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Greyhawk!

Posted by The OligarchFor group archive 0
The Oligarch
GM, 1 post
Tue 17 May 2016
at 23:09
  • msg #1

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
The Oligarch
GM, 5 posts
The Boss
Greyhawk's Finest
Wed 18 May 2016
at 00:08
  • msg #2

Greyhawk!

The Watch

The Chain of Command of the Watch
Sental Nurev- Captain-General of the Watch
Derider Fanshen- Constable of the Watch
Negly Gasgal- Day Watch Deputy Constable (incompetent cousin of the Lord Mayor)
Garret Starlen- Night Watch Deputy Constable
Various Sgt-at-Arms
Various Junior Sergeants
Various Men-at-Arms

A standard patrol consists of 4-7 Watchmen, all standard men-at-arms with a 50% chance of it being led by a Junior Sergeant.

An Elite Patrol consists of 5-8 Watchmen, 1-2 Junior Sergeants, and led by a Sgt-at-Arms


The Uniform of the Watch

A pair of finely crafted black leather pants, red sleeves-less tunic with Greyhawk's crest (this tunic is worn over the Watchman's chain mail armor). See link below to look at it. Over this is worn a scarlet cloak. Cheers
The Oligarch
GM, 6 posts
The Boss
Greyhawk's Finest
Wed 18 May 2016
at 00:11
  • msg #3

Greyhawk!

Guild of Nightwatchmen

The Guild of Nightwatchmen supplements the City Watch in the hours of darkness. This guild is privately funded, largely by the church of St. Cuthbert but also by private citizens, shops, guilds, or temples that feel the need for extra security at night. The Nightwatchmen (being almost completely drawn from the followers of St. Cuthbert, and checked for lawful, nonevil alignment) have a superb reputation with everyone except criminals. They can detain criminals but have no powers of arrest, and so work closely with the City Watch. The Thieves' Guild was on the verge of open war with this guild long ago, but this was averted when the Thieves' Guild changed its own routines and became far less of a threat to and target of the Nightwatchmen. Now, thieves merely try to stay out of the Nightwatchmen's way, and a lot more gets accomplished.

The smallest unit of Nightwatchmen is an escort of one guildmember and one torchbearer. A guard unit consists of two guildmembers, a torchbearer, and a darkman. A street patrol has five guildmembers, two torchbearers, a sergeant, and a darkman, with a 33% chance of a cleric of St. Cuthbert (level 2-4).

The guildmaster is 73-year-old Sir Gavin Ambus once an officer in the Greyhawk Militia and an extremely popular figure in the city. His many connections with the most powerful and lawful figures around also cause the Thieves' Guild to simply lay lower than before instead of getting into a full fight with the Nightwatchmen. Sir Ambus lives near the Temple of St. Cuthbert.

There are many Nightwatchmen's guildstations located in various positions throughout the city of Greyhawk. There is a guildsation located in the High Quarter, Clerkburg, the Foreign Quarter, the Artisans' Quarter, and the Thieves' Quarter.
The Oligarch
GM, 12 posts
The Boss
Greyhawk's Finest
Wed 18 May 2016
at 04:05
  • msg #4

Greyhawk!

The Rhennee
The Rhennee, or commonly called The Barge-folk, are a race unto themselves. Clannish as any dwarf, the Rhennee keep to themselves and usually only deal with outsiders during trade, battle, or theft. These folk are most likely found upon their great barges as they ply the waters of Nyr Dyv, The Lake Of Unknown Depths. While a few belong to the land dwelling Attloi, a derogative term, but both call themselves The Rhennee or "True Folk". They hale from a land they name Rhop but whether this is another country or plane the sages cannot agree.

Each clan is lead by a Noble, Bargewright, or "Lord" who is usually the strongest or oldest male. A Rhennee Family consists of one or more barges and each barge contains an extended family. Many of these families make up a clan. Some estimate there are nearly 5000 Rhennee which ply the Nyr Dyv and her tributaries. Rhennee society is rich with intrigue as the court of any king. Alliances are constantly made and broken. Plans hatched and clans betrayed.

Though male dominated a few women rise among them. These women are known as Vetha or "Wise Woman" who can see the future and work magic. Some can even bring down great curses and thus they are both respected and feared.

The Rhennee of Greyhawk are usually found in and around the River Quarter. They are not really trusted by the locals and are often accused of theft or worse. Deverick's mother was a Rhennee and his father a honorary member of her clan.
This message was last edited by the GM at 04:11, Wed 18 May 2016.
The Oligarch
GM, 16 posts
The Boss
Greyhawk's Finest
Thu 19 May 2016
at 01:39
  • msg #5

Greyhawk!

The Mercenary's Guildhall

This sturdy "block" building is located on the corner of Horseshoe Road and the Processional. It looks more like a small keep than guildhall. Here sellswords and freestaves of all stripes can find a place to gather, pick up rumors, find employment, drink, and even bunk down for short periods of time. Folk in need of hire extra muscle or magic can contact the guild's quartermaster, Gelbrun Grobadore, a white-haired and gap tooth dwarf.

The guild's 10 Orb annual dues grants access to the guildhall with it's well stock bar and spartan bunkhouses (The Quartermaster allows the use of the bunkhouse for a few days only/ he wants adventurers not squatters!). The only rule is to respect each other while under the guildhall's roof. Fighting is prohibited. Doing so will get it's members banned for life. A good place to find employment, rumors , and even a good ale or beer.
The Oligarch
GM, 25 posts
The Boss
Greyhawk's Finest
Sun 22 May 2016
at 05:29
  • msg #6

Greyhawk!

The Merchants' and Traders' Union

The Guildhall of the Merchants' and Traders' Union is probably the most important economic center in the whole of the Flanaess. This union is one of general mercantile activity; members are merchants who do not qualify for membership in another guild (such as that of the Jewel­ers and Gemcutters, for instance).

The Guildhall is a massive structure incorporating a hostelry for visiting members, secure ware­housing for small, valuable cargoes (the union maintains several warehouses elsewhere in the city for the storage of large consignments), barracks for the union's own contingent of guards, shrines to both Zilchus and Xerbo, numerous offices and private meeting rooms, and large court­yards where the actual business of the union is transacted.

The Guildhall is open day and night, every day of the year, and from dawn to dusk the courtyards are thronged with merchants displaying samples of their wares, investors buying into trading expeditions, representatives from practically every city guild both buying and selling (many guilds invest their funds in speculative ventures), and moneylenders touting for trade. Trading ceases at sun­set. and the union uses the lull to catch up with the day's business—recording transactions, posting the day's prices (used to determine the tariff value of goods entering the city the next day), and (preparing for the next day's frenzied ac­tivity) checking the quantity and quality of cargoes consigned to the guild ware­houses. (Most large cargoes are con­veyed into the city by night, when the streets are less congested.)

The Guildhall and the day-to-day business of the Union are administered by Stimtrin Cannasay, the Dwarven Assistant Guildmaster, and all applications for membership or admission to the Guildhall are directed to his attention.

Ren o' The Star- Master of the Merchants' and Traders' Union

Ren is 94 years old half elf, 5'9" tall, and 180 lbs. A half-elf, Ren clearly takes after his father with black hair, up-swept eye­brows, pointed ears and a thick mustache. Ren was already a successful and wealthy merchant when he arrived in the Free City, and his wide geographical knowledge and elven connections made him a valuable recruit to the union. When Ren was eventually appointed Master of the union, one of liis lifelong ambitions was fulfilled.

Ren's main weakness is his gambling. Ren found little to entertain him in the Free City, and his taste for risk became overwhelming. Ren spends endless hours at the Wheel of Gold and will bet on just about anything. While Ren is wealthy, he has run through an incredible amount of money—much to the distress of his friends and his colleagues in the union. Already there are murmurs of discontent among the union membership.
This message was last edited by the GM at 13:38, Sun 22 May 2016.
The Oligarch
GM, 53 posts
The Boss
Greyhawk's Finest
Sat 28 May 2016
at 14:20
  • msg #7

Greyhawk!

The Slum Quarter

Once described as "dark n' dank" by a northern maiden, it is that and more. As the poorest quarter in the city of Greyhawk is is also the most dangerous. So dangerous in fact that the City watch patrols only its main thoroughfares in the daytime and will not enter it at night. Even the usually brave Guild of Nightwatchmen are loathe to enter this foul place.

Even more so than the Thieve's Quarter, its streets are narrow and unpaved which make them a muddy quagmire when it rains. The houses for the most part are merely shacks and the only thing that keeps them standing is that they lean upon one another for support. some are befret doors and their windows be mere openings to stop neither the foul stink of the place or intruders. There are a few businesses of note such as Stairnezh Stables and Fedroot’s Daggerarium, most shops sell second hand merchandise or stolen product for mere Commons on an Orb.

The main power group here is the Beggar's Union. Though many claim they are beholden to the Thieve's Guild, here in the Slum Quarter they reign supreme! Some say there is not a single rumor or narrow alleyway that is unknown to them. For a price they will act as guides to those brave enough or desperate enough that wish to travel within its confines. Gaspar, their Master, is a wiley and ambitious man. Some say that he wishes the Union to become the equal to its brother the Thieves'Guild itself. Only time will tell.

"Street Gangs" of The Slum Quarter

Another power group, they are bands of desperate youths, urchins, and orphans which often band together for there is safety in numbers. Though they vary in size, some, especially those sponsored by the Beggar's Union, can have two score in number. Most are young, some mere children and because of the brutal life they must lead, they rarely reach adulthood. These gangs are usually ill-equipped, carrying sharpened sticks or makeshift clubs. Some have wrested proper weapons from trespassers and unlucky travelers that ply the district. Some in time may afford daggers purchased in a legitimate fashion. The gangs rely more on numbers and swarm tactics than actual strategy and their leaders are usually the oldest, strongest, and/ or the toughest of their lot.
The Oligarch
GM, 63 posts
The Boss
Greyhawk's Finest
Thu 2 Jun 2016
at 02:30
  • msg #8

Greyhawk!

The Beggar's Union

Found in the Slum Quarter, this sturdy edifice, much like the Guild Hall Of Thieves, is surrounded by alleys and roadways. It is more of a blockhouse than Guildhall and looks like it could resist a siege. It is home to the Beggar Master, one Gaspar, and is the crowed lodgings of his many minions. It is wildly known that the beggars act as the eyes and ears for their brothers, The Thieves Guild. Yet, they will also gather information for adventurers themselves for a fee, which may be 5 orbs or higher depending upon the task. They will also offer themselves as guides, again for a price.

Gaspar, The Master Of Beggars

Gaspar has been the Master of the Beggar Union for some time now. His relationship with the Thieves Guild is good because he recognizes the charter that exist between the two and adheres to it completely. Any under his control that does not are turned over to the thieves or disappear forever. Gaspar is bald and heavy set being about 5 feet and 8 inches tall and weighing 220 lbs. He dresses in tattered and gaudy silks and faded finery. Gaspar appears like some nobleman from the far off Great Kingdom. The Master actually sits upon a throne and holds court each day. For all this Gaspar is no push over. He runs the Union with an iron fist and uses not only his minions but the Slum Quarter street gangs to enforce his will. If all else fails he can call upon the thugs of the Thieves Guild itself for aid.
This message was last edited by the GM at 03:07, Thu 02 June 2016.
The Oligarch
GM, 150 posts
The Boss
Greyhawk's Finest
Sat 2 Jul 2016
at 19:05
  • msg #9

Greyhawk!

The Marsh Gate

Farmers and fishermen who live near the Selintan use this gate most often, though the gate is the second least-used gate of Greyhawk. Wagon loads of waste are sent through here to be dumped at Garbage Hill. Adventurers heading for Castle Greyhawk leave the city by this gate, which is guarded by two standard Watch patrols and since waste is most often sent out the Beggar's Union usually use this gate as well. Gaspar is known to bribe Watchmen at certain gates to allow his beggars free access to all areas of the city.
The Oligarch
GM, 265 posts
The Boss
Greyhawk's Finest
Sat 30 Jul 2016
at 23:15
  • msg #10

Greyhawk!

The Wheel Of Gold

A well to do gambling house located in the High Quarter of Greyhawk City. The Wheel of Gold Gambling House is a fine building crafted with the finest stone and mayhaps by the finest dwarven masons it would seem. The five broad steps leads to the stout double doors of dark mahogany mayhaps all the way from the Amedio Jungle far far to the south. There is a small grate, about man-height, that would slide aside so those on duty upon the other side could see who wanted in before opening the door to allow one to come in. Inside the place is extremely comfortable with a small eating room and bar, a relaxation room, and a huge open room given over to gaming tables. The place is owned by the Mayor of Greyhawk, Nerof Gasgal. many important people stop by and Ren o' the Star is one of them.

The Slots

Roll 3d6, one roll only, the wager being made prior to the roll. The results on the table below:
1= LEMON
2= ORANGE
3= BAR
4= BELL
5= PLUM
6= CHERRIES

6-6-1 PAYS 2-1
6-6-2      3-1
6-6-3      4-1
6-6-4      5-1
6-6-5      6-1
1-1-1      4-1
2-2-2      8-1
3-3-3      10-1
4-4-4      12-1
5-5-5      24-1 (little jackpot)
6-6-6      36-1 (big jackpot)

Knucklebones

Each player wagers first. Then each rolls 2d6. The highest total wins the pot. Winner rolls first next round.

Rat Races
Four rats will be racing. The favorite is the fastest and underdog the slowest. Each pays different odds.
Favorite rolls 4d10 pays 2-3
The next fastest rolls 4d8 pays 2-1
The next fastest rolls 4d6 pays 4-1
The underdog rolls 4d4 pays 8-1
(The first rat to reach 35 wins!)

Twenty-one
GM will use the card deck in a PM with the player. Player wagers first. Playing against house, face cards are 10 points, number cards equal face value, aces can be 11 or 1. Winner gets to 21 or the highest without going over.
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