How is the Greyhawk setting?

Post/Author/DateTimePost
#1

zombiegleemax

Sep 11, 2005 14:56:37
Hi, I'm used to Forgotten Realms and tired of it. Can you please tell me the general lines of the Greyhawk setting.

Thanks.
#2

ripvanwormer

Sep 11, 2005 15:58:29
There's no big concise theme that can be easily and uncontroversially explicated in a few sentences, which for some is the setting's major draw; it fits or can be made to fit basically any theme you want to explore. Essentially anything you can say about it has a major exception.

* It's a medieval setting, firmly pre-gunpowder and pre-steam. Yet there are hints of a distant past or parallel world or worlds where advanced technology was or remains common, and occasionally bits of this penetrate into the main campaign world, manifesting as exotic artifacts (The Machine of Lum the Mad, the City of the Gods, the wreck in the Barrier Peaks) or eccentric deities (Murlynd, Heward, perhaps Delleb).

* It's based closely on Europe, with the various nations using hierarchial nomenclature based on those of specific European nations (Landgraf, Herzog, etc.). At the same time, it's not Europe at all - beneath the surface, there are ancient ruins and kingdoms and even modern peoples that are perhaps more like the ancient Middle East, or the Americas, or something stranger - the Flannae can be almost anything, for example, as can perhaps the Suel. In addition, there's substantial opportunity for Middle Eastern style adventures in the Baklunish kingdoms.

* It's a world with powerful lines drawn in the epic war between good and evil. At the same time, there is as much or almost as much conflict between rival factions of good (St. Cuthbert and Pholtus, Furyondy and Veluna), or rival factions of evil (Iuz and the Horned Society, Aerdy and the Scarlet Brotherhood, Graz'zt and Pazuzu, Hell and Hades and the Abyss), or rival neutral factions (Greyhawk and Dyvers, Pale and the Tenh, Nyrond and Urnst). There's precedent, as well, for exploring the war between Law and Chaos as a major campaign focus.

Unique things: the Vanishing Lands, the weird mystic ambitions of the Spindrifts elves, the Land of Black Ice, Tovag Baragu, meteorites as a major campaign focus (the pits of Azak-Zil), the Old Faith, the Old Lore, the Silent Ones.

Standard things: drow, illithids, kuo-toas, elves, avolakias, trolls, dwarves, gnomes, gnolls, paladins, rangers, demons, devils, etc.

Recommended resources: The Living Greyhawk Gazetteer. Unfortunately, a lot of really good stuff is buried in ancient out-of-print books or among stacks of old magazines. Online resources can be very good, however.
#3

zombiegleemax

Sep 11, 2005 16:17:02
Who is Tovag Baragu? What about the Spindrift Elves?
The Living Greyhawk Gazzetteer hardly says anything about Greyhawk that's not common knowledge!
#4

zombiegleemax

Sep 11, 2005 16:22:34
Wow, thanks alot, thats really appreciated!

So, it seems to ba a high-magic setting. Is there eastern cultures (japan, ect) in that world?
#5

ripvanwormer

Sep 11, 2005 16:32:21
So, it seems to ba a high-magic setting.

Insofar as D&D in general is pretty high-magic, yes, but I think Greyhawk is actually fairly medium-magic in comparison to, say, the Realms or Eberron. At least, that's how most people seem to play it.

Is there eastern cultures (japan, ect) in that world?

In theory, yes, far to the southwest. They've never really been described, unless you count Fate of Istus, which has been retroactively annulled.

Who is Tovag Baragu?

A stone circle in the Plains of the Paynims, north of the Sea of Dust. It contains gates to many worlds. Probably Die, Vecna, Die! is the most detailed source on this artifact, though I liked the description in Greyhawk Adventures.

What about the Spindrift Elves?

Read the description of the People of the Testing in the back of the Living Greyhawk Gazetteer, and the entry on the Spindrift/Lendore Isles.
#6

zombiegleemax

Sep 11, 2005 17:10:25
I wrote a detailed review of the newest Greyhawk setting book here: http://www.rpg.net/reviews/archive/10/10074.phtml

Might be worth a read.
#7

ripvanwormer

Sep 11, 2005 19:37:03
I wrote a detailed review of the newest Greyhawk setting book here: http://www.rpg.net/reviews/archive/10/10074.phtml

Might be worth a read.

That's a really good review!
#8

zombiegleemax

Sep 12, 2005 11:35:00
The thing about Greyhawk is that it is the original D&D world, created by those who designed the game thirty years ago and at nearly the same time. If you've seen something in a different campaign setting, there's a good chance it came from Greyhawk. Because of its longevity, it can be almost anything you want.

Magic - yes, there are powerful spells and artifacts, but these are usually only found in the hands of an elite few. Commoners aren't gifted with it in their everyday lives and magic is generally not well understood. The "named" spells from the PHB (Tenser's Floating Disc, Bigby's Fist, etc.) take their names from actual NPC Wizards who exist in the setting. So, it can be high magic if you associate with these powerful caster types or not if you're in an outlying territory.

Politics - the nations are rife with intrigue with even the "good" ones warring against each other and forming or breaking alliances as seems fit. Rival free cities compete for economic superiority. Factions within races are common with every group doing what it feels is in its own best interest (i.e. some Elves have withdrawn from the rest of the world while some act as forest freedom fighters). You can involve yourself as deeply into all of this back-room wheeling and dealing as you want, or just head out into the boonies and kill stuff.

History - Greyhawk has a huge and detailed backstory. Kindoms rising and falling, ancient actions of the gods, and forgotten civilizations have all left their mark on the current form of the setting. The end result of this is lost and forgotten places for you to explore, ancient lore that has bearing on the modern-day situation, and a deeper feeling of immersion in a real place. Once again, it's up to you how much you want to delve into any of this.

Heroism - the real heroes of Greyhawk aren't the paragons of truth and good. Neutrality rules the day by doing what is necessary and just keeping everything working. The free city of Greyhawk is itself neutral in outlook as are the infamous Wizards of the Circle of Eight. Monsters aren't killed on sight because they are evil, someone removes them when they threaten commerce or destabalize a political region. Practicality is the principal most residents live by, which makes Paladin types an interesting role playing challenge. Almost all of the Gods are acknowledged by the people and offered to when those people need good fortune in an area controlled by a specific deity.

In other words, Greyhawk is what you make of it. It is, in my opinion, the most realistic of the world settings with many influences and factors you would expect to find in the real world. It has depth not found anywhere else. Nothing is purely black-and-white, you have to look from every angle to understand what's really going on. As in real life, you can make your life in Greyhawk whatever you wish by involving yourself in whatever aspects you want to whatever degree you think wise.