TEXT:  
   
  GORD’S GREYHAWK 
  Compiled by Chris Siren 
   
   
   
   
   
   
  
  CONTENTS 
  Introduction ........................................................................................................................................... 9 
  Disclaimer ............................................................................................................................................................ 9 
  Bibliography ......................................................................................................................................................... 9 
  The Greyhawk Lands.......................................................................................................................... 10 
  Greyhawk City .................................................................................................................................................... 10 
  The Nine Sectors ....................................................................................................................................... 11 
  Longtrade ................................................................................................................................................... 11 
  Streets ......................................................................................................................................................... 13 
  Buildings .................................................................................................................................................... 16 
  The Spiral Stair .......................................................................................................................................... 16 
  Gates ........................................................................................................................................................... 24 
  Laws and Enforcement .............................................................................................................................. 25 
  NPCs of Greyhawk .................................................................................................................................... 25 
  Those Who Frequent Weird Way ........................................................................................................... 33 
  Greyhawk Castle ................................................................................................................................................ 34 
  NPC's of Greyhawk Castle ........................................................................................................................ 36 
  Dyvers ................................................................................................................................................................. 36 
  Buildings .................................................................................................................................................... 36 
  NPC's of Dyvers ......................................................................................................................................... 37 
  Gnarlvergia ......................................................................................................................................................... 37 
  NPC's of Gnarlvergia ................................................................................................................................. 38 
  Nyr Dyv .............................................................................................................................................................. 38 
  Cairn Hills .......................................................................................................................................................... 38 
  Tenser ........................................................................................................................................................ 39 
  Abbor-Alz ........................................................................................................................................................... 40 
  The Stone Monument ............................................................................................................................... 40 
  The Wild Coast ................................................................................................................................................. 41 
  NPC's of the Wild Coast ........................................................................................................................... 41 
  Pomarj ................................................................................................................................................................ 41 
  Strandkeep Castle ...................................................................................................................................... 42 
  NPC's of the Pomarj .................................................................................................................................. 42 
  The Eastern Marklands ...................................................................................................................... 42 
  Almor, Prelacy of ............................................................................................................................................... 42 
  Nyrond, The Kingdom of................................................................................................................................. 42 
  
  Rel Mord .................................................................................................................................................... 43 
  NPC's of Nyrond ....................................................................................................................................... 44 
  Pale, Theocracy of the ....................................................................................................................................... 44 
  NPC's of the Pale ....................................................................................................................................... 44 
  Tenh, Duchy of .................................................................................................................................................. 45 
  Urnst, County of ................................................................................................................................................ 45 
  NPC's of Urnst, County of ........................................................................................................................ 45 
  Urnst, Duchy of.................................................................................................................................................. 45 
  NPC's of Urnst, Duchy of ......................................................................................................................... 45 
  Flinty Hills .......................................................................................................................................................... 45 
  NPC's of the Flinty Hills ............................................................................................................................ 45 
  Phostwood & Nutherwood ................................................................................................................................ 46 
  NPC's of Phostwood & Nutherwood ........................................................................................................ 46 
  The Bandit Kingdoms ........................................................................................................................ 46 
  Grosskopf ........................................................................................................................................................... 46 
  Fellands .............................................................................................................................................................. 46 
  Rookroost ........................................................................................................................................................... 47 
  NPC's of Rookroost ................................................................................................................................... 47 
  Stoink .................................................................................................................................................................. 47 
  The Wards ................................................................................................................................................. 47 
  Buildings, Places of Interest ...................................................................................................................... 47 
  Streets ......................................................................................................................................................... 48 
  Gates ........................................................................................................................................................... 48 
  Streets ......................................................................................................................................................... 48 
  NPC's of Stoink ......................................................................................................................................... 49 
  Wormhall ........................................................................................................................................................... 49 
  Warfields ............................................................................................................................................................ 49 
  NPC's of the Bandit Kingdoms ........................................................................................................................ 50 
  The Great Kingdom ............................................................................................................................ 50 
  Adri Forest ......................................................................................................................................................... 50 
  NPC's of the Adri Forest ........................................................................................................................... 50 
  The Great Kingdom of  Aerdy .......................................................................................................................... 50 
  NPC's of Aerdy .......................................................................................................................................... 50 
  Bone March ....................................................................................................................................................... 51 
  NPC's of the Bone March ......................................................................................................................... 51 
  Medegia, See of .................................................................................................................................................. 51 
  North Province ................................................................................................................................................... 51 
  
  Ratik .................................................................................................................................................................... 51 
  NPC's of Ratik ........................................................................................................................................... 51 
  Rel Astra ............................................................................................................................................................. 52 
  Sea Barons .......................................................................................................................................................... 52 
  South Province (Ahlissa) .................................................................................................................................... 52 
  Spindrift Isles ..................................................................................................................................................... 52 
  The Iron League ................................................................................................................................. 52 
  Idee ..................................................................................................................................................................... 52 
  Irongate............................................................................................................................................................... 52 
  Onnwal ............................................................................................................................................................... 52 
  Sunndi, County of .............................................................................................................................................. 52 
  The Scarlet Brotherhood .................................................................................................................... 52 
  The Siege of Strandkeep Castle ................................................................................................................ 53 
  NPC's of the Scarlet Brotherhood ............................................................................................................ 53 
  Rhizia ................................................................................................................................................... 53 
  Cruski ................................................................................................................................................................. 53 
  Fruztii .................................................................................................................................................................. 53 
  Schnai ................................................................................................................................................................. 53 
  The Hold of Stonefist (Stonehold).................................................................................................................... 53 
  Lands of Iuz ......................................................................................................................................... 54 
  Iuz ....................................................................................................................................................................... 54 
  NPC's of Iuz ....................................................................................................................................................... 54 
  Iuz ............................................................................................................................................................... 54 
  Iggwilv ......................................................................................................................................................... 55 
  The Greater Six "Boneheart" ..................................................................................................................... 55 
  The Lesser Six "Boneheart" ....................................................................................................................... 56 
  The Secret Six "Boneshadow" ................................................................................................................... 56 
  Eclavdra ...................................................................................................................................................... 58 
  Leda ............................................................................................................................................................ 59 
  The Horned Society .......................................................................................................................................... 60 
  Vesve Forest ....................................................................................................................................................... 61 
  NPC's of the Vesve .................................................................................................................................... 61 
  The Western Marklands..................................................................................................................... 61 
  Furyondy ............................................................................................................................................................ 61 
  NPC's in Furyondy .................................................................................................................................... 62 
  Veluna ................................................................................................................................................................ 63 
  
  NPC's of Veluna ........................................................................................................................................ 63 
  Verbobonc .......................................................................................................................................................... 63 
  NPC's of Verbobonc ................................................................................................................................. 63 
  Shield Lands ....................................................................................................................................................... 63 
  Valley of the Mage ............................................................................................................................................. 63 
  NPC's of the Vale ...................................................................................................................................... 64 
  The Southern Freelands ..................................................................................................................... 64 
  Celene ................................................................................................................................................................. 64 
  NPC's of Celene......................................................................................................................................... 65 
  Keoland, Kingdom of ........................................................................................................................................ 65 
  Hold of the Sea Princes .................................................................................................................................... 66 
  NPC's of the Sea Princes ........................................................................................................................... 66 
  Ulek, Principality of .......................................................................................................................................... 66 
  NPC's of Ulek ............................................................................................................................................ 66 
  The Northwest Reaches ...................................................................................................................... 66 
  Rovers of the Barrens ....................................................................................................................................... 66 
  Blackmoor .......................................................................................................................................................... 66 
  The Obsidian Citadel ........................................................................................................................................ 67 
  Wegwiur (Wolf Nomads) ................................................................................................................................. 67 
  The Bakluni Nations ........................................................................................................................... 67 
  The Dry Steppes ................................................................................................................................................ 67 
  Dry Steppe NPC's ...................................................................................................................................... 68 
  Karnoosh ............................................................................................................................................................ 68 
  Lake Karnoosh .......................................................................................................................................... 69 
  Ket ...................................................................................................................................................................... 69 
  Peoples of Ket ............................................................................................................................................ 69 
  NPC's of Ket .............................................................................................................................................. 70 
  Payanims ............................................................................................................................................................. 70 
  Tribes of the Payanims .............................................................................................................................. 71 
  NPC's of the Payanims .............................................................................................................................. 71 
  Pen Wilds ........................................................................................................................................................... 71 
  Ull ....................................................................................................................................................................... 71 
  Zeif ...................................................................................................................................................................... 71 
  NPC's of Zeif.............................................................................................................................................. 71 
  The Sea of Dust .................................................................................................................................. 72 
  Ruins .......................................................................................................................................................... 72 
  
  From the Temple to the City .................................................................................................................... 73 
  Forgotten City ............................................................................................................................................ 74 
  NPC's of the Sea of Dust ........................................................................................................................... 76 
  Beyond the Flanaess ........................................................................................................................... 77 
  NPC's of the Flanaess and Beyond..................................................................................................... 77 
  Mortal VIP's ....................................................................................................................................................... 77 
  Alton ........................................................................................................................................................... 77 
  Chert ........................................................................................................................................................... 78 
  "General Lord Nelbon" Gellor .................................................................................................................. 78 
  Gord (Carl Quadrapus) "Blackcat" ............................................................................................................ 79 
  Curley Greenleaf ........................................................................................................................................ 81 
  The Circle of Eight/The Citadel of Eight .............................................................................................. 83 
  Mordenkainen ........................................................................................................................................... 83 
  Bigby........................................................................................................................................................... 84 
  Mortal Wanderers ............................................................................................................................................. 84 
  Other Wanderers ...................................................................................................................................... 85 
  Azure Sea ................................................................................................................................................... 86 
  Quasi-Deities, Lords of Balance and Other Potent Supernaturals .................................................................. 86 
  Other Quasi-Deities & Potent Supernaturals ........................................................................................... 87 
  Peoples & Races ................................................................................................................................................. 88 
  Monsters ............................................................................................................................................................. 88 
  Humanoids ................................................................................................................................................ 88 
  Demi-humans ............................................................................................................................................ 88 
  Other Monsters.......................................................................................................................................... 89 
  The Inner Planes ................................................................................................................................. 90 
  Shadowrealm ...................................................................................................................................................... 90 
  The Chiaroscuro Palace ............................................................................................................................ 91 
  Imprimus's Fortress ................................................................................................................................... 91 
  Inhabitants of the Shadowrealm................................................................................................................ 92 
  The Sphere of Probability ................................................................................................................................ 94 
  Probability and Fate ................................................................................................................................... 94 
  NPC's of Probability .................................................................................................................................. 94 
  Time Elemental Plane ....................................................................................................................................... 94 
  Yang .................................................................................................................................................................... 94 
  Yin ...................................................................................................................................................................... 95 
  The Haven ......................................................................................................................................................... 95 
  The Prison of Tharizdun .................................................................................................................................. 95 
  
  Events ......................................................................................................................................................... 96 
  Tharizdun .................................................................................................................................................. 97 
  Residents of the Inner Planes ............................................................................................................................ 97 
  The Manse of the Catlord ................................................................................................................................. 98 
  Residents of the Catlord's Demesne ......................................................................................................... 99 
  The Astral Plane ................................................................................................................................ 100 
  The Upper Outer Planes .................................................................................................................. 100 
  The Seven Heavens (Mt. Celestia for Planescape players) ............................................................................ 100 
  Residents of the Upper Planes ........................................................................................................................ 100 
  The Lower Outer Planes .................................................................................................................. 101 
  Residents of the Lower Planes ........................................................................................................................ 101 
  Pandemonium .................................................................................................................................................. 101 
  The Abyss ......................................................................................................................................................... 101 
  Mezzafgraduun ........................................................................................................................................ 103 
  Demons (Tanar'ri for Planescape players) and Residents of the Abyss ................................................ 103 
  The Six Monarchs of Demondom ......................................................................................................... 104 
  Lesser Demon Princes ............................................................................................................................ 106 
  Greater Demons of Power ...................................................................................................................... 108 
  Abysmal Herds ........................................................................................................................................ 112 
  Tartarus (Carceri for Planescape Players) ....................................................................................................... 112 
  Demodands (Gehreleth for Planescape Players) and Other Residents of Tartarus ............................. 112 
  Hades, "The Black Void" (The Gray Waste for Planescape Players) ............................................................ 113 
  Daemons (Yugoloths for Planescape Players) and Residents of Hades ................................................ 113 
  Gehenna ........................................................................................................................................................... 115 
  Residents of Gehenna ............................................................................................................................. 115 
  Acheron ............................................................................................................................................................ 115 
  Residents of Acheron .............................................................................................................................. 115 
  Politics and War ................................................................................................................................ 115 
  World Events ................................................................................................................................................... 115 
  Outer Planar Events ......................................................................................................................................... 116 
  Magic Items ....................................................................................................................................... 117 
  Rings ................................................................................................................................................................. 117 
  Staves ................................................................................................................................................................ 118 
  Miscellaneous Magic: Jewels, Jewelry, Phylacteries ........................................................................................ 118 
  Miscellaneous Magic: Boots, Bracers, Gloves ................................................................................................ 118 
  Miscellaneous Magic: Bags, Bottles, Pouches, Containers............................................................................. 118 
  
  Miscellaneous Magic: The Weird Stuff .......................................................................................................... 118 
  Miscellaneous Magic: Artifacts ........................................................................................................................ 119 
  Special Armors ................................................................................................................................................. 121 
  Special Weapons ............................................................................................................................................. 121 
  Miscellany .......................................................................................................................................... 122 
  Planarchess ............................................................................................................................................... 123 
  Twistbuck's Game .................................................................................................................................... 123 
  Vuron's Game Board ............................................................................................................................... 124 
  Currency Exchange Rates ................................................................................................................................ 124 
  Translation Guide ............................................................................................................................................ 125 
   
   
   
  
  Introduction 
  I began working on this document while reading the Greyhawk Adventures/Gord the Rogue series 
  of novels back in the mid to late eighties while in high school. At that time there was very little 
  information available on the City of Greyhawk - that boxed set had not yet come out and neither 
  had the second edition of AD&D. I noticed that there was a good deal of campaign relevant 
  information available in the novels and began taking notes. 
   
  I later noticed that EGG's Greyhawk differed quite a bit from the Greyhawk material that was 
  published after he and TSR parted ways. I found his Greyhawk to be richer and more vibrant, 
  which only made sense as Oerth was his campaign world. Carl Sargent's supplements captured 
  much of the detail and spirit that I found in Gygax's Greyhawk, and the Brown/Moore/ 
  Johnson/Reynolds version seems an interesting attempt to reconcile the old with the new, but these 
  notes had already lent much depth to my own campaign. 
   
  Also included here are references to pre-1986 Greyhawk material when specifically indicated, 
  including pointers to Dragon articles and Greyhawk information which appeared in non- 
  Greyhawk rule books, such as the 1st edition DMG. I had refrained from making them freely 
  available until recently, when TSR's copyright policy reduced in strictness and when I was able to 
  get the okay from Mr. Gygax and Trigee to make public my notes on their lands and characters. 
  Again, this is in no way an official document for TSR or Trigee. 
   
  Expect major plot spoilers for those novels to be found within these notes. Chris Siren 
  Disclaimer 
  This is not an official TSR or Trigee document. It is derived from material written by Gary Gygax 
  for those companies and the use of such trademarks as D&D, AD&D, The World of Greyhawk, 
  Greyhawk Adventures, Gord the Rogue et al. do not constitute challenges to the trademarks which 
  may be owned by either of the above companies. 
   
  Consider the original material found herein and the organization and phraseology applied to the 
  old material to be Copyright 1998 by Chris Siren and may be reused as far as I'm concerned, so 
  long as I'm credited with researching it. Of course, you'll have to comply with TSR and Trigee 
  guidelines as well, but if it's just for personal use you're in the clear. 
  Bibliography 
  Saga of Old City, Gygax, E. Gary, Random House Inc. dist. TSR Inc., Lake Geneva WI, 1985. 
  City of Hawks, Gygax, E. Gary, Berkley Publishing Group, NY, 1987. 
  Dragon #100, Gygax, E. Gary, "At Moonset the Blackcat Comes" 1985. 
  Night Arrant, Gygax, E. Gary, Berkley Publishing Group, NY, 1987. 
  Artifact of Evil, Gygax, E. Gary, Random House Inc. dist. TSR Inc., Lake Geneva WI, 1986. 
  Sea of Death, Gygax, E. Gary, Berkley Publishing Group, NY, 1987. 
  Come Endless Darkness, Gygax, E. Gary, Berkley Publishing Group, NY, 1988. 
  Dance of Demons, Gygax, E. Gary, Berkley Publishing Group, NY, 1988. 
  
  The Greyhawk Lands 
  Greyhawk City 
  This walled town was the area trade center and seat of feudal power, then began to decline when 
  the overlordship transferred from a suzerain to the city itself, but is now undergoing a boom due to 
  the activities of adventurers and the particular world system events (a new struggle between lawful 
  good and chaotic evil, with the latter on the up- swing). The oligarchs of the city are neutral in 
  outlook, if not in alignment, viewing anything which benefits their city as desirable. Therefore, all 
  sorts of creatures inhabit the city, commerce is free, persons of lawful alignment rub elbows with 
  chaotics, evil and good co-exist on equitable terms. Any preeminence of alignment is carefully 
  thwarted by the rulers of the place, for it would tend to be detrimental to the city trade. There are 
  movements and plots aplenty, but they are merely a part of the mosaic of city intrigue, and player 
  characters can seldom find personal advantage in them, let alone assume a commanding position 
  in municipal affairs. (Gary Gygax, "Varied Player Character and Non-Player Character Alignment 
  in the Dungeons and Dragons Campaign" The Dragon #9 (Vol II No. 3) 1977.) 
   
  This place becomes the last place of resistance when Tharizdun invades Oerth. It has a non-
  magical street lighting system. Most sentries operate in pairs. It is surrounded by a double wall. 
  The outer curtain is 25 feet high, with a splayed base and ditches, moats, or river running round it. 
  It is topped with crenellations and machicolations and bastions. Between the inner and outer walls 
  is a hundred foot wide strip of grass, level with the battlements of the outer wall. The inner wall is 
  forty feet high and has towers. The city gates have gate houses, and a long passageway which pieces 
  the sward above until one reaches the tower on the inner wall. The entire city is on a low hill. Each 
  section of the green has a troop or two (20 to 40 men) of cavalry. The city sewers and water ducts 
  are carved from limestone, with shafts to cisterns sunk in harder rock below. No longer in danger 
  of siege, many of the water pipes are sealed up and the water level is low but present. There exist 
  military defense plans for moving troops through the underground passages in the case of an 
  emergency. In many locations hidden information has been scrawled on the walls, including 
  symbols meaning - exit up ahead; access to a lower pathway; secret door; etc. The upper is 
  primarily drainage and water supply. There are stairwell accesses as well as the traditional sewer 
  hole/ladder accesses. There is a second level containing more chambers and wells and fewer 
  drains. The great reservoir lies down hill, away from the Old City, on the third and lowest known 
  level. 
   
  This level also contains slow moving canals. The upper two levels are reasonably frequently 
  trafficked containing rats, spiders and the like as well as the occasional patrol of one agency or 
  another. Dark things lurk in seldom used cisterns on the third level however. 
   
  Note: Someone has redrawn the Greyhawk City map from City of Hawks and included the key. 
  There's some degree of inconsistancey between this map and the text as well as between different 
  portions of the Gord series. 
   
  New Town - Bisected by broad thoroughfares. It was built to link the Citadel with the Old City. 
   
  The Upper New Town - For Upper Class. 
  
   
  Moat Stream Canal - Runs along the New town/Old City border. Between it and the Old City wall, 
  lies a thin strip of warehouses and shops. Possibly defines Longtrade. City of Hawks has it run 
  North from across from the Beggar's Quarter, South to across from the Thieves Quarter. 
   
  Newduct - An east-west canal in New Town. 
   
  The Nine Sectors 
   
  High Quarter - It is north of Halls and Clerkburg, high class gaming courtesans, and drinking 
  establishments where High meets Garden. 
   
  Garden Quarter - It has a sporting district where it meets the High Quarter. It is on the opposite 
  side of town from the Citadel and the Grand Square; is north of Halls & Clerkburg. 
   
  Low Quarter - Near the River Quarter and is adjacent to (East of?) the Strip is north of Halls 
  District. 
   
  River Quarter - Is near the Strip; It is a trade sector. It is just north of the Southern Sector, it is 
  separated from the city by the city walls to the South and West. Rivergate connects it to the city. It 
  is just across the Selintan from Hook Harbor. 
   
  Depositor's District - Area of huge warehouses in the upper River Quarter. 
   
  Foreign Quarter - Has an adjacent dock area; is connected to Old City in the north by Black Gate, 
  where it meets the Quarter of Craftsmen. It is reserved for those not claiming to be citizens of the 
  city. 30 foot walls seal it off from the rest of the city. 
   
  Longtrade 
   
  Halls & Clerkburg - Lie between the Grand Square and Waghalter Gate; south of High and 
  Garden, south of Low Quarter. They meet in South Central Greyhawk, there are several theaters 
  and music halls there. Surrounding these are many inns and taverns. 
   
  Halls - Government center, full of religious edifices. The lower portion houses the University and 
  smaller schools. It also contains dreary lodging for lower level employees of the Citadel. 
   
  University District - Extends from Craftsman's Ward on the east to the Halls in the north with in 
  the trading belt that follows the lower Processional from the River Quarter to the Citadel. Most 
  students and colleges are along the wall of Greyhawk in the southern most part of the University 
  sector. 
   
  Grey College - The oldest college in Greyhawk Count College. 
   
  Landgrave College - The oldest of the colleges in the university, It is housed in an old monastery 
  and used to be in the Labor District of the Old City. Rare documents, including city planning 
  archives are more likely to be found here than at the other colleges. 
   
  
  Clerkburg - District of bureaucrats and the bookish, the upper end is adjacent to the Halls; it has 
  clerks, administrators, and scribes. There is an underground passage from here to Old City. 
   
  Religious district - Near the Artisan's district and the administrative districts.  
   
  The Strip - Runs from Dockside to Low Street, bordered on one side by The Processional; filled 
  with Bawdy houses, taverns, gambling dens, saloons, thieves, other entertainment. It lies between 
  the River Quarter and Low Quarter. 
   
  Craft District aka. Quarter of Craftsmen, Craftsman's Ward - Just beyond the South wall of Old 
  City, near the administrative districts and the Religious district, is in the old city, adjacent to the 
  Foreign Quarter and is also known as the Artisans' Sector or the Artisans' district. It's placement in 
  Old City contradicts EGG's map in the front of City of Hawks. 
   
  Southern Sector - Has stores, markets, indoor bazaars, et cetera, is adjacent to the River Quarter. 
   
  The Enclave - South of River Street, from the Old Wall to the Processional, east of the High 
  quarter and touching the green commons near the Newmarket Square. It is a group of lavish 
  homes that house the "upper class" thieves, assassins, harlots, and other criminal elements, but not 
  the Guild heads, who live elsewhere. 
   
  The Citadel - The most heavily fortified portion of the city, the citadel contains a fortress, palace, 
  administrative center, and garrison for the army. It is not highly trafficked by the general public. It 
  is on the east bank of the Selitan. City of Hawks places it north of the Low quarter and south of the 
  High quarter. 
   
  Old City - Twisting narrow lanes and alleys. There is an underground passage from here to 
  Clerkburg. City of Hawks states that there is a canal surrounding this part of the city, which used to 
  be a moat. Additional canals have been constructed as well. The entire place shuts up fast after 
  dark, although there are several underground passageways here allowing a freedom for the thieves 
  if not for the common people. 
   
  Slum Quarter - Narrow twisting alleys and gangways, ruins, shacks, - thieves avoid it, full of beggars, 
  gangs of street urchins, and desperate people; 2 sections, one is the worst, one is where the menial 
  laborers live. 
   
  Dead here aren't buried, just dropped out in the street for the cleaners to take away or eaten by 
  dogs and rats. In better economy, this quarter shrinks at the expense of the Labor District. 
  Peddlers, food shops, used clothing and other used goods stores account for the economy of the 
  place. 
   
  Beggars' Quarter - Lies between the Thieves' Quarter and the Slum Quarter in the Old City. 
   
  Beggars' Union - Run by Theobald, all speak Beggars' Cant - a corrupted combination of Thieves' 
  and Merchants' Cant. The beggars mark targets for thieves and the thieves give some of their 
  earnings to the beggars. Many whores work out of the beggars' union, many beggars learn the 
  proficiency disguise. 
   
  
  The building next door has a room with a table, under the table is a concealed trap door, which 
  leads to a passage that runs between the two cities ending in a pawn shop. 
   
  The Union consisted of several levels, each a maze of wall cubicles, Gord's was on the top floor, 
  the cellar has a kitchen, an unused back stairwell. The Beggarmaster's private quarters has a secret 
  shaft down to the sewers, it is disguised as a cistern. 100' down there is a small ledge and an old 
  door. 
   
  During the Beggar/Thief war, the Beggars controlled the North Thieves Quarter bordered by 
  Cleaver. This union supplemented the Beggar's guild with aid from actors, peddlers, tinkerers, and 
  renegade thieves. 
   
  Thieves Quarter Labor District Shack Town - Up from the wharfs, on the river. 
   
  Streets 
   
  The Processional - The major north-south artery of the city, one end is in the Garden Quarter, the 
  other is at the Grand Square and the Citadel, on one side it borders the Strip; it goes through the 
  University District. 
   
  Fortune Street - A byway in the upper portion of New Town, filled with gaming, and drinking 
  establishments, as well as high class brothels. 
   
  Street of Delights - Road in The Strip. 
   
  Killcat Lane - Runs in the Slum Quarter, near the Foreign Quarter, has at least one alley. 
   
  Cleaver - A north/south street in the Thieves Quarter, is crossed by Redcobbles Lane. 
   
  Haven Street – A north/south street, it crosses Thieves Quarter. 
   
  Redcobbles Lane - An east/west street, crosses Haven Street and Cleaver. 
   
  Odd Alley - A closed off portion of Old City which has many shops befitting it's name. It has a gate 
  at its entrance which is always locked and shunned. The gate is the only entry way. A special coin 
  placed in a slot at the gate will gain entry, but different, obscure coins will open to alleys in 
  alternate planes such as Weird Way. 
   
  Blue Boar Street - Renowned for its shops and taverns, restaurants and a high quality of gentlefolk 
  and rakes. It curves. 
   
  Burnbook Lane - The Roc and Oliphant is at one end. 
   
  Hundred Step Street - Has several stairs, at the bottom it meets the Avenue of the Bells. 
   
  Avenue of the Bells - It crosses the bottom of Hundred Step Street. 
   
  Tosspot Lane - Goes through a six-point intersection in Low Quarter, runs North East by 
  
  Southwest. It starts to curve uphill to the north. It intersects with Uskbarrel Road. 
   
  Uskbarrel Road - Intersects Tosspot Lane soon after that road turns uphill to the north. It runs 
  East and West. 
   
  Rag Alley - Runs north off of Uskbarrel Road, east of Tosspot Lane. It is so narrow that it could be 
  easily missed. It runs between Uskbarrel and Felbo Close. 
   
  Felbo Close - A larger street that runs east and west. It dead ends shortly to the west of Rag Alley. 
   
  Hothand Street - A north-south street that intersects Felbo Close. It goes south for a mile before 
  entering the Halls District from Low Quarter. It crosses or becomes Avenue of the Fountains in 
  Halls near the Halls/Low border. 
   
  Avenue of the Fountains - Is either a East/West street crossing Hothand Street in Halls or a 
  North/South street that becomes Hothand Street in Low Quarter. It is not a place for drinking. 
   
  Scrivner's Crescent - Curves south east off of Hothand or Avenue of the Fountains. 
   
  Haven Lane - Crosses Scrivner's Crescent at a strange angle. 
   
  Harper Street - An East West street that runs through Clerkburg. 
   
  Inkwell Lane - A dead end street that comes down off of Harper in Clerkburg. 
   
  Street of Songs - A road in the Foreign Quarter. 
   
  Batwing Lane - A road in Halls & Clerkburg, in the area where they meet. 
   
  Street of Silks - A street probably in Halls, off of the Processional, up from the Citadel. 
   
  Vertwall Close - A street just off the middle of the Street of Silks. Name (i.e. green wall) suggests 
  location in the Garden Quarter or otherwise near plantlife. 
   
  High Road - Runs through Old City, out a gate, across Long span and to the bastion. 
   
  Hardcobbles Way - Runs through the Foreign Quarter, crosses Lost Lane. 
   
  Lost Lane - A dark road that crosses Hardcobbles Way in the Foreign quarter, it has several 
  narrow alleys leading off of it. It ends in a close called Heart's Desire. 
   
  Heart's Desire - A close at the end of Lost Lane. Where the streets meet there is a vaguely heart 
  shaped bend. It has the highest quality brothels and gambling dens outside of the High and 
  Garden Quarters. 
   
  River Street - A street that runs through the River Quarter, that is connected to Hook Harbor 
  across the Selintan by ferry. 
   
  
  Thieves Way - A secret, narrow "road" that runs from a hidden landing outside the city at the 
  Citadel, it is connected to a lower, more secret passage to within the city, which had been built by 
  the Thieves' Guild, but was by the 550's primarily used by Assassins. 
   
  Weird Way - An alley in another dimension that can be accessed via the gate at Odd Alley. It is 
  surrounded by nothingness. 
   
  Faire Market - The plaza at the end of the alley which is 300 ft by 600 ft. 
   
  Dome of Delights - "Rare Wine at Bargain Prices". A booth in the Faire Market, across from the 
  Tower Tavern and Count Joseph's Emporium of the Unusual near the entrance to Weird Way. 
   
  Achmut's Cut-rate Carpets - Is across from the Tower Tavern and Count Joseph's Emporium of 
  the Unusual. 
   
  Tower Tavern - Is across from the Dome of Delights and Achmut's Cut-rate Carpets. 
   
  Count Joseph's Emporium of the Unusual - Is across from the Dome of Delights and Achmut's 
  Cut-rate Carpets. 
   
  Pagoda of Pools - Features extra-planer and outer-planer travel. 
   
  Pavilion of Portals - Contains broad endless marble corridors that are tended by a gnome, they will 
  send those who traverse them to alternate planes such as Yarth (see Dangerous Journeys), and 
  Aerth. 
   
  Juxort's Charts and Maps - A shop to the left of the gate, just beyond Achmut's Carpets. 
   
  Wonders of the World - A shop to the left of the gate, next to Juxort's. 
   
  Abner Grontny the Outfiter - A shop to the right of the gate, across from Juxort's. 
   
  The Arms Exchange - A shop to the right of the gate, across from Wonders of the World. 
   
  Elixirs From Everywhere 
   
  The Explorer's Inn - Has 2 restaurants, membership available, some salons, and a general parlor. 
  Lies at the end of Weird Way just before the plaza. It features travel through time and probability. 
   
  Multiversal Armorer - Lies at the end of Weird Way, just before the plaza, across from the 
  Explorer's Inn. 
   
  Sogil the Gemner - A gem/jewelry store at the end of Faire Market Hostel of Ineffable Comfort 
  run by Huskons and Plincourt, features the Gedrusian exotic Dancers; Has a small suite - the 
  Burke and Hare Suite, and a larger one, the Bates Complex. 
   
  The Fragrant Blossom - A tea house near the Hostel. 
  
   
  The Helix - An exclusive club, has a grand Salon, a garden and a fountain. 
   
  Buildings 
   
  Bird in Hand - A tavern. 
   
  The Chessmen Tavern - Somewhere in Greyhawk. 
   
  Green Dragon Inn/tavern - Somewhere in Greyhawk. According to Rob Kuntz in The Oerth 
  Journal 7 (by The Council of Greyhawk) this establishment is secretly owned and frequented by 
  Robilar, whose stats and some of whose history can also be found in Oerth Journals 5, 6 and 7. 
   
  Gravestone's Headquarters - Gravestone has many swordsmen and petty spell-casters and guardian 
  daemons to slow down an assault. He keeps many daemons in the form of cockroaches, to act as 
  sentinels. He has had Sigildark enspell his servants. It is a thick walled building. The foyer has a 
  doorway. The door is iron bound bronzewood with a bar there is a table and a large wardrobe. A 
  pale violet gate to the top is held open by Alton and Timmil. It leads to a silver shot, ebony 
  passage way, with an insubstantial shifting lilac and plum floor. The floor is rough. The passage is 
  bright in the ultraviolet and infrared. The adjacent street runs into a narrow dirty alley that curves 
  north east and widens to a little plaza where another similar street meets it. Stairs lead both to the 
  cellars and to a balcony walkway. Upstairs, one of the establishments is a tea and bread shop. 
   
  The Spiral Stair 
   
  This staircase lies 300 feet from the entry. It leads up towards the platform. It has many magical 
  traps which Alton and Timmil bypassed. There is an express route to Gravestone himself, but they 
  cannot use it. There are 200 total steps, and 100 total traps. Each trap shrinks the characters onto a 
  relatively large, extraplanar "step", some of which are described below. One can bypass the step 
  traps by envisioning the steps clear of traps, and "golly gee, Wally", they will be. The characters, will 
  then grow to normal size. Warding off the traps however, is harder as one goes up, and becomes 
  more fatiguing. After Gravestone's death, the entire inner citadel, the stairs and the platforms, the 
  extraplanar space, disintegrates slowly and shakes apart. Thirteen stairs down is the tower room in 
  the original Greyhawk building as the extradimensional space was partially in real space. 
   
  Stair One - It becomes dark. Only truesight can reveal that you stand on a table atop a pinnacle 
  which disappears into a negative plane gate. Everything behind has disappeared. Ahead is another 
  pinnacle, ten feet ahead and six feet up. It is slippery near the front. The pinnacles pierce the 
  platforms and the pinnacles are transparent. Then you turn to a spiral stair suspended in the air. A 
  few steps up leads to.... 
   
  Stair Two - This stair is a dense thicket filled with plant monsters and metallic barbed vegetation. 
  Turn twice, go 30 feet to a flat-topped boulder. When mounted you arrive at.... 
   
  Stair Three - This is a rust-hued plane of metal. From a vivid maroon sky hangs monstrous 
  cylindrical rusted iron bells. They are 45 feet above the floor. They are not attached to anything, 
  but, they swing upon entry into the realm with increasing loudness and broadening sweeps. The 
  sound will deafen intruders and drive them mad. In the distance, is a green verdigris bronze bell, 
  
  three times larger than the others. When it is reached, the ringing stops. Under the center of the 
  bronze bell is another platform. 
   
  Stair Four - When stepped on huge flames will engulf the place. In the distance is a column of 
  smoke rising up. 
   
  Stair Five, Smoke - Vapors and fogs of sickly pastel hues overrun the place. Yellow, green, 
  brownish, blue, all poisonous gases. Humans will last long enough to cast a spell. A pure white 
  vapor is the next step. Big rectangles indicate all of the steps. 
   
  Stair Six, Ice - Biting wind prevails over solid ice ground. Ice crystals sting the face. The 
  temperature is so low that it hurts to open one's eyes. Jagged hunks of upthrust ice create a maze. It 
  is very slippery. The next step is a silvery white sheathed fang of old black ice. It can be seen from 
  the edge withtruesight. The stair is imbedded in the ice. 
   
  Stair Seven, Illusion - Arrival is in a warm, green lit forest glen, a druidical grove with an alter and 
  worshippers, one of which is familiar to the characters. In Gord et al.'s case, it is Evaleigh. There 
  are three rings of standing stones surrounding the smooth alter stone, which is the arrival point. 
  The illusion is of Midsummer's Eve's Feast, some six months after the tower was entered. Evaleigh 
  says that Tharizdun has a great temple being built in Ratik's capital and that his last surviving 
  supporters rejoiced. She is accompanied by, not her husband, but by knights, officials, attendants, 
  servants, guards, and petty nobles, over 300 total. She says that all of the temples to evil are being 
  torn down, as evil unites under Tharizdun. She says that he has not brought noticeable suffering, 
  but rather centralized taxing and aid of the nether sects. Tharizdun seems to have quieted the 
  things that the other alignments object to. They will question repeatedly about demons "Why are 
  you in league with them!" A night hag has taken Evaleigh's form. She stands on a dais which is the 
  entrance to the next layer. 
   
  Stair Eight, Submariner - Deep emerald sea water surrounds the travelers. They are several 
  fathoms deep. Tiger sharks and large blue sharks swim by. Visibility is 30 yards. Ahead is a thick 
  growth of giant kelp. To the right is a gradual drop to the rocks with an obvious cave. To the left 
  are 12 giant clams. Behind them, 30 yards back, is a long coral reef. The smallest clams are 3 feet 
  across. One is 8 feet across. They small ones are open. The closed large clam is the next stair. 
   
  Stair Nine, Desert Island - This is a desert island that is only a few dozen yards across. It is 
  surrounded by ocean and there is no fresh water available. The step is 20 feet above the center and 
  is invisible from below. 
   
  Stair Ten, Stone - Travellers appear in a large stone lined bubble, that is filled with a grayish light. 
  It is spherical. At the apex of the dome is a hooked stone projection. The next step is on the 
  ceiling, above the  hook. 
   
  Stair Eleven, ??? - This landscape is totally alien. Everything about it is distorted. It has a jarring 
  colored sky, noxious atmosphere, and it induces madness. The stair is the most revolting feature in 
  view. 
   
  Stair Twelve, Jungle - This jungle is full of various colored tentacles, some plain, some with 
  suckers, some with poison, or claws, or barbs, etc. 2 to 12 surround sphincter-like mouths that 
  
  seek to devour passers by. The step is in the center of the largest group, in the middle of hook and 
  poison tentacles. 
   
  Stair Thirteen, Swamp - This fetid reeking moor contains swarms of flying, biting, insects. The 
  water is filled with leaches, et cetera. The step is on the high ground 6 leagues straight ahead. The 
  place is filled with infectious diseases, worms, and parasites. 
   
  Stair Fourteen, Vacuum  
   
  Stair Fifteen, Stairs - It is flat, infinitely large, and covered with flights of stairs. The place induces 
  sleep. The sleep will bear dreams indicating that they can sleep for an indefinite period and still 
  escape. The ground yields slightly, like a giant mattress. The stair to leave by is the smallest visible 
  from the entrance. 
   
  Stair Sixteen, Flypaper - It is very easy to stick here. There are flying creatures that gnaw off pieces 
  of creatures stuck to the ground. The step is a large creature stuck to the ground. 
   
  Stair Seventeen, Pain & Agony - Here intruders experience pain and agony in all five senses. The 
  stair is where the greatest pain is. 
   
  Stair Eighteen, Slime - The party must climb a slime coated cliff to reach the next stair. 
   
  Stair Nineteen, Gearword - There are many large gears here that spin up to ledges. One ledge is 
  the next step. 
   
  Stair Twenty, Acid World 
   
  Stair Twenty-One, Geometry from Hell - This world is inhabited by malicious, animated, metal 
  shapes, that is, steel cubes and iron spheres. 
   
  Stair Twenty-Two, Alkaline Desert Plain  
   
  Stair Twenty-Three, Mr. Mouth - This a giant mouth that snaps open and shut. The party arrives 
  on one molar and must move to the rear molar on the opposite side. 
   
  Stair Twenty-Four, Land of the Lost - This level is a Pleistocene world filled with dinosaurs. 
   
  Stair Twenty-Five, The Fabled City of Brass - The characters arrive at that place featured on the 
  cover of the first first-edition DMG, (and the Thousand Nights and a Night), the home of the 
  Efreeti. The sultan of the efreeti knows of a portal to pass by the next twenty-five layers. (See also 
  Part I of Rob Kuntz's City of Brass adventure) 
   
  Stair Twenty-Six, Undead! - creatures of the negative plane, undead and the like live here. 
   
  Stair Fifty, Meet your Nemesis - Characters arriving here will come face to face with their most 
  hated foe. Curley sees Nerull, Chert sees Amon, Duke of Hell, Gellor sees Hatdoligor Kaathbaen, 
  and Gord sees Tharizdun. Needless to say, there is a feeling of despair attached to this layer. The 
  arch-enemies are illusionary. The place is filled with feelings of despair and loneliness and fear. 
  
  There are illusionary obscenities. It incites hatred between party members. Some believe that 
  anything near them is a nightmare creature, (including characters). It is actually a small, confined 
  area. 
   
  Top Floor, Cadillac! (pardon the dated TV commercial reference) - Gravestone's realm 
  is connected to the top floor. It is a monstrous, black walled room. Chimes echo when the tower is 
  intruded. A number of flying bridges lead up to the platform at the center. The platform is a 
  bowshot in diameter. It is covered with dark jumbled shapes. Violet light illuminates the place on 
  Gravestone's command. A many tiered pit lies beneath the platform. The floor is blackish purple. 
  He will negotiate with powerful intruders (just about any one who managed to get this far) and offer 
  them alliance, while summoning Pazuzeus and Shabriri to dispose of them. He relaxes on a divan 
  with cacodaemon whores from Gehenna and dumaldun slaves from Tartarus while watching the 
  fight in comfort, far back. He may cast Prismatic Sphere as a precautionary measure. On this 
  plane, some magics do not function. Should Pazuzeus or Shabriri survive combat, but be defeated, 
  Gravestone will restore them to fight again, immediately. The top platform here is strangely lit by 
  violet lights. When those who have used the stair reach here, the steps will crumble away behind 
  them. If one falls off the platform, they will head towards jagged rocks below and then enter a 
  dream world in which they see some things from their memories. When Gravestone gets a chance, 
  he will take over the dream. 
   
  Gord's Dream - He rides Blue Murder, who turns into a Ki-rin, who turns invisible. He sees 
  Iggwilv, Iuz, and Zuggtmoy, each with a Theorpart. They join them together, thinking that they will 
  rule Tharizdun. The females are destroyed by Iuz. Tharizdun appears in his purple cloud form. 
  He eats Iuz and offers Gord a viceroyship. The spirit of Karal Quadrapus reveals that what 
  appears to be Tharizdun is really Gravestone. 
   
  This final trap had three ways of ensnarement: first, by despair and withdrawal, enhanced by spells, 
  second, persuasion and subversion, which has a 40% chance of success, finally, physical combat 
  based on mental conviction - the vision of Tharizdun. This has a 50% chance of success. Gord 
  leaps on the Tharizdun image to arrive at Gravestone. 
   
  Gravestone runs this dream from a trance-like state. He lies entranced, sweating, on a flat pad on a 
  circular dais, that is carved with sigils of warding. Three black candles burn. 
  Gellor, Curley, and Chert are bound nearby. They are all near death and are bound both 
  physically and magically. There is a central disk on this level. 
   
  Sublevel - Below the central disk is a level filled with a maze, three times larger than the space 
  above. The oval area where Gellor was bound resonates a different frequency making it seem 
  invisible. There are 20 foot wide steps down to it. There are quite a few Protection from Good 
  spells cast here. Then it is protected by sigils of he netherplanes that are near invisible. They 
  represent Hell, Hades, and the Abyss. They are also from Gravestone's scarab. The labyrinth is 
  formed with halls, passages, and corridors, all radiating evil. This is also a product of the scarab. 
  Those of good alignment causes the labyrinth to grow when they enter. There are new turns with 
  each turn. It has a geometric pattern that will be mirrored and duplicated, like it is one large 
  geomorph. In the center is: 
  Gravestone's hideaway. 
   
  He is protected by pentagrams, magical circles, magical triangles, and the horned seals of evil in 
  
  the floor. the entrance is made of stone and iron, set with silver and gold runes. All of it is cloaked 
  by invisibility, illusion, and blindness. It is surrounded by a dense metal and dampening magnets. 
  Inside is all of his loot, his spell books, his alchemical equipment, etc. There are many potions and 
  elixirs of healing and of other varieties, some of which are made of human blood and some of 
  which are stimulants. He keeps the Codex of Infinite Damnations and The Everlasting 
  Damnations of Dilwomz in his library here. Of course, he also has a fresh supply of black candles. 
  There are trails of Gravestone, leading through all of the slime covered paths, but the one leaving a 
  stark acrid stench leads to his chamber. The solar sent by Basiliv gave the clue "Follow the reek of 
  corruption." One chamber in the maze is at a three point intersection. It is dweomered to expand 
  to a large size and to have four, six, or 20+ exits. The scent trail ends in a secret door in the stone 
  wall. It is hidden magically and barred by protection from good and glyphs of warding. There is a 
  short passage to: 
  Gravestone's chamber. 
   
  There is an arras in the room. There are many scrolls, and wands, and demonurgical equipment. 
  He will not cast what will destroy centuries of work. 
   
  Maegus Yeo's - Maegus Yeo's shop has a portal with protective dweomers, a bronze barred oak 
  and iron door, which leads to a short corridor, which, in turn leads to a room of the shop, sparsely 
  furnished with small tables, stands with earrings, statues, jars, and other objects, racks and shelves 
  hang from the ceiling with more of he like objects. A hallway from this room goes past the stairs 
  which go up to his living area and down to the cellar. These downward stairs are well-worn. There 
  are ten zombie guardians, they rebind their wounds and even lost limbs when they are slain. Poztif 
  turned all but one, but did not dispel them. They are locked in a room by a chain lock. Yeo chants 
  and the violet light fills the hall. It is a purple wood paneled, mauve and gilt screened temple. 
  There are hundreds of candles with violet flames. There is a thick plum and black carpet. There 
  are low chairs and embroidered cushions an an altar placed before a translucent lilac stone. The 
  stone is an 8' x 4' x 4' rectangular prism. 
   
  The Petite Bazaar - An open area surrounded by brick buildings, a rectangular plaza near the 
  Black Gate. 
   
  Tower of Rigello - Rigello's tower is surrounded by a wall, and is guarded by three sentries at night. 
  Beyond the wall is a garden, in there is a short outer stair leading up from the base of the tower. 
  There is a landing and door a short distance up the stairs. There is a window above that. It leads to 
  a small room with a narrow doorway. This leads to the central stairwell. It is a worn stone spiral 
  stair that runs through the center of the keep. 
   
  There are guards stationed in chambers adjacent to the stair. 
   
  At the top is the chamber of Rigello. He has a trapped flagstone before the entrance to his 
  chambers that releases a grill of iron spikes from the ceiling. The tiger statuette is on a pedestal 
  trapped with a symbol of death and a magic mouth that shouts "Thief!" 40 times. Four continual 
  light spells erupt from behind the masks that are on the walls of the chamber. There is a large 
  bronzewood table in here. A voice from above will start shouting for the thief's surrender so that he 
  would be granted a swift death. A huge blue demon comes out from the bottom of the stairwell. A 
  pair of lesser mages, one of whom can cast flesh to stone and has a wand of magic missiles, await 
  on the landing below the top floor. There are archers on the roof. 
  
   
  Roc and Oliphant - A small tavern at the end of Burnbook Lane. 
   
  Temple of Fharlanghn - Few priests here, as it is an urban setting, but they are a tolerant sect. They 
  are known for selling continual light stones for 3000 bronze zees each. 
   
  The Temple of Nerull - Is avoided by all, even most worshipers, after dark, for fear of becoming a 
  sacrifice. There is a maze of passageways and rooms beneath the place. It is known as the Lightless 
  Temple. 
   
  The Turning Wheel - Lies off of a cul-de-sac off of Batwing Lane. Eight steps down from it lead to 
  a tunnel where The Turning Wheel is. Its sign depicts various scenes, and can turn. It is a bistro. 
   
  Wizard's Hat Inn - It lies off Blue Boar Street. 
   
  The Patricians Club - A High Quarter gaming house.  
   
  Villa Noblesse - Apartments in the High Quarter.  
   
  The Nymph and Satyr - A tavern near High and Garden Quarter border.  
   
  Silver Castle Inn - Is a short distance from Hundred Step Street on the Avenue of the Bells, which 
  is near the administration districts, the Artisans district, and the religious district. It has a diverse, 
  but well to do, clientele. The inn's penthouse is called the Grand Tower. It also has a common 
  room and a salon. 
   
  Blue Elf - A tavern on Tosspot Lane, almost immediately northeast of the six point intersection in 
  Low Quarter, and before the lane curves. 
   
  The Castle - A tavern or inn on Tosspot Lane after it curves uphill and before it meets Uskbarrel 
  Road. 
   
  The Stag and Wolves - A tavern or inn on Uskbarrel between Tosspot Lane and Rag Alley. 
   
  The Crock - A tavern or inn on Rag Alley between Uskbarrel and Felbo Close. 
   
  Rose on Ice - A tavern or inn on Felbo Close, west of the Hungry Bear and Hothand Street. 
   
  The Hungry Bear - A tavern or inn on the corner of Felbo Close and Hothand Street. 
   
  Inn of the Double Dragon - An establishment on Hothand Street, just south of Felbo Close. There 
  are 7 other inns/taverns on Hothand between Felbo and Avenue of the Fountains. 
   
  Gord & Chert's - Their dwelling is in the River Quarter near the Strip. It is a three story shop that 
  appears abandoned and the shutters are boarded shut. The first floor is a lounge with a kitchen in 
  the back. The second floor belongs to Gord. The third floor belongs to Chert and has a hollow 
  behind a wooden support beam that hides an iron cash box. 
   
  
  The Wheel of Gold - A gambling den in The Strip.  
   
  Blue Lantern Tavern - It is long and narrow and has musicians and gambling and a dancing girl. 
  The crowds are boisterous and the musicians include an idle drummer, a haughty violist, a fat 
  sackbut player - intelligent realist, a virginal player - he laughs easily in snickers. It is in the Foreign 
  Quarter on Hardcobbles Way. 
   
  Hegmon's Underground - Establishment in the cellar of a building on Heart's Desire. A flight of 
  stone stairs leads to the cellar door. It has narrow windows of dark amber glass, dirt encrusted. 
  Light glows from inside. It is a little brighter inside. A longish narrow foyer runs the length of the 
  buildings front. There are three curtained doorways. Hegmon comes from the center. He will 
  provide a room for a copper an hour. Drugs are available. 
   
  Flowers of Thratus Kaloid - Supposed to heighten the senses, for 1 silver per person. They are 
  served in earthenware flasks with odd designs. 
   
  There is a spy hole by the secret door. There is a table in their room, and chairs. The secret door 
  is 3 feet above the floor. The edge is hid by a supporting post set into the wall and by strips of 
  wood braces. The spy hole is through a crack in a ceiling beam. The portal swings in and to the 
  left. The spy hole is to the right. 
   
  Following the passage it goes up four steps to a door. The other side of the door is a cabinet in a 
  dirty disused pantry. This is a large room in the building next to Hegmon's. The building has many 
  rooms to the front. It has shuttered windows and a barred door. The second building is in the Old 
  City. 
   
  Lotus House - A bar with exotic dancers in the Foreign Quarter off of Street of Songs that is 
  frequented by Bakluni and other Westerners. 
   
  Man in the Moon - A tavern most likely in the Foreign Quarter. Black Meggin works here. Black 
  Pomarj is available here. 
   
  The Ship and Crowns - A narrow building, five storeys in height. Door is iron bound. Sign has 
  golden ship, 3 silver crowns on a field of blue. It is in the Foreign Quarter. It is frequented by 
  wealthy merchants, ship's captains, traders, slumming merchants, and occasionally Cat Lords! 
  Regular customers are sold a crown-shaped key to allow entry to the building. The ground floor 
  floor is clean and polished. It is covered by thick exotic rugs. The walls are paneled with polished 
  wood. From 3' up the walls are painted and plastered. There are a half a dozen chairs, two small 
  tables, brass lanterns and candelabra. In a few minutes a comely hostess enters from a covered 
  arch in the rear. She offers the possibilities of carousing, taking drugs or gaming. The two houses 
  of ill repute are known as the Masters' Cabin (fourth floor), and the Leisure of Lords (fifth floor). 
  The arch leads to a short hall with a stairwell. All the rooms on the second story are gaming rooms. 
  The first story has a thick plush draped entrance wherein carousing can be had. Second story 
  (third floor) Has several gaming rooms. One in the back has cushioned chairs, soft divans and 
  oddly shaped and patterned gaming tables. There are a mixed lot of wealthy patrons. There is at 
  least one maid/hostess per room. The room where Dragonchess is played is a small secluded 
  study, with but one table and a pair of high-backed, overstuffed chairs (see Dragon 100). 
   
  
  Iggy's Inn - An establishment on Scrivner's Crescent in Halls. 
   
  The Dryad - An inn or tavern on Scrivner's Crescent between Hothand and Haven Lane. 
   
  The Iron Triangle - A inn or tavern in Halls on Haven Lane south of Scrivner's Crescent and 
  before the zigzag. 
   
  The Web and Spiders - A drinking establishment in Halls. 
   
  The Xorn and Gems - A drinking establishment in Halls. 
   
  The Six Mastiffs - An inn or drinking establishment in Halls or Clerkburg on a street off Harper. 
   
  The Loyal Company - An inn or drinking establishment in Clerkburg off of Harper Street. 
   
  The Blind Basilisk - An inn or drinking establishment in Clerkburg off of Harper Street. 
   
  The Hornets' Nest - An inn or drinking establishment in Clerkburg off of Harper Street. 
   
  The Three Centipedes - An inn or drinking establishment in Clerkburg off of Inkwell Lane. 
   
  The Acorns - An old inn in Clerkburg, owned by Calvert. 
   
  Clalzo's Trade House - Is in the University District. 
   
  Flaming Torch - A bar in the University District. 
   
  Inn of the Seven Quills - An inn that is a few minutes away from the Lusty Friar, it is equidistant 
  from Southgate and Longgate. 
   
  Jolly Master - A bar in the University District. 
   
  Lusty Friar - A bar in the University District. 
   
  Nymph and Satyr - A bar in the University District. 
   
  Toad on a Toadstool - A tavern in the University District, Paddy is it's barkeep. 
   
  Wanno's estate - In the 550's, the mage Wanno had an estate right off of Thieves' Way in the 
  Citadel. This passage was seldom used and its oaken doorway lay heavy with rust. Inside the 
  building, he has a rather cluttered receiving room cum workspace, filled with all sorts of magical 
  paraphernalia, occult writings and tapestries. This room also has proof against scrying. Wanno's 
  private chamber is nearby and Halfred has a chamber as well. 
   
  Scriggin's Junk Store - A shop of antiquities in Odd Alley. 
   
  Clothes R' Us - A used clothing shop in Odd Alley. 
   
  
  Freedle's Librarium - A rare book store in Odd Alley. 
   
  The Potter's Booth - A shop of fine ceramics in Odd Alley. 
   
  The Sunken Grotto - A tavern in Odd Alley. 
   
  Odd Alley Moneychanger's Stall - Self explanatory. 
   
  Green Wulfurt's Apothecary - Druggist in Odd Alley. 
   
  The Crazy Limner's place - A place in Odd Alley. 
   
  Zreed's Antiquary - An antique shop in Odd Alley. 
   
  Odd Alley Warehouse  
   
  Odd Alley Stables - Are right next to the gate at Odd Alley. 
   
  The City Workhouse- Place of penal servitude for offenders of all ages, inmates are segregated by 
  their ability to work; it is located near the Thieves Quarter. 
   
  The Silver Shield - A tavern on the street which divides the Thieves' and Beggars' Quarters. 
   
  The Four Pots - A tavern/ gaming house in the Labor district, frequented by Markham and 
  Tapper. 
   
  Gates  
   
  The gates from the Old City to the New City cost 1 iron drab. All gates have passes available to 
  VIP's. All gates are closed at nightfall. 
   
  South Gate - Is huge and the furthest gate south. 
   
  Long Gate - Lies South of Hill Gate. 
   
  Hill Gate - Where several barges load and unload cargo at the Bastion Isle, it is connected to the 
  Isle by Bow Bridge. 
   
  Mid Gate - Lies north of Hill Gate and Bastion Isle. It is an east gate from Old City which leads to 
  the bridge Long Span to the Bastion. It is the upper bridge and a part of High Road. It goes south 
  to the courtyard/garrison where peddlers, merchants, etc. hang out. 
   
  Cargo Gate - Lies between the River Quarter and the wharfs. Possibly renamed Rivergate in the 
  New Infinities books. 
   
  Rivergate - Connects the River Quarter to the City; partying and entertainment is here during the 
  day. 
   
  
  Waghalter Gate - From the Trade District near the Grand Square to the Thieves Quarter. 
   
  Safelock Portal - In City of Hawks leads West out of the Foreign Quarter into Longtrade, There is 
  a secret passage under the portal for those who wish to avoid watchers and gate fees. 
   
  Black Gate - Connects the Foreign Quarter to the Old City's Craftsman's Ward. Possibly renamed 
  Beggar's Gate in the New Infinities books.  
   
  Laws and Enforcement 
   
  The punishment for grand theft in Greyhawk City:  
  First offence - Penal servitude, 
  Second offence - Loss of hand; 
  Goods not recovered - Flogging, then execution by axe. 
   
  Greyhawk's Praefecture of Magisterial Enforcement - They wear black and gold uniforms and 
  carry crossbows. Rank indicators - gold chain = magistrate, silver chain = inspector, no chain = 
  warden. They are the military police. They train city officials' children and recruits. 
   
  Police (The Watch) - Wear black uniforms with white trim. They divide the city into nine sectors, 
  each with a captain of the watch, and officers and men. The University District has its own 
  protectors commanded by the Master of Arms and subject to the Watch in time of war. 
   
  The Army - Are housed in the Bastion and in the Citadel, soldiers wear a reversed battle flag, dark. 
  Most sentries operate in pairs.  
   
  Sewers - Extensive. 
   
  The Artisans' League Grey Run - A river that runs along the east side and east wall of Greyhawk, 
  contains Bastion Isle. 
   
  Bastion Isle - Houses the Bastion/fortress of Greyhawk, cargo is unloaded here at Hill gate, it has 
  locks to move the boats up and down the water levels. The courtyard/garrison is where peddlers, 
  merchants, etc. hang out. City of Hawks has it running from Hill gate to Midgate in the Grey Run. 
  It was the first line of defense for the city and has become its own little village as well. 
   
  Hook Harbor - Is on the Selintan ½ mile north of the southernmost walls of Greyhawk. It is across 
  from River Street in the River Quarter, to which it is serviced by ferry.  
   
  NPCs of Greyhawk 
   
  Arendil - Greyhawk's high priest of Nerull, successor to Colvetis Pol c. 550 CY. He helped weave 
  the spells with Poxpanus, which would track down and slay the infant Gord. He calls off the search 
  for Gord, five years after the incident. He is privy to divinations from both Hades and the Hells. 
   
  Blonk - This assassin began his career as a flunky for Nerof Gasgol. He has brown wavy hair, hazel 
  eyes, tanned weathered skin. He takes the guise of a mercenary, hunter/tracker from the Wild 
  Coast in order to infiltrate Gord's party. He kills Loreman, Ash, Grover, and Jokotai. He had been 
  
  hired by the Scarlet Brotherhood. He held a scroll of Silence, Time Stop, and Wall of Stone as 
  well as a potion of invisibility. His strike only half killed Jokotai, who was later finished off. His 
  allies were five miles south of the temple, across the Jewel River. After joining with the Scarlet 
  Brotherhood, he was pursued and slain by Deirdre Longarm. 
   
  Bru - He is the leader of the Greyhawk cabal for Balance. He is a large man with blue eyes and 
  sports a beard. He is sent to guard and teach Gord when Gord is about 5 through 7. He became a 
  friend of Gord before Leena died. He defended him from the local toughs and got him fruit once 
  in a while. He had to leave after assassins attacked. He returns to the city by c. 570.  
   
  Bugbear - Leader of a small gang of toughs in Greyhawk. 
   
  Colvetis Pol - Greyhawk's high priest of Nerull, wears a maroon robe and is sallow-skinned. He 
  can see in the dark, be it magical or natural, as if it were daylight. He disguises his pride in ironic 
  statements. He is quite ambitious and considers himself equal or superior to most other servants of 
  Nerull. He hired Alburt and Slono to kill Wanno and Gord. He works to recover Tharizdun. He 
  disappeared either to Hades or to a hermitage shortly after Poxpanus failed in his attempt to find 
  and kill the infant Gord. 
   
  Darksign - Magister of the Society of the Magi, an arch-mage. 
   
  Archdeacon Elohideus - Chief cleric of Hell 
   
  Gravestone - He is a neutral evil cleric/magic-user, a necromancer and a demiurge from 
  Greyhawk. He is known to the Greyhawk Assassin's Guild as Undron Nalvistor, by the older 
  residents of Low Quarter as Norund the Dotty Gemner, to the younger residents of Low Quarter 
  as Beanpole, to the oligarches as Rundon Tallman, mystic and seer, to those of Hardby as Brother 
  Donnur, the cleric, and as Graves, a river pilot on the Selintan. He is tall, with a hard, ancient face, 
  long arms, and leathery skin. His gaze incites fear and obedience. He needs only a few hours rest. 
  His hand and fingers can secrete acid. He can change his hand to tentacles or into a Freddy 
  Kruger-style knife claw. With a touch, he can burn someone's lips shut. He can somehow avoid 
  being damaged. He can bend away from attacks, like a snake. 
   
  He is more intelligent than a Demon Lord and is prone to staring while plotting in deep thought. 
  He wants to be a lord of the lower planes and Infestix's successor. He posseses excellent 
  navigational skills and is an unrelenting taskmaster. 
   
  He wears a baggy-sleeved robe and has a wavy-bladed dagger. His staff is a constrictor snakestaff 
  that also is poisonous and has many other powers. He has a scarab that generates a sphere of 
  Protection from Good made of three bands, dull blood red of the Hells, ebon of the Abyss, and 
  putrid purple of Hades. He owns the infamous Codex of the Infinite Planes and The Everlasting 
  Damnations of Dilwomez in his library in his secret room. 
   
  He is responsible for the death of Karal Quadrapus and Ataleena, Gord's parents. He takes the 
  alias of Graves and poses as a pilot up the Selintan for Barrel. He attacked the Silver Seeker in 
  Hook Harbor. He obtained Gord’s Sword. His tactics in his tower, begin with offering obviously 
  powerful enemies an alliance while summoning Pazuzeus and Shabriri. He isn't stupid enough to 
  fight people to the death, unless he has to. He will retreat if pressed and will destroy his chambers 
  
  to destroy pursuers. see also Gravestone's Tower. 
   
  Spells: 
  Cleric: 
  First Level: Darkness, Second Level: Dust Devil, 
  Third Level: Continual Darkness, Fourth Level: Divination, 
  Fifth Level: 
  Sixth Level: Heal, Hellsfire (a variation on Flame Strike, this sends an inferno of flames and 
  raining lava over the area of effect. The door way is out of that area.) 
  Seventh Level: Control Weather, Finger of Death, Hellblades (a variation on Blade Barrier that 
  creates nine spinning hot glaives that create a sphere nine feet in diameter) 
  Mage Spells: 
  First Level: Ventriloquism, Second Level: ESP, Mirror Image 
  Third Level: Fireball, Lightning Bolt, Blink, Slow 
  Fourth Level: Evard's Black Tentacles, Wall of Fire, Dimension Door, Polymorph Self 
  Fifth Level: Contact Other Plane 
  Sixth Level: Project Image, Guards and Wards 
  Seventh Level: Limited Wish 
  Eighth Level: Doom Pit (a variation on the Gate spell, which opens up a gate to Hades under someone's 
  feet. It has a long casting time) 
  Ninth Level: Power Word Kill, Prismatic Sphere, Gate, Time Stop, Wish, Succor, Prismatic 
  Monster (a variation on the Prismatic Sphere spell, this creates a monster inhabited by the caster 
  that is composed of seven colors: orange, gray, red, clear black, maroon, purple, and violet. He 
  can make attacks with it twice per round. Attackers involved in melee suffer damage as per 
  Prismatic Sphere depending upon the outer layer. Blackheartseeker took two strikes to destroy the 
  orange layer. Other evil wizards have similar spells, but Gravestone can cast spells through this 
  one, and have it fight on its own like a pit fiend. The orange level sparks, the grey - lights, the red - 
  burns, the black - negative energy. The creature is ten feet tall at the maroon layer.), Shackle 
  (conjures up metal shackles that fly to bind the victim), Create Extradimensional Pit, Spiked Wall 
  of Evil, various divination spells, some curative spells. 
   
  Bastro Felgosh - This large-eyed mage is a member of Gravestone's entourage. He has a displacer 
  cloak and an enchanted collar that when sewn to a cloak, makes it AC 3. His dagger is named 
  "Agonizer" because its cut induces pains. He took four blows from Gellor to die. 
  Spells: 
  First Level: Magic Missile 
  Fifth Level: Conjure Elemental 
  Ninth Level?: Energy Drain ?(conjure forth emanations of Death) 
   
  Sigildark - This ninth or tenth level+ wizard is a member of the Greyhawk Mages' Guild. He will 
  not conceal pride in his accomplishments or indignation of their being ignored. He has a ring of 
  feather falling. He has access to spies and used them and his spells to trace the infant Gord. In City 
  of Hawks, he is a co-conspirator with Colvetis Pol to bring back Tharizdun. He is commanded by 
  Arendil in City of Hawks to search the library of the Savants of Greyhawk for information about 
  the locations of the Theorparts. Later, he becomes a henchman of Gravestone. Gravestone thinks 
  he is a fool. He is made to enspell Gravestones servants. He flees to Gravestone's realm/top floor. 
  He can summon Krung, and when he does, would trick all into just attacking that demon. 
  
  Spells: 
  Unknown: divination spells 
  First Level: Magic Missile (5 shots), 
  Fourth Level: Dimension Door, Thunder Fire (a clinging purplish flame with a gaseous explosion. 
  It does far more than a regular fireball. It could be fifth level.) 
  Wilorne, "Snapspine", "Backbreaker" 
  This assassin is a member of Gravestone's entourage. He is a ventriloquist. He has steel and 
  leather armor, a hooked flail, a short sword, a throwing knife, a bladder of yellow mold, and 
  poison (of course). 
   
  Halfred - remained apprenticed to Wanno long after the necessary time, in order to betray him 
  and attempt to destroy the infant, Gord. He was killed by Wanno c. 550 CY. 
  Spells: Glyph of Warding 
   
  Humbolth Vultrano - Henchman of Arachna, ruler of the See of Medegia, he claims to be a 
  merchant, Fastaal Trevan. 
   
  Bolgar - Humbolth's guard. 
   
  Jenkin - One of Gasgol's flunkies, worked with Blonk. 
   
  Maegus Yeo - A Servant Cleric of Nerull, pilferer of the Five Dragon Bowl. He is also an antique 
  and rarity dealer. He comes from the Far West; his father came from the Suhfang Kingdom. He is 
  sallow skinned, he is a prince and a scholar. He claims that there are five oriental (occidental?) 
  elemental dragons, Golden = Fire, Green = Water, Blue = Air, Silvery imperial = metal, Violet = 
  wood. He has a staff that shoots a lilac ray that cocoons its victims. He has a puce opalescent object 
  that leaves a shiny trail. These are used in summoning the dragon from the stone in his basement. 
  Damage to the stone will damage the dragon. Damage to the dragon will damage Yeo. He will 
  retreat after 20 hit points damage. He has lots of money. See also Maegus Yeo's shop. 
  Spells: Fourth Level Cure Serious Wounds 
   
  Meleena - Gord's nurse, hired by Wanno. She went through most of the money rather quickly, 
  and before she knew of Wanno's death. She used to live with her father in Halls, until the city tried 
  to annex her father's property upon his demise. He gave her a nearby building and set her up as a 
  maid to the oligarches. Gord was put into her care as if he were her Aunt Una's daughter 
  Ermatrude's son. At the same time Wanno set her up as the Lord and Lady Mayor's waiting maid 
  and she moved to the end of Vertwall Close and hired a maid. He said he was the guardian of the 
  child and had set up a 5 gp/ mo. stipend to pay for it, and gave her her "inheritance" a chest of 
  clothing and jewels. She wishes to court Lord Roland. This leads to her being tracked down by 
  Gord's enemies and she is transformed into Leena. For months after her disappearance, there is a 
  1000gp bounty placed on her and Gord, then they are presumed dead. 
    
  Leena - Old crone and foster mother of Gord. Lives in the Old City in a hovel. Her mind is not 
  what it used to be. Gord's benefactor allows little gifts, some food, some coins, some clothes, to 
  appear every once and awhile. She keeps a kitchen knife under her blanket/cloak and cackles like 
  a witch to scare off people. The local gang of toughs scares her, though. She scrounges around in 
  the garbage for a living. While she initially believed Gord to be the cause of her benefits, she began 
  to believe he was the cause of all of her ills and mistreated him. They moved into a warehouse in 
  
  disrepair. 
   
  Morgos - A mercenary. 
   
  Noperda - A medusa who lives in a tower at Greyhawk Phildorf Gelbbeek 
  leader of merchants and the wealthiest man in Greyhawk. 
   
  Pledd - Hunchbacked servant of the medusa Noperda. 
   
  Rigello - An arch-mage of vicious disposition, who has "acquired" an artifact of the Catlord, a 
  jacinth statuette of a tiger inlaid with bands of polished, black coral, with emerald eyes. See also 
  Rigello's tower. 
   
  Deathspider - An assassin, Rigello's chief henchman, patrols his gardens. He is hunched, cloaked 
  and looks like his namesake. 
   
  Lady Risteria - A powerful wizard who is a member of the Greyhawk Balance cabal. She is the 
  most powerful of that group, although she defers to Bru for leadership. She has many divinatory 
  spells and perhaps other means of gaining information as well. She is slow to volunteer 
  information, prefering to hear what others have to say and then to be asked for her insight. She 
  favors a long grey gown. 
   
  Silverthorn - A female cousin of Melf's to whom he left the Five Dragon Bowl to guard in 
  Greyhawk. She is a low-level M-U. 
   
  Staphlococcus - A haughty cleric of Nerull. He is lower level than Felgosh.  
  He has Nerull's symbol of death, a minor scythe. He is at least sixth level. 
  Spells: Third Level Cause Paralysis (verbal only), Cause Disease 
   
  Summer - A female golden haired magic-user, has a ring of invisibility and a wand that can send 
  body parts into the vacuum quasi-elemental plane. Spells: Light 
   
  Sunray, alias Raynald - A male freelance thief of Greyhawk. Blond haired, green eyed. Had a brief 
  partnership with Gord, later became an Asmodeus worshiping assassin. 
   
  Teline - A female freelance thief of Greyhawk. 
   
  Tess - A barmaid at The Turning Wheel. 
   
  Wanno - Master of Magics to the Oligarchs of Greyhawk (c. 550) a tall mage with deep-set, 
  colorless eyes. He favored a voluminous robe and the color midnight blue. He was charged by 
  Karal Quadrapus to protect the infant Gord from being discovered by the rival Cat families. He 
  possesses spells and charms capable of blocking most attempts at scrying, both over a local area 
  and at a distance. He has a twisted, ebon-hued, yew-wood staff. He was assassinated by Alburt 
  Goodarm.  
  Spells: Teleport, Glyph of Warding, Disintegrate (flesh and all) 
   
  Webterbritz the Mottled Mage - He hired Gord and paid him with a box of holding. 
  
   
  Zarten - Greyhawk's chief cleric of Fharlanghan. He is a member of Greyhawk's Balance cabal. 
   
  Inspector Horne - Member of Greyhawk's Praefecture of Magisterial Enforcement, Constable 
  Lord Thistleby. 
   
  Magistrate Vatman - Member of Greyhawk's Praefecture of Magisterial Enforcement, he is a crack 
  investigator, Greyhawk's equivalent of Randall Garret's Lord Darcy. 
   
  Degol Boldray - The richest commoner of Greyhawk, deceased, leaves a wealthy widow who 
  patronizes the Patricians Club. 
   
  Lord Dolph - The Baron of Cairnway, patronizes the Patricians Club. 
   
  Lord Fradel - Member of Greyhawk's upper class, his son is known to cheat at dice. 
   
  Lord Roland - Member of or informant to the cult of Nerull. 
   
  Vronstein - Greyhawk's High Priest of Zilchus, patron of the Patrician's Club. 
   
  Adaz - A Rhennee girl. 
   
  Old Annya - Is a Rhennee soothsayer. 
   
  Miklos - A Rhennee "lord". 
   
  Estrella - Rhennee woman on Miklos's barge. 
   
  Yanoh - A Rhennee man on Miklos's barge. 
   
  Zoltan - Rhennee man on Miklos's barge. 
   
  Streebul - A Rhennee man, killed over the Chrysoberyl Ring. 
   
  Dillor 'Dild' - A river rat who discovered the Chrysoberyl Ring on Gord’s father’s skeleton. 
  Streebul killed him for it after trying to buy it from him. 
   
  Flos - A whore from a bawdyhouse at the end of the Strip. Her pimp is Red Mel. She stole the 
  Chrysoberyl Ring from Eladon. Red kills her for it. 
   
  Red Mel - A pimp who works out of a bawdyhouse at the end of The Strip. He stole the 
  Chrysoberyl Ring from Flos, one of his whores. He became a henchman of Idnorsea and was 
  killed during the beggar-thief war. 
   
  Black Meggin - A black haired serving wench who worked in the Man in the Moon tavern c. 570 
  and had a short fling with Gord. 
   
  Hegmon - A huge, from both muscle and fat, late middle aged owner of Hegmon's Underground, 
  
  an entertainment center on Heart's Desire. 
   
  Ovzool - The Tusmite barkeep of the Lotus House. 
   
  Calvert - A red faced, humorous man, owns The Acorns Inn in Greyhawk.  
   
  Doctor Prosper - Sage friend of Calvert, lives in Greyhawk. He is a crotchety old fellow and tutors 
  San and Gord before helping them get into Grey College. He has contacts at the other colleges as 
  well. 
   
  Doctor Bizzell - A don at Landgrave College. A contact of Prosper. 
   
  Budwin - An 18 year-old admirer (not sexually) of Chert, he is a scholar, and a student. He is taller 
  than 6' and weighs 210 pounds. 
   
  Calzo the Trader - Has a shop in the University District. 
   
  Holly Lloyd - A blond, blue-eyed girl who was picked up by Lloyd and then by Chert. A 
  charismatic schoolmate of Budwin, a ladies' man. 
   
  Maust the Scholar - A gaunt professor of General Studies who lives in the seedy Inn of the Seven 
  Quills. 
   
  Paddy - The fat barkeep of the Toad on a Toadstool tavern. 
   
  Twistbuck - A don of Count's College. He is tall, paunchy, flirty. He knows architecture, 
  cartography, history, and city planning. See also Twistbuck's game. 
   
  Arentol - Grand Guildmaster of Thieves of Greyhawk and its surrounding territories; by holding 
  this post, he is a director of Greyhawk. He wages war with the beggars guild when the beggars 
  began practicing thievery. He was severely reprimanded by Nerof Gasgol, for allowing “Blackcat” 
  to continue operating outside of the Guild and looting Guild protected targets. 
   
  Basil "the Lock" - A rat-like fence, he was slain after the Ageelia affair by a garrote. He works out of 
  a shop. A gangway and a filthy alley lead to the rear. It has an iron back door. He has a strongbox 
  which is trapped and has triple locks. It is in his upstairs bedroom. It has barred windows and a 
  door to the stair well. He was a homosexual and bought his lover, Kesterin, an apartment. 
   
  Kesterin - Basil's male lover, Basil bought him an apartment. 
   
  Farley Fastfingers - An aging thief. 
   
  Lodev (Ladav?) Idnorsea - High level Greyhawk thief, in line for Arentol's job. He took Red Mel 
  on as a henchman. He often dresses richly, wearing a blue velvet doublet and primping himself. 
   
  Hilgar - Henchman of Idnorsea, killed during the beggar-thief war. 
   
  Suggil - Big henchman of Idnorsea. 
  
   
  Trant - Henchman of Idnorsea. 
   
  San - A tall beggar thief, younger than Gord, marries Arentol's daughter, becomes a high Guild 
  member. He moves to an apartment in The Enclave and by Night Arrant is a master thief. His 
  apartment has 6 guards, some locks and traps and a pair of mastiffs. He is 23 or 24 by end of 
  Night Arrant. He is taller, larger, and stronger than Gord. 
   
  Viper - An assassin who spy's for Nerof Gasgol in the Thieves' Guild. He is tall and looks like his 
  namesake, he even hisses. He is reputed to be the best assassin in Greyhawk. He was slain by an 
  imp and his body was used as a scapegoat, claimed by Arentol and Gasgol to be the body of 
  “Blackcat”. 
   
  Clyde the Sharper - Guard at the workhouse in Greyhawk, has connections with beggarmaster 
  Theobald. He is also a minor agent of Balance. By c. 570, he became an officer with the Lord 
  Mayor's Own Guards. 
   
  Tapper - A nondescript man with leathery skin. A minor agent of Balance who has contacts with 
  Clyde and Markham. He is primarily self interested. He is a semi-retired thief, and still a guild 
  member c. 565. His front job is as a locksmith in the Old City. He is a friend of Gord during 
  Gord's Grey College years and helped to get him into the Beggar's Union prior to that. He later 
  became one of the presiding masters of the Craftsman's guild by c. 570 
   
  Markham - A fat merchant dealing in foreign goods. He is an agent of Balance in Greyhawk, and 
  has contacts with Tapper. He is primarily self interested. He keeps tabs on all of his agents and 
  their contacts and has pull enough to enact reprisals on those who cross the organization. 
   
  Thaddius Jenk - Guildmaster of Assassins. Assassins not on duty while killed are not avenged. 
   
  Albin - An old assassin. 
   
  Alburt Goodarm, Alby - One of the greatest assassins of the city circa 550. He is slightly better than 
  Slono and far more cocksure. He and all the assassins of his day wear deep grey clothing and felt-
  soled boots. He carries a purple hued, wavy bladed dirk. He assassinated Wanno. He is killed by 
  disease by Poxpanus. 
   
  Eladon - Assassin who acquired the Chrysoberyl Ring by killing an agent of Dyvers. He was killed 
  by Red Mel while being robbed. 
   
  Murtash - Thaddius Jenk's captain General Slono. 
   
  Spotless, Spotty - One of the greatest assassins of the city circa 550. He often works with Alburt. 
  He is also not as cocky as Alburt. He pocketed the Chrysoberyl Ring of Gord after their job at 
  Wanno's. Killed by disease, and his own poison dart, by Poxpanus. 
   
  Yormodrin - The chief mage to the Assassin's Guild. He has an imp in the guise of a quasit in the 
  guise of a black rat for a familiar. This imp leads nine wererats. He was slain by Viper. 
   
  
  Theobald - The Beggarmaster (chief of the Beggars' Guild), fat, sadistic, paranoid. He has a 
  hideous giggly laugh. 
   
  Batcrap - The Beggars' Guild's cook, formerly known as Bald Jim. 
   
  Bellytimber Jane - Batcrap's predecessor, killed by Theobald under suspicion of having tried to 
  poison him. 
   
  Thadeus Chinkers - Beggar/thief skilled in forgery and bait and switch techniques. He is an agent 
  of Balance and a member of the Greyhawk's Balance cabal. He reforms the Beggar's Union after 
  Theobald's demise as the Beggar's Guild. He is one of the few master beggar-thieves to survive the 
  beggar thief war. 
   
  Foxy Lon - Beggar. 
   
  Furgo - One-eyed renegade thief hired by Theobald to instruct some of his beggars in thievery. 
   
  Emmit - Beggar guard. 
   
  Grasp - Furgo's peer. 
   
  Halfway - Pock-marked beggar. 
   
  Jenk Violet - Furgo's peer. Attractive 16 yr old whore/thief of Greyhawk; actress and master of 
  disguise. c. 565 She was killed during the beggar-thief war. 
   
  Will Whiner - Furgo's peer. 
   
  Snaggle - Urchin of the Slum Quarter, leader of the gang known as the Headsmen, uses a meat 
  cleaver as a weapon.  
   
  Chopper - Member of the Headsmen. 
   
  Jot - Member of the Headsmen. 
   
  Green Wulfurt - An apothecary in Odd Alley. 
   
  Scriggin - A half-elf who runs a junk shop in Odd Alley. 
   
  Zreed - Owns an antiquary in Odd Alley. 
   
  Those Who Frequent Weird Way 
   
  Achmut - Owns a carpet store on Weird Way.  
   
  Fritzie - A whore.  
   
  Abner Grontny - An owner of a supply store. 
  
   
  Count Joseph - Owns a shop of rarities, he wears a powdered wig and is a poor con artist. 
   
  Huskons - The manager of the Hostel of Ineffable Comfort. 
   
  Juxort - Owns a chart shop. 
   
  Pinkus - An ehjure, i.e. an ogre-mage. 
   
  Plincourt - Your friendly neighborhood vampire, night manager for the Hostel of Ineffable 
  Comfort. He hangs around with Count Joseph and Fritzie. 
   
  Sogil - A gemner, bald. 
   
  Yagbo - Porter to the Hostel of Ineffable Comfort, he is a gap-toothed, unshaven, Renfield-type, 
  who fetches guests for Plincourt's dinner. 
   
  Zenobia of Aerth - Often visits the Dome of Delights. 
  Greyhawk Castle 
  Was rich, but has been sacked long ago (by Tenser, Robilar, Teric/Terik, Murlynd, etc.) now few 
  go to the castle, but untouched wealth lies deep within. There are many other planes intersecting in 
  this castle including alternate primes. It is built on a high (250 ft) hill, three miles north of 
  Greyhawk city. Tangled vegetation surrounds the place. There is a swamp to the north. Some 
  brigands moved in to the upper levels. Lots of creatures lie below. 
   
  In the center of the first floor is a spiral staircase down. Next to the first step is a secret door, 
  beyond which is a spiral stair. It is a web strewn shaft with many narrow open ledges. 200 feet 
  down the shaft, or 300 feet below the top floor, runes and symbols are on the walls, a shallow pool 
  is in the center of the chamber. Rusted iron doors are at the end. 
   
  The sigil on the floor is matched to one on the wall. When these are pressed the pool area sinks 
  into a circular chamber with 9 exits. The fifth arch is 15' high. It leads to a smooth sloping passage 
  that goes 1' down for every 10' forward. Phosphorescent fungi illuminate the passage. 
   
  After a quarter mile journey, a cavern is reached. In here the elements are combined and alternate, 
  forming mixes and pure forms of the four elemental planes. They can be commanded to form a 
  prime plane. This realm is ruled by The Element Master. He will allow those who pass his trials to 
  pass. The trials are of fire, water, air, earth, or nature. The trial by nature is the easiest and consists 
  of each party member fighting a giant class animal or monster. Warriors fight a giant bull; Rogues 
  fight a giant snake; Wizards fight a roc. Each must destroy their assigned monster before they can 
  aid the others, or all will be killed. If they survive, they are offered the choice between passage to 
  the next chamber, or a prize. 
   
  The next cavern is that of the Lord of balance. Behind, the Element Master's cavern is one of 
  alternating colors and conditions. There is a sloping passage leading to a cavern with the sign of 
  
  balance - a huge metal scale. The cavern is half light, half dark, half of the pool is aflame, one half 
  is ice. Plants are thriving on rocks and rotting in rich soil. There are colorless trees with 
  multicolored blossoms. All of the contents are contrasts, everywhere and nowhen. Yangyin and 
  Yinyang are here. They journey with those who enter for one hour to the cavern center. 
  They choose contestants who must be of contrasting natures in order to preserve balance. They 
  test either Undead vs life, or go forth to return. This last test can be beaten by going to the end of 
  the chamber and sending the pair of balance back. 
   
  The next tunnel, cavern is The Realm of Thought. Any thoughts here can materialize. Beyond lies 
  the Ebon Wall and Bocheirs, the fish-bodied demon. 
   
  When Tharizdun invades, this castle is the last place of magical resistance. When Tharizdun and 
  Entropy invade, Yin and Yang are pygmy sized and flee from Gord, Gellor and Leda. The power 
  in the castle from alternate planes is now diminished. The Sea of Thought has lizard-like monsters 
  in it and is now a small mucky lake in an extensive cavern. 
   
  See also Dragon Annual #2 p.96-99 and Tales from the Green Dragon in The Council of 
  Greyhawk's Oerth Journal 7 for a description of the early castle campaigns involving Robilar, 
  Tenser, and Teric. Three modules have been published detailing portions of EGG's version of 
  Greyhawk Castle: EX1 Dungeonland, EX2 The Land Beyond the Magic Mirror, and WG6 Isle of 
  the Ape. 
   
  Joe Fischer reports discovering a dungeon "entrance through an old dry cistern and another 
  entrance that is under a pool of quicksand, and even an entrance in a simple hole in the ground" 
  (Joe Fischer, "Hints for D&D Judges, Part 3: The Dungeons", The Dragon #3 p.12, 1976). 
   
  "'Greyhawk Castle', for example, has over a dozen levels in succession downwards, more than that 
  number branching from these, and not less than two new levels under construction at any given 
  time. These levels contain such things as a museum from another age, an underground lake, a 
  series of caverns filled with giant fungi, a bowling alley for 20' high Giants, an arena of evil, crypts, 
  and so on” (Gygax & Arneson, Dungeons & Dragons Vol. 3: The Underworld & Wilderness 
  Adventures p.4). 
   
  Gygax & Kuntz's Greyhawk Supplement to D&D; has a drawing of "The Great Stone Face Enigma 
  of Greyhawk" as well as a listing of a number of potential tricks and traps, possibly found within the 
  castle. The first edition DMG notes that other areas of the castle included a "land of pure Greek 
  mythology", and the means to travel "through the multiverse to different planets including Jack 
  Vance's 'Planet of Adventure',..." p.112. 
   
  Drawmij er.. Jim Ward reports encountering a future/machine age level herein possibly including 
  conveyor belts forcing player movement, a cellophane adventurer/package wrapping & storing 
  machine, nasty die presses & pattern cutters, expensive slot machines that randomly also steal 
  magic items, remote power switches to cleaners and robots, super alloyed metal armor and what 
  not that give non-magical bonuses to AC, working firearms, and "a huge pile of gold dust in a large 
  plastic bubble that isn't small enough to get out the door and can't be cut by anything less than a 
  plus five sword" (Jim Ward, "Boredom and the Average D&D; Dungeon", The Dragon Vol. III 
  No. 3 (#17) p.26, 1978). 
   
  
  At one point in the past a party recovered a cursed scroll from a group of gnolls in the castle which 
  whisked them away to the Starship Warden of Metamorphosis Alpha (Gary Gygax, "Faceless Men 
  and Clockwork Monsters", The Dragon Vol. III No. 3 (#17) p.6, 1978). 
   
  NPC's of Greyhawk Castle 
   
  The Element Master - A being, human in appearance, who can fully manipulate the elements, see 
  Greyhawk Castle. 
   
  Yangyin - The male Lord of Balance, he is completely white, everything he says or does must 
  balance or be balanced by those around him or Yinyang. 
   
  Yinyang - The female Mistress of Balance, she is completely black, everything she says or does 
  must balance or be balanced by those around her or Yangyin. 
   
  Bocheirs - A fish bodied demon who resides beyond the Realm of Thought. 
  Dyvers 
  This city is smaller but older than Greyhawk, still, it could be considered the second largest city in 
  the Flanaess. It is full of squareish, squatty buildings with very thick walls. It has one municipality 
  with good and bad sections, but it none as bad as the Greyhawk slums or as great as the High and 
  Garden quarters. Villas and mansions overlook the Velverdyva and the Nyr Dyv from atop the hill 
  upon which this city is built. 
   
  Buildings 
   
  Temple to Graz'zt - Has a gateway to the Abyss in its catacombs (see also Graz'zt and 
  Mezzafgraduun). 
   
  Temple of Nerull - One of its patrons is a steward of a rich and degenerate local noble house. This 
  old, squat, smooth and nearly seamless, basalt temple is in the religious district of the city. There 
  are no other buildings immediately around it. The streets in the area are generally deserted, for the 
  worship goes on at night and underground. A low wall surrounds the temple and it is topped with 
  spikes, hooked outward and inward. The temple walls are smooth enough that there is a significant 
  penalty for climbing them. Each sentry is paired with a black ape. The pairs meet and talk at 
  scheduled intervals. 
   
  It is a tiered structure. On the first tier above the ground floor, there is a doorway from the outer 
  balcony leading inside. It is often left ajar either from trust in the sentries or in hopes of gathering 
  victims. A nearby stairwell leads down to the ground floor and main level, which is primarily living 
  space for the lesser clerics and the guards. A well worn path leads to a secret door and a stairwell 
  going down. When a ceremony is going on, a loud discordant clamor can be heard here. Drums, 
  harps, chanting and other noises contribute to the cacophony. 
   
  Somewhere on this level, lies a small, circular chamber at the end of a corridor. It is bare save for 
  four, high set, equally spaced, candle holders. When the one immediately to the right of the tunnel 
  
  entrance is pushed up while its pricket is pushed upon, the entire chamber spins, giving access to 
  the high priest's inner sanctum. An ogreish, son of Kyuss like creature guards the chamber. It is a 
  rotting, barrel-chested, bow- legged, foul-smelling creature that has worms crawling around in the 
  orifices of its skull. These worms are spat out as an attack form. It also fights with a pair of sickles. 
  This room is merely the entry chamber to the High Priest's suite. It is all lavishly furnished and 
  also contains a hidden treasure stash, guarded with glyphs of warding and poison needles. Multiple 
  gems are kept here including a large dark opal with green flecks. See also Nerull. 
   
  NPC's of Dyvers 
   
  High Priest of Nerull - This priest keeps his head shaved. He has dealings with other planar agents. 
  He can cast a spell which kills or sends people to another plane via a red beam. He made a deal 
  with the Lich of Liches on the plane of Shadow to exchange Gord's platinum and 9 black star 
  sapphire necklace for a large dark opal with green flecks. 
  Gnarlvergia 
  Is an area contested for on the Nyr Dyv, not on the beautiful meadows of the area, residents 
  include brigands, bandits, outlaws, villagers, sylvan elves, gnomes, etc. It is the area on the northern 
  "verge" of the Gnarley forest between Greyhawk and Dyvers. People, especially potential 
  customers, are addressed as Grafling here. 
   
  Avalondria - The lair of the Poochauns in the pits near Gawkes Mere. 
   
  Gawkes Mere - A little village that lies on the shore of the Mere Gawke. 
   
  Inn of the Brothers of the One and Score - An Inn halfway between Gawkes Mere and Olger's 
  Bend, along the path between the two. The road obscures the houses size. The entry room is an 
  anteroom; there are racks for coats, hats, and shields; there is a long bench, two tables, several 
  chairs, green and amber glass windows, and a blackened yew door. The door leads to a short hall 
  which is used for wine storage. It leads down three steps through a large old door, to a rectangular 
  common room. There is a fireplace with a mantle and bricabrac on the far wall, there are lots of 
  tables, and a bar to the far right. Patrons throw all of their fees into a cask on the bar. The barkeep 
  is Lean Cole. 
   
  Mere Gawke - A small puddle of a lake in Gnarlvergia. It is relatively large and deep, there are 
  twenty islets, many cottages and villas for wealthy summer homes of Greyhawk and Dyvers's 
  residents, to the North lie lower class homes. 
   
  Nearmarsh - A village on the Selintan River between Greyhawk and Dyvers. It has a ferry across 
  the river. 
   
  Olger's Bend - Lies on the Silvern Stream. It is six miles by a narrow road and rutted lane from 
  Gawkes Mere. There are many houses off of this road. 
   
  Silvern Stream - And outlet of Mere Gawke to the north. 
   
  
  NPC's of Gnarlvergia 
   
  Lean Cole - The barkeep of the Inn of the Brothers of the One and Score. 
   
  Runewort, son of Kay, "Hop" - A frequent patron and sole proprietor of the Inn of the Brothers 
  One and Score. He is lightly bearded, and crop-headed. He hails from Ashtown and is a charlatan 
  by reputation, although technically he is a low-level, first edition bard. He is well travelled and 
  claims to have been born in Gnarlvergia. He has been to Ket and beyond to the mountains in the 
  west, where he sought gurus. He frequently invokes the sayings of one Rhumsung, Lampha P. He 
  is charismatic, and in a coarse way is a ladies' man. He is self-titled "Hop the Savant". He is 
  "impulsive and a man of extremes".  
  Proficiencies: spear, bow, lute, dulcimer 
  Spells: (sobriety) 
   
  Queen Lifayvia - The pleasant but firm Queen of the Poochauns at Avalondria. 
   
  Prince Buckbee - A Poochaun officer at Avalondria, he is very Lawful, and quick to execute 
  miscreants. 
   
  Sir Dragonfly - A Poochaun officer at Avalondria, he is very Lawful, and quick to execute 
  miscreants. 
   
  Panloron - The male Poochaun priest at Avalondria, he is beneficent. 
  Nyr Dyv 
  The lake of unknown depths. Sea creatures surface after storms.  
   
  The Isles of Woe - Not mentioned in the Gord books, but in Eldritch Wizardry and the first 
  edition DMG, these islands on the Nyr Dyv were swallowed by that lake after the use of the Codex 
  of the Infinite Planes by its creator, a wizard priest who ruled those islands (Yagrax?). 
  Cairn Hills 
  Midbay - The area on the south coast of the Nyr Dyv between Greyhawk and Urnst. It is claimed 
  by neither government. 
   
  The Shrine of St. Cuthbert By the Lake - Is in the Cairn Hills, not more than a day's walk west of 
  Tenser's Keep. Followers of St. Cuthbert start their pilgrimage from River Street in Greyhawk and 
  travel here. 
   
  Tenser's Keep - Those who teleport here will arrive in a sunny round chamber standing within an 
  outline of a series of circles and cabalistic diagrams, set into the stone floor in strips of metal and 
  other substances. Windows pierce the walls at each of the cardinal compass points. This is the top 
  of Tenser's tallest tower (see picture p.212 Artifact of Evil). After Gord arrives at Tenser's Keep, 
  divination has become impossible.  
   
  
  The keep itself lies on Midbay, on a cliff lined shore, on a spire of an ancient mountain, standing 
  in a valley. A creek runs down the southern slope of the ridge at the lower part of the U-shaped 
  vale. It then passes along the western side of the fortress and into the lake, cutting a deep channel. 
  The whole structure is protected from magic. A wall surrounds the place. It has a barbarican, 
  drawbridge, gate house, portcullis. Turrets and bartizans are at the angles, machicolated 
  battlements. There is a grassy strip between the wall and the rest. There is a bailey from the gate to 
  the entry. A paved road with squat stone buildings forms a parallel set of walls to confine those 
  who enter in the gate to a narrow way. 
   
  From the spire a great hall, several lesser constraints, tied by walks, bridges of stone blocks, 
  crenelated pierced merlons. 75 foot high roofs and shutters of metal. In the tower center there are 
  great slabs of polished gneiss that turn transparent and become an elevator. The next level down is 
  lab/workroom/library. The next level down it comes to rest on a thick rug. There are many rich 
  carpets. There are blue rugs, arras, bricabrac etc. Everything is in shades of blue. 
  It is built on a nexus of magic, therefore, he can chart major energies. 
   
  There is a labyrinthine route down to a large cavern filled with water, where Tenser keeps a young 
  water dragon. He uses a bronze diadem with aquamarine insets to allow respiration (not breathing) 
  in water. He will occasionally loan these out to trusted friends who would ride the dragon, but he 
  will want them back. A silent man will ride the dragon back from a cave shore at the other end. 
  Gilled folk - not nixies or aquatic elves - who are Tenser's allies use sign language to guide 
  passengers to teleporting pool. They will arrive in a cave with more gilled folk, when they go 
  outside, they will have arrived across a boggy meadow on the road to Crockport. B4- 
  82. See also WG6 Isle of the Ape or for the more recent official version, see Return of the Eight. 
   
  Tenser 
   
  The famous arch-mage, member of the Circle of Eight, has a fetish for different shades of blue. He 
  is allied with the Catlord. He is of medium height and uses quick gestures. He wears a robin's egg 
  blue and ultramarine sash, with ultramarine boots. He has brown hair, brown eyes, regular 
  features, a distinctive nose, large penetrating eyes, large, long-fingered hands - dextrous. He is 
  rather friendly. He is a Lord of Balance. See also The Rogues' Gallery (1980), Dragon #37, WG6 
  Isle of the Ape, and Rob Kuntz's recollections in Oerth Journal 7. 
   
  He leads a force of 200 cavalry, 100 horse archers, 250 infantry, and 100 footmen archers, but if 
  pressed could raise more troops from his region. His associates, other than those mentioned 
  below, possibly include some demi-humans as well as the ranger Otis of Hommlet (T1-4 Temple 
  of Elemental Evil). See Gary Gygax, "The Sorceror's Scroll", The Dragon Vol. IV, No. 11 (#37) 
  p.30, 1980. 
   
  Mage, 19th(+?) level, see Dragon #37 p.11, 30. Spells: Second Level; ESP, many summonings 
   
  Poztif - A Lawful Good Cleric, Tenser's henchman, slender, titled the Gleam of Pholtus, wears a 
  dark cloak, insists on tithing to the church and poor. 
   
  Timmil - High priest associate of Tenser. He has an antidote to the Flowers of Thratsus' vapors. 
  He and Alton bypass Gravestone's stair traps. He is an exorcist, an abjurer of demonkind. His 
  Symbol and Holy Word immobilize Shabriri's demonlings. He has a Staff of the Heavens, a 
  
  magicked bottle of glass and metal filaments for holding shrunken demons and an amulet/ Holy 
  Symbol that can cast Continual Light. He is willing to sacrifice himself for his cause. 
  Spells: Many curative spells, First Level; Protection from Evil, Second Level; Chant, Fourth Level; 
  Divination, Exorcise, Sixth Level; Blade Barrier, Seventh Level; Symbol, Holy Word 
  Abbor-Alz 
  Also known as the "Dreaded Howes". 
   
  Maure Castle - X3-86 (see WG5 Mordenkainen's Fantastic Adventure). 
   
  The Manticore's Tail - An Inn. 
   
  The Stone Monument 
   
  A dry stream bed leads to the valley where this lies. It twist and turns, then becomes a canyon with 
  many boulders, shorten splits at the gulch; tends to flash flood; then twists again: comes to Ogre 
  peak, to the west lies the Valley. When camping outside within a mile of the monument, 
  trespassers will feel tired, uneasy, and have nightmares. 
   
  The monument itself lies in Y3-87 or Y3-88, consists of 7 rings of stones, each ring made of 
  progressively larger stones, from 4" in the farthest ring, to 10+' in the innermost ring. Previously, 
  robbers, fleeing the Despotrix of Hardby, had happened upon the place. They found no way in 
  and had horrible night visions. One went insane, and committed suicide. The next day, another 
  went mad and killed yet another one. 
   
  Towards the blocked off entrance to the place, the survivors found a treasure, but were hit by a 
  darkness 10' radius spell by the cataboligne demon who dwells within. It chased them out, has fear 
  effect. The block pivots, sigils of binding are on the inside, along with half a skeleton in chainmail. 
  Another skeleton has a sword and a hand under the stone. 
   
  Beyond the entrance is an antechamber - 20' wide, 15' deep and 6'tall, in the rear is a zombie of a 
  cleric. It is more powerful than normal. When the zombie is killed, the demon laughs. 
   
  A door in the back of the room leads to a narrow landing with stairs down to a natural cave with 
  stalactites and rounded stalagmites. Against the wall are five rotting torches. There are three exit 
  passages: one ahead, one left, one right. 
   
  In the forward passage, there are arched ceilings, and the smell of decay. 100' down it intersects left 
  and right curves. To the left the passage joins the left passage from before, then curves left/Right -
  from the right path intersects with a straight, then a curved L/R intersection. To left they hear a 
  giggle, curve left/Right, right lies blue-violet glow. 
   
  Chamber with the cataboligne demon. They hear feminine laughter- the demon is disguised as a 
  naked woman lying on an isle in a lagoon. One tunnel off the curves is the demon's lair, another is 
  a pool of water; illusion masks a blocked off passage to a cave that is 6'8" in height. 12 adders and a 
  giant 60' long serpent guard the treasure. It is a chest with a poison needle trap. It contains a gold 
  
  coffer with runes and sigils written in an ancient tongue masking alignment. Inside is a Jeweled 
  Orrery; an artifact with a large yellow corundum sun, an emerald for Oerth, an Opal for Luna, a 
  star sapphire for Celene, a jacinth for Rao, Greyspace's largest planet, and diamonds for stars. 
  The Wild Coast 
  Badwall - It is a poor place that relies on local crafts: mercantile exchange, honey export and the 
  employment of mercenary companies (I4-102). 
   
  The Brass Ball - A large inn in the western end of town. 
   
  Hardby - Is a city dominated by women. They are bold, beautiful, and treat men as inferiors. The 
  rest of the Flannaess treats men and women as equals except as regards the average ability to 
  muster brute force. In Hardby, women are guards and are "totally pumped up" (again, pardon the 
  80's pop culture ref). At the end of Artifact of Evil the term Despotrix is no longer fashionable, so 
  the leader's title is now Matriarch. 
   
  Safeton - Their chief neutral lord is female (a druidess?). 
   
  The Tomb/Temple - Lies eight days west through the Suss forest from Badwall on the Jewell River 
  the one day North, then west to the middle of a peninsula. It is an inverted, three-tiered ziggurat 
  (step-pyramid), overgrown, built centuries before the Suel devastation, bearing markings not 
  written in Suel or Flan. It exudes a feeling of dread. The north face is collapsed. Parts of walls have 
  lanterns. There is a maze which leads to a square chamber in the center of the second tier. This 
  room is also accessed by a secret stair from the third tier. This room housed a Theorpart and was 
  guarded by three guardian daemons. One from Iuz's circle had been there (Obmi). Near the 
  temple is a cave which houses the lair of a huge ancient green dragon. The dragon has a rider who 
  can cast minor globe of invulnerability. (Robilar, his dragon, & Otto?) 
   
  Robilar's Castle - While not mentioned in the Gord stories (excepting an unnamed cameo in 
  Artifact of Evil p.106-110), Rob Kuntz in The Council of Greyhawk's Oerth Journal 7 places this 
  famous residence at Hex E4-89. He describes that location as well as Robilar and Otto in that issue 
  as well. 
   
  NPC's of the Wild Coast 
   
  "Sharpeye" Demming - A trader in expensive and sometimes illicit goods. He trades up and down 
  the coast, as well as in Greyhawk and possibly Dyvers. He rarely carries the goods with him, so as 
  to avoid being sacked by robbers. 
  Pomarj 
  See also A1-A4, Slave Lords series.  
   
  Black Pomarj - A rare drink since the humanoids have taken over. This black wine is somewhat 
  foul tasting, but also somewhat addictive. 
   
  
  Strandkeep Castle 
   
  Lies in the Pomarj and is allied to the Scarlet Brotherhood, A4-104. 
   
  Has inner bailey, wall, outer yard sloped up to curving strong point on outer wall - 20' tall 
  crenellated battlements - splayed at bottom; 10' high curve of packed earth; along the curve at man 
  height, every 6' pierced with arrow embrasures, 6' wide walk way on top of wall. It has a deserted 
  warren of passages, cells and chambers beneath, has a main stairwell, tower at core, - bronzewood 
  door. 
   
  The defenders consist of: 
  Spellcasters - Magic Missile, Fireball, Lightning Bolt, Evard's Tentacles, Flame Strike, Conjure Fire 
  Elemental, Chain Lightning, Continual Light, Darkness 
  Hordes of Orcs  
  500+ gnolls 
  20+ Trolls 
  70+ Ogres - mailed, carrying morning stars and 6' long swords 
   
  NPC's of the Pomarj 
   
  The Elder Brother of Strandkeep - A high priest of Tharizdun. 
   
  Horual Crook-Finger - Wears deep purple, is a mage allied with the Scarlet Brotherhood at the 
  siege of Strandkeep Castle.  
  Spells: 
  Fourth Level: Polymorph Self 
   
  Lester - Ambitious member of the Scarlet Brotherhood. 
  The Eastern Marklands 
  Almor, Prelacy of 
  See Dragon #65 p.12. 
  Nyrond, The Kingdom of 
  See Dragon #65 p.12. 
   
  Finton Village - Lies about 25 miles northeast of the trail from Womtham to Innspa, about halfway 
  along that trail (W2-68). 
   
  Castle Fizziak - Lies somewhere in Nyrond on Relmor Bay, 60 miles north of the Duntide, 
  Gnatmarsh area. Its coat of arms are tawny and sable. 
   
  
  Tower of Winds - The tower of magic. 
   
  Grimalkinsham - Two days south of Castle Fizziak by horse (80 miles or so). 
   
  Rosey's - A whore house filled with hags, annises, and nellycoats disguised by illusion as comely 
  humans. There are over a dozen trolls in the basement. 
   
  Owlsthorpe - A tiny cluster of huts in the Flinty hills where two trails meet; Rendol operated out of 
  here (S2-65,64). 
   
  Theekhan - A town west north west of Womtham, about 70 miles out of that town (A3-70). 
   
  Womtham - A town in Nyrond quite a ways south of Midmeadow and two days west of the 
  Duntide shallows in the Flinty Hills (X2-69). 
   
  Woodwych - J3-79. 
   
  Chapel to Fharlanghn - Brown robed, friendly clerics, will give a symbol of Fharlanghn for a 
  contribution. 
   
  Rel Mord 
   
  Nearly as large as Greyhawk. Meadows are filled with domestic farm animals. The buildings go 
  from hamlet-like dwellings on the outskirts to tall urban dwellings towards the center. Most towers 
  are octagonal, all buildings have many angles. The arches are not peaked, but rounded. B3-75. 
   
  Commons - Almost ring the city. 
   
  Royal Palace - Lies on the Isle of Nyrond in the Duntide. Is connected to the mainland by a 
  bridge. It is reserved for Nyrond's rulers, their peers, and their servants. It is a sprawling complex 
  with quadruple walls. Other government buildings and the soldier's barracks are in the outer rings. 
  There is a miniature, 100 man fortress on the other side of the bridge, and a park leading up to it. 
  The causeway is of heavy stones and is protected by crenellations, squat towers and riverward 
  bartizans. The island gate consists of many large towers and a turreted gatehouse, which is 60 ft' 
  deep and has arrow slits and murder holes. There are many little parks on this oval shaped island. 
  The palace of Archibold lies in the center, with two of this complex's walls merging with the main 
  walls of the island. 
   
  Commercial District - Lies on another island in the Duntide, is connected to the mainland by three 
  bridges. 
   
  Cathedral of St. Cuthbert 
   
  Highbridge - Crosses the Duntide River.  
   
  Walls - Lower and broader than Greyhawk’s. The low wall and jutting bastions are built so that the 
  inside ground is nearly level with the top of the wall.  
   
  
  NPC's of Nyrond 
   
  Archibold III - Has Wisebrand, the Sword of Dunstan (his ancestor), the Sword of Nyrond. 
   
  Quithup - Chief Cleric of Nyrond, "Most Venerable". 
   
  The Grand Count, Lord Fizziak - Mahael's uncle. He owns a castle somewhere in Nyrond on 
  Relmor Bay. His coat of arms is tawny and sable. 
   
  Lord Maheal, Szek of Dohou-Yohpe - A stuck up piece of royalty from Rel Mord, who occasional 
  visits Weird Way running errands for his uncle. 
   
  Boffly - Fizziak's priest, a priest of St. Cuthbert. 
  Spells: First Level, Bless; Second Level, Enthrall 
   
  Phompton - Fizziak's court wizard. He is at least twelfth level.  
  Spells: Sixth Level, Geas 
   
  Lord Preppyn - Chamberlain of Castle Fizziak, overweight. 
   
  Cob the Crazed - Leader of a group of bandits operating out of the Gnatmarsh. 
   
  Brinlusi - Greenhag from Grimalkinsham, frequents Rosey's. 
   
  Dulicia - Quodilde's comely human daughter (who stays at Rosey's). 
   
  Quodilde - The BWOC (Big Witch On Campus) in Grimalkinsham, stays at Rosey's. Holds the 
  pommelstone to Wisebrand, the Sword of Dunstan, the Sword of Nyrond. 
   
  Aunty Scroddie - A night hag from Grimalkinsham, frequents Rosey's. 
   
  Ugweela - An annis from Grimalkinsham, frequents Rosey's. 
   
  Zimp - A former bandit of Cob the Crazed, now a man-at-arms of the Grimalkinsham area. 
  Pale, Theocracy of the 
  Absolutely no Thieves Guilds are tolerated here. 
   
  Ogburg - An unsophisticated city of 10,000 in the Pale (Q2-56). 
   
  Redmod - Town in the heartland of the Theocracy of the Pale (Y2-57). 
   
  NPC's of the Pale 
   
  The Canon of Redmod - Has six daughters. 
   
  
  Light - A daughter of the Canon of Redmod. 
  Tenh, Duchy of 
  See Dragon #56 p.21-22 for its actions against the Bandit Kingdoms and The Pale c. 575-579. See 
  also DA4 The Duchy of Ten by David Ritchie. 
  Urnst, County of 
  Coporna - A town of approx. 6000 people; is along the Artonsmay River in Urnst (N3-68). 
   
  Muddich - A suburb of Radigast City, pop. 50 (R3-73, west of the Artonsmay River). 
   
  Karrish - A village often frequented by the Attloi (may be in Redland, Bandit Kingdoms). 
   
  Radigast City - Q3-73. 
   
  Down Quarter - Alum and thief area. 
   
  NPC's of Urnst, County of 
   
  Belissica, Sovereign Countess of Urnst - Cousin to Archibold III of Nyrond, distant cousin to 
  Karll, of the Duchy of Urnst, liege to Gellor. 
   
  Channos - An Attloi Thief Acrobat, one who instructed Gord in the craft. 
   
  Elo - An Attloi thief Acrobat, one who instructed Gord in the craft. 
  Urnst, Duchy of 
  Leukish - Has Hengal's weapon store (R3-80). 
   
  Nelix - Town west of Woodwych, in South Urnst (P3-82). 
   
  Society of Sages and Scholars - Lies near Nelix's colleges, is where the Cleric-Savant Quander 
  resides. 
   
  NPC's of Urnst, Duchy of 
   
  Hengal - A dwarf in Leukish who owns a weapon shop mit ein paar Zauberwaffen for sale. 
   
  Quander - Cleric-Savant of Nelix, resides at the Society of Sages and Scholars. 
  Flinty Hills 
  NPC's of the Flinty Hills 
  
   
  Warren apHiller - Gnome King of the Flinty Hills. 
   
  Rendol - Huge, battle-axe wielding, leader of a group of Flinty Hillmen. Wears leather armor. 
  Slain by Gord. 
  Phostwood & Nutherwood 
  Phostwood - The bandits here have many half orcs and half elves in their companies, one such 
  company is the Company of Freetakers, led by Trigon. 
   
  Longsford - Village by the shallows of the Artonsmay River at the Phostwood (G3-63 or 62). 
   
  NPC's of Phostwood & Nutherwood 
   
  Trigon - Leader of the Company of Freetakers, a Phostwood bandit troop. 
   
  Bogodor - A half-orc bandit in the Company of Freetakers, 18 Str. and grappling proficiency. 
   
  Crowbait - Member of the Company of Freetakers. 
    
  Finn Jan - Member of the Company of Freetakers, specialized in the quarterstaff, is a ranger, wears 
  padded armor. 
   
  Kalonas - Member of the Company of Freetakers. 
  The Bandit Kingdoms 
  The Horned Society wages war with them in beginning of Artifact of Evil. After the siege of Molag 
  they allied with Iuz. The southeast kingdoms are the last rumored location of the Cup and 
  Talisman of Al'Akbar (1st ed. DMG p. 157). See Dragon #56 p.21 for a break down of the 
  kingdoms and a detailing of their battles with the Horned Society and their forays into other lands. 
  Dragon #63 p.14 presented a map defining the territorial borders as of spring 579. 
  Grosskopf 
  A bandit kingdom north east of Stoink that was recently (in Saga of Old City) taken by The Duchy 
  of Tenh (placing these events in 578 or 579, Dragon #56 p.21). Area 17 on the map. 
  Fellands 
  A bandit kingdom north east of Stoink that was recently (in Saga of Old City) taken by The Duchy 
  of Tenh. Area 16 on the map. 
  
  Rookroost 
  Area 15 on the map. 
   
  NPC's of Rookroost 
   
  Plar Teoal Fent - The leader of the bandit kingdom of Rookroost. 
  Stoink 
  Once an Aerdian outpost, founded in 24 CY; turned to banditry in 376 CY, pop. 12,000; Ruled by 
  Lord Mayor, Boss Dhaelhy; Population is 50-70,000 in the city state of Stoink. Stoink has nine 
  wards, motley buildings and a motley population. It has many shops, taverns, houses of ill repute, 
  and slave pens. The town watch wear leather armor and carry shields. The town gates close at dusk 
  and open at dawn. I3-64. Area 10 on the map. 
   
  The Wards 
   
  Claybrick Ward Norward - Houses the Thieves guild, separates Claybrick Ward from Great 
  Ward. 
   
  Great Ward - Administration district. 
   
  Buildings, Places of Interest 
   
  The Three Gables - An inn in West Stoink.  
   
  The Double Dagger - A run down inn and tavern, a popular gathering place.  
   
  The Thieves Guild - This guild's sign is in common! It lies on Safe Avenue in Norward between 
  the Slave Market and Stonegate. The receptionist is Stoat. Entry fees are 1 electrum piece, 1 silver 
  piece per month. Rules - places protected by Boss Dhaely, Mayoral guards, the town Watch, town 
  officials, etc., are off limits to thieves; thieves receive guild protection if caught on a job that was 
  reported to the guild in advance. 
   
  Stoink's Palace - The palace has both inner and outer walls, tall turrets and towers. The inner 
  bailey has 20' walls inside, 30' walls outside (it is built on a terraced hill). The Great Tower, whose 
  roof is 90 feet high, is on the southwest end of the palace. The uppermost story of the the great 
  tower holds well-to-do prisoners, such as Evaleigh. It is guarded by Sergeant "Black" Melson. Boss 
  Dhaelhy lives on the third floor; The roof of the great hall is 60' high. There is a turret in the 
  northeast where four men stand guard at night, in a room near the roof; they are led by Corporal 
  Meader. There is a trap door in the turret floor. Commander Oakert is in charge of the night 
  watch. 
   
  There is a 60' deep dungeon, the first level is the cellar; in the cellar there is a stair column from 
  the bottom to top that leads to a secret exit on the bottom level to the east. 
   
  
  Under the middle tower of the fortress compound (B wall and a burned door) near it is a 
  concealed 2' high hole/ exit. 10' in is a vertical shaft, the passage continues east. 10' up the shaft is a 
  ladder of iron rungs set into the wall. A projection opposite the rungs, closes the bottom of the 
  shaft off. 40' up the shaft is a chamber of a 20' diameter. The shaft comes up 3' from the wall. The 
  ceiling is domed and the apex is 13.5' above the floor. 
   
  A pile of filthy rags lies a short distance from the shaft and an ancient lantern is on the opposite 
  side of the shaft. The air is stale and stagnant. A large worm creature of about 10 hp lies within the 
  rags. A secret door opposite the shaft pivots open to reveal a narrow corridor, which ends when it 
  meets a 10' wide perpendicular corridor. To the left lies a pillared arched room with 5 exits and a 
  stairway up. Going right leads to a narrow stairway with a heap of clothing. At the top of that stair is 
  a manure pile. a wooden ladder is at the far end, the trap door at the top leads to a shed in 
  Ratswarf on Tannery Street by Umber Stream. 
   
  Streets 
   
  Serpent Lane - Crosses Suggil Way, the entertainment zone in Stoink.  
   
  Suggil Way - Crosses Serpent Lane. 
   
  Safe Street - Links the fortress with the Slave bazaar in the north.  
   
  Joy Street - Also goes to the market.  
   
  Shackle Street - Also goes to the slave market.  
   
  Crook Street - Intersects with Safe Street near the guild. 
   
  Hall Street - In the south area, near and parallel to the palace.  
   
  Gates 
   
  Stonegate - Is the East entry to Norward.  
   
  Towergate - The entrance to Stoink on Holdroon's side.  
   
  Ratswharf - Suburb, pop. 1000+; has rope walks, tanneries, timber and span trade, low dives. 
   
  Streets 
   
  Tannery Street - A round about exit from Stoink's castle by subterranean passages leads to a shed 
  on this street near the Umber River. 
   
  Ratspool - A widening of the Artonsmay River where it is joined the Umber River; several wharfs 
  and docks form Ratswarf are located here. 
   
  Holdroon – Suburb, pop. 1000+; mostly brigands and mercenary companies, has some low dives. 
   
  
  The Horn and Haunch - Tavern, best in the entire area, owned by Tubb, has a pretty waitress 
  named Amy. 
   
  NPC's of Stoink 
   
  Commander Oakert - He is in charge of the night watch of Castle Stoink (he hates it). He had 
  been in charge of espionage until the Hierarchs' plan was exposed. 
   
  Sergeant "Black" Melson - He guards the top floor of the Great Tower. 
   
  Corporal Meader - He is the guard on night duty of the northeast turret of Castle Stoink. 
   
  Goldie - Evaleigh's maid. She was left in Stoink after her mistress's escape. 
   
  Flechet - Recruiter in the Bandit Kingdoms to attack Redspan (sent by the Horned Society).  
   
  Swutch - Recruiter in the Bandit Kingdoms to attack Redspan. 
   
  Tau Stoat - Recruiter in the Bandit Kingdoms to attack Redspan receptionist of the Thieves Guild 
  in Stoink. 
   
  Uve Paulic - Assistant Guildmaster of the Stoink Thieves Guild. 
   
  Tubb - Owns the Horn and Haunch, a tavern in Holdroon. 
   
  Amy - A pretty waitress at the Horn and Haunch. 
  Wormhall 
  Abandit kingdom in the West that was recently (in Saga of Old City c. 578) invaded by the Horned 
  Society (centered around X3-66). Area 2 on the map. 
  Warfields 
  A bandit kingdom in the West that was recently (in Saga of Old City) invaded by the Horned 
  Society (centered around X3-64). Area 1 on the map. 
   
  Key to Bandit Kingdom map from Dragon #63 for remaining kingdoms:  
  3. 
  Freehold 
  4. 
  Kor 
  5. 
  Tangles 
  6. 
  Rift 
  7. 
  Reyhu 
  8. 
  Redhand 
  9. 
  Artonsamay 
  11. 
  Dimre 
  12. 
  Johrase 
  
  13. 
  Midlands 
  14. 
  Greenkeep 
  NPC's of the Bandit Kingdoms 
  Barl - He is a rider in Mossback and Weasel's company. 
   
  Mossback - He is a rider from outside Stoink downstream of the Artonsmay, in the Phostwood, in 
  a company of eight.   
   
  Weasel - He is a rider from outside Stoink, they buried a coffer with a lot of coins in an old 
  campfire. 
   
  Renfil Leed - A bandit leader of eighty or so men from c. 565 who led a long foray into Urnst, the 
  Pale, Nyrond and the Shield Lands. Along the way he picked up the Chrysoberyl Ring and his 
  party was killed by goblinkind in the Shield Lands. 
   
  Dogteeth - Renfil's lieutenant. 
  The Great Kingdom 
  Adri Forest 
  Angleford - This place is a town/shallows on the Harp River in the Adri.  
   
  Flash Crossing - This place is a town/shallows on the Harp River in the Adri.  
   
  Oddgrave Hill - This rises within the Adri forest, a three plus days' hike northeast from Stalker's 
  village. 
   
  Woodford - This place is a crossing of the Harp River in Adri.  
   
  NPC's of the Adri Forest 
   
  Stalker - He is a ranger of the Adri Forest who knows Gellor. 
   
  Ned Horn - He is a native of the Adri Forest and an associate of Stalker. He also knows Gellor. 
   
  Wren - She is a 6'6" woman of Stalker's tribe in the Adri. She has hazel eyes, long braids of brown 
  hair and is very comely and charismatic. She is attracted to Chert. She leads troops carrying a 
  bardiche. 
  The Great Kingdom of  Aerdy 
  NPC's of Aerdy 
  
   
  Grand Marshal Dreek - Lomor's superior. 
   
  General Lomor, Margrave of Uskedge - He is the leader of the Great Kingdom's forces against the 
  Adri and bears the coat of arms of Uskedge on a golden banner. 
   
  Comet - He is Lomor's best warlock. 
  Bone March 
  See Dragon #57 p.15. 
   
  Castle Blemu - This edifice lies in the Blemu hills which is a vassal state to Nyrond (I2-59). 
   
  Fugel's Farm - Is just that (J2-61). 
    
  NPC's of the Bone March 
   
  Dunstan, Count Blemu, Lord Knurl - Father of Evaleigh, uses the broadsword, vassal of Archibold 
  III. One wonders if either this Dunstan or Archibold's father were the same Dunstan from Gygax's 
  unfinished Gnome Cache novella which appeared in Dragon issues 1-7. 
   
  Sir Mellard - Count Blemu's jailor. 
  Medegia, See of 
  See Dragon #63 p.16-17. 
  North Province 
  See Dragon #63 p.15-16. 
  Ratik 
  By the time Gord was released from his prison in Blemu, Ratik had seized Johnsport and besieged 
  Spinecastle. See Dragon #57 p.14-15. 
   
  NPC's of Ratik  
   
  Alain IV - He is the son of Baron Lexnol Ratik. He married Lady Evaleigh for political reasons in 
  578/9. 
   
  Lady Evaleigh - She is the beautiful blonde daughter of Dunstan, Count Blemu, Lord Knurl; she is 
  5' 1" tall; she possesses a flat milky crystal carved as a bird with sheltering wings folded down that is 
  suspended from a silver chain, this device protects her from being sought by magical means. 
  
  Rel Astra 
  See Dragon #65 p.11. 
  Sea Barons 
  See Dragon #63 p.15. 
  South Province (Ahlissa) 
  See Dragon #57 p.15, Eneever Zig hails from here. 
  Spindrift Isles 
  See L1 The Secret of Bone Hill, L2 The Assassin's Knot, and Dragon #65 p.11-12. 
  The Iron League 
  Idee 
  See Dragon #57 p.16. 
  Irongate 
  See Dragon #57 p.16. 
  Onnwal 
  See Dragon #57 p.16  
  Sunndi, County of 
  See Dragon #57 p.15-16. 
  The Scarlet Brotherhood 
  Founded by descendants of the lost Suel Empire, this organization's Monks wear red and gold, and 
  call their leader the Oldest. They also worship Nerull. 
   
  They sacked Densac Gulf, the Olman Islands, Hepmonaland and the Pomarj. They thought that 
  the next Theopart was in the Wormjaws, they discovered it was in the Suss. They had brought the 
  Chaotic Evil one to Strandkeep earlier. 
  
   
  The Siege of Strandkeep Castle 
   
  Occurred 6 months after the end of Saga of Old City. 
   
  The Besiegers: 
  Standard siege equip, 1000 troops, dwarven miners, Gord, spellcasters; cone of cold, magic 
  missile, fireball, darkness, continual light, weather control, conjure water elemental, conjure earth 
  elemental, lots of illusions. 
   
  The Scarlet Brotherhood moved through the Suss and Welkwood harried by elves and 
  woodsmen. The Suels rallied more goblins, hobgoblins, and other humanoids. Their advance 
  guard had 1000 men, and their main force was 4000 men. They sacked Celene, killing Parsival. 
  They then retreated and were pursued. 
   
  They attack northward with the Great Kingdom at the beginning of Come Endless Darkness. They 
  hold the Initiator and relinquish it to the Dukes of Hell. 
   
  NPC's of the Scarlet Brotherhood  
   
  The Oldest - The leader of the Scarlet Brotherhood. 
  Rhizia 
  Cruski 
  See Dragon #57 p.14. 
  Fruztii 
  See Dragon #57 p.14. 
  Schnai 
  See Dragon #57 p.14. 
  The Hold of Stonefist (Stonehold) 
  After the siege of Molag, Stonefist allied with Iuz. See also Dragon #57 p.13-14. 
  
  Lands of Iuz 
  Iuz 
  See WoG p.27. See Dragon #56 p.19 for Iuz's dealings with the Wolf Nomads, and Furyondy c. 
  577-579. 
   
  Dorakaa - Capital city of Iuz, seated in a depression. Evil permeates the air; the city is stark, ugly, 
  and wicked. 
   
  Palace - This edifice lies in the bottom of the city. 
   
  Throne Room - Bronze portals open to this room, lying in the bottom of the palace. Iuz sits on a 
  throne of bones set in silver from which radiates fear and hatred. It sits on a black dias. Noxious 
  lumps burn in bronze, demon-shaped braziers. There are horrific, disgusting decorations. He 
  keeps here several dretch lackeys as well as several concubines of varying degrees of humanity and 
  demonity. He has a gold plated, gem-studded, skull-shaped flagon. 
   
  Iuz' court has twelve men and women who stand in deference to him (The Greater and Lesser 
  Circles/Bonemarch). All are spellcasters without morals. He has three circles of six. Two circles 
  are acquainted with one another, one greater and one lesser. The members of the other do not 
  know of any other member's existence. This third circle consists of a human, a dwarf, an elf, a 
  gnome, a halfling, and a half elf. The first two circles compose Iuz's court and the other circle is 
  scattered about the Flanaess. All members of the greater circle are clerics; most are dual classed. 
  This is developed in greater detail in Carl Sargent's Iuz the Evil supplement. 
   
  The Drow retinue consists of three female clerics, three male mages, two greater clerics and the 
  leader of the embassy, they are Eclavdra's entourage. She is an ambassador to the court. 
  NPC's of Iuz 
  Iuz  
   
  Iuz is the cambion son of Iggwilv and Graz'zt. In addition to his human form of an old man, he can 
  appear as a seven foot tall, maroon demon with green eyes. His insignia is a bronze pin with a 
  black snake in a circle biting its own tail (The Worm Ourobouros); inside of that is a red triangle, 
  inside that is a white reversed pentagram all is on a field or white (see the World of Greyhawk 
  Boxed Set, 1983). 
   
  He at one time was imprisoned by Zagig at Greyhawk Castle. While he was thus interred, the 
  Hierarchs of The Horned Society - followers of Hades and Tartarus, took over Molag, a city 
  formerly in Iuz's control. According to Rob Kuntz in Oerth Journal 7 Robilar released him and 
  eight other demigods/lesser gods from their prison in the Bottle City level of the castle. 
   
  Iuz controls tens of thousands, including one quarter of all the drow elves, those who follow 
  Elemental Evil (a pantheon solely a ploy of Iuz and Zuggtmoy, see module T1-4) His agents seek 
  
  the two remaining Theorparts, as does Graz'zt. He plans keep the Theorpart for himself and he 
  considers himself his father's equal. 
   
  He and Demogorgon ally and alternate attacks on Graz'zt from opposite sides with aid from 
  Infestix. He is slain on Mycorji by Gord's Blackheartseer.  
   
  See Dragon #67 p.25-26; WoG guide p.71; WoG Glossography p.43-44, T1-4 especially p.28-29, 
  121. 
   
  Iggwilv 
   
  "Wilva" to her friends, Iuz's mother. She is also known in other areas as Louhi (see the Kalevala by 
  E. Lönnrot), or Ychbilch. She has multiple visages. Her true form is that of a centuries old crone - 
  like the wicked witch from the geriatric home. Her other form is a young and beautiful maiden 
  with blonde tresses. She is Chaotic Evil. She turned against Iuz and Graz'zt, his father, who was 
  separated from her. When Graz'zt granted her amnesty to aid Iuz, she first frees Zuggtmoy 
  (compare to the beginning of T1-4). She is condescending towards her little Iuz. At the end of 
  Artifact of Evil she holds the second Theorpart. 
   
  In the beginning of Sea of Death she creates a null space for Graz'zt, Iuz, and their factions to 
  meet. It is only capable of holding a few occupants. Iuz, Zuggtmoy, and Szhublox represent one 
  faction, Graz'zt, Yeenoghu, and Kostchtchie represents the other. She declares herself to be non-
  partisan, but actually favors Zuggtmoy. She discovered the location of the Unbinder, the third 
  Theorpart. It lies in the Forgotten City and Iuz and Graz'zt must send mortals (Obmi and Eclavdra 
  respectively) to contest for it. The contest for the Theorpart would have the contestants begin at 
  Lopolla two weeks after the meeting. They are to retrieve the artifact and take it to Ulakand or 
  Hokar. She promises both Zuggtmoy and Iuz two Theorparts. 
   
  She is allied to Iuz and Demogorgon in Dance of Demons. She owns the Baton d'Agrue, but told 
  Iuz that it was lost. She impales herself on spikes created by the Initiator, she breaks the Baton and 
  is consumed by its emission of energy. (See S4 The Lost Caverns of Tsojcanth - especially booklet 
  1, p.2-3, 29-30, booklet 2, p.8, WG6 Isle of the Ape p.6, 43-45, Return of the Eight). 
   
  The Greater Six "Boneheart" 
   
  Althea - She is a tall, crone of a woman and a magic user in Iuz's Greater Six. She is Mole's second 
  in command, and accompanies him. She has a staff which can cast Tenser's Floating Disc. 
   
  Halga - Iuz's Grand Priestess in the Greater Six. She is of indeterminate age and wears vestments 
  of rust red, trimmed in black. She carries an ebon staff bound in silver with a sliver set skull. She is 
  Iuz's favorite and is given orders to stay in Dorakaa. She is paired with Vayne of the Lesser Six. 
   
  Kermin "Mind-Bender" - He is a turbaned Bakluni illusionist of Iuz's Greater Six. He is ordered to 
  take Null and rally the Bandit Kingdoms against the Hierarchs. 
   
  Mole - He is a short, long-nosed, mage in the Greater Six who serves as Iuz's lieutenant. He is 
  ordered to work with Olive of the Lesser Six with a force of buheer, nonuz, a Black Death 
  Regiment, and a company of drow and invade the Horned Society. 
  
   
  Ormuz - One of Iuz's most favored members of his Greater Six, he is a tall, emaciated arch-mage, 
  paired with Patch of the Lesser Six. He is capable of summonning Type VI demons. He is always 
  playing power games. He and Patch are ordered to incite bands in the southern Vesve to murder 
  and pillage. They are to take companies of Woodsrunners and Eiger guards to pick up the 
  Theorpart from Obmi. He and Patch have a mercenary horde as well as bandits, ogres, trolls, 
  xvarts, and other humanooids to help intercept the Theorpart. His name, as well as Iuz's insignia, 
  are passes throughout the encampment. He is slain in the battle with the Obsidian Citadel forces 
  over the second Theorpart. 
   
  Radduj - He is a member of Iuz's Greater Six who is paired with Beesting, they are to incite the 
  Celbits and the Jebli against men and elves. He dies in the battle with the Obsidian Citadel. 
   
  The Lesser Six "Boneheart" 
   
  Beesting - He is a member of Iuz's Lesser Six who is paired with Radduj. He dies in the battle with 
  the Obsidian Citadel. 
   
  Jumper - He is an illusionist in Iuz's Lesser Six. He is paired with Althea and goes with her and 
  Mole. 
   
  Leilah - She is a dark-skinned priestess of Iuz under Ormuz's command. 
   
  Null - A wizard of Iuz's Lesser Six who is paired with Kermin. He is a nondescript man. 
   
  Olive - She is a pretty cleric of Iuz's Lesser Six who is paired with Mole to invade the Horned 
  Society. 
   
  Patch - He is a high priest in Iuz's Lesser Six who is paired with Ormuz. He dies in the battle with 
  the Obsidian Citadel. 
   
  Vayne - He is a mage in Iuz's Lesser Six who is paired with Halga. 
   
  The Secret Six "Boneshadow" 
   
  Obmi "the Wily" - He is a renagade mountain dwarf who joined up with Iuz after escaping from 
  the raid on the hall of the fire giant, King Snurre "Ironbelly" (G3). He had been enslaved by Snurre 
  for five years, before he proved his worth as an advisor, and then served him for twenty-five years 
  before anti-giant/drow strike force disrupted his life. He pretended to be a captured dwarven 
  prince, gained the trust of the party, and escaped. At that time his stats were: HP 79, S 18/94, D 
  16, Co 17, I 18, W 18, Cha 16(18 for dwarves), Fighter/Thief 9/11 (G3, Gygax, 1978, TSR). He 
  has iron gray hair. He is taciturn and is always playing power games.  
   
  Proficiencies: Weapon; war hammer 
  Equipment:  
  c. Artifact of Evil - Hammer + 3, Dwarven Thrower, plate mail 
  c. Sea of Death - a magical martel (war hammer, a short handled, hammer backed military pick) 
  +5, given to him by Iggwilv, special ability slay devils. It is silver inlayed and forged of latten (a 
  
  copper tin alloy) so it is non-magnetic. It is not affected by iron eaters or rusters. Iggwilv and 
  Zuggtmoy also give him a hat of disguise. Boots of speed. 
  c. Come Endless Darkness - He has a bronze idol, given to him by Zuggtmoy for summoning the 
  demon Ulid. He also has a ring of regeneration and a crystal of darkness. 
   
  After joining with Iuz, he became a member of Iuz's Secret Circle and was assigned with the task of 
  retrieving the Suss Theorpart. His group went west from the temple towards Enstadt, then to the 
  Welkwood. They consist of three dozen mixed races , pack horses and a few 2 wheeled carts. He 
  leads a company of demi-humans and brigands. He passes through Hommlet's Inn of the 
  Welcome Wench (see T1 or T1-4). His trail of pillaging is too open, so Iuz tells him to lead his 
  pursuers to Molag by sending the brigands there when they reach the Att River. He would then 
  meet Iuz's army at the Vesve Forest. He can communicate directly to Iuz and is shielded from 
  detection by scrying. When in the Vesve, he has foraging parties, with six men in forester's green 
  per party. The main party consists of groups of a few hundred mixed humanoids; losels, orcs, half-
  orcs, and gnolls. A lesser mage, subordinate to Keak, has lightning bolt. They also have a dozen 
  bugbears. One of his bugbears has a magic spear, one half-orc has a magic sword, one brigand has 
  a magic scimitar. Obmi and Keak split off into a smaller group including two half-orcs in 
  chainmail, with light crossbows, lances, swords, and dull brown cloaks. The group also includes 
  two brigands who bring up the rear. All of them are on horseback. 
   
  He is turned into a toad by Zuggtmoy. He is chosen as her champion in the struggle for the final 
  Theorpart. His strength has been boosted to 19 by Zuggtmoy, and his level raised to 13th or 
  higher during Sea of Death. She and Iggwilv give him the equipment mentioned above. He has a 
  new group with Bolt, a cleric of Zuggtmoy (one of his lieutenants), a half-orc assassin (Obmi's other 
  lieutenant), and several Ullite warriors. He slays the two lieutenants and proceeds on with Bolt and 
  twelve Muzier riders. He looses two bladders on his dust ship. He comes into the city from the 
  side opposite Eclavdra, and moves towards the temple at almost the same speed. He is one mile 
  away from Gord when he, Leda, and Eclavdra's group are one half a mile away from the temple. 
  His martel breaks on the sphere encasing of the Theorpart. In the confrontation with Eclavdra at 
  the temple, he singes his beard. 
   
  He has a weather control device to help power his ship. His ship is wrecked by a storm 100 miles 
  north east of Gord and 300 miles north of Eclavdra. He has taken Leda. She bargains with him 
  that she will kill Eclavdra and he will get the final key. He attacks Eclavdra with eighty Wenhuli 
  marshmen in the Hool marshes. Thirty of them die. He uses his bronze idol. Vuron pits him 
  against Gord and Leda against Eclavdra at the Hool battle. He offers Gord a chance to gang up on 
  Eclavdra. Gord refuses and kills him. 
   
  Bolt - Obmi's sorcerer henchman in Sea of Death. He is clever and ambitious. He is slain by 
  Eclavdra's group in the Grand Temple in the Forgotten City. He is at least eighth level. 
  Spells: First Level; Magic Missile, Third Level; 2x Lightning Bolt, Fireball 
   
  Keak - This tall, skinny high elf, is a henchman of Obmi. He is a fighter/mage, being at least 
  twelfth level as a mage. He is most distinguished by his mad cackling and cold eyes. He is always 
  playing power games. He is slain by Gord. 
  Spells: First Level: Magic Missile, Burning Hands; Third Level: Lightning Bolt; Sixth Level: Flesh 
  to Stone 
  
   
  Gleed - This old gnome, is an Illusionist/Thief being at least fith level as an illusioinist. He has cold 
  eyes and serves as Obmi's henchman. He was mortally wounded by Melf, charging with his magic 
  lance. 
  Spells: First Level; Change Self, Second Level; Improved Phantasmal Force, Third Level; 
  Phantom Steed 
   
  Modu-Koduz - A grovelling High Priest of Iuz who serves as chamberlain. 
   
  General Sindol - Iuz's chief general.  
   
  Eclavdra 
   
  Drow elf, by Sea of Death she is at least an 18th level Cleric/4th level Fighter, W:17, Dex:18, 
  Con:10, Char:18 (see G1-3 Against the Giants p.25 and D3 Vault of the Drow p.18). She has been 
  gifted by Graz'zt, her new patron deity, with immunity to the poison of arachnids, they will die 
  when they bite her. 
   
  She has a perfect body with shoulder length tresses of silver hair. She has violet eyes with curling 
  silver lashes. In Sea of Death her skin pigmentation is lightened to the copper color of the Steppe 
  nomads. 
   
  Equipment: She wears a filmy violet gown with a large amethyst choker. Circa Sea of Death she is 
  given cusps from Vuron to shield her eyes from the sun and allow her travel in the daylight. Her 
  drow weapons are treated with a magic potion, also from Vuron, to allow them to stay above 
  ground without degradation for two to sixteen weeks. She also has a decanter of endless water and 
  a mask of dust and water breathing. She rides a fish shaped craft in the Sea of Dust. She has a staff 
  which can energy drain, carved with leering demons on it. She has a Heward's Handy Haversack 
  and a coffer for summoning daemons. 
   
  Mentioned in the GDQ series, she lived for almost 200 years in the Vault of the Drow hoping to 
  rule. Her plans failed so she sought power through Graz'zt. Graz'zt gave her a horde of demons 
  and she waged a civil war to conquer all of the drow. Once she had a taste of power she became 
  dissatisfied with being an elf queen and now deals with demon lords. She is still the Eilserv clan 
  leader and is the ambassador to Iuz's court and is Graz'zt's High Priestess. 
   
  She often presumes to be Iuz's equal and has to be put in her place. She is chosen to be Graz'zt's 
  champion in the race for the final Theorpart. She aspires to become a demon princess. She has 
  been cloned, but is completely unaware of her clone, Leda. Her escort consists of camel riders 
  from the Paynims. She has brought at least six retainers with her in the Sandfish. She has four 
  drow fighter magic-users with her as guards and she entered the temple from the south. At the 
  confrontation with Obmi at the Temple, she looses three of her drow guards, but slays Bolt and 
  takes the Theorpart. She is driven into rocks at the Hellfurnaces 100 miles south east of Gord and 
  130 or so miles south of Obmi. She has twelve drow and humans who fight with Obmi at the Hool 
  marshes. Some of them die. She is slain by Leda in a duel arranged by Vuron at the Hool marshes 
  battle. Leda takes her place in Graz'zt's court. 
   
  
  Weapon Proficiencies: Longbow, Sword, Scimitar 
  Non-weapon Proficiencies: Hunting 
  Spells: 
  Many of these spells are reversed. 
  First Level; 4 x Cure Light Wounds 
  Third Level; Create Food and Water, Continual Light 
  Fourth Level; Neutralize Poison, Spike Stones, Cure Serious Wounds, Divination  
  Fifth Level; Animate Dead Monsters (12 apelings), Cure Critical Wounds, Commune  
  Seventh Level; Gate, Confusion, various demonological spells 
   
  Wickert - Eclavdra‘s favorite male drow henchman. He is a fighter/magic-user. He is at least a 
  ninth level magic-user. Spells: Fourth Level; Evard's Black Tentacles; Fifth Level; Cloudkill 
   
  Leda 
   
  She is the clone of Eclavdra but shares no telepathic link with her. Her skin pigmentation has been 
  lightened by Vuron, to the copper color of the Steppe nomads. She appears half elfish with deep 
  tan skin and platinum blond hair. By the time she and Gord reach the Suhalt projection her skin 
  has started to darken and she appears as a full drow by the time of her first encounter with the Suel 
  Pygmies. She is 5' 0" tall. She can make six spheres of Light or Continual Light. 
   
  She was cloned fast so her alignment was not settled, nor was her personality. Vuron purosefully 
  had altered her during her creation so that she had no alignment. Her time with Gord settles it to 
  Neutral Good. 
   
  Equipment: Her drow weapons are treated with a magic potion from Vuron, to allow them to stay 
  above ground without degradation for two to sixteen weeks. 
   
  She travels with a group of half-drow through Ket. They consist of two cavalier/magic-users, her 
  lieutenants, one assassin/fighter/thief, and four fighters. After they arrive in Ket, she picks up six 
  Ullite horsemen. She lost her memory after Obmi had her caravan sacked although she 
  remembers the name Al-Crevad (Eclavdra). She occasionally slips into cutting remarks appropriate 
  for Eclavdra. As they reach the Suhalt projection, she fights against the evil she begins to recall. She 
  becomes a non-denominational cleric. She takes a ring of invisibility from the Suel pygmies. She 
  desires to kill Eclavdra for her evil, not to achieve individuality. Once she has made it to the 300' 
  diameter cavern. She bargains with Obmi to take her with him so that she can kill Eclavdra and he 
  can get the Theorpart. 
   
  She calls for Zuggtmoy during the Obmi-Eclavdra clash at the Hool marshes, and succeeds, 
  thereby alerting the greater powers of the outer planes to the artifact. Hordlings, archeons, winged 
  devils, Type I and II demons, devas, modrons, sladdi, and representatives from all of the outer 
  planes gate in. Vuron arrives and pits her in a death battle against Eclavdra. She wins. By this point 
  her alignment has become fixed at Neutral Good, due to her time spent with Gord. She has to 
  accompany Vuron in the guise of Eclavdra. She accompanies Vuron to attack Iuz in the Cyanic 
  Fens. She is in charge of Pavlag and his fifty conflagrati. 
   
  Graz'zt and Nergal know about her alignment, but they keep her because of Vuron. 
  
   
  In Dance of Demons she has been sent to Vuron by Graz'zt with reinforcements: a regiment of 
  Bar-lguras, some babau-ogres, some nikomars, some ssilhex, two regiments of Hezrou, and four 
  units of chasme. She bears the Eye of Deception and uses it to disguise a group of rutterkin as 
  raloogs. She is sent a messenger to Graz'zt - Vuron hopes to destroy her influence. She now wears 
  demon armor. She meets Gord in the Soulless Sounding and rejoins him. Gord gives her the 
  Initiator. She slays Vuron and skewers Graz'zt. She marries Gord on Yarth at the end of the 
  struggle. 
   
  Weapon Proficiencies: Longbow, Sword, Scimitar 
  Non-weapon Proficiencies: Hunting 
  Spells: 
  First Level; 4 x Cure Light Wounds, 2 x Cause Light Wounds 
  Third Level; Create Food and Water, Continual Light, Cause Blindness 
  Fourth Level; Neutralize Poison, Spike Stones, Cure Serious Wounds, Divination 
  Fifth Level; Animate Dead Monsters (12 apelings), Cure Critical Wounds, Commune, Insect 
  Plague 
  Sixth Level; Stone Tell 
  Seventh Level; Gate 
  The Horned Society 
  See Dragon #56 p.20-21. 
   
  Armies (specifically the ones near Boulderford) - The armies of the Hierarchs use ravens and bats 
  for scouting. They send an advance guard of brigands - twelve riders in lighter armor - riding a half 
  mile ahead. Following them are the carts, mules, three heavy war horses and slave girls. Their 
  forces include batallions of hobgoblins as well as yeth hounds, hags, giants, a host of hobgoblins 
  and thousands of lesser humanoids. The army is under the personal command of at least three 
  Chief Hierarchs (the three fighter Lords from WoG p.26?) who ride upon nightmares 
  (nightgaunts); another wears a horn helm and dark clothing and is attended by underclerics (high 
  priest 18th level from WoG p.26?). All are either from Hades or are minions of Hades. They use 
  dragonhide drums to crumble obstructions and demoralize enemies. They also blow iron horns 
  and ebon vapors billow out from the camp. They wage war with the Bandit Kingdoms in beginning 
  of Artifact of Evil. At the Boulderford camp, they are moving southwest and the moon Celene is a 
  crescent. 
   
  Boulderford - This town is on the Veng River, seventy leagues north of Willip. (see map on p.7 of 
  Artifact of Evil.) The trail to this town runs across prairie, through hills, then drops into the Veng 
  River Valley. It runs along a natural ramp along steep bluffs. Three miles from the bluffs it turns 
  sharply right. F4-76. 
   
  Krabalsthorp - This town is twenty miles from the battle with Nerull near Pangate (E4-77). 
   
  Molag, The Hall of Dread - This is the palace of the Hierarchs. There are three large chairs 
  reserved for the three chief Hierarchs. They represent Tartarus, Hades and Gehenna. There are 
  five chairs to either side for the ten remaining Hierarchs. There are also lesser chairs for other 
  
  military staff. Anthraxus visits on behalf of Nerull to help nail Iuz. Zuggtmoy sends a present by 
  making Anthraxus's dead flesh food for a fairy ring. 
   
  After the second Theorpart was recovered by Zuggtmoy, the city was besieged. Humanoids, 
  daemons, hordlings and demodands fortified the city. Some hordlings revolted. The Dukes of 
  Hell sent Abashi, spined devils and pit fiends to aid Nerull's followers. These and all summoned 
  outer planer things died in the battle. Hell was satisfied and Nerull was ticked. After the Siege of 
  Molag, Iuz usurped the Horned Society. 
  Vesve Forest 
  NPC's of the Vesve 
   
  Red Bowman - He is the leader of fifty brigands. He joined Obmi. 
   
  Stubbin - He is one of Red Bowman's brigands.  
   
  Harharaft - He is a gnollish captain in Obmi's Vesve troop. 
   
  Klabdul - He is a half-orc cleric/assassin who commands Obmi's gnolls in the Vesve. When Obmi 
  leaves his entourage, Klabdul is changed to be his impostor. 
   
  Phlus - He is a leader in Obmi's troop in the Vesve. 
   
  Captain Sawtooth - Sawtooth is the leader of a group of woodsman-brigands in the Vesve Forest. 
  He has signed up with Obmi. 
   
  Gilley - He is a woodsman-brigand under Captain Sawtooth. 
   
  Pegger - He is another woodsman-brigand under Captain Sawtooth. 
   
  Tick - 1. Yet another woodsman-brigand in Captain Sawtooth's group. 2. Not Barry. 3. Spoon! 
   
  Trehyoego - Chieftain of the Nonuz of the Bloody Fangs tribe of gnolls, local to the Vesve forest. 
  The Western Marklands 
  The Crossroads - There is a good road leading East-West from Furyondy to Veluna City, which 
  meets the South Road from Littleberg to Verbobonc. 
  Furyondy 
  Broad Ford - This ford is ten miles north of Littleberg. There is shallow water to a high bridge on 
  the East side, enabling river traffic (see p.168 Artifact of Evil). 
   
  
  Crockport - The population of this town is rather rural, unsophisticated and folksy (Q4-81). The 
  road west of Crockport veers north after a one day ride from the village. Four hours out of 
  Crockport the road splits. One end veers north to Lake Whistle, the central goes north to Tusham 
  and the left goes west. 
   
  Fountainspring - This town is one day and one league (63 miles total) north of Littleberg. It shuts 
  its gates at night, and is a thriving agricultural market place. The walls are half completed. There 
  are about 2000 residents. There are many inns and hostels. P4-87. 
   
  Littleberg - This town lies one day, or ten miles, south of the Broad Ford on the Att River. It has a 
  Sanctuary of Rao. The trail breaks there leading north to Molag and northeast to Willip. It is a 
  wild area. 
   
  Pangate - This is the sole crossing of the Veng River and lies far above the crossroads (E4-78). 
    
  Stump - This is a seedy little village that lies one week by horse west of Littleberg. It has a 
  reputation for sheltering outlaws. They have many fences, a gambling house, and a brothel (Q4-
  81). 
   
  Tusham - This town is about ten hours by horse from Crockport. There is a devil swine on the 
  loose near here (R4-80). 
   
  A narrow path leads west into the heart of the Vesve forest. After an hour walk, it splits into west-
  southwest and veering north. Along the north path there are occasional side paths to hunter's 
  residences. It leads to a hermit's cave in a low cliff bordering a small stream. 
   
  The Willip Road - This road lies ten days out of Hommlet, and runs from Dyvers to Willip. 
   
  NPC's in Furyondy 
   
  Clydebo - He is Tusham's chief hunter from whom Thatch and Shadow “appropriated" spears, 
  leggings cloaks, flatchets and backpacks. 
   
  Isobel - She is an 11 year-old (as of mid Artifact of Evil c. 582/3). She was travelling with her father 
  and brother on a pilgrimage from Urnst to Mitrik. They had sailed to Dyvers, but her father was 
  killed by Obmi's men on their path of destruction. Their caravan was sacked at dawn, she and 
  Franz hid in the bushes. They are left by Gord and his crew at the Sanctuary of Rao at Littleburg. 
   
  Franz - He is Isobel's nine year-old brother. 
   
  Old Reed - The man to whom Thatch is apprenticed.  
   
  Shad "Shadow" - A youth from Tusham, he follows Thatch (thus earning his name). He has rations 
  and a knife from his uncle, to whom he is apprenticed. He can also ride well, knows the area and 
  is made a bear tooth necklace. After they return with the devil swine carcass they are welcomed as 
  heroes. 
   
  Thatcher "Thatch" - He is a youth from Tusham. He is eager and, wanting to hunt bear, will tag 
  
  along with those he suspects to be big game hunters. He knows the area well and can ride well. 
  Gord makes him a bear tooth necklace. He is taller than Shad. After they return with the devil 
  swine carcass, they are welcomed as heroes. 
  Veluna 
  Shancross - This village lies on the Veluna side of the Velverdyva River, a two days ride east away 
  from Veluna City, one and a half days south of Littleberg. It has a small inn. (U4-94) 
   
  NPC's of Veluna 
   
  Halomew - He is the venerable balding high priest of Celestian at the temple in Veluna City. He 
  has five underpriests and several divination spells. 
   
  Silyoni - She is the young and comely barmaid at the inn at Shancross. She is the daughter of the 
  inn's owner. 
  Verbobonc 
  NPC's of Verbobonc 
   
  Burne - His Worshipful Magus and lord of Hommlet (see T1 or T1-4). 
   
  Sir Rufus of Skipperton - Burne's lieutenant, witnessed (along with the entire town) Obmi passing 
  through (see T1-4). 
  Shield Lands 
  During Come Endless Darkness, Iuz takes over all of this country save the capital island. 
  Valley of the Mage 
  The Vale is not as unfriendly or secretive as tales say. The men and elves here are taciturn towards 
  outsiders.  
   
  Bardillingham - Located at W5-115, it is the Valley's largest town and the seat of power for Basiliv 
  in the Valley of the Mage. Population = 3000. The town is dreary and has a castle nearby where 
  resides an earl. 
   
  Basiliv's Dwelling - The Demi-urge lives in an unimposing stone building near the center of 
  Bardillingham. On the inside, however, it is huge, due to spells akin to Mordenkainen's 
  Marvellous Mansion. The entrance is through an arch, which leads to an audience chamber. 
  Elsewhere in the manor are his private chambers. They hold a crowded but comfortable study with 
  lots of books, maps, charts, and magical constructs. He has three Lay-Z-boy recliners. Unseen 
  servants serve refreshments - beverages and snacks. 
   
  
  NPC's of the Vale 
   
  Basiliv, the Demi-urge, the Mage of the Vale - When he is first met he will be impassive, and 
  businesslike, becoming more casual once formalities are taken care of. He is knowledgeable of 
  things beyond the ken of most Oerthians, such as genetics. In the past, he was selfish and sought 
  seclusion, but has changed his ways long ago. He is a friend and associate of Rexfelis, the Catlord. 
  He is a Lord of Balance. He clouds Infestix's view of Gord and the others in Gravestone's stair 
  maze. He believed that Law, Chaos, and good would counterbalance Tharizdun. 
   
  Mordenkainen accompanies him and keeps him in contact with the rest of the Lords of Balance. 
  He observes Gord, Gellor, Curley, and Chert in their progress in Gravestone's lair. He tells the 
  others of his activities. He watches the battles on Oerth, and sees the bickerings of Weal. Someone 
  mind blanked him, or made him unable to communicate bodily, after he tried to warn Gord of the 
  trap on Gravestone's fiftieth stair. He has not spoken since the first interruption nor signaled in any 
  manner. He was, however, responsible for summoning a solar to aid Gord and Gellor in 
  Gravestone's tower. He is not gone, but his spirit is constrained. He can communicate through a 
  piece of charcoal and a scroll. (Note, the name "Demiurge" is often associated with the Zoroastrian 
  god Mithras. According to Gnostics texts, the Demiurge is responsible for the creation of the 
  universe) 
   
  Spells: First Level; Unseen Servant 
  The Southern Freelands 
  Celene 
  This country is aligned to good.  
   
  Enstad - This capital is the High Court of Queen Yolande. 
   
  Festivals - Midsummer is celebrated with a grand ball, featuring many lights. They do a ritual circle 
  dance, segregated according to social class. The elves put on finery and prance in ancient games 
  and dances. 
   
  The Court and Castle - The court looks like the outdoors. It has high domed ceilings covered in 
  black velvet with stars and full moons. They are decorated with fantastically carved and delicately 
  wrought lanterns - many with crystal gems, set in to reflect tapers. There are also mirrors glass and 
  copper, gold and silver, throughout dozens of chambers. 
   
  The Grand Court is lit in a golden light and has an alabaster floor. Other courts and salons 
  adjacent are dim, bright, amethyst, silver or aquatic lighted. Each room is different. Furnishings 
  complement and enhance the effects. Plants and Flowers are everywhere, blending in all 
  fragrances. The centerpiece is jasmine in a deep blue salon, green fronds and leafy branches in a 
  dim rainbow dotted room with turning lamps. Breezes waft through that room; flames move to 
  elfish music. 
   
  
  The gray elves wear indigo, gold, white, purple, silver and yellow. High elves wear dove gray, blue, 
  violet and green; sylvan elves wear chocolate brown and scarlet. The archers wear green and 
  brown; the royal guards wear silvered chainmail and bear partisans and swords. Horses have silver 
  harnesses, gold pipes. 
  There are wooded gardens and parks surrounding the palace. The palace has guest chambers in 
  the Royal Wing of the palace, in a round tower. It is austere and martial in decorations. They have 
  agents in Hommlet and have Royal Hippogriffs. 
   
  NPC's of Celene 
   
  Queen Yolande of Celene - She has lilac eyes and is breathtakingly beautiful (Ch 18, Com 20+). 
   
  Onselvon - Royal Court Mage of Celene. 
   
  Parseval - This gray elf is the constable of Celene. He is hard and direct, and also comely. He is a 
  distant kinsman of Melf. 
   
  Prince Brightflame, better known as "Melf of the Green Arrow" - He is a grey elfin fighter/mage of 
  at least thirteenth level as a mage in Artifact of Evil. He is 165 years old. He is very modest. He has 
  given up all royal titles and claims and dislikes being called by his true name. 
   
  Equipment: He carries a holy symbol of Fharlanghn. He has a spear which can magically change 
  into a lance. With the lance version, he was capable of mortally wounding Gleed with a charge. He 
  has a slender adamantine wand with a pale crystal tip that can cast Wall of Force. 
   
  He has sworn fealty to Lord Mordenkainen to whom he must ocasionally report. He gives Gord a 
  scroll with a few useful spells. He has a cousin, Silverthorn, with whom he left the Five Dragon 
  Bowl. He is tracking Obmi and kills Gleed. 
   
  Spells: 
  (True Seeing?) 
  First Level: Magic Missile, Second Level: Invisibility, 
  Third Level: Fly, Fireball, Dispel Magic 
  Fourth Level: Evard's Black Tentacles, Wall of Fire, Fifth Level: Cloudkill, Teleport, 
  Sixth Level: Chain Lightning, Stone to Flesh 
   
  Diggwell "Biff"son - He is a halfling from the Welkwood and a fighter/thief. He is not as smart or 
  wise as Gord. He carries a dozen +2 sling bullets and has Boots of Levitation. He is Melf's 
  henchman and friend. He is very chivalrous outwardly, a Sam Gamgee type, but still a thief. 
   
  Lizard - This hard eyed crossbowman is tall, lean-muscled and leathery skinned. He is specialized 
  in the arbalest (heavy crossbow). He wears scale mail and has magic bolts. He travels with Melf, 
  Biff, and Chert. He was slain by Nerull's steed Putriptoq. 
  Keoland, Kingdom of 
  (ref. Tom Keogh). This land is the last known location of the Jancinth of Inestimable Beauty 
  
  (DMG 1st ed. p. 158). 
  Hold of the Sea Princes 
  Port Jolli - This place is a dull and dirty town. 
   
  Wenhulii - The Hool marshmen. 
   
  NPC's of the Sea Princes 
   
  Ostarth - He is a Wenhulii sorcerer, his assistance die in the Obmi-Eclavdra clash in the Hool 
  marshes. He and the priest break off from the attack. 
  Ulek, Principality of 
  NPC's of Ulek 
   
  Prince Olinstoad Corond - He is the ruler of the Principality of Ulek. He supplied forces to sack 
  the Pomarj. He has mines north of Stoneheim in the Wormjaws which are rich in gold and gems. 
   
  ? - Female gray robed mage in Gord's group raiding Strandkeep.  
  Spells: Second Level; knock 
   
  Kharistylla's Cave - This cave is underwater in the Azure Sea. It has stone walls, red coral branches 
  on the walls, profuse sea plants. It is magically concealed. It is a large grotto with many chambers 
  and secret grottos with water sprites, salt wyrds, all forms of poisonous sea creatures - snakes, fish, 
  and worse - hovers on the perimeter as guards. See Kharistylla. 
   
  Telmstrand - Somewhere along the Silver Seeker's route before the Wild Coast. 
  The Northwest Reaches 
  Rovers of the Barrens 
  They slew the giants that wandered into their borders when Graz'zt incited the monstrosities 
  against The Horned Society. A breakdown of the tribes and a history from 566-579 is given in 
  Dragon 56 p.22-23. 
  Blackmoor 
  After the siege of Molag, Blackmoor allied with Iuz (see also Dave Arneson's Blackmoor page, the 
  D&D Blackmoor modules DA1-4, this excerpt from a Judges' Guild product on Dave Arneson's 
  The Egg of Coot, and Robilar Remembers: The City of the Gods from Oerth Journal 6). 
  
  The Obsidian Citadel 
  This is Mordenkainen's fortress. It is made of basalt and obsidian and lies in the mountains west of 
  the Vesve. It is cloaked magically and is a sprawling complex. There are many dwarven miners 
  working a platinum vein here. 
   
  Gnomish smiths coin the metal and make jewelry. Men and elves ship it to Perrenland and Ket in 
  the west, Highfolk and Veluna to the south, and east to Furyondy. Mordenkainen has several 
  agents, including spies in Iuz and The Horned Society. Highfolk has allied with Mordenkainen 
  against Iuz and the Hierarchs. The arch-mage has grugach and wood elf tribe vassals. A5-83. 
  Wegwiur (Wolf Nomads) 
  See Dragon #56 p.18-19 for a description of their conflict with Iuz c. 578-579. 
  The Bakluni Nations 
  The Dry Steppes 
  Arroden - Nomads of the Dry Steppes, they live west and south of Ulsprue. They have dark skin 
  and grey eyes. They wear turbans, veils and buff colored garments. They use lassos, longswords 
  and crossbows. They have a few silver bracelets of protection +1. They hide near waterholes, wait 
  for travelers to drink and take them captive. They are slavers and also exact "tariffs" upon those 
  travelling through their land, especially Ullites. 
   
  Jahindi - They are a dark skinned Bakluni nomad group that lives north of the Arroden. 
   
  Jahind - They are a Dry Steppeland tribe that lives near the Sulhalts. They ride Gurahasti lizards. 
   
  Sa'han - They are a Bakluni nomad tribe that lives in the west, off the map.  
   
  Behow - They are another western tribe that lives off the map.  
   
  Chomur - They are another western tribe that lives off the map. 
   
  Changar - They are a Dry Steppeland tribe that lives near the Sulhalts. They ride on Gurahasti 
  lizards. 
   
  Mulwar - They are a Dry Steppeland tribe that lives near the Sulhalts.  
   
  Al Illa-Thuffi - They are a tribe that lives right next to the Sulhalts. They use yellow tufted tipped 
  lances and are enemies of the Arroden. 
   
  Farzoel - A grey striped polecat in the Al Illa-Thuffi language. 
   
  
  Hokrodden - They are the southern branch of the Arroden tribe. 
   
  Chepnoi - They are a tribe related to the Al Illa-Thuffi, that live in a green valley along the Pass of 
  the Clenched Fist, in the Sulhalts. They are a mountain people and trade with one another twice a 
  year. They make occasional forays into the Sea of Dust. 
   
  Dry Steppe NPC's 
   
  Shaik Yahoud - He is the leader of the Arroden. He uses a lance. 
   
  Bohkir - He is an Arroden fighter.  
   
  Brodri - He is an Arroden, the only one who will speak in more than grunts and growls to a 
  prisoner. He is the youngest in the group. 
   
  Haradoon - He is an Arroden fighter.  
   
  Kodan - He is an Arroden fighter.  
   
  Lafdan - He is an Arroden warrior. 
   
  Thotir - He is an Arroden warrior. 
   
  Vahkta - He is an Arroden fighter.  
   
  Achulka aka Saufghi - He is from the Al Illa-Thuffi tribe. He is hawk faced and uses a bow, a 
  tulwar, and a lance with a yellow tufted tip. He rides with four others. He is interested in acquiring 
  Arroden bracelets. His uncle had brought back a large gold coin and a bronze shield from the Sea 
  of Dust. 
   
  Hammaden - He is an Al Illa-Thuffi, killed by a carnivorous plant. 
   
  Nizamee - He is an Al Illa-Thuffi nomad. 
   
  Jahmut - He is an Al Illa-Thuffi nomad. 
  Karnoosh 
  This city is a trading center on Lake Karnoosh, P6-142. Its market is frequented by all of the 
  nomadic tribes west of the Crystalmist chain and south of Ket. Outlying nomads sack those 
  nomads who sack caravans and are, in turn, sacked in the town. Turrets and domes dominate the 
  city. The walled portion of the city has a population of 7-8000. There are many villages and towns 
  surrounding Karnoosh, so that the entire metropolitan area has a population of 32-35000. The 
  suburbs have many caravansaries, wine shops, and places of entertainment. 
   
  The Main City - This region of the city has an open bazaar that is always open. There is trade in 
  slaves, spices, animals, ivory, and all other goods. There is a brick casbah with a large number of 
  
  troops under the command of a Shah. There are very few demi-humans here, in fact, there are six 
  dwarves total. There are all colors of humanity here, save white. The trail, leads south east along 
  the lake's edge for seventy miles, then splits into three small trails, running east, south, and west. 
  The south is in the center and runs to Tashbul, then east and south into the Sulhalt Mountains. It 
  goes ninety miles east form Tashbul and then south through the mountain pass. It is a two week 
  journey through the pass. 
   
  Lake Karnoosh 
   
  That lake in the middle of the Dry Steppes (O6-143). 
  Ket 
  Lopolla - The city is a mix of east and west, with more west than east. 
   
  Sectors - Each is purposely walled off from one another. 
   
  Casbah - The large fortress compound. 
   
  Souk - The crowded market district. 
   
  Medina - The residential quarter.  
   
  Ourmistan - The foreign quarter Warehouse district. 
   
  Dar Peshdwar - This place is a bar with strip-dancers. The dancers are excellent and dance on a 
  marble stage accompanied by a three piece ensemble of musicians. The main dancer is called the 
  Pearl of Perfection. They use golden lights from twenty smoking lamps around the stage. The 
  place is hot. The bar is attended by warriors and aristocrats. 
   
  There is a cloth screened portal that leads to a broad hallway. It is short and goes around the 
  corner to a large kitchen. Across the kitchen is a door, which leads to a small walled garden that 
  has a barred, heavy, black, gate. It leads to an alley. 
   
  This back entrance to the Dar Peshdwar is on an alley that exits to a narrower side passage. After 
  several turns, this side passage opens into a small open square that contains a bazaar. Across the 
  square is long narrow road that runs a great deal more than 300 feet. 
   
  Gate - The gate nearest the long passage has four guards with long bows, long spears and long 
  swords. The corporal is housed inside the gatehouse. The gates are closed at night, but the 
  corporal is not above taking bribes.  
   
  Peoples of Ket 
   
  Kirkir Tribes - Bakluni tribes of the Pennor area. Eg. The Al-babur. They build stone villages, the 
  women tend the crops. They move to a different village every season. The men hunt and fight, 
  occasionally warring against the Paynims or the Ullites. They have horses and goats. Polygamy is an 
  
  accepted custom. 
   
  NPC's of Ket 
   
  Malik Ibn Urchi - Is the Commander of a company of mercenary lancers in Ket. They wear brown 
  cloaks with the Ket coat of arms. 
   
  Malik Xestrazy - A relative of the Marcher Lord of Ket. 
   
  Ageelia - A beautiful dancer from Ket, she says that she was a slave to Malik Xestrazy, a relative of 
  the Marcher Lord of Ket and that he would sell her to Overking Ivid. She has green Eyes. She is 
  really Xestrazy's lover and accomplice. 
   
  Omar - He is a fat Kettite with Tusmit blood and is the owner of the Dar Peshdwar. He would sell 
  Pearl to Zeif to spy for Ket. 
   
  Pearl of Perfection - She is a platinum blonde, strip-dancer at the Dar Peshdwar bar in Lopolla. 
  She has fair skin and silver gray eyes. She is an excellent dancer. She glistens with perfume and 
  sweat, she has many transparent garments. She is used to a pampered life and will have to make 
  some adjustments if she intends to stay with Zulman. 
   
  Mulha - Hetman of the Al-babur tribe of the Kirkir. He accepts Gord into his tribe. He is 
  Zulman's father. He has a small swift stallion named Windeater, which he gives to Gord. 
   
  Zulman - Pearl's fiance. He lives in the Pennors and is the prince of the Al-babur tribe of the 
  Kirkir. He has brought four horses which he, Pearl, and Gord can escape on. He is the first son of 
  the Hetman. He looks about twenty but is actually in his late twenties. 
  Payanims 
  While not specificly discussed in the Gord books, other Greyhawk products indicate that this 
  region was once the seat of the Bakluni nation, prior to the Invoked Devistation. The MMII entry 
  on Hordlings would indicate that those daemons were loosed en masse upon the land by that 
  disaster through the use of the "bringer of doom". During that disaster, the Axe of the Dwarvish 
  Lords was lost (DMG 1st ed. p.156) and afterwards the Bakluni gods gave their high priest the Cup 
  and Talisman of Al'Akbar. 
   
  Al-Babur summer village - Lies 300 miles east (not directly) of Ulakand. 
   
  Okmanistan - The area north of the Ulsprec, south of the Paynims. 
   
  The Pass of the Clenched Fist - This a secret pass through the Sulhalt mountains known to the Al 
  Illa-Thuffi. It lies sixty miles out of Tashbul and is marked by a rock that looks like a hitchhiker's 
  fist. It is the autumn residence for the Thuffi. The green valley of the Chepnoi lies two days along 
  the pass, in the middle of the mountains. 
   
  Zondabad - This place is mined by the Kizam. The slaves die quickly here. 
  
   
  Tribes of the Payanims 
   
  Okmani Tribes - The Okmani are Bakluni tribes that inhabit the area north of the Ulsprue. They 
  are known to waylay travellers and sack caravans. They are enemies of the Al-babur. They wear 
  green and grey striped cloaks and are armed with scimitars, lances, and bows and carry small 
  shields. Their battle cry is "Yii-Yii-Yii-Okman!", their greeting is Salaam and their name for a grey-
  striped pole cat is Pharzool. They have the custom of having strangers offer their food with salt and 
  bread both for sustinance and for establishing guest-host relations as in the Al-Qadim setting. 
  When one is adopted into their tribe, the adoptee is expected to give gifts. 
   
  NPC's of the Payanims  
   
  These people also frequent the Dry Steppes on occasion. 
   
  The Kizam - Buys slaves at Karnoosh to work in the mines of Zondabad where slaves die quickly. 
   
  Eflam - He is an Okmani Fighter. He is the brightest and leader of the group which includs the 
  next two. 
   
  Hukkasin - He is an Okmani Fighter. 
   
  Ushtwer - He is an Okmani Fighter. 
  Pen Wilds 
  These are the hills south of the Bramblewood and Ket. They are the eastern portion of the Pennor 
  Hills. 
   
  Tashbul - (O6-150) There is a secret pass through the Sulhalts 60 miles out of Tashbul, marked by 
  a rock that looks like a hitchhiker's fist. 
  Ull 
  The Underdark - It has an entrance in Kester which attaches to the tunnels leading to the Vault of 
  the Drow. 
   
  Ullites - Shout "Ull!" as their battlecry. They are armed with scimitars, lances, and bows and carry 
  small shields. Their clothing is flame colored with reddish pink checks. 
  Zeif 
  NPC's of Zeif 
   
  Kufteer, Shah of Wadlaoo, Vizeer of Zief - He would purchase Pearl and has a six man personal 
  guard unit. They are dressed as typical Ziefites, but wear chainmail and carry tulwars (scimitar-like 
  
  weapons). 
   
  Al Ruhk - Kufteer's largest personal guard. He wears chainmail, carries a tulwar and uses his name 
  as a battle-cry. (Ref. Ruhk = Roc = Rook = 1) that huge, elephant eating bird in the Sindbad the 
  Sailor stories. 2) the chess piece named after said bird) 
   
  Zameer Dey - He is one of the best assassins from Zief and is in the employ of Kufteer. He is dark 
  skinned. Equipment: poisoned curved dagger, balanced for throwing. He has a Zeif technique of 
  spinning with daggers against his forearms. He wears a brightly striped short kaftan typical of Ziefs. 
  His broad, cloth-of-gold sash holds his kaftan around his waist. He wears baggy bright blue satin 
  pants slightly curled long toed boots, a short padded and embroidered garment linked, cut away in 
  front. He also wears a spiked tarboosh under his turban and leather armor underneath his 
  clothing. He shouts insults while fighting. 
  The Sea of Dust 
  This region was once the Suel empire. During the Rain of Colorless Fire most of the cities were 
  destroyed. The Forgotten City and a few other cities were preserved under the dust through the 
  actions of powerful spell casters. These peripheral cities died out and were buried. There are sand 
  storms there that can bury you alive in minutes, so the Thuffi have hollow poles and silken tarps to 
  prevent suffocation. The typical desert garb consists of white tunics, robes, snow shoes, and hollow 
  poles with plugs, the poles act both as snorkels and prodders to test the dust depth. Each band 
  member carries their personal cocoon-like tent; it is light but bulky. There are some pools of 
  blackish water. Leather-leafed palms with hard wooden pods grow around here; when the pods are 
  soaked, they produce a good fruit. There are also deathvision trees and plants with fat leaves that 
  are deep green. They grow around the edge of the oasis and have itching hairs on the leaves. 
  When singed, the hairs are removed and a waxy tasting fruit remains. Too much will lead to 
  nausea and gas. 
   
  Beyond the rocky area, there are no water holes, just deep dust. There is a carnivorous plant that 
  looks like a bed of stripe leafed plants with a silvery fruit. It has a mouth below the dust. When 
  some pressure shifts, the victim falls under the dust and is devoured. 
   
  There is a another pool at the Suhalt projection; there is also a ravine. For six days travel, there are 
  hills south of the projection. Then, heading southwest, there is a 120 mile diameter morass 
  approximately 300 miles east of the Ruins. Eclavdra‘s group encountered a fifty foot high, north-
  south ridge. Carrion crawlers and vultures live near the mountains in the Sea of Dust. There are 
  Oases every 300 or 400 miles. 
   
  Ruins 
   
  This particular set of ruins lies south west of the hills. They appear as a natural stone projection, 
  but are actually a group of broken towers and the remains of walls. Three feet beneath the ash is 
  the roof. There is a rectangular trap door, three feet square with the wood perfectly preserved 
  there. The trap door leads to a ladder down into a room. There is a flight of steps descending in 
  the corner of the room. There is also a pewter pricket and a rushlight with hard grease - 20' 
  
  illumination. This is the fifth floor and was used as and observatory and temples. It is a square 
  tower, and there are star charts on the walls, along with equipment, maps, books, and scrolls in 
  floors 1-4, that are dusty, but intact. The windows are shuttered. There is an inch of dust on the 
  floor that has sifted in through seems in the windows. The stairway leads to the cellars. The place is 
  built like a fort. 
   
  In the cellar, it is damp, and there is a low tunnel to a spiral stair down, carved from the rock. 
  Forty feet down there is a natural cave. It had been eight feet deep in water, now, the bottom is 
  mud. The area next to the wall there is still a fresh water pool. Back in the cellar, there is a passage 
  way to a door, barred with a heavy iron ring. Inside that room, which is also a natural cave, 
  complete with stalagmites, are four or more stone boxes. They are trapped with poison needles. In 
  the boxes are coins, jewelry, uncut gems, and metal ingots. The room is also trapped with a 
  confusion spell. The gold coins are big thick wheels with the head of a haughty man stamped on 
  one side and a sun on the other. There are a few tarnished silver coins. The are are some cut 
  gems, pearls, amber, ivory and coral. There is an ivory scroll case with a map of the sub- dust 
  tunnels. Some lead to the Forgotten City. 
   
  Sixty albino carnivorous apelings with yellowed hair arrive ten rounds after the treasure room is 
  entered. They are mute and have yellowed teeth. The mini-apes are under the command of Suel 
  albinos who use curved bladed spears, crossbows, and aklys. There are twelve Suel pygmies, 
  including a grey robed mage, (Flesh to Stone, Lightning Bolt), and his understudy (Darkness), ring 
  of invisibility. 
   
  Travelling down the passage, and around the corner, down the stairs leads to a well room. 
  Proceeding then, through a hole leads to a pool and beyond. 
   
  From the Temple to the City 
   
  The passage at the other end of the pool leads south 100 yards to a cave in. There is then a small 
  opening in the ceiling up to a maze of sewers, subcellars and passages. New passages are four feet 
  high and five feet wide, built for pygmies. The pygmy passage heads southwest and up to the 
  Forgotten City.  
   
  The cave in is twenty-five feet long, but in the upper corner only 2'6", but the roof is loose. At the 
  other upper corner, the cave in is 3' long and the roof is solid. The passage continues for 100 yards 
  after the cave-in and then splits, one end veering east, and the other going directly west in a "T" 
  shape. 
   
  The West passage goes up to a concealed stone door into a circular aqueduct. There is a trickle of 
  water here flowing from the Temple/City area North to South. The pipe is 20' in diameter and 
  runs for miles. This is 300 miles away from the forgotten city in (A6-153, or Z5-152). Wandering 
  monsters include giant slugs spitting acid and poison, dun puddings, black puddings, green slimes, 
  lurkers above, and cloakers. The pipe eventually comes to a wall of rock and soil which burst the 
  aqueduct during an earthquake. It leads out and opens to tunnels outside of the aqueduct. The 
  large one runs on one side. The small ones are five feet tall. 
   
  The large one leads due southwest and slightly up. It intersects with the floor of a larger tunnel 
  going south. It is a slug trail. There are fungi, bats, rats, and mice. It ends in dust and soil with a 
  
  hole sloping down and an east-west slug tunnel. The down slope goes 80 degrees to the horizontal. 
  After 30 feet there is a drop to a chasm. This "J" shaped tube ends 100 feet above the floor. 
   
  The cliff wall is made of smooth limestone. 5' feet to the the right of the tube, is a 2' wide ledge. It 
  goes 200 ft along the wall. then there is a 7 foot gap where a large amorphous creature with 
  tentacles and acidic black blood awaits. The blood is capable of dissolving swords and the like. 
  The path then leads dow, widens and forms steps down to a 10' above the floor of the rift. The 
  cavern is 300' in diameter. The ceiling is too high up to see. Magic supports it. The ledge 
  continues, going upward, narrowing, and going to the top of the cavern where it becomes a tunnel. 
  This large cavern was a refuge during the Rain of Colorless Fire. The tunnel leads to a high plateau 
  in the middle of the Sea of Dust, it was a river on the plateau. The river cut a rift (the passage) and 
  fed a great lake (the cavern). The riverbed/passage/tunnel leads to the Forgotten City. 
   
  Forgotten City 
   
  This ancient city was once a large Suel metropolis, now houses the Lawful Evil Theorpart. It was 
  the Suel capital city and it survived the Rain of Colorless Fire. It was shielded by magic, but was 
  buried by 100 feet of dust. It lies on the once plateau on the once river passage. 
   
  From that route, there is a guarded entrance way. It is a crude wall with two square towers manned 
  by Suel Pygmies. 100 feet in front of it is a fifteen foot tall ledge with lots of recesses. Patrols 
  consist of twenty apelings and twenty pigmies (six in the front, ten flanking and four in the rear) 
  with human slaves. The pigmies use a sign language (undercommon). The twenty foot wall touches 
  the sides of the cavern. One guard on the wall is thirty feet from the cave side. Other guards are 
  posted forty feet away from each other along the wall. The passage rises up. This was part of the 
  city's outer wall. It was built on a hill. 
   
  One quarter mile further, the river bed broadens into an enormous chamber. The broad way on 
  the lowest level has foot traffic (pygmies, slaves). Stairs and ramps are on either side of the road 
  leading to a level with a busier road sixty feet above. Low ancient buildings support a solid roof of 
  stone. Red light from dim oval globes illuminates the place. The roof forms a large dome. This 
  entryway is a side passage. The dome, which is 100 feet high at its apex, covers only the heart of 
  the city. 
   
  A faint high signal note summons the pygmies into the buildings for the sleep period. A piping 
  with quivers is the alarm. A gong from one end and a horn from the other end rallies the pygmies. 
  From above ground, half of the buildings still stand. In its prime, it could have housed a million 
  people. 
   
  Going out the alley next to the storehouse, towards the ramp, then along street for 50 yards leads 
  to an intersection between this street and a broad avenue. Proceeding left down the Broad Avenue 
  leads to the temple's secondary entrance. 
   
  Warehouse/Slavehold Complex - A big, aged building has a tall arched roof with flying bridges. To 
  the side, a building was used as a warehouse, but the crates and bales have not been touched for 
  years. The three buildings connected to the warehouse are uninhabited. All of the upper floors are 
  unoccupied. The pygmies have entered the lower stories before. The four story remainder of a 
  building is accessible from an upper walkway. 
  
  Two pygmies have their backs to the third floor stairs. One has a silver buckled belt. There are 
  only two guards on the second floor and many slaves in holding: two dozen human, half-elfin and 
  elf slaves. The first floor holds twelve pygmies. Many nearby buildings are similarly set up. This 
  building is three buildings from the edge of the level, where a narrow flight of stairs leads outside to 
  twenty feet above the riverbed bottom. It is across from a ramp up. On the other side of the 
  riverbed is a museum. 
   
  Museum - This building lies on the side of the riverbed opposite to the warehouse/slave quarters. 
  It holds many ancient weapons. 
   
  Storehouse - This building holds man-sized weapons useless to the Suel that they have acquired 
  through trade. It is just up the ramp across from the Warehouse/slavehold complex. There is a 
  door on the alley which is locked. It holds all sorts of normal arms: long swords, axes, a mace, a 
  long-spiked morning star, and broadswords. 
   
  Bridges - These are walkways above the city, connecting many of the buildings. 
   
  The Great Temple - The Theorpart is plainly visible as the central object of worship. It is set in the 
  center of a huge, hard transparent sphere made of resochist. Suel pygmies believe it is the artifact 
  that will restore them to greatness. Held here are the enchanted weapons and armor of kings and 
  nobles from ages past. 
   
  It is a white building one half mile down Broad, left off of the Ramp Street. The secondary 
  entrance from the broad avenue is up a narrow stairway. There are white pillars trimmed with red 
  gold on the entrance. Clerics are housed nearby the secondary entrance. There are grand 
  entrances on the other three sides. 
   
  The secondary entrance is from the west and opens to a large vestibule with three passageways 
  leading away. Red light fills the room. Straight ahead is a golden light. This is the only place in the 
  city such light can be found. It is a ten foot wide passageway of polished alabaster with gold inlays 
  in the mosaic tiles. It is day-bright in order to awe the commoner pygmies. 
   
  The grand hall has huge pillars. There is a curved end hall, columned side aisles and a wide central 
  way. There are lines of display-cases along the middle of four broad main aisles. It looks like a 
  museum. The cases are glass/crystal enclosures, exhibiting religious artifacts: ancient books, scrolls, 
  carved chairs, offery and altar pieces, gold and silver clerical paraphernalia, etc. The center of the 
  chamber is domed in gold. The floor beneath is a disk of dark polished onyx. Around the circle is 
  a gold inlayed wooden rail, broken at one spot from the secondary entrance side. Outside the rail 
  are pygmy benches with a seating capacity of 100. From the zenith of the dome 40' up, hangs a 
  huge chain of dull greenish metal. 15' up the chain has a massive ring. Four other chains radiate 
  from the ring to enclose the crystal globe, along with another ring underneath. There is a more of 
  the thicker chain reaching and stapled to the floor. The lower ring is 7' 6" to 8' 0" above the ground. 
  The Theorpart known as The Cone of the Magi is encased in the resochist globe. [Randy Richards 
  (acererak@aol.com) assures me that: According to Gary Gygax,... Uattho... is the name of the long 
  dead mage-priest who guarded the Cone of the Magi (which is what the Suel called it). As a side 
  note, "resochist" is an alchemical substance similar to "transparent aluminum" from the Star Trek 
  movies.] 
   
  
  The display case holds platemail +2, an oval-shaped shield +2 and a high quality sword (+3 or +4). 
  Attempt to pilfer these items calls the knight who once wore them back to life. He shouts insults at 
  the thief as he fights. After loosing 30 hp he begs for quarter. He believes that he and the Suel 
  empire still are vibrant. He will attack again if given the opportunity. 
   
  The resochist sphere is very heavy. If it is dropped, it will break the benches, railing, and emit a 
  loud clang and roll to the left or north. The sphere takes 50 hp of damage to break, but weapons 
  must save verses crushing blow or shatter with a -2 per strike cumulative penalty. The slaves will 
  think that Obmi and Eclavdra are saviors. The Pygmies will rally outside the temple. 
   
  Large Plaza - This lies south of the Temple. 
   
  Stronghold - This lies south of the Large Plaza. The second and third floors are living quarters. 
  The pantries hold fungus and waterskins. The fourth floor has windows blocked with stone and 
  mortar and has a thin layer of dust on the floor. The fifth level has riding gear packed in crates. 
  The sixth floor has cage- like stalls for riding lizards. At the far end of the room, double doors lead 
  out to the Sea of Dust. 
   
  Desert Residents - The traveller in the Sea of Dust may encounter such hazardous flora as: 
  carnivorous wire trees; low bushes that grow away from the trees, bearing eight barbs; snake weeds; 
  jumping cacti and touch-me nots which eat birds; silver sticks, which shoot a gooey spray at any 
  warm object; and shower plants which release water first, then contact poison. About a dozen 
  species of plant life survived including cactus plants that eat insects or live in symbiosis with insects; 
  wire-like trees with buried trunks; flat carnivorous vegetation and a bed of nails plant. The green in 
  these plants appears almost black. 
   
  Ashworms eat ash and deposit stuff that other creatures eat. Dustarchers, needlebirds, spotted pit 
  vipers, asharrows (a snake), large dust striders, large wolf spiders, paddle-foot lizards, giant 
  centipedes, dogs, wolves, jackals, foxes, and dustfish can also be found here. Puddings, slimes, and 
  giant subterranean slugs live in and hollowed out a network of tunnels beneath the desert. There 
  are birds that burrow into ash. Rats and mice live in the underground tunnels. Shrews and moles 
  burrow; badgers live underground. Foxes, dogs, snakes and lizards hunt on the surface. Animals' 
  skins and hides are dun colored. 
   
  Hellpass - This is the pass in the Hellfurnaces beginning near the volcano across from Lake 
  Splendor, and ending on the west coast of Jerlea Bay. 
   
  NPC's of the Sea of Dust 
   
  Suel pygmies - The Suel descendants that live in the Sea of Dust, are thin, albino, three foot tall 
  pigmies. They use spears, crossbows with poison bolts, and aklys and they generally all wear grey 
  clothing. They have infravision and fight with a -2 penalty to hit in sunlight. They use a silent, sign-
  language which is apparently undercommon. The Suel worker/slaves have degenerated into mini-
  carnivorous apes. The magic-users travel with guards and some carry wands of magic missiles. The 
  pygmies deal with the drow and fear them. After the assault on their city, some play dead and 
  launch surprise attacks. See also the World of Greyhawk Glossography (1983) p.27-28 for notes 
  on the Lerara tribe of Suel. Also, by inferences in their description in the Monster Manual II p. 
  42, and by Gary Gygax's response to question #11 on The World of Greyhawk Fan Club 
  
  Questions and Answers page, these Suel may be considered to be derro. 
  Beyond the Flanaess 
  Behow - A kingdom lying on the western border of the Sea of Dust. It is considered the stuff of 
  legends by the folk of the Flanaess. 
   
  Changol - A kingdom lying on the southern border of the Sea of Dust. It is considered the stuff of 
  legends by the folk of the Flanaess. 
   
  Chomur - A kingdom lying on the western border of the Sea of Dust. It is considered the stuff of 
  legends by the folk of the Flanaess. 
   
  Jahind - A kingdom lying on the southern border of the Sea of Dust. It is considered the stuff of 
  legends by the folk of the Flanaess. 
   
  Mulwar - A kingdom lying on the southern border of the Sea of Dust. It is considered the stuff of 
  legends by the folk of the Flanaess. 
   
  Sa'han - A kingdom lying on the western border of the Sea of Dust. It is considered the stuff of 
  legends by the folk of the Flanaess. 
   
  Suhfang Kingdom - A kingdom to the far west of the Flanaess, possibly still on Oerik, this place is 
  similar in some respects to Earth's China. Its residents are sallow skinned. 
   
  The Moving Islands - These islands lie in the distant south, west of Oerik. 
   
  Gonduria - This is a vast continent west of the Agitoric Ocean and north of the Moving Islands. 
   
  Agitoric Ocean - This ocean lies west of Oerik and east of Gonduria. 
   
  Aquaria - Frank Mentzer's continent east of the Solnor Ocean does not appear in the Gord 
  Novels, but did appear in four RPGA Modules: R1 To the Aid of Falz, R2 The Investigation of 
  Hydell, R3 The Egg of the Phoenix, and R4 Doc's Island. A description of the continent is 
  downloadable in zip format at http://www.afn.org/~afn47861/aquaria.zip 
  NPC's of the Flanaess and Beyond 
  Mortal VIP's 
  Alton 
   
  Alton is a wizard with the Circle of Eight and a vassal to Tenser. He is at least eighteenth level. He 
  is Bigby's equal, he is less potent than Mordenkainen, Tenser, and Gravestone, and he is more 
  
  potent than Sigildark. He is knowledgeable about energies, and transport spells. He is blonde 
  haired - "lion-maned". He has large intelligent deep brown eyes. 
   
  Equipment: He has a throat broach that casts Light at touch. He has a Staff of the Magi and he is 
  not afraid to use the Retributive Strike. He has an egg of bondage that turns into bands that 
  completely bind and constrict about a creature. 
   
  He and Timmil bypass Gravestone's stair traps. There is an express route to Gravestone himself, 
  but they can not use it. 
   
  Spells: First Level: Detect Magic, Hold Portal, Magic Missile (6+), Ninth Level: Imprisonment 
   
  Chert 
   
  Barbarian of the Adri Forest, Str: 18/96, he is more comely and charismatic than Gord, but not as 
  intelligent. Proficiencies: Weapon: Battle axe, longbow. Non-weapon: armory 
  He is 6'8" tall, has curly lightbrown hair and is one to two years older than Gord. 
   
  Equipment: He has a Battle axe +3 - "Brool the hummer". He uses a longbow and carries two 
  quivers of broad headed arrows. He wears chainmail and a helm, leather leggings, heavy leather 
  boots and no shield. 
   
  His tribal battle-cry is "Penwolf". He is uncommonly non-subtle. He is superstitious about dark 
  haired women (one once broke his heart) and is now only attracted by blondes. He is named a 
  gentleman to the house of Fizziak. He and Gord bought a house in the River Quarter near the 
  Strip. After Artifact of Evil he returns to the Adri forest where he makes a sleeveless cuirass from 
  the devil swine pelt. It reduces damage taken by one hit point per blow. He arrives in Safeton with 
  Gellor and Curley, five days after Barrel. He dies in Gravestone's Headquarters. 
   
  "General Lord Nelbon" Gellor 
   
  Class: Bard (1st edition); He is a 13th or higher level during Artifact of Evil.  
  Languages: Common, Thieves' Cant;  
  Proficiencies: non-weapon: He plays the harp. Weapon: He is specialized in the long sword. 
   
  His false eye of True Seeing, which is often covered with a leather eyepatch, is golden with a 
  polished, enchanted stone of corundum and golden sapphire. It also permits sight into the 
  Ethereal Plane. He is stronger, wiser and far more experienced than Gord, but he is also slower 
  than Gord. He is six feet tall. He sings while he fights. 
   
  Equipment: He has a Frost Brand +3, +6 verses fire using/dwelling creatures. (scroll - creeping 
  doom?), He carries Keoghtom's ointment. He has an ivory kanteel with silver strings and gold 
  inlays. He has an enchanted flask with draughts of refreshment and vigor. 
   
  According to Dragon #56, p. 21, he was the Duke of the Bandit Kingdom of Artonsmay in the 
  spring of CY 579 (fighter, 9th level), commanding forces of 250 cavalry and 250 infantry. He was 
  taught his bardcraft by the fabled Rhymer of the Blackfens. He is an agent of Bellisica, Countess of 
  Urnst, and does occasional work for Nyrond and the Duchy of Urnst. He had been undercover as 
  
  the guildmaster of thieves in Stoink for a while, having put himself in position there at the behest of 
  "the Enlightend ones (Hierophants?)" c. 575. 
   
  After Artifact of Evil he goes to Radigast City with a belt from the devil swine's hide. In Dance of 
  Demons, it was revealed that he had been to Acheron and Pandemonium some time in the past. 
  He arrived with Curley and Chert at Safeton five days after Barrel. He slew Felgosh in four blows. 
  By Come Endless Darkness, his THAC0 with his sword is one better than Gord's. His music can 
  drive away lesser demons. He is raised and fully healed at Gord's request by a solar who came to 
  mop up the dumalduns in Gravestone's tower. 
   
  At the beginning of Dance of Demons, Balance enspells all of his equipment. He is given ESP 
  ability, travel by thought, and psionic invisibility by the Hierophants. The Shadowking gives them 
  shadowplate +5. It has no encumbrance, so thieves can use their abilities as if they were wearing no 
  armor, but in total darkness, or shadowless light, it will disappear. He is also given elfin chainmail, 
  and rings of protection + a lot. He is given "a lute-like thing with many additional instruments 
  attached to or forming part of its body, it had been recovered and restored by those great mages 
  [the Circle of Eight] from some lost trove with the assistance of Heward, Lord Hugh, one who was 
  most skilled at such things." He is given Cat's paws by Rexfelis. He is given healing abilities, 
  immunity from disease, bless, and detect lie from the Clerics. He is given some permanent magic 
  resistance either in the form of Anti-magic or a permanent Minor Globe of Invulnerability. He has 
  been give an intricately worked belt buckle that enables him to travel to every plane with a touch 
  and a thought. These buckles can partially cloak their magic, making them difficult to trace. Lord 
  Entropy fully cloaks him. He has been implanted with the knowledge of the generalities of the 
  Abyss. In the Haven, he repairs their armor with the Kanteel. At the end of the struggle, he 
  becomes a demi-urge on Yarth. 
   
  Spells: (as a first edition bard, Gellor uses first edition druidical spells)  
  Second Level: 2x Cure Light Wounds, Fire Trap, Charm Person or Mammal  
  Third Level: Snare, Summon Insects 
  Fifth Level: Wall of Fire, Insect Plague? 
   
  Gord (Carl Quadrapus) "Blackcat" 
   
  Thief Acrobat, Align: Neutral, S:17, D: 18, Con:16, I: 16, W:14, Chr: 15, Com: 14, Born: 
  Greyhawk City, Languages: Common, Thieves Cant, Beggars Cant; +1 to hit and damage with 
  dagger and long sword, no penalties for using both weapons simultaneously; Due to his agility, he 
  can out-fence Gellor and out wrestle Chert. 
   
  Proficiencies: Non-weapon - boating, woodcraft, tracking, disguise, gambling, horsemanship, rope 
  use; Weapon - long sword, dagger, crossbow, garrote, lance; 
   
  He taller than 5'1" (probably around 5' 6") and of moderate build. He has white teeth, wavy black 
  hair (every so often a stray lock will hang into his face) grey eyes and a roguish smile. Due to the 
  effects of the Chrysoberyl Ring, he appears much younger than he really is. 
   
  Equipment: dagger - cuts through stone, hits all non-magical armor as if AC 10; it is the length of a 
  short sword, Sword +4 - has truesight, He carries a pair of knives in his boots. elfin chain mail shirt 
  +1, amulet of non- detection, gold ring set with a cabochon cat's-eye chrysoberyl - resurrects nine 
  
  times, each time, the wearer will awake in the Demesne of the Catlord, those specially attuned to it 
  may polymorph into any cat form.; carries a bag of holding. He has a scroll of banishment 
  retrieved from the vampire Plincourt. He is given a spell scroll from Melf. He uses poison on 
  occasion (when doing thievery). He has a short rope garrote, a grappling hook, and a long thin 
  rope. He has a box of holding at his residence. 
   
  He is the great grandson of Rexfelis. His father was the sole heir to the seventh house of cats, the 
  house of panthers. His parents had left him in the charge of a sorcerer friend who turned herself 
  into Leena. Gord and his parents were targeted by a malevolent force and his parents and Leena 
  were killed when he was a child, Leena dying when Gord was 11. 
   
  He is twenty-one by end of Saga of Old City. He and Chert bought a house in the River Quarter 
  near the Strip. He owned a big roan stallion named Blue Murder, for a time. He then moved to a 
  fifth floor apartment near the wall in Craftsman's Ward adjacent to the Foreign Quarter. He is 
  named Gentleman and Esquire to the house of Fizziak. During City of Hawks, he goes into the 
  Land of the Shadow and meets the Shadowking. He risks his life to regain his family necklace, but 
  was forced to surrender it to leave. The sapphires had disappeared from the box a few years before 
  Leena died. They found their way into a high priest of Nerull's necklace, then to the lich Imprimus 
  of the Shadowland. They are the badge of the Prince of the ninth (seventh?) house. 
   
  He is slain once by a devil swine in the Vesve and arrives at the manse of the Catlord. He has 
  relations with Tirrip the tigerwere at the Manse of the Catlord. 
   
  He is given Windeater, a small swift stallion, by Mulha of the Al-babur. By Sea of Death is 
  between twenty- eight and thirty years old, although he appears to be twenty-one due to the effects 
  of his Cat's Eye ring. His Okmani name is "Pharzool". His Al Illa-Thuffi name is "Farzoel". His 
  magic long sword is dissolved by the acidic blood of a creature in the tunnels below the Sea of 
  Dust. He picks up a new +3 or +4 sword in the Forgotten City. He leads a group of escaped slaves 
  out of the Sea of Dust. He is forced into a death duel with Obmi by Vuron. He wins. Vuron 
  makes him choose where the final Theorpart will go, with the catch that Leda take the place 
  Eclavdra. He gives it to Vuron and she leaves with him. 
   
  During the year between Sea of Death and Come Endless Darkness, he and the escaped slaves 
  traded down in the Amedio Jungle and brought back wealth. On their way back, a year later, the 
  evil powers have sent sirens, sea hags, and storms. When a raven is sent to spy on them, they play 
  dead in the Azure Sea. They have sailed on the Sovereign Sea Lion, then Stormeater, then Sea 
  Blade, now the Silver seeker. Rexfelis taught him the art of summoning felinoids. He leaves his 
  gold, on the ship, gives his elfin chain shirt to Dohojar, and his adamantine long sword from the 
  Forgotten City to Barrel, and catches a ride on Leoceanius. Kharistylla gives him a pale green pearl 
  of free action and water breathing. She tries to seduce him. He has a tiny coffer of holding. He has 
  a golden amulet of Elemental action - it is an oval of golden amber with a spider inside that he 
  recovered and loaned to Rexfelis. Rexfelis returned it and Gord gave it to Kharistylla. It allows free 
  action and element breathing, as well as the ability to open a gate to the Catlord's realm. 
   
  He is made Lord of Panthers and a Lord of Balance. His fortune was that, should he reach 
  maturity, manage to survive without being polluted by evil, or made narrow by rigid conceit, then 
  he would be Balance's champion. He had to be kept ignorant of this fate until the proper time - 
  Rexfelis' meeting of the Lords of Balance. He stays in the house of Rexfelis' seventh son. He has a 
  
  battered wooden coffer that will open when he speaks either of his parents' names. It has a false 
  bottom with portraits and biographies of Karal and Ataleena written in Catscript. Saying the name 
  a second time will open the false bottom to reveal a necklace with nine sapphires. 
   
  The black Suel blade turns up in his equipment, it is an evil sword that he has named 
  Blackheartseeker. He has a magical rope that will constrict, make a knot, or recoil on command. 
  He has many bags of holding and many magic rings, including a ring of flying. He is empowered to 
  resist vacuum and to convey this ability to others. 
   
  Basiliv warns him of the trap on Gravestone's fiftieth stair. By Come Endless Darkness, his 
  THAC0 is one worse than Gellor's. He owns a Talisman of Balance. 
   
  By Dance of Demons he is the best thief-acrobat on Oerth. He is at least 30 years old. He is dark 
  haired, he looks young. He is five foot five inches tall. Balance enspells all of his equipment. He is 
  made capable of seeing in the infrared, ultraviolet, visual and low light. He is given ESP ability, the 
  capacity to travel by thought, and psionic invisibility by the Hierophants. The Shadowking gives 
  them shadowplate +5. It has no encumbrance, so thieves can use their abilities as if they were 
  wearing no armor, but in total darkness, or shadowless light, it will disappear. He is also given elfin 
  chainmail, and rings of protection + a lot. He is given healing abilities, immunity from disease, 
  bless, and detect lie from the Clerics. He is given some permanent magic resistance either in the 
  form of Anti-magic or a permanent Minor Globe of Invulnerability. He has visited some of the 
  Elemental planes, the Positive and Negative Material planes. He has been given an intricately 
  worked belt buckle that enables him to travel to every plane with a touch and a thought. These 
  buckles can partially cloak their magic, making them difficult to trace. Lord Entropy fully cloaks 
  him. He has been implanted with knowledge of the generalities of the Abyss. He and Gellor have 
  the Banner of Basiliv, which they use to confuse Infestix. They also have the Quadrate Pillars of 
  the Elements. He is now capable of curing himself a limited amount. He slays the material form of 
  Infestix and takes the Initiator. He slays Iggwilv and Iuz, and then uses the two Theorparts to blast 
  Zuggtmoy, slaying her. At that point there is a deep laughter. Leda vanishes. He and Gellor go to 
  an Abyssal plane that is intolerable even to demons so that they may think. He gets depressed. 
  They slay and wound many demons (see outer planar events) take the Unbinder, and leave. They 
  hop from plane to plane, from the ether to the astral, to the Sea of Thought, to a Balance created 
  haven. When he is placed on Yarth, he marries Leda. 
   
  Curley Greenleaf 
   
  Level: 10/8 (after Saga of Old City), Class: Druid/Ranger; Proficiencies: Weapon: spear, staff-
  spear. 
   
  He is rotund, bald, broad shouldered, half-elfin, and 5'11" tall. He is twenty years older than Gord. 
  His druidical school was the Oaken Concatenation. His animal forms include a hawk, a turtle, and 
  a pelican. 
   
  Equipment: He has a gold chain and medallion of a sun with the Tree of Life, on which he paints 
  in green leaves as an indicator of his current level; he has Keoghtom's ointment, wields a spear, 
  and has a black felt belt pouch with a lodestone that he has cast light on. By Come Endless 
  Darkness he has a staff-spear and his staff can cast a (Chain?) lightning bolt. 
   
  
  By Artifact of Evil he has gathered three apprentices. While on the quest for the Theorpart, he is 
  obliged to report to the Hierophants occasionally. After the trip to the Catlord's realm, he plans to 
  leave word in Chendel. He becomes an archdruid to the Grand Druid. He arrived with Gellor and 
  Chert at Safeton five days after Barrel. He dies in Gravestone's Headquarters. 
   
  Spells: include several additional curative spells. First Level: Pass Without Trace, Light, Remove 
  Fear Second Level: Cure Light Wounds, Fire Trap 
  Third Level: Snare, Cure Disease 
  Fifth Level: Wall of Fire, Insect Plague, Sticks to Snakes, Anti-Plant Shell 10' Radius, Transmute 
  Mud to Rock, Control Winds 
  Sixth Level: Animal Summoning III, Fire Seeds, Live Oak, Conjure Fire Elemental, Obscure 
  Path, Find the Path 
  Seventh Level: Chariot of Sustarre, Changestaff 
   
  Ash - Curley's apprentice druid, slain by Blonk. 
   
  Grover - Fuzzy purple monster, secret identity of Super-Grover. Friend to Kermit.  
   
  Loreman - Curley's apprentice druid, slain by Blonk. 
    
  Incosee - This Flan mercenary is left behind at the fight with Nerull. He has a brief stint in a 
  caravan along Furyondy and the Shield Lands. He takes the title Captain and leads the famous 
  company The Bronze Band. Their emblem is brown and green and their troop consists of fighting 
  men and spellworkers. They worked in the Shield Lands where he was knighted an Earl. 
   
  Jokotai - This Chakyik barbarian (Tiger Nomad), can ride a horse, and is proficient in the knife 
  and short bow. He is half killed by Blonk's backstab and later slain by Blonk. 
   
  Kalfeen - She is the Mistress of the Black Covens  
   
  Deirdre Longhand - She is a female Cleric/Cavalier, (Cha 16, Com 16). She is 6'1" has green eyes, 
  tan skin, muscular build, light brown hair with blond highlights. She is loud, confident, cocksure, 
  condescending and snobish. She is a worshipper of Ehlonna and carries her silver unicorn and 
  green tree holy symbol. She knows the woodlands well, especially the Suss. She lives in Hardby 
  and is Oscar's cousin. Their grandmother was a noble of Hardby, who was abducted by Safeton 
  and executed by the Szek. They got in the adventuring business to avenge their grandmother and 
  have done so. She caught up with Blonk and killed him when the Scarlet Brotherhood marched 
  on Celene. She is named Hardby's Justicatar of the Realm. 
   
  Oscar Longhand - This mage is a lesser member of the Circle of Eight and is ninth or greater level. 
  He is Deirdre's cousin (or brother?) and behaves submissively towards her. He is a follower of 
  Ehlonna and carries her holy symbol. He knows the Suss forest well and lives in Hardby. 
  Equipment: ring of feather falling. When they saw that humanoids were ravaging the Welkwood, 
  Oscar, Deirdre and Parsival went to stop them. (Oscar and Deirdre left the group). He becomes 
  Dweomercrafter of all Hardby. 
  Spells: Second Level; Magic Mouth, Levitate, Third Level; Fireball, Lightning Bolt, Fly, Fourth 
  Level; Wall of Fire, Fifth Level; Contact Other Plane 
  
   
  Moon - He is a mercenary crossbowman and always speaks for his compatriot Patrick. He becomes chief of 
  the local watch and Captain of the militia in the Verbobonc village that Patrick now lives in. He marries 
  Patrick's wife's cousin. 
   
  Patrick - He is a mercenary crossbowman. He marries a lass from a village in Verbobonc. Her 
  father is a prosperous swordsmith. He starts a school in weapon instruction.  
   
  Eneever Zig - This wizard with pale blue eyes sports a black robe covered with sigils and symbols. 
  His girdle is similarly enscripted. He has broaches, amulets, pendants, bracelets, rings, and gems 
  with arcane inscriptions. He carries two ritual daggers and a wand of lightning. He comes from 
  Zelradton (Syldartown) which is adjacent to the Iron Hills (Ferrous Mountains on the border 
  between the South Province (Southern Marches) in the East and the state of Idee (Joheid). He is a 
  follower of Boccob (Kathbak) and Zagyg (Gigantos). 
   
  The Circle of Eight/The Citadel of Eight 
   
  This organization has both greater and lesser members. The greater members include Tenser, 
  Bigby, and Mordenkainen with a total of eight wizards. Gary Gygax & Archimagus on AOL's 
  World of Greyhawk Fan Club Q&A page list the membership as: Mordenkainen, Yrag, Bigby, 
  Riggby (a cleric, L10 of Boccob & Zagyg), Felnorith, Vram, Vim, & Digby (a dwarf)- not all of 
  these characters are mages. (See WG5, Mordenkainen's Fantastic Adventure, and The Rogues 
  Gallery (1980).) The lesser members include Alton, Oscar Longarm and Dierdre Longarm. 
   
  Mordenkainen 
   
  EGG's core player character is a true neutral archimage (20th(+?) level) and plays off of the forces 
  of good and evil in a quest for power. Having taken after Zagig, he is known as "The Mad One of 
  Magic" and the "Mad Archimage". He is a Lord of Balance, but not the most mad of that group. 
  He is crotchety, impatient, and often nonsensical. When he finds that he has been manipulated by 
  the forces of balance, he laughs. He guards some secrets from Tenser and Bigby under the 
  premise that they are upstarts. His vassals and allies include Evag, Felnorith, Melf, and the Circle 
  of Eight. He rides a cloud dragon. 
   
  His early adventures include a journey with Robilar into Dave Arneson's City of the Gods (see also 
  DA3 The City of the Gods) in his Blackmoor campaign and a foray into Rob Kuntz's Maure 
  Castle in WG5 Mordenkainen's Fantastic Adventure. At some point (Dragon #37) he left to 
  explore the west and go to the aid of an evil associate and commanded a force of approximately 
  3000 cavalry. 
   
  He was partially responsible for Iggwilv's release of Zuggtmoy from the Temple of Elemental Evil 
  (although not in EGG's campaign, where Robilar bore the sole responsibility for this action - see 
  T1-4, The Temple of Elemental Evil). He would take the Theorpart for neutrality and for himself 
  with his henchman, including Melf, several companies of elves, and his fortress. The Hierophants 
  do not support him in this plan. He and the Circle of Eight attack Ormuz's forces at the Vesve 
  Forest. They had walked along a secret roadway along the Vesve. 
  On a North-South road within the Eastern Center they encircled Ormuz. He had archers and 
  disciplined forces, but was outnumbered by Ormuz. Three members of the Circle of Eight died. 
  
  This venture turned out to be the result of Balance manipulating him. 
   
  He accompanies Basiliv when the Demiurge blocks Infestix's spyings, and he keeps Basiliv in 
  contact with the other Lords of Balance. He assumes leadership of the Lords of Balance due to 
  Basiliv's condition. See also The Obsidian Citadel, The Rogues Gallery (1980) p. 44, WG5 
  Mordenkainen's Fantastic Adventure. Ref. on the name: LeminkÃ¤inen from the Kalevala. 
   
  Spells (it also seems safe to assume that Mordenkainen keeps memorized the spells in the first 
  edition PH & UA which bear his name): 
  Fifth Level: Conjure Elemental, Wall Of Force 
  Ninth Level: Energy Drain 
   
  Bigby 
   
  (Mage, 18th(+?) level, true neutral with some good tendencies) This archmage is a member of the 
  Circle of Eight. He is taciturn, somewhat portly and a friend of Mordenkainen. He is the leader of 
  Mordenkainen's eight attendant mages. (The Circle of Eight?). In Dragon #37 p.11 it is reported 
  that Bigby was "the orginal apprentice of Mordenkainen, and when the latter opted to explore the 
  West, Bigby remained behind to uphold and protect their territorial rights." His fortress location is 
  "rumored to be somewhere north of the Nyr Dyv, possibly between the Shield Lands and the 
  Bandit Kingdoms. (Bigby has been seen in the City of Greyhawk)." His forces include over 800 
  humans, with mage & clerical support as well as having 200 elf allies & 150 dwarf allies from the 
  Kron Hills. See also The Rogues Gallery and WG5 Mordenkainen's Adventure.) 
  Spells: It is safe to assume that Bigby has the use of all of the Bigby's hand spells that appeared in 
  the first edition Players' Handbook and in Unearthed Arcana, Ninth Level; Mordenkainen's 
  Disjunction  
   
  Evag (Yrag?) - He is an elfin lord and vassal to Mordenkainen. A member of the Citadel of Eight, he 
  rides a griffon.  
   
  Felnorith - He is an elfin lord and vassal to Mordenkainen. He rides a griffon. According to Gary Gygax 
  & Archimagus on AOL's World of Greyhawk Fan Club Q&A page, he is a member of the Citadel of 
  Eight/Circle of Eight. 
  Mortal Wanderers 
  Prisoners of Suel Pygmies - Gord divides them up into 6 squads of 5 to 10, commanded by his 
  corporals. Those with infravision (Shade and 8 others) are divided among the squads. Those with 
  light globes are separate. 
   
  Barrel - He once was a sailor from Port Jolli in The Holdings of the Sea Princes before he became 
  a slave of the Suel Pygmies. He is burly and has an ugly but honest face. He is proficient in the use 
  of a scimitar. He is made one of Gord's sergeants. He follows Gord out of the Sea of Dust and on 
  the Amedio Jungle venture. He is given Gord's adamantine long sword. He takes the Silver Seeker 
  towards Woolly Bay, and makes it to Safeton. There he takes the alias, Shipmaster Rench, and 
  calls the Silver Seeker the Sea Turtle. Later he leaves for Greyhawk. The Silver Seeker can travel 
  from Safeton to the Selitan River in two days. It has sails, sweeps, a poop deck, a dingy, and a 
  
  mizzenmast. He is stunned by Gravestone's Power Word, Kill. 
   
  Cockleburr - This grugach is a former slave of the Suel Pygmies. He told Shade of the invasion by 
  Eclavdra. Because he was a Grugach, he rallied forces against Eclavdra, and then backed off and 
  trailed her. He died in the fighting. 
   
  Dohojar - He is a Changa, one of the Dry Steppes nations or tribes. He is a small, brown-skinned 
  fellow, with blue-black hair and a toothy smile. He uses "Zehaab" as an honorific and is a low level 
  mage, proficient with a multi-slot crossbow. He is a former slave of the Suel Pygmies. He is made 
  one of Gord's sergeants. He wants to see the east, so he follows Gord out of the Sea of Dust. Gord 
  gives him a wand of magic missiles. By Come Endless Darkness, he is higher level and continues 
  to follow Gord. Is given Gord's Elfin chain shirt. He is stunned by Gravestone's Power Word, Kill. 
  He is downed by that and Gravestone's Evard's black tentacles. 
  Spells: First Level Magic Missile 
   
  Edge - He is a former slave of the Suel Pygmies. He is one of the leaders of the escaped slaves and 
  is made a lieutenant by Gord. 
   
  Grubstepper - He is a former slave of the Suel Pygmies.  
   
  Mullen - He is a former slave of the Suel Pygmies. He told Shade of the invasion by Obmi and led 
  forty men in Obmi's wake. He died in the fighting. 
   
  Delver Oldcavern - He is a dwarven former slave of the Suel Pygmies. He is proficient in the war 
  hammer. He follows Gord out of the Sea of Dust. He leaves Gord sometime between the Hool 
  battle and the Amedio Jungle venture. 
   
  Post - He is a former slave of the Suel Pygmies. He is thin man with corded muscle and stubbled 
  cheeks, proficient in the heavy crossbow and billhook. He found a potion of extra-healing, and 
  healing balm (Keoghtom's ointment?) in the Pygmy chief's barracks. He follows Gord out of the 
  Sea of Dust. 
   
  Shade - He is a former slave of the Suel Pygmies. He is a half-elf, fighter-mage and gives long-
  winded responses. He is made one of Gord's lieutenants and had found a wand of magic missiles. 
  He follows Gord out of the Sea of Dust. He leaves Gord sometime between the Hool battle and 
  the Amedio Jungle venture. 
   
  Smoker - He is a former slave of the Suel Pygmies. He is made Gord's lieutenant and follows him 
  out of the Sea of Dust. He leaves Gord sometime between the Hool battle and the Amedio Jungle 
  venture. 
   
  Other Wanderers 
   
  Abbot Pauncefot - This high level (at least seventh) cleric of Rao is thin lipped and elderly. He 
  wears a dark overcoat and is a companion of Gord. At Safeton, he takes the alias of Brother 
  Donnur, a bent, old, brown-robed, cleric. 
  Spells: 
  
  First Level: Protection from Evil, Bless 
  Third Level: Create Food and Water, Prayer, 
  Fourth Level: Divination 
   
  Reppen - He is the Silver Seeker's first mate. 
   
  Slumgrub - He is the cook on the Silver Seeker. 
   
  Habber - He is the first lieutenant to the sailor master on the Silver Seeker. He uses a sword and a 
  hand axe simultaneously. He is killed by a Power Word. 
   
  Thrommel - He is a junior lieutenant on Silver Seeker who is proficient in the cutlass (named after 
  the prince of Furyondy?). 
   
  Hornfoot - He is a guard on the Silver Seeker. He is slain by a javelin strike and his eyes are 
  gouged out by Krung. 
   
  Blinky - This guard on the Silver Seeker, likes his booze. 
   
  Azure Sea 
   
  Kharistylla - She is an undine, and as such is strongly connected to elemental water. Her elemental 
  powers diminish outside her grotto. She is more potent than sea hags in her grotto, and just less 
  powerful than them when outside. She is true neutral. Her skin is like quicksilver. She has waist-
  length tresses of green hair, bright, full, red lips, long green nails, a hot red tipped bosom, green 
  and gold eyes, sharp pearly teeth, and translucently webbed fingers. 
   
  She has an underwater cave in the Azure sea. She offers Leoceanus, his pride and Gord sanctuary. 
  She gives Gord a pale green pearl that allows him free action and water breathing. She tries to 
  seduce Gord. He gives her the golden amber oval with a spider, that allows free action, element 
  breathing, and gating to the Catlord's Manse. 
   
  Leoceanius - This powerful sea lion is king of the Azure Sea sea lions. He escorts Gord. 
   
  Udyll - She is a Sea Hag from the Azure sea. She can bring about a "hellstorm" (thunderheads with 
  writhing demonic forms). She rides with her pack of sharks like a water skier or a jet skier.  
  Quasi-Deities, Lords of Balance and Other Potent Supernaturals 
  Lords of Balance, also known as the Qabbala, the Cabal of Balance - Consisting of Rexfelis, Basilv 
  the Demiurge, Mordenkainen, Tenser, The King of the Shadow, Gord - The Prince of Panthers, 
  the Hierophant of the Cabal, the Hierophant of the Golden Dawn, the Hierophant of the Rosy 
  Crusiform, one other Hierophant, Keledan - the Master of Swords, Heward (Lord Hewd), Lord 
  Donal, Murlynd (Murlon), Keoghtom (Keogh Lord Thomas), Venerable Yocasta, and Venerable 
  Nastan. All of the Lords give Gord a gift, and the Hierophants bless him. They observe, mostly 
  through Basiliv, the progress of Gord in Gravestone's hideout. After Gord escapes that place they 
  decide to have him unite the keys, release Tharizdun and face him on slightly better conditions. 
  
   
  Lord Donal - He is a Lord of Balance (Donalbas? from Elric & Corum books of Michael 
  Moorcock?). 
   
  Heward, Lord Hewd - This bard (possibly also a mage) is a Lord of Balance. He has the habit of 
  tugging absently on his little beard. Inventor of a certain Mystical Organ and a number of Handy 
  Haversacks (see Quasi-deities in WoG boxed set). 
   
  Hierophant of the Cabal - A Lord of Balance. All four of the Greater Hierophants speak in unison 
  (ref. Kabbalah). 
   
  Hierophant of the Golden Dawn - A Lord of Balance. All four of the Greater Hierophants speak 
  in unison (ref. Hermetic Order of the Golden Dawn). 
   
  Hierophant of the Rosy Cruciform - A Lord of Balance. All four of the Greater Hierophants speak in 
  unison. (ref. Rosicrusians) 
   
  Hierophant - A Lord of Balance. All four of the Greater Hierophants speak in unison.  
   
  Keledan - The Master of Swords, a Lord of Balance (see Quasi-deities in WoG boxed set). 
   
  Keoghtom, Lord Keogh, Keogh Lord Thomas - A Lord of Balance. He speaks in a Texas drawl, 
  having visited the Boot Hill universe. He helped get Gord his blade. He is perhaps the maddest Lord of 
  Balance. See Quasi-deites in WoG boxed set, ref. Tom Keogh, who did some of the illustrations for the 
  first D&D set (1974) and to whom that set is co-dedicated in memorium (Don Kaye?). 
   
  Murlynd, Murlon or something, but not Merlin - A Lord of Balance. One of Don Kaye's characters 
  from the initial Greyhawk Castle campaign, who explored that edifice with Tenser, Robilar and Teric. See 
  EX2 The Land Beyond the Magic Mirror - especially p.8. 
   
  Venerable Nastan - This Lord of Balance is a wise and ancient Cleric.  
   
  Venerable Yocasta - She is a Lady of Balance. 
   
  Other Quasi-Deities & Potent Supernaturals 
   
  Ataleena Carona - Gord's mother had distant elvish blood. This gave her violet eyes and may have 
  been responsible for her second sight. She was a magic-user and was slain through the actions of 
  Gravestone. 
   
  Karal Quadrapus - Gord's father, the Catlord's grandson or great-grandson. He was the head of the 
  seventh cat clan, which was said to be lucky. One of Tharizdun's greatest foes. Others of his kin 
  betrayed Ataleena and him. When they found out, he and Atleena handed Gord over to Wanno, 
  his old friend, for safekeeping while in flight, and charged him with Gord's ring and lock box. They 
  were slain by minions of evil, under the direction of Gravestone and the traitors were killed by 
  Rexfelis. 
   
  The Rhymer of the Black Fens - a great musical spell worker and bard. He lives in the north. He 
  
  taught Gellor Bardcraft. Black Fens = Blackmoor? 
  Peoples & Races 
  The Rhennee - A smallish dark people, river thieves, but anti-guild; "the True Folk".  
   
  The Attloi - The land Rhennee. Many acrobats. There is mutual animosity between the the two groups as 
  the Rhennee do not consider the Attloi to be true members of their ethnic group. 
   
  The Ho-jetti - A group of Scarlet Brotherhood allies that bickered with orcs at the siege of Strandkeep 
  Castle. 
   
  High Druidical Orders - Hierophants of the Cabal Hierophants of the Golden Dawn Hierophants 
  of the Rosy Cruciform. 
   
  The Great Mages of Kaalvahlla - Were said to work wonders with Kanteels. (ref. the Kalevala by 
  Elias Lönnrot, the Finnish national epic). 
  Monsters 
  Humanoids 
   
  Celbit Ehjure - Kobolds. (See WoG guide p.8). 
   
  Eiger - A refined ogre, an ogre-magus. An Ehjure is to an ogre as a human is to a neanderthal. 
   
  Ogres (see WoG guide p.20). 
   
  Euroz Tribes - Orcs (See WoG guide p.8, 20, 31; 1983).  Pomarj peoples allied with the Scarlet 
  Brotherhood. 
   
  Jebli - Goblins (see WoG guide p.8, 31). 
   
  High Jebline - Hobgoblins (see WoG guide p.8). 
   
  Kell - Gnolls (see WoG guide p.20). 
   
  Demi-humans 
   
  Poochauns - "The noblest little folk, The Sealy court, the Princely People" are a Lilliputian sized 
  class of sprite. They are beautiful, slender, winged, and sharp-featured. They are lawful good and 
  they are ruled by a queen. They jealously guard dweomerdot fairy rings. If someone were to steal 
  more than one ring worth of dweomerdots, they will attack with sleep-poison darts. They will then 
  strip the miscreants and shrink them down to their size, haul them up to the tree home where they 
  live, and hold a trial. 
   
  Valley Elves, Grughma - Are taciturn towards outsiders. 
  
   
  Other Monsters 
   
  Deathvision Trees - These low trees live near water in the Sea of Dust. One leaf ingested gives 
  portentous dreams and visions. Two leaves lead to possible death. Three or more leaves cause 
  certain death. 
   
  Devil Swine - Are a form of Rakshasha. 
   
  Dragon, Water - Looks like a red dragon with vestigial wings (like whale flukes), and webbed feet. 
  Its back scales are aquamarine, its belly scales are ivory and in the middle they are deep see green. 
  They are very rare. They are intelligent and can breath underwater. 
   
  Dustdevil - Also called the sandshark, dust-fish, and dust demon, this creature is native to the Sea 
  of Dust. It is a shark-like creature related to the millipede. They have a larger, more chitinous head 
  with its eyes high on the ridge/fin. They have many paddle-legs, as well as fins in the rear for 
  steering. They look like rocks when still and they usually travel alone, although they have been 
  seen in packs. They are 50 to 60 feet long. 
   
  Gholes - A ghoul-troll hybrid. 
   
  Ghulaz - Super gnolls/ gnoll-ghouls. 
   
  Gurahasti - Large paddle footed riding lizards from the Dry Steppes. They can travel 45 to 60 
  miles per day over the dust and sand. The lizards are black at night, then dark grey in the morning, 
  then metallic in the bright sun. At noon the scales turn silver and the lizards stop whatever they are 
  doing to hunt. They eat big insects mostly, but are omnivorous in a pinch. They can drink salt 
  water and can sense salt or fresh water from miles away. Riders wear lizard hide leggins, robes, 
  hood and masks. There are hooks on the reins, pulling them will turn the lizard to either side. The 
  "angwas" is a pole with a thorn on its side, used to poke the lizard on a dark spot behind its skull 
  for extra speed. 
   
  Losels - Their name is short for "lost ones" and they are the orc, "missing-link", i.e. they are half orc, 
  half boreamandril (northern baboons), and hence are arboreal orcs. They take the fingers of their 
  victims. While they are native to the Fellreve forest, Iuz transplanted some to the Vesve where they 
  have killed a few natives. 
   
  Rolling Spikes Bushes - Nasty varient of tumbleweed found in Sea of Dust (Land Urchins?). 
   
  Snake weeds - These have poisonous rootlets, but when cut off, the rest tastes like crab. They are 
  found in the Sea of Dust. 
   
  Undine - See Kharistylla. 
   
  Wolfwere - The wolf version of the jackalwere, these lycanthropes can charm thier victims with a 
  song. 
   
  
  Yeth Hounds - The ones found in the Gord series are special versions of the normal yeth hound. 
  They are creations of Tharizdun, each one bearing the head of a different malevolent creature. 
  They are sent to hunt down Gord. 
   
  Mephisto - A devil-headed yeth hound. 
   
  Thrax - A bugbear-headed yeth hound. 
   
  Graz - A demon headed yeth hound. 
  The Inner Planes 
  Shadowrealm 
  The demi-plane of Shadow is connected both to the Prime Material Plane and to the Positive and 
  Negative Material Planes. The place is colored in shades of blacks, whites, and grays, with hints of 
  colors. The land moves like shadows and will slip away unless it is concentrated on. The local area 
  tends to stay fixed as the surrounding landscape drifts. There are effectively four cardinal 
  directions here. Flowward, anti-flowward, crossflow fastward and crossflow slowward. The 
  landscape slips away in one direction of flow. As one treads perpendicular to the direction of flow, 
  the speed of flow increases in one direction and decreases in the reverse direction. 
   
  The sky is the color of old charcoal, dotted with black "stars" and lit with a large metallic colored 
  "sun". The vegetation is also grey, dun, opalescent, and/or translucent. Traces of subtle colors may 
  be noticed if concentrated upon. Shadowcreatures resembling natural creatures of the Prime live 
  here as well. The locals here speak in toneless voices. When a Prime enters the area they initially 
  appear a silvery hue, then begin to loose color and become grey in appearance. At the same time 
  they become more lethargic and feel consigned to the plane. Yet, as one becomes more of 
  shadow, the shadow objects behave in a more solid manner, for instance, shadow food becomes 
  nourishing. 
   
  Twilight - "when the heavens brighten and Mool's disc grows penumbral and waxen..." things take 
  on more vibrant colors. Following Twilight is Snuffdark, when the realms darken. Then strong evil 
  powers draw more darkness to them, and every native's potency wanes. Time on this plane runs 
  quicker than it does on the Prime. 
   
  Dunswych - This place a village inhabited by phantoms, but otherwise like a Prime Material Plane 
  village. The Palace passes by once every twenty-five sleeps. 
   
  Mool - A disk shaped heavenly body, the "moon" of the Shadowrealm. 
   
  Festival of Twilight - A shadowrealm holiday. Representatives from all of the inhabitants of the 
  plane attend a festival at the Palace, while local festivals carry on in villages and such. 
   
  Snuffdark - This time is the blackness after Twilight. All natives are at their lowest energy and 
  mental levels during this time. Violent storms are more likely at this time. Mool and its 
  
  accompanying stars are eclipsed at this point. It ends abruptly and marks the end of the year in 
  Shadowrealm 
   
  The Chiaroscuro Palace 
   
  This place is the home of the Shadowlord in the plane of Shadow. It is "...a huge place of towers, 
  spires, and flying buttresses..." It has the illusory appearance of "...a rambling affair, part fortress, 
  part pleasure place." with an entrance "...made of obsidian and grey marble, with soaring walkways 
  and pennoned domes high above the broad steps..." which lead to the ornate gates. The gates lie 
  open in times of festival, but when they are closed, wooden magic mouths act as relays and 
  sentries, allowing proper guests to enter. 
   
  In truth, phantoms and adumbrates guard the place and it is more fortress and less ornate than 
  initial appearances would suggest. Illusory pillars and columns conceal phantom soldiers, while 
  illusory bartizans conceal shadow-griffons. More than one level of illusion is laid over them and the 
  palace. 
   
  The entry chamber is huge with a sixty foot high dome, columns and a portal and statue at the end 
  opposite the entrance. The entire place has illusion laid over it to make it appear larger than in 
  reality, and stars and Mool appear on the ceiling. The major domo hides behind a pillar, assesses 
  the entrants and announces what they appear to be and how they appear to be accoutred by 
  projecting his voice off of the statue at the end of the hall. Beyond this room is a great ballroom, 
  and to one side of the ballroom is an alcove through which one may proceed to enter The Vault of 
  the Veils. 
   
  The Shadowhall 
   
  The Vault of Veils - The Shadowking's private audience chamber in the Chiaroscuro Palace. It is 
  accessed off of a hall- like alcove off of the main ballroom. There is a dark door, a half a foot thick, 
  with no handle or grill. The vault itself is double-diamond shaped. Its ceiling is V shaped and 20 
  feet high. Veils hang everywhere, draping over walls and dividing its eight points. A double 
  diamond shaped table of stone lies in the center of the room and it has fifteen seats. The 
  Shadowking's seat is darker and mistier than the rest. 
   
  Imprimus's Fortress 
   
  The entrance to Imprimus' fortress is masked by powerful illusions, and barred by a massive slab 
  of shadow-steel. There is also a lock plate, and a second, hidden bar near the base of the door. A 
  final bar lies behind the door. Once inside, a hallway slopes sharply down into the hill. Here there 
  is a long pit trap, which drops the floor as a smooth shear slide into a 20' or deeper, circular pit. 
   
  There is a narrow walkway around the pit and, beyond there is a low, six pace wide, passage with 
  several doors with grills. Beyond one of them is a room containing ladders. At the end of the hall is 
  a square chamber containing yeth hounds - their stink is noticeable for some distance. They will be 
  dormant during Snuffdark. Three wooden doors lead into this chamber, each in the center of a 
  wall and each flanked by cressets containing some oil. The door on the right has hound hair 
  around it and leads to a storeroom. The middle door is rusty and has seen little recent use and 
  opens outward - it may be a trap. The door on the left leads to a short landing and a long flight of 
  
  downward steps. 
   
  This leads to what seems to be the heart of the gloam's stronghold. Masonry, pillars, and polished 
  stone make this place more livable. There are workrooms, laboratories, and libraries here. There 
  is a secret exit in a library in a recess and behind a shelf, leading to downward stairs. These stairs 
  are narrow and a charnel smell of ghasts wafts up from bellow. Ghouls and ghasts guard this rough 
  hewn, natural cave. Niches for catacombs are carved in the walls. The place is strewn with bones 
  and rotting cloth. If outmatched, the six ghasts will retreat down a narrow tunnel. The passage ends 
  in a glyph of warding, disintegration, placed on a large boulder, guarding the entrance to Imprimus' 
  inner sanctum. 
   
  This is a high vaulted grotto, which makes ventriloquism easy here. It is this place where Imprimus 
  hides. Water drips into small pools. Imprimus's coffin rests on a ledge ten feet above the floor of 
  the cave. He sends out two pair of dun-colored light globes to scout the perimeter. His treasure 
  mound also rests on the ledge, including the Crystal Blade, which is part of the Sword of Balance. 
  Gord's sapphire necklace was hidden in the coffin. 
   
  Inhabitants of the Shadowrealm 
   
  In addition to the following shadow creatures, shades, spirits, humans, drow, gray-skinned dwarves, 
  brown- skinned gnomes, and a few ogre magi inhabit the realm. 
   
  Dusk Drakes - These are the most potent beasts of the Shadowrealm. Consider them super-
  shadowdragons. They make an "Oohoo! oooah!" call and can speak and understand common. The 
  ground shakes when they tread near and each stride carries them twelve yards. Their breath 
  weapon is shadowfire - which is gray, transparent, shot through with dark tongues, tipped with 
  diamond-like brilliance and hot is as a Prime Material Plane dragon's breath. Such heat can melt 
  shadow substance, creating a roiling zone of darkness. Like other dragons it is covered with scales 
  and has talons. It also has spikes on its hide, which enhance damage done by tail-slaps. 
   
  Shadowdragons - Like most natives to this realm, shadowdragons are semi-translucent shadowy 
  creatures. They have huge, pointy teeth and breathe a pitchy blast. They are also fond of casting a 
  charm spell involving the summoning of multiple colors and hues to fascinate the intended victims. 
  Shadow creatures are particularly vulnerable to this attack form. Its hide can be used to make 
  shadow armor. 
   
  Gloams - These are shadow creatures who were once human and not of this plane (like the 
  murklings and fulgi). They believe themselves to be the most potent sentient race of creatures on 
  the Shadowrealm. They live in decayed towns and cities and are served by the shadowkin. They 
  are like rebellious nobles to the Shadowking. 
   
  Adumbrates - These shadowrealm creatures lack discernable forms, appearing merely as a 
  collection of shadows. They are unharmed by non-magical weapons. They speak in toneless 
  voices. The gloams regard them as abominations and not a proper sentient race, although in 
  certain aspects they are just as powerful. 
   
  Phantomfolk - This shadowrace is the next most potent after the gloams. They seem fairly human 
  and inhabit about twenty or so villages scattered about the plane. They support the Shadowking. 
  
   
  Shadowilk - These are the next most potent shadowrace after phantomfolk, they have an evil bent.  
   
  Murklings - These are shadow-dwarfs and shadow-gnomes. They are the next most potent 
  shadowrace after shadowilk. 
   
  Fuligi - These tall, gangly shadow creatures are shadow-elves. They are the next most potent 
  shadow race after murklings. 
   
  The King of Shadow, "His Umbrageous Majesty, the Lord of Murk, his Gloominess" - He is the 
  king of the plane of Shadow and a Lord of Balance. He is chaotic neutral. He can negate any 
  memory loss associated with travel to this plane. He is very tall, very thin, pearly-skinned with hard, 
  ashen eyes, ashen hair, and thin, night-dark lips. He has an aristocratic bearing and an arrogant 
  visage. He resides in the Chiaroscuro Palace and makes his rounds after Twilight. He has no love 
  for cat-kind. He believes that those who are not his servants, strive against his rule. He appreciates 
  honesty and if one can breach his initial paranoia, induced by the state of affairs with the gloams, 
  he can be pleasant and jovial. He believes the gloams have corrupted many of his creatures, such 
  that only the phantoms are truly loyal. He created Shadowfire and desires its return. Shadowfire 
  can act as a restorative for him. As he is tied to his realm, when the realm has split loyalties, he 
  becomes split personalitied. 
   
  Lady Sabina - She is the court duplitrix of the Chiaroscuro Palace and appears as a phantom. She 
  has a soft, sweet voice and is darkly beautiful. She has long, sable eyelashes. She is pleasant and 
  new to her position which includes finding out guests names, announcing them, and taking them to 
  the appropriate areas in the palace. 
   
  Imprimus, Smirtch - Imprimus is a gloam, a man-shaped, shadowy creature who resides in the 
  Shadowrealm. He appears to have leaden eyes, grey teeth, and a rustling, shadow voice. He is also 
  a lich, and as such, his natural form is rather rotting. His face looks half like a bat, and he has large 
  fangs. As a lich he is also likely vulnerable during the brightness of Twilight. 
   
  He acquired the sapphire necklace of the ninth (seventh?) house of cats. He and Gord mutually 
  question each other. Smirtch tries to conceal more than he reveals. He is proud and believes 
  himself to be at least the equal of the Shadowking and states that no gloam recognizes the 
  shadowking's authority. They are not truly equal to the Shadowking. He attends the shadowking's 
  court and on occasion poses as the shadowking. If seriously threatened, he may offer to make the 
  offender one of his servants. He is slain by Gord. 
   
  Hotbreath - He is an elder, lion-like shadow creature, and agent of the Catlord. He leads a pride 
  and has a dove- grey body and a slightly darker, shaggy mane. He has long, smilodon-like, teeth. 
   
  Smokemane - He is a lion-like shadow creature, which speaks common and is an agent of the 
  Catlord. He has a good sense of humor. He has a sooty shadow-mane. He has long, smilodon-like 
  teeth. He and cat- kind prefer to be aloof from any power struggles on this plane. He is slain by the 
  denizens of Imprimus's lair. 
   
  Vishwhoolsh - This shadowdragon is an ally of the gloams. He is slain by Gord. 
  
  The Sphere of Probability 
  This region lies between the elemental planes and the Astral Plane. It has manifold branches and 
  loops.  
   
  Probability and Fate 
   
  The House of Option - The House of the Fifth Dimension (Probability), the home of Lady 
  Tolerance, Istus. She keeps a formal garden in front. 
   
  NPC's of Probability 
   
  Istus, Lady Tolerance - Lady Fate can alter her shape and her surroundings. She, with Proctor 
  Chronos agree that Entropy has done what was possible, but went beyond the plausible. They get 
  into arguments over who rules who. 
   
  The Plane of Chance 
  An ever narrowing plane in the Ethereal (Probability?). 
  Sphere of Creative Energy 
  Realm of Regularity 
  The Extremity of All Order - The Realm of  Uniformity 
  A wedged shaped plane (Nirvana?). 
  Time Elemental Plane 
  NPC's of Time 
   
  Proctor Chronos - He appears as a venerable man who stands on a little hillock of sand in the 
  Time Elemental Plane. He has a merry and vigorous humor and young muscles. He has thick 
  white hair and wrinkled weather-beaten skin. He is a contradiction in age. As he moves, his size 
  and age change according to the time concentration as he walks over the sands. He is against 
  Entropy, who wants stasis. He measures events and places proper limits on things. He says that 
  time flows in a loop - past, present, and future are the same. He does not have a scythe or a clock, 
  but a sphere with billions of motes that shift to a few specks of light or bit about a huge mote in the 
  center. It made of thin multi-leveled, overlapping, orbiting spheres, which when shaken turn into a 
  ribbon of flowing sand that does not seam to move. He makes a Möbius strip of it and wears it as a 
  waist sash about his toga. He will not allow the changing of past events. He is on good terms with 
  Istus. As he moves, his size and age change according to the time concentration as he walks over 
  the sands. 
  Yang 
  The Positive Material Plane 
  
  Yin 
  The Negative Material Plane  
   
  NPC's of Yin 
   
  Hatdoligor Kaathbaen - He is the master of the undead realm, presumably on the Negative 
  Material Plane. 
  The Haven 
  This realm a quasi-plane created by the forces of Balance to give Gord, Gellor, and Leda a break 
  once they had recovered all three of the Theorpart. Much of it is a meadow. It has a glen with a 
  pond and a bamboo hut. Time initially passes very slowly here but soon it begins to catch up with 
  the rest of existence. At first days inside were seconds outside. Three days outside equal two weeks 
  inside. 
   
  There is a great stone of dense material that thrusts up in the haven. It has a secret door that leads 
  to a small passage to a vault. Thick slabs of lodestone form a coffer with out handle, hinge or lock. 
  This opens to Gord's touch. There is a silk-smooth adamantine strongbox inside that holds a long 
  silver box with glyphs and sigils warding against nether beings. Inside this are the Unbinder and the 
  joined Awakener-Initiator. 
  The Prison of Tharizdun 
  The roadway from the Seven Heavens twists and turns upward after crossing a ridgelike spine 
  whose sides disappear into the misty chasm. The road leads to a delicate looking, fairy-type castle 
  of pearl, ivory, silver, and opal. There are smooth walls and soaring buttresses, thick towers with 
  high turret tops. It must be walked to and is a tough climb. It is cold at the gatehouse as the castle 
  is frozen. There are no gates, and no bridge. The Key can come apart here. The Initiator 
  immediately becomes a quicksilver bridge that seems to hold very little weight. It deposits a silver-
  hued ring with a perfect diamond. Leda takes the ring. If both the Unbinder and the Awakener are 
  touched, Tharizdun will possess that person and say that the Unbinder will free the place of the 
  ice. It becomes red, heats the ice, melts it, moves along inward, and becomes a growing cylinder. A 
  gold ring set with a jacinth is found in the castle's entry hall. The Rings are the artifacts after they 
  serve their purpose. They compel those nearby to wear them. Gellor dons the gold ring. 
   
  The castle is bright within. It has a great hall, antechambers, cellars, dungeons, galleries, and 
  countless rooms above. It is furnished in an Oerthian style; however it is done all in white or near 
  white with crystal or pale metals. The furnishings will always appear familiar to those who enter. 
  They will be exactly what they would expect, but white. There are many towers. There is a great 
  middle spire, the tallest one. It is gold roofed, has turrets, and reaches two-hundred feet high. 
   
  Spiral Stair - It has a spiral stair that climbs up to a sky blue door of pure adamantine. The 
  Awakener, when its blunt end is put against the door, will run like molten metal and form hinges 
  and handles. There is a tinkling sound as another ring appears. This one is adamantine with a 
  sapphire. Leda thinks that the rings serve as a protection. Gord loans her his magic dagger. 
  
   
  Study - The door swings inward when unlatched. Tharizdun's child avatar is here. He proclaims 
  that he is Tharizdun, Emperor To Be of all the Multiverse - when he is full grown. He is most 
  gracious in thanking his rescuers. He thinks that he has been here for a month. He wants to know 
  where Gord got the ring. The room is forty feet across and is a well furnished office. There is a 
  couch, a table, chairs, and a small shelf of well-bound books here, as well as bric-a-brac, candle 
  prickets and magic lamps. The blue adamantine walls are unseamed. There are adamantine crystal 
  windows and adamantine bars. There is fine upholstery, tapestries and rugs. There is a flight of 
  stairs going up. They lead to a dining salon. 
   
  Dining Salon - It has banners, armor, and ancient weapons as decorations. It is also lined with 
  adamantine with the Glassteeled windows. Tharizdun says that he used to have servants, but not 
  for a long time. He used to have knights and long bearded councilors, then the ugly beasts came 
  and killed or scared his servants and locked him up here. There is a ewer on the long narrow table 
  that pours forth any drink Tharizdun's child avatar wants. He has a golden bowl that is filled with 
  whatever he wants to eat. Upstairs is his bedchamber. 
   
  Bedroom - It is slightly smaller than the dining room. It is also lined in adamantine. There is a 
  royal looking bed, armoire, chest or drawers, shelves, two large chests, several small chests, and 
  toys all over: a wooden sword and shield, toy soldiers. The bed is enchanted to make itself. The 
  clothes are always cleaned. There is a bath drawn for him every morning. If he doesn't bathe, he 
  won't be fed. There is a bronze-runged ladder that leads to a trap door above to the observatory. 
   
  Observatory - "From there I can see all the lands around. I don't like it there, though, for it is 
  boring." It has a conical roof with Glassteeled adamantine merlions. There is nothing to see but 
  clouds, mountains and the road. There is a cold stone seat. It houses Tharizdun's material form. 
  Gord could detect it but Gellor and Leda could not, even with spells. 
   
  Events 
   
  If Tharizdun is losing his Planarchess game, he will cheat. If he is caught cheating, he will throw a 
  tantrum and ask for a price for the theorpart rings. He will hold his breath etc. Gord asks for the 
  power of Ultimate Evil. Tharizdun throws a fit and tells them to leave. They stay. He begins to 
  reveal his demonic nature. His eyes glow with malice. He throws six acid-filled, poisoned tipped 
  darts, and runs up the ladder. Gord, Gellor, and Leda leave the castle, it turns red, then ugly red-
  violet, and darkens, there is a sound of heavy footsteps. 
   
  Tharizdun's true form comes down and bites his child avatar's jugular in order to gain full power. 
  He then devourers all but its skull. He comes down to Gord and tells Gellor and Leda to stay and 
  he will deal with them. He throws the head of his boy avatar at Gord. Tharizdun calls into being a 
  large two-headed axe that deflects Gord's blow. He can't draw on the nether planes until he leaves 
  the castle. He balances combat to his advantage - when Gord uses Courflamme, he splits the axe 
  into two smaller single headed axes. He is pushed back by Courflamme's blinding white fire. He 
  can summon from the axes many small disgusting sucker-mouthed purple larvae that are 
  poisonous and thumb-sized. Gord uses the theorpart ring to summon a phoenix who eats the 
  grubs and grows with the help of Gellor and Leda's rings. Gord melts the adamantine confining 
  Tharizdun to the entrance chamber. Gord strikes Tharizdun and the demon's face and eyes 
  become more hideous. Tharizdun realizes that Gord will beat him and calls for aid. Lord Entropy 
  
  responds, bringing all of itself to one part of the wall. It decays and Tharizdun escapes. This is 
  probably the last possible point of divergence from a Greyhawk Campaign which leaves the 
  Flanaess intact. Gellor and Leda go back to the castle to fetch Gord as the place falls apart. They 
  hop from the Empyreal Sphere to the Celestial Sphere to the Sphere of Creative Energy to the 
  Astral to the Ethereal to the Realm of Regularity to the Province of Order. They use the Ethereal 
  Plane to escape impeders. 
   
  Tharizdun 
   
  He is known as the Master of Malevolence, the Darkest, the Ultimate One of Nullity. He is the 
  epitome of evil and he would unite all evil, but he was entrapped by Good Deities eons ago. They 
  enmeshed him in a cocoon of his own power, but he could still act in a limited way. He lies 
  wrapped in ebon slumber, awaiting the joining of the Theorparts. When they are joined, he will be 
  released and the Upper and middle planes will ally against evil. His mind can not be read. 
   
  One of his forms is that of a purple cloud. The cloud has dark eyes, emitting an amethyst light. He 
  has a purple, black, lipless mouth with many teeth, tusks, and fangs, that are all very large. He has a 
  hairless black hide, that is full of blemishes. He is left in the Oerth Prime with Lord Entropy, and 
  they battle it out ending in mutual destruction after a few million years. 
   
  Child Avatar - Appears as a young, naive, blonde-haired, blue-eyed, boy. He is in the Prison of 
  Tharizdun. He is dressed richly, but not uniquely. He knows that he is Tharizdun and believes 
  that he is Emperor to be of all the Multiverse. He considers the Theorparts to be his. He is 
  gracious to his rescuers. He has spouts of boyish glee. After his rescuers have explored his 
  prison/castle, he challenges them to a game of Planarchess, betting several jewels against the 
  theorpart rings. He was all that the Lords of Light could not bind up by spells millions of years 
  ago. Once he has control, he could harm Lord Entropy by allowing life to have creativity, but this 
  is against his nature. 
   
  True Form - Entombed under the cold chair in the observatory, he needs to consume his child 
  avatar in order to gain full power. He is six foot, six inches tall, has fair skin, gold hair, is comely, 
  fanged, and has an incredibly deep sonorous voice. He split Courflamme in the original battle into 
  the two component swords. He can not be whole until he consumes the child avatar's head. He is 
  not an expert with weapons. He escapes his prison with the aid of Entropy and has all the Hells 
  and Hades easily submitting to him. He goes to the Abyss and makes Bulumuz defy him. He eats 
  the demon lord in an amorphous form, transparent so that all can see. He proclaims that another 
  demon is hereby Bulumuz and says that anyone can be replaced. He becomes impatient with 
  Entropy. He can not remember throwing the skull of his Child avatar at Gord. He does not feel 
  whole. He is responsible for the creation of Yeth Hounds. He plans on making Yeth hounds with 
  the heads of every malevolent form of life. See also WG4 The Lost Temple of Tharizdun. 
  Residents of the Inner Planes 
  "All And Nothing" - A being that is usually against all, but sides with balance to fight Tharizdun. 
   
  Master Entropy - He is also known as the Lord of Inertia and the Master of Devolution. Like "All 
  and Nothing" he is usually against all. He reveals that Gord's Suel sword is more powerful than 
  
  suspected. During the Come Endless Darkness-Dance of Demons interregnum he instigates world 
  chaos, wars, discord among allies, plagues, and natural disasters. He cloaks Gord and Gellor's 
  movement through the Astral to the Abyss. He is behind Gord's lethargy, the removal of Leda and 
  Basiliv, and the wars of attrition. He wants Tharizdun to come, then he will burn out and Entropy 
  will rule. He addresses Graz'zt and brings Gord to them. He would have Leda placed in a null 
  space and have Gord exchange himself for her and have Graz'zt join the Theorparts. Graz'zt agrees 
  to this plan. Entropy says that he will slow Tharizdun. He will hide inside Leda. He meets Graz'zt 
  on Iyondagur. He is left in the Oerth Prime with Tharizdun, and they battle it out ending in 
  mutual destruction after a few million years. 
   
  Vashmilkusom - The air elemental which brought forth Gravestone's storms and transported him 
  to Hardby. 
  The Manse of the Catlord 
  It is a demi-plane which lies between the Ethereal, Astral, and Prime Material Planes. It is 
  populated by all manner of felines, and cat related creatures. Time is skewed on this plane. Each 
  of the catlord's nine houses vies for supremacy, to have one of its own as king. Rexfelis' manse is 
  extensive and has several parks and gardens, including: 
   
  The Court of Dappled Sunlight and Pleasant Stretching. Furred humanoids with feline features 
  and tails (some are servants), drink fermented mare's milk (Kummis), eat slivers of fowl, balls of 
  ground raw meat, pickled fish, and smoked shell fish. The court is surrounded by a circular 
  building of stone and logs and other earthy stuff. It seems to spring from the ground. There is a 
  huge statue of a sabretoothed tiger carved from orange feldspar here. There are several jaguars 
  here. There is bathing available elsewhere and clothes are not necessary here. One cat-were game, 
  played in these parks consists of dressing in thick cotton belted tunics and combating human style. 
  These contests include fencing, wrestling, jumping, etc. All of the cats engage in "The Sing" a 
  chorus which is highly appealing to cats and highly appalling to humans. 
   
  On the upper floor of the villa is a secluded chamber in Rexfelis's section. It is filled with bizarre 
  trappings and equipment. A nine pointed star is on the floor between a gold sun and a silver 
  moon. When a certain ebony rod is rapped on the floor, those standing on the star will teleport to 
  Tenser's Keep. 
   
  When Gord awakens after dying, he is in a room with a vaulted ceiling with beams of natural logs. 
  There is a warm breeze and soft cushions. Gord stays in the house of Rexfelis's seventh son. There 
  are trees, flowering shrubs, etc., and you can't tell where the mansion begins or ends. 
   
  There is an obscure broad entrance to Rauph's wing. There are nine armored guards outside the 
  entrances. Inside the room there is a semi circular dais in the left most portion. It supports nine 
  groups of chairs with six seats to a group - two high, two low. These are where the courtiers and the 
  courtesans sit in their finery. To both sides of the upper chairs are mages. Below the lower chairs is 
  the knight group. The high figures are the heads of the houses. The closest house to the door is 
  House Lynx. To the right hand is a second dais which houses those associated with cats, that is sea 
  lions, sphinxes, dragonnes, tigersharks and so forth. Their representatives can also take human 
  form. The room is 150 feet long. Rexfelis, when formal, sits on a throne at the far end with a gold 
  
  jeweled diadem. There are shadowy galleries along the walls, for non-feline attendees. There is a 
  corridor to the Catlord's chambers. 
   
  There is a fencing arena a short distance from Gord's suite. His suite has many rooms. An artesian 
  fed fountain cascades to a tiled pool in the inner courtyard of the suite. There is nude bathing 
  here. The bedrooms have huge feather beds. There is a small dining chamber with silent servants 
  who bear silver trays and plates of delicacies, various flagons, and decanters of liquids. 
   
  There are three noble houses:  
  Domesticus, Ocelotus, and Jaguarundis. 
  The seventh house of cats is the house of panthers. 
   
  There are nine royal houses: 
  The primordial domains are of House Smilodon and Paleoleo, the ancestral fiefs are; Tiger, Lion, 
  Jaguar, and Catamount, the estates are; Leopard, Cheetah, and Lynx. 
   
  Residents of the Catlord's Demesne 
   
  Rexfelis - He wears black velvet. He is a keen chess player and first met Gord at the Ship and 
  Crowns in Greyhawk. He convenes a meeting of the Lords of Balance towards the beginning of 
  Come Endless Darkness. see also Monster Manual II, "the Catlord". see also the Manse of the 
  Catlord. 
   
  Prince Raug - He is a tigerwere who frequents the Catlord's manse; he is the wrestling champ there 
  and has an 18 str, weighing 250 pounds in man form, 500 pounds in tiger form. He passed 
  information through Balance's network. He is of House Panonca and is not enthusiastic. 
   
  Prince Lurajal - He passed information through Balance's network and is in House Panonca. He is 
  a traitor to the Abyss and covers up. He becomes the Lord of Jaguars and is exiled/ sent on a 
  mission. 
   
  Prince of the House of Lynx - He wears gray spider silk garb and diamonds. 
   
  Scion of Smilodons - He is dressed in cloth of gold and wears a necklace of nine huge golden 
  beryls. 
   
  Lord Lowen - He is a lionwere and the Catlord's seneschal. His human form is that of a white 
  haired man with pale skin and colorless eyes. 
   
  Rauph - The major domo of the palace. 
   
  Lord Sergetta - Prince of Cheetahs. 
   
  Tirrip - She is a beautiful tawny-haired tiger-were who frequents the Manse of the Catlord. She 
  does live on another plane where tigers are the dominant species. She is the fastest runner in the 
  Manse. She is attracted to and has relations with Gord. 
   
  Yeeor - He is another cat-were and is the second best wrestling champ at the Catlord's manse. 
  
  The Astral Plane 
  The Celestial Sphere. This plane contains millions of stars. It is filled with the melodious sounds 
  of many bells and gongs of golden, bronze, and silver metal. The place is airless and heatless, but 
  Gord, Gellor and Leda survive easily enough. Three solars (one golden, one amber, and one 
  pearlescent azure - representing the three good alignments), 12 planetars, and eighty-four devas, all 
  arrayed for battle come and demand the theorparts. When they refuse, a huge arch-deva, bigger 
  than the solars, comes and says: you have passed the test, now let me show you on your way to the 
  Empyreal Sphere. 
  The Upper Outer Planes 
  The Seven Heavens (Mt. Celestia for Planescape players) 
  The Empyreal Sphere, The Exalted Place of Pure Color and Fire. The arch-deva is a native to this 
  plane. This sphere gradually grows colorless. A wall of pale stuff is in the distance. A road winds 
  through great onyxlike mountains. They glow grey and milky and grow paler until they become 
  almost colorless at the top at a place which looks like a mountain pass. This is the entry point to 
  the Prison of Tharizdun. 
  Residents of the Upper Planes 
  Boccob - See The World of Greyhawk boxed set (1983), owns the Baton of Blazes and has done 
  twelve Great Magicks, one of which was to create the crystal sword half of Courflame. 
   
  Ehlohum - A beneficent Deity. Ehlonna? 
   
  Xetor - A beneficent deity. 
   
  Mudeelsa - Aa beneficent deity.  
   
  Adonai - A beneficent deity. 
   
  Skunar - A sea deity.  
   
  Brocam the Sea Lord - A green bearded ocean deity. Procan? 
   
  Solar - See MM2, close contact with these and other beings that strongly represent their home 
  planes, can cause the alignment of that plane to form a temporary aura around that other person. 
  For these purposes, combat does not constitute close contact. 
  
  The Lower Outer Planes 
  Residents of the Lower Planes 
  Foogish - A bugbear and goblin deity often sworn by, for example "Floggin Foogish". 
  Pandemonium 
  Horrific and the primary home of the cacodaemons. 
   
  Cacodaemons - Residents of Pandemonium, Gehenna, and other lower planes. Many from 
  Pandemonium act as Vuron's personal guard and are commanded by Talonclast. They are actually 
  double agents for Nerull. They are slowly killed for treason. (ref. Greek for 'evil daemon, evil spirit' 
  as opposed to agathodaemon, 'good spirit'). 
  The Abyss 
  It is capable of resisting some magical items and wresting them from their owners. There are 6660 
  regions in the Abyss. 
   
  Pazuzeus, Level 1 - There is a maelstrom above this level which is controlled by no one. The plane 
  itself is a desolate dun with leprous ochre growths and livid gashes of terra cotta. In the distance 
  (from Gord and Gellor's entry point) stand several tall, flat-topped hills. Nearby is a portal to Layer 
  303. Also in the bluffs are portals to levels 2 through 21. A few hundred lesser demons live there. 
  These portals are disguised as Bottomless pits, toothed maws, caldrons of lava, a grinding 
  millstone, etc.. A metallic sphincter is a gate to level 8. 
   
  Level 8 - This layer is a frozen wasteland. There is an entrance on the Soulless Sounding here. It is 
  reached by digging a hole in the frozen ground the size of a bier. Four feet below the surface is a 
  coffin with a crystal lid and a rotting spinning corpse. This is the entrance. 
   
  Level 303 - Is the site of Infestix's invasion in Dance of Demons. 
   
  Jahklout - A minor layer adjacent to the battlefield Vuron defends in Dance of the Demons. It is 
  where the reinforcements come through. 
   
  The battlefield (303?) - Smogs rise over this plane to give the equivalent of night. It attaches to the 
  Soulless Sounding. 
   
  The Cyanic Fens - These abysmal wetlands lie to the "south" of Mezzafgraduun on the outskirts of 
  Graz'zt's realm. It is filled with vapors. Orcus, Iuz, and Iggwilv and the other demons advance 
  through here. The other demons come in from the "north". 
   
  Ojukalazogadit, Plane 366 - The plane is one sentient creature. It is rotten dun colored with veins 
  of coagulated blood and cratered open sores here and there filled with with festering pus. Every 
  
  once and a while huge pseudopods reach up or spurt stuff out which is then greedily eaten by itself. 
  Forests of protuberances of bloody red and dripping green can shoot up. It makes one nauseous 
  and insane. It emits all manner of wretched noises. It twitches. Pieces of it jump up and form semi-
  independent creatures, which wander around gibbering, until they are destroyed by 
  Ojukalazogadit's other spontaneous appendages. (Think the AD&D; version of the Cthulhu cycle's 
  Shub-Niggurath from the first printing of Deities & Demigods only filling the entire plane.) It has 
  sentient acidic volcanos. It allows armies to do battle upon it, and destroys those who harm it. It 
  touches 12 other abyssal layers firmly, and often reaches several others. Plane 11 and Plane 502 
  are adjacent. It has a rotten orange atmosphere. It will also lash out near the ground if his from 
  above by spells, for example Lightning Bolt. It can be bribed by a large blood sacrifice. 
   
  Lyondagur, Layer 399 - It is attached to layers 398, 400, and 366 (Mezzafgraduun?). It is held by 
  the Abat-dolor demons. It is not a great strata, but is considered to be a large wild layer. The 
  entrance from the Soulless Sounding is in the middle of the great plaza of Elazalag's fortress's outer 
  courtyard. The palace itself is in the center of the plane (if such a thing can be said). There are 
  many frowning facades of hewn stone blocks hedging in this irregularly shaped area. Squads of 
  Abat-dolor line the parapets on the walls of the square. Princess Elazalag is announced by iron 
  rods pounding on wood and by deep horns that shake the stones. The fortress has a massive 
  portcullis and drawbridge leading to the courtyard. It has just begun to be invaded in the middle of 
  Dance of Demons. 
   
  Layer of the Hunt - This unnamed layer is full of demonic brutes and is adjacent to 
  Mezzafgraduun. It is a cold windswept waste plane, filled with icy rock and scrub. The Brutes here 
  will travel leagues to taste blood. 
   
  Mycorji - This layer is Zuggtmoy's home plane. It is a nightmare realm like a great underground 
  cavern where fantastic and weird fungi sprout from noisome soil. It looks as if nothing clean had 
  ever existed here. There is a grotto below the arrival point that serves as a sanctum for Zuggtmoy. 
   
  Shubgottia - Baphomet's home plane. 
   
  Tschyrtolikya - Kostchtchie's home plane. 
   
  The Black Vortex - This is filled with motes of nauseous green, yellow, gray, violet, and other 
  colors, this is one route to the Abyss. 
   
  The Soulless Sounding - This is essentially an express route through the Abyss. There is an 
  entrance on the eighth plane. It is reached by digging a hole in the frozen ground the size of a bier. 
  Four feet below the surface is a coffin with a crystal lid and a rotting spinning corpse. This is the 
  entrance. Inside are all things and nothing. It is very gloomy and sad. It is full of lost loves and 
  melancholy dreams. Distance is variably distorted. It connects with 600 layers of the Abyss 
  including most of the middle ones. It does not reach Pazuzeus but does touch the battle plane. It is 
  a mind twisting passage and only the very strong can tolerate it for very long. The portal leading to 
  Iyondagur consists of iridescent striations like black opal and silver, hammered into six horseshoe-
  shaped arches. The gate closest to the Iyondagur gate leads to a cold windswept waste plane filled 
  with icy rock and scrub. This unnamed layer is full of demonic brutes and is adjacent to 
  Mezzafgraduun. 
   
  
  Greater Mezzafgraduun - The territory controlled by Graz'zt. There are 43 layers in it at the 
  beginning of Come Endless Darkness. From 304-332 and 334-346. 
   
  Mezzafgraduun 
   
  The 333 layer of Abyss and Graz'zt's home plane; according to Dance of Demons it is layer 366. It 
  used to be held by the Abat-dolor under Graz'zt, while he was Elazalag's consort. However, Iggwilv 
  came to Mezzafgraduun and separated Graz'zt and four clans of Abat-dolor loyal to him from the 
  rest of the Abat- dolor. Vuron is also held accountable by the Abat-dolor, and they don't care for 
  Eclavdra. 
   
  The Jungles - Houses dinosaurs as well as shovel-toothed, wolverine- headed centipedes. They 
  cover the thousands of miles from the Layer of the Hunt to the Central Plateau. 
   
  The Central Plateau - Houses many demons and has little vegetation. Two-hundred miles inward 
  lies The Royal Demesne. 
   
  The Royal Demesne - Has a large amphitheater, it seems natural, it is made of a nacreous material. 
  The ground here is opalescent, pearly. A park surrounds the amphitheater. It has ferns, flowers, 
  and shrubs. The trees are dove-gray, translucent trunked with shiny black leaves. There is thick 
  soot colored grasses. All vegetation is in shades of gray and black. The insects and birds are 
  rainbow-hued. Lemon yellow and electric blue monkeys, bright colored deer and other animals. 
  Demons feel free to molest the animals and vegetation. He has to restock the parks often. The sky 
  is fire-opalescent. Graz'zt has captured twelve demonic beasts from the layer of the hunt for this 
  menagerie. He had a brute, but it dies in Graz'zt's games. 
   
  The Grand Palace of Graz'zt - Has many porticos and is gold bedecked. It is constructed of black 
  marble and obsidian. It is reflective. It has a huge arch that leads to a central isle to the throne at 
  the rear of the chamber. The throne is opaline, carved from a single stone by Graz'zt. There is a 
  secluded chamber which is proofed against spying. It has a divan for Graz'zt and guests. The 
  antechamber in the royal wing is guarded by guristhoi demons. The sanctum in his suite has huge 
  doors made of hematite. The chamber floor is made of mirror polished jet. There is a table with 
  seats and maps and papers. Graz'zt has a couch, this is where he plans his battles with his consuls. 
  It is known as the Soul of Mezzafgraduun. From the garden one enters the audience hall which has 
  a mirror bright obsidian dais and throne for Graz'zt. Vuron stands behind it. There are tall chairs 
  for his demon lord allies. 
   
  Vuron's chambers - The entrance is guarded by two scurda. It has wizard locked doors. A secret 
  word of passage will open the door to the inner cyst, which holds vital information and a 
  holographic map of the Abyss over a concave floor. Graz'zt's 333 owned and allied territories glow 
  opaline. Greater Mezafgraduun flows paler. Kostchtchie, Yeenoghu and Baphomet also glow. The 
  94 backwater layers controlled by Graz'zt are also revealed. The hologram can reveal troop 
  positions all over the outer planes. It reveals secret movements with the use of the theorpart. 
   
  Demons (Tanar'ri for Planescape players) and Residents of the Abyss 
   
  When demons fight demons, especially en masse, there is little use for magic and they just have 
  mass physical combat. 
  
   
  The Six Monarchs of Demondom 
   
  Orcus, Demogorgon, Graz'zt, Marduk, Lolth, and Zuggtmoy. 
   
  Demogorgon - This two headed, demon prince is a monarch of Demondum, who accepts no one 
  as an equal. His gaze attacks appear as green beams from the eyes of one head, and as maroon 
  beams from the eyes of the other head. He opposes and fights against Graz'zt. He sends vrocks 
  and wasp demons (chasme?) to fight Graz'zt's nabassu, and other gross and bloated flying things. 
  His personal guard consists of snake-fish, toad-crabs, and lizard-slugs. His army is one million 
  strong, including Mandrillagon, Var-Az-Hloo and Abraxas. He sacrifices a large group of demons 
  to Ojukalazogadit. 
   
  In Dance of Demons he allies with Iuz and alternates attacks Graz'zt on the opposite side with the 
  aid of troops from Infestix. He leads Mandrilagon, a devil legion, a dreggal division, and various 
  daemons and cacodaemons. Twenty Ahazu-demons serve as his officers and guard. He also has 
  sixty battle-gongs. He is loaned a Theorpart by Infestix (the Initiator). He goes home when Gord 
  slays Infestix. When most demons ally, he leads the water demons and takes Graz'zt's right. He 
  owns the Venom Fountain. Ref. medieval demon mistakenly thought to belong to an ancient 
  mythology. His name was a corruption of Demiourgos from Plato's Timaeus, which found its way 
  into the works of Boccacchio, Spenser & Milton, see here. See also Monster Manual I. 
   
  Demogorgon's Lieutenant - This demon is a six legged lizard thing with human arms, a bat head 
  and huge dull red eyes. It has keen sight. 
   
  Graz'zt - A mostly human appearing demon prince and a Monarch of Demondom. A renegade 
  Abat-Dolor demon, his hair is blue-black and he has ebony skin. He has a charming, but fang- 
  filled smile. His blade, Doomscreamer, weighs ten times a much as a long sword and it is twice as 
  long. He also owns the artifact known as the Eye of Deception. He has several succubus, type V 
  demon, and lamia consorts. 
   
  Judging from S4 The Lost Caverns of Tsojcanth, Monster Manual II, and the 1983 World of 
  Greyhawk boxed set, Graz'zt was captured by Iggwilv through her demonological practices around 
  460-470 CY, wresting him from the middle of a crucial battle. Either during his imprisonment or 
  immediately following his accidental release he sired Iuz upon her. To what degree this union was 
  consentual is unknown, but the battle that followed his release resulted in his being confined to his 
  home plane for several decades, perhaps a century. 
   
  As of the beginning of Artifact of Evil he has made use of his new freedom and controls three 
  layers of the Abyss. He has granted Iggwilv amnesty from any vendeta he might carry, so that she 
  might aid Iuz; Yeenoghu allies with him. His agents, along with Iuz, seek the two remaining 
  theorparts. By the end of Artifact of Evil his coalition controls 66 layers of the Abyss. They open a 
  gate to Oerth. Hill, Mountain, and Frost Giants roam from the Howling Hills South and drive out 
  the Hierarch's hobgoblins and orcs to the Felreev and the Steppes. He conquered Prince Ariax. 
   
  At the beginning of Sea of Death, he has extended his personal realm to eight planes. By the time 
  of his meeting with Iuz's faction and Iggwilv, he controls twelve layers. He receives the Unbinder 
  when it is recovered. 
  
   
  Towards the beginning of Come Endless Darkness, 66 greater and lesser demon lords bow to him 
  and through them he controls 333 planes. His personal territory is called Greater Mezafgraduun. 
  Baphomet has joined him and they have retaken the cataboligne demon home plane. He goes 
  "north" with Pavlag, Nergal, Ogrijek, and Kostctchie to meet the attackers on Zuggtmoy's side. He 
  uses thousands of nabassu scouts. He and Nergal know of Leda's alignment, but keep her because 
  of Vuron. He can use the Eye of Deception or the Theorpart to grow to 300 feet tall, and to alter 
  reality (making no flight possible from the battle on Ojukalzogadit). He uses the two artifacts to 
  turn the tide of battle for him. He learns that whom he thought was Eclavdra is Leda after she 
  helps Gord fight Infestix. He has 30,000 elite troops who surround Gord, Gellor and Leda from 
  the front and two flanks. He strides to the front. He leads the united force of demons verses Gord. 
  They total 50 noble demons, 300 petty lords, and millions of minor demons. They gather in 
  Iyondagur where Entropy meets them. When Tharizdun takes over, he makes his stand with 
  Elazalag and the rest of the Abat-dolor on Ojukatazogadit. 
   
  Marduk - This demon lord is a Monarch of Demondum and the King of the Fire Demons. He 
  owns the Fire Fan. He opposes Graz'zt. He continues to fight Graz'zt in Come Endless Darkness 
  and comes into the battlefield to the left of Iuz. In Dance of Demons he joins the Iuz-
  Demogorgon anti-Graz'zt coalition. He walks out of "the Meeting". He takes Graz'zt's right when all 
  the demons ally. When Tharizdun takes over, he retreats to Ojukatazogadit with Graz'zt. See also 
  Deities & Demigods/Legends & Lore (1st ed., Babylonian Mythos), and Marduk's entry in the 
  Assyro-Babylonian Mythology FAQ. 
   
  Orcus - Orcus is a great demon prince and a Monarch of Deomndum. He continues to fight 
  Graz'zt in Come Endless Darkness and comes in to the right of Iuz on the battlefield. In Dance of 
  Demons he joins the Iuz-Demogorgon anti-Graz'zt coalition, but then decides to strike out on his 
  own. 
   
  When most ally he takes the air demons and marches on Graz'zt's right. When Tharizdun takes 
  over, he retreats to Ojukatazogadit with Graz'zt. (ref. Roman god of the underworld/death, another 
  name for Pluto; the Roman name for Tartaros) See also Monster Manual and H4, Throne of 
  Bloodstone. 
   
  Queen Zuggtmoy - One of the six Monarchs of Demondum, she is the Queen of Thallphytia and 
  the Mistress of Mycorj. She can appear as a darkly beautiful woman. She travels over the prime 
  plane in a toadstool shaped cloud. T1-4 The Temple of Elemental Evil reveals her as a prime 
  orchestrater behind events there. During her work and confinement there, she became involved 
  with Iuz, both as coconspirator and paramour. She was separated from him during her 
  confinement. Iuz plans to take over Oerth and rule with her on her plane in the Abyss. She was 
  freed through the work of Iggwilv, who manipulated Mordenkainen (although in EGG's campaign 
  it was Robilar alone who freed her). She joins Iuz's faction in the quest for the final Theorpart. She 
  is gated in to Oerth at the Hool battle by Leda. She sends in a tide of poisonous fungi. She attacks 
  Graz'zt on the battlefield from the side opposite Iuz. With Szhublox, her forces total just under 
  250,000. She is allied with Iuz and Demogorgon in Dance of Demons. See also T1-4 Temple of 
  Elemental Evil. 
   
  Ulid - He is a male demon who is subservient to Zuggtmoy. He has a shadowed form with flames. 
  He can be summoned by means of a bronze idol given to Obmi by Zuggtmoy. He can summon 
  
  Type VI's who in turn summon Type II's. He is twelve feet tall and has horns. 
   
  Lesser Demon Princes 
   
  Ariax - He is a demon prince who is conquered by Graz'zt. (Ref. Arias? one of the 12 marquises of 
  the infernal empire. - Davidson, A Dictionary of Angels)  
   
  Princess Elazalag - She is the overlord of the Abat-Dolor demons, whom she rules from her palace in 
  Lyondagur. She is seven feet tall and beautiful. She rides a spike encrusted adamantine chariot that is driven 
  by three hippokeres, that are harnessed with iron chain. She is elegantly armored in dark chainmail with an 
  adamantine helm and uses a morning star. When most of the demons unite against Gord, she marches to 
  the left of Graz'zt bearing the Eye of Deception that Gord gave her. When Tharizdun takes over, she 
  retreats to Ojukatazogadit with Graz'zt and the rest of the Abat-dolor. 
   
  Lugush - He is a demon prince opposing Graz'zt. He continues to fight Graz'zt in Come Endless 
  Darkness and comes in to the left of Iuz. In Dance of Demons he joins the Iuz-Demogorgon anti-
  Graz'zt coalition. Possible ref. Lugus is the Gaulic equivalent of the Irish god Lugh. 
   
  Nergal, the Justicier, "Prince of Unlife" - Although Nergal is a demon lord, he is also a sycophant 
  and serves as consul to Graz'zt. He is dark and dour, a small stony demon man. He is crooked, 
  fearful, and hunched with a sharp curved chest and misshapen shoulders. He has slab-like cheeks, 
  a fanged mouth and a hideous smile. He is given to outbursts and plottings. He accompanies 
  Graz'zt to meet the attackers from the "north". He has quarreled with councils Graz'zt. He and 
  Graz'zt know that Leda's alignment is wrong, but they keep her because of Vuron. He is Vuron's 
  captain in Dance of Demons. When Tharizdun takes over, he retreats to Ojukatazogadit with 
  Graz'zt. See also 1st ed. Deities & Demigods/Legends & Lore, Babylonian Mythos. (Ref. Nergal's 
  entry in the Assyro-Babylonian Mythology FAQ) 
   
  Szhublox - The Demon Prince of Slime is Zuggtmoy's brother. He is not a very smart for a demon 
  lord. He assails Graz'zt. Comes in from the side opposite Iuz. In Dance of Demons he joins the 
  Iuz-Demogorgon anti-Graz'zt coalition. 
   
  Ushablator the Chaos Horror - He is a great demon prince. He continues to fight Graz'zt in Come 
  Endless Darkness 
   
  Yeenoghu - The demon prince of gnolls allies with Graz'zt. He becomes Graz'zt's right hand 
  viceroy, ranking higher than Vuron although controling fewer troops. He accompanies Vuron to 
  the Cyanic Fens to meet Iuz and other attackers. He promises Vuron ghouls and hyenadons for 
  the battle near Jahklout in Dance of Demons. He sends those plus gholes, gnolls, and ghulaz. He 
  commands troops to Vuron's right. See also Monster Manual, H4, the Throne of Bloodstone, and 
  DMGR4 Monster Mythology. 
   
  Zortolagon - He is a great demon prince who continues to fight Graz'zt in Come Endless Darkness 
   
  Demon lords Abraxas - He is a demon lord who is either allied to or is a minion of Demogorgon. 
  In Dance of Demons he joins the Iuz-Demogorgon anti-Graz'zt coalition. He wants Yeenoghu's 
  realm. (ref. Gnostics, Budge - Amulets and Superstitions - Abraxas was a cock-headed, human-
  
  bodied, serpent-legged demon, somehow involved in the creation process and leader of 365 
  archons. His is the name from which 'Abracadabra' most likely derives.) 
   
  Agadin - A minor demon lord allied to Demogorgon. 
   
  Lord Apepi - A cobra headed demon who wields a khopesh. He has poison spittle. (Ref. Egyptian 
  Mythology - Apep, a snake-headed god associated with Set) 
   
  Arioch - A demon lord who, when Tharizdun takes over, retreats to Ojukatazogadit with Graz'zt. 
  (See also Paradise Lost, the name means "fierce lion", Michael Moorcock's Elric and Corum series 
  within the Eternal Champion mega-series?) 
   
  Azazel - He is a demon lord who is undecided in the wars with Graz'zt. He allies against him in 
  Come Endless Darkness. He comes in to the right of Iuz. In Dance of Demons he joins the Iuz-
  Demogorgon anti- Graz'zt coalition. (ref. Enoch 1, 8:1 He is one of the fallen angels (Watchers), 
  and he teaches men how to make swords and armor and women how to make jewelry, use 
  makeup, and the art of alchemy) 
   
  Baphomet - See Monster Manual II. He allies with Graz'zt. Later he attends "the Meeting" against 
  Graz'zt. He wants to profit win or lose. He betrays Iuz and company and treatises with Graz'zt. (ref. 
  Templars? long-haired bearded head, goat head with pentagon, sabbatic goat - Sykes Who's Who 
  in Non- Classical Mythology) 
   
  Bulumuz - He is a demon lord who is initially undecided in the wars with Graz'zt. He allies against 
  him in Come Endless Darkness. He comes in to the right of Iuz. In Dance of Demons he joins the 
  Iuz-Demogorgon anti-Graz'zt coalition. Shortly thereafter he decides to follow Orcus. When 
  Tharizdun takes over the Abyss, he is made an example of by being forced to disobey Tharizdun 
  and is then consumed by the All Evil. Another demon is then named Bulumuz by Tharizdun. 
   
  Cagrino - A potent demon lord. He chitters. 
   
  Eblis, Eblitis, or Elbis - A demon lord opposing Graz'zt. He continues to fight Graz'zt in Come 
  Endless Darkness He comes in to the left of Iuz. In Dance of Demons he joins the Iuz-
  Demogorgon anti-Graz'zt coalition. (ref. an Arabic name for the Devil (Iblis, derived from the 
  Greek - diabolos), see the Qu'ran, William Beckford's Vathek, possibly the Thousand Nights and 
  a Night, Gustav Davidson's A Dictionary of Angels.) 
   
  Kostchtchie - This demon is loathsome in appearance and is hairless save for his eyebrows. He 
  allies to Graz'zt at the end of Artifact of Evil. He is named Graz'zt's Marshal. He ranks higher than 
  Vuron but controls fewer troops. He travels to meet the attackers from the north. In Dance of 
  Demons he leads demon- ogres and demongiants on Vuron's left side. See also Gary Gygax's 
  Legendary Earth Deities-Otamask page, S4, The Lost Caverns of Tsojcanth, and Monster Manual 
  II. Ref. Slavic (Russian?) Mythology - Koshey Bessmertny = Koshey the Deathless. 
   
  Mandrillagon - This demon lord is a monstrous, blue-faced parody of a mandril. He has filthy 
  yellow-gray fangs andspeaks in roars, coughing, and barking. He controls two planes with his 
  winged monkey demons. He is a long ally and blood kin of Demogorgon, whom he fears. He 
  
  opposes Graz'zt and continues to fight Graz'zt in Come Endless Darkness, coming in from the side 
  opposite Iuz. 
   
  Meurteenz - A minor demon lord allied to Demogorgon who fights in the lead. 
   
  Mycortte - The chieftainess of an Abat-dolor region and the chamberlain and vice-princess to 
  Elazalag. 
   
  Lord Nigroch - Elazalag's chief warrior and herald. He is accompanied by the Abat-dolor 
  chevaliers. 
   
  Ogrijek - Lord of the winged Nabassu demons, in charge of the voord and consul to Graz'zt. He 
  accompanies Graz'zt to meet the attackers from the "north". He is placed in the front after the 
  Nabassu defeat. 
   
  Ojukalazogadit - See under Abyss. 
   
  Poshban - A minor demon lord allied to Demogorgon. 
   
  Socoth-Benothas - Demon lord, attacks Graz'zt from behind Iuz. In Dance of Demons he joins 
  the Iuz-Demogorgon anti- Graz'zt coalition. 
   
  Var-Az-Hloo - This demon lord is a minion/ally of Demogorgon. He opposes Graz'zt and 
  continues to fight him in Come Endless Darkness. He comes in on the side opposite Iuz, to the 
  "north". He wants Eclavdra as a prize of the battle. In Dance of Demons he joins the Iuz-
  Demogorgon anti-Graz'zt coalition. Shortly thereafter he decides to follow Orcus. 
   
  Chidun - A demon cohort of Var-Az-Hloo. 
   
  Zomar - A demon cohort of Var-Az-Hloo. 
   
  Yuibiri - A demon cohort of Var-Az-Hloo. 
   
  Vloorm - A minor demon lord allied to Demogorgon. 
   
  Volophon - A minor demon lord allied to Demogorgon who fights in the lead. 
   
  Zerkaar - A minor demon lord allied to Demogorgon. 
   
  Zabulon - He is a high rakshasa in charge of Vuron's right center in the battle with Demogorgon in 
  Dance of Demons. (possible ref. Zebuleon - one of the 9 angels who wil rule or judge at the end of 
  the world - Davidson, A Dictionary of Angels) 
   
  Greater Demons of Power 
   
  Areex - A demon who plots with Zuggtmoy for the Theorpart. 
   
  Gulcar - He is the raloog who leads the rutterkins that were in the guise of raloogs through the aid 
  
  of Leda and the Eye of Deception. He is given more power by the Theorpart and rises to Demon 
  Lord status, becoming Vuron's adjutant. 
   
  Krung - He is a chagrin demon. As such, he has massive arms, horny hands, long fingers with 
  which he likes to break necks and attack with his fists. He has red rimmed eyes and an obscenely 
  high pitched voice, but he can imitate any human voice that he hears. He has acidic spittle and can 
  produce flame. He is very intelligent. He is "one of the most disgusting and potent of the 33 able to 
  move out of the nether pits." He can hide in shadows, and likes to sneak up from behind. He is 
  sadistic and will kill its victims slowly, without regard for secrecy. He is controlled by Gravestone. 
  He left the aft cabin of the Silver Seeker bloodied. 
   
  Yognuth - Krung's brother is also a chagrin demon. He is a messenger from Graz'zt Leviathan 
  (Hebrew for "that which gathers itself together in folds"). She is an uncommitted demon at "the 
  Meeting". (ref. Job 41:1, Psalm 74:14, Isaiah 27:1, Yam's entry in the Canaanite Mythology FAQ, 
  various Pseudepigrapha: Enoch, Greek Apocalypse of Baruch, Thomas Hobbes.) 
   
  Pavlag - He is a flame demon, a conflagrati, the youngest and weakest of the Proto-demons, the 
  elder ones. He has four gold/orange eyes that flare up when he is excited. Consul to Graz'zt he 
  accompanies him to meet the attackers from the "north". He leads the 50 conflagrati. He is Vuron's 
  captain in Dance of Demons. He hates Infestix for the indirect slaying of his "brothers". He swore 
  in front of Vuron not to rest until Infestix is dead. 
   
  Talonclast - A lank, long armed ahazu-demon Talonclast is Vuron's chief of staff and commander 
  of Vuron's guard, the cacodaemon horde. He is, however, a double agent working for Nerull. He 
  and the cacodaemons are all slowly killed for treason. He reveals that Iuz and his Theorpart are 
  being used against Graz'zt. 
   
  Vuron - Graz'zt's Lord Steward. He is tall, stick-like, a dazzlingly white albino. He is an androgen 
  and his voice sounds like one hundred bells chiming. He is evil and very intelligent, considered the 
  most intellegent demon. He is strong in reading minds, being able to read the surface of Gord's 
  despite Gord's amulet of protection from ESP. He is very loyal to Graz'zt, showing humility only to 
  him. He is very sincere for a demon and this humility seems real. Graz'zt uses him to point out 
  flaws in his plans. He comes up with the quick-clone idea for Eclavdra. He had altered Leda 
  during her creation so that she had no alignment. Her time with Gord made her Neutral Good. 
  He arrives at the Hool battle, banishing all of the outer planer participants of that battle. He pits 
  Gord verses Obmi and Leda verses Eclavdra. He heals the escaped slaves after Gord and Leda are 
  victorious. He lets Gord chose who the Theorpart goes to. His contingency is that Leda must 
  accompany the Theorpart in the guise of Eclavdra. Gord gives in, seeing no alternative. 
   
  He is the Master of The Roving Hordes, controling two-thirds of Graz'zt's forces. He tollerates no 
  sycophants. A master strategist, he leads forces through Tartarus against Hades's gates. He goes to 
  the Cyanic Fens with Leda as Eclavdra, Yeenoghu, and twelve other minor demon lords to meet 
  Iuz and other attackers. 
   
  In Dance of Demons, he waits for battle on a flat plane, controlling a force of all the "Type" 
  demons save Type 5, also including dretch and rutterkin. He has previously sacked Mandrilagon's 
  palace and kidnapped Demogorgon's harem. He enters personal combat with Demogorgon while 
  carrying his crystal spear. He can use the Theorpart to heal and to promote demons. He sends 
  
  Leda as a messenger to Graz'zt, hoping to destroy her influence. He is slain by Leda. 
   
  Wastri - See The World of Greyhawk Boxed Set (1983). He is Vuron's captain in Dance of 
  Demons. He is in charge of the left side. He is sent to Oerth to sack Iuz. 
   
  Pazuzeus - See Monster Manual II. He is an elder proto-demon and has burning eyes and four 
  wings. He is an agent for Infestix and also a most trusted servant of Gravestone. (ref. Babylonian 
  statues, The Exorcist II) See Pazuzu Demon statue at the Oriental Institute of the University of 
  Chicago. 
   
  Shabriri - He is an elder proto-demon. He has many eyes, horny knees, massive hands, and razor 
  sharp talons. He spits a withering globe, that ages the victim 10 to 40 years as a ghost would. He 
  can dispel magic, cast curative spells, and darkness. He can summon three lesser demons, Korb, 
  Haklo, and Meemgul. He is a most trusted servant of Gravestone. 
   
  Korb - A lesser demon summoned by Shabriri. 
   
  Haklo - A lesser demon summoned by Shabriri. 
   
  Meemgul - A lesser demon summoned by Shabriri. 
   
  Trobbo-Gotath - (greatest demon) a very powerful earth demon Races/types of demons. 
   
  Vrock - Type I, use needle tined military forks. 
   
  Hezrou - Type II - toad-demons use jagged blades. 
   
  Glabrezu - Type III. 
   
  Gashnulfu - Type IV's, boar demons. They have tiny wings, pig eyes, and use pole axes. 
   
  Raloogs - Type VI demons, flame demons. They are bat-faced, see Monster Manual I, Fellowship 
  of the Ring (Balrog). 
   
  Proto-Demons - The elder ones, the first true demons to crawl out of the abysmal muck. They 
  include Pazuzeus, Shabriri, and Palvlag. 
   
  Abat-Dolor - The Abat-dolor are an independent race of demons of which Graz'zt is a member. 
  They are ebon- hued, six-fingered, seven to eight feet tall humanoids. They are more human and 
  more civilized than most demons; yet they are reputed to be the most vicious of all demons. They 
  are broken into the nine clans of pain, each of which has their own lord, with Elazalag serving as 
  their overlord. They are independent of all other demon lords. The soldiers wear polished red 
  bronze plate armor. They are armed with swords, spears, and light crossbows. Some have swivel-
  mounted antimatter guns which are used as a last resort and only by the order of Elazalag. 
  Mezzafgraduun used to be held by the Abat-dolor under Graz'zt, while he was Elazalag's consort. 
  However, Iggwilv came to Mezzafgraduun and separated Graz'zt and four clans of Abat-dolor loyal 
  to him from the rest of the Abat-dolor. Vuron is also held accountable by the Abat-dolor, and they 
  
  don't care for Eclavdra. 
   
  Ahazu-Demon - These are squarish, lank, long-armed greater demons that are affiliated with 
  Demogorgon. 
   
  Babau-Ogres - Larger versions of Babau (see Monster Manual II). 
   
  Boorixtroi - They are shuffle-footed, powerful, massive, stupid, lesser demons with 
  disproportionately long right arms and shark-toothed, lipless mouths. 
   
  Cataboligne Demon - This class of major demon is the blue skinned creature on Saga of Old City's 
  cover. A +3 or better weapon is needed to hit it and it is capable of casting darkness 10' radius, 
  fear, animate dead, some powerful illusion spell, and polymorph other. It has a gaze attack that is 
  the equivalant of paralyzation. It regenerates and has a high magic resistance, though it is 
  susceptible to fire. It can also charm 
   
  Chagrin - A Krung type demon. 
   
  Clobdroo - Goat horned demons.  
   
  Conflagrati - Greater demons, flame demons. There are 50 of them under the control of Pavlag, 
  who is himself a Conflagrati. Possibly the same as raloogs. 
   
  Dusins - These crocodile-jawed demons use iron weapons and are affiliated with Demogorgon. 
   
  Guristhoi - These massive demons have bare, steel-hard scales, colossal muscles, and fearsome 
  attacks. Some guard Graz'zt's antechamber in the royal wing of the palace. See Goristroi demons, 
  Dragon #91 p.8. 
   
  Kerzow - A demon type. 
  Maluachau - Pig demons. 
   
  Nabassu - Flying, black, man/hawk demons with four wings. They are stronger than most demons, 
  yet are cowardly and traitorous by nature. Thousands of them are used by Graz'zt as scouts. They 
  are under Ogrijek's control. See Monster Manual II. 
   
  Nikomars - Saucer-eyed demons. 
   
  Scurda - Hulking scorpion demons with flat, lifeless eyes. 
   
  Skuda - (Scurda?) - Scorpion-legged demon guards of Graz'zt. 
   
  Ssilhex - Snake demons. 
   
  Thang - A demon type with beetle brows. 
   
  Voord - Carrion eating demons. They are under Ogrijek's control. 
   
  
  Yatish Demons - Otherwise undescribed, these demons are represented at "The Meeting". 
   
  Unnamed Demons - With a leering frog mouth, a wolverine head, a porcine body and flipper legs. 
   
  Demonic Brutes - There are 600 kinds of demon monsters more terrible than the beasts. These 
  are silent stalkers hunted by the demon lords with entourages of pike-wielding minions, who 
  sometimes become the hunted. The demon lords carry special weapons to hunt the brutes. Many 
  of them are more powerful than dragons. 
   
  Demonic Beasts - There are 6,000 kinds animal brained demons. 
   
  Abysmal Herds 
   
  Type One - Elephantine in size, these have hippo bodies, snake necks, and beaked heads. 
   
  Type Two - These are bear-like mastadonian demons. 
   
  Hippokeres - These are demon horses with eight thick legs and a rhinoceros horn. They are wild, 
  but the smaller ones are tamed and ridden by the Abat-dolor. 
   
  Vargrineen - Another type of Abysmal steed used by the Abat-dolor. 
   
  The Meeting - Is in an amphitheater made of six concentric circles. In the lowest circle sits Iuz, 
  with Iggwilv to his right, and Zuggtmoy to his left. On the other side sits Orcus, Marduk, 
  Baphomet, Cagrino, and Abraxas. In the next row are Var-Az-hloo, Azazael, Bulumuz, Socoth-
  Benothas, Szhublox, Lugush, and 12 others. The next two rows up contain lesser demon lords and 
  the last two rows contain greater demons including the chief of the Yatish demons. Iggwilv 
  addresses the crowd about Gord, Graz'zt, Infestix, and Demogorgon. Twenty- seven demons want 
  to search for Gord, Leda, and Gellor. The rest, save a handful, want to assault Graz'zt. The twenty-
  seven go along. 
  Tartarus (Carceri for Planescape Players) 
  Demodands (Gehreleth for Planescape Players) and Other Residents of Tartarus 
   
  Utmodach - He is the leader of the demondand warriors. He serves Infestix and believes that he 
  has influence over some of the more powerful demons. 
   
  Raanwil Ledli - She is an obese pit hag who leads the Tartaurian cacodaemons for Demogorgon 
  against Graz'zt. 
   
  Dumaldun - These disgusting natives of Tartarus appear variously like orangutans, mandrils, 
  gibbons, and apes, but with bristle covered bodies, opossum-like heads, sharp nails and fangs. 
  They are seven to nine feet tall and can fly or bound or run on all fours like a dog. They throw 
  frozen-acid javelins, and they have an innate cloudkill ability. They are more powerful than a 
  rutterkin and a dretch put together. 
  
  Hades, "The Black Void" (The Gray Waste for Planescape Players) 
  Infestix's Palace - Infestix convenes his court on the third gloom of Hades and can summon, with 
  some regularity, lords of Hades, Gehenna and Tartarus to appear there. His court includes a dais 
  where he will stand, and places for those attending and visiting lords to stand in a semi-circle about 
  it, placed by planar alignment. It is squalid and decaying. From the dais can be accessed an inner 
  sanctum through some sort of teleport mechanism. It is a circular, exitless, room suspended in 
  nothingness. When the dais teleports only a bubbling pool of filth remains. He has many 
  attendants, including "The Diseased Ones", oinodaemon types. He has a minor audience chamber 
  with a chair which is across from many locales. He spies on Gravestone's stair maze and other 
  locales. This chamber is adjacent to his throne room and has chairs for at least himself and the 
  eight oinodaemons. 
   
  Daemons (Yugoloths for Planescape Players) and Residents of Hades 
   
  The Diseased Ones - The eight Oinodaemons; Anthraxus, Bubonous, Cholerix, Typhus, 
  Dipterius, Brucilousu, Pneumonis, and Rheumatus. They are lesser versions of Infestix. Chief 
  among them, Anthraxus, is second only to Infestix in all of Hades. They are sent to aid 
  Demogorgon in his battle with Vuron and two are slain. See Monster Manual II p.30. 
   
  Brucilousu - The greatest Oinodaemon after the Demogorgon-Vuron battle. 
   
  Infestix - Infestix is both the true name and title of Nerull, his avatar on Oerth. He is known as the 
  King of Death, the King of Extinction. He favors a form with a hollow sounding, sepulchral, worm-
  ridden, voice which emanates from a lipless, yellow-slime dripping, mouth with a grey, worm-like 
  tongue. His face is leering and he has bony hands. 
   
  He can, through his finger, cast a putrescent green ray, which, upon striking its victim causes their 
  flesh to bubble and their body to melt. He is not shy about using this technique on those who have 
  failed him. He likes to geas those who have insulted him with lethal disease effects. He can cause 
  instant rot in the living, this kills by the touch. He can regenerate lost limbs. He is conceited, 
  plotting, and smug. He is master of daemons and ruler of Hades. He has many attendants, 
  including "The Diseased Ones". He uses dreggal scouts and has the messy habit of killing his 
  messengers. 
   
  He sends part of his essence with Sckculintig to spy on her dealings. He is the primary advocate for 
  the return of Tharizdun. He comes to the battle on Ojukalazogadit with concealed aid by 
  theorpart. He observed the contest between Gord's party and Gravestone. When Entropy makes 
  his move in the beginning of Dance of the Demons, even he is in trouble. He gives aid to Iuz and 
  Demogorgon to topple Graz'zt. He loans Demogorgon the Theorpart (the Initiator), but he has 
  built in a harmonic retrieval device. Once Vuron is lured into personal combat with Demogorgon, 
  he sends in the eight oinodaemons and a daemon horde. Gord and Gellor confuse him with the 
  Banner of Basiliv. His material form is slain by Gord, banishing him to Hades, and losing him the 
  Initiator. He lost his hand to Gord, but he can regenerate it. 
   
  Nerull - Infestix's avatar on Oerth can be summoned by the Hierarches to aid in battles. He is their 
  master and rides a winged behemoth from Hades named Putriptoq. They radiate fear. He wants to 
  
  retrieve the second Theorpart in order to bring about the return of Tharizdun. See Dragon #71 
  p.54-55, or WoG Guide p.72, WoG Glossography p.44. 
   
  The Plagante - Infestix's personal guard. 
   
  Plagadaemon - One of the Plagante, a hulking daemon that can be slain with one blow from 
  Courflame. 
   
  Putriptoq - A winged bat-like behemoth daemon that is the steed of Nerull. It radiates fear and 
  slew Lizard. 
   
  Haegraesse - She is queen of the night hags c. 550. She is subservient to Infestix and helped 
  orchestrate the collusion of the cat houses against Karal Quadrapus through talk of a prophecy. 
  She is exterminated by Infestix. 
   
  Sckculintig - She is a night hag, the coven mistress, an emissary of Hades and minion of Nerull. He 
  places part of his essence in her to spy. 
   
  Laudilewis - Night hag next in line for coven mistress. 
   
  Poxpanus, "The Lord of All Pox" (Incabulos?) - He takes a human form and has a rotting and 
  holow voice. His arms are putrid and he can spread highly virulent diseases by touch. He, through 
  ritual, can magically send disease to distant victims. He can ward himself against ESP, scrying, and 
  divinatory actions. He is a vassal to Infestix and he appears to be of a kin to the Oinodaemon. He 
  is proud of his abilities and haughty towards those he considers beneath him, a group which 
  includes all mortals. Here his avatar aids Greyhawk's priest of Nerull, Colvetis Pol as part of a 
  greater plan to release Tharizdun. After Reachan died, he returned to Hades to recover in a state 
  of madness. 
   
  Reachan - This is Poxpanus's spawn and familiar. He aids his master in magical searchings and is 
  motivated by a lust for killing, and being as close as possible to his master, to the point of wanting 
  to rejoin Poxpanus. He is killed by wards around Gord. 
   
  Virulex - A daemon lord and vassal of Infestix, he has dead-black eyes. 
   
  Variolaz - A daemon lord, once one of the "Diseased Ones". 
   
  Haskruble - A demon and Orcus's ambassador to the court of Infestix. He is sarcastic and snide, 
  which earns him a diseased ulcer on his shoulder from Infestix. This disease compels him to pay 
  his superiors respect lest he succumb to disease within a few hours. 
   
  Strunge - He a pit fiend and Asmodeus's ambassador to the court of Infestix. He views Infestix 
  with respect due to one of his power, but attempts to advocate on behalf of his master's supremacy 
  over all of the devils in any operation that might result from the Tharizdun councils. 
   
  Ilenz - One of Gravestone's cockroach daemon guards. He is more interested in freedom than in 
  service. 
   
  
  Putridaemons - A herald, bronze helmeted and zombie-faced. 
  Gehenna 
  Residents of Gehenna 
   
  Dreggal - A race of lower planer creatures, some reside in Hades. They are warty, pocked, spidery 
  spiky-headed creatures, with metallic voices. They are used as scouts by Infestix. 
   
  Weyzeneal - The king of the dreggals. He is loyal to Infestix. 
  Acheron 
  Is ruled by netherlords and is populated by undead and maelris. They side with Infestix against 
  Graz'zt. It has charnel vistas. 
   
  Residents of Acheron 
   
  Undead - See the various monster manuals and monsterous compendia. 
   
  Maelvis - See Monster Manual II. 
   
  Hatdoligor Kaathbaen - See his entry on the Negative Material Plane. 
  Politics and War 
  World Events 
  The Horned Society wages war with the Bandit Kingdoms in the beginning of Artifact of Evil. 
   
  The Scarlet Brotherhood moved through the Suss and Welkwood harried by elves and 
  woodsmen. The Suels rallied more goblins, hobgoblins, and other humanoids. Their advance 
  guard had 1000 men, and their main force was 4000 men. They sacked Celene, killing Parsival. 
  They then retreated and were pursued. Deirdre killed Blonk. The Temple of Elemental Evil 
  scenario as outlined in T1-4 occurred with the modifications that Iggwilv freed Zuggtmoy by using 
  Mordenkainen as an unwitting pawn. 
   
  Iuz besieged Molag and usurped the Horned Society. Blackmoor, the Hold of Stonefist, and the 
  Bandit Kingdoms allied with him. He begins construction of a new palace in Molag. 
   
  At the beginning of Sea of Death he is now the self titled Emperor of Evil and Lord of Pain. He 
  receives tributes from all of the Bandit Kingdoms, the Hold of Stonefist, and the Wolf and Tiger 
  Nomads. 
   
  By Come Endless Darkness Iuz has launched a mass attack. It was obscured by Iggwilv and 
  
  Zuggtmoy. He holds the Initiator, the second key. He takes the Vesve, then the lands west and 
  south to the Velverdyva. He is stopped at Chendl. He holds Furyondy north of the Crystal River. 
  He takes the Shield Lands except for the capital island. The Duchy of Tenh is taken by the Bandit 
  Kingdoms and the Rovers of the Barrens under his direction. The Hold of Stonefist, supported by 
  Iuz, marches on the Theocracy of the Pale. Urnst holds. Highfolk holds. 
   
  The Great Kingdom and the Scarlet Brotherhood attack northward. The Great Kingdom fights 
  Nyrond, Almor, and the Iron League. Iuz continues to fight south, east, and west. The Bakluni 
  fight the nomads to the North and South and come to a stalemate. The Scarlet Brotherhood is on 
  the march. The Pomarj attacks Celene, Ulek and Urnst. No one is winning. The Cabal, the 
  Bladelord, the Catlord, the Obsidian Citadel, the Vesve, and Highfolk are more or less free of 
  conflict. 
   
  In Dance of Demons the Great Kingdom is in a state of civil war, 100,000 troops, Aerdi's regulars, 
  1,000 humanoid scouts and irregulars. The North and South provinces ally against Ivid. Medegia 
  also vies for control. Nyrond and Almor dispute among themselves. Bandits, and the sea raiders 
  ravage the Iron League. All of the barbarian nations are also at war. Iuz and the Scarlet 
  Brotherhood do not profit either. Entropy is the sole victor. 
   
  Plagues and natural disasters are more frequent. Borders shrink as do populations, resources, and 
  government powers. Trading is down as people try to live just for sustenance. The polar ice cap 
  starts to melt and a continent sinks. Oerik's coastline creeps inward. This destruction is paralleled 
  on alternate realities. In other words, it is a standard Moorcockian Eternal Champion devastation. 
  Even Infestix is in trouble. 
   
  Oerdians in the south fight Baklunni barbarians. The central Flanaesse is the battleground. Iuz, 
  The Scarlet Brotherhood, and the daemon worshipers are knocked back by the forces of Good. 
  Outer Planar Events 
  Good says that the catastrophes are caused by the pieces of the artifact moving closer together, and 
  so they ambush traffic between the lower planes. Infestix moves against Graz'zt, causing demons to 
  ally with Graz'zt, or at least to not attack him. Pandemonium sends cacodaemons to help Graz'zt, 
  even so he is out numbered. Iuz and Demogorgon's sides, arguing over who gets to sack Graz'zt's 
  palace, split their alliance. Graz'zt repels his divided conquerors and seeks to destroy first 
  Demogorgon and then Iuz. Gehenna, Acheron, and Tartarus ally with Infestix and his faction 
  outnumbers Graz'zt's six to one. 
   
  Good will not listen to Neutrality and plans to sack Hades, delay Infestix, and harry the theorparts. 
  They believe that only Good can do good and that Neutrality is in league with Evil. Olympus 
  makes moves, but looses much of their number. Evil is also eroding. Demogorgon and Iuz with 
  their divisions and with aid from Infestix, mount alternating attacks on Graz'zt from opposite sides. 
  Vuron routes Demogorgon's first attack and the supporting devils flee. Demogorgon lures Vuron 
  into personal combat. Infestix sends in the eight oinodaemons and a daemon horde. Vuron holds 
  his crystal spear. Gord slays Infestix and Demogorgon flees. 
   
  Gord and Elalazag ally with Graz'zt against Iuz and his cohorts. Areex plots with Zuggtmoy for the 
  
  Theorpart as does Orcus with Iggwilv. Baphomet betrays Iuz and company and treatises with 
  Graz'zt. Gord uses the Initiator to appear as Graz'zt, Elalazag, and their horde, scaring off Orcus. 
  Zuggtmoy, Iggwilv, and Iuz flee to Mycorji and hide in a grotto. Gord and company slay them and 
  there is a deep laughter. Iuz's troops give up and Graz'zt halts his attack. 
   
  The remaining monarches of Demondum (save Lolth) and two thirds of the demon princes and 
  lords join together to hunt down Gord. Entropy makes an offer to Graz'zt. He has kept Leda 
  motionless, half clad, and 1000 paces from the demon horde. When the exchange is done, Gord 
  gives her Courflame, notes the presence of Entropy, and declares the bargain void. Leda and the 
  Joined Initiator/Awakener switch places. Leda skewers Graz'zt. The artifact goes to Gord and 
  shoots Vuron, who drops the Unbinder. Gellor plays the kanteel to destroy some demons. Gord 
  commands the lesser demons to halt and bow to him and are slain by Gellor's music. Graz'zt takes 
  off. Courflame bites Marduk in the side, gashes off Nexroth's leg, and gorges Bulumuz's face. Leda 
  attacks Vuron. He makes a shield from the Theorpart. Vuron uses the spear. Leda stuns and slays 
  him. 
   
  Gord, Gellor and Leda then leave, rest for a while, and release the Minor Avatar of Tharizdun. 
  That avatar in turn releases Tharizdun's true form who, with the aid of Lord Entropy, escapes his 
  prison and conquers Hell and Hades with little resistance. He makes an example out of Bulumuz 
  by consuming him and naming another demon Bulumuz. He rounds up an army to take over the 
  Abyss and rides a three-headed fire drake. In six days he takes Pandemonium. Graz'zt, Elazalag, 
  and the Abat-dolor retreat to Ojukalazogadit. It grows stronger as Tharizdun's hordes are 
  consumed by it. Tharizdun sics Lord Entropy on the living plane. 
   
  This reality since Tharizdun's escape has been sealed off from the rest of the multiverse by 
  Chronos and Istus. They recommend that Gord and Company make their stand on 
  Ojukalazogadit. Graz'zt knocks Gord out with a jet from the Eye of Deception. Graz'zt gets a great 
  hit on Tharizdun, but Tharizdun catches Doomscreamer in his bare hand and is unharmed. 
  Tharizdun kills Graz'zt. Gellor and Leda take Gord to the Shadow demi-plane so that he can 
  recover. The skull of the boy Tharizdun fell out when they exited the Abyss and Tharizdun ate it. 
  He sics Mephisto on Gord, Gellor, and Leda in the Shadowrealm. The yeth hounds raze it but 
  can not find them. He nails Mephisto and sends Thrax to Rexfelis's realm. Although Chronos and 
  Istus have sealed off alternate universes, they give Gord and company powers from those 
  alternates. The yeth are now sent on Oerth. Tharizdun and the Yeth come through the bottom of 
  the Sea of Thought. Courflame shatters on Tharizdun. Chronos and Istus yank Gord, Gellor, 
  Leda, and those instrumental in the struggle out of the Oerth Prime and put them on Yarth. Lord 
  Entropy and Tharizdun are trapped on Oerth's burned out Prime. 
  Magic Items 
  Rings 
  Chrysoberyl "Cat's Eye" Ring - All nine of these rings were made by Rexfelis and were originally 
  bestowed as gifts. All allow X-Ray vision, telescopic vision, and vision in the dark. For those who 
  are attuned to them, they convey nine life savings (when the wearer receives his or her death blow, 
  they appear in the Catlord's manse fully recovered), It also slows the aging process greatly, perhaps 
  
  even halting it entirely, like an enhanced Phylactery of Youth. Other powers include detect enemy, 
  detect traps, detect magic, enhanced dexterity, the ability to land on one's feet, climbing like a cat, 
  and the ability to take the form of a jungle cat, a tom cat, and possibly an aquatic felinoid. Gord's 
  ring's jungle cat type is a black panther. 
  Staves 
  Staff of the Heavens - This staff shoots forth seven golden halos that are the bane of any evil. It can 
  split into two rods. The left shots a blinding beam of hot, sun-bright, radiance. The right rod 
  shoots a cone of cool soothing dimness. This weakens the victim and shrinks them to doll size for 
  imprisonment. 
  Miscellaneous Magic: Jewels, Jewelry, Phylacteries 
  Buckle of the Planes - These intricately worked belt buckles enable the wearer to travel to any 
  plane with a touch and a thought. These buckles can also partially cloak the magical force of their 
  bearers. 
   
  Dwarven Armlet - Made of various hues of gold: pale, orange, gold-green, violet gold, this item was 
  forged by the smiths of Grotheim. When donned, this item will confer on the wearer all of the 
  benefits of being a dwarf (Eg. +1 Con, mining abilities, etc.) 
   
  Talisman of Balance - This item counters spells cast with spells of a contrary nature. For example, 
  when Gravestone opened a gate to Tartarus, the Talisman opened a gate to the Elysium fields and 
  sent those summoned against one another. 
  Miscellaneous Magic: Boots, Bracers, Gloves 
  Cat's Paws - Clawed gloves that give 100% climbing ability. In falls, the wearer will always land on 
  their feet for -2 hit points per die falling damage. The wearer can also deliver clawed blows of 2-5 
  /2-5 hit points damage plus the strength bonus, per hit. 
  Miscellaneous Magic: Bags, Bottles, Pouches, Containers 
  Five Dragon Bowl - Is a bowl shaped like five dragons biting each other's tails, each of the dragons 
  hold precious gems. It is 3' in diameter. When a gem is placed in the claw, a larger gem 1 step 
  higher in value) will appear ins the center. The oriental dragons are golden, green, blue, silvery 
  imperial, and violet. They will bite. 
  Miscellaneous Magic: The Weird Stuff 
  Egg of Bondage - This egg can change into bonds that completely bind and constrict about the 
  intended victim. 
   
  The Jeweled Orrery - An artifact with a large yellow corundum sun, an emerald for Oerth, an Opal 
  
  for Luna, a star sapphire for Celene, a jacinth for Rao, Greyspace's largest planet, and diamonds 
  for stars. It was used by the forces of balance to discover the struggle for the Theorparts; it will only 
  operate if a Theorpart is active. 
   
  Sand Ship - This device rests on 4 tubes made of giant beetle grub skins. Instructions on how to 
  build this purely mechanical but never the less outlandish device are in a book found in Kester. 
  This book also includes details of a journey from the Hellfurnaces along the Sulhalt Mountains 
  and the Lost Mountain Kingdom of Zufon. The ship has a sail and is steered from the prow. 
   
  Sandfish - This ship is smaller and faster than the Sand Ship, it looks like a grouper and is painted 
  as such. It has smokey crystal one way mirrors. It is fully enclosed and seats 3 to four human sized 
  creatures comfortably. It appears to hover. Mid way along the sides are turning blades of stiff, thick 
  leather. These hit the ground and spew dust, ash and sand towards the tail like a paddle boat. It 
  accelerates slowly but eventually can move as fast as a horse. 
   
  Gallop speed is dangerous for long distances. It can go 30 miles per hour and averages 175 miles 
  per day. 
  Miscellaneous Magic: Artifacts 
  Banner of Basiliv - Was used to confuse Infestix. 
   
  Baton d'Argue - A thick crooked wand of Iggwilv's, it can be used to follow a teleport if activated 
  before one leaves. It shoots at an angle. One points at one place to hit another. It can cause 
  trembles of severe fear, save vs wand or collapse to the ground. It can summom varied oozing 
  forms that move in the direction of a nauseating food spray from the wand. The ooze eats the 
  victims with acid. 
   
  Cauldron of Corruption - Zuggtmoy's kettle has a myriad of projections, bumps, knobs, spouts, 
  and nozzles. It can be used to follow a teleport if activated before one leaves. It can shoot 
  paralyzing rhizomes, flesh dissolving jets of spores, blinding smut, and various fungi monsters. 
   
  Eye of Deception - This smoke colored artifact is held in a silken bag, embroidered with fiery sigils 
  of orichalcum. It is a potent artifact which can rechannel magical attacks into illusions. It can 
  obscure things and make something appear the opposite of what it is over an unlimited range. It 
  can make a horde of lesser demons appear as greater demons, so long as there is at least one of the 
  greater type in the group. It can shoot maroon rays that kill. It can emit an opaline gooey glob that 
  splits into a score of smaller ones which leave trails that cut, and puddles that burn like lava. Each 
  puddle is one yard in diameter. When Leda uses the Eye, it fatigues her. Gord gives it to Elazalag 
  for her aid in the battle with Infestix. It draws off the power of Courflame and the Theorpart and 
  any other artifact nearby. 
   
  Fire Fan - Marduk's artifact. 
   
  The Kanteel - "a lutelike thing with many additional instruments attached to or forming parts of its 
  body." It is capable of much destruction, but can not effect all of the daemons, they are too 
  powerful. It was forged by the first spellbinders. It can counter the Cauldron of Corruption. (ref. 
  
  The Kalevala, - Kanteles are Finnish lute-like instruments often used in playing folk music, and 
  within The Kalevala, to cast spells.) 
   
  Gelor's ivory Kanteel - In his hands, can send a blast that destroys 50+ small herd demons and 
  bowl over 12 large herd demons. 
   
  Quadrate Pillars of the Elements - These are four tokens of the four elemental planes. 
   
  The Rede - "That relic which is the codex to the multiverse. With it they could manipulate any 
  dimension, space, probability."  
   
  Shadowfire - This 2 or 3 inch diameter, spherical opal, dark with green motes within, was created 
  by the Shadowking. In the presence of shadow creatures it burns with a green light. It has power 
  over such creatures, causing them to flinch away in pain as it is revealed, sending out motes of 
  green and red to dance off of any nearby sword. When brought into contact with the pommel of 
  Gord's first magic blade several bright colors flash, whirl, and then form twin halos about it, 
  destroying all shadowstuff within ten or fifteen feet. When applied to a Prime resident whilst on 
  the plane of Shadow, it can stave off the affects of the plane. It imparts knowledge of how to 
  operate these baser powers upon its bearer. It can send one to the plane of Shadow if one dies 
  while attempting to use it. 
   
  Shadowseeds - A pinch of these creates a shadow curtain which will last for one hour. 
   
  Theorpart - These are the pieces of the Tripartite Artifact of All Evil, each part representing one of 
  the evil alignments. When joined together they will release Tharizdun from his bondage. The 
  Awakener is kept in a pyramid in the Suss forest and the Unbinder lies in the Suloise metropolis 
  now known as the Forgotten City. As insurance against The Evil One's release, all parts can only 
  be retrieved by mortals. No matter who holds them, they will be corrupted and lost to an evil 
  power ('one artifact to rule them all, one artifact to find them...'). 
   
  When the pieces are used to unlock the Prison of Tharizdun, part of each are turned into rings. 
  These rings bind the good that fought against Tharizdun to imprison him. The remaining portions 
  of the Theorparts contain his evil. The Unbinder ring can summon a phoenix capable of eating 
  the grubs from Tharizdun's axe. The three rings can melt adamantine and can also provide 
  transport. They are most vulnerable in the Sea of Thought area of Greyhawk Castle. 
   
  The Initiator - The initial key, the one discovered by the Scarlet Brotherhood, is probably the 
  Chaotic Evil one. It helps its possessor locate the second key. The Dukes of Hell requisition it 
  from the Brotherhood at the beginning of Come Endless Darkness. Infestix acquires it and loans it 
  to Demogorgon. It is equipped with a harmonic retrieval device. It can open a channel to the 
  negative material plane and shoot anti-matter, as can also create a wall of positive energy. It can be 
  used to lure demonic brutes with fear and humility. It can create large scale illusions (Gord uses it 
  to appear as Graz'zt, Elazalag, and their horde). It can reverse spells' directions and can create an 
  invisible rack of iron spikes. 
   
  It can change into a ten foot long, mace-like pole arm, with a twelve inch spike on the bottom and 
  several thin, axe-like, blades radiating from the head, with lower, leaf-like tines with solid spurs at 
  their base. This weapon can disarm and snap weapons as well as inflict damage but it is slow and 
  
  needs room to operate. As this weapon, it can crush armor with its weight and can kill with the tip 
  or with its blades. It is a drain on mortal creatures, causing them to become zombies to it unless 
  energy is drawn off of it by magical means (such as by Courflamme). 
   
  The Awakener, The Vitalizer, The Arouser - The second key, the one recovered by Obmi for Iuz, 
  is "a distillation of evil", i.e. probably the Neutral Evil one. When it is located Tharizdun stirs and 
  sends forth evil thoughts. It helps the possessor to locate the next key. It can release bat-like things 
  in a spiral that cause silence. It can also generate a gameboard map of the Abyss and show 
  recreations of events. It can produce a shielding web. It fires a withering stuff that can shred flesh 
  from the bones. It can become a five foot long scimitar of evil red or turn into a whip with an 
  energy cat-o-nine tails. It can fight on its own. 
   
  The Unbinder, The Cone of the Magi - The Lawful Evil Theorpart is found in the Great Temple 
  in the Forgotten City. It is very black, in fact, it seems to devour light and drains energy. It is 
  vaguely cone shaped and has three horns. Once recovered, it is held by Graz'zt. He gives it to 
  Vuron between Come Endless Darkness and Dance of Demons. It can alter time by a factor of 60 
  so that it can go slow in some places and fast in others. With an additional Theorpart, time can be 
  altered over a larger area. It can be used to heal, and to promote demons. It can be changed into a 
  shield. 
   
  The Awakener and Initiator Combined - Can change to a bardiche and to a morning star that 
  shoots energy darts. It can also change into a staff that shoots lances of force, and into a whip. 
   
  Venom Fountain - Demogorgon's artifact. 
   
  Tharizdun's Axe - This double headed axe can split into two component single headed axes. It can 
  be used to summon forth many thumb-sized, disgusting, sucker-mouthed, poisonous, purple 
  larvae. 
  Special Armors 
  Shadow Armor - This type of armor behaves as it's counterpart in the material plane for purposes 
  of armor class; presumably it is less encumbering. It is useless in conditions of no shadow: 
  complete darkness and "high noon" lighting. 
  Special Weapons 
  Blackheartseeker - This is a chaotic evil black Suel sword, initally enchanted by Vuron. Its special 
  purpose is to slay evil beings, which it can detect. It uses its will to urge its wearer to strike down 
  those evil creatures. It hits the heart of an evil being on a natural 20. It annihilates the souls of 
  lower planer creatures. It draws negative planer energy into it and informs the bearer of such 
  energies. Likewise, it can drink up anti-matter. It can be merged with the Crystal Blade to form 
  Courflamme, the Sword of Balance. It was recovered from the Forgotten City by Gord. 
   
  Crystal Blade - This Lawful Good, Holy Avenger class sword was created as one of the Twelve 
  Great Magicks of Boccob. It has similar and opposite powers to Blackheartseeker, and as such can 
  drink up positive energy. They can merge to form Courflamme, the Sword of Balance. As a part of 
  
  Courflamme, it can shoot black bolts of force or arcs of black flame that do 3-30 hp damage. Gord 
  initially won it in the Shadowland. He slew the lich Imprimus with it and left it with the 
  Shadowlord as a token of passage. 
   
  Courflamme, the Sword of Balance, the Sword of Equilibrium - This sword is formed by merging 
  Blackheartseeker with the crystal blade of the Shadowland and is of equal or greater potency than 
  a single Theorpart. It gives its user a faster initiative and communicates empathicly. It can split into 
  its component swords. One can be sent out independently like a dancing sword. It can act as a 
  "Defender" class sword. It can give a surge of energy that gives a brief additional bonus to hit and 
  damage. One blow from this sword will slay a plagadaemon. It can mollify demonic brutes. It can 
  deflect energies from single theorparts. It can shoot a silver bolt of force or blinding white fire. It 
  can create a mesh of crystal and black that grows and entraps. In the battle between the Lords of 
  Light and Tharizdun, he split the sword into the two component swords. It is most vulnerable in 
  the Sea of Thought area of Greyhawk Castle. There it will shatter on Tharizdun. 
   
  Vuron's Crystal Spear - This is a milky crystal spear, one of the 66 arms of power of the Abyss. It is 
  filled with deadly energy and was forged for and by Vuron. It is most potent in his hands in the 
  Abyss. It will slay with a single thrust. 
  Miscellany 
  Alcohol Unique to Oerth - Keoghish Amber, Whisky (new to Oerth, only available in some areas), 
  Velunese Wine (high in quality), Black Pomarj Wine (rare, foul, addictive). 
   
  Astronomy - Celene is blue, Luna is white. Rao is the largest planet in Greyspace, it is jacinth 
  colored. The Eldest Griffon is a constellation whose wings always point north. The Younger 
  Griffon is a constellation (inferred). 
   
  Bloodpox - A plague consisting of scabby sores, lack of muscle control, and spasms - fatal unless 
  cure disease or save vs. Death Magic. 
   
  Caravans - In the west typically consist of 3 squadrons of 30 warriors, at the front and flanks, 200 
  camels, 100 horses, carts, handlers, 1000 riders, and 60 other guards. 
   
  Chatranj - The Greyhawk name for chess. 
   
  Faerie Rings - Are fungi that grow where trees once stood. Sprites' tables, atomies' cups form 
  around ipts (banyan like trees) when Luna and Celene are waning ½ moons, then the dweomer 
  dots (or the Coins of Ehlonna by the fair folk) shoot up. They are color coded. Different colors 
  release different effects when eaten. They act as potions for duration purposes. Some powers 
  include, singing like a nightingale, invisibility, polymorph. Opalescent white is bad, steel-blue is 
  true speech. However, if more than two rings are stolen, beware the wrath of the fairies! 
   
  Fharlanghn - Lavender is the color of one of his clerics. 
   
  Ourmi - The Bakluni equivalent of the Japanese word "gaigin". It is a derogatory term for foreigner. 
  
   
  Ragout - More vegetables and thinner than Slumgullion. 
   
  Slumgullion - A paupers' beef stew, common to Greyhawk City, it consists in its most common 
  form, of rat meat and cheap or rotten vegetables. 
   
  Spells Energy - Tenser's spell mechanics lecture on p. 216 of Artifact of Evil. "All spells draw upon 
  one form of energy or another. Little ones use small energy, big ones can draw tremendous 
  currents. Those castings that utilize the power of some deity or another, those channeled through 
  the medium of a being of power, are of one sort; and the aura of such is distinct. Likewise, work of 
  dweomercrafting leaves a unique signature, as it were. Oh, not the minor ones - little spells are 
  much the same as a rune or two written in the sand. But the major works leave a long and 
  identifiable trace, at least for a time." 
   
  Standard of the Overking's High Guard - Blue and gold tabards, a crowned sun on a blue field. 
   
  Planarchess 
   
  A variation of Dragonchess (see Dragon #100). There are three 12 by 8 square boards. The Lower 
  is called the netherboard, the upper is called the astral. There are spirals standing as posts in the 
  corners. They consist of four checkered steps each. 
   
  Tharizdun himself further explains the rules: "Only those able to go on squares of different colors 
  can use the twisting paths as they would move normally, a single space or many squares. Vaulting 
  and skipping pieces count all squares and move upward accordingly, and off to another board if 
  there is distance remaining, but they must stop as soon as leaving the spiral. If an enemy man 
  occupies the space, then it is en prise if capture is desired. The diagonal-movers use only two of 
  the four vortices, because of the the color of entry, of course. 
  When these move to another field, their color changes. Dark and light alternate above and below, 
  though so to go from nether to astral or vice versa means there is no shifting from such transfer. 
  Exit from spiral requires pause". 
   
  The pieces vary from dragonchess in name and move of forces. There are thirty-six pieces to a 
  side. The dark forces have 24 on the netherboard and the light have that amount on the astral. 
  Both sides have 12 pieces on the middle board. Pawns become more powerful as they move up or 
  down. Captured pieces may be turned into pawns for the capturing side. Some pieces include 
  kings, celestial knights, chevaliers, assassins, chevaliers, archpriests, marshals and oliphants (from 
  Dance of Demons p.295-298). 
   
  Twistbuck's Game 
   
  From Night Arrant p.213. "One simply notes the name or description, or both, on the sign above 
  the inn, tavern, or drinking house. If legs are implied in the name, then one counts them, 
  modifying the count upward if the depiction on the establishment's sign should show a greater 
  number. 
   
  
  "It is a matter of alternate occurrences... Two individuals engage in a contest, each alternately 
  counts the legs, if any, on the sign encountered during his turn. There is usually a time of distance 
  limitation so that the game lasts a reasonable period and has a conclusion. Of course the player 
  with the highest leg count wins... After an inn, tavern, or drinking establishment is encountered, 
  legs are counted and scored, and a running total is maintained on paper. The person awaiting his 
  turn can select the next direction of the route of the game, as long as it does not go back over 
  territory already covered. In case of two signs on either side of the route, the one on the left shall 
  be scored". 
   
  Vuron's Game Board 
   
  Vuron and many of the other strategists in the Theorpart Wars have three dimensional game maps 
  of the planes with markers color coded to indicate the alignment of the participants. 
   
  Color Key:  
  Black = Abyss, Graz'zt 
  Dull Purple = Hades 
  Rust Red = Hells 
  Gold = Neutral Good 
  Tawny = Not gold 
  Red = Not gold 
  White = Lawful Good, the Seven Heavens 
  Gray = Opposed to white 
  Blue = Aloof, Chaotic Good, Olympus 
  Green = Corcondant Opposition 
  Currency Exchange Rates 
   
  Iron 
  Drab 
  Brass 
  Bit 
  Bronze 
  Zee 
  Copper 
  Com 
  Silver 
  Noble 
  Electrum 
  Lucky 
  Gold 
  Orb 
  Platinum 
  Plate 
  Iron 
  Drab 
  1 
  1/5 
  1/50 
  1/250 
  1/1000 
  1/5000 
  1/50000 
  1/55000 
  Brass 
  Bit 
  5 
  1 
  1/10 
  1/50 
  1/200 
  1/1000 
  1/10000 
  1/11000 
  Bronze 
  Zee 
  50 
  10 
  1 
  1/5 
  1/20 
  1/100 
  1/1000 
  1/1100 
  Copper 
  Common 
  250 
  50 
  5 
  1 
  1/4 
  1/20 
  1/200 
  1/220 
  Silver 
  Noble 
  1,000 
  200 
  20 
  4 
  1 
  1/5 
  1/50 
  1/55 
  Electrum 
  Lucky 
  5,000 
  1,000 
  100 
  20 
  5 
  1 
  1/10 
  1/11 
  Gold 
  Orb 
  50,000 
  10,000 
  1,000 
  200 
  50 
  10 
  1 
  10/11 
  Platinum 
  Plate 
  55,000 
  11,000 
  1,100 
  220 
  55 
  11 
  11/10 
  1 
  
  Translation Guide 
  A translation guide from New Infinities/Trigee names to original TSR names. 
   
  Bayomen Plains = Plains of the Payanims 
  Jakif = Zeif 
  Joheid = Idee 
  Southern Marches = South Province 
  Yoll = Ull 
  City Out of Mind = Forgotten City 
  Dolle Port = Port Joli 
  Ghastor = Kester 
  Hlupalla = Lopolla 
  Ocherfort = Hokar 
  Syldartown = Zelradton 
  Urlisindatu = Erelhei-Cinlu (the drow city in Vault of the Drow) 
  Yolakand = Ulakand 
  Barring Mountains = Barrier Peaks 
  Ferrous Mountains = Iron Hills 
  Grand Suel Peaks = Sulhalt Mountains 
  Larkil Mountains = Lortmil Mountains 
  Longridge Hills = Lorridges 
  Yolspur Tors = Ulsprue 
  Chaban River = Javan River 
  Ocher River = Hool River 
  Toosmik River = Tuflik River 
  Briartangle Woodland = Bramblewood Forest 
  Arachne = Lolth 
  Cabbac = Boccob 
  Fesroo = Hezrou (Type II demon) 
  Gigantos = Zagyg 
  Kathbak = Boccob 
  Klebguzig = Glabrezu (Type III demon) 
  Poxpanus = Incabulos 
  St. Trowbane = St. Cuthbert 
  Wulox = Vrock (Type I demon) 
  Vastyi = Wastri 
  Zubassu = Nabassu 
   
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Gord's Greyhawk 1.0.pdf