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Old City

"It is labyrinthine alleys, shacks, boarding houses, and everything else"


The Old City encompasses both the Slum Quarter and the Thieves’ Quarter, two districts steeped in hardship, crime, and a storied past.

Once the heart of Greyhawk, Old City now stands as a crumbling relic of a bygone era. Within its walled confines, leaning tenements and makeshift hovels cling to the last vestiges of past grandeur. Though decay has taken hold, echoes of former glory remain—weathered noble estates, forgotten government halls, and an ancient bathhouse along the Processional, its monolithic sculptures whispering of an age of prosperity. Even Greyhawk’s infamous Thieves’ Guild calls these ruins home, operating from the remains of the city’s old City Hall.

South of the Black Gate, the district’s main avenue is a tangle of potholes, refuse, and neglect, a stark contrast to the wealthier quarters beyond its borders. Here dwell the working poor, the destitute, and those with nowhere else to go. Crime and corruption fester in the alleys, where survival often means compromise—or allegiance.

At night, Old City belongs to the desperate and the dangerous. Unlit streets teem with gangs, thieves, and beggars engaged in silent, shadowy dealings. The City Watch rarely enters and assumes anyone moving through Old City after dark is up to no good. Instead, private enforcers, hired by those who can afford them, act as the district’s only semblance of law, responding to cries for aid within 3d6 rounds—but only if the caller is under their protection.

True power here lies with the Thieves’ Guild and the Beggars’ Union, and any outsider hoping to survive, let alone thrive, must reckon with them.

Old City Locations:


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