Greyhawk City.
City map:
https://drive.google.com/open?...VmA_eUcCb95XXWalrJSa
Surroundings:
https://drive.google.com/open?...u9PUzRY4JSHUxexrCNv1
The city and its lands lie in the heart of civilised Oerth. The barren slopes of the mysterious Cairn Hills loom to the north of the city, within sight of the high walls. The placid expanse of the great river Selintan meanders past Greyhawk's bustling wharf region, giving the city its primary claim to strategic significance, for it lies upon that waterway between the great lake of Nyr Dyv to the north and the broad surface of Woolly Bay and the Azure Sea to the south.
Greyhawk has long been a beacon for men and women of learning, or great faith, or high magic. Such people of power often seek the companionship or acceptance of equals. Thus the city has provided for them a focal point and gathering place. Many are the mages who study for a decade in Greyhawk before embarking on an adventuring career that might span half a century. In the twilight of their lives, such wizards often return to the place of their training.
Adventurers are also drawn to the city. The nearness of the great ruin, Castle Greyhawk, has proven to be the most irresistible draw to treasure-seeking bravos ever discovered.
The city contains all sorts of people. About 80% of the city's population are native Greyhawkers, with another 14% humans from about the Nyr Dyv, Rhennee bargefolk, barbarians from the north or the wild coast, and those from farther afield. The result is a thriving city with room for all sorts of individuals. It is a city with rules, no more or less corrupt than any other major centre, but for those who can learn to live within its rules, it is a city of unparalleled opportunity.
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War !
History and other info :
https://drive.google.com/open?...YIFAvCjqdBWJvIn72jdz
World map:
https://drive.google.com/open?...ZNZ0hg218Y85H2mu0SEj
For almost three long years, as 584 CY drew to a close, the nations of the Flanaess had schemed, murdered, and warred against each other until nearly all sides lay bloody and beaten. Proposals for a great peace treaty gained rapid acceptance in many quarters, aided by the persuasive whisperings of the agents of the Scarlet Brotherhood. In the month of Harvester, 584 CY, in the untouched Free City of Greyhawk, countless ambassadors assembled to inscribe their names on the treaty at the Day of the Great Signing. It very nearly didn’t happen. Magical scrying and the strenuous efforts of sages have not availed to give the full story of what happened that day. All that is known for sure is that, within the Grand Hall where the treaty was to be signed, a fierce magical battle erupted and spread havoc through the Old City. Afterwards, two members of the famed Circle of Eight, the great mages of Greyhawk, lay dead; Otiluke and Tenser were no more. Their magical clones likewise shrivelled and perished, and their own bodies could not be resurrected. It is also known that Rary of Ket, another Circle member, was last seen fleeing with Lord Robilar into the Bright Desert, and that Rary had turned traitor and had slain his old friends. Why this is, is a tale yet in the telling. A sideshow to the main event, to be sure, but one that still shook Oerth. Despite this, the treaty was signed and the Greyhawk Wars drew to a close. The Pact of Greyhawk ensured peace-of a sort.
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Recent changes in Greyhawk.
One major physical change occurred right at the end of the war, when the mysterious magical debacle preceding the signing of the Pact of Greyhawk led to a sweeping conflagration affecting areas of the Old City. The Great Hall of the Thieves' Guild was damaged by the fire, but its magical defences prevented major catastrophe.
The Rhennee bargefolk are regarded with increasing suspicion by most Greyhawkers. It is widely believed that at least some of them are in league with Iuz, act as spies within the city, and attack shipping on the Nyr Dyv with the aid of vessels Iuz has captured from the Shield Lands.
Nearly ten thousand people fled to Greyhawk during the wars, for a variety of reasons. Nearly half the influx has been Nyrondese who have abandoned their impoverished and threatened land, as well as refugees from Furyondy and Urnst. A minority of these people do not present a problem since they are skilled artisans, scholars, scribes, mages and suchlike. Some create political problems for the authorities by their very presence and activities; but, more generally, the bulk of unskilled and semi-skilled refugees has created social tensions in the city. Overcrowding of the poorer parts of the city (River Quarter, Old City, Foreign Quarter) has bred disease, conflict between national groups, and worse. Native Greyhawkers blame the refugees for a long list of problems including stealing their jobs, crime, and much else of what goes wrong in their day-to-day lives.
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City of Greyhawk Notable Locations.
High Quarter
Mansion of Count Reichart Petrides
House of the Knights of Holy Shielding
Lord Henway's Manor and Menagerie
Aaron Strachan's House (Furyondy ambassador)
Wheel of Gold Gambling House
Patrician's Club
Estate of Lord Silverfox
Royal Opera House
The Lord's Tomb
Villa of Fioranna Aielestriel
City Guard Barracks
Watchhouse / Courts / Gaol
Wizard's Guildhall
Lord Mayor's Palace
Org Nenshen's House
Jallarzi Sallavarian's House
Glodreddi Bakkanin's House
Garden Quarter
City Botanical Gardens and Well
Otto's House
The Nymph and Satyr
The Sacred Temple of Saint Cuthbert
High Tower Tavern and Hostelry
Star of Celene
City Watch Station
Gold Dragon Inn
The Grand Theatre
Temple of Pelor
The Golden Phoenix
Temple of Zilchus
Chapel of Fharlanghn
Sanctum of Heironeous
Clerksburg
Grey College
Great Library
Old Mill
The Black Dragon Inn
Jewelers' and Gemcutters' Guild
University of Magical Arts
The City Mint
New Mill and The School of Culinary Art
The BardSchool
Bridge of Entwined Hearts
The Savant
Free City Arena
City Watch Station
The Roc and Oliphant
University of the Flanaess
Guild Station of the Nightwatchmen
The School of Clerkship
Gnarleyhouse
Artisans' Quarter
Guildhall of Architects and Stonemasons
The Fat of the Hog
City Watch Station
Guildhall of Carpenters
Guildhall of Performing Artistes
Guildhall of Leatherworkers, Weavers, and Tailors
Fruit of the Mill
Low Market and Bazaar
Foreign Quarter
Mercenaries Guildhall
Silver Dragon Inn
Sages' Guildhall
Moneychangers' Guildhall
Blue Dragon Inn
City Workhouse
Duke Garand's House
The Pit (gladiators)
Cartographers' Guildhall
City Watch Station
Translators' Guildhall
Red Serpent Restaurant
Guildstation of the Nightwatchmen
Burrow Heights
River Quarter
City Watch Station
The Green Dragon Inn
Low Seas Tavern
The Wizard's Hat Inn
Guildstation of Nightwatchmen
Tarnek McGloogan's Warehouse
The River Rat
Temple of Pholtus
Establishment of Selczek Gobayuik, Undertaker
Tomas Ratek's Warehouse
Barge Inn
Temple of Rao
The Silver Garter
Temple of Trithereon
House of the Mage Otiluke
Old City
Turin's Servant Agency
Whitehorse Inn
Old City Watch Station
Merchants' and Traders' Guildhall and Livery
Madame Serena's Fortunetelling
City Slaughterhouse
Guildstation of Nightwatchmen
Gold Digger Tavern
Brass Dragon Inn
Chapel of Olidammara
Shrine of Beory
Old Mother Grubb's House of Fortune
Public Bathhouse
Temple of Xerbo
Common Crypt
Millrose Brewery
Madame Zaccaruso's Rooms For Rent
The Great Burn
Zorbo's House of Fun
Devin Halfhock's Pawnshop
The Great Hall of the Thieves Guild
Black Orchid Boarding House
City Depot
Gritch Hariad, Jeweler
The Hanged Man Inn
Esteemed Chapel of Norebo
Pawnbrokership of Vesper
Mama Esther's Bakery and Boarding House
Slum Quarter
Caravan Warehouse
Stairnezh Stables
Guildhall of the Beggars' Union
Temple of Ralishaz
Assassins' Guildhall
Garraldson's Locksmithy
Dragon Turtle Tavern
Left Hand Inn
Fedroot's Daggerarium
Chapel of Ulaa
Other Places of Interest
The Citadel (north-eastern section of city)
The Gates between sections of the city
Stone Circle (rock formation outside city)
Rhennee Barge-people along the river edge
Surrounding farms / towns / settlements
Hills / Mines to the north
Plains / Towns to the south
Swamp to the south-east
Gnarley Forest to the south-west
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The start of the game will find the characters at, or near, the Blue Dragon Inn, in the Foreign Quarter of the city. The Inn is a two-storey building with a tavern and restaurant on the ground floor, and rooms for rent on the the upper level. Many rooms have small balconies overlooking the bustling street below.
The owner of this inn, Felipe Namarhz, doesn't have a lot of originality, but he knows what he likes. He likes the Silver Dragon Inn. He set out to copy the Silver Dragon in every way possible, from the appearance of the building to the contents of his menu. He has succeeded in every aspect save one: quality. The Blue Dragon Inn is indeed a poor sister to the grand establishment of the nearby Silver Dragon. For this reason prices for meals and overnight lodging are fair at the Blue Dragon Inn, but the service is terrible.
Blue Dragon Inn staff :
Owner and Barkeep :
Felipe Namarhz, Human male. Portly and jolly.
Chef :
Kansik, Female Half-Orc. Muscular and grouchy.
Waitresses :
Sleega and
Grooga, Kansik's “beautiful” daughters. Grouchy.
Donatel, female human. Friendly !
Cleaner :
Olmar, half-elven male. Slender, quiet and wise.
Bouncer :
Veith, dwarven make. Muscular but lazy. Often drunk.
It is early evening of 15th Planting, Starday, 586CY. The morning was cool but the day was warm. The skies are partly cloudy. The street is somewhat muddy from rain earlier in the day.
Calendar :
https://drive.google.com/open?...vJxXveTAM5W_Ybz3q3YC
Another map :
https://drive.google.com/open?...AltFHuIq4qPH52vriQDF
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We will use different colours for character speech and dice rolls.
Example :
“Aye ! That sounds like a good idea”
Bhelmyr Godstouched rolled 8 using 3d4. Starting gold.
If you believe your character's actions will warrant a dice roll, like a perception check or attack roll, go ahead and make the rolls.
Make an attack roll, and a damage roll, or whatever rolls you think are necessary, to keep things moving along.
This message was last edited by the GM at 08:40, Wed 27 June 2018.