Greyhawk!
(Under Construction!)
The Free City of Greyhawk
The City of Greyhawk, known as the "Gem of the Flanaess", is the largest Free City upon Oerth. Some say its the center of learning. Some say the its the center of the arts. Some even say that it is the center of trade. All roads lead to the great gates of Greyhawk! All would be right, for the city is one of the wealthiest and most enlightened cities in all the Flanaess. Located on the shores of the Selintan River just south of the great inland sea Nyr Dyv, Greyhawk is also a magnet for adventurers. Where freeswords and freestaves alike coming seeking coin and places to spend it. The city itself is broken up in many different sections or quarters. One section, named the Old City is actually sperated from the upper city. It is here that the poor and underprivillage live. It was the original site of Greyhawk was built upon many many years ago. For a better understanding of the city itself one must learn of the city's different quarters and what may be found therein.
The Old City itself is broken into two of the city's quarters.
The Old City
This maze of alleys, shacks, boarding houses, and everything else is the true soul of Greyhawk. Herein lie the city's roots, and herein also live its most volatile citizens.
The Old City, separated by the Black Wall from the New City, has taken on a life all its own. If the New City should suddenly disappear from the earth, the Old City would function much as before. The same cannot be said for the reverse. The Old City sees less of the City Watch than do its neighboring districts. Crime and misery are commonplace here, but so are gallantry and decency. Thieves control the bulk of the business ventures and other activities, but nowhere else is the proverb "honor among thieves" more in evidence.
The Nightwatchmen maintain two regular stations here, and many families devote a proportion of the precious incomes for the additional protection provided by the guild. And the Nightwatchmen in the Old city take their duties very seriously indeed--their fee is always money well spent. The City Watch patrols are scarce to nonexistent, but the Nightwatchmen usually respond quickly, but only when the alarm is raised by one of their clients.
The People's Constables are a major nuisance here during the day, nit-picking every possible weapons violation, subjecting disreputable-appearing characters to searches, and quoting an assortment of vague and obscure regulations. ( "And that'll be another two silver, oaf--you should know better than to blow your nose on the same street as waves the city banner! Be thankful I don't run you in!")
The balance of power in the Old City centers on the Thieves' Guild, which controls the major sources of income here, except for the Public Bath, which is owned by the city.
The Beggars' Union is a force to be reckoned with in the Slum Quarter, however, and the Merchants and Traders are also well represented in the Old City. The patrols of the City Watch move unchallenged here during the daytime, but at night two patrols always march together. Even then they remain on the lighted thoroughfares of the Processional, Caravan Street, and other major avenues. The border within the Old City between the Thieves' Quarter and the Slum Quarter is ill-defined.
The River Quarter
This bawdy district is centered around the great curving avenue known as the Strip. With its taverns, brothels, gambling dens, and worse, the Strip at night is a cacophony of noises, a shadowland of flickering torches and blazing lamps. And always, day and night, it teems with drunks and toughs, rivermen and cityfolk. Always there are many who fight at any implied slight, and never are there enough patrols of the City Watch to keep the peace. People's Constables are common during the hours of daylight, especially near the Cargo Gate. There these tinpot enforcers of law and order nab many people just off the river, before they have a chance to adjust to city life.
Naturally, adventurers love it here. Lodgings are cheap, and news from the world beyond is plentiful. There are numerous merchants and innkeepers willing to relieve a traveler of his heavy load of treasure. Behind the Strip the River Quarter is a mixture of boarding houses and warehouses. While much cargo brought up the river is stored on the wharf, many small warehouses are offered for rental here as well. Cargo moves quickly in the lively economy of the Free City, so a load generally remains in a warehouse only for a week or two.
The Coinage of Greyhawk
500 Copper Commons= 50 Silver Nobles= 10 Electrum Luckies= 5 Gold Orbs= 1 Platinum Plate
Days of the Week
Starday- Work
Sunday- Work
Moonday- Work
Godsday- Worship
Waterday- Work
Earthday- Work
Freeday- Rest
Months and Seasons
Months are 28 days long.
1 year is 12 months long- The Dozenmonth
The year is seperated into 4 parts of 3 months each.
There are 4 week long festivals throught the year:
Needfest- Midwinter
Growfest- End of Spring
Richfest- Midsummer
Brewfest- Fall and harvest festival.
Calender
Needfest
Fireseek- Winter
Readying- Spring
Coldeven- Spring
Growfest
Planting- Low Summer
Flocktime- Low Summer
Wealsun- Low Summer
Richfest
Reaping- High Summer
Goodmonth- High Summer
Harvester- High Summer
Brewfest
Patchwall- Autumn
Ready'reat- Autumn
Sunsebb- Winter
The Rulers of the City- The Oligarchs
The City of Greyhawk and its domain are ruled by a Directing Oligarchy, a group of technically coequal members who head various major interests within the city. The number of Oligarchs (also known as directors) usually varies between 12 and 18, depending on the political circumstances. Replacement of an Oligarch who dies or retires is not required. If a vacancy in the Oligarchy should be filled, the new Oligarch is chosen by vote of the current Directors. The Oligarchy meets every Starday during the year to cover business relevant to the City, the Domain, and themselves.
The Directing Oligarchy periodically elects a Lord Mayor among it's members to lead them. The election of a mayor occurs whenever the old mayor dies, retires, resigns, or fails a no-confidence vote consisting of a two-thirds majority of the Directing Oligarchy. Since 570 CY, Nerof Gasgal has been the Lord Mayor. So far, he has been one of the best.
The guilds of Greyhawk are all designed to protect and further the social and economic interests of their membership. While not all of the Free City's Guilds have been granted or have been made to maintain a monopoly on the services and crafts they provide, they can nevertheless present a united front to any form of competition and have a recognized degree of political influence with the Directing Oligarchy.
On the first days of Fireseek, Planting, Reaping, and Patchwall, the Grand Council of Greyhawk Guilds meets at City Hall. All the city's Guildmasters are required to attend (and must send deputies should they be unable to do so). This meeting is used to discuss petitions and legislation before the Directing Oligarchy that may affect the trade or business of one or more of the Free City's guilds, and allegedly serves the purpose of granting those city guilds not directly represented in the Directing Oligarchy a say in the city's government.
The Rulers of the City- The Oligarchs
Lord Mayor Nerof Gasgal
Derider Fanshen- Constable of the Watch
Sental Nurev- Captain-General of the Watch
Org Nenshen- Guildmaster of Thieves
Turin Deathstalker- Guildmaster of Assassins
Kieren Jalucian- Guildmaster of Wizards
Otiluke- President, Society of Magi
Ravel Dasinder- Patriarch of Boccob
Jerome Kasinskia- Patriarch of Roa
Ren O' the Star- Guildmaster of the Merchants' and Traders' Union
Laup Cobrun- Merchants' and Traders' Union
Carmen Halmaster- Merchants' and Traders' Union
Dernen Nathane- Merchants' an Traders' Union
Bodmi Hollardel- Guildmaster of Jewelers
Sir Anton Palmirian- Guildmaster of Lawyers and Scribes
Glodreddi Bakkanin- Inspector of Taxes