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