Introduction
Warning: This book is designed for experienced campaigners!
I preface my introduction with the above statement because I want you
to realize that this isn’t a role-playing aid for newcomers. When the AD&D@
game was first published, the GREYHAWK@c
ampaign system had been up and running for several years. Since then, I
hope I have helped, in my own
small way, to make that campaign and the AD&D game system grow
a little larger and run a little better. Now, others have taken up the
gauntlet and
quite probably hundreds of thousands of player characters have walked
down the dirt roads of the City of Greyhawk and roamed the lands of Oerth.
This book was created out of the demand by those GREYHAWK game lovers
for more information.
The oldest, running fantasy campaign has a very vocal following. Each
section of this book came out of a direct request for more information
about a
particular aspect of Oerth and Greyhawk. If you’re new to Greyhawk,
you may find parts of this book confusing-you’re sure to find it intriguing.
(To
bring yourself up to speed, check out TSRs previously published GREYHAWK
material.) If you’re already a GREYHAWK game player, this book will
present you with fun and adventure like you’ve never seen before.
Still, as I sit here writing this introduction, I know that I am doomed
in my effort to please everyone. I feel I’m about to enter into a lovehate
relationship
with thousands of GREYHAWK game fans. I truly believe there are sections
in this book that everyone will read and love, but the other side
of the coin is also true-I plan on being asked (for the rest of my
life!) “Why didn’t you put in a section on government?” or “Why didn’t
you put in a
longer section on spells?’ The answers to these questions and the thousands
of others that will be asked are long and only vaguely interesting. I
worked hard to put together a cross section of what everyone said they
wanted. I hope I hit the mark most of the time.
Let me give you a quick rundown of the material in this book:
Deities: The main gods and goddesses
who influence PCs and NPCs are listed. The concept of these beings coming
down in “Avatar” form is presented
for the first time. More information on role-playing clerics
has been added for people who like their role-playing with more meat in
it.
Monsters: Creatures unique to the world
of Oerth, from the steaming jungles to the dry deserts have been created.
These monsters can also fit into
any fantasy campaign or adventure.
Heroes: Powerful and important non-player
characters were requested by almost everyone. These characters, good and
bad, are listed with their
strong and weak points in an effort to provide new springboards for
PC adventures.
Spells: The lists in this book describe
the spells of the greatest spellcasters in the GREYHAWK campaign. Now,
player characters can cast the spells
of Drawmij, Rary, and others. There is a certain satisfaction in knowing
just which wizard gave your character the useful spell that saved your
party’s
bacon when times were hard. Now you know.
Magic items: A book on GREYHAWK Adventures
wouldn’t be complete without some mention of the magical items unique to
Oerth. In addition to
the usual enchanted objects (rings, wands, and so on), I wanted to
include magical items like coins, caps, eyepatches, lockets, and turbans,
all with
their own useful magic.
Geography: The interesting sights
of Oerth have long been ignored. This section deals with some of the more
famous geographical features, all sites
of adventures past and future. These geographical features provide
endless exciting possibilities.
Adventures: To our surprise, hundreds
of letters claimed that no GREYHAWK book would be complete without adventures,
so, of course we’ve
included some here. This concept is a totally new one for TSR and one
that is on the testing block. If you like adventures in your hardbounds,
the idea
stays; if you don’t, the idea goes, never to be seen again.
Zero-Level Characters: Many people wondered
what characters were like before they became first level. Now, a special
appendix in this book gives
you the chance to role-play characters who aren’t quite ready for first
level.
I would like to make note of the sound developmental work of the designers
and editors who helped me put all the puzzling pieces of this book together.
This, more than any other recent TSR project, was a group effort. Only
a few of the people who participated could be mentioned in the credits.
I want
to go on record as being very appreciative of everyone’s efforts.
As a final note, this book more than any other AD&D
game book, was created by you, the players. Your letters, questions, and
comments determined
the contents of the volume you hold in your hands. It is my hope that
you got what you wanted.
Credits
Design and Organization: James
M. Ward
Design: Daniel Salas, Skip Williams, Nigel D. Findley, Thomas Kane,
Stephen Innis, Len Carpenter, Eric Oppen
Editing and Coordination: Warren Spector
Editing: Anne Brown, Karen Boomgarden, Steve Winter, Mike Breault,
Scott Haring, Jon Pickens
Special Developmental Work Jon Pickens
Cover Art: Jeff Easley
Interior Art: Jeff Easley. Also Jeff Dee, Diesel, Larry Elmore,
Jim Holloway, Erol Otus, Dave Sutherland, Dave Trampier,
Gary Williams.
Graphic Design: Lori Svikel
Typography: Linda Bakk and Betty Elmore
Keyline: Stephanie Tabat