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Greyhawk Locales > Maps & More.

Posted by DM HedgeknightFor group 0
DM Hedgeknight
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Mon 20 Jun 2011
at 23:16
  • msg #1

Maps of Greyhawk

Instead of posting a huge map of Oerth - and because the site won't let me upload a 3 mb map - here are some links to some excellent maps I found online.

Classic World of Greyhawk Map (clickable to zoom):
http://www.highprogrammer.com/...wk/map/supermap.html

Atlas of the Flanaess - maps by Anna B. Meyer - these maps are stunning!
http://www.ghmaps.net/

Living Greyhawk Maps - beautifully rendered!
http://www.orcwood.com/rpg/greathunt/docs.html
DM Hedgeknight
GM, 94 posts
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Tue 26 Jul 2011
at 13:54
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Re: Maps of Greyhawk


DM Hedgeknight
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Mon 1 Aug 2011
at 12:21
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Re: Maps of Greyhawk

Note to self > how to link a map/pic:

rpol uses the following script to place an image:


DM Hedgeknight
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Sun 23 Oct 2011
at 11:13
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Re: Maps of Greyhawk

The Free City of Irongate




DM Hedgeknight
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Wed 2 Nov 2011
at 00:13
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Re: Maps of Greyhawk

IRONGATE - DOCK QUARTER



DM Hedgeknight
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Re: Maps of Greyhawk


DM Hedgeknight
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Re: Maps of Greyhawk



Town Key 3 Weeks After Attack:

1. Castle Restenford - lost several guards in the battle
2. Fletcher - Pelo (Elf) - RIP
3. Store - Pheldman (Half-Elf) - RIP; Yelda (age 16), his grandson, survived.
4. Mason - Male, female, +3 children - RIP
5. Leather Goods - Male & female - RIP
6 & 7. Wine & Ale - Felcar & Reswald - shop burned, but brothers survived in cellar.
8. Armorer - Alton
9. Cobbler - Tello (Half-Elf) - RIP
10. Smith - Smyth - shop damage, but he survived.
11. Clothier - Male & Female - survived.
12. Bowyer - Perk (Elf) - survived.
13. Carpenter - Male - RIP; 2 children survived by running and hiding.
14. Falco's Tavern - Falco & Gap survived.
15. Mill - Male & female - survived.
16 & 17 - Abbey of Phaulkon - Qualton the Abbot, Almon the Curate, Hoirag the Priest (RIP), Krelar the Fighter/Adept, 8 Acolytes (5 RIP)
18. Guardpost - Colemack & Prellis (RIP); Halco - survived.
19. Inn of the Dying Minotaur - Geilcuff the innkeeper - survived
20. Tavern of the West Wind - damaged by fire; Zelma (RIP), Heather - survived
21. Pelitar's Home
22. Felix's home - mercenary - missing
23,24,25 - Warehouses - all three have guards; two RIP; one survived.
26. Welcar's home
27. Fish Dealer - Male, female, 3 children - survived.
28. Home - Widow - severely wounded; still in coma.
29. Fresh Food - Female & 3 children - survived.
30. Bait Shop - Zahrdahl - survived.
31. Priest's home - Yalta - badly wounded, but alive.
32. Old burnt guard station
33. Preserved Foods - Male - RIP
34. Baker - Male, female, 2 children - all survived.
35. Druid's home - Almax & Felwin (RIP); daughter Pia - survived.
36. Lighthouse - Male Gnome - survived.
37-40. Guardhouses - All guards dead in 37 & 38; others survived.

Fishermen's Huts: A to Z
Out of the 83 adults and 114 children, approximately 1/3 were slaughtered, eaten, or carried away; several of the children are still missing...
This message was last edited by the GM at 11:00, Mon 22 Oct 2012.
DM Hedgeknight
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Mon 14 Oct 2013
at 04:06
  • msg #8

Re: Maps of Greyhawk

Dullstrand
by Roger Moore


In the great library of the history of the Flanaess, the Dullstrand coast is usually a short, unremembered paragraph. This paragraph will be considerably expanded upon here.
The Dullstrand coast is more properly called "the Dullstrand" or "the Dull Strand," as "strand" actually means "shoreline," but popular usage since the founding of the only important town here has changed the old name for the coast into the name of the town alone. The popular usage is followed here.

The Dullstrand coast is a subtropical area of approximately 2,000 square miles in size that lies on the southwestern coast of the Flanaess. The coast is isolated from the rest of the Flanaess by the largely barren Hestmark Highlands along its western and north sides, facing the warm Aerdi Sea in all other directions. The land slopes upward to the west a few hundred feet to where it meets the Hestmark Highlands; the slope is gradual, and the area within a few miles of the coast is quite flat except for occasional hills (such as the artificial hills around Dullstrand).

This coast has served a peculiar function for many centuries because of its isolation, which is to offer refuge to those fleeing persecution in neighboring realms. The blessing of refuge, however, has considerable drawbacks. The mix of peoples, alignments, religions, and beliefs here leads to great social strain once population pressures build up, as living resources are limited. Sporadic outbreaks of fighting between long-established residents and new immigrants are quite common. However, this region's people have for centuries been surrounded by hostile neighbors of great power. With so many common enemies, immigrants old and new on the Dullstrand coast quickly settle into a tense neutrality, almost as unloving of each other as they are of the outside world. They must coexist or perish. The situation has been compared to that of an overcrowded lifeboat that never reaches shore, but continually picks up survivors from periodic shipwrecks.

History
As noted above, the Dullstrand coast has long been a haven for those fleeing the turbulent crises that have afflicted the southeastern Flanaess. Indeed, it may have served this function for over a millennium. Gray stone monoliths, much defaced by the elements, mark the locations of ancient Flan settlements along the shoreline in dozens of places. (The man-sized monoliths were apparently religious shrines.) The Flannae here were little more than fishers, goat herders, and gatherers, leaving nothing else of their presence behind; they were less advanced in many ways than Flan settlements elsewhere in the Flanaess. Several Aerdy explorers in the Great Kingdom's early days thought the Flan monuments were actually tomb markers, perhaps for great Ur-Flannae wizards or chieftains, but excavations revealed nothing of interest. These people faded from existence many centuries before the Invoked Devastation and Rain of Colorless Fire drove survivors of those western calamities into the Flanaess. Interestingly, it has been speculated that these original inhabitants might have fled to the coast here to escape domination and mistreatment by Ur-Flannae necromancers known to have lived farther north, where the Great Kingdom was later founded. Their lack of technical and magical advancement indicates they may have been transient refugees.
Eight or nine centuries ago, several malign Suloise clans passed through this region on their way south to Hepmonaland and the Tilvanot Peninsula. These clans were reduced to near-barbarism by their constant flight from the vengeful and more powerful Oeridians, who were outraged at the practices of the Suloise and desired no competitors for the fertile lands of this region. Some Suloise hid from pursuit in the Dullstrand region, where perhaps a thousand purebloods survive to this day on small, isolated farms scattered up and down the coast. All of these farmers are suspicious of outsiders, close-mouthed, and keep to themselves.
As the Great Kingdom grew in power, smugglers began to use the coast here to ship goods from the sea upland into the Hestmark Highlands to the County of Sunndi, evading the Overking's import taxes. Bandits and pirates often hid out in the vast expanses of tall seagrass, the small ships of the latter hidden by spells from Medegian patrols. In 199 C.Y., the government of Medegia laid claim to the coast here in hopes of gaining taxes from the local farmers and controlling local piracy, but found the inhabitants poverty-stricken and hateful, the land unsuitable for settlement, and the daring but brutal pirates more difficult to be rid of than previously thought. Despite Medegia's claim over the coast, the Censor was unwilling to spend large sums of gold enforcing his rule here. Except for naval patrols and a few mercenary actions, Medegia ceased to exert any influence here after 245 C.Y.
A widely copied Rauxes map dating from 211 C.Y. gave this region the unassuming title of "The Dull Strand." The map was drawn by a cartographer noted for his dry humor; perhaps he knew of the region's unsavory reputation, despite its unremarkable look, and gave it the "dull" title as a private joke. One particular inlet here became a permanent base for pirates and smugglers alike about the year 250 C.Y., as the smugglers could follow a minor watercourse entering the inlet up to a little-known pass through the Hestmarks into Sunndi. The settlement at this inlet grew and soon took on the name of the coast itself: Dullstrand. From this point onward, the coast was effectively independent, though no formal declaration of this has ever been made.
The town of Dullstrand quickly developed a cosmopolitan character unlike that of the surrounding farmlands. No humanoids were tolerated, as many immigrants well remembered the atrocities committed by the orc armies that drove the immigrants here. However, Dullstrand's Oeridian and mixed-blood humans and demihumans (a handful of high elves and gnomes) developed a grim spirit of cooperation in resisting intrusions into "their" land. The constant presence of disguised Aerdy spies, assassins, and bounty hunters, all seeking fugitives from northern justice, led to the custom of never asking a visitor questions about his or her past to avoid public identification. Most conversation is indirect, limited to minor events of the current day or the weather, and lacking in emotional tone. Townsfolk greet visitors with blank stares, turning back to their business as soon as possible--with careful and suspicious looks back, of course.
DM Hedgeknight
GM, 1091 posts
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Sat 19 Oct 2013
at 04:27
  • msg #9

Re: Maps of Greyhawk

Map of DULLSTRAND




DULLSTRAND (Map Key)

A. Temple of Procan – High Priestess Teanah Stormbrow

B. Dock Register – Zugo, Captain of the Docks (Duergar male)

C. Money Changer – Cooper Tuck (human male); defrocked, but jovial priest; most folk don’t trust him with their money.

D. Fish and More – Crusty (human male) – nice seafood eatery; good and cheap.

E. Screamin’ Demon – Marty (human male) – Hobgoblin guards; decent food, not too rowdy; “Duril” – ½ Orc bouncer.

F. Mort’s Meats – Mort (Minotaur male) – usually has just about any meat you can imagine; always has a cauldron of stew with the “mystery meat” of the week; meticulous and alarmingly neat and clean, almost obsessive.

G. The Open Door – Bishop – ½ Ogre priest; Samah and Trell (human male acolytes). Bishop pays tribute to no one, not even Baron Darke! He is well-liked and respected for his stance and station in life. The temple is an “open” shrine to all deities regardless of race or alignment. Bishop believes and practices freedom of religion, and woe to anyone who comes to his temple to do otherwise. No one in town knows exactly who Bishop privately worships.

H. Homer’s Woodworks – Homer (human male); Sharmin and Sheila (human females); Homer runs a popular woodworking shop with the help of his two teenage daughters. Makes beautiful furniture and other simple items too. Pricey, but worth it. Imports woods from all over the coast.

I. Cecil’s Armory – Cecil (human male); Hobgoblin assistants. Makes decent materials, shields, and occasional weapons; a bit pricey.

J. The Rusty Rudder – Belko Merryman (human male)

K. Jailhouse – Jarvis – ½ Orc; Orc jailers; loyal to Baron Darke and Zugo; both frequent the jail.

L. Barnes Swap and Shop – <s>Slade and Gabra Barnes (human commoners); Ogre guards. Slaves are always “attainable.” </s>

M. Pearlintle’s Pride – Omar Pearlintle (human male); Boris and Karl (human male guards); sells about anything you want, plus some unusual items too.

N. Kurt’s Tavern – Kurt (human male); his war dogs guard the place; very popular tavern, always crowded.

O. Fest hall – This spacious building is open to the public to rent for banquets, parties, secret meetings, public trials, town meetings, etc. Rent for the day is 2 gold or by the hour for 5 silver; owned by Brigsley.

P. Abandoned wizard’s tower – once the home of Velidos Waterwalker, Warden of the Waves. It is a vine-covered, black-stone tower and manor house. Rumors abound of fearsome magical traps and guardians that patrol the abandoned residence. Velidos’ treasure and arcane magic is said to be hidden in the tower.

Q. Tattoo parlor – Sid (human male) – specializing in just about any type of tattoo, brand, piercing, scar, etc.

R. Corel’s Tannery – Corel (Goblin male) w/ Goblin assistants. Corel does good business here; even has some human customers. It is well known that he pays protection money to Baron Darke.

S. Guard Station – Sgt. Grell (Human male); 8 human guards; stops all traffic coming across the bridge regardless of their intention.

T. Gambling house – Lazzarios (Human male); Hobgoblin guards; opens at sunset and closes at sunrise – it’s a den of thieves and cutthroats who are ready to spill blood over dice, cards, and other games from dog fighting to cock fighting to actual gladiatorial fights. Lazzarios has grown rich (and fat) from countless sailors and is said to be magically protected from assassination.

U. Doby’s Place – Doby (Orc male); Goblin servants. A seedy bar that caters to Slab Town residents and pirates. People are known to “disappear” here.

V. Burned building. This was once the establishment of Leland Stouthand, a merchant of some importance. Leland was a fat, lazy man who delved into the dark arts of magic and was finally consumed by them. He conjured an evil entity, making dark promises power. When the evil one came calling, Leland was unable to deliver his side of the bargain, so the evil one exacted his own brand of justice. Locals say the burned out building is haunted with Leland’s ghost and use the story to frighten their children.

W. Empty building.

X. Vulture’s Roost – “One-Eye” Joe – ½ Orc; “Puke Breath” (the vulture); Orc bouncers; another nasty dive that serves watered down swill; fights break out here regularly.

Y. Empty building.

Z. Goole’s Ale House – Goole (Goblin male); Hobgoblin bouncers. Goole runs a fairly peaceful place and is always alert for trouble. Serves cold amber ale.

1. The River and the Willow – Actually this is just a wide creek resulting from a small waterfall and run off from various small streams. The water is murky due to the swamp and seepage through the cliff face; usually slow moving except for heavy rains. The ancient willow is 300 years old; planted by Beorn Thorrson, first "lord" of Dullstrand.

2. Brigsley’s Manor – Brigsley (human mage); Rex (human guard); 6 human servants; probably one of the wealthiest men in town. His manor is a beautiful house and square tower. It is well guarded too, because Brigsley often entertains important merchants and visitors. He owns several rental properties in town and is always on the look out for an investment.

3. The Armory – Termon (human blacksmith) – outfits all the guards of the Keep; rarely sells outside the walls, but will buy off of Zugo.

4. Private home.
5. Private home.


6. Wild Tour Outfitters – Reese and Sylvia Holden (humans); Ross, Judy, Bert, Sonny (their children); this is a new business owned and operated by the Holden family. Offers guided tours into the mysterious caves behind the town, whether for adventure, sight-seeing, or treasure hunting. A few guests have been “lost” in the tunnels and written off as “unfortunate accidents”; all guests sign a waiver of responsibility.

7. Carmen’s Candles – Carmen (human (?) female); sells a variety of candles and other items that provide light, including magical stones. Her son, Tim, helps her run the business.

8. Lilly’s Buns – Lilly (human female); bakes bread and cakes for sale throughout town; popular with ship captains who put in regular orders for her biscuits.

9. Wilton’s Rest – Sam and Martha Wilton (human couple); runs a nice bed and breakfast that caters to more upscale visitors.

10. Empty building for rent – see Brigsley.

11. The Broken Quill – <s>Drummond (human male) – copies scrolls, important documents, letters, etc. for a fee. Also trains children (and adults) in their letters. Employs four youth of the town to help with the work load and to make deliveries.</s>

12. Sweet Spot – Darbo and Julia Sugarfoot (Halfling couple); young couple that loves sweets of all kinds: chocolates, gum balls, taffy, hard candy, etc. Very popular for their erotic, bawdy creations. *New baby!

13. Salty Dog Pub – Velma – ½ Elven female bard – a fun little place that caters to mostly Old Quarter folk, but sailors are welcome too, and stays active from sundown to sunup. Excellent reputation for food and great music.

14. For Ladies Only – Millicent (human female) – this clothing and cosmetics store is something special for the ladies of the town, particularly the escorts from Dolly’s (who shop at a discount). On rare occasions, some of the females from New Quarter visit (in secret, of course). At any time, patrons may find a dozen or so cats on the premises. Her “pet” tiger – Rogar – discourages any thieves, while her life-companion – Sparkle (female ½ Drow) helps her run the shop (when she isn’t working at Dolly’s). Most of her regular customers call her “Kitten.”

15. Dolly’s Den of Delights – Dolly (human (?) female) – this old-fashioned brothel brings a lot of coin into Dullstrand and Dolly treats all her girls, and their clients, very well. Dolly is beautiful and has several suitors who call upon her; she rebuffs them all but does enjoy their company. Her girls are beautiful and exotic too. She employs about 15-20 girls, but only 10 are on call at any given time, except for special occasions. The services at Dolly’s vary in price and arrangements – massage, bath, dinner, dancing, escort for the night, girls for parties, special entertainment, etc. You name it and Dolly’s girls can handle it. Two rules exist here: no fighting and no humanoids (orcs, goblins, hobgoblins, ogres, etc) allowed. There are six guards on call at all times, captained by Valkan (human male), a tough brawler who isn’t afraid to kill anyone who disrespects Dolly or her girls.

16. Love Potion #9 – Wandaleene (human (?) female) – This is THE place to find just about any type of potion, miracle remedy, good luck totem, etc. Wandaleene is an aging, yet attractive woman who practices many types of magic; folks come to her (usually in secret) for her special “formulas,” or secret “recipes.”

17. Empty building for rent – see Brigsley.

18. Holliday’s Herbs – Rufus “Doc” Holliday (gnome male) – Doc Holliday is the resident herbalist and most folk come to him for minor aches and pains. Rumors abound that he and Wandaleene are lovers.

19. Boarding house.
20. Boarding house.

Most of the other unmarked buildings serve as warehouses, private residences, or rentals.
This message was last edited by the GM at 17:50, Tue 04 Aug 2015.
DM Hedgeknight
GM, 1092 posts
Old-timer
Rules-lite DM
Sat 19 Oct 2013
at 04:45
  • msg #10

Re: Maps of Greyhawk

DULLSTRAND
(What You Know About the Port Town)

Dullstrand has been governed by a Thorrson for as long as folks care to remember. Beorn Thorrson, a renowned pirate and slaver, sailed into this port town about 300 years ago, and decided to stay. Other ships began porting here and trading, so Beorn “retired” from pirating and set himself up as “lord” of the town. Dullstrand became (and still is) known for being a place where the less savory side of life is embraced. Men of “business” could always get a “fair deal” in this little port town and that’s the way the folk liked it. And for nearly 300 years, the town has pretty much stayed the same.

In the past five years, things have slowly begun to change. Lord Dane Thorrson, a direct descendant of Beorn, began disappearing for weeks, sometimes months at a time. Then roughly a year ago, on a dark and stormy night, he disappeared for good, and suddenly Dullstrand had a new lord and overseer: Baron Darke. Since the Baron’s arrival, the town has grown and the folk have been made wealthier for it. However, Dullstrand has also seen a steady rise in dark dealings with even darker folk – more worrisome and troubling than the old-time residents ever remember. “Was a day when a man could earn a decent living and support his family. A day when pirating and slaving was just a way of life – but no more! The Baron changed all that! Don’t know what the world’s a coming to!” (Favorite quote by Crusty, retired pirate.)

With the Baron’s influence, the darker side of life has moved into town, essentially dividing it in half – Old Quarter (or High Town as some call it) is where many of the “old-timers” live and work; New Quarter (or Slab Town as it is called by true citizens) is where the humanoids reside – orcs, goblins, and even darker folk. In Slab Town anything comes and goes and business remains brisk and sometimes deadly. It is said that Baron Darke has his claws in just about every deal in town. His men/spies are everywhere. He controls the docks through the dock registrar, Zugo – a dark dwarf (duergar) with even darker contacts. Rumors abound in town of folk disappearing or suddenly shutting down and leaving for another port. Slaves come and go, but many simply vanish, never to be seen again.

Old Quarter folk are nervous and restless and are waiting for the right time to mutiny – literally! They have requested meetings with Baron Darke, through their spokesperson, Brigsley the mage, but have not yet been granted an audience. The Baron is always too busy or otherwise indisposed. But, with the influx of evil humanoids, the Old Quarter citizens are angry and are praying for a change to come, a “cleansing” of the town they know and love.

The town is polytheistic – many gods are worshipped or at least venerated here. There is only one major temple – to the Storm God, Procan - and it is on the cliffs above town. And “open” temple is located in town and serves just about anyone…or anything. Most townsfolk placate Procan for their livelihood, but venerate other gods privately.

Slaves are business and business is good. Even some of the folks of High Town own slaves but it is known that slaves in the Old Quarter are not abused and adjust fairly well to their captivity. Slaves bought for Slab Town or for the Keep, however, are another matter.

People, Places, and Things (and not necessarily in that order):

Pirate Point overlooks the town to the east – this old, abandoned lighthouse is said to be haunted with the ghost of its builder, Jacob Greene – the notorious and infamous Greensleeves the Pirate. Jacob died nearly 75 years ago, but on the anniversary of his death, and even at random occasions, the beacon in the lighthouse shines forth into the dark of night. Locals say the light is to summon Jacob’s soul from the underworld, but hell won’t let him return!

The abandoned tower and manor of Velidos Waterwalker (bldg “P” on the map) has been boarded up since his mysterious disappearance some 50 years ago. The great sea mage was last seen battling an evil wizard (some say a lich) who was riding a skeletal bat steed. Velidos is said to have met the wizard in the air over the town where both were consumed in a blinding flash of energy. High Town prays that Velidos will one day return and bring some balance back to the strand.

The Great Willow (#1 on the map) that stands alone at the base of the waterfall is nearly 300 years old. The seedling was planted by Beorn Thorrson and is now a huge, spreading tree – a sentinel that guards the town. Lovers often rendezvous under its boughs and secret messages are said to be carved into its ancient trunk or hidden in its branches. True citizens believe that should the willow ever fall, Procan will cause the sea to rise up and swallow the town.

Nearly 150 Gnolls, led by Brutok, a Gnoll Ranger, have controlled the mesa above Dullstrand for the past five years. They constantly skirmish with The Bloody Horns, an Orc tribe that resides in the hills a few miles to the north. Occasionally, gnolls venture into town to trade, gamble, or purchase slaves.

The wild Halfling tribesmen of the marsh and the Lizardfolk have embarked upon peace talks. Sleeztak, the Lizard King and Burly Webtoes, the Halfling Dane, are said to be meeting regularly about trade and travel through their homeland. Also, it is rumored that Baron Darke’s men are having clandestine meetings with King Sleeztak, but to what end no one knows. It is a rare thing to see one of the Lizardfolk in town; rarer still to see the reclusive Halfling tribesmen.

The Rock of Woe is a small island just off the coast below the temple of Procan. Offerings and gifts are often placed here to placate the Storm God. It is well known that slaves or captured criminals are often left on the rock as well – some say for sacrifice to an evil undersea deity; some say for punishment. Either way, no slave or criminal has ever been found alive after being sentenced to the Rock of Woe.

Darke Keep has been the governing seat of the Thorrson clan since the town was founded. Baron Darke changed the name and the magnificent stone keep has certainly become more dark and menacing. Guards regularly patrol the grounds and the main roads of town. The Baron has three confidants that speak for him, deliver messages, and exact the Baron’s justice: Kazan – a huge Orc fighter with a bad temper; Razor – an Elven rogue who is merciless and evil; and Vanderstout – the Baron’s closest friend; the folk in town refer to him as “the Professor” but never in his hearing.
This message was last edited by the GM at 13:57, Sat 19 Oct 2013.
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