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[+] Tell me about Greyhawk
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<blockquote data-quote="MerricB" data-source="post: 9346541" data-attributes="member: 3586"><p>The best book to pick up for Greyhawk Lore is the <em>Living Greyhawk Gazetteer</em>. While I don't like all of it, there's no doubt it's the deepest dive into Greyhawk lore.</p><p></p><p>The starting point for everything is the 1983 boxed set of the <em>World of Greyhawk Fantasy Setting</em>. (There was a folio that preceded that, but it was expanded in the boxed set).</p><p></p><p>From the 1983 set, for most of us, it's the early D&D adventures that hold pride of place. Of note:</p><p>G1-3, D1-3, Q1 - Giants and Drow. You know how Salvatore expanded the drow so much in the Forgotten Realms? D3 was his starting point, and it was in Greyhawk.</p><p>A1-4 - Slavers. Weird adventures (especially the early ones), but you can see how Greyhawk was being shaped by the adventures into Defeat Threats!</p><p>T1-4 - The Temple of Elemental Evil. This came out late, and Gygax couldn't finish it, but the concept of Elemental Evil was brilliant, as were the links to large Greyhawk lore.</p><p>S1 - The Tomb of Horrors. </p><p>S2 - White Plume Mountain - the ultimate "funhouse" dungeon, but the emphasis is on fun.</p><p>S4 - The Lost Caverns of Tsojcanth - many a new monster and spell (at the time, the largest new group of monsters outside of a rulebook), and an artefact to find. Plus - more lore.</p><p>WG4 - The Forgotten Temple of Tharizdun - interestingly, you never face Tharizdun. Just as well. He's chained and terrifying. </p><p></p><p>Other adventures were also set in the World of Greyhawk, expanding on other parts of the world. Saltmarsh, the Lendore Isles, the Crystal Cave. </p><p></p><p>Later on, Greyhawk changed - different designers took over, taking the setting to different places, not all of which I like. But that's the basics - and you can see how the Greyhawk DNA became fundamental to a lot of later D&D - especially in 5E.</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9346541, member: 3586"] The best book to pick up for Greyhawk Lore is the [I]Living Greyhawk Gazetteer[/I]. While I don't like all of it, there's no doubt it's the deepest dive into Greyhawk lore. The starting point for everything is the 1983 boxed set of the [I]World of Greyhawk Fantasy Setting[/I]. (There was a folio that preceded that, but it was expanded in the boxed set). From the 1983 set, for most of us, it's the early D&D adventures that hold pride of place. Of note: G1-3, D1-3, Q1 - Giants and Drow. You know how Salvatore expanded the drow so much in the Forgotten Realms? D3 was his starting point, and it was in Greyhawk. A1-4 - Slavers. Weird adventures (especially the early ones), but you can see how Greyhawk was being shaped by the adventures into Defeat Threats! T1-4 - The Temple of Elemental Evil. This came out late, and Gygax couldn't finish it, but the concept of Elemental Evil was brilliant, as were the links to large Greyhawk lore. S1 - The Tomb of Horrors. S2 - White Plume Mountain - the ultimate "funhouse" dungeon, but the emphasis is on fun. S4 - The Lost Caverns of Tsojcanth - many a new monster and spell (at the time, the largest new group of monsters outside of a rulebook), and an artefact to find. Plus - more lore. WG4 - The Forgotten Temple of Tharizdun - interestingly, you never face Tharizdun. Just as well. He's chained and terrifying. Other adventures were also set in the World of Greyhawk, expanding on other parts of the world. Saltmarsh, the Lendore Isles, the Crystal Cave. Later on, Greyhawk changed - different designers took over, taking the setting to different places, not all of which I like. But that's the basics - and you can see how the Greyhawk DNA became fundamental to a lot of later D&D - especially in 5E. Cheers, Merric [/QUOTE]
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