THERE ARE MANY TALES OF GREYHAWK...

BUT NO ONE SPEAKS OF THE

SHADOWS

OVER THE CITY
LEVEL 5 · ONE-FILE RENDER

Shadows Over Greyhawk

The Seven now carry their real player backstories into the site. People and places connect outward as the campaign reveals them.

THE ADVENTURERS

Characters

Seven paths have converged on Greyhawk. Choose a character to open the story they carried into the campaign—and the chronicle they are writing now.

They did not begin as a legend. They arrived from different roads, carrying different gods, debts, ghosts, loyalties and unfinished business. Greyhawk is where those stories collide.

PROVIDENCELYRAMOSSRAMBOAZAZELINDUSTRIAPALADIN
CURRENT CHARACTER DOSSIER

Moss Water

Wild-raised protector · Fey-touched steward · Honorable warrior

PB +3 · AC 13 + Dex · Speed 20 ft · Initiative +9 + Dex

WEAPONS · GIFTS · CURRENT ABILITIES

Living Wood Javelin — returning living-wood weapon; thrown 30/120.
Leafweave Mantle — the forest’s quiet armor.
Jar of the Purest Moss Water — god-gifted living Fey water; current Level-5 Mossling construct.
Stone Form — Bonus Action transformation; resistance to all damage except thunder.
WHAT WAR TAUGHT HER
WHAT WAR TAUGHT HERMoss learned survival in wild, Fey-touched country and later tried the life of a soldier. She walked away when battle became an excuse to slaughter the defenseless and destroy living places.
THE ROAD TO GREYHAWK
THE ROAD TO GREYHAWKShe did not abandon courage. She gave it a purpose: protect the Fey, children, beasts and those who cannot protect themselves. The road ahead would test that promise immediately.
ARRIVAL IN GREYHAWKThe player-written history ends here. From this point forward, this page records what actually happens at the table.
THE STORY CONTINUES…

Campaign Chronicle

Session entries will appear here as this character experiences them. Private knowledge can remain private; shared discoveries can become part of the party chronicle.

PLAYER BACKSTORY

Moss grew up far from city comforts in wild country pressed against Fey-touched edges. Survival taught her what to eat, what to fear, when to run, and when to plant her feet. She later tried the life of a soldier, believing in honorable battle, but walked away when war became an excuse to slaughter the defenseless and destroy Fey-touched places. She did not abandon courage—she narrowed its purpose. Protect the Fey. Protect the helpless. Fight only when the fight is just. Tempus holds her soldier’s heart, while Magellan serves as a compass through strange wilds and stranger choices.
GOD / DIVINE CONNECTION

Tempus, Lord of Battles

SPIRIT GUIDE

Magellan

CAMPAIGN CHRONICLE

This area will record what this character actually experiences at the table. It will not reveal DM-only knowledge the character has not learned.
PAGE INTEREST
Counter activates at launch
PARTY LEVEL
5
Discussion
Comments activate with the live database; spoiler visibility will follow campaign progress.
CURRENT CHARACTER DOSSIER

Industria

Elemental monk · Guardian of balance · Child of a celestial event

PB +2 · AC 16 (17 with Parasol) · Speed 50 ft · Ki 5 / DC 13

WEAPONS · GIFTS · CURRENT ABILITIES

Twin-Voice Staff — shifts between staff and nunchucks with elemental expression.
Parasol — defensive God-gift identity and elemental interaction.
Ki — Flurry of Blows, Patient Defense, Step of the Wind, Stunning Strike.
Four Elements — a responsibility entrusted to her by The One, to be used discerningly.
DISCIPLINE
DISCIPLINEBorn during an unusual celestial event, Industria grew up surrounded by signs that the natural world answered her. She joined the monks to sharpen mind, body and spirit while seeking the guardian that spoke through dreams.
BALANCE IN MOTION
BALANCE IN MOTIONUnder the waterfalls, The One finally came to her and charged her to restore balance and protect life from those who would harm it. Gifted the four elements, she trained in isolation before beginning her uncharted journey.
ARRIVAL IN GREYHAWKThe player-written history ends here. From this point forward, this page records what actually happens at the table.
THE STORY CONTINUES…

Campaign Chronicle

Session entries will appear here as this character experiences them. Private knowledge can remain private; shared discoveries can become part of the party chronicle.

PLAYER BACKSTORY

Industria was born during an unusual celestial event. From the beginning, strange things happened around her: plants bloomed, animals showed no fear, wind answered her fright, and witnesses sometimes saw a halo of light. A celestial guardian watched over her through dreams of rivers, mountains, stars, ancient trees, and unfamiliar spirits. Seeking that connection, Industria joined the monks and trained relentlessly in mind, body, and spirit. During meditation beneath a waterfall, brilliant light filled her mind and The One came to her. Her mission was to help restore the balance of life and protect the environment from those who would harm it. Gifted the power of the four elements, she left the monastery, entered isolation in the mountains, met an Ent who became her guide, trained day and night, and finally set out on an uncharted journey.
GOD / DIVINE CONNECTION

The One

SPIRIT GUIDE

An Ent

CAMPAIGN CHRONICLE

This area will record what this character actually experiences at the table. It will not reveal DM-only knowledge the character has not learned.
PAGE INTEREST
Counter activates at launch
PARTY LEVEL
5
Discussion
Comments activate with the live database; spoiler visibility will follow campaign progress.
CURRENT CHARACTER DOSSIER

Lyra Vesper

Underdark exile · Moonlit hunter · Keeper of the spirit pack

PB +5 · AC 16 · Initiative +12 · Spell DC 15 / +7

WEAPONS · GIFTS · CURRENT ABILITIES

Moonbow’s Last Whisper — signature radiant ranged weapon.
Shadowveil — stealth and radiant defensive identity.
Spirit Pack — five calls per Long Rest; Sirius leads the animal spirits available to Lyra at Level 5.
Lightning Breath — 3d6, Dex DC 15, 1/Short Rest.
BELOW THE OPEN SKY
BELOW THE OPEN SKYLyra came from the Underdark, carrying blue-dragon blood and a refusal to accept the cruelty around her. Her path out was not merely escape; it was the beginning of a life chosen on her own terms.
THE PACK WALKS WITH HER
THE PACK WALKS WITH HEROn the surface, loyalty became family. The spirits of animals Lyra loved and lost remained with her. Sirius leads that spirit pack. Harriet Tubman is Lyra’s spirit guide, a separate presence in the story.
ARRIVAL IN GREYHAWKThe player-written history ends here. From this point forward, this page records what actually happens at the table.
THE STORY CONTINUES…

Campaign Chronicle

Session entries will appear here as this character experiences them. Private knowledge can remain private; shared discoveries can become part of the party chronicle.

PLAYER BACKSTORY

Lyra was born beneath the earth among the Drow but never belonged to their cruelty. Blue dragon blood left a storm in her bones, yet the Underdark never felt like home. After witnessing violence she could not accept, she fled toward the surface. Sehanine Moonbow found her in that flight—not with commands, but with moonlight on the path. On the surface Lyra learned forests, forgotten roads, and the loyalty of animals. Some of those companions died for her, but their spirits remain. Led by Sirius, and watched in speed and care by Noodle, they are not pets. They are family.
GOD / DIVINE CONNECTION

Sehanine Moonbow

SPIRIT GUIDE

Harriet Tubman

CAMPAIGN CHRONICLE

This area will record what this character actually experiences at the table. It will not reveal DM-only knowledge the character has not learned.
PAGE INTEREST
Counter activates at launch
PARTY LEVEL
5
Discussion
Comments activate with the live database; spoiler visibility will follow campaign progress.
CURRENT CHARACTER DOSSIER

Rambo

Fate of War · Commander of the Black Talons · The line that holds

PB +3 · AC ~18 · Superiority 4d8 · 125 gp

WEAPONS · GIFTS · CURRENT ABILITIES

Gravitas — signature +1 weapon and maneuver platform.
Mantle — defensive and battlefield-control identity.
Quiet Strength — divine gift carried in his bones.
Battle Master — Extra Attack, maneuvers, Second Wind, Action Surge.
THE BURDEN THAT REMEMBERS
THE BURDEN THAT REMEMBERSRambo survived the mission that killed the Black Talons. At the edge of death, Nabu-Ra, Keeper of Fate, offered power, immortality and destiny. Rambo refused to turn his soldiers into fuel for someone else’s legend.
THE ROAD AFTER WAR
THE ROAD AFTER WARWhat remained was not a victory march. Rambo carried the memory of those he had commanded, guided by the Bison and by a strength measured in who still stood behind him.
ARRIVAL IN GREYHAWKThe player-written history ends here. From this point forward, this page records what actually happens at the table.
THE STORY CONTINUES…

Campaign Chronicle

Session entries will appear here as this character experiences them. Private knowledge can remain private; shared discoveries can become part of the party chronicle.

PLAYER BACKSTORY

Rambo was a soldier long before anyone called him Fate of War. He led the Black Talons through the ugly wars that official histories skip, knowing every face under his command. A mission against a cult cost him the entire company. At the edge of death, Nabu-Ra offered power, immortality, and destiny. Rambo refused all three; his soldiers were not fuel for someone else’s legend. Nabu-Ra answered that resolve by binding a divine helm to his soul—not as a prize, but as a burden that remembers. The Bison is his guide: mass, charge, and the herd that does not scatter when wolves test the edge.
GOD / DIVINE CONNECTION

Nabu-Ra, Keeper of Fate

SPIRIT GUIDE

The Bison

CAMPAIGN CHRONICLE

This area will record what this character actually experiences at the table. It will not reveal DM-only knowledge the character has not learned.
PAGE INTEREST
Counter activates at launch
PARTY LEVEL
5
Discussion
Comments activate with the live database; spoiler visibility will follow campaign progress.
CURRENT CHARACTER DOSSIER

Azazel

Survivor of Nessus · Infernal wayfarer · Trust is expensive

PB +6 · Speed 25 ft · Beast THP 15 · Hellish THP 25

WEAPONS · GIFTS · CURRENT ABILITIES

Helltrail Glaive — infernal combat conduit.
Infernal Leathers — protection and supernatural movement.
Infernal Wayfarer’s Map — reveals places where Hell touches the world.
Wild Shape — Beast and Hellish forms use different temporary-HP budgets.
A DIFFERENT PATH
A DIFFERENT PATHBorn in Nessus and treated as a pawn by powers that collect debts, Azazel escaped to the Material Plane only to discover that freedom and belonging were not the same thing.
THE LIVING MAP
THE LIVING MAPIn the forests, Odin gave Azazel druidic power and a living Map. Alexander the Great was bound to him as a tactical mentor. Azazel accepted the tools, but not the idea that anyone else owned his choices.
ARRIVAL IN GREYHAWKThe player-written history ends here. From this point forward, this page records what actually happens at the table.
THE STORY CONTINUES…

Campaign Chronicle

Session entries will appear here as this character experiences them. Private knowledge can remain private; shared discoveries can become part of the party chronicle.

PLAYER BACKSTORY

Azazel was born in Nessus, deepest of the Nine Hells, with a bloodline tangled in powers that collect debts. He was watched, weighed, and positioned as a pawn rather than raised with love. Escape to the Material Plane made him alone rather than free. Isolation drove him into the forests, where survival opened a different path. Odin offered tools rather than warmth: druidic power and a living Map that shifts with planar rifts and hard destinies. The Allfather bound Alexander the Great to Azazel’s mind as a tactical mentor. Azazel accepted because refusal was simply another kind of cage.
GOD / DIVINE CONNECTION

Odin

SPIRIT GUIDE

Alexander the Great

CAMPAIGN CHRONICLE

This area will record what this character actually experiences at the table. It will not reveal DM-only knowledge the character has not learned.
PAGE INTEREST
Counter activates at launch
PARTY LEVEL
5
Discussion
Comments activate with the live database; spoiler visibility will follow campaign progress.
CURRENT CHARACTER DOSSIER

The Paladin

Child of the Merchant City · Best friend of Thael'quorin · Lone wolf

PB +4 · Speed 55 ft · Lay on Hands 25 · 125 gp

WEAPONS · GIFTS · CURRENT ABILITIES

Glory’s Burden — signature Charisma-based weapon and Smite identity.
Tabard — armor progression identity.
Everlasting Steak of Wisdom — God-gifted healing and Wisdom support.
Oath of Glory — frontline protection, radiant power, and Channel Divinity.
THAEL'QUORIN
THAEL'QUORINThe Paladin met a Triton named Thael'quorin when they were three. Unable to get his tongue around the name, he called him “Flipper.” The nickname stayed, and the two grew up as inseparable friends in the Merchant City.
THE ROAD ALONE
THE ROAD ALONEAt thirteen, Squid killed Thael'quorin. The Paladin transformed Squid into a rat and became a lone wolf. Eventually the Merchant City felt empty without his friend, and he left in search of whatever came next.
ARRIVAL IN GREYHAWKThe player-written history ends here. From this point forward, this page records what actually happens at the table.
THE STORY CONTINUES…

Campaign Chronicle

Session entries will appear here as this character experiences them. Private knowledge can remain private; shared discoveries can become part of the party chronicle.

PLAYER BACKSTORY

The Paladin grew up in the Merchant City during shaky times. At three years old he met his best friend, the Triton Thael'quorin—a name he could not get his tongue around, so “Flipper” stuck. The two were cheeky children who played through the streets and learned advanced magic by eight. Each year brought new enemies and made them stronger; by twelve, they were the strongest people in a city of roughly ten million. At thirteen, Squid killed Flipper. The loss cut Paladin to his core. He used his advanced magic to transform Squid into a rat for the rest of his days. After Flipper’s death he became a lone wolf. The Merchant City grew bland without his friend, and eventually he left in search of action and joined the quest.
GOD / DIVINE CONNECTION

Not supplied in the player's original backstory

SPIRIT GUIDE

Not supplied in the player's original backstory

CAMPAIGN CHRONICLE

This area will record what this character actually experiences at the table. It will not reveal DM-only knowledge the character has not learned.
PAGE INTEREST
Counter activates at launch
PARTY LEVEL
5
Discussion
Comments activate with the live database; spoiler visibility will follow campaign progress.
CURRENT CHARACTER DOSSIER

Providence “Gambit” Tellsworth

Professional luck-worker · Showman · A man who knows he beat the house

PB +4 · AC 14 · Spell DC 16 / +8 · 75 gp

WEAPONS · GIFTS · CURRENT ABILITIES

Final Hand — signature rapier with Deck interaction.
Coat — social/gambling identity and a 1/Long Rest save reroll.
Charlemagne’s Deck — magical deck, tool, and covenant of showman’s luck.
Bardic Inspiration — d8 ×4/Short Rest; Mantle of Inspiration.
THE TABLE
THE TABLEProvidence grew up among con artists and circus stock, learning odds, tells and performance before safety. Charlemagne granted him the magical Deck that became the center of his craft.
THE REMATCHProvidence believes he beat Ralishaz, god of chance and misfortune, and that what followed was a cheat after the final card had already been played. He kept the Deck. He kept the memory. And he intends to sit at that table again.
ARRIVAL IN GREYHAWKThe player-written history ends here. From this point forward, this page records what actually happens at the table.
THE STORY CONTINUES…

Campaign Chronicle

Session entries will appear here as this character experiences them. Private knowledge can remain private; shared discoveries can become part of the party chronicle.

PLAYER BACKSTORY

Providence was raised among con artists and circus stock, learning odds, tells, and performance before safety. He became a polished hustler with fake aristocracy, sharp clothes, and sharper exits. His edge came from Charlemagne, who granted him a magical Deck. Providence rose until he sat across from Ralishaz, god of chance and misfortune. He played—and he knows he won. What followed felt like a cheat: powers, status, and appearance stripped away after the final card was already his. He kept the Deck and his knowledge of luck. Now he intends to climb back and force a rematch on ground he chooses.
GOD / DIVINE CONNECTION

Charlemagne is the source of the Deck; Ralishaz is his rival, not his patron

SPIRIT GUIDE

A Barnum-bright spirit of spectacle

CAMPAIGN CHRONICLE

This area will record what this character actually experiences at the table. It will not reveal DM-only knowledge the character has not learned.
PAGE INTEREST
Counter activates at launch
PARTY LEVEL
5
Discussion
Comments activate with the live database; spoiler visibility will follow campaign progress.
FRIENDS · MENTORS · FALLEN HEROES

People of Greyhawk

The world grows person by person. Click Thael'quorin to open his Fallen Hero page.

The Sunken Ship · Recurring figure

Abicus Gandoor

A familiar and important presence at the Sunken Ship. His public history grows only as the party learns it.

The Sunken Ship · Owner

Marta

Owner of the party’s tavern base and one of the people whose story will grow alongside the campaign.

The Sunken Ship · Odd jobs

Vera Wongneim

A familiar face whose public page reveals only what the party has actually learned.

Mentor · Azazel

Boulder

A mentor connected to Azazel. Additional history and abilities appear as approved material becomes public.

Mentor · Moss

Ellencindara

Moss’s mentor. “Ellen” around the table; Ellencindara on the site.

Mentor · Industria

Arwen

Industria’s mentor. Her page will grow from established campaign material.

Mentor · Rambo

Theron

Rambo’s mentor and part of the party’s widening network in Greyhawk.

Triton · Contact

Thalren

A Triton tied to the Paladin’s path. His deeper connections remain hidden until the campaign reveals them.

TEMPLE OF FALLEN HEROES

Thael'quorin

“FLIPPER” · TRITON · FALLEN HERO

Thael'quorin was the Paladin’s childhood best friend. They met when they were three. The Paladin could not pronounce the Triton’s true name, so he called him “Flipper,” and the nickname stayed. The two grew up together in the Merchant City, played in its streets, learned advanced magic as children, and faced the threats that came against their home. At thirteen, Thael'quorin was killed by Squid. His death changed the course of the Paladin’s life. Thael'quorin now belongs among the honored dead at the Temple of Fallen Heroes.

His story is preserved through the Paladin's memory. Anything beyond what has been revealed at the table remains sealed.

THE LIVING CITY

Places

Greyhawk becomes a map of places the party has actually reached.

The Sunken Ship

The party’s tavern base and the anchor of the living site.

Temple of Fallen Heroes

Thael'quorin has a place among its honored dead. This location will grow as the campaign reveals its history and connections.
THE STORY SO FAR

Chronicle

Not prophecy. Not a campaign outline. A record of what actually happened at the table.

Completed sessions become chapters here. Character pages will show only what that character experienced and learned.
WHAT MOVES BEYOND THE TORCHLIGHT

The Shadows

This page teases only threats the public site is allowed to show. Names, motives, identities and unrevealed connections remain hidden.

BENEATH THE CITYSomething waits below.

Old passages, drowned stone and movement where no living thing should be moving.

IN THE SKYFive colors. Five warnings.

Great wings cast shadows over roads the party has not yet walked.

BEYOND THE WALLSAn army that does not tire.

Ranks gather where the horizon should be empty.

THE NORTHA hand reaches south.

Agents, rumors and pressure arrive before their master ever needs to.

THE THREENot every enemy agrees with the others.

Old magic is divided by old grudges. Their conflict may be as dangerous as their alliance.

ABOVE IT ALLA shadow with too many heads.

For now, it is only a shape in the storm.

YOUR STORY HASN'T HAPPENED YET

Play Shadows Over Greyhawk

The future player-facing version will let visitors enter Greyhawk without being handed the DM's secrets.

CAMPAIGN MEMORY

Your Greyhawk remembers.

Choices, discoveries, relationships and consequences belong to the individual campaign—not to a generic walkthrough.

KNOWLEDGE BOUNDARIES

You only know what you know.

Public lore, party knowledge, individual character knowledge and DM truth are separate layers.

THE DM

A living session, not a script.

The AI-DM layer is planned to consult approved campaign canon before responding, rather than inventing over established material.

STATUS

Not open yet.

This preview shows the architecture. Live accounts, campaign saves and model connections will come later.

DM WORKSHOP · PRIVATE ARCHITECTURE PREVIEW

The Council

Two AI advisers can eventually debate a campaign question against the same approved canon. Neither one gets to rewrite the world. Kirk decides what becomes canon.

KIRK'S CANON
The authority layer: approved characters, chronology, rules, secrets and revealed knowledge.
BARF
Primary proposal: build the scene, rule, character connection or campaign answer from the approved material.
GROK
Independent challenge: look for contradictions, missed possibilities, spoiler leaks or a stronger alternative.
CANON CHECK
Compare both responses against the campaign database and each character's knowledge boundary.
CAPTAIN'S CHAIR
APPROVE · MODIFY · REJECT
Nothing becomes campaign canon until the DM says so.
ARCHITECTURE ONLY — NO LIVE AI/API CALLS IN THIS PREVIEW
BUILDING GREYHAWK

Website Workshop

A visible preview of where the site is going next. This is development scaffolding, not public campaign lore.

NEXTIllustrated Character Stories

Backstory scenes, faith, guides, signature items and arrival in Greyhawk become visual chapters.

NEXTPeople Become Connected

NPC pages link naturally to the characters and places that introduced them, including Thael'quorin and the Temple of Fallen Heroes.

NEXTPlaces Become a Map

The Sunken Ship, Temple and discovered Greyhawk locations become explorable rather than a flat list.

AFTER TABLE PLAYLiving Chronicle

Session history grows forward from actual play, never from unpublished DM plans.

ENGINEKnowledge Boundaries

Public, party, individual-character and DM-only information remain separate.

LATERThe Council

Barf and Grok can eventually consult the same approved canon, challenge each other, and leave the final decision to Kirk.

THE LIVING CODEX

Discover Greyhawk

Every face is a story. Every place remembers. The Codex grows only when the table earns another page.
ART PASS IN PROGRESSThe People and Places pages are now structurally live. The current Greyhawk concept board is being used as temporary art while individual portraits, tavern interiors, sleeping quarters and Temple imagery are produced.

The Adventurers

Each adventurer has a growing personal page.

LEVEL 5ADVENTURERProvidence

Cards, fate and unfinished business.

LEVEL 5ADVENTURERThe Paladin

Glory, loss and a fallen friend.

LEVEL 5ADVENTURERRambo

Command, honor and the weight of war.

LEVEL 5ADVENTURERIndustria

Body, mind, elements and balance.

LEVEL 5ADVENTURERMoss

Wild places, invention and protection.

LEVEL 5ADVENTURERLyra

Moonlight, freedom and the spirit pack.

LEVEL 5ADVENTURERAzazel

Freedom, survival and a living Map.

People of Greyhawk

People become deeper entries as the party learns more about them.

KNOWNSUNKEN SHIPMarta

Owner and keeper of the party’s first safe harbor.

KNOWNSUNKEN SHIPVera Wongneim

Odd jobs, strange knowledge and unanswered questions.

KNOWNSUNKEN SHIPOle Three Pints

Drinks, stories and a good place to hear things.

KNOWNSUNKEN SHIPAbicus Gandoor

An extraordinary ally whose full measure is not yet known.

KNOWNFALLEN HEROThael'quorin

“Flipper” — the Paladin’s childhood friend.

UNDISCOVERED???Unknown

Keep playing to reveal this person.

Places

The map grows through play instead of spoiling the DM’s world.

DISCOVEREDRIVER QUARTERThe Sunken Ship

Tavern, headquarters and the place where seven roads become one.

DISCOVEREDMEMORYTemple of Fallen Heroes

Honor, memory and the people who should not be forgotten.

DISCOVEREDTHE CITYFree City of Greyhawk

People above. Old passages below.

LOCKED???Undiscovered

Keep playing to reveal this location.

Greyhawk concept artwork
PEOPLE · SUNKEN SHIP

Marta

Proprietor of the Sunken Ship and one of the first faces associated with the party’s new base.

What the Party Knows

The Ship is her house. Food, rooms, work and rumors pass through it.

CONNECTED TO

Discovery

Available information reflects the current campaign state. Future history remains sealed until earned at the table.

Discussion
Comments are designed here and will become persistent when the live database is connected. Spoiler controls will follow campaign progress.
🔒 More remains to be discovered. New information can unlock through levels, sessions, items, relationships or discoveries.
Greyhawk concept artwork
PEOPLE · SUNKEN SHIP

Vera Wongneim

A familiar face whose odd jobs and unusual knowledge invite questions.

What the Party Knows

The party can approach Vera for work and information. Her deeper history stays sealed until discovered.

CONNECTED TO

Discovery

Available information reflects the current campaign state. Future history remains sealed until earned at the table.

Discussion
Comments are designed here and will become persistent when the live database is connected. Spoiler controls will follow campaign progress.
🔒 More remains to be discovered. New information can unlock through levels, sessions, items, relationships or discoveries.
Greyhawk concept artwork
PEOPLE · SUNKEN SHIP

Ole Three Pints

A tavern regular ready to accumulate stories, rumors and memorable moments.

What the Party Knows

For now the Codex records only what the party can actually know about him.

CONNECTED TO

Discovery

Available information reflects the current campaign state. Future history remains sealed until earned at the table.

Discussion
Comments are designed here and will become persistent when the live database is connected. Spoiler controls will follow campaign progress.
🔒 More remains to be discovered. New information can unlock through levels, sessions, items, relationships or discoveries.
Greyhawk concept artwork
PEOPLE · SUNKEN SHIP

Abicus Gandoor

A powerful and unusual ally connected to the party’s base.

What the Party Knows

The public page deliberately withholds unrevealed answers about him.

CONNECTED TO

Discovery

Available information reflects the current campaign state. Future history remains sealed until earned at the table.

Discussion
Comments are designed here and will become persistent when the live database is connected. Spoiler controls will follow campaign progress.
🔒 More remains to be discovered. New information can unlock through levels, sessions, items, relationships or discoveries.
Greyhawk concept artwork
PLACES · RIVER QUARTER

The Sunken Ship

A converted vessel and tavern outside Greyhawk’s walls—the campaign’s home base.

What the Party Knows

The separate roads of the party converge here. It is refuge, meeting place and launching point.

CONNECTED TO

Discovery

Available information reflects the current campaign state. Future history remains sealed until earned at the table.

Discussion
Comments are designed here and will become persistent when the live database is connected. Spoiler controls will follow campaign progress.
🔒 More remains to be discovered. New information can unlock through levels, sessions, items, relationships or discoveries.

Inside the Sunken Ship

A very large converted ship, roughly 40–50 feet wide and about 100 feet long. The tavern occupies a substantial portion of the vessel while the sleeping spaces retain the feel of an old working ship.

Tavern Common Room

The social heart of the Ship: tables, drink, meals, rumors and the party coming and going.

Captain's Quarters

The largest private sleeping chamber aboard.

First Mate's Quarters

A separate private cabin retained from the vessel's old layout.

Second Mate's Quarters

Another dedicated cabin for private sleeping space.

Crew Hammocks

Rows of shipboard hammocks provide practical sleeping space for the rest.

Bedroll Space

Open floor and deck areas can take additional bedrolls when the Ship is crowded.

Greyhawk concept artwork
PLACES · MEMORY

Temple of Fallen Heroes

A place for the remembered dead and a direct line into the Paladin’s story.

What the Party Knows

Thael'quorin belongs here as more than a footnote.

CONNECTED TO

Discovery

Available information reflects the current campaign state. Future history remains sealed until earned at the table.

Discussion
Comments are designed here and will become persistent when the live database is connected. Spoiler controls will follow campaign progress.
🔒 More remains to be discovered. New information can unlock through levels, sessions, items, relationships or discoveries.
TEMPLE OF FALLEN HEROES

Thael'quorin “Flipper” Shrine

Thael'quorin was a Triton and the Paladin's childhood best friend. The Paladin could not get his tongue around Thael'quorin's name when they were young, so “Flipper” stuck. His shrine receives its own place within the Temple rather than reducing him to a note on the Paladin's page.

Greyhawk concept artwork
PLACES · THE CITY

The Free City of Greyhawk

The great city at the center of the campaign.

What the Party Knows

Quarters, streets, shops, temples and tunnels become entries only as the party reaches them.

CONNECTED TO

Discovery

Available information reflects the current campaign state. Future history remains sealed until earned at the table.

Discussion
Comments are designed here and will become persistent when the live database is connected. Spoiler controls will follow campaign progress.
🔒 More remains to be discovered. New information can unlock through levels, sessions, items, relationships or discoveries.