Professional Documents
Culture Documents
Flanaes
A gazetteer of the
Free City of crevhawk and the surrounding area
Samuel Potter (Order #37675198)
Fantasy World Supp lement
01stnbutedto the book trade in the Umted States Chapter 6: The High Quarter ..... . ......... 58
by Random House, Inc.. and m Canadaby Random
House of Canada,Ltd. Distributed to the toy and
hobbytrade by regionaldistributors. Distributed in Chapter 7: Markets and Gar den s ............ 62
the Unlled Kingdomby TSR Ltd
ISBN 0-88038-731-9
TSR, Inc ,
i,ROOUC:ff OP YOUfl tMAOtN&TtOM - 1043XXX1901
Most significant is the sheer number of willbegin to take on a life of its own. Your
Using Stories and characters that the PCs can interact with. players' characters will feel at home
NPCs (DM Section) While many of them are detailed within
these pages, the DM will find numerous
there, and your campaign will flow
smoothly from one adventure to the
Actually this entire product is best kept instances arising where he will need to next.
in the hands of the DM, so that players quickly create a barmaid, thief/informer, The stories you develop for your city
can discover the city from their charac- old beggar, or some other citizen that the campaign can be tremendously varied.
ters' points of view. This best preserves PCs wish to meet. The situations presented in these vol-
the mystery of the city and enhances ev- Whenever you do this, try to take a few umes give you the framework for dozens
eryone's enjoyment. second to note the NPC's name, location, of campaign story lines. It simply be-
This is not an entirely realistic expecta- job or role in the city, and any other perti- comes a matter of your PCs finding a
tion, however. However, the material in nent information that applies- challenge that interests them, and going
this section specifically relates to how the possessions, combat abilities, even to face it.
DM can work the city into his campaign in attribute scores if they become neces-
a way that will provide the most enjoy- sary. Then if the PCs wish to meet that Story Ideas
ment for all concerned. So players, don't NPC again, you have the information at
read this! your fingertips. (If you generate a lot of The best source of story ideas for DMs
Most DMs realize the importance of a NPCs, you might want to use a separate is, and has always been, the players in the
good story to any role-playing campaign. page to list those in each of the city quar- campaign. Listen to them; find out what
While a city campaign is no different, ters to aid in finding the information again interests and challenges them, and pro-
some of the story design tasks faced by when you need it). vide them opportunities for adventures
the DM do change in comparison to a wil- Thus, as you add more and more char- that appeal to those interests.
derness, underground, or exploring cam- acters to the city-and the PCs become Many story ideas will grow out of the
paign. acquainted with these NPCs-the city interaction between your players and
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the land. It is not uncommon for a deer or from the city, though many of the man-
Outside the Walls other wild creature to approach to within sions and estates in the High Quarter are
The area just beyond the city walls has touching distance of the city wall here, for on high land that might properly be con-
certainly developed because of the city, there are no settlements or farmsteads sidered the southernmost elevations of
though these locations cannot truly be on this side of the city. the Cairn Hills. Though some of these
called part of that same city. Nonethe- Instead, the region from the city north hills look down onto the parkland immedi-
less, a description of its immediate sur- to the first crest of the Cairn Hills was ately beyond the city wall. the slopes
roundings is essential to a full designated by Zagig as parkland. It is quickly climb to the north.
understanding of Greyhawk City. hunted on a very limited basis, only by The residents of the city, especially
These surroundings range from the di- the archers of the City Watch, and no one those of wealth and leisure, visit the park
lapidated shacks of Shack Town and the is allowed to live there. freque ntly. Several pairs of young lovers
muddy backwaters of Barge End on the The open fields of the park are speck- can usually be seen, strolling arm in arm
city's northwest side to the mysterious led with flowers during all seasons except through the flowered meadows. Families
ring of stones outside the city wall to the midwinter. The colors of the blossoms make outings here, and children often run
southeast. This description begins with change as the tulips of spring give way to and tumble across the grass and flowers.
the hilly area north of the city and pro- the daisies of early summer, and so forth Small springs bubble from several of the
ceeds clockwise around the areas outside through a delightful progression of shady hoUows, spilling into the Selintan
the city wall. shades and hues. Though many types of River.
flowers have been planted here to In autumn the leaves turn bright
North Hills achieve this effect, they have been placed shades of red and gold and the aspens
in scattered locations. A viewer sees wild blaze with a brilliance that can be seen
The scattered extensions of the Cairn flowers, not the carefully tended from most high places in the city.
Hills extend to the very wall of the city. products of the gardener's art.
Groves of birch and quaking aspen dot The hills tend to slope upward away
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Samuel Potter (Order #37675198)
West Plain sought after examples of their types. The South Plain
quality of the work has improved over the
The ground quickly levels out here, generations, as each new master to the Th e grassland extends to the south
and the aspens do not extend onto this art offers his or her own refinements to much as it does to the west, covered with
flat land. Small farmsteads are scattered the building process. They have added scattered farmsteads but mostly growing
across the land, though these are gener- luxurious carriages and sturdy chariots- wild. The farmland all around the city has
ally poor plots, long ago worked almost to both hunting and military-to their line. suffered drastic depletion in nutrients
exhaustion. Now it seems that a half-dozen youths over the years, forcing the productive
The fields are covered with a short, and young women are always undergoing farms farther and farther away.
hardy grass that is green during the apprenticeship, with several more jour-
spring and after periods of rainfall neymen teaching them. And the West Bluff
throughout the rest of the year. At other Wainwrights always have at least three
times it dries to a wispy brown. This is a bluff in name only, for the wall
master builders in the family. one of of the city stands upon land that is only 20
The farmers that labor here generally whom is the current lord.
sell their goods in the Old City market, as feet or so above the surface of the nver.
Living in the manor are three genera- However, the ground slopes downward
the quality of their foodstuffs is low. But tions of the family Wainwright (five men.
so is the cost, since the food does not to the water with a sharp bank along most
seven women, and 11 children). some of its length. South of the wharves. the
have to be transported very far to get to ten house servants, and five men-al-
the city. ground is ove rgrown with scrub brush
arms the lord employs as bodyguards and and cut by numerous rivulets and gullies.
watchmen. The barn houses another 12
Grey College Observatory men and women-workers who tend the
horses and perform much of the menial
Garbage Hill
Located a little way Crom the city wall
to avoid the torchlight spilling from the labor of wagonmaking, leaving the The hillside and riverbank south of the
guard posts at night, this domed building Wainwrights to tend to matters of quality wharf is strewn with garbage and sewage
serves as classroom and laboratory for and finishing. from the city that didn't quite make it to
the study of the skies. It is owned by Examples of the family's work - a cart, the nver. Sometimes the end of a garbage
Grey College, and the Observatory Tu- a farm wagon, a carriage, and a hunting hauler's workday comes before he drops
tor. Hiram Macksenian, is a full professor chariot-all stand proudly in the court- his last load, and so he dumps it when the
at the college. The observatory is used yard. Others can be found in various bell sounds. Or perhaps a wagon breaks
by sages, alchemists, studen ts , faculty of stages of completion in the half of the or a horse goes lame. Also, citizens living
other colleges, and nobles as well. All of barn that is the shop. The other half of near the Marsh Gate often hauJ garbage
these other users provide a pleasant in- the barn contains stalls for the two dozen through the gate and dump it here to be
Ouxto the coffers of Grey College. horses owned by the Wainwrights. spared the rigid scheduJe of guild pickup.
The garbage is not so much piled here
Lord Wainwright's Manor StoneRing as spread thinly across a great expanse of
ground. It is impossible to walk among it
This stately home, surrou nded by its The StoneRing of the druids is an an- without begriming boots or shoes, but
stable, shop, and servants' quarters, 1s cient s ite, predatmg the city by an un- leggings and pantaloons are safe.
the grandest property outs ide of the city known. but assumedly vast, number of The garbage is the constant feeding
walls. It had its beginnings as a humble years. While far from unique in the ground of ravens, rats, and dogs. All of
wagonmaker' s cottage and shop, when Flanae ss-such rings form a central fea- these scave nger s are aggressive about
the Free City was still in its infancy. ture of the dnudic faith-the Greyhawk their choice feeding sites. and the dogs
The wagonmaker, and later his child circle is among the oldest yet discovered. often pack together to drive intruders out
and grandchild, was skilled at his profes- Th e tops of the stone columns are of the garbage. Of course, they don't
sion, and his prices were reasonable. As worn smooth. the edges rounded by wind bother those who dump additional gar-
Grey hawk's prosperity as a regional trad- and rain. This 1s not a scene of regular bage at the Cringe of the slowly growing
ing center increased, the Wainwrights (as worship, but druids often stop for a mo- waste.
the family had come to be called) slowly ment of prayer as they pass.
expande d their shop. A character standing among the central
Wharve s
They built farm wagons, two-wheel stones of the arch can speak, act, and
ca rts, and huge freight wagons. think without being observed by any The docks of the Free City lie outside
Wainwright wagons, recognizable by the magical means (a crystal ball or spells, the city wall, below the noble mansions of
"W" branded onto the bottom of each such as clairvoyance,ESP, or clairaudi- the High Quarter.
near the hitch, have become the most ence). Access to the city is provided, for pe-
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The Grand Citadel of Greyhawk-simply fast protection of the Redoubt, can be most parts of U1e city, as long as the
called "the Citadel" by the city's found the last bastion of Greyhawk 's elite viewer is high enough to see past obsta-
inhabitants-occupies the dominant in the event of disaster. There too is the cles in his immediate vicinity. Its com-
ground within the city walls, overlooking Greyhawk City Treasury. manding presence can be seen from the
all quarters of the city from its position on All is bounded by those high walls and entire length of the Processional.
a low rise. The great, stone edifice dates sealed by the Battle Gate and its solid
back to Greyhawk's earliest days, when gate house.
it was e rected as a bastion of defe nse for CitadelRoutine
all the city's residents. The activities of the Citadel conform to
Back then the city occupied the low, CitadelLocation a regular pattern, repeated day by day
accessible ground of the Old City, which The stately walls of the Citadel over- and altered slightly only on Godsday.
was deemed of poor defensive value. So look the Processional to the far end of Many of these events involve the open-
the Citadel was erected on the nearby that avenue's length. The castle is set ing of the Battle Gate, noted below.
knoll, and it commanded the length and well above the roadway itself; indeed, the When opened, the gate is quickly closed
breadth of the river valley. Gradually, of wide avenue is raised upon an even wider after each use. The daily schedule is
course, the New City has moved upward ramp simply to reach the Citadel gates. listed here:
to embrace these old stone walls, and Nowhere is the Great Citadel ap- 4 A.~1.: Exchange of City Watch pa-
now the Citadel stands as a part of the proached by neighboring buildings. In- trols, First Rotation (Gate
city itself. stead. rolling meadows descend steeply opened)
Also changed by history has been the away from the fortress for several hun- 5 A.M.: Prisoners awakened and fed
fortress's role as a shelter for the city dred feet on all sides. Clear, deep ponds 6 A.M.: Prisoners led to work sites
population. Now, of course, the Citadel's cove r some of the ground, filling in the (Gate opened)
looming walls, dark gray almost to black, dips in the convoluted terrain. 8 A.M.: Exchange of City Watch pa-
could offer shelter to but a tiny fraction of Although their placement appears ran- trols, Second Rotation (Gate
the populace. In actual use, its purposes dom to all but the most careful observer opened)
are several. with experience with engineering, these Noon: Exchange of City Watch pa-
In the mundane life of the city, the Cita- ponds actually create a layer of defense trols, First Rotation (Gate
del serves as the prison in which the most for the fort ress. opened)
hardened criminals-barbarians, dwar- By use of a few well-placed dig spells, 4 P.M.: Exchange of City Watch pa-
ven thieves, half-ores and the like-are the ponds can be connected into an eight- trols, Second Rotation (Gate
incarcerated. The walls, originally de- foot-deep, mud-bottomed moat. If the opened)
signed to prevent intruders from enter- dig spell is augmented by a raise water 6 P.M.: Prisoners returned from work
ing the castle. serve qmte adequately as a casting, the damage that could be in- sites (Gate opened)
means of preventing escape as well. flicted upon an attacking force is quite as- 7 P.M.: Prisoners fed
Now escapes are rare, and the pris- tounding. 8 P.M.: Exchange of City Watch pa-
oners tend to be generally well behaved. During times of peace-such times as trols, First Rotation (Gate
The brutal guards hired to enforce the Greyhawk has known for all of current opened)
imprisonment are none too bright, but human memory - these grassy meadows 9 P.M.: Prisoners returned to cells
manage their tasks effectively. are used by the people of the city as a Midnight: Exchange of City Watch pa-
The huge blockhouse of the prison oc- vast commons. Thieves are actively dis- trols, Second Rotation (Gate
cupies the northern portion of the Citadel couraged from visiting the area, and rigid opened)
courtyard. To the south stands an even codes of proper dress insure that the
larger building called, simply, "the Re- commons is primarily used by the families
doubt." of nobles and the wealthier merchants or RandomEncounters
Within the walls of the Redoubt are
found the quarters of the City Watch and
adventurers.
To the west and south, beyond the
Withinthe Citadel
the offices of its commander, Senta! ponds and meadows, some of lhe elegant Except for the occasions listed during
Nurev, as well as those of the Constable mansions of the High Quarter are visible. the day, the Citadel is not exactly bustling
of the City, Derider Fanshen. There also Beyond the city walls, the land falls away with activity. Thus, most encounters
is the City Arsenal. containing a large even more steeply, prohibiting all but the within the fortress occur at the specific
store of armaments for use by the most tenacious from approaching by that locations described below.
masses that would be levied into the mili- route. However, characters within the Cita-
tia in the event of an emergency. The Citadel, in tum, is visible from del, including the courtyard, the wall top,
Below ground, underneath the stead-
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Samuel Potter (Order #37675198)
11. Office of the Warden He enjoys wooing the young ladies he prison, stands against the wall. A great
meets, and he maintains a discreet apart- griffon's head leers at the room from its
This large room, though spartan, is the ment in the Garden Quarter for his fre- trophy mount above the hearth. Several
first of the prison chambers to have any quent rendezvous. He never brings softly cushioned divans surround the
measure of comfort and grandeur whatso- women to his apartment in the prison. blaze, which Kimi maintains at all times.
ever. The floor is stone, but consists of His high standard of living is a product
slabs of pink and black quartz instead of the of opportunism, for he profits hand-
gray fieldstoneused throughout the prison. 13. Kaltek 's Bedchamber
somely whenever a bribe is transacted
The Warden, Kaltek Werm, is within within the prison walls. This includes This is another room , posh far beyond
the office (25%) or the apartment (25%) such bribes as are levied to allow certain its surroundings, that displays Warden
half the time, and gone on some errand or prisoners-those with well-heeled Werrn's taste for luxury. A huge feather-
dalliance the rest of the time. friends-to escape. bed, covered with layer upon layer of
A huge brown bearskin, once the pride silken cove rlet , assures him a good
of some monstrous cave bear, now night's rest.
spreads across the floor within the door- 12. Warden Werm's Apartment A tall wardrobe liningthe far wall of the
way. Its glass eyes and gleaming array of The door to this chamber is locked, room contains more than 50 outfits, uni-
teeth, locked in a permanent snarl, greet with the key held only by the warden and forms resplendent with braid and ribbon,
all who enter. his manservant, Kimi. The private rooms satin finery for many nights of clubbing in
Both the desk and the table in the room of Kaltek, shared only with the loyal the High Quarter, and more mundane
are huge, with surfaces of gleaming black Kimi, are luxuriously appointed, with working uniforms of stiff leather.
wood. The chairs in the room are practi- food, drink, and other entertainme nts fit The warden also keeps a large supply
cal, bare wood, but nonetheless shine for nobility. of boots and moccasins here, sized
with the quality of their workmanship. Three magnificent chandeliers illumi- slightly larger than the average human
The desk contains a drawer with writ- nate the long central room. Its floor is male foot. Among the two dozen pair are
ing equipment, a large leather-bound ros- lined with furs of every variety, all the vic- hunting boots, winter boots, slippers,
ter of the prisoners, and a bottle of gin tims of Kaltek's bow or lance. and a plain leather pair of shoes that are
with three glasses. Careful examination A small kitchen occupies an alcove actually boots of speed.
(find secret doors roll) might reveal the around the comer. There is a 75% chance Several wigs stand upon busts before
secret compartment behind it. that Kimiis present in the room when the the huge, mirrored vanity. An array of
It is locked and protected with a poison door is opened; if not, he enters within powders and mascaras help Kaltek to
needle trap. The warden has the only one round from his chamber (15). He will look his best whenever he leaves the
key. Additionally, the desk is so solid that always sense someone entering the prison. Several vials of cologne are also
it can only be broken with a successful apartment, through the door or via any visible. All of them are normal, except for
bend bars roll (though a successful roll other means. one that contains a sticky, foul-smelling
will alert everyone in rooms 7, 8, 12, 13, Kimi, the warden's man: AC 4 (Dex 18 oil (see room 16 description).
14, and 15). and leather armor); MV 12; Tl3; hp 37;
If the drawer is opened, a searcher will THAC0 14; Dmg 2d4 (two-handed bas-
discover 11 platinum plates, a large tard sword); SA quintuple damage with
bloodstone worth 120 gp, and a ring of in- backstab
visibility. Kimi spends all of his time within the 14. Kaltek Werm's Storeroom
Kaltek Werm, Warden of the Citadel walls of this apartment. He serves Kaltek This wooden door is locked, with keys
Prison: AC 3; MV 12; F9; hp 73; THAC0 with devotion and is privy to all of his se- carried by Kimiand Kaltek. It is of normal
12; #AT 3/2; Dmg ldl0 +6 (two-handed crets. If he encounters intruders in the construction, however. although it is
sword +3 and Str 18/55) apartment, he will attack suddenly and nearly twice as wide as most of the doors
Kaltek Werm is a handsome, well- without mercy, fighting to the death or in the prison blockhouse.
dressed man who might be dismissed as a surrender of his foes. The contents of the room are mundane
dandy, except for a certain hardness in his Next to the kitchen is a pantry contain- supplies and collectibles owned by the
eyes. ing stocks of fine foodstuffs and drink of warden. Among these are several full-
An accomplished huntsman, Kaltek all varieties. Kaltek willoccasionally have sized stuffed animals, poised to give in-
Werm views his job as a troublesome de- male visitors-se rgeants and other offi- truders quite a start. The snarling form of
tail that interferes with his true life's pur- cers, occasionally Senta!, and once even a manticore squats just within the door-
suit of outdoor sports and gamblingat one the Lord Mayor- for drinks and dinner. way, while the sinuously windingcoils of a
of the nicer establishments in the High A huge fireplace, which like the kitchen young black dragon glisten in the dark-
Quarter. stoves is vented through the walls of the ness just beyond.
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-
tion by trial and error are roughly equiva- of the guild to the city's coffers. visits to the vault, always when the same
lent to the odds of rolling four con- The vault walls, ceiling, and floor are all grizzled sergeant commands the vault
secutive dl0s and having them all result 20 feet thick. Two ten-foot-thick layers of watch patrol. This trusted henchmen and
in 10s. You might allow PCs to try, but granite slabs are separated by a layer of his hand-picked squad are well re warded
each attempt takes a full tum. iron and a layer of lead that enclose the for their silence. T hese are the times
The walls within room 19 are also en- vault. when sometimes sizable funds must be
chanted, at 30-foot intervals, with magic The entire inside of the cell has been removed to support secret deals.
mouth spells designed to raise a tremen- enchanted with permanent dispel magic For example, Nerof and Glodreddi are
dous hue and cry should anything go spells cast by a 25th-level mage. Thus very surrepti tious about their with-
amiss. any existing spells that an intruder might drawals of funds for the support of a Fu-
be using (silence, invisibility, etc.) will ryondy fleet to patrol the Nyr Dyv. More
20. City Vault probably cease to function, and additional details about this arrangement can be
spells are quite impossible for all but the found in Chl FFF.
This great chamber is as secure as most experienced of wizards. The treasures of the city are stored on
magic, ingenuity, and engineering can The contents of the vault vary from heavy wooden shelves, in neat stac ks of
make it. That is to say, it is almost fool- week to week as taxes are collected and coins. A few small, unlocked chests can
proof and has not, to date, been success- added, usually once every four to five be seen on the shelves near the back of
fully pilfered. weeks, and as expenses are withdrawn the vault; these contain gems that would
It stands always as an enterprising on a weekJy basis to meet lhe payroll of otherwise roll about on the shelves .
challenge to nonguild thieves. or rebel- the City Watch and the bills of the mer - However, there are no additional security
lious members of that esteemed organi- chants selling to the various branches of measures (except for the magical inhibi-
zation. It is strictly off-limits to guild city service. tions mentioned) within the vault itself.
thieves since a considerable portion of Several times a year Nerof Gasgal, the While the exact funding in here varies,
the funds within represent the donations Lord Mayor, and Glodreddi make special a typical amount might be 500,000 gp in
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What a grand array of buildingsand per- one time. These travelers are nobles in H2: House of the Knights of Holy
sonages await the fortunate traveler who carriages, on horseback, and afoot, their Shielding
decides to stroll down the Promenade! servants (with or without their masters),
What marvels of architecture' What craftsmen hired to work in the High Tills grand edificeof wide windowsand
splendid grace and beauty. such impres- Quarter on their way to and ·rom the Job, high, domed ceilings is the centraJ meet-
sive style! and many others. Travel is allowedto and ing place and living apartments of the
The grand edifices of the Free City's from the High Quarter with no restn, knights of this heroic and virtuous order.
High Quarter are. in general. mansions tions. but a v1s1torto the quarter who ap- They are fullydetailed in Ch7 FFF.
that would be fit for the ruler of most po- pears to be up to no good Ooitenng about. The apartments here are all in the cel-
litical entities. In Greyhawk, however. acting furtive. associating with known lar of the building. The first floor is a
such homes are the Just rewards for suc- cnmmals, etc.) is quickly ace osted by a large, airy room open on all sides to w1de
cessful merchants, important ambassa- guard patrol. If the , is1torcan produce no arches. The :;late)) columns ringing the
dors, the city's own Directors, and good reason why he is in the lfigh Quar· outside of the buildingare one of the ar-
others of wealth and station. (Actually.m ter. he 1s escorted to the Garden Gate chitectural marvels of the Free City.
the Free City, wealth is station.) with orders not to return without a \'alid
The mansions sprawl over large purpose. H3: Lord Henway's Manor and
estates-an equivalent amount of prop- Menagerie
erty might hold the homes of 1.000 s?uls
in the cramped confines of the Old City. SpecificLocations in Lord Hc:nwayis one of the more eccen-
tric nobles of the city-a trait he inherits
Stores and shops are not found in the
High Quarter; the residents can usuall>
the High Quart er from a line of eccentric ancestors. His
find everything they need at the city's mansion is uruque not only in its bizarre
High Marketplace. The only busmesses Hl : The Mansionof Count mixture of architectures, but m the fact
in the quarter are those gamblinghouses. Reichart Petrides that it houses a menagerieof some 100 va-
taverns, and clubs that cater to a wealthy rieties of birds and perhaps 20 different
This exotic estate was once the sum- types of other. larger animals. He opens
clientele. mer home of Zagig himself. It has been the menagene to the public on Freeday
The noble district 1s the best illumi- well maintained,and now houses the hon- afttmoons. charging a nominal fee from
nated of the city's quarters after dark, for ored ambassador from the Duchy of nobles, merchants, and craftsmen. He ad-
each mansion maintains a lamp on the Umst. Count Reich.'lrt Petrides and his mits the peopleof the lowquarter for free,
road before it, and the city maintains objecti,·es are detailed in Chl FFF.
other lamps at frequent intervals along though not many of them make the Jour-
The omon-domed towers of the ney across Lownto see the menagerie.
each thoroughfare. sprawling house. with their wide bases The apartments of the lord, and the six
ln add1t1onthe, guard patrol:.of the city and h1Rh, narrow windows. are unique or eight reL,tJves and hangers-on that
watch are diligent and common in the among the buildingsof the Free City The share his abode, occupy half of the area.
High Quarter. A standard patrol will ar- mansion is too large for its current
rive within ld6 rounds followingan;· loud These apartments are a chaotic amalga-
residents-the count shares the house mation of stvles. One set of rooms re-
cry of alarm in the High Quarter. with his courtesan, a re~servants. and sembles a desert palace, the next a
Also, the private agents of the the two city watchmen assigned to pro- mountain villa, the third a spacious tropi-
Nightwatchmen are employed through- tect him
out the lligh Quarter, sometime~ to cc1Ibungalow.
The most uniquefeatures of the mansion Lord Henway keeps a dozen servants,
watch a single mansion. and other umes includethe round ballroomin the \\-idestof
to patrol a region of several estates mostly to tend the menagerie. Conse-
the towers. A ~ide arch connt·ctsit to the quently his table is less sumptuous than
When the Nightwatchmenform such rov- sm.iller tower adjoinin1t, g wherein sits a
ing patrols. they go in group· of five. ac- many, and he has no stables of his own.
raised orchestra platfonn. Also, the count Nor does he keep much treasure here,
companied by two great hounds (war was once a renownedhunter. and thrt•t• of preferring to inve·,t the proceeds from
dogs) tJ1csmallerrooms at the rear of th,• man-
The roads of tht>High Quarter bust e his familylot in the t 1tymines in new ani-
sion ha\'e been J6,cn over to a displayof maJs for his zoo.
with crowds only on the occasions of pa- creatures he has slain, :;killfull~stuffed.
rades and fesuvals The quarter receive-s The great, conical building that dorru-
Each room h.1sa largecenterpiece-a l\'e nates the estate is home to a ,·anety of
a lot of traffic every Starday, attracted by bear. a griffon.and a troll, respectively-as
the grand array of booths and stalls in the tropical birds. The air 1smoist and warm,
wellas numerousother creatures such as a heated by a coal brazier and steamer that
High Marketplace. wolf,a giant frog. a carrioncrawler, an axe
Othenn,e, the quarter is quiet. ~ith operates on all e~cept the hottest days. A
beak. and a basilisk. "arie~ · , ines and fems cover the floor
only a few people moving about at any
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The city d1stnct that houses Greyhawk's Launderer ld6 +4 Its prices are very high, but students and
universities, colleges, and schools is re- Leatherworker ld4 faculty of any school or tutorial service in
ferred to by two names: "Clerkburg," as Locksmith ld4 Clerkburg are granted a 90% discount. It
a reference to the students, tutors, Potter ld4 +1 has become the focal point of literary dis-
scribes, and clerks who live here in great Private Library 2d4 cuss ion and liberal ideas within the city.
numbers; and "The Halls," meaning the Scribeshop ld6 +6 Those not associated with the college
large. airy buildings that typically house Tailor ld4 community in some way rarely come
the schools. Tavern, no food ld6 +4 here.
Though it is not apparent from outside Tavern, with food ld8 +6 College Hall is a building of fine, classic
the quarter, Clerkburg is an area of Tiny food shop ld6 +12 architecture. Here are the offices of the
plants, grassy yards, and small parks . It Weaponsrnith ld4 faculty, the college library, and some
is second only to the Garden Quarter in Weaver ld4 +l classrooms and meeting halls. Timber
the number and variety of its greenery. Hall, the othe r structure, is an uninspired
The City Watch does not neglect • The inkseller will also have, in his or block of brown boards, containing most of
Clerkburg. Generally a patrol arrives her tiny shop, parchment, quills, sealing the classrooms of the college.
within 2d6 rounds of a summons. The wax, and other implements of writing. Other classes, most notably the School
People's Constables tend to avoid of Music's chambers for both instrumen-
Clerkburg. to no one's disappointment. tal and vocal education, and the School of
An interesting feature of the quarter is Specific Locations in Sculpture's studios, are spread among
the smaller buildings on the university's
the outside seating, or veranda, available
at most of the small taverns and eateries.
Clerkburg parklike grounds.
It may be squeezed precariously be- Grey College has an average of about
tween the building and the street, barely Cl: Grey College 400 students during a term. Like the
wide enough for a single row of tables, This renowned institution has long pro- other colleges in the city, a Grey College
but this outdoor dining area is required of duced many of the best-educated men term begins a month after Midsummer,
any successful eating establishment in and women in the civilized world. It has and ends the following year a month be-
Clerkburg. In fact, the major attractions rigorous entrance requirements and of- fore Midsummer. During the intervening
of this district to the citizenry of the city fers scholarships to excellent students 10 months. classes and school exercises
are these street-side tables. On Godsday from distant lands or poor households. are pursued six days a week, every week
with nice weather, the streets of The main buildings of the college are except for a break of a week or two in
Clerkburg swell with folk from all over centered around the area shown on the midwinter.
the city. coming to enjoy their meal in the map. But certain parts of the school are The college offers courses of study
fresh air. scattered throughout other small build- ranging from two to eight years in dura-
The Millstream winds its way through ings in Clerkburg and even beyond, for tion. Its schools encompass most of the
Clerk burg, and much of its bank has been the small observatory of the Astronomy great realms of learning - AJchemy, Engi-
preserved as a grassy parkway. Students School is located outs ide Clerk's Gate. neering, Healing, Geography, Economy,
often come here to study or relax. The largest buildings of the College are Architecture, Painting, Sculpture, The-
Clerkburg is not a thriving business the Hall of the Dean, College Hall, and atre, Literature, and History.
district-most of the buildings not used Timber Hall. Tuition varies, based on the level of
for schools are the residences of students The Hall of the Dean is the largest: its program sought. It begins at about 50 gp
and mstructor. However, the following tower is visible along the Processional for for the first term. The total tends to dou-
types of establishments can be found much of its length. It is a mazelike build- ble each subsequ ent year, so the later
here: ing of classes. libraries, laboratories, years of schooling become very expen-
closets, and storerooms. Like a grand sive.
Clerkbur g Businesses mansion it rambles up and down wide However, each student can be assured
staircases, with here the faculty offices of of receiving instru ction from knowledge-
II in the School of Geography, and there the able and motivated professors. Classes
Type of Bu sin ess Distri ct laboratory complex of the School of AJ- are small, with indi,~dual attention com-
Art Gallery ld4 chemy. Since it is the original college mon during the later years of schooling.
Baker ld4 +1 building, all departments are represented
Boarding house ldlOO + 100 here, but none is entirely contained here.
Book bindery 2d4 The cellar under the Hall of the Dean is
Butcher ld4 a pleasant, quiet tavern and restaurant.
Inkseller• ld4 +2
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This small quarter of the Free City is one With its convenient localion next to the Artisans' Quarte r Busi ne sses
of the most peaceful, lacking the wild tav- Low Marketplace, the residents of this
erns and crowds of most other districts. quarter rarely have to go elsewhere in K in
T he Artisans' Quarter is home to hard- the city for their needs. More than any Type of Busines s Qu a rt e r
working people and their families. Its ma- other district, the Artisans' Quarter Shipper and Hauler l d4 + 1
jor features are the guildhalls for many of seems a self-sufficient community all Brewer 2d3
those craftsmen and women. unto itself. Leather worke r 2d4
Sure, the Arusans' Quarter has its The hallmarks of each tradesperson Weaver ld6 + l
share of caverns, but these are quiet, can be seen on the front of the house: an Tailor l d4 + 1
neighborhood places. Most of the cus- ornately carved balcony and railing for Metalsmith l d6 + 6
tomers recognize each other and the the woodcarver, a wide, sweeping stair- Jeweler ld 4 + 2
proprietor-who is usually the owner. way for the carpenter, an imposing facade Gemcutte r l d4
Strangers are treated cordially, but any of granite for the stonemason, and so on. Furniture Maker l d4 + 1
unruliness arouses the resentment of the Weavers, painters, metalsmiths, and the Carpenter ld6 + 7
entire establishment. like use an example of their craft to deco- Stonemason l d6 +4
The City \Vatch, while not a great pres- rate the front of the house-a tapestry, Architect l d4 + 2
ence here, is not neglectful. If a patrol is unusual color scheme, or metal rack of Tavem with Food ld6 +1 0
summoned, it amve within 2d8 rounds. tools, for example.
The houses here are small. At first While some of these artisans work for
glance one might think they are crowded employers and travel to a different location
uncomfortably close together. Upon for their job. the majority work in shops
closer examination, the buildings all seem within their homes. ConsequentJy, a great
to fit snugly together, while leaving a sur- number of different businesses can be
prising amount of space between them. found in the tiny Artisans' Quarter.
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This is the most crowded quarter of the that there is at least one example here of Arms and armo r may be worn in the
New City, not just because this is the res- every type of shop listed anywhere else hall, but a rigid code of discipline prevents
idential district assigned to all those who in the city. And even if a type of shop isn't any fighting-even fisticuffs-within the
have not inherited or adopted Greyhawk listed anywhere else, there is a 60% guild headquarters. Though a pair of war-
citizenry, but because it is a nice place to chance it can be found in this quarte r. riors may have come here from the same
live. It offers a variety of eateries and tav- However, a passer-by asked for direc- battlefield where they fought against
erns, as well as tiny shops of many unique tions is only 50% likely to know the an- each other. all such differences must be
types. swer. set aside as they pass through the door of
It has long been city policy that visitors the guildhall. Fighte rs lacking the disci-
who take up residence in Greyhawk pline to observe this restriction - and
should not be allowed to inhabit certain Specific Locations in there are quite a few-g enerally have the
areas, particularly places adjacent to the
city wall. Thus, all foreigners who actu-
the Foreign Quarter good taste to avoid the guildhall when the
potential for trouble exists. Again, viola-
ally rent a residence (as opposed to tak- tion of this tenet results in banishment
ing a room in an inn. even for many
F l: Mercenaries' Guildhall from the guild.
weeks) must find such a residence in this This sturdy block of a building contains
quarter. Of course, foreign nobles and of- the headquarters of the Free City's orga- F2: Silver Dragon Inn
ficial guests of the city are exempt from nization of hired swordsmen and other
the restriction. warriors. While the guild cannot claimthe This 1s the grand inn of the Foreign
Foreigners are not permitted to pur- membership of all mercenanes in the city, Quarter, often the first place sought by
chase property in the Free City. After a great proportion of them make certain new arrivals in the city. Prices are aver-
seven consecutive years of residence (at to pay their dues immediately upon en- age and servings are huge. From the
least six months each year) in the city, a teri ng the city, though at ten gp per year, spicy bean recipes of the south to the sea-
foreigner can apply for citizenship. Pro- these are more costly than most guild food delicacies of the wild coast to the
vided he has two citizens to vouch for memberships in the city. rice and vegetable concoctions made
him, and no record of troubles with the Membership in the guild gains for mer- across the plains of the Flanaess, every
watch or any influential guilds. citizenship cenaries several advantages. Firstly, the manner of food and every means of prep-
guildhall maintains a well-stocked bar, aration 1s available here.
is granted.
Certain of the Foreign Quarter's shops with drinks at no cost to members. A Weapons larger than daggers must be
and inns retain a distinctive character re- bunk in a community sleeping room is checked at the door, together with
also offered, free. for a member who shields. Customers wearing metal armor
flecting their owners' origins. But for the
most part this district has blended very needs shelter for a few nights. Those are not admitted. A pair of bouncers
well into the rest of the Free City's char- mercenaries in town for a week or longer stands at the door. politely enforcing the
acter. are expected to eventually arrange their rule.
own lodgings. The Silver Dragon Inn has three differ-
The City Watch is here, but not in any
considerable numbers. If summoned, the But even more importantly, the guild- ent restaurants on the first floor and in
watch patrol is not likely to arrive for 3d6 hall is the most commonly used employ- the cellar. specializing respectively in fry-
rounds. The People's Constables (Ch2 ment center for mercenaries. Hired ing, grilling, and baking. Much of the cel-
fighters who betray their employers are lar is given over to the kitchens. The
FFF) on the other hand, are a common
forever barred from guild membership. second floor is a vast drinking hall, always
and bothersome presence during day-
The guild requires most prospective crowded with an assortment of dwarves,
light. At night, the Nightwatchmen's
Guild puts regular patrols through this members to pass a combat test (requiring halflings, ruddy barbarians, dusky sail-
1st-level fighting skills). Thus one who ors, nomads in furs, other nomads in tur-
and the neighboring River District.
seeks hired fighters can be fairly certain bans, even half-o res and squin ting
In many ways it is representative of the
city in miniature, with its diversity of of finding skilled, reasonably loyal troops mercenaries from unknown distances.
at the guildhall. The proprietor, Olaf AJ-AzuJ,is an odd
shops, its theatre (the Pit). and its mix of
Certain mercenaries offering skills mixture of a barbarian mother and desert
people from all places and all levels on the
other than pure fighting knowledge, such silk merchant father. He speaks a dozen
social scale. Indeed, the Foreign Quarter
even has its own nobility, m the form of as healing ability, magic use. horse train- languages fluently and rules the inn with
ing, or scouting skills, are often ex- bluff good humor. He can almost always
The Duke.
empted from the combat test. These break up a fight before it starts, generally
The shops of the Foreign Quarter are
individuals, while still mercenaries and with a round of drinks for the instigators.
not listed as they are for Clerkburg and
guild members, are referred to as "spe- Like as not the would-be combatants part
other areas. Instead, you can assume
cialists." the inn as fast friends.
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This most riotous district is centered to relieve a traveler of his heavy load of Boats/Na utical Equipment l d4 + l
around the great curving avenue known treasure. Boot maker/ Leatherworker l d4 + 1
as the Strip. With its taverns, brothels, Behind the Strip the River Quarter is a Butcher l d4 + l
gambling dens, and worse, the Strip at mixture of boarding houses and ware- Eatery l dlO + 10
night is a cacophony of noises, a shadow- houses. While much cargo brought up the Expedition Supplier l d4 + 2
land of flickering torches and blazing river is stored on the wharf, many small Shipper and Hauler l d4 + 3
lamps. And always, day and night, it warehouses are offered for rental here as Tailor l d6 +2
teems with drunks and toughs, rivermen well. Cargo moves quickly in the lively Tavern ld l 0 + 20
and cityfolk. economy of the Free City, so a load gen- Warehouse l d6 + 10
Always there are many who fight at any erally remains in a warehouse only for a Weaponsrnith ld4
implied slight, and never are there week or two.
enough patrols of the City Watch to keep Most of the business in this quarter
the peace. Generally it takes a patrol 3d6 centers around entertainment, as the ta-
rounds to respond to an aJarm. ble indicates: SpecificLocations in
People's Constables are common dur-
ing the hours of daylight, especially near Rive r Quarte r Bu si ne ss e s
the River Quarter
the Cargo Gate. There these tinpot en-
forcers of law and order (see Ch2 FFF) # in Rl : City Watch Station
nab many people just off the river, before Type of Business in Quart e r This headquarters of the City Watch in
they have a chance to adjust to city life. Armorer ld4 the River Quarter is typical of those de-
Naturally, adventurers love it here. Bakers ld4 + 2 scribed in Ch2 FFF.
Lodgings are cheap, and news from the Bawdy house ld6 + 3
world beyond is plentiful. There are nu- Boarding House (ld4 + 4)
merous merchants and innkeepers willing x10
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This maze of alleys, shacks, boarding main on the lighted thoroughfares of the vants for hire, on a temporary or
houses, and everything else is the true Processional, Caravan Street, and other permanent basis.
souJ of Greyhawk. Herein lie the city's major avenues. The service is profitable,and almost le-
roots, and herein also live its most vola- The border within the Old City be- gitimate. However, the owner is Turin
tile citizens. tween the Thieves' Quarter and the Slum Deathstalker, Guildmaster of Assassins.
The Old City, separated by the Black Quarter is ill-defined.A single Old City See "The Assassins' Guild," Ch5 FFF,
Wallfrom the New City, has taken on a life business Tableis provided for use in both for further information about Turin and
all its own. If the New City should sud- quarters. his activities.
denly disappear from the earth, the Old The only nefariousgoings-onat Turin's
City wouldfunction much as before. The Old City Busin esses involve the use of the company seal and
same cannot be said for the reverse. letters of recommendationused as cover
The Old City sees less of the City # in identities by assassins, and the occa-
Watch than do its neighboring districts. Type of Busin ess Old City sionalscouting of a noble mansionor mer-
Crime and misery are commonplace Armorer ld3 chant's estate by a servant of the agency.
here, but so are gallantry and decency. Baker ld4 +3 Such scoutingreports are then sold to the
Thieves control the bulk of the busi- Bawdy House ld4 +1 Thieves' Guild, or kept on file in case a
ness ventures and other activities, but Blacksmith ld4 resident of the house should become a
nowhere else is the proverb "honor BoardingHouse ld8 + 10 target for the Assassins' Guild.
among thieves" more in evidence. Brewer ld3
The Nightwatchmenmaintaintwo reg- Butcher ld4 T2: Whitehorse Inn
ular stations here, and many familiesde- Carpenter ld6 +5
vote a proportionof the precious incomes Embalmer ld4 This grand old inn is most commonly
for the additionalprotection provided by Expedition Supphes ld4 +1 visited by travelers worn from the long
the guild. And the Nightwatchmenin the Inn with Food ldlO +20 march up the River Road. The inn's large
Old City take their duties very seriously Jeweler ld4 stable and corral are ideal for small cara-
indeed-their fee is always money well Laundry Service ld4 + 1 vans. and the rooms for rent are clean
spent. The City Watchpatrols are scarce Leatherworker/Tanner ld6 +4 and cheap.
to nonexistent. but the Nightwatchmen Livery Stable ld4 The food is plain, but nourishing and
Locksmith ld4 + 1 served in ample proportions. A traveler
usually respond within 3d6 rounds, but
only when the alarm is raised by one of Pawnbroker ld6 +3 can eat and drink his fill, as wellas enjoy a
their clients. Potter ld4 +2 small, semiprivate room, for a few sp.
The People's Constables are a major Scribe ld4
nuisance here during the day, nit-picking Slupper and hauler ld4 T3: Old City Watch Statio n
every possible weapons violation, sub- Stonemason ld4 This sturdy blockhouseis the center of
jecting disreputable-appearing charac- Tailor ld4 + 1 the City Watchactivitiesin the OldCity. It
ters to searches, and quoting an Tavern ld6 + 14 is always garrisoned by an elite patrol of
assortment of vague and obscure regula- Warehouse ld4 + 1 the watch, together with an extra
tions. (" And that '11be another two sil- Weaponsmith ld4 sergeant-at-arms in nominalcharge of all
vers, oaf-you should know better than Weaver/Oyer ld4 +3 watchmen in the Old City. Tlus generally
to blow your nose on the same street as totals, besides tlus station, about four
waves the city banner! Be thankful I standard patrols.
don't run you in!") The Thieves' Quarter See Ch2 FFF for a full description of
The balance of power in the Old City the City Watchand its patrols.
centers around lhe Thieves· Guild,which Specific Locations in the Thieves'
controls the major sources of income Quarter T4: Merchants' and Traders'
here, except for the PublicBath, which1s
owned by the city. The Beggars' Unionis Tl: Turin's Servant Agency Guildhall and Livery
a force to be reckoned with in the Slum This service agency, located as it is just This compound is a rural island amid
Quarter, however, and the Merchants within the Old City at the Black Gate, is the masses of the Old City. A large corral
and Traders are also well represented in popular with many of the wealthier citi- and even larger yard give the horses,
the Old City. The patrols of the City zens of the better quarters. Turin's offers mules. and oxen kept here ampleroom to
Watch move unchallenged here during butlers, maids, cooks, laborers, garden- stretch their legs. A large storage barn
the daytime, but at night two patrols al- ers, valets, and most other sorts of ser- holds freight wagons owned by the guild,
ways march together. Even then they re-
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Another sort of city lurks just below the mans have elected to take refuge down sages themselves can be found in the fol-
teeming streets and bustling markets of here, usually for nefarious reasons. lowing text.
Greyhawk. The Undercity is dank and Each part of the Undercity is detailed
fetid, mostly uninhabited-a place where with its specific denizens listed there. A Entran ces
sane folk have no wish to venture. The few other types of creatures roam every-
sewers are known, of course, mapped where under the city, and these can be The entrances to the sewers are iron
out in perfect detail. Even the burial cata- encountered in sewers, crypts, or secret grates placed generally at roadsides
combs, though vast, are familiar to a few passages. throughout the city. The Undercity map
undertakers and the like. To determine these encounters, the shows the location of all used and unused
But there lurks a whole lot more to the DM should roU ld6 every tum. On a 6, sewer grates.
Undercity than sewers and catacombs. the PCs have one of the following Each grate is locked in place, though all
There are those guilds. most notably encounters. If the encounter takes place foremen on the city work crews have
the Thieves' Guild, that have excavated in a watery area, the DM should roU ld4 keys. Citizens are discouraged from ven-
complexes and communication networks to see what is met; Lfthe area is not one of turing into the sewers, and if they are dis-
here. Th ere are the great city cisterns, standing water, roU ldl2. covered there (almost always by
long rumored to be bottomless. And sewermen), they are asked to leave. The
there is still more. Undercity Random Encounter Table Cit>· Watch is summoned only if the citi-
Entrances to the Underci ty are few, zens are unruly or obviously dangerous.
with most of the se kept as closely Die Roll Encounter The locks on the grates can be picked
guarded secrets. 1 ld4 Giant crayfish with the normal chance of success. Mem-
2 1 Giant crocodile bers of the Assassins' Guild don't even
3 3d6 Giant rats have to pick them-their guildmaster has
Map of the Undercity 4 1 Giant snake, constrictor obtained a copy of the key and had one
5 2dl2 Giant centipedes made for each guild member.
The Undercity map displays the loca-
tions described here and more places. 6 2d6 Large spiders The grate can be unlocked from the in-
The colors of the map details indicate 7 100 Bats side or outside, though lockpicking at-
what part of the Undercity they repre- 8 ld6 + 1 Carrion crawlers tempts from inside the sewer have only
1/-i the normal chance of success as the
sent. Blue is the sewe r system, for ex- 9 ld4 Poisonous snakes
10 1 Neo-otyugh angle is very awkward.
ample, so all the red lines are the wide
11 ld4 Black puddings Each grate leads to a vertical pipe
sewer pipes. Black lines indicate secret
tunnels-an entirely separate feature of 12 ld4 Otyughs about six feet in diameter, and 12 to 24
feet long. Ladder rungs are set into the
the Undercity. Where a blue line crosses
side of the pipe, which ends at the bottom
a black line, a connection between sys-
tems might occur, but it is marked as
The Sewer System by opening into the top of one of the main
sewer pipes.
such. If no door or connecting passage is Greyhawk's sewer system does not al-
marked, there is no contact between the ways prevent flooding in the city, but it
two underground passages and one can cope with most deluges. Its drainage Pipelines
passes below the other. points serve to keep the wider avenues The bulk of the sewer system is made
The green passages marked under the and maJor intersections free of water, of up the lateral pipes that carry water
city ar e not detailed in this book. In fact. though some of the more crowded bc1ck- from the city. These pipelines exist in
they do not exist in many campaigns. But streets have been known to lie under a four distinct networks, three of which
if your players like nothing better than few feet of water now and then. drain under the wharves into the River
wading into dungeons and cleaning them The sewers are the preserve of the Selintan, while the fourth (which drains
out, feel free to stock them with what- Guild of Sewermen and streetcleaners the Old City) empties into an under-
ever you want, and let the PCs go to it! (see Ch4 F FF) headquartered at the City ground stream carrying the water to the
Depot (location T23). These guild mem- southeast.
bers embark on a daily rotation of sweep- Each pipe is ten feet in diameter. It
Denizens of the ing and scouring. They visit each section slopes downward, almost imperceptibly,
Undercity of sewer an average of once a week.
Encounters with specific NPCs, and
in the direction of flow. The pipes are
made of tile and fieldstone, and in many
An assortment of monsters live under some of the more interesting locations places they are cracked and crumbling.
the streets of Greyhawk, among the pas- down here, are explained in Ch5 FFF. There is ldl 2 inches of water in a
sages of the Undercity. Even a few hu- The description of the actual sewer pas- sewer pipe. Generally, water that is
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ln a city the size and complexity of The truth of these rumors, you will indicate tales that can be verified (at least
Greyhawk, just about anything is liable to note, is not always indicated here. This is as verified rumors) if the PCs make some
be a topic of conversation at one time or so the OM can decide which rumors re- diligent effort to gain information on the
another. Not everything people talk ally apply to his campaign and which are story-interviewing likely witnesses, of-
about is true, of course-but that's what just old adventurers· tales. fering bribes, etc.
makes rumors so interesting! However, some rumors are noted as Confirmation does not mean that a ru-
DMs are advised to toss in one of the being "confirmed easily." This indicates mor is true, however! A greater propor-
tidbits on these pages whenever the city that those particular stories are common tion of them may be true than for the
campaign needs a little kick-start. Feel knowledge, and perhaps 30-60% of the other rumors, but some easily confirmed
free to make up your own bits of gossip, citizenry might be acquainted with equiv- rumors are still simply tall tales.
both true and false, to supplement what's alent, or slightly altered, details.
here. Rumors noted as "can be confirmed"
1 Th e vast treasury of the city is stored in a great ti The Temple of Ralishaz, too, is reputed to contain
vault beneath the Citadel. (Confirmed easily) great wealth.
2 There is a magical protection existing in the ce n- 12 A cairn in the Cairn Hills is actually the sleek ves-
ter of the StoneRing. sel of a young god, killed when his ship crashed as
a fallingstar to Oerth. It has never been located.
3 Someone, not long ago, accidentally dumped a Some claim that this is the Silver Metal Cairn.
whole fortune in raw gems into their garbage. (Can be confirmed)
That fortune lies in the muck on Garbage Hill.
(Can be confirmed) 13 The mansion of Count Petrides, in the High Quar-
ter, is a thief s dream: The house is ill-protected
4 The Great Library contains an incredible array of because the count arrogantly trusts the security
books, including powerful magical volumes con-
of the clever disguise of his valuables. He has a
taining all the secrets of the universe. fortune in rubies and diamonds, on display to his
5 A proposal made upon the Bridge of Entwined guests, and they never know it! These gems are
Hearts will result in a marital bond of lifelong joy. used as the eyes for the stuffed animals in the
(Confirmed easily) count's famous trophy collection.
6 One of the cairns in the Cairn Hills contains a vast 14 There is a fully furnished cellar below the Grand
horde of daemons, awaiting some sign before Citadel. It is intended as a retreat for the city's
they eme rge. rich and powerful in the event of some disaster.
The rest of us will be left to fend for ourselves.
7 The proprietor of the Wizard's Hat Inn is himself a
Some say they also have e nough treasure to buy a
very powerfuJ wizard.
small country, or pay a city's ransom, collected
8 The chapel of Norebo contains a treasure of vast, and hidden down there. (Can be confirmed)
uncount ed wealth-unguarded such that a babe
15 Fedroot's Daggerarium in the Old City is the best
could take it!
place to get weapon steel in the whole city.
9 Somewhere in the Petit Bazaar is a small booth They're almost like magical weapons! (Confirmed
with goods from the Ethereal and Astral planes. easily)
Youcan get potions of longevity or even rejuvena-
16 There is a disgusting cult of snake worshipers liv-
tion as well as other wondrous things.
ing in the bowels of the city. They eme rge every
10 A great many donations are known to go into the cloudy night and snatch one or two healthy young
coffers of the Temple of Xerbo, but the clerics adults for their fiendish rituals.
keep it well hidden.
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