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Five Shall Be One: The Quest Begins!

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Welcome back fans of Greyhawk, today is the second installment of my new 5E Hold of Sea Princes reboot of the 2E modules Five Shall Be One and Howl From the North, set in the south seas. What sort of intrigue and escapades will the crew of the Sea Hag get into this week? Read on!

Dramatis personae:

Cullen (fearsome first-mate, human rogue)
Sabriel Loreweaver (qualified quartermaster, human bard)
Tyrrus Bandale (diligent deckhand, human fighter)
Kuma Sand (serene-surgeon, human druid)

Ostyn (dual-wielding deckhand, human fighter)
and Lash Driftwood (balanced-bosun, sea elf ranger)

When last we saw the crew of the Sea Hag, they had been ambushed in their sleep by goblin-sailors from the rival vessel the Iron Trident. This delaying action didn't work however, and the survivors were questioned, looted and tied up. The next morning the regatta was getting underway in the harbor of Monmurg. a grandstand stood near the water's edge where the nobility and captaincy of the Hold sat with their ruler and guest of honor, Prince Jeon II. The Sea Hag for its worth was getting into position along with nine other large, younger ships. Compared to these vessels, some made for war, the weathered crab boat stood out on the glittering waters. Among them was the Azure Jewel, the prince's best carrack, the Lyrical a sleek white caravel from the port of Windsong and alongside the Hag was of course the Toli Armada's finest, the Iron Trident, bristling with energy and ire for reasons they couldn't say.

Kuma Sand had consulted the sea gods ahead of time for Captain Cragg, and knew the weather would be fair and their racing winds moderate. The crew all were at their stations, Cullen standing at the wheel with Cragg at his side and Sabriel nearby, ready to relay orders and use her talents to raise morale. The signal was made and the city erupted in cheers as the ships started the regatta, a complete circuit of the harbor vast front. The Sea Hag jumped out ahead with the Iron Trident cruising close alongside its starboard side, the old crab ship still had legs. Five vessels began to lag behind, including the Azure Jewel, then on the turn the Sea Hag and Iron Trident began to have complications as they got too close to one another, both vessels falling behind to the swift Lyrical. Kuma again dropped a rope and made a subtle appeal to the four wind goddesses. Their sails then filled again with a quick boost of wind and the Trident fell out of sight. On the last stretch the Hag gained, the crew all straining and focused on their duties, then by a prow the Lyrical was defeated. The harbor roared in applause for the two ships.

Both winning crews were brought to the grandstand to meet Prince Jeon II a handsome young captain, but hardly regal, and his rival from Port Toli, Prince Varek IV an older, shrewd looking noble. They gave each ship their prize purses and all the sailors were presented with a silver pin bearing the symbol of the Sea Princes, a crown over a ship. The pin gave them the prince's favor for a year.  Captain Cragg was presented a silver cup as well which was to bear his ship's name and be displayed in the prince's palace. Just as they were ready to attend a party, news spread through the crowd and reached the princes that the Provincial Navies of the Great Kingdom were amassing an armada in the east Azure Sea and further, had issued letters of marque against the Hold of the Sea Princes for daring to run their economic blockades. This news caused a nationalistic furor among the captains. The Prince's Fleet all called for a show of strength and immediately left to rally their ships. Prince Varek and the Toli Armada faction however changed their tune and decided to return home and guard what they have instead of engaging the Great Kingdom of Aerdy. Captain Cragg, loyal to Prince Jeon and Jetsom Island was ready to act, but he was told to stand down. He and his ship were too old, the new fleet could handle this for now.

Sulking, Cragg and the Sea Hag returned to Jeklea Bay to what else, crabbing. Sabriel Loreweaver consoled the old drunk white beard privately and learned he was in a battle twenty years ago when the Hag was in its prime. He had lost both his sons in that conflict and his wives left him. He was useless but the bard lifted his spirits some. That night, Cullen discovered a hidden crate in the hold. After some effort he found it contained a cannon from Cragg's warship years. Confronted, Cragg apparently thought he had sold them all and forgot it was down there. Was it a sign?

A few days later they had brought their latest catch to the far flung city of Sasserine on the bay. Here, Cragg and his officers sold the lot to Vico Bevenin a businessman of a shady sort. Also dealing with the Bevenin family was a young half-elf mage named Mallon who helped identify a minor wand the captain needed to sell off. Once the crab was delivered, the crew went about the town enjoying their time off. On their way back to the docks, the group noticed the young man in an alley fighting off three chainmail clad assailants. Lash used his sea elf abilities to call up a fog cloud so Mallon could disengage. Cullen feeling bloodlust rushed to the cloud with Ostyn not far behind. Sabriel noticed more of these mercs in the shadows though, ready to flank them. Tyrrus was undaunted and sped to the flank to hew one down while Kuma sprayed poison spells at a second to keep his mace at bay. Cullen and Ostyn's flashing blades took down one armed man lost in the clouds and drove a second back. Lash climbed to a roof for an archer's position and saw the attackers already had a man up there on overwatch. Fiery rays shot out from the man's hand, barely missing Lash who dove for cover before loosing an arrow back at the wizard and hitting his arm. The mage fled, flying away into the night.

Just then, the leader of the mercs emerged from the shadows bearing a two handed sword ready to cleave down Tyrrus. Ever-alert, Sabriel's hand shot out defensively and from her lips a thunderous wave of force knocked him back. Tyrrus then turned his attention on the leader and their large swords clashed. The battle was cut short however as a mob of Sasserine city-watch pounced on both groups and arrested them. Apparently they had been gathering to bring down a smuggling deal and the Hag's crew was in the wrong place at the wrong time. At a prison tower, the crew was in a communal cell with Mallon the half-elf as well. Their enemies were in a different cell but were soon released. Bailed out by Vico Bevenin. Mallon thanked them for saving his life and he too was being held on trumped up charges. The men who attacked him had been hired through Vico for an expedition and decided to double-cross him instead.

Captain Cragg then entered, his pleas to the guard were not going well though. Sea Prince sailors were always distrusted in Sasserine. Before the crew could argue their case, the door to the cell block rumbled and crashed open. A small whirlwind of paper and debris whisked into the chamber knocking everyone about. The dust devil then passed through the bars of the cell and dispersed, leaving behind mysterious letters at the feet of all in there save Mallon. The letters bore the wax seal of the enigmatic Fivefold Council only known among pirate culture as the original lawmakers for all conduct upon the seas. Opening the letter, they were stunned to discover the Council had chosen them for a quest most perilous. Their arcane mark was soon transferred from paper to their hand. The Black Spot. And Mallon cowering in his corner, raised his hand to show he already had one before they met. The powerful Council had twisted fate in order to bring them together...

(to be continued)

Campaign notes: The letter from the Fivefold Council is REAL! Check it out ye squabs.



5 Reasons to Visit Nyrond

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Welcome back, World of Greyhawk buffs as I once again treat you with my ongoing feature titled "5 Reasons to Visit...". If you haven't seen my overviews of Keoland, the Bandit Kingdoms , Great Kingdom or Furyondy, be sure to check them out. Anyone who has played D&D should at least know the classic adventures of Greyhawk and hopefully you hard core fans like me, also know the setting's esoteric material. With 5 Reasons I seek to put a spotlight on five good plots and places in (ideally) each of the nations of the Flanaess. Perhaps a new DM will be intrigued by these locations or an experienced one will be reminded or inspired to revisit these areas. As always, comments, suggestions and additions are appreciated. Enjoy!

1. Rel Mord: The capital of Nyrond was first developed in the module Fate of Istus and later expanded upon in The Marklands (the best source for things Nyrond). This great walled city on the Duntide River sports 34,200 to 46,500 people depending on your era. This is also where the (future) sage Pluffet Smedger the Elder and the Royal University is located, first mentioned on the very covers of the boxed set Greyhawk guides. 

Nyrond is ruled from Rel Mord by King Archbold III (or his son King Lynwerd post-wars) and starting at any published Greyhawk timeline, the strain of war with the Great Kingdom and Iuz on either front wears on his stalwart kingdom. This is a nominally good realm (lawful neutral) yet constant political drama, massive war casualties, peasant poverty and droves of refugees moving out threaten to tear Nyrond as we know it apart. During the timeline of King Archbold's succession, the rather large domain of Nyrond and its varied factions could be a perfect place to set up a campaign akin to Game of Thrones

2. Star Haunt: To the west of Rel Mord, the Celadon Forest and it's inhabitants' strife concerning Baron Bastrayne of Woodwych makes for a good sub-campaign, but within the Celadon itself is a site that is adventure worthy all on its own. Star Haunt is an aptly named, star-shaped ruined castle built long ago by an insane tribe of Oeridians

What else is distinctive about this ruin? For one, the walls of Star Haunt are covered in a phosphorescent moss giving the ruin an eerie glow at night. Do you expect monsters to lair here? Of course this is monsters, but it's much worse than you think. A strange curse on Star Haunt's location imbues all monsters living here with a displacement effect. That's right, just like displacer beasts. Now imagine something like displacer trolls or displacer rust monsters! 

It gets even worse unfortunately, because the longer monsters stay here the more they fade out and become specters and wraiths. Hopefully not displacer wraiths though. Nuff said there. There is undoubtedly still treasure to be had in Star Haunt, because the locals give this place a wide berth and for good reason!


3. Kurast's Tower: To the east of the capital on the borders of Almor is another point of interest called Kurast's Tower. At the source of the Flessern River on a hill is a plain looking, squat tower made of a black stone unknown in the Flanaess. The tower is owned by a clumsy, absent-minded wizard named, yes, Kurast. Old man Kurast is a water-elementalist and normally keeps to himself.

Then during the times of the Greyhawk Wars after the fall of Almor, the area of this tower becomes a Nyrondese garrison to keep an eye on the vile animus Duke Szeffrin across the border. Kurast is a curious fellow going from joking and friendly to Nyrondese forces, then alternately grumpy and shut away for days in his impenetrable tower. What watery magic goes on below in his dungeons is currently open to DM speculation, but he is known to have sent elementals down river to deal with humanoids in the past. 

Kurast makes for a perfectly new and unusual benefactor wizard in a campaign setting that is already full of typical archmagi. His location on the buffer zone between two major kingdoms could give him more prominence if war escalates on the border. Then again, if PCS rub Kurast the wrong way he could also be one of their biggest antagonists!

4. Claw Point: On the southern coast of Nyrond is many small towns and ports, but one remote peninsula called Claw Point bears visiting. Claw Point is used by smugglers to hide in its sea caves, but lately the sides of this cliff have eroded to reveal a network of catacombs from the early Oeridian migrations. Naturally tomb robbers and adventurers down on their luck have come here to pilfer the burial ground that is said to run a mile deep.

The trick to Claw Point is accessing its tall cliffside entrances by climbing all the while knowing that the Sea of Gearnat is quite windy year round. Once inside, the tunnels are constantly crumbling and undead creatures lurk here, entirely ready to follow you outside. Inevitably some robbers also return from here with curses and diseases. A small price to pay for buried Oerid treasure.

5. Crystal Springs: Lastly, north of Rel Mord is another notable location at the headwaters of a river, called Crystal Springs. Strange bluish-quartz stone formations surround the bubbling springs that form the Duntide River and despite being brittle yet centuries they hold no further importance except as a way stop for several garrisons in the region. 

However, below the springs somewhere, is an extensive series of chambers or caves which may hold the true secrets of Crystal Springs. Despite reports of monsters and magics, no one to date has ventured down there long enough to find any answers. Crystal Springs is a good location for a DM who wants to develop an their own dungeon crawl yet set it near a few centers of civilization (its at the edges of Nyrond, the Pale and the County of Urnst). 


Castle Greyhawk: Achievement Unlocked

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Well met allies of Greyhawk! I'm way behind on promoting the latest episode of our ongoing Castle Greyhawk graphic novel. Check out page thirty-six to see some select scenes set-up by Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.

Artist's Commentary: The dragon is down and story is winding down at last. In all my years of playing D&D I don't think I've seen a dragon fight go down like this one has. I applaude Scott Casper on a very creatively imagined and visceral encounter. From an artist standpoint; webs, ice, lights, rock, coins...so much texture. I also think this segment of chapter three was fun because in grayscale the icy environment and monster is well represented in this format. If I had done this in full color, it would've been highly bled out in stark whites anyhow.

Next page should be fun as well. Stay tuned!

p.s. this is my 600th Greyhawkery post! Achievement Unlocked!

5 Favorite Greyhawk Resources

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It's a slow blog week for me people, so let's talk about the publications that I use the most in my own campaigns. Ideally I'm an all inclusive Greyhawk fan. Every bit of lore is useful to me, or interesting to me, but realistically certain products will just be more important to me in the long run. So here's a quick list and why in no particular order:

1. Iuz the Evil: This is the absolute best source on the lands and evil schemes of the demigod of Pain and Evil. There is more mysterious locations, deadly destinations, powerful villains and background lore than any book you'll find on the north. You don't even need stats for Iuz himself in this book (he is detailed in the boxed set after all) because there is so many layers of baddies to get through in this sourcebook. The information is also editionless so it's relevant today as it's ever been.

2. The Scarlet Brotherhood: This book while thin in page count, is likewise the ultimate source on the Tilvanot Peninsula, the Amedio Jungle and Hepmonaland all in one place. You might not get much in the way of stat information beyond levels and alignment but if you are wanting to know the history and machinations of the secretive Scarlet Brotherhood monks this is a must have product.

3. The City of Greyhawk boxed set: Based part on Gygax's Gord novels and helped with a good dose of published Greyhawk lore, this boxed set, though weak in some regards will give you countless years of gaming material. The maps of the city and sewers alone are indispensable (though Denis Tetreault at Melkot.com improved on them) and there is scores of NPCs and organizations ready to populate an urban campaign more vibrant than anywhere else in the setting. Alot of the information presented in this boxed set also gets timeline bumped in later products like From the Ashes and Greyhawk: The Adventure Begins. It truly is a living city.

4. World of Greyhawk boxed set: The original red-gold boxed set built upon the earlier Greyhawk Folio and has been the benchmark for RPG worldbuilding ever since. The Living Greyhawk Gazetteer might have more fluff and stats, but it lacks the wonder and curiosity of this two book set. Where else can you go from an entry on unique trees to another on runes and glyphs? The maps of course are iconic as we all know. To this day most of my campaign building is still centered on the hex map format started with this map.

5. Greyhawk Adventures hardcover: It's no accident my top 5 favorite are all from the 1e/2e era. It was a golden age of setting development and TSR was never afraid to put out new sourcebooks in different formats such as this hardcover. It isn't the best product they ever put out, being weak in some areas, but from a DM's standpoint, the canon lore on mysterious places, monsters, NPCs and magic items are a must have for any true Greyhawk campaign. It's the type of book that every time I pick it up I read something new that I hadn't noticed years before.

That's all folks! I could go on to my top 10 and they'd mostly be modules I bet, so let's save that for a separate post someday!

Castle Greyhawk: Watch Your Back

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Welcome back Greyhawk friends! Somehow I've once again managed to miss promoting the latest of chapter four in our ongoing Castle Greyhawk graphic novel. Check out page eleven andpage twelve to see some important inscriptions by author Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.


Artist's Commentary: First off remember to check out our Patreon page. Even for a $1 membership per page you'll get some good Greyhawk access.

Page 11 flew by so well from pen to paper that I perhaps took a mental break and forgot to post about it. There's some great expressions in this one. The little guy sneers and smiles at Ehlissa while she is suitably scared and intrigued by the actions of Erac's Cousin. EC too goes from suave to scolding on a dime. Then there is the mutt who expressively is hating on the blade wielding goon. Good composition. Very happy with that page. Then there was page 12....

Page twelve is a dark moody scene. There is lots of looks and stares and dialogue. But for some reason this one gave me fits. The panel of EC holding his hand out took five tries. FIVE! The one of him standing at the exit of the alley was done separately as well. The first two panels flowed great however. The whole thing ends up being a well-constructed collage of panels. You the reader would not notice this but I happen to do this a lot when certain panels give me trouble. I've had practice though, so no big deal. 

One last detail I loved was the background rowhouses in panel 1. Scott gives me elaborate direction sometimes and I try my best to capture his vision. I hope these medieval buildings fit the bill. To be a comic artist you need to know anatomy AND architecture sometimes. Let's hope page 13 goes smoothly. See you then! 

Five Shall Be One: Harmonizer 5E

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Hey folks! Yeah I haven't kept up on my 5E write-ups of the Five Shall Be One/Howl From the North conversion to Greyhawk's south seas, but I do promise to keep showing converted material from my home game. Today I unveil the fourth of the five Blades of Corusk, called Harmonizer.

Harmonizer was a particularly difficult blade to convert. 2E did a lot of things without regard to rules or game balance, so compared to thew previous three swords, Stalker, Dreamsinger and Greenswathe, this one is sorta over powered if not semi-cursed. I have ditched original author Carl Sargent's ability of testing a wielder by creating duplicates and did my best to keep the spirit of the rest of its powers. The one that has given me the most trouble in playtesting is the Code of Conduct of course. At first I had it giveing adventage and disadvantage in a lopsided fight, then figured one way or the other was bad enough for the owner. You don't want the PCs throwing this blade out for being too troublesome.

The other balance factor that I couldn't decide on was its "dagger weight" another gross game balance killer, but I went with giving it the Light property yet not the Finesse trait which evidently is a turn off to rogue classes now. If I had gone with both properties I suppose it couldn't make Harmonizer any stronger, I'd be happy to hear some input on this design, Check it out:

HARMONIZER
Weapon (greatsword), legendary (requires attunement)

This greatsword is a masterful work of art. When light catches Harmonizer’s surface just right, an elaborate etching can be clearly seen depicting a ritual being performed by five figures holding five swords; a swirling mass of wind and earth coils eerily behind them.
   Once wielded by the great Fruztii chieftain Helden Stormfist, Harmonizerlooks imposing and heavy, but it inexplicably weighs the same as a common dagger.
   You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
   The weapon functions as a defender sword.

Unique Construction. Due to its magically reduced weight, this great weapon replaces its Heavy and Two-Handed properties with Light and Versatile (2d8). However, the blade is still too long and bulky to be considered a Finesse weapon.
 Perfect Balance.  Furthermore, due to the balance of this weapon you gain proficiency in this weapon if you don’t already have it and you gain a +5 on initiative checks.
Enhanced Traits.While attuned to the blade, all six of your ability scores increase by 1, to a maximum of 20.
Code of Conduct. This strange side effect happens when the weapon is wielded in a severely mismatched or outnumbered situation. The magical harmonics of this blade interfere in combat granting the weaker side advantage on attacks or imposing disadvantage on the favored side (DM’s discretion). This enchantment works in a 30-foot sphere from Harmonizer even if it is put aside.
Sentience. Harmonizer is a sentient neutral weapon with an Intelligence of 14, a Wisdom of 10, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
   The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed.

Personality. The sword’s purpose is to enforce a code of honor and balance among the company of the Blades of Corusk. Though the other blades have their own temperaments, the diplomatic Harmonizermanages to keep them all together somehow, but it certainly expects the most of its bearer. Any conflict with Harmonizercan turn ugly with the normally light sword refusing to be lifted or in the worst case, vanishing entirely, thus starting the search all over again.

Greyhawk Character Sketches

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Welcome back folks. News is few and far between at Greyhawkery it seems. The info on my home Greyhawk campaign has been trickling as well. Well today (in honor of Talk Like a Pirate Day yesterday) I have some character sketches from my ongoing Five Shall Be One/Howl From the South 5E Campaign. Check them out!


Captain Cullen is a pirate rogue and former first mate to crab fisherman Captain Cragg. He took over the old caravel Sea Hag and soon upgraded to a faster vessel, the pinnace Envy after the crew was tasked with a quest to find the five Blades of Corusk. Even though the crew agreed no leader, he is still the one who ultimately calls the shots. Cullen may be a two knife killer with a short fuse, but he does have a good heart. If you can find out where he hid it!






Sabriel Loreweaver is a bard of a less traditional variety. She rarely plays the entertainer, instead as first-mate, she inspires her crew  to sail faster, fight harder and at times give her what she wants. Sabriel has an even shorter fuse than Cullen now that she bears the magic rapier Dreamsinger and her wild side has led to many dalliances during her voyages.
Tyrrus Bandale is a second generation fighter and sailor who has risen above the humble life of a crab-fisherman. Although he isn't the keenest mind on the Envy, his strength (and some say his stamina) is as prodigious as an ogre and his skill with a two-handed sword, namely the famous Blade of Corusk Harmonizer is so-far without equal.

 Lash Driftwood is a sea elf ranger from the deep-cities of the Azure Sea. How he first became entangled with Captain Cragg's crab-ship is unknown, but now he is cursed to seek out the Blades of Corusk like his fellow crew members. Lash's deft eye-hand coordination has made him the perfect look out and archer for the Envy. He also bears the long sword Stalker which has made him even more elusive.
 Kuma Sand is the most laid back druid you'll ever see. A worshiper of the entire pantheon of sea gods, Kuma was content catching crabs and mending wounded sailors. The curse to find the Blades of Corusk has led him astray in life and has gained him the scimitar Greenswathe in the process. Kuma is so unobtrusive that he effortlessly blends into the background and then conveniently steps back in when his comrades need him most.
Ostyn the fighter was once the lowest ranking deckhand on the Sea Hag, until fate brought him into the quest for the five blades and lifted him to a greater role on the Envy. This hammering sailor of Olman descent is also the most capable shipbuilder in the crew. Ostyn is a fiercely loyal compatriot to the end, a fact that Sabriel capitalizes on from time to time.

Castle Greyhawk: Pleasure Before Business

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Welcome back Greyhawkers! I've been dragging my heels but at last it's time to promote the latest of chapter four in our ongoing Castle Greyhawk graphic novel. Check out page-thirteen to see some clever composition by author Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.


Artist's Commentary: This page has come rather late and I apologize dear readers. Nothing particularly troubling in the art like last time, just RealLife(tm) making it hard to sit down and work. 

Robilar is one of my faves. We have alot of characters in this story running around in armor or sporting beards and so on, but Robilar has an uncertain charm about him I like. He's definitely more relaxed when not in the dungeon, but not enough to lose armor completely. I also like the Green Dragon working relationship with Ehlissa. It's common for D&D players to want to own/work at a bar during their career and this plays out quite well. It's adventurers hanging out with adventurers. What's not to like?

So yes, loving the witty banter, but it looks like the Erac saga will be getting more interesting as Ehlissa gets involved with this unheralded Striped Mage. Stay tuned!

Favorite Region of Greyhawk

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Here's the results of a poll I conducted on the front page, thanks to everyone who participated. I was curious to see what the reader's consensus was on the most playable areas of the Flanaess and I wasn't too surprised. Let's have a look:

Northwest  (2%) First off it seems not many people are playing in the milieu of Iuz's Empire vs Furyondy and farther afield such as Blackmoor. Though that place's community is a different one altogether! ;)

Southwest  (25%)
Not surprisingly the Sheldomar Valley and Sea Princes region is popular (I myself have worked from here the last several years). This area saw the most development in the early 2000's with Living Greyhawk and is also a favorite setting for it's heir, Greyhawk Reborn.

Northeast (4%) The north all in all is underdeveloped and very wilderness oriented which may lead to why few people make use of the barbarian lands or even places like NyrondTenh and the Pale which only figure in sourcebooks like the Marklands.

Southeast (10%) This area mainly comprised of the Iron League states and the Great Kingdom should be more popular. The fact Ivid the Undying never saw publication is a travesty because the area could've been a whole series of sourcebooks in truth. I still think the popularity of Game of Thrones could bring this region new life if all the damages to the southeast were rolled back to pre-Wars era.

Baklunish West/Beyond (6%) Surprisingly more used than the northern lands, though there is scant publication on these areas. We seem to have some Baklunish land fans out there despite this and I myself of course am the steward of Ull so I always enjoy when other people produce fan work for Beyond the Flanaess be it maps or simple articles. Kudos to you folk!

Central (City of Greyhawk) (51%) Lastly is the obviously most popular region with the most printed information for DMs to use. Greyhawk and surrounding lands enjoy plenty of adventure (Temple of Elemental Evil, Maure Castle, Greyhawk Ruins, etc.) That's the beauty of Gygax's world is that his most exciting region is centrally located so you can spring board from here to all the other mentioned areas.You'd be crazy to not use this area.

That's all for now. Stay tuned for another poll soon.

One last thing, a reminder to check out and join the Patreon pageScott Casper and I have going for the Castle Greyhawk webcomic. It's a humble project we've been doing for a few years and perhaps we can give even more back to the community if you are a fan of ours. Thanks! 

Luke Gygax on Podcast

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Hey guys, I would be remiss if I didn't point out my friends over at the newTrench Monkeys RPG Podcast recently interviewed the famous Luke Gygax and talked a bit with him about GaryCon, Greyhawk and old school D&D. You have got to check this out.

80's Nostalgia

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Let's talk nostalgia. For many of us who enjoy Greyhawk and D&D, we grew up in the 80's. For this reason I can be awfully sentimental when I read or listen to anything relating to that decade. I have a feeling the 80's is hitting a nostalgic high mark currently.

Who hasn't already read a blog post or new article about the popularity of the show Stranger Things? It touched on a lot of people's nostalgic heart strings and has inspired a new generation or two to go back and see what was so great about "back in the day". Building on this most recent development and working backward, we have long been in an 80's renaissance era with movie franchises like G.I. Joe and Transformers, not to mention innumerable cartoon remakes like Voltron. The list goes on and there is no way I can even touch on it all.

Back to gaming, WotC has been enjoying ever increasing popularity with 5E D&D largely, in my opinion, by catering to the nostalgic fun of older editions and material rather than trying to reinvent the wheel. This effort bleeds into the 90's of course since it concerns the Forgotten Realms, but Ed Greenwood's world does have roots farther back as we all know. With adventures based on Castle Ravenloft and notably Tiamat it would not surprise me one bit to see a remake of the 80's D&D Cartoon.

One last thing, for the last ten plus years, I've closely followed the goings on of D&D and Greyhawk. So imagine my surprise that I just now found out about the 2011 novel, Ready Player One because it has a VERY strong 80's nostalgic vibe. Not to give away the plot, but it references AD&D, Gygax, and Dragon Magazine quite liberally. It also specifically mentions and uses Greyhawk material in its plot more times than all of 4th edition! Author Ernest Cline has to be an old Greyhawk fan! As of writing this I haven't finished the book, but I hear Steven Spielberg the director of my favorite 80's movie of all time, Raiders of the Lost Ark, is making the movie version. Seems fitting.

Castle Greyhawk:Thaumaturgist

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Welcome back Greyhawk readers! It's high time I get off my butt to promote the latest work on chapter four in our ongoing Castle Greyhawk graphic novel. Check out page-fourteen to see some smart screed by author Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.


Artist's Commentary: And now we have Rary in the picture, or rather a younger version of the Rary we all know. Side thought, I'm not sure what a thaumaturgist is and I've played D&D for decades.

It's very interesting that Rary is a local wizard to this story in Greyhawk City. I don't know his Gygax campaign origins as well as Scott so I'm sure the precedence is there. I've only ever been familiar with the game setting version where he hails from the Baklunish West and somehow ends up in the Circle of Eight. It will be fun to see where Ehlissa's gambit takes her now that she's consulting a higher level mage (Higher than Tenser I assume). Stay tuned.

LoreMaps

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A week or so ago I saw a link to LoreMaps and their wonderful interactive fantasy maps of Faerun and Game of Thrones. This project is a combination of geotags and linked wiki information, but trust me see it for yourself. It's only going to get more advanced as they go along with search functions and more. I for one am also going to contact them and obviously nominate the World of Greyhawk for their next fantasy map, cause why not?

Ready Player One Acererak Art

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As I mentioned recently, I'm a bit late to the phenomenal novel Ready Player One. It's a small spoiler, but Greyhawk and the Tomb of Horrors features prominently in the story that is soon to be a movie in the next year I hear. As such, to sate my obsession I found an official site that has been posting photos and fan art. I thought my Greyhawk fans would love to see the old lich Acererak having some fun. Make what you will of the images. If you haven't read the book I highly highly recommend it.
by robotnicc




















by jdelgado

by Robots-in-Love

by evanames


















































by Robots-in-Love
by dead-bl00d

Castle Greyhawk: Wizardly Negotiations

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Welcome again Greyhawk readers! I'm slacking as usual in promoting the latest work on chapter four in our ongoing Castle Greyhawk graphic novel. Check out page-fifteen to see some intelligent inking by author Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.


Artist's Commentary: This page was challenging from a composition standpoint. What's essentially just a back and forth between Rary and Ehlissa turned into an exercise in world balloon placement. Rary is a bit wordy let's just say! The other fun design component I did was the open frame column down the middle. I love leaving empty space with the margins and the frames with some added figure overlap from one box to the next using Ehlissa's arms. 

It's not something I intentionally plan on mind you. I start drawing from Scott's script and then see how things develop. Often it's a matter of me running out of room so I let everything meld together and divide it after the fact. Sound like gibberish? Probably is, but if you've tried to piece together a comic page before you'll appreciate what went into this work. :)

That's all for now. Looks like poor Ehlissa isn't getting her way. Rary isn't archmage level yet so he is still wary of people like Erac's Cousin. Who is he anyhow?

Sea Princes Campaign: NPC Portraits

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Well met, friends of Greyhawk. I've been struggling to come up with good posts lately then realized I have a wealth of art to show off from my current Five Shall Be One/Howl From the South campaign. While I don't serialize my game nights anymore, I do have some wonderful art to go along with it such as my player character portraits from last time. Today you'll get to see some pivotal NPCs from my game. Some are canon, others developed purely out of game play. Enjoy!

Mallon the half-elf mage is a character from the original Five Shall Be One module by Carl Sargent. He kind of gets things rolling in the quest for the five swords. In the original he is the apprentice of Karasten Meldraith an old wizard who lives on the coast of White Fanged Bay. In my Sea Princes remake, Mallon serves the deep-sea archmage Drawmij. Either way, he is quiet, nerdy and generally useless to the predominantly sailor crew unless something needs to be detected or identified. The pirate characters tolerate him because he too is marked by the "black spot", a curse that forces them to find the Blades of Corusk.



Ogie the Ogre was a surprise addition to the adventuring crew. This ogre was supposed to be a disposable brute serving a hag in the Amedio Jungle in the earliest parts of my FSBO. If it hadn't been for a clever use of a charm spell by the bard Ogie would be deceased like his cousins. Instead, the PCs took me by surprise and actually befriended the big lug, using him on their ship as manual labor and intimidation; paying him in copious amounts of food and shiny trinkets. Never has an ogre been treated better in a D&D campaign. Ogie slowly has evolved from a jungle monster to a credible citizen of the Sea Princes. I cannot wait to see what direction he takes after the quest.


Archmage Drawmij is of course the well-known member of the Circle of Eight. His role in my remake is a replacement for Karasten, namely the wise sage who informs and directs the PCs on their quest for the five swords. Drawmij and his undersea lair also was a serendipitous choice for I replaced the orc mountain city of Garel Enkdal with a deep sea trench city of sahuagin. Using nautical and undersea elements in this campaign has been a blast and Drawmij is an NPC that I've always admired but could never capitalize on properly until now.




Captain Kendrick of Blue is one of those random NPCs that somehow hits it off with players (in more ways than one) and thus becomes a recurring ally in their ongoing quest. Kendrick is a pirate lord who technically works under the vile Slave Lords of the Pomarj, but he is too honorable for slaving, instead choosing to prey on Aerdian vessels. His charismatic characterization has given him greater influence in my story as it's unfolded. Kendrick has gone from a encounter to pirate fleet captain in mere game months.




Admiral Arn Scornblade is main antagonist of the over-arcing plot of my campaign though the PCs have never met him (besides Sabriel in a dream). Most of the villains of this series have been dispatched easily from a Shadow Dragon to Sahuagin Princes to opposing pirate captains. Admiral Scornblade is like the Emperor in Star Wars, he is the ominous BBEG at the end of a quest. He controls the Aerdian armada that is creating a war on the Azure Sea. This backdrop of war has been hinted at and only recently felt by the players who have been too busy collecting swords. The ultimate goal however, is uniting the pirate factions into their own armada to help the Iron League take down Scornblade and his invincible metal plated "Ship of Battle"the Tyrannic.
Not only does Arn have a navy, he is also a High Priest of Hextor which makes him doubly dangerous. His visions and divine guidance may make the climax of this two-part campaign more than the PCs can handle even with five artifact swords!

More next time!

Five Shall Be One: The Edge 5E

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Howdy Greyhawk fans! While I'm finished doing 5E write-ups of the Five Shall Be One/Howl From the North conversion to Greyhawk's south seas, I did promise to keep releasing converted material from my home game. Today I unveil the fifth and final of the five Blades of Corusk, called the Edge. And no I'm not talking about the guitarist U2. Blame Carl Sargent.

The original Edge sword design was for a bastard sword, which is a weapon type not in official 5e D&D rules (yet) so I decided to go a new route and make this weapon viable in the hands of many classes by allowing it to change from dagger to short sword or to longsword. For you old 80's-philes like myself, I imagine the effect as the Sword of Omens from Thundercats. The Edge in Howl From the North was powerful and I think I retained much of that in my 5E conversion. One minor alteration I made was because I couldn't justify the visual look of "three" dagger jutting from the sword since I was making accompanying art for the write-up. Again, for 80's reference I went to Kurgan from Highlander to give the Edge a pair of tines that snap out at 45 degree angles at will. Two flying blades seemed like enough anyway, since by the time the heroes have all 5 weapons, a ranged poison attack is likely to be their least frightening ability.

I hope you enjoy this conversion. Comments are appreciated. Enjoy!

THE EDGE
Weapon (variable), legendary (requires attunement)

For hundreds of years, sages have argued whether the Edge is a short sword, a long sword or merely a parrying dagger, but the strange truth is they are all right. The Edge is made of gray steel, yet it never gets dull or marred. Despite attempts, the blade cannot be further honed, for it is already so sharp it can split hairs at the slightest touch. In contrast, theEdge’s hilt is wrapped in comfortably soft suede leather. The stark design of this unusual blade is offset by a pair of blackened dagger-like tines jutting at angles from the pommel. The Edge was once wielded by many leaders and kings, among them the Cruskii folk-hero Vorlag König.
   You gain a +3 bonus to attack and damage rolls made with this magic weapon. The blade also ignores resistance and immunity to slashing damage. It has the following additional properties.
Unique Design. The Edge is a brutal looking weapon that on command magically expands, or contracts from dagger length to short sword, or at full extension a longsword. While in each of these of forms they have the normal attributes of a weapon of that type.
Flying Daggers.You can use an action to command one or both of these daggers to fly from the pommel at a single target within 60-feet. When you make the ranged attack, you do so with an attack bonus of +5. A creature hit by a dagger takes 1d4 damage and must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage, and become poisoned for 1 minute.  After being fired, a dagger crumbles into dust. This property can’t be used this way again until the next dawn when the lost blades reappear.
Sunder.While the weapon is attuned to any class proficient in short or long swords, you gain the ability to sunder weapons or armor. When you attack a creature and roll a 20 or greater on the attack roll, that target takes an extra 7 slashing damage. In addition, if the target is using a shield or weapon in combat, one nonmagical item in hand is randomly destroyed. If no item is in hand, a target’s worn armor is destroyed instead and no longer provides an Armor Class bonus if nonmagical.
If an item sundered is magical, it can only be used at disadvantage until repaired. Likewise, armor loses its magical bonus until repaired. Further sundering attacks on an item have no further effect. The blade cannot sunder artifacts or legendary items.



Xvarts in Volos Guide

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If you haven't seen the new 5EVolo's Guide to Monsters then you should check it out. The first half of the manual is full of fluff and RPG notes on common monster races both NPC and playable as PCs. The second half converts some classic D&D monsters to 5E and adds many variants as well. Though this book is written from the perspective of the Forgotten Realms, astute Greyhawk fans will spot many creatures who find their origins in our gameworld. One such monster is the xvart.

The actual stats on xvarts don't concern me, what is amazingly cool is the new fluff on their deity, one of my favorites, Raxivort. I don't know how much of this backstory is new or collected from old sources, but it all works and I'm delighted. I'm just gonna show it all to you here cause it's quite good stuff. Enjoy:

Raxivort's Betrayal. 
All xvarts are degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.

After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the Spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.

In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart. Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.

To me that is a brilliant if not hilarious story for a lesser deity and an obvious opening to create an epic quest to find an object of great power sought by many powerful evil factions. What more does this book have in store? I'll let you know!

Old D&D Back in Print

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Hey folks, just chiming in real quick about this news on DM's Guild/DriveThruRPG doing print on demand for old out of print D&D products. So far the selection is small, a couple Greyhawk titles, but will likely grow as the service progresses. What I am most hoping is, could this be a chance to have an ACTUAL print version of Ivid the Undying? Is that even in the parameters of those sites since it was never published before? Come on Wizards help a gamer out!

Next 5E Storyline Speculation

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Welcome again Greyhawk fans and 5E gamers. I'm currently playing Storm King's Thunder and I own Curse of Strahd. Both are solid stories so far. But surely the next big book event is already in the works. Rumors have been hush and it's a slow week, so it seems this is a good time to revisit my own oddsmaking on D&D's next 5E storyline. There's no sense in rehashing the same blurbs though so I'll just shoot for a single prediction:

S3: Expedition to the Barrier Peaks
A downed spaceship scenario isn't out of the realm of possibility. Remember, it wasn't that long ago head story honcho Chris Perkins tweeted a teaser picture of a Froghemoth and other aberrant monsters. Now, those most likely were teasers for the recently released Volo's Guide to Monsters, but, there's a new niche in RPGs that D&D should try to exploit, weird fantasy. 

Games like The Strange and Numenara have been all the rage in recent years. An adventure in the vein of Barrier Peaks thrust upon a traditional world like Faerun or Oerth could unleash enough odd monsters, magic and mayhem to set itself apart from their previous iconic threats; Dragons, Elementals, Giants, Vampires.
In addition to the classic froghemoth, Volo's Guide also includes quite rare choices such as vegepygmies and the trapper, all three introduced in S3. Pair that coincidence with a host of new playable monster races in Volo's and you have fuel for a weird-fantasy storyline that can take its inspiration from Expedition.

And don't forget the robots and rayguns. Greyhawk, Mystara and yes even Golarion have all went the crashed space-ship route before. Who is to say Volo hasn't stumbled upon something in the Anauroch? We shall see... 
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