Showing posts sorted by date for query Castle Greyhawk. Sort by relevance Show all posts
Showing posts sorted by date for query Castle Greyhawk. Sort by relevance Show all posts

Friday, September 11, 2026

My Top 30 Greyhawk Wizards

Well met Greyhawk sages! I'm on a roll this month so here is another list I've concocted. Back in the day I used to keep a top wizard list for my players to compare their characters to, but it was mainly based on level. With this list I have more critera to rank my Top 30 Greyhawk Wizards. Here is my methodology for assessing the rankings:

1. All stats are based on either the most recent published edition or the highest listed values in a published edition. I ignore DEX and STR but have chosen the other four stats as gauges of a wizard's reason, insight, durability and influence.
2. For scoring all values that are 20+ are given (3) points, 19-18 (2) points, 17-15 (1) point and any stat less than 15 or with no data (assumed to be less than 15) is given (0) points.
3. Authority is determined on whether the wizard belongs to a popular power group, works for a ruler, or is in fact a ruler of a nation or city themselves. This is worth (2) points.
4. Planar looks at whether the wizard in question has regular access to a demiplane or planar gates, amulet of the planes, etc. This is worth (2) points.
5. Artifacts is determined on whether the wizard possesses artifacts or near artifact level items such as a Robe of Staff of the Magi. This is worth (2) points.
6. This list only goes into the top 30 LIVING single class Wizards (aka Mage or Magic User). I omit liches, animuses, quasi-deities, etc.
7. I have drawn these names from published Greyhawk sources. I have avoided fanzines and Living Greyhawk Campaign sources (besides the LGG).
8. This list is likely not comprehensive, but I did dig deep for this list. It also has very little peer review so if tweaks are made I will make notes.

Enough chatter. What do you think of my results? Enjoy!

 

WizardHomeLevelINTWISCONCHAAuthorityPlanarArtifactsTOTAL
MordenkainenYatil Mountains2020151718YYY16
RaryBright Lands201919<1516YYY14
TenserCairn Hills2017<151618YYY13
MohrgyrKeoland202015<15<15YYY13
Jaran KrimeahVale of Mage2019<1515<15YYY12
JumperEmpire of Iuz1919181515YYN12
Kermin MindbenderEmpire of Iuz18181617<15YYY12
Kieran JalucianGreyhawk181817<1517YYY12
Eli TomorastMaure Castle17201620<15NYY12
Warnes StarcoatDuchy of Urnst2020171617YNN11
Elayne MysticaIrongate191816<15<15YYY11
DrawmijAzure Sea18201715<15YNY11
ReydrichSouth Province201817<15<15YNY10
AlhamazadZeif192017<15<15YNY10
BigbyVeluna19201515<15YNN9
KaroolckGreat Kingdom1918<1515<15YNY9
LakasterNorth Province1918<1515<15YNY9
ShemeyaBright Lands191816<15<15NYY9
NystulDuchy of Tenh1720171515YNN9
Abrazaldin HoskGreyhawk201817<15<15YNN8
NullEmpire of Iuz1918<15<15<15YYN8
LashtonKeoland1919<15<1515YNY8
KarzalinFuryondy18181517<15YNN8
Grey SeerNyrond171817<15<15YNY8
Theodain EriasonYeomanry172015<1516YNN8
GhiselinnNyrond191816<15<15YNN7
MorrkendNorth Province1818<15<1516NNY7
Elskan SaramadeDuchy of Urnst171817<1515YNN7
Jallarzi SallavarianGreyhawk151917<1517YNN7
OttoGreyhawk1517151517YNN7

Wednesday, July 22, 2026

Greyhawkery Comics: Cultists #45

Welcome back to the next chapter in the ongoing classic "adventure path" of the Cultists of Tharizdun. If you follow the links below you will see so far, they have been through Mordenkainen's Fantastic Adventure in Maure Castle, the Steading of the Hill Giant Chief, fought against the Cult of the Reptile God in Orlane, then explored the Slave Pits of the Undercity below Highport. What's next for the dastardly duo? Check it out and enjoy!

p.s. For those new to the World of Greyhawk setting, map coordinates refer to the 1980-1983 Darlene hex map that had coordinate letters and numbers along the sides. Early Greyhawk modules would have these coordinates in the text so DMs could follow without the players knowing the location. That said, the Cultists are evil, so they do not care about SPOILERS!


Wednesday, January 28, 2026

Greyhawkery Comics: Cultists #25

Welcome back fans of Greyhawk! If you've been following the Cultists of Tharizdun strip, you'll know they are currently in the dungeons of Maure Castle featured in the classic module Mordenkainen's Fantastic Adventure (and later Dungeon #112, Maure Castle). Those of you who are familiar with the Maure adventures should know by now what the Cultists will be facing or what they are after. Until then, enjoy!

p.s. yes, the dumb cultist was turned to stone last issue. The smart cultist apparently has scrolls for many situations.


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Thursday, October 3, 2024

Greyhawkery Comic: Under #1

Come on in, Greyhawkers! I'm proud to present my fourth and final new comic series. This comic has been swirling in my head for years wanting to get out. UNDER is my love-letter to the Dragon Magazine comic, Wormy done by the late great Dave Trampier. This D&D comic moreso than any other captivated me from the start and kept me collecting Dragon right up until its end. Unlike my other humorous Greyhawk comics, Under is a semi-serious story that is closer in relation to the Castle Greyhawk graphic novel I did alongside Scott Casper. This first installment is an appetizer. I am anxious to reveal the rest of the story to you, and I hope you get swept up in this world like I did with Wormy. Enjoy!

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Saturday, April 8, 2023

Fantastic Metal and Stones of Greyhawk

Greetings Greyhawk scholars! Today's topic is one that has been eluding me for several years. I would get a glimmer to write about, then forget, or I'd take some notes and lose them. But it's always been popping up taunting me. The topic is fantastic metal and stones of Greyhawk! Most of these entries are from Greyhawk lore, some are unique or perhaps sentient formations, and others are general D&D tropes. Also, given the research on this topic is insanely time intensive, I am sure I'll overlook some examples, so if you know a rare metal or stone in Greyhawk that I missed, let me know in the comments. Enjoy!
ADAMANTITE & MITHRAL
Both these fantasy metals are commonly found in Greyhawk as well as D&D lore, owing to fantasy fiction like Lord of the Rings. Adamantine objects are generally harder, Mithral items are also durable but lighter. 
"Adamantine is an alloy created from a glossy black metal known as adamant. Adamant is the pure metal form of a jet-black, ferromagnetic ore known as adamantite. In its pure form, adamant is a lustrous, gleaming black color with rainbow edges. It is one of the hardest substances known (save obdurium), but also brittle. A stylus made from adamant will shatter if dropped.
The alloy adamantine is also black, but it has a clear green sheen in candlelight. This sheen turns purple-white under most magical radiances. Adamantine is pliable but very difficult to work with. It must be forged at very high temperatures by master smiths with special oils to slake and temper the hot metal. Adamantine features the strength of adamant without the brittleness.
Adamantite ore is found only in meteorites and the rarest of veins in magical areas deep beneath the earth beyond where human miners go, sometimes found in spherical pockets in volcanic areas. The drow are rumored to have an abundance of it. A few clans of deep-delving dwarves have also come across it, and most adamantine items found on the surface are of dwarven make. Adamantite has been discovered in the Pits of Azak-Zil."

"Mithral, also spelled mithril and known as truemetal among the dwarves, is a precious metal produced from ore found in the underoerth as well as mountain ranges in certain areas of the Flanaess. Mithral ore is an exceedingly rare silver-and-black mineral in its natural form. It becomes a glistening silvery-blue when it is forged."

OBDURIUM

Expedition to the Ruins of Greyhawk by Jason Bulmahn, James Jacobs and Erik Mona.
Stronghold Builders Guidebook by Matt Forbeck and David Noonan

This fantasy metal is less well known than the previous two materials. It goes to show there is always a stronger substance somewhere out there. Indeed, there is more to come...

"A fantastically rare metal that is even harder than adamantine. Obdurium is a pale violet metal which is harder than adamantine. This incredibly rare metal represents the pinnacle of nonmagical metal strength. It is also nearly prohibitively expensive, building with it costs ten times as much as carving stone walls and sixty times what a normal wooden wall would cost to build.
The doors leading to the Godtrap in Zagig's Prison beneath Castle Greyhawk are made of obdurium."

TUMKEOITE & LACOFSITE
D3: Vault of the Drow by Gary Gygax
Dragon #298 Vault of the Drow: Dark Elf Metropolis by Frederick Weining
"The true splendor of the Vault can be appreciated only by those with infravision, or by use of the roseate lenses or a gem of seeing. The Vault is a strange anomaly, a hemispherical cyst in the crust of the earth, an incredibly huge domed fault over 6 miles long and nearly as broad. The dome overhead is a hundred feet high at the walls, arching to several thousand feet height in the center. When properly viewed, the radiation from certain unique minerals give the visual effect of a starry heaven, while near the zenith of this black stone bowl is a huge mass of tumkeoite — which in its slow decay and transformation to lacofcite sheds a lurid gleam, a ghostly plum-colored light to human eyes, but with ultravision a wholly different sight. The small "star" nodes glow in radiant hues of mauve, lake, violet, puce, lilac, and deep blue. The large "moon" of tumkeoite casts beams of shimmering amethyst which touch the crystalline formations with colors unknown to any other visual experience."
"Deep beneath the mighty Hellfurnace Mountains lies the Vault of the Drow, an immense hemispherical cyst in Oerth’s crust over six miles long and nearly as broad. Its mineral-veined ceiling rises more than 1000 fathoms above its crystal-strewn floor; near the zenith of the dome is a huge mass of tumkeoite, which as it slowly decays and transforms into lacofcite glows like a ghostly, plum-colored moon in the firmament of the Vault, while other phosphorescent nodes dimly gleam like stars in the same stony heaven."
Tumkeoite and Lacofsite (lack of sight) is two more of Gygax's usual anagram/pun creations that he name-drops throughout the setting. Taken literally though, Tumkeoite is a very rare radioactive substance that, depending on your ability to see different spectrums, sheds a light that is not harmful to normally light-sensitive Drow. Surely the dark elves picked the Vault because of this substance and the area it covers. One can also assume that give the radioactive nature of Tumkeoite, this is what gives some Drow gear their special properties and causes their decay when away from the Underdark. There is no mention of these unique minerals appearing anywhere else besides the Vault of the Drow, so I would ask, are these natural formations, or is Tumkeoite something that fell to Oerth in prehistory?
THE BLUE ELLIPSOID
Speaking of meteorites, the Pits of Azak-Zil in the Abbor-Alz hills is a famous impact site where everything from gold to adamantite have been dug up, but one odd piece of ore has caused a lot of trouble at the mine... 
Greyhawk Adventures by James Ward
"For five years (dwarvish clan) Highforge swelled with wealth...Then abruptly the flow was cut off...a few suppose that the mine was visited by a curse, either by something imported from the heavens or by something wakened by the shooting star or the activities of the miners."
"There will be unusual numbers of undead, especially ghouls and ghasts, many of dwarven origin...The cause of this horrible transformation is an ellipsoid of bluish metal about 2 feet long and one foot diameter. All who die within five miles of it raise at the next full moon as undead creatures...The stone also causes consuming greed and transformation to a lichlike state in its possessor."

THE PURPLE STONE
Think the Blue Ellipsoid was weird? Well, there is a sentient Purple Stone that was actually worshipped by a cult...
Mordenkainen’s Fantastic Adventure by Robert J Kuntz
Dungeon #112 Maure Castle by Robert J Kuntz and Erik Mona
"Ancient Suel migrants fleeing the Rain of Colorless Fire carried the Purple Stone from its temple and installed it here...The cults came to a tragic end many decades ago when the Purple Stone tried to subvert them all along with the nearby masters of Maure Castle. The Maures responded by sealing the Purple Stone and all the cultists within the dungeon and raising the Unopenable Doors to prevent anyone from coming to their rescue."
"...a single oblong purple stone. The stone is ten feet long, four feet high, and three feet wide, its surface smooth and polished. The stone seems partially translucent and pulsates dimply with an inner violet light...The Purple Stone is not wholly disembodied spirit, not wholly magic artifact, but somewhere in between."
THE BLACK OBELISK & OERTH STONE
The Purple Stone wants others' attention, but two even more powerful sentient rocks, the Black Obelisk and the Oerth Stone just want to be left alone. The Obelisk's sole purpose is to hide the more important Oerth Stone, and it would still be hidden itself if not for a certain pesky archmage and his outrageous plan to capture nine deities...
Greyhawk Ruins
by Blake Mobley and Timothy B Brown
"One of the main reasons Zagig chose this area to build his castle on was the great magical obelisk he discovered...Unable to move it, he sought to use it in other ways..."
"Within lies the obelisk which drew Zagig to this area. The obelisk is a large 9’ diameter stone which looks as if made from obsidian. One large shield-sized chip is missing from it as well as four smaller such chips...The obelisk is actually frozen in space in relation to Oerth. It can only be moved or scratched by powers equivalent to multiple deities under the careful guidance of a brilliant mind. Any magic used in this room will strip that item or PC of all magical powers...Zagig placed several of his original creations in this room as a tribute to the obelisk. These items have been so exposed to the obelisk that they have gamed several special properties. They have been filled with the obelisk’s powers of existence (thus they are as difficult to break or destroy as an artifact)."
"The obelisk also blankets everything in a cloak through which deities (except Boccob) simply will not see. Priests won’t immediately realize they are being ignored. Thus a priest can cast spells here, but no new spells will be granted in this area..."
"In his search for the great obelisk, Zagig happened upon this chamber. It is filled with intense powers of earth and rock. Yet, he could never determine the source (he never realized how close he came). Finally, he assumed it had to be a side effect of the obelisk somewhere below. Located at the center of the main rock column is a huge chip of brown smoky quartz...It is actually a fragment of the shattered Earth (Oerth) Stone, which was a relic of immense power used long ago by the creators to fill the Prime Material Plane with the heavenly bodies of earth and rock. The creators themselves decided that this relic was too powerful to allow any one of their numbers to guard, thus it was shattered, and a single fragment given to each to hide or guard as they desired. Then, only with their combined knowledge could the item easily be reformed. This sliver was placed here by one of the ancients and has gone unnoticed over the eons."
"This was once the holding cell of the (Oerth) Stone. Its location was hidden from Zagig by the obelisk until after the Stone escaped this area. When Zagig summoned the nine deities, the obelisk had to exert a tremendous amount of energy so that they would not notice the presence of the Oerth Stone."
OERTHBLOOD
As we've already seen, the central Flanaess is a hot bed of fantastic materials. Some are extremely hard and dangerous to get, like Oerthblood, found primarily below Tenser's castle and also the rich city of Irongate. This substance has nonetheless seen much use in the creation of famous artifacts.
Return of the Eight by Roger Moore
Dragon #351 Irongate: City of Stairs by Gary Holian & Denis Tetreault
"Oerthblood seeps into The Endless Well from deep beneath the Fortress of Unknown Depths, the dwelling place of the archmage Tenser, His ancient keep was built by migrating Oeridians to guard and harvest this rich magical ore. Few know Oerthblood exists—Tenser has been studying the substance in seclusion for decades- and no one knows exactly what it is. Tenser recently reactivated his keep’s mining operations (which had been shut down after his death during the Greyhawk Wars), and minor earthquakes and strange grinding vibrations occasionally rumble into the surrounding area from deep beneath the citadel, hinting at the immense golems currently at work harvesting the world's magical essence."
"The Endless Well can draw up molten, dark red, ferrous metal there, when cooled, is black, dense, easily enchanted and nearly impervious to damage. This substance is called oerthblood and from it several famous artifacts were made, such as Heward’s Mystical Organ and parts for the infamous Machine of Lum the Mad."
"Oerthblood is dangerous to handle, and much of the work involved in tapping it, pouring it into sheets of molds, working it and finishing it is done by golems and automatons that can withstand the molten substance’s unpredictable radiation, as well as the local heat and poisonous gases."
"Oerthblood weapons and armor must be made of a specific alloy of Oerthblood, known mostly to the artificers and smiths of Irongate, to gain the following benefits. Only primarily metallic objects gain these bonuses."
Oerthblooded iron, so-called "blood-iron," is an exceedingly rare and precious material, created from an amalgam of iron and oerthblood. Discovered as early as the age of Queen Ehlissa, oerthblood is a highly magical element found only on Oerth and thought by some to be the residue of creation. Oerthblood is extremely rare even on Oerth, and Irongate is one of the few locations where it can he found and forged. By reputation, it’s as strong as adamantine and just as effective. Shimmering black flecks on their surface distinguishes Oerth-blooded items."
DWEORNITE & DWEOMERSTONE
Some say the World of Greyhawk is not high magic, but those sages have never researched the depth of magical mysteries on Oerth, from strange weather phenomena to innately magical minerals such as these last two entries...
Iuz the Evil by Carl Sargent
From the Ashes by Carl Sargent
"Dweomerstones: A small clan of gnomes have discovered a few score small, utterly smooth, black, pebblelike stones which, if held in the hand of a wizard, can grant extra spellcasting power. Each stone has one use only...The gnomes selling the stones are fearful and eager to sell at reasonable prices."
"The Horned Lands are unique in having very rare deposits of a unique magical gem: dweornite. Small clusters of dweornite gems, tear-shaped, semi-opaque, blue-white stones, are found in totally unpredictable subterranean locations. The gems have diverse magical powers. Those which have been documented include spell gems, gems which yield magical potions when crushed and dissolved, gems with empathic effects, gems with teleport, dimension door or extraplanar travel properties, and gems of a divinatory nature. These are similar to the dweomerstones of the Cairn Hills; and some sages suggest a common origin for both these and the reputed ioun stones Rary seeks in the Bright Desert."
In closing, I haven't found any specific lore yet that shows Ioun Stones are naturally produced on Oerth besides the aforementioned hook by Sargent, that Rary seeks them in the Bright Desert. In other D&D lore, Ioun stones are enchanted from specific expensive gems, or in 4E are the creation of a new deity of knowledge, Ioun. Either way, Ioun stones could be rare gems that have innate floating properties, and either come with magical powers or are later imbued with them. To each their own. Lastly, D&D also mentions the material, Cold Iron, but I'm unsure that's regular iron found in a special situation or if its a new metal? Someone fill me in on that lore. Until next time!

Wednesday, September 14, 2022

More Obscure Greyhawk Lore

Heya Greyhawkers! In conjunction with our weekly stream Legends & Lore, here is some super obscure lore about the World of Greyhawk setting. If you already heard me share these factoids, then go back and read some of my previous posts on this topic. Enjoy!

Living Greyhawk Gazetteer and From the Ashes on Philidor the Blue:

Does it get more obscure than Philidor? Philidor the Blue was created in the From the Ashes era by Carl Sargent as a mysterious Gandalfian benefactor for the troubled forces of good, in particular the Vesve Forest in their fight against the demigod Iuz. He evidently appeared in the Greyhawk City one year BEFORE the Wars ended and despite never having lived there before, or belonging to the Wizards Guild, or being an ambassador, he has a house there! Phil appears as a blue human in Greyhawk, or a blue elf in the Vesve. I wouldn't doubt he'd appear as a blue dwarf if he visited Irongate. He warns Good folk of impending disasters and has set up floating globes to monitor the forest boundaries. Sargent teases in FtA that he is an enigma yet at the end of his entry tells DMs to keep him a mystery, maybe we'll tell you more about him later...

Of course, that doesn't happen. Fan sentiment was rather bad for this character and later authors swept him under the rug despite hints he had a long-term plan in mind in Marklands. The LGG mentions him twice, one that he hasn't been seen much since the Great North Crusade, but his agents and items still operate in the Vesve, and two, the last claimed sighting of Philidor was at the entrance to the Valley of the Mage. This throw-away rumor completely disentangles the wizard from all his previous lore and implies he is either allied with the Mage of the Valley or seeks to replace him. Whatever the case, Phil is gone. Everyone has their theories on who or what Philidor was, but mine is Carl Sargent was inspired by a famous French chess master, who has a defensive opening named after him. How apropos. Check it out.

The Scarlet Brotherhood on the "Tall Walkers"

Here is a bit of obscure lore. In the fine accessory written by Sean K Reynolds there is extensive, yet undeveloped lore on the southern lands of the Hepmonaland continent. A particular nation of the Touv called Byanbo references a people called the Tall Walkers. There are only two references, and one is a bit misleading. 

"The Scarlet Brotherhood landed once at the city port (Byanbo) and offered gifts to the king; a small group remained behind to study the language and advise the prince. Reports surface from time to time of unusual ships on Byanbo's shores piloted by beings the locals call "The Tall Walkers".

Reading this from start to finish can almost imply the Suel blooded visitors are the ones with strange ships called the Tall Walkers. An earlier section of TBS on the Touv says they are typically shorter than other cultures of the Flanaess. So indeed, the Brotherhood could be "tall walkers" here, but then the second references clouds things:

(Yano Desert) "...an oddly constructed ruin near the hills is said to have been built by an ancient race of people that predate the Touv, possibly the ones the people of Byanbo call "The Tall Walkers".

Here it suggests the Tall Walkers were around southern Hepmonaland a long time before the Brotherhood ever visited. Whoever this race was obviously died out, or move on? There are no giants on the encounter charts of TSB except Fire Giants in the Ino Hills near Byanbo. Perhaps a connection? Or most likely the local Touv are greatly mistaken and have conflated two stories about beings who are generally taller than them. Part of me wishes the Tall Walkers are indeed a new ancient culture to throw into our Greyhawk lore. That's up to us fans!

Living Greyhawk Journal #4 on Lotakal the Caretaker

The Silent Ones of Keoland were written for LGJ #4 by Gary Holian. One of the most intriguing characters to come out of this article is Lotakal the Caretaker, a Bard 10/ Silent One 5. Lotakal is woman who graces the cover of the issue, flanked by strange fey looking creatures. In fact, her unique role in the Silent Ones is to maintain an orphanage for extra-planar creatures and created homonculi called the Wretchery. Mind you they are orphaned familiars because the Silent Ones probably kill wizards they don't like. Kind-hearted Lotakal is different however, she knows what she is doing when it comes to forest and sylvan lore, having spent six years among the fey of the Dreadwood as a child. As an adult Silent One, the Caretaker is such an interesting NPC for players to meet and her Wretchery seems like a whimsically fun place to visit on an interlude through Keoland.

Greyhawk Players Guide on The Wandering Caravan

The 2E Players Guide by Anne Brown is an underrated accessory. If you don't have this book, get it, because its full of neat lore tidbits and Greyhawk observations you won't find elsewhere. Anne knows her stuff. One item in this book is an utter mystery and as far as I know it only appears in this book. The ghostly Wandering Caravan is a great hook for a DM to develop:

"Several times a year, a phantom caravan of merchants and guards appears on the roads circling the Nyr Dyv. The caravan - three wagons with blue-and-black-striped awnings (each pulled by four horses), six peripheral riders and horses, six teamsters and six guards - has appeared to assist stranded travelers, fight off bandit attacks on other caravans, and spoil ambushes that might cause loss of life or property. No one is certain who the members of the caravan are or when their appearances began. Some witnesses profess the entourage to be entirely ghostly, while others insist that the caravan's members are in a weird form of stasis, victims of a curse that forces them to ride the roads around the Nyr Dyv until they fulfill some goal or correct and old misdeed. Their intentions seem to be honorable, and they can be recognized by the complete lack of sound made by the horses and wagons."

So yes, the Wandering Caravan is beneficial though spooky. It sounds like they can be interacted with at times, or others they are just incorporeal. Where are they from originally? Are they related to the Rhennee (the Attloi)? This is quite a special encounter and it's in a high traffic area! They could be going through peaceful Urnst land or even through war torn Bandit Lands. It's all for DMs to expand upon.

Planescape, Sigil and Beyond on Duke Rowan Darkwood

Anything Planescape can usually be counted as lore for any setting, but one NPC from Sigil in particular has a strong Greyhawk connection. Duke Rowan Darkwood is the Factol of the Fated faction (R19/P20) and he is considered one of the two most influential residents of Sigil. The Fated (also known as the Takers and the Heartless) believe that the multiverse belongs to those who can hold it. Each makes their own fate, everyone has potential to be great, but it doesn't mean it will happen. His background certainly lends to his destined fame as he claims to be a former hero of Vaasa in the Forgotten Realms, but he is in truth from Oerth! Duke Rowan was the third son a minor noble (it doesn't say where) so with no prospects he turned to being a ranger. He ran afoul of a major devil after a "magical mishap" with a deck of cards (hmmm). Rowan was missing for ten years before he returned to Oerth, and by then everything had changed. He had got a taste of the outerplanes however, and so he followed his destiny on went on more adventures to Faerun and beyond, eventually ending up in the Sigil.

Duke Rowan may not be very significant in Greyhawk history, but he certainly would be remembered in ranger circles, if not in the annals of some noble family tree. I'd like to think he was from Keoland given its ruler is also a ranger, plus Rowan carries a giant slaying sword which he perhaps acquired back in the day fighting in the Crystalmists. Greyhawk adventurers who journey to Sigil would certainly be shocked to see one of its rulers is familiar with their world. It's good to see Mordenkainen isn't the only high-level plane-hopping adventurer from Oerth!

 Dungeon #112: Maure Castle on The Chapel of Kerzit

Anyone who owns Mordenkainen's Fantastic Adventure and the Maure Castle sequel in Dungeon #112 will recognize the covers with archmage Mordy on one and the evil Eli Tomorast on the other respectively. What they have in common is the chamber that they both stand in is part of the dungeon! In MFA, the Chapel of Kerzit is merely a non-descript chapel with a granite altar for sacrifices. Dungeon #112 expands on the Chapel giving it the gravitas it deserves for being the backdrop of both adventures (spoilers ahead). 

"At the back of the raised area, a semi-circular archway is set into the wall. A wolf-like head...is carved into each of the archway's sides...The space beyond the archway seethes and roils, a misty cloud of vapor and liquescent fumes that unsettles the stomach to look at for too long."

"The strange archway filled with swirling mist...radiates strong conjuration magic. This is a portal that leads to a layer of the Abyss ruled by no demon prince but contested by many...Details of the realm on the other side of the portal are left to you to decide."

Kerzit is the main guardian demon of the module, summoned by Eli Tomorast by use of the Tome of the Blackheart. This chamber portal, and indeed the plane it is attached to must be Kerzit's home. The wolf head designs are kind of a giveaway...

That's all for now. Until next time!