Welcome to the Flanaess — the great eastern continent of Oerth, and the beating heart of the World of Greyhawk. This is a land of ancient kingdoms, crumbling dungeons, jealous merchant princes, and gods who still meddle in mortal affairs. It is not a gentle place. Heroes are forged here, but so are graves.
Unlike some fantasy worlds built for epic destiny, Greyhawk begins at street level. You might start as a sellsword with three copper pieces to your name, a hedge wizard who can barely light a candle, or a young thief one bad night away from the gallows. What matters is what you do next.
This guide introduces the major cities, towns, and regions of the Flanaess — their reputations, their dangers, and what an enterprising adventurer might find there.
The Lands of the Flanaess
The Free City of Greyhawk
Major City — The Jewel of the Flanaess
If there is one city every adventurer eventually passes through, it is Greyhawk. Part marketplace, part battlefield, part labyrinth of political intrigue, the Free City earns its reputation as the most important settlement in the Flanaess. Its walls shelter merchants from a dozen nations, wizards of terrifying ambition, thieves of legendary skill, and a city watch that tries — mostly — to keep the peace.
The city is governed by a Directing Oligarchy — a council of powerful merchants, guildmasters, and nobles whose interests rarely align with the common good. Beneath the city itself, centuries of tunnels and vaults form a dungeon complex known as the Greyhawk Ruins, which draws treasure hunters from across the world. Many go in. Fewer come back.
For adventurers, Greyhawk is the ideal hub. You can find almost any equipment here, hire almost any specialist, and hear rumours of almost every ruin, relic, and monster in the known world. The trick is surviving long enough to act on them.
Dangers
- The Thieves' Guild taxes nearly every transaction — including yours
- Rival adventuring companies will race you to the best opportunities
- The Greyhawk Ruins are lethal; even the upper levels claim lives
- Political intrigue can make enemies of powerful people overnight
Rewards & Opportunities
- Finest equipment and magical items in the region
- Wealthy patrons always looking to hire discreet adventurers
- The Ruins offer genuine fortune for those lucky and skilled enough
- Access to the great Library of Greyhawk and the Guild of Wizardry
Notable Figures
- Mordenkainen — archmage and power behind many scenes
- The City Watch (the "Nightwatch") — corrupt but dangerous
- The Circle of Eight — wizards who shape the balance of power
The Village of Hommlet
Small Village — Classic Starting Ground
Hommlet is a quiet farming village — at first glance, anyway. It sits in the Velverdyva basin, a few days' travel from Verbobonc, and appears to be exactly the kind of sleepy settlement where nothing of consequence ever happens. This appearance is deceiving.
A generation ago, a great evil stirred nearby — the Temple of Elemental Evil — and was driven back by a coalition of heroes and armies. Since then, Hommlet has recovered and grown wary. Many of its residents are quietly formidable: a retired fighter who never quite hung up his sword, a druid of mysterious power, a mill owner whose past is deliberately vague. The village has seen things, and its people know better than to trust too easily.
Hommlet is the perfect place for new adventurers to find their feet. The locals may offer work — clearing out a ruined moathouse nearby, investigating strange lights in the forest, tracking a missing merchant. The stakes are modest at first, but the shadows of a much larger threat have begun to stretch across the land again.
Dangers
- The old moathouse outside town harbours monsters and worse
- Spies and cultists from the Temple move through the region
- The road to Verbobonc is not always safe for small groups
Rewards & Opportunities
- Local work: escort, extermination, investigation
- A community that rewards trustworthy adventurers with loyalty
- Gateway to greater threats — and greater glory — as you grow
Adventurer's Advice
- Don't underestimate the locals — some are more than they seem
- Make friends early; you'll need them
- If you hear rumours about the Temple, take them seriously
Verbobonc
Town & Viscounty — The Gateway of the West
Verbobonc is a prosperous, well-governed town at the junction of the Velverdyva river and the Kron Hills — one of the most strategic locations in the western Flanaess. The Viscount rules here with measured firmness, and the Church of St. Cuthbert maintains a powerful presence, providing both spiritual guidance and a no-nonsense approach to law enforcement.
The town is a major trading post, with gnomish tinkers from the Kron Hills selling their remarkable gadgets alongside human merchants hawking silks, spices, and weapons. The military presence is visible but not oppressive. Visitors will find clean inns, fair prices (usually), and officials who take their duties seriously.
Verbobonc serves as the administrative and spiritual base for adventurers taking on the greater threat of the Temple of Elemental Evil. The Church will bless your weapons, the Viscount's men will offer intelligence on bandit activity, and the gnomish quarter might have precisely the odd tool you need.
Dangers
- Cultist infiltration is an open secret; trust is hard-earned
- Gnomish "improvements" have a way of misfiring at critical moments
- The roads south toward the Temple grow increasingly hostile
Rewards & Opportunities
- Church of St. Cuthbert offers bounties on monsters and cultists
- Excellent armourers and gnomish tool-makers
- Viscount's court may commission adventurers for sensitive missions
- Good healing, shelter, and a proper bed between hard jobs
The Wild Coast
Lawless Region — The Edge of Civilisation
The Wild Coast is a stretch of coastal territory between Celene and the Sea of Gearnat, claimed by no kingdom and ruled by whoever is strongest at any given moment. Its towns — Safeton, Elredd, Fax, and the infamous Hardby — operate as independent city-states with their own militias, laws (such as they are), and agendas. Pirates anchor in hidden coves. Brigands control the roads between settlements. Merchants pay armed escorts the way other people pay taxes.
And yet, people come here deliberately. The Wild Coast offers freedom that no proper kingdom can. A wanted man can find work here. A wizard with unorthodox methods can practice without oversight. A merchant willing to deal in goods of uncertain provenance can make a fortune — provided they can keep it. The mix of cultures, races, and moral philosophies gives the Wild Coast a vibrant, chaotic energy that some find deeply unpleasant and others find irresistible.
For adventurers, it is a proving ground. There are ruins to plunder, slavers to disrupt, sea caves full of smuggled goods, and power vacuums that a clever group might just be able to fill.
Dangers
- No rule of law means disputes are settled by strength or coin
- Pirate fleets operate openly in some ports
- Humanoid raiding parties from the Pomarj press in from the south
- Corruption and betrayal are background conditions, not surprises
Rewards & Opportunities
- Lucrative smuggling and recovery contracts
- Ancient ruins with minimal prior looting (some too dangerous to touch)
- A chance to build real influence in a power vacuum
- Exotic goods and contacts unavailable in law-abiding cities
Adventurer's Advice
- Travel in numbers — lone adventurers disappear here
- Build a reputation quickly; respect is the only law
- Not every "merchant" is what they claim to be
Dyvers
Free City — The Open City on the Nyr Dyv
If Greyhawk is the calculating heart of the Flanaess, Dyvers is its freewheeling younger sibling — sprawling along the shores of the great inland sea called the Nyr Dyv, louder, less polished, and considerably more fun. It is technically a free city, governed by a Magister, and maintains a studied rivalry with Greyhawk that both cities claim not to care about while caring enormously.
Dyvers is a sailor's city, a merchant's city, and a city of second chances. The population is a boisterous mix of river traders, lake fishermen, foreign scholars, and adventurers who found Greyhawk either too expensive or too watchful. The taverns are better, the politics are messier, and the opportunities for the sharp-eyed and quick-witted are abundant — if somewhat less refined than the grand commissions offered in the Free City.
Dangers
- The Nyr Dyv hides creatures of enormous size and uncertain temperament
- Rival merchant factions make commerce occasionally violent
- Greyhawk's intelligence operatives watch everything
Rewards & Opportunities
- Water-based trade missions and exploration contracts
- Less oversight means more freedom for morally flexible work
- Good access to river and lake routes across the Flanaess
Furyondy & Chendl
Kingdom — Bulwark Against Darkness
Furyondy is the great chivalric kingdom of the central Flanaess — a land of knights, priests, and farmers who have spent generations holding the line against Iuz, a malevolent demigod whose empire of evil presses against their northern borders. The capital Chendl is a handsome city of white stone and fluttering banners, seat of King Belvor IV, who rules with genuine nobility and the increasingly strained resources of a nation at war.
In Furyondy, the ideals of honour and sacrifice are not just decorative — they are survival tools. Every able-bodied citizen knows which direction the next attack might come from, and the kingdom maintains one of the finest standing armies in the Flanaess out of sheer necessity. The Church of St. Cuthbert and the Church of Heironeous both hold significant sway, and paladins here are not romantic figures from old songs but hardened veterans with mud on their boots and grief in their eyes.
For adventurers of a heroic bent, Furyondy offers meaningful service: scouting the borders, disrupting Iuz's supply lines, rescuing prisoners taken in raids, and striking at targets too politically sensitive for the regular army.
Dangers
- The northern border is an active war zone with undead and worse
- Iuz's spies operate within the kingdom itself
- Resources are stretched thin; expect little material support
- Iuz himself is a genuine, world-threatening power
Rewards & Opportunities
- Royal commissions for genuine heroes
- The gratitude of a kingdom — which is worth more than coin
- Access to elite military training and knightly orders
- Recovered artefacts from fallen border fortresses
Notable Figures
- King Belvor IV — wise, burdened, genuinely good
- Iuz the Evil — demigod, son of Vecna's darkness, immensely dangerous
- The Knights of the Hart — Furyondy's chivalric order
Nulb
Village — Den of Villainy
If Hommlet is a village trying to be good, Nulb is a village that long ago gave up trying to be anything at all. It squats at the edge of a fetid swamp near the ruins of the Temple of Elemental Evil, and it attracts precisely the kind of people you would expect to live near a temple of elemental evil: river pirates, murderers for hire, cultists, slavers, and those simply desperate enough to take whatever shelter they can find.
The buildings sag. The river smells. The inhabitants eye newcomers with either predatory calculation or desperate hope, and sometimes both at once. The taverns serve questionable ale and the company is worse. But Nulb is also a place where information can be bought that no reputable establishment would sell, and where certain very dangerous and very valuable services are available to those who know how to ask.
Adventurers come to Nulb when they need something they cannot get elsewhere, or when they are hunting someone who ended up here. Neither reason makes it a pleasant visit.
Dangers
- Violent robbery is routine; murder for profit is not unknown
- Cultists of the Temple operate openly in some establishments
- The swamp surrounding the village is itself dangerous
- No authority here; conflicts end badly for the weaker party
Rewards & Opportunities
- Forbidden information and black-market goods
- Cultist contacts useful for infiltration
- Base of operations for Temple expeditions
Adventurer's Advice
- Don't sleep alone, don't flash wealth, don't trust anyone
- Come with a clear purpose and leave quickly
- Showing strength early establishes the right reputation
The Pomarj
Hostile Territory — The Humanoid Lands
The Pomarj is a peninsula of rugged, mineral-rich land that fell to a great humanoid uprising decades ago. Orcs, goblins, hobgoblins, and their kin now control most of the territory, led by the warlord Turrosh Mak, whose ambitions extend well beyond his current borders. The former human settlements are either ruins or fortified humanoid strongholds, and the roads that once connected them are now simply the routes patrols walk.
Almost no sane individual goes to the Pomarj voluntarily. But the land is honeycombed with pre-uprising dungeons and mines full of valuable ore, the humanoid chieftains sometimes hold important prisoners, and some adventurers have found that the best way to deal with Pomarj raids on the Wild Coast is to carry the fight to the source. The rewards are substantial. So are the odds against you.
Dangers
- Entire territory is hostile; no friendly settlements
- Large, organised humanoid war bands patrol constantly
- Turrosh Mak commands genuine military intelligence and strategy
- Capture is worse than death in most circumstances
Rewards & Opportunities
- Pre-uprising vaults and dungeons with intact treasures
- Slave rescue missions with significant political backing
- Rare mineral resources worth fortunes if extracted alive
— Common saying among Greyhawk adventurers
A Note on Starting Out
Advice for the First Adventurer
Practical Wisdom for Newcomers
Greyhawk is not a world that holds your hand. That is part of its appeal. Consequences are real — a bad decision in the dungeon can end your character's story, not delay it. But the rewards are equally real: the treasure you earn feels earned, and the friends you make at the table remember the moments when everything went wrong together.
A few pieces of hard-won wisdom from veteran adventurers of the Flanaess:
On Preparation
- Buy torches, rope, and iron spikes before you buy a better sword
- Hire a hireling or two before entering any serious dungeon
- Ask questions in town before you go — rumours are often half-true
- Know your escape routes before you need them
On Survival
- Retreat is not failure — getting home alive is its own victory
- Not every monster needs to be fought; some can be talked past
- The fighter who charges alone is the fighter who dies alone
- Rest when you need to; exhausted adventurers make fatal mistakes
On Roleplaying
- Your character is a person — give them a want beyond treasure
- The NPCs remember how you treated them last time
- Reputation travels faster than you do in the Flanaess
- The best stories come from unexpected, unplanned moments
The Flanaess is vast, dangerous, and extraordinary.
May your blades stay sharp, your spells stay memorised,
and your tavern bill stay within reason.
— From the offices of the Greyhawk Adventurers' Guild, CY 591 —