Grandmaster

GeoSinam

Member Since 1 Jan, 2024
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Summer Camp Prep 2026

Get your world and yourself ready for Summer Camp!

The Hawklands homebrew campaign has its roots in the Greyhawk fantasy setting from early Dungeons and Dragons lore. As a young DM (many decades ago) - I interpreted the "glosso-graphies" writing of the great sage Dr. Pluffet Smedger, which famously accompany A Guide to the World of Greyhawk as "Current Year One" - roughly CY 998 in game-time (full timeline in History of Hawklands ).

This "error in start-date" interpretation later had huge creative benefits, providing a campaign-wide historical gap to enable my own plot machinations & homebrew designs. So the Hawklands was born, with the new Welcome to Hawklands as the campaign players' central origins.

Interests & Hobbies

Noble Houses of Highfolk Meet the six great dynasties that define the city’s politics and pageantry — each with its heraldry, intrigues, and ancestral seat.

Highborn Noble Families

The Highborn

The Council


Law & Order From Barrie’s Guards to the Black Scorpion elite, explore how justice is kept — and occasionally broken — in the City of Highfolk.

Law Enforcement in Highfolk

The Law


Orders of Magic Study beneath the Seven Moons and uncover the mysteries of the Meridian, Eclipse, Pendulum, and Shadows.

Magical Orders of the High Vale

The Orders of Magic


Temples & Faiths Walk the Square of the Gods, meet the high priests of Pelor, Istus, Kord, and the Four Mothers, and witness miracles by moonlight.

Highfolk - Faiths

The Sun Dial Cathedral to Pelor the Sun Father

Wyrm Slayers’ Council Halls - Kord Temple

The Spindle Towers of Fate - Istus Temple

The Serenity Gardens of Jah-Rao

Telluride Moon Temple to Lendor

Shrine of the Four Mothers


Merchant Houses & Guilds Discover the Electrum Bank, Arnskull & Silvervein, Kroeg-Fogarty-Mixson, Gelmor, Drax, MiVain, Steelwolfe, and the hidden Waterworks Guild.

Trade Introduction: Trade in the Hawklands Highfolk

Merchant Houses of the Hawklands

Human Merchant Houses of Highfolk

Demi-human Merchant Houses of Highfolk

The Electrum Bank (Zilchus Consortium


Quarters of Highfolk Each district is a world of its own — from the River Quarter’s docks to the High Quarter’s marble halls — ruled by its Mayor and Constable.

Citadels, Keeps, Garrisons & Holds

Locations


The Vesve & Yatils Beyond the walls lie the whispering Vesve Forest and the storm-crowned Yatil Mountains — the twin frontiers shaping Highfolk’s destiny.

Highfolk & the Vesve Forest

Highfolk & the Yatil Mountains

Highfolk, the Vesve Forest, Shadowfell and the Feywild