Few names in the history of Dungeons & Dragons evoke the same sense of awe as World of Greyhawk. First published in 1980 as a 32-page folio, this campaign setting was the official stomping ground of none other than Gary Gygax himself. It introduced players to a rich, vibrant world filled with political intrigue, warring nations, and all the dangerous dungeons and monsters a group of adventurers could ask for. While later settings like the Forgotten Realms would take the spotlight, Greyhawk remains the original, the template upon which many fantasy worlds were built.
So, grab your +1 reading glasses and let’s dive into the world of Oerth, where knights clash, wizards plot, and the names of deities are difficult to pronounce.
Table of Contents
The Origin of Greyhawk: Gygax’s Home Turf
Unlike Forgotten Realms, which was introduced to D&D by Ed Greenwood, Greyhawk was the personal campaign world of Gary Gygax himself. It grew organically from his early wargaming days, evolving from simple dungeon crawls into a full-fledged world. When TSR (Tactical Studies Rules) decided that D&D needed a proper setting, Gygax looked no further than his own table.
By the time the World of Greyhawk folio was published in 1980, it was less a fully fleshed out setting and more of a blueprint. It provided a large, detailed map, a few paragraphs of history per region, and a list of deities that would go on to influence later editions of the game. In 1983, the World of Greyhawk was expanded into a more detailed 128-page boxed set, giving DMs a more robust toolkit for their campaigns.
Welcome to Oerth: Geography and Key Locations
Greyhawk’s world, Oerth (because “Earth” wasn’t fantasy enough), is a sprawling continent filled with diverse kingdoms, treacherous wilderness, and, of course, deep dungeons. Unlike later campaign settings that aimed for a specific theme, like Ravenloft’s gothic horror or Dark Sun’s post apocalyptic brutality, Greyhawk was more of a medieval fantasy playground where anything could happen.
Here are some key locations that any self-respecting adventurer should know:
- The Free City of Greyhawk – The center piece of the setting, this metropolis is the beating heart of the campaign. It’s where adventurers spend their hard earned gold, pick up rumours, and inevitably get into trouble. Think of it as the fantasy equivalent of a Vegas Renaissance faire fusion, minus the Elvis impersonators.
- The Great Kingdom – Once the dominant power in the Flanaess (the primary region of Oerth), the Great Kingdom has seen better days. Now, it’s ruled by despots, and its former glory has crumbled into tyranny and corruption. Essentially, it’s what happens when a thriving empire forgets to update its HR policies.
- The Pomarj – A lawless region ruled by humanoid warlords. It’s where you go if you’re looking to make a name for yourself, or if you want to get mugged by orcs.
- The Sea of Dust – An ancient ruined empire buried under mountains of ash and sand. It’s one of those “lost civilizations” that every good fantasy setting needs, where treasure and certain doom walk hand in hand.
- The Barrier Peaks – Home to the famous Expedition to the Barrier Peaks adventure, where Gygax blended science fiction into fantasy by introducing a crashed spaceship filled with alien technology. Yes, it was as weird and wonderful as it sounds.
Gods, Magic, and Politics: The Gygaxian Touch
One of Greyhawk’s defining features was its deep pantheon of gods. Unlike some later settings where deities played a more abstract role, Greyhawk’s gods were involved in the world’s affairs. Some of the most notable include:
- Pelor – The classic sun god, beloved by clerics and anyone who prefers daylight over lurking in dungeons.
- Vecna – The infamous lich turned god who inspired the legendary Hand and Eye of Vecna artifacts. He’s the ultimate “bad guy who won.”
- Zagyg – Named after Gygax himself, this mad god of magic and unpredictability embodies the chaotic energy of early D&D games.
Beyond divine matters, Greyhawk was a setting of political intrigue. Kingdoms warred, alliances were made and broken, and ambitious adventurers could shape the fate of nations. Gygax infused the setting with a sense of history that encouraged player involvement in world-changing events rather than just dungeon-delving.
Adventures in Greyhawk: Some of D&D’s Greatest Hits
One of the reasons Greyhawk remains legendary is the sheer number of classic modules set within its borders. Here are just a few of the most famous:
- Tomb of Horrors (S1) – The most infamous deathtrap dungeon ever published. Designed by Gygax to challenge the smartest (or cockiest) players, it’s a gauntlet of traps and puzzles that makes even seasoned adventurers cry.
- The Temple of Elemental Evil (T1-T4) – A sprawling campaign that introduced one of the most enduring threats in D&D: the cult of elemental evil. This adventure made sure that players learned to fear the words “random encounter.”
- Against the Giants (G1-G3) – What starts as a simple mission to take down some giants turns into a vast conspiracy that takes players from the mountains to the depths of the Underdark. It’s one of the first truly epic adventures in D&D history.
- Expedition to the Barrier Peaks (S3) – The aforementioned sci-fi crossover module, where players stumble into an alien spaceship and start wielding laser guns. It’s classic Gygax: unpredictable, dangerous, and absolutely fun.
The Legacy of Greyhawk
While later editions of Dungeons & Dragons would shift their focus to settings like Forgotten Realms, Eberron, and Ravenloft, Greyhawk remains foundational. It’s the prototypical fantasy setting, where adventurers carve their own paths and history is shaped by the players’ actions.
Greyhawk also set the tone for the “default D&D experience.” When later editions released core rulebooks that described generic fantasy settings, they were essentially just describing Greyhawk with the serial numbers filed off. Even Dungeons & Dragons 5E, which primarily focuses on the Forgotten Realms, still features Greyhawk deities and classic modules inspired by its world.
Conclusion: Why Greyhawk Still Matters
If you’re looking for a setting where the world is vast, the stakes are high, and your players can leave their mark, Greyhawk is an excellent choice. It doesn’t handhold you with an overabundance of lore, it gives you just enough to work with and lets you take it from there. It’s a world where adventurers become legends, and legends shape the fate of nations.
So, next time you roll up a character, consider taking them to Oerth. Just remember: if you see a mysterious glowing portal, maybe check if it’s leading to the Tomb of Horrors before you step through.
Happy adventuring!
