fbpx
Wikipedia

Greyhawk

Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the Dungeons & Dragons fantasy roleplaying game.[1][2] Although not the first campaign world developed for Dungeons & DragonsDave Arneson's Blackmoor campaign predated it by about a year[3]—the world of Greyhawk closely identified with early development of the game beginning in 1972, and after being published it remained associated with Dungeons & Dragons publications until 2008. The world itself started as a simple dungeon under a castle designed by Gary Gygax for the amusement of his children and friends, but it was rapidly expanded to include not only a complex multi-layered dungeon environment, but also the nearby city of Greyhawk, and eventually an entire world. In addition to the campaign world, which was published in several editions over twenty years, Greyhawk was also used as the setting for many adventures published in support of the game, as well as for RPGA's massively shared Living Greyhawk campaign from 2000–2008.

Greyhawk
DesignersGary Gygax
PublishersTSR, Inc.
Wizards of the Coast
Publication1980
GenresFantasy
SystemsDungeons & Dragons
ChanceDice rolling

Setting edit

The World of Greyhawk is located on a planet called Oerth.[4][5] Oerth has an axial tilt of 30 degrees, which causes greater seasonal temperature variation than on Earth and is controlled by wizardly and divine magic that shifts weather patterns to be more favorable to the populace. Castle Greyhawk was the most famous dungeon in Oerth, the home campaign world of Gary Gygax.[6]: 25  Players in the earliest days of this campaign mostly stayed within Castle Greyhawk's dungeons, but Gygax envisioned the rest of his world as a sort of parallel Earth, and the original Oerth (pronounced 'Oith', as with a Brooklyn accent) looked much like the real-world Earth but filled with imaginary cities and countries.[6]: 24  Several years later, when TSR produced the original World of Greyhawk folio (1980), Gygax was asked to produce a map of the world and decided to create something new which still featured many of the locales from his original world of Oerth but with new geography.[6]: 24  Gygax also connected Dave Arneson's Blackmoor to his world by including a country by that name in Oerth.[6]: 388  In his later novel Dance of Demons (1988), Gygax destroyed Greyhawk's Oerth and replaced it with a new fantasy world of Yarth.[6]: 239 

The Flanaess is the eastern part of the continent of Oerik, one of the four continents of Oerth, acting as the setting of dozens of adventures published between the 1970s and 2000s. In late 1972, Dave Arneson demonstrated a new type of game to a group of gamers in Lake Geneva, Wisconsin, including game designer Gygax. Gygax agreed to develop a set of rules with Arneson and get the game published; the game eventually became known as Dungeons & Dragons. Gygax designed a set of dungeons underneath the ruins of Castle Greyhawk as a testing ground for new rules, character classes and spells. In those early days, there was no Flanaess; the world map of Oerth was developed by Gygax as circumstances dictated, the new cities and lands simply drawn over a map of North America. Gygax and Kuntz further developed this campaign setting, and by 1976, the lands within a radius of 50 miles had been mapped in depth, and the lands within a radius of approximately 500 miles were in outline form.[7]

Following yet more work, in 1978 Gygax agreed to publish his world and decided to redevelop Oerth from scratch. Once he had sketched out the entire planet to his satisfaction,[8][9] one hemisphere of Oerth was dominated by a massive continent called Oerik. Gygax decided to concentrate his first efforts on the continent of Oerik and asked TSR's printing house about the maximum size of paper they could handle; the answer was 34 x 22 inches (86 cm x 56 cm). He found that, using the scale he desired, he could fit only the northeast corner of Oerik on two of the sheets.[10][11] This corner of Oerik became known as "the Flanaess", so named in Gygax's mind because of the peaceful people known as the Flannae who had once lived there. Gygax also added many more new regions, countries and cities, bringing the number of political states to 60.

Needing original placenames for all of the geographical and political places on his map, Gygax sometimes resorted to wordplay based on the names of friends and acquaintances. For instance, Perrenland was named after Jeff Perren, who co-wrote the rules for Chainmail with Gygax; Urnst was a homophone of Ernst (his son Ernie); and Sunndi was a near-homophone of Cindy, another of Gygax's children.[12]

From Gygax's prototype map, Darlene Pekul, a freelance artist in Lake Geneva,[13] developed a full colour map on a hex grid. Gygax was so pleased with the end result that he quickly switched his home Greyhawk campaign over to the new world he had created.[14] Ultimately, the original Castle Greyhawk was never published for public play, instead with many of the elements of Gygax's original campaign becoming the seed for other adventures.[15]

Development history edit

Early development edit

In the late 1960s, Gary Gygax, a military history buff and pulp fantasy fan, was a central, founding figure in the Castle & Crusade Society. The C&C Society, as it was known, served enthusiasts of miniature wargaming in the Middle Ages and published an occasional newsletter known as the Domesday Book.[6]: 6 

Following up on a promise he made in Domesday Book #5, Gygax presented the "Great Kingdom" map c. June 1971 in Domesday #9, to be used as a game setting for the Society. Members thereafter began claiming territories, including member Dave Arneson, who was an officer of the organization, and frequent contributor to the newsletter.[16] Arneson claimed a territory he named Blackmoor, a setting he had already begun developing in his home campaign, and Gygax reserved for himself a territory on lake Nyr Div.[17]

In addition to historically-based medieval wargaming, both Gygax and Arneson were enthusiasts of adding fantasy elements to their games.[18][19][20] To this end, Gygax created a fantasy supplement for the Chainmail ruleset for medieval miniatures that he was co-writing with Jeff Perren. Released in the late spring of 1971, this booklet included rules for fantasy monsters, wizards and magical weapons.[21]

Around the same time, in Minneapolis–St. Paul, Dave Arneson, impressed by the "Braunstein" role-playing games of fellow wargamer David Wesely, developed the Barony of Blackmoor as a setting for Braunstein style games.[22] Arneson based his game around the village, castle and dungeons of Blackmoor. The castle itself was represented on the table by an actual plastic kit model of a medieval castle.[23] Arneson informed the players that instead of controlling regiments, they would each take one individual character into the castle of the Barony of Blackmoor to explore its dangerous dungeons.[24] Arneson drew from numerous sources but quickly incorporated the fantasy supplement of Chainmail into his games. [25][26]

After about a year and half of play, Arneson (Blackmoor) and fellow gamer David Megarry (Dungeon! boardgame) traveled to Lake Geneva in November or December 1972 to pitch their respective games to Gygax, who at that time was a representative of the Guidon Games company. Gygax was immediately intrigued by the concept of individual characters exploring a dungeon setting.[27][28][29] He and Arneson agreed to co-develop a set of rules, and Gygax quickly developed a castle and dungeon of his own, "Castle Greyhawk", set within his portion of the Great Kingdom map.[30][31]: 98  Castle Greyhawk is sometimes considered the first dungeon in Dungeons & Dragons and pioneered the roots of the mega-dungeon format of gaming.[15]

Two of his children, Ernie and Elise, were the first players,[32] and during their first session, as Tenser and Ahlissa,[31]: 99  they fought and destroyed the first monsters of the Greyhawk dungeon; Gygax recalled them as being either giant centipedes[33] or a nest of scorpions.[34] During the same session, Ernie and Elise also found the first treasure, a chest of 3,000 copper coins which was too heavy to carry, much to the children's chagrin.[35][36] After his children had gone to bed, Gygax immediately began working on a second level for the dungeon.[37] At the next play session, Ernie and Elise were joined by Gygax's friends: Don Kaye, Rob Kuntz, and Terry Kuntz.[38]

About a month after his first session, Gygax created the nearby city of Greyhawk, where the players' characters could sell their treasure and find a place to rest.[39]

Home campaign (1972–1979) edit

As Gygax and Arneson worked to develop and publish the rules for Dungeons & Dragons through TSR, Gygax continued to design and present the dungeons and environs of Castle Greyhawk to his circle of friends and family, using them as playtesters for new rules and concepts. As the players began to explore more of the world outside of the castle and city, Gygax developed other regions and cities for them. With play sessions occurring seven or more times a week,[40][41] Gygax did not have the time or inclination to create the map for a whole new world; he simply drew his world over a map of North America, adding new cities and regions as his world slowly grew through ongoing adventures.[42] The city and castle of Greyhawk were placed near the real-world position of Chicago, his birthplace; various other places were clustered around it. For instance, the rival city of Dyvers he placed in the area of real-world Milwaukee.[43][44]

Gygax also continued to develop the dungeons underneath the castle. By the time he was finished, the complex labyrinth encompassed thirteen levels filled with devious traps, secret passageways, hungry monsters, and glittering treasure. Although details of these original Greyhawk dungeons have never been published in detail, Gygax gave some glimpses of them in an article he wrote for the European fanzine Europa in 1975:

Before the rules for D&D were published, "Old Greyhawk Castle" was 13 levels deep. The first level was a simple maze of rooms and corridors, for none of the "participants" had ever played such a game before. The second level had two unusual items, a Nixie pool and a fountain of snakes. The third featured a torture chamber and small cells and prison rooms. The fourth was a level of crypts and undead. The fifth was centered around a strange font of black fire and gargoyles. The sixth was a repeating maze with dozens of wild hogs... in inconvenient spots, naturally backed up by appropriate numbers of Wereboars. The seventh was centered around a circular labyrinth and a street of masses of ogres. The eighth through tenth levels were caves and caverns featuring Trolls, giant insects and a transporter nexus with an evil Wizard (with a number of tough associates) guarding it. The eleventh level was the home of the most powerful wizard in the castle: He had Balrogs as servants. The remainder of the level was populated by Martian White Apes, except the sub-passage system underneath the corridors which was full of poisonous critters with no treasure. Level twelve was filled with Dragons.
The bottom level, number thirteen, contained an inescapable slide which took the players clear through 'to China', from whence they had to return via "Outdoor Adventure". It was quite possible to journey downward by an insidious series of slanting passages which began on the second level, but the likelihood of following such a route unknowingly did not become too great until the seventh or eighth level...
Side levels included a barracks with Orcs, Hobgoblins, and Gnolls continually warring with each other, a museum, a huge arena, an underground lake, a Giant's home, and a garden of fungi.[45]

Anyone who made it to the bottom level alive met Zagyg, the insane architect of the dungeons. Zagyg is a reverse homophone of Gygax, and it was Gygax's inside joke that the person who had designed the dungeon—himself—must be insane.[46] Only three players ever made it to the bottom level and met Zagyg, all of them during solo adventures: Rob Kuntz (playing Robilar), Gygax's son Ernie (playing Tenser), and Rob's brother Terry (playing Terik).[47] Their reward was to be instantly transported to the far side of the world,[48] where they each faced a long solo trek back to the city of Greyhawk. Terik and Tenser managed to catch up to Robilar along the way, and the three journeyed back to Greyhawk together.[49]

By this time, a dozen players crowded Gygax's basement every night, with over 20 at times on weekends[41] and the effort needed to plan their adventures took up much of Gygax's spare time. He had been very impressed with Rob Kuntz's imaginative play as a player, and appointed Rob to be co-Dungeon Master of Greyhawk.[50][41] This freed up Gygax to work on other projects, and also gave him an opportunity to participate as a player,[51] creating characters like Yrag and Mordenkainen.

In order to make room for Rob Kuntz's dungeons, Gygax scrapped his bottom level and integrated Rob's work into the Greyhawk dungeons.[52] Gygax and Kuntz continued to develop new levels for their players, and by the time the Greyhawk home campaign drew to a close in 1985,[53] the castle dungeons encompassed more than fifty levels.[54]

Significant player characters of the home campaign edit

While many players participating in the Gygax and Kuntz home campaign were occasional players, sometimes not even naming their characters,[55] others played far more frequently, and several of their characters became well known to the general gaming world before publication of the Greyhawk campaign setting. Some of these characters became known when Gygax mentioned them in his various columns, interviews, and publications. In other cases, when Gygax created a new magical spell for the game, he would sometimes use the name of a wizard character from his home campaign to add verisimilitude to the spell name, such as Melf's acid arrow, Melf being a character created by his son Luke.[56] Some of the characters who became synonymous with Greyhawk at that time included:

  • Murlynd: Gary Gygax's friend Don Kaye created Murlynd for the second-ever session of Gygax's Greyhawk campaign in 1972.[57] Gygax later recalled that Murlynd was the first attempt by a player to make a creative name for a character; in the early days, most players—including Gygax himself—simply used their own name as a basis for their character's name, e.g. Gary was Yrag, etc.[58] According to Robert Kuntz, Murlynd did not get his trademark "six-shooters" in actual play, but they were given to the character in tribute to Don Kaye's love of the Western genre.[59] Although Gygax did not allow the use of gunpowder in his Greyhawk setting, he made a loophole for Don Kaye by ruling that Murlynd actually carried two magical wands that made loud noises and delivered small but deadly missiles.[60] His name is used for the Unearthed Arcana item, Murlynd's Spoon.
  • Robilar: Robilar was a fighter belonging to Rob Kuntz. Like Murlynd, Robilar was also created for the second-ever session beneath Castle Greyhawk in 1972, rolled up on Gygax's kitchen table. Gygax suggested to Kuntz the name of Robilar, after a minor character in Gygax's novella The Gnome Cache.[61] Because Kuntz was a constant player, Robilar rapidly gained power and possessions. As the city of Greyhawk was developed, he also became the secret owner of the Green Dragon Inn in the city of Greyhawk, where he kept tabs on happenings in the city.[62] Kuntz quickly grew impatient with play when it involved more than a couple of players, and often played solo adventures one-on-one with Gygax.[63] Robilar was not only the first to reach the 13th and bottom level of Gygax's Greyhawk dungeons, but on the way, he was also responsible for freeing nine demi-gods (whom Gygax revived a decade later as some of the first deities of Greyhawk: Iuz, Ralishaz, Trithereon, Erythnul, Olidammara, Heironeous, Celestian, Hextor, and Obad-Hai). Robilar was also the first to enter Gygax's Temple of Elemental Evil, and conquered it completely. Robilar also freed the demoness Zuggtmoy from her prison at the centre of the Temple. Kuntz later related that Gygax was very dismayed that his masterpiece dungeon had been destroyed by a single adventurer, and as punishment, Gygax had an army pursue Robilar back to his castle, which he had to abandon.[64][65] Robilar also lost possession of the Green Dragon Inn.[66]
  • Tenser: Tenser was a wizard played by Gygax's son Ernie. In the earliest days of Greyhawk, Ernie often gamed with Rob Kuntz (Robilar) and Terry Kuntz (Terik). At one point, using their combined forces of loyal henchmen, the three controlled access to the first level of the Greyhawk dungeons while they ransacked the lower levels.[67] Tenser became the second character to reach the thirteenth (and bottom, at the time) level of the Greyhawk dungeons, when he noticed that Robilar was missing and went in search of him.[68] Gary Gygax included the name Tenser in the names of two spells, Tenser's floating disc and Tenser's transformation.
  • Terik (or Teric) was a character created by Terry Kuntz. Terik often adventured with Tenser and Robilar in the days when the three controlled the first level of the dungeons of Greyhawk.[62] Terik became the third and last character to reach the bottom level of Gygax's original Greyhawk dungeon when he noticed Robilar and Tenser were missing and went in search of them.[62]
  • Erac's Cousin: Gary Gygax's son Ernie originally had a character he called Erac. Later, he created a wizard who, due to a personal issue as part of his backstory, refused to reveal his name, simply referring to himself as Erac's Cousin. Gary Gygax knew that Ernie liked the Barsoom stories of Edgar Rice Burroughs, and at one point, transported Erac's Cousin to a Barsoom-like Mars,[62] where the inhabitants refused to let the wizard use magic. Erac's Cousin was forced to become a fighter instead, and learned to fight proficiently with two weapons simultaneously. Eventually he was able to teleport back to Oerth, but when he acquired two vorpal blades, Rob Kuntz and Gary Gygax decided he had become too powerful,[62] and lured him into a demon's clutches. The demon took him to an alternative plane that drained the magic from the vorpal blades, destroying them.
  • Yrag: After Gygax made Kuntz a co-DM, this fighter was Gygax's first character,[69] and Gygax often referred to Yrag's various adventures in columns and interviews. Yrag is simply Gary spelled backwards.
  • Mordenkainen: This was perhaps Gygax's most famous character, and also his favorite.[70] Mordenkainen was created in early 1973,[71] and his name was drawn from Finnish mythology.[72] Due to constant play, often with Rob Kuntz as DM, Gygax advanced Mordenkainen into a powerful character. Gygax never revealed exactly how powerful Mordenkainen was, simply stating that the wizard had "twenty-something levels".[73] Even years after he last played Mordenkainen, he would not disclose any of Mordenkainen's powers or possessions.[74] Various spells from first edition bear his name, such as Mordenkainen's faithful hound, Mordenkainen's lucubration, and Mordenkainen's sword.
  • Bigby: Bigby started life as an evil low-level wizard non-player character in Rob Kuntz's dungeons of Greyhawk. Gary Gygax, playing Mordenkainen, managed to subdue him, and forced Bigby to become his servant. After a long time and several adventures, Mordenkainen managed to convince Bigby to leave his evil ways behind, and Kuntz ruled that Bigby had changed from an enemy to a loyal henchman, and therefore Gygax could take over Bigby as a player character.[75][76] Thereafter, Gygax developed Bigby into a powerful wizard second only to Mordenkainen, and used his name to describe a series of hand spells, e.g. Bigby's crushing hand and Bigby's grasping hand. For a time after this, Rob Kuntz ruled that all the names of Mordenkainen's future henchmen had to rhyme with Bigby. This resulted in Zigby the dwarf; Rigby the cleric; Sigby Griggbyson the fighter; Bigby's apprentice, Nigby; and Digby, Mordenkainen's new apprentice who replaced Bigby.[77]
  • Melf: Melf was an elven character created by Gary Gygax's son Luke. Gary Gygax borrowed Melf's name for the spell Melf's acid arrow.[78]
  • Rary: Rary was a wizard created by Brian Blume and played only until he reached the 3rd level, at which point Blume retired him, having reached his objective, which was to be able to call his character "Medium Rary".[79] Gygax borrowed the name for the spells Rary's mnemonic enhancer and Rary's telepathic bond.
  • Otto: Otto, like Bigby, started life as an evil non-player character wizard in the dungeons of Greyhawk. Tenser and Robilar defeated him in combat, and when given a choice of which master to serve, Otto chose to serve Robilar, thereby becoming a character controlled by Robilar's creator, Rob Kuntz. Thereafter, Otto accompanied Robilar on many adventures, including Robilar's destruction of the Temple of Elemental Evil.[62] Gary Gygax borrowed Otto's name for the spell Otto's irresistible dance.
  • Drawmij: Drawmij was a wizard created by Jim WardDrawmij is simply his name spelled backwards. Gygax borrowed Drawmij's name for the magical spell Drawmij's instant summons.
  • The Circle of Eight: At the point where Gygax's own characters in the Greyhawk home campaign had collectively accumulated both enough wealth that they could not easily spend it, and a standing army that rivalled most nations' forces, he gathered all eight of the characters—Mordenkainen (wizard), Yrag (fighter), Bigby (wizard), Rigby (cleric), Zigby (dwarf), Felnorith (fighter), Vram (elf) & Vin (elf)—together as the Circle of Eight. Pooling their resources, Gygax had the Eight construct a stronghold in the middle of an evil land so they would not have to travel far to find adventure.[80] After three years of game time,[81] the result was the Obsidian Citadel, an octagonal castle which housed the Circle of Eight and their armies.[82][83] After Gygax was ousted from TSR, Carl Sargent and Rik Rose remolded Gygax's old "Circle of Eight" in The City of Greyhawk boxed set into a new plot device. Instead of a group of eight companions belonging to Gygax, who sallied forth from an impregnable bastion to fight evil, the Circle became eight wizards brought together by Gygax's own creation now owned by TSR, Mordenkainen.[84] Game designer Ken Rolston described this new Circle of Eight as "a powerful and influential local organization of wizards".[85] Wolfgang Baur found the Circle of Eight a small but knowledgable organization, central to the mythos of the Greyhawk setting, with all its members being important.[86]

Greyhawk firsts edit

The first mention of Oerth edit

In the first issue of The Dragon published in June 1976, Gygax prefaced Chapter 1 of his serialized novella The Gnome Cache with a note that the story's setting, Oerth, was very similar to Earth in terms of geography.[87]

The first deities of Greyhawk edit

One facet of culture that Gygax did not address during the first few years of his home campaign was organized religion. Since his campaign was largely built around the needs of lower-level characters, he did not think specific deities were necessary, since direct interaction between a god and a low-level character was very unlikely. Some of his players took matters into their own hands, calling upon Norse or Greek gods such as Odin or Zeus, or even Conan's Crom in times of dire need.[88] However, some of the players wanted Gygax to create and customize a specific deity so that cleric characters could receive their powers from someone less ambiguous than the gods. Gygax jokingly created two gods: Saint Cuthbert—who brought non-believers around to his point of view with whacks of his cudgel[89] —and Pholtus, whose fanatical followers refused to believe that any other gods existed. Because both of these deities represented aspects of Good, Gygax eventually created a few evil deities to provide some villainy.[90]

In Chapter 2 of The Gnome Cache, which appeared in the second issue of The Dragon, a shrine to St. Cuthbert (spelled St. Cuthburt) was mentioned, which was the first published reference to a Greyhawk deity.[91]

The first Greyhawk novel edit

In 1976, Gygax invited the science fiction/fantasy writer Andre Norton to play Dungeons & Dragons in his Greyhawk world. Norton subsequently wrote Quag Keep, which involved a group of gamers who travel from the real world to Greyhawk. It was the first novel to be set, at least partially, in the Greyhawk setting, and according to Alternative Worlds, the first to be based on D&D.[92] Quag Keep was excerpted in issue #12 of The Dragon (February 1978)[93] just prior to the book's release.

The first Greyhawk adventures published by TSR edit

From 1976–79, Gygax also shared some glimpses of his home campaign with other gamers when he set several TSR Dungeons & Dragons adventures in the world of Greyhawk:[94]

In addition, Lawrence Schick set his 1979 TSR adventure S2 White Plume Mountain in Greyhawk.

Despite fan curiosity, the original Castle Greyhawk was never officially published outside of Gygax's home campaign.[15]

The World of Greyhawk folio edition (1980) edit

 
Supplement I: Greyhawk, written by Gary Gygax and Rob Kuntz, was an expansion of the Dungeon & Dragons rules that contained no material about the Greyhawk campaign world other than two brief references.

In 1975, Gygax and Kuntz published a booklet called Supplement I: Greyhawk, an expansion of the rules for Dungeons & Dragons based on their play experiences in the Greyhawk campaign.[95] Although it detailed new spells and character classes that had been developed in the dungeons of Greyhawk, it did not contain any details of their Greyhawk campaign world. The only two references to Greyhawk were an illustration of a large stone head in a dungeon corridor titled The Great Stone Face, Enigma of Greyhawk and mention of a fountain on the second level of the dungeons that continuously issued an endless number of snakes.[96]

The 2004 publication 30 Years of Adventure: A Celebration of Dungeons & Dragons suggested that details of Gygax's Greyhawk campaign were published in this booklet,[97] but Gygax had no plans in 1975 to publish details of the Greyhawk world, since he believed that new players of Dungeons & Dragons would rather create their own worlds than use someone else's.[98] In addition, he did not want to publish all the material he had created for his players; he thought he would be unlikely to recoup a fair investment for the thousands of hours he had spent on it. Since his secrets would be revealed to his players, he would be forced to recreate a new world for them afterward.[99]

With the release of the AD&D Players Handbook in 1978, many players were intrigued by the connection of Greyhawk characters to magical spells such as Tenser's floating disc, Bigby's crushing hand, and Mordenkainen's faithful hound. The AD&D Dungeon Masters Guide, released the following year, also made references to the dungeons of Castle Greyhawk. Players' curiosity was further piqued by the ten Dungeons & Dragons modules set in Greyhawk that were published between 1976–79. Several of Gygax's regular columns in Dragon magazine also mentioned details of his home campaign and characters that inhabited his world. Gygax was surprised when he found out that players wanted to use Greyhawk as their campaign world.[100]

Development of geography edit

Rather than using his own version of the Great Kingdom map, which included local areas based on real-world maps, Gygax decided to create an entirely new and greatly expanded version of Oerth.[94] Needing many more original names for all of the geographical and political places on his map for the new and expanded areas, Gygax sometimes resorted to wordplay. He had previously used Perrenland on the Great Kingdom map, named after Jeff Perren, who co-wrote the rules for Chainmail with Gygax, but for the new Greyhawk map he added many more such names of friends and acquaintances. For instance, Urnst was a homophone of Ernst (his son Ernie) and Sunndi was a near-homophone of Cindy, another of Gygax's children.[12]

Gygax gave only the most basic descriptions of each state; he expected that DMs would customize the setting in order to make it an integral part of their own individual campaigns.[94] His map included arctic wastes, desert, temperate forests, tropical jungles, mountainous cordillera, seas and oceans, rivers, archipelagos and volcanoes.

Development of history and politics edit

Gygax set out to create a fractious place where chaos and evil were in the ascendant and courageous champions would be needed. In order to explain how his world had arrived at this state, he wrote an outline of a thousand years of history. As a military history buff, he was very familiar with the concept of waves of cultural invasions, such the Picts of Great Britain being invaded by the Celts, who were in turn invaded by the Romans. In creating a similar pattern of history for his world, Gygax decided that a thousand years before his campaign began, the northeast corner of the continent had been occupied by a peaceful but primitive people called the Flannae, whose name was the root for the name of that part of Oerik, the Flanaess. At that time, far to the west of the Flanaess, two peoples were at war, the Bakluni and the Suloise. The war reached its climax when both sides used powerful magic to obliterate each other, in an event called the Twin Cataclysms. Refugees of these disasters were forced out of their lands, and the Suloise invaded the Flanaess, forcing the Flannae to flee to the outer edges of the continent. Several centuries later, a new invader appeared, the Oeridians, and they in turn forced the Suloise southward. One tribe of the Oeridians, the Aerdi, began to set up an empire. Several centuries later, the Aerdi's Great Kingdom ruled most of the Flanaess. The Aerdi overkings marked the beginning of what they believed would be perpetual peace with Year 1 of a new calendar, the Common Year (CY) Reckoning. However, several centuries later, the Empire became decadent, with their rulers losing their sanity, turning to evil, and enslaving their people. When the overking Ivid V came to the throne, the oppressed peoples rebelled.[2]

It was at this point, in the year 576 CY, that Gygax set the world of Greyhawk. As Gygax wrote in his World of Greyhawk folio: "The current state of affairs in the Flanaess is confused indeed. Humankind is fragmented into isolationist realms, indifferent nations, evil lands, and states striving for good".[1] Gygax did not issue monthly or yearly updates to the state of affairs as presented in the folio since he saw 576 CY as a common starting point for every home campaign; because each would be moving forward at its own pace, there would be no practical way to issue updates that would be relevant to every Dungeon Master.[101]

Gygax was also aware that different players would be using his world for different reasons. When he was the Dungeon Master of his home campaign, he found that his players were more interested in dungeon-delving than politics, but when he switched roles and became a player, often going one-on-one with Rob Kuntz as Dungeon Master, Gygax immersed his own characters in politics and large-scale battles.[102] Knowing that there would be some players looking for a town in which to base their campaign, and others interested in politics or warfare,[103] Gygax tried to include as much detail as possible about each region, including a short description of the region and its people, the title of its ruler, the racial makeup of its people, its resources and major cities, and its allies and enemies.

For the same reason that he had created a variety of geographical, political and racial settings, he also strove to create a world with some good, some evil, and some undecided areas. He felt that some players would be happiest playing in a mainly good country and fighting the evil that arose to threaten it; others might want to be a part of an evil country; and still others might take a neutral stance and simply try to collect gold and treasure from both sides.[104]

Publication edit

TSR originally intended to publish The World of Greyhawk (TSR 9025)[1] early in 1979, but it was not released until August 1980.[105][95] The World of Greyhawk consisted of a 32-page folio (the first edition is often called the World of Greyhawk folio to distinguish it from later editions) and a 34" x 44" (86 cm x 112 cm) two-piece color map of the Flanaess. Reviewers were generally impressed, but some remarked on the lack of a pantheon of Greyhawk-specific deities, as well as the lack of any mention of the infamous dungeons of Castle Greyhawk.[105]

Game designer Jim Bambra found the original set "disappointing", because "there is only so much information you can cram into a 32-page booklet, particularly when covering such a large area".[94]

Between editions (1980–1983) edit

Before the folio edition was released, Gygax planned to publish supplementary information, using his column "From the Sorcerer's Scroll" that appeared on a semi-regular basis in TSR's Dragon Magazine.

In the May 1980 issue,[106] Gygax gave a quick overview of the development of his new The World of Greyhawk folio. For players who planned to use large scale army tactics, he gave details of the private armies that were commanded by some prominent Greyhawk characters from his original home game: Bigby, Mordenkainen, Robilar, Tenser and Erac's Cousin. Gygax also mentioned some of the planned Greyhawk publications he was overseeing: a large-scale map of the city of Greyhawk; some adventure modules set in Greyhawk; a supplementary map of lands outside the Flanaess; all fifty levels of Castle Greyhawk's dungeon; and miniatures army combat rules. None of these projects, other than a few of the adventure modules, were published by TSR.

Although Gygax originally intended to immediately publish more details of Greyhawk in Dragon on a regular basis, other projects intervened, and it was not until the August 1981 issue of Dragon that Len Lakofka, in his column "Leomund's Tiny Hut", outlined methods for determining a character's place of birth and languages spoken. Gygax added an addendum concerning the physical appearances of the main Greyhawk races.[107] In the November 1981 issue, Gygax gave further details of racial characteristics and modes of dress.[108]

In the December 1982 issue, David Axler contributed a system for determining weather in the world of Greyhawk.[109] Gygax later said he thought a system of fourteen charts for determining the weather was too cumbersome, and he personally did not use it in his home campaign.[110]

More information about every political region edit

The folio edition had thirty two pages, and information about each region was condensed into a short paragraph or two. Gygax realized that some players needed more in-depth information about the motivations and aspirations of each region, and the history of interactions with surrounding regions. With this in mind, Gygax decided to publish a much longer description of each region in Dragon. The first two articles, covering seventeen regions, appeared in the December 1981 and January 1982 issues.[111][112] Due to his involvement in many other TSR projects, Gygax handed responsibility for completion of this project to Rob Kuntz, who covered the remaining forty three regions in the March, July and September 1982 issues.[113][114]

Deities of Greyhawk edit

In the August 1982 issue of Dragon, Gygax gave advice on how to adapt deities from the previously published Deities and Demigods[115] for worship by non-human races in the Greyhawk world.[116] A few months later, he published a five-part series of articles in the November 1982 through March 1983 issues of Dragon that outlined a pantheon of deities custom-made for humans in the world of Greyhawk. In addition to his original Greyhawk deities, St. Cuthbert and Pholtus, Gygax added seventeen more deities. Although later versions of the campaign setting would assign most of these deities to worship by specific races of humans, at this time they were generally worshiped by all humans of the Flanaess.

Shortly after the release of the folio edition, TSR released the adventure module C1 The Hidden Shrine of Tamoachan, designed to familiarize players with the Olman race of the Amedio Jungle. Largely based on Aztec and Incan cultures, this adventure introduced the first published deities of the Greyhawk campaign: Mictlantecuhtli, god of death, darkness, murder and the underworld; Tezcatlipoca, god of sun, moon, night, scheming, betrayals and lightning; and Quetzalcoatl, god of air, birds and snakes. This area was further explored in The Scarlet Brotherhood (1999), which expanded the Olman pantheon, and newly introduced the Touv people, including their nine gods.

Non-player characters of Greyhawk edit

Also included in the March 1983 issue of Dragon was an article detailing four unique Greyhawk characters. The first two quasi-deitiesHeward and Keoghtom—had been created by Gygax as non-player characters (NPCs). The third, Murlynd, was a character that had been created by Gygax's childhood friend Don Kaye before Kaye's untimely death in 1975. The fourth, a hero-deity named Kelanen, was developed to illustrate the "principle of advancement of power".[117]

TSR Greyhawk adventures published after the folio edition edit

Of the ten adventures set in Greyhawk published by TSR before the folio edition, all but one had been written by Gygax. However, the new availability of information about Gygax's campaign world and TSR's desire to make it central to Dungeons & Dragons encouraged many new writers to set their adventures in Greyhawk. This, combined with the fact that Gygax was increasingly involved in other areas of the company, meant that of the seventeen Greyhawk adventures published in the two years after the folio edition, only four were written or co-written by Gygax:

In 1981, TSR also published the super-modules D1-2 Descent into the Depths of the Earth and G1-2-3 Against the Giants, both being compilations of previously published modules from the Drow series and the Giant series respectively.

Numerous projects were planned to add more depth and detail to the setting after the publication of the initial folio, but many of these projects never appeared for various reasons.[94]

World of Greyhawk boxed set (1983) edit

 
The box cover for World of Greyhawk Fantasy Game Setting boxed set (TSR, 1983).

In 1983, TSR published an expanded boxed set of the campaign world, World of Greyhawk,[118] which is usually called the Greyhawk boxed set to differentiate it from other editions. According to game designer Jim Bambra, "the second edition was much larger than the first and addressed itself to making the World of Greyhawk setting a more detailed and vibrant place".[94] This edition quadrupled the number of pages from the original edition to 128, adding significantly greater detail. One major addition was a pantheon of deities: in addition to the nineteen deities outlined by Gygax in his Dragon article, another thirty-one new deities were added, though only three received full write-ups of their abilities and worshipers. This brought the number of Greyhawk deities to an even fifty. For the next eight years, Greyhawk would be primarily defined by the information in this publication.

After publication of the boxed set (1984–1985) edit

Publication of the World of Greyhawk was the first step in Gygax's vision for Oerth.[119] Over the next few years, he planned to unveil other areas of the continent of Oerik, giving each new area the same in-depth treatment of history, geography, and politics as had been accorded the Flanaess.[120] Gygax had also mapped out the other hemisphere of Oerth in his personal notes.[121] Part of this would be Gygax's work,[122] but Len Lakofka and François Froideval had also created material that Gygax wanted to place on Oerth.[123] Frank Mentzer, Creative Consultant at TSR at the time, wrote four RPGA tournament adventures taken from his home campaign setting of Aquaria (published by TSR as the first four of the R-series modules: R1 To the Aid of Falx, R2 The Investigation of Hydell, R3 The Egg of the Phoenix, and R4 Doc's Island). Mentzer envisioned them as the first part of a new Aqua-Oeridian campaign set somewhere on Oerth outside of the Flanaess.

However, by this time, Gygax was in Hollywood on a semi-permanent basis, approving scripts for the Saturday morning Dungeons & Dragons cartoon series and trying to land a deal for a D&D film. Not only was Gygax's own output of Greyhawk-related materials greatly reduced, but the company began to shift its focus and resources away from Greyhawk to a new campaign setting called Dragonlance.

 
Saga of Old City by Gary Gygax (TSR, 1985); cover art by Clyde Caldwell. The first Greyhawk Adventures novel, and the first featuring "Gord the Rogue".

The success of the Dragonlance series of modules and books pushed aside the World of Greyhawk setting, as TSR concentrated on expanding and defining the world of Krynn.[94] One of the factors that contributed to the success of the Dragonlance setting when it was published in 1984 was a series of concurrent novels by Tracy Hickman and Margaret Weis. Gygax realized that novels set in Greyhawk could have a similar benefit for his campaign world and wrote Saga of Old City, the first in a series of novels that would be published under the banner Greyhawk Adventures. The protagonist was Gord the Rogue, and this first novel told of his rise from the Slum Quarters of the city of Greyhawk to become a world traveler and thief extraordinaire. The novel was designed to promote sales of the boxed set by providing colorful details about the social customs and peoples of various cities and countries around the Flanaess.

Before Saga of Old City was released in November 1985, Gygax wrote a sequel, Artifact of Evil. He also wrote a short story, "At Moonset Blackcat Comes", that appeared in the special 100th issue of Dragon in August of the same year. This introduced Gord the Rogue to gamers just before Saga of Old City was scheduled to be released.[124]

Greyhawk modules edit

In the two years after the Greyhawk boxed set appeared, TSR published eight adventures set in Greyhawk. Five were written or co-written by Gygax, and the other three were from TSR's United Kingdom division:

Both of the EX adventures, although nominally set in Greyhawk, transported characters through a planar gate into an alternate reality.

Dragon articles edit

From 1983–85, the only notable supplement for the Greyhawk world was a five-part article by Len Lakofka in the June–October and December 1984 issues of Dragon that detailed the Suel gods who had been briefly mentioned in the boxed set. In the December 1984 issue, Gygax mentioned clerics of non-human races and indicated that the twenty four demihuman and humanoid deities that had been published in the February–June 1982 issues of Dragon were now permitted in Greyhawk; this increased the number of Greyhawk deities from fifty to seventy four.[125]

Other than those articles, Greyhawk was only mentioned in passing in three other issues until Gygax's "Gord the Rogue" short story in the August 1985 issue Dragon.[126][127][128] Gygax then provided some errata for the boxed set in the September 1985 issue, which was the last mention of the Greyhawk world in Dragon for almost two years.

Gygax departs edit

Shortly after the release of the boxed set, Gygax discovered that while he had been in Hollywood, TSR had run into serious financial difficulties.[129] Returning to Lake Geneva, Gygax managed to get TSR back on firm financial footing, but different visions of TSR's future caused a power struggle within the company, and Gygax was forced out of TSR on December 31, 1985.[130]

Greyhawk without Gygax (1986–1987) edit

After Gygax left TSR, the continued development of Greyhawk became the work of many writers and creative minds. Rather than continuing forward with Gygax's plan for an entire planet, the setting was never expanded beyond the Flanaess, nor would other authors' work be linked to unexplored areas of the continent Oerik. According to Gygax, TSR's stewardship turned Greyhawk into something very different from what he had envisioned.[131]

In 1986, in the months following Gygax's ousting, TSR turned away from development of Greyhawk and focused its energies on a new campaign setting called Forgotten Realms. In 1986 and 1987, only three Greyhawk modules were released, A1-4 Scourge of the Slave Lords, S1-4 Realms of Horror and GDQ1-7 Queen of the Spiders, all being collections of previously published modules rather than new material.

Greyhawk novels continue without Gord the Rogue edit

Gygax's novel Saga of Old City, released in November 1985, and Artifact of Evil, released two months after Gygax's departure from TSR, proved to be popular titles, and in 1987, TSR hired Rose Estes to continue the series, albeit without Gord the Rogue, to whom Gygax had retained all rights. From 1987–89, Estes produced five more novels under the Greyhawk Adventures banner: Master Wolf,[132] The Price of Power,[133] The Demon Hand,[134] The Name of the Game,[135] and The Eyes Have It.[136] A sixth book, Dragon in Amber, appeared in 1990 book catalogs, but was never written, and the series was discontinued.[137]

The dungeons of Greyhawk revealed edit

In its 1986 Summer Mail Order Hobby Shop catalog, TSR had listed a new Greyhawk adventure called WG7 Shadowlords, a high-level adventure to be written by Gary Gygax and Skip Williams.[138] This adventure was canceled after Gygax left TSR, and the catalog number WG7 was reassigned to a new adventure, Castle Greyhawk, released in 1988. It was the first new Greyhawk adventure in three years, but it had nothing to do with Gygax's original Castle Greyhawk. Instead, it was a compilation of twelve humorous dungeon levels, each one written by a freelance author. The puns and jokes often referenced modern culture—the Amazing Driderman, King Burger, Bugsbear Bunny, and the crew of Star Trek—and the module also included an appearance by Gygax's Mordenkainen in a film studio.

Greyhawk revived (1988–1990) edit

By 1988, with the first series of Dragonlance adventures drawing to a close, and Forgotten Realms doing very well, TSR turned back to Greyhawk. In the January 1988 issue of Dragon, Jim Ward - one of the original players in the dungeons of Greyhawk, creator of the wizard Drawmij, and now working for TSR in the post-Gygax era - requested player-input about what should be included in a hardcover sourcebook for Greyhawk.[139] He received over five hundred letters in response.[140] In the August 1988 issue of Dragon, he outlined the ideas from readers that had been included,[140] and Greyhawk Adventures appeared shortly afterward as a response to requests from Greyhawk fans.[94] The book's title was borrowed from Rose Estes's Greyhawk Adventures line of novels and used the same front-cover banner design. It was the thirteenth and final hardcover book published for the 1st edition Advanced Dungeons & Dragons rules.

The contents were designed to give Dungeon Masters ideas and play-opportunities unique to the Greyhawk world, including new monsters, magical spells and items, a variety of geographical features, profiles of prominent citizens, and the avatars of deities. In the time since Gygax had left TSR, no original Greyhawk material had been published, and many letter-writers had requested ideas for new adventures. Ward responded by including six plot-outlines that could be inserted into a Greyhawk campaign.

The City of Greyhawk boxed set edit

The publication of Greyhawk Adventures came just as TSR released the 2nd edition of Dungeons & Dragons. TSR released The City of Greyhawk boxed set in 1989 under the Greyhawk Adventures banner. Written by Carl Sargent and Rik Rose, this was not the city created by Gygax and Kuntz, but a new plan built from references made in previously-published material.

This release remolded Gary Gygax's old Circle of Eight into a new plot-device. Instead of a group of eight companions based in the Obsidian Citadel who left periodically to fight evil, the Circle became eight wizards led by a ninth wizard, Gygax's former character Mordenkainen. In addition to Mordenkainen, seven of the wizards were previously existing characters from Gygax's original home game: Bigby, Otiluke, Drawmij, Tenser, Nystul, Otto, and Rary. The eighth was new: the female wizard Jallarzi Sallavarian. The Circle's mandate was to act as neutral referees between Good and Evil, never letting one side or the other gain the upper hand for long. In addition, Sargent and Rose took Gygax's original Obsidian Citadel, re-purposed it as Mordenkainen's castle, and placed it in an unspecified location in the Yatil Mountains.[141]

The following year, in conjunction with this boxed set, TSR published a trilogy of World of Greyhawk Adventure (WGA) modules by Richard and Anne Brown - WGA1 Falcon's Revenge, WGA2 Falconmaster, and WGA3 Flames of the Falcon - set in the city, and centered on a mysterious villain called The Falcon. A fourth WGA module, WGA4 Vecna Lives! by David Cook, was published the same year, and featured the first appearance by Vecna, formerly a mythic lich in Dungeons & Dragons lore, now promoted to demigod-status.

Modules released under the Greyhawk Adventures banner edit

TSR also released five new World of Greyhawk (WG) adventures, which used the Greyhawk Adventures banner:

In 1990, TSR also published WGR1 Greyhawk Ruins, a module and sourcebook about Castle Greyhawk by TSR writers Blake Mobley and Timothy Brown. Although this was not the Castle Greyhawk of Gygax and Kuntz, it was the first serious attempt to publish details of the castle.

A new vision of the Flanaess (1991–1997) edit

Game designer Rick Swan noted the apparent lack of a central vision for Greyhawk material, describing the Greyhawk setting up to this point as "a crazy quilt, where odd-shaped scraps of material are randomly sewn together and everybody hopes for the best. How else to explain a setting that encompasses everything from the somber A1-4 Scourge of the Slave Lords adventure to the King Kong-inspired WG6 Isle of the Ape to the cornball humor of WG7 Castle Greyhawk? It makes for an interesting mess, but it's a mess nonetheless... The City of Greyhawk [is] the most credible attempt at smoothing out the rough spots".[142]

In 1990, TSR decided that the decade-old world of Greyhawk needed to be refreshed. Rather than follow through with Gary Gygax's plan to develop new regions beyond the boundaries of the Flanaess, the decision was made to stay within the Flanaess and reinvigorate it by moving the campaign time line forward a decade, from 576 CY to 586 CY. The main story vehicle would be a war fomented by an evil half-demon named Iuz that involved the entire Flanaess, which would allow TSR to radically alter the pattern of regions, alliances, and rulers from Gygax's original setting.

The Greyhawk Wars edit

In order to move players from Gygax's familiar World of Greyhawk to their new vision, TSR planned a trilogy of modules that would familiarize players with events and conditions leading up to the coming war, and then take them through the war itself. Once players completed the war via the three modules, a new boxed set would be published to introduce the new storyline and the new Flanaess. Two World of Greyhawk Swords modules, WGS1 Five Shall Be One by Carl Sargent and WGS2 Howl from the North by Dale Henson, were released in 1991. These described events leading up to the war.

The third module was reworked into Greyhawk Wars, a strategy war game that led players through the events, strategies, and alliances of the actual war. A booklet included with the game, Greyhawk Wars Adventurer's Book, described the event of the war. In 582 CY (six years after Gygax's original setting of 576 CY), a regional conflict started by Iuz gradually widened until it was a war that affected almost every nation in the Flanaess. A peace treaty was signed in the city of Greyhawk two years later, which is why the conflict became known as the Greyhawk Wars. On the day of the treaty-signing, Rary—once a minor spellcaster created and then discarded by Brian Blume, but now elevated by TSR to the Circle of Eight—attacked his fellow Circle members, aided and abetted by Robilar. After the attack, Tenser and Otiluke were dead, while Robilar and Rary fled to the deserts of the Bright Lands. Rob Kuntz, original creator of Robilar, objected to this storyline, since he believed that Robilar would never attack his old adventuring companion Mordenkainen. Although Kuntz did not own the creative rights to Robilar and no longer worked at TSR, he unofficially suggested an alternate storyline that Robilar had been visiting another plane and in his absence, a clone or evil twin of Robilar was responsible for the attack.[143]

From the Ashes edit

In 1992, after the two World of Greyhawk Swords prequel modules and the Greyhawk Wars game had been on the market for some months, TSR released the new Greyhawk setting, From the Ashes, a boxed set primarily written by Carl Sargent that described the Flanaess in the aftermath of the Greyhawk Wars. It contained a large 4-color hex map of the area around the city of Greyhawk; two full-color, 32"x21" fold-out poster maps of the continent (east and west), and 20 quick adventure cards, and two 96-page books.

The first book, Atlas of the Flanaess, was a replacement for Gygax's original World of Greyhawk boxed set, with some changes. Many human gods from previous editions were not included, although one new demigod, Mayaheine, was added. This had the net effect of reducing the total number of human deities from fifty to twenty-eight. Deities of other races were increased from twenty-four to thirty-eight, but unlike the full descriptions that were given to the human gods, these were simply listed by name. Like Gygax's original boxed set, each region was given a two to three hundred word description, although some details included in the older edition, such as trade goods, total population and racial mixes, were not included in this edition. A number of regions—Ahlissa, Almor, Medegia and South Province—no longer existed after the Wars or had been folded into other regions. One new region—the Olman Islands—was detailed. This had the net effect of reducing the total number of regions from sixty to fifty eight. Darlene's map of the Flanaess included in Gygax's setting was reproduced as an 11"x17" black-and-white map printed on the inside cover of the Atlas.

The second book, the Campaign Book, was designed to supplement, rather than replace, the four-year-old City of Greyhawk boxed set. It included updates to the city and its environs, and gave details of some new non-player characters and possible adventure hooks.

In Gygax's setting, the major conflict had been between the Great Kingdom and the lands that were trying to free themselves from the evil overking. In Sargent's world, the Great Kingdom storyline was largely replaced by the major new conflict between the land of Iuz and the regions that surrounded it. Southern lands outside of Iuz's were threatened by the Scarlet Brotherhood, while other countries had been invaded by monsters or taken over by agents of evil. Overall, the vision was of a darker world where good folk were being swamped by a tide of evil.[144]

Game designer Rick Swan concurred with this multi-step approach, writing that Greyhawk Wars "took another step in the right direction by shaking things up with a much-needed dose of epic conflict... veteran designer Carl Sargent has continued the overhaul with the ambitious From the Ashes. By combining heroic tradition with elements of dark fantasy, he's come up with a Greyhawk campaign that is both familiar and refreshingly unexpected".[142]

Sargent tried to generate interest for this grimmer vision of the Flanaess by following up with an article in Dragon's March 1993 issue, writing, "...the powers of evil have waxed strong. The hand of Iuz, the Old One, extends across the central Flanaess, and the cruel Scarlet Brotherhood extends its power and influence around the southern lands bordering the Azure Sea. The World of Greyhawk setting has become a truly exciting world again..."[145]

The boxed set was supported by the publication of two new source books in 1993, also written by Sargent. WGR4 The Marklands provided information about the good realms of Furyondy, Highfolk, and Nyrond that opposed Iuz, while WGR5 Iuz the Evil detailed information about the lands of Iuz, and emphasized the prominent new role that Iuz now played in the world order.

In addition, a number of adventures were also published, as much to provide more source material as for adventure:

  • WGQ1 Patriots of Ulek was the first module published after From the Ashes, and advanced the storyline in Ulek, threatened by invasion from Turrosh Mak of the Pomarj.
  • WGR2 Treasures of Greyhawk, by Jack Barker, Roy Rowe, Louis Prosperi, and Tom Prusa, was a loosely connected series of mini-adventures—for instance, exploring Bigby's home, travelling to the demiplane called The Great Maze of Zagyg, and trading riddles with a sphinx. Each mini-adventure focussed on a unique treasure in the Flanaess.
  • WGR3 Rary the Traitor by Anthony Pryor was both an adventure module and a source book about the Bright Lands, the new home of Rary and Robilar following their murder of Tenser and Otiluke.
  • WGR6 The City of Skulls, by Carl Sargent, and WGM1 Border Watch, by Paul T. Riegel, were modules highlighting the struggle between Furyondy and the lands of Iuz.

As Gygax had done ten years before, Sargent also used the pages of Dragon to promote his new world. He was working on a new source book, Ivid the Undying, and excerpted parts of it in the April, June and August 1994 issues.[146][147][148]

TSR drops Greyhawk edit

In late 1994, TSR canceled Sargent's new book just as it was being readied for publication, and stopped work on all other Greyhawk projects. Nothing more about Greyhawk was ever published by TSR, with one exception: in May 1995, a Dragon column devoted to industry gossip noted that the manuscript of Ivid the Undying had been released by TSR as a computer text file.[149] Using this file, several people have reconstructed the book as it might have appeared in published form.[150]

By the end of 1996, TSR found itself heavily in debt and unable to pay its printers. Just as bankruptcy in 1997 seemed inevitable, Wizards of the Coast stepped in and, fueled by income from its collectible card game Magic: The Gathering, bought TSR and all its properties.[97]

Wizards of the Coast (1998–2008) edit

After Wizards of the Coast (WotC) and TSR merged, the determination was made that TSR had created too many settings for the Dungeons & Dragons game, and several of them were eliminated.[97] However, WotC's CEO, Peter Adkison, was a fan of both Dungeons & Dragons and Greyhawk,[97] and two major initiatives were created: a revival of Greyhawk, and a new third edition of D&D rules. A team of people was put together to revive the moribund Greyhawk setting by pulling together all the previously published information about it. Once that was done, the decision was made to update Carl Sargent's storyline, using similar prequel adventures to pave the way for the updated campaign setting.

First, Roger E. Moore created Return of the Eight in 1998. In the adventure, set in 586 CY, the same year as the From the Ashes boxed set, the players meet the surviving members of the Circle of Eight, which is called the Circle of Five because it is missing Tenser, Otiluke and Rary. If the players successfully finish the adventure, Tenser is rescued from death, though he refuses to rejoin the Circle, and the Circle is reconstituted as Eight with the addition of three new wizards: Alhamazad the Wise, Theodain Eriason and Warnes Starcoat.

Next, the Greyhawk Player's Guide, by Anne Brown, was released. This 64-page booklet moved the storyline ahead five years to 591 CY, and it mostly condensed and reiterated material that had been released in Gygax's and Sargent's boxed sets. New material included important non-player characters, a guide to roleplaying in the Flanaess, and some new sights. The list of deities was both shrunk and expanded; the thirty-eight non-human deities in the From the Ashes boxed set were eliminated and non-human concerns assigned to a handful of human deities, but the list of human deities was expanded from twenty-four to fifty-four.

With the groundwork for a new storyline prepared, TSR/WotC released the new campaign setting as a 128-page source book, The Adventure Begins, by Roger E. Moore. Taking its lead from the Greyhawk Player's Guide, the new campaign world was set in 591 CY. Unlike the darker feel of From the Ashes, where the Flanaess was overrun by evil, Moore returned to Gygax's world of adventure.

The Lost Tombs trilogy of modules—The Star Cairns and Crypt of Lyzandred the Mad, by Sean K. Reynolds, and The Doomgrinder, by Steve Miller—were the first to be published in the new setting.

25th anniversary of D&D edit

The year 1999 marked twenty-five years since the publication of the original Dungeons & Dragons rules, and WotC sought to lure older gamers back to Greyhawk by producing a series of nostalgia-tinged Return to... adventures that evoked the best-known Greyhawk modules from 20 years before, under the banner 25th Anniversary of D&D:

In conjunction with the publication of the Return to adventures, WotC also produced a series of companion novels known as the Greyhawk Classics series: Against the Giants,[151] White Plume Mountain,[152] Descent into the Depths of the Earth,[153] Expedition to the Barrier Peaks,[154] The Temple of Elemental Evil,[155] Queen of the Demonweb Pits,[156] Keep on the Borderlands,[157] and The Tomb of Horrors.[158]

In an attempt to attract players of other D&D settings, WotC released Die, Vecna, Die!, by Bruce R. Cordell and Steve Miller, a three-part adventure tying Greyhawk to the Ravenloft and Planescape campaign settings. Published in 2000, it was the last adventure to be written for D&D's 2nd edition rules.

Third edition (2000-2008) edit

In the editions of Dungeons & Dragons published by TSR, the setting of the game had not been specifically defined—Dungeon Masters were expected to either create a new world, or purchase a commercial campaign setting such as Greyhawk or Forgotten Realms. In 2000, after two years of work and playtesting, WotC released the 3rd edition of D&D, and defined a default setting for the game for the first time. Under third edition rules, unless a Dungeon Master specifically chose to use a different campaign setting, his or her D&D game would be set in the world of Greyhawk.

Living Greyhawk edit

 
Living Greyhawk Gazetteer (Wizards of the Coast, 2000), an updated sourcebook for the campaign setting.

With the release of the 3rd edition of Dungeons & Dragons, RPGA—the organized play division of WotC—announced a new massively shared living campaign, Living Greyhawk, modeled on a 2nd edition campaign called Living City. Although Living City was relatively successful, RPGA wanted to expand the scope of their new campaign—instead of one city as a setting, the new campaign would involve thirty different regions of Greyhawk, each specifically keyed to a particular country, state, or province of the real world. Each region would produce its own adventures, and in addition to these, RPGA would provide worldwide Core adventures. To provide the level of detail needed for such a venture, WotC published the Living Greyhawk Gazetteer, the most in-depth examination of the world of Greyhawk ever produced, and the official starting point for not only the campaign, but also for all home campaigns from that point forward.

Concurrent with the release of the 3rd edition Player's Handbook, Living Greyhawk debuted at Gen Con 2000 with three Core adventures: COR1-1 Dragon Scales at Morningtide, by Sean K. Reynolds; COR1-2 The Reckoning, by Sean Flaherty and John Richardson; and COR1-3 River Of Blood, by Erik Mona. WotC also released The Fright at Tristor by Keith Polster (2000), designed as an introductory adventure to the Living Greyhawk campaign world.

Unlike previous campaign settings, in which the calendar was frozen at a point chosen by the author, the Living Greyhawk calendar did advance one year in game time for every calendar year in real time: the campaign started in 591 CY (2001) and ended in 598 CY (2008), at which point over a thousand adventures had been produced for an audience of over ten thousand players.[159] During this time, the campaign administrators incorporated most of WotC's new rules into the Greyhawk world, only excising material they felt would unbalance the campaign. In 2005, the administrators incorporated every deity ever mentioned in official Greyhawk material previous to the D&D 3rd edition, as well as all deities mentioned in the new 3rd edition source books. This tripled the number of deities in the campaign from about seventy to almost two hundred.[160]

Despite the massive amount of world and storyline development, none of the Living Greyhawk storylines or changes to the setting were considered official, since the regional adventure modules were produced by volunteers; this material only received a cursory vetting by RPGA campaign administrators, and no review by WotC personnel.

Wizards of the Coast Greyhawk releases edit

Despite the popularity of the Living Greyhawk campaign, Wizards of the Coast did not produce much material for Greyhawk after the 25th anniversary Return to... series of adventures and the Living Greyhawk Gazetteer:

Otherwise, Wizards of the Coast left the development of the Greyhawk world to RPGA's Living Greyhawk campaign and concentrated on producing new source books of expansion material for the core rules of D&D.

Fourth and fifth edition of D&D (2008 to present) edit

Fourth edition edit

At Gen Con 2007, WotC announced that the 4th edition of Dungeons & Dragons would be released the following spring, and Greyhawk would no longer be the default campaign setting under the new rules system. For this reason, Living Greyhawk was not converted to the new rules system; instead, it was brought to a conclusion at Origins 2008.

In 2009, WotC released The Village of Hommlet, by Andy Collins, which updated Gary Gygax's original 1st edition Village of Hommlet to the 4th edition rules for characters of 4th level. It was not available for purchase, but was sent as a reward for those who joined the RPGA.[161] In March 2013 the adventure by Collins was reprinted in issue 212 of Dungeon, but now for characters of 3rd to 5th level.[162]

Fifth edition edit

When the Player's Handbook for the fifth edition of Dungeons & Dragons was released in 2014, several references to the world of Greyhawk appeared throughout the descriptions of various races and classes, and a partial list of Greyhawk deities appeared in the book.[163] The Monster Manual, the second released book of the 5th edition, did not include any direct references to Greyhawk but did mention Explictica Defilus from Against the Cult of the Reptile God in the Naga entry, and tied the creation of ghouls to Doresain, the "King of Ghouls", from the Greyhawk adventure Kingdom of the Ghouls by Wolfgang Baur from Dungeon #70.[164]

In April 2017, Tales from the Yawning Portal was released. It contained seven older modules now reprinted and updated for the fifth edition of Dungeons & Dragons. Four out of the seven were old Greyhawk modules: Against the Giants, The Hidden Shrine of Tamoachan, Tomb of Horrors, and White Plume Mountain. In addition the book also featured advice how to place the other adventures within the Greyhawk setting, or how to change the name-giving tavern Yawning Portal in Waterdeep from the Forgotten Realms into the Green Dragon Inn from the City of Greyhawk.[165]

In May 2019, Ghosts of Saltmarsh was released for the fifth edition of Dungeons & Dragons. The book compiles new versions of classic adventures that are located around Saltmarsh in Greyhawk (The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy), or are generally naval themed.[166]

Unofficial Greyhawk sources edit

Although TSR and WotC had each in turn owned the official rights to the World of Greyhawk since the first folio edition was published in 1980, the two people most responsible for its early development, Gary Gygax and Rob Kuntz, still had most of their original notes regarding the fifty levels of dungeons under Castle Greyhawk. Gygax also had his old maps of the city of Greyhawk,[167] and still owned the rights to Gord the Rogue.

After Gygax left TSR in 1985, he continued to write a few more Gord the Rogue novels, which were published by New Infinities Productions: Sea of Death (1987), City of Hawks (1987), and Come Endless Darkness (1988). However, by this time, Gygax was furious with the new direction in which TSR was taking "his" world. In a literary declaration that his old world of Oerth was dead, and wanting to make a clean break with all things Greyhawk, Gygax destroyed his version of Oerth in the final Gord the Rogue novel, Dance of Demons.[168] For the next fifteen years, he worked to develop other game systems.

But there was still the matter of the unpublished dungeons under Castle Greyhawk. Although Gygax had given glimpses into the dungeons in his magazine columns and articles, the dungeons themselves had never been released to the public. Likewise, Gygax's version of the city of Greyhawk had never been published, although Frank Mentzer believed the reason for that was because "the City of Greyhawk was a later development, originally being but a location (albeit a capital). As such it was never fleshed out all that thoroughly... notes on certain locations and notorious personnel, a sketch map of great brevity, and otherwise quite loose. That is doubtless why Gary didn't publish it; it had never been completed".[169]

However, in 2003, Gygax announced that he was working with Rob Kuntz to publish the original castle and city in six volumes, although the project would use the rules for Castles and Crusades rather than Dungeons & Dragons.[170] Since WotC still owned the rights to the name Greyhawk, Gygax changed the name of the castle to Castle Zagyg[15]—the reverse homophone of his own name originally ascribed to the mad architect of his original thirteen level dungeon. Gygax also changed the name of the nearby city to "Yggsburgh", a play on his initials E.G.G.

This project proved to be much more work than Gygax and Kuntz had envisioned. By the time Gygax and Kuntz had stopped working on the original home campaign, the castle dungeons had encompassed fifty levels of maze-like passages and thousands of rooms and traps. This, plus plans for the city of Yggsburgh and encounter areas outside the castle and city, were found to be too much to fit into the proposed six volumes. Gygax decided he would recreate something like his original thirteen level dungeon,[171] amalgamating the best of what could be gleaned from binders and boxes of old notes.[172] Neither Gygax nor Kuntz had kept careful or comprehensive plans. Because they had often made up details of play sessions as they went,[173] they usually just drew a quick map as they played, with cursory notes about monsters, treasures, and traps.[174] These sketchy maps contained just enough detail so that the two could combine their independent efforts, after determining the merits of each piece.[175] Recreating the city was also a challenge; although Gygax still had his old maps of the original city, all of his previously published work on the city was owned by WotC, so he would have to create most of the city from scratch while maintaining the look and feel of his original.[176]

The slow and laborious process came to a complete halt in April 2004, when Gygax suffered a serious stroke. Although he returned to his keyboard after a seven-month convalescence, his output was reduced from fourteen-hour work days to only one or two hours per day.[177] Kuntz had to withdraw due to other projects, although he continued to work on an adventure module that would be published at the same time as the first book. Under these circumstances, work on the Castle Zagyg project continued even more slowly,[178] although Jeffrey Talanian stepped in to help Gygax. In 2005, Troll Lord Games published Volume I, Castle Zagyg: Yggsburgh. This 256-page hardcover book contained details of Gygax's original city, its personalities and politics, as well as over thirty encounters outside the city. The two part fold out map of the area was rendered by Darlene Pekul, the same artist who had produced the original map for the folio edition of World of Greyhawk. Later that year, Troll Lord Games also published Castle Zagyg: Dark Chateau, an adventure module written for the Yggsburgh setting by Rob Kuntz.

Book catalogs published in 2005 indicated several more volumes in the series would follow shortly, but it was not until 2008 that the second volume, Castle Zagyg: The Upper Works, appeared. The Upper Works described details of the castle above ground, acting as a teaser for the volumes concerning the actual dungeons that would follow. However, Gygax died in March 2008 before any further books were published. After his death, Gygax Games, under the control of Gary's widow Gail, took over the project, but no more volumes of the Castle Zagyg project have been published.

Rob Kuntz also published some of his creative work from the Castle Greyhawk dungeons. In 2008, he released the adventure modules The Living Room, about a whimsical but dangerous room that housed enormous furniture, and Bottle City, about a bottle found on the second level of the dungeon that contained an entire city. 2009 saw Kuntz release Daemonic & Arcane, a collection of Greyhawk and Kalibruhn magic items, and The Stalk, a wilderness adventure. By October 2010, Black Blade Publishing began to publish several of Kuntz's original Greyhawk levels, including the Machine Level, the Boreal Level, the Giants' Pool Hall, and the Garden of the Plantmaster.[179]

See also edit

References edit

  1. ^ a b c Gygax, Gary (1980). The World of Greyhawk. TSR. ISBN 0-935696-23-7.
  2. ^ a b Holian, Gary; Mona, Erik; Reynolds, Sean K.; Weining, Frederick (2000). Living Greyhawk Gazetteer. Wizards of the Coast. ISBN 0-7869-1743-1.
  3. ^ Peterson, Jon (2012). Playing at the World. San Diego CA: Unreason Press. p. 65. ISBN 978-0615642048.
  4. ^ Brown, Anne. Player's Guide to Greyhawk. Renton, Washington: Wizards of the Coast, Inc., 1998. Page 5.
  5. ^ Mizer, Nicholas J. (22 November 2019). Tabletop role-playing games and the experience of imagined worlds. Cham, Switzerland. p. 135. ISBN 978-3-030-29127-3. OCLC 1129162802.{{cite book}}: CS1 maint: location missing publisher (link)
  6. ^ a b c d e f Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. ISBN 978-1-907702-58-7.
  7. ^ Gygax, Gary (October 1976). "Letter from Gary Gygax". Alarums and Excursions. Lee Gold (15): 5–7.
  8. ^ Q: "In Dragon 315, Jim Ward talks about the origins of the Greyhawk setting, and is quoted as having said: 'He [Gygax] had the whole world mapped out'. Does this mean you have material about the rest of Oerth hidden in your basement?" Gygax: "Yes, I had a sketch map of the remainder of the globe..." . EN World. 2005-06-21. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  9. ^ Gygax: "The exact form of the remainder of the globe was not settled upon. I wanted an Atlantis-like continent, and possibly a Lemurian-type one. Likely two large continents would have been added. The nearest would house cultures akin to the Indian, Burmese, Indonesian, Chinese, Tibetan, and Japanese. Another would likely have been the location of African-type cultures, including the Egyptian. A Lemurian culture would have been based on the Central and South American cultures of the Aztec-Mayay-Inca sort".. EN World. 2003-04-06. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  10. ^ Gygax: "When I was asked to create a campaign setting for TSR to market, I did a new and compact "world"—that only in part, of course, as that was all I could fit onto the two maps allowed. So that became the World of Greyhawk". . EN World. 2002-09-06. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  11. ^ Gygax: "I found out the maximum map size TSR could produce, got the go-ahead for two maps of that size, then sat down for a couple of weeks and hand-drew the whole thing. After the maps were done and the features shown were named, I wrote up brief information of the features and states. Much of the information was drawn from my own personal world, but altered to fit the new one depicted on the maps".. EN World. 2003-11-05. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  12. ^ a b . TSR. Archived from the original on 2011-07-11. Retrieved 2009-03-29.
  13. ^ "Interview: Darlene". Grognardia. 20 June 2009. Retrieved 2009-06-23.
  14. ^ Gygax: "Of course as my campaign world was active, had many players, I did not wish to detail it [for the general public], so I created Oerth, the continent of Oerik, and all that went with it for general use by other DMs. I found I liked it so well that I switched my group's play to the World of Greyhawk soon after I had finished the maps and manuscript". . EN World. 2006-06-04. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  15. ^ a b c d "Castle Greyhawk, the lost dungeon that kicked off Dungeons & Dragons, still inspires players today". SYFY Official Site. 2020-09-15. Retrieved 2022-08-25.
  16. ^ Gygax, Gary (June 1971). "The Great Kingdom". Domesday Book. Castle & Crusade Society (9): 11–12.
  17. ^ Gygax, Gary; Arneson, Dave (1974). Dungeons & Dragons Vol. 1. p. 6. "...From the map of the "land" of the "Great Kingdom" and environs — the territory of the C & C Society — Dave local'ed (I nice bog wherein to nest the wierd enclave of "Blackmoor"...
  18. ^ Gygax: "As the members began to get tired of medieval games, and I wasn't, I decided to add fantasy elements to the mix, such as a dragon that had a fire-breath weapon, a 'hero' that was worth four normal warriors, a wizard who could cast fireballs (the range and hit diameter of a large catapult) and lightning bolts (the range and hit area of a cannon), and so forth. I converted a plastic stegosaurus into a pretty fair dragon, as there were no models of them around in those days"."Industry Insights: The RPGnet Interviews - Interview with Gary Gygax, part 1 of 3". RPGNet. 2001-05-01. Retrieved 2009-03-22.
  19. ^ Gygax: "The reception of fantasy elements in the medieval tabletop wargame was incredibly enthusiastic by about 90% of the old group. Lee Tucker dismissed it, and me. Mike Reese and Jeff Perren were not captivated by giants hurling boulders and dragons breathing fire and lightning bolts, nor did wizards with spells, heroes and superheroes with magic armor and swords prove compelling to them".. EN World. 2005-07-03. Archived from the original on 2012-10-04. Retrieved 2009-03-15.
  20. ^ Gygax: "I would use my point buys to take a superhero in magic armor, with a magic sword, backed up by a wizard with fireball spells. The superhero would assail the mass of enemy troops, and when they gathered round to attack him the wizard would drop a fireball on the lot. The superhero was very likely to come out unscathed, much to the fury of my opponents".. EN World. 2003-04-06. Archived from the original on 2012-10-04. Retrieved 2009-03-15.
  21. ^ . EN World. 2006-07-02. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  22. ^ Schick, Lawrence (1991). Heroic Worlds: a History and Guide to Role-Playing Games. Prometheus Books. pp. 17–18.
  23. ^ Arneson: "See, I had this neat German plastic kit [of a castle]. Oddly enough, even though it was actually a German kit, years later I learned that it was actually a model of a castle in Sicily. But when I started, I was thinking German".Jones, Jeremy L.C. (April 2009). . Kobold Quarterly (9). Archived from the original on 2009-04-13. Retrieved 2009-04-13.
  24. ^ Arneson: "[The concept of a fantasy campaign] just grew and shortly [the plastic castle] was too small for the scale I wanted. But it was a neat kit and I didn't want to abandon it, so the only way to go was down [into the dungeons]. All this happened a few weeks before the first adventurers caught sight of it".Jones, Jeremy L.C. (April 2009). . Kobold Quarterly (9). Archived from the original on 2009-04-13. Retrieved 2009-04-13.
  25. ^ Gygax: "Dave Arneson and I met at a Gen Con here in Lake Geneva around 1968, and with Mike Carr we authored the Don't Give Up the Ship naval miniatures rules for the Great Age of Sail around 1971-2".. EN World. 2006-07-02. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  26. ^ Arneson, Dave (June–July 1979). "My Life and Role-Playing". Different Worlds. Chaosium (3): 6–8.
  27. ^ Arneson: "We were in correspondence with the group from Lake Geneva through the Napoleonic Campaigns at that time, so we mentioned that we were doing fantasy stuff on alternate weekends and they became very interested in it". . Pegasus. Judges Guild (1). April–May 1981. Archived from the original on 2009-03-21. Retrieved 2009-03-15.
  28. ^ Gygax: "Dave was running a man-to-man (1 figure = one person) Chainmail fantasy campaign around then, and he... came down from the Twin Cities to see us, the gaming group, in Lake Geneva in the late autumn of 1972. Arneson brought some of his campaign material with him...". EN World. 2006-07-02. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  29. ^ Gygax: "I was as much taken with the prototype of the D&D game as anyone...". EN World. 2004-02-11. Archived from the original on 2012-10-04. Retrieved 2009-03-15.
  30. ^ Gygax: "Credit Dave Arneson and Dave Megary (designer of the Dungeon! boardgame) with my concentrating on subterranean settings for the D&D game. The contained adventuring environment was perfect for establishing fixed encounters before a game session, and for developing progressively more hazardous ones as the PCs grew in their capacity to manage them".. EN World. 2006-06-27. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  31. ^ a b Witwer, Michael (2015). Empire of the Imagination: Gary Gygax and the Birth of Dungeons & Dragons. New York: Bloomsbury Publishing. ISBN 978-1-63286-279-2.
  32. ^ Gygax: "It was in the late fall of 1972 when I completed a map of some castle ruins, noted ways down to the dungeon level (singular), and invited my 11-year-old son Ernie and nine-year-old daughter Elise to create characters and adventure. This they did, and around 9 PM ... they had to come back from such imaginary derring-do, put their index card character sheets aside, and get ready for bed. They had had a marvelous time and wanted to keep playing". . EN World. 2003-07-22. Archived from the original on 2011-06-14. Retrieved 2010-03-16.
  33. ^ Q: "What was the first ever monster killed by a PC in D&D?" Gygax: "A giant centipede, with the 1st level PCs played by my son Ernie (fighter) and daughter Elise (cleric)". . EN World. 2005-08-19. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  34. ^ Gygax: "The monsters first encountered, by son Ernie's and daughter Elise's characters, were a nest of scorpions in some rubble in the very first room of the dungeon they entered. The glint of coins was mentioned to lure the incautious hand into attack proximity, but Elise's PC used a dagger to poke around, and the scorpions were spotted. Eventually one managed to sting, but the poison saving throw was made". . EN World. 2004-01-28. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  35. ^ Gygax: "They next encountered and defeated a gang of kobolds with a chest of 3,000 copper pieces. Needless to say, they weren't pleased with the treasure". . EN World. 2004-01-28. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  36. ^ Gygax: "Later in the long session of exploration, the two intrepid adventurers came upon the lair of several kobolds, slew two and the rest fled. They found an iron chest filled with coins...several thousand copper pieces--that was too heavy to move. A big disappointment". . EN World. 2003-07-22. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  37. ^ Gygax: "After they went upstairs I stayed in my study and went to work on a second dungeon level"."Gary Gygax: Q & A (Part IV, Page 1)". EN World. 2005-08-19. Retrieved 2009-03-15.[permanent dead link]
  38. ^ Gygax: "In a couple of days time Don Kaye (Murlynd), Rob (Robilar, Otto) and Terry (Terik) Kuntz joined the gang". . EN World. 2006-08-06. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  39. ^ Gygax: "The castle and dungeons came about a month before the first, one-page map of the City of Greyhawk".. EN World. 2002-09-06. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  40. ^ Gygax: "An average of seven gaming sessions a week was typical even when I was busy working. Often I played more than that". . EN World. 2003-02-26. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  41. ^ a b c Gygax: "There were well over 60 different players that participated in the game sessions that I ran, and that's one of the reasons that I had Rob Kuntz join me as co-DM. Many of them, the "regulars" numbering around a dozen, were there seeking daily adventure sessions, while the majority of the others showed up to play on weekends. sometimes there were over 20 D&D gamers ghathered [sic] in my basement". . EN World. 2005-12-05. Archived from the original on 2020-02-23. Retrieved 2020-02-23.
  42. ^ Gygax: "When I initiated the Greyhawk campaign, I envisaged a world of parallel earth sort. Thus the geography then assumed was pretty close to that of earth. Being busy running game sessions, creating dungeon levels, the map of Greyhawk City, writing new material, and also really enjoying 'winging it', I never did a large-scale map for the world". . EN World. 2002-09-06. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  43. ^ Gygax: "The planet was much like our earth. The city of Greyhawk was located on the [Great] lakes in about the position that Chicago is, and Dyvers was north at the Milwaukee location. The general culture was pseudo medieval European. Some of the kingdoms shown on the WoG map were around the adventure-central area, the City of Greyhawk". . EN World. 2003-04-14. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  44. ^ Gygax: "When I was using the pre-World of Greyhawk map for my world setting, the West Coast of North America was the Pleistocene region inhabited by savage cavemen and their contemporary fauna". . EN World. 2005-07-06. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  45. ^ Gygax, Gary (April 1975). "How to Set Up Your Dungeons & Dragons Campaign—and Be Stuck Refereeing It Seven Days a week until the wee hours of the Morning" (PDF). Europa. Basel, Switzerland: Walter Luc Haas. 6 (8): 18. Retrieved 2010-03-22.
  46. ^ Gygax: "Zagyg is based on a sort of joke--me as the mad designer of Greyhawk Castle and its dungeons. After all, how else could such a place exist? . EN World. 2002-09-20. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  47. ^ Gygax: "Rob, playing Robilar solo, delved into the dungeon, made it. Ernie, noting Rob's absence from adventuring with the party, sent Tenser on a solo quest to discover Robilar's whereabouts. He managed to follow a similar path, and made level 13. Then Terry Kuntz noted both of his usual companions were not available to play, went forth with Terik, and made the lowest level successfully... No other players in the group managed that". . EN World. 2003-05-13. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  48. ^ Gygax: "When a character got down to this level there was no going back. The one managing that was given an appropriate reward then sent on a giant, one-way slide clear through to the other side of the world". . EN World. 2003-05-13. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  49. ^ "Robilar was one of the first to make it around the Oerth. By entering the lowest level in Greyhawk Castle, he was propelled by a magical slide to what would be modern day 'China'. Teric and Tenser followed, as they missed his return to the first level of the Castle, which, as a team, this trio held sway over. They caught up with him by scrying and they finished the adventure together". Kuntz, Robert J.; Behringer, Douglas J. . Archived from the original on 2009-02-21. Retrieved 2009-05-15.
  50. ^ Gygax: "I enlisted Rob as co-DM for my campaign too, as it took two of us to manage the large player groups, and also to run all the game sessions demanded by smaller parties. Often times there were two long sessions a day in 1974 and 1975. I had to write material, so Rob ran many of them". . EN World. 2002-09-06. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  51. ^ Gygax: "Rob would DM for me one-on-one where I mostly roleplayed..." . EN World. 2003-02-26. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  52. ^ Gygax: "When, after a couple of years of time, Rob became my co-DM, there was a massive alteration in the upper works of the castle, a whole, massive new 1st level was created, and then the level plan for the expanded lower levels of the dungeon was created anew, with the original levels of my making incorporated with those of Rob's dungeons, plus a number of new ones we created to fill the whole scheme". . EN World. 2003-11-02. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  53. ^ Gygax: "I ceased the campaign in 1985 when I severed all times with TSR. I have used it on occasion since, of course, but not for regular, ongoing play". . EN World. 2007-03-02. Archived from the original on 2012-10-04. Retrieved 2009-03-15.
  54. ^ Gygax: "The whole of the combined material Rob and I put together would be far too large for publication, 50 levels or so".. EN World. 2003-11-02. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  55. ^ Q: "I'm curious as to, in the early D&D games, how much character and personality did the players put into the PC's?" Gygax: "The main thrust for most players back then was the action, so a few PCs were unnamed, and we referred to them rather caustically as 'Joe's fighter' or 'Bob's cleric'. The core group, the regulars, were much more concerned with developing their PCs, interacting with each other and some NPCs in character".. EN World. 2005-02-26. Archived from the original on 2012-10-04. Retrieved 2009-03-15.
  56. ^ Q: "Did you make up named spells like Melf's acid arrow, Otiluke's resilient sphere and Mordenkainen's disjunction yourself, or did these come from player research?" Gygax: "All of those spells I made up, usually to honor a PC in my campaign, or for the person who suggested the basis.... Melf [Melf's acid arrow] was a PC of son Luke..." . EN World. 2003-05-02. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  57. ^ Gygax: "The next day they played, and with their PCs were two new ones, that of Rob Kuntz and Don Kaye's Murlynd". . EN World. 2004-03-26. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  58. ^ Gygax: "In general most of the players, myself included when initially adventuring and not DMing, thought little of the PC's name, but more about what thrilling things would transpire. Thus my first character was named Yrag...". EN World. 2006-06-15. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  59. ^ Kuntz: "Don was a great fan of the Western and an avid supporter of the Boot Hill rules". "Robilar Remembers: Murlynd". Pied Piper Publishing. 2004-10-18. Retrieved 2009-09-16.
  60. ^ Gygax: "The strange wands that Murlynd used made a loud noise and delivered a damaging missile, but neither effect was due to gunpowder. These were very rare magic items devised by Murlynd's arcane understanding of technology and how to make it function magically". . EN World. 2003-11-25. Archived from the original on 2012-10-11. Retrieved 2009-03-15.
  61. ^ Kuntz: "Robilar's name is derived from Gary's novel, The Gnome Cache". . Pied Piper Publishing. 1997. Archived from the original on 2009-10-17. Retrieved 2009-10-03.
  62. ^ a b c d e f Kuntz, Robert J.; Behringer, Douglas J. (June 1994). (PDF). The Oerth Journal (7): 41–44. Archived from the original (PDF) on 2006-01-03. Retrieved 2009-09-05.
  63. ^ Q: "What was the largest party Robilar ever adventured with (I mean, with other player characters)?" Kuntz: "Probably 6-7 in the earlier days. That then was too much for my wants, which spurred me to seek solo adventures when possible". "Robilar Remembers: Robilar Q & A". Pied Piper Publishing. 2007-05-02. Retrieved 2009-05-16.
  64. ^ Kuntz: "Gary was none too happy with Robilar's adventure beneath the Temple of Elemental Evil. Robilar had a great time dismembering creatures, crunching things and watching Gary's look of consternation grow with every toppled column. The final straw was the releasing of Zuggtmoy. The DM's vendetta pursued Robilar all the way back to his castle, which he was forced to abandon". . Pied Piper Publishing. Archived from the original on 2009-02-21. Retrieved 2009-05-16.
  65. ^ Kuntz: "Losing my castle was a major defeat, but I decided to abandon it because [Gygax] was noticeably intent on getting even with me for the Temple of Elemental Evil sacking I'd perpetrated". "Robilar Remembers: Robilar's defeats". Pied Piper Publishing. 2007-01-29. Retrieved 2009-05-16.
  66. ^ Kuntz: "The city, at the instigation of those Good forces, especially Tenser, had [the Green Dragon] confiscated". "Robilar Remembers: Robilar's defeats". Pied Piper Publishing. 2007-01-29. Retrieved 2009-05-16.
  67. ^ Kuntz: "Robilar, along with Teric and Tenser, formed a triumvirate and took over the first level of Castle Greyhawk for a while. They barracked their respective forces there and guarded ingress and egress, using the location as a base for further adventures deep within the sprawling castle complex". . Pied Piper Publishing. Archived from the original on 2009-02-21. Retrieved 2009-05-16.
  68. ^ Gygax: "Ernie, noting Rob's absence from adventuring with the party, sent Tenser on a solo quest to discover Robilar's whereabouts. He managed to follow a similar path, and made level 13". . EN World. 2003-05-13. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  69. ^ Gygax: "My first PC was a fighter named Yrag, back in 1972". . EN World. 2005-03-01. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  70. ^ Q: "Of the characters you have played, which is your favorite?" Gygax: "I really must admit Mordenkainen is my favorite. I enjoy playing fighters, rangers, thieves, clerics, and multi-classed sorts in OAD&D, but the magic-user is usually most fun for me". Johnson, Joel (2008-03-04). "Dungeons & Dragons Creator Gary Gygax Passes Away; Interview". Boing Boing Gadgets. Retrieved 2009-05-14.
  71. ^ Gygax: "Mordenkainen came into being about the first month of 1973". . EN World. 2005-03-01. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  72. ^ Gygax: "The background I created for Mordenkainen was Finnish-like in nature.... I really was captivated with Finnish myth after seeing a B&W movie done by the Russians, I think, about [Vainomoinen], Leminkainen, and Ilmarinen adventuring to Pojola and entering Louhi's fortress, then reading The Green Magician by de Camp and Pratt as well as the Kalevala". . EN World. 2006-06-13. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  73. ^ Gygax: "I do believe that Mordenkainen earned his twenty-something levels through cleverness, daring, a bit of luck, and dint of trying..." . EN World. 2006-06-13. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  74. ^ Q: "May we see [Mordenkainen's] stats?" Gygax: "Can you see Mordie's stats? No!" Johnson, Joel (2008-03-04). "Dungeons & Dragons Creator Gary Gygax Passes Away; Interview". Boing Boing Gadgets. Retrieved 2009-05-14.
  75. ^ Gygax: "Mordenkainen was adventuring in Rob's dungeon when he surprised a 3rd level magic-user of Evil persuasion. Mordie's charm spell worked on that worthy, whose name turned out to be Bigby. By dint of fellowship, lecturing, mentoring, and sharing with Bigby, he was not only turned from [Evil] to Neutral, but from there to a leaning towards [Good] as he considered his past actions". . EN World. 2006-08-08. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  76. ^ Q: "I heard a story which made it sound like Bigy was an NPC that you charmed and [who] later became your PC". Gygax: "Mordenkainen did indeed manage to get the drop on Bigby, [and] charm him. At the time Bigby was a 3rd-level [Evil] dungeon dweller. By word and deed Mordie brought him around from [Evil] to [Neutral], and thus Bigby became his apprentice. I got to roll the stats for that character after Rob [Kuntz] determined he was a loyal henchman of Mordenkainen". . EN World. 2005-02-19. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  77. ^ "What's in a Name? Call it Whatever, But it Still Smells Sweet". Dragon. Bellevue WA: Paizo (318). April 2004.
  78. ^ Whitehead, Adam (2009-10-25). "The Worlds of D&D: Greyhawk". The Wertzone. Retrieved 2010-04-15.
  79. ^ Gygax: "[Rary] was one that Brian Blume created early in the D&D cycle, a magic-user that Brian wanted to work up to 3rd level so as to introduce him as 'Medium Rary.' When he gained that level Brian quit playing that PC, and pretty much dropped out of regularly playing D&D in fact".. EN World. 2006-05-29. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  80. ^ Gygax: "The original [Circle of Eight] was composed of my PCs--Mordenkainen, Bigby, Yrag, Rigby, Felnorith, Zigby, Vram & Vin. In the novel version the Circle was expanded to encompass other PCs in my campaign such as Tenser. It came into being because Mordenkainen and Associates had a lot of wealth stored up from successful adventuring, located a place for a stronghold deep in enemy territory to assure plenty of action, and then went to work building the citadel". . EN World. 2003-11-01. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  81. ^ Gygax: "As there was a small army of dwarves associated with the larger, mounted field army, the building project went relatively quickly, about three game years to complete". . EN World. 2003-11-01. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  82. ^ Gygax: "The Obsidian Citadel was indeed my personal creation as a player.... It was an octagonal castle with eight wall towers and a central keep with much space between the outer wall and the inner works because of the number of troops housed in this fortress". . EN World. 2004-03-26. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  83. ^ Gygax: "The Obsidian Citadel and its Circle of Eight was original to my own campaign. When Mordenkainen was at a level I considered too high for normal adventuring, I used the money he and his associates had amassed to construct the said fortress". . EN World. 2003-07-08. Archived from the original on 2012-10-14. Retrieved 2009-03-15.
  84. ^ Zambrano, J.R. (2020-06-10). "D&D: Mordenkainen's Magnificent Backstory". BoLS Interactive. Retrieved 2021-04-28.
  85. ^ Rolston, Ken (April 1990). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#156): 84–85.
  86. ^ Baur, Wolfgang (2016). "Eine Gilde, ein Kolleg oder eine Geheimgesellschaft entwerfen". Des Kobolds Handbuch der Welterschaffung. Ulisses Spiele. ISBN 9783957523501.
  87. ^ Gygax, Gary (June 1976). "The Gnome Cache (Part I)". The Dragon. Lake Geneva WI: TSR (1): 28.
  88. ^ Kuntz: "Before [Gygax] codified the gods there [were] Norse Gods... Robilar really only mentioned Odin once or twice; Mornard's Gronan as well as Ratners's Ayelerach both swore by Crom". "Robilar Remembers: Goddess of Luck?". Pied Piper Publishing. 2002-11-20. Retrieved 2009-09-16.
  89. ^ Gygax: "St. Cuthbert was more of a joke than otherwise. Consider the advocacy of pounding sense into someone's head by dint of blows from a club". . EN World. 2006-08-23. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  90. ^ Gygax: "The development of anything akin to a logical pantheon of deities for the world setting took a considerable period of time to complete because we seldom dealt with such entities in play. St. Cuthbert and Pholtus were amusing to the players with cleric PCs so I spent time detailing them. The balance then followed as I brought into play evil deities to serve as villains and to frustrate the aims of the PCs". . EN World. 2005-02-24. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  91. ^ Gygax, Gary (August 1976). "The Gnome Cache (Part II)". The Dragon. Lake Geneva WI: TSR (2): 6.
  92. ^ Norton, Andre; Rabe, Jean (2006). Return to Quag Keep. MacMillan. pp. Introduction. ISBN 0-7653-1298-0.
  93. ^ Norton, Andre (February 1978). "Quag's Keep (excerpts)". The Dragon. Lake Geneva WI: TSR (12): 22–30.
  94. ^ a b c d e f g h i j k l m n o Bambra, Jim (March 1989). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#143): 71–72.
  95. ^ a b Ewalt, David M. (2013-08-20). Of Dice and Men: The Story of Dungeons & Dragons and The People Who. Simon and Schuster. ISBN 978-1-4516-4052-6.
  96. ^ Gygax, Gary; Kuntz, Rob (1975). Dungeons and Dragons Supplement I: Greyhawk. Lake Geneva WI: TSR. p. 30 & 63.
  97. ^ a b c d 30 Years of Adventure: A Celebration of Dungeons & Dragons. Renton WA: Wizards of the Coast. 2004. p. 55. ISBN 0-7869-3498-0.
  98. ^ Gygax: "When I initially began creating adventure material I assumed that the GMs utilizing the work would prefer substance without window dressing, the latter being properly the realm of the GM so as to suit the campaign world and player group". . EN World. 2007-03-28. Archived from the original on 2012-10-04. Retrieved 2009-03-15.
  99. ^ Gygax: "As I was running a game with a large number of players involved, I really didn't want to supply them with the whole world on a platter". . EN World. 2003-11-05. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  100. ^ Gygax: "When I was asked by TSR to do my World of Greyhawk as a commercial product I was taken aback. I had assumed most DMs would far prefer to use their own world settings". . EN World. 2003-11-05. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  101. ^ Gygax: "In regards to the timeline for the WoG setting, I had no immediate plan for advancing it as the world was meant to be used by all DMs so desirous, each making it conform to his own campaign needs". . EN World. 2007-04-25. Archived from the original on 2012-10-05. Retrieved 2009-03-15.
  102. ^ Gygax: "In general the player groups in my campaign were not much interested in politics and warfare. When I played my PCs, I was always meddling in politics and had a large army, so some warfare was played out with Rob as the DM". . EN World. 2004-01-26. Archived from the original on 2012-10-05. Retrieved 2009-03-15.
  103. ^ Gygax: "Greyhawk was set up to enable both political play and large-scale warfare...". EN World. 2004-01-26. Archived from the original on 2012-10-05. Retrieved 2009-03-15.
  104. ^ Gygax: "The relatively low level of NPCs, and the balance between alignments was done on purpose so as facilitate the use of the world setting by all DMs. With a basically neutral environment, the direction of the individual campaign was squarely in the hands of the DM running it... That was done because to my way of thinking dominance by one alignment group tends to restrict the potential for adventuring". . EN World. 2003-11-05. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  105. ^ a b "Often promised, but often delayed, WORLD OF GREYHAWK sometimes appeared destined to never see the light of publication... Soon the summer was fast disappearing, along with most of our expectations, but on a fateful day in early August, the cherished cry was finally raised. THE WORLD OF GREYHAWK had arrived!"Seiken, Jeff (February 1981). "The Dragon's Augury: The Wait Was Worth It". Dragon. Lake Geneva WI: TSR. V (8): 48–49.
  106. ^ Gygax, Gary (May 1980). "From the Sorcerer's Scroll: Greyhawk - The Shape of the World". Dragon. Lake Geneva WI: TSR. IV, No. 11 (37): 10–11, 30.
  107. ^ Lakofka, Len; Gygax, Gary (August 1981). "Leomund's Tiny Hut: Adding Depth to the Flanaess". Dragon. Lake Geneva WI: TSR. VI, No. 2 (52): 18–24.
  108. ^ Gygax, Gary (November 1981). "From the Sorcerer'Scroll: More "Meat" for Greyhawk". Dragon. Lake Geneva WI: TSR. VI, No. 5 (55): 17–19.
  109. ^ Axler, David (December 1982). "Weather in the World of Greyhawk: A Climate for realistic AD&D adventuring, adaptable for use in your world". Dragon. Lake Geneva WI: TSR. VIII, No. 7 (68): 42–53.
  110. ^ Gygax: "I must accept the blame, of course, as I okayed the material. Of course, being a DM who always flew by the seat of his pants, I never used [the tables]... When I was running a game the weather was what I said it was". . EN World. 2005-01-06. Archived from the original on 2005-01-18. Retrieved 2009-03-15.
  111. ^ Gygax, Gary (December 1981). "From the Sorcerer'Scroll: More "Meat" for Greyhawk". Dragon. Lake Geneva WI: TSR. VI, No. 6 (56): 17–19.
  112. ^ Gygax, Gary (January 1982). "From the Sorcerer'Scroll: More "Meat" for Greyhawk". Dragon. Lake Geneva WI: TSR. VI, No. 7 (57): 13–16.
  113. ^ Kuntz, Rob (July 1982). "Greyhawk's World - News, Notes and Views of the Greyhawk World: Events of the Eastern and Southern Flanaess". Dragon. Lake Geneva WI: TSR. VII, No. 1 (63): 14–17.
  114. ^ Kuntz, Rob (September 1982). "Greyhawk's World - News, Notes and Views of the Greyhawk World: Events of the Eastern and Southern Flanaess". Dragon. Lake Geneva WI: TSR. VII, No. 4 (65): 11–12.
  115. ^ Ward, James M.; Kuntz, Robert J. (1980). Deities and Demigods. Lake Geneva WI: TSR. ISBN 0-935696-22-9.
  116. ^ Gygax, Gary (August 1982). "Greyhawk's World - News, Notes and Views of the Greyhawk World: Events of the Eastern and Southern Flanaess". Dragon. Lake Geneva WI: TSR. VII, No. 3 (64): 13.
  117. ^ Gygax, Gary (March 1983). "Greyhawk's World: Four Uncharacteristic Characters". Dragon. Lake Geneva WI: TSR. VII, No. 9 (71): 19–22.
  118. ^ Gygax, Gary (1983). World of Greyhawk Fantasy Game Setting. Lake Geneva WI: TSR.
  119. ^ Gygax: "Had I remained in creative control of the D&D game line at TSR one of the projects I planned was the complete development of the Oerth world setting, and production of source nodules for the various states and outstanding features of the Flanaess—such as the Roft Canyon, the Sea of Dust, etc.". EN World. 2006-09-22. Archived from the original on 2012-10-05. Retrieved 2009-03-15.
  120. ^ Q: "What direction would have Greyhawk gone? How different would it be today?" Gygax: "There would be a complete globe with more continents and states thereon". . EN World. 2003-04-05. Archived from the original on 2011-06-15. Retrieved 2009-03-15.
  121. ^ Gygax: I did intend to expand the WoG setting to cover the complete planet... No real work had been done on this project, though, when I parted from TSR at the end of 1985". . EN World. 2004-02-29. Archived from the original on 2012-10-05. Retrieved 2009-03-15.
  122. ^ Gygax: "I had plans to create material detailing the various states and major terrain features of the world setting, as well as completing the world with a second boxed set".. EN World. 2007-04-26. Archived from the original on 2012-10-05. Retrieved 2009-03-15.
  123. ^ Gygax: "Francois had a map of a continent and some islands to the east, and they were going to be added. The "Orient" was actually to be past them, closer to the West Coast of Oerik... Len Lakofka had an eastern continental addition as well as the Lendore Isles, so what I planned to so was incorporate Francois' and Len's maps with Oerik, complete the lower continent below it, and have a real globe". . EN World. 2005-03-03. Archived from the original on October 5, 2012. Retrieved 2009-03-15.
  124. ^ Gygax, Gary (August 1985). "At Moonset Blackcat Comes". Dragon. Lake Geneva WI: TSR (100): 22.]
  125. ^ Gygax, Gary (December 1984). "From the Sorcerer's Scroll: Clerics live by other rules". Dragon. Lake Geneva WI: TSR (92): 22.]
  126. ^ Heard, Bruce (February 1984). "Spells between the covers". Dragon. Lake Geneva WI: TSR (82): 55.
  127. ^ Moore, Roger E. (May 1984). "Special skills, special thrills". Dragon. Lake Geneva WI: TSR (85): 12.]
  128. ^ Mentzer, Frank (January 1985). "Ay pronunseeAYshun gyd". Dragon. Lake Geneva WI: TSR (93): 24.]
  129. ^ Gygax: "I was alerted to a problem: Kevin Blume was shopping TSR on the street in New York City. I flew back from the West Coast, and discovered the corporation was in debt to the bank the tune of circa $1.5 million". . EN World. 2007-01-21. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  130. ^ Rausch, Allen (2004-08-16). "Magic & Memories: The Complete History of Dungeons & Dragons - Part II". Game Spy. Retrieved 2011-01-30.
  131. ^ Gygax: "Later TSR and [Wizards of the Coast] approaches to and treatment of the Greyhawk setting was quite contrary to the purpose for which I intended it when it was created". . EN World. 2007-04-25. Archived from the original on 2012-10-05. Retrieved 2009-03-15.
  132. ^ Estes, Rose (April 1987). Master Wolf. Lake Geneva: TSR. ISBN 0-88038-457-3.
  133. ^ Estes, Rose (August 1987). The Price of Power. Lake Geneva: TSR. ISBN 0-88038-458-1.
  134. ^ Estes, Rose (March 1988). The Demon Hand. Lake Geneva: TSR. ISBN 0-88038-542-1.
  135. ^ Estes, Rose (July 1988). The Name of the Game. Lake Geneva: TSR. ISBN 0-88038-614-2.
  136. ^ Estes, Rose (September 1989). The Eyes Have It. Lake Geneva: TSR. ISBN 0-88038-755-6.
  137. ^ "Greyhawk Novels". Amazon Books. 2007-03-15. Retrieved 2009-05-28.
  138. ^ "World of Greyhawk Series (WG4 - 12)". The Acaeum. Retrieved 2009-05-30.
  139. ^ Ward, James A. (January 1988). "The Game Wizards: A volume of Oerthly Delight". Dragon. Lake Geneva WI: TSR (129): 57.
  140. ^ a b Ward, James A. (August 1988). "The Game Wizards: Readers speak out on Greyhawk Adventures". Dragon. Lake Geneva WI: TSR (135): 30.
  141. ^ Sargent, Carl; Rose, Rik (1989). "3". The City of Greyhawk: Folks, Feuds and Factions. Lake Geneva WI: TSR, Inc. pp. 20–27. ISBN 0-88038-731-9.
  142. ^ a b Swan, Rick (October 1993). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#198): 49–51.
  143. ^ . Pied Piper Publishing. 2007-01-29. Archived from the original on 2009-02-21. Retrieved 2009-05-16.
  144. ^ Sargent: "The cult of Mayaheine is one considerably on the increase in beleaguered non-evil Flanaess lands, for Mayaheine is a demipower of protection and survival". Sargent, Carl (1992). From the Ashes. Lake Geneva WI: TSR. p. 95. ISBN 1-56076-341-8.
  145. ^ Sargent, Carl (March 1993). "Campaign Journal: Greyhawk Adventures risen from the ashes". Dragon (191): 64–68.
  146. ^ Sargent, Carl (April 1994). "Campaign Journal: A strange alliance". Dragon (204): 52–57.
  147. ^ Sargent, Carl (June 1994). "Campaign Journal: The Sea Barons". Dragon (206): 34–41.
  148. ^ Sargent, Carl (August 1994). "Campaign Journal: The Adri Forest". Dragon (208): 47–58.
  149. ^ Anonymous (May 1995). "Rumblings: TSR publishes lost Greyhawk manuscript electronically". Dragon (217): 98.
  150. ^ "Ivid the Undying" (PDF). The Acaeum: Dungeons & Dragons Knowledge Compendium. Retrieved 2009-06-17.
  151. ^ Emerson, Ru (July 1999). Against the Giants. Renton WA: Wizards of the Coast. ISBN 0-7869-1379-7.
  152. ^ Kidd, Paul (October 1999). White Plume Mountain. Renton WA: Wizards of the Coast. ISBN 0-7869-1424-6.
  153. ^ Kidd, Paul (June 2000). Descent into the Depths of the Earth. Renton WA: Wizards of the Coast. ISBN 0-7869-1635-4.
  154. ^ Green, Roland J. (November 2000). Expedition to the Barrier Peaks. Renton WA: Wizards of the Coast. ISBN 0-7869-1656-7.
  155. ^ Reid, Thomas M (May 2001). The Temple of Elemental Evil. Renton WA: Wizards of the Coast. ISBN 0-7869-1864-0.
  156. ^ Kidd, Paul (October 2001). Queen of the Demonweb Pits. Renton WA: Wizards of the Coast. ISBN 0-7869-1903-5.
  157. ^ Emerson, Ru (November 2001). Keep on the Borderlands. Renton WA: Wizards of the Coast. ISBN 0-7869-1881-0.
  158. ^ Strohm, Keith Francis (February 2002). The Tomb of Horrors. Renton WA: Wizards of the Coast. ISBN 0-7869-2702-X.
  159. ^ Tulach, Chris (2008-06-20). . Wizards of the Coast. Archived from the original on June 23, 2008. Retrieved 2009-01-31.
  160. ^ Conforti, Steve (2005-03-02). . RPGA. Archived from the original on February 6, 2006.
  161. ^ The Village of Hommlet (2009)
  162. ^ Dungeon #212 (2013)
  163. ^ Player's Handbook (2014)
  164. ^ Monster Manual (2014)
  165. ^ Kim Mohan, Mike Mearls (April 2017). Tales from the Yawning Portal. (Wizards of the Coast).
  166. ^ . Archived from the original on 2019-07-02. Retrieved 2019-07-02.
  167. ^ Gygax: "The original map of Greyhawk city was one sheet of graph paper with colored boxes indicating various places where PC would go--inns & taverns, armorers, money changers & banks, gemners & jewelers, city buildings, guilds, etc. That was expanded to two, then four map sheets, with the thieves' quarter and Rob's Green Dragon Inn shown". . EN World. 2004-02-13. Archived from the original on 2012-10-04. Retrieved 2009-03-15.
  168. ^ Q: "After you left TSR, you finished the Gord the Rogue books. At the end of the cycle, Oerth bites the bullet. Was this your way of saying that Greyhawk is dead and that fans should turn away from TSR's version with disdain?" Gygax: "More my way of saying that since T$R had killed the setting with trash releases, it was time to wipe out the shame by obliterating the setting". . EN World. 2004-11-19. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  169. ^ "The Acaeum Forum". The Acaeum. 2008-05-13. Retrieved 2009-09-04.[permanent dead link]
  170. ^ Gygax: "I have laid out a new schematic of castle and dungeon levels based on both my original design of 13 levels plus side adjuncts, and the 'New Greyhawk Castle' that resulted when Rob and I combined our efforts and added a lot of new levels too. From that Rob will draft the level plans for the newest version of the work. Meantime, I am collecting all the most salient feature, encounters, tricks, traps, etc. for inclusion on the various levels. So the end result will be what is essentially the best of our old work in a coherent presentation usable by all DMs, the material having all the known and yet to be discussed features of the original work that are outstanding... I hope". . EN World. 2005-12-15. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  171. ^ Gygax: "The whole of the combined material Rob and I put together would be far too large for publication, 50 levels or so. What I have done is gone back to my original design of more modest scope, because I doubt the work will need to accommodate groups of 20 PCs delving on a daily basis". . EN World. 2003-11-02. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  172. ^ Gygax: "...the original upper and lower parts of Castle Greyhawk changed many times over the years they were in active use. What we will do is to take the best of the lot and put that into a detailed format usable by anyone". . EN World. 2003-11-02. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  173. ^ Gygax: "I did indeed create details for the PC party on the spot, adding whatever seemed appropriate, and as Rob played and learned from me, he did the same, and when we were actively co-DMing we could often create some really exciting material on the spot, if you will". . EN World. 2005-12-15. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  174. ^ Gygax: "As Rob learned from me, he too DMed by the proverbial seat of the pants method. A single line of notes for an encounter was sufficient for either of us to detail a lengthy description, action, dialog, tricks or traps, and all the rest". . EN World. 2003-11-02. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  175. ^ Gygax: "What our challenge is going to be is to cull the extraneous, take the best, and re-create the details we made up on the spot. Of course the most famous things will be there, along with most of the best parts that are not well-known through story and word of mouth". . EN World. 2003-11-02. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  176. ^ Gygax: "Yggsburgh was a pain in the rump to write because I wanted to include as much detail as possible for the GM interested in using it as a campaign base. So there are sections on history, costume, monetary system and economy of the area, and complete descriptions of the town, its main locations, and the outstanding geographical areas all with encounters or suggestions for same". . EN World. 2005-02-18. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  177. ^ Gygax: "The problem is that I tire out after about an hour". . EN World. 2003-11-02. Archived from the original on 2012-03-19. Retrieved 2009-03-15.
  178. ^ Gygax: "Rob has finished his add on module, but i have not been up to doing the work needed to create the upper works of the castle proper, let alone the dungeon levels below them. When my oldest friend died in late November, it was quite a setback for me. Anyway, I am feeling a good deal better if late, and I will attempt real creative work as soon as I feel up to it--likely March". . EN World. 2005-02-18. Archived from the original on 2011-06-14. Retrieved 2009-03-15.
  179. ^ . Black Blade Publishing. 2010-10-08. Archived from the original on 2011-07-01. Retrieved 2010-10-08.

Further reading edit

External links edit

  • The Seven Greyhawk Classics of the Ancient World in Black Gate

Caregory:Fantasy worlds

greyhawk, this, article, about, role, playing, game, setting, other, uses, disambiguation, also, known, world, fictional, world, designed, campaign, setting, dungeons, dragons, fantasy, roleplaying, game, although, first, campaign, world, developed, dungeons, . This article is about the role playing game setting For other uses see Greyhawk disambiguation Greyhawk also known as the World of Greyhawk is a fictional world designed as a campaign setting for the Dungeons amp Dragons fantasy roleplaying game 1 2 Although not the first campaign world developed for Dungeons amp Dragons Dave Arneson s Blackmoor campaign predated it by about a year 3 the world of Greyhawk closely identified with early development of the game beginning in 1972 and after being published it remained associated with Dungeons amp Dragons publications until 2008 The world itself started as a simple dungeon under a castle designed by Gary Gygax for the amusement of his children and friends but it was rapidly expanded to include not only a complex multi layered dungeon environment but also the nearby city of Greyhawk and eventually an entire world In addition to the campaign world which was published in several editions over twenty years Greyhawk was also used as the setting for many adventures published in support of the game as well as for RPGA s massively shared Living Greyhawk campaign from 2000 2008 GreyhawkDesignersGary GygaxPublishersTSR Inc Wizards of the CoastPublication1980GenresFantasySystemsDungeons amp DragonsChanceDice rolling Contents 1 Setting 2 Development history 2 1 Early development 2 2 Home campaign 1972 1979 2 2 1 Significant player characters of the home campaign 2 2 2 Greyhawk firsts 2 2 2 1 The first mention of Oerth 2 2 2 2 The first deities of Greyhawk 2 2 2 3 The first Greyhawk novel 2 2 2 4 The first Greyhawk adventures published by TSR 2 3 The World of Greyhawk folio edition 1980 2 3 1 Development of geography 2 3 2 Development of history and politics 2 3 3 Publication 2 4 Between editions 1980 1983 2 4 1 More information about every political region 2 4 2 Deities of Greyhawk 2 4 3 Non player characters of Greyhawk 2 4 4 TSR Greyhawk adventures published after the folio edition 2 5 World of Greyhawk boxed set 1983 2 6 After publication of the boxed set 1984 1985 2 6 1 Greyhawk modules 2 6 2 Dragon articles 2 6 3 Gygax departs 2 7 Greyhawk without Gygax 1986 1987 2 7 1 Greyhawk novels continue without Gord the Rogue 2 7 2 The dungeons of Greyhawk revealed 2 8 Greyhawk revived 1988 1990 2 8 1 The City of Greyhawk boxed set 2 8 2 Modules released under the Greyhawk Adventures banner 2 9 A new vision of the Flanaess 1991 1997 2 9 1 The Greyhawk Wars 2 9 2 From the Ashes 2 9 3 TSR drops Greyhawk 2 10 Wizards of the Coast 1998 2008 2 10 1 25th anniversary of D amp D 2 10 2 Third edition 2000 2008 2 10 3 Living Greyhawk 2 10 4 Wizards of the Coast Greyhawk releases 2 11 Fourth and fifth edition of D amp D 2008 to present 2 11 1 Fourth edition 2 11 2 Fifth edition 3 Unofficial Greyhawk sources 4 See also 5 References 6 Further reading 7 External linksSetting editThe World of Greyhawk is located on a planet called Oerth 4 5 Oerth has an axial tilt of 30 degrees which causes greater seasonal temperature variation than on Earth and is controlled by wizardly and divine magic that shifts weather patterns to be more favorable to the populace Castle Greyhawk was the most famous dungeon in Oerth the home campaign world of Gary Gygax 6 25 Players in the earliest days of this campaign mostly stayed within Castle Greyhawk s dungeons but Gygax envisioned the rest of his world as a sort of parallel Earth and the original Oerth pronounced Oith as with a Brooklyn accent looked much like the real world Earth but filled with imaginary cities and countries 6 24 Several years later when TSR produced the original World of Greyhawk folio 1980 Gygax was asked to produce a map of the world and decided to create something new which still featured many of the locales from his original world of Oerth but with new geography 6 24 Gygax also connected Dave Arneson s Blackmoor to his world by including a country by that name in Oerth 6 388 In his later novel Dance of Demons 1988 Gygax destroyed Greyhawk s Oerth and replaced it with a new fantasy world of Yarth 6 239 The Flanaess is the eastern part of the continent of Oerik one of the four continents of Oerth acting as the setting of dozens of adventures published between the 1970s and 2000s In late 1972 Dave Arneson demonstrated a new type of game to a group of gamers in Lake Geneva Wisconsin including game designer Gygax Gygax agreed to develop a set of rules with Arneson and get the game published the game eventually became known as Dungeons amp Dragons Gygax designed a set of dungeons underneath the ruins of Castle Greyhawk as a testing ground for new rules character classes and spells In those early days there was no Flanaess the world map of Oerth was developed by Gygax as circumstances dictated the new cities and lands simply drawn over a map of North America Gygax and Kuntz further developed this campaign setting and by 1976 the lands within a radius of 50 miles had been mapped in depth and the lands within a radius of approximately 500 miles were in outline form 7 Following yet more work in 1978 Gygax agreed to publish his world and decided to redevelop Oerth from scratch Once he had sketched out the entire planet to his satisfaction 8 9 one hemisphere of Oerth was dominated by a massive continent called Oerik Gygax decided to concentrate his first efforts on the continent of Oerik and asked TSR s printing house about the maximum size of paper they could handle the answer was 34 x 22 inches 86 cm x 56 cm He found that using the scale he desired he could fit only the northeast corner of Oerik on two of the sheets 10 11 This corner of Oerik became known as the Flanaess so named in Gygax s mind because of the peaceful people known as the Flannae who had once lived there Gygax also added many more new regions countries and cities bringing the number of political states to 60 Needing original placenames for all of the geographical and political places on his map Gygax sometimes resorted to wordplay based on the names of friends and acquaintances For instance Perrenland was named after Jeff Perren who co wrote the rules for Chainmail with Gygax Urnst was a homophone of Ernst his son Ernie and Sunndi was a near homophone of Cindy another of Gygax s children 12 From Gygax s prototype map Darlene Pekul a freelance artist in Lake Geneva 13 developed a full colour map on a hex grid Gygax was so pleased with the end result that he quickly switched his home Greyhawk campaign over to the new world he had created 14 Ultimately the original Castle Greyhawk was never published for public play instead with many of the elements of Gygax s original campaign becoming the seed for other adventures 15 Development history editEarly development edit In the late 1960s Gary Gygax a military history buff and pulp fantasy fan was a central founding figure in the Castle amp Crusade Society The C amp C Society as it was known served enthusiasts of miniature wargaming in the Middle Ages and published an occasional newsletter known as the Domesday Book 6 6 Following up on a promise he made in Domesday Book 5 Gygax presented the Great Kingdom map c June 1971 in Domesday 9 to be used as a game setting for the Society Members thereafter began claiming territories including member Dave Arneson who was an officer of the organization and frequent contributor to the newsletter 16 Arneson claimed a territory he named Blackmoor a setting he had already begun developing in his home campaign and Gygax reserved for himself a territory on lake Nyr Div 17 In addition to historically based medieval wargaming both Gygax and Arneson were enthusiasts of adding fantasy elements to their games 18 19 20 To this end Gygax created a fantasy supplement for the Chainmail ruleset for medieval miniatures that he was co writing with Jeff Perren Released in the late spring of 1971 this booklet included rules for fantasy monsters wizards and magical weapons 21 Around the same time in Minneapolis St Paul Dave Arneson impressed by the Braunstein role playing games of fellow wargamer David Wesely developed the Barony of Blackmoor as a setting for Braunstein style games 22 Arneson based his game around the village castle and dungeons of Blackmoor The castle itself was represented on the table by an actual plastic kit model of a medieval castle 23 Arneson informed the players that instead of controlling regiments they would each take one individual character into the castle of the Barony of Blackmoor to explore its dangerous dungeons 24 Arneson drew from numerous sources but quickly incorporated the fantasy supplement of Chainmail into his games 25 26 After about a year and half of play Arneson Blackmoor and fellow gamer David Megarry Dungeon boardgame traveled to Lake Geneva in November or December 1972 to pitch their respective games to Gygax who at that time was a representative of the Guidon Games company Gygax was immediately intrigued by the concept of individual characters exploring a dungeon setting 27 28 29 He and Arneson agreed to co develop a set of rules and Gygax quickly developed a castle and dungeon of his own Castle Greyhawk set within his portion of the Great Kingdom map 30 31 98 Castle Greyhawk is sometimes considered the first dungeon in Dungeons amp Dragons and pioneered the roots of the mega dungeon format of gaming 15 Two of his children Ernie and Elise were the first players 32 and during their first session as Tenser and Ahlissa 31 99 they fought and destroyed the first monsters of the Greyhawk dungeon Gygax recalled them as being either giant centipedes 33 or a nest of scorpions 34 During the same session Ernie and Elise also found the first treasure a chest of 3 000 copper coins which was too heavy to carry much to the children s chagrin 35 36 After his children had gone to bed Gygax immediately began working on a second level for the dungeon 37 At the next play session Ernie and Elise were joined by Gygax s friends Don Kaye Rob Kuntz and Terry Kuntz 38 About a month after his first session Gygax created the nearby city of Greyhawk where the players characters could sell their treasure and find a place to rest 39 Home campaign 1972 1979 edit As Gygax and Arneson worked to develop and publish the rules for Dungeons amp Dragons through TSR Gygax continued to design and present the dungeons and environs of Castle Greyhawk to his circle of friends and family using them as playtesters for new rules and concepts As the players began to explore more of the world outside of the castle and city Gygax developed other regions and cities for them With play sessions occurring seven or more times a week 40 41 Gygax did not have the time or inclination to create the map for a whole new world he simply drew his world over a map of North America adding new cities and regions as his world slowly grew through ongoing adventures 42 The city and castle of Greyhawk were placed near the real world position of Chicago his birthplace various other places were clustered around it For instance the rival city of Dyvers he placed in the area of real world Milwaukee 43 44 Gygax also continued to develop the dungeons underneath the castle By the time he was finished the complex labyrinth encompassed thirteen levels filled with devious traps secret passageways hungry monsters and glittering treasure Although details of these original Greyhawk dungeons have never been published in detail Gygax gave some glimpses of them in an article he wrote for the European fanzine Europa in 1975 Before the rules for D amp D were published Old Greyhawk Castle was 13 levels deep The first level was a simple maze of rooms and corridors for none of the participants had ever played such a game before The second level had two unusual items a Nixie pool and a fountain of snakes The third featured a torture chamber and small cells and prison rooms The fourth was a level of crypts and undead The fifth was centered around a strange font of black fire and gargoyles The sixth was a repeating maze with dozens of wild hogs in inconvenient spots naturally backed up by appropriate numbers of Wereboars The seventh was centered around a circular labyrinth and a street of masses of ogres The eighth through tenth levels were caves and caverns featuring Trolls giant insects and a transporter nexus with an evil Wizard with a number of tough associates guarding it The eleventh level was the home of the most powerful wizard in the castle He had Balrogs as servants The remainder of the level was populated by Martian White Apes except the sub passage system underneath the corridors which was full of poisonous critters with no treasure Level twelve was filled with Dragons dd The bottom level number thirteen contained an inescapable slide which took the players clear through to China from whence they had to return via Outdoor Adventure It was quite possible to journey downward by an insidious series of slanting passages which began on the second level but the likelihood of following such a route unknowingly did not become too great until the seventh or eighth level dd Side levels included a barracks with Orcs Hobgoblins and Gnolls continually warring with each other a museum a huge arena an underground lake a Giant s home and a garden of fungi 45 dd Anyone who made it to the bottom level alive met Zagyg the insane architect of the dungeons Zagyg is a reverse homophone of Gygax and it was Gygax s inside joke that the person who had designed the dungeon himself must be insane 46 Only three players ever made it to the bottom level and met Zagyg all of them during solo adventures Rob Kuntz playing Robilar Gygax s son Ernie playing Tenser and Rob s brother Terry playing Terik 47 Their reward was to be instantly transported to the far side of the world 48 where they each faced a long solo trek back to the city of Greyhawk Terik and Tenser managed to catch up to Robilar along the way and the three journeyed back to Greyhawk together 49 By this time a dozen players crowded Gygax s basement every night with over 20 at times on weekends 41 and the effort needed to plan their adventures took up much of Gygax s spare time He had been very impressed with Rob Kuntz s imaginative play as a player and appointed Rob to be co Dungeon Master of Greyhawk 50 41 This freed up Gygax to work on other projects and also gave him an opportunity to participate as a player 51 creating characters like Yrag and Mordenkainen In order to make room for Rob Kuntz s dungeons Gygax scrapped his bottom level and integrated Rob s work into the Greyhawk dungeons 52 Gygax and Kuntz continued to develop new levels for their players and by the time the Greyhawk home campaign drew to a close in 1985 53 the castle dungeons encompassed more than fifty levels 54 Significant player characters of the home campaign edit While many players participating in the Gygax and Kuntz home campaign were occasional players sometimes not even naming their characters 55 others played far more frequently and several of their characters became well known to the general gaming world before publication of the Greyhawk campaign setting Some of these characters became known when Gygax mentioned them in his various columns interviews and publications In other cases when Gygax created a new magical spell for the game he would sometimes use the name of a wizard character from his home campaign to add verisimilitude to the spell name such as Melf s acid arrow Melf being a character created by his son Luke 56 Some of the characters who became synonymous with Greyhawk at that time included Murlynd Gary Gygax s friend Don Kaye created Murlynd for the second ever session of Gygax s Greyhawk campaign in 1972 57 Gygax later recalled that Murlynd was the first attempt by a player to make a creative name for a character in the early days most players including Gygax himself simply used their own name as a basis for their character s name e g Gary was Yrag etc 58 According to Robert Kuntz Murlynd did not get his trademark six shooters in actual play but they were given to the character in tribute to Don Kaye s love of the Western genre 59 Although Gygax did not allow the use of gunpowder in his Greyhawk setting he made a loophole for Don Kaye by ruling that Murlynd actually carried two magical wands that made loud noises and delivered small but deadly missiles 60 His name is used for the Unearthed Arcana item Murlynd s Spoon Robilar Robilar was a fighter belonging to Rob Kuntz Like Murlynd Robilar was also created for the second ever session beneath Castle Greyhawk in 1972 rolled up on Gygax s kitchen table Gygax suggested to Kuntz the name of Robilar after a minor character in Gygax s novella The Gnome Cache 61 Because Kuntz was a constant player Robilar rapidly gained power and possessions As the city of Greyhawk was developed he also became the secret owner of the Green Dragon Inn in the city of Greyhawk where he kept tabs on happenings in the city 62 Kuntz quickly grew impatient with play when it involved more than a couple of players and often played solo adventures one on one with Gygax 63 Robilar was not only the first to reach the 13th and bottom level of Gygax s Greyhawk dungeons but on the way he was also responsible for freeing nine demi gods whom Gygax revived a decade later as some of the first deities of Greyhawk Iuz Ralishaz Trithereon Erythnul Olidammara Heironeous Celestian Hextor and Obad Hai Robilar was also the first to enter Gygax s Temple of Elemental Evil and conquered it completely Robilar also freed the demoness Zuggtmoy from her prison at the centre of the Temple Kuntz later related that Gygax was very dismayed that his masterpiece dungeon had been destroyed by a single adventurer and as punishment Gygax had an army pursue Robilar back to his castle which he had to abandon 64 65 Robilar also lost possession of the Green Dragon Inn 66 Tenser Tenser was a wizard played by Gygax s son Ernie In the earliest days of Greyhawk Ernie often gamed with Rob Kuntz Robilar and Terry Kuntz Terik At one point using their combined forces of loyal henchmen the three controlled access to the first level of the Greyhawk dungeons while they ransacked the lower levels 67 Tenser became the second character to reach the thirteenth and bottom at the time level of the Greyhawk dungeons when he noticed that Robilar was missing and went in search of him 68 Gary Gygax included the name Tenser in the names of two spells Tenser s floating disc and Tenser s transformation Terik or Teric was a character created by Terry Kuntz Terik often adventured with Tenser and Robilar in the days when the three controlled the first level of the dungeons of Greyhawk 62 Terik became the third and last character to reach the bottom level of Gygax s original Greyhawk dungeon when he noticed Robilar and Tenser were missing and went in search of them 62 Erac s Cousin Gary Gygax s son Ernie originally had a character he called Erac Later he created a wizard who due to a personal issue as part of his backstory refused to reveal his name simply referring to himself as Erac s Cousin Gary Gygax knew that Ernie liked the Barsoom stories of Edgar Rice Burroughs and at one point transported Erac s Cousin to a Barsoom like Mars 62 where the inhabitants refused to let the wizard use magic Erac s Cousin was forced to become a fighter instead and learned to fight proficiently with two weapons simultaneously Eventually he was able to teleport back to Oerth but when he acquired two vorpal blades Rob Kuntz and Gary Gygax decided he had become too powerful 62 and lured him into a demon s clutches The demon took him to an alternative plane that drained the magic from the vorpal blades destroying them Yrag After Gygax made Kuntz a co DM this fighter was Gygax s first character 69 and Gygax often referred to Yrag s various adventures in columns and interviews Yrag is simply Gary spelled backwards Mordenkainen This was perhaps Gygax s most famous character and also his favorite 70 Mordenkainen was created in early 1973 71 and his name was drawn from Finnish mythology 72 Due to constant play often with Rob Kuntz as DM Gygax advanced Mordenkainen into a powerful character Gygax never revealed exactly how powerful Mordenkainen was simply stating that the wizard had twenty something levels 73 Even years after he last played Mordenkainen he would not disclose any of Mordenkainen s powers or possessions 74 Various spells from first edition bear his name such as Mordenkainen s faithful hound Mordenkainen s lucubration and Mordenkainen s sword Bigby Bigby started life as an evil low level wizard non player character in Rob Kuntz s dungeons of Greyhawk Gary Gygax playing Mordenkainen managed to subdue him and forced Bigby to become his servant After a long time and several adventures Mordenkainen managed to convince Bigby to leave his evil ways behind and Kuntz ruled that Bigby had changed from an enemy to a loyal henchman and therefore Gygax could take over Bigby as a player character 75 76 Thereafter Gygax developed Bigby into a powerful wizard second only to Mordenkainen and used his name to describe a series of hand spells e g Bigby s crushing hand and Bigby s grasping hand For a time after this Rob Kuntz ruled that all the names of Mordenkainen s future henchmen had to rhyme with Bigby This resulted in Zigby the dwarf Rigby the cleric Sigby Griggbyson the fighter Bigby s apprentice Nigby and Digby Mordenkainen s new apprentice who replaced Bigby 77 Melf Melf was an elven character created by Gary Gygax s son Luke Gary Gygax borrowed Melf s name for the spell Melf s acid arrow 78 Rary Rary was a wizard created by Brian Blume and played only until he reached the 3rd level at which point Blume retired him having reached his objective which was to be able to call his character Medium Rary 79 Gygax borrowed the name for the spells Rary s mnemonic enhancer and Rary s telepathic bond Otto Otto like Bigby started life as an evil non player character wizard in the dungeons of Greyhawk Tenser and Robilar defeated him in combat and when given a choice of which master to serve Otto chose to serve Robilar thereby becoming a character controlled by Robilar s creator Rob Kuntz Thereafter Otto accompanied Robilar on many adventures including Robilar s destruction of the Temple of Elemental Evil 62 Gary Gygax borrowed Otto s name for the spell Otto s irresistible dance Drawmij Drawmij was a wizard created by Jim Ward Drawmij is simply his name spelled backwards Gygax borrowed Drawmij s name for the magical spell Drawmij s instant summons The Circle of Eight At the point where Gygax s own characters in the Greyhawk home campaign had collectively accumulated both enough wealth that they could not easily spend it and a standing army that rivalled most nations forces he gathered all eight of the characters Mordenkainen wizard Yrag fighter Bigby wizard Rigby cleric Zigby dwarf Felnorith fighter Vram elf amp Vin elf together as the Circle of Eight Pooling their resources Gygax had the Eight construct a stronghold in the middle of an evil land so they would not have to travel far to find adventure 80 After three years of game time 81 the result was the Obsidian Citadel an octagonal castle which housed the Circle of Eight and their armies 82 83 After Gygax was ousted from TSR Carl Sargent and Rik Rose remolded Gygax s old Circle of Eight in The City of Greyhawk boxed set into a new plot device Instead of a group of eight companions belonging to Gygax who sallied forth from an impregnable bastion to fight evil the Circle became eight wizards brought together by Gygax s own creation now owned by TSR Mordenkainen 84 Game designer Ken Rolston described this new Circle of Eight as a powerful and influential local organization of wizards 85 Wolfgang Baur found the Circle of Eight a small but knowledgable organization central to the mythos of the Greyhawk setting with all its members being important 86 Greyhawk firsts edit The first mention of Oerth edit In the first issue of The Dragon published in June 1976 Gygax prefaced Chapter 1 of his serialized novella The Gnome Cache with a note that the story s setting Oerth was very similar to Earth in terms of geography 87 The first deities of Greyhawk edit One facet of culture that Gygax did not address during the first few years of his home campaign was organized religion Since his campaign was largely built around the needs of lower level characters he did not think specific deities were necessary since direct interaction between a god and a low level character was very unlikely Some of his players took matters into their own hands calling upon Norse or Greek gods such as Odin or Zeus or even Conan s Crom in times of dire need 88 However some of the players wanted Gygax to create and customize a specific deity so that cleric characters could receive their powers from someone less ambiguous than the gods Gygax jokingly created two gods Saint Cuthbert who brought non believers around to his point of view with whacks of his cudgel 89 and Pholtus whose fanatical followers refused to believe that any other gods existed Because both of these deities represented aspects of Good Gygax eventually created a few evil deities to provide some villainy 90 In Chapter 2 of The Gnome Cache which appeared in the second issue of The Dragon a shrine to St Cuthbert spelled St Cuthburt was mentioned which was the first published reference to a Greyhawk deity 91 The first Greyhawk novel edit In 1976 Gygax invited the science fiction fantasy writer Andre Norton to play Dungeons amp Dragons in his Greyhawk world Norton subsequently wrote Quag Keep which involved a group of gamers who travel from the real world to Greyhawk It was the first novel to be set at least partially in the Greyhawk setting and according to Alternative Worlds the first to be based on D amp D 92 Quag Keep was excerpted in issue 12 of The Dragon February 1978 93 just prior to the book s release The first Greyhawk adventures published by TSR edit From 1976 79 Gygax also shared some glimpses of his home campaign with other gamers when he set several TSR Dungeons amp Dragons adventures in the world of Greyhawk 94 Lost Caverns of Tsojconth 1976 republished in 1982 as S4 Lost Caverns of Tsojcanth S1 Tomb of Horrors 1978 G1 Steading of the Hill Giant Chief 1978 94 G2 Glacial Rift of the Frost Giant Jarl 1978 94 G3 Hall of the Fire Giant King 1978 94 D1 Descent into the Depths of the Earth 1978 94 D2 Shrine of the Kuo Toa 1978 94 D3 Vault of the Drow 1978 94 T1 The Village of Hommlet 1978 In addition Lawrence Schick set his 1979 TSR adventure S2 White Plume Mountain in Greyhawk Despite fan curiosity the original Castle Greyhawk was never officially published outside of Gygax s home campaign 15 The World of Greyhawk folio edition 1980 edit nbsp Supplement I Greyhawk written by Gary Gygax and Rob Kuntz was an expansion of the Dungeon amp Dragons rules that contained no material about the Greyhawk campaign world other than two brief references In 1975 Gygax and Kuntz published a booklet called Supplement I Greyhawk an expansion of the rules for Dungeons amp Dragons based on their play experiences in the Greyhawk campaign 95 Although it detailed new spells and character classes that had been developed in the dungeons of Greyhawk it did not contain any details of their Greyhawk campaign world The only two references to Greyhawk were an illustration of a large stone head in a dungeon corridor titled The Great Stone Face Enigma of Greyhawk and mention of a fountain on the second level of the dungeons that continuously issued an endless number of snakes 96 The 2004 publication 30 Years of Adventure A Celebration of Dungeons amp Dragons suggested that details of Gygax s Greyhawk campaign were published in this booklet 97 but Gygax had no plans in 1975 to publish details of the Greyhawk world since he believed that new players of Dungeons amp Dragons would rather create their own worlds than use someone else s 98 In addition he did not want to publish all the material he had created for his players he thought he would be unlikely to recoup a fair investment for the thousands of hours he had spent on it Since his secrets would be revealed to his players he would be forced to recreate a new world for them afterward 99 With the release of the AD amp D Players Handbook in 1978 many players were intrigued by the connection of Greyhawk characters to magical spells such as Tenser s floating disc Bigby s crushing hand and Mordenkainen s faithful hound The AD amp D Dungeon Masters Guide released the following year also made references to the dungeons of Castle Greyhawk Players curiosity was further piqued by the ten Dungeons amp Dragons modules set in Greyhawk that were published between 1976 79 Several of Gygax s regular columns in Dragon magazine also mentioned details of his home campaign and characters that inhabited his world Gygax was surprised when he found out that players wanted to use Greyhawk as their campaign world 100 Development of geography edit Rather than using his own version of the Great Kingdom map which included local areas based on real world maps Gygax decided to create an entirely new and greatly expanded version of Oerth 94 Needing many more original names for all of the geographical and political places on his map for the new and expanded areas Gygax sometimes resorted to wordplay He had previously used Perrenland on the Great Kingdom map named after Jeff Perren who co wrote the rules for Chainmail with Gygax but for the new Greyhawk map he added many more such names of friends and acquaintances For instance Urnst was a homophone of Ernst his son Ernie and Sunndi was a near homophone of Cindy another of Gygax s children 12 Gygax gave only the most basic descriptions of each state he expected that DMs would customize the setting in order to make it an integral part of their own individual campaigns 94 His map included arctic wastes desert temperate forests tropical jungles mountainous cordillera seas and oceans rivers archipelagos and volcanoes Development of history and politics edit Gygax set out to create a fractious place where chaos and evil were in the ascendant and courageous champions would be needed In order to explain how his world had arrived at this state he wrote an outline of a thousand years of history As a military history buff he was very familiar with the concept of waves of cultural invasions such the Picts of Great Britain being invaded by the Celts who were in turn invaded by the Romans In creating a similar pattern of history for his world Gygax decided that a thousand years before his campaign began the northeast corner of the continent had been occupied by a peaceful but primitive people called the Flannae whose name was the root for the name of that part of Oerik the Flanaess At that time far to the west of the Flanaess two peoples were at war the Bakluni and the Suloise The war reached its climax when both sides used powerful magic to obliterate each other in an event called the Twin Cataclysms Refugees of these disasters were forced out of their lands and the Suloise invaded the Flanaess forcing the Flannae to flee to the outer edges of the continent Several centuries later a new invader appeared the Oeridians and they in turn forced the Suloise southward One tribe of the Oeridians the Aerdi began to set up an empire Several centuries later the Aerdi s Great Kingdom ruled most of the Flanaess The Aerdi overkings marked the beginning of what they believed would be perpetual peace with Year 1 of a new calendar the Common Year CY Reckoning However several centuries later the Empire became decadent with their rulers losing their sanity turning to evil and enslaving their people When the overking Ivid V came to the throne the oppressed peoples rebelled 2 It was at this point in the year 576 CY that Gygax set the world of Greyhawk As Gygax wrote in his World of Greyhawk folio The current state of affairs in the Flanaess is confused indeed Humankind is fragmented into isolationist realms indifferent nations evil lands and states striving for good 1 Gygax did not issue monthly or yearly updates to the state of affairs as presented in the folio since he saw 576 CY as a common starting point for every home campaign because each would be moving forward at its own pace there would be no practical way to issue updates that would be relevant to every Dungeon Master 101 Gygax was also aware that different players would be using his world for different reasons When he was the Dungeon Master of his home campaign he found that his players were more interested in dungeon delving than politics but when he switched roles and became a player often going one on one with Rob Kuntz as Dungeon Master Gygax immersed his own characters in politics and large scale battles 102 Knowing that there would be some players looking for a town in which to base their campaign and others interested in politics or warfare 103 Gygax tried to include as much detail as possible about each region including a short description of the region and its people the title of its ruler the racial makeup of its people its resources and major cities and its allies and enemies For the same reason that he had created a variety of geographical political and racial settings he also strove to create a world with some good some evil and some undecided areas He felt that some players would be happiest playing in a mainly good country and fighting the evil that arose to threaten it others might want to be a part of an evil country and still others might take a neutral stance and simply try to collect gold and treasure from both sides 104 Publication edit See also World of Greyhawk Fantasy Game Setting TSR originally intended to publish The World of Greyhawk TSR 9025 1 early in 1979 but it was not released until August 1980 105 95 The World of Greyhawk consisted of a 32 page folio the first edition is often called the World of Greyhawk folio to distinguish it from later editions and a 34 x 44 86 cm x 112 cm two piece color map of the Flanaess Reviewers were generally impressed but some remarked on the lack of a pantheon of Greyhawk specific deities as well as the lack of any mention of the infamous dungeons of Castle Greyhawk 105 Game designer Jim Bambra found the original set disappointing because there is only so much information you can cram into a 32 page booklet particularly when covering such a large area 94 Between editions 1980 1983 edit Before the folio edition was released Gygax planned to publish supplementary information using his column From the Sorcerer s Scroll that appeared on a semi regular basis in TSR s Dragon Magazine In the May 1980 issue 106 Gygax gave a quick overview of the development of his new The World of Greyhawk folio For players who planned to use large scale army tactics he gave details of the private armies that were commanded by some prominent Greyhawk characters from his original home game Bigby Mordenkainen Robilar Tenser and Erac s Cousin Gygax also mentioned some of the planned Greyhawk publications he was overseeing a large scale map of the city of Greyhawk some adventure modules set in Greyhawk a supplementary map of lands outside the Flanaess all fifty levels of Castle Greyhawk s dungeon and miniatures army combat rules None of these projects other than a few of the adventure modules were published by TSR Although Gygax originally intended to immediately publish more details of Greyhawk in Dragon on a regular basis other projects intervened and it was not until the August 1981 issue of Dragon that Len Lakofka in his column Leomund s Tiny Hut outlined methods for determining a character s place of birth and languages spoken Gygax added an addendum concerning the physical appearances of the main Greyhawk races 107 In the November 1981 issue Gygax gave further details of racial characteristics and modes of dress 108 In the December 1982 issue David Axler contributed a system for determining weather in the world of Greyhawk 109 Gygax later said he thought a system of fourteen charts for determining the weather was too cumbersome and he personally did not use it in his home campaign 110 More information about every political region edit The folio edition had thirty two pages and information about each region was condensed into a short paragraph or two Gygax realized that some players needed more in depth information about the motivations and aspirations of each region and the history of interactions with surrounding regions With this in mind Gygax decided to publish a much longer description of each region in Dragon The first two articles covering seventeen regions appeared in the December 1981 and January 1982 issues 111 112 Due to his involvement in many other TSR projects Gygax handed responsibility for completion of this project to Rob Kuntz who covered the remaining forty three regions in the March July and September 1982 issues 113 114 Deities of Greyhawk edit Main article Greyhawk deities In the August 1982 issue of Dragon Gygax gave advice on how to adapt deities from the previously published Deities and Demigods 115 for worship by non human races in the Greyhawk world 116 A few months later he published a five part series of articles in the November 1982 through March 1983 issues of Dragon that outlined a pantheon of deities custom made for humans in the world of Greyhawk In addition to his original Greyhawk deities St Cuthbert and Pholtus Gygax added seventeen more deities Although later versions of the campaign setting would assign most of these deities to worship by specific races of humans at this time they were generally worshiped by all humans of the Flanaess Shortly after the release of the folio edition TSR released the adventure module C1 The Hidden Shrine of Tamoachan designed to familiarize players with the Olman race of the Amedio Jungle Largely based on Aztec and Incan cultures this adventure introduced the first published deities of the Greyhawk campaign Mictlantecuhtli god of death darkness murder and the underworld Tezcatlipoca god of sun moon night scheming betrayals and lightning and Quetzalcoatl god of air birds and snakes This area was further explored in The Scarlet Brotherhood 1999 which expanded the Olman pantheon and newly introduced the Touv people including their nine gods Non player characters of Greyhawk edit Main article List of Greyhawk characters Also included in the March 1983 issue of Dragon was an article detailing four unique Greyhawk characters The first two quasi deities Heward and Keoghtom had been created by Gygax as non player characters NPCs The third Murlynd was a character that had been created by Gygax s childhood friend Don Kaye before Kaye s untimely death in 1975 The fourth a hero deity named Kelanen was developed to illustrate the principle of advancement of power 117 TSR Greyhawk adventures published after the folio edition edit Of the ten adventures set in Greyhawk published by TSR before the folio edition all but one had been written by Gygax However the new availability of information about Gygax s campaign world and TSR s desire to make it central to Dungeons amp Dragons encouraged many new writers to set their adventures in Greyhawk This combined with the fact that Gygax was increasingly involved in other areas of the company meant that of the seventeen Greyhawk adventures published in the two years after the folio edition only four were written or co written by Gygax S3 Expedition to the Barrier Peaks Gary Gygax 1980 A1 Slave Pits of the Undercity David Cook 1980 A2 Secret of the Slavers Stockade Harold Johnson amp Tom Moldvay 1981 A3 Assault on the Aerie of the Slave Lords Allen Hammack 1981 A4 In the Dungeons of the Slave Lords Lawrence Schick 1981 Q1 Queen of the Demonweb Pits David C Sutherland III amp Gary Gygax 1980 94 C1 The Hidden Shrine of Tamoachan Harold Johnson amp Jeff R Leason 1980 C2 The Ghost Tower of Inverness Allen Hammack 1980 I1 Dwellers of the Forbidden City David Cook 1981 L1 The Secret of Bone Hill Lenard Lakofka 1981 U1 Sinister Secret of Saltmarsh Dave Browne amp Don Turnbull 1981 U2 Danger at Dunwater Dave Browne amp Don Turnbull 1982 N1 Against the Cult of the Reptile God Douglas Niles 1982 WG4 The Forgotten Temple of Tharizdun Gary Gygax 1982 S4 Lost Caverns of Tsojcanth Gary Gygax 1982 Originally published as Lost Caverns of Tsojconth in 1976 U3 The Final Enemy Dave Browne amp Don Turnbull 1983 L2 The Assassin s Knot Lenard Lakofka 1983 In 1981 TSR also published the super modules D1 2 Descent into the Depths of the Earth and G1 2 3 Against the Giants both being compilations of previously published modules from the Drow series and the Giant series respectively Numerous projects were planned to add more depth and detail to the setting after the publication of the initial folio but many of these projects never appeared for various reasons 94 World of Greyhawk boxed set 1983 edit See also World of Greyhawk Fantasy Game Setting nbsp The box cover for World of Greyhawk Fantasy Game Setting boxed set TSR 1983 In 1983 TSR published an expanded boxed set of the campaign world World of Greyhawk 118 which is usually called the Greyhawk boxed set to differentiate it from other editions According to game designer Jim Bambra the second edition was much larger than the first and addressed itself to making the World of Greyhawk setting a more detailed and vibrant place 94 This edition quadrupled the number of pages from the original edition to 128 adding significantly greater detail One major addition was a pantheon of deities in addition to the nineteen deities outlined by Gygax in his Dragon article another thirty one new deities were added though only three received full write ups of their abilities and worshipers This brought the number of Greyhawk deities to an even fifty For the next eight years Greyhawk would be primarily defined by the information in this publication After publication of the boxed set 1984 1985 edit Publication of the World of Greyhawk was the first step in Gygax s vision for Oerth 119 Over the next few years he planned to unveil other areas of the continent of Oerik giving each new area the same in depth treatment of history geography and politics as had been accorded the Flanaess 120 Gygax had also mapped out the other hemisphere of Oerth in his personal notes 121 Part of this would be Gygax s work 122 but Len Lakofka and Francois Froideval had also created material that Gygax wanted to place on Oerth 123 Frank Mentzer Creative Consultant at TSR at the time wrote four RPGA tournament adventures taken from his home campaign setting of Aquaria published by TSR as the first four of the R series modules R1 To the Aid of Falx R2 The Investigation of Hydell R3 The Egg of the Phoenix and R4 Doc s Island Mentzer envisioned them as the first part of a new Aqua Oeridian campaign set somewhere on Oerth outside of the Flanaess However by this time Gygax was in Hollywood on a semi permanent basis approving scripts for the Saturday morning Dungeons amp Dragons cartoon series and trying to land a deal for a D amp D film Not only was Gygax s own output of Greyhawk related materials greatly reduced but the company began to shift its focus and resources away from Greyhawk to a new campaign setting called Dragonlance nbsp Saga of Old City by Gary Gygax TSR 1985 cover art by Clyde Caldwell The first Greyhawk Adventures novel and the first featuring Gord the Rogue The success of the Dragonlance series of modules and books pushed aside the World of Greyhawk setting as TSR concentrated on expanding and defining the world of Krynn 94 One of the factors that contributed to the success of the Dragonlance setting when it was published in 1984 was a series of concurrent novels by Tracy Hickman and Margaret Weis Gygax realized that novels set in Greyhawk could have a similar benefit for his campaign world and wrote Saga of Old City the first in a series of novels that would be published under the banner Greyhawk Adventures The protagonist was Gord the Rogue and this first novel told of his rise from the Slum Quarters of the city of Greyhawk to become a world traveler and thief extraordinaire The novel was designed to promote sales of the boxed set by providing colorful details about the social customs and peoples of various cities and countries around the Flanaess Before Saga of Old City was released in November 1985 Gygax wrote a sequel Artifact of Evil He also wrote a short story At Moonset Blackcat Comes that appeared in the special 100th issue of Dragon in August of the same year This introduced Gord the Rogue to gamers just before Saga of Old City was scheduled to be released 124 Greyhawk modules edit In the two years after the Greyhawk boxed set appeared TSR published eight adventures set in Greyhawk Five were written or co written by Gygax and the other three were from TSR s United Kingdom division EX1 Dungeonland Gary Gygax 1983 EX2 Land Beyond the Magic Mirror Gary Gygax 1983 Both of the EX adventures although nominally set in Greyhawk transported characters through a planar gate into an alternate reality UK1 Beyond the Crystal Cave Dave Brown Tom Kirby amp Graeme Morris 1983 UK2 The Sentinel Graeme Morris 1983 UK3 The Gauntlet Graeme Morris 1984 WG5 Mordenkainen s Fantastic Adventure Robert Kuntz amp Gary Gygax 1984 WG6 Isle of the Ape Gary Gygax 1985 T1 4 The Temple of Elemental Evil Gary Gygax amp Frank Mentzer 1985 Dragon articles edit From 1983 85 the only notable supplement for the Greyhawk world was a five part article by Len Lakofka in the June October and December 1984 issues of Dragon that detailed the Suel gods who had been briefly mentioned in the boxed set In the December 1984 issue Gygax mentioned clerics of non human races and indicated that the twenty four demihuman and humanoid deities that had been published in the February June 1982 issues of Dragon were now permitted in Greyhawk this increased the number of Greyhawk deities from fifty to seventy four 125 Other than those articles Greyhawk was only mentioned in passing in three other issues until Gygax s Gord the Rogue short story in the August 1985 issue Dragon 126 127 128 Gygax then provided some errata for the boxed set in the September 1985 issue which was the last mention of the Greyhawk world in Dragon for almost two years Gygax departs edit Shortly after the release of the boxed set Gygax discovered that while he had been in Hollywood TSR had run into serious financial difficulties 129 Returning to Lake Geneva Gygax managed to get TSR back on firm financial footing but different visions of TSR s future caused a power struggle within the company and Gygax was forced out of TSR on December 31 1985 130 Greyhawk without Gygax 1986 1987 edit After Gygax left TSR the continued development of Greyhawk became the work of many writers and creative minds Rather than continuing forward with Gygax s plan for an entire planet the setting was never expanded beyond the Flanaess nor would other authors work be linked to unexplored areas of the continent Oerik According to Gygax TSR s stewardship turned Greyhawk into something very different from what he had envisioned 131 In 1986 in the months following Gygax s ousting TSR turned away from development of Greyhawk and focused its energies on a new campaign setting called Forgotten Realms In 1986 and 1987 only three Greyhawk modules were released A1 4 Scourge of the Slave Lords S1 4 Realms of Horror and GDQ1 7 Queen of the Spiders all being collections of previously published modules rather than new material Greyhawk novels continue without Gord the Rogue edit Gygax s novel Saga of Old City released in November 1985 and Artifact of Evil released two months after Gygax s departure from TSR proved to be popular titles and in 1987 TSR hired Rose Estes to continue the series albeit without Gord the Rogue to whom Gygax had retained all rights From 1987 89 Estes produced five more novels under the Greyhawk Adventures banner Master Wolf 132 The Price of Power 133 The Demon Hand 134 The Name of the Game 135 and The Eyes Have It 136 A sixth book Dragon in Amber appeared in 1990 book catalogs but was never written and the series was discontinued 137 The dungeons of Greyhawk revealed edit In its 1986 Summer Mail Order Hobby Shop catalog TSR had listed a new Greyhawk adventure called WG7 Shadowlords a high level adventure to be written by Gary Gygax and Skip Williams 138 This adventure was canceled after Gygax left TSR and the catalog number WG7 was reassigned to a new adventure Castle Greyhawk released in 1988 It was the first new Greyhawk adventure in three years but it had nothing to do with Gygax s original Castle Greyhawk Instead it was a compilation of twelve humorous dungeon levels each one written by a freelance author The puns and jokes often referenced modern culture the Amazing Driderman King Burger Bugsbear Bunny and the crew of Star Trek and the module also included an appearance by Gygax s Mordenkainen in a film studio Greyhawk revived 1988 1990 edit By 1988 with the first series of Dragonlance adventures drawing to a close and Forgotten Realms doing very well TSR turned back to Greyhawk In the January 1988 issue of Dragon Jim Ward one of the original players in the dungeons of Greyhawk creator of the wizard Drawmij and now working for TSR in the post Gygax era requested player input about what should be included in a hardcover sourcebook for Greyhawk 139 He received over five hundred letters in response 140 In the August 1988 issue of Dragon he outlined the ideas from readers that had been included 140 and Greyhawk Adventures appeared shortly afterward as a response to requests from Greyhawk fans 94 The book s title was borrowed from Rose Estes s Greyhawk Adventures line of novels and used the same front cover banner design It was the thirteenth and final hardcover book published for the 1st edition Advanced Dungeons amp Dragons rules The contents were designed to give Dungeon Masters ideas and play opportunities unique to the Greyhawk world including new monsters magical spells and items a variety of geographical features profiles of prominent citizens and the avatars of deities In the time since Gygax had left TSR no original Greyhawk material had been published and many letter writers had requested ideas for new adventures Ward responded by including six plot outlines that could be inserted into a Greyhawk campaign The City of Greyhawk boxed set edit See also The City of Greyhawk The publication of Greyhawk Adventures came just as TSR released the 2nd edition of Dungeons amp Dragons TSR released The City of Greyhawk boxed set in 1989 under the Greyhawk Adventures banner Written by Carl Sargent and Rik Rose this was not the city created by Gygax and Kuntz but a new plan built from references made in previously published material This release remolded Gary Gygax s old Circle of Eight into a new plot device Instead of a group of eight companions based in the Obsidian Citadel who left periodically to fight evil the Circle became eight wizards led by a ninth wizard Gygax s former character Mordenkainen In addition to Mordenkainen seven of the wizards were previously existing characters from Gygax s original home game Bigby Otiluke Drawmij Tenser Nystul Otto and Rary The eighth was new the female wizard Jallarzi Sallavarian The Circle s mandate was to act as neutral referees between Good and Evil never letting one side or the other gain the upper hand for long In addition Sargent and Rose took Gygax s original Obsidian Citadel re purposed it as Mordenkainen s castle and placed it in an unspecified location in the Yatil Mountains 141 The following year in conjunction with this boxed set TSR published a trilogy of World of Greyhawk Adventure WGA modules by Richard and Anne Brown WGA1 Falcon s Revenge WGA2 Falconmaster and WGA3 Flames of the Falcon set in the city and centered on a mysterious villain called The Falcon A fourth WGA module WGA4 Vecna Lives by David Cook was published the same year and featured the first appearance by Vecna formerly a mythic lich in Dungeons amp Dragons lore now promoted to demigod status Modules released under the Greyhawk Adventures banner edit TSR also released five new World of Greyhawk WG adventures which used the Greyhawk Adventures banner WG8 Fate of Istus Various authors 1989 WG9 Gargoyle Dave Collins amp Skip Williams 1989 WG10 Child s Play Jean Rabe amp Skip Williams 1989 WG11 Puppets Vince Garcia amp Bruce Rabe 1989 WG12 Vale of the Mage Jean Rabe 1989 In 1990 TSR also published WGR1 Greyhawk Ruins a module and sourcebook about Castle Greyhawk by TSR writers Blake Mobley and Timothy Brown Although this was not the Castle Greyhawk of Gygax and Kuntz it was the first serious attempt to publish details of the castle A new vision of the Flanaess 1991 1997 edit Game designer Rick Swan noted the apparent lack of a central vision for Greyhawk material describing the Greyhawk setting up to this point as a crazy quilt where odd shaped scraps of material are randomly sewn together and everybody hopes for the best How else to explain a setting that encompasses everything from the somber A1 4 Scourge of the Slave Lords adventure to the King Kong inspired WG6 Isle of the Ape to the cornball humor of WG7 Castle Greyhawk It makes for an interesting mess but it s a mess nonetheless The City of Greyhawk is the most credible attempt at smoothing out the rough spots 142 In 1990 TSR decided that the decade old world of Greyhawk needed to be refreshed Rather than follow through with Gary Gygax s plan to develop new regions beyond the boundaries of the Flanaess the decision was made to stay within the Flanaess and reinvigorate it by moving the campaign time line forward a decade from 576 CY to 586 CY The main story vehicle would be a war fomented by an evil half demon named Iuz that involved the entire Flanaess which would allow TSR to radically alter the pattern of regions alliances and rulers from Gygax s original setting The Greyhawk Wars edit In order to move players from Gygax s familiar World of Greyhawk to their new vision TSR planned a trilogy of modules that would familiarize players with events and conditions leading up to the coming war and then take them through the war itself Once players completed the war via the three modules a new boxed set would be published to introduce the new storyline and the new Flanaess Two World of Greyhawk Swords modules WGS1 Five Shall Be One by Carl Sargent and WGS2 Howl from the North by Dale Henson were released in 1991 These described events leading up to the war The third module was reworked into Greyhawk Wars a strategy war game that led players through the events strategies and alliances of the actual war A booklet included with the game Greyhawk Wars Adventurer s Book described the event of the war In 582 CY six years after Gygax s original setting of 576 CY a regional conflict started by Iuz gradually widened until it was a war that affected almost every nation in the Flanaess A peace treaty was signed in the city of Greyhawk two years later which is why the conflict became known as the Greyhawk Wars On the day of the treaty signing Rary once a minor spellcaster created and then discarded by Brian Blume but now elevated by TSR to the Circle of Eight attacked his fellow Circle members aided and abetted by Robilar After the attack Tenser and Otiluke were dead while Robilar and Rary fled to the deserts of the Bright Lands Rob Kuntz original creator of Robilar objected to this storyline since he believed that Robilar would never attack his old adventuring companion Mordenkainen Although Kuntz did not own the creative rights to Robilar and no longer worked at TSR he unofficially suggested an alternate storyline that Robilar had been visiting another plane and in his absence a clone or evil twin of Robilar was responsible for the attack 143 From the Ashes edit In 1992 after the two World of Greyhawk Swords prequel modules and the Greyhawk Wars game had been on the market for some months TSR released the new Greyhawk setting From the Ashes a boxed set primarily written by Carl Sargent that described the Flanaess in the aftermath of the Greyhawk Wars It contained a large 4 color hex map of the area around the city of Greyhawk two full color 32 x21 fold out poster maps of the continent east and west and 20 quick adventure cards and two 96 page books The first book Atlas of the Flanaess was a replacement for Gygax s original World of Greyhawk boxed set with some changes Many human gods from previous editions were not included although one new demigod Mayaheine was added This had the net effect of reducing the total number of human deities from fifty to twenty eight Deities of other races were increased from twenty four to thirty eight but unlike the full descriptions that were given to the human gods these were simply listed by name Like Gygax s original boxed set each region was given a two to three hundred word description although some details included in the older edition such as trade goods total population and racial mixes were not included in this edition A number of regions Ahlissa Almor Medegia and South Province no longer existed after the Wars or had been folded into other regions One new region the Olman Islands was detailed This had the net effect of reducing the total number of regions from sixty to fifty eight Darlene s map of the Flanaess included in Gygax s setting was reproduced as an 11 x17 black and white map printed on the inside cover of the Atlas The second book the Campaign Book was designed to supplement rather than replace the four year old City of Greyhawk boxed set It included updates to the city and its environs and gave details of some new non player characters and possible adventure hooks In Gygax s setting the major conflict had been between the Great Kingdom and the lands that were trying to free themselves from the evil overking In Sargent s world the Great Kingdom storyline was largely replaced by the major new conflict between the land of Iuz and the regions that surrounded it Southern lands outside of Iuz s were threatened by the Scarlet Brotherhood while other countries had been invaded by monsters or taken over by agents of evil Overall the vision was of a darker world where good folk were being swamped by a tide of evil 144 Game designer Rick Swan concurred with this multi step approach writing that Greyhawk Wars took another step in the right direction by shaking things up with a much needed dose of epic conflict veteran designer Carl Sargent has continued the overhaul with the ambitious From the Ashes By combining heroic tradition with elements of dark fantasy he s come up with a Greyhawk campaign that is both familiar and refreshingly unexpected 142 Sargent tried to generate interest for this grimmer vision of the Flanaess by following up with an article in Dragon s March 1993 issue writing the powers of evil have waxed strong The hand of Iuz the Old One extends across the central Flanaess and the cruel Scarlet Brotherhood extends its power and influence around the southern lands bordering the Azure Sea The World of Greyhawk setting has become a truly exciting world again 145 The boxed set was supported by the publication of two new source books in 1993 also written by Sargent WGR4 The Marklands provided information about the good realms of Furyondy Highfolk and Nyrond that opposed Iuz while WGR5 Iuz the Evil detailed information about the lands of Iuz and emphasized the prominent new role that Iuz now played in the world order In addition a number of adventures were also published as much to provide more source material as for adventure WGQ1 Patriots of Ulek was the first module published after From the Ashes and advanced the storyline in Ulek threatened by invasion from Turrosh Mak of the Pomarj WGR2 Treasures of Greyhawk by Jack Barker Roy Rowe Louis Prosperi and Tom Prusa was a loosely connected series of mini adventures for instance exploring Bigby s home travelling to the demiplane called The Great Maze of Zagyg and trading riddles with a sphinx Each mini adventure focussed on a unique treasure in the Flanaess WGR3 Rary the Traitor by Anthony Pryor was both an adventure module and a source book about the Bright Lands the new home of Rary and Robilar following their murder of Tenser and Otiluke WGR6 The City of Skulls by Carl Sargent and WGM1 Border Watch by Paul T Riegel were modules highlighting the struggle between Furyondy and the lands of Iuz As Gygax had done ten years before Sargent also used the pages of Dragon to promote his new world He was working on a new source book Ivid the Undying and excerpted parts of it in the April June and August 1994 issues 146 147 148 TSR drops Greyhawk edit In late 1994 TSR canceled Sargent s new book just as it was being readied for publication and stopped work on all other Greyhawk projects Nothing more about Greyhawk was ever published by TSR with one exception in May 1995 a Dragon column devoted to industry gossip noted that the manuscript of Ivid the Undying had been released by TSR as a computer text file 149 Using this file several people have reconstructed the book as it might have appeared in published form 150 By the end of 1996 TSR found itself heavily in debt and unable to pay its printers Just as bankruptcy in 1997 seemed inevitable Wizards of the Coast stepped in and fueled by income from its collectible card game Magic The Gathering bought TSR and all its properties 97 Wizards of the Coast 1998 2008 edit After Wizards of the Coast WotC and TSR merged the determination was made that TSR had created too many settings for the Dungeons amp Dragons game and several of them were eliminated 97 However WotC s CEO Peter Adkison was a fan of both Dungeons amp Dragons and Greyhawk 97 and two major initiatives were created a revival of Greyhawk and a new third edition of D amp D rules A team of people was put together to revive the moribund Greyhawk setting by pulling together all the previously published information about it Once that was done the decision was made to update Carl Sargent s storyline using similar prequel adventures to pave the way for the updated campaign setting First Roger E Moore created Return of the Eight in 1998 In the adventure set in 586 CY the same year as the From the Ashes boxed set the players meet the surviving members of the Circle of Eight which is called the Circle of Five because it is missing Tenser Otiluke and Rary If the players successfully finish the adventure Tenser is rescued from death though he refuses to rejoin the Circle and the Circle is reconstituted as Eight with the addition of three new wizards Alhamazad the Wise Theodain Eriason and Warnes Starcoat Next the Greyhawk Player s Guide by Anne Brown was released This 64 page booklet moved the storyline ahead five years to 591 CY and it mostly condensed and reiterated material that had been released in Gygax s and Sargent s boxed sets New material included important non player characters a guide to roleplaying in the Flanaess and some new sights The list of deities was both shrunk and expanded the thirty eight non human deities in the From the Ashes boxed set were eliminated and non human concerns assigned to a handful of human deities but the list of human deities was expanded from twenty four to fifty four With the groundwork for a new storyline prepared TSR WotC released the new campaign setting as a 128 page source book The Adventure Begins by Roger E Moore Taking its lead from the Greyhawk Player s Guide the new campaign world was set in 591 CY Unlike the darker feel of From the Ashes where the Flanaess was overrun by evil Moore returned to Gygax s world of adventure The Lost Tombs trilogy of modules The Star Cairns and Crypt of Lyzandred the Mad by Sean K Reynolds and The Doomgrinder by Steve Miller were the first to be published in the new setting 25th anniversary of D amp D edit The year 1999 marked twenty five years since the publication of the original Dungeons amp Dragons rules and WotC sought to lure older gamers back to Greyhawk by producing a series of nostalgia tinged Return to adventures that evoked the best known Greyhawk modules from 20 years before under the banner 25th Anniversary of D amp D Return to the Tomb of Horrors by Bruce R Cordell reprinted Gary Gygax s S1 Tomb of Horrors and added a substantial expansion Return to the Keep on the Borderlands by John D Rateliff took Gary Gygax s 1979 module B2 Keep on the Borderlands and restocked it with fresh monsters as if the twenty years that had passed since the original module s publication also equaled twenty years of game time Although the original had been in a generic setting the new adventure set the Keep in Greyhawk Return to White Plume Mountain by Bruce R Cordell likewise updated Lawrence Schick s twenty year old adventure White Plume Mountain by advancing the storyline twenty years Against the Giants The Liberation of Geoff by Sean K Reynolds included the full text of Gygax s three original 1979 Giant modules and details of eighteen new adventure sites in Geoff linked together as an integrated campaign Slavers by Sean K Reynolds and Chris Pramas was a sequel to the original A1 4 Scourge of the Slavelords series set ten years after the original adventures Return to the Temple of Elemental Evil by Monte Cook returned the players to Gygax s infamous temple which Rob Kuntz as Robilar had originally looted and wrecked It was published in 2001 using the 3rd edition rules In conjunction with the publication of the Return to adventures WotC also produced a series of companion novels known as the Greyhawk Classics series Against the Giants 151 White Plume Mountain 152 Descent into the Depths of the Earth 153 Expedition to the Barrier Peaks 154 The Temple of Elemental Evil 155 Queen of the Demonweb Pits 156 Keep on the Borderlands 157 and The Tomb of Horrors 158 In an attempt to attract players of other D amp D settings WotC released Die Vecna Die by Bruce R Cordell and Steve Miller a three part adventure tying Greyhawk to the Ravenloft and Planescape campaign settings Published in 2000 it was the last adventure to be written for D amp D s 2nd edition rules Third edition 2000 2008 edit In the editions of Dungeons amp Dragons published by TSR the setting of the game had not been specifically defined Dungeon Masters were expected to either create a new world or purchase a commercial campaign setting such as Greyhawk or Forgotten Realms In 2000 after two years of work and playtesting WotC released the 3rd edition of D amp D and defined a default setting for the game for the first time Under third edition rules unless a Dungeon Master specifically chose to use a different campaign setting his or her D amp D game would be set in the world of Greyhawk Living Greyhawk edit Main article Living Greyhawk nbsp Living Greyhawk Gazetteer Wizards of the Coast 2000 an updated sourcebook for the campaign setting With the release of the 3rd edition of Dungeons amp Dragons RPGA the organized play division of WotC announced a new massively shared living campaign Living Greyhawk modeled on a 2nd edition campaign called Living City Although Living City was relatively successful RPGA wanted to expand the scope of their new campaign instead of one city as a setting the new campaign would involve thirty different regions of Greyhawk each specifically keyed to a particular country state or province of the real world Each region would produce its own adventures and in addition to these RPGA would provide worldwide Core adventures To provide the level of detail needed for such a venture WotC published the Living Greyhawk Gazetteer the most in depth examination of the world of Greyhawk ever produced and the official starting point for not only the campaign but also for all home campaigns from that point forward Concurrent with the release of the 3rd edition Player s Handbook Living Greyhawk debuted at Gen Con 2000 with three Core adventures COR1 1 Dragon Scales at Morningtide by Sean K Reynolds COR1 2 The Reckoning by Sean Flaherty and John Richardson and COR1 3 River Of Blood by Erik Mona WotC also released The Fright at Tristor by Keith Polster 2000 designed as an introductory adventure to the Living Greyhawk campaign world Unlike previous campaign settings in which the calendar was frozen at a point chosen by the author the Living Greyhawk calendar did advance one year in game time for every calendar year in real time the campaign started in 591 CY 2001 and ended in 598 CY 2008 at which point over a thousand adventures had been produced for an audience of over ten thousand players 159 During this time the campaign administrators incorporated most of WotC s new rules into the Greyhawk world only excising material they felt would unbalance the campaign In 2005 the administrators incorporated every deity ever mentioned in official Greyhawk material previous to the D amp D 3rd edition as well as all deities mentioned in the new 3rd edition source books This tripled the number of deities in the campaign from about seventy to almost two hundred 160 Despite the massive amount of world and storyline development none of the Living Greyhawk storylines or changes to the setting were considered official since the regional adventure modules were produced by volunteers this material only received a cursory vetting by RPGA campaign administrators and no review by WotC personnel Wizards of the Coast Greyhawk releases edit Despite the popularity of the Living Greyhawk campaign Wizards of the Coast did not produce much material for Greyhawk after the 25th anniversary Return to series of adventures and the Living Greyhawk Gazetteer The Standing Stone written by John D Rateliff 2001 had several minor references to the Greyhawk setting Red Hand of Doom written by James Jacob 2006 was not set in a specific campaign world but did contain instructions for where to set the adventure within Greyhawk Forgotten Realms and Eberron Expedition to the Ruins of Greyhawk by Erik Mona James Jacobs and Jason Bulmahn 2007 was an update to TSR s 1990 release WGR1 Greyhawk Ruins Otherwise Wizards of the Coast left the development of the Greyhawk world to RPGA s Living Greyhawk campaign and concentrated on producing new source books of expansion material for the core rules of D amp D Fourth and fifth edition of D amp D 2008 to present edit Fourth edition edit At Gen Con 2007 WotC announced that the 4th edition of Dungeons amp Dragons would be released the following spring and Greyhawk would no longer be the default campaign setting under the new rules system For this reason Living Greyhawk was not converted to the new rules system instead it was brought to a conclusion at Origins 2008 In 2009 WotC released The Village of Hommlet by Andy Collins which updated Gary Gygax s original 1st edition Village of Hommlet to the 4th edition rules for characters of 4th level It was not available for purchase but was sent as a reward for those who joined the RPGA 161 In March 2013 the adventure by Collins was reprinted in issue 212 of Dungeon but now for characters of 3rd to 5th level 162 Fifth edition edit When the Player s Handbook for the fifth edition of Dungeons amp Dragons was released in 2014 several references to the world of Greyhawk appeared throughout the descriptions of various races and classes and a partial list of Greyhawk deities appeared in the book 163 The Monster Manual the second released book of the 5th edition did not include any direct references to Greyhawk but did mention Explictica Defilus from Against the Cult of the Reptile God in the Naga entry and tied the creation of ghouls to Doresain the King of Ghouls from the Greyhawk adventure Kingdom of the Ghouls by Wolfgang Baur from Dungeon 70 164 In April 2017 Tales from the Yawning Portal was released It contained seven older modules now reprinted and updated for the fifth edition of Dungeons amp Dragons Four out of the seven were old Greyhawk modules Against the Giants The Hidden Shrine of Tamoachan Tomb of Horrors and White Plume Mountain In addition the book also featured advice how to place the other adventures within the Greyhawk setting or how to change the name giving tavern Yawning Portal in Waterdeep from the Forgotten Realms into the Green Dragon Inn from the City of Greyhawk 165 In May 2019 Ghosts of Saltmarsh was released for the fifth edition of Dungeons amp Dragons The book compiles new versions of classic adventures that are located around Saltmarsh in Greyhawk The Sinister Secret of Saltmarsh Danger at Dunwater and The Final Enemy or are generally naval themed 166 Unofficial Greyhawk sources editAlthough TSR and WotC had each in turn owned the official rights to the World of Greyhawk since the first folio edition was published in 1980 the two people most responsible for its early development Gary Gygax and Rob Kuntz still had most of their original notes regarding the fifty levels of dungeons under Castle Greyhawk Gygax also had his old maps of the city of Greyhawk 167 and still owned the rights to Gord the Rogue After Gygax left TSR in 1985 he continued to write a few more Gord the Rogue novels which were published by New Infinities Productions Sea of Death 1987 City of Hawks 1987 and Come Endless Darkness 1988 However by this time Gygax was furious with the new direction in which TSR was taking his world In a literary declaration that his old world of Oerth was dead and wanting to make a clean break with all things Greyhawk Gygax destroyed his version of Oerth in the final Gord the Rogue novel Dance of Demons 168 For the next fifteen years he worked to develop other game systems But there was still the matter of the unpublished dungeons under Castle Greyhawk Although Gygax had given glimpses into the dungeons in his magazine columns and articles the dungeons themselves had never been released to the public Likewise Gygax s version of the city of Greyhawk had never been published although Frank Mentzer believed the reason for that was because the City of Greyhawk was a later development originally being but a location albeit a capital As such it was never fleshed out all that thoroughly notes on certain locations and notorious personnel a sketch map of great brevity and otherwise quite loose That is doubtless why Gary didn t publish it it had never been completed 169 However in 2003 Gygax announced that he was working with Rob Kuntz to publish the original castle and city in six volumes although the project would use the rules for Castles and Crusades rather than Dungeons amp Dragons 170 Since WotC still owned the rights to the name Greyhawk Gygax changed the name of the castle to Castle Zagyg 15 the reverse homophone of his own name originally ascribed to the mad architect of his original thirteen level dungeon Gygax also changed the name of the nearby city to Yggsburgh a play on his initials E G G This project proved to be much more work than Gygax and Kuntz had envisioned By the time Gygax and Kuntz had stopped working on the original home campaign the castle dungeons had encompassed fifty levels of maze like passages and thousands of rooms and traps This plus plans for the city of Yggsburgh and encounter areas outside the castle and city were found to be too much to fit into the proposed six volumes Gygax decided he would recreate something like his original thirteen level dungeon 171 amalgamating the best of what could be gleaned from binders and boxes of old notes 172 Neither Gygax nor Kuntz had kept careful or comprehensive plans Because they had often made up details of play sessions as they went 173 they usually just drew a quick map as they played with cursory notes about monsters treasures and traps 174 These sketchy maps contained just enough detail so that the two could combine their independent efforts after determining the merits of each piece 175 Recreating the city was also a challenge although Gygax still had his old maps of the original city all of his previously published work on the city was owned by WotC so he would have to create most of the city from scratch while maintaining the look and feel of his original 176 The slow and laborious process came to a complete halt in April 2004 when Gygax suffered a serious stroke Although he returned to his keyboard after a seven month convalescence his output was reduced from fourteen hour work days to only one or two hours per day 177 Kuntz had to withdraw due to other projects although he continued to work on an adventure module that would be published at the same time as the first book Under these circumstances work on the Castle Zagyg project continued even more slowly 178 although Jeffrey Talanian stepped in to help Gygax In 2005 Troll Lord Games published Volume I Castle Zagyg Yggsburgh This 256 page hardcover book contained details of Gygax s original city its personalities and politics as well as over thirty encounters outside the city The two part fold out map of the area was rendered by Darlene Pekul the same artist who had produced the original map for the folio edition of World of Greyhawk Later that year Troll Lord Games also published Castle Zagyg Dark Chateau an adventure module written for the Yggsburgh setting by Rob Kuntz Book catalogs published in 2005 indicated several more volumes in the series would follow shortly but it was not until 2008 that the second volume Castle Zagyg The Upper Works appeared The Upper Works described details of the castle above ground acting as a teaser for the volumes concerning the actual dungeons that would follow However Gygax died in March 2008 before any further books were published After his death Gygax Games under the control of Gary s widow Gail took over the project but no more volumes of the Castle Zagyg project have been published Rob Kuntz also published some of his creative work from the Castle Greyhawk dungeons In 2008 he released the adventure modules The Living Room about a whimsical but dangerous room that housed enormous furniture and Bottle City about a bottle found on the second level of the dungeon that contained an entire city 2009 saw Kuntz release Daemonic amp Arcane a collection of Greyhawk and Kalibruhn magic items and The Stalk a wilderness adventure By October 2010 Black Blade Publishing began to publish several of Kuntz s original Greyhawk levels including the Machine Level the Boreal Level the Giants Pool Hall and the Garden of the Plantmaster 179 See also editGreyhawk modulesReferences edit a b c Gygax Gary 1980 The World of Greyhawk TSR ISBN 0 935696 23 7 a b Holian Gary Mona Erik Reynolds Sean K Weining Frederick 2000 Living Greyhawk Gazetteer Wizards of the Coast ISBN 0 7869 1743 1 Peterson Jon 2012 Playing at the World San Diego CA Unreason Press p 65 ISBN 978 0615642048 Brown Anne Player s Guide to Greyhawk Renton Washington Wizards of the Coast Inc 1998 Page 5 Mizer Nicholas J 22 November 2019 Tabletop role playing games and the experience of imagined worlds Cham Switzerland p 135 ISBN 978 3 030 29127 3 OCLC 1129162802 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link a b c d e f Shannon Appelcline 2011 Designers amp Dragons Mongoose Publishing ISBN 978 1 907702 58 7 Gygax Gary October 1976 Letter from Gary Gygax Alarums and Excursions Lee Gold 15 5 7 Q In Dragon 315 Jim Ward talks about the origins of the Greyhawk setting and is quoted as having said He Gygax had the whole world mapped out Does this mean you have material about the rest of Oerth hidden in your basement Gygax Yes I had a sketch map of the remainder of the globe Gary Gygax Q amp A Part IX Page 33 EN World 2005 06 21 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax The exact form of the remainder of the globe was not settled upon I wanted an Atlantis like continent and possibly a Lemurian type one Likely two large continents would have been added The nearest would house cultures akin to the Indian Burmese Indonesian Chinese Tibetan and Japanese Another would likely have been the location of African type cultures including the Egyptian A Lemurian culture would have been based on the Central and South American cultures of the Aztec Mayay Inca sort Gary Gygax Q amp A Part II Page 19 EN World 2003 04 06 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax When I was asked to create a campaign setting for TSR to market I did a new and compact world that only in part of course as that was all I could fit onto the two maps allowed So that became the World of Greyhawk Gary Gygax Q amp A Part I Page 8 EN World 2002 09 06 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax I found out the maximum map size TSR could produce got the go ahead for two maps of that size then sat down for a couple of weeks and hand drew the whole thing After the maps were done and the features shown were named I wrote up brief information of the features and states Much of the information was drawn from my own personal world but altered to fit the new one depicted on the maps Gary Gygax Q amp A Part IV Page 11 EN World 2003 11 05 Archived from the original on 2011 06 15 Retrieved 2009 03 15 a b Revised Greyhawk Index TSR Archived from the original on 2011 07 11 Retrieved 2009 03 29 Interview Darlene Grognardia 20 June 2009 Retrieved 2009 06 23 Gygax Of course as my campaign world was active had many players I did not wish to detail it for the general public so I created Oerth the continent of Oerik and all that went with it for general use by other DMs I found I liked it so well that I switched my group s play to the World of Greyhawk soon after I had finished the maps and manuscript Gary Gygax Q amp A Part X Page 11 EN World 2006 06 04 Archived from the original on 2011 06 15 Retrieved 2009 03 15 a b c d Castle Greyhawk the lost dungeon that kicked off Dungeons amp Dragons still inspires players today SYFY Official Site 2020 09 15 Retrieved 2022 08 25 Gygax Gary June 1971 The Great Kingdom Domesday Book Castle amp Crusade Society 9 11 12 Gygax Gary Arneson Dave 1974 Dungeons amp Dragons Vol 1 p 6 From the map of the land of the Great Kingdom and environs the territory of the C amp C Society Dave local ed I nice bog wherein to nest the wierd enclave of Blackmoor Gygax As the members began to get tired of medieval games and I wasn t I decided to add fantasy elements to the mix such as a dragon that had a fire breath weapon a hero that was worth four normal warriors a wizard who could cast fireballs the range and hit diameter of a large catapult and lightning bolts the range and hit area of a cannon and so forth I converted a plastic stegosaurus into a pretty fair dragon as there were no models of them around in those days Industry Insights The RPGnet Interviews Interview with Gary Gygax part 1 of 3 RPGNet 2001 05 01 Retrieved 2009 03 22 Gygax The reception of fantasy elements in the medieval tabletop wargame was incredibly enthusiastic by about 90 of the old group Lee Tucker dismissed it and me Mike Reese and Jeff Perren were not captivated by giants hurling boulders and dragons breathing fire and lightning bolts nor did wizards with spells heroes and superheroes with magic armor and swords prove compelling to them Gary Gygax Q amp A Part IX Page 41 EN World 2005 07 03 Archived from the original on 2012 10 04 Retrieved 2009 03 15 Gygax I would use my point buys to take a superhero in magic armor with a magic sword backed up by a wizard with fireball spells The superhero would assail the mass of enemy troops and when they gathered round to attack him the wizard would drop a fireball on the lot The superhero was very likely to come out unscathed much to the fury of my opponents Gary Gygax Q amp A Part III Page 2 EN World 2003 04 06 Archived from the original on 2012 10 04 Retrieved 2009 03 15 Gary Gygax Q amp A Part X Page 23 EN World 2006 07 02 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Schick Lawrence 1991 Heroic Worlds a History and Guide to Role Playing Games Prometheus Books pp 17 18 Arneson See I had this neat German plastic kit of a castle Oddly enough even though it was actually a German kit years later I learned that it was actually a model of a castle in Sicily But when I started I was thinking German Jones Jeremy L C April 2009 Interview with Dave Arneson Kobold Quarterly 9 Archived from the original on 2009 04 13 Retrieved 2009 04 13 Arneson The concept of a fantasy campaign just grew and shortly the plastic castle was too small for the scale I wanted But it was a neat kit and I didn t want to abandon it so the only way to go was down into the dungeons All this happened a few weeks before the first adventurers caught sight of it Jones Jeremy L C April 2009 Interview with Dave Arneson Kobold Quarterly 9 Archived from the original on 2009 04 13 Retrieved 2009 04 13 Gygax Dave Arneson and I met at a Gen Con here in Lake Geneva around 1968 and with Mike Carr we authored the Don t Give Up the Ship naval miniatures rules for the Great Age of Sail around 1971 2 Gary Gygax Q amp A Part X Page 23 EN World 2006 07 02 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Arneson Dave June July 1979 My Life and Role Playing Different Worlds Chaosium 3 6 8 Arneson We were in correspondence with the group from Lake Geneva through the Napoleonic Campaigns at that time so we mentioned that we were doing fantasy stuff on alternate weekends and they became very interested in it Interview with Dave Arneson Pegasus Judges Guild 1 April May 1981 Archived from the original on 2009 03 21 Retrieved 2009 03 15 Gygax Dave was running a man to man 1 figure one person Chainmail fantasy campaign around then and he came down from the Twin Cities to see us the gaming group in Lake Geneva in the late autumn of 1972 Arneson brought some of his campaign material with him Gary Gygax Q amp A Part X Page 23 EN World 2006 07 02 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax I was as much taken with the prototype of the D amp D game as anyone Gary Gygax Q amp A Part VI Page 2 EN World 2004 02 11 Archived from the original on 2012 10 04 Retrieved 2009 03 15 Gygax Credit Dave Arneson and Dave Megary designer of the Dungeon boardgame with my concentrating on subterranean settings for the D amp D game The contained adventuring environment was perfect for establishing fixed encounters before a game session and for developing progressively more hazardous ones as the PCs grew in their capacity to manage them Gary Gygax Q amp A Part IV Page 1 EN World 2006 06 27 Archived from the original on 2011 06 15 Retrieved 2009 03 15 a b Witwer Michael 2015 Empire of the Imagination Gary Gygax and the Birth of Dungeons amp Dragons New York Bloomsbury Publishing ISBN 978 1 63286 279 2 Gygax It was in the late fall of 1972 when I completed a map of some castle ruins noted ways down to the dungeon level singular and invited my 11 year old son Ernie and nine year old daughter Elise to create characters and adventure This they did and around 9 PM they had to come back from such imaginary derring do put their index card character sheets aside and get ready for bed They had had a marvelous time and wanted to keep playing Gary Gygax Q amp A Part IV Page 1 EN World 2003 07 22 Archived from the original on 2011 06 14 Retrieved 2010 03 16 Q What was the first ever monster killed by a PC in D amp D Gygax A giant centipede with the 1st level PCs played by my son Ernie fighter and daughter Elise cleric Gary Gygax Q amp A Part IX Page 65 EN World 2005 08 19 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax The monsters first encountered by son Ernie s and daughter Elise s characters were a nest of scorpions in some rubble in the very first room of the dungeon they entered The glint of coins was mentioned to lure the incautious hand into attack proximity but Elise s PC used a dagger to poke around and the scorpions were spotted Eventually one managed to sting but the poison saving throw was made Gary Gygax Q amp A Part V Page 7 EN World 2004 01 28 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax They next encountered and defeated a gang of kobolds with a chest of 3 000 copper pieces Needless to say they weren t pleased with the treasure Gary Gygax Q amp A Part V Page 7 EN World 2004 01 28 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax Later in the long session of exploration the two intrepid adventurers came upon the lair of several kobolds slew two and the rest fled They found an iron chest filled with coins several thousand copper pieces that was too heavy to move A big disappointment Gary Gygax Q amp A Part IX Page 65 EN World 2003 07 22 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax After they went upstairs I stayed in my study and went to work on a second dungeon level Gary Gygax Q amp A Part IV Page 1 EN World 2005 08 19 Retrieved 2009 03 15 permanent dead link Gygax In a couple of days time Don Kaye Murlynd Rob Robilar Otto and Terry Terik Kuntz joined the gang Gary Gygax Q amp A Part I Page 8 EN World 2006 08 06 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax The castle and dungeons came about a month before the first one page map of the City of Greyhawk Gary Gygax Q amp A Part XI Page 21 EN World 2002 09 06 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax An average of seven gaming sessions a week was typical even when I was busy working Often I played more than that Gary Gygax Q amp A Part II Page 9 EN World 2003 02 26 Archived from the original on 2011 06 14 Retrieved 2009 03 15 a b c Gygax There were well over 60 different players that participated in the game sessions that I ran and that s one of the reasons that I had Rob Kuntz join me as co DM Many of them the regulars numbering around a dozen were there seeking daily adventure sessions while the majority of the others showed up to play on weekends sometimes there were over 20 D amp D gamers ghathered sic in my basement Gary Gygax Q amp A Page 260 EN World 2005 12 05 Archived from the original on 2020 02 23 Retrieved 2020 02 23 Gygax When I initiated the Greyhawk campaign I envisaged a world of parallel earth sort Thus the geography then assumed was pretty close to that of earth Being busy running game sessions creating dungeon levels the map of Greyhawk City writing new material and also really enjoying winging it I never did a large scale map for the world Gary Gygax Q amp A Part I Page 8 EN World 2002 09 06 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax The planet was much like our earth The city of Greyhawk was located on the Great lakes in about the position that Chicago is and Dyvers was north at the Milwaukee location The general culture was pseudo medieval European Some of the kingdoms shown on the WoG map were around the adventure central area the City of Greyhawk Gary Gygax Q amp A Part III Page 4 EN World 2003 04 14 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax When I was using the pre World of Greyhawk map for my world setting the West Coast of North America was the Pleistocene region inhabited by savage cavemen and their contemporary fauna Gary Gygax Q amp A Part IX Page 45 EN World 2005 07 06 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax Gary April 1975 How to Set Up Your Dungeons amp Dragons Campaign and Be Stuck Refereeing It Seven Days a week until the wee hours of the Morning PDF Europa Basel Switzerland Walter Luc Haas 6 8 18 Retrieved 2010 03 22 Gygax Zagyg is based on a sort of joke me as the mad designer of Greyhawk Castle and its dungeons After all how else could such a place exist Gary Gygax Q amp A Part I Page 18 EN World 2002 09 20 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax Rob playing Robilar solo delved into the dungeon made it Ernie noting Rob s absence from adventuring with the party sent Tenser on a solo quest to discover Robilar s whereabouts He managed to follow a similar path and made level 13 Then Terry Kuntz noted both of his usual companions were not available to play went forth with Terik and made the lowest level successfully No other players in the group managed that Gary Gygax Q amp A Part III Page 11 EN World 2003 05 13 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax When a character got down to this level there was no going back The one managing that was given an appropriate reward then sent on a giant one way slide clear through to the other side of the world Gary Gygax Q amp A Part III Page 11 EN World 2003 05 13 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Robilar was one of the first to make it around the Oerth By entering the lowest level in Greyhawk Castle he was propelled by a magical slide to what would be modern day China Teric and Tenser followed as they missed his return to the first level of the Castle which as a team this trio held sway over They caught up with him by scrying and they finished the adventure together Kuntz Robert J Behringer Douglas J Robilar Remembers Lord Robilar and Co Archived from the original on 2009 02 21 Retrieved 2009 05 15 Gygax I enlisted Rob as co DM for my campaign too as it took two of us to manage the large player groups and also to run all the game sessions demanded by smaller parties Often times there were two long sessions a day in 1974 and 1975 I had to write material so Rob ran many of them Gary Gygax Q amp A Part I Page 8 EN World 2002 09 06 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax Rob would DM for me one on one where I mostly roleplayed Gary Gygax Q amp A Part II Page 9 EN World 2003 02 26 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax When after a couple of years of time Rob became my co DM there was a massive alteration in the upper works of the castle a whole massive new 1st level was created and then the level plan for the expanded lower levels of the dungeon was created anew with the original levels of my making incorporated with those of Rob s dungeons plus a number of new ones we created to fill the whole scheme Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 02 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax I ceased the campaign in 1985 when I severed all times with TSR I have used it on occasion since of course but not for regular ongoing play Gary Gygax Q amp A Part XII Page 34 EN World 2007 03 02 Archived from the original on 2012 10 04 Retrieved 2009 03 15 Gygax The whole of the combined material Rob and I put together would be far too large for publication 50 levels or so Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 02 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Q I m curious as to in the early D amp D games how much character and personality did the players put into the PC s Gygax The main thrust for most players back then was the action so a few PCs were unnamed and we referred to them rather caustically as Joe s fighter or Bob s cleric The core group the regulars were much more concerned with developing their PCs interacting with each other and some NPCs in character Gary Gygax Q amp A Part VIII Page 7 EN World 2005 02 26 Archived from the original on 2012 10 04 Retrieved 2009 03 15 Q Did you make up named spells like Melf s acid arrow Otiluke s resilient sphere and Mordenkainen s disjunction yourself or did these come from player research Gygax All of those spells I made up usually to honor a PC in my campaign or for the person who suggested the basis Melf Melf s acid arrow was a PC of son Luke Gary Gygax Q amp A Part III Page 6 EN World 2003 05 02 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax The next day they played and with their PCs were two new ones that of Rob Kuntz and Don Kaye s Murlynd Gary Gygax Q amp A Part VI Page 9 EN World 2004 03 26 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax In general most of the players myself included when initially adventuring and not DMing thought little of the PC s name but more about what thrilling things would transpire Thus my first character was named Yrag Gary Gygax Q amp A Part X Page 14 EN World 2006 06 15 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Kuntz Don was a great fan of the Western and an avid supporter of the Boot Hill rules Robilar Remembers Murlynd Pied Piper Publishing 2004 10 18 Retrieved 2009 09 16 Gygax The strange wands that Murlynd used made a loud noise and delivered a damaging missile but neither effect was due to gunpowder These were very rare magic items devised by Murlynd s arcane understanding of technology and how to make it function magically Gary Gygax Q amp A Part IV Page 13 EN World 2003 11 25 Archived from the original on 2012 10 11 Retrieved 2009 03 15 Kuntz Robilar s name is derived from Gary s novel The Gnome Cache Robilar Remembers Journey to the City of the Gods Pied Piper Publishing 1997 Archived from the original on 2009 10 17 Retrieved 2009 10 03 a b c d e f Kuntz Robert J Behringer Douglas J June 1994 Tales from the Green Dragon Inn PDF The Oerth Journal 7 41 44 Archived from the original PDF on 2006 01 03 Retrieved 2009 09 05 Q What was the largest party Robilar ever adventured with I mean with other player characters Kuntz Probably 6 7 in the earlier days That then was too much for my wants which spurred me to seek solo adventures when possible Robilar Remembers Robilar Q amp A Pied Piper Publishing 2007 05 02 Retrieved 2009 05 16 Kuntz Gary was none too happy with Robilar s adventure beneath the Temple of Elemental Evil Robilar had a great time dismembering creatures crunching things and watching Gary s look of consternation grow with every toppled column The final straw was the releasing of Zuggtmoy The DM s vendetta pursued Robilar all the way back to his castle which he was forced to abandon Robilar Remembers Lord Robilar and Co Pied Piper Publishing Archived from the original on 2009 02 21 Retrieved 2009 05 16 Kuntz Losing my castle was a major defeat but I decided to abandon it because Gygax was noticeably intent on getting even with me for the Temple of Elemental Evil sacking I d perpetrated Robilar Remembers Robilar s defeats Pied Piper Publishing 2007 01 29 Retrieved 2009 05 16 Kuntz The city at the instigation of those Good forces especially Tenser had the Green Dragon confiscated Robilar Remembers Robilar s defeats Pied Piper Publishing 2007 01 29 Retrieved 2009 05 16 Kuntz Robilar along with Teric and Tenser formed a triumvirate and took over the first level of Castle Greyhawk for a while They barracked their respective forces there and guarded ingress and egress using the location as a base for further adventures deep within the sprawling castle complex Robilar Remembers Lord Robilar and Co Pied Piper Publishing Archived from the original on 2009 02 21 Retrieved 2009 05 16 Gygax Ernie noting Rob s absence from adventuring with the party sent Tenser on a solo quest to discover Robilar s whereabouts He managed to follow a similar path and made level 13 Gary Gygax Q amp A Part III Page 11 EN World 2003 05 13 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax My first PC was a fighter named Yrag back in 1972 Gary Gygax Q amp A Part VIII Page 8 EN World 2005 03 01 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Q Of the characters you have played which is your favorite Gygax I really must admit Mordenkainen is my favorite I enjoy playing fighters rangers thieves clerics and multi classed sorts in OAD amp D but the magic user is usually most fun for me Johnson Joel 2008 03 04 Dungeons amp Dragons Creator Gary Gygax Passes Away Interview Boing Boing Gadgets Retrieved 2009 05 14 Gygax Mordenkainen came into being about the first month of 1973 Gary Gygax Q amp A EN World 2005 03 01 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax The background I created for Mordenkainen was Finnish like in nature I really was captivated with Finnish myth after seeing a B amp W movie done by the Russians I think about Vainomoinen Leminkainen and Ilmarinen adventuring to Pojola and entering Louhi s fortress then reading The Green Magician by de Camp and Pratt as well as the Kalevala Gary Gygax Q amp A Part X Page 13 EN World 2006 06 13 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax I do believe that Mordenkainen earned his twenty something levels through cleverness daring a bit of luck and dint of trying Gary Gygax Q amp A Part X Page 13 EN World 2006 06 13 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Q May we see Mordenkainen s stats Gygax Can you see Mordie s stats No Johnson Joel 2008 03 04 Dungeons amp Dragons Creator Gary Gygax Passes Away Interview Boing Boing Gadgets Retrieved 2009 05 14 Gygax Mordenkainen was adventuring in Rob s dungeon when he surprised a 3rd level magic user of Evil persuasion Mordie s charm spell worked on that worthy whose name turned out to be Bigby By dint of fellowship lecturing mentoring and sharing with Bigby he was not only turned from Evil to Neutral but from there to a leaning towards Good as he considered his past actions Gary Gygax Q amp A Part IX Page 24 EN World 2006 08 08 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Q I heard a story which made it sound like Bigy was an NPC that you charmed and who later became your PC Gygax Mordenkainen did indeed manage to get the drop on Bigby and charm him At the time Bigby was a 3rd level Evil dungeon dweller By word and deed Mordie brought him around from Evil to Neutral and thus Bigby became his apprentice I got to roll the stats for that character after Rob Kuntz determined he was a loyal henchman of Mordenkainen Gary Gygax Q amp A Part VIII Page 3 EN World 2005 02 19 Archived from the original on 2011 06 14 Retrieved 2009 03 15 What s in a Name Call it Whatever But it Still Smells Sweet Dragon Bellevue WA Paizo 318 April 2004 Whitehead Adam 2009 10 25 The Worlds of D amp D Greyhawk The Wertzone Retrieved 2010 04 15 Gygax Rary was one that Brian Blume created early in the D amp D cycle a magic user that Brian wanted to work up to 3rd level so as to introduce him as Medium Rary When he gained that level Brian quit playing that PC and pretty much dropped out of regularly playing D amp D in fact Gary Gygax Q amp A Part X Page 7 EN World 2006 05 29 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax The original Circle of Eight was composed of my PCs Mordenkainen Bigby Yrag Rigby Felnorith Zigby Vram amp Vin In the novel version the Circle was expanded to encompass other PCs in my campaign such as Tenser It came into being because Mordenkainen and Associates had a lot of wealth stored up from successful adventuring located a place for a stronghold deep in enemy territory to assure plenty of action and then went to work building the citadel Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 01 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax As there was a small army of dwarves associated with the larger mounted field army the building project went relatively quickly about three game years to complete Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 01 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax The Obsidian Citadel was indeed my personal creation as a player It was an octagonal castle with eight wall towers and a central keep with much space between the outer wall and the inner works because of the number of troops housed in this fortress Gary Gygax Q amp A Part VI Page 9 EN World 2004 03 26 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax The Obsidian Citadel and its Circle of Eight was original to my own campaign When Mordenkainen was at a level I considered too high for normal adventuring I used the money he and his associates had amassed to construct the said fortress Gary Gygax Q amp A Part III Page 17 EN World 2003 07 08 Archived from the original on 2012 10 14 Retrieved 2009 03 15 Zambrano J R 2020 06 10 D amp D Mordenkainen s Magnificent Backstory BoLS Interactive Retrieved 2021 04 28 Rolston Ken April 1990 Role playing Reviews Dragon Lake Geneva Wisconsin TSR 156 84 85 Baur Wolfgang 2016 Eine Gilde ein Kolleg oder eine Geheimgesellschaft entwerfen Des Kobolds Handbuch der Welterschaffung Ulisses Spiele ISBN 9783957523501 Gygax Gary June 1976 The Gnome Cache Part I The Dragon Lake Geneva WI TSR 1 28 Kuntz Before Gygax codified the gods there were Norse Gods Robilar really only mentioned Odin once or twice Mornard s Gronan as well as Ratners s Ayelerach both swore by Crom Robilar Remembers Goddess of Luck Pied Piper Publishing 2002 11 20 Retrieved 2009 09 16 Gygax St Cuthbert was more of a joke than otherwise Consider the advocacy of pounding sense into someone s head by dint of blows from a club Gary Gygax Q amp A Part XII Page 4 EN World 2006 08 23 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax The development of anything akin to a logical pantheon of deities for the world setting took a considerable period of time to complete because we seldom dealt with such entities in play St Cuthbert and Pholtus were amusing to the players with cleric PCs so I spent time detailing them The balance then followed as I brought into play evil deities to serve as villains and to frustrate the aims of the PCs Gary Gygax Q amp A Part VIII Page 5 EN World 2005 02 24 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax Gary August 1976 The Gnome Cache Part II The Dragon Lake Geneva WI TSR 2 6 Norton Andre Rabe Jean 2006 Return to Quag Keep MacMillan pp Introduction ISBN 0 7653 1298 0 Norton Andre February 1978 Quag s Keep excerpts The Dragon Lake Geneva WI TSR 12 22 30 a b c d e f g h i j k l m n o Bambra Jim March 1989 Role playing Reviews Dragon Lake Geneva Wisconsin TSR 143 71 72 a b Ewalt David M 2013 08 20 Of Dice and Men The Story of Dungeons amp Dragons and The People Who Simon and Schuster ISBN 978 1 4516 4052 6 Gygax Gary Kuntz Rob 1975 Dungeons and Dragons Supplement I Greyhawk Lake Geneva WI TSR p 30 amp 63 a b c d 30 Years of Adventure A Celebration of Dungeons amp Dragons Renton WA Wizards of the Coast 2004 p 55 ISBN 0 7869 3498 0 Gygax When I initially began creating adventure material I assumed that the GMs utilizing the work would prefer substance without window dressing the latter being properly the realm of the GM so as to suit the campaign world and player group Gary Gygax Q amp A Part XII Page 40 EN World 2007 03 28 Archived from the original on 2012 10 04 Retrieved 2009 03 15 Gygax As I was running a game with a large number of players involved I really didn t want to supply them with the whole world on a platter Gary Gygax Q amp A Part IV Page 11 EN World 2003 11 05 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax When I was asked by TSR to do my World of Greyhawk as a commercial product I was taken aback I had assumed most DMs would far prefer to use their own world settings Gary Gygax Q amp A Part IV Page 11 EN World 2003 11 05 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax In regards to the timeline for the WoG setting I had no immediate plan for advancing it as the world was meant to be used by all DMs so desirous each making it conform to his own campaign needs Gary Gygax Q amp A Part XIII Page 9 EN World 2007 04 25 Archived from the original on 2012 10 05 Retrieved 2009 03 15 Gygax In general the player groups in my campaign were not much interested in politics and warfare When I played my PCs I was always meddling in politics and had a large army so some warfare was played out with Rob as the DM Gary Gygax Q amp A Part V Page 5 EN World 2004 01 26 Archived from the original on 2012 10 05 Retrieved 2009 03 15 Gygax Greyhawk was set up to enable both political play and large scale warfare Gary Gygax Q amp A Part V Page 5 EN World 2004 01 26 Archived from the original on 2012 10 05 Retrieved 2009 03 15 Gygax The relatively low level of NPCs and the balance between alignments was done on purpose so as facilitate the use of the world setting by all DMs With a basically neutral environment the direction of the individual campaign was squarely in the hands of the DM running it That was done because to my way of thinking dominance by one alignment group tends to restrict the potential for adventuring Gary Gygax Q amp A Part IV Page 11 EN World 2003 11 05 Archived from the original on 2011 06 15 Retrieved 2009 03 15 a b Often promised but often delayed WORLD OF GREYHAWK sometimes appeared destined to never see the light of publication Soon the summer was fast disappearing along with most of our expectations but on a fateful day in early August the cherished cry was finally raised THE WORLD OF GREYHAWK had arrived Seiken Jeff February 1981 The Dragon s Augury The Wait Was Worth It Dragon Lake Geneva WI TSR V 8 48 49 Gygax Gary May 1980 From the Sorcerer s Scroll Greyhawk The Shape of the World Dragon Lake Geneva WI TSR IV No 11 37 10 11 30 Lakofka Len Gygax Gary August 1981 Leomund s Tiny Hut Adding Depth to the Flanaess Dragon Lake Geneva WI TSR VI No 2 52 18 24 Gygax Gary November 1981 From the Sorcerer Scroll More Meat for Greyhawk Dragon Lake Geneva WI TSR VI No 5 55 17 19 Axler David December 1982 Weather in the World of Greyhawk A Climate for realistic AD amp D adventuring adaptable for use in your world Dragon Lake Geneva WI TSR VIII No 7 68 42 53 Gygax I must accept the blame of course as I okayed the material Of course being a DM who always flew by the seat of his pants I never used the tables When I was running a game the weather was what I said it was Gary Gygax Q amp A Part V Page 15 EN World 2005 01 06 Archived from the original on 2005 01 18 Retrieved 2009 03 15 Gygax Gary December 1981 From the Sorcerer Scroll More Meat for Greyhawk Dragon Lake Geneva WI TSR VI No 6 56 17 19 Gygax Gary January 1982 From the Sorcerer Scroll More Meat for Greyhawk Dragon Lake Geneva WI TSR VI No 7 57 13 16 Kuntz Rob July 1982 Greyhawk s World News Notes and Views of the Greyhawk World Events of the Eastern and Southern Flanaess Dragon Lake Geneva WI TSR VII No 1 63 14 17 Kuntz Rob September 1982 Greyhawk s World News Notes and Views of the Greyhawk World Events of the Eastern and Southern Flanaess Dragon Lake Geneva WI TSR VII No 4 65 11 12 Ward James M Kuntz Robert J 1980 Deities and Demigods Lake Geneva WI TSR ISBN 0 935696 22 9 Gygax Gary August 1982 Greyhawk s World News Notes and Views of the Greyhawk World Events of the Eastern and Southern Flanaess Dragon Lake Geneva WI TSR VII No 3 64 13 Gygax Gary March 1983 Greyhawk s World Four Uncharacteristic Characters Dragon Lake Geneva WI TSR VII No 9 71 19 22 Gygax Gary 1983 World of Greyhawk Fantasy Game Setting Lake Geneva WI TSR Gygax Had I remained in creative control of the D amp D game line at TSR one of the projects I planned was the complete development of the Oerth world setting and production of source nodules for the various states and outstanding features of the Flanaess such as the Roft Canyon the Sea of Dust etc Gary Gygax Q amp A Part XII Page 12 EN World 2006 09 22 Archived from the original on 2012 10 05 Retrieved 2009 03 15 Q What direction would have Greyhawk gone How different would it be today Gygax There would be a complete globe with more continents and states thereon Gary Gygax Q amp A Part II Page 19 EN World 2003 04 05 Archived from the original on 2011 06 15 Retrieved 2009 03 15 Gygax I did intend to expand the WoG setting to cover the complete planet No real work had been done on this project though when I parted from TSR at the end of 1985 Gary Gygax Q amp A Part VI Page 4 EN World 2004 02 29 Archived from the original on 2012 10 05 Retrieved 2009 03 15 Gygax I had plans to create material detailing the various states and major terrain features of the world setting as well as completing the world with a second boxed set Gary Gygax Q amp A Part XIII Page 10 EN World 2007 04 26 Archived from the original on 2012 10 05 Retrieved 2009 03 15 Gygax Francois had a map of a continent and some islands to the east and they were going to be added The Orient was actually to be past them closer to the West Coast of Oerik Len Lakofka had an eastern continental addition as well as the Lendore Isles so what I planned to so was incorporate Francois and Len s maps with Oerik complete the lower continent below it and have a real globe Gary Gygax Q amp A Part VI Page 4 EN World 2005 03 03 Archived from the original on October 5 2012 Retrieved 2009 03 15 Gygax Gary August 1985 At Moonset Blackcat Comes Dragon Lake Geneva WI TSR 100 22 Gygax Gary December 1984 From the Sorcerer s Scroll Clerics live by other rules Dragon Lake Geneva WI TSR 92 22 Heard Bruce February 1984 Spells between the covers Dragon Lake Geneva WI TSR 82 55 Moore Roger E May 1984 Special skills special thrills Dragon Lake Geneva WI TSR 85 12 Mentzer Frank January 1985 Ay pronunseeAYshun gyd Dragon Lake Geneva WI TSR 93 24 Gygax I was alerted to a problem Kevin Blume was shopping TSR on the street in New York City I flew back from the West Coast and discovered the corporation was in debt to the bank the tune of circa 1 5 million Gary Gygax Q amp A Part XII Page 28 EN World 2007 01 21 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Rausch Allen 2004 08 16 Magic amp Memories The Complete History of Dungeons amp Dragons Part II Game Spy Retrieved 2011 01 30 Gygax Later TSR and Wizards of the Coast approaches to and treatment of the Greyhawk setting was quite contrary to the purpose for which I intended it when it was created Gary Gygax Q amp A Part XIII Page 9 EN World 2007 04 25 Archived from the original on 2012 10 05 Retrieved 2009 03 15 Estes Rose April 1987 Master Wolf Lake Geneva TSR ISBN 0 88038 457 3 Estes Rose August 1987 The Price of Power Lake Geneva TSR ISBN 0 88038 458 1 Estes Rose March 1988 The Demon Hand Lake Geneva TSR ISBN 0 88038 542 1 Estes Rose July 1988 The Name of the Game Lake Geneva TSR ISBN 0 88038 614 2 Estes Rose September 1989 The Eyes Have It Lake Geneva TSR ISBN 0 88038 755 6 Greyhawk Novels Amazon Books 2007 03 15 Retrieved 2009 05 28 World of Greyhawk Series WG4 12 The Acaeum Retrieved 2009 05 30 Ward James A January 1988 The Game Wizards A volume of Oerthly Delight Dragon Lake Geneva WI TSR 129 57 a b Ward James A August 1988 The Game Wizards Readers speak out on Greyhawk Adventures Dragon Lake Geneva WI TSR 135 30 Sargent Carl Rose Rik 1989 3 The City of Greyhawk Folks Feuds and Factions Lake Geneva WI TSR Inc pp 20 27 ISBN 0 88038 731 9 a b Swan Rick October 1993 Role playing Reviews Dragon Lake Geneva Wisconsin TSR 198 49 51 Robilar Remembers Lord Robilar amp Co Pied Piper Publishing 2007 01 29 Archived from the original on 2009 02 21 Retrieved 2009 05 16 Sargent The cult of Mayaheine is one considerably on the increase in beleaguered non evil Flanaess lands for Mayaheine is a demipower of protection and survival Sargent Carl 1992 From the Ashes Lake Geneva WI TSR p 95 ISBN 1 56076 341 8 Sargent Carl March 1993 Campaign Journal Greyhawk Adventures risen from the ashes Dragon 191 64 68 Sargent Carl April 1994 Campaign Journal A strange alliance Dragon 204 52 57 Sargent Carl June 1994 Campaign Journal The Sea Barons Dragon 206 34 41 Sargent Carl August 1994 Campaign Journal The Adri Forest Dragon 208 47 58 Anonymous May 1995 Rumblings TSR publishes lost Greyhawk manuscript electronically Dragon 217 98 Ivid the Undying PDF The Acaeum Dungeons amp Dragons Knowledge Compendium Retrieved 2009 06 17 Emerson Ru July 1999 Against the Giants Renton WA Wizards of the Coast ISBN 0 7869 1379 7 Kidd Paul October 1999 White Plume Mountain Renton WA Wizards of the Coast ISBN 0 7869 1424 6 Kidd Paul June 2000 Descent into the Depths of the Earth Renton WA Wizards of the Coast ISBN 0 7869 1635 4 Green Roland J November 2000 Expedition to the Barrier Peaks Renton WA Wizards of the Coast ISBN 0 7869 1656 7 Reid Thomas M May 2001 The Temple of Elemental Evil Renton WA Wizards of the Coast ISBN 0 7869 1864 0 Kidd Paul October 2001 Queen of the Demonweb Pits Renton WA Wizards of the Coast ISBN 0 7869 1903 5 Emerson Ru November 2001 Keep on the Borderlands Renton WA Wizards of the Coast ISBN 0 7869 1881 0 Strohm Keith Francis February 2002 The Tomb of Horrors Renton WA Wizards of the Coast ISBN 0 7869 2702 X Tulach Chris 2008 06 20 RPGA Report Evolution of Shared Worlds Part 4 The 3rd Edition Era Wizards of the Coast Archived from the original on June 23 2008 Retrieved 2009 01 31 Conforti Steve 2005 03 02 Living Greyhawk Official Listing of Deities for Use in the Campaign Version 2 0 RPGA Archived from the original on February 6 2006 The Village of Hommlet 2009 Dungeon 212 2013 Player s Handbook 2014 Monster Manual 2014 Kim Mohan Mike Mearls April 2017 Tales from the Yawning Portal Wizards of the Coast Official Setting for Ghosts of Saltmarsh Archived from the original on 2019 07 02 Retrieved 2019 07 02 Gygax The original map of Greyhawk city was one sheet of graph paper with colored boxes indicating various places where PC would go inns amp taverns armorers money changers amp banks gemners amp jewelers city buildings guilds etc That was expanded to two then four map sheets with the thieves quarter and Rob s Green Dragon Inn shown Gary Gygax Q amp A Part VI page 2 EN World 2004 02 13 Archived from the original on 2012 10 04 Retrieved 2009 03 15 Q After you left TSR you finished the Gord the Rogue books At the end of the cycle Oerth bites the bullet Was this your way of saying that Greyhawk is dead and that fans should turn away from TSR s version with disdain Gygax More my way of saying that since T R had killed the setting with trash releases it was time to wipe out the shame by obliterating the setting Gary Gygax Q amp A Part VII page 2 EN World 2004 11 19 Archived from the original on 2012 03 19 Retrieved 2009 03 15 The Acaeum Forum The Acaeum 2008 05 13 Retrieved 2009 09 04 permanent dead link Gygax I have laid out a new schematic of castle and dungeon levels based on both my original design of 13 levels plus side adjuncts and the New Greyhawk Castle that resulted when Rob and I combined our efforts and added a lot of new levels too From that Rob will draft the level plans for the newest version of the work Meantime I am collecting all the most salient feature encounters tricks traps etc for inclusion on the various levels So the end result will be what is essentially the best of our old work in a coherent presentation usable by all DMs the material having all the known and yet to be discussed features of the original work that are outstanding I hope Gary Gygax Q amp A Part IX page 81 EN World 2005 12 15 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax The whole of the combined material Rob and I put together would be far too large for publication 50 levels or so What I have done is gone back to my original design of more modest scope because I doubt the work will need to accommodate groups of 20 PCs delving on a daily basis Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 02 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax the original upper and lower parts of Castle Greyhawk changed many times over the years they were in active use What we will do is to take the best of the lot and put that into a detailed format usable by anyone Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 02 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax I did indeed create details for the PC party on the spot adding whatever seemed appropriate and as Rob played and learned from me he did the same and when we were actively co DMing we could often create some really exciting material on the spot if you will Gary Gygax Q amp A Part IX page 81 EN World 2005 12 15 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax As Rob learned from me he too DMed by the proverbial seat of the pants method A single line of notes for an encounter was sufficient for either of us to detail a lengthy description action dialog tricks or traps and all the rest Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 02 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax What our challenge is going to be is to cull the extraneous take the best and re create the details we made up on the spot Of course the most famous things will be there along with most of the best parts that are not well known through story and word of mouth Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 02 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax Yggsburgh was a pain in the rump to write because I wanted to include as much detail as possible for the GM interested in using it as a campaign base So there are sections on history costume monetary system and economy of the area and complete descriptions of the town its main locations and the outstanding geographical areas all with encounters or suggestions for same Gary Gygax Q amp A Part VII Page 23 EN World 2005 02 18 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Gygax The problem is that I tire out after about an hour Gary Gygax Q amp A Part IV Page 9 EN World 2003 11 02 Archived from the original on 2012 03 19 Retrieved 2009 03 15 Gygax Rob has finished his add on module but i have not been up to doing the work needed to create the upper works of the castle proper let alone the dungeon levels below them When my oldest friend died in late November it was quite a setback for me Anyway I am feeling a good deal better if late and I will attempt real creative work as soon as I feel up to it likely March Gary Gygax Q amp A Part VII Page 23 EN World 2005 02 18 Archived from the original on 2011 06 14 Retrieved 2009 03 15 Black Blade to Publish Rob Kuntz s Lake Geneva Castle amp Campaign Product Line Black Blade Publishing 2010 10 08 Archived from the original on 2011 07 01 Retrieved 2010 10 08 Further reading editApplecline Shannon 2014 Designers amp Dragons The 70s Evil Hat Productions pp 39 42 Gygax Gary and Robert Kuntz Supplement I Greyhawk TSR 1975 Gygax Gary The World of Greyhawk folio edition TSR 1980 Gygax Gary World of Greyhawk Fantasy Game Setting TSR 1983 Ward James M Greyhawk Adventures TSR 1988 Sargent Carl From the Ashes TSR 1992 Moore Roger E Greyhawk The Adventure Begins TSR 1998 External links editThe Seven Greyhawk Classics of the Ancient World in Black Gate Caregory Fantasy worlds Retrieved from https en wikipedia org w index php title Greyhawk amp oldid 1206983028, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.