary shortages of goods from time to time in the city’s markets. Crime threatened to spin out of contol, bur thanks to additional watchmen hired by the Chief ‘Constable and some help from the Guild of Wizarcry, the University of Magical Arts and the various temples, Greyhaw’s violent ime rate remains stable The Free City, ike most Large cities, is an excellent place to “disappear” for 25 long as several months. The city has numerous resources for aid, food and shelter, and the swelled population reduces any chance of being noticed. An individual who keeps a low profile (and perhaps uses disguises judiciously) might beable to hide here for 2 long as several years For those adventurers who have never visited the famed City of Greyhawk and for those who have been away for a while, following isa quick tour of the city 25 i stands in 591 CY. A map of the city can be found on pages 32-33 of this book. More information on the city wil appear in furure GREVHAWK products. Player's Guide to Greyhawk eee HE CITY OF GREYHAWK ‘The City of Greyhawk is a roughly oval-shaped, walled city on the banks of the Selintan River. To the north lie the Caira Hills and the Midbay of the Nyr Dyw. To the south is the Plain of Greyhawk; on the west bank of the Selintan to the south of the city is the Gnarley Forest; due eat is the Mistmarsh, The Selintan eventually empties into Woolly Bay. The city itself is mostly surrounded by farmland with some lightly wooded areas to the north. The climate is moderate, with long, warm summers, a rainy spring and fall, and a chilly bur rarely subzero winter that usually results ina few inches of snowfall. A few features lie outside the city walls. The river docks, outside the center of the western wall allow cargo and passengers to arrive and disembark. Shack Town, a slum ‘outside the walls on the northern edge of the city, has stood for as long as anyone can remember, but it has more than doubled in size in the past few years thanks to incoming refugees. These (supposedly) tempor yy quarters housing the poor and indigent have spilled over onto the opposite bank of the Selintan, with the Rhennce bargefol appreciating the opportunity for new business. A community of Rhennee barges still dock just outside the city’s northern wall Just outside the southeastern wall stands the manor of Lord Wainright. Several generations of the family have farmed these lands and buile wagons here for sale and trade. The family has had several prosperous years, but its personal worth has not increased, since they have assisted refugees and the City of Greykawk with picking up the pieces after the wat South of the Wainright manor and closer to the city wall stands the ancient ‘StoneRing. Indisputably built by druids centuries ag no one knows the purpose of these standing stones. Other circles are scattered across the continent, but this is believed to be the oldest of the lot. Druids often stop to offer a prayer when passing the circle, Seven gates offer access to the city. Most are closed during nighttime hours, but all requite visitors to sign the city registers upon entering Greyhawk is split into three primary sections by two gated walls running west to eas. ‘The northern section is home to the High Quarter and the Garden Quarter, where most of the wealthy make their homes. Also in this area are the Temples of St. Cuthbert, Pelor and Zilchus, a gambling house, the opera house, the mayor's mansion, the Wizards’ Guildhall, the High Market (or Grand Bazaar) and the Grand Citadel, home of Greyhawk’s law enforcement. ‘The central section ofthe city is home to the River Quarter, asomewhat seedy section of town with inns taverns and warehouses; Clerkburg, home to the City Mint, Grey College and other institutions of learning; the Artisans’ Quarter, a peaceful neighborhood of craftspeople and their families and a number of guildhals; and the Foreign Quarter. In the past this lamer quarter was for noncitizens who wished to live inthe city: After seven consecutive years of residence, these fk ‘could apply for citizenship in the city and then purchase property in Greyhawk. Because of the flood of refugees in recent years, these rules have been relaxed. The Directing Oligarchy —a panel of ewelve to sixteen members currently led by Lord Mayor Nerof Gasgal — plans to enforce the zoning codes aguin 3s soon as possible, ‘The southern portion of Greyhawk, known as Old City (the northern two- thirds being New City) inchudes some of the poorer and rowdier neighborhoods. Divided roughly inco the Slum Quarter and the Thieves’ Quarter, this section is home to many of the more colorful citizens of the city, but most folk would rather not raise a family here. A large section of the central Old City known asthe Great Burn (destroyed by fire many years ago) has been completely cleared and rebuil in the past five years. Much of the available ground in (Old City has been built on, though there is no construction on a narrow strip of land along the inside of the city walls (per city ‘ordinance, no building may touch the wall, to prevent unfriendly factions from drilling into the stonework and breaching the wall) ‘Anyone looking for adventure (or trouble) is sure to find it here. The city's main thoroughfare i known 35 the Processional. Begining atthe southernmost gate, the Highway Gate, the Processional passes through Old City, Black Gate, che River and Artisans’ Quarters, the Low Market (or Petit Bzzaar), the Foreign (Quarter and Clerkburg the Garden Gat, and finally the High and Garden Quarters to terminate at the Grand Citadel Inarpuably the best way to see the city the Processional is always busy with traffic but ‘well maintained, even in bad weather. THE CITY OF GREVHAWK re er rrv Sires ‘The Grand Citadel (High Quarter): Within the walls ofthis large stronghold on the city’s northeast side are the administrative headquarters for the City Watch and Greyhawk Millia, the great prison of Greyhawk, a weapons arsenal, and the City Vaal, in which incredible wealth is rumored to be stored under heavy guard. Access to the Citadel is greatly resrited; the main gates are opened only at fxed times of the day except in grave emergencies, and authorization is required to enter. ‘The Citadel has not had to serve defensively for centuries, but no one doubes it would be highly effective agains even aerial or magical assault. The Guild of Wizardry (High Quarter: Ina city filled with powerful mages, che guild that supports and regulates chem has immense power. Adventurers wishing to speak with members of the Circle of Eight or other wizards are welladvised to check a the Guild for available information about their whereabouts. It can also be tactful for magic-sing characters to checkin hereon fist arriving in the city. The Lond Mayor's Palace (High Quarter): While not palatial, the Lond Mayor's Palace is one of the fines residences in the City — as well as serving as administrative headquarters for civic doings. The Lord Mayor’ offices and meeting rooms ae here. If a character wishes to bring some event or plot to the attention of the city administration, he mighe very well come here. ‘The Temple of St. Cuthbert (Garden Quarter) Like many temples, this one will make cfforts to aid pilgrims and wanderers (except those of an outwardly evil appearance, of course). The temple will also aid those who arrive with information about eil activites. Player characters should firs seck aid atthe temples oftheir own deities before trying an ‘unfamiliar temple; they should also remember to drop a few coins in the poor box as a sign of good faith and appreciation ‘The University of Magical Ares (Clerkburg): One of the most architecturally sking buildings in the City of Greyhawk is the University of Magical Arts, a dramatic three- sided pyramid with no apparent entrances. Inside, the pyramid contains working and living space for hundreds of students of wizardry and their instructors. At any time, a number of students are off adventuring, since the school encourages people to gain experience in this way ‘The Guildhalls: Ifa visitor were to ask a merchant about something that stands out about the City of Greyhawk, he would undoubtedly answer, “the guilds" Greyhawk rivals very city in the Flanaess for the number and effectiveness of its guilds. Whether adventurers are newcomers looking for work or leads, skilled craftsmen themselves, ot ‘employers looking fora job to be performed, the respective guild should previde more than sufficient information. A cautionary note: None of the guilds services are free, and players should be prepared to make donations of money, goods or raw materials to the ld exeasuries. ‘The folowing i's complete let ofthe Cy of Gephav¥s gud end woo of 591 c¥, with notes: Guild of Apothecaries and Herbalists Guild of Architects and Stonemasons Guild of Assassins? Guild of Bakers, Cooks and Millestt Guild of Barbers and Dentists Union of Beggars United Guild of Blacksmiths, Armorers, hieldmakers and Ironworkerst tunnels and passageways used to carry Guild of Carpenters, Furnicuremakers and Barrelmakerstt tainwater, owmel: and sewage, and Guild of Cartographers ‘ultimately keep the city clean. The sewers Guild of Clochworkerst are maintained by the Sewermen’s and Union of Couriers and Messengers** ‘Streetcleaners’ Union. Rumors abound Union of Dockers and Wharfmen concerning illegal activities, zombie squads Alliance of Drovers, Teamsters and Overland Freighters™ that clean the sewers, passageways offering Guild of Embalmers and Gravediggers quick getaways for thieves, and disgusting Guild of Gladiators, Wrestlers and Professional Combatants" sewer-dwelling monsters such as otyughs. Guild of Goldsmiths and Siversmithst Guild of Jewelers and Gemcutters Union of Laborers Notastes in GRevHawk Guild of Lamplighters Guild of Lawyers, Seribes and Accountancstt Nerof Gasgal Guild of Leatherworkers and Tannerst [As Lord-Mayor of the ity of Greyhawk, Guild of Locksmiths"* GGasgal holds an enviable position. His office Union of Lumbermen and Woodeutters** fs one of considerable power, but since the Guild of Mercenaries City of Greyhawk survived the Greyhawk Union of Merchants and Traders ‘Wars and subsequent years of turmoil Allied Brothethood of Miners and Quarsirs"* relatively unscathed, Gasp is fee of some of Guild of Mineworkers the burdens that plague most monarchs. Trade B Union of Moneychangers and Pawnbrokers is ris within the czy and insures ample Guild of Nighewatchmen food and supplies the streets are Guild of Osters and Brewers (comparatively) safe; and Gasgal has expanded Guild of Performing Artistes fis eax base, though he is cautious about Association of Rafters, Feighters and Bargemen of the Selintan' ‘taxation at present, rot wishing to anger an Union of Sages and Academics ‘uprooted and uneasy Union of Sewermen and Streetcleaners Gasgal has held his office for over a decade. Federation of Smiths of Pragmatic Metals and Alloys Solidly middle-aged his diplomacy skis ae Guild of Thieves? excelent. The mayor i well connected inthe Guild of Translators city, and is known to have warm relationships Guild of Weaponsmithst with the masters of both the Thies’ and the Guild of Wizards Assassins’ Guild, Perhaps because of his humble oots, Gaga is accessible to any and * This is a “Tegal” but criminal organization: its existence is not officially acknowledged all of his people —an appointment with him but is commonly known throughout the city. can usually be arranged within 4 to 24 hours. **:This isa new group created after the Greyhawk Wis, when many previously He is particularly interested in news of threats unorganized workers formed guilds to gain beter wages and working conditions. to his city, and will pay handsomely for good 4 This group was created from the fragmenting of a larger guild after the Greyhawk leads to such information. Wars. In particular, the postwar collapse of the “Downwind Guild” of leatherworkers, tanners, smiths, stablers, weaves and tailors is responsible for many new groups. Derider Fanshen He This group underwent internal reorganization after the Greyhawk Wars, adding new ‘The constable of the City of Greyhawk has members and occupations to its roster. had her workload multiplied inthe las few years with the inflr of refugees from the ‘The Whistling Fish (River Quarter): This ina in Greyhawk’s River Quarter is operated Greyhawk Wars and the recent increase in bya half-hill giant named Gruenab. The building is constructed on a scale to suit its evil cults within he iy. Fanshers owner, s0 che ceilings, staircases and bar ae exceptionally high. The place is nonetheless background asa priest, however, caught co2y, and Gruenab has buile up a well-mannered clientele over the years. The Whistling her patience and perseverance, and she has Fish consists ofa large pub/dining room, kitchen, storerooms, several guest rooms managed to expand the Cty Watch and keep upstairs and a stable. Gruenab has his own costage attached to the tear of the tavern. onder in what might otherwise be chaos, Fanshen has a talent for healing, which ‘The Undercity: Unlikely as it seems, one of the features that earned the Gem of the orginally led her to become a priest of lanaess its til isthe city’s sewer system. Beneath Greyhawk isan intricate network of Pelor. After many years of adventuring, Player's Guide to Greyhawk 30 ‘THE CITY OF GREYHAWK she accepted the post of constable. ‘Although the constable is kind, she is shrew as well and an excellent judge of character She ges angry only wth good reason. Because she was once an adventure, she has a soft spot for others of the profession and will help them in legitimate efforts any way she can. Gruenab ‘When this diminutive hill gant frst moved to the city, he was the object of stares and fearful glances. Now, those who know him hardly chink twice about his unusual size, and his tavern in the River Quarter, the Whistling Fis, isa popular gathering place for adventurers. As 2 former adventurer, CGruenab has a soft spot for those who follow the adventuring lit. He'l help polite wanderers in any way he can, even concealing them from the City Watch. From time to time, Gruenab has locked Lup shop and gone adventuring himself if the mission seemed interesting or profitable ‘enough. He is aso an excellent informant, with a reputation for keeping the confidences of those who ask it. Kieren Jalucian stablhmentofen sil heir guts o him. “This wiand is Master of the Guild of Ricard has a range sword that can generate effects normally created only by wizands Hl ‘Wizarey and Principal of the Greyhawk wife, Ferenc, takes cae of the bookkeeping forthe operation, Ricants daughter, Claris, Universi of Magic Art While these is the apple of his eye, bc she sa spoiled, wid tena 2 positions are lapel administrative and = Eremeonial hey nonetheless keep Kieren Talasek Thraydin 1 buy and Belp his mid to stay sharp. Kieren 1 chanctri unemployed, broke o thers down on her lack Talasek Thay is he i ‘an remember nearly ery pupil to pass man to find. This paladin of St. Cuthbert has dedicated his life to helping the unforsunate, x ‘through the magic university forthe past He has a network of fiends and acquaintances ll over the city who provide food, lodging, two decades. He knows a wide assortment work — and information. The paladins past effors have accomplished everything from cof other mages as well Although he seems obtaining cows to provide milk for the orphanage to helping crush a cult of lzz operating in to bein his ae thirties, those who know the city. He can be found by inquiing atthe Temple of St. Cuthbert in the Garden Quarter, hhim well suspect that he is much older than he appears (perhaps more than niet). ‘Wasim Qharallah’s Golden Scimitar Kieren is unquestionably in love with This mercenary group has traveled in neady al pars of the Flanaess. They sce in priate Jala Sallavaran «partes in Greyhawk City, looking for work, bur have had trouble finding employment, possibly because of ther Baklunish appearance. In the suspicious and prejudiced times of the past few Ricard Damaris yeas, no one has been wiling to gamble on a group that might be spies from Ke ot wore Damaris operates the Green Dragon Inn Certain reliable rumors indicate the group i rustworhy, pointing tothe Sulise wizard who in che River Quarter, «favorite haunt of raves wth these men as evidence. Sheryl Kubiak, an albino Sulose fom the lands adventures and those seeking them. Neatly of the Sea Barons, has been par ofthis band for ten years. Wasim Quaralah and his men any paserby inthe neighborhood can tell would al ie fox he, and Sheroyl wil do almost anything for her band of brothers, adventurers that Ricard is the man to see for ‘The Golden Scimitar now works in the Foreign Quarter as guards, The group is fercely loyal information, He has informants throughout to each ther, its alls and its curren mission, Wasim is known to seal his Bargains with a the city and the drunkards who vist his _contractand a blood oath. ‘ oe “ee, ss North Hills’Park Re at Maa ‘THE CITY OF GREYHAWK i The Fee Cy of eS4(GREYHAWK)p< ‘Neary all the humans of the Flanaess can trace theit roots to five racial groups. (A sixth group, the Olman of the Amedio Jungle, exis as former slaves in the Hold of the Sea Princes.) Many folk retain distinctive racial characteristics, but most are i omc da wong eis customs whether they resemble their ancestors or not. Only the Rhennee shun ‘marriages outside thie own race. ‘The FLANNAE “Members of the Flan rae ae accepted to be the first human inhabitants of eastern Oerk: hence the term Flanaess. Originally scattered nomads with a0 real selements, the Flan were pushed to various aeas of the continent just over a thousand years ago by the invading Suel and Oeridians. ‘The Flannse are recognizable by this bronze complexions and wavy or culy hai. ‘Their skin tones range from a lighter GARE. copperycolorto a deep brown. Flan eyes are most commonly dark brown or black, with brown or amber appearing less frequently. ‘Theie hair is usually black bur also ranges through shades of brown-black, dark brown and brown. ‘The Duchy of Tenh boasts of a pure Flan heritage. Geoff and Sterich while lightly mined with other races, sil idereify with the Flannae. Other nations that show strong Flan roots are the Rovers of the Barrens, Seonchold and the Theocracy of the Pale. The original Flan nomads of a millennium ago wore simple, utilitarian Player's Gulde to Greyhawk Rar OF EASTERN OERIK clothing including loincloths, capes and leather wrappings on ther feet that served a8 shoes, They also wore brightly colored body paints, primarily vermilion and yellow ochre; in primitive patterns, a practice still common among the surviving Rovers of the Barrens. In civilized regions such as the Duchy of Tenh, Flan clothing tends to follow current fashion, though in solid, bright primary colors. ‘The ancient Flannae were a peaceful people who followed a regular pattern of seasonal migration. They lived off the land, hunting and gathering, and ther population remained relatively steady. They had a strong view of nature as an entity, and the myths, legends and culture all emphasized the importance and values of a close relationship with nature. Al of the known druidic gods are Flan in origin. ‘While many Flannae were able ro coexist with the immigrating Suel and Oeridians, others found themselves pushed from their traditional lands. They were forced to hunt in unfamiliar territories and climate, and some scholars speculate thit the Flannae nearly died out during these difficult years. ‘Some of the pureblooded Flamnae still show characteristics of their ancestors. They tend to prefer open spaces to crowded cities, and they have an affinity for gardening {especially among those with no choice but to live in crowded conditions). Some Flan Recall oes of a oven eee ea 0 tae aad ea), are good with horses. The Flannae havea strong tradition for storyeling, and most families have a repertoire of legends and traditions passed down through the generations. They like to spend as much times they can out of doors, and a favorite pastime during comfortable weather is to build an outdoor fire and gather the family around for an evening of stores. ‘A modern custom among the Flannae isto plant a tree atthe doorway of their home. The tree helps to maintain the family's tiesto nature and remind them to care for the Oerth mother Beory. Among some branches of the Flan if the tre sickens o dies, this is taken asa sign chat che family must move or pechaps bad huck or some evil influence, Trees and plants are often given a gifts to welcome a new baby or to greet a Flan family moving to a new home. For good luck, some Flannae keep a dried or pressed leaf from their home tree when traveling or adventuring. ‘THe Osriians ‘A millennium ago, the Oeridians moved from the west into the Flanaess, where they eventually took control of what is now Furyondy, Perrenland, the Shield Lands, the Great Kingdom of North Aerdy, the United Kingdom of Alisa, Onnwal and Sunndi ‘They are sometimes difficult to differentiate from other races, with skin ranging from tan to olive, hair varying in color from honey-blonde to black (with brown and auburn being most common), and eyes of every common color, though most often brown or gray. Oeridians ae recognized more easily through thet choice of clothing 34 Favoring plaids and checks, sometimes with unusual variations such as diamond or lozenge patterns, the Ocridians are pethaps the flashiestdresers in the Flanaess. Their clothing normaly consists of close-fitting trousers and short tunics with eapes or cloaks. Historically, the Oeridians were fierce warriors and aggressive about controlling land. They fought hard to maintain theit borders and even harder to acquire lands they desired. Conquerors by nature, they are accustomed to thinking of themselves as the best humanity has to offer and thus destined to rule. They ate prone to take obey ther superiors, and sacrifice for the good of whatever group they are in. All Ocridians suffer from bouts of temper, however, and those who can control their emotions and channel cheit energies into productive activity are regarded highly among all the races. ‘Ocridians havea talere for focusing their attention in comba, and this sometimes gives them the upper hand: ‘They consider fighting 2 craft, and practice is taken very seriously. Some Oeridians practice acrobatics, tumbling, unarmed fighting and even dance as part of theit training, Because of the great amounts of time the warriors devote to practicing theit art, Oeridians tend to be nimble, ‘The Ocridians are recognized for the superb weapons and armor they produce. They ae always looking for way to improve thei odds ina battle, and that includes perfecting existing weapons and armor designs, and inventing new types of armor and weapons. They are also very inventive with developing magical armor and weapons and combat spell. Ceridian custom requires that a gift be offered to a host or hostess when an overnight stay is anticipated. Traditionally, this gesture was meant put the hosting family at ease and serve asa sign thatthe visitors had no designs on acquiring the host’ land o property. ‘The Oeridian people fel deep ties to clan and are fiercely protective of both their immediate and extended family. A threat to an Ocridians land or property is only slightly less importane than a threat to his family RACES OF EASTERN OERIK ‘The Rhennee ae truly the enigma among the races of Greyhawk. While the other four races can trae their histories to elsewhere on the continent, che Rhennee have separate origins. They are thought to have first appeared in che Flanaess in che area around the ‘Adri Forest around 150 CY, moving west to avoid harassment by Aerdy soldiers and citizens. The Rhennee increasingly left the lind to become migrants on the central rivers, ‘until comparatively few land-welling Rhennee now exist. Though they rarely speak of this to outsiders, ther legends claim thatthe race came to Oerth accidentally from their hhome world of Rhop. Although the Rhenn-folk have only a few ideas of whst cheir hhome plane was like or how they goc here, they know that it was quite diferent from the Flanaess. Aca glance, some Rhennee might be confied with Oerdians. Rhennce skin color ranges inthe tan to olive shades and hair tends to be black oF dark brown, and cutly hac is most ‘common. Their eyes are most often brown, gray or hazel, but blue or green eyes are not unusual. The Rhennee ae wiry and short, with males averaging about 56”, but they are ‘exceptional strong for their build, ‘The Rhennee live exclusively on the waterways, making their homes on large barges chat average about 60 fee long and IS fee wide. These sturdy barges are similar in syle to a junk; they are capable of navigating the Nyr Dyvs often choppy waters and treacherows storms, a8 well as iverways. These ships may have one ot two mast A single barge may be home to as many as 45 people, including a captain or chief, wo 0 four guards a "wise woman” an advisor or two, 13 r0 24 adults, and seven to twelve children (up t0 age 2). The guards may be male or female, but the advisors ae always female. The ‘wise woman isthe matiach of the group (although not all families on the barge ae related) S Gh Se ee nee weather, sete disputes and use her sls with herbalism for minor healing. The wise woman convinced that ther notions are the best. A is the driving force in Rhennee society; not even a noble will knowingly contradict hes. popular saying in some parts of the In spite of the role of the wise woman and her advisors, Rhennee society is Flanaess is, “when all the Suloise have extremely chauvinistic. Ocher women are tested as helpmeets and gain some respect __leftthe table” meaning that nothing from the men, but they are basically considered chattel. No formal rite of marriage constructive will take place ina discussion exists, and barge captains and nobles may have as many “wives” as they can support. until anyone unwilling to be open-minded “The men tend toward proud, aggressive behavior and are quick to issue a challenge to is removed. a non-Rhennce male who looks in the direction of one of their women. “These folk are also known for their ‘The Rhennee earn their living primarily through transportation of goods and ‘manual dexterity. They have a talent forall passengers, with some hunting, fishing, trading and craftwork on the side. Most will arts and crafts, especially those involving rot work when they can steal and thus have the thieving proficiency although they detail work such at embroidery, sewing, avoid stealing from each other. Some also have a skill for tinkering, but theit leather tooling, sculpting and painting, reputations vary widely Suloise weavers can demand the highest "Most of these folk do not seem inclined toward good or evil, but instead lenn toward prices on the continent for their fabrics, neutrality. Some Rhennee have recently followed evil cults (for example, chose of Veena _both for the fine grain of their weaves and and Iuz), but this influence has been thrown off The Rhennee follow a rather strict set the extraordinary detal of eheie patterns €, of norms that has different standards for their own kind and for non-Rhennee. Many ‘The Suel have slong tradition of of their customs are baffling to outsiders, and the Rhennee seem to like it that way. wizardry and magical research, and the Outside the City of Greyhawk, a large setlement (if it can be called that) of Rhennee ancient Suel Imperium produced many oats on the Selintan River. The city officials ignore the flotilla, leaving the Rhennee to powerful magics, culminating in the resolve theit own problems in their own way. This system works well for all concerned. Invoked Devastation that laid waste to the ancient Baklusish Empire. Even now many Suel become mages. Perhaps their ‘The Suvose dexterity gives them an advantage in “The Suel fa arrived in Oerk 2s refugees from lands south and west of the Crjstalmist _ manipulating spell components and and Hellfurnace Mountains Escaping the was in their homelands, the Suloise helped to _gesticulations. displace the Flannae from thee traditional lands and were themselves scattered fr and wide. No one i certain what the ancient Suloise Empire was like. Most of the: former realm was destroyed by the Rain of Colorless Fir, leaving behind what is now called TW BAKLUNISH the Sea of Dust. Rumors abound of Suloise ruins and treasures buried in the Sea of ‘The Bakhunish are settled mainly in the Dist, but the climate there is s0 harsh that few dare to go looking for this wealth. northwestern regions of the Flanaess. Zeif, “The Suloise are the farest-skinned of Ocrk’s races, some being almost albino. Their Ul, Ekbir and the Tiger Nomads are the ‘es vary fiom pale blue and violee through deep blue and che occasional gray. Haircolor best examples of pure Bakhunish folk ranges in the strawberry blondes, yellows and platinums. Wavy or kinky hair is seen as “Their skin tends to be golden and eyes often as straight hair. are most commonly green or gray-green, “The Fro, Ice and Snow Barbarians are the best examples of pure Sue blood. Suel with gray and hazel less frequent. Hair descendants are also predominant in the Duchy of Urnst, che islands off the eastern color is always dak, ranging from blue- coast of the Flanaes, and the lands of the Scarlet Brothethood on the Tilranot black to dark brown. Baklunish features Peninsula. Some Suloise settled in the Amedio Jungle and Hepmonaland, wheré they __can be seen mixed with those of other became tanaed and freckled. races in the nations of Ket and Tusmit, ‘Ancient Suloise wore wide-legged pantaloons and loose blouses. These styles are still and among the Wolf Nomads and the popular but have been adapted for cimate In the north, these garments can be of furor Paynim tribes felted wool, worn with capes, furred boots and mittens. Those in the south sometimes In che north, bright colors and gaudy wear a loose vest instead of a blouse, and fabrics are lightweight. Solid colors are patterns are typical of Baklunish costume, preferred universally, with most folk having only one of two colors in their wardrobe. _with gowns and robes favored, and shore ‘The Suloise also like to wear emblems and souvenir trinkets on their clothing These ___brecks with ong coats nearly as popular. ‘ornaments ae considered important items of family heritage. They can be pased down Peasant folk in the north also wear gaudy through generations. fabrics, but tend more toward a single long “The Suloise havea strong sense of the importance of ancestral and family tes, robe with whatever adornments are “They fight more among themselves than other human groups because of these ancient available. The southern Baklumish favor allegiances. color in the pastel ranges, with patterns The Suloise are not known for their patience and have a short way with disagreements, also popular. Dress is complex and fancy, Player's Guide to Greyhawk 36 with puffs, slashes and peplums. Ruff right be seen at formal occasions. When at war, this fanciness is eschewed, and most soldiers wear rough fabrics, leathers and hides adorned with shields and coats of arms. They often carry banners displaying clan colors and symbols All Baklunish are raised to esteem honor, piety, generosity and family. Pursuit of these virtues isso consistent that for a Baklunish to kill is parents, for instance, is almost unthinkable The Baklunish have developed «wo distinct cultures. One group long ago developed a horse-based nomadie culture based on raiding, herding and trading the fine horses they breed, The settled Baklunish are traders and farmers who have achieved considerable power and built great cities and roads, Like the Suel, the Baklunish are recognized for their magical skill: They are especially noted for inventing new clemental spells and using spelleasting in concert with others through cooperative ‘magic. Even to this day theie reputation is due in part to the Rain of Colorless Fire that the Baklunish brought down upon the Suloise Empire a thousand years ago. E.ves 2 (called “olve” or “olvenfolk” in Flan) inhabited the Flanaess for centuries before the fll of the Baklunish and Suloise Empires. Saloise, Oeridian and humanoid invaders pushed the elves from their grassland and prairie homes. Fortunately, the elves willingly eseted to the forests, where they held their own as nearby human kingdoms rose, expanded, made war and fell. The Suloise and humanoids, particuasly ores, gave the greatest trouble to the elves, who often found themselves allied with their old Flan neighbors and with the aggressive but reasonably truscworthy Oeridians High elves tend to mix with other races most exsily. They favor the Town of Highfolk, Duchy of Ulek, Archelericy of ‘Veluna and the Spindrift Isles. The shortest oftheir race, high elves average only about complexions, dark hair and green eyes, and tend to dessin grays, greens and pastes Gray elves are reclusive and keep to themselves in the Kingdoms of Celene and Sunni 3 ‘They have silver hair and amber eyes or golden hair and violet eyes. The elves of Sunni have been forced to add warmaking skills to their culture due to the threat of the Scarlet Brotherhood and the former Great Kingdom. Sylvan elves also known as wood eles, tend to be even more reclusive than the gray avoiding even other elves when possible. They make their homes in the Kingdom of Celene, the Duchy of Ulek, the ancient forests of the Flanaess and the Town of Hightolk Their skin is darker than tha of the high eres and they dres in browns and greens. ‘Grugach, the wild elves, live in tiny, isolated bands in the temperate forests. They are short like the high elves and very pal, but otherwise resemble sylvan elves Valley elves ae treated with suspicion by other elves for reasons not clear to humans. ‘These unusually tll (up to six fet in height) elves live exclusively in the Valley of the n to practice unusual magic presumably taught to chem by Jaan Aquatic elves breathe water as well as air, and have webbed fingers and toes. They prefer {temperate and tropical oceans and seas. Near the Spindrift Sound and Spindrift Isles, the aquatic elves are allied wich the high elves, Dwarves Dwarves (“dwurfolk”) are about four feet tall, broad-shouldered and muscula, with tan, gray or reddish brown skin and brown or black eyes. Males and females both wear beards, though some females are known to be smooth-faced. Dwarves live long lives, though not as long as elves, and they reproduce slowly. ‘The stout, study folk of the mountains are considered by most to be the sale of the earth and the keepers of the realms below the surface. They prefer to live underground in vast cmvers or tunnel systems where they mine precious metals and gems. They usally dot ie {in human cites for more than afew weeks ata time. Dwarves have a reputation for being tacinurn and grumpy (which is partly deserved), but chey make excellent allies in any type of barde or ware, though ic is hard to get chem iavolved in conflicts among those they «consider “outsiders” For information on roleplaying the dwurfolk of Greyhawk, please see the kit on page 62. Hill dwarves are most populous in the Principality of Ulek and the ron Hill They are the most common type of dwarves inthe Flanaes. They are cooperative with the other races and are especially valuable in battles agains giants and humanoids ‘Mountain dwarves ae less common, taller and paler than their hill-dwelling cousins. The Archbarony of Ratik and che Principality of Ulk have the largest populations of mountain clwarves. These folk know secrets of the underground that cher races cannot even gues 2. ‘The dwarves have evil counterparts in the derro and (gray dwarves). These &, races lve deeper underground than the ill dwacves. The secrets that they hazbor are better left unknown, Gnomes Gnomes (“noniz") ae believed by some to be related to dwarves, but aside from height, there are few similarities. Gnomes favor woodlands for their homes, residing in burrows jist below the surface in hilly country. Gnomes are rarely taller chan three and a half fee, are moderately bile, and have skin that resembles the color of wood (from light ash to dark oak) They work well and enjoy merrymaking Tn general, the gnomes of the Fanaess defended themselves ably in the Greyhawk Wars, though the Flinty Hills gnomes suffered more than their kindred elsewhere. The goomes’ success inthe Was i due in part to their strong military tradition. They have ecerely expanded burrow communities in the Kron Hills, County of Ulek, Veluna, Verbobonc, Highfolk and Celene. ‘One important but scarce subrace, the deep gnomes (or svirfneblin) lie far underground: these have gray. hatless skin and exellent hea-sesing vision, but lle else is known of them, Some ae rumored to magically command creatures made of living earth and rock. Svirfneblin are believed to be among the few good underground races. Hauruncs So called because they stand haf as tall as most humans, halflings (“hobniz”) are a cheerful race that make homes in burrows similar tothe gnomes. Light hair covers most ofthe bodies, especialy the backs of their hands and the tops of thei feet. Hallings usually travel barefoot, thei thick-sled feet protecting them fom the pain others would fel stepping on bars and sharp stones. Most halfings build shalow burrow homes or cottages in grasslands, forests or hills ‘Three subraes of halfling liv in the Flanaes. The hairfeet are the most numerous, and ‘many live among humans. The tallfellows are about six inches taller and comparatively willowy in build usually living near elves, and stouts are about sx inches smaller and live among dwarves, Halflings are quiet, retiring, and do not seek atention. They are farm folk, pastoral people who dont ge excited about much. Basically good-natured, they have adapted many creature comforts used by humans, and lke safe comfortable ies. The few halfings who go adventuring ar exceptions tothe rule, Player's Guide to Greyhawk Humano races Kobolds are the smallest of goblinkind, standing only a yard high and having certain features that are both reptilian and Aoglike. Cowardly a individuals, kobolds prefer mass attacks spuinst ourmumbered foes. Theit worst enemies are the gnomes. Slightly lager than kobolds bue sharing their cowardice and mass-combat tactics, awvarts are squat, yanhigh, blue-skinned Ihumanoids. Xvarts ally with ras. ‘Goblins are more manlike than kobolds, slightly taller, with ft faces, pointed ears, low sloping foreheads, orange skin and fangs. Cave-dwelling slave-akers, goblins hhate humans, dwarves and gnomes. ‘Ores are the most common humanoids in the Flanaess. As lrg as well-muscled shumans, ores resemble bestial gray caveren, They ar exteely wack and «agely challenge other races for food and. living space. They prefer caves and can see in the dark, but return often to the surface 1 loot and hunt for meat. They hate dwarves and elves and have learned a bitter respect for humans, ther most dangerous foe. Orcs often fight among themselves, pitting tribe against tribe, (Ores can breed with many other sorts of humanoids. The offspring of an orcish father and an ogre mother isan orog of great ore — basically a taller, stronger, braver and better equipped ore. The child of an ogre father and an orcsh mother isan cogrillon — sil orcike but even more brutish, stupid and violent, with particularly thick skin and powerful fists. Hobgoblins are the most ferocious, aggresive and organized of the goblin races. ‘They resemble tll, heavily muscled and farred humans with red-brown or gray skins and red or orange faces. Smarter than ‘other goblin races, they ae renowned for thee Brutality and military sil [Norkers are shorter relatives of hhobgoblins, with thick, armored skin. The jnnately vicious nodes use clubs and thee ‘own fangs to attack their enemies. Gnolls and their stronger cousins, finds, are seven foot-tll, yena-headed humanoids of evil selfish nature. They hate thei own leaders and cant oranize themselves for ‘more than occasional raiding parties. Gnolls feed ti ce le l sand flinds take slaves to perform all chores. Bughears ae very tll goblins with thick, shaggy far. For thir size they move quietly, and their strength is considerable. ‘Ogres can be as tall a ten feet and have savage tempers. Nearly a strong as true giants, ogres gladly et humans and demihumans. They are seupid but dangerous. Half-humans, such as half-ores and half-ogres, are disliked by most humans and demihumans. Some find work and respect in civilized areas, ut the majority of half-humans are wicked in intent and lack foresight and organization. Orne Inrewucent Races Giants Giants of the Flanaess come in many sizes and races, some with unusual quirks. ‘Though an army of gianss and humanoids conquered Geoff they are not as a rule well organized. Most giants hate humanity probably because they were driven into the ‘mountains by humans. Hill giants are the most common sort, often inhabiting and raiding the outskirts of civilized lands. Heat-oving fire giants dell inthe volcanic areas of the Hellfurnaces, and frost giants live in the high, cold peaks of the Barrier Peaks/ CCaystalmists chain and the mountains of the subarctic Thillonrian Peninsula. The cruel and grotesque fomerian giants are best known from the Howling Hills in the original lands of Iuz. but can be found. elsewhere. Various other types exist. Dragons Dragons are huge winged reptiles of high intelligence that can project breath weapons of fire, frost, acid, poison gas, lighting or the like, Incredibly strong and often with great magical abilities, dragons are widely feared, While their numbers have diminished. over the centuries, individual dragons are still dangerous. Each can liv longer chan a thousand years, and many reall great historical lore. Three primary types of dragons inhabie the Flanaess. Chromatic dragons are evil- natured and have scales like bright enameled amor. They are usually red, blue, green, black or white. Metallic dragons have scales like bright metal, and are usually gold, silver, bronze, copper or brass. Metallic dragons ae wise and better disposed than chromatic ones, though ee Greyhawk dragons ae unique to Oerth. These fantastic creatures are said to spend their time disguised as humans, lng in ther cities and mingling with the populace. Theis human alter egos are supposedly wealthy, respected individuals who interact with the upper lasses and intelligentsia. Greyhawk dragons are scrupulous about their disguises and maintain them down to the ast detail. Two Greyhawk dragons, a male and a female, re rumored to inhabit the City of Greyhawk, ‘A number of unusual dragonlike beings inhabit the Flanaess, some inteligee. The 3 chimera is across between & with poison stingers on their tails, are not uncommon in the mountains. Multiheaded hydrae prey on adventurers in badlands and caverns. ‘One cragonlike being native to the Flanaessis the dragonnel, a wyvernlike creature found inthe hills cf the Pomarj. Hunted by humans for centuries, the dragonnel is neaing catinction, though some humans and ores ae rumored to tame dragonnels and we them a8 aerial mounts, Underground Races Beneath the Hellfrnaces isthe world of Under-Oecrth, seemingly endless natural caverns and artificial tunnels spreading out and down into the cath. These passages have their own peculiar underground ecology of water-dwelles and lichens, mosses and fungi In its upper levels, this dirk realm is inhabited by humanoids of every sort. Farther down are stranger races, most hostile to surfice-dwellers. Drow, the evil datk elves, thrive in Under-Oerth. They trade with or war on other races there and on the surface, and are renowned as spellastrs, ‘Duergar the gray dwarves, inhabic deep repions and seldom venture to the surface. Organized and intelligent, they easily hold their own against other subterranean races. ‘They are masters of stone- and metalworking, but hate their cousins, the hill and mountain dearves ‘The stunced dwarflike derro are among the worst of the Under-Oerth races. They crave magic, power and slaves. They are hated and distrusted even by other evil aces, who avoid them. Every twenty years, dero explode outward through the underworld, stacking anything they encounter and destroying or erslaving weaker races, Jermlaine look like miniature humans that stand twelve to eighteen inches high. These troublesome gremlins love to swarm and rob larger beings, leaving the stripped victims for ‘monsters to find, Jermaine lke rts, and share their lair. ‘Troglodytes are manlike reptiles that dwell underground. These creatures emit a nasty ‘musk in batle that disables humans, demihumans and humanoids allowing the trogs to Kall quickly and take the bodies back to their lair fora feast. Kuo-toa are fish-men, the descendants of an ancient race almost completely destroyed by humanity. The few survivors found refuge beneath the earth. Now they struggle to hold their own against smarter, faster, more powerful races ‘Wererats are frequently seen in the upper levels of Under-Oerth, particularly beneath the Hellfurnaces and in the sewers of cities and towns they have infiltrated in thie hhuman forms. They conduct trade with other races, both under- and aboveground, Beholders may have come to Oerth from another world or plane. A beholder resembles a sphere about four to six feet across, with a single huge eye, a fang-filled mouth and ten crowning the sphere. A beholder can levitate to any height, floating atthe speed of a slowly walking human. Xenophobic and cruel, beholders case powerful magical rays from their eyetalls; the central eye can cance out magic used against the beholder. Mind flayers, also known a ilithids, are human size and vaguely humanoid in appearance. Thee slimy skin is volet-colored and cach hand has three fingers and a thumb. The mind flaye's head resembles an octopus: four tentacles hang around its Tamprey-like mouth, and is two huge eyes have no visible pupils. The mind flyer uses the tentacles to grasp a victim’ head and flays open the unfortunate’ skal, cating the bran Many mind fliers can cast magical spells, bt some also have dramatic mental powers called prionics with which they can enslave or brainwash others. Mind flayrs live in great underground cites; one such city apparently exits beneath the Hellfurnaces. They are not believed native vo Oerth Sviefneblin, the deep gnomes, are almost the only good underworld race. These hairless, hunched gnomes defend themselves against the hordes of evi Other Creatures Aarakocra are reclusive, winged bird-men who inhabit mountainous regions, particularly in and around the Thillonrian Peninsula and the Lortmils. Their wings (of which their arms are a par) span twenty feet or mote. Males have bright plumage: females are gray and brown. Beastmen are unusual green-furred humanoids who live in tropical forests, especially the Amedio Jungle and Hepmonaland. Skilled hunters living in tretop nests, they appear 10 be peaceful but are wary of strangers. Ballywugs are savage froglike humanoids who hate all other races. Usually found in dismal wetlands, particularly the Vase Swamp, ballywugs are notoriously destructive. It is thoughe that some are servants of the bigoted amphibian deity Wastri. Similar “frog- ‘men’ from tropical regions of the Flanaess include che litle grippli and the nasty geung. Centaurs inhabit the cold northern plains called the Barrens, now controlled by luz Mach of centaur culture is similar to that of nearby humans, 0 the centaurs share their neighbors’ love for finely tanned leather and fur, biliane colors and face paints. Ocher ‘entaurs are known to lve in Celene and in the Dry Steppes Lizard men are bipedal reptiles who dwell in swamps and other wetlands, particulary in warmer spot like the Gnatmarsh, the Hool Marshes, Rushmoor, the Mistmanh and the Vast Swamp, Barbarous carnivores, the scaled lizard men are avoided by most other races, Lizard men are usually green, gray or brown. They are not very smart. Lycanthropes of the Flanaess include werewolves, werebears, wereboars, weretgers and wererats. Wicked werewolves, a danger in grasslands and hills, mix with regular wolves and strike down wayfares. Werebears are good-natured, solitary inhabitants of woodlands and mountains they have been known to serve as Rangers of the Grarley Forest. Forestdwelling wereboars are bad tempered and prone co pick fights. Weretigers are rare, solitary and catlike in personality. Asa group, wererats are the ‘most organized and powerful of Iycanthropes, dwelling in ruins and tunderground areas such as city sewer. Kraken — evil gigantic intelligent cctopi — attack shipping in tropical and Googgute are wie shaggy fared humanoids found across the north Quaggoths of the Flanaess are surface- dwellers who prefer forests and rough terrain aboveground to subterranean areas Sahuagin are the “devil men of the deep” an evil rae of aquatic humanlike creatures with piscine features such as scales, fins and webbed hands and feet. Sahuagin raid other undersea races and coastal communities. Carnivorous trolls are seen throughout the Flanaess. Vaguely human in form but with green skin and ravenous appetites, trolls can heal their wounds, recovering ven from decapitation. Only acid and fire Kall them. Serpentine yuan-t, exhibiting snake and Ihuman characteristics, hur in the tropics Evil and untrustworthy yuan-ti seek the overthrow of humana. OLEPLAYING IN THE FLANAESS With its multiple human races and myriad nations and culeues, the Flanaess offers players unique opportunities for truly creative roleplaying. A characters atitudes about his companions and adventures are likely to be heavily colored by the factors that have shaped him, so that rwo characters with identical satistics and alignment may respond to the same situation in completely different ways. In this shore book, i is not possible examine every possible cembination of race, religion and homeland, but we wil discuss some universal aspects of Flanaess culture, as well as offering roleplaying notes and character kts for selected groups. Players and DMs may choose to roll on or select from any of the tables in this section. ‘The Meutinc Por Factor Because the human tribes were scattered far and wide during the human migrations {nco eastern Oerik and the many wars since, intermarriage has been common in the thousand years since the Flannae ‘met their Oeridian, Suel and Baklunish counterparts, Except in isolated areas, the races have not femained pure. There are areas where one of these Baklunish, even though they are genetically diverse. cultures has remained dominant in the In other lands, two or more of the cultures have mingled without giving up their payches of the inhabitants, so that they unique identities. In still others, the cultures have melded in such a way to produce a follow most or all of its customs and “generic” culture that might be said to be the basic Flanaess civilization. The residents of taboos. These areas are often but not these last lands or groups do not bear the physical characteristics of any race, nor do they always peopled by pure ot nearly pure adhere to customs or taboos of any of the races. members of a single race, easly identifiable For many individuals, chet religion, guild, profession or country of origin will be more based on physical characteristics. In other important than their racial background, which they may not even know. Their concerns, { places family or nation may still think customs and taboos are more likely to derive from these other aspects of their lives. of themselves as Suel, Flan, Oeridian or Rules for playing elves, gnomes and halflings are already well detailed in the Players a4 Handbook. Because the GREYHAWK setting was the first world designed forthe AD&D game, the demihumans described in the AD&D rules may be considered to have been designed with the demihumans of the word of Greyhawk in mind. Demihuman characters generated for play in the Flanaess should be rolled as described in the Players Handbook. An exception to this isthe dwarves of the central Flanaess, who have been given their ow kit inthis book, which describes three groups of diurfolk found in the Domain of Greyhawk. Information about half-ore in Greyhawk has also been included in this book, as par of the Greyhawk thug kt. Oprionat RACAL Asiiry ADusTmENTs ‘A campaign's DM may choose to make optioral adjustments to the abilities of individuals based on racial background. Adjusiments may raise a score to 18, but never higher. An adjustment that would lower a score to 3 of les is ignored, The DM's permission is required to play a Rhennee for information about playing a Rhennee character, see “Roleplaying Rhennee Characters,” on pages 44-45 of this book. Optional Racial Ability Adjustments Pe jusements Baklunish +1 Wis, “I Cha (applied to non-Baklunish observers) Flannae +1.Con, =L Ine (for purposes of learning new spells if a wizard) Ocridian 41 Dex, Wis Rhennee +1 St, -2 Cha (applied to non-Rhennee observers) Suel +1 Int, Cha ‘The Fam TREE Regardless of race, a characters parentage canbe important. While some individuals, abandoned at birth and raise in poor conditions, can go on to perform great deeds ot achieve noble ranking, others raised in similar circumstances may accomplish nothing and live in utter squalor. The decision belongs to the individual, but his opportunities may depend on his origins. Al characters may rll on the following tabes to determine details of thei parents’ lives. Any roi that seem inappropriate to the character (for example, Rhennee are unlikely to bdong to the constabulary or military) should be rerolled. Alernaciey, the DM and player may agree to choose an entry rather than roll on the tables. When rolling on the Parent Occupation Table, consider the situation of the character's parents. For parents who live together (or did so but are now deceased), roll once for one parent and choose a compatible occupation forthe other parent (For example, one parent living as a beggar and the other as a powerful noble is extremely unlikely). For parents living apart oc when one is deceased, players may roll once for each parent. ‘The occupations of a character's parents should factor into roleplaying from time to time, When a characteris in an area in which his family had frends or enemies or had gained notoriety, the PC can use ths to his adrantage (or the DM may use it to the character's disadvantage) to gain audience, purchase expensive ot rae items, or get a good table in a restaurant If the characters heritage “Ieaks”in an area of his familys enemies, he may be faced with any number of obstacles. (Characters may rll only once on the Family Contact Table, This lists useful or important ftiends the character may have as a result of connections to his parents, siblings or other relations. This does not guarantee aid from such NPCs, however; it ‘merely means that the NPC will remember the character and be inclined to listen to his warnings, appeals for aid and so on. Player's Guide to Greyhawk Parent Mortality Table IDIO Roll Situation of Parents 12 PCis orphaned or abandoned, ignorant of family origin 3 Both parents deceased 4-6 One parent is deceased 7-8 Pareets live cogecher 9-40 Parents live apare Parents’ marital status is not reflected. Parent Occupation Table ID100 Roll Status of Parents 4 Lowlife scum 5-8 Extremely poor, beging for li 9-12 Refugees from homeland 1317 —Laberer on farm or in city 18-20 Freelance thief 21-22 Guildember thief 23-28 Landowning farmer 29-36 Scribe or eutor 37-50 Merchant of lite wealth SI-S6 Member of constabulary or city watch ST-61 Skilled worker in noble or royal house 62-65 Mercenary 66-70 Adveneurer 7-77 Average craftsman 78-82 Merhant of modente wealth 83-87 Officer in constabulary or city watch 88-90 Merchant of considerable wealth 91-93 Master artisan of fame 94-96 Minor noble 97-98 Miliary commander 99-00 Powerful noble or ambassador Family Contacts Table secteme 4 No weful contacts S Member of royaley 69 Low-zanking miliary officer JO Highranking military officer 12-13 Priest of level 8 or higher 4 Wizened sage 116 Wizard of level 8 o higher 17-18 Government official 19-20 Guild master 42 Pravinc CHARACTERS FROM THE FLANAESS Roleplaying Flan Characters ‘The Flan were the frst human race in the Flanaess, sharing its lands with

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