Friday, May 1, 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.

Thursday, April 9, 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 and one thing I want to make clear, all of these people I am about to highlight are affiliated with Hasbro/WotC in one form or another . . . 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.

Sure, myself and my group had originally planned to get into 5th edition D&D — until now. With that being said, I want to make one thing perfectly clear, I'll never buy another product from WotC. 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. We are now 100% an Old-School Essentials & AD&D group. Wizards of the WOKE simply doesn't give a shit anymore.

Wednesday, April 8, 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.

Monday, April 6, 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
Saltmarsh

Geographical Features
Hool Marshes
Azure Sea
Dreadwood
Angler Island
Redshore Island
Drowned Forest
Dunwater River

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

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, April 5, 2026

Kingdom of Keoland
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

Keoland or the Kingdom of Keoland, is one of the oldest kingdoms in the Flanaess. Older even than Aerdy in the Flanaess is ancient Keoland, mainspring of the Sheldomar Valley. The foundation of Keoland represented the birth of the first postmigration human kingdom in the Flanaess.

For nearly a millennium, the Keoish heartlands have spanned the lands from Gradsul at the Azure Coast to the Rushmoors in the north, between the great Sheldomar and Javan rivers in the east and west. These lands are some of the most provincial and bucolic in the Flanaess, having been largely untouched by war and conflict for centuries. The climate is customarily temperate year-round and the soils of the central valleys are rich, allowing the kingdom to grow wheat, rye, and other grains in great abundance. The country has never been rich in terms of mineral wealth, and perhaps for that reason it has always conducted a brisk trade with its neighbors, to whom it supplies staples such as foodstuffs in return for hard coin. The folk of the land can be friendly and generous, but they were primarily noted for their superstitious natures, particularly their wariness of foreigners.

The people were a mixture of Suel and Oeridian bloodlines, well blended for the most part in the provinces of the nation, except in certain rarefied circles such as the nobility and other closed societies. Flan still exist in small pockets in the kingdom, no longer numerous in the heartlands and driven to the peripheries of the valley. The common tongue was spoken there, but the primary dialect was called Keolandish. The speech of the common folk is highly recognizable for its accent.

Long ago, the lands which now form Keoland were part of an ancient human Flan empire. Surviving evidence from this era includes tomb paintings and statues, which give clues as to how these people looked and dressed. They used bronze weapons, and rode chariots in battle. Their society also included demihuman races unknown to modern Keoland.

Keoland has a temperate climate year-round. It consists of a great deal of mostly flat, arable land. The most notable exceptions are the Good Hills in the northwest, and the Dreadwood forest in the south. There are no notable mountains within Keoland's borders. Most of the kingdom is surrounded by rivers which divide it from other nations, but only the southeast of the nation is adjacent to the sea.

Keoland is the largest kingdom in the Sheldomar Valley. Its current borders are primarily defined in the east by the Sheldomar River; in the south by the Azure Sea; in the north by the Lort River and Rushmoors, and to the west by the Javan River, although the County of Cryllor extends across that river where it is bounded by mountains and hills.

Keoland is surrounded on most sides by nations whose lands once formed its provinces. To the north lies the Gran March; to the east the Duchy of Ulek, County of Ulek and Principality of Ulek; to the south the Hold of the Sea Princes; to the southwest the Yeomanry; and to the west Sterich.

As of 579 CY, the population of Keoland totaled some 1,800,000 persons. Three quarters of the Keoish citizenry are humans, chiefly of mixed Suloise and Oeridian heritage, with a minority of Flan. Elves make up 8%, with six-tenths of those Sylvan elves, and four-tenths high elves, many in the Dreadwood forest. Gnomes are 6%, primarily inhabiting the Good Hills.

Halflings, primarily lightfoot halflings, are 5% of the population, half-elves 2%, and dwarves 1%. The remaining 1% of the population is made up of other races. In recent history, a significant number of high elves and mountain dwarves fled to Keoland during the invasion of Geoff and Sterich. Many of these mountain dwarves resettled in the Good Hills, as did many gnomes originally from the Stark Mounds. The most common alignments in Keoland are lawful good, neutral good, neutral, lawful neutral, and chaotic good.

The most popular deities among the Keoish are Heironeous, Phaulkon, Saint Cuthbert, Fharlanghn, Ehlonna, Lydia, Osprem, Zilchus, Kord, Xerbo, Norebo, Olidammara, the Seldarine, and Trithereon. Additionally, nearly every deity of the Flanaess has at least some small following somewhere in Keoland. Atroa, Delleb, and Sotillion also have a following here, with Sotillion's largest temple located in Niole Dra. Rao is worshiped in the western Flanaess, and has a temple in Keoland.

The Founding Charter of the Kingdom technically forbids establishment of organized religion, a move originally intended to prevent religious conflict within the ethnically diverse founding cultures of Keoland. Despite this, the government of Keoland have never actively attempted to suppress religion, and worship of gods is as popular as in any other realm of the Flanaess. However, the religious groups have little influence on politics.

Notable Viscounties
Viscounty of Salinmoor

Thursday, March 26, 2026

Hool Marshes
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

Deep within the World of Greyhawk, the Hool Marshes fester like an open, gangrenous wound between the southern reach of Keoland and the treacherous Hold of the Sea Princes. This is no mere wetland; it is a primal, suffocating expanse where the very air feels heavy with the scent of wet fur, stagnant minerals, and the copper tang of blood. Here, the sun is a distant, pale eye filtered through a ceiling of sulfurous yellow mists that never truly disperse, even in the heat of a Flanaess summer.

The terrain is a deceptive mosaic of quaking mires and bottomless black pools. Beneath the surface of the tea-colored water, the tangled roots of salt-blighted trees reach out like skeletal fingers to snag the boots of the unwary. Every step is a lethal gamble against the "sucking mud"—a thick, hungry silt that can swallow a plate-mailed knight in a matter of heartbeats, leaving nothing behind but a few bubbles of marsh gas and a terrifying silence.

The silence, however, is often broken by the relentless, maddening drone of giant stinging insects. These are not mere pests, but bloated, chitinous horrors that carry the "Wasting Rot," a disease that causes the flesh to liquefy while the victim still breathes. Beneath the hum of wings, the sound of heavy, dragging tails and the wet thwack of webbed feet against mud serve as a constant reminder that in the Hool, humans are nothing more than slow-moving prey.

Dominating this nightmare landscape are the Lizardmen, cold-blooded hunters who view the "soft-skins" with a mixture of predatory hunger and religious contempt. These are not the noble savages of campfire tales; they are lean, muscular killers with eyes like polished obsidian and teeth designed to rend bone. They move through the reeds with a terrifying, supernatural stillness, often striking from beneath the waterline to drag scouts and refugees into the lightless depths of their mud-daubed dens.

Deep in the swamp’s rotting heart, the influence of cruel Lizard Kings has turned the tribes toward a darker devotion. Macabre totems fashioned from the bleached skulls of Keoish soldiers mark the boundaries of their territory. Rumors whispered in the taverns of Saltmarsh suggest these Lizardmen have abandoned their old ways to serve vile cults dedicated to the demon-gods of the abyss, staining the brackish water red with ritual sacrifice. Even the ruins that dot the marshes provide no sanctuary; they are merely stone traps for the greedy. The crumbling walls of Bale Keep and the sunken Tomb of Sakatha are home to things that no longer need to breathe—wraiths of ancient Flannae kings and shambling mounds of sentient rot.

To the north, the fortress-city of Westkeep watches the marshes with mounting dread, its garrison knowing all too well that the Hool is slowly expanding, reclaiming the civilized world inch by muddy inch.

When the moon rises, the marshes takes on a ghostly, bioluminescent glow. The pale light of Baltron's Beacon flickers in the distance, a deceptive green fire that lures travelers away from the "solid" paths and into the waiting jaws of the swamp’s apex predators. In this light, the Hool Marshes reveal their true face: a vast, unholy graveyard where the dead do not rest, and the living are merely a temporary source of warmth in a cold, wet world.

As you stand upon the edge of this trackless waste, the realization sinks in that the Hool does not just take your life—it erases you. There are no heroes here, only survivors and the countless bones that pave the floor of the mire. It is a place of lost memories and forgotten pasts, where the only law is the cruel necessity of the hunt, and the dark water always wins in the end.

Sunday, March 22, 2026

Playable Races
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

Changeling
Svirfneblin
Drow
Duergar
Dwarf
Elf
Firbolg
Gnome
Goblin
Goliath
Half-Orc
Half-Elf
Halfling
Hobgoblin
Human
Moon Drow
Orc
Sylvan Elf

Tuesday, February 17, 2026

Playable Classes
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

Acrobat
Arcane Bard
Bandit
Barbarian
Bard
Beast Master
Cavalier
Cleric
Druid
Fighter
Forester
Illusionist
Knight
Monk
Necromancer
Paladin
Ranger
Rogue
Rover
Sorcerer
Swashbuckler
Thief
Warden
Wizard

Monday, February 16, 2026

Azure Sea
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

To the south of the Hool Marshes lies the Azure Sea, a deceptively beautiful expanse of shimmering, cobalt water that masks a history of blood and iron. While the surface may sparkle under the Oerthly sun, these waves are the primary hunting grounds for the Brotherhood of the Sea Princes, whose black-sailed galleys hunt for merchant prizes and slaves. The currents here are treacherous, swirling around jagged coral reefs and the sunken ruins of lost civilizations that predate the Great Migrations, making every voyage a deadly gamble against both man and nature.

Beneath the rolling swells, the Azure Sea harbors terrors that even the boldest pirates fear to name. Massive kraken and giant sea serpents prowl the deeper trenches, occasionally rising to drag entire schooners into the abyss. Near the tropical archipelagos, the water teems with predatory aquatic races and sahuagin war parties that strike coastal settlements with silent, cold-blooded efficiency. For those who sail these waters, the "azure" is not the color of peace, but the cold hue of a watery grave where the only mercy is a swift end before the lungs fill with brine.

Sunday, February 15, 2026

Dreadwood
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 Dreadwood stands as a sprawling, primeval shadow within the Kingdom of Keoland, a place where the canopy is so dense and gnarled that the ground remains locked in a perpetual, sickly twilight. This is an ancient forest of massive, grey-barked oaks and towering elms, their limbs intertwined like the fingers of drowning giants. Thick curtains of pale, ghostly moss hang from the branches, dampening all sound and creating a suffocating atmosphere where the very air feels heavy with the scent of wet pine and old, undisturbed earth.

The silence here is a physical weight, broken only by the occasional, sharp crack of a branch or the distant, mournful howl of things that are not quite wolves. The forest floor is a treacherous carpet of blackened leaves and twisted briars, concealing deep pits and the gnawed remains of those who strayed from the narrow, overgrown paths.

In this gloom, the trees themselves seem to watch with a malicious intent, their roots reaching out like serpentine coils to trip the unwary and drag them into the hungry soil. Deep within these thickets, the Lizardmen have carved out a bloody existence, moving with a terrifying, flickering speed through the undergrowth.

Deep within these thickets, the Lizardmen have carved out a bloody existence, moving with a terrifying, flickering speed through the undergrowth. These are grim, cold-blooded hunters who decorate their territories with "warning trees"—trunks stripped of bark and hung with the talismanic bones of Keoish scouts. They view the forest as a sacred, predatory cathedral, and they strike from the shadows with bone-tipped spears, leaving no survivors to tell of their passing.

The forest’s heart is home to "Black Spots", where the veil between Oerth and the Shadowfell has worn dangerously thin. In these blighted groves, the trees grow silver and leafless, and the shadows have a life of their own, detached from the objects that cast them. It is whispered that necromancers and dark fey congregate here, performing blasphemous rites that feed the forest’s inherent malice and draw power from the ancient, slumbering evils buried beneath the roots.

The Keoish Royal Rangers attempt to patrol the fringes, but their fortified outposts are lonely islands in a sea of encroaching night. Every evening, the forest pushes back; roots crack the stone of their hearths, and the shadows creep closer to their watchfires as if the wood itself seeks to digest the very concept of civilization. For the rangers, the Dreadwood is not a territory to be governed, but a primal enemy that must be held at bay with steel and constant vigilance.

To enter the Dreadwood is to step out of the light of the Flanaess and into a realm of primal terror. It is a place where the sun never reaches, and the earth is always thirsty for the blood of the living. Whether you are hunted by the Lizardmen or ensnared by the forest's own malevolent spirit, the Dreadwood ensures that those who enter are changed forever—providing they are lucky enough to ever see the sun again.

Saturday, February 14, 2026

Angler Island
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

Rising from the churning swells of the Azure Sea, Angler Island serves as a jagged, salt-crusted gateway to the unknown reaches of the south. This desolate rock is a place of constant motion, battered by gale-force winds and the rhythmic thrum of the tide against its obsidian cliffs. It is a lonely sentinel, often shrouded in a heavy, brine-thick sea fog that masks the approach of the Sea Princes’ raiding galleys and the even deadlier things that drift up from the lightless trenches of the deep.

The island’s landscape is a bleak expanse of wind-swept scrub and jagged tide pools that mirror a leaden sky. There is little warmth to be found here; the wood of the few stunted trees is too soaked with salt to burn well, and the air carries a permanent chill that seeps into the bone.

The shoreline is a graveyard of bleached whale ribs and the splintered timbers of merchant cogs, all slowly being reclaimed by the "Azure’s hunger"—a cycle of rot and erosion that defines life on this isolated outcrop. The inhabitants of the island are a hardy, suspicious folk, their skin leathered by the sun and scarred by the spray of the sea.

These are the "Anglers", fishermen and wreckers who have lived in the shadow of the Hold of the Sea Princes for generations. Their villages are collections of low, stone hovels huddled against the wind, where every doorway is marked with crude sigils of protection against the "Deep Ones". They are people of few words, knowing that sound carries over the water and that some things beneath the waves are listening.

Darker traditions persist in the hidden sea caves that honeycombed the island’s base, away from the prying eyes of Keoish tax collectors. It is whispered that the Anglers pay a "tithe of the tide" to the Lizardmen of the southern marshes and even viler aquatic horrors. In the dark of the moon, strange processions are said to wind down to the water’s edge, carrying offerings of gold or blood to appease the Sahuagin war parties that prowl the surrounding reefs.

The waters around Angler Island are notoriously treacherous, hiding the "Devil’s Teeth"—a series of submerged volcanic spires that have claimed many a confident captain. Navigation here requires more than a compass; it requires an understanding of the unnatural currents that pull ships toward the island’s jagged embrace. Beneath the surface, the ruins of sunken towers glow with a faint, sickly bioluminescence, hinting at an age when the island was part of a much larger, and much more sinister, landmass.

To the adventurous, Angler Island is a place of desperate opportunity, the last stop for those seeking the lost treasures of the Amedio Jungle or the hidden pirate coves of the south. But for most, it is merely a place of transition and dread. To stand on its southern cliffs and look out over the endless Azure Sea is to realize how small and fragile the world of men truly is, and how easily the great deep could rise to swallow Angler Island and everything upon it.

Friday, February 13, 2026

Redshore Island
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

In the treacherous waters of the Azure Sea, Redshore Island—often called Redshore by the grizzled sailors of the south—looms as a jagged, rust-colored fang of rock and iron-rich earth. The island earns its sanguine name from the dark, reddish silt that washes down from its volcanic interior, staining the surrounding surf like a spreading wound. It is a place of violent contrasts, where the lush, emerald growth of the jungle clashes against the stark, blood-red cliffs that drop sheer into the churning, shark-infested deeps.

The air on Redshore is a thick, sweltering miasma of tropical rot and volcanic sulfur, vibrating with the primeval roar of the sea crashing into its labyrinthine sea caves. Unlike the desolate Angler Island, Redshore is a riot of predatory life; massive, carnivorous ferns and strangler vines choke the inland gullies, while the "Red Death"—a parasitic moss—creeps over the ruins of failed settlements. It is a landscape that feels inherently hostile to the "civilized" races of the Flanaess, a untamed wilderness where the jungle is always trying to reclaim the shore.

Among the vine-choked crags, tribes of Lizardmen maintain a brutal hegemony, their scales a mottled crimson that allows them to vanish against the iron-stained rocks. These are the "Red-Scales",a particularly xenophobic breed who view the island as a holy site dedicated to ancient, reptilian gods. They do not trade with the Sea Princes or the Keoish; instead, they hunt them, decorating their shoreline cairns with the rusted armor and sun-bleached skulls of those who dared to drop anchor in their forbidden coves.

Beneath the island’s surface lies a network of lightless tunnels and magma chambers where the "Deep-Slayers" are said to dwell. These are the twisted remnants of an older age, whispers of Yuan-ti outcasts or perhaps something even more ancient that slumbered while the Great Migrations passed overhead. In the dark of the moon, the island’s volcanic vents glow with an unnatural, pulsating violet light, suggesting that the fires beneath Redshore are fueled by something more malevolent than mere subterranean heat.

The waters around the island are a graveyard of merchant galleys, lured to their doom by the "Red Siren"—a deceptive acoustic phenomenon caused by the wind howling through the island’s hollowed cliffs. Pirates from the Hold of the Sea Princes often use the island’s treacherous leeward side as a hiding spot, banking on the fact that Keoish warships are too large and unwieldy to navigate the "Razor Reefs". For these outlaws, Redshore is a necessary evil—a place to hide, provided they can pay the island's blood-price in steel and souls.

To step onto the sands of Redshore is to enter a world where the laws of the mainland have no purchase. It is a place of primal danger and ancient mystery, where the very earth seems to pulse with a slow, tectonic hunger. Whether one is seeking the lost gold of the Amedio or simply trying to survive the night, Redshore Island offers only two things: the chance for legendary wealth or a quiet, forgotten grave beneath the red-stained tide.

Thursday, February 12, 2026

Drowned Forest
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

Deep within the Viscounty of Salinmoor, the Drowned Forest stands as a haunting testament to nature’s decay. What was once a verdant woodland has been swallowed by the encroaching Hool Marshes, leaving behind a skeletal landscape of gray, rotting timbers that jut like jagged teeth from the black, stagnant mire. A heavy, perpetual miasma clings to the forest floor, born from the meeting of warm marsh mists and cool sea air.

This thick haze is more than mere fog; it is a choking soup of spores released by the massive, multi-colored fungi and bloated mushrooms that have replaced the lush foliage of old. These spores are so dense they frequently blot out the sun, casting the entire region into a twilight of sickly greens and bruised purples. The silence of the woods is deceptive, broken only by the wet schlorp of boots in the mud or the distant, rhythmic gurgle of gas escaping the peat.

Every step feels like a struggle against the very earth, which seems hungry to pull the living down into its cold, anaerobic embrace. Beneath the surface, the water is a graveyard of submerged roots and ancient, waterlogged trunks that wait to snag the unwary.

Unnatural life flourishes in this tomb of trees. Shambling mounds, indistinguishable from the rotting heaps of vegetation until they strike, prowl the murky shallows. Twisted blights—animate, thorn-covered husks of what used to be healthy saplings—skitter through the upper reaches of the dead canopy, their movements jerky and predatory.

Near the center of this rot, the atmosphere grows heavy with the stench of ammonia and sulfur. Massive puffballs, the size of houses, pulse with a dim, internal rhythm as if they were the forest's own diseased lungs. Here, the ground is no longer mud but a carpet of yielding, white mycelium that feels uncomfortably like treading on flesh.

At the forest's dark heart lies a festering wound: an abyssal portal born from the corruption of a twisted decanter of endless water. This rift, dedicated to the Demon Queen Zuggtmoy, leaks foul energies that fuel the forest's rapid, fungal transformation. Here, the air is thickest with the smell of wet rot and ancient malice, as fungal thralls—former explorers and cultists—wander aimlessly, their bodies host to the Lady of Fungi's parasitic whims.

The sounds here shift from the natural to the horrific. The groaning of the dying trees begins to mimic human voices, a cacophony of wooden shrieks and whistling wind that drives the sane to madness. Overhead, the sky is entirely obscured by a canopy of interlocking fungal shelves, creating a claustrophobic tunnel of shadow that stretches for miles in every direction.

For the people of nearby Saltmarsh and Seaton, the Drowned Forest is a place of superstitions and nightmares. It is the most dangerous corner of a province already defined by misfortune and gloom. To enter is to risk becoming another silent monument in a woods that never stops drinking, where the only thing that grows is the corruption of the Abyss.

Wednesday, February 11, 2026

Dunwater 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

Flowing with a deceptive, languid grace through the southern reaches of the Viscounty of Salinmoor, the Dunwater River serves as a vital yet treacherous artery for the region. Its waters are a deep, opaque ochre—stained by the tannins of the Hool Marshes and the silt of the Yeomanry hills. From a distance, it looks like a ribbon of hammered bronze winding through the tall marsh grasses, but up close, the water is thick, swirling with hidden debris and the secrets of the fens.

The riverbanks are a chaotic fringe of weeping willows and gnarled mangroves, their roots reaching into the current like the fingers of drowning giants. These tangled barriers create a claustrophobic corridor for travelers, where the air is thick with the hum of dragonflies and the heavy scent of blooming lilies and damp earth. Every few miles, the banks give way to "dead-end" channels and false tributaries, designed by nature—or perhaps by the Lizardfolk who claim these waters—to lead the unwary deep into the trackless swamp.

As the sun begins to dip, the Dunwater takes on a mirror-like quality, reflecting the bruised oranges and deep purples of the Oerthly sky. However, this beauty is punctuated by the sudden, violent splashes of the Dunwater crocodiles or the rhythmic rowing of flat-bottomed punts used by local smugglers. The surface is rarely still; it ripples with the movements of creatures that prefer the safety of the silt-choked depths to the open air of the Viscounty.

The river is the lifeblood of the Lizardfolk tribes, whose hidden mounds and stilt-villages are tucked away in the backwaters where the Dunwater spills into the sea. For these reptilian hunters, the river is a sacred path and a primary source of sustenance. To a Keoish tax collector or a Saltmarsh merchant, however, the Dunwater is a logistical nightmare—a shifting, unpredictable border that separates the "civilized" world from the primal ferocity of the Hool.

Midway through its journey to the Azure Sea, the river widens into broad, shallow flats where the current slows to a crawl. In these stretches, the water is choked with islands of floating vegetation, some large enough to support small camps or the nesting grounds of giant cranes. Navigating these "shifting islands" requires a master’s touch, as a single wrong turn can ground a vessel in the sucking mud, leaving the crew vulnerable to whatever watches from the reeds.

Near the river's mouth, the Dunwater meets the salt spray of the coast, creating a brackish estuary where the water turns a frothy, turbulent gray. Here, the ruins of ancient Keoish watchtowers stand as crumbling sentinels, half-sunken into the soft earth. These ruins serve as grim reminders of the many attempts to tame the river, all of which have eventually been reclaimed by the relentless tide and the encroaching marshland.

Ultimately, the Dunwater River is more than just a waterway; it is a living entity that demands respect from all who ply its surface. It bridges the gap between the dark horrors of the Drowned Forest and the salt-stained docks of Saltmarsh, carrying with it the runoff of the Abyss and the dreams of those brave enough to explore its murky bends. It remains a frontier of the Viscounty, where the law of the sword and the spear carries more weight than any decree from the capital.

Tuesday, February 10, 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 Saltmarsh 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 Saltmarsh. 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.

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 Green Dragon Inn.

(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

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: 8sp

Monday, February 9, 2026

The Wicker Goat
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

Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Saltmarsh on the way to somewhere else.

Those who seek an audience with Manistrad, "leader of the crown-sponsored mining operation outside of Saltmarsh" can find her here when she's not working at the mine. She sometimes has need for adventurers to help keep the mining operation secure.

Tasks
Roll a d6 and consult the table below to determine the nature of an available task.

1) Guard a mining shaft that was recently attacked by duergar from the Underdark.
2) Escort supply wagons moving to and from Saltmarsh.
3) Explore a tunnel discovered in the mines that bears signs of troglodyte infestation.
4) Find a group of miners who went missing under· ground and may have been snatched by slavers.
5) Track down a thief who stole a shipment of expensive mining gear in Saltmarsh.
6) Locate the source of zombies and skeletons that have been sighted in the mines recently.

A watering hole located on the southwest region of Saltmarsh. It is known for being frequented by miners and Saltmarsh guards. It is operated by Lankus Kurrid. This spacious inn and tavern serves as one of the public eating houses in Saltmarsh. Like alehouses everywhere, The Wicker Goat offers beer, wine, and, on occasion, spirits. Meals are served for those with the coin, and beds for travelers are also available.

Miners and off duty guards gather each night to drink, gossip, sing, and play games of chance. It is marked as a tavern by a sign depicting a shield with a mining pick and sheild crossed on it. The main floor has a large hearth that sits in the center of the room. The walls are covered with hunting trophies, countless antlers, wild beasts and even a few monsters. A head of a large bear is mounted on the wall behind the bar. It does have a upper level to the main floor with more tables.

There are only another two rooms in the dive:

- a backroom that serves as the 'quarters' of Lankus Kurrid. The room is as tidy and organized as the taproom itself. A small single bed is tucked in a corner, a desk full of papers and empty bottles sits beside the small fireplace.

Meals are served on pottery or pewter or copper services according to the customers order. Various leather jacks, pottery mugs and wooden tankards are used for the beverages. The locally brewed ale and beer is not the best but still holds its taste, mead from all around the region make their way to the boards of the the Dancing Bear.

- the other room is a barn with straw and empty stalls. The ale barrels are kept in a cellar underground - there is a large trap door visible in the first stall on the right-hand side. Customers who have passed out are dragged there to finish off the night.

BREAKFAST
Peppered Bread: 7cp
Oatmeal: 3cp
Boiled Goose Eggs: 4cp
Chicken Eggs: 2cp
Fruit and Cheese: 3cp
Cheese Omelet: 7cp
Fried Potato Wedges: 3cp

AFTERNOON MEALS
Beef Stew: 1sp
Poached Salmon: 1sp
Roast Goat & Cheese: 6cp
Stockpot Stew: 1sp
Stockpot Soup: 1sp
Steak and Kidney Pie: 1sp

BEVERAGES
Bitter Black Ale: 10cp
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 1sp
Hill Cider: 1sp
Goblin Piss: 1sp
Ale: 4cp
Mead: 1sp

TRAVEL RATIONS
Dried & Smoked Meat, Goat Cheese, Dried Berries, Oats and Honey (wrapped in waxed paper): 4sp

The upper rooms are very clean, and all of the rooms are heated during the colder months of the year. 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
Guest Room 6sp

Sunday, February 8, 2026

Thieves Guild
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

Thieves have been gaining more of a foothold in Saltmarsh over the past few years, especially with the influx of treasure seeking adventurers. There are believed to be several "small" rival guilds:

• The filthy Bilge Rats, who work the Harbor and Warehouse district and north portion of town.
• The well dressed Golden Brotherhood (The Goldenboys) whom control the Market Square and east portion of town.
• Tully's Thugs, ruffians whom control the west side of town.

The local militia "that is assigned here by Saltmarsh" has shown little effort in quelling the rise of petty thefts in the town leading some to suggest they may be being paid to look the other way. The temple of Law does patrol the streets at night to aid in keeping its citizens safe, but to little avail.