Monday, October 19, 2026

The World of Greyhawk
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 year is 579 CY, and a cold wind howls across the Flanaess, carrying the scent of iron and ancient dust. From the jagged peaks of the Griff Mountains to the sun-drenched shores of the Azure Sea, a palpable tension grips the continent.

The Great Kingdom of Aerdy, once a beacon of imperial might, now rots from within under the erratic rule of Overking Ivid V, whose madness and dark pacts at the Fiend-Seeing Throne signal an end to the long peace of the East.

To the north, the demigod Iuz the Old has returned to his unholy capital of Dorakaa, his laughter echoing through lands he seeks to reclaim. The deceptive quiet of his imprisonment has shattered; his orcish hosts and demonic sycophants now mass at the borders of Furyondy and Veluna. In these frontier marches, knights sharpen their blades by flickering hearths, knowing the Old One’s eye is fixed firmly upon the fertile heartlands of the west.

In the Free City of Greyhawk, the "Gem of the Flanaess", the streets are a labyrinth of secrets where fortune and fatality walk hand-in-hand. Beneath the grand spires of the University of Magical Arts, ancient conduits of power hum with renewed vigor as the city reforms its very coinage. Directing destiny from the shadows, the Circle of Eight watches the shifting political tides with clinical detachment, maintaining a Balance that demands as much darkness as it does light.

Across the Baklunish west, dervishes gallop through the shifting sands of the Sea of Dust, guarding ruins that predate the Great Migrations. They speak in hushed tones of the Rain of Colorless Fire—the ancient cataclysm that erased empires and left behind a haunted wasteland.

Even now, explorers and tomb-robbers vanish into those white silences, lured by the promise of artifacts that pulse with the dying breaths of a forgotten, magical age. Deep within the Hellfurnaces and the Crystalmists, the earth groans under the weight of subterranean machinations.

While the drow weave webs of treachery that reach into the surface world, the giants of the north prepare for a mobilization that threatens to crush the marches of Geoff and Sterich. There is a sense that the very foundations of the world are shifting, as if the Great Gods themselves are leaning in to witness a climax centuries in the making.

As the sun sets on 579 CY, the Flanaess stands upon a knife’s edge, with the Horned Society and Bandit Kingdoms already swarming the Shield Lands. Magic feels heavy and volatile, while the disappearance of the archmage Bucknard leaves the Circle of Eight fractured and the future obscured by a thickening fog.

It is an age of high adventure and profound peril, where the drums of war beat a steady, ominous rhythm, promising a future of fire and steel.

Sunday, October 18, 2026

The Racism Behind WotC/Hasbro
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 guy touched on a lot of stuff he pulled from Twitter, all of these people I am about to highlight are affiliated with Hasbro/WotC . . . some are editors, writers, executives and content creators. They publically say stuff that is pure racist and WotC/Hasbro lets them get away with it, and as a matter of fact Hasbro/WotC does its best to go along with these people and what they say. It's disgusting and embarrassing.

It's bad enough with how WotC/Hasbro tried to redo the OGL to screw everyone over, sure they backed down but only because the entire community rose up against them and forced them to back down. It's just sad how this game has went down the toilet. These are just a few of the tweets that were found on Twitter. Dominique Dickey posted a couple of tweets here and here. How much of a racist can someone be?

Then you have Sadie Lowrie who assisted as a writer for Call of the Netherdeep making tweets like this. I send her a tweet asking her about her tweet and this is the reply I got from her. Instead of explaining herself, she blocks me. Typical racist hiding from what she has done. The exact same thing happened with Sarah Madsen . . . when I sent her a tweet about these tweets that she made and I got another reply just like I got from Sadie Lowry.

Lets look at Makenzie De Armas with her tweet or how the one and only Christopher Perkins tweeted this and to think, it pretty much all started with this from Kyle Brinks. Now the latest news is WotC is saying they are removing the Half Elf and Half Orc races or half ANYTHING from D&D because it's racist. It's just gotten out of control. I have been playing Dungeons & Dragons since it was called Basic D&D, hell . . . even before Basic, back when it was called Chain Mail and I've never been this dusgusted with a game, it's people and it's company than I am right now.

You know, back when we played classic Dungeons & Dragons, we didn't have all this drama, it was all about the game and we had one community that stuck together. It's simply not like that anymore. This game is a mess. I am now 100% a Classic DM. Wizards of the WOKE simply doesn't give a shit anymore.

Saturday, October 17, 2026

Ready, Set, Go
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

I have some things that I would like to touch on with those of you that are first time readers on this blog. The first thing that I kind of want to get into is what many call the "Matt Mercer Effect". I think one thing we all can agree on is Matthew Mercer is ranked in the top level of Dungeon Masters.

The man knows his stuff, but it isn't just about Matthew, his players bring a huge part of what makes Critical Role special to the table. To quote an old saying ... "it takes two to tango", or in this case, it takes a Dungeon Master and a group of players to make a game special.

One thing I very much want to emphasize on is "I am not Matthew Mercer" and if you expect me as a Dungeon Master to be like Matthew Mercer then I would say "go find you another campaign to follow" because I am not on his level, nor will I even try to be and to be perfectly honest I am not sure if the world has a Dungeon Master that even comes close to his level of story telling "well maybe but I have yet to see one". I try to run a good game where my players have a good time (plain and simple) and in the past my players have all had a great time so I guess I am doing something right.

Critical Role is a staged game, with some scripting involved, Matthew and his players are all voice actors. When you watch his campaigns, this is not what Dungeon & Dragon games are really like. His campaigns are strictly constructed to bring entertainment to his viewers.

What we try to do here is get together as friends (this is important) and enjoy our time playing Dungeons & Dragons like it was played 35-40 years ago. We don't bring anything from the real world to our table, we simply get together as friends and enjoy this beautiful game called Dungeons & Dragons in all its glory.

Thursday, October 15, 2026

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, October 13, 2026

The Grove
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 Grove lies along the quiet outskirts of Hommlet, where the last cottages give way to open meadows and the untamed beauty of the surrounding wilderness. Rather than being enclosed within stone walls or marked by towering spires, the grove is an open-air sanctuary dedicated to Obad-Hai, the Shalm, god of nature and the balance of the wild. Towering oaks, windswept pines, and ancient standing stones form the boundaries of this sacred place, while winding footpaths weave between patches of wildflowers and weathered wooden benches.

To those who worship Obad-Hai, every tree, stream, and blade of grass within the grove is considered holy, making the entire area a living temple where the rhythms of nature are celebrated instead of controlled. Far more than simply a place of worship, the grove serves as one of the most welcoming gathering places for Hommlet. Hunters from the surrounding forests, traders returning from roads leading into Hommlet, trappers from the forests, and travelers passing through the region often stop beneath its shaded canopy to rest and exchange news.

Informal markets occasionally spring up among the trees as locals barter fresh produce, herbs, pelts, or handcrafted goods. The air is filled with the scent of flowers and plants from the surrounding area, mingling with the fragrance of pine needles and damp earth. Various birds frequently circle overhead, drawn to the region by the steady stream of visitors and the hope of an easy meal. The grove is lovingly tended by Jaroo Ashstaff, a thoughtful and soft-spoken druid whose quiet demeanor masks a keen awareness of the natural world. Jaroo spends his days caring for the sacred grounds, treating injured animals, and advising townsfolk on matters concerning the forests, hills, and the general region surrounding Hommlet. While some mistake his reserved nature for sadness, those who know him understand that Jaroo carries the weight of constant vigilance, always listening for subtle changes in the balance of nature that others would overlook. Jaroo's responsibilities extend well beyond the boundaries of the grove itself.

Through longstanding friendships with the elves of Celene who dwell south in the Kingdom of Celene, he receives warnings whenever dangerous beasts, twisted monstrosities, or other unnatural creatures stray toward civilization. Upon learning of such threats, Jaroo quietly begins gathering capable adventurers or trusted hunters before panic can spread through the Hommlet, even more now with the rise of banditry in the region. In this way, the grove serves not only as a sanctuary of peace and reflection but also as the first line of the Hommlet defense against the hidden dangers lurking within the wilderness. Though few citizens fully appreciate its importance, many owe their safety to the quiet work carried out beneath its ancient trees.

Friday, October 9, 2026

Inn of the Welcome Wench
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

Ostler Gundigoot opened the Inn of the Welcome Wench shortly after the Battle of Emridy Meadows more than twenty years ago. In the old days, he was an important figure both in the militia and in general town administration. The Inn of the Welcome Wench quickly grew in reputation as a place of great comfort and quality, but one whose patrons should expect to pay well for the excellent service and fine food and lodging.

Nowadays, Ostler takes it easy. His heart is weak and he tries to keep away from any great excitement or surprises. Ostler runs the day-to-day activities of the inn, maintaining the same quality and fair-minded practices that he has always tried to keep since the inn was first established.

Madison, the barkeep, is a young woman who has worked at the inn for two months and knows the town fairly well. She is short-tempered, when it comes to anyone disrespecting Ostler and Ostler is very protective over the young lady - he looks upon her as a daughter. Madison, the barkeep, is a auburn-haired, pale-skinned woman. She has worked at the inn for a few months now and knows the settlement fairly well. She is short-tempered, with little patience for small talk or humor.

Relith, a Human Bard, entertains the clientele, but is slightly incompetent as a musician. Most people don’t think much of him. (Ostler allows him to perform in exchange for a meal and a room, but this is really charity). The Inn houses and employs two full time serving girls, various people who either cook, clean or serve customers and attached to the inn is a stable, ten horses can be stabled here. The dining room, well-appointed if a little old, is clean and quiet. The clientele of the The Inn of the Welcome Wench are well-mannered folk who enjoy fine food and drink.

Drunkards and louts are not welcome. They are dealt with quickly but it has been quite some time since anything like this has happened in this establishment. Two private dining rooms exist for meetings or distinguished guests. The kitchen beyond is spacious, with steps leading down into the cellar. A small stable is on the side of the inn that can stable up to ten horses. The open area in front of the inn (the yard) is very well kept, with nicely trimmed shrubbery and a soft lawn.

This structure is the center of the settlements life, bustling with visitors from morning to night. The food is good, with specials such as poached salmon and stuffed pheasant and trout. Most locals can be found here at various times. Candles have been place throughout the dining area which keep the bottom floor well lit. Bar stools have been placed at the bar itself.

The inn is clean and very well maintained, you can tell Ostler takes great pride in his business. At most times during the day, several waitresses can be seen waiting tables and Ostler himself is usually here as well, standing behind the bar assisting Madison or walking around speaking with customers.

Prices at the The Inn of the Welcome Wench are a little expensive but the meals that are prepared here make up for short comings the Inn might have. Choice venison, mutton, poached salmon, trout stuffed with specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms or truffles, squab stuffed pheasant and boiled crayfish in drawn butter are just a few of the delights which are served here. The inn may be slightly smaller than most inns but it is well ran and has earned its good reputation it currently has.

Rooms at the inn are comfortable and simple. Each has a soft bed with a quilted blanket, a desk with a chair, and a pitcher of water, and a bowl for washing up. A single two-room suite is available for 1 gp per night. Room doors have locks (DC 18), and a client can rent the key by paying Maridosen an additional 1 gp per night.

Meals are served on pottery or pewter or copper services according to the customers order. Various leather jacks, pottery mugs, wooden tankards, pewter steins, glass flagons, crystal goblets, or silver chalices are used for the beverages. The locally brewed ale and beer is supplemented by brews from other places, and wine, mead and brandy from all over the region make their way to the boards of the The Inn of the Welcome Wench.

(All full meals served with bread and honey, potatoes, and string beans, yams, rum-boiled artichokes, potatoes, and string beans, yams, rum-boiled artichokes, cabbage, carrots, or spinach)

BREAKFAST
Peppered Bread: 7cp
Oatmeal: 3cp
Boiled Goose Eggs: 4cp
Chicken Eggs: 2cp
Fruit and Cheese: 3cp
Beef Steak: 2sp
Fried Potato Wedges: 2cp
Pork Sausages: 1sp

AFTERNOON MEALS
Beef Stew: 1sp
Boiled Crawfish with Drawn Butter: 1sp
Poached Salmon: 8cp
Spiced Sausages: 9cp
Stuffed Pork Chops: 1sp
Stuffed Black Trout: 1sp
Steak and Kidney Pie: 2sp
Venison Steak: 2sp
Stuffed Pheasant: 1sp
Roast Duck with Apples: 1sp
Roast Goose: 1sp
Cheese rolls with a Filling of Nuts, Honey and Vegetables: 9cp
Smoked Salmon Salad: 9cp
Apple Stuffed Mushrooms: 5cp
Roast Beef with Cranberry Sauce: 9cp

BEVERAGES
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Spiced Ale: 7cp
Mead: 9cp
Local Wine: 9cp
Fireamber Wine: 1sp
Local Brandy: 1sp

On any given night, 1-5 of the private rooms are rented, and 1-4 of the beds in the common room are occupied. The upper rooms are very clean, and all of the rooms are heated and with the inn only having seven standard rooms and seven private suites, they are easy to maintain and keep comfortable for the guests. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.

ROOM NIGHTLY PRICES
(12) Standard Suite: 1gp

Thursday, October 8, 2026

Hommlet
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 Village of Hommlet—or merely "Hommlet", as it is commonly called—is situated in the central part of the Flanaess, that portion of western Oerik Continent which is known and 'civilized'. The hamlet-sized village (local parlance having distinguished it with the greater term) is located some 10 leagues southeast of the city of Verbobonc, or thereabouts, on the fringe of the territory controlled by the noble Lord the Viscount of Verbobonc. It is at a crossroads.

To the north is the mighty Velverdyva River, along whose south bank runs the Lowroad. Many days travel to the east, on the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled City of Dyvers. The village of Sobanwych lies about halfway along the route. Below that to the southeast and east are miles and miles of forest the Gnarley, beyond which is the Wild Coast - Woolly Bay and the Sea of Gearnat.

The road south forks a league or so beyond the little community, one branch meandering off towards the Wild Coast, the other rolling through the lower Kron Hills to the village of Ostverk and then eventually turning southwards again into the elven Kingdom of Celene. The western route leads into the very heart of the gnomish highlands, passing through Greenway Valley about a day's travel distant and going onwards to the Lortmil Mountains far beyond.

Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a sufficient number of travelers and merchant wagons to attract tradesmen and artisans to serve those passing through. The resthouse became a thriving inn, and a wheel and wainwright settled in the thorp. More farmers and herdsmen followed, for grain was needed for the passing animals, and meat was in demand for the innfolk. The surrounding region is mostly hills, light woodlands and a modest amount of farmland. A small stream flows through this settlement, the waters are deep. Farming is an important source of income for the settlement.

Prosperity was great, for the lord of the district was mild and taxed but little. Trade was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area was free, beautiful, and bountiful—too much so, in the eyes of some. Hommlet 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.

Whether the evil came west from the City of Dyvers (as is claimed by one faction) or crept up out of the forestlands bordering the Wild Coast (as others assert), come it did. At first it was only a few thieves and an odd group of bandits molesting the merchant caravans. Then came small bands of humanoids—kobolds or goblins—raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk apparently checked, but did not stop, the spread of outlawry and evil.

A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant. But its out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small stream flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their ill-gotten tithes. Good folk were robbed, pillaged, enslaved, and worse.

In but three years, a grim and forbidding fortress surrounded the evil place, and swarms of creatures worshipped and worked their wickedness therein. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom and beauty. Commerce ceased, crops withered; pestilence was abroad.

But the leaders of this cancer were full of hubris and, in their overweening pride, sought to overthrow the good realms to the north, who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. A great battle was fought.

Notable Locations
• Inn of the Welcome Wench
• Stables
• Moneychanger's Shop
• Thistlebranch Tonics
• Church of St. Cuthbert
• Guard Tower
• Trading Post
• Smithy
• Patisserie Shoppe
• The Grove
• The Rolling Wheel
• Brewery

A few cobblestone roads and walkways lead to all of the key establishments and a small stream that branches off of the Velverdyva River, runs through the settlement, providing fresh, clean water for drinking and irrigation. The stream runs off of the Velverdyva River which flows through Hommlet.

When the good people of Hommlet saw streams of ochre-robed men and humanoids fleeing south and west through their community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout. So great was the slaughter, so complete the victory of good that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic.

Life in Hommlet quickly returned to a semblance of its former self, before the rise of the Temple of Elemental Evil. For five years afterward, the village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll who plagued the place for a time was hunted down by a party of passing adventurers. Carrying the ashes and a goodly fortune as well, the adventurers returned to the village.

Regional Locations
• Cemetery
• Tower of Omen-Vael

Before going elsewhere to seek their fortunes, the adventurers also returned a portion of the villagers' losses. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar caches, and several did find remote lairs and wealth—just as some never returned at all.

After a time, adventurers stopped coming to the area. It seemed that no monsters were left to slay, and no evil existed here to be stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but others relieved by the return to the quiet, normal life—and Hommlet continued its quiet existence for four years more.

But then, a year ago, the bandits began to ride the roads again—not frequently, but to some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure. All claim to be bent on slaying monsters and bringing peace and security to Hommlet, but deeds speak more loudly than words, and lies cloak the true purposes of the malevolent.

This settlements community is made up of friendly folk but they always seem to have their guard up during these troubling times. These people understand that the sporadic raids by bandits, orcs and goblins that have been happening recently might cause them to be forced to defend themselves but regardless, life goes on and even though they stand knowing of the dangers that lurk nearby, these people still live a normal life.

The climate tends to be cool during the summer, not overly humid but winters are usually very cold with much snowfall in this region. Farming and "some" hunting are the common trades of the region, along with the small amount of trade that comes into Hommlet from time to time. Exports mostly consist of foodstuffs from the surrounding farms along with meat from hunting within the surrounding area.

Notable People
• Rufus Brunel
• Burne the Wizard
• Chissa Hairfoot

The lords of Hommlet, Rufus and Burne, are from the city Verbobonc that lies to the north. Folks around Hommlet are happy with the appointed lords authority "for the most part", and they have found answering to the laws of the current lords fair and just. Lord Rufus and Burne are both doing what they can to protect this settlement as best they can.

Rufus and Burne both approved the local militia to be formed "which is overseen by the Captain of the Watch. Hommlet has a small group of soldiers who perform guard and police functions in and around the settlement. The guards patrol in pairs and Rufus and Burne can muster an additional nimber of about 20 civilians, given a day’s notice.

However, he can only do this if the settlement itself is threatened—the villagers have no desire to patrol the road beyond the farms. The current standing militia is simply not adequate enough to maintain the peace during the current troubling times.

Festivals & Events
Hommlet 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.

Wednesday, October 7, 2026

Kron Hills
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 Kron Hills stretch eastward from the Lortmil Mountains toward the western reaches of the Gnarley Forest, forming a natural boundary between the lands of Verbobonc to the north and Celene to the south. Across this broad upland country, rounded heights give way to rocky ridges, sheltered valleys, and wooded slopes. The landscape offers a gentler face than the mountains farther west, though its winding tracks and successive ridgelines can make even a short journey demanding.

From an exposed hilltop, travelers can watch the countryside unfold in layers of pasture, woodland, and distant blue heights. Gnomes are the people most closely associated with the Kron Hills, with approximately twenty thousand inhabiting the region during the classic Greyhawk era. Human farmers and herders also occupy its fertile uplands, sharing a countryside sustained by both agriculture and the wealth beneath the earth.

For a campaign description, their settlements can be pictured as comfortable hillside communities, with stone-faced entrances, gardens, workshops, and well-maintained paths linking neighboring households. Smoke rising above a sheltered hollow might reveal a thriving village where a distant observer sees only another wooded valley. The hills’ mineral deposits make mining an important part of regional life, supporting trade alongside the produce of farms and grazing lands. Merchants have good reason to visit, and the surrounding country connects the hill communities with larger markets in Verbobonc and beyond. Around Hommlet, near the northern approaches, roads carry travelers toward Verbobonc, Dyvers, and Greyhawk, while southern routes lead toward the hills, Celene, and the Wild Coast. Such connections bring welcome business, news from distant lands, and strangers whose intentions are sometimes difficult to judge. The gnomes of the Kron Hills have a strong tradition of independence and a reputation for courage, demonstrated by their participation in the Hateful Wars.

Their communities value the right to manage their own affairs, a conviction that has complicated Verbobonc’s claims over the northern hills. Local loyalties therefore matter greatly: a visitor’s conduct toward a village, family, or trusted guide may carry more weight than an impressive title. Hospitality can be warm, but those who mistake friendliness for submission are likely to discover how firmly the hillfolk defend their homes and customs. For adventurers, the Kron Hills offer a landscape where settled life and uncertain wilderness lie close together.

Notable Settlements
• Hommlet

A useful way to portray the region is to place welcoming farms and busy mining communities along the traveled routes, with abandoned workings, overgrown ruins, and lonely ravines farther afield. A peaceful evening might bring the sound of sheep bells and conversation outside a hillside inn, while the next day’s journey leads into country where no chimney smoke breaks the horizon. This mixture of prosperity, local independence, and secluded terrain makes the hills an inviting home for companions—and a place with ample room for secrets.

Tuesday, October 6, 2026

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, October 5, 2026

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 25, 2026

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, September 23, 2026

Stables
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 Hommlet Stables stand attached to the Inn of the Welcome Wench, offering shelter and care for the riding horses, pack mules, and draft animals of travelers passing through the village. Broad wooden doors open onto an orderly interior scented with fresh hay, worn leather, and oats. Stalls line the walls beneath heavy timber beams, while bridles, halters, and grooming brushes hang from pegs near the entrance.

Outside, a well-used yard provides space for unloading baggage, examining harnesses, and settling animals after a long journey. The stables belong to Ostler Gundigoot, proprietor of the Inn of the Welcome Wench, and operate as part of his establishment.

Ostler entrusts their daily care to a groom and a young stableboy, though he takes a personal interest whenever guests arrive with exhausted or injured animals. His expectations are straightforward: every beast receives adequate feed, clean water, dry bedding, and patient handling. Travelers who mistreat their mounts soon discover that his hospitality comes with firm limits.

The stables offer overnight boarding, feeding, brushing, and the cleaning and drying of ordinary tack. Saddles and packs can be set aside while guests take their ease inside the inn, and the groom can spot a loose shoe, a rubbed shoulder, or a failing harness strap before it becomes a serious problem on the road. More demanding repairs require the attention of a village craftsman, but a spare length of leather or a borrowed buckle can often keep a traveler moving. Although quieter than the inn’s common room, the stable yard has its own steady exchange of news. Wagon drivers trade observations while checking their teams, merchants complain about muddy roads, and departing guests linger over one last adjustment to their baggage.

The attendants remember an unusual horse or a rider who departed before dawn, making them useful sources of small, easily overlooked details. For companions returning from dangerous country, the familiar scrape of a shovel and the contented sound of horses feeding offer a welcome return to village life.

Tuesday, September 22, 2026

Church of St. Cuthbert
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 small Temple is overseen by Canon Terjon This newly established chapel was built and funded by the Hommlet community several years ago in honor of the aid rendered to the settlement by the locals in the Battle of Emridy Meadows. Canon Terjon can usually be found in the temple sweeping the floor or performing some other household cleaning.

Canon Terjon stands as the chief cleric of the Church of St. Cuthbert in the village of Hommlet, a position he assumed following the unexpected departure of Canoness Y'dey. Known for his stern demeanor and formidable presence, Terjon is both a figure of reverence and speculation among the villagers. Despite his somewhat aloof nature, Terjon is deeply committed to his duties and the spiritual well-being of his congregation.

As the chief cleric, Canon Terjon is responsible for overseeing the spiritual life of the church and its congregation. He conducts sermons, administers rites, and ensures that the teachings of St. Cuthbert are upheld with integrity and dedication.

Terjon's public demeanor is one of stern authority, often perceived as unfriendly by those who do not know him well. This perception stems from his strict adherence to church doctrines and his unwavering commitment to maintaining order within the church. However, those who have the opportunity to engage with him on a deeper level find a man of wisdom and empathy.

When approached by visitors, Terjon is known to greet them with a formal yet courteous demeanor. His standard greeting, delivered with a firm but inviting tone, is as follows: "Welcome to the Church of St. Cuthbert. I am Terjon. How can I help you?"

Terjon and Acolyte Calmert share a professional relationship founded on mutual respect and a shared commitment to the church's mission. While Terjon's sternness contrasts with Calmert's zeal, their combined efforts ensure that the Church of St. Cuthbert remains a pillar of strength within Hommlet.

Terjon acts as a mentor to Calmert, providing guidance and support as the acolyte navigates his duties. He appreciates Calmert's dedication and honesty, recognizing his potential to become a future leader within the church. He has the following traits . . .

• Zealous and Passionate: Calmert's fervent dedication to his duties is unmatched. He works tirelessly to ensure the church remains a guiding force in the community.
• Distant but Caring: While Calmert may appear aloof at times, his commitment to the spiritual growth of the congregation is unwavering.
• Unwaveringly Honest: Despite rumors about his handling of funds, Calmert remains an honest and honorable man, driven by a deep sense of duty.

Terjon is dedicated to strengthening the church's influence and ensuring that the teachings of St. Cuthbert are upheld. He believes in leading by example, demonstrating the virtues of wisdom, justice, and faith to the villagers. While his public persona may seem distant, Terjon is committed to engaging with the community and addressing their spiritual needs. He understands the importance of fostering strong relationships between the church and the people it serves.

Terjon faces the challenge of filling the void left by Canoness Y'dey while managing the responsibilities of his new role. Despite these challenges, he remains ambitious and eager to guide the church toward a prosperous future. Canon Terjon stands as a formidable leader of the Church of St. Cuthbert in Hommlet. His stern demeanor and strong sense of duty define his public persona, while his genuine commitment to the spiritual growth of his congregation reveals the depth of his character. As Terjon continues to lead, he remains a beacon of wisdom and faith in a village filled with speculation and intrigue.

Sunday, September 20, 2026

Guard Tower
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

Standing upon a rocky rise overlooking Hommlet, the guard tower of Rufus and Burne is a sturdy landmark of pale stone, its round walls rising four stories above the surrounding grass and shrubs. Narrow arched windows pierce the thick masonry, while heavy stone supports carry a projecting parapet crowned with battlements.

Built for a clear view of the village approaches, the tower provides its watchmen with a commanding position from which to spot approaching travelers, suspicious movements, or signs of trouble beyond the nearby fields. A broad residential wing joins the tower along one side, matching its stonework and battlements while standing below the main watch platform.

This addition houses the meeting room and the private chambers of Rufus and Burne, giving the two men room to conduct their affairs without interfering with the tower’s daily duties. Larger windows admit light into these occupied rooms, although their narrow proportions and sturdy frames preserve the building’s defensive character. Stone steps climb between exposed rocks to a heavy oak entrance reinforced with iron fittings.

Inside the tower, the lower floors contain the practical necessities of a working guard post: weapon racks, stores of provisions, space for the men on duty, and a secure place to keep equipment ready for use. A winding stone stair connects the floors, its steps worn smooth along the center. The adjoining meeting room holds a substantial wooden table where maps can be spread, reports delivered, and visitors received. Beyond the shared rooms, Rufus’s quarters favor orderly comfort and well-maintained arms, while Burne’s contain books, writing materials, and space for his magical studies.

By day, the tower is a reassuring presence above Hommlet, with watchmen occasionally visible between its battlements and the sound of boots carrying down the entrance steps. After sunset, lanterns illuminate the doorway and warm light shines through the windows of the residential wing. Above them, the watch platform remains mostly dark, allowing the sentries to observe the countryside without spoiling their night vision. Even when the village settles into sleep, the tower remains occupied and alert, ready to raise the alarm.

Saturday, September 19, 2026

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 1, 2026

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, August 31, 2026

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 begins as a network of cold streams and springs in the western reaches of southern Keoland, gathering strength as it winds eastward through the rolling countryside of the Duchy of Salinmoor. Along much of its course, the river is broad but slow-moving, its waters darkened by peat and shaded beneath ancient willows, alders, and towering oaks. Small farms and isolated fishing cottages dot its banks, while narrow ferries and weathered wooden bridges provide the only reliable crossings.

Though never a major trade artery like the Javan or Sheldomar, the Kingfisher serves as a vital lifeline for the scattered settlements of the region, carrying timber, grain, and freshly caught fish toward the coast. As the river approaches the settlement of Portown, its character begins to change. The current slackens noticeably, and the banks become softer and more waterlogged as the influence of the nearby marshes takes hold.

Fishermen cast nets from flat-bottomed skiffs, trappers search the reed beds for valuable pelts, and hunters quietly stalk the countless waterfowl that nest among the tall grasses. Bright blue kingfishers, from which the river takes its name, dart between overhanging branches with startling speed, their vivid colors providing one of the few flashes of brilliance in an otherwise muted landscape of green reeds and dark water.

East of Portown, the Kingfisher eventually merges with the mighty Eldir Vaas just inland from Saltmarsh. Here the combined waters spread across an immense network of channels, mudflats, and tidal pools that form the northern reaches of the Hool Marshes before finally emptying into the Azure Sea. The meeting of these two rivers creates one of the richest wetlands in all of Keoland, supporting abundant fish, shellfish, and birdlife, but also countless dangers. Treacherous bogs, hidden sinkholes, and swift tidal currents claim the unwary each year, while thick morning fogs can reduce visibility to only a few yards, leaving even experienced rivermen hopelessly disoriented.

To the people of Salinmoor, the Kingfisher River is both a blessing and a source of endless mystery. Merchants, fishermen, and travelers depend upon its waters, yet countless local tales speak of strange lights drifting across the marsh after sunset, abandoned boats found floating without a crew, and forgotten ruins swallowed by centuries of encroaching reeds. Bargemen often refuse to travel its lower reaches after dark, believing that the marsh itself awakens with the tide. Whether these stories are born from superstition or from very real dangers lurking within the Hool Marshes, few who make their living along the Kingfisher are willing to dismiss them entirely.

Friday, August 14, 2026

Viscounty of Salinmoor
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 Viscounty of Salinmoor is located in the extreme southwestern portion of the Kingdom of Keoland bounded by the Azure Sea, the Javan River and the Dreadwood. Some 317 years since its establishment, Salinmoor has never featured prominently in the history of Keoland. It is a poor, backwater province that has seen history largely pass it by. It is ruled by "Viscount Cronin Secunforth III".

If there is a fame attached to the Viscounty, it is that fame attributable to the number of adventure seeking individuals who have been drawn there. In many ways, the Viscounty of Salinmoor is still a frontier province. The social structure is remarkably fluid and there is much opportunity for advancement and to make one’s mark, and perhaps fortune.

A study in contrasts, the Viscounty of Salinmoor is very egalitarian, judging individuals on their individual merit, while at the same time respecting tradition to the point of being hidebound by it. With a very diverse population for such a remote area, the Viscounty has different faces it turns to the world as it suits the inhabitants. To an outsider, Salinmoor is almost sure to appear dullish, more than a bit drab and of little interest. While all this is surely true, it is true by degrees. With greater experience, there can be found pockets of amazing vitality and vibrancy amidst the general languor.

The Viscounty of Salinmoor is largely flat. Close to the shores of the Azure Sea the ground becomes notably marshy. Inland, the soil tends to be rocky. While there are the occasional stretches of sea cliffs, at no point does the land rise much above sea level. As a result, seasonal hurricanes blowing in from the Azure Sea in the late summer often cause wide spread flooding. This makes agriculture difficult as an entire year's crops may be lost.

To the west and southwest, the Hool Marshes are without doubt the worst land in the Viscounty. The Marshes spread out in a vast delta from the main channel of the mighty Javan River. Home to innumerable insects, snakes, deadly plant species and hostile sentients, the Hool Marshes are of little to no economic value. At the same time, the population of lizard folk and less well mannered creatures are a constant concern. The only redeeming feature of the Hool Marshes, if it can be called that, are the treasures that fortune seekers can sometimes pry from its mired grasp.

Altogether more hospitable, although as hostile to intruders, is the Dreadwood that broods heavily to the north and east of the Viscounty. Home to a sovereign and isolationist nation of wood elves, very little is known to a certainty of the other inhabitants of wood for the elves are aggressive in the defense of their forested domain. Within the bounds of the Dreadwood, the elves are the supreme masters of the land. While Keoland has named the Dreadwood a protectorate, this status has never been acknowledged by the elves themselves. Wisely, Keoland has never sought to push its claim or to enter forcibly into the precincts of the elves. The elves have been similarly reasonable.

The wood elves tolerate logging within the Dreadwood, albeit only on the fringes. All logging operations are overseen by the Great Druid of the Sheldomar Valley and his circle, who are allied with the wood elves and likewise call the Dreadwood home. A single track open to commerce and travel is allowed to pass entirely through the Dreadwood. Aptly named the Dreadwood Road, it has as its northern terminus the mixed human and elven town of Silglen. The southern terminus is at the town of Burle that lies within the Viscounty of Salinmoor.

More than any other province of the Kingdom of Keoland, the Viscounty of Salinmoor is defined by water and the sea. The Azure Sea that bounds the Viscounty to the south dominates and defines life within the Viscounty. While much the same might be said for the Duchy of Gradsul, which boasts Keoland’s only significant port on the Azure Sea, Gradsul is as much a river town at the mouth of the Sheldomar as a seaport, and the Duchy enjoys a much larger land area not immediately open to the vicissitudes of waves and storms blowing in from open water.

The Viscounty of Salinmoor is almost always windy and that wind, except at the verge of the Dreadwood, is tinged with salt and spray. Dampness is endemic in all seasons and in the months of summer humidity makes the heat something to be feared, particularly when the winds die down. If there is a pleasant season, it is spring and low summer, when the air is warm but not yet hot and the sea breezes are cool and gentle before the onset of the storm season. From high summer through the depths of winter, storms are always a possibility. Hurricane season extends from late in the high summer through fall.

Settlements
• Portown
• Westbridge
• Saltmarsh

Geographical Features
• Hool Marsh
• Abbey Isle
• Azure Sea
• Dreadwood
• Angler Island
• Dun Mounds
• Redshore Island
• Drowned Forest
• Makaster House
• Dunwater River
• Kingfisher River
• Barrow Hills

The majority of the population of the Viscounty of Salinmoor is human. This population is divided almost equally between those of Suel extraction and those of Oeridian ancestry. As in much of Keoland, however, the Suel population has been politically dominant at the highest levels of authority. In all but the family of the Viscounts, however, intermarriage without regard to ethnicity is common. Salinmoor is among the most egalitarian of Keoland’s constituent provinces.

Minority populations of Flan exist in the Viscounty along with even smaller populations that can trace their lineage to the rightly feared Yaheetes. A people tainted by a history of foul deeds traceable to the lost Isles of Woe of the Nyr Dyv, the Yaheetes are universally despised and for good reason. Most are throughly intermarried and wisely keep well to themselves. The Flan have a hatred of the Yaheetes that is pathological and genocidal. Even the worst of the Suel might blanche in the face of the Flan’s feelings toward the Yaheetes. Contrary to a popular misconception, the Yaheetes are not a Flan people and it is best not to evidence any such confusion before a anyone of Flannish descent.

Interestingly, there is surprising evidence of the Olman in the Viscounty of Salinmoor. While there are those of obvious Olman extraction living there, in almost all cases, these Olman are late arrivals. There is evidence, however, of a much earlier and significant Olman habitation. In 282 CY, during the reign of Gillum I, an Olman burial site was discovered in the Viscounty of Salinmoor. The so-called Olman Ship Burial was a buried catamaran used as a bier that contained the remains and grave goods of an Olman warrior that some have speculated may have been a noble or even king. While no similar finds have come to light, no one has been actively searching for any either.

Adventure Locations
• Tower of Zenopus
• Cairne of the Skeleton King
• Ruined Tower of White Crag

The peasants of Salinmoor are, like most Keolandish peasants, ignorant and superstitious in the extreme. They are also noticeably furtive. When speaking with strangers, they often appear over anxious, as if they wished the conversation would end or feared that it might be overheard. One frequently comes away with the impression that these peasants have something to hide or are attempting to conceal something. What, in their circumstances, is anyone’s guess. The one thing that can be said for the peasants of the Viscounty is that they are altogether harder working than the usual peasant of Keoland. Doubtless, this may be accounted for in the positive example set by the Viscounty’s active demi-human populations.

Among the aristocracy, one hesitates to say nobility, of the Viscounty of Salinmoor, there is a pronounced sense of fatalism combined with a prudish, even puritanical, mentality. While not universally so, a number of the aristocracy seem to view themselves as cursed or doomed, solely on account of inhabiting Salinmoor, if nothing else. At the same time they sigh, shrug and bemoan their lot in life, however, they are pretentiously defensive about their status and prerogatives, such as they are. The aristocracy are sticklers for protocol and tradition, even when these have long grown outdated or impractical and have been elsewhere in Keoland abandoned.

The chief exception to these attitudes are among the younger members of the aristocracy, many of whom have only lately been ennobled, at least by Keoland’s standards. Coming, as it were, from humble origins, these newly minted nobles are often outsiders to Salinmoor and bring with them an energy that is too often lacking among the natives. This energy is often noticeable in the communities these upstarts found or come to rule over. The example cannot be but a positive one. However, if one is caught unawares, the change in attitude and demeanor can seem improbably startling.

Sunday, August 2, 2026

The Grove
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 Grove lies along the quiet outskirts of Portown, where the last cottages give way to open meadows and the untamed beauty of the surrounding wilderness. Rather than being enclosed within stone walls or marked by towering spires, the grove is an open-air sanctuary dedicated to Obad-Hai, the Shalm, god of nature and the balance of the wild. Towering oaks, windswept pines, and ancient standing stones form the boundaries of this sacred place, while winding footpaths weave between patches of wildflowers and weathered wooden benches.

To those who worship the Shalm, every tree, stream, and blade of grass within the grove is considered holy, making the entire area a living temple where the rhythms of nature are celebrated instead of controlled. Far more than simply a place of worship, the grove serves as one of the most welcoming gathering places for Portown. Fishermen fresh from the docks, traders returning from inland roads, trappers from the marshes, and travelers passing through the region often stop beneath its shaded canopy to rest and exchange news.

Informal markets occasionally spring up among the trees as locals barter fresh produce, herbs, pelts, or handcrafted goods. The air is filled with the scent of salt carried inland by the sea breeze, mingling with the fragrance of pine needles and damp earth. Seagulls frequently circle overhead despite the distance from the harbor, drawn inland by the steady stream of visitors and the hope of an easy meal. The grove is lovingly tended by Ferrin Kastilar, a thoughtful and soft-spoken halfling druid whose quiet demeanor masks a keen awareness of the natural world. Rarely seen without his faithful bullfrog companion, Lorys, Ferrin spends his days caring for the sacred grounds, treating injured animals, and advising townsfolk on matters concerning the forests, marshes, and coastline surrounding Portown. While some mistake his reserved nature for sadness, those who know him understand that Ferrin carries the weight of constant vigilance, always listening for subtle changes in the balance of nature that others would overlook. Ferrin's responsibilities extend well beyond the boundaries of the grove itself.

Through longstanding friendships with the elves who dwell deep within the Dreadwood, he receives warnings whenever dangerous beasts, twisted monstrosities, or other unnatural creatures stray toward civilization. Upon learning of such threats, Ferrin quietly begins gathering capable adventurers or trusted hunters before panic can spread through the town. In this way, the grove serves not only as a sanctuary of peace and reflection but also as the first line of the Portown defense against the hidden dangers lurking within the wilderness. Though few citizens fully appreciate its importance, many owe their safety to the quiet work carried out beneath its ancient trees.

Sunday, July 26, 2026

Green Dragon Inn
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

Elrick "Rick" Sandoren opened the Green Dragon Inn 10 years ago. In the old days, he was an important figure in the region. The Green Dragon Inn quickly grew in reputation as a place of great comfort and quality, but one whose patrons should expect to pay well for the excellent service and fine food and lodging. Elrick is close friends with mayor Thranick Karn and the two are often seen sharing a meal together in the Green Dragon Inn.

Nowadays, Elrick takes it easy, enjoying the life of an innkeeper and an honored citizen of the settlement of Portown as best he can. Elrick has slowed down over the years and his health has degraded somewhat but he remains the same good spirited fellow he has always been and he maintains a well ran establishment even to this day. His heart is weak "probably due to his weight gain", but he is always on duty at the Green Dragon when the doors are open, always welcoming patrons with a hard "welcome friends" and a grand smile on his face.

Maridosen, the barkeep, is a young woman who has worked at the inn for two months and knows the town fairly well. She is short-tempered, when it comes to anyone disrespecting Elrick, Elrick is very protective over the young lady - he looks upon her as a daughter.

Relithor, a Human Bard entertains the clientele, but is slightly incompetent as a musician. Most people don’t think much of him. (Vendra allows him to perform in exchange for a meal and a room, but this is really charity). The Inn houses and employs two full time serving girls, Kassie & Kitain and an orphanded half-elf stable boy named Kristof Amrun, who grooms the stabled mounts of Portown. The dining room, well-appointed if a little old, is clean and quiet. The clientele of the Green Dragon Inn are well-mannered folk who enjoy fine food and drink. Drunkards and louts are not welcome. They are dealt with quickly but it has been quite some time since anything like this has happened in this establishment.

Two private dining rooms exist for meetings or distinguished guests. The kitchen beyond is spacious, with steps leading down into the cellar and up into the Sandoren's private apartment. A small stable is on the side of the inn that can stable up to ten horses.

This large structure is the center of the settlements life, bustling with visitors from morning to night. The food is good, with specials such as poached salmon and stuffed pheasant and trout. Most locals can be found here at various times. Candles have been place throughout the dining area which keep the bottom floor well lit. Bar stools have been placed at the bar itself.

The inn is clean and very well maintained, you can tell Elrick takes great pride in his business. At most times during the day, several waitresses can be seen waiting tables and Elrick himself is usually here as well, standing behind the bar assisting Maridosen or walking around speaking with customers.

Prices at the Green Dragon Inn are reasonable and the meals that are prepared here make up for short comings the Inn might have. Choice venison, mutton, poached salmon, trout stuffed with specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms or truffles, squab stuffed pheasant and boiled crayfish in drawn butter are just a few of the delights which are served here. The inn may be slightly smaller than most inns but it is well ran and has earned its good reputation it currently has.

(All full meals served with bread and honey, potatoes, and string beans, yams, rum-boiled artichokes, potatoes, and string beans, yams, rum-boiled artichokes, cabbage, carrots, or spinach)

(All full meals served with bread and honey, potatoes, and string beans, yams, rum-boiled artichokes, potatoes, and string beans, yams, rum-boiled artichokes, cabbage, carrots, or spinach)

BREAKFAST
Peppered Bread: 7cp
Oatmeal: 3cp
Boiled Goose Eggs: 4cp
Chicken Eggs: 2cp
Fruit and Cheese: 3cp
Beef Steak: 2sp
Fried Potato Wedges: 2cp
Pork Sausages: 1sp

AFTERNOON MEALS
Beef Stew: 1sp
Boiled Crawfish with Drawn Butter: 1sp
Poached Salmon: 8cp
Spiced Sausages: 9cp
Stuffed Pork Chops: 1sp
Stuffed Black Trout: 1sp
Steak and Kidney Pie: 2sp
Venison Steak: 2sp
Stuffed Pheasant: 1sp
Roast Duck with Apples: 1sp
Roast Goose: 1sp
Cheese rolls with a Filling of Nuts, Honey and Vegetables: 9cp
Smoked Salmon Salad: 9cp
Apple Stuffed Mushrooms: 5cp
Roast Beef with Cranberry Sauce: 9cp

BEVERAGES
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Spiced Ale: 7cp
Mead: 9cp
Local Wine: 9cp
Fireamber Wine: 1sp
Local Brandy: 1sp

On any given night, 1-5 of the private rooms are rented, and 1-4 of the beds in the common room are occupied. The upper rooms are very clean, and all of the rooms are heated and with the inn only having seven standard rooms and seven private suites, they are easy to maintain and keep comfortable for the guests. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.

ROOM NIGHTLY PRICES
(12) Standard Suite: 5sp