World of Thornward: The Casablanca-like hub that joins the Flanaess with the Baklunish West, on the edge of the Bramblewood and near the Yatils, Highfolk, the Barrier Peaks, the Lorridges, Bissel, Ket, and Veluna.
World of Stoink: Centered between Tenh, the Pale, the County of Urnst, Nyrond, and the Bandit Kingdoms, near the Phostwood and Rift Canyon. A free city of thieves and ne'er-do-wells.
World of Exag: An isolated, weirdly primitive free city where the PCs go between expeditions to the Yatils, Perrenland, and the land of the Tiger Nomads.
World of Roland: a hub for a seafaring campaign centered on the Aerdi coast and the Sea Barons. Use Bluffside: City on the Edge as inspiration.
World of Dullstrand: The same, but ranging between the Lordship of the Isles, the Spindrifts, Hepmonaland, the Vast Swamp, the Scarlet Brotherhood, southern Aerdy and Sunndi. I think you could somehow use Five Fingers: Port of Deceit as inspiration for Dullstrand, and use Green Ronin's Freeport setting as inspiration for the Lordship of the Isles.
World of Molag: It's not actually Hell, but you can see it from here. Play agents of the Shield Lands helping the locals resist Iuz.
World of Westkeep: Consult with secret schools of necromancy while you help resist the Keoish occupiers, or play Keoish inquisitors working for the Silent Ones. Mainly because I think Green Ronin's Secret College of Necromancy fits perfectly there.
World of Scuttlecove: Pirates and cannibals in a campaign set in the islands of the deep south.
World of Xuxulieto: All the factions and demons and yuan-ti and bat-people and CHUDs of the classic module Dwellers of the Forbidden City.
World of Highport: The PCs have been exiled from Greyhawk, Onnwal, and the Wild Coast for various crimes and now they have to deal with pirates, slavers, and various brutish humanoids while they search the Drachensgrabs and the Suss Forest for lost treasures and scheme for vengeance against their enemies.
World of Erelhei-Cinlu: Play a campaign set entirely in the Underdark in which the PCs have to depend on the largesse of the drow to survive.
World of Garel Enkdal: The holiest city of the orcs in the Griff Mountains! Truly the dark gem of the Flanaess for the great esteem in which orcs hold it. With a long history and a diverse orc and goblin population, it has long been a beacon for orcs of learning, or great faith, or high orcery... I guess you're playing an orc, or maybe a hobgoblin or something. What lies in the hidden valleys and secret caverns of the Griffs?
World of Sigil: For some reason the only stable portals the PCs have regular access to lead to various locations on the world of Oerth, so this is basically a Greyhawk campaign set in an extraplanar metropolis. Iuz and the Scarlet Brotherhood are using the city to fight a proxy war and gain control over portals to Blackmoor, Greyhawk City, and beyond.
World of Soull: Located in the very midst of northern barbarian society. Feuding fellow barbarians, passes in the Corusk Mountains to hold, monsters of Grendep Bay, raiding the degenerates of a fallen Great Kingdom to the south, strangers arriving from far off Fireland, the northern shore of Thillonria to explore all the way to bizarre Blackmoor and the fabled Land of Black Ice. Load up your longship!
World of Knurl: A bastion of good and civilization on the edge of evil Aerdy with the wild Blemu Hills and the rest of the noble land of the Bone March to the north overrun by evil humanoids. Intrigue with the Independent noble leader of the city and his daughter, the now ruler of Ratik to the north. The haunted Adri Forest to the south. On trade routes between factions that don't get along.
World of Scuttlecove: Pirates and cannibals in a campaign set in the islands of the deep south.
I'd never heard of Scuttlecove and, upon researching it, it's brilliant.
Glad to see the Isle of Dread was imported into Greyhawk, too.
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Last edited by DrassustheGaunt on Sun Sep 07, 2014 7:59 pm; edited 1 time in total
double post error _________________ Quoted material has been reproduced in this post without express permission for the purposes of discussion, comment and review as permitted by Section 107 of the U.S. Copyright Act of 1976.
I'd never heard of Scuttlecove and, upon researching it, it's brilliant.
Glad to see the Isle of Dread was imported into Greyhawk, too.
Scuttlecove is an awesome part of the Savage Tide AP.
You can thank Gary Holian for convincing Paizo/WotC to include the Isle of Dread in the world of Greyhawk. Probably every DM who every lived did it anyway in their own version of the WoG, but Gary made it official.
You can thank Gary Holian for convincing Paizo/WotC to include the Isle of Dread in the world of Greyhawk. Probably every DM who every lived did it anyway in their own version of the WoG, but Gary made it official.
Heh. Very well put, as usual, Sir Xaris.
I'd never seen/heard of it so the article came as a definite pleasant surprise.
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