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Dragon #37 | - | 1st Edition AD&D | - | Dragon magazine |
When you read this the release of the the
World of Greyhawk will be
an accomplished fact. (I write this with
NOT a little nervousness,
having previously stated it would be READY
several times in the past,
only to find that it had to be shelved
for 1 reason or another.
Having seen the whole of the work in finished
form, and knowing it
has been sent on to the printer, I have
a small sense of security,
fearing only some natural catastrophe .
. .) It is my sincere hope that
you find the worth to have been worthy
of the wait—|or| at least that the price of the product is equitable.When
you read this the release of the World of Greyhawk will be
an accomplished fact.
The map
of the Greyhawk Campaign came first,
many years ago.
The information came from a few original
notes, many ideas, and the
activity of the players. Just as the map
was drawn from many earlier
campaign maps I’d done for one game or
another, so too were the
states and features of the “World” drawn
from many an earlier
creation. When all of these odds and ends
were put into play,
considerable reshaping and change took
place. When they were
ordered and readied for formal publication,
far greater mutation
occurred. The
World of Greyhawk reflects the results of much early
gaming and endless hours of intense play,
yet it is incomplete in
many respects.
The maps show only a portion of the world.
It is a very large and
significant portion, but it is nevertheless
a part of the whole, and
during the course of the
campaign, players have certainly adventured
over more than it depicts. The Gazetteer
is basically a
survey of the states and geographical features.
Some details were
omitted so as to allow development by individual
DMs, some because
they are still "unknown", and a few because
they will be
revealed elsewhere as the need arises.
Steve Carpenter of Miniature Figurines Ltd.
is currently designing
a set of miniatures rules for warfare on
the World of Greyhawk.
These rules will set forth the orders of
battle of the states of the
Flanaess and add to the information pertaining
to the “World.” At
the same time, miniature figurines of the
various troops are being
assembled, so that details of what various
units look like will also be
known—say the Overking’s Guards or the
Knights of the Hart.
In addition to having adventures, campaign
participants will
soon be able to fight major battles which
will affect the course of
things. The figure line could eventually
number in the hundreds of
sets, with possibly a thousand different
figures. The initial release will
be in the 50-set range, according to Steve.
Of course, I’ll be contributing
to the miniatures rules, and I’m helping
to select figure
types. The rules and figures will be significant
contributions towards
developing the “World,” but more is needed.
Much of the original activity in the Greyhawk
Campaign came in
the huge City of Greyhawk. My initial map
was only an 8½” x 11”
sheet of graph paper, but this was soon
enlarged to a four-times size.
Even that was too small, so extra, large-scale
sections were done up
to supplement the main map. I have now
gone to what amounts to
about four-game-maps size to show the whole
of the place in fair
detail. The mapping isn’t complete, and
only a few of the most
outstanding places are noted, as there
is yet many months of work
left before the design will be in shape
to submit to TSR’s Product
Development Department. Sometime in 1981
or 1982, though, you
should see a giant map and gazetteer for
the City of Greyhawk being
offered for sale. The gazetteer will detail
the deities of the place not
otherwise dealt with in modules or the
like, by the way, and readers
will learn more about “Old Iuz,” the current
menace from the state
of that name, as well as know who Ralishaz
is, why Hextor is bad
news in combat, and so on.
While that project is yet a ways off, modules
of the World of
Greyhawk are currently in the works. Skip
Williams is working on my
original outline for Shadowland,
and from what I’ve seen so far, we
should be able to have a final product
out this year. The module will
be an adventure on the Plane of Shadow—perhaps
that should be
Quasi-plane of Shadow. Other such modules
are also in the hopper.
As I’d mentioned in a previous column, Steve
Marsh sent me a
wealth of material on various planes, just
as I was getting my own
creative processes going. At first I envisioned
a long-distance exchange
with manuscripts eventually going back
and forth between
us. Now Steve will be coming to work for
TSR this summer for a
couple of months or so, and I have hope
that he and I can work up
general outlines and hammer out details,
so that only one exchange
of materials will be needed for each piece.
Because of this, there might be as many
as ten World of Greyhawk
modules based on the planes by the end
of 1981 or mid-82.
Much depends on Steve and me, but the needs
of the Kindly
Publisher must also be considered. If you
are really hot to see these
scenarios, start asking for them. Customer
pressure does get back to
us via retailers and wholesalers. In fact,
sometimes it is hard to tell
them from the fans, for their inquiries
soon become demands after a
missed deadline or two. I’ll get back to
demands a bit later.
One whole piece of the “World” remains to
be covered, and
from what input I receive, it is perhaps
the most important sector. It is
the dungeons under Greyhawk Castle. It
might seem that that would
be the easiest of all to put into production.
Not so! About the time
Dungeons
& Dragons was published, the dungeons under the
ruined castle consisted of only 13 levels
down and a couple of extra
on the sides. As the group of players increased,
and the level of
experience for each climbed, upper levels
of the dungeon were
sacked, word got around on what to avoid,
etc. That series was
pretty much sacrificed.
Rob Kuntz joined me as co-DM of the Greyhawk
Campaign, and
he took over doing new levels after I’d
done about two dozen.
Greyhawk then had about 50 various levels.
As my involvement with
TSR grew more demanding of my time, Rob
assumed the major role
as DM, and naturally the campaign altered
in thrust and shape. Soon
he was actually the sole DM, as I had the
Temple
of Elemental Evil
campaign going. Eventually, Rob decided
that he couldn’t shape the
“World” beyond the City of Greyhawk area
and turned the whole
back to me.
The Temple campaign was far more detailed
in all respects, for it
dealt with not only a dungeon, but had
the village nearby, several
towns and states involved in the scheme
of events. Likewise, its
inhabitants were drawn from AD&D.
It was not too difficult to put the
Village of
Hommlet into shape for publication. The Temple
of Elemental
Evil is a slightly different case,
however, for I used some
random dungeon generation methods as a
test of the systems when I
put the design together. I am, therefore,
doing a major rework on it,
and so you now know why the Temple is so
late in coming.
In light of that, consider what will have
to be done to Greyhawk
Castle to put it into shape for general
publication. Both Rob and I
liked to “wing it” as much as possible,
so as to have flexibility and to
tie in past events. Think of over four
dozen level maps with partial
matrices, skimpy notes, cryptic symbols
and areas erased or
penciled over due to destructive actions!
The whole 50 levels or
thereabouts form a cohesive dungeon, of
course, so that means to
undertake the project, I must sit down
and handle it all together, with
as few breaks as possible, in order to
reflect the general oneness.
This will eventually be done, yes indeed!
But I don’t dare begin at
this time. . . .
Before the dungeons of Castle Greyhawk are
dusted off and
construction begins anew, the rough manuscript
for T2, Temple of
Elemental Evil, must be finalized.
With the very good words I’ve
heard about the Village of Hommlet
offering, I’m under considerable
pressure to get T2 out—but in a form comparable
to T1, so there will
be much agonizing and rewriting. Then,
Rob Kuntz has the reworked
Lost Caverns module which must be finalized
also. It was
used for a MDG tournament a few years ago
at WinterCon, and the
scenario is very good. We want to get it
into print as soon as possible.
As with the Temple, we have general demands
for more modules of
superior quality. TSR’s design staff is
looking for and working on
modules of introductory and intermediate
level for all of our roleplaying
games. Without the Greyhawk dungeons, players
will soon
have a whole spectrum of adventures to
select from. The pressure is
to get out what has been begun, not to
begin new projects of
awesome scope.
To sum it all up, the World of Greyhawk
project will go on for
several years, with the initial maps and
Gazetteer complemented by
rules for miniature figure recreation of
the warfare of the place, plus a
line of figurines from MiniFigs in the
near future. Next will come a
series of special modules—one this year,
and then many more
through the next couple of years. The City
of Greyhawk might make
a 1981 publication date, certainly 1982,
and about the same time
the series which will eventually represent
the whole of the Dungeons
of Castle Greyhawk will begin. If all goes
well, there might be an
add-on map or two, and there might also
be additional dungeon/
campaign sets similar to the T-Series.
Because there are so many
demands on my time, much of this depends
on the co-operation of
fellows such as Skip Williams, Steve Marsh,
and maybe even Rob
Kuntz and Ernie Gygax (neither of wham
are known for their rapid
work, shall we say?).
* * *
On other fronts, it seems likely now that
TSR and Games Workshop
have reached a final agreement regarding
the publication of
the Fiend Folio,
2nd volume of monsters for Advanced D&D.
I had hoped for a release in late May,
but it might be June (or even
July) before the book sees print. Watch
for it in any case. Jim Ward
and Rob Kuntz have all but finished Deities
& Demigods, the volume
of AD&D
which will round out the divine aspects of the game . . .
The information in the book includes very
detailed stats of the deities
and others covered, details of where their
power is, whom they will
accept as worshippers, and a fair amount
of information regarding
their priests and ceremonies. Deities
& Demigods is slated for release
in August. Your dealer should have it sometime
around the 15th of
the month, and TSR will have it as a premiere
release at GenCon.
You will, I believe, find the work equal
to the rest of AD&D, and a
highly valuable addition to any campaign.
Jim Ward will have finished Deities
& Demigods just in time in
another respect. Late this spring, he will
be leaving the teaching
profession to join TSR’s Sales Department.
Hopefully, this will not
mean that Jim’s creative efforts will.
all be directed towards selling.
After all, there are evenings and weekends
to write new material and
design modules. With Jim nearby, perhaps
he and I can manage to
get some of our proposed co-operative designs
into work. He and I
have been discussing several RP/FRP ideas,
and my son, Luke,
recently developed an exceptionally good
Gamma
World module
idea which he and I have worked into a
fairly complete outline. Who
can tell what will come out of all this?
Stay tuned, as they say, for
further developments.
Jeff Perren will be moving to a location
much nearer to (if not
actually in) Lake Geneva soon. Besides
the possibilities of doing a
major revision and expansion of Chainmail,
Jeff also mentioned
some very interesting ideas he has for
miniatures rules and boardgames.
With a bit of luck, the old team of Perren
& Gygax might
come out with something new in the not
too distant future.
Finally, as a bonus for reading through
all of this, you will find
same Order of Battle information for certain
renowned figures in the
World of Greyhawk. They will possibly appear
in the general army
lists, but then again they might not make
it. Either way, you will have
the information first.
Bigby
(MU of 18th level): Fortress location unknown but
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). Forces are:
Heavy Cavalry: 50 (Elite)
Medium Cavalry: 100
(Regulars)
Light Cavalry: 100 (Regulars)
Light Horse Archers:
100 (Levied)
Armored Infantry: 50
(Elite)
Heavy Infantry: 180
(Regulars)
Light Crossbowmen: 100
(Regulars)
Heavy Crossbowmen: 50
(Regulars)
Pikemen: 100 (Elite)
This force is officered by several: higher-level
fighters. It is supported
by clerics and lower-level magic-users
as well. About 200
eleven warriors have been known to be with
the band when it fought,
and at another time about 150 dwarves from
the Kron Hills were
serving with Bigby; but additional information
cannot be gained.
(Bigby was the original; apprentice of
Mordenkainen, and when the
latter opted to explore the West, Bigby
remained behind to uphold
and protect their territorial rights. )
Alignment of this force is Neutral,
with some good deeds rumored.
Mordenkainen: (MU of 20th level):
Several years ago, the Neutral
arch-mage took his rather vast cavalry
force and rode into the
west, supposedly on a mission to succor
an (Evil) associate who
called for his aid. He has never returned.
His force consisted of:
Medium Cavalry: 500 (Regulars)
Light Cavalry: 500 (Regulars)
Light Horse Archers:
1,000 (Regulars), 2,000 (Levied)
This force was Chaotic, possibly Neutral,
although any Evil cleric
encountered could count on a swift and
sure death.
Robilar (Fighter of 19th level):
Sometime over one year ago,
Robilar freed a demon, and in the ensuing
difficulties, forces aligned
with Good sacked and destroyed his stronghold
west of the City of
Greyhawk. It is reported that the following
force escaped and is now
somewhere in the Pomarj region:
Heavy Cavalry: 50 (Regulars)
Medium Cavalry: 100
(Regulars)
Light Cavalry: 50 (Regulars)
Light Horse Crossbowmen:
50 (Regulars)
Heavy Infantry: 100
(Elite Qrcish)
Light Infantry: 100
(Levied)
Heavy Archers: 50 (Elite
Orcish)
Light Crossbowmen: 50
(Regulars)
Pole
Armed Infantry: 100 (Regular Orcish)
Many of the higher-level figures were slain
during the intaking of
the castle, but Robilar has Otto, a high-level
magic-user, and Quij,
an Orcish hero of high abitlity but low
intelligence, as well as some
relatively low-leve1 cohorts. This force
is Lawful Evil but suspect by
the minions of Hell due to chaotic actions.
Tenser
(MU of 19th level): Hidden somewhere along the southern
shares of the Nyr
Dyv is the fortress of Tenser. It is likely that the
identity of the master
of the place is kept secret. Reported troops are:
Heavy Cavalry: 50 (Guards)
Medium Cavalry: 100
(Elite)
Light Cavalry: 50 (Regulars)
Medium Horse Archers:
100 (Regulars)
Armored Infantry: 50
(Guards)
Heavy Infantry: 100
(Regulars)
Light Infantry: 100
(Levied)
Heavy Archers: 50 (Regulars)
Light Archers: 50 (Levied)
Tenser is accompanied by a high-level cleric
and various other
figures of relatively high level, some
reported to be demi-human.
Some say that the ranger, Otis, is with
him. The force is Good in
alignment, but its exact disposition is
unknown. It is suspected that
troops from the surrounding area will join
with Tenser in time of
need.
The Unnamed (Known as "Erac's Cousin";
MU of at least 16th
level): This very malign individual was
once a servant of Good, but in
being captured by a demon
and subsequently escaping, he bitterly
turned from his former deity for failing
him in need, and he now
serves Hell with
will and enthusiasm. "Erac''s Cousin" is seldom
seen without a red-eyed
rat upon his shoulder. It is also stated that
this mage is able to wield a sword with
great proficiency (6th level
fighting ability!). Reputed forces are:
Medium Cavalry: 50 (Guards)
Light Cavalry: 50 (Regulars)
Light Horse Archers:
50 (Regulars)
Heavy Infantry: 100
(Regulars)
Heavy Archers: 100 (Regulars)
Pole
Armed Infantry: 100 (Regulars)
Whether or not any of the troops serving
"Erac's Cousin" are
humanoid is open to debate. Certainly,
humanoid levies will join his
forces in some strength if they are called.
General Note: These personalities
will seldom take the field on
one side or another, for they fear to begin
a process of escalation
which will draw other powerful figures
into the contest opposite
them, thus risking a final confrontation.