The Grand Citadel

The Grand Citadel of Greyhawk-simply called "the Citadel" by the city's inhabitants-occupies the dominant ground within the city walls, overlooking all quarters of the city from its position on a low rise. The great, stone edifice dates back to Greyhawk's earliest days, when it was erected as a bastion of defense for all the city's residents.

Back then the city occupied the low, accessible ground of the Old City, which was deemed of poor defensive value. So the Citadel was erected on the nearby knoll, and it commanded the length and breadth of the river valley. Gradually, of course, the New City has moved upward to embrace these old stone walls, and now the Citadel stands as a part of the city itself.

Also changed by history has been the fortress's role as a shelter for the city population. Now, of course, the Citadel's looming walls, dark gray almost to black, could offer shelter to but a tiny fraction of the populace. In actual use, its purposes are several.

In the mundane life of the city, the Citadel serves as the prison in which the most hardened criminals-barbarians, dwarven thieves, half-ores and the like-are incarcerated. The walls, originally designed to prevent intruders from entering the castle, serve quite adequately as a means of preventing escape as well.

Now escapes are rare, and the prisoners tend to be generally well behaved. The brutal guards hired to enforce the imprisonment are none too bright, but manage their tasks effectively.

The huge blockhouse of the prison occupies the northern portion of the Citadel courtyard. To the south stands an even larger building called, simply, "the Redoubt."

Within the walls of the Redoubt are found the quarters of the City Watch and the offices of its commander, Sental Nurev, as well as those of the Constable of the City, Derider Fanshen. There also is the City Arsenal. containing a large store of armaments for use by the masses that would be levied into the militia in the event of an emergency.

Below ground, underneath the steadfast protection of the Redoubt, can be found the last bastion of Greyhawk 's elite in the event of disaster. There too is the Greyhawk City Treasury.

All is bounded by those high walls and sealed by the Battle Gate and its solid gate house.

Citadel Location

The stately walls of the Citadel overlook the Processional to the far end of that avenue's length. The castle is set well above the roadway itself; indeed, the wide avenue is raised upon an even wider ramp simply to reach the Citadel gates.

Nowhere is the Great Citadel approached by neighboring buildings. Instead, rolling meadows descend steeply away from the fortress for several hundred feet on all sides. Clear, deep ponds cover some of the ground, filling in the dips in the convoluted terrain.

Although their placement appears random to all but the most careful observer with experience with engineering, these ponds actually create a layer of defense for the fortress.

By use of a few well-placed dig spells, the ponds can be connected into an eight foot-deep, mud-bottomed moat. If the dig spell is augmented by a raise water casting, the damage that could be inflicted upon an attacking force is quite astounding.

During times of peace-such times as Greyhawk has known for all of current human memory- these grassy meadows are used by the people of the city as a vast commons. Thieves are actively discouraged from visiting the area, and rigid codes of proper dress insure that the commons is primarily used by the families of nobles and the wealthier merchants or adventurers.

To the west and south, beyond the ponds and meadows, some of lhe elegant mansions of the High Quarter are visible. Beyond the city walls, the land falls away even more steeply, prohibiting all but the most tenacious from approaching by that route.

The Citadel, in tum, is visible from most parts of the city, as long as the viewer is high enough to see past obstacles in his immediate vicinity. Its com manding presence can be seen from the entire length of the Processional.

The Grand Citadel

The Grand Citadel of Greyhawk is usually just called the Citadel. Some residents curse it, as it houses Greyhawk’s main prison. Some bless it, as it holds enormous power to defend the city from enemies. Many ignore it, as its dark gray walls have looked over the city from the top of a high series of cliffs for centuries. Once designed to hold the entire population of Greyhawk within its walls (against enemies that were never defined for certain), the Grand Citadel now functions as a correctional facility, arsenal, Watch barracks, parade grounds, and treasury. The Grand Citadel commands a magnificent view not only of the city but the countryside around. Centuries have passed since its defenses were put to the test, so guards here are relaxed though still vigilant and loyal. Excessive drinking and fighting (as a result of lost gambling wagers) is sometimes a problem among guards here.

The Citadel is guarded daily by two groups from the City Watch, which are rotated in four-hour shifts starting at midnight. The guards open the Battle Gate of the Citadel every two hours except at the hours of 2 and 10, A.M. and P.M. Prisoners are awakened at 5 AM., fed, led to work sites at 6 A.M., and return 12 hours later, to be fed and put in their cells at 9 p.M. Aside from various Watch patrols, commanders, nobles, and city officials, no other encounters will be had within the Citadel’s walls. Escaped prisoners are very rare; the prison is extremely secure.

Because of an old law prohibiting any accurate description or mapping of the Grand Citadel, local mapmakers usually draw the Grand Citadel entirely too small to be realistic, or else include falsified and usually grandiose elements. Foreign visitors are sometimes confused when they actually see the Citadel, as they were expecting something five times the structure's actual size, with towers on which dragons roost or a palace the size of the Old City. The city map shows a number of important spots in the actual Citadel, and these are described here.

Citadel Routine

The activities of the Citadel conform to a regular pattern, repeated day by day and altered slightly only on Godsday.

Many of these events involve the opening of the Battle Gate, noted below. When opened, the gate is quickly closed after each use. The daily schedule is listed here:

4 AM: Exchange of City Watch patrols, First Rotation (Gate opened)
5 AM: Prisoners awakened and fed
6 AM: Prisoners led to work sites (Gate opened)
8 AM: Exchange of City Watch patrols, Second Rotation (Gate opened)
Noon: Exchange of City Watch patrols, First Rotation (Gate opened)
4 PM: Exchange of City Watch patrols, Second Rotation (Gate opened)
6 PM: Prisoners returned from work sites (Gate opened)
7 PM: Prisoners fed
8 PM: Exchange of City Watch patrols, First Rotation (Gate opened)
9 PM: Prisoners returned to cells
Midnight: Exchange of City Watch patrols, Second Rotation (Gate opened)

Random Encounters Within the Citadel

Except for the occasions listed during the day, the Citadel is not exactly bustling with activity. Thus, most encounters within the fortress occur at the specific locations described below.

However, characters within the Citadel, including the courtyard, the wall top, and the rooms and corridors on the ground level of the Redoubt, may encounter others as they move about. To determine these occurrences, roll 1d20 and compare the result to the following table.

Citadel RandomEncounter Table
D20 Roll* Encounter
1-8 No encounter
9-13 Standard Guard Patrol
14-16 Elite Guard Patrol
17 Deputy Constable
18 Prisoner Work Party
19 Nobleman or other official (choose NPC from FFF book)
20+ Standard Guard Patrol, (drunk and suspicious)

* Add 4 to all encounter rolls made during the hours of darkness.

There is a 75% chance that a guard patrol assumes that the PCs are present on some legitimate errand. If the PCs are furtive, odd-looking, or otherwise arouse suspicion, and in any event during 25% of random guard encounters otherwise, the patrol stops the intruders and question them.

Unless the PCs have documented evidence of their legitimacy, the guards demand the name of an official the characters are visiting, or other reasonable explanation. before they let the visitors go.

A deputy constable will always inquire, politely, about the business of strangers he encounters. An NPC or official will probably take no notice, however.


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