Saturday, December 20, 2025

Kingfisher River
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Kingfisher River winds like a dark silver ribbon through the heart of the Viscounty of Salinmoor, carrying the cold waters of the Hool Marsh southward toward the Azure Sea. Slow-moving and deceptively calm, the river is bordered by endless reeds, cypress groves, and half-flooded lowlands where mist gathers thickly at dawn. Travelers along its muddy banks often remark that the Kingfisher seems ancient beyond reckoning, as though the river remembers the countless kingdoms, battles, and forgotten peoples that once ruled the swampy reaches of southern Keoland. The waters themselves are dark and tannin-stained, reflecting the gray skies above like polished obsidian.

For the people of Salinmoor, the Kingfisher River serves as both lifeline and barrier. Small fishing villages cling to its banks on raised wooden pilings, surviving through eel trapping, crab fishing, and harvesting reeds from the marsh. Flat-bottomed barges drift slowly along the waterways carrying timber, salt fish, and peat toward the port settlements nearer the coast.

Yet the river also isolates communities from one another, especially during the rainy seasons when floodwaters swallow roads whole. Entire stretches of the river vanish beneath dense fog and marsh grass, making navigation perilous even for experienced rivermen. Legends surrounding the Kingfisher River are nearly as old as Salinmoor itself. Locals whisper that ancient spirits dwell beneath its waters, remnants of forgotten Suel settlements swallowed by the marsh centuries ago.

Strange lights are often reported floating above the river at night, while ghostly singing is said to drift through the fog during the autumn months. Superstitious fishermen leave offerings of carved driftwood and river pearls upon small stone cairns along the shoreline, hoping to appease whatever unseen things lurk beneath the black waters. Few natives laugh at such tales, for too many boats have disappeared upon the Kingfisher without explanation. The river also bears the scars of darker history. During times of war within Keoland, smugglers, pirates, and brigands used the tangled waterways of the Kingfisher to evade royal patrols. Hidden coves and forgotten channels throughout the Hool Marsh provided perfect refuge for outlaws and cultists alike. Even in quieter years, rumors persist of lizardfolk tribes, monstrous reptiles, and worse things stalking the isolated banks after sunset. Travelers who venture too far from the safer trade routes often vanish without a trace, their abandoned boats later discovered drifting silently downstream.

Despite its dangers, the Kingfisher River possesses a haunting beauty unlike anywhere else in the Sheldomar Valley. Kingfishers with brilliant blue feathers dart low over the water hunting silverfish, giving the river its name centuries ago. Towering marsh cypress draped in hanging moss create natural cathedrals over portions of the river, where sunlight filters through in pale green shafts. During the warmer months, clouds of fireflies illuminate the wetlands after dusk, transforming the swamp into a realm of shimmering gold and emerald light. Many bards who pass through Salinmoor describe the river as both beautiful and mournful, a place where nature has reclaimed dominion over civilization.

To outsiders, the Kingfisher River may appear bleak and inhospitable, but to the folk of Salinmoor it is the beating heart of their homeland. It shapes their customs, their livelihoods, and even their character—hardy, cautious, and deeply respectful of the marshlands that surround them. The river teaches patience and humility, for no man truly commands the waters of the Hool Marsh. Whether carrying traders toward the sea, concealing ancient ruins beneath its murky depths, or whispering forgotten secrets through the fog, the Kingfisher River remains one of the most mysterious and enduring landmarks in all of the southern Flanaess.

Saturday, October 4, 2025

Sea Grove of Obad-Hai
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Sea Grove of Obad-Hai is an open-air gathering place located along the outskirts of Saltmarsh, dedicated to the neutral god of nature, the Shalm. Unlike a traditional temple, the entire grove is considered sacred, a place where the natural world and the local community can coexist in harmony. This unique locale functions as an informal social hub where various townsfolk—sailors, swamp folk, traders, and trappers—congregate to exchange information, rumors, and goods. Seagulls are a common sight, even a short walk inland from the docks, drawn by the activity and potential for food.

The grove is tended by Ferrin Kastilar, a somewhat melancholic middle-aged halfling druid who is rarely seen without his companion, a bullfrog named Lorys. Ferrin's primary role extends beyond simple maintenance; he is a crucial information contact for the community regarding the nearby Dreadwood. He maintains connections with the elves within the forest, who warn him if any aberrant monsters escape and head towards the populated areas. Upon receiving such news, Ferrin acts quickly, often hiring adventurers to track down and eliminate the creature before it can harm the town. This makes the grove a vital, albeit quiet, defensive outpost against the wilderness's hidden dangers.

Monday, September 29, 2025

Carpenter's Guildhall
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Carpenters’ Guildhall of Saltmarsh stands near the busy waterfront, its towering timber frame overlooking the damp streets and creaking docks of the harbor district. The structure itself is considered one of the architectural wonders of the town, built entirely without the use of a single nail. Every beam, brace, and support has been carefully joined through intricate woodworking techniques passed down through generations of craftsmen. Even seasoned sailors and merchants often stop to admire the building’s craftsmanship, especially during stormy evenings when lantern light glows warmly through its tall windows.

The guildhall is overseen by Jilar Kanklesten, a snobbish yet undeniably talented female gnome who runs the organization with strict standards and little patience for incompetence. Though often curt and dismissive toward those she considers unrefined, Jilar possesses an unmatched eye for quality wood and fine construction. She expects perfection from her workers and guild members alike, and those who fail to meet her expectations rarely remain employed for long. Despite her difficult personality, the guild prospers under her leadership, largely because everyone in Saltmarsh knows her work is among the finest in the Viscounty of Salinmoor.

Business at the guildhall is constant. Carpenters labor from dawn until late evening constructing homes for wealthy merchants, assembling sturdy fish barrels for the fleets, repairing storm-damaged docks, and crafting wagons, furniture, and ships’ fittings. The salty air of Saltmarsh quickly rots untreated wood, ensuring there is never a shortage of repairs and reconstruction work. The sounds of sawing, hammering, and shouting laborers echo from the open workshops throughout the day, while the scent of fresh-cut lumber hangs thick in the air.

Jilar’s true obsession, however, lies not in ordinary carpentry but in the pursuit of rare and exotic woods. She believes certain trees possess unique qualities that can elevate woodworking into an art form. As a result, she frequently hires adventurers, scouts, and woodsmen to venture into dangerous regions in search of unusual timber. Among her favorite hunting grounds are the murky Hool Marshes, the haunted depths of the Drowned Forest, and the shadowy reaches of the Dreadwood. Few locals willingly travel into these places, for each is filled with deadly beasts, lurking bandits, and ancient terrors best left undisturbed.

Those who return successfully with rare lumber are rewarded handsomely. Jilar pays in both gold and favors, and she often commissions special handcrafted items for adventurers who impress her. Some whisper that hidden chambers within the guildhall contain enormous collections of preserved wood samples gathered from across the Flanaess. Others claim she secretly seeks a legendary tree said to grow somewhere deep within the Dreadwood, a tree whose black heartwood can never burn or decay. Whether such stories are true remains uncertain, but they continue to attract fortune-seekers eager to earn the gnome’s approval.

Adventurers seeking employment can usually find work at the Carpenters’ Guildhall with little difficulty. Jilar maintains a constantly changing list of tasks ranging from simple delivery jobs to dangerous expeditions into the wilderness. Characters looking for opportunities may be asked to escort lumber shipments, investigate missing woodcutters, recover rare saplings, or retrieve ancient timber from ruined settlements swallowed by the marsh. When the party approaches the guildhall seeking work, the Dungeon Master may roll a d8 and consult the table below to determine what task Jilar currently requires assistance with.

1) The branch of a tree used to hang a murderer
2) Splinters from a tree struck by lightning
3) A shard of a treant's bark, given freely
4) A wooden stake used to impale a vampire
5) Tendrils harvested from a shambling mound
6) Deck planks stolen from a pirate ship
7) Log taken from the Hool Marshes, transported in swamp water
8) Wood from a shipwreck

Tuesday, September 23, 2025

Ruined Tower of Zenopus
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Just over 100 years ago, the sorcerer Zenopus built a tower on the low hills overlooking Saltmarsh. The tower was close to the river that runs into the Azure Sea just west of Saltmarsh and, appropriately, next door to the graveyard that has been unused for many years.

Rumor has it that the wizard made extensive cellars and tunnels underneath the tower. Saltmarsh is located on top of the ruins of a much older city, a city dating back centuries. Zenopus was said to have excavated beneath his former tower in search of ancient treasures but this is just a rumor talked about in taverns.

Fifty years ago, on a cold wintry night, the wizard's tower was suddenly engulfed in green flame. Several of his human servants escaped the holocaust, saying their master had been destroyed by some powerful force he had unleashed in the depths of the tower.

Needless to say the tower stood vacant for some time after this, but then the citizens of the settlement of Saltmarsh began to complain that ghostly blue lights appeared in the windows at night, that ghastly screams could be heard emanating from the tower at all hours, and goblin figures could be seen on the tower roof in the moonlight.

Finally, the authorities of Saltmarsh had a catapult rolled through the streets of the settlment and the tower along with its nearby structures was battered to rubble. This stopped the hauntings, but the townsfolk continue to shun the ruins. The entrance to the old dungeons can be easily located as a flight of broad stone steps leading down into darkness, but the few adventurous souls who have descended into the crypts below the ruin have either reported only empty stone corridors or have failed to return at all.

Other wizards have visited Saltmarsh since the towers destruction but the site of the old tower remains abandoned. Whispered tales are told of fabulous treasure and unspeakable monsters in the underground passages below the hilltop, and the story tellers are always careful to point out that the reputed dungeons lie in close proximity to the foundations of the older, prehuman city, to the graveyard, and to the sea.

Saltmarsh is a small but busy settlement linking the caravan routes all along the coast. Mostly humans inhabit this quiet town that but it is sprinkled with a dwarf or two and possibly a gnome.

At the Green Dragon Inn, many stories and rumors circulate about this ruined tower, "some true, some not" but regardless, the stories are enough to peak the interest of those foolish enough to explore the towers underground complex, if it even exists.

Sunday, September 21, 2025

The Companions
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax
Hordus, son of Farin, is one of the last surviving founders of the shattered Kilthdûûm Clan, whose ancestral fortress of Dorob Kilthdûûm fell over eighty years ago after a brutal, drawn-out siege by the Orcs of the Flayed Skull under the warchief Gruk-Grak. Once a stalwart defender who commanded the lower ramparts in the fortress’s final days, Hordus still carries the memory of screeching steel, blood-painted banners, and the bitter retreat through hidden tunnels that left many of his kin behind. The loss haunts him—his sleep plagued by nightmares so vivid he cannot rest in darkness without light—driving him into a life of wandering exile in the wilds near the Kron Hills, where he seeks solace in hardship and quiet acts of aid. Gruff but approachable, he finds peace in woodcarving, shaping order from chaos as a small defiance against the ruin of his past. Though he lives as a solitary traveler, Hordus has not abandoned hope; he quietly nurtures a vow to one day reclaim his fallen home, knowing it will take allies, patience, and perhaps the favor of the gods to see the gates of Dorob Kilthdûûm opened once more.
Elora Dawn awoke in a muddy ditch along a lonely road in southern Keoland with no memory of who she was or what had happened, surrounded by the burned remains of three wagons, several dead travelers, and slain goblins. The only clue to her identity was the name “Elora Dawn” engraved on her coin pouch. After making her way to the coastal town of Saltmarsh and staying at the Green Dragon Inn, she discovered a journal among her belongings that revealed fragments of her personality and past ambitions. From its pages, Elora learned she was intelligent, logical, outspoken, fiercely loyal, and deeply driven to prove herself despite hidden insecurities and feelings of inadequacy. She possessed a strong love for nature and exploration, having apparently left her former home behind to seek knowledge and purpose, though the journal never revealed where that home was. Though troubled by the mystery of her lost memories, Elora eventually found peace traveling the lands around Saltmarsh with newfound companions, embracing both adventure and the teachings of Wee Jas while searching for the truth of who she really is.

Saturday, September 20, 2025

Oweland House
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Oweland family has owned this sprawling mansion for generations. Despite the family’s wealth, the building is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan’s growth. The family takes in fishers who have fallen on hard times, sharing their wealth with others until they can recover.

The sprawling, mazelike interior of the Oweland house has spawned rumors of hidden passages and secret chambers within it. A lifelong resident of Saltmarsh, Eda Oweland has been elected to the council three times and owns three large fishing boats.

She is gruff, pragmatic, suspicious of Manistrad's dwarven mining operation and doubts its success, and is particularly interested in expanding the town's fishing industry with the building of more dock space.

Her graying hair is cut short and her face shows the lines of a woman who has spent much of her life outdoors. She sticks up for her people, swears like a sailor when angry, and flattery only worsens her opinion of you. She is community-driven and the first to volunteer to help anyone in town, loves Saltmarsh and its inhabitants, and while suspicious of outsiders, she's loyal and trusting to a fault of those familiar to her.

She resides in Oweland House, a mansion made of a menagerie of additions and expansions to accommodate the family's growth and have space for the downtrodden or fishers who have fallen in hard times, giving them a place to stay and eat until they can get back on their feet.

The mazelike, haphazard interior gave rise to rumors of hidden passages that are actually true: sprawling out of the cellar are secret tunnels leading to various points outside of town used in the past by the family for smuggling.

Monday, September 15, 2025

Sharkfin Bridge
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

This single large bridge spans the river, with shops and homes along its length. The bridge predates the city and is large enough for laden carts to pass two abreast. Elves and fey folk feel vaguely nauseated when they cross the bridge, owing to an ancient curse placed on it long before Saltmarsh rose to existence.

Thursday, September 11, 2025

Primewater Mansion
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Kiorna Kester (LN female human commoner) is the stern but respected owner of Saltmarsh’s renowned tannery, a sprawling workshop perched near the edge of town where the salty sea air mingles with the sharp scent of curing leather. Though plain in appearance and practical in demeanor, Kiorna has built a profitable trade through years of relentless discipline and exacting craftsmanship. Sailors, hunters, mercenaries, and even visiting nobles seek her goods, for few artisans along the coast can rival the quality of her cured hides and leatherwork.

Inside the tannery, racks of stretched hides hang from heavy beams while vats of oils, dyes, and preserving agents line the stone floor. Apprentices labor from dawn until dusk scraping hides, treating leather, and polishing finished goods beneath Kiorna’s watchful eye. The workshop produces everything from sturdy boots and belts to weatherproof cloaks, saddles, waterskins, gloves, and finely embossed armor pieces. Her leather is especially prized for its smooth texture and vibrant colors, which range from deep ocean blues to rich crimson and forest green.

Kiorna’s true fascination, however, lies in exotic materials. Ordinary cattle hides hold little excitement for her anymore, and she constantly seeks rare beasts whose skins possess unusual textures, patterns, or magical properties. Rumors say she keeps a private collection of samples taken from strange creatures brought in by adventurers over the years: scaled hides from marsh drakes, sleek black pelts from shadowy predators in the Dreadwood, and even fragments of strange amphibious creatures dragged from the Hool Marshes.

Because of this obsession, Kiorna frequently hires adventurers willing to brave dangerous wildernesses in search of valuable trophies. She pays handsomely for intact hides taken from beasts and monstrosities of challenge rating 3 or higher, offering a fee in gold pieces equal to one hundred times the creature’s challenge rating. Such rewards can tempt even seasoned sellswords, especially when coin grows scarce during Saltmarsh’s quieter seasons. Many local hunters view her contracts as among the most lucrative opportunities in town.

Recovering a usable hide is not always simple. Kiorna insists that the carcass remain largely intact, as excessive damage ruins the leather and lowers its value dramatically. Harvesting the hide requires careful work, sharp tools, and at least an hour of effort. Adventurers who rush the process often discover they have accidentally spoiled the very prize they fought to obtain. Those who succeed, however, may earn not only gold but Kiorna’s rare approval, something few townsfolk ever receive.

Despite her cold professionalism, Kiorna possesses a deep appreciation for craftsmanship and quietly admires those who demonstrate patience, skill, and perseverance. She has little tolerance for boastful adventurers who exaggerate their deeds, but she respects individuals who bring back genuine trophies from the dangers lurking beyond Saltmarsh. Over time, some successful hunters even develop an ongoing partnership with her, returning regularly with exotic hides that Kiorna transforms into remarkable works of leather artistry sought after throughout the Viscounty of Salinmoor.

Wednesday, September 10, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Tuesday, September 9, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Saturday, September 6, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Friday, September 5, 2025

Dwarf Runesmith
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Dwarf Runesmith
Runes

Thursday, September 4, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Saturday, August 30, 2025

Saltmarsh
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Saltmarsh is a respectable fishing city in the Viscounty of Salinmoor, in the southernmost part of Keoland, noted for adventuring although it is normally a rather sleepy town. Saltmarsh has a standing population of approximately 2,000 citizens, with the local surrounding area, farmsteads and other locals having a population of around 3,000.

The city of Saltmarsh is situated in the Viscounty of Salinmoor, in southern Keoland. It is located on the coast of the Azure Sea, south of the Dreadwood. It lies nestled amongst three low hills where the Kingfisher River arrives at the sea. Within about 10 leagues (30 miles) away are woodlands; the Drowned Forest, the Silverstand, and the Dreadwood. To the west, just across the Kingfisher River are the Hool Marshes and the Dunwater River which feeds them. Two larger towns, Burle and Seaton, are each about twenty miles away (Burle inland to the northwest, Seaton along the coast to the east).

Saltmarsh's residents are predominantly human, with a dwarven mining contingent of about two hundred workers being the largest non-human group in town. Elves and halflings draw no special notice, since the Silverstand hosts a wood elf enclave and a few halfling villages are tucked in the hills around town. The residents react to other visitors, especially tieflings and dragonborn, with a mixture of curiosity and fear.

The city of Saltmarsh, remote though it might be from the center of power in Keoland, is entering a new phase of its life as it reacts to the king's plans. The crown's agents want to expand the port and make it a prime location for trade with the world beyond. In another recent development, a band of dwarves—bearing a decree from the king himself—have arrived and begun to excavate the hills and seaside cliffs near town, looking for precious metals. If their work bears fruit as expected, the mine stands to become a major factor in the Saltmarsh—and, indeed, the entire region's—prosperity.

During Keoland's Imperial period (c. 286 CY - 488 CY), the kingdom's expansion was characterized by conquest to the north which brought considerable wealth to the kingdom. Its southern coastal reaches, particularly those separated from the rest of Keoland by the Dreadwood, saw very little of this growth. A disastrous attempt by King Tavish III to conquer lands to the south in 453 CY lead to his death, and his successor Tavish IV chose to withdraw his forces from the frontier territories. It was in this region that Saltmarsh was established in 465 CY, in the waning years of the Imperial era. A group of four adventurers, unsupported by the Keoish military, cleared the region of a brutal tribe of lizardfolk and use their personal wealth to establish the town of Saltmarsh, on what had been a sparsely populated site consisting of a handful of buildings.

Saltmarsh grew steadily, reaching an overall population of around 5,000, which remained steady for several years. Its proximity to the sea established it as a significant fishing town.

Some years ago, with the Keoish south coast poorly defended by the crown, Saltmarsh was itself attacked by slavers of the Sea Princes, a coalition of pirate factions who control territories to the southwest bordering on the Hool Marshes. Another victim of the slaver raids was the nearby regional capital of Seaton. The city was sacked, and nearly a thousand refugees fled to Saltmarsh. Around the same time, adventurers dealing with sahuagin in the Hool Marshes returned to Saltmarsh with a great deal of plundered wealth. The resulting increase in wealth and population began a period of rapid expansion for the town, and its proximity to the Dreadwood and Hool Marshes has made it a popular home for adventurers.

Recently, King Temend I has shifted his focus to protecting Keoland's southern border, resulting in an influx of wealth and political interference in Saltmarsh as the King enacts plans to develop the town as a major port. This has sparked controversy among the locals, with loyalist and traditionalist political factions attempt to support and oppose the King's plans, respectively.

Notable Locations
Green Dragon Inn
• Stables
• Temple of Procan
• Winston's Store
Carpenter's Guildhall
• Harbor
• Mariners Guildhall
• Solmor House
• Trading Post
Oweland House
• The Anvil
• Council Hall
The Snapping Line
• Fishmonger Plants
• Town Square
Primewater Mansion
• Kester's Leather
• Eliander's House
Sharkfin Bridge
• Moneychanger's Shop
• Empty Net
• Faithful Quartermasters
• Watch House
The Wicker Goat
• Golden Anvil
• Mining Company Headquarters
• Keledek's Tower
• Eliander's House
• City Gate
Thieves Guild
• Hoolwatch Tower

Notable People
• Erolin Timerkitos
• Eda Oweland
• Ingo the Drover
• Keledek the Unspoken
• Anders Solmor
• Gellan Primewater
• Manistrad Copperlocks
• Eliander Fireborn

The small fishing town of Rawnis is some forty leagues northeast of Saltmarsh. The majority of the population, in keeping with Keoland generally, are mainly human. The inhabitants are relatively sober, hard working and amiable. The residents of Saltmarsh are predominantly human. The largest non-human faction is a mining group of two hundred dwarves. Wood elves inhabit a small enclave, and halflings have various local settlements and can sometimes be seen in the city.

The Faithful Quartermasters of Iuz are a group led by Captain Xendros. She is involved in making discreet private purchases and sales behind the scenes to the actual trade interests as well as plots to ruin and. It is specificlaly noted "no one inquires too closely" about the captain.

In 595 CY, around 80% of the town is human, with minorities of halfling, half-elf, gnome, elf, dwarf, and half-orc inhabitants, with a small number of other races. Saltmarsh does not have a single lord or mayor, but is instead governed by a Town Council of five elected members, known simply as the Council of Five. The Saltmarsh Town Council "Council of Five" functions as a five-member governing body that holds executive, judicial, and economic authority over the town, making decisions via a simple majority vote. Their primary role is to manage the town’s transition from a remote fishing village into a strategic port for the Kingdom of Keoland, a process that fuels a constant "cold war" between the Traditionalist faction, who value local independence and smuggling-based commerce, and the Loyalist faction, who advocate for crown law and military expansion.

Because the council is often split two-against-two on these ideological lines, its functional outcome usually rests on a single "swing vote"—typically the young Anders Solmor—making the council a volatile arena where the town's future is constantly being negotiated or manipulated by outside interests.

Region Locations
Kingfisher River
Sea Grove of Obad-Hai
Dwarven Mine
Ruined Tower of Zenopus

Festivals & Events
Saltmarsh holds frequent festivals such as the Midwinter Solstice Festival, feasts, and fairs throughout the year, and also the midsummer Peachiest Pie bake-off is held during this celebration. The festivals will also have other random events and contests that change from year to year depending on popularity.

Sunday, August 24, 2025

Grey Elves & High Elves
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Grey Elves
Grey elves built the old elven cities which now stand abandoned or were given up to other races as they moved through. They are more given to intellect than other elves, but physically weaker. They practice the oldest elven arts, but hide from the eyes of younger, shorter lived races in their isolated settlements. Grey elves are typically reclusive, especially when surrounded by hostile human settlements, but some grey elf cultures are militant in nature. In Sunndi and the Vast Swamp, Grey elves are unusually aggressive to outsiders. They are thinner than high elves, and have either silver hair and amber eyes or pale golden hair and violet eyes. The latter sort are generally called faeries.

They wear complex gowns and flowing robes, favouring clothes the colour of pure driven snow, the noon day sun, silver and gold, with accessories of polished leather, and contrasting colours and jewels. Their cloaks are often deep blue or purple. For battle grey elves favour plate or chainmail, with winged helmets. They live beyond the age of 1,500 years, sometimes reaching 2,000 years. They're known to use Hippogriffs or even Griffins as mounts.

High Elves
High elves are the elves most likely to interact with other peoples of the Flanaess, particularly humanity. High elves dress in pale forest colours when in their villages, typically pastel and of blue, green, grey or violet hue but often covered by a greenish gray cloak, and intense, deep colours when in urban settings. Men wear loose blouses belted over close fitting hose with soft leather shoes or boats. Women often wear frocks with sashes, or blouses over ankle length skirts. When hunting, elves favour neutral brown leathers.

They are typically dark haired and have green or hazel eyes. High elves can live up to 1,600 years, sometimes reaching 2,000 years. High elves are considered the standard elves of Greyhawk.

Tuesday, June 3, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Monday, June 2, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Sunday, June 1, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Saturday, May 31, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Friday, May 30, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Thursday, May 29, 2025

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Wednesday, May 28, 2025

The Underdark
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Underdark is an enormous system of subterranean caves, caverns, and tunnels located beneath the surface. The Underdark is not one giant cavern under the surface, but rather many huge networks of caverns and caves. As a result, it is not always possible to travel from one end of the Underdark to the other. The Underdark is divided into several domains that are similar to continents of the world above.

While it is possible to travel from one place to another within a domain, separate domains tend to have very few passages linking them. The major domains of the Underdark are massive regions controlled by various factions and races. The Underdark's underground landscape varies from small subterranean fissures almost impossible for adventurers to crawl through to more conventional caves and caverns.

But there are also wide expanses of deep water in which coral caves grow, blocks of ice that creatures hollowed out and dwelled inside, and cave-like spaces within masses of fungus or bone or else supported by bubbles of magical force.

This varied landscape is as dynamic as the surface. Some areas are always changing over time because of underground magma rivers or the emptying of underground lakes due to cracks in the rock formed by earthquakes. This means maps of the Underdark were highly unreliable.

The Underdark's environment varies vastly from the surface world, making adventuring through it a dangerous expedition. Just like trekking through a desert, adventurers traversing the Underdark's passages need to be well prepared.

The Underdark is mainly without any source of light save for the occasional luminous rocks or fungi. Large portions of it are also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground.

Lack of light combined with a tomb-like silence makes traveling something only for the strong-hearted. The nerve-wracking silence makes even experienced adventurers grow agitated. Just like deep dungeons, the air can grow stale and even poisonous in the Underdark.

It can contain explosive gases from underground volcanic activity or other deadly gases bubbling out of deep fissures in the rock. Bad air and poisonous fumes can collect in portions of tunnels and caves more or less isolated from the main vaults and caverns. Siphon-like tunnels holding water can also trap these gases for a long time. The temperature underground varies according to depth and the proximity of thermal activities in the area. Throughout the year, the temperature remaines stable and moderate in most regions, usually slightly clammy or chilly. The water underground is extremely cold and posed a hypothermia risk.

The Underdark is inhabited by many races, including aboleths, beholders, cloakers, derro, drow, duergar, dwarves, illithids, kuo-toa, quaggoths, rock gnomes, svirfneblin and many other races and creatures. Plant life and animal life can be as varied underground as on the surface, ranging from small insects to hook horrors, black dragons and shadow dragons, which set up their realms deep down. Anything can be expected.

Plant life is unable to utilize sunlight as a source for energy, and thus takes on strange forms adapted to life underground. Many fungi are also found underground. Being unable to digest normal nutrients most of the time, they rely on absorbing faerzress for their energy.

Tuesday, May 27, 2025

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Monday, May 26, 2025

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Sunday, May 25, 2025

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Saturday, May 24, 2025

Introduction
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Friday, May 23, 2025

Session One:
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Thursday, May 22, 2025

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Wednesday, May 21, 2025

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Tuesday, May 20, 2025

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Monday, May 19, 2025

Rest in Peace Charilie Kirk
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Yes, I understand that this has nothing to do with Dungeons & Dragons and no, politics, religion and IRL beliefs "never" come up around our table but I felt compelled to speak on this topic. September 10th, 2025 Charlie Kirk was assassinated at a Utah event that he was holding. This shit has gotten out of hand and it needs to be dealt with quickly. This kind of person has no place among us as Americans.

The shooter at this time is still at large but the evidence they have found so far shows that this person was a "certain type of person" which we will not get into here but one thing is certain, the LEFT has gotten out of control. The blue haired, nose ringed lunatics have gotten out of control and it is just a sad thing. This was nothing more that a political hate crime against Charlie Kirk. The LEFT couldn't debate him so they shot him.

This is the country we live in now. If someone speaks their mind, and someone disagrees with them then they shoot him instead of sitting down and debating whatever the issues are like civilized human beings. I am a conservative, I'm not necessarily a Republican or Democrat "I'm for sure not a Democrat", I am a normal man that lives a normal life. If I see stupid shit online, I ignore it, block it and walk away, I don't get mad and throw a temper tandrum like the LEFT does. Charlie Kirk was a legend plain and simple. He died exactly how he lived, a father, a christian and a respected voice in America.

Let me close this post out by saying this . . . If you're one of those purple haired, nose ring retards on the LEFT or if you're a Democrat that supports this kind of bullshit, don't talk to me or apply to join this group. If you're a person that signs off on anything WOKE don't try to join us. If you're a person that is hard core anti Trump, anti MAGA, anti "anything on the right", identifies as a lampshade, Trans or tries to force people to use your pronouns . . . just stay away from us, I'm sick of this shit. We don't need you in our group.

I've always tried to check my voice and not speak out but no more. The people in this group are TTRPG people, we are all conservatives, MAGA supporters and normal grown ass adults that has lost patience with the left. The LEFT tried to assassinate Trump, they succeeded in assassinating Charlie Kirk and anyone that supports this kind of shit can go fuck themselves. My thoughts and prayers go out to the family of Charlie Kirk. Rest in Peace brother.

Need I say More?
Trump Assassin Found Guilty (9/23/25)
Anti-Ice Shooting in Dallas Texas (9/24/25)
The DARK TRUTH About Left-Wing Violence in America (9/28/25)
Michigan Church Shooting (9/28/25)

I'm sorry it has come to this but, this stupidty has gone too far and I am simply tired of dealing with it and would rather these type of people not be around this gaming group. This is why the above post was made. All of these links are recent and they are all directed towards the RIGHT. I don't want these kinds of people around me or in my gaming groups. You can take this how you want, you can be offended, you can be pissed off, I honestly do not care but from this day forward, we are a christian, ICE supporting, conservative, right wing, MAGA gaming group.

If you are one of the people that I described above that I did not want around me, plenty of other groups exist, go find one of them. I would rather never run another game again that have to tolerate Left Wing people in my groups.

Saturday, May 17, 2025

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Friday, May 16, 2025

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Thursday, May 15, 2025

Critical Role Falls Short For Me
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Before I get into this, I am sure I will be vastly outnumbered by all the little critters that worship Critical Role and I'm ok with that. I started watching Critical Role during Campaign One but due to work it was hard to stay with due to lack of time. I endured the Tiberius Stormwind episodes where Orion Acaba nearly pushed me away from them with his stupidty and eventually got to around the halfway point of the first campaign.

By the time I got the first half of Campaign One watched I was starting to get a little burnt out and Campaign Two had started so I started watching the second campaign and got to a little before the half way point of this campaign as well. One thing I started seeing in both of these campaign was the amount of B-Rated acting going on.

Sure, I get it, they were trying to put on a show for the audience but still, it was just cringe to watch at times. It got to the point where I just stopped watching them all together. I simply was not feeling it anymore. The Vox Machina released as a series which I've watched in its entirety and I am probably watching the Mighty Nein when it releases.

I don't see the animations as a D&D show, they are more like a regular animation to me and I'll admit, Vox Machina was a fun watch as I am sure the Mighty Nein will be. The D&D live plays however "for me" are just not feeling like Dungeons & Dragons any more.

While I refuse to play 5th edition, "some" live plays are "ok" to watch but Critical Role "imho" has lost its way. It doesn't even feel like D&D any more, it is more like them being B-Rated actors acting out a script. I still adore Laura Bailey, I mean, how could you not? Marisha Ray's acting just makes my skin crawl lol.

I've watch clips from Campaign 3 and I can see how they have changed for the worse, it's not even about the TTRPG experience any longer, it's more about bad acting and money. I don't hate them or anything, I am just not interested in them like I was at the beginning. I still wish them all the best of luck though.

Wednesday, May 14, 2025

Ready For Content
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Tuesday, May 13, 2025

Ready For Content
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Monday, May 12, 2025

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Sunday, May 11, 2025

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Saturday, May 10, 2025

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Friday, May 9, 2025

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Thursday, May 8, 2025

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Wednesday, May 7, 2025

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The current year for our World of Greyhawk campaign is set during 579CY.
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Tuesday, May 6, 2025

Ready For Content
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The current year for our World of Greyhawk campaign is set during 579CY.
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Monday, May 5, 2025

Ready For Content
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The current year for our World of Greyhawk campaign is set during 579CY.
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Sunday, May 4, 2025

Ready For Content
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The current year for our World of Greyhawk campaign is set during 579CY.
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Saturday, May 3, 2025

Ready For Content
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The current year for our World of Greyhawk campaign is set during 579CY.
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Friday, May 2, 2025

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The current year for our World of Greyhawk campaign is set during 579CY.
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Thursday, May 1, 2025

Ready For Content
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The current year for our World of Greyhawk campaign is set during 579CY.
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Wednesday, April 30, 2025

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Tuesday, April 29, 2025

Archives
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Monday, April 28, 2025

Secrets of Saltmarsh
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Sunday, April 27, 2025

Current Campaigns
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Our World of Greyhawk Campaign Listings
Campaign One Secrets of Saltmarsh

Friday, April 25, 2025

House Rules
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Alignment: We use the nine alignments from AD&D 1st edition located here.

Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

Death & Unconsciousness: The official rule in AD&D 1st edition says—a character becomes unconscious at 0 hit points (HP) and begins to die, losing 1 HP per round if left unassisted. Death occurs when hit points drop to the negative of the character's level, or when a character's HP reach -10. If a character takes enough damage that takes him below -10 hit points, he/she is just dead. Our house rule we've added for recovery is, if a character is brought back to consciousness using non magical healing, that character requires one week of bedrest for recovery but if that character is brought back to consciousness using magical healing, that character needs to rest for eight uninterrupted hours before returning to full health.

Playable Races & Classes: You can find all the available races and classes on the following page.

Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the 1st edition Players Handbook as the starting spell for that character. The DM "gifts" the following spells to add to the starting spellbook—Write, Read Magic & Identify which gives a new starting Wizard four spells to start with.

Elves Resistances: In AD&D Elves have a 90% resistance to spells/abilities that charm or unnaturally cause sleep. It makes sense that elves would have this but in Old-School Essentials it is not a rule so I have chosen to make this a house rules of sorts. Elves, Drow, Moon Drow & Sylvan Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, they receive a +10 bonus, Half-Elves get a +5 bonus.

Elves & Resting: Elves, Drow, Moon Drow & Sylvan Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.

Detect Magic Skill: The "Wizard & Sorcerer class" can detect magic on an item by concentrating for 1 full turn. This procedure is repeatable.

Identify Skill: The "Wizard & Sorcerer class" can identify a magical object by studying it for 3 full hours. They then have a 3-in-6 chance of successfully determining its effects. This procedure is repeatable.

Clerics & Level One Spells: In Old-School Essentials, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written. Basically, to put it in simple terms, I have a kind heart . . . "occasionally".

Thursday, April 24, 2025

The Herald
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Wednesday, April 23, 2025

Organizations & Groups
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Tuesday, April 22, 2025

Independent Towns & Villages
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Monday, April 21, 2025

Keeps & Castles
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