Greyhawk's Legacy of Artifice

The World of Greyhawk is a land of grain mills driven by river wheels, hand-cranked wells, and where villagers repair their ox-drawn plows. Most folk live and die by simple tools and familiar crafts, and anything more advanced is met with wary superstition. To the common person, the very idea of intricate devices or strange mechanisms is as baffling as arcane formulae or psionic meditation. Many dismiss such things outright, calling technology itself “a myth of the ignorant used to fool gullible folk and frighten children!” Yet renowned sages describe these disciplines as a form of magical science; a counterpart to magic which operates within the laws of probability. They argue that if magic were ever to wane, technology would grow stronger in its place.

Mighty Servant of Leuk-O
Mighty Servant of Leuk-O

Even in a world where such innovation is rare, curiosity refuses to die. Adventurers, scholars, and the occasional bold tinkerer scour ancient ruins in search of forgotten knowledge, hoping to unravel the mysteries behind legendary artifacts that blend invention and enchantment. Wonders like the Infernal Machine of Lum the Mad and the Mighty Servant of Leuk-O stand as testament to a time when innovation shaped marvels equal to any spell, and scholar’s hearts dream of the thought of discovering tidbits leading to the Apparatus of Kwalish.

Scattered across the world are places where dormant engines hum beneath the soil and remnants of magical science thrum with alien purpose. Far to the north, further even than Arn, buried in the Land of Black Ice lies the fabled City of the Gods, where mechanical golems still stir and people once walked the world in bodies made of enchanted mechanisms. Similar constructs, half-machine and half-arcane, prowl the mysterious solid metallic dungeon hidden in the Barrier Peaks, hinting at an age when tinkering minds dared to dream on a scale few in the modern world can comprehend.

Many artificers and tinkers follow or revere Murlynd, a little-known near-divine being (who was mortal hundreds of years ago) and travelled to distant planes. He came across functioning technology which, when brought back to Oerth, could be made to function through magic. Known as a quasi-deity (hero-deity) who is a patron of magical technology. Among his followers are inventors, thaumaturgists, engineers, alchemist, and tinkerers of all sorts who study and encourage creating new devices and machines to help make daily life easier.

Artificer Inspiration

  • An olve (elven) innovator in Highfolk who is intent on bringing new creations to the City, and encouraging the growth and development of (magical) technology in the pastoral region to spread Progress in the otherwise Primaeval areas.
  • A dwur (dwarven) engineer from near Cantona on the Wild Coast who is interested in drafting plans for making a type of war machine or other contraption, powered by something as complex as clockwork or a steam engine.
  • A noniz (gnomish) metallurgist seeking a tome titled Mind of Metal, penned by a descendant of Lum the Mad. It ties the origin of the Mighty Servant of Leuk-O to the ancient Olman people of the Amedio Jungle and Hepmonaland.
  • A human tinker who is also a follower of Murlynd, who wants to use their magical and technological prowess to protect the innocent and uphold justice in Furyondy. They seek to spread Murlynd’s teachings and innovations throughout the land.
  • A gnomish tinker who lived in Baklunish lands (Zeif) and came across a charcoal rubbing on the back of a piece of palimpsest parchment which had been scrubbed almost completely off, who learned only enough artificing to understand it and searches for more similar plans created by Kwalish in his infamous laboratory to try to discover his methods.
  • A young apprentice wizard who began studies at the University of Magical Arts in the Free City of Greyhawk who found it difficult to practice the type of magic they instruct there, and began experimenting with things that made sense to them, and began using machine-like small constructs of their own devising.

 

Alchemist Inspiration

  • A student of the aging Heiroymous Tigana, the Alchemist Major of the Guild of Wizardry in the Free City of Greyhawk, who’s been sent out as part of their apprenticeship with a list of reagents to learn how to use, to qualify to become a journeyman.
  • A shady former gravedigger who worked for an infamously dodgy necromancer in the Domain of Greyhawk whose work with the undead made them realize that alchemy could also be used to heal people and prevent death.
  • A hobniz (halfling) cheesemaker and brewer from Perrenland who discovered through learning their trade that chemical reactions could be useful in so many more ways. They have procured an invitation from an alchemist in the Urnst States to come learn more.
  • An apprentice to a former student of an associate of Archmage Tenser’s has heard it let slip that there’s a strange, fantastically complex machinery crewed by golems and automatons beneath his castle, which the archmage uses to pull a magical liquid from the ground.
  • A human sage venturing from Veluna who seeks to find more tomes written by Thessalar about his work with alchemical mutagens and the strange, hybrid creatures he is said to have created.
 

Cartographer Inspiration

  • A professional cartographer who has found late in life that they can see magical things in their maps, and they wish to meet Lazzarin Geld (at Geld’s Maps in the Free City of Greyhawk) to find if he’s ever heard of such magic.
  • A cartographer who’s interested in finding the path to the Machine Level rumored to be deep beneath Castle Greyhawk, and recording the corridors and chambers found there, to be shared with other adventurers and sages. They plan to delve into the castle as far as they can.
  • An archivist from Verbobonc who was mapping the field of the Battle of Emridy Meadow and trying to archive what happened there, and spontaneously began seeing enchanted points of light on their survey. They’re trying to learn more about whatever caused them to be able to do this.

Kit “Abra Saghast” Nolen,

Head Librarian of the Great Library of Greyhawk wiki

Author Only

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Special

Special  is an adventure that does not follow the normal adventure template. Usually they are adventures that are played with multiple tables where all the tables are working towards a shared goal, and success or failure at one table can and will influence things for the other tables…