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.