FROM THE SORCERER'S SCROLL
Greyhawk: The shape of the world
By Gary Gygax
 
- - - - -
Dragon #37 - 1st Edition AD&D - Dragon magazine

<Links to The World of Greyhawk link to the 1983 box, not to the 1980 folio>
 

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.