CITY
OF GREYHAWK
Of
all the cities of eastern Oerik none
stand out
like the City of Greyhawk. Known far and wide for its architectural
marvels, exotic
visitors, infamous residents and opportunities
for sightseeing and adventure,the city can also boast of clean streets
and a fairly low violent crime rate. Although it was relatively
untouched by the Greyhawk Wars, the city nonetheless has
felt its
share of burdens following the marches of so many armies. Refugees are
the primary
concern and difficulty for the city. New construction is everywhere, and
more refugees have set up camp outside the city walls. Trade was
disrupted somewhat, with temporary shortages of goods from time to time
in the cities markets. Crime threatened to spin out of control, but
thanks to additional watchmen hired by the Chief Constable and some help
from the Guild of Wizardry, the University of Magical Arts and the
various temples, Greyhawk’s violent crime rate remains stable.
The
Free City, like most large cities, is an excellent place to
"disappear" for as long as several months. The city has
numerous resources for aid, food and shelter, and the believed
swelled
population reduces any chance of being noticed. An individual who keeps
a low profile (and perhaps uses disguises judiciously) might be able to
hide here for as
long as several years.
For
those adventurers who have never visited the famed City of Greyhawk and
for those who
have been away for a while, following
is a quick tour of the city as it stands in 591 CY.
The
City of Greyhawk is a roughly oval‑shaped, walled city on the
banks of the River. To the north lie the Cairn Hills and the Midbay of
the Nyr Dyv. To the south is the Plain of Greyhawk; on the west bank of
the Selintan to the south of the city is the Gnarley Forest; due east is
the Mistmarsh. The Selintan eventually empties into Woolly Bay. The city
itself is mostly surrounded by farmland with some lightly wooded areas
the north. The climate is moderate, with long, warm summers, a rainy
spring and fall, and a chilly but rarely subzero winter that usually
results in a few inches of snow. A few features lie outside the city
walls. The river docks, outside the center of the western wall, allow
cargo and passengers to arrive and disembark. Shack
Town, a slum outside
the walls on the northern edge of the city, has stood for as long as
anyone can remember, but it has more than doubled in size in the past
few years thanks to incoming refugees. These (supposedly) temporary
quarters housing the poor and
indigent have spilled
over onto the opposite bank of the Selintan, with the Rhennee bargefolk
appreciating the opportunity for new business. A community of
Rhennee barges still dock just outside the city's northern wall. Just
outside the southeastern wall stands the manor
of Lord Wainright. Several
generations of the family have farmed these lands and built wagons here
for sale and trade. The family has had several prosperous years, but its
personal worth has not increased, since they have assisted refugees and
the City of Greyhawk with picking up the pieces after the war.
South
of the Wainright manor and closer to the city wall stands the ancient StoneRing.
Indisputably built by druids centuries ago, no one knows the purpose
of these standing stones. Other circles are scattered across the
continent, but this is thought to be the oldest of the lot. Druids often
stop to offer a prayer when passing the circle. Seven gates offer access
to the city. Most are closed during night-time hours, but all require
visitors to sign the city registers upon entering.
Greyhawk
is split into three primary sections by two gated walls running west to
east. The northern section is home to the High
Quarter and the Garden Quarter,
where most of the wealthy make their homes. Also in this area are
the Temples of St. Cuthbert, Pelor and Zilchus, a gambling house, the
opera house, the mayor's mansion, the Wizards' Guildhall, the High
Market (or Grand Bazaar) and the Grand Citadel, home of Greyhawk's law
enforcement. The central section of the city is home to the River
Quarter, a somewhat
seedy section of town with inns, taverns and warehouses; Clerkburg,
home to the City Mint, Grey College and other institutions of
learning; the Artisans' Quarter, a peaceful neighborhood of craftspeople
and their families and a number of guildhalls; and the Foreign Quarter.
In the past, this latter quarter was designed for noncitizens who wished
to live in the city. After seven consecutive years of residence, these
folk could apply for citizenship in the city and then purchase property
in Greyhawk. Because
of the flood of refugees in recent years,
these rules have been relaxed. The Directing
Oligarchy -
a panel of twelve to sixteen members currently led by Lord Mayor Nerof
Gasgal - plans to enforce the zoning codes again as soon as possible.
The
southern portion of Greyhawk,
known as Old
City (the northern two-thirds being New City), includes some of the
poorer and rowdier neighborhoods. Divided roughly into the Slum
Quarter and the Thieves'
Quarter,
this section is home to many of the more colorful citizens of the
city, but most folk would rather not raise
a family here. A large section of the central Old City known as the Great
Burn (destroyed by fire many years ago) has been completely
cleared and rebuilt in the past five years. Much of the available ground
in Old City has been built on, though there is no construction on a
narrow strip of land along
the inside of the city walls (as per city ordinance, no building may
touch the wall, to prevent unfriendly factions from drilling into the
stonework and breaching the wall). Anyone looking for adventure (or
trouble) is sure to find it here.
The
cities main thoroughfare is known as the Processional.
Beginning at the southernmost gate, the Highway Gate, the
Processional passes through Old City; Black Gate, the River and
Artisans' Quarters, the
Low Market
(or Petit Bazaar), the Foreign Quarter and Clerkburg, the Garden Gate,
and finally the High and Garden Quarters to terminate at the Grand
Citadel. Inarguably the best way to see the city; the Processional is
always busy with traffic but well maintained, even in bad weather.
City
Sites
The
G
rand
Citadel
(High Quarter): Within the walls of this large stronghold on the cities
northeast side are the administrative headquarters for the City Watch
and Greyhawk Militia, the great prison of Greyhawk, a weapons arsenal,
and the City Vault, in which incredible wealth is rumoured to be stored
under heavy guard. Access to the Citadel is greatly restricted; the main
gates are opened only at fixed times of the day except in grave
emergencies, and authorization is required to enter. The Citadel has not
had to serve defensively for centuries, but no one doubts it would be
highly effective against even aerial or magical assault.
The
Guild of Wizardry
(High Quarter): In a city filled with powerful mages, the guild that
supports and regulates them has immense power. Adventurers wishing to
speak with members of the Circle of Eight or other wizards are
well-advised to check at the Guild for available information about their
whereabouts. It can also be tactful for magic-using characters to check
in here on first arriving in the city.
The
Lord Mayor's Palace
(High Quarter): While not palatial, the Lord Mayor's Palace is one of
the finest residences in the City - as well as serving as administrative
headquarters for civic doings. The Lord Mayor's offices and meeting
rooms are here. If a character wishes to bring some event or plot to the
attention of the city administration, he might very well come here.
The
Temple of St. Cuthbert
(Garden Quarter): Like many temples, this one will make efforts to aid
pilgrims and wanderers (except those of an outwardly evil appearance, of
course). The temple will also aid those who arrive with information
about evil activities. Player characters should first seek aid at the
temples of their own deities before trying an unfamiliar temple; they
should also remember to drop a few coins in the poor box as a sign of
good faith and appreciation.
The
University of Magical Arts
(Clerkburg): One of the most architecturally striking buildings in the
City of Greyhawk is the University of Magical Arts, a dramatic three
sided pyramid with no apparent entrances. Inside, the pyramid contains
working space for hundreds of students of wizardry and their
instructors. At any time, a number of students are off adventuring,
since the school encourages people to gain experience in this way.
The
Guildhalls:
If a visitor were to ask a merchant about something that stands out
about the City of Greyhawk, he would undoubtedly answer, "the
guilds!' Greyhawk rivals every city in the Flanaess for the number and
effectiveness of its guilds. Whether adventurers are newcomers looking
for work or leads, skilled craftsmen themselves, or employers looking
for a job to be performed, the respective guild should provide more than
sufficient information. A cautionary note: None of the guilds' services
are free, and players should be prepared to make donations of money,
goods or raw materials to the guild treasuries.
The
following is a complete list of the City of Greyhawk's guilds and unions
as of 591 CY, with notes:
-
Guild
of Apothecaries and Herbalists
-
Guild
of Architects and Stonemasons
-
Guild
of Assassins*
-
Guild
of Bakers, Cooks and Millers****
-
Guild
of Barbers and Dentists
-
Union
of Beggars
-
United
Guild of Blacksmiths, Armorers, Shieldmakers and Ironworkers***
-
Guild
of Butchers
-
Guild
of Carpenters, Furniture makers and Barrel makers****
-
Guild
of Cartographers
-
Guild
of Clothworkers***
-
Union
of Couriers and Messengers**
-
Union
of Dockers and Wharfmen
-
Alliance
of Drovers, Teamsters and Overland Freighters**
-
Guild
of Embalmers and Gravediggers
-
Guild
of Gladiators, Wrestlers and Professional Combatants**
-
Guild
of Goldsmiths and Silversmiths***
-
Guild
of jewelers and Genicutters
-
Union
of Laborers
-
Guild
of Lamplighters
-
Guild
of Lawyers, Scribes and Accountants****
-
Guild
of Leatherworkers and Tanners***
-
Guild
of Locksmiths**
-
Union
of Lumbermen and Woodcutters**
-
Guild
of Mercenaries
-
Union
of Merchants and Traders
-
Allied
Brotherhood of Miners and Quarriers**
-
Guild
of Mintworkers
-
Union
of Moneychangers and Pawnbrokers
-
Guild
of Nightwatchmen
-
Guild
of Ostlers and Brewers
-
Guild
of Performing Artistes
-
Association
of Rafters, Freighters and Bargemen of the Selintan**
-
Union
of Sages and Academics
-
Union
of Sewermen and Streetcleaners
-
Federation
of Smiths of Pragmatic Metals and Alloys
-
Guild
of Thieves*
-
Guild
of Translators
-
Guild
of Weaponsmiths***
-
Guild
of Wizards
*:
This is a "legal" but criminal organization; its existence is
not officially acknowledged
but is
commonly known throughout the city.
**:
This is a new group created after the Greyhawk Wars, when many
previously unorganized workers formed guilds to gain better wages and
working conditions.
***:
This group was created from the fragmenting of a larger guild after the
Greyhawk Wars. In particular, the postwar collapse of the "Downwind
Guild" of leatherworkers,
tanners,
smiths, stablers, weavers and tailors is responsible for many new
groups.
****:
This
group underwent internal reorganization after the Greyhawk Wars, adding
new members and occupations to its roster.
The
Whistling Fish (River
Quarter): This
inn in Greyhawks River Quarter
is operated by
a half-hill giant named Gruenab. The building is constructed on a scale
to suit its owner, so the ceilings, staircases and bar are exceptionally
high. The place is nonetheless cozy, and Gruenab has built up a
well-mannered clientele over the years. The Whistling has
Fish consists
of a large pub/dining room, kitchen, storerooms, several guest rooms
upstairs and a stable. Gruenab has his own cottage attached to the rear
of the tavern.
The
Undercity: Unlikely
as it seems, one of the features that earned the Gem of the Flanaess its
title is the cities sewer system. Beneath Greyhawk is an intricate
network of tunnels and passageways used to carry rainwater, snowmelt and
sewage, and ultimately
keep the city clean. They are maintained by the Sewermen’s and
Streetcleaners'
Union. Rumors abound concerning
illegal activities, zombie squads that clean the sewers, passageways
offering quick
getaways for thieves, and disgusting sewer‑dwelling
monsters such as otyughs.
Notables
in Greyhawk
Nerof
Gasgal
As
Lord-Mayor of die City of Greyhawk,
Gasgal holds
an enviable position. His office is
one of considerable power, but since City
of Greyhawk survived the Wars and subsequent years of turmoil
relatively
unscathed, Gasgal is free of the
burdens that plague most monarchs. Trade is brisk within the city and
insures food and supplies; the streets are (comparatively)
safe; and Gasgal has his tax base, though he is cautious about
taxation at
present, not wishing to anger an uprooted
and uneasy populace. Gasgal
has held his office for over a decade.
Solidly middle-aged,
his diplomacy skills are
excellent. The mayor
is well connected in
the city, and is
known to have warm relationships with
the masters of both the Thieves' and
Assassins'
Guilds. Perhaps because of humble
roots, Gasgal is accessible to all
of his people – an appointment with him can
usually be arranged within 4 to 24 hours. He is particularly interested
in news of threats to
his city, and will pay handsomely for leads
to such inforniation.
Derider
Fanshen
The
constable of the City of Greyhawk has had
her workload multiplied in the last years
with the influx of refugees
from the Greyhawk Wars and the recent increase in evil
cults within the city. Fanshens background
as a priest, however, taught her
patience and perseverance, and she has managed
to expand the City Watch and bring order
in what might otherwise be chaos. Fanshen
has a talent for healing, which originally
led her to become a priest of Pelor.
After many years of adventuring, she accepted the post of constable.
Although the
constable is kind, she is shrewd
as well and an excellent judge of character.
She gets angry only with good reason.
Because she was once an adventurer, she
has a soft spot for others of the profession
and will help them in legitimate efforts
any way she can.
Gruenab
When
this diminutive hill giant first moved
to the city,
he was the object of stares and fearful
glances. Now, those who know him hardly
think twice about his unusual size, and
his tavern in the River Quarter, the Whistling Fish, is a popular
gathering place for
adventurers. As a former adventurer, Gruenab has a soft spot for those
who follow
the adventuring fife. He'll help polite wanderers
in any
way he can, even concealing them
from the City Watch. From
time to time, Gruenab has locked up shop and gone adventuring himself if
the mission seemed interesting or profitable
enough. He is also an excellent informant,
with a reputation for keeping the
confidences of those who ask it.
Kieren
Jalucian
This
wizard is Master of the Guild of Wizardry and Principal of the Greyhawk
University of Magic Arts. While these positions are largely
administrative and
ceremonial,
they nonetheless keep Kieren busy and help his mind to stay sharp.
Kieren can
remember nearly every pupil to pass through the magic university for the
past two decades. He knows a wide assortment of other mages as well.
Although he seems to be in his late thirties, those who know him well
suspect that he is much older than he appears (perhaps more than
ninety). Kieren is unquestionably in love with Jallarzi Sallavarian.
Ricard
Damaris
Darnaris
operates the Green Dragon Inn in the River Quarter, a favorite haunt of
adventurers and those seeking them. Nearly any passerby in the
neighborhood can tell adventurers that Ricard is the man to see for
information. He has informants throughout the city and the drunkards who
visit his establishment often spill their guts to him.
Ricard has a
strange sword that can generate effects normally created only by
wizards. His wife,
Florence, takes care of the bookkeeping for the operation. Ricard’s
daughter, Clarissa, is
the apple of his eye, but she is a spoiled, wild teenager.
Talasek
Thraydin
If
a character is unemployed, broke or otherwise down on her luck. Talesk
Thraydin is the
man to find.
This paladin of St. Cuthbert has dedicated his life to helping the
unfortunate. He
has a network of friends and acquaintances all over the city, who
provide food, lodging, work
‑ and information. The paladins past efforts have accomplished
everything from obtaining
cows to provide milk for the orphanage to helping crush a cult of Iuz
operating in the
city. He can be found by inquiring at the Temple of St. Cuthbert in the
Garden Quarter.
Wasim
Qharallah’s Golden Scimitar
This
mercenary group has traveled in nearly all parts of the Flanaess. They
settled in private quarters
in Greyhawk City, looking for work, but have had trouble finding
employment possibly because
of their Baklunish appearance. In the suspicious and prejudiced times of
the past few years,
no one has been willing to gamble on a group that might be spies from
Ket or worse. Certain
reliable rumors indicate the group is trustworthy pointing to the
Suloise wizard who travels
with these men as evidence. Sheroyl Kubiak, an albino Suloise from the
lands of
the Sea Barons, has been part of this band for ten years. Wasim
Qharallah and his men would
all die for her, and Sheroyl will do almost anything for her band of
brothers. The
Golden Scimitar now works in the Foreign Quarter as guards The group is
fiercely loyal to
each other, its allies and its current mission. Wasim is known to seal
his bargains with a contract
and a blood oath.
|