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Greyhawk
Greyhawk
from Wikipedia
Greyhawk
DesignersGary Gygax
PublishersTSR, Inc.
Wizards of the Coast
Publication1980
GenresFantasy
SystemsDungeons & Dragons
ChanceDice rolling

Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the Dungeons & Dragons fantasy roleplaying game.[1][2] Although not the first campaign world developed for Dungeons & DragonsDave Arneson's Blackmoor campaign predated it by about a year[3]—the world of Greyhawk closely identified with early development of the game beginning in 1972, and after being published it remained associated with Dungeons & Dragons publications until 2008.

The world itself started as simply a dungeon under a castle designed by Gary Gygax for the amusement of his children and friends, but it was rapidly expanded to include not only a complex multi-layered dungeon environment, but also the nearby city of Greyhawk, and eventually an entire world. In addition to the campaign world, which was published in several editions over twenty years, Greyhawk was also used as the setting for many adventures published in support of the game, as well as for RPGA's massively shared Living Greyhawk campaign from 2000 to 2008.

Setting

[edit]

The World of Greyhawk is located on a planet called Oerth.[4][5] Oerth has an axial tilt of 30 degrees, which causes greater seasonal temperature variation than on Earth and is controlled by wizardly and divine magic that shifts weather patterns to be more favorable to the populace. Castle Greyhawk was the most famous dungeon in Oerth, the home campaign world of Gary Gygax.[6]: 25  Players in the earliest days of this campaign mostly stayed within Castle Greyhawk's dungeons, but Gygax envisioned the rest of his world as a sort of parallel Earth, and the original Oerth (pronounced 'Oith', as with a Brooklyn accent) looked much like the real-world Earth but filled with imaginary cities and countries.[6]: 24  Several years later, when TSR produced the original World of Greyhawk folio (1980), Gygax was asked to produce a map of the world and decided to create something new which still featured many of the locales from his original world of Oerth but with new geography.[6]: 24  Gygax also connected Dave Arneson's Blackmoor to his world by including a country by that name in Oerth.[6]: 388  In his later novel Dance of Demons (1988), Gygax destroyed Greyhawk's Oerth and replaced it with a new fantasy world of Yarth.[6]: 239 

The Flanaess is the eastern part of the continent of Oerik, one of the four continents of Oerth, acting as the setting of dozens of adventures published between the 1970s and 2000s. In late 1972, Dave Arneson demonstrated a new type of game to a group of gamers in Lake Geneva, Wisconsin, including game designer Gygax. Gygax agreed to develop a set of rules with Arneson and get the game published; the game eventually became known as Dungeons & Dragons. Gygax designed a set of dungeons underneath the ruins of Castle Greyhawk as a testing ground for new rules, character classes and spells. In those early days, there was no Flanaess; the world map of Oerth was developed by Gygax as circumstances dictated, the new cities and lands simply drawn over a map of North America. Gygax and Kuntz further developed this campaign setting, and by 1976, the lands within a radius of 50 miles had been mapped in depth, and the lands within a radius of approximately 500 miles were in outline form.[7]

Following yet more work, in 1978 Gygax agreed to publish his world and decided to redevelop Oerth from scratch. Once he had sketched out the entire planet to his satisfaction,[8][9] one hemisphere of Oerth was dominated by a massive continent called Oerik. Gygax decided to concentrate his first efforts on the continent of Oerik and asked TSR's printing house about the maximum size of paper they could handle; the answer was 34 x 22 inches (86 cm x 56 cm). He found that, using the scale he desired, he could fit only the northeast corner of Oerik on two of the sheets.[10][11] This corner of Oerik became known as "the Flanaess", so named in Gygax's mind because of the peaceful people known as the Flannae who had once lived there. Gygax also added many more new regions, countries and cities, bringing the number of political states to 60.

Needing original placenames for all of the geographical and political places on his map, Gygax sometimes resorted to wordplay based on the names of friends and acquaintances. For instance, Perrenland was named after Jeff Perren, who co-wrote the rules for Chainmail with Gygax; Urnst was a homophone of Ernst (his son Ernie); and Sunndi was a near-homophone of Cindy, another of Gygax's children.[12]

From Gygax's prototype map, Darlene Pekul, a freelance artist in Lake Geneva,[13] developed a full color map on a hex grid. Gygax was so pleased with the result that he quickly switched his home Greyhawk campaign over to the new world he had created.[14] Ultimately, the original Castle Greyhawk was never published for public play, instead with many of the elements of Gygax's original campaign becoming the seed for other adventures.[15]

Development history

[edit]

Early development

[edit]

In the late 1960s, Gary Gygax, a military history buff and pulp fantasy fan, was a central, founding figure in the Castle & Crusade Society. The C&C Society, as it was known, served enthusiasts of miniature wargaming in the Middle Ages and published an occasional newsletter known as the Domesday Book.[6]: 6 

Following up on a promise he made in Domesday Book #5, Gygax presented the "Great Kingdom" map c. June 1971 in Domesday #9, to be used as a game setting for the Society. Members thereafter began claiming territories, including member Dave Arneson, who was an officer of the organization, and frequent contributor to the newsletter.[16] Arneson claimed a territory he named Blackmoor, a setting he had already begun developing in his home campaign, and Gygax reserved for himself a territory on lake Nyr Div.[17]

In addition to historically-based medieval wargaming, both Gygax and Arneson were enthusiasts of adding fantasy elements to their games.[18][19][20] To this end, Gygax created a fantasy supplement for the Chainmail ruleset for medieval miniatures that he was co-writing with Jeff Perren. Released in the late spring of 1971, this booklet included rules for fantasy monsters, wizards and magical weapons.[21]

Around the same time, in Minneapolis–St. Paul, Dave Arneson, impressed by the "Braunstein" role-playing games of fellow wargamer David Wesely, developed the Barony of Blackmoor as a setting for Braunstein style games.[22] Arneson based his game around the village, castle and dungeons of Blackmoor. The castle itself was represented on the table by an actual plastic kit model of a medieval castle.[23] Arneson informed the players that instead of controlling regiments, they would each take one individual character into the castle of the Barony of Blackmoor to explore its dangerous dungeons.[24] Arneson drew from numerous sources but quickly incorporated the fantasy supplement of Chainmail into his games.[25][26]

After about a year and half of play, Arneson (Blackmoor) and fellow gamer David Megarry (Dungeon! boardgame) traveled to Lake Geneva in November or December 1972 to pitch their respective games to Gygax, who at that time was a representative of the Guidon Games company. Gygax was immediately intrigued by the concept of individual characters exploring a dungeon setting.[27][28][29] He and Arneson agreed to co-develop a set of rules, and Gygax quickly developed a castle and dungeon of his own, "Castle Greyhawk", set within his portion of the Great Kingdom map.[30][31]: 98  Castle Greyhawk is sometimes considered the first dungeon in Dungeons & Dragons and pioneered the roots of the mega-dungeon format of gaming.[15]

Two of his children, Ernie and Elise, were the first players,[32] and during their first session, as Tenser and Ahlissa,[31]: 99  they fought and destroyed the first monsters of the Greyhawk dungeon; Gygax recalled them as being either giant centipedes[33] or a nest of scorpions.[34] During the same session, Ernie and Elise also found the first treasure, a chest of 3,000 copper coins which was too heavy to carry, much to the children's chagrin.[35][36] After his children had gone to bed, Gygax immediately began working on a second level for the dungeon.[37] At the next play session, Ernie and Elise were joined by Gygax's friends: Don Kaye, Rob Kuntz, and Terry Kuntz.[38]

About a month after his first session, Gygax created the nearby city of Greyhawk, where the players' characters could sell their treasure and find a place to rest.[39]

Home campaign (1972–1979)

[edit]

As Gygax and Arneson worked to develop and publish the rules for Dungeons & Dragons through TSR, Gygax continued to design and present the dungeons and environs of Castle Greyhawk to his circle of friends and family, using them as playtesters for new rules and concepts. As the players began to explore more of the world outside of the castle and city, Gygax developed other regions and cities for them. With play sessions occurring seven or more times a week,[40][41] Gygax did not have the time or inclination to create the map for a whole new world; he simply drew his world over a map of North America, adding new cities and regions as his world slowly grew through ongoing adventures.[42] The city and castle of Greyhawk were placed near the real-world position of Chicago, his birthplace; various other places were clustered around it. For instance, the rival city of Dyvers he placed in the area of real-world Milwaukee.[43][44]

Gygax also continued to develop the dungeons underneath the castle. By the time he was finished, the complex labyrinth encompassed thirteen levels filled with devious traps, secret passageways, hungry monsters, and glittering treasure. Although details of these original Greyhawk dungeons have never been published in detail, Gygax gave some glimpses of them in an article he wrote for the European fanzine Europa in 1975:

Before the rules for D&D were published, "Old Greyhawk Castle" was 13 levels deep. The first level was a simple maze of rooms and corridors, for none of the "participants" had ever played such a game before. The second level had two unusual items, a Nixie pool and a fountain of snakes. The third featured a torture chamber and small cells and prison rooms. The fourth was a level of crypts and undead. The fifth was centered around a strange font of black fire and gargoyles. The sixth was a repeating maze with dozens of wild hogs... in inconvenient spots, naturally backed up by appropriate numbers of Wereboars. The seventh was centered around a circular labyrinth and a street of masses of ogres. The eighth through tenth levels were caves and caverns featuring Trolls, giant insects and a transporter nexus with an evil Wizard (with a number of tough associates) guarding it. The eleventh level was the home of the most powerful wizard in the castle: He had Balrogs as servants. The remainder of the level was populated by Martian White Apes, except the sub-passage system underneath the corridors which was full of poisonous critters with no treasure. Level twelve was filled with Dragons.
The bottom level, number thirteen, contained an inescapable slide which took the players clear through 'to China', from whence they had to return via "Outdoor Adventure". It was quite possible to journey downward by an insidious series of slanting passages which began on the second level, but the likelihood of following such a route unknowingly did not become too great until the seventh or eighth level...
Side levels included a barracks with Orcs, Hobgoblins, and Gnolls continually warring with each other, a museum, a huge arena, an underground lake, a Giant's home, and a garden of fungi.[45]

Anyone who made it to the bottom level alive met Zagyg, the insane architect of the dungeons. Zagyg is a reverse homophone of Gygax, and it was Gygax's inside joke that the person who had designed the dungeon—himself—must be insane.[46] Only three players ever made it to the bottom level and met Zagyg, all of them during solo adventures: Rob Kuntz (playing Robilar), Gygax's son Ernie (playing Tenser), and Rob's brother Terry (playing Terik).[47] Their reward was to be instantly transported to the far side of the world,[48] where they each faced a long solo trek back to the city of Greyhawk. Terik and Tenser managed to catch up to Robilar along the way, and the three journeyed back to Greyhawk together.[49]

By this time, a dozen players crowded Gygax's basement every night, with over 20 at times on weekends[41] and the effort needed to plan their adventures took up much of Gygax's spare time. He had been very impressed with Rob Kuntz's imaginative play as a player, and appointed Rob to be co-Dungeon Master of Greyhawk.[50][41] This freed up Gygax to work on other projects, and also gave him an opportunity to participate as a player,[51] creating characters like Yrag and Mordenkainen.

In order to make room for Rob Kuntz's dungeons, Gygax scrapped his bottom level and integrated Rob's work into the Greyhawk dungeons.[52] Gygax and Kuntz continued to develop new levels for their players, and by the time the Greyhawk home campaign drew to a close in 1985,[53] the castle dungeons encompassed more than fifty levels.[54]

Significant player characters

[edit]

While many players participating in the Gygax and Kuntz home campaign were occasional players, sometimes not even naming their characters,[55] others played far more frequently, and several of their characters became well known to the general gaming world before publication of the Greyhawk campaign setting. Some of these characters became known when Gygax mentioned them in his various columns, interviews, and publications. In other cases, when Gygax created a new magical spell for the game, he would sometimes use the name of a wizard character from his home campaign to add verisimilitude to the spell name, such as Melf's acid arrow, Melf being a character created by his son Luke.[56] Some of the characters who became synonymous with Greyhawk at that time included:

  • Murlynd: Gary Gygax's friend Don Kaye created Murlynd for the second-ever session of Gygax's Greyhawk campaign in 1972.[57] Gygax later recalled that Murlynd was the first attempt by a player to make a creative name for a character; in the early days, most players—including Gygax himself—simply used their own name as a basis for their character's name, e.g. Gary was Yrag, etc.[58] According to Robert Kuntz, Murlynd did not get his trademark "six-shooters" in actual play, but they were given to the character in tribute to Don Kaye's love of the Western genre.[59] Although Gygax did not allow the use of gunpowder in his Greyhawk setting, he made a loophole for Don Kaye by ruling that Murlynd actually carried two magical wands that made loud noises and delivered small but deadly missiles.[60] His name is used for the Unearthed Arcana item, Murlynd's Spoon.
  • Robilar: Robilar was a fighter belonging to Rob Kuntz. Like Murlynd, Robilar was also created for the second-ever session beneath Castle Greyhawk in 1972, rolled up on Gygax's kitchen table. Gygax suggested to Kuntz the name of Robilar, after a minor character in Gygax's novella The Gnome Cache.[61] Because Kuntz was a constant player, Robilar rapidly gained power and possessions. As the city of Greyhawk was developed, he also became the secret owner of the Green Dragon Inn in the city of Greyhawk, where he kept tabs on happenings in the city.[62] Kuntz quickly grew impatient with play when it involved more than a couple of players, and often played solo adventures one-on-one with Gygax.[63] Robilar was not only the first to reach the 13th and bottom level of Gygax's Greyhawk dungeons, but on the way, he was also responsible for freeing nine demi-gods (whom Gygax revived a decade later as some of the first deities of Greyhawk: Iuz, Ralishaz, Trithereon, Erythnul, Olidammara, Heironeous, Celestian, Hextor, and Obad-Hai). Robilar was also the first to enter Gygax's Temple of Elemental Evil, and conquered it completely. Robilar also freed the demoness Zuggtmoy from her prison at the centre of the Temple. Kuntz later related that Gygax was very dismayed that his masterpiece dungeon had been destroyed by a single adventurer, and as punishment, Gygax had an army pursue Robilar back to his castle, which he had to abandon.[64][65] Robilar also lost possession of the Green Dragon Inn.[66]
  • Tenser: Tenser was a wizard played by Gygax's son Ernie. In the earliest days of Greyhawk, Ernie often gamed with Rob Kuntz (Robilar) and Terry Kuntz (Terik). At one point, using their combined forces of loyal henchmen, the three controlled access to the first level of the Greyhawk dungeons while they ransacked the lower levels.[67] Tenser became the second character to reach the thirteenth (and bottom, at the time) level of the Greyhawk dungeons, when he noticed that Robilar was missing and went in search of him.[68] Gary Gygax included the name Tenser in the names of two spells, Tenser's floating disc and Tenser's transformation.
  • Terik (or Teric) was a character created by Terry Kuntz. Terik often adventured with Tenser and Robilar in the days when the three controlled the first level of the dungeons of Greyhawk.[62] Terik became the third and last character to reach the bottom level of Gygax's original Greyhawk dungeon when he noticed Robilar and Tenser were missing and went in search of them.[62]
  • Erac's Cousin: Gary Gygax's son Ernie originally had a character he called Erac. Later, he created a wizard who, due to a personal issue as part of his backstory, refused to reveal his name, simply referring to himself as Erac's Cousin. Gary Gygax knew that Ernie liked the Barsoom stories of Edgar Rice Burroughs, and at one point, transported Erac's Cousin to a Barsoom-like Mars,[62] where the inhabitants refused to let the wizard use magic. Erac's Cousin was forced to become a fighter instead, and learned to fight proficiently with two weapons simultaneously. Eventually he was able to teleport back to Oerth, but when he acquired two vorpal blades, Rob Kuntz and Gary Gygax decided he had become too powerful,[62] and lured him into a demon's clutches. The demon took him to an alternative plane that drained the magic from the vorpal blades, destroying them.
  • Yrag: After Gygax made Kuntz a co-DM, this fighter was Gygax's first character,[69] and Gygax often referred to Yrag's various adventures in columns and interviews. Yrag is simply Gary spelled backwards.
  • Mordenkainen: This was perhaps Gygax's most famous character, and also his favorite.[70] Mordenkainen was created in early 1973,[71] and his name was drawn from Finnish mythology.[72] Due to constant play, often with Rob Kuntz as DM, Gygax advanced Mordenkainen into a powerful character. Gygax never revealed exactly how powerful Mordenkainen was, simply stating that the wizard had "twenty-something levels".[73] Even years after he last played Mordenkainen, he would not disclose any of Mordenkainen's powers or possessions.[74] Various spells from first edition bear his name, such as Mordenkainen's faithful hound, Mordenkainen's lucubration, and Mordenkainen's sword.
  • Bigby: Bigby started life as an evil low-level wizard non-player character in Rob Kuntz's dungeons of Greyhawk. Gary Gygax, playing Mordenkainen, managed to subdue him, and forced Bigby to become his servant. After a long time and several adventures, Mordenkainen managed to convince Bigby to leave his evil ways behind, and Kuntz ruled that Bigby had changed from an enemy to a loyal henchman, and therefore Gygax could take over Bigby as a player character.[75][76] Thereafter, Gygax developed Bigby into a powerful wizard second only to Mordenkainen, and used his name to describe a series of hand spells, e.g. Bigby's crushing hand and Bigby's grasping hand. For a time after this, Rob Kuntz ruled that all the names of Mordenkainen's future henchmen had to rhyme with Bigby. This resulted in Zigby the dwarf; Rigby the cleric; Sigby Griggbyson the fighter; Bigby's apprentice, Nigby; and Digby, Mordenkainen's new apprentice who replaced Bigby.[77]
  • Melf: Melf was an elven character created by Gary Gygax's son Luke. Gary Gygax borrowed Melf's name for the spell Melf's acid arrow.[78]
  • Rary: Rary was a wizard created by Brian Blume and played only until he reached the 3rd level, at which point Blume retired him, having reached his objective, which was to be able to call his character "Medium Rary".[79] Gygax borrowed the name for the spells Rary's mnemonic enhancer and Rary's telepathic bond.
  • Otto: Otto, like Bigby, started life as an evil non-player character wizard in the dungeons of Greyhawk. Tenser and Robilar defeated him in combat, and when given a choice of which master to serve, Otto chose to serve Robilar, thereby becoming a character controlled by Robilar's creator, Rob Kuntz. Thereafter, Otto accompanied Robilar on many adventures, including Robilar's destruction of the Temple of Elemental Evil.[62] Gary Gygax borrowed Otto's name for the spell Otto's irresistible dance.
  • Drawmij: Drawmij was a wizard created by Jim WardDrawmij is simply his name spelled backwards. Gygax borrowed Drawmij's name for the magical spell Drawmij's instant summons.
  • The Circle of Eight: At the point where Gygax's own characters in the Greyhawk home campaign had collectively accumulated both enough wealth that they could not easily spend it, and a standing army that rivalled most nations' forces, he gathered all eight of the characters—Mordenkainen (wizard), Yrag (fighter), Bigby (wizard), Rigby (cleric), Zigby (dwarf), Felnorith (fighter), Vram (elf) & Vin (elf)—together as the Circle of Eight. Pooling their resources, Gygax had the Eight construct a stronghold in the middle of an evil land so they would not have to travel far to find adventure.[80] After three years of game time,[81] the result was the Obsidian Citadel, an octagonal castle which housed the Circle of Eight and their armies.[82][83] After Gygax was ousted from TSR, Carl Sargent and Rik Rose remolded Gygax's old "Circle of Eight" in The City of Greyhawk boxed set into a new plot device. Instead of a group of eight companions belonging to Gygax, who sallied forth from an impregnable bastion to fight evil, the Circle became eight wizards brought together by Gygax's own creation now owned by TSR, Mordenkainen.[84] Game designer Ken Rolston described this new Circle of Eight as "a powerful and influential local organization of wizards".[85] Wolfgang Baur found the Circle of Eight a small but knowledgable organization, central to the mythos of the Greyhawk setting, with all its members being important.[86]

Greyhawk firsts

[edit]
The first publication to mention Greyhawk
[edit]

Gary Gygax wrote a short story titled "The Expedition Into the Black Reservoir", subtitled "A Dungeon Adventure at Greyhawk Castle", which was published in the August 1974 issue of Chicago small press magazine El Conquistador.[87]

The first mention of Oerth
[edit]

In the first issue of The Dragon published in June 1976, Gygax prefaced Chapter 1 of his serialized novella The Gnome Cache with a note that the story's setting, Oerth, was very similar to Earth in terms of geography.[88]

The first deities of Greyhawk
[edit]

One facet of culture that Gygax did not address during the first few years of his home campaign was organized religion. Since his campaign was largely built around the needs of lower-level characters, he did not think specific deities were necessary, since direct interaction between a god and a low-level character was very unlikely. Some of his players took matters into their own hands, calling upon Norse or Greek gods such as Odin or Zeus, or even Conan's Crom in times of dire need.[89] However, some of the players wanted Gygax to create and customize a specific deity so that cleric characters could receive their powers from someone less ambiguous than the gods. Gygax jokingly created two gods: Saint Cuthbert—who brought non-believers around to his point of view with whacks of his cudgel[90] —and Pholtus, whose fanatical followers refused to believe that any other gods existed. Because both of these deities represented aspects of Good, Gygax eventually created a few evil deities to provide some villainy.[91]

In Chapter 2 of The Gnome Cache, which appeared in the second issue of The Dragon, a shrine to St. Cuthbert (spelled St. Cuthburt) was mentioned, which was the first published reference to a Greyhawk deity.[92]

The first Greyhawk novel
[edit]

In 1976, Gygax invited the science fiction/fantasy writer Andre Norton to play Dungeons & Dragons in his Greyhawk world. Norton subsequently wrote Quag Keep, which involved a group of gamers who travel from the real world to Greyhawk. It was the first novel to be set, at least partially, in the Greyhawk setting, and according to Alternative Worlds, the first to be based on D&D.[93] Quag Keep was excerpted in issue #12 of The Dragon (February 1978)[94] just prior to the book's release.

The first Greyhawk adventures published by TSR
[edit]

From 1976 to 1979, Gygax also shared some glimpses of his home campaign with other gamers when he set several TSR Dungeons & Dragons adventures in the world of Greyhawk:[95]

In addition, Lawrence Schick set his 1979 TSR adventure S2 White Plume Mountain in Greyhawk.

Despite fan curiosity, the original Castle Greyhawk was never officially published outside of Gygax's home campaign.[15]

The World of Greyhawk folio edition (1980)

[edit]
Supplement I: Greyhawk, written by Gary Gygax and Rob Kuntz, was an expansion of the Dungeon & Dragons rules that contained no material about the Greyhawk campaign world other than two brief references.

In 1975, Gygax and Kuntz published a booklet called Supplement I: Greyhawk, an expansion of the rules for Dungeons & Dragons based on their play experiences in the Greyhawk campaign.[96] Although it detailed new spells and character classes that had been developed in the dungeons of Greyhawk, it did not contain any details of their Greyhawk campaign world. The only two references to Greyhawk were an illustration of a large stone head in a dungeon corridor titled The Great Stone Face, Enigma of Greyhawk and mention of a fountain on the second level of the dungeons that continuously issued an endless number of snakes.[97]

The 2004 publication 30 Years of Adventure: A Celebration of Dungeons & Dragons suggested that details of Gygax's Greyhawk campaign were published in this booklet,[98] but Gygax had no plans in 1975 to publish details of the Greyhawk world, since he believed that new players of Dungeons & Dragons would rather create their own worlds than use someone else's.[99] In addition, he did not want to publish all the material he had created for his players; he thought he would be unlikely to recoup a fair investment for the thousands of hours he had spent on it. Since his secrets would be revealed to his players, he would be forced to recreate a new world for them afterward.[100]

With the release of the AD&D Players Handbook in 1978, many players were intrigued by the connection of Greyhawk characters to magical spells such as Tenser's floating disc, Bigby's crushing hand, and Mordenkainen's faithful hound. The AD&D Dungeon Masters Guide, released the following year, also made references to the dungeons of Castle Greyhawk. Players' curiosity was further piqued by the ten Dungeons & Dragons modules set in Greyhawk that were published between 1976 and 1979. Several of Gygax's regular columns in Dragon magazine also mentioned details of his home campaign and characters that inhabited his world. Gygax was surprised when he found out that players wanted to use Greyhawk as their campaign world.[101]

Development of geography

[edit]

Rather than using his own version of the Great Kingdom map, which included local areas based on real-world maps, Gygax decided to create an entirely new and greatly expanded version of Oerth.[95] Needing many more original names for all of the geographical and political places on his map for the new and expanded areas, Gygax sometimes resorted to wordplay. He had previously used Perrenland on the Great Kingdom map, named after Jeff Perren, who co-wrote the rules for Chainmail with Gygax, but for the new Greyhawk map he added many more such names of friends and acquaintances. For instance, Urnst was a homophone of Ernst (his son Ernie) and Sunndi was a near-homophone of Cindy, another of Gygax's children.[12]

Gygax gave only the most basic descriptions of each state; he expected that DMs would customize the setting in order to make it an integral part of their own individual campaigns.[95] His map included arctic wastes, desert, temperate forests, tropical jungles, mountainous cordillera, seas and oceans, rivers, archipelagos and volcanoes.

Development of history and politics

[edit]

Gygax set out to create a fractious place where chaos and evil were in the ascendant and courageous champions would be needed. In order to explain how his world had arrived at this state, he wrote an outline of a thousand years of history. As a military history buff, he was very familiar with the concept of waves of cultural invasions, such the Picts of Great Britain being invaded by the Celts, who were in turn invaded by the Romans. In creating a similar pattern of history for his world, Gygax decided that a thousand years before his campaign began, the northeast corner of the continent had been occupied by a peaceful but primitive people called the Flannae, whose name was the root for the name of that part of Oerik, the Flanaess. At that time, far to the west of the Flanaess, two peoples were at war, the Bakluni and the Suloise. The war reached its climax when both sides used powerful magic to obliterate each other, in an event called the Twin Cataclysms. Refugees of these disasters were forced out of their lands, and the Suloise invaded the Flanaess, forcing the Flannae to flee to the outer edges of the continent. Several centuries later, a new invader appeared, the Oeridians, and they in turn forced the Suloise southward. One tribe of the Oeridians, the Aerdi, began to set up an empire. Several centuries later, the Aerdi's Great Kingdom ruled most of the Flanaess. The Aerdi overkings marked the beginning of what they believed would be perpetual peace with Year 1 of a new calendar, the Common Year (CY) Reckoning. However, several centuries later, the Empire became decadent, with their rulers losing their sanity, turning to evil, and enslaving their people. When the overking Ivid V came to the throne, the oppressed peoples rebelled.[2]

It was at this point, in the year 576 CY, that Gygax set the world of Greyhawk. As Gygax wrote in his World of Greyhawk folio: "The current state of affairs in the Flanaess is confused indeed. Humankind is fragmented into isolationist realms, indifferent nations, evil lands, and states striving for good".[1] Gygax did not issue monthly or yearly updates to the state of affairs as presented in the folio since he saw 576 CY as a common starting point for every home campaign; because each would be moving forward at its own pace, there would be no practical way to issue updates that would be relevant to every Dungeon Master.[102]

Gygax was also aware that different players would be using his world for different reasons. When he was the Dungeon Master of his home campaign, he found that his players were more interested in dungeon-delving than politics, but when he switched roles and became a player, often going one-on-one with Rob Kuntz as Dungeon Master, Gygax immersed his own characters in politics and large-scale battles.[103] Knowing that there would be some players looking for a town in which to base their campaign, and others interested in politics or warfare,[104] Gygax tried to include as much detail as possible about each region, including a short description of the region and its people, the title of its ruler, the racial makeup of its people, its resources and major cities, and its allies and enemies.

For the same reason that he had created a variety of geographical, political and racial settings, he also strove to create a world with some good, some evil, and some undecided areas. He felt that some players would be happiest playing in a mainly good country and fighting the evil that arose to threaten it; others might want to be a part of an evil country; and still others might take a neutral stance and simply try to collect gold and treasure from both sides.[105]

Publication

[edit]

TSR originally intended to publish The World of Greyhawk (TSR 9025)[1] early in 1979, but it was not released until August 1980.[106][96] The World of Greyhawk consisted of a 32-page folio (the first edition is often called the World of Greyhawk folio to distinguish it from later editions) and a 34" x 44" (86 cm x 112 cm) two-piece color map of the Flanaess. Reviewers were generally impressed, but some remarked on the lack of a pantheon of Greyhawk-specific deities, as well as the lack of any mention of the infamous dungeons of Castle Greyhawk.[106]

Game designer Jim Bambra found the original set "disappointing", because "there is only so much information you can cram into a 32-page booklet, particularly when covering such a large area".[95]

Between editions (1980–1983)

[edit]

Before the folio edition was released, Gygax planned to publish supplementary information, using his column "From the Sorcerer's Scroll" that appeared on a semi-regular basis in TSR's Dragon Magazine.

In the May 1980 issue,[107] Gygax gave a quick overview of the development of his new The World of Greyhawk folio. For players who planned to use large scale army tactics, he gave details of the private armies that were commanded by some prominent Greyhawk characters from his original home game: Bigby, Mordenkainen, Robilar, Tenser and Erac's Cousin. Gygax also mentioned some of the planned Greyhawk publications he was overseeing: a large-scale map of the city of Greyhawk; some adventure modules set in Greyhawk; a supplementary map of lands outside the Flanaess; all fifty levels of Castle Greyhawk's dungeon; and miniatures army combat rules. None of these projects, other than a few of the adventure modules, were published by TSR.

Although Gygax originally intended to immediately publish more details of Greyhawk in Dragon on a regular basis, other projects intervened, and it was not until the August 1981 issue of Dragon that Len Lakofka, in his column "Leomund's Tiny Hut", outlined methods for determining a character's place of birth and languages spoken. Gygax added an addendum concerning the physical appearances of the main Greyhawk races.[108] In the November 1981 issue, Gygax gave further details of racial characteristics and modes of dress.[109]

In the December 1982 issue, David Axler contributed a system for determining weather in the world of Greyhawk.[110] Gygax later said he thought a system of fourteen charts for determining the weather was too cumbersome, and he personally did not use it in his home campaign.[111]

More information about every political region

[edit]

The folio edition had thirty two pages, and information about each region was condensed into a short paragraph or two. Gygax realized that some players needed more in-depth information about the motivations and aspirations of each region, and the history of interactions with surrounding regions. With this in mind, Gygax decided to publish a much longer description of each region in Dragon. The first two articles, covering seventeen regions, appeared in the December 1981 and January 1982 issues.[112][113] Due to his involvement in many other TSR projects, Gygax handed responsibility for completion of this project to Rob Kuntz, who covered the remaining forty three regions in the March, July and September 1982 issues.[114][115]

Deities of Greyhawk

[edit]

In the August 1982 issue of Dragon, Gygax gave advice on how to adapt deities from the previously published Deities and Demigods[116] for worship by non-human races in the Greyhawk world.[117] A few months later, he published a five-part series of articles in the November 1982 through March 1983 issues of Dragon that outlined a pantheon of deities custom-made for humans in the world of Greyhawk. In addition to his original Greyhawk deities, St. Cuthbert and Pholtus, Gygax added seventeen more deities. Although later versions of the campaign setting would assign most of these deities to worship by specific races of humans, at this time they were generally worshiped by all humans of the Flanaess.

Shortly after the release of the folio edition, TSR released the adventure module C1 The Hidden Shrine of Tamoachan, designed to familiarize players with the Olman race of the Amedio Jungle. Largely based on Aztec and Incan cultures, this adventure introduced the first published deities of the Greyhawk campaign: Mictlantecuhtli, god of death, darkness, murder and the underworld; Tezcatlipoca, god of sun, moon, night, scheming, betrayals and lightning; and Quetzalcoatl, god of air, birds and snakes. This area was further explored in The Scarlet Brotherhood (1999), which expanded the Olman pantheon, and newly introduced the Touv people, including their nine gods.

Non-player characters of Greyhawk

[edit]

Also included in the March 1983 issue of Dragon was an article detailing four unique Greyhawk characters. The first two quasi-deitiesHeward and Keoghtom—had been created by Gygax as non-player characters (NPCs). The third, Murlynd, was a character that had been created by Gygax's childhood friend Don Kaye before Kaye's untimely death in 1975. The fourth, a hero-deity named Kelanen, was developed to illustrate the "principle of advancement of power".[118]

TSR Greyhawk adventures published after the folio edition

[edit]

Of the ten adventures set in Greyhawk published by TSR before the folio edition, all but one had been written by Gygax. However, the new availability of information about Gygax's campaign world and TSR's desire to make it central to Dungeons & Dragons encouraged many new writers to set their adventures in Greyhawk. This, combined with the fact that Gygax was increasingly involved in other areas of the company, meant that of the seventeen Greyhawk adventures published in the two years after the folio edition, only four were written or co-written by Gygax:

In 1981, TSR also published the super-modules D1-2 Descent into the Depths of the Earth and G1-2-3 Against the Giants, both being compilations of previously published modules from the Drow series and the Giant series respectively.

Numerous projects were planned to add more depth and detail to the setting after the publication of the initial folio, but many of these projects never appeared for various reasons.[95]

World of Greyhawk boxed set (1983)

[edit]
The box cover for World of Greyhawk Fantasy Game Setting boxed set (TSR, 1983).

In 1983, TSR published an expanded boxed set of the campaign world, World of Greyhawk,[119] which is usually called the Greyhawk boxed set to differentiate it from other editions. According to game designer Jim Bambra, "the second edition was much larger than the first and addressed itself to making the World of Greyhawk setting a more detailed and vibrant place".[95] This edition quadrupled the number of pages from the original edition to 128, adding significantly greater detail. One major addition was a pantheon of deities: in addition to the nineteen deities outlined by Gygax in his Dragon article, another thirty-one new deities were added, though only three received full write-ups of their abilities and worshipers. This brought the number of Greyhawk deities to an even fifty. For the next eight years, Greyhawk would be primarily defined by the information in this publication.

After publication of the boxed set (1984–1985)

[edit]

Publication of the World of Greyhawk was the first step in Gygax's vision for Oerth.[120] Over the next few years, he planned to unveil other areas of the continent of Oerik, giving each new area the same in-depth treatment of history, geography, and politics as had been accorded the Flanaess.[121] Gygax had also mapped out the other hemisphere of Oerth in his personal notes.[122] Part of this would be Gygax's work,[123] but Len Lakofka and François Froideval had also created material that Gygax wanted to place on Oerth.[124] Frank Mentzer, Creative Consultant at TSR at the time, wrote four RPGA tournament adventures taken from his home campaign setting of Aquaria (published by TSR as the first four of the R-series modules: R1 To the Aid of Falx, R2 The Investigation of Hydell, R3 The Egg of the Phoenix, and R4 Doc's Island). Mentzer envisioned them as the first part of a new Aqua-Oeridian campaign set somewhere on Oerth outside of the Flanaess.

However, by this time, Gygax was in Hollywood on a semi-permanent basis, approving scripts for the Saturday morning Dungeons & Dragons cartoon series and trying to land a deal for a D&D film. Not only was Gygax's own output of Greyhawk-related materials greatly reduced, but the company began to shift its focus and resources away from Greyhawk to a new campaign setting called Dragonlance.

Saga of Old City by Gary Gygax (TSR, 1985); cover art by Clyde Caldwell. The first Greyhawk Adventures novel, and the first featuring "Gord the Rogue".

The success of the Dragonlance series of modules and books pushed aside the World of Greyhawk setting, as TSR concentrated on expanding and defining the world of Krynn.[95] One of the factors that contributed to the success of the Dragonlance setting when it was published in 1984 was a series of concurrent novels by Tracy Hickman and Margaret Weis. Gygax realized that novels set in Greyhawk could have a similar benefit for his campaign world and wrote Saga of Old City, the first in a series of novels that would be published under the banner Greyhawk Adventures. The protagonist was Gord the Rogue, and this first novel told of his rise from the Slum Quarters of the city of Greyhawk to become a world traveler and thief extraordinaire. The novel was designed to promote sales of the boxed set by providing colorful details about the social customs and peoples of various cities and countries around the Flanaess.

Before Saga of Old City was released in November 1985, Gygax wrote a sequel, Artifact of Evil. He also wrote a short story, "At Moonset Blackcat Comes", that appeared in the special 100th issue of Dragon in August of the same year. This introduced Gord the Rogue to gamers just before Saga of Old City was scheduled to be released.[125]

Greyhawk modules

[edit]

In the two years after the Greyhawk boxed set appeared, TSR published eight adventures set in Greyhawk. Five were written or co-written by Gygax, and the other three were from TSR's United Kingdom division:

Both of the EX adventures, although nominally set in Greyhawk, transported characters through a planar gate into an alternate reality.

Dragon articles

[edit]

From 1983 to 1985, the only notable supplement for the Greyhawk world was a five-part article by Len Lakofka in the June–October and December 1984 issues of Dragon that detailed the Suel gods who had been briefly mentioned in the boxed set. In the December 1984 issue, Gygax mentioned clerics of non-human races and indicated that the twenty four demihuman and humanoid deities that had been published in the February–June 1982 issues of Dragon were now permitted in Greyhawk; this increased the number of Greyhawk deities from fifty to seventy four.[126]

Other than those articles, Greyhawk was only mentioned in passing in three other issues until Gygax's "Gord the Rogue" short story in the August 1985 issue Dragon.[127][128][129] Gygax then provided some errata for the boxed set in the September 1985 issue, which was the last mention of the Greyhawk world in Dragon for almost two years.

Gygax departs

[edit]

Shortly after the release of the boxed set, Gygax discovered that while he had been in Hollywood, TSR had run into serious financial difficulties.[130] Returning to Lake Geneva, Gygax managed to get TSR back on firm financial footing, but different visions of TSR's future caused a power struggle within the company, and Gygax was forced out of TSR on December 31, 1985.[131]

Greyhawk without Gygax (1986–1987)

[edit]

After Gygax left TSR, the continued development of Greyhawk became the work of many writers and creative minds. Rather than continuing forward with Gygax's plan for an entire planet, the setting was never expanded beyond the Flanaess, nor would other authors' work be linked to unexplored areas of the continent Oerik. According to Gygax, TSR's stewardship turned Greyhawk into something very different from what he had envisioned.[132]

In 1986, in the months following Gygax's ousting, TSR turned away from development of Greyhawk and focused its energies on a new campaign setting called Forgotten Realms. In 1986 and 1987, only three Greyhawk modules were released, A1-4 Scourge of the Slave Lords, S1-4 Realms of Horror and GDQ1-7 Queen of the Spiders, all being collections of previously published modules rather than new material.

Greyhawk novels continue without Gord the Rogue

[edit]

Gygax's novel Saga of Old City, released in November 1985, and Artifact of Evil, released two months after Gygax's departure from TSR, proved to be popular titles, and in 1987, TSR hired Rose Estes to continue the series, albeit without Gord the Rogue, to whom Gygax had retained all rights. From 1987 to 1989, Estes produced five more novels under the Greyhawk Adventures banner: Master Wolf,[133] The Price of Power,[134] The Demon Hand,[135] The Name of the Game,[136] and The Eyes Have It.[137] A sixth book, Dragon in Amber, appeared in 1990 book catalogs, but was never written, and the series was discontinued.[138]

The dungeons of Greyhawk revealed

[edit]

In its 1986 Summer Mail Order Hobby Shop catalog, TSR had listed a new Greyhawk adventure called WG7 Shadowlords, a high-level adventure to be written by Gary Gygax and Skip Williams.[139] This adventure was canceled after Gygax left TSR, and the catalog number WG7 was reassigned to a new adventure, Castle Greyhawk, released in 1988. It was the first new Greyhawk adventure in three years, but it had nothing to do with Gygax's original Castle Greyhawk. Instead, it was a compilation of twelve humorous dungeon levels, each one written by a freelance author. The puns and jokes often referenced modern culture—the Amazing Driderman, King Burger, Bugsbear Bunny, and the crew of Star Trek—and the module also included an appearance by Gygax's Mordenkainen in a film studio.

Greyhawk revived (1988–1990)

[edit]

By 1988, with the first series of Dragonlance adventures drawing to a close, and Forgotten Realms doing very well, TSR turned back to Greyhawk. In the January 1988 issue of Dragon, Jim Ward - one of the original players in the dungeons of Greyhawk, creator of the wizard Drawmij, and now working for TSR in the post-Gygax era - requested player-input about what should be included in a hardcover sourcebook for Greyhawk.[140] He received over five hundred letters in response.[141] In the August 1988 issue of Dragon, he outlined the ideas from readers that had been included,[141] and Greyhawk Adventures appeared shortly afterward as a response to requests from Greyhawk fans.[95] The book's title was borrowed from Rose Estes's Greyhawk Adventures line of novels and used the same front-cover banner design. It was the thirteenth and final hardcover book published for the 1st edition Advanced Dungeons & Dragons rules.

The contents were designed to give Dungeon Masters ideas and play-opportunities unique to the Greyhawk world, including new monsters, magical spells and items, a variety of geographical features, profiles of prominent citizens, and the avatars of deities. In the time since Gygax had left TSR, no original Greyhawk material had been published, and many letter-writers had requested ideas for new adventures. Ward responded by including six plot-outlines that could be inserted into a Greyhawk campaign.

The City of Greyhawk boxed set

[edit]

The publication of Greyhawk Adventures came just as TSR released the 2nd edition of Dungeons & Dragons. TSR released The City of Greyhawk boxed set in 1989 under the Greyhawk Adventures banner. Written by Carl Sargent and Rik Rose, this was not the city created by Gygax and Kuntz, but a new plan built from references made in previously published material.

This release remolded Gary Gygax's old Circle of Eight into a new plot-device. Instead of a group of eight companions based in the Obsidian Citadel who left periodically to fight evil, the Circle became eight wizards led by a ninth wizard, Gygax's former character Mordenkainen. In addition to Mordenkainen, seven of the wizards were previously existing characters from Gygax's original home game: Bigby, Otiluke, Drawmij, Tenser, Nystul, Otto, and Rary. The eighth was new: the female wizard Jallarzi Sallavarian. The Circle's mandate was to act as neutral referees between Good and Evil, never letting one side or the other gain the upper hand for long. In addition, Sargent and Rose took Gygax's original Obsidian Citadel, re-purposed it as Mordenkainen's castle, and placed it in an unspecified location in the Yatil Mountains.[142]

The following year, in conjunction with this boxed set, TSR published a trilogy of World of Greyhawk Adventure (WGA) modules by Richard and Anne Brown - WGA1 Falcon's Revenge, WGA2 Falconmaster, and WGA3 Flames of the Falcon - set in the city, and centered on a mysterious villain called The Falcon. A fourth WGA module, WGA4 Vecna Lives! by David Cook, was published the same year, and featured the first appearance by Vecna, formerly a mythic lich in Dungeons & Dragons lore, now promoted to demigod-status.

Modules released under the Greyhawk Adventures banner

[edit]

TSR also released five new World of Greyhawk (WG) adventures, which used the Greyhawk Adventures banner:

In 1990, TSR also published WGR1 Greyhawk Ruins, a module and sourcebook about Castle Greyhawk by TSR writers Blake Mobley and Timothy Brown. Although this was not the Castle Greyhawk of Gygax and Kuntz, it was the first serious attempt to publish details of the castle.

A new vision of the Flanaess (1991–1997)

[edit]

Game designer Rick Swan noted the apparent lack of a central vision for Greyhawk material, describing the Greyhawk setting up to this point as "a crazy quilt, where odd-shaped scraps of material are randomly sewn together and everybody hopes for the best. How else to explain a setting that encompasses everything from the somber A1-4 Scourge of the Slave Lords adventure to the King Kong-inspired WG6 Isle of the Ape to the cornball humor of WG7 Castle Greyhawk? It makes for an interesting mess, but it's a mess nonetheless... The City of Greyhawk [is] the most credible attempt at smoothing out the rough spots".[143]

In 1990, TSR decided that the decade-old world of Greyhawk needed to be refreshed. Rather than follow through with Gary Gygax's plan to develop new regions beyond the boundaries of the Flanaess, the decision was made to stay within the Flanaess and reinvigorate it by moving the campaign time line forward a decade, from 576 CY to 586 CY. The main story vehicle would be a war fomented by an evil half-demon named Iuz that involved the entire Flanaess, which would allow TSR to radically alter the pattern of regions, alliances, and rulers from Gygax's original setting.

The Greyhawk Wars

[edit]

In order to move players from Gygax's familiar World of Greyhawk to their new vision, TSR planned a trilogy of modules that would familiarize players with events and conditions leading up to the coming war, and then take them through the war itself. Once players completed the war via the three modules, a new boxed set would be published to introduce the new storyline and the new Flanaess. Two World of Greyhawk Swords modules, WGS1 Five Shall Be One by Carl Sargent and WGS2 Howl from the North by Dale Henson, were released in 1991. These described events leading up to the war.

The third module was reworked into Greyhawk Wars, a strategy war game that led players through the events, strategies, and alliances of the actual war. A booklet included with the game, Greyhawk Wars Adventurer's Book, described the event of the war. In 582 CY (six years after Gygax's original setting of 576 CY), a regional conflict started by Iuz gradually widened until it was a war that affected almost every nation in the Flanaess. A peace treaty was signed in the city of Greyhawk two years later, which is why the conflict became known as the Greyhawk Wars. On the day of the treaty-signing, Rary—once a minor spellcaster created and then discarded by Brian Blume, but now elevated by TSR to the Circle of Eight—attacked his fellow Circle members, aided and abetted by Robilar. After the attack, Tenser and Otiluke were dead, while Robilar and Rary fled to the deserts of the Bright Lands. Rob Kuntz, original creator of Robilar, objected to this storyline, since he believed that Robilar would never attack his old adventuring companion Mordenkainen. Although Kuntz did not own the creative rights to Robilar and no longer worked at TSR, he unofficially suggested an alternate storyline that Robilar had been visiting another plane and in his absence, a clone or evil twin of Robilar was responsible for the attack.[144]

From the Ashes

[edit]

In 1992, after the two World of Greyhawk Swords prequel modules and the Greyhawk Wars game had been on the market for some months, TSR released the new Greyhawk setting, From the Ashes, a boxed set primarily written by Carl Sargent that described the Flanaess in the aftermath of the Greyhawk Wars. It contained a large 4-color hex map of the area around the city of Greyhawk; two full-color, 32"x21" fold-out poster maps of the continent (east and west), and 20 quick adventure cards, and two 96-page books.

The first book, Atlas of the Flanaess, was a replacement for Gygax's original World of Greyhawk boxed set, with some changes. Many human gods from previous editions were not included, although one new demigod, Mayaheine, was added. This had the net effect of reducing the total number of human deities from fifty to twenty-eight. Deities of other races were increased from twenty-four to thirty-eight, but unlike the full descriptions that were given to the human gods, these were simply listed by name. Like Gygax's original boxed set, each region was given a two to three hundred word description, although some details included in the older edition, such as trade goods, total population and racial mixes, were not included in this edition. A number of regions—Ahlissa, Almor, Medegia and South Province—no longer existed after the Wars or had been folded into other regions. One new region—the Olman Islands—was detailed. This had the net effect of reducing the total number of regions from sixty to fifty eight. Darlene's map of the Flanaess included in Gygax's setting was reproduced as an 11"x17" black-and-white map printed on the inside cover of the Atlas.

The second book, the Campaign Book, was designed to supplement, rather than replace, the four-year-old City of Greyhawk boxed set. It included updates to the city and its environs, and gave details of some new non-player characters and possible adventure hooks.

In Gygax's setting, the major conflict had been between the Great Kingdom and the lands that were trying to free themselves from the evil overking. In Sargent's world, the Great Kingdom storyline was largely replaced by the major new conflict between the land of Iuz and the regions that surrounded it. Southern lands outside of Iuz's were threatened by the Scarlet Brotherhood, while other countries had been invaded by monsters or taken over by agents of evil. Overall, the vision was of a darker world where good folk were being swamped by a tide of evil.[145]

Game designer Rick Swan concurred with this multi-step approach, writing that Greyhawk Wars "took another step in the right direction by shaking things up with a much-needed dose of epic conflict... veteran designer Carl Sargent has continued the overhaul with the ambitious From the Ashes. By combining heroic tradition with elements of dark fantasy, he's come up with a Greyhawk campaign that is both familiar and refreshingly unexpected".[143]

Sargent tried to generate interest for this grimmer vision of the Flanaess by following up with an article in Dragon's March 1993 issue, writing, "...the powers of evil have waxed strong. The hand of Iuz, the Old One, extends across the central Flanaess, and the cruel Scarlet Brotherhood extends its power and influence around the southern lands bordering the Azure Sea. The World of Greyhawk setting has become a truly exciting world again..."[146]

The boxed set was supported by the publication of two new source books in 1993, also written by Sargent. WGR4 The Marklands provided information about the good realms of Furyondy, Highfolk, and Nyrond that opposed Iuz, while WGR5 Iuz the Evil detailed information about the lands of Iuz, and emphasized the prominent new role that Iuz now played in the world order.

In addition, a number of adventures were also published, as much to provide more source material as for adventure:

  • WGQ1 Patriots of Ulek was the first module published after From the Ashes, and advanced the storyline in Ulek, threatened by invasion from Turrosh Mak of the Pomarj.
  • WGR2 Treasures of Greyhawk, by Jack Barker, Roy Rowe, Louis Prosperi, and Tom Prusa, was a loosely connected series of mini-adventures—for instance, exploring Bigby's home, travelling to the demiplane called The Great Maze of Zagyg, and trading riddles with a sphinx. Each mini-adventure focussed on a unique treasure in the Flanaess.
  • WGR3 Rary the Traitor by Anthony Pryor was both an adventure module and a source book about the Bright Lands, the new home of Rary and Robilar following their murder of Tenser and Otiluke.
  • WGR6 The City of Skulls, by Carl Sargent, and WGM1 Border Watch, by Paul T. Riegel, were modules highlighting the struggle between Furyondy and the lands of Iuz.

As Gygax had done ten years before, Sargent also used the pages of Dragon to promote his new world. He was working on a new source book, Ivid the Undying, and excerpted parts of it in the April, June and August 1994 issues.[147][148][149]

TSR drops Greyhawk

[edit]

In late 1994, TSR canceled Sargent's new book just as it was being readied for publication, and stopped work on all other Greyhawk projects. Nothing more about Greyhawk was ever published by TSR, with one exception: in May 1995, a Dragon column devoted to industry gossip noted that the manuscript of Ivid the Undying had been released by TSR as a computer text file.[150] Using this file, several people have reconstructed the book as it might have appeared in published form.[151]

By the end of 1996, TSR found itself heavily in debt and unable to pay its printers. Just as bankruptcy in 1997 seemed inevitable, Wizards of the Coast stepped in and, fueled by income from its collectible card game Magic: The Gathering, bought TSR and all its properties.[98]

Wizards of the Coast (1998–2008)

[edit]

After Wizards of the Coast (WotC) and TSR merged, the determination was made that TSR had created too many settings for the Dungeons & Dragons game, and several of them were eliminated.[98] However, WotC's CEO, Peter Adkison, was a fan of both Dungeons & Dragons and Greyhawk,[98] and two major initiatives were created: a revival of Greyhawk, and a new third edition of Dungeons & Dragons rules. A team of people was put together to revive the moribund Greyhawk setting by pulling together all the previously published information about it. Once that was done, the decision was made to update Carl Sargent's storyline, using similar prequel adventures to pave the way for the updated campaign setting.

First, Roger E. Moore created Return of the Eight in 1998. In the adventure, set in 586 CY, the same year as the From the Ashes boxed set, the players meet the surviving members of the Circle of Eight, which is called the Circle of Five because it is missing Tenser, Otiluke and Rary. If the players successfully finish the adventure, Tenser is rescued from death, though he refuses to rejoin the Circle, and the Circle is reconstituted as Eight with the addition of three new wizards: Alhamazad the Wise, Theodain Eriason and Warnes Starcoat.

Next, the Greyhawk Player's Guide, by Anne Brown, was released. This 64-page booklet moved the storyline ahead five years to 591 CY, and it mostly condensed and reiterated material that had been released in Gygax's and Sargent's boxed sets. New material included important non-player characters, a guide to roleplaying in the Flanaess, and some new sights. The list of deities was both shrunk and expanded; the thirty-eight non-human deities in the From the Ashes boxed set were eliminated and non-human concerns assigned to a handful of human deities, but the list of human deities was expanded from twenty-four to fifty-four.

With the groundwork for a new storyline prepared, TSR/WotC released the new campaign setting as a 128-page source book, Greyhawk: The Adventure Begins, by Roger E. Moore. Taking its lead from the Greyhawk Player's Guide, the new campaign world was set in 591 CY. Unlike the darker feel of From the Ashes, where the Flanaess was overrun by evil, Moore returned to Gygax's world of adventure.

The Lost Tombs trilogy of modules—The Star Cairns and Crypt of Lyzandred the Mad, by Sean K. Reynolds, and The Doomgrinder, by Steve Miller—were the first to be published in the new setting.

25th anniversary of D&D

[edit]

The year 1999 marked twenty-five years since the publication of the original Dungeons & Dragons rules, and WotC sought to lure older gamers back to Greyhawk by producing a series of nostalgia-tinged Return to... adventures that evoked the best-known Greyhawk modules from 20 years before, under the banner 25th Anniversary of D&D:

In conjunction with the publication of the Return to adventures, WotC also produced a series of companion novels known as the Greyhawk Classics series: Against the Giants,[152] White Plume Mountain,[153] Descent into the Depths of the Earth,[154] Expedition to the Barrier Peaks,[155] The Temple of Elemental Evil,[156] Queen of the Demonweb Pits,[157] Keep on the Borderlands,[158] and The Tomb of Horrors.[159]

In an attempt to attract players of other D&D settings, WotC released Die, Vecna, Die!, by Bruce R. Cordell and Steve Miller, a three-part adventure tying Greyhawk to the Ravenloft and Planescape campaign settings. Published in 2000, it was the last adventure to be written for D&D's 2nd edition rules.

Third edition (2000–2008)

[edit]

In the editions of Dungeons & Dragons published by TSR, the setting of the game had not been specifically defined—Dungeon Masters were expected to either create a new world, or purchase a commercial campaign setting such as Greyhawk or Forgotten Realms. In 2000, after two years of work and playtesting, WotC released the 3rd edition of D&D, and defined a default setting for the game for the first time. Under third edition rules, unless a Dungeon Master specifically chose to use a different campaign setting, his or her D&D game would be set in the world of Greyhawk.

Living Greyhawk

[edit]
Living Greyhawk Gazetteer (Wizards of the Coast, 2000), an updated sourcebook for the campaign setting.

With the release of the 3rd edition of Dungeons & Dragons, RPGA—the organized play division of WotC—announced a new massively shared living campaign, Living Greyhawk, modeled on a 2nd edition campaign called Living City. Although Living City was relatively successful, RPGA wanted to expand the scope of their new campaign—instead of one city as a setting, the new campaign would involve thirty different regions of Greyhawk, each specifically keyed to a particular country, state, or province of the real world. Each region would produce its own adventures, and in addition to these, RPGA would provide worldwide Core adventures. To provide the level of detail needed for such a venture, WotC published the Living Greyhawk Gazetteer, the most in-depth examination of the world of Greyhawk ever produced, and the official starting point for not only the campaign, but also for all home campaigns from that point forward.

Concurrent with the release of the 3rd edition Player's Handbook, Living Greyhawk debuted at Gen Con 2000 with three Core adventures: COR1-1 Dragon Scales at Morningtide, by Sean K. Reynolds; COR1-2 The Reckoning, by Sean Flaherty and John Richardson; and COR1-3 River Of Blood, by Erik Mona. WotC also released The Fright at Tristor by Keith Polster (2000), designed as an introductory adventure to the Living Greyhawk campaign world.

Unlike previous campaign settings, in which the calendar was frozen at a point chosen by the author, the Living Greyhawk calendar did advance one year in game time for every calendar year in real time: the campaign started in 591 CY (2001) and ended in 598 CY (2008), at which point over a thousand adventures had been produced for an audience of over ten thousand players.[160] During this time, the campaign administrators incorporated most of WotC's new rules into the Greyhawk world, only excising material they felt would unbalance the campaign. In 2005, the administrators incorporated every deity ever mentioned in official Greyhawk material previous to the D&D 3rd edition, as well as all deities mentioned in the new 3rd edition source books. This tripled the number of deities in the campaign from about seventy to almost two hundred.[161]

Despite the massive amount of world and storyline development, none of the Living Greyhawk storylines or changes to the setting were considered official, since the regional adventure modules were produced by volunteers; this material only received a cursory vetting by RPGA campaign administrators, and no review by WotC personnel.

Wizards of the Coast Greyhawk releases

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Despite the popularity of the Living Greyhawk campaign, Wizards of the Coast did not produce much material for Greyhawk after the 25th anniversary Return to... series of adventures and the Living Greyhawk Gazetteer:

Otherwise, Wizards of the Coast left the development of the Greyhawk world to RPGA's Living Greyhawk campaign and concentrated on producing new source books of expansion material for the core rules of D&D.

Fourth and fifth edition of D&D (2008–present)

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Fourth edition

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At Gen Con 2007, WotC announced that the 4th edition of Dungeons & Dragons would be released the following spring, and Greyhawk would no longer be the default campaign setting under the new rules system. For this reason, Living Greyhawk was not converted to the new rules system; instead, it was brought to a conclusion at Origins 2008.

In 2009, WotC released The Village of Hommlet, by Andy Collins, which updated Gary Gygax's original 1st edition Village of Hommlet to the 4th edition rules for characters of 4th level. It was not available for purchase, but was sent as a reward for those who joined the RPGA.[162] In March 2013 the adventure by Collins was reprinted in issue 212 of Dungeon, but now for characters of 3rd to 5th level.[163]

Fifth edition

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When the Player's Handbook for the fifth edition of Dungeons & Dragons was released in 2014, several references to the world of Greyhawk appeared throughout the descriptions of various races and classes, and a partial list of Greyhawk deities appeared in the book.[164] The Monster Manual, the second released book of the 5th edition, did not include any direct references to Greyhawk but did mention Explictica Defilus from Against the Cult of the Reptile God in the Naga entry, and tied the creation of ghouls to Doresain, the "King of Ghouls", from the Greyhawk adventure Kingdom of the Ghouls by Wolfgang Baur from Dungeon #70.[165]

In April 2017, Tales from the Yawning Portal was released. It contained seven older modules now reprinted and updated for the fifth edition of Dungeons & Dragons. Four out of the seven were old Greyhawk modules: Against the Giants, The Hidden Shrine of Tamoachan, Tomb of Horrors, and White Plume Mountain. In addition the book also featured advice how to place the other adventures within the Greyhawk setting, or how to change the name-giving tavern Yawning Portal in Waterdeep from the Forgotten Realms into the Green Dragon Inn from the City of Greyhawk.[166] In May 2019, Ghosts of Saltmarsh was released for the fifth edition of Dungeons & Dragons. The book compiles new versions of classic adventures that are located around Saltmarsh in Greyhawk (The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy), or are generally naval themed.[167]

In May 2024, it was announced that the updated Dungeon Master's Guide would feature Greyhawk as a sample campaign setting, and that prominent characters from the Greyhawk campaign setting would feature heavily in the art of all three updated core rulebooks.[168] In December 2024, Wizards of the Coast announced Legends of Greyhawk as a new convention campaign which debuted at MagicCon: Chicago in February 2025. However, while this campaign is inspired by "past and current organized play campaigns", it uses separate rules from the standard D&D Adventurers League program.[169] At Gen Con, in July 2025, they announced an expansion of Legends of Greyhawk as their "newest D&D organized play campaign" with various premier organizers assigned locations within the Greyhawk setting to create adventures for.[170] Samantha Nelson of Polygon reported that it "will run at several other conventions this year before being made widely available for organized play in 2026".[171] Nelson explained that players go from level one to three "after playing at least three adventures" and the "decisions players make in these early adventures will shape the future of the campaign, which is entering its beta phase. The campaign will grow and evolve based on the decisions players make at events worldwide, shaping the future of the campaign and the way that players experience the Grayhawk setting".[171]

Unofficial Greyhawk sources

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Although TSR and WotC had each in turn owned the official rights to the World of Greyhawk since the first folio edition was published in 1980, the two people most responsible for its early development, Gary Gygax and Rob Kuntz, still had most of their original notes regarding the fifty levels of dungeons under Castle Greyhawk. Gygax also had his old maps of the city of Greyhawk,[172] and still owned the rights to Gord the Rogue.

After Gygax left TSR in 1985, he continued to write a few more Gord the Rogue novels, which were published by New Infinities Productions: Sea of Death (1987), City of Hawks (1987), and Come Endless Darkness (1988). However, by this time, Gygax was furious with the new direction in which TSR was taking "his" world. In a literary declaration that his old world of Oerth was dead, and wanting to make a clean break with all things Greyhawk, Gygax destroyed his version of Oerth in the final Gord the Rogue novel, Dance of Demons.[173] For the next fifteen years, he worked to develop other game systems.

But there was still the matter of the unpublished dungeons under Castle Greyhawk. Although Gygax had given glimpses into the dungeons in his magazine columns and articles, the dungeons themselves had never been released to the public. Likewise, Gygax's version of the city of Greyhawk had never been published, although Frank Mentzer believed the reason for that was because "the City of Greyhawk was a later development, originally being but a location (albeit a capital). As such it was never fleshed out all that thoroughly... notes on certain locations and notorious personnel, a sketch map of great brevity, and otherwise quite loose. That is doubtless why Gary didn't publish it; it had never been completed".[174]

However, in 2003, Gygax announced that he was working with Rob Kuntz to publish the original castle and city in six volumes, although the project would use the rules for Castles and Crusades rather than Dungeons & Dragons.[175] Since WotC still owned the rights to the name Greyhawk, Gygax changed the name of the castle to Castle Zagyg[15]—the reverse homophone of his own name originally ascribed to the mad architect of his original thirteen level dungeon. Gygax also changed the name of the nearby city to "Yggsburgh", a play on his initials E.G.G.

This project proved to be much more work than Gygax and Kuntz had envisioned. By the time Gygax and Kuntz had stopped working on the original home campaign, the castle dungeons had encompassed fifty levels of maze-like passages and thousands of rooms and traps. This, plus plans for the city of Yggsburgh and encounter areas outside the castle and city, were found to be too much to fit into the proposed six volumes. Gygax decided he would recreate something like his original thirteen level dungeon,[176] amalgamating the best of what could be gleaned from binders and boxes of old notes.[177] Neither Gygax nor Kuntz had kept careful or comprehensive plans. Because they had often made up details of play sessions as they went,[178] they usually just drew a quick map as they played, with cursory notes about monsters, treasures, and traps.[179] These sketchy maps contained just enough detail so that the two could combine their independent efforts, after determining the merits of each piece.[180] Recreating the city was also a challenge; although Gygax still had his old maps of the original city, all of his previously published work on the city was owned by WotC, so he would have to create most of the city from scratch while maintaining the look and feel of his original.[181]

The slow and laborious process came to a complete halt in April 2004, when Gygax suffered a serious stroke. Although he returned to his keyboard after a seven-month convalescence, his output was reduced from fourteen-hour work days to only one or two hours per day.[182] Kuntz had to withdraw due to other projects, although he continued to work on an adventure module that would be published at the same time as the first book. Under these circumstances, work on the Castle Zagyg project continued even more slowly,[183] although Jeffrey Talanian stepped in to help Gygax. In 2005, Troll Lord Games published Volume I, Castle Zagyg: Yggsburgh. This 256-page hardcover book contained details of Gygax's original city, its personalities and politics, as well as over thirty encounters outside the city. The two part fold out map of the area was rendered by Darlene Pekul, the same artist who had produced the original map for the folio edition of World of Greyhawk. Later that year, Troll Lord Games also published Castle Zagyg: Dark Chateau, an adventure module written for the Yggsburgh setting by Rob Kuntz.

Book catalogs published in 2005 indicated several more volumes in the series would follow shortly, but it was not until 2008 that the second volume, Castle Zagyg: The Upper Works, appeared. The Upper Works described details of the castle above ground, acting as a teaser for the volumes concerning the actual dungeons that would follow. However, Gygax died in March 2008 before any further books were published. After his death, Gygax Games, under the control of Gary's widow Gail, took over the project, but no more volumes of the Castle Zagyg project have been published.

Rob Kuntz also published some of his creative work from the Castle Greyhawk dungeons. In 2008, he released the adventure modules The Living Room, about a whimsical but dangerous room that housed enormous furniture, and Bottle City, about a bottle found on the second level of the dungeon that contained an entire city. 2009 saw Kuntz release Daemonic & Arcane, a collection of Greyhawk and Kalibruhn magic items, and The Stalk, a wilderness adventure. By October 2010, Black Blade Publishing began to publish several of Kuntz's original Greyhawk levels, including the Machine Level, the Boreal Level, the Giants' Pool Hall, and the Garden of the Plantmaster.[184]

See also

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Greyhawk, also known as the World of Greyhawk, is a foundational campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game, originating as Gary Gygax's personal home campaign in the early 1970s in Lake Geneva, Wisconsin. Set on the planet Oerth—a world about the size of Earth—the setting primarily explores the continent of Oerik, with adventures centered in the Flanaess region, a diverse area of kingdoms, city-states, and wildernesses. It was first published officially in 1980 as the folio edition The World of Greyhawk Fantasy Game Setting by TSR, Inc., establishing it as D&D's original published world and influencing the game's core mechanics, lore, and storytelling conventions. The setting is renowned for its blend of dark sword-and-sorcery tones, wide-screen , and historical realism, depicting an active medieval world rife with decaying empires, dense dark forests, ethnic tensions among human-dominated civilizations, and large-scale wars that drive political intrigue and refugee crises. At its heart lies the Free City of Greyhawk, a bustling neutral hub governed by a Directing , serving as a nexus for trade, adventure, and conflict amid surrounding realms like the Kingdom of Furyondy and the empire of Iuz. Greyhawk emphasizes gritty, human-centric narratives with gods, demigods, and powerful villains such as the lich and the half-demon Iuz shaping the cosmology and ongoing Greyhawk Wars. As D&D's oldest setting, Greyhawk birthed many iconic elements still integral to the game, including legendary wizards like (founder of the Circle of Eight), monsters such as the and beholder, and spells like Bigby's hand. It has evolved through multiple editions, from Advanced D&D to the fifth edition's 2024 , which features a customizable Greyhawk guide and poster map of Oerik, reaffirming its role as a default backdrop for new campaigns. In 2025, introduced "Legends of Greyhawk" as a new organized play campaign set in the world. The setting's enduring appeal lies in its modular design, allowing Dungeon Masters to explore themes of ambition, betrayal, and heroism in a richly detailed, war-torn fantasy realm.

Overview

Core Concept and Setting Description

Greyhawk is the foundational for the game, originally developed by co-creator as the backdrop for his home campaign in , during the early 1970s. Centered on the planet Oerth, the setting primarily focuses on the continent of Oerik, with the Flanaess serving as the core playable region—a diverse landmass encompassing central and eastern Oerik, marked by varied terrains from rugged mountains and dense forests to sprawling lakes and coastal plains. This medieval-inspired world draws from European historical influences, blending elements of with , where societies resemble those of Europe, complete with feudal kingdoms, merchant guilds, and nomadic tribes. At its heart, Greyhawk embodies themes of gritty realism and moral ambiguity, portraying a war-torn realm where evil forces perpetually threaten stability, and heroism demands self-reliance amid scarce divine intervention. Ancient ruins dot the landscape, harboring forgotten lore and perilous treasures, while epic conflicts between —often fueled by invasions, imperial ambitions, and arcane disasters—drive the narrative. Magic exists but is rare and tightly controlled by elite practitioners, heightening the tactical depth of adventures and underscoring the perilous balance between human ambition and supernatural peril. A distinctive historical feature is the Great Migrations, in which the Suloise and Oeridian peoples migrated eastward and northward into the Flanaess around -422 CY, escaping the destruction of their empires in the Twin Cataclysms—cataclysmic magical wars between the Suloise and Baklunish that left vast wastelands in their wake and reshaped the Flanaess's demographics through conquest and intermingling with indigenous Flan populations. Cosmologically, Oerth occupies the Material Plane within the standard structure of the Dungeons & Dragons , facilitating connections to inner planes of elemental forces, as a realm of demons, and the Outer Planes housing deities aligned by and . This planar framework allows for interdimensional travel, divine influences, and extraplanar threats that intertwine with terrestrial events, such as demonic incursions or godly pacts. Central to the setting are iconic locations like the Free City of Greyhawk, a bustling independent metropolis on the Selintan River that acts as a neutral crossroads for trade, espionage, and adventure, governed by a pragmatic under a whose motives blend benevolence with self-interest. Beneath the city sprawls the dungeon, a vast, multi-level labyrinth of traps, monsters, and artifacts that originated as Gygax's foundational play area and remains a symbol of perilous exploration.

Role in Dungeons & Dragons History

Greyhawk originated as Gary Gygax's personal home campaign in , during the early 1970s, where he and a group of players tested and refined the foundational mechanics of . This setting served as the primary testing ground for core elements of the game, including character classes such as the and thief, as well as iconic monsters like the beholder and , which were developed through playtesting sessions involving Gygax and collaborators like Rob Kuntz. A key milestone in Greyhawk's history came with the release of Dungeons & Dragons Supplement I: Greyhawk in 1975, authored by Gygax and Kuntz, which marked the first official expansion to the original D&D ruleset. This supplement introduced new rules for advanced character abilities, spells like Bigby's Hand series, and combat maneuvers, helping to standardize and expand the game's framework while establishing benchmarks for fantasy role-playing mechanics. Through these developments, Greyhawk played a pivotal role in defining the fantasy genre standards for tabletop RPGs, influencing how subsequent games balanced narrative depth with mechanical innovation. Greyhawk's influence extended deeply into D&D's , particularly in the refinement of the alignment system, which evolved from its initial law-chaos-neutral framework to incorporate stricter moral guidelines for classes like the , emphasizing ethical . The setting pioneered detailed world-building by integrating consistent lore—such as medieval-inspired , political factions, and historical events—into , striking a balance between structured player agency and immersive backstory that became a model for future campaigns. This approach grounded D&D's wargaming roots in realistic fantasy, ensuring mechanics supported storytelling without overwhelming flexibility. In the early editions of D&D, particularly Advanced Dungeons & Dragons (1st and 2nd editions), Greyhawk held the status of the implied default setting, with many core rulebooks, modules, and supplements referencing its locations, deities, and characters as the baseline for adventures. This primacy persisted until the rise of the Forgotten Realms in the late 1980s and 1990s, which gradually supplanted Greyhawk as the primary published world, though Greyhawk remained a foundational influence on the game's overall lore. Greyhawk experienced a revival in the fifth edition with the 2024 Dungeon Master's Guide, which includes a customizable guide and poster map of Oerik, and in 2025 with the launch of the "Legends of Greyhawk" organized play campaign at conventions like Gen Con.

The World of Greyhawk

Geography and Maps

The World of Greyhawk is set primarily on the continent of Oerik, the largest landmass on the planet Oerth, which spans a diverse array of climates from arctic tundras to tropical jungles. Oerik's eastern portion, known as the Flanaess, serves as the core setting for most campaigns, encompassing a vast expanse of varied terrain including plains, forests, mountains, and inland seas that facilitate exploration and conflict. To the south of the Flanaess lies Hepmonaland, a rugged peninsula marked by dense jungles and coastal lowlands, while the Azure Sea borders the eastern coast, dotted with islands and providing maritime routes. Surrounding features include ranges of hills and low mountains in the southern reaches of Hepmonaland, and the imposing Crystalmist Mountains, which form a western barrier of jagged peaks and deep valleys isolating much of the Flanaess from the continent's interior. Prominent geographical elements within the Flanaess include the Great Kingdom, a sprawling central realm historically centered on fertile lowlands and river valleys that supported its expansion. The Nyr Dyv, or Lake of Unknown Depths, dominates the northeastern landscape as a massive, mist-shrouded body of water with fathomless depths and surrounding wetlands that influence trade and navigation. In the south, the Hellfurnaces rise as a chain of volcanic mountains belching smoke and lava, creating hazardous badlands riddled with geothermal vents and ash fields. The Suss Forest stretches as a vast, foreboding woodland south of the Great Kingdom, its tangled undergrowth and ancient trees concealing ruins and perils. Natural hazards abound, such as the Barrier Peaks, a mysterious range of metallic, alien-like mountains in the west that pierce the skyline and harbor anomalous phenomena, setting them apart from typical terrain. The foundational of the Greyhawk setting was created by artist Darlene Pekul for the 1980 World of Greyhawk Folio, featuring a detailed hex-grid representation of the Flanaess at a scale of 30 miles per hex, alongside a broader overview of Oerik's outline to contextualize the 's scope. This was retained and reprinted in the 1983 World of Greyhawk Fantasy Game Setting boxed set, which expanded the accompanying lore but maintained the original to ensure continuity in gameplay. Updates arrived with the 1991 From the Ashes boxed set, incorporating revisions to reflect post-war territorial shifts, including three : an updated Flanaess , a regional overview, and a detailed view of the of Greyhawk environs, all scaled consistently for tactical use. The 2024 introduces a double-sided , one side depicting the full Oerik and the other focusing on the Flanaess, with modernized artwork and nomenclature changes such as renaming the Paynims region to the Plains of the Ulakandar to align with evolving lore. These maps have profoundly shaped Greyhawk gameplay, with the hex-based design enabling structured overland travel, random encounters, and strategic planning in a sandbox environment where players navigate distances measured in hexes for and plotting. The cartographic detail encourages exploration of interconnected regions, from coastal Azure Sea voyages to treacherous crossings of the Crystalmist Mountains, fostering emergent narratives tied to the physical world's layout.

Historical Timeline

The history of the Flanaess, the central region of the World of Greyhawk, spans millennia marked by divine interventions, migrations, cataclysmic wars, and shifting empires. In prehistoric eras, known as the Age of Gods, the land was dominated by monstrous creatures and shaped by the actions of deities and their servants, including the ancient Dukes of Aaqa who battled forces in epic conflicts. The arrival of elves and dwarves predates recorded human history, with elves migrating from distant realms possibly linked to otherworldly planes, establishing enclaves in ancient forests, while dwarves delved into mountain strongholds, forging clans amid the earth's depths. These demihuman races coexisted uneasily with the indigenous Flan tribes, who formed primitive societies across the moors and marshlands, revering druidic traditions and allying with Ur-Flan sorcerer-kings in shadowy empires that rose and fell through magical upheavals. Around -1100 CY, the Great Migrations began as the Baklunish and Suloise empires waged devastating wars in western Oerik, driving Oeridian tribes eastward through the Fals Gap into the Flanaess, where they encountered and subjugated Flan populations. Suloise refugees followed, fleeing internal strife, but the conflict culminated circa -422 CY in the Twin Cataclysms: the Suloise Invoked Devastation, a horde of destructive otherplanar entities that ravaged Baklunish lands, and the retaliatory Baklunish Rain of Colorless Fire, a celestial curse that vitrified the Suloise heartlands into the Sea of Dust. These events scattered survivors, blending Oeridian, Suel, and Flan bloodlines and paving the way for new powers; deities played pivotal roles in guiding migrations and averting total annihilation during this chaos. In the 2024 edition of , the default campaign year is set to 576 CY, prior to the Greyhawk Wars, allowing for pre-war narratives. The Common Year (CY) reckoning begins in 1 CY with the rise of the Kingdom of Aerdy, as Oeridian overking Nasran I proclaimed the Great Kingdom from his capital in Rauxes, uniting conquered Flan and Suel territories under a banner of universal peace and expansion. Over the next three centuries, Aerdy flourished, establishing provinces like Furyondy (254 CY), Nyrond (356 CY), and the Viceroyalty of Ferrond, while knightly orders such as the Knight Protectors enforced order across the Flanaess. However, by 213 CY, the Age of Great Sorrow set in due to overextension and corrupt rule, leading to provincial revolts; the Turmoil Between Crowns (437 CY onward) exacerbated decay as House Naelax seized the throne, installing tyrannical Ivids who persecuted nobles and fueled undead legions. The Greyhawk Wars (582–584 CY) marked a pivotal modern upheaval, ignited when Iuz, the demigod of deception, posed as the god Vatun to unite northern barbarians, conquering Tenh, Stonefist, the Shield Lands, and parts of Furyondy. Simultaneously, Great Kingdom overking Ivid V launched invasions of Nyrond and Almor, while Pomarj's orc leader Turrosh Mak overran the Wild Coast; the Scarlet Brotherhood, a secretive Suel supremacist order, exploited the chaos to seize Idee, Onnwal, and the Sea Princes through espionage and coups. The wars ended with the Pact of Greyhawk in Harvester 584 CY, a fragile truce brokered in the Free City of Greyhawk, though marred by the betrayal of archmage Rary, who assassinated rivals Tenser and Otiluke. In the post-Greyhawk Wars era, the Flanaess fragmented further: Ivid V's descent into madness prompted mass executions of generals, whom he revived as animus horrors, accelerating the Great Kingdom's collapse into squabbling fiefdoms like the North Province and Adri Blood Games. The Scarlet Brotherhood consolidated southern gains, influencing the Iron League and Lordship of the Isles, while Iuz fortified his empire and Stonehold annexed parts of Tenh with his covert aid. Nonhuman invasions plagued Sterich and Geoff, and the Flight of Fiends—a divine purge led by Veluna's Canon Hazen—banished many evil entities from the central Flanaess. Greyhawk's lore maintains a distinction between "canon" history, as outlined in official chronicles, and variant campaign timelines allowing dungeon masters to adapt events for player-driven narratives, such as altering war outcomes or migration paths without contradicting core epochs.

Political Structure and Nations

The political landscape of the Flanaess, the primary region of the Greyhawk setting, is characterized by a patchwork of monarchies, theocracies, city-states, and fragmented empires, largely shaped by the aftermath of the Greyhawk Wars (582–584 CY), which destabilized longstanding powers and fostered new alliances. Central to this structure is the Free City of Greyhawk, a neutral hub of commerce and diplomacy located near the Nyr Dyv (Lake of Unknown Depths), governed by a Directing Oligarchy of 12 to 18 influential merchants, nobles, and guildmasters under a Lord Mayor, such as Nerof Gasgal since 570 CY. This oligarchic system balances competing interests through trade guilds that dominate the city's economy, including the powerful Merchants' and Artisans' Guilds, ensuring the city's independence amid surrounding tensions. The once-mighty Great Kingdom of Aerdy, which dominated the Flanaess for centuries, has fragmented into rival entities following the wars, with the North Province emerging as a decadent bastion under Herzog Varz Grenell, who maintains nominal loyalty to the undead Overking Ivid V in the capital of Rauxes while pursuing independent ambitions. Further north, the Bone March has devolved into a contested frontier overrun by nonhuman invaders, including orcs and gnolls, after its human rulers were ousted in 560 CY, leading to ongoing disputes with neighboring Ratik and the North Province over coastal territories. In contrast, the Kingdom of Furyondy stands as a stable, good-aligned feudal monarchy ruled by King Belvor IV from the city of Chendl, emphasizing knightly orders and alliances with Veluna to counter threats from the north, its governance structured around noble houses that levy troops for border defense. To the north, the Empire of Iuz represents a stark counterpoint as an imperial theocratic dictatorship under the demigod Iuz, who exerts absolute control from his fortress in the Land of Black Ice, incorporating vassal states like the Bandit Kingdoms through coercive pacts and military conquests that expanded during the Greyhawk Wars. The Scarlet Brotherhood operates as a secretive theocracy from the isolated Tilvanot Peninsula, governed by a hierarchy of monks, assassins, and supremacist Suloise nobles who pursue expansionist agendas through infiltration and sabotage, maintaining a facade of isolation while influencing distant ports. Post-war dynamics are moderated by alliances such as the Circle of Eight, a consortium of eight powerful wizards—including Mordenkainen and Bigby—dedicated to preserving balance among Flanaess powers, having reformed in 585 CY after losses during the conflicts to broker treaties and avert dominance by any single faction. In the 2024 edition of Dungeons & Dragons, the default campaign year is set to 576 CY, prior to the Greyhawk Wars, allowing for pre-war narratives. City-states like Dyvers and Irongate exemplify mercantile governance, with Dyvers ruled by a and powerful trade guilds that field a formidable navy, while monarchies such as Keoland operate under hereditary kings like Kimbertos Skotti, blending feudal loyalty with exploratory ambitions. Border disputes persist in neutral zones, notably the Wild Coast, a lawless stretch of independent ports and havens for adventurers plagued by raids from the Pomarj, and the Bandit Kingdoms, a loose confederation of feuding warlords in the lowlands north of the Nyr Dyv, often aligning with Iuz for plunder while clashing with Furyondy and the over territorial incursions. These tensions underscore the Flanaess's volatile equilibrium, where trade routes and fortified borders define alliances amid the ruins of imperial overreach.

Deities, Pantheons, and Religions

The deities of Greyhawk form a diverse polytheistic framework, deeply intertwined with the cultural identities of Oerth's inhabitants and shaping moral, magical, and societal dynamics across the Flanaess. Organized into ethnic pantheons that reflect ancient migrations and conflicts, these divine powers embody portfolios ranging from natural forces to abstract concepts like fate and valor. While individual worship varies by region, the pantheons emphasize balance between good, evil, and neutral forces, with deities often invoked in rituals tied to seasonal cycles or communal rites. The Flan pantheon, rooted in the indigenous peoples of Oerth, centers on nature and elemental harmony, with Pelor as a prominent figure. Pelor, a neutral good deity of the sun, light, strength, and healing, serves as a life-giving force revered for benevolence and vitality, particularly among rural communities and healers. Other Flan gods, such as Beory (earth and nature) and Obad-Hai (wilderness), underscore a primal reverence for the world's cycles, influencing druidic traditions and festivals. This pantheon originated among ancient Flan tribes and persists in areas like Geoff and the Vesve Forest. In contrast, the Suloise (Suel) pantheon highlights themes of arcane mastery and rigid order, exemplified by Wee Jas. Wee Jas, a lawful neutral of , , vanity, and law, is venerated by wizards and necromancers who value structured power and the preservation of knowledge beyond mortality. Her followers emphasize discipline in spellcraft and funerary rites, viewing as a lawful transition rather than chaos. The Suel gods, including Lendor (time) and Pholtus (law), reflect a migratory heritage marked by imperial ambition, with worship concentrated in survivor enclaves like the Scarlet Brotherhood. The Baklunish pantheon focuses on destiny and practical wisdom, led by Istus, the neutral goddess of fate, destiny, and divination. Istus weaves the threads of existence through astrological omens and oracular visions, guiding adherents in matters of , , and ; her influence permeates Baklunish via seers and merchants who consult her for prosperous paths. Companion deities like Geshtai (rivers and wells) and Xan Yae (twilight and shadows) add layers of elemental and dualistic balance, with rituals often involving intricate tapestries symbolizing life's weave. This pantheon thrives in the arid west, shaping cultural customs around and resilience. Beyond ethnic origins, core deities transcend pantheons and are grouped by alignment, providing universal archetypes for worship. Good-aligned gods like Heironeous, lawful good deity of valor, justice, honor, and chivalry, inspire knights and paladins through codes of honorable combat and protection of the weak; his symbol, a lightning bolt, adorns shields in realms like Furyondy. Evil counterparts include Hextor, lawful evil god of war, discord, tyranny, and massacres, whose militaristic followers promote conquest and hierarchical dominance, often clashing with Heironeous in ideological wars. Neutral figures such as Olidammara, chaotic neutral god of music, revelry, wine, and roguery, celebrate freedom and wit, attracting bards and thieves in urban settings like the Free City of Greyhawk. These core deities form the backbone of broader Flanaess , with the wizardly Circle of Eight exerting indirect influence by safeguarding magical equilibria that deities of arcane portfolios, like Boccob, uphold. Religious structures in Greyhawk manifest as temples, priesthoods, and holy sites that reinforce pantheon-specific values. Priesthoods operate as hierarchical orders, with clerics serving as advisors, warriors, or scholars; for instance, Heironeous's followers maintain fortified basilicas emphasizing martial training, while Wee Jas's cultists guard arcane libraries as sanctuaries of forbidden lore. Holy sites include natural wonders like Pelor's sunlit groves or Istus's desert observatories for stargazing divinations. The Oeridian pantheon, dominant in central Flanaess nations, exhibits a pronounced warrior focus, with multiple war gods—Heironeous, Hextor, and the presumed deceased Stratis—leading to temple complexes that double as academies and sites for oath-binding ceremonies. These institutions wield political sway, as seen in theocracies where high priests govern alongside secular rulers. Greyhawk's cosmology integrates deities into a framework, where divine realms reside on outer planes aligned with their natures, facilitating interactions between mortals and immortals. Good deities like Pelor and Heironeous hold domains on Mount Celestia, a layered paradise of order and light, while evil powers such as Hextor claim fortresses on , the battle-plagued plane of conflict. Neutral gods, including Olidammara, favor fluid realms like the Beastlands for revelry or for chaotic whims. This planar arrangement allows deities to influence Oerth through avatars, omens, or clerical magic, while historical cataclysms like the Invoked Devastation and Rain of Colorless Fire—arcane disasters that reshaped continents—disrupted pantheon strongholds, scattering worshippers and elevating survivor faiths amid the fallout. National worship patterns, such as Oeridian dominance in Furyondy, further embed these divine elements into political identities.

Races, Cultures, and Societies

The Flanaess of the World of Greyhawk is characterized by a rich tapestry of humanoid races, each contributing unique cultural elements to the region's societies. Humans dominate numerically and socially, comprising diverse ethnic subgroups whose interactions have fostered both conflict and syncretism over centuries of migration and settlement. The Oeridian people, who arrived in great waves from the east during the Great Migrations around -1100 to -422 CY, peaking circa -458 CY, emphasize martial discipline, horsemanship, and hierarchical noble structures, often blending their traditions with local customs in central Flanaess nations. In contrast, the Suel, refugees from the cataclysmic Rain of Colorless Fire circa -422 CY, are distinguished by their pale features, aristocratic lineages, and profound mastery of arcane magic, which permeates their societal norms through powerful mage guilds and hereditary sorcerous bloodlines. The indigenous Flan, with their darker complexions and ancient roots tracing back millennia, uphold tribal clans centered on oral histories, shamanistic practices, and a druidic reverence for natural cycles, viewing the land as a living entity to be stewarded rather than conquered. Complementing these are the Baklunish, western nomads of olive-skinned heritage who migrated eastward after their own empire's fall in -422 CY, prizing honor, hospitality, and divine incantations in equestrian clans that roam the plains, their intricate carpet-weaving and poetic traditions reflecting a resilient, fate-guided worldview. Demihuman races add layers of seclusion and craftsmanship to Greyhawk's cultural mosaic. Elves, predominantly sylvan or wood elves, embody a harmonious, long-lived ethos tied to ancient forests, with communities like those in Celene fostering artistic pursuits in music, , and subtle while maintaining wary isolation from shorter-lived races. Dwarves, stout and resilient miners dwelling in mountain holds such as the Lortmils, organize around forge-clans and gem-cutting guilds, their societies valuing stoic endurance, rune-etched laws, and communal feasts that honor ancestral heroes through epic ballads. These groups often form pragmatic alliances with humans against shared threats, though underlying tensions arise from differing views on progress—elves decrying human expansion into wilds, while dwarves guard their subterranean domains jealously. Gnomes and , though less prominent, contribute inventive tinkering and agrarian steadings, their burrow-villages promoting jovial trade networks that bridge cultural divides. Monstrous races form antagonistic yet structured societies that challenge the realms, often through raids or subterranean intrigue. Orcs in the Pomarj coalesce into brutal tribal hordes led by war-chiefs, their culture revolving around shamanistic blood-oaths, iron-forging, and relentless expansionism that blends goblinoid ferocity with opportunistic scavenging. Giants of the Crystalmist ranges, including stone and hill varieties, adhere to rigid kin-hierarchies under jarl-like rulers, their boulder-hurling rituals and frost-forged artifacts underscoring a code of might-makes-right dominance over lesser beings. , the dark elves of caverns, sustain matriarchal enclaves governed by priestess-queens, where poison-craft, spider-silk weaving, and ritualistic betrayals enforce a society of perpetual scheming and Lolth-worship, emerging sporadically to undermine surface cultures. These groups' interactions with civilized races typically manifest as border skirmishes or slave raids, heightening inter-racial vigilance. Social structures in Greyhawk vary by environment and heritage, reflecting adaptations to both urban sprawl and frontier hardships. In bustling cities like Greyhawk, guilds dominate daily life—thieves' cant-filled syndicates control shadows, while merchant cartels and arcane academies regulate trade and innovation, often mediating ethnic blends through intermarriages that produce hybrid customs like Oeridian-Flan harvest rites. and nomadic societies, conversely, rely on extended tribal clans bound by oaths and migratory patterns; Baklunish horse-nomads, for instance, form fluid alliances via pacts and circles that preserve lore during seasonal treks, while Flan druid circles enforce communal land stewardship through elder councils. Historical migrations, such as the Great Migration of Oeridians and the Suel exodus, have profoundly influenced this blending, yielding multicultural hubs where Suel arcane academies tutor Flan apprentices, and Baklunish spices flavor Oeridian feasts, though prejudices linger in isolated enclaves. Religious beliefs among these races often intertwine with their cultural identities, drawing from pantheons that reinforce societal norms.

Development and Publication History

Origins and Early Campaign (1972–1979)

The Greyhawk campaign began in 1972 in , as Gary Gygax's personal home game designed to playtest the emerging rules of what would become . Gygax, a prominent figure in the local wargaming scene through the Lake Geneva Tactical Studies Association, gathered a small group of friends and fellow enthusiasts for weekly sessions centered on exploring a vast underground dungeon beneath a ruined castle. This informal setup allowed Gygax to refine mechanics like character progression and combat, drawing from his prior work on miniature wargames such as Chainmail. Key participants included Rob Kuntz, who joined the group in late 1972 as one of the earliest players and quickly advanced to co-dungeon master alongside Gygax, helping to expand the complex with additional levels and encounters. Notable player characters from these sessions featured Yrag, Gygax's powerful fighter avatar—named as a reverse anagram of his own surname—and Bigby, originally an low-level evil wizard devised by Kuntz to challenge Gygax's wizard , but later adopted and played by Gygax after a charm spell subplot integrated him into the party. These characters, along with others like the fighter Robilar (Kuntz's own creation), embarked on perilous delves into 's labyrinthine depths, facing escalating threats that tested and evolved the game's core systems. The early Greyhawk games pioneered several iconic elements that defined . Among the monsters introduced were the beholder, conceived by Kuntz's brother Terry during his brief time as a player in 1974 and fleshed out by Gygax as a floating aberration with eye-ray attacks, and the mind flayer, Gygax's invention inspired by the eerie cover art of Brian Lumley's 1974 novel The Burrowers Beneath, depicting tentacled humanoids that prey on brains via psionic powers. Spells like the various "Bigby's Hand" series—interposing, crushing, and grasping manifestations of force—emerged from Bigby's in-game magical repertoire, providing versatile combat utilities that Gygax later formalized. Artifacts such as the , a mummified limb granting immense power at the cost of moral corruption, were contributed by during extended playtests, adding themes of temptation and undeath to the campaign's lore. By 1975, the richness of these homebrew sessions prompted Gygax and Kuntz to compile their innovations into the first official supplement, Supplement I: Greyhawk, published by TSR Hobbies. This 68-page booklet codified campaign-derived content, including new character classes like the thief and , the race with multiclassing options, higher-level spells up to 9th level, and refined monster statistics, marking the transition from private playtesting to broader dissemination while preserving the improvisational spirit of the original games.

Initial Publications (1980–1983)

The World of Greyhawk folio, released by TSR in 1980, marked the first official publication of the Greyhawk for Advanced , authored primarily by . This 32-page booklet, housed in a cardboard folder, provided foundational world-building elements, including a detailing the of Oerik's eastern known as the Flanaess. Accompanying the text were two large color poster maps illustrated by Darlene Pekul, depicting the Flanaess at a scale of one hex equaling 10 leagues (approximately 30 miles), which allowed players to explore a vast area from the Vesve Forest in the northwest to the Tilvanot Peninsula in the southeast. The folio's geography was developed by Gygax to formalize his home campaign's layout, emphasizing a hex-based grid for tactical play and overland travel, with detailed keys for terrain features such as mountains, forests, and rivers. Historical context was introduced through a spanning millennia, establishing the (CY) calendar, which reckons time from the Great Migrations around -422 CY, when Sueli and Baklunish refugees fled westward after the Twin Cataclysms. Politically, the setting centered on the Great Kingdom, an expansive Aerdi empire ruling from the capital of Rauxes, portrayed as a decadent yet dominant power with feudal provinces extending across the central Flanaess; its influence stemmed from ancient conquests, including the subjugation of neighboring realms like Nyrond and the County of Urnst. The folio also included supplemental materials like a weather table screen, heraldic devices, and linguistic notes on runes, enhancing its utility as a campaign tool. Between 1980 and 1983, TSR expanded the folio's content through articles in The Dragon magazine, where Gygax and contributors detailed specific regions to build on the initial framework. For instance, the "Greyhawk's World" series, beginning in issue #63 (July 1982), provided in-depth updates on events and cultures in areas like the Wild Coast, a lawless frontier along the Azure Sea known for its pirate havens and independent city-states such as Safeton and Saltmarsh. These pieces, written by Gygax and Robert J. Kuntz, introduced dynamic elements like border skirmishes and quasi-deities, bridging the static folio to evolving narratives without altering core geography.

Expansions and Boxed Sets (1983–1985)

In 1983, TSR published the World of Greyhawk Fantasy Game Setting boxed set, authored by , which significantly expanded the campaign world beyond the 1980 folio edition by providing detailed lore, maps, and player resources. The set included an 80-page Guide to the World of Greyhawk, serving as a comprehensive that outlined the historical timeline from -422 CY to 585 CY, described major nations and their political structures, and incorporated coordinates for integrating prior adventure modules into the Flanaess region. A 48-page Glossography provided practical player aids, such as calendars, monetary systems, languages, and population statistics for key settlements and regions, enabling deeper immersion in the setting's daily life and economy; these included estimates such as roughly 5 million inhabitants in the Great Kingdom (predominantly humans, with demihuman minorities), around 1.2 million in the Kingdom of Nyrond, and 300,000 for the County of Urnst, derived from settlement densities and extrapolated using guidelines for urban, rural, and wilderness areas, with methods outlined for Dungeon Masters to adjust figures based on local events or migrations. The package also featured two large full-color poster maps (each 34 inches by 22 inches) depicting the Flanaess and northeastern Oerik continents at a 1:1,000,000 hex scale, updated from the folio to reflect expanded geography and strategic details. This boxed set marked Gygax's most substantial contribution to Greyhawk's development, solidifying its status as a fully realized campaign world for Advanced while introducing quasi-deities and hero-gods like Kelanen and Murlynd to the pantheon. Building on this foundation, TSR released adventure modules tied to the setting during 1983–1985, including Gygax's EX1: Dungeonland and EX2: Land Beyond the Magic Mirror in 1983, which extended Alice in Wonderland-inspired realms accessible from Oerth via magical portals near . In 1984, WG5: Mordenkainen's Fantastic Adventure offered a high-level beneath the Kron Hills, featuring intricate puzzles and treasures aligned with Greyhawk's lore. The period culminated in 1985 with WG6: Isle of the Ape, another Gygax-authored module transplanting elements to a mysterious island off the Flanaess coast, serving as one of his final official Greyhawk works before departing TSR later that year amid company management shifts. Supplementary material appeared in Dragon magazine, enhancing the setting's religious framework. Gygax's articles in issues #67–71 (November 1982–March 1983) detailed the Suel, Baklunish, Flan, and Oeridian pantheons, introducing deities like Istus and Incabulos with full cleric guidelines. Complementing the boxed set's deity summaries, Len Lakofka's five-part "Gods of the Suel Pantheon" series in Dragon #86–89 and #92 (June–December 1984) expanded on Suel gods such as Pyremius, Beltar, and Llerg, providing alignments, symbols, and cultural significance to enrich Greyhawk's diverse societies. These publications collectively fleshed out Greyhawk's cosmology and notable NPCs, like the Circle of Eight, without altering the core timeline established in the gazetteer.

Transitions and Changes (1986–1990)

The departure of from TSR in October 1985 marked a significant turning point for the Greyhawk and the company's direction. Gygax, the co-creator of and primary architect of Greyhawk, was removed from his position as president and CEO by a amid internal power struggles and financial mismanagement concerns. This ouster followed his return from Hollywood pursuits, where he had been developing a D&D cartoon series, leaving him as a minority unable to retain control. Under new leadership, —initially hired by Gygax in early 1985 to manage finances—assumed the role of director of operations after acquiring shares from the Blume family, stabilizing TSR's operations with annual sales reaching approximately $25 million by the time of the transition. Williams' tenure emphasized fiscal recovery and a shift away from Gygax's personal influence, leading to a more corporate approach to Greyhawk's development while preserving its core as the flagship setting. In 1989, TSR released The City of Greyhawk boxed set, providing the first comprehensive urban guide to the Free City of Greyhawk, the setting's central hub of intrigue, commerce, and adventure. Designed by Doug Niles, Carl Sargent, and Rik Rose, the set included two 96-page sourcebooks—Greyhawk: Gem of the Flanaess detailing the city's history, geography, and political structure, and Greyhawk: Folk, Feuds, and Factions exploring guilds, noble houses, and social dynamics—along with four full-color maps (including a detailed city overview and regional environs) and 24 adventure cards offering self-contained scenarios for levels 0–5. This publication emphasized Greyhawk's role-playing depth, highlighting elements like merchant guilds, thieves' networks, and magical academies, which fostered campaigns centered on , alliances, and rather than wilderness treks. The set's focus on the city's layered society and hidden undercurrents reflected TSR's post-Gygax pivot toward accessible, modular content for Advanced 2nd Edition. The period also saw the introduction of new adventure modules under the Greyhawk banner, notably the revised Scourge of the Slave Lords series (A1–A4, 1986), which repurposed earlier Slavers content for the setting's Wild Coast region. This supermodule, compiled by David "Zeb" Cook and others, featured Slave Pits of the Undercity (A1) as its opening adventure, where players levels 4–7 infiltrate a subterranean slaver stronghold beneath Highport to disrupt raids plaguing coastal towns. Subsequent parts escalated the threat through stockades, aerial lairs, and deep dungeons, integrating Greyhawk's lore with themes of organized evil and heroic intervention, all while introducing connective narrative to link the encounters cohesively. These modules exemplified TSR's efforts to refresh classic tropes under new management, providing scalable challenges that tied into broader Flanaess politics without relying on Gygax-era specifics. Culminating the era's developments, Greyhawk Ruins (WGR1, 1990) offered an expansive exploration of 's legendary , detailing its 26 levels and over 1,000 rooms as a monolithic challenge for high-level parties. Authored by Blake Mobley and Tim Brown, the 128-page book mapped the ruins' history from Zagig Yragerne's mad archmage era, populating it with monstrous guardians, traps, and treasures while including tables and keyed descriptions for dungeon mastering. This publication revealed the undercity's layered threats, from warrens to ancient horrors, serving as a capstone to the transitional years by reestablishing as an enduring centerpiece of the setting for 2nd Edition play.

Revivals and New Eras (1991–1997)

In the early 1990s, TSR sought to revitalize the World of Greyhawk through ambitious updates that advanced its timeline and introduced large-scale conflicts. The Greyhawk Wars boxed set, released in December 1991 and designed by David "Zeb" Cook, featured a strategic simulating the major wars across the Flanaess from 582 CY to 584 CY, involving nations like the Great Kingdom, the Scarlet Brotherhood, and the empire of Iuz. This product not only provided rules for mass combat but also canonically altered the setting's political landscape, marking a significant by shifting the official timeline forward by a decade and setting the stage for subsequent developments. Building on the outcomes of these wars, TSR published the From the Ashes boxed set in October 1992, edited by and designed primarily by Carl Sargent. This comprehensive update included an Atlas of the Flanaess with revised maps reflecting territorial changes, a 96-page campaign book detailing post-war such as the Scarlet Brotherhood's aggressive expansions into the south and the rise of new alliances, a booklet on five new monsters, and reference cards for key figures and locations. The set emphasized themes of recovery and intrigue in a war-ravaged world, providing Dungeon Masters with tools to run campaigns in the altered 585 CY era. To support this revived setting, TSR released several adventure modules tied to the new timeline, including the high-level module in January 1991, written by David "Zeb" Cook, which centered on thwarting Vecna's plot to achieve godhood within Greyhawk's borders. Other key supplements included WGR5 Iuz the Evil (1992), exploring the demon lord Iuz's fortified empire in the north, and WGR4 The Marklands (1993), which detailed the war-torn northern territories and ongoing threats from Iuz's forces. These publications expanded on the wars' consequences, offering detailed regional lore and adventure hooks without overwhelming players with exhaustive lists of every battle outcome. As TSR grappled with mounting financial pressures throughout the mid-1990s, including overproduction and declining sales, Greyhawk's publication schedule slowed dramatically after , with no major boxed sets or core updates forthcoming. This neglect reflected a broader shift toward more commercially successful settings like , culminating in Wizards of the Coast's acquisition of TSR in September 1997, which rescued the company from insolvency but left Greyhawk in a state of limbo.

Wizards of the Coast Ownership (1998–2008)

Following 's acquisition of TSR in 1998, the company began revitalizing the Greyhawk setting with targeted publications aimed at bridging the transition from Advanced 2nd Edition to the forthcoming 3rd Edition. In March 1999, Wizards released The Scarlet Brotherhood, a 96-page sourcebook authored by Sean K. Reynolds that provided an in-depth exploration of the enigmatic Scarlet Brotherhood faction and the southern continents of Hepmonaland and the Amedio Jungle, serving as the final major 2nd Edition supplement for the setting. This book detailed the Brotherhood's manipulative influence on Flanaess politics, their Suel heritage, and new player options including and assassin archetypes tied to their hierarchy, emphasizing themes of racial purity and covert operations. The year 2000 marked a pivotal shift as aligned Greyhawk with the newly launched 3rd Edition rules, designating it the default to leverage the (OGL) for broader compatibility and third-party . In , Slavers, a 128-page adventure anthology by Sean K. Reynolds and Chris Pramas, revived the classic Slavelords storyline from the 1980s, updating it for 2nd Edition while incorporating elements adaptable to 3rd Edition; it featured a metaplot involving slave raids across the Flanaess, detailed gazetteers of ports like Dyvers and Safeton, and modular scenarios for mid-level parties. Later that November, the Living Greyhawk Gazetteer, a 192-page core sourcebook by Gary Holian, Erik Mona, Sean K. Reynolds, and Frederick Weining, comprehensively updated the Flanaess for 3rd Edition, compiling geography, history, deities, and factions while incorporating OGL-compatible mechanics for character creation and world-building. This volume established a 591 CY timeline, resolving lingering plot threads from prior eras and providing tools for Dungeon Masters to integrate Greyhawk into OGL products. Central to Wizards' strategy was the launch of the Living Greyhawk organized play campaign in 2000, administered by the RPGA Network, which transformed Greyhawk into a shared-world environment for global players. Running until 2008, the campaign featured over 1,500 sanctioned adventures, a regional metaplot advancing in real-time (one in-game year per calendar year), and player-driven events tied to specific Flanaess regions, fostering community involvement through character progression across conventions like . Key releases, such as the Living Greyhawk Journal (2000–2004), delivered metaplot updates, regional source material, and adventure hooks, with examples including the "Dragonscales at Morningtide" event at 2000 that introduced escalating threats from ancient dragons. The campaign emphasized collaborative storytelling, where player actions influenced official canon, such as the liberation of Geoff from giant occupation or the Scarlet Brotherhood's southern incursions. By 2008, with the release of 4th Edition, Wizards shifted primary support to the Forgotten Realms setting, producing core books like the Forgotten Realms Campaign Guide while providing only nominal Greyhawk compatibility through generic updates in the Dungeon Master's Guide. This pivot effectively concluded official Greyhawk development under Wizards' 3rd Edition framework, as the Living Greyhawk campaign wrapped up that year amid the edition change, leaving the setting with a robust but dormant legacy of organized play and OGL-enabled expansions.

Contemporary Developments (2008–2025)

During the 4th edition of (2008–2014), Greyhawk received no dedicated official sourcebooks or campaign guides from , remaining largely sidelined in favor of the new default setting, the Nentir Vale, introduced in the 4th Edition as a "" world of scattered civilizations. While some Greyhawk-inspired elements, such as deities and locations, appeared sporadically in core books or adapted into the Nentir Vale's lore, the setting lacked substantive support, with official publications focusing instead on , , and . The launch of 5th edition in 2014 marked a gradual resurgence for Greyhawk, primarily through the adaptation of classic adventures into the new ruleset. (2017), an anthology of seven iconic dungeons, features updated Greyhawk modules including , , , and , allowing players to experience these tales in a 5th Edition framework while providing guidance for integration into various worlds. Similarly, (2019) is explicitly set in the Greyhawk region of Keoland by default, compiling nautical adventures originally from the World of Greyhawk with new content, and includes sidebars for adapting to other settings like . A significant revival occurred with the 2024 core rulebooks, positioning Greyhawk as the default sample . The revised Dungeon Master's Guide (2024) dedicates a comprehensive chapter to Greyhawk, presenting it as a customizable sandbox with lore on Oerik and the Flanaess, updated mechanics for world-building, and a double-sided poster map featuring the continent of Oerik on one side and the City of Greyhawk on the other, integrated into the revised 5th Edition rules for seamless campaign use. The Player's Handbook (2024) incorporates Greyhawk elements, such as spells named after iconic figures like Bigby and , reinforcing its role in the edition's foundational examples. This resurgence extended to organized play with the introduction of Legends of Greyhawk in 2025, an official convention-focused campaign by that builds on community-driven events, offering exclusive adventures set in the World of Greyhawk using 2024 rules.

Key Publications

Sourcebooks and Supplements

The World of Greyhawk, first released as a folio edition in 1980 and expanded into a boxed set in 1983, serves as the foundational sourcebook for the Greyhawk campaign setting in Advanced Dungeons & Dragons (AD&D). Authored primarily by , it provides detailed maps, historical timelines, political structures, and cultural overviews of the Flanaess region on the world of Oerth, enabling Dungeon Masters to build campaigns around its lore and geography. The 1983 edition includes additional components such as a guide to the continent, population statistics for key cities, and appendices on languages, calendars, and notable personalities, establishing Greyhawk as a default setting for AD&D gameplay. In 1992, From the Ashes updated the AD&D 2nd edition Greyhawk setting following the events of the Greyhawk Wars, authored by Carl Sargent with contributions from others. This boxed set advances the timeline by over a decade, detailing the geopolitical fallout, including the rise of new alliances and threats like the empire of Iuz, while introducing revised maps and campaign guides focused on recovery and intrigue in the Flanaess. It includes two 96-page books—one on world lore and another on the City of Greyhawk—along with player aids for integrating these changes into ongoing campaigns. The Living Greyhawk Gazetteer, published in 2000 for Dungeons & Dragons 3rd edition, offers a comprehensive 192-page overview of the setting, compiled by Gary Holian, Erik Mona, Sean K. Reynolds, and Frederick Weining. It synthesizes prior lore with 3e mechanics, covering geography, nations, deities, and adventure hooks across the Flanaess, while supporting the Living Greyhawk organized play campaign through metaplot elements and regional metaregions. For 3rd and 4th editions, additional expansions appeared in Dragon magazine, such as articles detailing specific regions, monsters, and plotlines tied to the setting's ongoing narrative, including updates to the Scarlet Brotherhood and ancient Suel history in issues like Dragon #297 (2002). In 5th edition, the 2024 Dungeon Master's Guide dedicates a chapter to Greyhawk as a customizable sample setting, providing world-building tools like hex-crawl maps of Oerik and the Flanaess, guidelines for regional factions, and mechanics for integrating its lore into new campaigns without a standalone corebook. In 2024, Dungeons & Dragons Worlds & Realms: Adventures from Greyhawk to Faerûn and Beyond, a 368-page by Lee and others, explores the D&D with significant coverage of Greyhawk's history, geography, and adventures. While no full 5e Greyhawk sourcebook exists, elements appear in appendices of core rulebooks, such as deity descriptions in the that reference Greyhawk pantheon members like Pelor and Iuz. In 2025, launched the Legends of Greyhawk organized play campaign, supported by the Legends of Greyhawk Guide (version 0.5, July 2025), providing rules and scenarios set in the world as of 576 CY. Thematic supplements further enrich Greyhawk's lore, with (2002) detailing selected gods from the Greyhawk pantheon, including stats, domains, and clerical rules for deities like Heironeous and Hextor to support divine magic in 3e campaigns. Similarly, (2002) explores evil aspects of the setting, providing lore on Iuz as a central , including his cults, artifacts, and role in demonic pacts, alongside mechanics for vile spells and corrupt organizations.

Adventure Modules

The adventure modules set in the World of Greyhawk represent some of the earliest and most influential published scenarios for Advanced , integrating deeply with the campaign setting's geography, politics, and lore. These modules often draw on Greyhawk's Flanaess region, featuring locations like the Crystalmist Mountains and the , and emphasize themes of , combat against iconic foes, and unraveling ancient threats tied to the world's history. Among the classic modules, the G1-3 series, Against the Giants (1981), tasks player characters (levels 8-12) with investigating raids by hill, frost, and fire giants in the Jotens and Crystalmist Mountains of the Flanaess, uncovering a conspiracy that ties into broader Greyhawk conflicts. This wilderness and dungeon crawl leads adventurers through giant strongholds, revealing clues to drow involvement and integrating with Greyhawk's geopolitical tensions between human kingdoms and monstrous incursions. The follow-up D1-3 series, Descent into the Depths of the Earth (1981 compilation), continues the narrative by sending parties (levels 9-14) underground from the giants' lairs into the Underdark, where they navigate perilous caves, confront kuo-toa in their shrines, and infiltrate the drow city of Erelhei-Cinlu in the Hellfurnaces region, emphasizing Greyhawk's subterranean layers and the drow's role as scheming antagonists. Similarly, S1 Tomb of Horrors (1978, revised 1980), designed for levels 10-14, challenges groups with a deadly labyrinth beneath a haunted hill in the Flanaess, filled with traps and puzzles guarding the lich Acererak's treasures, serving as a notorious test of player ingenuity within Greyhawk's ancient ruins. Later modules expanded Greyhawk's lore with standalone threats. WG4 Forgotten Temple of Tharizdun (1982), for levels 5-10, combines wilderness travel and dungeon exploration in the Barrier Peaks area, where adventurers seek a lost temple to the chained god Tharizdun, battling cultists and aberrations while uncovering hints of cosmic evil's influence on Oerth's pantheon. Greyhawk Wars tie-ins, such as GT2 Tower of Ruin (1991), integrate with the setting's Ivid Wars , focusing on ruined structures amid the empire's collapse in the eastern Flanaess, providing tactical scenarios that reflect the board game's conflicts between nations like the Great Kingdom and Bone March. These modules often reference broader events like the Greyhawk Wars, linking personal quests to continental upheaval. In the Fifth Edition era, revived Greyhawk modules through anthologies. Tales from the Yawning Portal (2017) adapts classics like (originally U1, set near the Bandit Kingdoms), , and for levels 1-20, framing them as tales from Waterdeep's inn but retaining Greyhawk origins such as volcanic lairs and giant steads, with updated mechanics for modern play while preserving setting integrations like Oerth's geography. (2019), set explicitly in Keoland's coastal town of Saltmarsh on the Azure Sea, compiles nautical adventures (levels 1-12) including the original U1-3 trilogy, involving smugglers, sahuagin raids, and political intrigue with the Sea Princes and Scarlet Brotherhood, emphasizing Greyhawk's maritime threats and factional dynamics. Dungeon-specific modules like WG7 Castle Greyhawk (1988), an anthology for levels 0-25, depicts the ruins above and below the iconic castle near the Free City of Greyhawk as a multi-level complex with 13 themed floors, each crafted by different designers, featuring humorous encounters, parodies, and challenges that satirize D&D tropes while anchoring to the setting's central megadungeon lore. These works highlight Greyhawk's evolution from raw exploration to structured narratives tied to its world-building.

Novels and Literature

The novels set in the World of Greyhawk represent a significant body of narrative fiction that expands the campaign setting's lore, characters, and events beyond game mechanics, often tying directly into established canon from adventure modules and sourcebooks. Published primarily by TSR, Inc. and later Wizards of the Coast, these works explore adventures in the Flanaess region, blending sword-and-sorcery tropes with the unique cosmology and politics of Oerth. While not as prolific as those in other D&D settings like Forgotten Realms, Greyhawk's literary output emphasizes gritty heroism, ancient evils, and the moral ambiguities of rogue protagonists, contributing to the setting's enduring appeal among fans. The Gord the Rogue series, authored by , forms the cornerstone of Greyhawk's novel literature, comprising eight volumes published between 1985 and 1989. Beginning with Saga of Old City (TSR, 1985), the series follows the titular thief Gord, an orphan from the streets of Greyhawk City, as he rises through a web of intrigue, magic, and demonic threats across the Flanaess. Subsequent entries, such as Artifact of Evil (TSR, 1986), introduce cosmic stakes involving ancient artifacts and the multiverse, directly influencing Greyhawk's canon by detailing the Circle of Eight wizards and the Tharizdûn's imprisonment. After Gygax's departure from TSR in 1985, he continued the saga through New Infinities Productions with titles like Sea of Death (1987), Night Arrant (1987), City of Hawks (1987), Come Endless Darkness (1988), Dance of Demons (1988), and Death of a God (1989), culminating in Gord's ascension to godhood and reshaping Oerth's pantheon. These novels, totaling over 3,000 pages, provide deep insights into Greyhawk's underbelly, from the Free City of Greyhawk to remote wildernesses, and remain canonical for their creator's vision of the setting. Following Gygax's exit, TSR commissioned additional Greyhawk novels under the Greyhawk Adventures imprint, with Rose Estes authoring a five-volume series from 1987 to 1989 that shifts focus to a young named Mika-Oba. Starting with Master (TSR, 1987), the books trace Mika's journey from the northern tundra to the heart of the Flanaess, confronting demons, political machinations, and personal destiny in works like The Price of Power (1987), The Demon Hand (1988), The Eyes Have It (1989), and The Name of the Game (1989). These stories expand on northern Greyhawk regions such as the Wolf Nomads and Perrenland, introducing new lore on barbarian cultures and demonic incursions while loosely connecting to Gygax's established threats. In the mid-1990s, select Greyhawk Adventures titles were reprinted as part of the Greyhawk Classics line by , making them accessible to new readers amid the setting's revival. The transition to third edition in 2000 spurred a fresh wave of Greyhawk novels through the Greyhawk Classics series, which novelized classic adventure modules to bridge old and new editions. This six-volume run, published by from 1999 to 2002, includes by Ru Emerson (1999), exploring drow and giant alliances in the Crystalmist Mountains; and Descent into the Depths of the Earth by Paul B. Kidd (1999 and 2000), delving into volcanic lairs and underdark horrors; by Paul B. Kidd (2001), confronting Lolth's spider realm; by Thomas M. Reid (2001), uncovering cultist plots in Hommlet; and by Keith Francis Strohm (2002), navigating Acererak's deadly dungeon. These works reinforce Greyhawk's modular legacy, emphasizing epic quests against iconic villains and artifacts, though they prioritize action over deep geopolitical shifts. Broader Greyhawk literature includes short fiction in official periodicals, with short stories continuing the tradition, such as Bart Carroll's "Return to the Steading" in Dragon+ #11 (2016), which revisits the hill giant lair from the classic Against the Giants module with ties to modern giant-themed adventures. These pieces maintain Greyhawk's narrative vitality through concise, canon-affirming vignettes.

Legacy and Community

Influence on D&D and Fantasy

Greyhawk established a foundational model for world-building in Dungeons & Dragons, serving as the original campaign setting developed by co-creator Gary Gygax from his home games in the early 1970s. This framework, detailed in the 1980 World of Greyhawk Fantasy Game Setting, emphasized interconnected nations, geopolitical conflicts, and a blend of sword-and-sorcery adventure with historical realism, directly influencing the structure of later official settings like the Forgotten Realms. Its gritty tone—characterized by moral ambiguity, scarce high-level magic, and the precarious balance of power among flawed factions—shaped the narrative style of subsequent D&D editions, promoting player-driven stories over epic heroism. The setting's archetypes have permeated broader fantasy genres, with Iuz's empire exemplifying the "evil overlord" trope of a tyrannical, expansionist regime blending demonic influence and human oppression, a motif echoed in literature like the dark kingdoms in Robert E. Howard's Conan stories and modern RPG antagonists. Similarly, the Free City of Greyhawk embodies the neutral city-state : a bustling, intrigue-filled hub of commerce, thieves' guilds, and wizardly enclaves that remains impartial amid surrounding wars, inspiring urban centers in games such as the neutral ports in and the mercantile hubs in series. Greyhawk's cultural reach extends to video games, comics, and media through its foundational role in D&D lore, with elements like the demigod Vecna appearing in titles such as the 1990s Advanced Dungeons & Dragons games and influencing multiverse-spanning narratives in modern adaptations. It played a prominent role in D&D's 50th anniversary celebrations in 2024, featuring as the default setting in the revised Dungeon Master's Guide with a customizable guide, poster map of Oerik, and integration into the high-level adventure Vecna: Eve of Ruin, where heroes traverse Greyhawk to thwart a ritual of destruction. Building on this revival, in 2025 Wizards of the Coast launched "Legends of Greyhawk," a new organized play campaign focused on convention adventures exploring the setting's early history and lore, starting at Gen Con and expanding globally, accompanied by the Legends of Greyhawk Guide PDF released in October 2025 to support player options and campaign integration. Critically, Greyhawk has been praised for its depth and flexibility, allowing dungeon masters to craft personalized campaigns around its sparse yet evocative lore, as seen in its revival as a "sample setting" that honors Gygax's vision of open-ended exploration. However, like early D&D settings, it has faced critiques for Eurocentric elements, including a medieval-inspired centered on Western European and anthropocentric narratives that marginalize cultures and diverse mythologies.

Unofficial and Fan Contributions

Fan communities have played a vital role in sustaining interest in the Greyhawk setting through dedicated online forums and resources. Greyhawk Online serves as a central hub for enthusiasts, offering a comprehensive wiki known as the Great Library of Greyhawk, which compiles lore, maps, and discussions while expanding on canonical elements with fan interpretations. Similarly, Canonfire!, established as one of the earliest Greyhawk fan sites, provides forums for lore debates, downloadable adventures, apocrypha, and fan-created supplements, fostering collaborative world-building since the late . Third-party works under the (OGL) have enabled creators to produce Greyhawk-compatible materials without official endorsement. For instance, the Unofficial Living Greyhawk Bandit Kingdoms Summary compiles over 130 adventures from the former Living Greyhawk campaign into a resource for home games, emphasizing regional conflicts against figures like Iuz. Pathfinder conversions of Greyhawk content, such as deity adaptations and adventure ports, appear in community-driven projects on platforms like Paizo's forums, allowing players to adapt classic modules to the Pathfinder system while preserving the setting's tone. In the , fan efforts have proliferated on digital marketplaces like the Dungeon Masters Guild (DMs Guild), where creators publish 5th Edition homebrew materials tailored to Greyhawk. Notable examples include Greyhawk Expanded: A Player's Guide to Oerik, which reimagines regions of Oerik with updated , and free guides like the Classic Guide to Greyhawk, providing accessible entry points for new campaigns. These publications, approved under fan content policies since , number in the dozens and focus on player options, regional gazetteers, and module updates. Unofficial sources further enrich the setting through creative expansions. Fan maps, such as Anna B. Meyer's detailed of the Flanaess—developed over nearly 25 years—offer high-resolution visuals that integrate official and speculative geography for campaign use. Philotomy Jurament's Musings, a pseudonymous collection of house rules and philosophical essays on original play in Greyhawk-inspired worlds, influences homebrew design by emphasizing mythic underworld concepts. Community wikis and archives on sites like Canonfire! continue to evolve canon through curated fan essays and errata, ensuring the setting's accessibility for ongoing play.

References

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