Saturday, November 2, 2024

Opening Introduction
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Leaving the settlement of Hochoch, you are headed to the village of Orlane, a small farming community whose prosperity has inexplicably begun to wither which lies three days due east. The once-thriving trade with Hochoch has faltered, and strange tales are whispered among the wary merchants and travelers who pass through.

The most chilling of these are stories of the village's people—some have fled their homes in a sudden, terrified panic, leaving their farms abandoned, while others have simply vanished. You've been told the villagers are no longer the friendly, open folk they once were; instead, they are described as fearful and suspicious of outsiders.

There are rumors of a strange influence or ailment taking root in the village, with some believing a sorcerer from the feared Vale of the Mage has bewitched the populace from the darkness of the Dim Forest. Other, more sinister whispers speak of a far older magic, a corruption tied to the surrounding marshlands and the ancient, forgotten evils that dwell there.

The last travelers who came from Orlane spoke of a town consumed by a chilling silence, broken only by the locking of doors and the frightened glances from behind shuttered windows. What you do know is that something foul and unnatural has infested Orlane. It is an unseen predator, turning neighbors against one another, silencing any who might speak the truth, and preying upon the innocent. You have decided to make it your mission to uncover the dark riddle of Orlane before it, too, is consumed by the evil stalking its lonely streets.

Completing your preperation in Hochoch, you now set out towards the village of Orlane, a name that once conjured images of tranquil fields and hearty farmers. Yet the reports reaching the gates of Hochoch have grown increasingly grim, painting a picture of a community slowly suffocating under an unseen menace.

As you travel, the landscape shifts from the well-trodden caravan routes to more desolate, winding paths. The sense of unease begins subtly—the birdsong fades, replaced by the rustle of unseen things in the undergrowth. You pass farms that stand silent and empty, with crops left to rot in the fields. A broken-down cart on the side of the road, its goods spilled and untouched, speaks volumes of a hasty and terrified departure. The very air seems to grow heavy, carrying with it a faint, sickly-sweet odor of decay.

The people of Hochoch have only whispers and speculation to offer, and each story is more chilling than the last. Some merchants speak of Orlane's trade simply withering away, the villagers no longer producing the goods they once did. Other, more fantastic rumors mention a "changeling", a villager who has been replaced by a monstrous double, detectable by strange fang marks on the throat.

Though this detail may be a traveler's tale, the underlying fear that something is fundamentally changing the people of Orlane is all too real. The mystery of Orlane will not be solved easily, for the danger is not just a monster lurking in the dark, but the very people you have come to save.

Tuesday, September 24, 2024

World of Greyhawk Calender
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Greyhawk Calendar is the most common system for tracking the days and months of the Common Year in the Flanaess.

Months, Festivals & Seasons
The year consists of 364 days, split into twelve months of twenty-eight days each, and four seven-day festivals, each placed at three-month intervals. Diverse cultures have their own names for the months and festivals. The months and festivals are commonly referred to as the Dozenmonth of Luna and the Four Festivals.

The months and festivals are based on the cycles of Oerth's moons, Luna and Celene. Luna has a twenty-eight day cycle, while Celene's cycle is ninety-one days. Celene is full at the midpoint of each festival week (the fourth day), while Luna is full at various times throughout the year. Notably, both moons are full on Richfest 4.

There are five seasons—two summer seasons, low summer and high summer, totaling six months, while winter, spring, and autumn are each only two months long.

MONTH NAME SEASON
1
Fireseek Winter
2
Readying Spring
3
Coldeven Spring
4
Planting Low Summer
5
Flocktime Low Summer
6
Wealsun Low Summer
7
Reaping High Summer
8
Goodmonth High Summer
9
Harvester High Summer
10
Patchwall Autumn
11
Ready'reat Autumn
12
Sunsebb Winter

Days of the Week
A week is sometimes called a sennight and periods of two weeks are commonly called a fortnight.

The names of the days of the week used in the Common Year calendar are adopted from the Flan calendar.

The days are reckoned in weeks of seven days each. In order, the days of the week are: Starday, Sunday, Moonday, Godsday, Waterday, Earthday, and Freeday. Godsday is commonly associated with worship, and Freeday with rest. The remaining days are considered workdays.

The Touv Calendar uses different names for the days of the week. They are "named for the major Touv gods or their areas of influence" — Uday, Sunday. Rainday, Lawday, Lifeday, Goldday. Kunday

An interesting feature of the Greyhawk calendar is that the days of the week always occur on the same calendar date every year, a result of the year having a number of days evenly divisible by seven.

The first of the month is always a Starday, and the rest follow as shown below:
• Starday is always on the 1st, 8th, 15th, and 22nd of the month.
• Sunday is always on the 2nd, 9th, 16th, and 23rd of the month.
• Moonday is always on the 3rd, 10th, 17th, and 24th of the month.
• Godsday is always on the 4th, 11th, 18th, and 25th of the month.
• Waterday is always on the 5th, 12th, 19th, and 26th of the month.
• Earthday is always on the 6th, 13th, 20th, and 27th of the month.
• Freeday is always on the 7th, 14th, 21st, and 28th of the month.

Holidays

Monday, September 2, 2024

Session One Recap
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Thursday, August 29, 2024

Gran March
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Gran March occupies the fertile plains east of the expansive Dim Forest and west of the Lortmil Mountains, bounded by the northernmost fork of the Sheldomar River in the south. A poorly defined “open” border marks the north, where nobles often keep court in both Bissel and Gran March. These days, there seems to be little difference between the two governments, though the land within 30 miles north of Hookhill is considered part of Gran March proper.

This territory also includes portions of the Dim Forest and the Rushmoors, a haunted fen that has plagued the southern march for much of its long history. The northern baronies enjoy a temperate, dry climate not unlike that found in Bissel. The south, however, is a land of dark mists and frequent showers, particularly near the forest and swamp.

Gran March is an exceptionally martial nation. At age fifteen, all fit people enter mandatory conscription through local lotteries, for a period of up to seven years. It is a testament to the martial prowess of the nation’s young people that many continue after their required service, and those who do not are generally members of local militias. Internationally renown mailed cavalry forms the core of Gran March’s impressive army. Armed with lances, crossbows, and swords, these riders are the bane of anyone standing in their way. The Knights of the Watch and Knights of Dispatch "both from the kingdom of Keoland" offer support and welcome tactical expertise. The total standing army includes more than eighteen thousand soldiers. At least three times as many trained troops can be called up within a single week. Gran March is one of Keoland's oldest holdings, tracing its history back more than nine hundred years. Legend holds that, after the defeat of Vecna and the dissolution of his empire (placed in the northern part of the Sheldomar Valley in some accounts), the nascent Keolandish crown created an order of knights in the frontier region. The Knights of the March were ordered to bring law to the land and to quell the warring of the native Flan factions. Eventually, the leader of the knighthood was named commandant of Gran March, a title that carried with it control of the land between the Rushmoors and Lortmils.

Life in Gran March was peaceful and safe, as few dared oppose the powerful commandant. When a perceived threat from within beset the nation, the Knights of the March sprung upon it fiercely and decisively. Sometimes, such reprisals came with little warning, often against seemingly upstanding members of the lesser aristocracy. The knights followed the secret teachings of their own inscrutable doctrine, and they showed no interest in explaining their actions to commoners.

The early 300s CY brought the Baklunish Brazen Horde to Ket, causing much consternation in the courts of the east and south. In order to protect his holdings against this Paynim threat, King Tavish I of Keoland ordered the foundation of the Knights of the Watch, built upon the basis of the Knights of the March and commanded by its leaders. This new, international knighthood quickly spread to Geoff, Bissel, and the heart of the empire, all the while retaining strong roots and key leadership in Gran March. Indeed, the commandant became titular ruler of the massive knighthood, as well as leader of his nation.

With the dawning of Keoland’s wars of aggression, in 350 CY, Gran March gained international notoriety as the primary staging ground for the Second Expeditionary Army, which invaded Veluna from the southwest. After the success of that campaign, the capital of Hookhill became an important caravan stop to points north, which served to increase the wealth of the province. By 415 CY, life in Gran March had grown extraordinarily difficult, thanks in part to Commandant Berlikyn, a harsh ruler who demanded nothing less than the most of his citizens—the most labor, the most money, the most effort. The king in distant Niole Dra knew nothing of Berlikyn’s tactics, seeing only the impressive results. In appreciation, Tavish III appointed the commandant to be the supreme commander of all the northern provinces, which at the time included Gran March, Bissel, and much of Veluna. A period of bitter oppression reigned in the north until Berlikyn was slain in the Small War.

The death of the commandant of Gran March and the loss of Bissel and the Velunese territories to Furyondy forced a change in Keoland’s policy in the north. Aware that the local nobles would not tolerate a harsh commandant, the king allowed them to elect one of their own number to the position, and forevermore split the title from that of the “Marcher Lord,” titular head of the Knights of the Watch. The government and knighthood remained closely allied.

For much of the modern era, Gran March has existed as a prosperous trade center along Keoland’s northern merchant routes. Perhaps thanks to the influence of the Knights of the Watch, the nobles of Gran March have always enjoyed strong relations with their neighbors in Sterich and Bissel.

Notable Settlements
Orlane
Westbridge

Wednesday, August 28, 2024

Rushmoors
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax
The Rushmoors are a sprawling, stagnant wound upon the Flanaess, a vast expanse of treacherous fen and black water that separates the Kingdom of Keoland from the Gran March. It is a place where the sun feels thin and the air hangs heavy with the cloying scent of decay. It is not merely a swamp; it is a repository for things the world has forgotten and things that refuse to die, a primordial landscape where the line between the earth and the abyss is dangerously porous.

Beneath the suffocating canopy of weeping willows and gnarled mangroves, the water is a mirror of obsidian, hiding depths that defy logic. These pools are the lungs of the moor, exhaling toxic miasmas that cause the mind to wander and the spirit to falter. Here, the "rush" of the moors is not the sound of water, but the dry, frantic scraping of reeds against one another—a sound often mistaken for the whispers of the many thousands who have vanished into the muck, their bones claimed by the insatiable peat.

The Rushmoors are infamous as the ancestral seat of the Whispered One, the lich-god Vecna, before his ascension. The ruins of his ancient strongholds are said to still pulse with a rhythmic, necrotic heartbeat, buried deep beneath layers of silt and spite. Dark cultists and those desperate for forbidden lore often venture into these depths, drawn by the lingering echoes of the Spider Throne. Most find only a slow death, their life essence siphoned away by the very soil, which has tasted the blood of gods and craves more.

Monstrosities of unnatural pedigree haunt the fog-choked channels. Massive, bloated amphibians with skin like wet leather lurk just beneath the surface, while swarms of stirges and blood-drinking insects turn the air into a shimmering veil of red.

Yet, the true terrors are the "Mist-Walkers"—ethereal remnants of fallen Keoish soldiers and ancient Flan tribesmen who haunt the perimeter of the moors, bound to the terrain by curses that have outlasted the civilizations that birthed them.

At the heart of the mire lies the dread "Blackwater," a region so cursed that even the local lizardfolk tribes avoid it. In this dead zone, the vegetation is calcified and bone-white, standing in stark contrast to the surrounding rot. It is whispered that here, time itself stagnates; those who enter may emerge centuries later, or find themselves aging a lifetime in a single night. The silence in the Blackwater is absolute, a heavy, physical pressure that crushes the will of the bravest adventurer.

The lizardfolk of the Rushmoors are not the primitive hunters found elsewhere, but a xenophobic and cruel people who serve powers older than the current gods. They have built great, ziggurat-like mounds of mud and bone, where they conduct bloody rites under the pale moon to appease the "Sleeper in the Silt." Their chanting, a rhythmic thrumming that vibrates through the swamp floor, serves as a grim warning to any who would dare navigate the labyrinthine waterways without an invitation.

Navigation is a fool’s errand, as the very geography of the Rushmoors is known to shift. Islets of solid ground disappear overnight, swallowed by the shifting sludge, while new, jagged spires of rock rise from the depths like the teeth of a rising beast. To be lost in the Rushmoors is to be erased; the bog does not just kill, it consumes the memory of your existence, pulling your name and your legacy down into the cold, anaerobic dark.

As night falls over the moors, the "Will-o'-the-Wisps" ignite, dancing with a malevolent, sickly green light. They are the eyes of the Rushmoors, guiding the unwary toward the deepest bogs and the sharpest hazards. To look upon them is to see the end of all things—a cold, damp, and lonely conclusion in a land that has never known the warmth of mercy or the light of true day. The Rushmoors do not merely exist; they wait, with the infinite patience of the grave.

Tuesday, August 27, 2024

Critical Role Falls Short For Me
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Before I get into this, I am sure I will be vastly outnumbered by all the little critters that worship Critical Role and I'm ok with that. I started watching Critical Role during Campaign One but due to work it was hard to stay with due to lack of time. I endured the Tiberius Stormwind episodes where Orion Acaba nearly pushed me away from them with his stupidty and eventually got to around the halfway point of the first campaign.

By the time I got the first half of Campaign One watched I was starting to get a little burnt out and Campaign Two had started so I started watching the second campaign and got to a little before the half way point of this campaign as well. One thing I started seeing in both of these campaign was the amount of B-Rated acting going on.

Sure, I get it, they were trying to put on a show for the audience but still, it was just cringe to watch at times. It got to the point where I just stopped watching them all together. I simply was not feeling it anymore. The Vox Machina released as a series which I've watched in its entirety and I am probably watching the Mighty Nein when it releases.

I don't see the animations as a D&D show, they are more like a regular animation to me and I'll admit, Vox Machina was a fun watch as I am sure the Mighty Nein will be. The D&D live plays however "for me" are just not feeling like Dungeons & Dragons any more.

While I refuse to play 5th edition, "some" live plays are "ok" to watch but Critical Role "imho" has lost its way. It doesn't even feel like D&D any more, it is more like them being B-Rated actors acting out a script. I still adore Laura Bailey, I mean, how could you not? Marisha Ray's acting just makes my skin crawl lol.

I've watch clips from Campaign 3 and I can see how they have changed for the worse, it's not even about the TTRPG experience any longer, it's more about bad acting and money. I don't hate them or anything, I am just not interested in them like I was at the beginning. I still wish them all the best of luck though.

Monday, August 26, 2024

Javan River
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax
The Javan river is indeed the longest river in the whole of the Flanaess and has its headwaters high up in the Barrier Peaks. The Javan passes through several regions. It passes through the Valley of the Mage, the Dim and Oytwood forests, skirts the Rushmoors (wetlands of the Gran March), and forms the eastern border of the March of Sterich. The Javan then passes between the Good Hills, the Jotens and the Little Hills, skirts the Dreadwood, passes through the The Yeomanry League, into the Hool Marshes, and finally empties into the Azure Sea.

The Realstream merges with the Javan just before it emerges from the Oytwood, near where the Oytwood meets the Rushmoors. The river is navigable from the Azure Sea as far north as Cryllor, in the Good Hills region of Keoland.

Friday, August 2, 2024

Oytwood
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

To the west of the rotting Rushmoors lies the Oytwood, an ancient forest that feels less like a woodland and more like a vast, wooden tomb. Here, the suffocating mists of the swamp do not dissipate; instead, they thicken, tangling within the jagged fingers of black oak and ironwood. The transition from mire to forest is marked by a line of drowned, skeletal trees that stand knee-deep in brackish pools, their bark peeling away like rotting skin to reveal the pallid, sickly wood beneath.

The canopy above is a dense, interlocking weave of shriveled leaves and parasitic moss, so thick that it chokes out the sun even at high noon. What little light manages to bleed through is filtered into a bruised, sickly violet hue, casting long, distorted shadows that seem to shiver with a life of their own. There is no vibrant green here; the palette of the Oytwood is one of charcoal greys, bruised purples, and the jaundiced yellow of fungus that erupts from every weeping trunk.

The air is heavy with the scent of damp earth and ancient, undisturbed mold, a stagnant pressure that makes every breath feel like a labor. Silence reigns in these woods, but it is not a peaceful quiet; it is the breathless stillness of a creature holding its breath in the dark.

The usual music of the forest—the chirp of birds or the rustle of small game—is absent, replaced by the occasional, wet thwack of a heavy moss clump falling into the mud or the distant, agonizing groan of two dying trees rubbing together in the wind.

Beneath the towering oaks, the forest floor is a treacherous maze of exposed, arthritic roots and hidden sinkholes filled with the same black sludge found in the heart of the Rushmoors. Thick, thorny brambles known as "widow’s lace" carpet the ground, their ebony vines tipped with needles that weep a clear, numbing sap. These vines coil around the base of every tree like tightening nooses, slowly strangling the life out of the forest and leaving behind a graveyard of standing timber.

There is a sense of profound, lingering sorrow that permeates the Oytwood, as if the forest itself is mourning a tragedy forgotten by the world of men. The trees do not grow straight toward the light; they twist and contort in agony, their limbs bent at unnatural angles that mimic the limbs of the "changed" folk in Orlane. Explorers often claim to hear the faint, muffled sound of sobbing carried on the wind, only to find nothing but the hollow trunk of a rotted willow or the rhythmic dripping of sap onto dead leaves.

To enter the Oytwood is to step into a realm where time has curdled and the boundary between life and decay has dissolved. It acts as a grim sentinel for the Rushmoors, a place where the shadows are deep enough to hide the unspeakable and where the cold dampness of the earth seems to reach up to pull the living down into the dark. It is a broken wilderness, a fading echo of a forest that has finally succumbed to the creeping, reptilian rot that flows from the east.

Wednesday, July 31, 2024

Rest in Peace Charilie Kirk
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Charlie Kirk's life was marked by a passion for ideas, a commitment to civic engagement, and a determination to encourage young people to participate in the public square. Through his work, he inspired countless individuals to take an active interest in their communities, their country, and the principles they believed in. Whether one agreed with him or not, few could deny the energy, conviction, and dedication he brought to his mission.

As the founder of Turning Point USA, Charlie helped build a movement that reached millions of students and young adults across the nation. He believed deeply in the importance of free expression, open debate, and the exchange of ideas. Throughout his career, he traveled extensively, speaking directly with audiences and encouraging thoughtful discussion on issues that mattered to him. His willingness to engage in difficult conversations became one of his defining characteristics.

Beyond his public achievements, Charlie was remembered by friends, family, and colleagues as a devoted husband, father, and friend. Those who knew him personally often spoke of his generosity, his loyalty, and his genuine interest in the lives of others. While the public saw a confident speaker and activist, those closest to him saw a man dedicated to his family and committed to living according to his values.

The loss of Charlie Kirk was felt deeply by many people across the country. Supporters, colleagues, and admirers gathered to honor his memory and reflect on the influence he had on their lives. His passing prompted an outpouring of tributes from individuals who credited him with inspiring them to become more engaged citizens and more confident in expressing their beliefs.

A lasting legacy is not measured solely by organizations built or speeches delivered, but by the people whose lives are changed along the way. Charlie's work encouraged a generation of young Americans to think critically, participate actively, and believe that their voices could make a difference. For many, his message was one of courage, conviction, and perseverance in the face of challenges.

Today, we remember Charlie Kirk not only for what he accomplished, but for the passion with which he pursued his purpose. His voice may be gone, but the conversations he started, the lives he touched, and the principles he championed continue to resonate. May his memory be a source of inspiration to all who seek to make a positive impact on the world around them.

Sunday, July 21, 2024

Stables
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The stables stand near the edge of Orlane’s main thoroughfare, where the muddy roads from the surrounding countryside converge before entering the village proper. Built from heavy oak timbers darkened by decades of rain and swamp mist, the structure is one of the largest buildings in town. A broad pair of wagon doors stand open from dawn until dusk, allowing travelers, farmers, and merchants easy access to the spacious interior. The scent of fresh hay, leather, horseflesh, and damp wood hangs thick in the air, creating a strangely comforting contrast to the growing unease that has settled over the village.

Inside, the stable is meticulously organized despite the constant traffic. Rows of sturdy stalls line both sides of a central aisle, each fitted with clean straw and well-maintained feed troughs. Harnesses, bridles, saddles, and tack of every description hang neatly from pegs along the walls, while barrels of grain and stacks of hay occupy the loft above. The rhythmic sounds of stamping hooves, soft nickers, and the occasional clatter of a blacksmith's hammer create a constant backdrop of activity. Even in troubled times, horses still require care, and the stable remains one of the few places in Orlane where honest work continues uninterrupted.

A small fenced paddock lies behind the main building where prospective buyers can inspect animals before making a purchase. Several riding horses, draft horses, and mules are usually available, their quality ranging from humble farm stock to surprisingly fine riding mounts. Farmers from neighboring homesteads often stop by to trade animals, seek veterinary advice, or simply exchange news. As a result, the stable serves as an informal gathering place where rumors spread almost as quickly as the village's growing fear.

The true heart of the establishment is Kila Kade, a capable young woman whose knowledge of horses is rivaled only by her understanding of the surrounding countryside. Having worked at the stable for years, Kila possesses an encyclopedic familiarity with every trail, ford, abandoned farmstead, and hunting path within many miles of Orlane. Her practical nature and easy manner make her approachable, and travelers often find themselves lingering longer than intended while she shares local stories or directions. Though young, she commands the respect of seasoned farmers and merchants alike through sheer competence.

In recent months, however, even the stable has not escaped the shadow hanging over Orlane. Business has slowed as fewer merchants risk traveling through the area, and many local farmers now hurry home before nightfall rather than linger to talk. The conversations that once filled the stable with laughter have become hushed and cautious. Kila has noticed familiar customers behaving strangely after returning from unexplained absences, and more than once she has watched longtime acquaintances stare blankly into space as though listening to distant voices only they could hear.

Despite the growing tension, the stable remains a vital lifeline for the village. Travelers arriving in Orlane often find it their first stop and their last before venturing into the surrounding wilderness. Here they can purchase mounts, gather supplies, and learn the latest news from both locals and passing merchants. More importantly, observant visitors may discover that the stable offers something increasingly rare within Orlane: a place where people still speak openly, where suspicion has not yet entirely replaced trust, and where the first clues to the village’s slow corruption may be quietly uncovered between the stalls and haylofts.

Wednesday, July 10, 2024

Woodworker Shop
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The steady scent of freshly cut wood and sawdust surrounds the workshop of Thel Dendrar, Orlane's resident woodworker and carver. The modest building serves as both his home and place of business, with stacks of seasoned lumber neatly piled beneath covered lean-tos along the exterior walls. The sound of chisels, planes, and mallets can often be heard from within as Thel goes about his craft. While not the largest establishment in the village, the workshop enjoys a reputation for producing reliable, well-crafted goods that can be found in homes and farms throughout the surrounding countryside.

Thel specializes in practical woodworking, creating tables, chairs, cabinets, barrels, wagon parts, tool handles, doors, shutters, and other necessities required by the people of Orlane. Farmers frequently commission repairs to carts and wagons, while homeowners seek his services when furniture or household fixtures need replacement.

Although much of his work is functional in nature, Thel possesses considerable artistic talent and occasionally accepts commissions for decorative carvings, signs, religious icons, and ornamental woodwork. His pieces are known for their durability and attention to detail rather than excessive ornamentation.

The workshop itself is organized but busy, with workbenches covered in tools, partially completed projects, and wood shavings. Racks of chisels, saws, planes, and carving knives line the walls, while shelves hold carefully sorted supplies of pegs, nails, stains, oils, and varnishes. Several larger projects are often in progress at any given time, their unfinished forms awaiting the final touches that transform rough timber into useful objects. Sunlight filters through the workshop windows, illuminating countless motes of sawdust that drift lazily through the air as Thel works.

Though generally quiet and somewhat reserved, Thel Dendrar is respected throughout Orlane as a hardworking craftsman and dependable member of the community. He prefers honest labor to idle conversation and can often be found working well into the evening to complete commissions. Customers who earn his trust quickly discover that beneath his reserved exterior lies a thoughtful and observant man who pays close attention to the happenings of the village. As a result, those seeking information often find that Thel notices far more than he lets on, making his workshop a surprisingly useful place to gather local rumors and news.

Monday, June 24, 2024

Shrine of Merikka
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Shrine of Merikka is a modest stone structure built from carefully salvaged blocks taken from ancient ruins scattered throughout the region. Though far smaller than Orlane's main temple, it remains an important place of worship for many villagers. Weathered carvings of wheat stalks, flowers, and climbing vines decorate the stonework, reflecting Merikka's dominion over agriculture and the harvest. A simple altar stands at the heart of the shrine, providing a quiet place for prayer, contemplation, and offerings.

Despite its humble size, the shrine receives constant care from the acolytes of the Temple of Merikka. They regularly sweep the grounds, replace candles, tend the surrounding flower beds, and ensure the altar remains clean and presentable.

Fresh offerings of grain, wildflowers, carved wooden tokens, and other small gifts are commonly left by worshippers seeking blessings upon their families, crops, livestock, and livelihoods. The shrine's simple beauty reflects the values of hard work, humility, and gratitude that Merikka's faithful hold dear. A lone acolyte can usually be found attending the shrine during daylight hours. These caretakers offer blessings, answer questions regarding the faith, and provide comfort to those burdened by worry or hardship. Visitors are always welcomed warmly, whether they seek spiritual guidance or merely a few moments of peace away from their daily responsibilities. The atmosphere is calm and comforting, with the sounds of the village seeming distant within the shrine's small grounds. In recent months, as uncertainty and fear have slowly spread through Orlane, the shrine has become increasingly important to many residents.

Villagers often stop here before beginning their day's work or on their way home in the evening, seeking reassurance and strength from their faith. Though small and unassuming, the Shrine of Merikka serves as a symbol of hope, perseverance, and community, reminding the people of Orlane that even in dark times there are still places where peace and faith endure.

Monday, May 6, 2024

Inn of the Slumbering Serpent
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Inn of the Slumbering Serpent serves as the social heart of Orlane and one of the few places where warmth and fellowship still thrive despite the growing unease hanging over the village. Travelers, merchants, farmers, hunters, and townsfolk gather here each evening to enjoy a hot meal, a comfortable bed, and a mug of ale while exchanging news, singing songs, gambling, and sharing stories.

Though smaller and older than the Golden Grain Inn, the Slumbering Serpent possesses a charm all its own. Its colorful sign depicts a red dragon sleeping peacefully with smoke curling from its nostrils, while flower beds brighten the weathered exterior and offer visitors a welcoming first impression. The inn is owned and operated by Belba Cralloon and her husband Ollwin.

Known simply as "Bell" by most locals, Belba works tirelessly to keep the establishment clean, organized, and inviting, while Ollwin oversees the kitchen and dining service. Both are genuinely friendly people who treat strangers and regular patrons alike with warmth and hospitality. Their staff of cooks, servers, and cleaners work hard to maintain the inn's reputation as one of the finest establishments in the region.

Most evenings, visitors will find Jacobe Cralloon, affectionately known as "Old Joe", tending bar. The elderly grandfather of Belba has helped run the family business ever since the death of her parents and has become one of the village's most beloved figures. Possessing a quick wit and an endless supply of stories, Old Joe serves as the inn's unofficial ambassador, happily sharing local gossip, advice, and conversation with anyone willing to listen. While Belba manages the daily operations and Ollwin supervises the dining room, Old Joe ensures every guest feels welcome. The interior is warm, comfortable, and filled with character. The Cralloon family has decorated the inn with salvaged relics, colorful stained-glass chandeliers, flower-filled planters, carved wooden furnishings, and other curios collected over the years.

A massive brick hearth dominates the common room, casting a welcoming glow over the sturdy tables and well-stocked bar. A job board near the entrance offers work to travelers, while a wandering bard named Relithor occasionally provides entertainment in exchange for room and board. Upstairs, ten clean and comfortable guest rooms await visitors, each furnished with a bed, washstand, blankets, towels, chair, and chamber pot. In a village increasingly touched by fear and suspicion, the Slumbering Serpent remains a rare refuge where good food, friendly faces, and a warm fire still provide comfort against the darkness beyond its doors.

BREAKFAST
Peppered Bread: 7cp
Oatmeal: 3cp
Boiled Goose Eggs: 4cp
Chicken Eggs: 2cp
Fruit and Cheese: 3cp
Beef Steak: 2sp
Fried Potato Wedges: 2cp
Pork Sausages: 1sp

AFTERNOON MEALS
Beef Stew: 1sp
Boiled Crawfish with Drawn Butter: 1sp
Poached Salmon: 8cp
Spiced Sausages: 9cp
Stuffed Pork Chops: 1sp
Stuffed Black Trout: 1sp
Steak and Kidney Pie: 2sp
Venison Steak: 2sp
Stuffed Pheasant: 1sp
Roast Duck with Apples: 1sp
Roast Goose: 1sp
Cheese rolls with a Filling of Nuts, Honey and Vegetables: 9cp
Smoked Salmon Salad: 9cp
Apple Stuffed Mushrooms: 5cp
Roast Beef with Cranberry Sauce: 9cp

BEVERAGES
Whiskey: 6cp
Claw Wine: 5cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Spiced Ale: 7cp
Mead: 9cp
Local Wine: 9cp
Fireamber Wine: 1sp
Local Brandy: 1sp

TRAVEL RATIONS
Dried & Smoked Meat, Goat Cheese, Dried Berries, Oats and Honey (wrapped in waxed paper): 5sp

The upper rooms are very clean, and all of the rooms are heated and with the inn only having seven standard rooms and seven private suites, they are easy to maintain and keep comfortable for the guests. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.

ROOM NIGHTLY PRICES
(12) Standard Suite: 5sp

Saturday, April 6, 2024

Town Square
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The town square serves as Orlane's primary gathering place and, under normal circumstances, is one of the busiest locations in the village. Vendors call out their wares while customers move from stall to stall comparing prices and inspecting goods. Colorful displays of vegetables, fruits, smoked meats, fresh fish, baked goods, and handcrafted items create a lively atmosphere filled with enticing scents and constant activity.

Even those with no intention of making purchases often stop by simply to exchange news, gossip with neighbors, or enjoy the company of friends and family. Once each week, the square truly comes alive during the official market day. Farmers arrive with wagons laden with produce harvested from the surrounding countryside, while hunters display smoked game, cured hides, and animal pelts.

Craftsmen offer pottery, candles, woven baskets, tools, and other handmade goods. On occasion, traveling merchants from distant settlements arrive with rare imports, unusual curiosities, and luxury items seldom seen elsewhere in the region. Market day is as much a social gathering as a commercial event, drawing nearly every resident of Orlane and many visitors from nearby farms.

The square itself is little more than an open area designed to accommodate carts, wagons, temporary stalls, and large gatherings of people. During market days, colorful awnings and makeshift booths transform the otherwise plain space into a bustling center of commerce. Children dart between the crowds, laborers unload wagons, and merchants loudly advertise their merchandise. Throughout the day, deals are struck, stories are exchanged, and the latest news from neighboring settlements spreads rapidly through the assembled crowds.

Despite the wide variety of goods available, adventurers seeking specialized equipment may find their options somewhat limited. Common trade goods, provisions, clothing, rope, lanterns, backpacks, and other everyday adventuring supplies can occasionally be purchased from visiting merchants, particularly during market days. Weapons, armor, expensive tools, and magical items are almost never available, however. For most residents, the market remains a practical place to buy necessities and maintain community ties, serving as a reminder that despite the troubles increasingly surrounding Orlane, life continues to press forward one market day at a time.

Tuesday, March 26, 2024

Moneychanger's Shop
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

A sign depicting a gem-encrusted ring hangs above the entrance to this modest but exceptionally sturdy establishment. Though small in size, the building appears more secure than many larger structures in Orlane. Thick wooden shutters reinforced with iron bands protect the windows, while heavy oak doors safeguard the valuables kept within. During business hours the doors and windows are typically open, giving the shop an inviting appearance despite its fortress-like construction. As evening approaches, however, everything is carefully secured and barred for the night.

The business is owned and operated by Haskali Ull, a very elderly jeweler and moneychanger who has served Orlane and the surrounding region for decades. Though age has slowed his movements, his sharp eyes and keen mind remain as reliable as ever. Haskali specializes in working precious stones and soft metals, producing quality jewelry repairs, custom pieces, and fine decorative work for those willing to pay his reasonable fees.

His wife manages much of the household and business affairs with a firm hand, while two professional guards are always present during operating hours to ensure the security of both customers and valuables.

The establishment serves as Orlane's closest equivalent to a bank. Travelers, merchants, and traders regularly make use of its currency exchange services, particularly those journeying between the neighboring realms and trade routes. Haskali exchanges coinage from various lands for a standard five percent fee and maintains a reputation for honest dealings. His records are meticulous, and customers trust him to conduct business discreetly and professionally. Although trade has declined noticeably over the past year, his reputation remains strong among those who continue to pass through the village.

In addition to currency exchange, Haskali offers secure storage for coin, gems, jewelry, documents, and other valuables. Deposits are handled with strict confidentiality, and the identities of clients and the contents of their holdings are never discussed outside the business. Coin storage incurs a three percent handling fee, while non-coin valuables are subject to a four percent fee, with rates adjusted for long-term storage. Unlike many larger banking houses, Haskali does not offer loans or lines of credit. His business is devoted entirely to safeguarding wealth, exchanging currency, and providing trustworthy service—an increasingly valuable commodity in these uncertain times.

Sunday, March 24, 2024

General Store
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The General Store is often the first building travelers encounter upon entering the village. Its location is no accident; for generations it has served as the community’s primary trading hub, supplying farmers, hunters, merchants, and adventurers alike. The large timber structure dominates the roadside, its broad front porch sheltered beneath a steep roof designed to shed the region's frequent rains. A brightly painted sign hangs above the entrance depicting a cooking pot, a plow, a grain sack, and a lantern—simple symbols that promise nearly everything a traveler might need. The building was rebuilt several years ago following a devastating fire, yet it retains the original name that has become synonymous with trade and commerce throughout the region.

The store is operated by the Elrand family: Elara, her husband Beren, and their two hardworking sons. While Beren and the boys spend much of their time unloading wagons, organizing shipments, and negotiating larger business deals, Elara serves as the public face of the establishment.

During business hours she can almost always be found behind the counter or moving through the aisles assisting customers. Her colorful patchwork dress has become something of a local landmark in its own right, and she often jokes that each stitched piece carries a bit of luck from a satisfied customer. Whether or not that is true, few can deny that she possesses a remarkable ability to judge character and quickly determine exactly what a customer is looking for. Inside, the store feels larger than its exterior suggests. A maze of shelves, bins, crates, and display racks fills the main floor, while numerous alcoves line the upper walls.

Ladders lead to these elevated storage spaces where additional merchandise is stacked almost to the rafters. Lanterns suspended from heavy wooden beams cast a warm glow over the polished floorboards, and the scent of lamp oil, leather, dried herbs, and fresh lumber mingles pleasantly in the air. Despite the constant traffic, everything appears surprisingly organized. Elara seems to know the location of every item in the building and can produce even obscure goods with astonishing speed.

Unlike many village shops, the General Store encourages visitors to linger. Several sturdy tables and benches occupy one corner of the building, creating a gathering place where locals exchange news and travelers rest their feet. New arrivals are often offered a glass of wine or cider while discussing their needs. Farmers stop in to compare crop yields, merchants negotiate prices, and adventurers gather information about local roads and conditions. The store serves as one of the few places in Orlane where people from all walks of life regularly mingle, making it an excellent place to gather rumors and hear tales from the surrounding countryside.

Although Orlane has seen numerous businesses come and go over the decades, the General Store has remained a constant presence. It is effectively the settlement’s commercial heart and the only reliable source for trade goods within many miles. Nearly every wagon entering or leaving the village eventually stops here. Beren oversees much of the larger commerce, arranging livestock sales and connecting regional farmers with distant buyers. The Elrand sons help manage inventory, load freight, and maintain relationships with suppliers who travel from neighboring towns. Through these efforts, the store somehow remains remarkably well-stocked even when shortages affect other settlements in the region.

Visitors quickly learn that if an item cannot be found on the shelves, Elara may still be able to acquire it through her network of contacts. Such special orders often require patience and considerable expense, and the results are not always exactly what was promised. Nonetheless, the General Store enjoys a reputation for having almost everything one might reasonably need. From simple household goods to adventuring supplies, it serves as a lifeline for Orlane and the surrounding farms. In a village increasingly plagued by uncertainty and fear, the familiar sight of the General Store's open door and welcoming lanterns offers a small measure of comfort to locals and travelers alike.

Food & Provisions
Trail Rations (1 day): 5 sp
Fresh Bread Loaf: 2 cp
Wheel of Cheese: 8 cp
Dried Meat (1 lb): 5 cp
Sack of Potatoes: 1 sp
Barrel of Apples: 5 sp
Waterskin (filled): 2 sp
Local Cider (jug): 3 sp
Skull-Shaped Butter: 1 sp per pound

Adventuring Gear
Backpack: 2 gp
Bedroll: 1 gp
Blanket: 5 sp
Rope, Hempen (50 ft.): 1 gp
Rope, Silk (50 ft.): 10 gp
Grappling Hook: 2 gp
Lantern, Hooded: 5 gp
Oil Flask: 1 sp
Torch: 1 cp
Tinderbox: 5 sp
Waterskin: 2 sp
Sack: 1 cp
Belt Pouch: 5 sp
Crowbar: 2 gp
Hammer: 1 gp
Pitons (10): 5 sp
Iron Spikes: (10) 5 sp

Clothing & Travel
Traveler's Clothes: 2 gp
Cloak: 1 gp
Winter Cloak: 5 gp
Boots: 2 gp
Gloves: 5 sp
Wide-Brimmed Hat: 1 gp

Farm & Trade Goods
Shovel: 2 gp
Pickaxe: 2 gp
Hoe: 1 gp
Sickle: 1 gp
Handcart: 15 gp
Wheelbarrow: 5 gp
Feed Sack: 3 cp
Seed Grain (1 sack): 1 gp

Hunting & Outdoor Supplies
Hunting Trap: 5 gp
Fishing Tackle: 1 gp
Small Net: 2 gp
Large Net: 5 gp
Skinning Knife: 5 sp
Quiver: 1 gp

Miscellaneous Goods
Candles: (10) 1 sp
Soap: 2 cp
Cooking Pot: 5 sp
Iron Kettle: 1 gp
Wooden Bucket: 5 cp
Lock: 10 gp
Mirror, Steel: 5 gp
Writing Kit: 10 gp
Parchment Sheet: 2 sp
Ink Bottle: 8 gp
Chalk (10 pieces): 1 sp

Special Orders
The Elrands can attempt to acquire uncommon weapons, armor, livestock, tools, books, alchemical supplies, or luxury goods not normally stocked. Such orders generally require 50% payment up front, take 1d4 weeks to arrive, and may cost 25–100% more than normal market value depending on rarity and availability. Magical items are never bought or sold through the General Store.

Thursday, March 21, 2024

Blacksmith's Shop
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The rhythmic clang of hammer striking hot iron can often be heard long before the smithy comes into view. The building itself is simple and functional, designed more for work than appearance. One side stands largely open to the elements, allowing heat, smoke, and sparks to escape while providing ample room for wagons and customers to move about. Soot blackens the heavy timbers overhead, and the air is perpetually thick with the scents of coal smoke, hot metal, and sweat. The forge burns from dawn until dusk, casting an orange glow that dances across the workshop's dark interior.

The smithy is operated by Taero Fuirume, a massive, broad-shouldered man whose size and strength are the subject of countless local stories. His thick arms seem almost as large as some men's legs, and years spent working at the forge have left his hands calloused and scarred. During business hours he can almost always be found standing at his anvil, hammering away with tireless determination while his two sons work nearby.

The young men tend the bellows, sort finished goods, and assist with larger projects that require several pairs of hands. Despite the demanding labor, the three work together with practiced efficiency born from years of experience.

The smithy's reputation is well earned. Taero produces sturdy, dependable goods that farmers and laborers rely upon throughout the region. Plowshares, horseshoes, nails, hinges, axes, hammers, shovels, and countless other tools emerge from his forge each week. While he possesses the skill to create weapons and armor when necessary, most of his work involves practical items needed for everyday life. Customers seeking quality craftsmanship often find themselves waiting several days for larger commissions, but few complain, knowing that Taero's work rarely disappoints. Though not particularly talkative, he listens carefully to customers and takes obvious pride in his trade.

Inside, racks of finished tools line the walls while barrels overflow with nails, spikes, and metal fittings awaiting purchase. Half-finished projects rest upon workbenches beside tongs, hammers, and other specialized implements. Sparks occasionally leap from the forge while the bellows roar like some slumbering beast awakening beneath the workshop. To visitors, the smithy appears exactly what it has always been: a hardworking family business built upon honest labor and craftsmanship. Yet beneath the familiar sounds of industry, Taero watches visitors more carefully than most realize, his dark eyes quietly measuring everyone who passes through his forge.

Saturday, March 16, 2024

The Underdark
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Underdark is an enormous system of subterranean caves, caverns, and tunnels located beneath the surface. The Underdark is not one giant cavern under the surface, but rather many huge networks of caverns and caves. As a result, it is not always possible to travel from one end of the Underdark to the other. The Underdark is divided into several domains that are similar to continents of the world above.

While it is possible to travel from one place to another within a domain, separate domains tend to have very few passages linking them. The major domains of the Underdark are massive regions controlled by various factions and races. The Underdark's underground landscape varies from small subterranean fissures almost impossible for adventurers to crawl through to more conventional caves and caverns.

But there are also wide expanses of deep water in which coral caves grow, blocks of ice that creatures hollowed out and dwelled inside, and cave-like spaces within masses of fungus or bone or else supported by bubbles of magical force.

This varied landscape is as dynamic as the surface. Some areas are always changing over time because of underground magma rivers or the emptying of underground lakes due to cracks in the rock formed by earthquakes. This means maps of the Underdark were highly unreliable.

The Underdark's environment varies vastly from the surface world, making adventuring through it a dangerous expedition. Just like trekking through a desert, adventurers traversing the Underdark's passages need to be well prepared.

The Underdark is mainly without any source of light save for the occasional luminous rocks or fungi. Large portions of it are also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground.

Lack of light combined with a tomb-like silence makes traveling something only for the strong-hearted. The nerve-wracking silence makes even experienced adventurers grow agitated. Just like deep dungeons, the air can grow stale and even poisonous in the Underdark. It can contain explosive gases from underground volcanic activity or other deadly gases bubbling out of deep fissures in the rock. Bad air and poisonous fumes can collect in portions of tunnels and caves more or less isolated from the main vaults and caverns. Siphon-like tunnels holding water can also trap these gases for a long time.

The temperature underground varies according to depth and the proximity of thermal activities in the area. Throughout the year, the temperature remaines stable and moderate in most regions, usually slightly clammy or chilly. The water underground is extremely cold and posed a hypothermia risk.

The Underdark is inhabited by many races, including aboleths, beholders, cloakers, derro, drow, duergar, dwarves, illithids, kuo-toa, quaggoths, rock gnomes, svirfneblin and many other races and creatures. Plant life and animal life can be as varied underground as on the surface, ranging from small insects to hook horrors, black dragons and shadow dragons, which set up their realms deep down. Anything can be expected.

Plant life is unable to utilize sunlight as a source for energy, and thus takes on strange forms adapted to life underground. Many fungi are also found underground. Being unable to digest normal nutrients most of the time, they rely on absorbing faerzress for their energy.

Notable Locations
Noalith Mei'q
Velkyn'keeshe

Cities
Erelhei-Cinlu
Orthae Qu'lith

Saturday, March 2, 2024

Temple of Merikka
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

The Temple of Merikka is the largest and most impressive structure in Orlane, standing as a symbol of faith, stability, and community for the surrounding region. Constructed of native stone and finished with pale marble, the temple's gleaming walls can be seen from nearly anywhere in the village. A sturdy granite wall encloses the grounds, protecting a well-maintained courtyard filled with flower beds, herb gardens, fruit trees, and carefully tended pathways.

During daylight hours, the wooden gates stand open to all who seek comfort, guidance, or simply a quiet place for reflection. At sunset, however, the gates are closed and barred, leaving the temple grounds peaceful and secure throughout the night. The heart of the complex is a magnificent rotunda crowned by a soaring thirty-foot dome. Sunlight streams through high stained-glass windows depicting scenes of planting, harvest, family, and community—the virtues most cherished by the faithful of Merikka.

Polished marble floors reflect the colorful light, while rows of wooden benches face a simple but elegant altar. Fresh flowers are always present within the chapel, and the scent of incense mingles pleasantly with that of herbs gathered from the surrounding gardens. Even visitors who do not share the faith often find the temple to be a calming refuge from the worries of everyday life.

The temple is overseen by Father Abramo and Priestess Misha Devi, two devoted servants of Merikka who complement one another remarkably well. Father Abramo is a respected elder whose wisdom, patience, and steady demeanor have guided generations of Orlane's residents through hardship and celebration alike. Misha Devi, though younger, is equally admired for her compassion, intelligence, and tireless dedication to the people of the village. Together they conduct services, tend the sick, bless crops and livestock, settle disputes, and provide spiritual guidance to all who seek it. Their genuine concern for the welfare of others has earned them the trust and affection of much of the community.

Beyond its religious functions, the temple serves as an important center of village life. Festivals, weddings, funerals, and seasonal celebrations are often held within its walls or courtyard. The priests maintain extensive records of births, deaths, marriages, and local history, making the temple one of the most knowledgeable institutions in the region. Travelers are frequently offered a meal, a place to rest, or assistance when circumstances warrant. In these troubled times, as fear and suspicion slowly spread throughout Orlane, many villagers continue to look toward the Temple of Merikka as a beacon of hope, praying that the light within its marble walls will prove strong enough to withstand the darkness gathering around them.