Tuesday, November 28, 2023

New Map: Where are the Rhennee

Hello Greyhawk mavens! On the heels of my Minimalist Darlene Map I have another "useless" Greyhawk map. I say it's useless because this current bit of humor comes from a discussion in the Greyhawk community about people making useful infographic maps, such a population density map which I've seen someone do remarkably well. I love infographics, heck I've done serious ones before, such as my Regional Resource Maps from a year ago. This new map, on Rhennee in the Flanaess uses the same stock map originally from the World of Greyhawk Folio. While it may be a joke to long time gamers such as myself, this easy-to-follow map may actually help readers new to the setting on where Rhennee boatmen can be found. Now, if someone wants to come along later and do a map of Rhennee seasonal barge traffic then I will tip my hat to you! Until then, enjoy!

 


Friday, November 17, 2023

New: Minimalist Darlene Greyhawk Map

Greetings Greyhawkers and D&D map enthusiasts in general. Today I present a silly map concept I have been daydreaming about for months, a minimalist Darlene map. If you're like me, you might have a Greyhawk map as your computer wallpaper. And so, I often stare at this map and strange ideas form, this time however I have finally put it to the test. The World of Greyhawk setting map is hex-based, and because of the tendency of Darlene's calligraphic style to conform to this shape, this means a lot of the nations and geographical areas start to fall into these hex patterns on a larger scale. For example. in the Sheldomar Valley side, the tri-Ulek states, Gran March and Bissel fall into a nice row. So does the Sea Princes, Yeomanry, Sterich and Geoff. Some parts were harder to judge than others, but I got the Darlene map down to a minimalist state. It was a fun experiment. One thing though, don't ask what the scale per hex is, I don't know! One more thing, I haven't decided if I can do labels yet have a look for yourself. Enjoy! 







Saturday, November 4, 2023

Greyhawk Quiz #6: Letter G

Welcome again Greyfolk. Time for another of my Greyhawk quizzes. Check out the previous quiz to see more. How well do you know the geography of the Darlene map? Test your luck!


GREYHAWK QUIZ LETTER G

Sunday, October 22, 2023

Greyhawk City: Champion's Games

Welcome back Greyhawk faithful. On a recent Legends & Lore stream we talked about mercenaries and adventuring parties. One of the things we discussed was the Dungeon #128 adventure from Age of Worms titled The Champion's Belt by Tito Leati. In this chapter, as the PCs search for answers involving a retired gladiator named Loris Raknian, they must enter a gladiatorial event hosted by the "Free City" Arena where groups of compete for the coveted Champion's Belt. The meta plot involving a cult of Kyuss aside, I love the idea of an annual Champions Games held in the City of Greyhawk. I highly recommend this issue for anyone running an urban campaign. In the Champion's Belt, there is a huge list of NPC "gladiator" groups (these are not traditional gladiators, they seem more like rival adventuring groups), some detailed as opponents for the PCs, but most are left for DMs to flesh out. The focus of this post is to show the brief descriptive backgrounds I gave these Champion's Belt teams for my own Age of Worms campaign. But first here is some background rules on the Champion's Games. Enjoy!

"The Champion's Games is a five-day-long gladiatorial tournament that takes place annually in the Free City Arena. The games themselves consist of a massive four-round elimination event, interspersed with spectacle fights that pit gladiators against exotic monsters and other unique foes. A single team can consist of no more than eight members. Familiars do not count as members, but larger animal companions, mounts, and cohorts do. Finally, each team of gladiators must identify itself with a name and designate a leader."
  • The tournament is fought in four successive rounds of elimination. The first round consists of six battles of free-for-all combat between four teams (24 teams total). The six winners of the first round of battles are paired off into three team-versus-team battles. The next round, two of the three remaining teams fight each other, while the third team fights a special exotic monster. The final round is a face-to-face battle between the two remaining teams. The winners of each round is awarded a generous prize (trophy plus 2000-10,000 gp). The winner of the Champion's Games wins the right to wear the Champion's Belt (worth 2000 gp) for a year, along with a cash payout of 20,000 gp.
  • All battles are potentially lethal, but a gladiator always has the option of surrender. To surrender, a gladiator must drop his weapons, kneel, and hold both hands in the air. A gladiator who attacks a surrendering foe is disqualified (and likely arrested for assault or murder). A gladiator who surrenders and then attacks anothr foe is also disqualified.
  • Gladiators that can fly or levitate may do so up to a height of 40 feet. A gladiator that flues any higher is disqualified. Burrowing into the arena's floor is forbidden.
  • A match persists until one team is victorious, either through the death or the surrender of all opposing teams.
  • Winning gladiators have no right to the spoils of the fallen. A defeated foe keeps his gear, or in the case of death, ownership of gear reverts to his team.
  • Any tactic that endangers spectators is grounds for immediate disqualification and possible legal action.
  • A disqualified gladiator must cease fighting at once and must move to the edge of the field of battle. Failure to comply results in the disqualification of the entire team. Once a gladiator is disqualified, he may no longer take part in any remaining battles.
The Competition:
These teams are given a short description by me, and are open to further development by a DM. The module does give an "Encounter Level" for each NPC team which helps. Teams marked with an asterisk are fully detailed in Dungeon #128.

Arcane Auriga* EL 10 
4 elven female archers, exiles from Celene. Led by Rennida Auriga (arcane archer), her daughter Krinasa and two cousins, Eelyssa and Anetah.

Auric's Warband* (defending champion) EL 12
Auric (F10), Khellek (W10) and 3 controlled flesh golems.

Badlands Revenge* EL 9
3 gnoll warriors led by a human druid/barbarian named Joren and his dire badger companion.

Chuko's Ravens EL 7
3 kenku rogues led by a druid named Chuko.

Draconic Brood EL 11
4 half-dragon adventurers (or dragonborn if 5E) including a pseudo-dragon familiar.

Drunken Devilry EL 6
6 drunken students from the fraternal Gnarly House in Greyhawk City.

Final Phoenix EL 7
4 mounted lancers from the Bright Lands.

Guttuggers EL 8
4 half-orc mercenary veterans from Greyhawk City.

Iron (Cairn) Hill Monkeys EL 5
3 monks from Twilight Monastery

Night Owls EL 4
2 rogue knife-fighters from Dyvers.

One of Us EL 4
3 human adventurers (triplets) form the Duchy of Urnst. Might be dopplegangers?

Pitch Blade* EL 12
2 dwarven killers (barb 10) named Drusfan and Pharbol.

Rauth's Dragoons EL 6
4 veteran mercenary cavalry from Perrenland managed by Captain Rauth.

Sapphire Squad* 
EL 9
2 mercenary mounted archers led a jann swashbuckler named Korush.

Snow Leopards EL 9
A half-elf mage and a half-elf ranger with two leopard animal companions from the Lortmils .

Teeth of Kord EL 5
3 clerics led by specialty priest of Kord from Rhizia.

The Crazy Eight EL 6
8 minor gladiators from the Pit in the Foreign Quarter.

The Fisthammers EL 8
4 dwarven warriors from Karakast.

The Gravediggers EL 8
3 of the meanest members of the Gravedigger Union in GHC.

The Skull of Murq EL 9
A mysterious wizard and 4 human bodyguards.

The Unhumans EL 7
A half-orc, an ogre, a lizard man, and a bugbear.

The Woodchuckers EL 3
4 spunky gnomes from Grossetgrottel.

Varmint Patrol EL 5
8 halfling slingers from Elmshire.

Saturday, October 14, 2023

Dark Greyhawk Forum Letter

Well met Greyhawkers! Today I was reminded that way back in 2000, at the turn of 2nd Edition to 3rd Edition, before the internet became an everyday means of communication, I wrote a letter to the Forum page that was published in Dragon #273. This was in response to the Question of the Month" in issue #270: “Does your campaign have a particular theme? Is it swashbuckling, epic, gritty, or wahoo? Tell us all about your campaign style!”

Here is my response. Enjoy!

Dark Greyhawk

I wrote this in response to the "Question of the Month" and also to add to the discussion in #264 through #270 about evil characters. The campaign I run is set in the northwest of the Greyhawk campaign setting and uses heavy Al-Qadim sources. The Arabic feel is very refreshing. All the characters are foreigners and have had a wonderful time trying to blend in by learning new customs, dress, and especially language. They have adopted new names and even acquired their hirelings from this area. New and exotic locales always liven a static campaign. The land is full of mystery and intrigue, but the PCs fit in perfectly because they are all schemers and shady fellows as well. They always parlay or even deal with villains rather than just outright slay them. Every monster or encounter is assessed for its benefit, not just used as a stepping stone for the next encounter. Their motto is, dealing with evil is better than a pat on the back. Then, if necessary, you can always turn on evil and side with good in the end.

I do not rigidly control alignments, except in the case of priests. All the characters are decidedly shady but not evil. As long as the PCs can at least trust one another, then it doesn't matter what their alignments are. The lawful evil fighter in my group has shown many instances of paladinlike behavior toward the common man and even his foes. You don't wear alignment like a badge; your actions define your character.

In fantasy literature, the greatest heroes are what I term "shady." Elric, Conan, Fafhrd, and the Grey Mouser are all shady characters. Alignment never stopped any of them from doing the right thing in the end. The only recent characters from literature I can imagine fitting this description are Raistlin or Drizzt. Why are the shady ones the favorites? They have more fun.

It seems to me the only classes purely concerned with their alignment are the religious ones (cleric, druid, and paladin). They are the ones who have their beliefs dictated by a higher power. I am not saying you shouldn't play good guys, but some campaigns could use a change in locale and attitude.

Wednesday, September 27, 2023

Aerial Items of Greyhawk

Welcome again Greyhawk enthusiasts! I recently had a fun discussion on Legends & Lore stream about aerial related things in Greyhawk (or D&D in general). After talking about cloud castles, playable flying races and our rules preferences for flight, I had some left-over material about magic items related to flying. Let's have a look. Enjoy!

Wings of Flying (DMG) The prototypical D&D flying magic item. This cape flies for a couple hours per day and can carry 500 lbs weight!

Wings of the Rakers (Greyhawk Adventure) This is one of the first items I think of when it comes to flight thanks to the good ol' Greyhawk Adventures hardback source book. This white cloak was made by a wizard who was friends of the aarakocra of the Rakers. It acts like normal wings of flying, except the wearer appears to have sea gull wings. The Wings also allow the user to speak and understand aarakocra language and to dive attack like a member of that race. Love that flavor!

Winged Boots (Unearthed Arcana) This item was always a player favorite in my campaigns. Little wings sprout from your heel (kind of like Hermes) and they impart the ability to fly for 2 hrs without concentration. They come in four different speed and maneuverability types as well.

Cloak of the Bat (Unearthed Arcana) Another fun piece of apparel. This one works in darkness making the wearer virtually invisible and allows you to hang upside down like a bat! In darkness the wearer can fly of course or polymorph into a regular bat! This makes a pretty good villain item and can trick players into thinking they're a vampire!

Cloak of the Couatl (The Scarlet Brotherhood) A bat not good enough for you? Okay try this feathered cloak from Hepmonaland and Amedio. Wings spread out from the wearer and allow flight for two hours. The cloak also can make its wearer invisible while flying but it cuts the time in half. Now if this cloak turned its owner into a couatl it'd be amazing, but alas it's not that powerful.

Gargoyle Cloak (Temple of Elemental Evil) I guess while I'm talking about cloaks that give the user flight, I'll mention this one. This time the cloak does polymorph the wearer. As a gargoyle, the wearer has all the abilities of this creature, including flight, but each turn (10 minute) there is a cumulative chance your mind is permanently changed into a gargoyle's. Not cool!

Broom of Flying (DMG) Back in the day, I would have never handed one of these out in my games. However, since the popularity of Harry Potter, I'm rethinking this item's usefulness. It allows unlimited fly power. Carries just 200 lbs though, so yeah not for the armored fighter. Neat part is you can call it to your hand from 300 yds out. That could lead to some fun escape scenarios!

Book of the Griffon (From the Ashes) This magic tome is intentionally left for the DM to tailor for their campaign, but its suggested powers are: summon a group of "magical" griffons once a day. Charm natural griffons, plus spells of flight, elemental air and magical mounts. The book has a price tag of 60,000+ gp so this is a nice diamond in the rough.

Ring of the Wind Dukes (Dungeon #129) This ring comes from the Age of Worms adventure A Gathering of Winds. As expected, this ring belonged to one of the Wind Dukes of Aaqa from Greyhawk prehistory. Among its aerial powers are an immunity to strong winds and the ability to charm monster on Air subtype creatures, so it opens the possibility of riding an aerial mount. Its other offensive powers make this nearly artifact level in rarity. Check out this issue!

Ring of Elemental Metamorphosis (Tome of Magic) Hey speaking of wind themed rings, this item (in our case Air type) can polymorph the wearer into an elemental once a day. As you would expect the wearer gets the form and physical abilities and defenses of an air elemental (so flight). It doesn't screw with the wearer's mind luckily!

Ring of Elemental Command (DMG) Possibly better than the previous rings, the Air subtype here has loads of powers. Among them is communication with elementals, the fly spell, invisibility and control winds

Flying Carpets (DMG) Probably my favorite aerial themed magic item of all time. I mean who didn't grow up with stories of Aladdin on his flying carpet? In Greyhawk, Mordy and company ride one in Mordenkainen's Fantastic Adventure. In the DMG, they come in four various sizes and speeds. The smaller the carpet, the faster it is, but it also carries less weight. For a fun idea, I once created a flying carpet that also teleported randomly when fed expensive gems.  

Ebony Fly (DMG) Figurines of Wondrous Power are classic magic items. The ebony fly however is one I don't think I ever used. It grows to the size of a pony, flies for 12 hours straight and can carry up to 350 lbs. Seeing a hero riding on a giant house fly would be quite a sight! 

Bronze Griffon (3.0 DMG) This is a new type of figurine found in 3rd edition. Naturally it grows into a magical griffon that can be rode for 6 hours at a time, twice a week.

Saddle of Flying (Tome of Magic) Okay I knew this item had to exist and I finally found it. When secured to a horse, this saddle causes the mount to sprout wings and the ability to fly at its normal movement rate for one hour per day. Not bad if you're a paladin or cavalier who wants to ride a cheap Pegasus into combat!

Coruskian Stone (Greyhawk Adventures) Another hidden gem from GHA. This greenish stone set in a gold necklace gives the wearer the ability to charm griffons into being aerial mounts. The stone however does not impart any special skill in riding griffons, so combat will be dicey. 

Headband of the Corusk Mountains (Greyhawk Adventures) Okay one more from GHA, this one is even better. There is something about the Thillonrian Peninsula that screams the need for flying items, I guess. This headband is fun, because it's made from the skull of a white dragon! Its purpose is to charm white dragons into being a mount and yes, the item imparts the ability to ride aerial creatures.  What's more, the headband makes the wearer immune to cold attacks. Very cool!

Saturday, September 23, 2023

Greyhawk Map Definitions

Welcome back Greyhawkers! If you've spent as much time as I have staring at the Darlene map of the Flanaess then you'll understand that you start to question the meaning and origins of every damn label Gygax used for his geography and towns. Sure, we know a ton of them are anagrams or homages of family and friends, or are using French, German or Latin words, but the ones that are left over still sometimes need defined to fully understand them. Gygax after-all was a wordsmith who was fond of using archaic English vocabulary in his Greyhawk works (often for NPC names). Let's explore some words from the map, see which ones you know already, and if you have any clarifications, please put them in the comments. Enjoy! 

(Plains of the Paynims) paynim: (noun) "heathen; pagan" I always assumed this was a reference to nomads or something Arabic adjacent. What I failed to understand all these years is that paynim is a real-world derogatory name (albeit an archaic term). From the meta-perspective of the World of Greyhawk Guide's author, yes, the men of the plains would be heathens or pagans compared to the Flanaess' cultures. This term of course fits in on a pulpy map that also lists barbarians, nomads, and savages. I can now only assume the peoples of the Baklunish West would have a different name for this region! 

(Lake Quag, Quag Keep)
quag(mire): (noun) "soft miry land that shakes or yields under the foot; a difficult, precarious, or entrapping position."
 I always knew Quag was a root of quagmire. I think the first time I heard the word was in reference to a war you cannot get out of once started. I wonder if Gygax envisioned Lake Quag as some place that is dangerous then? It doesn't seem especially bad, like it may freeze over but that's far from what you'd expect in a quagmire situation.  

(town of Shiboleth) shibboleth: (noun) "a word or saying used by adherents of a party, sect, or belief and usually regarded by others as empty of real meaning; a truism or platitude; a custom or usage regarded as distinguishing one group from others." I got to admit I've never seen this word used in general conversation only in writing, maybe it's one of these antiquated Gygaxian words. What is interesting though, is that the town of Shiboleth (one "b" less) is in Gran March, a (religious) militant state. So that choice of word is on the mark!  

(Spindrift Isles) spindrift: (noun) "sea spray; fine wind-borne snow or sand" This is a word I didn't know the definition of until I wrote this article and is what started me down this dictionary rabbit hole in the first place! Now I have never spent time on the sea, the desert or in the arctic, so it's new to me, but maybe this is a commonly used term? In any case, kudos to Gygax for naming an island chain with such an appropriately descriptor. It is amusing to me though, that he could have just as easily called the Bright Desert the Spindrift Desert and this entry would be unchanged!

(Gamboge Forest) gamboge (noun) "a strong yellow; an orange to brown gum resin from southeast Asian trees of the Saint-John's wort family that is used as a yellow pigment and cathartic." 

(Celadon Forest) celadon (noun) "a grayish-yellow green; a ceramic glaze originated in China that is greenish in color."
A two-for-one on this entry. I covered both these words in a previous article on Colorful Places of Greyhawk. Gygax uses A LOT of colors in his naming schemes. These two rare words however eluded my consciousness for many years before I started blogging. Celadon makes sense for a forest descriptor, whereas gamboge perhaps is referring to the forest's changing leaves during the autumn season.

(Woolly Bay) woolly (adjective) "consisting of wool; like the rough, vigorous atmosphere of the early West in America." This is one of my favorite choices of Gygax's. And I don't think this is about woolly mammoths or wool sweaters. Here we literally have "wild and woolly" labelled side by side on the map. Gary likely envisioned the Wild Coast and Woolly Bay as his medieval fantasy version of the Wild West. He even gave us the gunslinging paladin Murlynd after all (have gun will travel). 

(town of Knurl) knurl (noun) "a small protuberance or knob; one of a series of small ridges on a metal surface to aid in gripping." Coincidence or clever Gygaxian naming for this town? I don't know much lore about Knurl, but maybe the town is built on a hill? It is kinda at the tip of the Blemu Hills I think.

(Suss Forest) suss (verb) "to inspect or investigate so as to gain more knowledge." This one I knew about, but it's still weird to my ears, like yes, we do need to investigate this evil woodland more. No, what I think is actually happening in this case is Gygax used a root of the word of susurrus "a whispering or rustling sound." Now that sounds like a cooler reason to name an evil forest.

(Gnarley Forest) gnarly (adjective) "twisted with or as if with gnarls or knots; distasteful or distressing, gross." Everyone's favorite forest (an added "e" for variation) is an aptly described place that gives you an immediate mental image of being old, dense and twisted. If you grew up in the 80's however the latter definition certainly made this forest into a running joke. Good times.

(Welkwood) welk (verb) "to lose freshness or greenness, dry up; to become less." This one I'm not totally sure about but again, Gygax is known for using obsolete words in Greyhawk. Welk can be a synonym for fade, wilt or wane. This definition doesn't evoke the image of a lush sylvan forest though, unless it is already in decline from ancient times. Another thought with the benefit of hindsight, I'd speculate that the "Suss and Welk" forest names should be swapped. One other possibility, Gygax was a fan of Lawrence Welk? Shrug!

(Nutherwood) nuther (conjunction, pronoun or adjective) "not either; not the one or the other of two or more." This one is a stretch so bear with me. According to the internet, (which is always right) nuther is a dialectal variant of the word neither. So, taken in context of the Flanaess on the opposite side of the river is the ghostly Phostwood and the locals are calling this side "Neitherwood" meaning this is also not a place you should enter. My other suspicion is that "nuther" is a play on "nether" implying this woodland is some kind of otherworldly place of the dead. Now that seems more fitting for a fantasy setting! 

(Flotsom Isle)
flotsam (noun) "floating wreckage or a ship or its cargo; a floating population (emigrants/castaways); miscellaneous or unimportant material." 
 

(Jetsom Isle) jetsam (noun) "the part of a ship, its equipment, or its cargo that is cast overboard to lighten the load in time of distress and that sinks or is washed ashore." 
I have another two for one entry. You know I gotta mention these two words because they're part of the Hold of the Sea Princes. Not kidding, I went many, many years before I knew the definition of flotsam and jetsam. Jetsam kinda sounds like jettison, which has to share the same root meaning. Also, I guess Gygax used a variation of the spelling, "flotsom and jetsom" cause fantasy world, right? Whatever the spelling or meaning, these islands are perfectly named for their location, a high seas haven for buccaneers.

(Griff Mountains) griff (noun) "a deep narrow glen or ravine; news or reliable information." I'm uncertain about this one as well. I see this word is a dialectal variant, or a slang English word. It's most likely just the shortened version of the mythical creature griffon (griffin) of course. This is D&D after all. Still, calling a mountain range griff because of its numerous glens and ravines doesn't seem all that implausible. 
 
(town of Glot) -glot (adjective combining form) "having knowledge of or using languages." This last word I enjoyed more than I thought I would. Polyglot is a word I've always known, and glottal and glottis refer to vocal cords. So here we have the capital of the Cruskii, did Gygax intend Glot to be monosyllabic because they are barbarians? Maybe it's a clever inference that the Ice Barbarians are multilingual, or good at war cries, I don't know! Or maybe I give Gygax too much credit in naming the Flanaess, and Glot is just four random letters. That's all I got for now! If anyone has a cool obscure map word definition, let me know!