Greyhawk Gem of the Flanaess

Why the Gem of the Flanaess?

A number of factors have contributed

to Greyhawk's key position in the affairs of the Flanaess. Among them are its location, long history, economic versatility, and the vigor and variety of its population.

Greyhawk has long been a beacon for men and women of learning, or great faith, or high magic. Such people of power often seek the companionship, or at least the acquamtance, of equals. Thus the city has provided for them a focal point and gathering place. Many are the mages who study for a decade in Greyhawk before embarking on an adventunng career that might span half a century. In the twilight of their lives, such wizards often return to the place of their training.

But currently active adventurers are also drawn to the city. The nearness of the great ruin, Castle Greyhawk, has proven to be the most irresistible draw to treasure-seeking bravos ever discovered. (Of course. more of these bravos visit the city before their excursion into the castle than after.)

The city contains all sorts of people. and a few other sorts of individuals. About 80% of the city's population are native Greyhawkers, with another 14% humans from about the Nyr Dyv, Rhennee. barbarian, from the north or the wild coast, and those from farther afield.

The largest group of nonhumans are the half-orcs. makmg up perhaps 2.5% of the population. Halflings count for 1.5%, dwarves for 1%, elves for perhaps 0.5%. and the remaining 0.5% is gnomes and other demihuman or humanoid types that are able to function as citizens.

The result is a thriving city with room for all sorts of individuals. It is a city with rules, no more or less corrupt than any other major center. but for those who can learn to live within its rules (which are quite different from its laws, it should be noted), it is a city of unparalleled opportunity.

Greyhawk's Climate

The city is not subject to the extremes of the weather across the Flanaess. This fact is important to the poorer denizens of the Slum Quarter, who often must sleep without a roof over their heads.

The city suffers a midwinter period of 10-16 weeks where the nightly temperature dips below freezing regularly, sometimes plungmg 15 or 20 degrees below that mark. Daytime temperatures remain below freezing for an average of 11-20 days per year.

Winds, tending to blow from the east, pose few problems in the city. The Cairn Hills absorb the brunt of the worst northeast Winter gales, and only the shanties of Shacktown have any vulnerability to damage from high winds.

Precipitation is common, with a 25% chance per day of 1/2 inch or less of rainfall. During the winter. there is a 60% chance that the preciptation will fall as snow, 1d6 mches of accumulation.

If a 01 Is rolled for the precipitation check on 1d100, the city suffers a major thunderstorm (1f It rains), with lightnmg striking 1d6 x 1 locations in the city and an inch or more of rain falling. The sewers fill with water and the streets are generally awash, though the sloping ground of its site keeps Greyhawk City safe from flooding. If the precipitation is snow when the 01 is rolled. the storm Is a blizzard that drops 2d8 inches of snow, lasts for ld4 days, and brings travel to and from the city to a halt. Even the city's inhabitants tend to remain inside.

Greyhawk the Trading Center

The city has its roots. of course. as a riverbank trading post during the time when the lands of the Flanaess underwent the great influx of humanity.

As the great frontier lands of Furyondy, Urnst, and Nyrond took hold and began to flourish, they quickly produced more food than they needed.

In addition, the arts of weaving and garment making began to flourish in all three lands, encouraged by the ready availability of pasture land for sheep. and the ability of cotton to grow in the warm summers.

Originally, the town was a wild frontier settlement. It served simply as a meeting place for traders from the lands south of the Lortmil Mountains, and along the coast of the Azure Sea to meet with the producers of Furyondy, Urnst, and Nyrond.

Gradually the town's central location and high standard of living led to the creation of great textile mills in what is now the Slum Quarter of the Old City. These in tum drew workers from the surrounding lands, and slowly the town became a city. A great meatpacking industry also began to flourish, aided by the ready access to salt from Woolly Bay.

But as the kingdoms grew more self- sufficient, as better roads began to cross the Flanaess, Grevhawk became a less important cog in the trading circle. For a long time its growth stagnated, its size delineated for us today by the walls of the Old City.

But as the standard of living rose throughout the continent, Oerik witnessed the development of the adventuring breed. With the discovery of great treasures in the Cairn Hills and, more recently, in Castle Greyhawk itself, these adventurers have flocked to the city in great numbers. Many have chosen to stay, and many more dispose of their treasure here. In a sense. it Is the presence of these adventurers as much as any other factor that has given the city its current healthy economic status.

Now Greyhawk serves again as a trading center, as often for the trading of precious metals and gems as for food and clothing. But the city leaders have invested the earnings of this recent boom wisely, strengthening the city in all its aspects. Thus, when the nearby dungeons have been cleaned and the treasures dispersed, the city will have a solid financial base upon which to grow.

Never again will it simply fade into the past. allowmg the events of the present to pass it by.

For full details on the types of trade currently flourishing in Greyhawk, see Ch1 FFF.

Greyhawk the Banking Center

The exact amount of financial dealings going on in Greyhawk is impossible to calculate, for it passes through many hands, leaving its mark in countless ways. Suffice to say that no place on the Flanaess sees as much value pass through its gates during the course of a year.

And each parcel of wealth that passes through the city leaves a little behind. The powerful Guild of Moneylenders and Pawnbrokers contributes to the city coffer an amount exceeding that of every other guild, save the Thieves' Guild, of course.

Virtually any type of coin recognized across the Flanaess is accepted by a Greyhawk moneychanger. The rate of exchange worsens the farther the origin of the coin lies from the city, however. The guild is well organized, so visitors who visit several moneychangers find that the rates of exchange offered by each are almost identical. (Discounts may be offered for large transactions.)

Also. the lo" taxes charged br the city, and the many advantages of living here - especially for the wealthy-have drawn numerous well-moneyed citizens to the city. Here they live and spend, the rest of their funds safely stored in one of the city's great moneylending centers.

Greyhawk the Fortress

The sanctuary of the New City's high walls has thus far been tested only by the depredations of bandits and isolated bands of ruffians. Indeed, since its expansion the city has never faced a serious military threat.

Yet always its walls stand ready, and if pressed by an attacker, the City of Greyhawk can certainly muster a tenacious and effective defense.

The overall commander of the city defenders is Sental Nurev, Captain-General of the Watch. This force can quickly become considerably larger than the standing force of men-at-arms serving the City Watch.

The standing garrison of the City Watch, a complement of some 800 men. Is a steadfast and capable force, well trained in combat. It fights as two brigades of three companies each. One company fights with spear, another with long sword and shield, and a third with long bow and short sword.

In addition, a quick recruitment of mercenaries can add another 1d4 +4 companies of veterans, up to two of them cavalry. Each company of foot has 110-200 fighters of 1st to 3rd level. Cavalry companies average about half that size, though the troopers are 2nd- to 4th-level fighters.

Finally, the city rnamtains several large arsenals, and a capability to call a levee from the masses of the population. The city can effectively mobilize and arm nearly 7,000 unskilled militia. Cumbersome to maneuver, shaky in morale, the militia nonetheless presents a daunting array of steel when it is lined along the city's parapets.

But the defenders of the city are not limited to the foot soldiers who stand upon the walls. The city, of course. is home to numerous colleges, universities, schools of magic, and temples. As such, it has a very high population of skilled inhabitants.

From these inhabitants, the city demands only one thing (after taxes, of course): Should Greyhawk be plagued by some outside threat to the sanctity of its walls, all priests, mages, engineers, architects, and scholars must stand to her defense. Failure to do so (or sudden de parture from the city in the face of attack) results in permanent banishment from Greyhawk and all its dominions.

In the face of a raiding band of enemies, the Watch and mercenary companies might be sent mto the field, but only if a short. decisive campaign seems likely. Greyhawk is more likely to rely on the security of its neighboring states to keep such groups away.

If threatened by a truly powerful attacker, the defenders of the city retire to the walls of the New City. Most of the militia are then stationed along the perimeter of the wall. Each gate is held by a company of militia, reinforced by veterans. The bulk of the veterans, and any cavalry, is held m various places near the walls as reserves.

The wizards, in the meantime, are spread among the defenders. The more powerful wizards stand upon tower tops. or along the parapets. Apprentices and lesser mages form small companies. generally armed with magic missle spells.

The priests serve upon the walls as well, though their spells do not assault the foe except in crisis most dire. More often they tend to the wounded even as they fall, or bless the performance of a unit before battle. During siege, of course, their create food and cure disease abilities of this class prove invaluable.

The engineers and architects, mean while, construct and operate as many war machines as materials and time allow. With the exception of the Citadel, the city is not permanently protected by catapults, ballistae, and trebuchets. However, these military craftsmen can build up to four war machines a day, to a maximum of 50 + 1d20, prior to battle. Once combat begins the engineers stop buildmg and start fighting.

Should the outer wall suffer a breach, Sental then commands a defense of the city street by street, as much as possible. If this proves impractical, the defenders consolidate at two pnmary strongpoints: the Old City and the Citadel. In addition, the great buildings of the colleges and temples, and the stone mansions of the nobility, are defended as long as possible.

The Citadel is the site of a last-ditch stand, if necessary. The best of the troops are gathered here, as well as the most powerful defenders of all classes. The city's richest citizens will doubtless try to buy their way-probably wnh considerable success -into the sanctuarv of its walls. A maximum of perhaps 5.000 individuals might find shelter here.

The actual defense oft he Citadel is described in Chapter 5. The secret hiding place below it can provide sanctuary to no more than 100 of the city's inhabitants.

Greyhawk the Learning Center

The Free City of Greyhawk is the home of the most prestigious school of magic across the Flanaess. The distinctive pyramid of the University of Magic Arts is one of the Free City's most unique landmarks. Greyhawk's colleges are among the most respected in the known world. And its great libraries are the destinations of sages and scholars from all comers of the continent.

The Greyhawk University of Magic Arts, under the principalship of Kieren Jalucian (see Ch3 FFF for a full description of this NPC) is the college selected by the most qualified apprentice mages -- those who can afford the tuition, that Is. The "Wizard School," as the university is often called, is overseen by the Guild of Wizardry. Its students work hard. and are subject to harsh discipline. By and large the apprentices have time for little but their studies.

Among the great centers of learning, their imposing halls grandly arrayed along the Processional, Grey College stands proudly as the oldest and most prestigious. It offers a broad program of literary and historical arts, as well as studies in architecture, military engineenng, the fine arts. and many other specialties.

Also prominent is the School of Clerkship, which focuses on literacy skills and record-keeping. Its graduates assist many of the most powerful residents of the city, and the land. often scribing for masters who themselves can neither read nor write. Consequently, the graduates of this school are highly sought after, and a degree from the School of Clerkship offers much more status than the term "clerk" might imply.

Other colleges also line the broad boulevard, and smaller and smaller schools are to be found in the parklike maze of Clerkburg. These range from tutors who teach but a single student to colleges with a staff of five and a dozen students, to the halls of Grey College itself. where a class of graduates might approach 100 individuals. during a good year.

Greyhawk the Religious Center

In a gense it is odd that. since Greyhawk is such a center of magic and learning, it Is not equally a center of the priestly arts. Some of the reasons for this are examined in Ch3 FFF.

Suffice to say that pnests come to study in Greyhawk only if they seek the tutelage of a particular instructor, such as some of the masters and patriarchs listed m Ch3 FFF. While this is not uncommon, individuals first seeking to enter the priesthood are not as likely to travel to Greyhawk for study as are prospective mages or scholars.

Temples and monuments to evil deities are expressly forbidden m Greyhawk City. The few of the city's shrines to evil gods that exist are carefully hidden, their locations secrets that followers generally carry to the death, rather than divulge to the enemies of the cult.

When such an illegal shrine Is discoered, penalties are harsh and immediate. All wealth of the sect and Its members is immediately confiscated by the city. The leaders of the sect, or those suspected of providing spiritual guidance in the evil doctrine, are put to death. All other members, thus destitute, are banished from the city for Life.

There are numerous temples. many of them quite grand. erected to the glory of the various good and neutral gods. Most of the known deities along of these alignments have at least a shnne within the city.

The finest of the temples and pyramids stand along the Processional, but those of lesser stature are to be found in all parts of the city.

Though the city is not overflowing with high-level priests of all sects, the actual number of priests in the city is quite high. Many of these, particularly those of good alignment, operate small shrines and shelters in the Old City, tending to the destitute, starving, and diseased to the best of their abilities. Indeed, though all three scourges are still to be found m the Old City, their spread is nowhere near as great as it would without the services of these devoted men and women of faith.

Greyhawk the Adventuring Center

Actually, this is one aspect of the city that its more respectable citizens would rather downplay. But it's already too late, for the word is out: Greyhawk is a splendid place for adventure!

Beginning with the general locale, the Cairn Hills have drawn the reckless and daring to this section of the Flanaess for many years. One of the original cornerstones of the Free City was its convenience as a place for entertainment and recuperation for such adventurers.

Now. with the ongoing exploration and plundering of Greyhawk Castle-an even closer site-the flow of adventurer-found wealth into the city has grown to a flood.

But even the city itself has proven a suitable locale for derring-do. Of course, instead of wandering monsters, such adventurers must contend with the City Watch and that even more Jealous guardian of the city status quo, the Thieves' Guild.

Characters who embark on lawless pursuits here, such as nonguild theft, unauthorized entry, or assault and perhaps manslaughter, find the officers of the watch to be diligent investigators, far from stupid. If the suspects have infringed in any conceivable way upon the activities of the Thieves' Guild (or even if such infringement is alleged by a friend of the guild). the watchmen are aided in such investJgations by the members of that guild-and the guild has eyes everywhere.

But for characters wishing to discover the headquarters of a secret, evil cult, or expose the efforts of slavers smuggling their wares through the wharves of the city, they are rewarded not only by the fruits of their own efforts, but also throuih the gratitude of the officers of the watch and city officials.

Other Esteemed Sources on the City and its World

A spate of publications have detailed the secrets of this unique and wonderful realm. Among them are the earlier WORLD OF GREYHAWK boxed game accessory, the GREYHAWK Adventures hardcover book, and the Castle Greyhawk module.

The Tomes

The true key to the City of Greyhawk lies in the wealth of information contained in this tome. enlltled the "Gem of the Flanaess" and its companion volume. "Greyhawk: Folk, Feuds, and Factions." In these pages you will find the masters and mastered of Greyhawk, the nch and the poor. the might} and the miserable.

These selfsame documents will take you on a guided tour of our fair-and sometimes not-so-fair- city. You will be spared no detail of shameful darkness, no scrap of seemingly insignificant detail.

The "Gem of the Flanaess" book provides a general look at the city and environs. Many locations are explained, and the general appearance and atmosphere of the city districts is revealed.

The "Folk, Feuds. and Factions" book brings you the city in great detail. There you will find characters of all varieties, friends and foes. The important people of the city are introduced there. as are the powerful guilds that determine so much of the city's nature.

Additionally, that volume offers glimpses of the politics of the city and the workings of its society. You will read of the entertainment offerings in Greyhawk, hear of its legal and military structure. and even gain insight into the worshiping habits of the city's many faiths and faithful.

But in essence we hope you will find a place that grows richer for your presence.

Note on Locating References:

When additional information is indicated, the cross-reference will provide a chapter number and one of the two book titles, as in Ch1 GoF (Chapter 1 in "Gem of the Flanaess") or Ch5 FFF (Chapter 5 of "Folk. Feuds, and Factions").


Comments

Please Login in order to comment!