Domain of Greyhawk Player Primer
The Gem of the Flanaess
The Free City of Greyhawk is a vibrant nexus of trade, culture, and political intrigue. Nestled along the Selintan River, it attracts adventurers, merchants, and scholars from across the Flanaess. The city thrives on contrast: opulence and poverty, reverence and irreverence, tradition and ambition. Here, wealth, influence, and personal drive matter more than birthright. Magic is regulated, crime is organized, and opportunity waits around every corner for those bold enough to seize it. Whether seeking fortune or fleeing fate, everyone finds a place in Greyhawk, which welcomes the bold and the broken alike. Just don’t expect to leave unchanged.
Things You Know
These are common facts your character would know simply by arriving or living in the city.
Adventurers Welcome. Greyhawk runs on adventurers’ gold; everyone has something to sell if you have coin to spend.
Castle Greyhawk. The infamous ruins of Castle Greyhawk lie nearby and attract adventurers from across the world.
No King Here. Greyhawk is ruled by a council called the Directing Oligarchy, not a monarch or noble house.
City of Thieves. Pickpocketing and scams are common, and most people assume the Thieves’ Guild runs the streets behind the scenes.
Taxes and Tolls. Greyhawk loves its taxes. Gate fees, market licenses, and magic item duties are just part of doing business here. If you are not a Greyhawk citizen, this was evident when they charged you 3 GP for the right to enter and conduct your business here.
Things You Might Know
Pick two facts from the list below that your character knows. These represent a deeper familiarity or time spent in the city.
Divided City. Greyhawk is split into three main sections by inner walls. The northern and central areas, known as the New City, include the High, Garden, Clerkburg, Artisans’, Foreign, and River Quarters. The southern portion, called the Old City, contains the poorer and rowdier Slum and Thieves’ Quarters.
Market Culture. Haggling is expected at all levels; those who pay full price are seen as naïve.
Guild Power. Nearly every profession has a guild, and the most powerful guildmasters sit on the city’s Directing Oligarchy.
Magic and the Law. Magic is respected but regulated; public casting without cause, or magical coercion, is a serious crime.
Rules vs. Laws. Greyhawk’s written laws are detailed, but enforcement depends heavily on the district and the Watch, which follow their own set of rules; petty crimes are often fined or ignored in the Old City, while New City officials uphold order more strictly.
Criminal Tolerance. As long as crimes don’t rock the boat, city officials often ignore the Thieves’ Guild’s presence.
Grey College Rivalries. The colleges of Clerkburg are divided between rival philosophies, some seek magical innovation, others guard ancient traditions rooted in the days of the Suel Imperium.
Underground Tunnels. Smugglers and monsters lurk beneath the city in old tunnels and sewers.
The Circle of Eight’s Influence. The Circle of Eight, a powerful group of wizards, influences politics in Greyhawk through informal networks, though their true goals remain unknown.
Things You Probably Don’t Know
Pick one fact from the list below that your character knows. If you have the Charlatan, Criminal, or Guard background, you may pick an extra fact.
Hidden Cults. Though illegal, secret cults to Iuz, Vecna, and worse operate in the shadows of Greyhawk.
Corrupt Constables. Some of the People’s Constables in Old City take orders from the Thieves’ Guild.
Castle Secrets. Zagig may have imprisoned a god beneath Castle Greyhawk and vanished after completing a great ritual.
Mordenkainen’s Watchful Eye. The archmage Mordenkainen, though rarely seen, is known to take an interest in threats to the city and has agents scattered among the guilds and temples.
The Mycelium Network. Some druids claim a vast fungal network beneath Greyhawk carries whispers of darkness from the castle ruins.