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City of Grehawk Overview

In the earliest period after the Baklunish-Suloise wars, Greyhawk was established as a trading post on the Selintan River, where it took advantage not only of the river traffic, but also the east-west land routes along the southern coast of the Nyr Dyv as well. The trading post soon grew into a village, growing fat on taxes on merchants passing through, as well as the ingots of silver constantly being recovered from tombs in the nearby Cairn Hills. A castle was built, and a petty noble declared himself Landgraf of Selintan. The Landgraf’s son, Ganz, was wed to the female heir to Hardby (herself a powerful sorceress), and the combined realm flourished.

Eventually, their domain passed to their descendant Zagyg Yragerne (the so-called “Mad Archmage”) around 375 CY, who was determined to turn the thriving trading town into the “Gem of the Flanaess,” and who also caused the massive Castle Greyhawk to be built, along with its seemingly-endless dungeons and labyrinths. After a long reign in which he seemed not to age, Zagyg disappeared mysteriously, and his castle, thought to be cursed, was abandoned and left to ruin.

In 498 CY the city declared its independence, but in the intervening years has lost many of its outlying lands; Hardby is once again an independent state, the Gnarley Forest is ruled by its woodsmen, and its former lands in the northern Wild Coast are once again independent.

Several years ago, treasure both monetary and magical began to be discovered in the ruins of Castle Greyhawk, and the influx of wealth once again turned around the city’s fortunes.

City Government

The Free City of Greyhawk is ruled by a council called the Directing Oligarchy, made up of sixteen coequal rulers. This council elects its chief officer, the lord mayor—a position currently held by a human Spy Master (Lawful Neutral) named Nerof Gasgol. The other directors include the captain-general and constable of the City Watch, several guild masters, priests of Boccob and Rao, the inspector of taxes, and a few influential magic-users with ties to politically active secret societies. Several of these directors represent criminal or unsavory interests, including Nerof Gasgol himself, who achieved his position and wealth as the owner of a notorious gambling den.

City Watch

The City Watch is a standing garrison of some eight hundred Guards and Veteran Warriors. Bolstering these defenders are Mages from the city’s Guild of Wizardry, as well as Priests from local temples.

The captain-general and constable of the City Watch are stationed at the Grand Citadel.

City Walls

A 30-foot-high stone wall winds like a snake around the city. Two other walls, identical in height to the outer wall, separate the city into its three great sections. Access to the wall tops can be gained via lifts in each gatehouse. In addition, along the inside base of the outer wall are secret compartments at 300-foot intervals, each one containing a 30-foot-tall wooden ladder. All members of the City Watch know the locations of these secret ladders, which, in an emergency, can be pulled out and used by city defenders to quickly reach the parapets.

The walls are patrolled regularly. During daytime, the typical patrol is one sentry (a Guard) placed every 300 feet along the top of the wall. At night, the guard patrol is quadrupled, with two sentries posted together every 150 feet along the wall. Also at night, torches light the wall top at 150-foot intervals between the guards so each sentry station is 75 feet from a torch in each direction.

City Gates

Each city gate consists of a pair of iron-reinforced wooden doors that can be barred from the inside. These heavy doors are backed by a massive portcullis of iron bars. A very small child might be able to squeeze between the bars, but not a youth or even an adult halfling. The city’s portcullises are usually left open even when the gates are closed.

Each gate is contained within a small gatehouse flanked by a pair of towers. The tower tops and connecting blockhouse are equipped with arrow slits and holes for pouring boiling oil straight down onto invaders. Each gatehouse tower connects to the city through a door in its base and to the wall top by a door in its side. The towers contain three platforms, beginning at the top of the wall and extending upward. Each of these can shelter and provide a firing platform for up to forty archers.

Three of the city’s gates typically remain open throughout the day and night: the Highway Gate (the grand entrance to the city), the Cargo Gate (used primarily by traders and merchants), and the Garden Gate (one of the city’s two inner gates). The remaining gates are closed from dusk until dawn, and a visitor must produce a written message from the lord mayor of Greyhawk, the captain-general of the City Watch, or a head of state to be allowed through. In the latter case, the guards ensure the traveler is harmless before opening the gates.

Those passing through open gates aren’t asked to explain their business, nor are they detained or turned back unless they are recognized as known fugitives. Wagons and carts might get searched if they trigger the guards’ suspicions, but most vehicles are waved through without inspection. The guards keep a daily roster of who and what pass through their gates.

Crime

The Free City of Greyhawk is home to many thieves, vandals, charlatans, and hooligans. Crimes are divided into three categories.

Petty Crime. Public unarmed brawling, pickpocketing, vandalism, and other crimes that cause up to 50 GP in property damage are petty crimes. The perpetrator pays a fine of 2d10 GP or works to provide restitution.

Minor Crime. The category of minor crimes includes armed assault (defined as any nonfatal attack made with a weapon or damaging spell) and property crimes that cause between 50 and 250 GP in damages. The perpetrator must pay a fine of at least 100 GP and is sentenced to 1d6 years in prison.

Major Crime. Crimes more severe than those described above—including murder, bribery or impersonation of a city official, and magical coercion—are major crimes. The criminal faces 2d10 years of imprisonment, the death penalty, or permanent exile. A city magistrate decides which punishment is appropriate.

Religion

The city has temples and shrines dedicated to various gods. Religious practices that are certifiably evil aren’t tolerated, however. When an evil sect is discovered in the city, its wealth is confiscated, its leaders are put to death, and all other members are banished from the city for life.

City Neighborhoods

The Free City of Greyhawk is split into three main sections by two internal walls running west to east. The northern section is home to the High Quarter and the Garden Quarter, where the wealthiest folk of the city reside. The central section is home to the River Quarter, Clerkburg, the Artisans’ Quarter, and the Foreign Quarter. The southern portion, known as the Old City , includes the poorer and rowdier neighborhoods of the Slum Quarter and the Thieves’ Quarter.

Brief descriptions of the city’s neighborhoods are presented below:

Artisans’ Quarter. The Artisans’ Quarter is built around a large marketplace. The finest artisans live and work here, and the city’s trade guilds are headquartered here.

Clerkburg. Clerkburg is the university district of Greyhawk, with dozens of schools and colleges and the businesses that support them. Temples line the appropriately named Street of Temples in the southeast corner of the district.

Foreign Quarter. The Foreign Quarter is among the most multicultural districts of the city, and it boasts fine apartments and restaurants.

Garden Quarter. The Garden Quarter is an extravagant neighborhood similar to the High Quarter, but the mansions aren’t quite as ornate, the estates aren’t as large, and it’s not as gaudy.

High Quarter. Palaces, temples, mansions, and gardens fill the posh High Quarter. Extravagant architecture and wide-open spaces define this quarter.

River Quarter. The River Quarter encompasses taverns and entertainment venues, as well as the wharves along the Selintan River outside the city wall. Because it’s a hub of trade, it’s the most diverse, multicultural part of the city.

Slum Quarter. The Slum Quarter is the poorest, most desperate region within Greyhawk’s walls, full of crime-ridden apartments.

Thieves’ Quarter. The buildings of the Thieves’ Quarter are slightly less run down than their Slum Quarter equivalents, and its people are marginally better off.


City of Greyhawk -Interactive


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