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The Wharves

The docks of Greyhawk lie outside the city walls, nestled below the noble mansions of the High Quarter.


Access to the city is controlled through two gates:

  • The Wharfgate (pedestrians only) leading into the High Quarter.
  • The Cargo Gate (for freight, livestock, and some foot traffic) leading into the River Quarter.

The wharves themselves consist of rickety wooden docks jutting into the muddy waters of the Selintan River. Due to a natural curve in the river, the deep channel allows seafaring vessels from Woolly Bay to dock easily. Numerous smaller docks accommodate riverboats from the Nyr Dyv, Rhennee barges, and pleasure boats of the wealthy.

The wharf district is a narrow, crowded strip, pressed between the river and the city wall. The High Quarter rises 100 feet above, creating a sheer bluff that is nearly impossible to scale without ropes or ladders. Atop the bluff, the city wall looms, standing as a formidable barrier.

Amenities are scarce here—only a few filthy taverns and roach-infested eateries serve the sailors and dockworkers. Instead, the landward side of the wharf is dominated by a continuous row of storage buildings, interspersed with a handful of residences.

Every 250 feet, a Cargo Inspectorate Office ensures the city's control over trade. These offices, staffed by four City Watch members and two Cargo Inspectors, remain lit and active even while the rest of the wharf sleeps. Inspectors appraise all cargoes over 50 gp, collecting the lucrative Cargo Tax before shipments enter the city.

However, bureaucracy moves slowly—obtaining an entry stamp can take 1d8+1 days, unless a well-placed bribe greases the wheels. Inspectors who receive a bribe greater than 1% of the cargo’s value suddenly become models of efficiency, cutting the wait time dramatically.

Beyond taxation, the inspectors act as de facto rulers of the wharf. City Watch patrols rarely intervene, leaving the inspectors to enforce order by their own brutal methods. In this lawless district, the right bribe can secure both passage and protection—but failing to pay may lead to unfortunate consequences.


Dockers' and Wharfmen's Union Hall

Located at the eastern end of the Dockway, this two-story structure serves as the meeting hall and stronghold of the local dockworkers' union. Once a respected organization advocating for fair wages, the union has recently become entangled in smuggling operations and other criminal dealings, though it carefully avoids direct conflict with the Thieves' Guild. Those who cross the union's leaders often find themselves facing "accidents" on the docks or mysterious disappearances, making this place a hub of both labor disputes and dangerous intrigue.

Snagtooth Shipbuilding

This large shipyard is the finest establishment for shipbuilding and repairs in the region, known for its quality craftsmanship and skilled labor. The business is owned by Brack Snagtooth, a notoriously grumpy but shrewd dwarf who also operates the Barge Inn in the River Quarter. Despite his rough demeanor, Brack is well respected—especially among other dwarves—though he is also known for his biting jokes at the expense of humans and elves. Interestingly, he is the only known divorced dwarf in Greyhawk, a topic he refuses to discuss.

Day-to-day operations are overseen by Fionor Clawhand, a former shipbuilder from Ratik and a masterful shipwright. Under his guidance, over forty workers craft and repair vessels of all sizes, making Snagtooth Shipbuilding the largest business outside Greyhawk’s walls. Fionor is a brilliant manager with a keen eye for detail, ensuring that every ship leaving the yard is of unmatched quality. While Brack often plays the fool, those who underestimate him soon learn he is far more cunning than he appears.

The Wharves Locations:


Temple of Xerbo and Osprem

Dockers' and Wharfmen's Union Hall

Pilots' & Seamen's Guildhall

The Free Traders office & warehouse

Temple of Procan

Snagtooth Shipbuilding

The Humble Ogre

Driftwood and the Old Dock

Malachai’s Wondrous Tea Garden



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