Greyhawk City Stats

Free City of Greyhawk
N Metropolis


Government: Lord Mayor elected by an oligarchy representing the city’s major mercantile, military, legal, economic, criminal, religious, and magical guilds
Population: 69,500 (79% human [OSfbr*]; 9% halfling; 5% gnome; 3% elf; 2% dwarf; 1% half-elf; 1% half-orc)
*Oeridians and Suloise –major; Flan, Baklunish and Rhennee – minor


Base Value: 16,000 gp
Purchase Limit: 100,000 gp
Spellcasting: 9th
Calling for the City Watch or the Nightwatchmen requires a Diplomacy check with a DC of 5. They respond in the amount of time noted in the district’s characteristics. Every 5 points by which the Diplomacy check exceeds the DC of 5 (rounding down) reduces the arrival time by 1 minute. If this reduces the arrival time below 1 minute, the increments of reduction instead change to 1 round. Calling for the guard is a free action, but the Diplomacy check is made by the GM in secrecy. So a player may not know if guards are on the way, and thus it may be best to call out more than once.

High Quarter

• grand architecture, splendid grace and beauty and impressive style
• huge mansions for successful merchants, important ambassadors, city directors and others of wealth and station
• large estates but no stores or shops
• the only businesses are gambling houses, taverns and clubs that cater to a wealthy clientele
• best illuminated quarter after dark with a lamp before each mansion and at frequent intervals along each thoroughfare
• city watch is diligent and common with guards arriving in 1d6 minutes following any loud cry of alarm
• Nightwatchmen also heavily employed to watch mansions to patrol a region of several estates
• roads are crowded only on the occasions of parades and festivals
• receives a lot of traffic every Starday, attracted by the grand array of booths and stalls in the High Marketplace
• normally quiet, with only a few people moving about at any time, typically nobles in carriages, on horseback, and afoot, their servants (with or without their masters), craftsmen hired to work in the High Quarter, among others
• travel allowed to and from with no restriction, but a visitor to the quarter who appears to be up to no good (loitering about, acting furtive, associating with known criminals, etc.) is quickly accosted by a guard patrol and escorted to the Garden Gate with orders not to return unless the visitor can give a valid reason for being there

Corruption: +2
Crime: 0
Economy: +4
Law: +4
Lore: +1 (GI), +3 (K)
Society: 0
Danger: +10

Garden Quarter

• very similar to the High Quarter except estates tend to be a little smaller, their statuary is less exquisite and the architecture more plain
• brilliant profusion of blossoms grown here and sweeping expanses of manicured beauty, with very pleasant aromas in spring and summer
• city watch is as diligent and as common as in the High Quarter
• hired guards are fewer than in the High Quarter
• no shops save for in the High Marketplace
• several fine inns and clubs with fine cuisine and gambling for the wealthy
• temples of St Cuthbert, Pelor, and Zilchus; chapel of Fharlanghn

Corruption: +1
Crime: 0
Economy: +4
Law: +3
Lore: +2 (GI), +2 (K)
Society: +1
Danger: +10


• houses city’s universities, colleges and schools
• numerous plants, grassy yards, and small parks, second only to the Garden Quarter in greenery
• city watch is less diligent, arriving 2d6 minutes after summons
• the People’s Constables tend to avoid the area
• outside seating, or veranda, is available at most of the small taverns and eateries, though in some cases they are squeezed between buildings and streets; on Godsday, these street-side tables are very popular during nice weather and often crowded
• Millstream winds through Clerkberg and much of its bank is a grassy parkway where students often come to study or relax
• not a thriving business district as most buildings not used for schools are residences of students and instructors

Corruption: +2
Crime: +2
Economy: +2
Law: +2
Lore: +3 (GI), +4 (K)
Society: +2
Danger: +10

Artisan’s Quarter

• one of the most peaceful quarters, lacking wild taverns and the crowds of other districts
• home to hard working people and their families
• major features are the guildhalls for many craftsmen
• taverns are quiet, neighborhood places where locals are regulars; strangers are treated cordially, but any unruliness arouses the resentment of the entire establishment
• the city watch does not have a great presence, but is not neglectful, arriving in 2d8 minutes when summoned
• houses are small, seemingly fitting snugly together
• conveniently located next to the Low Marketplace and, therefore, seems a more self-sufficient district than others
• hallmarks of each tradesperson are often seen at the front of houses displaying examples of their crafts
• while some artisans work for employers elsewhere, the majority work in shops within their homes

Corruption: +3
Crime: +2
Economy: +3
Law: +1
Lore: +1 (GI), +1 (K)
Society: +2
Danger: +10

Foreign Quarter

• most crowded quarter in New City because it is where those who have not inherited or adopted Greyhawk citizenry and because it is a nice place to live
• offers a wide variety of eateries, taverns and tiny shops of many unique types
• city policy requires that non-citizens not be allowed to inhabit certain areas, particularly near city walls and unless renting a room at an inn, must reside here; foreign nobles and official guests of the city are exempt (foreigners cannot purchase property in Greyhawk until becoming citizens and must live in the city seven years before they can apply to become citizens)
• shops and inns retain a distinctive character reflecting their owner’s origins, though, for the most part, the district has blended very well into the rest of the city
• the city watch is present, but not in considerable numbers and is not likely to arrive for 3d6 minutes if summoned
• the People’s Constables are a common and bothersome presence during daylight
• the Nightwatchmen’s Guild regularly patrols at night
• quarter is representative of the city in miniature, with divers shops, its theatre (the Pit), and its mix of people from all places and all levels on the social scale

Corruption: +3
Crime: +2
Economy: +2
Law: 0
Lore: +3 (GI), +2 (K)
Society: +4
Danger: +10

River Quarter

• most riotous district, centered around the Strip with many taverns, brothels, gambling dens, and worse
• the Strip at night is a cacophony of noises, and a shadowland of flickering torches and blazing lamps
• day and night, the Strip teems with drunks and toughs, rivermen and cityfolk
• many fight at any implied slight, and there are not enough city watch patrols to keep the peace, arriving in 3d6 minutes to an alarm
• the People’s Constables are common during the day, especially near the Cargo Gate, where they nab many people just off the river, before they have the chance to adjust to city life
• well loved by many adventurers as lodgings are cheap and news from the world beyond is plentiful
• numerous merchants and innkeepers ready to relieve travelers of their heavy loads of treasure
• behind the Strip is a mixture of boarding houses and warehouses; much cargo is stored on the wharf, but there are many small warehouses here and cargo generally moves quickly
• temples of Pholtus, Rao and Trithereon

Corruption: +2
Crime: +3
Economy: +3
Law: 0
Lore: +3 (GI), +1 (K)
Society: +4
Danger: +20

Old City (Thieves’ Quarter and Slum Quarter)

• this maze of alleys, shacks, boarding houses and everything else is the true soul of Greyhawk; herein lies the city’s roots and its most volatile citizens
• separated from New City, this area has a life of its own
• city watch patrols here are often scarce to nonexistent and can’t be counted on to respond to alarms; patrols move unchallenged here during the daytime, but at night two patrols always march together, though they always remain on the lighted thoroughfares of the Processional, Caravan Street and other major avenues; patrols arrive in 4d6 minutes if at all
• crime and misery are commonplace, but so are gallantry and decency
• thieves (rogues) control the bulk of business ventures and other activities, but nowhere else is the proverb “honor among thieves” more in evidence
• the Nightwatchmen maintain two regular stations here and many families devote a portion of their precious incomes for the additional protection provided by the guild; the guild takes its duties here very seriously and responds to an alarm in 3d6 minutes, but only to their clients
• the People’s Constables are a major nuisance here during the day, nit-picking every possible weapons violation, subjecting disreputable-appearing characters to searches, and quoting vague and obscure regulations
• the balance of power here centers around the Thieves’ Guild, which controls the major sources of income here, except for the Public Bath, which is owned by the city
• the Beggar’s Union is a force to be reckoned with in the Slum Quarter
• the Merchants and Traders are also well represented here
• Temple of Xerbo and Ralishaz; chapel of Olidammara, Norebo and Ulaa; shrine of Beory

Corruption: +3
Crime: +4
Economy: +2
Law: -2
Lore: +4 (GI), +1 (K)
Society: +3
Danger: +20

Where modifiers apply

Corruption: all Bluff checks made against city officials or guards and all Stealth checks made outside (not inside buildings or underground)
Crime: Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets
Economy: all Craft, Perform, and Profession checks made to generate income
Law: Intimidate checks made to enforce an opponent to act friendly, Diplomacy checks against government officials, and Diplomacy checks made to call guards
Lore: Diplomacy checks made to gather information (GI), and Knowledge checks made on research using libraries (K)
Society: all Disguise checks and Diplomacy checks made to alter the attitude of any non-government official
Danger: random encounter tables that use percentile dice and rank its encounters from lowest CR to highest CR

Greyhawk City Stats

Greyhawk: Gem of the Flanaess arkhemedes