Greyhawk Player's Guide

Total Page:16

File Type:pdf, Size:1020Kb

Greyhawk Player's Guide Symbols for Gods and Powers Trithereon 01 id amm ar a Beory I Celestian Ulaa 1-8-u L Nerd Vecna Rao Ralishaz I I 7i -v vRudd Ism Mayaheine Zilchus NTRO D U CTION Welcome to the WORLDOF GREYHAWK* notes for roleplaying representatives of specific groups, adventuring attractions, and even campaign setting for the ADVANCED character kits unique to the lands surrounding the City of Greyhawk. DUNGEONS81 DRAGONS~ game. Some of The Pkyw's Guide book is by no means exhaustive. The GREYHAWKcampaign was the you have visited the City of Greyhawk and first AD&D' game setting, and there exists a large body of mated (most of it out of the lands of the Flanaess before this, print) describing the City of Greyhawk and the Flanaess. It officially began with the through the many adventures and WORDOF GREYHAWKfolio and boxed Set in the early'80s, set in the campaign year 576 accessories set in Greyhawki world. Some CY, though many ADBID game adventures were set in this realm even before the setting of you are newcomers to this setting, rules came out. In the nearly two decades since publication of the folio, the world has though you may have heard others speak of been developed through scores of adventurer, accessories and articles. their experiences here. In either case, this Some of the material that follows is adapted and updated From the WornOF PLyw's Gide book is designed to give you GEYHAWKboxed ret (TSR stock #1015,1983), the GREYHAWKAdvmrurrr hardcover book information about the land, the history, (#2023,1988), Ihe City ojC+hwk boxed set (#1043,1989), and the Fmm rhr Ashes boxed the races and the cultures that make the set (#1064,1992). None of these materials are required for play in the GREYHAWK GREY HAWK^ campaign uniquely exciting. setting, but those of you interested in reading them might find them in used book Stores, Several years have parsed since new game in secondhand sections of hobby and game stores, or at auctions at game conventions mate&& have seen print and much has across the country. Future GREYHAWKproducts will develop Oerik in much greater detail. changed, but the danger, mystery and Time has passed on Oerth since the last GREYHAWKgame materials were produced; in adventures that have always been a part of the years between 576 CY and the current campaign date, 591 CY, the Flanaess has seen this world are as prefent as ever - perhaps great treacheries and greater wars. A few years ago, a widespread conflict called the more so. Greyhawk Wars damaged the fabric of life here, perhaps irreparably; the treaty which was Some material idthis book introduces supposed to have ended the wars has been broken again and again, and borders - or reintrodut -you to the lands of everywhere are in turmoil. The corrupt and decayed Great Kingdom has finally fallen, but the Flanaess, th northeastern corner of new realms have arisen to take its place - each with the potential to be even more evil the immense continent of Oerik and home than iu predecessor. A horrifying demigod has been freed from captivity; despite the loss to the Free City and Domain of of many of his fiendish troops, his expanded empire threatens the heart of the Flanaess. Greyhawk. Since it helps to know a little A mysterious brotherhood has reached out from its southern stronghold to begin a about the world in which your characters conquest of certain countries - a conquest that may not end until the Flanaess itself move, we'll update the history of the is destroyed. Armies of humanoids -brutish creatures with both human and bestial Flanaess to the current campaign year of features - march across the 1and:Though some have been repelled, still there are lost 591 CY (Common Year): and we'll provide lands to be won. Giants and creatures drawn from alien planer lay waste to civilization. an overview of the geographical and Barbarians, assassins and monsters run rampant. political divisions in effect at this time. Yet the Flanaess is alive and vibrant. The timer are more peaceful than they have The races of Oerth, described in only been, and for many, life goes on as it always has - there are crops to be gathered, sketchy detail until now, are given greater markets to visit, roofs to rebuild. Other, more adventurous types strike out against the consideration so that players can enemies of civilization and order, uncover lost and forgotten treasures, and gain the understand what it feels like to play a Flan, resources they need to become the heroes and leaders of this exciting new time. There Baklunish, Oeridian, Rhennee or Sue1 are captured realms to be retaken, artifacts to be rediscovered and used, and incredible human. Other information will be directly lands beyond the Flanaess to explore. It is an age of adventure with no limit to what useful in your roleplaying experience in one person can achieve. Greyhawk: race and cultural information, Welcome to Greyhawk. May your riches be many and your scars be few! Player's Guide to Greyhawk 2 \ <-- ”.__ ”.__ INTRODUCTION l---~THEWORLD OF OERTH 5% is natuml and pmpq all other worlds rcvolve aiwnd OUT own planet Oerth,from the lrart rock to the wit burning run itst!,! Lit& is known of thm worlds, though II str of magnfiing lmw or mgiral rurpr meds their ruriour shapes and dm,and thriv motions arms the sb arc w11 chadAs my rational individual knows, these ‘wandering stan’ injwnrr thr lives of all beings on Owth, and their positions againsr the vault of nightgive hints to learned mtmlop about cvcntryrt to come, rewaling stiretsfemjitl and mblim “Oed rotates on its axis once NT 24 boun. ne run tvavelr the sky fmm cast ro wst, rmlviy rlorkwirr in its orbit amund Grth to makr a311 iirruit of rhr hravmr NCY364 days,followiy .fixed path tbrmgh tht liilvr lairs of the Zndiac. nmgh the Zodiac of the night sb also pass the Gut Moon of Oed, known as Luna, and tht lrrrrr Mom, Celmr, also ozl1c-d the Handmnidm. Ghost-white hna waxes and wanes in afixrd yL of 28 days, m&ng+llness 13 timer rub yea< Aquamarine Glmr parser thmugh its phases mmr slowly, taking 91 daysfor a311 iy~leand rrar~ingfullnrsronly fir timr a yew nest natural r/yrhr are vq7at.i in the calmdm used by rivilized inhabitants of our land. “b is known that whm both Luna and Celmr art ritherfull ov new, and the wandering ~tmbm thnnrrlver arhinvd positions of power within the Zodiac, NI~~Sof pat portent art likely to OLWT on ouv world. Thefate of rivilization may be in the balance, and the involvnnmt ofgreat magic is almost irrrain apprnranrr of afalling star basfuvther rign+~mrr, and a gnat pale cmtor bright exploding star bowring in tbr darkness is a barbingrr of cataclysm. ‘Wmc will br raid abm the plat of ourpand world in the hiwar& of the heavmr, but wtfirst turn to an analysis of thc Zndiar and the special injume of its lairs oa ow Ocd,fint drscribrd by Bakluaid artrologm tw millrnnia ago ” -Ag‘Uh of nmunih fmm Undmtanding the Handiwork of Ctlrrtian In 591 CY, everyone living in the Flanaess knows certain things about the world they live on. Some of it is me; more is learned speculation; and still more is wild surmise. It is believed that there are four continents on Oerth, of which the largest is Oerk To the south and east of Oerik is the small continent of Hepmonaland. An ice-covered continent caps Oerth’s northern pole: it is known as Telchuria or any of a number of variations on the name High Boros. A large island to the east of Oerik is known as Fireland for the many volcanoes there. At the opposite end of the world from the Flanaess is a fourth continent, about which no more is known than that it exists. Oeliki northeasternmost section is known as the Flanaess, which is isolated from the rest of the continent by the Dramidj Ocean and a string of towering mountain chains stretching from theyatils down to the volcanic Hellfurnaces; to the west of those are steppes and the horrific wastes of the sea of dust, where the ancient Balunish Empire once lay. Beyond these barriers, tales say, are great and ancient empires, mountains so tall that they dwarf the great Crystalmistr, and monsters of inconceivable horror. Further, the Flanaess is separated from the rest of Oerth by other natural barriers.To the north lies the dangerous Land of Black Ice and the aptly named Icy Sea: to the east the immense, storm-racked Solnor Ocean, raid to stretch over a thousand leaguer. To the southeast are the jungle and swamps of tropical Hepmonaland; due south is the huge Densac Gulf and the wild Amedio Jungle. GHEFLANAESS vded with nations and groups of every north, bitterly cold seas and the Lands of E!la& Ice, as well as the empire of the p, and threaded through with roads demigod Iuz. waterways, the Flanaess is an object of The Flannaers is home to many nations an d peoples. We examine it by dividing it into meinterest to its inhabitants, who see smaller regions, beginning with the City of’Greyhawk and the surrounding lands and the center of enlightened humanity. features: then circling through the Flanaess. If a location is mentioned but not explained, e three thousand miles from east to it will be described later. Major locations wi thin these regions are in boldface. , it offers immense variety, and, while ! is some interest in what lies beyond Western Nyr Dy ‘v (“Old Ferrond”) orders, most adventuresome find Fwyonz$ Wluna, Mrbobonc, Qwq Gyhewk, Hardly, Cehne, Wid Coat, H&& le opportunities for exploration within At the center of the Flanae~~and the east ern edge of this region is the Nyr Dyv, the ,any lands.
Recommended publications
  • The HALFLING Point of View by Roger Moore
    The HALFLING point of view by Roger Moore The smallest and physically weakest of function is to help maintain the security insistence upon security are readily all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc- lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa- exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend Ibs., and they look much tike small The normal (0-level) members of the to appear shy, fearful, and overcautious humans. In fact, evidence suggests that halfling community generally believe in when on their own for the first time. halflings are more closely related to an orderly, cooperative system of working Their society appears stagnated in the humans than to any other demi-human together to ensure the continued stability eyes of other races, and they tend to close race. of their society. Individuals who break themselves off from the rest of the world. Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit child-like, basically happy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as hungry most of the time.
    [Show full text]
  • Dragon Magazine #151
    Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space.
    [Show full text]
  • Quoth the Raven 21
    Quoth The Raven #21 Front Matter Quoth the Raven #21 This product is a work of fiction. Names of characters, locations, businesses, races, cultures, and events are either the products of the authors’ imagination or are used in a fictitious manner. Any resemblance to real persons, living or dead, actual events, or places is purely coincidental. No ravens were harmed in the writing of this book. All articles and content are copyright © 2014 and the property of their respective writers or the Fraternity of Shadows The Fraternity of Shadows gives permission to print or photocopy this work for person Table of Contents Quoth The Raven #21 .................................................................................................................................... 0 Front Matter ..................................................................................................................................................... 1 Table of Contents ........................................................................................................................................... 2 Introduction ...................................................................................................................................................... 3 The Criminal Rings of Nova Vaasa ............................................................................................................ 4 To Granny’s House .....................................................................................................................................
    [Show full text]
  • Cult of the Dragon
    Cult of the Dragon by Dale Donovan And naught will be left save shuttered thrones with no rulers. But the dead dragons shall rule the world entire, and . Sammaster First-Speaker Founder of the Cult of the Dragon Dedication To my mother and my father, who always encouraged me, no matter how seemingly strange my interests may have appeared. Thanks to you both I had the chance to pursueand obtainmy dream. While it may seem curious to dedicate a book about a bunch of psycho cultists to ones parents, I figured that, of all people, you two would understand. Credits Design: Dale Donovan Additional and Original Design: L. Richard Baker III, Eric L. Boyd, Timothy B. Brown, Monte Cook, Nigel Findley, Ed Greenwood, Lenard Lakofka, David Kelman, Bill Muhlhausen, Robert S. Mullin, Bruce Nesmith, Jeffrey Pettengill, Jon Pickens, and James M. Ward Development & Editing: Julia Martin Cover Illustration: Clyde Caldwell Interior Illustrations: Glen Michael Angus Art Direction: Dana Knutson and Dawn Murin Typesetting: Angelika Lokotz Research, Inspiration, & Additional Contributions: Robert L. Nichols & Craig Sefton Special Acknowledgment: Gregory Detwiler, Ed Greenwood, Jamie Nossal, Cindy Rick, Carl Sargent, Steven Schend, and the stories of Clark Ashton Smith & Edgar Allan Poe Campaign setting based on the original game world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLAYERS OPTION, and the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, and MONSTROUS MANUAL are trademarks owned by TSR, Inc.
    [Show full text]
  • Chronomancer
    OPTIONAL GAME ACCESSORY Chronomancer Credits Design: Loren Coleman Development and Editing: Matt Forbeck Additional Assistance: Jim Butler, Andria Hayday, Bruce Heard, Steve Miller, Roger Moore, Jon Pickens, Skip Williams, and David Wise Graphic Design: Stephen Daniele and Paul Hanchette Cover Art: Alan Pollack Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson Typography: Angelika Lokotz Production: Paul Hanchette Sample file ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc. BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1995 TSR, Inc. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI43147 Cambridge CB1 3LB USA United Kingdom ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501 le of Contents Introduction 3 Chapter 4: Chronomancy 39 Where This Belongs in Your Campaign .
    [Show full text]
  • Legendary Items: a Herol Follow-Up Carl Quaif 5: War Paintings in D&D Tosatt Earp 8: Some Enchanted Item - Greywand Erin D
    2: Editorial R. E. B. Tongue 3: Legendary Items: A Herol Follow-up Carl Quaif 5: War Paintings in D&D Tosatt Earp 8: Some Enchanted Item - Greywand Erin D. Smale 10: Deadly Wounds and Balanced Combat Erin D. Smale 15: The Bard: A Revitalized Class for the OD&D Game Geoff Gander, Marco Dalmonte, and Carl Quaif 27: Luigi's Symphony Geoff Gander 30: The Immortal Game Jesse Walker 33: Secondary Skills for OD&D Mike Stewart Editor: R.E. B. Tongue Cover by Enrico Penagila Interestingly enough, this is the third editorial I have had occasion to write for this issue. Getting this one out has been a long, hard slog – not because of shortage of material, but because of other problems. As far as I am concerned, these are now over, and I intend to make OD&DITIES my primary focus once again. In short, all will now be as it was, I hope. A little house news, first – OD&DITIES Twelve is scheduled for April, with a March release possible if I get material in. As well as the normal range of material that is found in OD&DITIES, there will be two themes in the next issue. The first will be, ‘Classes and Races’ – an assortment of new classes and races for OD&D. I had quite a bit of material of this type in, enough that I’ve decided to make a special based on this. The second will be ‘Your Keep’. This will be a collection of variations on the ‘Keep on the Borderlands’ that have been created over the years by various people – let’s get these in.
    [Show full text]
  • The Concept of Self and the Other
    Tel Aviv University The Yolanda and David Katz Faculty of the Arts Department of Theatre Studies The Realm of the Other: Jesters, Gods, and Aliens in Shadowplay Thesis Submitted for the Degree of “Doctor of Philosophy” by Chu Fa Ching Ebert Submitted to the Senate of Tel Aviv University April 2004 This thesis was supervised by Prof. Jacob Raz TABLE OF CONTENTS TABLE OF ILLUSTRATIONS................................................................................................vi INTRODUCTION...................................................................................................................... 1 ACKNOWLEDGEMENTS ....................................................................................................... 7 I. THE CONCEPT OF SELF AND THE OTHER.................................................................... 10 Introduction ............................................................................................................................ 11 The Multiple Self .................................................................................................................... 12 Reversal Theory...................................................................................................................... 13 Contextual Theory ................................................................................................................. 14 Self in Cross‐Cultural Perspective ‐ The Concept of Jen................................................... 17 Self ..........................................................................................................................................
    [Show full text]
  • Dragon Magazine Within the Last Cherie Knull Tually Has Been with Us Since Last October, Year
    January 1981 Dragon 1 Dragon Vol. V, No. 7 Vol. V, No. 7 January 1981 Publisher. E. Gary Gygax Editor. Jake Jaquet Assistant editor. Kim Mohan Good-bye 1980, hello 1981. And hello to a tain aspects of role-playing and the benefits Editorial staff . Bryce Knorr couple of new (and pretty, I might add, if I derived therefrom. He and his wife, who is Marilyn Mays won’t get accused of sexism) faces here at the typist and a behind-the-scenes collab- Sales & Circulation . Debbie Chiusano Dragon Publishing. New, or at least rela- orator, have been responsible for more Corey Koebernick tively new, to our sales and circulation de- than a dozen short articles and stories pub- Office staff . Dawn Pekul partment is Debbie Chiusano—Debbie ac- lished in Dragon magazine within the last Cherie Knull tually has been with us since last October, year. Roger’s name is on the alchemist and Roger Raupp but this has been our first opportunity to astrologer NPC articles in this issue, and in Contributing editors . Roger Moore formally welcome her in print. The most Dragon issue #44 he became the first Ed Greenwood recent addition to our organization is author to have two creatures featured in Marilyn Mays, added just last month to our Dragon’s Bestiary in the same magazine. editorial staff. Let’s hear it for the new kids This month’s contributing artists: on the block! With the start of a new year, it seems appro- Morrissey Jeff Lanners priate to reflect a bit on the past year and Roger Raupp Kenneth Rahman We’re also happy to welcome two other look ahead a little to the future.
    [Show full text]
  • Dragon Magazine
    May 1980 The Dragon feature a module, a special inclusion, or some other out-of-the- ordinary ingredient. It’s still a bargain when you stop to think that a regular commercial module, purchased separately, would cost even more than that—and for your three bucks, you’re getting a whole lot of magazine besides. It should be pointed out that subscribers can still get a year’s worth of TD for only $2 per issue. Hint, hint . And now, on to the good news. This month’s kaleidoscopic cover comes to us from the talented Darlene Pekul, and serves as your p, up and away in May! That’s the catch-phrase for first look at Jasmine, Darlene’s fantasy adventure strip, which issue #37 of The Dragon. In addition to going up in makes its debut in this issue. The story she’s unfolding promises to quality and content with still more new features this be a good one; stay tuned. month, TD has gone up in another way: the price. As observant subscribers, or those of you who bought Holding down the middle of the magazine is The Pit of The this issue in a store, will have already noticed, we’re now asking $3 Oracle, an AD&D game module created by Stephen Sullivan. It for TD. From now on, the magazine will cost that much whenever we was the second-place winner in the first International Dungeon Design Competition, and after looking it over and playing through it, we think you’ll understand why it placed so high.
    [Show full text]
  • DRAGONLANCE! Actually, the Name of the World Is Krynn
    Another world, another adventure. Another reality to explore, a thrilling new … library? A library, complete with the faintly musty smell of old tomes. Long tall stacks of books, scrolls, and tablets run the length of the chamber you find yourself in. Seated at a desk near the back of the chamber is a lone figure. He scratches away with quill and ink on a scroll, pausing only to wet his quill in a small inkpot and look into a crystal globe located to his left. “Astinus of Palanthas, Master of the Library of Palanthas and Historian of Krynn. He keeps a record of everything that happens here. Everything of note, at least. Most people think he’s immortal or some kind of god. No one seems to know for certain, though.” No one? Your Benefactor smiles one of those little smiles you’ve become so familiar with. “Well, maybe not no one. Maybe you’ll figure it out and tell me all about it?” Seemingly bored with that train of thought, your Benefactor turns away from you and runs their hands along the stacks. “So here we are: DRAGONLANCE! Actually, the name of the world is Krynn. Dragonlance is the title given to the intellectual property created, ‘created,’ by Margret Weiss and Tracy Hickman. So, if you’d like to take a minute to read up on what this place is about, now’s the time and here’s the place to do it. Or I can just give you the Chain’s Notes. Get it? Chain’s Notes? It’s like Cliff’s Notes, but … never mind.” “In the beginning was The High God and from the Beyond he called forth Paladine, Gilean and Takhisis, good, neutral and evil gods respectively.
    [Show full text]
  • Dragon Magazine #103
    D RAGON 1 18 SPECIAL ATTRACTION 48 UNEARTHED ARCANA additions and corrections New pieces of type for those who have the book 35 26 Publisher Mike Cook Editor-in-Chief OTHER FEATURES Kim Mohan 8 The future of the game Gary Gygax Editorial staff How well tackle the task of a Second Edition AD&D® game Patrick Lucien Price Roger Moore 12 Arcana update, part 1 Kim Mohan Art director and graphics Explanations, answers, and some new rules Roger Raupp All about Krynns gnomes Roger E. Moore Subscriptions 18 Finishing our series on the demi-humans of the DRAGONLANCE world Georgia Moore Advertising 26 A dozen domestic dogs Stephen Inniss Mary Parkinson Twelve ways to classify mans best friend Contributing editors The role of books John C. Bunnell Ed Greenwood 31 Reviews of game-related fantasy and SF literature Katharine Kerr This issues contributing artists 35 The Centaur Papers Stephen Inniss and Kelly Adams Robert Pritchard Everything two authors could think of about the horse-folk Larry Elmore Bob Maurus 58 The Wages of Stress Christopher Gilbert Roger Raupp How to handle obnoxious people and make it pay Tom Centola Marvel Bullpen David Trampier Ted Goff Joseph Pillsbury DEPARTMENTS 3 Letters 88 Convention calendar 93 Dragonmirth 4 World Gamers Guide 86 Gamers Guide 94 Snarfquest 6 The forum 89 Wormy COVER Robert Pritchards first contribution to our cover is an interesting piece of artwork and thats always the main factor in deciding whether or not to accept a painting to use. But Roberts choice of a title didnt hurt a bit.
    [Show full text]
  • An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
    Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978.
    [Show full text]