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Greyhawk

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

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 & 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 & Dragons publications until 2008.

The world itself started as simply a 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 to 2008.

Setting

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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 color map on a hex grid. Gygax was so pleased with the 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

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Early development

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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)

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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

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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) & 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

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The first publication to mention Greyhawk
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Gary Gygax wrote a short story titled "The Expedition Into the Black Reservoir", subtitled "A Dungeon Adventure at Greyhawk Castle", which was published in the August 1974 issue of Chicago small press magazine El Conquistador.[87]

The first mention of Oerth
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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.[88]

The first deities of Greyhawk
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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.[89] 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