Sunday, February 25, 2018
750th Post: New Greyhawk Hex Map
Hello Greyhawk fanatics! Today marks my 750th post on Greyhawkery! Wow! So I've been blogging for two editions of D&D now and doing art for three. For this milestone post I'm going to display my finished color map of the Kester Environs that I drew during my art-stream on Twitch last week. This map shows the details of a single hex taken from the Darlene map (paper courtesy of Blackblade Publishing). Namely the town of Kester in Ull. If anyone is interested I have the original black and white file too. Also, hopefully next week I will have another art stream (still working out the bugs), just click my link and follow GreyhawkMike. Until then check out Kester's Environs.
Monday, February 19, 2018
World of Greyhawk Largest Cities
Welcome again Greyhawk fans. Today I'm taking a break from otherwise more important projects to discuss a random subject that came to mind while I was reading about the Free City of Greyhawk. In the lands of the Flanaess, Greyhawk is considered the largest single city in population. It's a hub of trade, knowledge, adventure and more given its central location on the map. For those reasons the World of Greyhawk setting bases everything around this city's point of view. Put simply we are supposed to consider Greyhawk as the most important city. But if it wasn't the largest city in population would that take away from the Gem of the Flanaess' grandeur?
In the United States, where D&D was originated, we consider New York City as the finest, most important metropolis in the world. That's our point of view here. It's certainly the most populous city in the US. But in the world? It's not top ten. It's not even top 20. It's not even the biggest on its own continent. Does any of this census stuff lessen the city's standing in the world to anyone? It is definitely more influential than over half the cities ahead of it. Let's look at the Flanaess' biggest cities and see if Greyhawk holds up in the population department.
Note: the first list is from Gygax's 1983 Guide, the second list is 2000's Living Greyhawk updated population figures.
Looks like having the biggest population does matter for the City of Greyhawk as it stays in first. The actual population of Rel Astra in the Guide is questionable, could be 63,000 making it 1st overall but since the LGG has it at 61k I believe the 39,800 is correct or is at least an attempt to clear up that confusion. Irongate and Dyvers are consistently top 5 as they should be. Both these cities could easily be alternative urbans centers for DMs tired of the same Greyhawk setting.
Dorakaa's inclusion in the Top 10 of the LGG is dubious since its only 10k in the 1983 Guide. Rauxes falls out of the list because it is blown up after the Greyhaw Wars. And lastly, why does nearly every major city in Greyhawk get a population boost by the authors of the LGG except Rel Mord which stays exactly the same? Ekbir got a huge population boost knocking the capital of Nyrond down the list. This is unfortunate because Rel Mord in many ways should be 2nd only to Greyhawk. At any rate, draw your own conclusions. For now, Greyhawk is and shall remain king.
In the United States, where D&D was originated, we consider New York City as the finest, most important metropolis in the world. That's our point of view here. It's certainly the most populous city in the US. But in the world? It's not top ten. It's not even top 20. It's not even the biggest on its own continent. Does any of this census stuff lessen the city's standing in the world to anyone? It is definitely more influential than over half the cities ahead of it. Let's look at the Flanaess' biggest cities and see if Greyhawk holds up in the population department.
Note: the first list is from Gygax's 1983 Guide, the second list is 2000's Living Greyhawk updated population figures.
Greyhawk 58,000
|
Greyhawk 69,500
|
Rel Mord 46,500
|
Ekbir 63,700
|
Irongate 44,000
|
Rel Astra 61,000
|
Dyvers 42,000
|
Dyvers 52,000
|
Rauxes 41,000
|
Irongate 51,400
|
Zeif 40,300
|
Gradsul 49,400
|
Rel Astra 39,800
|
Rel Mord 46,500
|
Radigast City 39,100
|
Radigast City 44,800
|
Ekbir 29,400
|
Zeif 43,500
|
Eastfair 29,100
|
Dorakaa 40,000
|
Dorakaa's inclusion in the Top 10 of the LGG is dubious since its only 10k in the 1983 Guide. Rauxes falls out of the list because it is blown up after the Greyhaw Wars. And lastly, why does nearly every major city in Greyhawk get a population boost by the authors of the LGG except Rel Mord which stays exactly the same? Ekbir got a huge population boost knocking the capital of Nyrond down the list. This is unfortunate because Rel Mord in many ways should be 2nd only to Greyhawk. At any rate, draw your own conclusions. For now, Greyhawk is and shall remain king.
Friday, February 16, 2018
Ideas For Greyhawk Maps
Updated Resource Map. The small map in the 1980/1983 Greyhawk Guide showing regional resources of the Flanaess is one of my favorites. The LGG updated each nation's resources with new entries like livestock and ship building. A new map with this info is high on my list of DM utility maps.
Battle Maps. This one is also a long term dream of mine. We've all seen the Flanaess map that shows the migrations, but it would be just as interesting and informative to see the direction of various battles and wars. Just hearing about the Battle of Emridy Meadows, the Short War or the Hateful Wars is nice, but where do these forces originate and what direction do they advance or retreat? A simple themed map with arrows can teach players about the conflict faster than a long, boring treatise on the subject.

Update: Got a link to those historical maps here courtesy of Greyhawk Grognard (thanks Joseph).
Magic Aura Map. This one is extreme so bear with me. It would be daunting to research but fun to see all the magical sites (such as Tovag Baragu and other permanent gates) and ley lines (sites of druids, lost lands, wizards towers, etc) and lingering auras (Dry Steppes, Sea of Dust) present in the Flanaess, all charted on the map somehow in levels of intensity. The utility is that wizards would know which areas to go or avoid in a general arcane knowledge sense.
Monster Hunting Maps. How about a reference map for common D&D monsters for PCs use in game? You could have areas marked where dragons or giants are found and what type. Heck you could even get create and tag owlbears, ogres or otyughs. Anything! Hand that out to hack n slash players and let them pick a destination.

That's all I got for now. Anyone else have some crazy ideas for a Greyhawk themed map?
Sunday, February 11, 2018
Watch Me Do Art on Twitch
Hey faithful Greyhawkers. I'm gonna try out something new: live streaming art and map making. I've been into Twitch lately (you may have seen my interview on the Green Dragon Inn) so I'm going to try and bridge some of my audience, namely streamers and Greyhawk fans. Be sure to check me out and follow. I'll most likely be tying alot of my Greyhawkery and Castle Greyhawk comic content into this channel with the added bonus that you can chat Greyhawk and stuff with me live! Hope to see you then, enjoy!
Update 06/24/2021: I'll leave this up here guys, but no I am not cut out for solo streams. Being on LordGosumba's Greyhawk channel doing Legends & Lore with Anna Meyer is plenty satisfying.
Saturday, February 3, 2018
Mordenkainens Tome of Foes
Good morning Greyhawkers! I had to get up extra early to talk about this breaking news already scorching across the internet: In May, D&D is releasing Mordenkainen's Tome of Foes. Following on the heels of the very good accessory, Xanathar's Guide to Everything, this book is surely going to be a hit with fans of 5E. From the product's blurb:
"Discover the truth about the great conflicts of the D&D multiverse in this supplement for the world’s greatest roleplaying game.
This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen’s musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence."
"Discover the truth about the great conflicts of the D&D multiverse in this supplement for the world’s greatest roleplaying game.
This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen’s musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence."
So let's get this out of the way, this is a multiverse book not a Greyhawk book. I highly doubt it has anything remotely to do with "foes" of Mordenkainen. We do know from 2E Mordy likes to study planar subjects though so I fully expect alot of old 2E era Planescape, Blood War type stuff to appear in this. The elf and duergar race bit is probably the stuff they've already been playtesting via their Unearthed Arcana articles. They claim its not a Monster Manual, but it feels like one, or at least half-monster/ half-planar guide which wouldn't be bad. I would also hope there is some cool magic items. Can't go wrong there. So yes I'll buy this book and not just because the cover has Mordenkainen shilling for it (I never bought 4E Mordenkainen's Magnificent Emporium).
Not so idle thoughts beyond the book: what does this mean for the DMsGuild and content creators yearning for Greyhawk? Keep an eye on that site for next several months I guess. If I see Mike Mearls at Garycon in March though I'd be keen to ask if having Mordenkainen's name slapped on the cover makes him viable to use by DMsGuide rules? (not to mention this is his second 5E appearance, ahem) I've mused Tales From the Yawning Portal could be a loophole for Greyhawk creators due to the books content, so if not then, surely now with this book's cover? How much Greyhawk can they tease us with and still keep it buried? Let's hope Tome of Foes is a groundbreaking publication in more ways than one...
Monday, January 29, 2018
Adventuring in the City of Greyhawk

So far our two dwarven cousins Marya Hammerfist and Korgan Crag have made connections in the Greyhawk dwarven community (including tax collector Glodreddi Bakanin's crew) and got a job defending the Silver Garter from preachy Pholtus priests. Tiefling fighter Bravos has reconnected with his mother in the Artisan Quarter (a first for me) and confronted the Pholtans on their own turf. Halfling rogue Minchy and tiefling warlock Everleigh Strongbow have made their presence known at the Thieves' Guild Hall and Everleigh is using Bravos' mother as day care for her adopted goblin baby. All this before, the group is invited by a con artist to a neighborhood called Odd Alley in the Old City for an important counter-offer away from the Silver Garter. Odd Alley is well, weird. Time runs differently there and the shops are more exotic than elsewhere in the city. Based on a location in one of Gygax's novels, I may do a write-up on this area someday. At the end of the alley in an abandoned building they fought a "door" mimic. So far so good, eh?
It's been a long time since I've ran Greyhawk urban sessions (recent years focused on the Sea Princes). I used to do this sort of stuff almost exclusively. Urban adventures are a slow build up, as hooks and subplots are created almost randomly through roleplay and actions taken by my players. It's how sandbox games should done, and the city is the only place I've felt comfortable running one. I'm not sure how long I'll be running them around the streets of Greyhawk, but when I'm ready I am eyeing White Plume Mountain as their next big venture. Wish them luck!

Monday, January 22, 2018
Poll Results: Which Barbarian to Play
Welcome home fans of Greyhawk. Today I'm musing over my latest front page poll, Which Northern Barbarians Would You Play? This poll was open to multiple voting since there is so many choices and some are similar. While the north is very full of barbarians cultures, please note the Flanaess also has barbarians in in the middle (Bright Desert) and in the south (Amedio/Hepmonaland). At any rate, let's see what makes these barbarians special for your player characters.
Topping the list barely at 26% of voters is the Frost Barbarians (Fruztii). Kin of the Snow and Ice, the Fruztii speak the Cold Tongue (Fruz) and live on the Thillonrian Peninsula, or as the barbarians call it, Rhizia. Frost barbarians are allies to the land of Ratik in addition to the dwarves and gnomes of the mountains. Frost barbarians hate the Great Kingdom, Iuz, Stonehold the Sea Barons and especially Bone March. Normally content to raid the coasts by ship, many years ago the Fruztii led raids with their Suel kin into Bone March and were soundly defeated. Taking most of the losses the Frost were diminished, now deferring to the Snow somewhat in politics.
Why choose a Frost Barbarian? The Fruztii are the most typical of your northern "vikingesque" barbarians in the World of Greyhawk. Fruztii is closer and borders more nations than any other putting your character within easy travel distance of home. There is no shortage of enemies for your barbarian and the familiarity with demihumans is a plus when putting your fellowship together.
Next at 25% of voters is the Rovers of the Barrens and the Wolf Nomads. These two are a synergistic pair because of their history of conflict. The Rovers, a Flannae tribe, lived on the bleak northern prairies for centuries before the Twin Cataclysms brought Suel, Oerid east, but only the Baklunish-Oerid Wolf Nomads challenged the horse-riding Rovers for the north. The Wolf Nomads (Wegwuir) migrated around the Yatils along with their Tiger cousins to the north steppes. Only the presence of the Rovers halted the advance of the Relentless Horde.
The Wegwuir are also powerful hunting horse riders and they skirmished with the Rovers for decades yet the arrival of Iuz put a wedge between these barbarians giving them a common enemy. By then however the Rovers had been diminished and isolated as a population, while the Wegwuir were also contained despite a victory versus Iuz at the Battle of Blackwater Bend.
Why Choose a Rover of the Barren? This type of barbarian would defeinitely be in tune with nature and survival in the wilderness. In fact, the Rovers are also known as Wardogs. In some publications, these hunters have an Great Plains American Indian feel. Rovers would not only be good barbarian class members, but given their Flan heritage, good druids and rangers as well.
Why Choose a Wolf Nomad? These are your Mongol horsemen analogs. If you are looking for a character skilled in mounted combat and archery, you can't go wrong with the Wegwuir. Their hatred of Iuz is probably equal to that of Furyondy and the elves of Vesve Forest as well giving your character a good reason to travel beyond the steppes.
Following closely on the heels (or hooves) of the Wolf Nomads at 23% is the Tiger Nomads (Chakyik). Cousins of the Wegwuir, they were once one big Relentless Horde until their ruler died and the two tribes split, with the Tiger ending up cornered in the northwest between the Wolf and the civilized lands of Ekbir. The Chakyik like the Wolf have their own Baklunish dialect (Ordai) and are renowned horsemen. The Chakyik are friends of no nation, even Iuz who once proposed an alliance. For now the Tiger Nomads live in relative stability, either trading with (or raiding) barbarians and civilized people alike.
Why Choose a Tiger Nomad? Culturally you'll be the same as a Wolf Nomad except their thematic totem animals. Chakyik have more animosity to the Baklunish than Iuz given their proximity. Also as a strange twist, the ruler of the Tiger dabbles in illusion magic, so a wizard/sorcerer from the Tiger Nomads isn't out of bounds. One more tidbit, the Chakyik are supposedly the most accomplished archers in the north if that is your character's focus.
Tied at 13% of voting is the Snow Barbarians (Schnai) and the Stonefist barbarians of Stonehold. The Schnai are arguably the strongest of the three Suel barbarian clans, living on the fjords of Rhizia and the highlands of the Corusk Mountains. The Schnai are the most capable seafarers, known for exploring and their martial prowess. Snow barbarians have few friends, but they have plenty of enemies, such as the Great Kingdom whom they raid, or at sea with the rival Sea Barons, the Stonefists to the west, and inland they themselves have to contend with giants. Schnai heroes are known for their funeral pyre at sea custom.
Meanwhile, Stonehold is home to barbarians of a different sort. These fierce nomads hunt, herd and live on the tundra or in forest villages. Formerly ruled by the Coltens Feodality, a bandit ruler nicknamed Stonefist was banished here and soon attracted other evil bandits and barbarians to his side then wrested control of the lands from the local nomads. The Fists are the best of the hold's warriors, gaining higher position through the annual Rite of Battle Fitness. For a time Stonehold allied with Iuz and thus because of their invasions are not liked in any neighboring land.
Why Choose a Snow Barbarian? If you want to build an imposing, noble, axe or swordsman this is a good choice for homeland. As mentioned above, you'll also be able to have a background in seafaring. Schnai know the cold tongue like their kin, but could also learn giant as an extra language. Snow barbarians don't lack for enemies and given their range in explorations, can be found anywhere in the Flanaess.
Why Choose a Stoneholder? If you want to play a barbarian with an evil tilt then perhaps a Fist is your character. Some Stoneholders also know the cold tongue but have Flannae blood well. Given their ferocity in combat barbarian class is a prime choice. Stoneholders live in harsh terrain so might your character would want good survival and nature skills. Adventuring groups however, should be wary of having a Stoneholder barbarian in their mix, though they will have revenge in mind versus Iuz.
Lastly at 9% is the underrated Ice Barbarians (Cruskii). The Cruskii or Ice Clan, are the most brave of the three clans. They live among the tundra of the northernmost part of Rhizia and are also capable seafarers on the Icy Sea or the Solnor Ocean. Though less numerous as a people, the Cruskii take part in many raids with their kin making enemies of places like the Great Kingdom who couldn't find these barbarians on a map. Cruskii are pure Suel and because of this, were at one time entreated by the Scarlet Brotherhood for an alliance.
Why Choose an Ice Barbarian? If you want a viking-like barbarian from a very remote homeland, this is your choice. Ice babarians make good berserkers having to fight both Fists and giants often. Their survival and seafaring skills cannot be stated enough. Ice barbarians have few friends, but in a group of northerner characters they can be perhaps the most loyal.
That's all for now. See you after the next poll!
Topping the list barely at 26% of voters is the Frost Barbarians (Fruztii). Kin of the Snow and Ice, the Fruztii speak the Cold Tongue (Fruz) and live on the Thillonrian Peninsula, or as the barbarians call it, Rhizia. Frost barbarians are allies to the land of Ratik in addition to the dwarves and gnomes of the mountains. Frost barbarians hate the Great Kingdom, Iuz, Stonehold the Sea Barons and especially Bone March. Normally content to raid the coasts by ship, many years ago the Fruztii led raids with their Suel kin into Bone March and were soundly defeated. Taking most of the losses the Frost were diminished, now deferring to the Snow somewhat in politics.
Why choose a Frost Barbarian? The Fruztii are the most typical of your northern "vikingesque" barbarians in the World of Greyhawk. Fruztii is closer and borders more nations than any other putting your character within easy travel distance of home. There is no shortage of enemies for your barbarian and the familiarity with demihumans is a plus when putting your fellowship together.
Next at 25% of voters is the Rovers of the Barrens and the Wolf Nomads. These two are a synergistic pair because of their history of conflict. The Rovers, a Flannae tribe, lived on the bleak northern prairies for centuries before the Twin Cataclysms brought Suel, Oerid east, but only the Baklunish-Oerid Wolf Nomads challenged the horse-riding Rovers for the north. The Wolf Nomads (Wegwuir) migrated around the Yatils along with their Tiger cousins to the north steppes. Only the presence of the Rovers halted the advance of the Relentless Horde.
The Wegwuir are also powerful hunting horse riders and they skirmished with the Rovers for decades yet the arrival of Iuz put a wedge between these barbarians giving them a common enemy. By then however the Rovers had been diminished and isolated as a population, while the Wegwuir were also contained despite a victory versus Iuz at the Battle of Blackwater Bend.
Why Choose a Wolf Nomad? These are your Mongol horsemen analogs. If you are looking for a character skilled in mounted combat and archery, you can't go wrong with the Wegwuir. Their hatred of Iuz is probably equal to that of Furyondy and the elves of Vesve Forest as well giving your character a good reason to travel beyond the steppes.
Following closely on the heels (or hooves) of the Wolf Nomads at 23% is the Tiger Nomads (Chakyik). Cousins of the Wegwuir, they were once one big Relentless Horde until their ruler died and the two tribes split, with the Tiger ending up cornered in the northwest between the Wolf and the civilized lands of Ekbir. The Chakyik like the Wolf have their own Baklunish dialect (Ordai) and are renowned horsemen. The Chakyik are friends of no nation, even Iuz who once proposed an alliance. For now the Tiger Nomads live in relative stability, either trading with (or raiding) barbarians and civilized people alike.
Why Choose a Tiger Nomad? Culturally you'll be the same as a Wolf Nomad except their thematic totem animals. Chakyik have more animosity to the Baklunish than Iuz given their proximity. Also as a strange twist, the ruler of the Tiger dabbles in illusion magic, so a wizard/sorcerer from the Tiger Nomads isn't out of bounds. One more tidbit, the Chakyik are supposedly the most accomplished archers in the north if that is your character's focus.

Meanwhile, Stonehold is home to barbarians of a different sort. These fierce nomads hunt, herd and live on the tundra or in forest villages. Formerly ruled by the Coltens Feodality, a bandit ruler nicknamed Stonefist was banished here and soon attracted other evil bandits and barbarians to his side then wrested control of the lands from the local nomads. The Fists are the best of the hold's warriors, gaining higher position through the annual Rite of Battle Fitness. For a time Stonehold allied with Iuz and thus because of their invasions are not liked in any neighboring land.
Why Choose a Snow Barbarian? If you want to build an imposing, noble, axe or swordsman this is a good choice for homeland. As mentioned above, you'll also be able to have a background in seafaring. Schnai know the cold tongue like their kin, but could also learn giant as an extra language. Snow barbarians don't lack for enemies and given their range in explorations, can be found anywhere in the Flanaess.

Lastly at 9% is the underrated Ice Barbarians (Cruskii). The Cruskii or Ice Clan, are the most brave of the three clans. They live among the tundra of the northernmost part of Rhizia and are also capable seafarers on the Icy Sea or the Solnor Ocean. Though less numerous as a people, the Cruskii take part in many raids with their kin making enemies of places like the Great Kingdom who couldn't find these barbarians on a map. Cruskii are pure Suel and because of this, were at one time entreated by the Scarlet Brotherhood for an alliance.
Why Choose an Ice Barbarian? If you want a viking-like barbarian from a very remote homeland, this is your choice. Ice babarians make good berserkers having to fight both Fists and giants often. Their survival and seafaring skills cannot be stated enough. Ice barbarians have few friends, but in a group of northerner characters they can be perhaps the most loyal.
That's all for now. See you after the next poll!
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