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General Setting Info

If the World of Greyhawk Fantasy Setting could be summed up in a single word, that word would be “balance.” The pendulum may swing so that evil seems to be on the verge of final triumph, and then back the other way so that the shining forces of law and good will rule forever, but, invariably, the pendulum swings the other way. Indeed, there are powerful forces at work within the Flanaess and beyond that actively move the pendulum, and who strive to make sure that when it does swing, it doesn’t swing too far in either direction. The Archmage Mordenkainen and the Circle of Eight, as well as the higher echelons of the druidical hierarchies, are actively engaged in the pursuit of Balance, and will often work behind the scenes to scuttle the ascendance of either Good or Evil.

The Flanaess

Flanaess (Fla-ness) is the eastern part of the continent of Oerik on the world of Oerth. This continent, often seen as the "center of the world" and the "heart of enlightened civilization," has experienced countless shifts in power. By the Common Year 576, it stands at a precarious crossroads, teetering on the edge of change.

Kingdom of Sunndi

Sunndi (sun-dye) is nestled in a natural basin between the Hestmark Highlands to the east, the Gloriole Mountains to the north, and the Hollow Highlands to the west. The climate is very warm but temperate, with much rainfall throughout the year, especially in the winter; snow is unknown, and freezing temperatures are a sure sign that foul magic is afoot.

The western and southern ends of the country lie within the meandering Pawluck River valley, and the aptly named Vast Swamp forms the southern border of the kingdom. The Rieuwood is considered part of the realm, and the northern border is the Greyflood River, from the Great Kingdom city of Hexpools to the city of Kalstrand. The Menowood is not part of Sunndi, but its nonhuman clans are loosely allied with it.

Sunndi army units are posted along the southern banks of the Greyflood River and for a short distance along the Thelly across from Kalstrand. The lands south of the Thelly, down to the Glorioles and Hestmark Highlands, are currently claimed by the Great Kingdom but not held in force; some Sunndi units pass through here in pursuit of bandits, but it is unlikely Sunndi could take and hold this area against the Great Kingdom's might, if push came to shove.

The Gilded Hand

In this time of need a Wealthy well wisher of the County has lent their Gilded hand to Olven ruler Hazendel of Sunndi. Creating an organization that stands against the many evils that have risen across the lands. Some say the organization is led by a holy man with a Gilded Hand, but the few who claim to have seen the creator swear on their lives and spew conflicting information on who it actually is.

Gilded Gauntlet being an organization recognized by ‘Count Hazendel’ rightful ruler of Sunndi allows them to move and set camp in different parts of Sunndi.

Questing - Jump in fantastical quests The Gauntlet maintains a ‘Quest Board’ in the encampment. Small recycled parchments can be seen pinned on the board with: Official tidings, Bounties and Requests in the area. Ranging all the way from finding missing pets to Hunt the River Monster of Pawluck.

On Technology

The Flanaess is a land of contrasts when it comes to technology. On the one hand, the remnants of what modern-day people would recognize as high technology (such as the Machine of Lum the Mad and the Mighty Servant of Leuk-O) exist, bespeaking of a distant past in which the creation of such devices was at least possible. Too, lasers, computers, and robots have, from time to time, found their way to Oerth from other worlds, and figures such as the wizard-gunslinger Murlynd have brought firearms and other technology through magical means. Even the original Castle Greyhawk had levels that were filled with modern machinery and factory equipment.

Thus, the idea of Oerth as a postapocalyptic place, at least in some semblance, has permeated it from the beginning. On the other hand, it is also the case that gunpowder (and its variations) will simply not function in Oerth’s atmosphere (the afore-mentioned Murlynd having a magical aura that proves the exception to the rule). Thus, its armies, although of the late-Medieval period technologically in many respects, do not have access to firearms. The DM is encouraged to maintain this fine balance, introducing science-fiction technology sparingly, but leaving prosaic gunpowder out of the campaign.


Calendar

There are seven days in the week: • Starday • Sunday • Moonday • Godsday • Waterday • Earthday • Freeday

Godsday is generally reserved for worship and contemplation, while Freeday is usually held to be free from labor. The rest of the days of the week are working days.

There are twelve months in the year, each twenty-eight days long, with six-day festivals held every three months. This yields a total of 360 days in a year.


Climate

Generally speaking, the Flanaess has a mild and pleasant climate. Aside from the northernmost reaches, temperatures rarely go below freezing except for Sunsebb and Fireseek, plus evenings in Readying and Ready’reat. It should also be noted that the Baklunish states along the Drawmij Ocean are an exception, as they enjoy the benefits of its warm currents and are spared harsh winters. Winds will be from the northeast in autumn and winter, and from the east and southeast in spring and summer. The growing season is especially long, and rainfall is sufficient to usually provide more than sufficient crops.


Note on Non-Humans

Demi-humans (elves, dwarves, etc.) and humanoids (orcs, goblins, etc.) are referred to herein by their Flan (or in the case or norkers, gnomish) names, which are commonly used throughout the Flanaess by speakers of all languages. For those unfamiliar with this nomenclature, a table of conversion is provided below.

  • Dwarf - Dwur
  • Halfling - Hobniz
  • Orc - Euroz
  • Elf - Olve
  • Gnome - Noniz

Geographical Nomenclature

Greyhawk is the name of one of the major cities in the campaign setting, often but not exclusively used as the center for campaigns; it is not the name of the world as a whole. Oerth is the name of the planet on which the City of Greyhawk can be found. There are four continents. Oerik is the name of the continent on which the City of Greyhawk can be found. It is home to various cultures, including ones similar to Europe, China, Japan, India, Egypt, and more.

The Flanaess is the westernmost portion of Oerik. It can be thought of as analogous to Europe’s position on the Eurasian continent (although on the opposite end, geographically speaking). Almost all of the published material regarding the setting to date has been set somewhere in the Flanaess. The Flanaess is considered the “enlightened center” of culture on Oerth, especially by those who dwell in the Flanaess.

Life of a commoner in Newkeep

Commoners live in small, cramped homes, often near their work. Jobs range from dock hands and craftsmen to merchants and laborers. Earnings depends on the particular job - Unskilled laborers earn 5-10 Copper, Skilled 1-5 silver, Merchants on a good day may secure 5-10 silver and a Noble’s servant would earn 3 Silver per day.

Most eat simple meals of bread, vegetables, and occasional meat with poor hygiene and frequent illness. In extreme poverty some may even knead their breads with saw dust or dirt to extend their food rations.

Most commoners are illiterate, but wealthier ones or guild apprentices might learn basic skills. Stories passed down orally often serve as entertainment and moral lessons. The School of Light occasionally offers teachings on theology or history, drawing curious individuals from the Temple District.

Religion plays a central role, with Pelor, Correlon Larethian and Jascar worshiped widely in the city. offering guidance, solace, and community in a harsh world.

Despite hardships, fairs and religious festivals bring moments of joy. Some dream of rising through guilds, military ranks, or adventuring, inspired by tales of Sunndi’s past and current heroes.

What is a soul? What does death mean?

Fantastical assumption - All creatures have souls as the core of the individual.

As an individual continues to live on they make choices and these choices craft the shape of one’s soul. A soul’s features can broadly be broadly derived from an individual’s Alignment and Ideals.

Upon death, the creature’s soul leaves its body and after but a minute enters a silver whirlwind tunnel. The destination of the tunnel depends on the shape of the soul, a devout of pelor may rest in Elysium and a warlock of orcus may find themselves in the abyss.

Regardless of their destination, souls are then part of a process called ‘The assimilation’ where over a period of 100 years the soul slowly becomes a part of the plane world itself.

What is magic in Greyhawk?

Magic in this world is a cosmic force powered by the energy of life and death. When a mage casts a spell, they draw energy from these opposing forces, channeling it through specific words, gestures, and objects.

Each spell is like a contract: the caster shapes the energy into a desired effect, but to keep balance, something must be given in return—like burning materials, speaking the spell aloud, or using their breath or vitality.

Once the energy is used, the spell's formula fades from their mind or scrolls, making magic a fleeting but powerful tool. It’s a delicate balance between creation and destruction, where every spell leaves a mark on the world.

A caster’s relationship with magic

An individual’s connection to magic is deeply personal, shaped by their will, skill, and creativity. Magic reflects their personality and experiences—one mage might weave flames with precision, while another conjures chaotic bursts of fire.

How does magic grow?

Magical power grows through study, practice, and life experiences, unlocking new ways to channel energy or refining their techniques. As they deepen their bond with magic, they gain greater control, more powerful spells, and unique abilities tied to their personal journey. There is a reason why all wizards have a greybeard.


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