Thursday, October 16, 2025

Chapel
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 Chapel of the Guiding Light stands upon a gentle rise near the center of Westbridge, overlooking much of the village and the surrounding farmland. Constructed from local stone with a steep timber roof, the chapel is modest in size but carefully maintained by the townsfolk. A small bell tower rises above the structure, its bell sounding at dawn, midday, and dusk.

Colorful stained-glass windows depict scenes of hope, harvest, community, and protection, casting warm patterns of colored light across the chapel's simple wooden pews. Though not grand by the standards of larger cities, the building serves as one of the most important gathering places in the settlement. The chapel is dedicated to Pelor, the Shining One, whose teachings of compassion, hard work, healing, and community resonate strongly with the farming families of Westbridge.

Villagers regularly gather for worship, seasonal festivals, weddings, funerals, and harvest blessings. During times of hardship, the chapel often becomes a place where residents seek comfort, guidance, and assistance. Its doors remain open from sunrise until late evening, welcoming travelers and locals alike regardless of station or wealth.

The chapel is overseen by Father Aldric Thorne, a human priest in his late fifties whose calm demeanor and steady wisdom have earned him the respect of nearly every resident in Westbridge. His silver-streaked hair and neatly trimmed beard frame a weathered face that reflects decades of service to others. Father Aldric arrived in the village more than fifteen years ago and has become a trusted counselor, mediator, and healer. He is known for personally visiting injured farmers, comforting grieving families, and offering practical advice alongside spiritual guidance. Many villagers view him as the moral center of the community. Recently, Father Aldric has found his congregation increasingly troubled by unsettling events occurring beyond the village. Reports of raids, disappearances, and strange creatures emerging from the Dim Forest have led many residents to seek his counsel.

The priest has organized volunteer patrols, encouraged cooperation among neighboring farms, and begun holding evening prayer services for travelers and missing villagers. Though he publicly preaches faith and courage, Aldric privately worries that the growing darkness surrounding Westbridge may be part of a larger threat. In his personal study beneath the chapel, he has quietly begun collecting reports and maps concerning the strange happenings within the forest, believing that the answers may lie hidden among its ancient ruins.

Sunday, October 5, 2025

Grey Elves & High Elves
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

Grey Elves
Grey elves built the old elven cities which now stand abandoned or were given up to other races as they moved through. They are more given to intellect than other elves, but physically weaker. They practice the oldest elven arts, but hide from the eyes of younger, shorter lived races in their isolated settlements. Grey elves are typically reclusive, especially when surrounded by hostile human settlements, but some grey elf cultures are militant in nature. In Sunndi and the Vast Swamp, Grey elves are unusually aggressive to outsiders. They are thinner than high elves, and have either silver hair and amber eyes or pale golden hair and violet eyes. The latter sort are generally called faeries.

They wear complex gowns and flowing robes, favouring clothes the colour of pure driven snow, the noon day sun, silver and gold, with accessories of polished leather, and contrasting colours and jewels. Their cloaks are often deep blue or purple. For battle grey elves favour plate or chainmail, with winged helmets. They live beyond the age of 1,500 years, sometimes reaching 2,000 years. They're known to use Hippogriffs or even Griffins as mounts.

High Elves
High elves are the elves most likely to interact with other peoples of the Flanaess, particularly humanity. High elves dress in pale forest colours when in their villages, typically pastel and of blue, green, grey or violet hue but often covered by a greenish gray cloak, and intense, deep colours when in urban settings. Men wear loose blouses belted over close fitting hose with soft leather shoes or boats. Women often wear frocks with sashes, or blouses over ankle length skirts. When hunting, elves favour neutral brown leathers.

They are typically dark haired and have green or hazel eyes. High elves can live up to 1,600 years, sometimes reaching 2,000 years. High elves are considered the standard elves of Greyhawk.

Monday, September 8, 2025

Thistlebranch Tonics
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

Thistlebranch Tonics is one of the most distinctive shops in Westbridge, occupying a cozy timber-framed building near the village market. The interior is a riot of colors, scents, and curiosities. Bundles of drying herbs hang from every available beam, while shelves groan beneath rows of glass jars filled with colorful powders, preserved roots, rare fungi, and fragrant leaves gathered from across the region.

The sweet, earthy aroma of countless medicinal plants fills the air, creating an atmosphere that is both comforting and mysterious. Villagers frequently stop by seeking remedies for common ailments, while travelers often browse the shop in search of supplies before venturing into the Dim Forest. The shop is owned and operated by Bryony Thistlebranch, a 72-year-old halfling herbalist whose reputation extends far beyond Westbridge.

Sprightly despite her age, Bryony possesses a sun-kissed complexion, bright green eyes, and silver hair usually tied back beneath a simple kerchief. Her eyes constantly sparkle with knowing mischief, and her warm smile has put countless nervous customers at ease. Bryony spent her youth exploring forests, meadows, and riverbanks, learning the secrets of herbs, fungi, and flowers from her grandmother. She often repeats the old family saying: “The land tells you what you need—if you’ve got the ears to listen.” Her cheerful demeanor, sharp wit, and genuine concern for others have made her one of the most beloved residents of Westbridge.

Bryony possesses an uncanny ability to recommend precisely the right remedy for nearly any complaint. Whether a farmer suffers from aching joints after a long day in the fields, a merchant seeks relief from sleepless nights on the road, or a hunter needs treatment for cuts and bruises, Bryony always seems to have the perfect solution waiting on her shelves. Her stock includes a wide variety of herbal medicines, healing salves, poultices, teas, tonics, and a handful of mild magical potions. While she refuses to manufacture or sell poisons under any circumstance, she does maintain a small selection of what she jokingly calls "vermin deterrents" for customers dealing with troublesome pests.

Though most of her wares are intended for everyday use, Bryony occasionally acquires much rarer concoctions and alchemical mixtures. Such items are seldom displayed openly and typically require special requests, advance payment, or the acquisition of unusual ingredients. Adventurers frequently seek her services when preparing expeditions into dangerous territory, and Bryony is always willing to purchase rare herbs, monster components, unusual fungi, or alchemical reagents brought back from the wilderness. Her knowledge of the surrounding lands is surprisingly extensive, and more than one adventurer has discovered that a conversation with Bryony can provide information every bit as valuable as the potions she sells.

Always in Stock
• Incense Sticks (1 gp per bundle)
• Glass Vials (1 gp each)
• Pouch of Fine Salt (5 sp)

1d6 each in stock per ten-day
• Antitoxin (50 gp)
• Potion of Healing (50 gp)

2-in-6 chance of 1d4 each in stock per ten-day
• Potion of Greater Healing (200 gp)
• Potion of Water Breathing (100 gp)
• Potion of Climbing (50 gp)

Friday, August 15, 2025

The World of Greyhawk
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

Gather 'round, adventurers, for a tale of a world on the cusp of a great and terrible change. The year is 579 CY. The scars of past wars are still visible on the land and in the souls of its people

A fragile peace has settled over the Flanaess, a peace of exhaustion, not of victory. It is a time for ambition and opportunity, as the great powers of the world are preoccupied with their own conflicts and schemes.

In the north, the terrible demigod Iuz, the "Old One", plots ceaselessly. Freed from his imprisonment years ago, he now rules over his blighted domain of bone and blasphemy from the capital city of Dorakaa. He consolidates his power by sowing chaos and rebellion in neighboring lands and commanding armies of fiends and the undead.

His actions have left the northern kingdoms in a perpetual state of fear, uncertainty, and conflict. To the east, the Great Kingdom is engaged in a war with the newly formed Golden League of Nyrond, Almor, and the Iron League, draining the resources and attention of these powerful nations. This conflict leaves smaller realms vulnerable and creates a power vacuum ripe for the taking. Even in the civilized heart of the Flanaess, darkness festers just below the surface. In the Free City of Greyhawk, the Council of Eight's influence is at its peak, yet the powerful wizards are far from united.

Their political rivalries and the mysterious disappearance of one of their members threaten to destabilize the region. Meanwhile, nobles, merchants, and guild masters vie for influence and profit, their schemes and counter-plots involving powerful artifacts and forgotten gods creating a complex tapestry of intrigue. Beneath it all lies the sprawling, labyrinthine ruins of Castle Greyhawk, the source of both the city's prosperity and its unending peril.

But even deeper, below the surface lands and the known dungeons, lies the boundless expanse of the Underoerth, DeepOerth or as it is commonly called "the Underdark". This realm of permanent night, lit by strange fungi and luminous rock, is a vast network of interconnected tunnels and caverns that stretches beneath entire continents. It is an alien landscape populated by ancient and hostile races, such as the duergar, mind flayers, and the legendary drow, who make their dark capital in the Vault of the Drow. It is also a land of incredible danger and potential reward, holding the lost cities of forgotten races, and strange geographical features like the Sunless Sea and the great fissures of the Hellfurnaces. The surface world is but a thin veneer over this sprawling, dangerous underworld, a constant source of unseen threats and unimaginable treasures for those brave enough to plumb its depths. This is a time of great peril, where old alliances are frayed and new ones are desperately needed.

In the south, the expansion of the Scarlet Brotherhood, a secretive and powerful force of Suloise supremacists, threatens the stability of the coastal nations. Whether you are driven by a thirst for gold, a need to protect the innocent, or a desire for power, your choices will echo across the lands and could well determine the future of the Flanaess. The world is changing, and your time has come to make your mark.

Wednesday, August 13, 2025

Riverbend 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

Riverbend Stables occupies a large tract of land near the northern edge of Westbridge, where the village roads begin to spread out toward the Stone Bridge and the surrounding farms. Built from sturdy oak timbers and topped with a weathered shingle roof, the stable complex consists of a main barn, several fenced paddocks, feed sheds, and a small bunkhouse for workers.

The scent of fresh hay, leather, and horses fills the air, while the sounds of nickering mounts and clattering hooves can be heard throughout the day. Travelers entering Westbridge often find the stables among the first businesses they encounter, making it an important stop for merchants, adventurers, and farmers alike. The stables are owned and operated by Garrick Stonefield, a middle-aged human whose broad shoulders, weathered face, and permanently sunburned complexion reflect a lifetime spent working outdoors. Garrick is a practical, hardworking man who speaks plainly and values honesty above nearly everything else.

While not particularly talkative, he possesses a quiet sense of humor and an exceptional understanding of animals. Few people in Westbridge know horses better than Garrick, and many locals claim he can calm even the most stubborn or frightened mount with little more than a few whispered words and a gentle touch.

Riverbend Stables provides boarding, feed, horseshoe replacement, wagon-team rentals, and basic veterinary care. Farmers regularly bring injured draft animals to Garrick for treatment, while merchants traveling the Stone Trail often leave exhausted horses in his care for a few days before continuing their journeys. The stable maintains a modest selection of riding horses, workhorses, and sturdy pack animals available for purchase or lease. Garrick employs several young stablehands from local families who assist with feeding, grooming, and cleaning, though he personally oversees every animal housed within the facility.

In recent months, the stable has become an unexpected source of rumors and concern. Several horses returning from routes near the Dim Forest have displayed unusual behavior, becoming agitated and refusing to approach certain wooded areas. Garrick himself has noticed strange tracks near some of the northern grazing fields and has lost a small number of livestock to predators larger than any wolves known to inhabit the region. Though he dismisses most wild stories told by travelers, he has quietly become convinced that something unnatural has been moving through the forests surrounding Westbridge. As a result, the stable now locks its gates earlier than it once did, and Garrick has begun keeping a loaded crossbow hanging beside his office door.

Friday, August 8, 2025

Stitchcloak's Spectacular Supplies
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

Stitchcloak's Spectacular Supplies is among the strangest sights in all of Westbridge, and perhaps in any settlement fortunate—or unfortunate—enough to host it. The building appears to have been assembled over centuries from mismatched materials gathered from countless places and times. Weathered timber walls connect to sections of stonework that clearly originated elsewhere, while uneven shingles sparkle faintly as though dusted with starlight. The windows are crowded with impossible displays: a cracked crystal orb hovering without support, an hourglass that leaks sand which vanishes before reaching the floor, and a porcelain teapot that occasionally taps against the glass and waves at passersby.

Even the tattered cloak draped over a mannequin beside the entrance seems determined to perform for an audience, fluttering dramatically despite the absence of any breeze. The proprietor, Sylvester Stitchcloak, is every bit as unusual as his establishment. A cheerful and absent-minded human, Sylvester dresses in a flowing patchwork cloak stitched together from countless fabrics, colors, and textures. He greets every visitor with boundless enthusiasm and theatrical flair, often producing completely unrelated objects from the depths of his cloak while carrying on a conversation.

One moment he may be discussing healing potions while pulling out a singing spoon, and the next he might accidentally produce a brass telescope, a rubber duck, or a bouquet of flowers. Despite his bumbling nature, there is a keen intelligence hidden behind his eccentric behavior, and many who underestimate him quickly discover that Sylvester knows far more than he initially lets on.

Inside, the shop is a bewildering maze of magical curiosities, enchanted trinkets, and bizarre artifacts collected from who-knows-where. Shelves overflow with items both wondrous and unsettling, many labeled in Sylvester's nearly illegible handwriting and many more left completely unexplained. Floating lights drift lazily through the air while enchanted brooms clean floors that never seem to stay dirty. Quills scribble notes without assistance, books occasionally rearrange themselves, and objects sometimes move when no one is looking. The scent of lavender, burnt parchment, old magic, and metallic ozone permeates the air. A winding spiral staircase disappears into unseen upper levels, while a rope-blocked trapdoor behind the counter bears a sign that simply reads, "Absolutely Do Not Open!"—which naturally attracts far more attention than it discourages.

Perhaps the most mysterious aspect of Stitchcloak's Spectacular Supplies is that nobody seems entirely certain where it truly belongs. Travelers swear they visited the same shop in distant cities hundreds of miles away, while locals occasionally insist the building stood on a different street only a day earlier. Some claim the shop appears only when needed, finding those who seek help rather than waiting to be found. Adventurers searching for rare magical items, desperate souls seeking impossible solutions, and wanderers lost both physically and spiritually all seem capable of stumbling across its door. Whether Sylvester travels with the shop, the shop travels without Sylvester, or both exist according to rules entirely their own remains a mystery. Most residents of Westbridge have long since stopped trying to understand it and simply accept that Stitchcloak's Spectacular Supplies appears precisely where it intends to be.

COMMON MAGICAL CURIOSITIES
Everburning Candle: 5gp
Self-Stirring Teacup: 3gp
Whispering Quill: 8gp
Endless Ink Bottle: 15gp
Animated Feather Duster: 12gp
Pocket Lantern Stone: 10gp
Clockwork Mouse: 7gp
Floating Reading Orb: 20gp
Wand of Sparkles: 25gp
Mending Needle: 15gp

ADVENTURER'S SUPPLIES
Rope of Untangling (50 ft.): 30gp
Bottomless Chalk Stick: 5gp
Compass of Approximate Direction: 12gp
Weather-Proof Bedroll: 20gp
Potion Satchel of Preservation: 35gp
Enchanted Waterskin: 25gp
Traveler's Luck Token: 15gp
Glowstone: 8gp
Self-Warming Blanket: 40gp
Monster Repellent Sachet: 18gp

ODDITIES & BRIC-A-BRAC
Rock that Occasionally Hums: 2gp
Invisible Teaspoon: 6gp
Pocket-Sized Thundercloud: 18gp
Coin that Always Lands on Edge: 12gp
Box of Unidentified Keys: 10gp
Laughing Skull: 25gp
Map to Somewhere Interesting: 15gp
Jar of Captured Moonlight: 30gp
Bottled Echo: 20gp
Hat of Dramatic Entrances: 40gp

Thursday, August 7, 2025

Goldleaf Exchange
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

Goldleaf Exchange occupies a sturdy stone-and-timber building overlooking the central market square of Westbridge. Though smaller than the moneychanging houses found in larger cities, the establishment serves an important role within the growing settlement. Its thick oak doors, reinforced shutters, and iron-bound windows speak to the value of the coin stored within.

Inside, polished wooden counters divide customers from secured work areas where scales, ledgers, and lockboxes are neatly arranged. The faint scent of beeswax, parchment, and old coinage fills the air. Farmers, merchants, travelers, and adventurers frequently visit the exchange to convert foreign currencies, secure valuables, or verify the authenticity of precious metals and gemstones. The business is owned and operated by Osric Goldleaf, a meticulous gnome whose reputation for honesty has made him one of the most trusted individuals in Westbridge.

Standing barely over three feet tall, Osric possesses neatly combed silver hair, sharp blue eyes, and an impeccably groomed mustache that curls upward at the ends. He dresses in finely tailored waistcoats adorned with brass buttons and always seems to have a pocket watch or magnifying lens close at hand. Though polite and professional, Osric speaks with remarkable speed whenever discussions turn toward economics, trade routes, or rare currencies. His enthusiasm for coinage borders on obsession.

Goldleaf Exchange offers a variety of financial services uncommon for a settlement the size of Westbridge. In addition to exchanging currencies, Osric maintains secure lockboxes for wealthy merchants and traveling adventurers. He appraises gemstones, precious metals, jewelry, and unusual treasures brought back from the wilderness. Several mercantile families that recently settled in Westbridge regularly conduct business through the exchange, and Osric has quietly helped facilitate investments that have contributed to the settlement's growing prosperity. Many locals suspect he knows more about the financial affairs of Westbridge than anyone else, though his discretion has never been questioned.

Despite his cheerful demeanor, Osric keeps a close eye on events beyond the village. Increased raids along the Stone Trail and reports of missing caravans have caused noticeable concern among local traders. Recently, several unusual coins have appeared in circulation—ancient pieces bearing unfamiliar markings that do not match any known kingdom in the region. Osric has begun collecting these strange coins for study, believing they may be connected to the ancient ruins hidden within the Dim Forest. Though he publicly dismisses wild rumors about dragons and dark powers, he has quietly started documenting every unusual artifact that passes through his hands, convinced that a larger mystery may be unfolding around Westbridge.

Tuesday, July 29, 2025

Speaker's Residence
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 residence of Speaker Ghaliver Longstocking stands upon a gentle rise overlooking much of Westbridge, making it one of the most recognizable homes in the settlement. Though often referred to as Longstocking Manor by locals, the building is far from the grand estates found in larger cities. Instead, it reflects the practical prosperity of a successful halfling merchant.

Constructed from fine timber and local stone, the sprawling home has grown steadily over the years through numerous additions and renovations. Flower gardens, fruit trees, and carefully maintained hedges surround the property, while a white-painted fence encloses the grounds. Warm lanterns illuminate the porches each evening, making the manor appear welcoming rather than imposing.

The interior reflects Ghaliver's success and love of comfort. Rich wooden furnishings, colorful rugs, and polished brass fixtures fill the spacious rooms. Shelves display curiosities collected from merchants and travelers who have passed through Westbridge over the years, including unusual carvings, foreign coins, and small works of art from distant lands. Despite his wealth, Ghaliver avoids excessive extravagance, preferring practicality over luxury. The residence frequently hosts community meetings, merchant gatherings, and celebrations, reinforcing its role as both a family home and an unofficial center of village affairs.

As Speaker of Westbridge and owner of several local businesses, Ghaliver spends much of his day conducting meetings from a large study located near the front of the manor. Maps of the surrounding region cover the walls, while ledgers and business records occupy nearly every available shelf. Farmers, merchants, travelers, and local leaders often visit seeking advice, financial assistance, or help resolving disputes. Ghaliver has earned a reputation as a fair and approachable leader whose investments have helped improve the quality of life throughout the settlement. Many villagers credit him with much of Westbridge's recent prosperity.

Recently, however, the manor has become increasingly busy as concerns about the region's growing dangers continue to mount. Reports of raided farms, missing livestock, and attacks along the Stone Trail arrive almost daily. Ghaliver has begun organizing community defenses, funding repairs to roads and fences, and quietly supporting efforts to investigate the strange happenings within the Dim Forest. Though he maintains an optimistic public demeanor, those closest to him have noticed that the Speaker often works late into the night, studying reports by candlelight and worrying about the latest news.

Monday, July 28, 2025

Free City of Greyhawk
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 Free City of Greyhawk, also known as the Free and Independent City of Greyhawk, Greyhawk City or simply the Free City and often called the Gem of the Flanaess, is a powerful city-state located in the central Flanaess. The word "Greyhawk" is often used in reference to those lands controlled by the Free City, though the proper term for the entire realm is the Domain of Greyhawk.

Greyhawk is girdled by 30 feet high curtain City Walls built from blocks of Cairn Hills granite fitted together in a tight pattern and is 18 feet thick at the base (where a splay confounds would be rams). The platform along the top is ten feet wide, with a parapet running along both the inside and outside edges. All those wishing to enter the city must explain their business to the City Watch, who take pains to question all comers. Those hailing from realms hostile to or at war with the Domain of Greyhawk are barred from the city. All granted access to the city must make their mark on a roster that is carefully kept by the Watch.

Seven gates pierce the city’s external walls. All are warded by patrols of the City Watch and most remain open between sunrise and sunset. Four gates – Black, Highway, Garden, and Cargo – are larger than the others, reaching 16 feet in height and a total entrance width of 24 feet. In all other respects mentioned here they resemble their smaller kin.

The gates consist of two doors of iron banded roanwood, 12 feet high, 8 feet wide and 1 foot thick. Cargo and the Highway gate are larger – 16 feet by 12 feet; all are backed by an iron portcullis. Two 40-feet high towers flank each gate, forming heavily fortified gatehouses.

The two gates within the city – Black Gate, leading from the Old to the New City, and Garden Gate, leading from the upper district of the city into the Foreign Quarter and Clerkburg in the more crowded central district – divide the city, in function if not necessarily by intent, into three classes. The Garden Gate remains open except in rare instances of emergency, such as riots or panic. The Black Gate, on the other hand, is closed during the deepest hours of the night.

The city is divided into eight districts or quarters. The oldest of these are the Thieves’ and Slum Quarters. These lie east and west, respectively, of the southern end of The Processional – the broad avenue that runs the length of the city from the Highway Gate in the south to the Grand Citadel in the north. Together, the Slum and Thieves’ Quarters make up the Old City, which is separated from the New City by the Black Wall.

In Old City, south of the grimy Black Wall, agents of the The Guild are everywhere. In this long-shadowed area of leaning tenements and filthy streets, a man’s life is worth less than his shiny brass belt buckle. The penniless labourers who keep the city running dwell in squalid conditions here amid the wanton criminals and desperate beggars. Opportunity and wealth seem distant notions, zealously guarded privileges kept forever out of reach.

Immediately north of the Black Wall lie the Artisan's and Foreign Quarters (the former on the east side of the Processional, the latter on the west). Clerkburg lies north of the Artisan’s Quarter, faced across the Processional by the infamous River Quarter. These districts (which make up the Middle City) are separated from the High Quarter and Garden Quarter (the Upper City) by the Nobles’ Wall. The Garden Quarter stands atop bluffs overlooking the Selintan, while the High Quarter occupies the slopes of the city.

Three districts of note lie outside the city walls. The Wharf District occupies a narrow strip of land along the Selintan in the Shadow of the city’s western wall. The collection of shanties at the northern end of the wharf is called Shacktown and is considered a separate district. A far more orderly district is emerging at the opposite end of the city, just outside the Highway Gate. In recent times it has come to be called the Wainfields for the large numbers of caravans that halt here before entering the city proper.

Greyhawk, named for the small grey hawks which populate the region, was originally a trading outpost on the Selintan specializing in local wood and woven garments, which was known by that name as early as 330 OR (-315 CY). In time, the town developed strong textile and meat-packing industries. From the earliest days, Greyhawk was ruled by a warlord who took the title "Landgraf of the Selintan." This first Landgraf's son was then married to the Gynarch of Hardby's daughter. The nuptials formalized a political alliance that served as the basis for rule over the Lanstadt of Selintan, the area that eventually became known as the Domain of Greyhawk.

In 4 CY, Greyhawk came under the domination of the Great Kingdom of Aerdy and remained so while strong Overkings ruled from the Malachite Throne in Rauxes. The Great Kingdom's influence over the city began to wane during the third and especially the fourth centuries as the House of Rax declined and the Overkings hold on distant provinces became increasingly tenuous.

Notable Locations
• Black Dragon Inn
• Broken Staff Tavern
• City Hall
• Free City Arena
• Geld's Maps
• Grand Citadel
• Grand Hall
• Great Hall
• Great Library of Greyhawk
• Green Dragon Inn
• Grey College
• Griffon's Nest
• Guild of Wizardry
• High Tower Inn
• Maps by Melezakan
• Nine of Swords
• Old City Great Hall
• Patricians' Club
• Royal Opera House
• Sanctum of Heironeous
• Silver Dragon Inn
• Temple of the Far Horizon
• Temple of the Radiant Sun
• Unearthed Arcana
• University of Magical Arts
• Wheel of Gold
• Whistling Fish
• Wild Goose
• World Serpent Inn

The Free City of Greyhawk is located centrally in the Flanaess, which is the easternmost part of the continent of Oerik on the world of Oerth. The city controls a large swath of land along the Selintan River from the Nyr Dyv south to Woolly Bay, most of the Cairn Hills, parts of the Gnarley Forest, the northern Wild Coast, and parts of the Abbor-Alz. The entire region is officially known as the Domain of Greyhawk. The Domain is bordered on the east by the Abbor-Alz and its western border lies within the Gnarley Forest. The area south of Greyhawk City along the Selintan is known as the Plain of Greyhawk.

The Free City of Greyhawk is divided into eight Quarters. The Thieves' Quarter, the Slum Quarter, the Artisans' Quarter, Clerkburg, the Foreign Quarter, the River Quarter, the Garden Quarter, and the High Quarter. Generally speaking, the poorest sections of town are to the south, on lower ground, while the wealthier quarters are to the north, at higher elevation. The Thieves' and Slum Quarters are known collectively as Old City, while the other six quarters are referred to as New City.

Greyhawk's Directing Oligarchy elects one of its own as Lord Mayor, who serves as the head of state in addition to his Directorial duties. The current Lord Mayor, Nerof Gasgal, has held office since 571 CY. The Lord Mayor heads both the Directing Oligarchy and the Council of Mayors and Manorial Lords. The chief of state also officially heads the military, though actual command is most often left to the Captain General of the Watch.

he Free City of Greyhawk is ruled by the Directing Oligarchy, an executive council of twelve to eighteen members representing the city's major professional guilds and the military. In some cases, the Oligarchy may include important wizards and/or clerics. Current council members choose new Directors when a vacancy must be filled.

There are four advisory councils which, in theory, serve the interests of various groups as representatives to the Oligarchy. Each meets separately with the Directors quarterly or annually.

•Public Council—comprised of representatives of the citizenry-at-large in the City of Greyhawk.
•Grand Administrative Council—comprised of minor nobles of the City of Greyhawk.
•Grand Council of Greyhawk Guilds—comprised of guildleaders in the City of Greyhawk.
•Council of Mayors and Manorial Lords—comprised of civic leaders of the Domain of Greyhawk.

The Public Council stands out as a democraticly, popularly-elected advisory body consisting of eight representatives, one from each of the city's quarters.

Major legal matters in the Free City of Greyhawk are adjudicated by a Judge of Greyhawk, one of eight such officials appointed by the Directing Oligarchy. One of these eight is chosen to serve as Chief Judge of Greyhawk. In cases of great import, three Judges of Greyhawk may preside.

Appeals of major cases are always heard by a panel of three Judges of Greyhawk, though the Lord Mayor sometimes sits in place of one of the Judges. Lesser matters in Greyhawk City are tried by magistrates from the Guild of Lawyers and Scribes.

According to the City of Greyhawk Legal Code, investigation (and any court process) is barred from using magic in any form. "The use of any magic in criminal proceedings, including detect lie and ESP, is not part of standard proceedings in the Courts of Justice". This has been the case since it was instituted by Zagig Yragerne, and has been upheld by all Directors since. In addition, the Criminal Code further strictly forbids "magical interference with the integrity of a person". By 591 CY, however, "there are legal arguments . . . over the use of divination magic by the City Watch in tracking down suspects" in 591 CY. The issue is the use of "mentally intrusive spells like know alignment and ESP by proper authorities hunting lawbreakers". The distinction being made seems to be what is allowed to law enforcement and what is allowed to the courts, and whether one can use those spells and the other can't.

The Greyhawk criminal code does specify those spells being entirely outlawed "from judgement" and at "trials". But, it also specifies "in criminal proceeedings" which includes investigation before arrest. The city's coat of arms is blazoned thus: 'Sable, a castle triple-towered argent, in chief two chains each of four links chevronwise of the second, in base six bezants.

Sunday, July 27, 2025

Forest & Woodlands
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

Oytwood

Saturday, July 26, 2025

Swamps & Marshes
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

Rushmoors

Tuesday, July 22, 2025

Rivers & Streams
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

Javan River

Monday, July 21, 2025

Ready For Content
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

Friday, July 4, 2025

The Happy Halfling
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 Happy Halfling is unquestionably the heart of Westbridge and the most beloved establishment in the settlement. Situated near the center of the village overlooking the market square, the large inn serves as a gathering place for locals, travelers, merchants, adventurers, and farmers alike. Built from sturdy timber and river stone, the inn is larger than one might expect for a settlement of Westbridge's size.

Warm golden light spills from its windows each evening, while the smell of fresh bread, roasted meats, and rich stews drifts out into the surrounding streets. For many visitors, the Happy Halfling is their first impression of Westbridge and often their fondest memory of it. The inn is owned by Speaker Ghaliver Longstocking, who considers it his greatest achievement despite owning several other successful businesses throughout the village.

While his duties as Speaker keep him occupied with the affairs of Westbridge, Ghaliver can still be found walking the common room most evenings, greeting guests personally and ensuring every visitor feels welcome. He often says that a good inn tells the true story of a community, and he has spent years transforming the Happy Halfling into exactly that. The establishment reflects his personality perfectly—warm, welcoming, practical, and quietly prosperous.

Inside, the inn features a spacious common room filled with heavy wooden tables, comfortable chairs, and several large stone fireplaces that keep the building warm throughout the colder months. Colorful tapestries depicting local scenes decorate the walls, while polished wooden beams support a high ceiling blackened slightly by decades of hearth smoke. A small stage occupies one corner of the room where traveling musicians, storytellers, and performers occasionally entertain guests. The inn's kitchen enjoys a reputation that extends far beyond Westbridge, serving hearty meals prepared from locally sourced ingredients, fresh river fish, game from the Dim Forest, and produce harvested from nearby farms.

Despite its cheerful atmosphere, the Happy Halfling has become an important center for information in recent months. Travelers arriving from distant roads bring tales of raiding orcs, missing livestock, strange creatures emerging from the Dim Forest, and rumors of ancient ruins hidden beneath the trees. Merchants exchange news beside crackling fireplaces while adventurers quietly discuss expeditions over mugs of ale. Ghaliver listens carefully to these conversations, gathering information that may affect the safety of Westbridge. Though guests see only a hospitable innkeeper and community leader, the Speaker understands that the Happy Halfling has become the settlement's eyes and ears, providing invaluable insight into the growing dangers threatening the region.

BREAKFAST
Honey Wheat Bread: 6cp
Creamy Oat Porridge: 3cp
Farm Fresh Eggs: 3cp
Fried Ham Slices: 8cp
Berry Preserves & Toast: 4cp
Apple Cakes: 5cp
Smoked Trout: 9cp
Sausage and Potato Skillet: 1sp

AFTERNOON MEALS
Longstocking Beef Stew: 1sp
Roast Chicken with Herb Gravy: 1sp
River Trout with Buttered Vegetables: 1sp
Venison Pie: 2sp
Hunter's Sausage Platter: 9cp
Roasted Pork Shoulder: 1sp
Stuffed Bell Peppers: 8cp
Steak and Mushroom Pie: 2sp
Roast Duck with Honey Glaze: 2sp
Herb-Crusted Lamb Chops: 2sp
Dim Forest Rabbit Stew: 1sp
Fresh Garden Salad: 5cp
Cheese and Onion Tart: 8cp
Baked Potatoes with Butter and Herbs: 4cp
Farmer's Feast Platter: 3sp

BEVERAGES
Whiskey: 7cp
Blackberry Wine: 8cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Spiced Ale: 6cp
Honey Mead: 8cp
Mulled Wine: 1sp
Apple Brandy: 1sp
Riverbank Cider: 5cp
Hot Herbal Tea: 2cp

TRAVEL RATIONS
Smoked Venison, Hard Cheese, Dried Apples, Honey Oat Cakes and Trail Nuts (wrapped in waxed cloth): 5sp

The upper rooms are exceptionally clean and comfortable. The inn maintains twelve standard rooms and six private suites, each furnished with sturdy beds, thick blankets, wash basins, chamber pots, fresh towels, wardrobes, and comfortable chairs. Every room is heated during colder months, and the staff takes great pride in ensuring guests enjoy a restful night's stay.

ROOM NIGHTLY PRICES
(12) Standard Room: 5sp
(6) Private Suite: 2gp

Sunday, June 1, 2025

Sorcere
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

Sorcere is one of the three schools in the Tier Breche district in Orthae Qu'lith. It is within Sorcere that drow mages and wizards are trained. It is nicknamed "the Tower". The academy was built in the northern section of the city in a massive tower.

Sorcere's complex is made from a single massive sculpted stalagmite tower that stretches from floor to ceiling. The tower itself has many spires and is located against the western wall of the Tier Breche district. Sorcere has hallways filled with paintings, sculptures, and framed magical texts.

All students live alone in the apprentices' wing and are allocated austere quarters with a pallet and a zurkhwood desk and chair. The interior walls of the complex are lined with lead sheeting and stucco from gorgon's blood and spellstore dust.

Sorcere's scrying chambers are large and circular. The walls are lined with lead sheeting and stucco from gorgon's blood and spellstore dust, just as the rest of Sorcere. Runes of gold are inscribed on the walls to protect against magical intrusion. In the middle is a huge scrying crystal bound with the eye of an eagle that is living beneath the crystal in a cage. Mages could cast spells through the crystal.

The summoning chamber in Sorcere is a room with great columns rising to flying buttresses some 100 feet up. The floor is made of marble and there are also many bookshelves with scrolls throughout the massive tower. The tower is lit throughout the structure by perpetual red candles held in skeleton hand candleholders.

The Cavern of Masters was a large structure situated on the west side of Sorcere. Although not part of the Sorcere complex, it is reserved for students of Sorcere to practice their spells in.

Monday, May 12, 2025

Melee Academy
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 Melee Academy was a pyramidal structure in the eastern part of the Tier Breche district, and nicknamed the "Fortress". The Melee Academy is the warrior school for the drow of Orthae Qu'lith. It is part of the Tier Breche district.

The Melee Academy is one of the three schools that noble male children of the drow are expected to attend. Their education usually begins at 20 years old and continues on for another ten more years at least. One of the events of training there is the Grand Melee, in which students are able to compete against other students once each year. The students of the Melee Academy spend their first fifty days listening to tales that are mostly lies regarding how the elves of the surface world mistreated the drow, then about four years in one-on-one combat.

A notable training exercise to develop concentration and self-control involves students sitting naked with their eyes closed as masters drop poisonous, biting centipedes on them. A student's first break in concentration earn them a disciplinary hit; a second break in concentration earns a more forceful hit; and third failure results in the student's expulsion. A deep meditative state affords healing capabilities and heightened martial prowess. The final year rounds out their education by spending the first six months at Sorcere and the last six months at the Fane of Lolth.

The Ceremony of Graduation iis regarded as very holy by the followers of Lolth, and it take place in the hall of the Fane of Lolth. The soon to be graduated don a ceremonial robe and sit in circles against the wall of the hall, while circles of priestesses sit and chanted around a large brazier.

The matron mistress of the clerical school will award the highest honor to the best female student that graduates in the same year. After the matron mistress coaxed a narcotic red smoke from the flames, the student strips naked and summons a glabrezu from the flames. Other priestesses then start selecting males from the outer benches to engage in sexual activities, which would be enhanced by the narcotic smoke. It is implied that the glabrezu also engaged in sexual intercourse with the student that summoned it.

It may be that this is how draegloths were actually begotten. Older students from Melee-Magthere trained priestesses at Arach-Tinilith in the art of swordcraft. Languages such as Common are also taught here.

Sunday, May 11, 2025

Shard 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 Shard River swiftly flows directly through the middle of the Grove District. It contains plenty of fish which are often caught by fishermen, it also supplies a much needed water source to the city.

Friday, May 9, 2025

Wainwright
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

Timberwheel Wainwright sits along the western side of Westbridge near the road leading toward the Stone Trail. The large workshop is impossible to miss, with wagon wheels of every size hanging from its exterior walls and stacks of seasoned lumber neatly piled beneath covered lean-tos. The constant sounds of saws, hammers, and wood being shaped fill the air from sunrise until dusk. The business is owned by Elias Timberwheel, a broad-shouldered human craftsman in his early sixties whose hands seem permanently stained with sawdust and wood oil. His thick gray beard and weathered face speak of decades spent working outdoors and in workshops.

Wagons, carts, wheelbarrows, and farm equipment are often lined up outside awaiting repairs, making the establishment one of the busiest businesses in the village. Farmers, merchants, and travelers all rely upon the workshop's services, ensuring a steady flow of customers throughout the year.

Despite his imposing appearance, Elias possesses a patient demeanor and an infectious laugh that can often be heard from across the yard. He has spent most of his life building and repairing wagons, carts, and wheels, earning a reputation as one of the finest wainwrights in the region. Many merchants claim a Timberwheel wagon can survive roads that would destroy lesser craftsmanship.

Inside the workshop, organized chaos reigns supreme. Workbenches are covered with tools, wooden spokes, iron fittings, and partially completed projects. The smell of fresh-cut oak, pine, and cedar mingles with the scent of tar, leather, and hot metal fittings supplied by Borin Hammerhand's smithy. Elias employs several apprentices and laborers, but he personally inspects every wagon and wheel that leaves the yard. In addition to building custom wagons, he repairs farm carts, constructs wheelbarrows, replaces broken axles, and occasionally creates finely crafted furniture when business slows during the winter months.

The recent troubles affecting the region have brought Elias more work than he can comfortably handle. Raids along the Stone Trail and attacks upon isolated farms have resulted in damaged wagons arriving almost weekly. Merchants increasingly request reinforced wagons, hidden compartments, and stronger wheel assemblies capable of surviving rough detours around dangerous territory. Though Elias publicly dismisses most rumors as exaggerations, he has quietly begun adding iron brackets and extra supports to many of his constructions. He worries that if conditions continue to worsen around Westbridge, reliable transportation may become every bit as valuable as swords and armor in the difficult days ahead.

Wednesday, May 7, 2025

Homestead Mercantile
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

Homestead Mercantile serves as the commercial heart of Westbridge and is considered one of the most important businesses in the settlement. Situated near the village market and easily accessible from the main road, the large general store supplies residents with nearly everything they could reasonably need. Farmers visit to purchase seed grain, tools, feed, rope, and fencing supplies, while travelers stop in for lantern oil, trail rations, blankets, maps, and other necessities before continuing their journeys.

The store's shelves are packed with a remarkable variety of goods, making it a rare day when a customer leaves empty-handed. The business is owned and operated by Mara Wescott, a sharp-minded human merchant whose reputation for reliability extends throughout the surrounding region. Practical, organized, and exceptionally knowledgeable, Mara possesses an uncanny ability to locate even the most difficult-to-obtain items. Whether a farmer requires a replacement plow blade, a hunter needs specialized traps, or an adventurer seeks unusual equipment, Mara usually knows exactly where it can be found and how long it will take to arrive.

Her confidence and competence have earned her the trust of both local residents and traveling merchants alike. Over the years, Mara has cultivated an extensive network of suppliers, traders, caravan masters, and craftsmen throughout the region. Through careful planning and countless business relationships, she has developed supply routes that stretch far beyond Westbridge.

As a result, Homestead Mercantile often stocks goods that would normally only be found in much larger settlements. Mara's knowledge of trade routes, market conditions, and merchant activity rivals that of many professional caravan companies. She often knows which roads are safe, which settlements are prospering, and where shortages or opportunities are likely to emerge long before such information becomes common knowledge. Recently, however, the growing dangers surrounding Westbridge have complicated even Mara's carefully maintained trade network. Orc raids, missing caravans, and reports of strange creatures emerging from the Dim Forest have disrupted several important supply routes.

As a result, certain goods have become more expensive and difficult to acquire. Mara has responded by hiring additional guards for incoming shipments and gathering information from every merchant who passes through the village. While she publicly remains calm and optimistic, she privately worries that if the region's troubles continue to worsen, the flow of trade that sustains Westbridge may eventually be threatened. For now, however, Homestead Mercantile remains well-stocked, and Mara is determined to keep it that way regardless of what challenges lie ahead.

FARM & FIELD SUPPLIES
Seed Grain (1 Sack): 8sp
Vegetable Seeds (Packet): 2cp
Fruit Tree Sapling: 1gp
Wooden Shovel: 5sp
Iron Spade: 8sp
Pitchfork: 6sp
Hand Sickle: 4sp
Rope (50 ft.): 1gp
Feed Grain (1 Sack): 5sp
Fence Posts (Bundle of 10): 3sp

TRAVELER'S SUPPLIES
Backpack: 2gp
Bedroll: 1gp
Blanket: 5sp
Waterskin: 2sp
Lantern: 7sp
Lantern Oil (Flask): 1sp
Tinderbox: 5sp
Torch: 1cp
Trail Rations (1 Week): 5sp
Map of the Region: 1gp

HUNTING & OUTDOOR GEAR Hunting Trap: 5gp
Fishing Rod: 8sp
Fishing Tackle Kit: 4sp
Skinning Knife: 3sp
Game Snares (Set of 5): 2sp
Quiver: 1gp
Arrow Bundle (20): 1gp
Camping Cook Pot: 5sp
Winter Cloak: 2gp
Waterproof Canvas Tarp: 1gp

HOUSEHOLD GOODS
Cooking Pot: 4sp
Wooden Bucket: 3sp
Broom: 2sp
Iron Kettle: 8sp
Candles (Bundle of 6): 1sp
Soap: 2cp
Needle & Thread Kit: 1sp
Clay Dish Set: 5sp
Wool Blanket: 5sp
Storage Chest: 2gp

TOOLS & WORK GEAR
Miner's Pick: 2gp
Hand Axe: 8sp
Hammer: 5sp
Nails (100): 1sp
Wood Saw: 7sp
Crowbar: 2gp
Lock: 1gp
Tool Belt: 5sp
Whetstone: 2cp
Repair Kit: 1gp

SPECIAL ORDERS
If Mara Wescott does not have an item in stock, she can usually acquire it through her extensive trade network. Most special orders arrive within 1d4 weeks depending upon availability, road conditions, and whether the Stone Trail is currently safe for merchants to travel.

BUYING GOODS
Mara regularly purchases furs, monster parts, rare herbs, gemstones, maps, antiques, and trade goods. She pays fair market value and is known throughout Westbridge for conducting honest business.

Tuesday, May 6, 2025

Amberfoot Patisserie Shoppe
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

Amberfoot Patisserie Shoppe is one of the sweetest-smelling establishments in all of Westbridge. Situated near the village market, the cozy bakery occupies a charming timber-framed building with flower boxes beneath every window and a stone chimney that constantly releases the aroma of fresh bread, pastries, and sweet confections. Villagers often joke that one can find the shop blindfolded simply by following the scent of cinnamon, honey, and baking fruit.

The interior is warm and inviting, filled with polished display cases, hanging copper cookware, and shelves stacked high with baked goods that attract customers from dawn until well after midday. The shop is owned and operated by Rostan Amberfoot, a cheerful halfling whose reputation for baking is known throughout the surrounding countryside. Standing just over three feet tall, Rostan possesses curly auburn hair, rosy cheeks, and a perpetual dusting of flour somewhere upon his clothing.

His warm smile and infectious laugh have made him one of the most beloved figures in Westbridge. He inherited many of his recipes from generations of Amberfoot bakers and has spent decades refining them into what many consider the finest pastries in the region. Even travelers passing through Westbridge often leave with a box of treats carefully wrapped for the road. Amberfoot Patisserie specializes in fruit tarts, sweet rolls, honey cakes, meat pastries, berry pies, and a variety of seasonal desserts made from locally sourced ingredients.

Farmers regularly provide fresh cream, eggs, butter, and fruit in exchange for baked goods, creating a close relationship between the bakery and many local homesteads. Rostan is particularly famous for his Golden Honey Twist, a flaky pastry drizzled with honey gathered from hives maintained along the southern edge of the village. During festivals and harvest celebrations, customers often form lines extending out the door to purchase his limited seasonal specialties. Beyond its role as a bakery, the shop serves as an unofficial social hub where villagers gather to share news and enjoy conversation over fresh pastries and tea.

Rostan hears nearly every rumor that circulates through Westbridge and possesses an impressive knowledge of local happenings. While he rarely repeats gossip maliciously, he often notices patterns others overlook. In recent months, he has quietly observed an increase in worried travelers, nervous merchants, and exhausted farmers visiting his shop. Though he maintains his usual cheerful demeanor, Rostan has begun preparing extra supplies and storing additional flour and preserves, sensing that difficult times may be approaching the peaceful community he loves so dearly.

Monday, May 5, 2025

Tenements
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

Scattered throughout the village are six modest rental cottages collectively known by locals simply as the Westbridge Tenements. Unlike the crowded and often unsanitary tenements found in larger cities, these are small but respectable homes intended for laborers, seasonal workers, traveling craftsmen, and families who have not yet purchased property of their own. Each cottage is constructed from timber and local stone, featuring a simple common room, a small hearth, one or two sleeping chambers, and a tiny garden plot. While modest in appearance, they are clean, sturdy, and well maintained, reflecting the values of the community that surrounds them.

The tenements are owned by Speaker Ghaliver Longstocking, who purchased several aging cottages over the years and renovated them into affordable housing for residents and newcomers. Unlike many landlords in larger settlements, Ghaliver views the properties as a community service rather than a means of extracting every possible copper from his tenants.

Rent remains fair, and tenants who experience hardship are often granted additional time to pay. This generosity has earned him considerable goodwill among the villagers, though some merchants quietly insist he could be making far more money if he were less compassionate.

The cottages house a constantly changing mixture of residents. Farmhands hired during harvest season, merchants establishing new businesses, craftsmen seeking opportunities, and travelers staying for extended periods can often be found living within the tenements. Several of the mercantile families who arrived in Westbridge over the past year initially rented these cottages before purchasing homes of their own. As a result, the tenements have played an important role in the settlement's recent growth and prosperity. The small gardens surrounding the homes are frequently filled with vegetables, flowers, and children at play, giving the area a lively and welcoming atmosphere.

Recently, however, vacancies have become increasingly rare. The troubles affecting the surrounding region have driven a number of displaced farmers and laborers toward the relative safety of Westbridge. Several cottages now house families who fled isolated homesteads after raids by orcs, hobgoblins, or other creatures emerging from the Dim Forest. Ghaliver has quietly allowed some of these refugees to remain despite their inability to pay full rent, believing that maintaining the village's sense of community is more important than short-term profit. Consequently, the tenements have become more than simple rental properties; they have become a symbol of the village's determination to endure together during uncertain times.

Sunday, May 4, 2025

Oak & Burl Woodworks
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

Oak & Burl Woodworks stands near the western edge of Westbridge, where the sounds of saws, chisels, and mallets echo throughout the day. The workshop is a sturdy timber building surrounded by stacks of seasoned lumber harvested from the edges of the Dim Forest. Rows of partially finished furniture, carved beams, barrels, shutters, and wooden tools often occupy the yard outside, giving visitors a glimpse of the craftsmanship taking place within.

The smell of fresh-cut oak, cedar, and pine hangs permanently in the air, making the workshop easy to find even before it comes into view. The shop is owned by Cedric Hollowgrain, a human woodworker in his late fifties known for his exceptional craftsmanship and quiet demeanor. Tall and lean with long silver-streaked hair tied behind his head, Cedric possesses weathered hands covered in countless small scars accumulated over decades of working with wood.

Unlike many craftsmen, he speaks little while working, preferring to let the quality of his creations speak for him. Though some newcomers mistake his reserved nature for aloofness, locals know him to be kind, patient, and always willing to share advice with younger artisans seeking to learn the trade. Inside the workshop, every available space is filled with woodworking projects in various stages of completion.

Cedric produces everything from simple stools and tables to finely crafted cabinets, carved doors, decorative mantels, and custom furniture for wealthy merchants. He also creates practical items such as barrels, crates, tool handles, wagon components, and farm equipment used throughout Westbridge. Several apprentices work under his supervision, learning techniques passed down through generations of craftsmen. His work is highly sought after, and customers often wait weeks or even months for larger commissions. Recently, Cedric has found himself busier than ever as Westbridge continues to grow. New families moving into the settlement require furniture, merchants seek improvements to their businesses, and farmers frequently commission repairs to barns and outbuildings.

However, the increasing dangers surrounding the Dim Forest have begun affecting his supply of quality lumber. Several logging crews have reported strange sightings deeper within the woods, and one nearby logging camp was recently destroyed by a giant creature. While Cedric rarely concerns himself with rumors, he has quietly instructed his lumber suppliers to avoid certain sections of the forest. Though he remains focused on his craft, he cannot shake the feeling that the forest itself is becoming increasingly restless.

Saturday, May 3, 2025

Ready For Content
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

Friday, May 2, 2025

Shrine to Wee Jas
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 Wee Jas stands on the outskirts of Westbridge, removed from the bustle of the market and the warmth of the village's gathering places. Constructed from dark stone rather than the timber commonly used throughout the settlement, the small shrine possesses an austere beauty that many find both fascinating and unsettling. Its architecture is elegant and orderly, with carefully carved pillars, polished marble accents, and stained-glass windows depicting arcane symbols and stylized roses.

The building is meticulously maintained, and not a single weed grows within its grounds. Despite its beauty, however, most villagers rarely visit unless they have a specific reason to do so. The shrine is dedicated to Wee Jas, goddess of magic, death, vanity, and law—a combination of domains that inspires both respect and caution among the people of Westbridge.

Few residents actively dislike the goddess, and none openly oppose her worship. Instead, most simply find her portfolio difficult to understand or somewhat intimidating. Farmers, laborers, hunters, and merchants often prefer the comfort of more familiar deities whose concerns more directly affect their daily lives. As a result, the shrine remains quiet for much of the year, attended by only a handful of local devotees and the occasional curious visitor. Those who do worship at the shrine tend to be scholars, scribes, magistrates, spellcasters, and individuals dealing with matters of inheritance, law, or death.

Travelers passing through Westbridge are often surprised to discover such a well-kept shrine in a settlement of its size. Visiting wizards, learned clerics, and wandering sages occasionally stop to offer prayers, consult ancient texts, or pay their respects before continuing on their journeys. The shrine maintains a small library containing legal records, magical treatises, and funerary texts, making it one of the more unusual repositories of knowledge in the region.

The atmosphere within the shrine is peaceful but solemn. Soft candlelight reflects from polished stone floors while the scent of incense and dried roses hangs in the air. Visitors are expected to conduct themselves with dignity and respect, though they are welcomed regardless of their station. Even villagers who avoid the shrine often admit that it serves an important purpose within the community. When disputes require impartial judgment, when the dead must be honored properly, or when travelers devoted to Wee Jas seek sanctuary, the shrine stands ready to fulfill its role. Though rarely crowded, it remains a quiet reminder that order, knowledge, beauty, and mortality all have their place in the world.