Prime Material Plane
Powerful & Mighty
There are many powerful beings on Ysgard who stand larger than life. They are usually arrogant and difficult to deal with, but they wield tremendous influence over their personal realms – and some, like the Aesir, can even control the weather and day/night cycles of the plane.
- Aztec pantheon: Axayacatl, Centeotl, Chalchihuitlicue, Huitzilopochtli, Ixtlilton, Metzli, Mictanchihuatl, Mictlantecuhtli, Nezahuldilli, Ometeotl, Quetzalcoatl, Tezatlipoca, Tlaloc, Tlazolteotl, Xochipilli, Xochiquetzal
- Ch'eng Huang (Chinese)
- Dragon Kings (Chinese)
- Earth (Amerindian))
- Earthmother (Toril)
- Eldath (Toril)
- Heracles (Greek)
- Mielikki (Toril)
- Torm (Toril)
- Wild Hunt (Celtic)
- Zinzerena (drow)
Adventure Locations
Many famous adventures have occurred in the World of Greyhawk, and much remains for the intrepid adventurer. Many of these heroic exercises have been published, and are available for those who wish to study the exploits and evils of the Flanaess. The locations of these adven tures are listed below.
Slave Pits of the Undercity
(Al): This adventure occurs at Highport, in the Pomarj, in hex A4-101.Secret of the Slavers' Stockade
(A2): The slavers' stockade is somewhat south of Highport, at the southern edge of hex A4-102.Assault on the Aerie of the Slave Lords
(A3): The aerie of the slave lords is hid den in the heights of the Drachensgrab, in hex A4-104.In the Dungeons of the Slave Lords (A4): The culmination of this thrilling series is set in the same mountain crater lake as the aerie, hex A4-104.
The Hidden Shrine of Tamoachan
(Cl): These distant ruins are located at the very edge of the map, in hex A4-137.The Ghost Tower of Inverness
(C2): The Ghost Tower is located in the foothills of the Abbor-Alz, on a rocky outcropping overlooking Woolly Bay, in hex A4-92.Descent Into the Depths of the Earth
(Dl-2): This maze of tunnels and evil monsters is located under hex M5-138. beneath the Hellfurnaces.
Vault of the Drow
(D3): The land of the black elves is under hex NS-138, in the Hellfurnaces.Against the Giants
(Gl-2-3): These adventures occur in several different loca tions throughout Crystalmist Mountains and Jotens. The Steading of the Hill Giant Chief is in hex P5-129; The Glacial Rift of the Frost Giant Jarl is in hex S5 134; and the Hall of the Fire Giant King is in hex M5-138.Dungeonland
(GC1): This strange land of talking animals and giant plants is in hex D4-86.The Land Beyond the Magic Mirror
(GC2): This equally-confusing region is adjacent to Dungeonland, in hex D4-86. Dwellers of the Forbidden City (II): The weird city of the Yuan-Ti can be found in hex Y-109.The Secret of Bone Hill
(LI): The city of Restenford is on Lendore Isle, in hex B-78.Against the Cult of the Reptile God
(Nl): The village of Orlane is settled between the Dim Forest and the Rushmoors, in hex K5-113. The cult's tunnel complex is in the Rushmoors, in hex H5-112.Queen of the Demonweb Pits
(Ql): The abode of Lolth exists on another plane of existence, which connects to the Prime Material Plane only under hex NS-138, in the Vault of the Drow.
Tomb of Horrors
(SI): This ancient tomb is most probably located at the heart of the Vast Swamp, in hex K2-97.White Plume Mountain
(S2): The ancient volcano fortified by Keraptis is near the Riftcanyon, in hex T3-70.Expedition to the Barrier Peaks
(S3): This most unusual of adventures takes place deep in the Barrier mountains, in hexA6-119.
The Village of Hommlet
(WG1): The legendary village is located in hex 04-98 near Verbobonc.The Lost Caverns of Tsojcanth
(WG3): This strange magical hoard is hidden somewhere on the border between Per renland and Ket, in hex E5-88.The Forgotten Temple of Tharizdun
(WG4): This desolate and forbidding edi fice can be found near the lost caverns, in hex F5-88.Creatures & Denizens
Monsters of all kinds populate the lands of the Flanaess. Many are humanoid in appearance.
Iuz
The child of the human female necromancer Iggwilv and the powerful demon Graz't, Iuz gained control of a small re& in the Howling Hills a little over a century ago, expanding its borders in a campaign notable for its horrific massacres. For shy-five years. Iuz was imprisoned beneath Castle Creyhawk by an alliance of adventuren (indudmg the Mad Ardynage Zagig), possibly with the assistance of an avatar of St. Cuthbert. In 570 ci, Lord Rob&, his orc hendunan Qui$ and Riggby Pamarch of Boccob, freed Iuz. The arhges Bigby and Tenser arrived, intending to kill him, hut during Iuz's incarceration the half-demon had Lansformed, and he emerged a demigod and escaped. He dreams of destroying the Free City of Greyhawk and those who nearly Wed him when he was released.
Humanoids and more
Kobolds
are the smallest of goblinkind, standing only a yard high and having certain features that are both reptilian and doglike. Cowardly as individuals, kobolds prefer mass attacks against outnumbered foes. Their worst enemies are the gnomes. Slightly larger than kohold- hut sharing their cowardice and mars-combat tactics, mmts are squat, yard-high, blue-skinned humanoids. Xvarts ally with rats.Goblins
are more manlike than kobolds, slightly taller, with flat faces, pointed ears, low sloping foreheads, orange shn and fangs. Cave-dwelling slave-takers, goblins hate humans, dwarves and gnomes.Orcs
are the most common humanoids in the Flanaess. As large as well-muscled humans, om resemble bestial gray-green cavemen.They are extremely warlike and eagerly challenge other races for food and living space. They prefer caves and can see in the dark, but return often to the surface to loot and hunt for meat. They hate dwarves and elves and have learned a bitter respect for humans, their most dangerous foe. Orcs often fight among themselves, pitting tribe against tribe.Orcs can bred with many other sorts of humanoids. The offspring of an orcish father and an ogre mother is an orog or great Orc - basically a taller, stronger, braver and better equipped OK. The child of an ogre father and an orcish mother is an ogrillon - still ordlke but even more brutish, stupid and violent, with particularly thick skin and powerful fists.
Hobgoblins
are the most ferocious, aggressive and organized of the goblin races. They resemble d, heavily muscled and furred humans with red-brown or gray skins and red or orange facer. Smarter than other goblin races, they are renowned for their brutaliry and military skill.Norkers
are shorter relatives of Hobgoblins, with thick, armored skin. The innately vicious norkers use clubs and their own fangs to attack their enemies.Gnolls
and their stronger cousins, flinds, are seven-foot-tall, hyena-headed humanoids of evil, selfish nature.They hate their own leaders and can’t organize themselves for more than occasional raiding parties. Gnolls and flinds take slaves to perform all chores.Bugbears
are very tall goblins with thick, shaggy fur. For their size they move quietly and their strength is considerable.Ogres
can be as tall as ten feet and have savage tempers. Nearly as strong as me giants, ogres gladly eat humans and demihumans. They are stupid but dangerous.Half-humans
, such as half-orcs and half-ogres, are disliked by most humans and demihumans. Some find work and respect in civilized areas, but the majority of half-humans are wicked in intent and lack foresight and organization.Giants
Giants of the Flanaess come in many sizes and races, some with unusual quirks. Though an army of giants and humanoids conquered Geoff, they are not as a rule well organized. Most giants hate humanity, probably because they were driven into the mountains by humans.
Hill giants
are the most common sort, often inhabiting and raiding the outskirts of civilized lands. Heat-loving fire giants dwell in the volcanic areas of the Hellfurnaces, and frost giants live in the high, cold peaks of the Barrier Peaks/ Ctystalmists chain and the mountains of the subarctic Thdlonrian Peninsula. The cmel and grotesque fomorian giants are best known From the Howling Hills in the original lands of Iuz but can be found elsewhere. Various other types exist.Dragons
Dragons are huge winged reptiles of high intelligence that can project breath weapons of fire, fmst, acid, poison gas, lightning or the like. Incredibly sttong and often with great magical abilities, dragons are wid+ feared While their numben have diminished over the centuries, individual dragons are still dangerous. Each can live longer rhan a thousand years, and many recall great historical lore.
Three primary types of Dragons inhabit the Flanaess. Chromatic dragons are evil- natured and have scales like bright enameled armor. They are usually red, blue, green black or white. Metallic dragons have scales like bright metal, and are usually gold, silver, bronze, copper or brass. Metallic dragons are wise and better disposed than chromatic ones, though even they may think first of their own interests and safety.
Greyhawk dragons are unique to Oerth. There fantastic creatures are said to spend their time disguised as humans, living in their cities and mingling with the populace.Ther human alter egos are supposedly wealthy respected individuals who interact with the upper dasser and intelligentsia. Greyhawk dragons are scrupulous about their disguises and maintain them down to the last detailTwo Greyhawk dragons, a male and a female, are rumored to inhabit the City of Greyhawk.
A number of unusual dragonlike beings inhabit the Flanaess, some intelligent. The dragonne is a cross between a brass dragon and a lion; the chimera is a cross between a red dragon, a lion and a goat. Wyverns, flying reptiles with poison stingers on their tails, are not uncommon in the mountains. Multiheaded hydrae prey on adventurers in badlands and caverns.
One dragonlike being native to the Flanaess is the dagonnel, a wyvernlike creature found in the hills of the Pomarj. Hunted by humans for centuries, the dragonnel is nearing extinction, though some humans and orcs are rumored to tame dragonnels and use them as aerial mounts.
Hazards & Phenomena
The seasons of the Flanaess are blessed in regard to its weather. Except in the north ern latitudes, the winter temperatures seldom dip below freezing except during the two winter months, and at night during early spring and late autumn. In the depths of winter, there will be a few days when the temperature reaches 0, and then gradual warming begins. The northeast and central northern regions tend to be considerably colder, as the seas of those regions cause winter to linger about twice as long. An important exception to this is the Dramidj Ocean; its warm currents tend to moderate the climate of the lands which border it, to a degree similar to several latitudes further south. Both spring and autumn are protracted seasons, by and large. Summer in the cen tral lands of Oerik lasts five or more months.
Prevailing winds tend to be from the northeast in the winter and autumn, from the east and southeast in other times. Most areas of the Flanaess have sufficient rainfall to assure abundant crops.
Sites & Treasures
Greyhawk has Cities of the Gods, Dungeons that seem endless, hordes of Monsters to defeat and almost unlimited area to explore.
Greyhawk
From the darkest alleys and most fetid cellars of the Old City, along the alabaster spires of temple and university lining the great length of the Processional, and on to the regal grandeur of the High Quarter and the looming towers of the Grand Cit adel beyond ....
The city beckons. Greyhawk, grandest jewel of the Flanaess, awaits you, offering adventures to stagger your imagination, treasure beyond your wildest dreams-and of course, dangers aplenty.
The city and its lands lie in the heart of civilized Oerth. The barren slopes of the mysterious Cairn Hills loom to the north of the city, within sight of the high walls. The placid expanse of the great river Se lintan meanders past Greyhawk's bus tling wharf region, giving the city its primary claim to strategic significance, for it lies along that waterway between the great lake of Nyr Oyv to the north and the broad surface of Woolly Bay and the Azure Sea to the south.
In light of the recent revival of arts and education occurring in this grand city, and particularly in view of its new-found pros perity and increasingly important political role in the area, it seems only appropriate that this guide to the city be enscripted. Thus, without further ado, let us tum our attention to the contents of this mis sive, the Life's labor of a veritable host of sages-and your profitable companion for many adventures to come.
The Bright Lands
“The Empire of the Bright Lands” is Rary of Ket’s name for his new-found realm, hidden in the Brass Hills of the Bright Desert. After his betrayal of the Circle of Eight, his castle was magically moved from its location in Ket to its new position here. Now it serves as a local power base for evil. Officials of the City of Greyhawk are concerned that this new “empire” might choose to attack the Domain at some point. To learn more about Rary, please see page 23 of this book. Still more information about Rary and the Bright Lands is available in WGR3, the Rary the Tvaitor accessory (#9386,1992).
The Screaming Valley
This four-mile-long gouge in the earth has no geologic explanation; scholars can find no evidence that wind, water or earthquake formed this desolate valley in the Cairn Hills. Nor can they explain the fact that the valley is utterly lifeless; not so much as a moss, lichen or scrub tree grows along its length. The Screaming Valley is no hotter, colder or drier than the surrounding terrain, offering no explanation for the valley’s barren condition. Seeds and seedlings planted in the valley wither and die within a day of being placed in the mysterious rift.
Blackmoor
This little-known territory exists between the fierce nomads to the south and the terrible Land of Black Ice to the north, protected by the cold marshes and the dangerous Icy Sea, as well as the vast stretches of the Burneal Forest. It is reported that hot springs and volcanism keep the area habitable, and that monsters teem in its wildernesses of brush and marsh. The original capital, Blackmoor, and its castle were sacked and ruined some years ago, but extensive labyrinths are supposed to exist under these ruins. There also is purported to be a strange "City of the Gods" some where within the Archbarony. Inhabitants of the area employ slings, bows (short), and spears. Cavalry is uncommon, except in the force of the ruler.
Iuz
Iuz, old Iuz of fearbabe talk, may be human — or may once have been human, but this is not known for certain one way or another. He has ruled the lands from the Howling Hills south to the Lake of Whyes til for ages longer than any man can live. The lands between the Dulsi and the Opicm Rivers are steeped in wickedness and evil, so much so that the otherwise fearless Wolf Nomads and Rovers of the Barrens pass through the Cold Marshes rather than cross even the edge of the Land of Iuz. For a time the land was lead erless, for Iuz himself was missing. For many decades the evil of the place was in relative quietude for lack of evil direction, and the neighbors of good ilk pros pered. Iuz had been trapped by the mirthful and mad Zagyg, locked away in a strange chamber deep below the ruins of Greyhawk Castle, one of nine powerful demi-gods so confined. These prisoners were loosed in 570 CY, and once again Iuz rules, and his forces gather for fell purpose. Iuz has vowed to bring ruin upon Tenser the Archmage and Lord Robilar and the others who tried to slay him when his prison was sprung.
In addition to the many evil clerics, thieves, fighters, assassins, and magic-users who have gathered under the grim banner of Iuz, numbers of the foulest tribes of humanoids have grown in strength and are ready to march. Goblins, ores, and hobgoblins in the thou sands are known to be in arms, swelling the human contingents of Iuz's armies.
Castle Greyhawk
Greyhawk Ruins are the remains of Castle Greyhawk built by Zagig Yrageme (The Mad Archmage) around 320 CY. When the timeless Zagig vanished after years of rule over the City of Greyhawk, the castle was likewise abandoned, and rumors tell of a terrible curse placed upon the fortress.
The ruins rest upon three rock pinnacles with each supporting a tower. The two smaller towers were once the War Tower and the Tower of Magic (which is now more popularly called the Power lower). The main tower is called the Tower of Zagig and is equipped with an outer wall. Both lesser towers are connected to the lower of Zagig via a natural stone archway. Like wise, The Tower of Zagig has a stone archway connecting it to a nearby cliff top. The three pin nacles have sheer slopes and ledges raising some 75 to 100 feet above the valley floor.
At first none dared approach the castle for fear of the curse, but eventually adventure hist over took a band of wandering barbarians from the north who entered the castle and returned with great wealth in gold and magical items. This at tracted the attention of local dwarves and elves respectfully. After heavy lo sses in the depths of the ruins, these groups both decided to set up a "taxation'' on all wealth plundered from "their" towers. This process has been going on for sev eral years now and is still in operation. The dwarves guard the entrance to the old lower of War, and the elves guard the Tower of Power. The mysterious lower of Zagig is guarded by reputation, entered by few, and none return. The upper stories of all three towers are in mass ruin and are structurally unsafe for explora tion. However, the passages and catacombs be low these towers have a near endless supply of adventure!
LAND OF BLACK ICE
Those who have ventured far into the northlands beyond the Burneal Forest tell of a strange pheno menon. Instead of the normal stark white snow and translucent blue-white ice, there is an endless lands cape of deep blue-black ice, topped only here and there by normal snowfall. Strange arctic monsters prowl these fields of ebony ice, and the few humans who dwell near the place fear to enter it on account of the beasts and supposedly what lies beyond. Stranger still, they are said to tell of a warmer land beyond the ice where the sun never sets and jungles abound. Regardless of such prevarications, the area is myste rious indeed. Somewhere between the Land of Black Ice and the Blackmoor territory is the reported locale of the City of the Gods, a place where iron buildings tower and it is summer year round, even though the snows are piled deep in the fields surrounding the city. Giving rise to such legends, the Land of Black Ice is worthy of further exploration by daring adventurers.
SEA OF DUST
A territory of unknown extent exists behind the Hel lfurnaces, south of the Sulhaut Mountains. This bleak desert is the Sea of Dust, the former Empire of Suel or Suloise. History tells us that this was once a fair and fertile realm extending a thousand miles west and southward, too. The merciless and haughty rulers engaged in a struggle for dominance and supremacy over all of Oerik with the Baklunish, and in return for a terrible magical attack, the Suloise lands were inundated by a nearly invisible fiery rain which killed all creatures it struck, burned all living things, ignited the landscape with colorless flame, and burned the very hills themselves into ash. Whatever the truth of this, the place is certainly a desert today, an endless vista of dust and fine ash in gentle rises and shallow valleys which resemble waves in the ocean. This aspect is far less picturesque when the winds howl and tear the surface into choking clouds which strip flesh from bone and rise to the clouds, making vision impossible and life hazardous in the extreme. Added to this unwholesome environment are rains of volcanic ash and cinders which are blown from the, Hellfurnaces to drop upon the forsaken lands that were once an empire of terrible might. Legends tell of strange ruins near the feet of the Sulhauts, and say that somewhere in the central fastness there still stands the remains, nearly intact, of what is called the Forgotten City, lost capital of the Suel Imperium.
There are a few mountain tribesmen in the Sulhauts who reportedly venture into the Sea of Dust now and again to obtain treasure from the remains of the cities and towns buried under the dust. The truth of these tales can not be estabilshed, but there is no doubt that there are peoples who dwell within the fastness of the mountain range. Reports of firenewt marauders and other abominations are not uncommon, but may be unreliable. Somewhat similar fables tell of a secret expedition sponsored by the Sea Princes to find and bring back the loot left in the Forgotten City. If such an expedition ever was organized and left upon the journey, no news of its return has ever been had. This latter tale, though, caused the officials of the Yeo manry to attempt exploration of the far side of the Hellfurnaces, and reliable reports tell of at least one party returning from such a trek, decimated by half, but bearing strange art objects and jewelry back from their explorations in the fringes of the Sea of Dust. More details are not forthcoming from the Free holder, of course, and the event happened too recently to give rise to sub rosa information.
RIFT CANYON
In the lands north of the Artonsamay, amidst the rough and broken ground and jutting crags of the badlands there, a deep canyon of tremendous extent is found. This strange rift in the floor of the oerth is over 180 miles in length and from 10 wide at its end to about 30 in its midsection near the bandit town of Riftcrag. Tales tell us that this rift is more than a mile deep and pocked with caves and caverns. Much of its length has been cleared of monsters, although they still issue forth from the tunnels, it is said. The Plar of the Rift, as the bandit lord styles himself, report edly uses humanoid troops and monsters to hold the place against their kin, and rich loot is taken by such action. The floor of the rift at its western end is shunned, however, due to the particularly fierce monsters dwelling there. Attempts to clear this area have ended in disaster. Parties from the Shield Lands taking punitive actions against the bandit kinglets report that this state of affairs is indeed true, relating that attempts to surprise the brigands by moving through the Riftcanyon from its western end have proven to be impossible.
Just south of the Riftcanyon is the lonely volcanic cone of haunted White Plume Mountain, avoided by both knights and bandits.

Error
Highlights & Impressions
As is obvious Oerik continent is the major center of the world, and the easter portion, the Fla naess, is the center of enlightened humanity. Oerth has four great continents and countless islands, and four great oceans and countless seas which surround these bodies of land. Little is known about the lands of the western portion of Oerik, less still about the savage inhabitants of the other continents, but such knowledge is, of course, of little use anyway and of no importance to humanity.
Lay of the Land
Oerth
Oerth is the name of the planet on which the World of Greyhawk campaign setting is located. Oerth has an axial tilt of 30 degrees, which should cause greater extremes of temperature in different seasons but for wizardly and divine magic shifting weather patterns to be more favorable to the populace (at least the god-fearing folks).
Flanaess
The Flanaess is the eastern part of the continent of Oerik, one of the four continents of Oerth. As well as being home to a number of demihuman and humanoid races, it is also inhabited by the Suel, Bakluni, Oerid, and Flan subraces of humanity./p]
Hepmonaland
Hepmonaland is a continent to the southeast of the Flanaess. Hepmonaland is the Suel and Oeridian name for the land, named after Eri-hep-Mona , the first Suloise explorer to arrive there. The Olman call it Xamolatatl, "Home of the People", and the Touv call it Melavi, "The Bountiful Place". It is the smallest of Oerth's continents.
Telchuria
Telchuria is an ice-covered continent at the north pole of Oerth. It is one of the planet's four continents, the others being Oerik, Hepmonaland, and an as-yet unnamed fourth continent on the opposite side of the Oerth from the Flanaess.
It takes exactly 24 hours for Oerth to make one revolution on its axis. Oerth lies at the center of Greyspace. Unlike most planets, Oerth does not orbit its sun, Liga. Instead, the sun, and all other planets in the crystal sphere, orbit Oerth. Thus, Greyspace is geocentric. Oerth's "moons," Celene (Kule) and Luna (Raenei), are in fact the first and second planets in the system, with Liga being the third. From Oerth, planets beyond Liga appear to the naked eye as wandering stars.
Liga orbits the Oerth once every 364 days,[note 1]thus the Oerthly year is slightly shorter than that on Earth. Luna has a 28 day lunar cycle, while Celene's cycle is 91 days.
Cycle of Time
A day is 24 hours long.
The Flan standard week of seven days has the follow ing days:
- STARDAY —
- SUNDAY —
- MOONDAY —
- GODSDAY —
- WATERDAY —
- EARTHDAY —
- FREEDAY —
There are 12 months in a year and each month has 28 days.
Getting There
There is a known portal to Oerth located in Greyhawk - Wild Goose. Another known portal in the City or Irongate - Helkam's Pit. Both portals go to the World Serpent Inn.Traveling Around
Horsed movement is based on light or medium animals carrying relatively light loads. Heavily burdened animals, draft horses, and heavy war horses move at afoot, unencumbered rate unless the horsed rate is less, in which case that is their rate of movement.
Rivers can be swam if afoot or horsed. If carrying goods or armor, it will be necessary to build floats to cross, and this will take approximately half a day. Fords allow crossing at no penalty, as do bridges Figures show total human population. Multiply by 20% to determine the number of males fit to bear arms, multiply by 10% to get the number of males in prime condition and suitable for man at-arms status. All figures show only inhabitants and do not include any garrisons. Only towns and cities are indicated on the map of the Flanaess. and barges. Movement up or down river in barges, boats, ships, or on rafts must be determined by the DM. As a guideline use fast speed afoot on a road for oared movement upstream, half that for poled movement (raft or barge). Halve again if the current is very strong. Double rates for downstream movement. Treble for sailed/oared downstream movement. (Note: Watch out for rapids, cataracts and falls when moving downstream!)
Use road movement as a base rate for barges (afoot, unencumbered) and rafts (afoot, encumbered). Merchant craft with sails move at road speed for carts/wagons. Sailing warships move at road speed for horses. Galleys move at the same speed, but they can move at 10% for one hour.
Ships only are allowed normal movement, using lake rates.
Comments