The Free City of Greyhawk

The Free City, capital of the Domain of Greyhawk, holds the bulk of the region's military forces, as well as being the largest centre of trade, art, and education for thousands of miles.

Government

The Free City is run by an oligarchy called the Lords of Greyhawk, who jointly control its trade, military, diplomatic, and other powers.

Defences

The Free City boasts a high and thick stone wall around its entire perimeter, excluding the docks and Shack Town. These walls are perforated by seven Gates, each heavily guarded. Within the city's northeast corner is the Grand Citadel, containing the City Watch's Redoubt, an unparalleled feat of defensive engineering.

Infrastructure

The City is paved nearly from top to bottom, with more broad parks and green spaces in the aptly named Garden District. However, like many cities, Greyhawk has expanded over the many years, and has its share of inefficiencies in dead ends, winding routes, etc.  

Travelling Within the City

The Free City is divided into eight districts.
  • Travelling within a district takes no more than 15 minutes.
  • Travelling to an adjacent district may take as long as 30 minutes.
  • Travelling across a district takes at least 1 hour.
Travel times may be cut by hiring various services. Prices are per-district.      
Service Cost Description
Courier 2 cp Transport of items that fit in a handcart.
Coach 1 sp Transport of up to four medium creatures within the city.

Districts

The Free City is divided into seven districts.  
  1. The Garden Quarter, an extended green space populated by nobles and buildings of cultural importance, such as the Botanical Gardens.
  2. The High Quarter, where a majority of the city's nobility live.
    The Garden and High quarters are divided from the Foreign Quarter and Clerkberg by a wall
  3. The Foreign Quarter, bordering the Selintan river, a centre of inns, markets, and various foreign emissaries.
  4. Clerkberg, home to most of Greyhawk's universities, libraries, and other centres of learning and bureaucracy.
  5. The River Quarter, a residential zone for Greyhawk's middle classes.
  6. The Artisan Quarter, home of the Low Market and many artisanal guildhalls.
    These quarters are divided from the Thieves' and Slum quarters by a wall.
  7. The Thieves' Quarter, a lower-class district unofficially run by the The Thieves' Guild
  8. The Slum Quarter, where Greyhawk's poor scratch out a living from the gutters.

Assets

The Free City is the largest metropolis for thousands of miles, and nearly any product or service can be found here. In addition to all the Basic Services, several specialized merchants and artisans ply their trade throughout the city.

Guilds and Factions

Many organizations have their main offices, headquarters, or guildhalls here in the Free City.  

Guild of Wizardry

An eclectic guild of spellcasters advocating for arcane education and research. They believe magic should never be abused, but that it should be taught to anyone willing to learn. Guild membership is free and requires only the ability to cast a spell. Members get discounts on magical goods, access to research space and materials, and permissions within the University of Magical Arts.  

Greyhawk Mercenaries' Guild

Swords for hire, the Mercenaries' Guild will take on any applicant who passes muster. They take on private work that either falls outside the purview of the city guard, or which requires a specialized skillset. The most widely travelled of all except perhaps the cartographers' guild, Mercenary Guildmembers can earn coin by taking on missions, and gain access to special weapons and combat resources.  

The Thieves' Guild

The guild the Lords of the city would like to believe doesn't exist. It has de facto control over the aptly-named Thieves' Quarter. New members must complete an initiation crime and pass questioning under a Zone of Truth spell. Members cannot leave the city easily, but gain increased access to its wealth and secret areas.  

Cartographers' Guild of Greyhawk

If the realm is going to be settled, someone's going to have to map it. That's where this guild comes in. Their archives of maps and exploration records are invaluable to any world-traveller. Members get training to better explore the wilderness, as well as access to faraway location data.  

Churches & Temples

The following religious institutions have dedicated temples in the Free City:
  • Hieroneous
  • Pholtus
  • Rao
  • St. Cuthbert
  • Trithereon
  • Beory
  • Relishaz
  • Norebo
  • Xerbo
  • Fharlanghn
  • Zilchus

Maps

  • The Free City of Greyhawk
    The Free City is a walled metropolis across the Selintan River from the ruined and mysterious Castle Greyhawk.
Alternative Name(s)
The Free City, the City of Greyhawk, Greyhawk City, Greyhawk
Type
Capital
Owning Organization
Characters in Location

Articles under The Free City of Greyhawk