(un)reason
Legend
Living Greyhawk Journal 04: May 2001
part 1/4
36 pages. Librarians aren’t the only ones trying to get you to shush, many religious orders are also pretty keen on it. That does not mean they’re nice, after all, the Scarlet Brotherhood is pretty keen on moving silently for underhanded reasons. I guess we’d better tread cautiously as we find out what dangers lurk inside another issue full of Greyhawk lore.
Campaign News: The results of previous scenarios is announced and new ones get released. It’s no surprise that anything Temple of Elemental Evil related would be popular, but The Fright at Tristor is also getting so many plays that their admin team is swamped with response forms and will take much longer than expected to process them all. Will new adventures A Snake in the Grass, An Afternoon Outing, A Plea From Beyond the Grave or Fires of the Storm Tower be able to match that? Probably not but you never know for sure which adventures are going to be big breakouts. The competition for unusual character quirks has concluded as well, letting the winners play an Aasimar, a Troglodyte, a Snow Elf, an official advocate for the forest and a guy who’s perpetually anonymous even to the admins. They’d better not lose the certificates for those special dispensations. Like the Living City, there’s going to be a whole bunch of one-off things that you can only get at a very specific convention and no one character will be able to have them all even if they were created right at the start.
Gem of the Flanaess: Another 6 pages zooming in on a district of the Free City of Greyhawk. This time we’re off to Clerkburg, as the key goes straight from A to C, skipping B for some reason. The place is structured like a big university campus, with a bunch of large, interestingly shaped buildings with lots of green space between them, plus enough residential places and taverns to house and entertain the student population. Definitely the kind of place many adventurers get their start, particularly the classes requiring extensive training like Bards and Wizards. Grey College is the oldest and most general purpose of them all and gets a disproportionate amount of space devoted to it. If you want to be a wizard it may be upstaged by the flashy new pyramid-shaped University of Magical Arts, but if you want an actual education rather than just learning how to blast and transform things (and have the money to pay the tuition fees) this is where you send your kids. Also very likely to be of interest to people hunting for lore to solve their latest quest is the Great Library of Greyhawk, the largest, if not the best organised collection of books anywhere in the known world. (although probably not as large as Toril or Mystara’s greatest centres of learning) Slightly less obvious as a place of adventure is the old grain mill, but even that has it’s possibilities, between the influx of refugees from Oerth’s many wars straining the city’s food supply while driving unskilled labor prices down, plus someone with a more specific grudge sabotaging the place. So this continues the development of 3e Oerth as a place where magic and adventurers are commonplace and fully integrated into society, because they’re necessary due to the number of hostile creatures as soon as you venture out of the walled city-states. There are some comfortable and cosmopolitan areas, including a few that are abnormally so due to deliberate anachronisms but they’re tiny compared to real world cities. It’s all a lot more top-down than the way the Living City was built up, partly because much of it was already fleshed out in previous editions and is being transferred with only a few timeline advances and shifts of tone. It all continues to be both interesting and usable for me, but I can see how it would annoy people looking for a more gritty realistic medieval tone to their gaming.
part 1/4
36 pages. Librarians aren’t the only ones trying to get you to shush, many religious orders are also pretty keen on it. That does not mean they’re nice, after all, the Scarlet Brotherhood is pretty keen on moving silently for underhanded reasons. I guess we’d better tread cautiously as we find out what dangers lurk inside another issue full of Greyhawk lore.
Campaign News: The results of previous scenarios is announced and new ones get released. It’s no surprise that anything Temple of Elemental Evil related would be popular, but The Fright at Tristor is also getting so many plays that their admin team is swamped with response forms and will take much longer than expected to process them all. Will new adventures A Snake in the Grass, An Afternoon Outing, A Plea From Beyond the Grave or Fires of the Storm Tower be able to match that? Probably not but you never know for sure which adventures are going to be big breakouts. The competition for unusual character quirks has concluded as well, letting the winners play an Aasimar, a Troglodyte, a Snow Elf, an official advocate for the forest and a guy who’s perpetually anonymous even to the admins. They’d better not lose the certificates for those special dispensations. Like the Living City, there’s going to be a whole bunch of one-off things that you can only get at a very specific convention and no one character will be able to have them all even if they were created right at the start.
Gem of the Flanaess: Another 6 pages zooming in on a district of the Free City of Greyhawk. This time we’re off to Clerkburg, as the key goes straight from A to C, skipping B for some reason. The place is structured like a big university campus, with a bunch of large, interestingly shaped buildings with lots of green space between them, plus enough residential places and taverns to house and entertain the student population. Definitely the kind of place many adventurers get their start, particularly the classes requiring extensive training like Bards and Wizards. Grey College is the oldest and most general purpose of them all and gets a disproportionate amount of space devoted to it. If you want to be a wizard it may be upstaged by the flashy new pyramid-shaped University of Magical Arts, but if you want an actual education rather than just learning how to blast and transform things (and have the money to pay the tuition fees) this is where you send your kids. Also very likely to be of interest to people hunting for lore to solve their latest quest is the Great Library of Greyhawk, the largest, if not the best organised collection of books anywhere in the known world. (although probably not as large as Toril or Mystara’s greatest centres of learning) Slightly less obvious as a place of adventure is the old grain mill, but even that has it’s possibilities, between the influx of refugees from Oerth’s many wars straining the city’s food supply while driving unskilled labor prices down, plus someone with a more specific grudge sabotaging the place. So this continues the development of 3e Oerth as a place where magic and adventurers are commonplace and fully integrated into society, because they’re necessary due to the number of hostile creatures as soon as you venture out of the walled city-states. There are some comfortable and cosmopolitan areas, including a few that are abnormally so due to deliberate anachronisms but they’re tiny compared to real world cities. It’s all a lot more top-down than the way the Living City was built up, partly because much of it was already fleshed out in previous editions and is being transferred with only a few timeline advances and shifts of tone. It all continues to be both interesting and usable for me, but I can see how it would annoy people looking for a more gritty realistic medieval tone to their gaming.