home *** CD-ROM | disk | FTP | other *** search
- :INTRO
-
- This is intended as a GamEmaster tool and guidebook to a variant
- GreyHawk Campaign, based on the original Gazetteer by Allen Hammack and
- intended primarily to be used with the maps included with that. It is
- NOT a standalone system, simply a convient tool and all would-be users
- are advised that they will need the original World Of Greyhawk material
- (C) 1980 by TSR HObbies Inc., POB 756 Lake Geneva, WI 53147.
-
- It is also not intended in any way to infringe on their copyright.
-
-
- :Badwall
-
- :Calendar_Notes
-
- The Seven Days of the Week are commonly known as:
-
- StarDay
- SunDay
- MoonDay
- FlameDay
- WaterDay
- EarthDay
- FreeDay
-
- The Four Festivals (each 6 days long) are :
-
- Lightfest (Winter Solstice, New Year begins)
- LoveFest (Spring Equinox)
- RichFest (Summer Solstice,Midsummer)
- BrewFest (Fall Equinox)
-
- [There are other holidays and festivals, dependent on race, tribe
- and country as well as religion particular dates]
-
- :Currency
-
- The monetary units used throughout the continent vary drastically.
- In order to make a coherent system for the Equipment lists etc,
- everything has been converted over to the coinage used in the older
- Human realms over the past hundred years, those of the Mark. The Mark
- comes in Three forms, Bronze, Silver and Gold (In order of value).
- These are used in the Kingdom of Aerdy, Kingdom of Furyondy, and many of
- the Free City States like Dyvers and Greyhawk.
- Under the Mark system 10 Bronzes equal a Silver, and ten Silvers
- equal a gold.
- In normal statements these coins are abbreviated as BM, SM and GMs.
-
- :Dyvers
-
- Dyvers is a ~Free And Independent City~ positioned at the mouth of
- the Velverdyva River on the coast of the Lake of Unknown Depths (Nyr
- Dyv), an important trading center and busy port with lake and river
- traffic from as far away as Perrenland*, Bissel*, Nyrond*, Umst*, The
- Pale*, Tenh*, and even occasional missions from Uz*. The city was
- originally a part of the Viceroyalty of Ferrond and contributed heavily
- in money, goods and men to the war which saw the institution of the
- Kingdom of Furyondy. Because of the alliance and close ties with Veluna,
- whoose policies the Gentry of Dyvers see as restrictive, the city
- declared its independence in 526 CY, King Thrommell II allowing this act
- to pass unchallenged. Dyvers claims some 2,000 square miles of land at
- the mouth of the Velverdyva, as its sovereign territory - although the
- Magisters have been careful not to claim any of the land on the North
- Band of the river. The free City boasts a marine force of 1,000 men and
- an army twice as numerous. These troops are well armed and equipped.
-
- Population : 36,000 (City) 8,000 (in surrounding area)
-
- Resources/exports : Shipbuilding supplies
-
- Nonhuman population : aprox 1000 half humans, and minority races.
-
- SPECIAL NOTES : City possesses Guild Houses for training of
- Mages in arts of Red, Orange and Silver
- that are well renowned.
- Temples :
-
- RULER : His Excellency, the Magister of Dyvers (Merchant)
-
- :Elredd
-
- :Fax
-
- One of the shore towns of the Wild Coast, Fax is primarily a guild
- ruled town, where the craftsmen and merchants control the reins of
- power and business is the name of the game. Its houses of pleasure are
- well known along the Wild Coast, as is its small but efficient city
- guard composed of entirely mages.
-
- Fax is considered the safest of the Wild coast towns, since most
- crimes are bad for business.
-
- Population : 7,000+
- Resources : exports handcrafts
- Specials : Purple Mages Guildhouse
- Temples :
-
- :Furyondy_Kingdom_Of
-
- The Viceroyalty of Ferrond was founded upon several small states
- during the height of Aerdian power (C. 100 CY). It was aimed at giving
- the Great Kingdom a strong satrapy on the western frontier from which
- further conquest could be launched. The Viceroy ruled from the CLatspur
- Mountains to the Nyr Dyv, from Lortmils in the south to the far shores
- of Whyestil Lake, and beyond, in the north. As the power of the
- Malachite Throne in Rauxes waned (C. 200 CY), the viceroys of Ferrond
- ruled more by their own writ and less by the leave of the Aerdi
- overlords. In 898 O.R. the heir to Viceroy Stinvri (The viceroyalty had
- become hereditary some years previously) was crowned in Dyvers as
- Thrommel I, King of Furyondy, Prince of Veluna, Provost of the Northern
- Reaches, Warden General of the Vesve Forest, Marshall of the Shield
- Lands, Lord of Dyvers, etc. The Adjunctive states were soon lost, but
- the central core of the kingdom was sound and viable and has persisted.
- Belvor IV is a most noble and just king, and his realm is closely allied
- with that of Veluna, constantly warring upon the evil Horned Society and
- Iuz, as well as lending contingents to expeditions mounted by the Earl
- of the SHield Lands against the Bandit Kingdoms. Furyondian heavy
- cavalry is famous throughout the Flanaees, as are their light infantry
- units drawn from the Vesve Forest. The standing army of the kingdom
- numbers only a few thousand, but noble and militia contingents swell its
- numbers to 20,000 or more in time of need. The Furyondian fleet upon the
- Whyestil absolutely commands that body of water, and there is also a
- Furyondian squadron upon the Nyr Dyv, sailing from its base at Willip.
-
- Capital : Chebdl (pop 15,600)
- Population : 350,000+
- Demi-Humans: some
- Humanoids : doubtful
- Resources : foodstuffs, cloth, gold
-
- Ruler : His Pious Majesty, The King of Furyondy
- (Paladin???)
-
- :Gnarley_Forest
-
- Parts of the Gnarley Forest are claimed by Celene*, Dyvers*,
- Verbobonc*, and Greyhawk*. Most is generally considered as part of the
- Wild Coast region, however, and the inhabitants of these woodlands are
- free-spirited folk, so no formal government is ever likely to hold sway
- as long as there are deep woods to shelter resisters. The Viscount of
- Verbobonc is well liked by the folk dwelling in the northeastern
- portions of Gnarley, while the Queen of Celene is favored by those in
- the South. The forest is home to many fierce creatures as well, and many
- humanoid bands rove about seeking to murder and loot. These invaders
- work their way up form the Pomarj*, through the Suss* and Welkwood*.
- Some come via the mountains to the south.
-
- POPULATION : 12,000 (humans) 7,000 (Elves) 3,000 Gnomes
- 500 (centaurs)
-
- :Map_Scale
-
- The maps used in the game are to the scale of 1 Hex equals about 10
- leagues (30 miles) in distance. Population settlements smaller than a
- thousand folk are NOT shown (Village, Hamlets and thorps/dorfs).
-
- Terrain afoot Horsed Cart/Wagon
- ------ ----- ------ ----------
- road 15 miles 60 miles 30 miles
- track 15 45 15
- plain 15 45 15
- hills 10 45 10
- forest 10 30 0
- rough 5 20 0
- mountains 5 20 0
- desert 10 45 5
- dust 5 5 0
- swamp 5 5 0
- jungle 5 0 0
-
- :Narwell
-
- Inland most of the Wild Coast Towns, Narwell handles much in the
- way of trade with the Elves and Gnomes of Welkwood and Gnarley Forest.
- It is a haven for numerous half-human and non-humans and is only
- loosely possessing any form of government or law.
-
- Legend has it that Mordenkainen was a resident of Narwell for
- a year or two in the past but then moved on to other adventures.
-
- Population : 3,000+ (various)
- Resources : None Notable
- Specials : Guildhouse of Yellow Mages
- Temples :
-
- :Oerik
-
- Oerik is the primary continent of Oerth*, an Earth-Compatible world
- found in the Fourth Zone of the Dimensional Zones between Amber and
- Chaos, being of a Nature High in the realms of Magick and Low in the
- Realms of Technology.
-
- The Eastern Portion of Oerik is known as the Flanaess which is the
- center of 'enlightened Humanity'. Western Oerik (not shown on the maps)
- is primarily inhabited by distant tribes of Humans and Orcs that are so
- few in number as to not matter at all. These are harsh lands of
- primarily uninhabitable lands unsuitable for settlement or farming and
- plagued by numerous dragons and other horrors.
-
- Although history is an expanding subject it is believed that the
- recorded histories of Humanity date back about a thousand years and
- that humans are NOT native to the world but were brought here by forces
- unknown some additional thousand years before. It is said that the orcs
- too are not natives, but were once slaves of humanity who rebelled in
- the unknown past and thus the aversion between the two ever since.
-
- :Oerth
-
- Oerth is the name for the world, an earth-Compatible world found in
- the Fourth Zone of the Dimensional Zones between Amber and Chaos, being
- of a Nature High in the Realms of Magick and Low in the Realms of
- Technology. It is intersected by the Astral, Ethereal and Dream Planes.
- It is just shy of being withing the Zones known as the Fringes Of Chaos,
- but despite its locale is not directly controlled or shadowed by the
- Forces and Courts of Chaos because of a fluke of probability. It is a
- partial reflection of the Oerth in Zone 2, at least in geography, but
- the topology is the main similarity.
-
- Oerth has had almost no extra-dimensional involvement from the time
- of the founding of the Overking of Aerdy until about a hundred years ago
- (a period of about 500 years) when it suddenly became an important
- position in the eternal struggle between Law and Chaos. Involvement has
- often been thru the involvement of the local gods and goddesses in the
- conflict, the staging of small conflicts and the influx of artifacts and
- new ideas on populations.
-
- Oerth circles its sun in 360 days, in a zodiac of 12 'lairs' that
- appears not to fluctuate. The moon (luna) waxes and wanes in a fixed
- cycle of 28 days each, on which the months are based. Her 'handmaiden' a
- small aquamarine satellite a quarter of the moons size or less, follows
- a path that makes it visible from Oerth but 4 times a year, and each of
- these marks one of the great Festivals. There are 2 other visible bodies
- regularly seen, Castros, the inner planet, which is too hot to support
- known life, and Panthagerous, an outer planet, just visible to the naked
- eye from Oerth, whoose nature is unknown due to distance.
-
- :Safeton
-
- One of the shore towns of the Wild Coast, Safeton has a reputation
- as a place of sanctuary, abliet a dangerous one, filled with adventure
- and opportunity for the swift and the smart. Among its legendary
- personages of the past was its infamous Tenser the mage.
-
- Population : 5,000+ (various races)
- Resources : none outstanding
- Specials : Guildhouses for Blue and Ebony Mages
- Temples :
-
- :Wild_Coast
-
-