Greyhawk Player's Guide
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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.