Greyhawk City, Free City
City
Statistics
Population:
larger than Dyvers,
probably
close to 400,000-500,000
Exports:
magic stuff of all sorts, spell components
Imports:
spell components
City Symbol:
Symbol of the Free City of
Greyhawk is a city with 5 towers and six
yellow balls on a black background.
Ruler:
- Ruled by a council
- LN Mayor Nerov Gasgal,
afraid of heights
- Constable Derrider Fansun,
she is a NG priestess of Pelor, a
clutz, good-natured
- Captain of the Watch,
Sentell Niriv, NG, came out of poverty
through knowledge of weapons
- Org Nenshun, master of the
theive’s guild, LN, really good
friends with Niriv, knows everything about N, but keeps things from him.
- Kierian Jalucin, president
of the society of magic, principal of
the University of Greyhawk, doesn’t like politics, not
power-hungry, really old but appears 30, very good everywhere, enjoys
city life, wants to improve the public image of magic arts, own a
magical carpet, NG, took the Belgariad vow
- Reno of the Star, (Renshan
Fitz Paralein), master of the
trader’s union, an excellent trader, trying to start a
magician’s guild, half-elven, alignment comes up LG, but
he’s not.
- Mordenkainen was the leader
of the previous council of mages, but
that council disappeared. Mordenkainen makes occasional appearances now
that the Dark Times are over.
Religious Ruler:
None. Several pagan churches are scattered throughout the city, but no
one church dominates
City Spell: n/a
Guilds:
- Moneychangers Guildhall
gives conversion rates for gems at 10%
fee to turn them into coin.
- Thieve's Guild
- Guild of the Night Watch C16
- Wizard’s Guild.
Membership costs 1,000 gp a year, and
anyone can be a member.
- Mercenaries’ Guild
Hall lists available adventures for pay
on the wall. To enroll, you must pay a 3gp Freesword tax or a 10gp
membership fee. They include the following:
- Wanted, skilled
adventurers to mount expedition into uncharted
regions of Hepmonaland and/or the Amedio Jungle. Inquire at the
Cartographer’s Guild Hall in the foreign quarter.
- Wanted, sailors skilled at
combat for travel to Wild Coast and
expeditions within. 500 gp to each survivor. Inquire at
Riddeon’s
Sailhouse, River Quarter.
- Wanted, adventurers to
infiltrate the ruins of Castle Greyhawk
and return with riches and relics therein. Maps supplied. Inquire with
Adventurer’s Guild. We know there are trolls down 4 levels
and
then blood-sucking mists.
- Wanted, adventurers to
rout a lair of lizard men in the
Mistmarsh. Inquire with Adventurer’s Guild.
- Wanted, several highly
skilled and formidable bodyguards for
the defense of Judge Agram Porthos on the night of….. 1000
gp
paid to each survivor at dawn. Please—only powerful folks
with
the will to battle the Shadow Mage convicted of high murder need apply.
Contact Trastram Whackertown-Ffolkes at 517 Dires Way, Garden Quarter
(p. 92).
- Wanted, hearty adventurers
of powerful repute to enact service
on behalf of the Sultan of Zeif. 1500 gp each. Contact Hdlakim Hlakim
Keen through the Adventurer’s Guild. Have references (p.
95).
- Wanted, skilled and
intrepid investigators to investigate
crimes against Morton’s Foodstuffs. 500 gp each. Inquire at
Morton’s Foodstuffs, Foreign Quarter (p. 89).
- Wanted, trustworthy
persons to assist in collection of items
for Pelor’s Day celebrations. Only persons of sound morality
and
ethics need apply. Apply to Sergeant Ferkennis, Guild of the
Nightwatchmen, Guild Station Blue Boar Street, River Quarter (p. 87).
- Cartographer's Guild
- Adventurer's Guild
- At the Merchant’s
gnand Traders Union you can use
membership
to get rooms to use for deal. It’s 30gp/year to
join.
- The Downwin Guild works with
hides.
- Performer's Guild. Free
lodging
in the artists
guild, invitation into the place.
- Beggars' Union Run by
Theobald, all speak Beggars' Cant - a
corrupted combination of Thieves' and Merchants' Cant. The beggars mark
targets for thieves and the thieves give some of their earnings to the
beggars. Many whores work out of the beggars' union, many beggars learn
the proficiency - disguise. The building next door has a room with a
table, under the table is a concealed trap door, which leads to a
passage that runs between the two cities ending in a pawn shop. The
Union consisted of several levels, each a maze of wall cubicles, Gord's
was on the top floor, the cellar has a kitchen, an unused back
stairwell. The Beggarmaster's private quarters has a secret shaft down
to the sewers, it is disguised as a cistern. 100' down there is a small
ledge and an old door. During the Beggar/Thief war, the Beggars
controlled the North Thieves Quarter - bordered by Cleaver. This union
supplemented the Beggar's guild with aid from actors, peddlers,
tinkerers, and renegade thieves.
Description:
- It costs 5sp to enter the
city through one of the gates,
including the gate that leads to a Waybridge.
- It is surrounded by a double
wall. The outer curtain is 25 feet
high, with a splayed base and ditches, moats, or river running round
it. It is topped with crenellations and machicolations and bastions.
Between the inner and outer walls is a hundred foot wide strip of
grass, level with the battlements of the outer wall. The inner wall is
forty feet high and has towers. The city gates have gate houses, and a
long passageway which pieces the sward above until one reaches the
tower on the inner wall. The entire city is on a low hill. Each section
of the green has a troop or two (20 to 40 men) of cavalry. Walls are 18
feet wide, 30 feet high, made of granite, with people atop about 150
feet apart, archers in the towers.
- The city sewers and water
ducts are carved from limestone, with
shafts to cisterns sunk in harder rock below. No longer in danger of
siege, many of the water pipes are sealed up and the water level is low
but present. The upper is primarily drainage and water supply. There
exist military defense plans for moving troops through the underground
passages in the case of an emergency. There is a second level
containing more chambers and wells and fewer drains. The great
reservoir lies down hill, away from the Old City, on the third and
lowest known level. This level also contains slow moving canals. The
upper two levels are reasonably frequently trafficked containing rats,
spiders and the like as well as the occasional patrol of one agency or
another. Dark things lurk in seldom used cisterns on the third level
however. In many locations hidden information has been scrawled on the
walls, including symbols meaning - exit up ahead; access to a lower
pathway; secret door; etc. There are stairwell accesses as well as the
traditional sewer hole/ladder accesses.
- The cargo gate 6 feet high,
12 feet wide, 1 foot thick, with
porticullis. Guards are named Arto and Frank. They check for poison,
etc., and they have magic devices. They draw a picture of everyone as
you go in. City is mostly thatched roof buildings.
- This place becomes the last
place of resistance when Tharizdun
invades Oerth. It has a non-magical street lighting system which is
pretty impressive to watch because the city is very large. Most
sentries operate in pairs.
- There are a variety of
clothing styles, not typical of Nyrundian
Cities. We pass the Guild Station of the Nigh Watchman almost right
away.
- The University of Greyhawk
(mage school) and its libraries are
the largest buildings in the city.
- The city is divided
into Nine Sectors
- High Quarter north of
Halls and Clerkburg, high class gaming
courtesans, and drinking establishments where High meets Garden. The
Enclave south of River Street, from the Old Wall to the Processional,
east of the High quarter and touching the green commons near the
Newmarket Square. It is a group of lavish homes that house the "upper
class" thieves, assassins, harlots, and other criminal elements, but
not the Guild heads, who live elsewhere.
- Garden Quarter has a
sporting district where it meets the High
Quarter. It is on the opposite side of town from the Citadel and the
Grand Square; is north of Halls & Clerkburg.
- Low Quarter near the River
Quarter and is adjacent to (East
of?) the Strip is north of Halls District. The Strip runs from Dockside
to Low Street, bordered on one side by The Processional; filled with
Bawdy houses, taverns, gambling dens, saloons, thieves, other
entertainment. It lies between the River Quarter and Low Quarter.
- River Quarter near the
Strip; It is a trade sector. It is just
north of the Southern sector, it is separated from the city by the city
walls to the South and West. Rivergate connects it to the city. It is
just across the Selintan from Hook Harbor. Depositor's District area of
huge warehouses in the upper River Quarter.
- Southern sector has
stores, markets, indoor bazaars, et cetera,
is adjacent to the River Quarter.
- Foreign Quarter has an
adjacent dock area; is connected to Old
City in the north by Black Gate, where it meets the Quarter of
Craftsmen. It is reserved for those not claiming to be citizens of the
city. 30 foot walls seal it off from the rest of the city. Craft
District - aka. Quarter of Craftsmen, Craftsman's Ward just beyond the
South wall of Old City, near the administrative districts and the
Religious district, is in the old city, adjacent to the Foreign Quarter
and is also known as the Artisans' Sector or the Artisans' district.
It's placement in Old City contradicts EGG's map in the front of City
of Hawks.
- Longtrade Halls &
Clerkburg lie between the Grand Square
and Waghalter Gate; south of High and Garden, south of Low Quarter.
They meet in South Central Greyhawk, there are several theaters and
music halls there. Surrounding these are many inns and taverns.
Clerkburg district of bureaucrats and the bookish, the upper end is
adjacent to the Halls; it has clerks, administrators, and scribes.
There is an underground passage from here to Old City.
- Halls is the government
center, full of religious edifices. The
lower portion houses the University and smaller schools. It also
contains dreary lodging for lower level employees of the Citadel.
Religious district near the Artisan's district and the administrative
districts.
- University District
extends from Craftsman's Ward on the East
to the Halls in the North with in the trading belt that follows the
lower Processional from the River Quarter to the Citadel. Most students
and colleges are along the wall of Greyhawk in the southern most part
of the University sector.
Rules of Dyvers:
- Visitors must go to the
office of the Captain General of the
Watch at the citadel to get weapons permits. This office is past Water
Street (temple at the end of the street).
- You need to use Greyhawk
City coin (exchanged at the
moneychanger's guild).
- If you want to do anything
without being bothered, you usually
have to join a guild or get permits from a guild. This is an expensive
city.
Locations:
- The citadel. The changing of
the guard involves about 80 people.
This is not a good place to attack. There are more gates inside the
citadel gates. Guards warn you to stay away from the prison or the
great block house (tallest building, mounted ballistae, 50-ft. taller
than the walls). Visitors go to the Redoubt building to get weapons
permits, ornate, with two Greyhawk City guards wearing chain mail. 20
people on the walls can see us from this position. The building is
built to withstand wars, clearly. The balcony at the guard place has
more archers, and Dobermans on both levels. The city vault room is also
in this complex and very well guarded. More people drawing pictures of
us at most checkpoints. The Citadel the most heavily fortified portion
of the city, the citadel contains a fortress, palace, administrative
center, and garrison for the army. It is not highly trafficked by the
general public. It is on the east bank of the Selitan. City of Hawks
places it north of the Low quarter and south of the High quarter.
- Guard
station, sign is long
sword, crossbows.
- Guard
station is connected through the sewers to the University. Passage
leads through a
utility hallway, complete with echoes. We pass a portcullis
with a small door and an arrow slit. Guard whispers a command word into
an arrow
slit. We go
through a large pipe, walk around a cistern, and go out the opposite
end to a special
passageway. There are definitely rodents down here. The path branches
to the
right, coming our way is a guard and guys in robes, both wearing
symbols of
Greyhawk. Gentlemen is the password. Cromwell opens a hole in the wall
with a
key, then sticks his hand into some ooze, and we’re in.
- The Wizard’s Guild
Hall is a large dark pyramid, magical
steps lead up
18 feet wide marble entry halfway up the pyramid (Founded in CY393
Zagig Yagrene). There’s a grand archway and large columns
with
gargoyles perched on the sides. The building has black, solid wood
doors. Clicking the knocker makes a gong sound. A slot opens in the
door at waist level. The guy is a dwarf in dwarven scale mail. His helm
has a large red diamond, and he has a nice weapon with a nice scabbard.
The
gate opens to columns and a long hall. The walls are filled with
paintings of all kinds of people… Urnstian too. The library
is
here,
the guild library, including the spellbooks of Zagig the archmage.
It’s
possible to get spell components here.
- C6 Greyhawk University.
People walking around looking like
clerks. A woman ahead of us asks if she may enter, is hit by a blue
spotlight and floats up toward the center of the pyramid. We do the
same thing, float up and see a storm on the horizon (we’re
high
up). Another dwarf greets us at the top. We’re here to see
the
Mage of Exchange, so he sends us away, saying we’ll receive
an
invitation with an hour. In the halls, Feltcap is one of the
mage-looking guys. Students are there chatting about no one enters the
University without an invitation. They are from Bigby’s
School.
- Greycollege, claims to have
the best educated men and women in
the civilized world. This is the oldest college in Greyhawk.
- C2 Grey College
library—history, geography, science, city
records, art. The library is headed by a Drow magician. Only guild
members
can get you in. Writ lets you in
but access is limited by level.
- Count College
- Landgrave College The oldest
of the colleges in the university,
It
is housed in an old monastery and used to be in the Labor District of
the Old City. Rare documents, including city planning archives are more
likely to be found here than at the other colleges.
- University
of the Flaness (C15)
- School
of Singing (C9, very powerful, bardic). In the garden behind the school
is the bridge of entwined hearts. At
the Performer’s Guild, there’s a bard named
Lothar singing a love song about when people met on the Bridge of
Entangled
Hearts.
- H8 is the Royal Opera House.
Go to the Royal Opera House to look
for Stiletto Jim Guild and other thief contacts. Royal Opera House has
barbarians from the Run Run clan. Other people there are people with
pointed caps with veils.
- Churches:
- St. Pelor’s
Temple… large red heart symbol, large
archway off to the left, feeding the poor, beds on other side. High
priest wears yellow robes, golden fleece cloaks, older, homely. Pelor
likes good works to the poor. High priestess Sarana shows up with a
long rod in her hand with holy water. She addresses the church.
- Temple of Fharlanghn few
priests here, as it is an urban
setting, but they are a tolerant sect. They are known for selling
continual light stones for 3000 bronze zees each.
- The Temple of Nerull is
avoided by all, even most worshipers,
after dark, for fear of becoming a sacrifice. There is a maze of
passageways and rooms beneath the place. It is known as the Lightless
Temple.
- Pyramid
temple of Zilchus ($$ changers and
merchants).
- Inns:
- River Rat. It’s
on the strip… two-story building
sounds like a ruckus. Two men walk out wearing Rhenee outfits and
speaking Rhenee. There’s a bar under the stairs. Harlon
Quintok
Rum, Tequila, a 3gp drink with paper label Red Fox 574. This is a bad
bar. There’s a dagger fight, and two people get killed.
- There are firecrackers
going off in the distance, flying in the
city there’s a blue dragon glowing and circling beyond the
strip.
In another part of the city, there’s a silver dragon going in
circles. These are the "signs" for some of the more established inns
further in the city.
- The
Golden Phoenix, Maseer Suzee in Greyhawk
City for 80 years, runs the place.
- G8 is the Gold Dragon
Inn.
- F2-Silver Dragon Inn
- Green Dragon Inn. Ricard
Dimarus, proprietor. There are a few
Rhenee, but the place is nice, 15gp a night with breakfast included.
You can wear weapons and armor inside. This is the hangout for the
Fellowship of the Torch, a group of 5 people all different, members of
the Adventurers’ Guild: female elvin chain Kirilarian Alivisi
with Correlian and Greyhawk symbols, half-elvish Natasia Ariani Night
Star with bracers long sword and cloak, Maria Cenefort white robe, male
gnome with ponytale named Grimry Fisher, and a male ranger in elvin
chain from Dyvers named Garen LaRaith. They’re talking about
what
they will do with the money. They just came back from Zagig’s
Keep. According to Rob Kuntz in The Oerth Journal 7 (which you can find
at The Council of Greyhawk) this establishment is secretly owned and
frequented by Robilar, whose stats and some of whose history can also
be found in OJ5,6 & 7.
- Shivan's Bistro. A guy
wearing a tweed jacket over a shirt, a
symbol, and rings helps manage the inn which is in an expensive
neighborhood next to the Courts of Justice. His name is Boz. They have
Elmshire Cider from the halflings to the north, Processional Malt,
Celedon Cellars Riesling.
- Hanging Man’s
Inn is a good place to make contact with
the local thieve’s guild to find info about Dyvers. The rule
is
don’t steal in there, and it's probably not a great idea to
sleep
there. At
the
Hanging Man Inn, Neerg has a good forgery
racket.
- Wizard's Hat Inn lies off
Blue Boar Street. The Wizard’s
Hat Inn is not crowded but there are enough people to make it
interesting and it smells like the food is good. Some half-elves, very
caroussing. There’s a female dwarf Maie.
- The Explorer's Inn has 2
restaurants, membership available, some salons, and a general parlor.
Lies at the end of Weird Way just before the plaza. It features travel
through time and probability.
- Hostel of Ineffable
Comfort
run by Huskons and Plincourt, features the Gedrusian exotic Dancers;
Has a small suite - the Burke and Hare Suite, and a larger one, the
Bates Complex. Located in Weird Way.
- Villa Noblesse apartments
in the High Quarter
- Silver Castle Inn is a
short distance from Hundred Step Street
on the Avenue of the Bells, which is near the administration districts,
the Artisans district, and the religious district. It has a diverse,
but well to do, clientele. The inn's penthouse is called the Grand
Tower. It also has a common room and a salon.
- The Castle a tavern or inn
on Tosspot Lane after it curves
uphill and before it meets Uskbarrel Road
- The Stag and Wolves a
tavern or inn on Uskbarrel between
Tosspot Lane and Rag Alley
- The Hungry Bear a tavern
or inn on the corner of Felbo Close
and Hothand Street.
- Inn of the Double Dragon
an establishment on Hothand Street,
just south of Felbo Close. There are 7 other inns/taverns on Hothand
between Felbo and Avenue of the Fountains.
- Iggy's Inn an
establishment on Scrivner's Crescent in Halls.
- The Dryad an inn or tavern
on Scrivner's Crescent between
Hothand and Haven Lane.
- The Iron Triangle a inn or
tavern in Halls on Haven Lane south
of Scrivner's Crescent and before the zigzag.
- The Six Mastiffs an inn or
drinking establishment in Halls or
Clerkburg on a street off Harper.
- The Loyal Company an inn
or drinking establishment in Clerkburg
off of Harper Street.
- The Blind Basilisk an inn
or drinking establishment in
Clerkburg off of Harper Street.
- The Hornets' Nest an inn
or drinking establishment in Clerkburg
off of Harper Street.
- The Three Centipedes an
inn or drinking establishment in
Clerkburg off of Inkwell Lane.
- The Acorns an old inn in
Clerkburg, owned by Calvert
- Inn of the Seven Quills an
inn that is a few minutes away from
the Lusty Friar, it is equidistant from Southgate and Longgate.
- New Town bisected by broad
thoroughfares. It was built to link
the Citadel with the Old City.
- The Upper New Town for Upper
Class
- Moat Stream Canal Runs along
the New town/ Old City border.
Between it and the Old City wall, lies a thin strip of warehouses and
shops.possibly defines Longtrade. City of Hawks has it run North from
across from the Beggar's Quarter, South to across from the Thieves
quarter.
- The city Workhouse place of
penal servitude for offenders of all
ages, inmates are segregated by their ability to work; it is located
near the Thieves Quarter.
- Odd Alley stables are right
next to the gate at Odd Alley
- Old City twisting narrow
lanes and alleys. There is an
underground passage from here to Clerkburg. City of Hawks states that
there is a canal surrounding this part of the city, which used to be a
moat. Additional canals have been constructed as well. The entire place
shuts up fast after dark, although there are several underground
passageways here allowing a freedom for the thieves if not for the
common people.
- Newduct an east-west canal
in New Town.
- Rhenee hang out at the Garen
warehouse. People go there to gather
in Dyvers.
- McGlugan’s
Warehouse and the Rio-Thomas Retek’s
warehouse are in the dock district.
- Juvie Hall—number
of fat people by the workhouse with sacks
of coins, has a bottle with the Guildhall symbol on one of the
merchants.
- Orcs hang out in the slum
quarter and Straighthold. Slum Quarter
narrow twisting alleys and gangways, ruins, shacks, - thieves avoid it,
full of beggars, gangs of street urchins, and desperate people; 2
sections, one is the worst, one is where the menial laborers live. Dead
here aren't buried, just dropped out in the street for the cleaners to
take away or eaten by dogs and rats. In better economy, this quarter
shrinks at the expense of the Labor District. Peddlers, food shops,
used clothing and other used goods stores account for the economy of
the place.
- Beggars' Quarter lies
between the Thieves' Quarter and the Slum
Quarter in the Old City
- C2 Great library of Greyhawk
is four stories tall and faces the
Processional.
- Domes are the Grand
Theater.
- Garden Gate.
- Big garden, several ponds
around cliffed-road leading to
citadel. Ponds
are defense of fortress to be a moat and
could attack downhill with a raise water on any force attacking the
citadel.
- Taverns/Restaurants/Casinos:
- Gnarly
House, a
frat for University students, guy has exam
racket for university
students who need to cheat.
- The Patricians Club a High
Quarter gaming house
- The Wheel of Gold a
gambling den in The Strip
- Bird in Hand tavern
- Blue Lantern tavern it is
long and narrow and has musicians and
gambling and a dancing girl. The crowds are boisterous and the
musicians include an idle drummer, a haughty violist, a fat sackbut
player - intelligent realist, a virginal player - he laughs easily in
snickers. It is in the Foreign Quarter on Hardcobbles Way.
- Roc and Oliphant a small
tavern at the end of Burnbook Lane
- The Turning Wheel lies off
of a cul-de-sac off of Batwing Lane.
Eight steps down from it lead to a tunnel where The Turning Wheel is.
It's sign depicts various scenes, and can turn. It is a bistro.
- The Nymph and Satyr a
tavern near High and Garden Quarter
border in the University District.
- Blue Elf a tavern on
Tosspot Lane, almost immediately northeast
of the six point intersection in Low Quarter, and before the lane
curves.
- Hegmon's Underground
establishment in the cellar of a building
on Heart's Desire. A flight of stone stairs leads to the cellar door.
It has narrow windows of dark amber glass, dirt encrusted. Light glows
from inside. It is a little brighter inside. A longish narrow foyer
runs the length of the buildings front. There are three curtained
doorways. Hegmon comes from the center. He will provide a room for a
copper an hour. Drugs are available. Flowers of Thratus Kaloid supposed
to heighten the senses, for 1 silver per person. They are served in
earthenware flasks with odd designs. There is a spy hole by the secret
door. There is a table in their room, and chairs. The secret door is 3
feet above the floor. The edge is hid by a supporting post set into the
wall and by strips of wood braces. The spy hole is through a crack in a
ceiling beam. The portal swings in and to the left. The spy hole is to
the right. Following the passage it goes up four steps to a door. The
other side of the door is a cabinet in a dirty disused pantry. This is
a large room in the building next to Hegmon's. The building has many
rooms to the front. It has shuttered windows and a barred door. The
second building is in the Old City.
- Lotus House a bar with
exotic dancers in the Foreign Quarter
off of Street of Songs that is frequented by Bakluni and other
Westerners.
- Man in the Moon a tavern
most likely in the Foreign Quarter.
Black Meggin works here. Black Pomarj is available here.
- The Ship and Crowns a
narrow building, five storeys in height.
Door is iron bound. Sign has golden ship, 3 silver crowns on a field of
blue. It is in the Foreign Quarter. It is frequented by wealthy
merchants, ship's captains, traders, slumming merchants, and
occasionally cat lords. Regular customers are sold a crown-shaped key
to allow entry to the building. The ground floor floor is clean and
polished. It is covered by thick exotic rugs. The walls are paneled
with polished wood. From 3' up the walls are painted and plastered.
There are a half a dozen chairs, two small tables, brass lanterns and
candelabra. In a few minutes a comely hostess enters from a covered
arch in the rear. She offers the possibilities of carousing, taking
drugs or gaming. The two houses of ill repute are known as the Masters'
Cabin (fourth floor), and the Leisure of Lords (fifth floor). The arch
leads to a short hall with a stairwell. All the rooms on the second
story are gaming rooms. The first story has a thick plush draped
entrance wherein carousing can be had. Second story (third floor) Has
several gaming rooms. One in the back has cushioned chairs, soft divans
and oddly shaped and patterned gaming tables. There are a mixed lot of
wealthy patrons. There is at least one maid/hostess per room. The room
where Dragonchess is played is a small secluded study, with but one
table and a pair of high-backed, overstuffed chairs. (See Dragon #100)
- The Web and Spiders a
drinking establishment in Halls
- The Xorn and Gems a
drinking establishment in Halls
- Flaming Torch a bar in the
University District.
- Jolly Master a bar in the
University District.
- Lusty Friar a bar in the
University District.
- Toad on a Toadstool a
tavern in the University District, Paddy
is its barkeep.
- The Silver Shield a tavern
on the street which divides the
Thieves' and Beggars' Quarters.
- The Four Pots a tavern/
gaming house in the Labor district,
frequented by Markham and Tapper.
- Shops:
- Maegus Yeo's shop has a
portal with protective dweomers, a
bronze barred oak and iron door, which leads to a short corridor,
which, in turn leads to a room of the shop, sparsely furnished with
small tables, stands with earrings, statues, jars, and other objects,
racks and shelves hang from the ceiling with more of he like objects. A
hallway from this room goes past the stairs which go up to his living
area and down to the cellar. These downward stairs are well-worn. There
are ten zombie guardians, they rebind their wounds and even lost limbs
when they are slain. Poztif turned all but one, but did not dispel
them. They are locked in a room by a chain lock. Yeo chants and the
violet light fills the hall. It is a purple wood paneled, mauve and
gilt screened temple. There are hundreds of candles with violet flames.
There is a thick plum and black carpet. There are low chairs and
embroidered cushions an an altar placed before a translucent lilac
stone. The stone is an 8' x 4' x 4' rectangular prism.
- Gord & Chert's is
in the River Quarter near the Strip. It
is a three story shop that appears abandoned and the shutters are
boarded shut. The first floor is a lounge with a kitchen in the back.
The second floor belongs to Gord. The third floor belongs to Chert and
has a hollow behind a wooden support beam that hides an iron cash box.
- Clalzo's Trade House is in
the University District.
- Scriggin's Junk Store a
shop of antiquities in Odd Alley.
- Freedle's Librarium a rare
book store in Odd Alley.
- The Potter's Booth a shop
of fine ceramics in Odd Alley.
- The Sunken Grotto a tavern
in Odd Alley.
- Green Wulfurt's Apothecary
druggist in Odd Alley.
- The Crazy Limner's place a
place in Odd Alley.
- Zreed's Antiquary an
antique shop in Odd Alley.
- The Petite Bazaar an open
area surrounded by brick buildings, a
rectangular plaza near the Black Gate.
- F1-Adverturers’
Guild
- Mercenaries Guild
Hall
- The Sage’s Guild
in the foreign quarter.
- Musician’s Guild
is A5. Ren’s former keep. Otto (fat)
once a member.
- C7-City Mint
- C5-bank
- There are great cooks in
Greyhawk City. There is a New Mill and
School of Culinary Arts… Mill College. Food from the Babylon
Desert comes over the Ways. On God’s Day you can get a desert
dish at Shivan's Bistro.
- Hook Harbor is on the
Selintan 1/2 mile north of the southernmost
walls of Greyhawk. It is across from River Street in the River Quarter,
to which it is serviced by ferry.
- Thieves Quarter
- Labor District
- Shack Town up from the
wharfs, on the river
- Faire Market the plaza at
the end of Weird Way which is 300 ft by
600 ft.
- Dome
of Delights "Rare
Wine
at Bargain Prices" a booth in the Faire Market. is across from the
Tower Tavern and Count Joseph's Emporium of the Unusual near the
entrance to Weird Way.
- Achmut's
Cut-rate
Carpets is across from the Tower Tavern and Count Joseph's Emporium of
the Unusual.
- Tower
Tavern is across
from the Dome of Delights and Achmut's Cut-rate Carpets.
- Count
Joseph's Emporium
of the Unusual is across from the Dome of Delights and Achmut's
Cut-rate Carpets.
- Pagoda
of Pools
features extra- and outer-planer travel.
- Pavilion
of Portals
Contains broad endless marble corridors that are tended by a gnome,
they will send those who traverse them to alternate planes such as
Yarth (see Dangerous Journeys), and Aerth.
- Juxort's
Charts and
Maps a shop to the left of the gate, just beyond Achmut's Carpets.
- Wonders
of the World a
shop to the left of the gate, next to Juxort's.
- Abner
Grontny the
Outfiter a shop to the right of the gate, across from Juxort's
- The
Arms Exchange a
shop to the right of the gate, across from Wonders of the World.
- Elixirs
from Everywhere
- Multiversal
Armorer
Lies at the end of Weird Way, just before the plaza, across from the
Explorer's Inn.
- Sogil
the Gemner a
gem/jewelry store at the end of Faire Market
- The
Fragrant Blossom a
tea house near the Hostel of Ineffable Comfort.
- The
Helix an exclusive
club, has a grand Salon, a garden and a fountain.
Gates
- The gates from the Old City
to the New City cost 1 cp. All gates
have passes available to VIP's. All gates are closed at nightfall.
- South Gate is huge and the
furthest gate south.
- Long Gate lies South of Hill
Gate
- Hill Gate where several
barges load and unload cargo at the
Bastion Isle, it is connected to the Isle by Bow Bridge.
- Mid Gate lies north of Hill
Gate and Bastion Isle. It is an east
gate from Old City which leads to the bridge Long span to the Bastion.
It is the upper bridge and a part of High Road. It goes south to the
courtyard/garrison where peddlers., merchants, etc. hang out.
- Cargo Gate lies between the
River Quarter and the wharfs.
Possibly renamed Rivergate in the New Infinities books.
- Rivergate connects the River
Quarter to the City; partying and
entertainment is here during the day.
- Waghalter Gate from the
Trade District near the Grand Square to
the Thieves Quarter
- Safelock Portal in City of
Hawks leads West out of the Foreign
Quarter into Longtrade, There is a secret passage under the portal for
those who wish to avoid watchers and gate fees.
- Black Gate connects the
Foreign Quarter to the Old City's
Craftsman's Ward. Possibly renamed Beggar's Gate in the New Infinities
books.
Streets
- The Processional, the
major north-south artery of the city, one end is in the Garden Quarter,
the other is at the Grand Square and the Citadel, on one side it
borders the Strip; it goes through the University district.
- Fortune Street a byway in
the upper portion of New Town, filled
with gaming, and drinking establishments, as well as high class
brothels.
- Street
of Delights road
in The Strip
- Killcat
Lane runs in the
Slum Quarter, near the Foreign quarter, has at least one alley.
- Cleaver
a north/south
street in the Thieves Quarter, is crossed by Redcobbles Lane
- Haven
Street a
north/south street, it crosses Thieves Quarter.
- Redcobbles
Lane an
east/west street, crosses Haven Street and Cleaver
- Odd
Alley a closed off
portion of Old City which has many shops befitting its name. It has a
gate at its entrance which is always locked and shunned. The gate is
the only entryway. A special coin placed in a slot at the gate will
gain entry, but different, obscure coins will open to alleys in
alternate planes such as Weird Way.
- Blue
Boar Street renowned
for its shops and taverns, restaurants and a high quality of gentlefolk
and rakes. It curves.
- Burnbook
Lane the Roc and
Oliphant is at one end
- Hundred
Step Street has
several stairs, at the bottom it meets the Avenue of the Bells
- Avenue
of the Bells it
crosses the bottom of Hundred Step Street
- Tosspot
Lane goes through
a six-point intersection in Low Quarter, runs North East by Southwest.
It starts to curve uphill to the north. It intersects with Uskbarrel
Road.
- Uskbarrel
Road intersects
Tosspot Lane soon after that road turns uphill to the north. It runs
East and West.
- Rag
Alley runs north off
of Uskbarrel Road, east of Tosspot Lane. It is so narrow that it could
be easily missed. It runs between Uskbarrel and Felbo Close.
- Felbo
Close a larger
street that runs east and west. It dead ends shortly to the west of Rag
Alley.
- Hothand
Street a
north-south street that intersects Felbo Close. It goes south for a
mile before entering Halls district from Low Quarter. It crosses or
becomes Avenue of the Fountains in Halls near the Halls/Low border.
- Avenue
of the Fountains
is either a East/West street crossing Hothand Street in Halls or a
North/South street that becomes Hothand Street in Low Quarter. It is
not a place for drinking.
- Scrivner's
Crescent
curves south east off of Hothand or Avenue of the Fountains.
- Haven
Lane crosses
Scrivner's Crescent at a strange angle.
- Harper
Street an East
West street that runs through Clerkburg
- Inkwell
Lane a dead end
street that comes down off of Harper in Clerkburg
- Street
of Songs a road in
the Foreign Quarter.
- Batwing
Lane a road in
Halls & Clerkburg, in the area where they meet.
- Street
of Silks a street
probably in Halls, off of the Processional, up from the Citadel.
- Vertwall
Close a street
just off the middle of the Street of Silks. Name (i.e. green wall)
suggests location in the Garden Quarter or otherwise near plantlife.
- High
Road runs through
Old City, out a gate, across Long span and to the bastion.
- Hardcobbles
Way runs
through the Foreign Quarter, crosses Lost Lane.
- Lost
Lane a dark road
that crosses Hardcobbles Way in the Foreign quarter, it has several
narrow alleys leading off of it. It ends in a close called Heart's
Desire.
- Heart's
Desire a close at
the end of Lost Lane. Where the streets meet there is a vaguely heart
shaped bend. It has the highest quality brothels and gambling dens
outside of the High and Garden Quarters.
- River
Street a street
that runs through the River Quarter, that is connected to Hook Harbor
across the Selintan by ferry.
- Thieves
Way a secret,
narrow "road" that runs from a hidden landing outside the city at the
Citadel, it is connected to a lower, more secret passage to within the
city, which had been built by the Thieves' Guild, but was by the 550's
primarily used by Assassins.
- Weird
Way an alley in
another dimension that can be accessed via the gate at Odd Alley. It is
surrounded by nothingness.
NPC's of Dyvers
- Master of the
Thieve’s Guild is Org Nenshen.
- Mayor Nerof Gasgal is the
assistant guildmaster of the Thieve's
Guild.
- Carmen Halmaster and Dernen
Nathane are from the merchant-traders
union.
- Sgt. Cotroll at the citadel
gives visitors a copy of the
permission papers to carry weapons in the city.
- Glidretti Bikanen (dwarf) is
the city’s inspector of taxes
and was appointed the people’s constable.
- Firanna Illestrial (high
quarter) elvin envoy for the state of
Nyrond… appointed by king 30 years ago. Good at relations in
Greyhawk City, friends with the mayor.
- Derider Fanshun of the
ruling oligarchy, a priest of Pelor, will
heal.
- Librarian
Jo’al Severnain—Drow, silver hair,
violet eyes, many shadows are around the area, and it’s very
dim. Grey College
library Drow librarian—Sage on the Drow, horrors of darkness.
- Cedrick,
mage (flame sign), a mid-40s
older guy, balding, from Greyhawk University (works with the
guards)
- Artemis,
mage (eye sign) a little younger, mage from Greyhawk University (works
with guards).
- High priestess Sarana of St.
Pelor's Temple (healing)
- Grimry Fisher, thief contact
- Performers
Guild Master Suken Neralia, elvish
with gold hair, Shrine of Lear.
- Carrion is a druid in the
old city of Greyhawk City on
Craftsman’s Way.
- A docker from the wharfsman
union (Hugo), 5’7”, 30s,
scruffy beard, burlap tunic.
- The Master of Indentured
Servants, slave master in town is the
contact to the orcs. He is in contact with the Merchant Corps
II.
- Gudar Bridge Harriat is in
the Old city, an artisan of enormous
wealth and jeweler protected from all criminal activity by the guild.
He’s interested in odd furs.
- Darnok Corscan is the head
porter at the Wizard's Guild Hall
- Tobin Patriades, senior
tutor at Greyhawk University, office in
Wizard's Guild Hall. He is a 90-year-old man with a wand up his sleeve.
He is nostalgic about former students, including one named Pearl. He
says she’s been working hard on her colors and paints. He
says
they have scrolls of color spray written at 9th level. Several other
scrolls are available: nystul’s magical aura, undetectable
aura,
color spray, invisibility (written at 6th level), minor image (silent
image and sound), leoman’s trap.
- Dremal
Faragee, a University teacher who hangs out at the Atol. Dremal Faragee
has a harp and four miniature silver trumpets, mage of music,
harmonies and tones. There are nine schools. He is part of
Otto’s
school, a
senior musician of the musician’s guild. Otiluke’s
school
deals with spheres,
liquid, screens, and cold. Rary is the mental guy. Nystul focuses on
light and
radiance.
- Condriatus Bubka, the mage
of exchange, handles requests for
difficult spell components, such as gorgon’s blood, or big
magic
items. He has an office in the Wizard's Guild, but does most of his
work out of the University. Bubka’s assistant at the Wizard's
Guild Hall says that they have no gorgon’s blood, but there
are
plans for an adventuring group to go to the Hell Furnaces to get a
gorgon in a valley there.
- Dressmaker to the Opera
House—Ganlin is the supplier of
furs, member of the merchant’s union, works in the foreign
quarter.
- Jerefels Furharin is a male,
half-elvin bard from the Grand
Theater. He is Keoish. He does "The Fall of New Evermore" and the story
of Darkanian Flemandon (teaches this story at +8). He’s a
Priest
of the Lyre and is the Grand Theater’s head performer. He was
probably there at the fall of Newevermore: Dandor Stonengrade,
ruler of New Evermore at the time. Lorocus founded
the city with pagan gods from a land far across the sea. Only fighters
stayed in the city, including the Legion of Gold. They fought against
Darkanian Flemandon, who wiped out the people with a sphere of
annihilation. Mages can try to control the sphere of annihilation. A
talisman makes it easier. The elemental mage of fire was there with the
hand of Vecna. Markus Starnum, mysterious fighter, fought Darkanien and
was killed. Darkanien opened the hand and lifted it up to raise
500,000-1 million undead. 750,000 hit die, 200,000 numbers, very high
level—council of liches, school of the Archarcana of 25th
level
liches.
The undead killed all the non-fighters hiding in the mines of the
dwarves. The whole city died, and the whole army followed the Legion of
Gold through the sphere of annihilation after Lorrick was thrown
through, thinking it’s a one-way door. New Evermore remained
a
rotting
city of undead until Lord McBaine and Theoden Rockbrother cleaned it
out.
- Cahari Calanen is the bard
who introduces people at the Grand
Theater.
- Griffith Idarian druid (guy
with green hazel eyes, green
robes).
- Perin
Runweather, visiting bard performing at the Grand Opera House. He is a
vassal to Lord
McBaine and has the same yellow eyes and hair pulled in braids.This
time we hear the Story of Finerio McBaine’s Quest: Legend of
the
Wolfbrother: To Greyhawk City, greatest city on Oerth, my people since
the beginning of time have run with the wolves. The Dark One enlisted a
Duke of Hell to drive the wolves to attack the humans, worst attacks in
history, able to go through walls. McBaine made a deal with one of the
liches and a forsaken (Lanfear) who offered him a deal to kill two
liches.
Forsaken kept the secret for him. Lord Taran Soothra fell into a trap
for it and learned of the secret, so McBaine went on a quest for
atonement. McBaine followed signs deep into Southlands and found the
Duke of Hell. On the anniversary of the final battle, the wolves grew
in power and began speaking, howling at the cities, saying McBaine sent
them, but he had not. McBaine fought the Duke of Hell and discovered
that he was a wolfbrother, born to run with the wolves and fight the
Dark One together. The Duke of Hell kept the history and role of the
wolves a secret, but McBaine brought that knowledge back to the wolves.
Whenever you travel, the wolfbrothers will be among you. Yellow eyes
are the mark of the wolfbrother. Gain +1
will save v. evil after the roll for hearing the story of Finerio
McBaine’s quest.
- Samrad Bevrain, Jemiel
Relstar
(5’3”late 20s, sorcerer, short hair, gambler, guild
of
Wizardry, from
the Shield Lands, captured by the Horned Society, escaped to live in
garden quarter now)
- Derider Fanshun (constable)
- Sir Anton Palmirin
guildmaster of lawyers and scribes (letter opener and scroll)
- Turin
Destal-directing oligarchy master of guild of assassins
- Mage associated with the
Royal Opera House Guild of
Performing Artists, Astrella Shenfara (grand diva of the opera, high
ranking guild of performing artists, what she can do with voice, 22
years, honey-blonde hair, blue-green eyes, from Celene, half-elvish,
soprano, voice projects through place, almost hypnotizing).
- An elf with a
wizard’s hat and gold sword (Melph
Silvianette) symbol lJ
on his wizard’s mail. Protector of Life Great and Meek, has
trained
with Rary. Melph is the author of Melph’s Acid Arrow. He
wields
an
elvish blade Mirenfry (Great Elvin Shield). Avalon is across the seas,
traveling through shadow. He just got off a ship from there. He is
searching for Van Fantorn, elf with rose red hair and gray golden eyes.
Travels with acooshi (elvish dog) named Ariel. Melph does a
Mordenkainen manservant spell and gets 9 servants. The brazier was for
thalmaturgy. Without a power source, thalmaturgy is nil. Melph says
that Tarantalos was killed in a bloody street fight with a School of
the Word Mage. Melph tries to convert evil mages by getting him to take
the virus. (hangs out at the Wizard's Hat)
- Arendil Greyhawk's high
priest of Nerull, successor to Colvetis
Pol c. 550. He helped weave the spells with Poxpanus, which would track
down and slay the infant Gord. He calls off the search for Gord, five
years after the incident. He is privy to divinations from both Hades
and the Hells.
- Colvetis Pol Greyhawk's high
priest of Nerull, wears a maroon
robe and is sallow-skinned. He can see in the dark, be it magical or
natural, as if it were daylight. He disguises his pride in ironic
statements. He is quite ambitious and considers himself equal or
superior to most other servants of Nerull.
- Darksign Magister of the
Society of the Magi, an arch-mage.
- Ovzool the Tusmite barkeep
of the Lotus House
- Calvert a red faced,
humorous man, owns The Acorns Inn in Greyhawk
- Doctor Prosper sage friend
of Calvert, lives in Greyhawk. He is a
crotchety old fellow and has contacts at the colleges.
- Twistbuck a don of Count's
College. He is tall, paunchy, flirty.
He knows architecture, cartography, history, and city
planning.
- Achmut owns a carpet store
on Weird Way
- Count Joseph owns a shop of
rarities, he wears a powdered wig and
is a poor con artist.
- Huskons the manager of the
Hostel of Ineffable Comfort.
- Juxort owns a chart shop
Encounters:
- Hear that there are
shapechangers loose in town, polymorphing
people into animals and selling them as spell components.
- Flatbed carriage with a cage
carrying a giant 30ft lion.
It’s a desert
lion brought from the Wild Coast, probably belonged to a paladin of
Ishtar. Baku Ludretti’s people brought in the lions. He was
purchased
for the Pit of Morganus (gladiator fights). There are several other
cages after the lion. One has about 20 dogs on rough prairie grass
chasing each other and shifting where they are (blink dogs), and two
elephants. Magical writings are on the cages. Lord Henway’s
Manor
and
Menagerie has 100s of varieties of birds. There’s also a full
animal
bazaar where many strange things are for sale.
- There’s a kid in
the High Market with his father doing
portraits. Portraits are more elaborate versions of yourself.
- Mayor Nerof Gasgal was at
the Grand Theater, older, pudgy,
graying hair. Lady Sharn Shield Knight also watching.
- There’s a guy in
his 20s with a turban following us. He
doesn’t wear symbols. He has common clothes, gold ring,
somewhat
built. I break off to watch him watch the rest of our party. He watches
them go into the inn. Says something about Opera House and something
about sharing information. The two guys themselves are glowing with
magic and each has a ring. The turban is usually Ketian or Rhenee.
Jeneer and Pell followed us and wear a cloak, vest, daggers, no
symbols. They work for the University of Greyhawk and are watching us
on Melph’s behalf.
Events
- Greyhawk
City Mayor Naroff Gasgall is marrying
Marie Cenefort, Mistress of Magic, Kilarian Alavesay, part of the
Fellowship of
the Torch, on September 5, 585 (YR7).
Greyhawk Castle
Now
in ruins, this castle
was rich, but was sacked long ago (by Tenser, Robilar, Teric/Terik,
Murlynd, etc.) now few go to the castle, but untouched wealth lies deep
within. There are many other planes intersecting in this castle
including alternate primes. It is built on a high (250 ft) hill, three
miles north of Greyhawk city. Tangled vegetation surrounds the place.
There is a swamp to the north. Some brigands moved in to the upper
levels. Lots of creatures lie below.
- In the center of the first
floor is a spiral staircase down. Next
to the first step is a secret door, beyond which is a spiral stair. It
is a web strewn shaft with many narrow open ledges. 200 feet down the
shaft, or 300 feet below the top floor, runes and symbols are on the
walls, a shallow pool is in the center of the chamber. Rusted iron
doors are at the end.
- The sigil on the floor is
matched to one on the wall. When these
are pressed the pool area sinks into a circular chamber with 9 exits.
The fifth arch is 15' high. It leads to a smooth sloping passage that
goes 1' down for every 10' forward. Phosphorescent fungi illuminate the
passage.
- After a quarter mile
journey, a cavern is reached. In here the
elements are combined and alternate, forming mixes and pure forms of
the four elemental planes. They can be commanded to form a prime plane.
This realm is ruled by The Element Master. He will allow those who pass
his trials to pass. The trials are of fire, water, air, earth, or
nature. The trial by nature is the easiest and consists of each party
member fighting a giant class animal or monster. Warriors fight a giant
bull; Rogues fight a giant snake; Wizards fight a roc. Each must
destroy their assigned monster before they can aid the others, or all
will be killed. If they survive, they are offered the choice between
passage to the next chamber, or a prize.
- The next cavern is that of
the Lord of balance. Behind, the
Element Master's cavern is one of alternating colors and conditions.
There is a sloping passage leading to a cavern with the sign of balance
- a huge metal scale. The cavern is half light, half dark, half of the
pool is aflame, one half is ice. Plants are thriving on rocks and
rotting in rich soil. There are colorless trees with multicolored
blossoms. All of the contents are contrasts, everywhere and nowhen.
Yangyin and Yinyang are here. They journey with those who enter for one
hour to the cavern center. They choose contestants who must be of
contrasting natures in order to preserve balance. They test either
Undead vs life, or go forth to return. This last test can be beaten by
going to the end of the chamber and sending the pair of balance back.
- The next tunnel, cavern is
The Realm of Thought. Any thoughts
here can materialize. Beyond lies the Ebon Wall and Bocheirs, the
fish-bodied demon.
- The power in the castle from
alternate planes is now diminished.
The Sea of Thought has lizard-like monsters in it and is now a small
mucky lake in an extensive cavern.
- See also Dragon Annual #2
pp. 96-99 and Tales from the Green
Dragon in The Council of Greyhawk's Oerth Journal 7 for a description
of the early castle campaigns involving Robilar, Tenser, and Teric.
Three modules have been published detailing portions of EGG's version
of Greyhawk Castle: EX1 Dungeonland, EX2 The Land Beyond the Magic
Mirror, and WG6 Isle of the Ape.
- "'Greyhawk Castle', for
example, has over a dozen levels in
succession downwards, more than that number branching from these, and
not less than two new levels under construction at any given time.
These levels contain such things as a museum from another age, an
underground lake, a series of caverns filled with giant fungi, a
bowling alley for 20' high Giants, an arena of evil, crypts, and so on.
- Gygax & Arneson, Dungeons & Dragons Vol. 3: The
Underworld
& Wilderness Adventures p. 4
- Gygax & Kuntz's
Greyhawk Supplement to D&D has a drawing
of "The Great Stone Face Enigma of Greyhawk" as well as a listing of a
number of potential tricks and traps, possibly found within the castle.
The first edition DMG notes that other areas of the castle included a
"land of pure Greek mythology", and the means to travel "through the
multiverse to different planets including Jack Vance's 'Planet of
Adventure',..." p.112