Greyhawk
Greyhawk is a Décor of countryside for the Medieval-fantastic Roleplay Donjons and Dragons . The world of Greyhawk draws its name from the Cité of Faucongris, one of the towns of this universe. As a one of the first decorations of countryside of D&D , an important part of the rules which are associated there were developed during the parts of play of Gary Gygax and others around the Castle of Faucongris and its undergrounds. While developing this universe, Gygax also incorporated the worlds where his/her friends rolists located their own parts, like the Landes Moors (resulting from the countryside of Dave Arneson) or the Îles of Lendore (an area created by Lenard Lakofka).
Geography and population
In the universe of Greyhawk, the planet Taerre (Oerth) has four Continent S. Seul one of them, Oerik, was officially described in various supplements for D&D during about thirty years passed, and makes the only detailed area of it in a precise way is the north-eastern area: Flannesse (Flanaess).
Although the campaigns house of D&D can be located in or near the Cité of Faucongris itself, there is no restriction as for the temporal period or the exact place. Flannesse can be divided geographically as follows: the Western Baklunie in the North-West, the Empire of Iuz in north, the Peninsula Thilonienne in the North-East, the Sea of Dust far in the extreme west, the Valley of Sheldomar in the west, the Old Ferrond which constitute the southern limit of civilization (with the City of Faucongris) in the center of Flannesse, the old man Sulm and the border of the civilization of Aerdy in the east, decayed Grand Kingdom (Great Kingdom) far in the east, and the Jungle of Amedio in south-east.
Certain elements of the geography of the Taerre planet are of nature fantastic, like the Sea of Dust and the Mer of Black Ice. Other elements are closer to Europe of the real-world, as the Péninsule Thilonienne which resembles the Scandinavia geographically.
Flanesse is the hearth of the human ages of the Taerre planet, and most of the environment of Greyhawk comes from the interaction between the various races which form humanity -- Olmans, Rhéniens, Touves, the Œridiens, the Strolled, the Baklunis, and the Sulois in particular -- who spread themselves in Flanesse during the last millenium. The fans of this universe lengthily discussed the true nature of these people (and their possible analogues in the real-world) during the years, but of the features which distinguish them include antagonism between Baklunis and Sulois (and the antique war which failed to decimate them both), the relative brutality of Flannas indigenous, and the military conquest of the essence of Flanesse by Œridiens.
Other races also populate Flanesse. They act sometimes like allies of humanity a little as in the Ground of the Medium of JRR Tolkien. dwarf Elfes and of various kinds have powerful fortified towns and nations, and gnome S and Halfling S live in small enclaves close to friendly and more powerful neighbors. Even when these races are politically advanced, as in Célène or in the states of Ulek, of the isolationist policies often limit their power to the area which they live. Machiavelic the elves drows manigancent in underground darkness, while other creatures such as the orcs, of the Ogre S, the Géant S and the dragon S are frequent enemies. Despite everything these fantastic creatures, Flanesse appears nevertheless very anthropocentré.
Gods of Greyhawk
major Gods
Béory (Taerre feeder, natural, rain), Boccob (esoteric magic, knowledge, forecast, non-intervention, balance), Incabulos (plagues, disease, famine, nightmares, dryness, catastrophes), Istus (intended, divination, future, honesty), Nérull (death, darkness, murder, underground world), Pélor (sun, light, force, cure), Rao (peace, reason, serenity).
intermediate Gods
Célestian (stars, spaces, travellers), Ehlonna (forests, wood, fauna and flora, fertility), Erythnul (hatred, jealousy, mischievousness, panic, ugliness, carnages), Fharlanghn (horizon, distance, voyage, roads), Héronéus (knighthood, justice, honor, war), Hextor (war, discord, massacres, conflicts, physical shape, tyranny), Kord (physical exploits, sport, fight, force, courage), Lendor (time, trouble, patience, studies), Obad-Haï (natural, wood, freedom, drives out, wild beasts), Olidammara (music, festivals, wine, crafty beggars, humor, nasty tricks), Pholtus (light, resolution, law, order, inflexibility, sun, the moons), Procan (sea, forms of life marine, salt, marine climate, navigation), Ralishaz (chance, bad luck, misfortune, madness), Holy Cuthbert (good sense, wisdom, zeal, honesty, truth, discipline), Tharizdun (eternal darkness, rotting, entropy, prohibited knowledge, insanity), Trithérion (individualism, freedom, revenge, self-defense), Ulaa (invaluable hills, mountains, stones), Wy-Djaz (magic, death, vanity, law), Zilkus (to be able, prestige, money, businesses, influence).
minor Gods
Allitur/Combined (ethical, propriety), Atroa (spring, wind east, revival), Beltar (mischievousness, caves, pits), Bereï (hearth, family, agriculture), Bléredd (metals, mines, blacksmiths), Bralm (insects, application), Cyndor (time, infinity, continuity), Dalt (gates, doors, encls, locks, keys), Delleb (reason, intellect, studies), Fortubo (stone, metals, mountains, guards), Geshtaï (lakes, river, well, torrents), Jascar (hills, mountains), Joramy (fire, volcanos, anger, ire, quarrels), Kurell (jealousy, revenge, flight), Lirr (prose, poetry, literature, art), Llerg (wild beasts, force), Lydia (music, knowledge, light of day), Myhriss (love, idylles, beauty), Norébo (chance, play, risks), Osprem (maritime tours, ships, sailors), Phaulkon (air, wind, clouds, birds, shooting with the arc), Phyton (natural, natural beauty, agriculture), Pyrémius (fire, poison, murder), Raxivort (xvarts, rats, rats-garous), Sotillon (summer, wind of the south, helps, comfort), Syrul (lies, cheating, treachery), Telchur (winter, cold, wind of north), Vatun (barbarians of north, cold, winter, animals Arctic), Velius (sky, climate), Wenta (autumn, wind of the west, harvests, mixing), Xan Yae (twilight, shades, furtivity, power of the spirit), Xerbo (sea, navigation, money, businesses), Zotal (pity, hope, benevolence).
Demigods
Al' Akbar (guards, fidelity, duties), Iuz (cheating, suffering, oppression, badly), Mayaheïnie (protection, justice, value), Rudd (chance, chance, control), Vecna (secrecies malefic or destructors), Wastri (creatures amphibians, sectarianism, blindness), Ye' Cind (music, songs magic), Zagyg (humor, eccentricity, occult, unexpected knowledge), Zuoken (physical and mental control).
divine Heroes
Daern (defense, fortifications), Johydée (cheating, espionage, protection), Kélanen (swords, fencing, balance), Keoghtom (heroism extraplanaire), Kyuss (creation and control of death-alive), Murlynd (" technologie" magic).
Publications
-
the Adventure begins , by Roger E. Moore, TSR, 2000 (F9577)
- Guide of the player , by Anne Brown, TSR, 2000 (F9578)
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