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.

Wednesday, February 4, 2026

The Snapping Line
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

Located near the harbor, this popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme, and its sleeping rooms are plain but comfortable renditions of a ship's cabins. Naturally this establishment focus's on sea dishes . . . fish that is prepared in many ways, crab, shrimp and other style of sea foods.

Sailors and fishers gather here to trade stories and drink into the night.This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme, and its sleeping rooms are plain but comfortable renditions of a ship's cabins. The smell of fish has never been scrubbed from its walls, and chose who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade stories and drink into the night.

The Snapping Line is run by a young woman named Hanna Rist (NG female human commoner), who comes from a family of well-known lobster catchers. The Rist family also makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar as well as to keep unwanted advances towards her to a minimum.

The main floor of the tavern is mostly an of open area, filled with tables and chairs and a well stocked bar located on the side of the room as you enter the tavern. Bar stools have been placed around the bar itself.

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

AFTERNOON MEALS
Crab Stew: 1sp
Oyster and Mushroom Stew: 9sp
Buttered Crawfish: 1sp
Stockpot Stew: 1sp
Stockpot Soup: 1sp
Shrimp Stew: 1sp
Poached Salmon: 8cp
Fish Casserole: 5cp
Stuffed Trout: 1sp
Smoked Salmon Salad:

BEVERAGES
Bitter Black Ale: 10cp
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3sp
Ale: 4cp
Mead: 1sp

ROOM NIGHTLY PRICES
(8) Standard Suite: 1gp