History free city of greyhawk
Journal Entry: Free City of Greyhawk ️ Name
Free City of Greyhawk "The Gem of the Flanaess" Location
South of the Nyr Dyv, on the banks of the Selintan River. Region: Central Flanaess, Domain of Greyhawk Map Reference: Near the north shore of Woolly Bay Description
A vast and cosmopolitan city-state, Greyhawk is the epicenter of trade, magic, and adventuring activity in the Flanaess. Originally a military outpost of the Great Kingdom, it has grown into a sprawling metropolis famed for its deep dungeons, sprawling undercity, powerful guilds, and dangerous secrets. ️ Climate
Type: Temperate Continental
Seasons:
Cold winters (with light snow)
Hot, humid summers
Frequent spring and autumn storms
Prevailing Winds: From the west, moderated by proximity to the Nyr Dyv
Population
Total Population: ~75,000 in the city proper
Up to 150,000 including suburbs and seasonal influx
Racial Composition (approx.):
68% Human (mixed Oeridian, Suel, and Flan)
10% Halfling (mostly Lightfoot)
8% Elf (High and Grey)
6% Dwarf (mainly Hill Dwarves)
3% Gnome (Forest and Rock)
2% Half-Orc
3% Other (Dragonborn, Tiefling, Aasimar, rare species)
Social Structure
Greyhawk society is built on guilds, trade wealth, and political cunning. While technically a meritocracy ruled by a Directing Oligarchy, power is wielded through influence, not title.
Upper Class:
Noble houses, ancient families, merchant lords
Archmages, senior guildmasters, high priests
Middle Class:
Guild artisans, successful adventurers, scribes, bureaucrats, moderate spellcasters
Some foreign diplomats or retired mercenaries
Lower Class:
Laborers, dockworkers, unlicensed adventurers, urban poor
Many foreigners and immigrants
Underclass & Criminal Element:
Smugglers, thieves, beggars, escaped slaves from distant lands
Cultists and agents of darker forces, hiding in plain sight
️ Government
System: Plutocratic Oligarchy
Ruling Body: Directing Oligarchy (12 seats, including Lord Mayor)
Enforcement: City Watch, Nightwatchmen, and elite covert units (Black Watch)
Laws: Relatively open, but strict on murder, unlicensed magic, and slavery (which is outlawed)
️ Notable Locations
University of Magical Arts Arcane research & education
Guildhall of Wizardry Licensing and training of spellcasters
The Great Library Run by Boccobs priests
Bazaar District Massive open markets, legal and otherwise
Old Citadel Crumbling remains, possibly haunted
Temple Row Sanctuaries of Boccob, St. Cuthbert, Zilchus, and others
Slum Quarter & The Narrows Crime-ridden, but full of secrets
Castle Greyhawk Ruins Just outside the city, a legendary dungeon
️ Factions & Power Groups
The Circle of Eight Act via agents; rarely direct
Guild of Thieves Controls much of the black market
Assassins Guild Officially outlawed, unofficially tolerated
Merchants Consortium Exerts enormous political pressure
Temples Especially of Boccob, St. Cuthbert, Zilchus, and Rao
Foreign Spies From Nyrond, Iuz, the Scarlet Brotherhood, etc.
Hooks & Rumors
A new level of the Castle has been uncovered one that predates Zagig.
A minor noble seeks adventurers to recover a lost heirloom in the Undercity.
Someone is forging official Guild Licenses and doing a better job than the guilds.
A cult tied to ancient Flan ruins has resurfaced in the sewers beneath Temple Row.
️ Civic & Academic
University of Magical Arts Arcane research & education
Guildhall of Wizardry Licensing and training of spellcasters
The Great Library Run by Boccobs priests
Religious
Temple Row Sanctuaries of Boccob, St. Cuthbert, Zilchus, and others
Temple of Boccob, Zilchus, St. Cuthbert, and others (merge with above or treat as umbrella reference)
️ Districts & Social Zones
The High Quarter Noble residences
Bazaar District Massive open markets, legal and otherwise
The Dockways Port and trade entry
Slum Quarter & The Narrows Crime-ridden, but full of secrets
Ruins & Outskirts
Old Citadel Crumbling remains, possibly haunted
Castle Greyhawk Ruins Just outside the city, a legendary dungeon