What is Greyhawk?
Greyhawk is the first fantasy world for Dungeons and Dragons. It is rich in
history, magic and intrigue. Many of the best things of Greyhawk were
shamelessly stolen for a later project, the Forgotten Realms: Greyhawk-specific
spells, items and every demihuman deity as well as concepts such as the
Underdark. This triad holds the unoriginal, munchkin Realms with a cold fury,
and is VERY glad to get back to the original fantasy world. Greyhawk all the
way, baby! Following is an incredibly good essay on Greyhawk by Nitescreed,
taken from the 'net a few years back. It is highly recommended, whether you are
new to Greyhawk or have been playing it for years.
What does it mean for a product or adventure or even an entirely new creation
to be suitably "Greyhawk?"
Criteria No. 1 Applied Internal Historic Consistency
Greyhawk has a strong internal sense of history that is consistently applied in
all "Greyhawk" products or creations. However, not every product published
under the name "Greyhawk" meets this criteria.
Greyhawk is a storied realm. It's seminal figures, good and ill, are interwoven
throughout the setting. It has a defined history that strongly influences the
present and future of the setting. Greyhawk's history is not a footnote but an
integral part of the setting that must be understood to truly comprehend the
relationships among men, nations and even gods. True "Greyhawk" products or
creations build on this history, incorporate it and develop it. The best such
products or creations leave enough open ends to allow for further such
development. More mediocre attempt closure of every loose thread.
Criteria No. 2 Player Resolution of Critical Events
The seminal events in Greyhawk's current history and development are all
presented such that the players may not only take part but play a leading role.
Players could fight the Greyhawk Wars. Players defeated the hordes of the
Temple of Elemental Evil. Players defeated Lolth. Players turned the tide as
Iuz aced Vecna.
In the Forgotten Realms, for example, Ao decrees an event and the players get
to clean up in the aftermath. Cyric destroys Zhentil Keep offstage and the
players get to delve into the ruins. Gods die to be replaced by mortals and the
players watch. Elminster sends players on a mission but ultimately keeps from
them the greater goal the mission serves.
When you play in Greyhawk, you join in the weaving of a tapestry of which you
are a vital part. Greyhawk is about your story in the context of Greyhawk's
story. Roleplaying in Greyhawk involves playing your part in the longest
running AD&D campaign in existence. It is bigger than you are but you can
become as great as it is. That is the essence of Greyhawk's history. It
enfolds, informs and connects every part of the setting and all who play there
of any length of time.
Criteria No. 3 NPCs Reward More Often Than They Advise or Direct
NPC's in Greyhawk are not godlike figures who direct the course of events upon
which your character is washed like the tide. Neither do they persistently show
up to advise you. They may do both but more often they serve as the measuring
stick against which your character's performance can be judged and serve to
reward your character by recognizing their accomplishments or otherwise
admitting your character into their august company.
The Circle of Eight are aloof. They do not want to be your buddy. Neither do
they have a laundry list of chores for you to perform. Rather, in Greyhawk you
will find adventure without such NPCs suggesting it.
In the Forgotten Realms, for example, Elminster is famous for sending
characters on their way. The Harpers do the same. Ultimately, Elminster or the
Harpers play the directing role and may indeed appear to steal the show or
otherwise claim ultimate victory.
In Greyhawk, YOU are the hero. Without assistance from the likes of the Circle
of Eight and without them acting as a safety net. You can go your own way, in
fact, without them ever troubling you. This cannot be so simply said in
settings such as the Forgotten Realms and has not a little to do with Criteria
No. 2 (Player Resolution of Critical Events in Greyhawk vs. NPC Resolution of
Critical Events in FR).
Criteria No. 4 Persistent Personified Evil
Evil in Greyhawk is persistent. It is halted, checked or imprisoned but it is
not defeated with finality for all time. The triumph over evil is a relative
thing, ultimately transitory.
Evil in Greyhawk is personified. Evil has faces and names attached to it that
ring down through the setting's history. It is not an evil that pops up purely
to give the players something to strive against and defeat before moving on to
the next evil that similarly appears out of relative nowhere.
Vecna, Iuz, Lolth, Tharzidun, the Scarlet Brotherhood, Aerdi, Kas, even Turrosh
Mak, all met this criteria. They are highly personified forces that spring from
the settings specific history. By comparison, evil in the Forgotten Realms is
of the pop-up variety save for the Red Wizards and Zhentrim. Menaces appear
from nowhere or with on the spot histories that never before appeared in the
setting. Greyhawk allows for this type of toaster villainy but it also
established from the first villains of a historic character that transcend the
needs of the adventure of the moment.
Criteria No. 5 Villainous Variety
Villainy in Greyhawk runs the gambit from the cosmic menace of Tharzidun, to
the planar peril of Lolth, to the cambion menace of Iuz, to the purely moral
menace of Turrosh Mak. Their is variety in the villainy. Villainy in Greyhawk
is like a box of chocolates from Hell; you never know for sure what you are
going to get (Best Example: The Giant Series). Greyhawk's villains do not
announce themselves; you have to figure it out.
Compare villainy in the Forgotten Realms. The variety isn't there. You have
scads of godly villains. The Red Wizards. The Zhents. It is feast or famine.
And FR villains have signature trademarks that all but announce who you are
facing, unless of course it is an evil toaster pastry.
Villains in Greyhawk will also turn on each other. The Iuz/Vecna conflict being
perhaps the most famous. In other settings, villains are villains, identified
by their clearly visible placards, sandwich signs or more "subtly" their black
attire. You can count on them to always do the wrong thing.
Greyhawk keeps you guessing. Like a good Call of Cthulthu adventure.
Criteria No. 6 Heroism With a Price
Greyhawk's heros rarely slay the evil wizard, who will trouble the land no
more, to the full voiced cheers of the crowd. Best Iuz and you are marked. He
will be back but you will have to deal with a likely enraged Zuggotomy in the
meanwhile. Greyhawk's villains don't exist in a vacuum and neither do Greyhwk's
heroes. Everything is linked.
Heroism has a meaning within the setting that makes it more than a solitary act
echoing in the vastness. It attracts attention, good and ill. It is immediate
and brings a notoriety that other settings can only talk about. Notables exist
to recognize your accomplishments and to measure you against themselves and the
foe you defeated. And, they will have likely played little or no role in your
victory. Evil too takes your measure for darker reasons.
This criterion can best be seen in the breach. The interconnection of people
and places and the loose ends creates this effect, though few published
adventures use it to motivate future adventures. The revised supermodule series
provides the greatest opportunity on this score.
Criteria No. 7 Militant Neutrality
On Oerth, the forces of neutrality are arguably at least as powerful as those
of good and evil and certainly as active.
Iquander alone has accurately defined this characteristic of Greyhawk and I
acknowledge his work. Greyhawk is not concerned with the triumph of good over
evil. The very nature of the evils loose on Oerth makes such triumphs fleeting
at best. Greyhawk endures evil and circumvents it. It does not defeat it.
Evil forces, of course, will attempt to conquer Oerth. And just as certainly
they will be opposed by forces who will seek to banish evil from the world.
Neither will succeed. Neither in the long history of Oerth has ever succeeded.
Good and evil are well enough matched that outcomes are never certain and
always close calls one way or the other.
Moreover, evil on Oerth is not monolithic. Various demon lords and ladies
contend with each other. Iuz battles Vecna. Kas seeks Vecna's destruction. Iuz
feuds with his mother and father. Evil beings are true to no one save
themselves.
Perhaps accounting for all of this, Oerth has strong and active neutrally
aligned forces, working to preserve a balance between good and evil. While
hardly organized, these forces nonetheless manage to be quite effective. The
Circle of Eight, mighty wizards all, seeks a middle path. Istus, the divine
Lady of Fate, tests all but favors none. Druids are a quiet but ever present
presence. Indeed, many of Greyhawk's deities reflect a distinct neutral bent.
Compare Toril. Evil is overmatched by Elminster, the Seven Sisters (good
aligned minions of the goddess of magic), the Harpers, the Lords of Waterdeep
and activist gods. Evil is on the run and kept that way. It has but few strong
holds and is highly transient, rarely surviving long enough to present more
than a temporary challenge. Good triumphs on Toril. The dragon is slain, never
to rise. The horror you never heard of before yesterday is laid to rest. The
bad gods are thrown down!
The differences could not be more striking. Greyhawk is about struggle against
evenly matched and long standing opponents. FR is about victory over transient
and overmatched opponents.
Criteria No. 8 Personal Magics
Greyhawk is not a low fantasy setting save by comparison to settings on magical
overload. Birthright is a low fantasy setting. The Forgotten Realms is a high
fantasy setting. Greyhawk falls in between.
What distinguishes magic in Greyhawk is that it is highly personalized. Look at
the spells. Mordenkain's this. Nystul's that. Otiluke's the other. Magic is
personalized by any wizard not of the hedge variety. Look at the artifacts for
still more proof. What Birthright strives to achieve sparingly, Greyhawk has
already accomplished in fair profusion. Spells have a history as due magic
items. While there are +1 swords of no certain fame, many are the items with
specific histories. Look at the Greyhawk Adventures hardback.
Similarly magical instruction in Greyhawk is personal. Greyhawk does not know
great guilds of wizards but flourishes with a developed system of
apprenticeships. One need but look at the Circle of Eight to see this. They,
with one, possibly two, exceptions, belong to no guild of mages, and they that
do belong do so as patrons at best and more probably as figureheads. Neither
can the Circle itself be considered a guild. This mighty example and the utter
lack of a single magical guild of any note, fairly well makes the case.
I will at a later point post more directly on this subject as I found the
article in the Oerth Journal about wizardly organizations purest fantasy, out
of keeping with the available information on magic in Greyhawk, though the
article was still interesting for all that.
Summary
These then are the eight traits that define the Greyhawk feel. Most critical
are 1st (Applied Internal Historic Consistency), 4th (Persistent Personified
Evil) and 7th (Militant Neutrality) points. At the barest minimum to be
considered truly "Greyhawk" a product or creation must adhere to these three
criteria. Better products or creations adhere to progressively more of these
criteria.
Without doing a full dress analysis of From the Ashes, I think we can see that
it utterly fails to adhere to the 7th criterion. FtA throws neutrality out the
window in favor of paring off goods and evils in a Flaneass tilted wildly
toward evil. Furondy/Nyrond is pared off with Iuz. Aerdi is pared off with
Nyrond. Keoland is paired off with the Scarlet Brotherhood/Pomarj. While
overall, evil is clearly ascendent. This sort of dark fantasy, whatever its
merits otherwise, defies the tradition of active neutrality that defined
Greyhawk beforehand. That about half all WoG players rejected FtA supports this
hypothesis. FtA's designers, to include the Greyhawk Wars, were ignorant,
willfully or otherwise, of the setting in which they worked. The resulting
products while technically proficient, even well done on their own merits, were
sadly lacking in that Greyhawk feel. Of course, some would choose to ignore
this, finding the change "bracing," others with duller senses wouldn't even
notice.
In any event, now we have a list of what puts the Grey in the Hawk. This list
is by no means exclusive. I may have overlooked something and I know some
listed criteria are of lesser note than others or mere permutations. However, I
think overall the list can stand up to close scrutiny. Have at it.