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Age of Worms

Players Guide
Age of Worms Player’s Guide 2

Table of Contents
Introduction .................................................................................................................................................. 3
Geography - The Domain of Greyhawk......................................................................................................... 3
Geography - The Cairn Hills........................................................................................................................... 3
The Free City of Greyhawk............................................................................................................................ 8
Diamond Lake ............................................................................................................................................. 11
Notable Diamond Lake Locales................................................................................................................... 13
Areas Near Diamond Lake........................................................................................................................... 21
Special Substances in Diamond Lake .......................................................................................................... 23
Diamond Lake Mine Managers ................................................................................................................... 24
Character Background ................................................................................................................................ 25
Religion ....................................................................................................................................................... 30
Organizations .............................................................................................................................................. 38
Timeline....................................................................................................................................................... 41
Greyhawk Calendar..................................................................................................................................... 48
Glossary....................................................................................................................................................... 49
Age of Worms Player’s Guide 3

Introduction
In the mining town of Diamond Lake, life is hard. The nearly lawless town is a base of corruption, greed,
immoral indulgences, and violence. Yet with all this, a group of locals arrive into adulthood and decide
that they want something different – the life of adventure. Little do they know that they will soon
stumble upon the greatest adventure of their young lives and possibly be the heroes to save the entire
Oerth, for the Age of Worms is coming …

“The Age of Worms” campaign is set in the World of Greyhawk. The campaign begins in the late spring
of 595 C.Y. in the small mining town of Diamond Lake, a few days east of the City of Greyhawk.
Desperate folk toil in lightless depths for a pittance while corrupt mine managers live in relative comfort,
ruthlessly scheming to undermine one another and protect their piece of the action. Most residents of
Diamond Lake can be categorized into two groups: those with nowhere else to turn and those who have
come to exploit them.

Geography - The Domain of Greyhawk


The adventure begins in the small mining town of Diamond Lake. This guide details the geography,
history, and religion of the Domain of Greyhawk.

The Domain of Greyhawk is bordered by the Kingdom of Celene to the west and the Duchy of Urnst to
the east. The Nyr Dyv borders its northern edge, while the Wooly Bay and Bright Desert border to the
south.

Regional Weather

The Cairn Hills (and the surrounding areas) has warm to hot summers and cool winters. It has sufficient
rainfall for crops to grow well. The area has a low of 15°F in the winter months and a high of 90°F in the
summer months. The average temperatures are 36°F in the winter, 55°F in the spring, 77°F in the
summer, and 60°F in the fall.

Geography - The Cairn Hills


The border between the Domain of Greyhawk and the Duchy of Urnst lies in the Cairn Hills, rugged
uplands dotted with hundreds of tombs and burial grounds, the remnants of a bygone era. When Suloise
settlers first arrived in the Cairn Hills a few hundred years ago, they discovered numerous tombs built by
the Flan and by other, far older civilizations. Knowing very little of these ancient peoples, the architects
of these tombs were simply referred to as the Cairn Builders. Today, the hills are home to thousands of
gnomes, halflings, dwarves, and humans, some of the latter group as bandits and wild hillsmen. The
region is rich in mineral deposits and gems. Greyhawk controls much of the area now; part of the
southern hill country was ceded to Greyhawk in 584 CY by Urnst, an ill-advised decision in the best light.
The Cairn Hills militia does much to safeguard the area from evil humanoids and bandits.
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When the Suloise settlers first arrived a few hundred years ago, intrepid explorers discovered a fantastic
cache of priceless artifacts entombed in one of the hundreds of ancient burial complexes hewn into the
crags surrounding Greyhawk. The trove attracted legions of treasure-seekers to Greyhawk (then a mere
trading post), and unbelievable wealth plundered from the tombs. The wealthiest explorers became the
city’s first nobility, and Greyhawk quickly became associated with easy wealth and fabulous
archaeological artifacts from long-dead civilizations. But the wealth didn’t always come easy, as many
surprises in the form of bound demon guardians, relentless constructs, and ingenious magical wards and
traps. The hilly lands surrounding Greyhawk became known as the Cairn Hills, and the hunt for lost
magical treasure became an important part of the region’s cultural heritage.

But the treasure didn’t last forever. Eventually, the Cairns dried out, and un-plundered tombs became
more and more difficult to locate. Every decade or so a lucky explorer managed to strike it rich, but even
more came away from their endeavors with nothing more than broken ankles and clothes singed by the
fires of ancient protections. Several vanished entirely. Over the years, the Cairn Hills began to lose their
allure, and it wasn’t until a couple of decades ago that interest has renewed. Treasure hunters continue
to explore the hills in search of any number of lost tombs and cairns, particularly the legendary Star
Cairn, so named because sages expect its alignment with four known tombs traces a star pattern, and
the bizarre Silver Metal Cairn, where metal tools of unknown origin and use are said to have been found.

Blackstone

This mining town is nestled in a steep-sided canyon of dark gray granite. During wet weather, a slender
waterfall, nearly 500 feet high, spills glittering water into the canyon in a once-crystalline lake. The
mines of Blackstone bore into the canyon walls all around the town. Some of these tunnel entrances,
several hundred feet up sheer walls of granite, are reached only by the most precarious of trails. Others,
near the top of the wall, can only be entered by those first taking the steep switchbacks of the main trail
up the side of the canyon. The miners then circle the rim to a point over their mine entrance. There they
are lowered over the edge with huge cranes. Blackstone would be considered the foremost competitor
of Diamond Lake in regards to its mining operations but it still does not produce as much as its sister
city.

Blackwall Keep and Marsh Keep

During the springs of 583 and 584 CY, lizardfolk from the Mistmarsh became unusually active and
attacked livestock and some outlying farms. This resulted in the construction of two new tower keeps to
the north and south of the marsh: Blackwall Keep and Marsh Keep. The keeps have apparently worked,
as very few lizardfolk have been seen outside the marsh since their construction. Blackwall Keep, under
the command of Ranald Haradrith, lies approximately two days southeast of Diamond Lake on the
northern edge of the marsh. Marsh Keep, under the command of Koreth Sleiolith, lies at the southern
edge of the marsh, several days south of Diamond Lake.
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Age of Worms Player’s Guide 6

Elmshire

This pastoral settlement of halflings has grown to become a major center for the diminutive folk, no
doubt because of its proximity to Greyhawk itself. Halflings, as a rule, enjoy the Free City for a time but
grow tired of living there. Consequently, more than 4000 of them have settled here, near the inlet of the
Selintan River. Elmshire appears quite different from human communities, as it is spread out and has no
community core. It is said that a man could walk from one end of Elmshire to the other and be only
vaguely aware he has passed through a significant settlement. Popular deities in Elmshire include
Ehlonna, Arvoreen, Pelor, Yondalla, Cyrrollalee, and Sheela Peryroyl. The majority of clerics in Elmshire
are female. This has long been a tradition in halfling communities, but it is quite pronounced here. Male
clerics are primarily found among Arvoreen’s worship, working as warriors or scouts.

During 583 CY, an outbreak of a mysterious plague known as Yellow Eye decimated this community and
nearly a quarter of the population died. The reasons for this are wholly mysterious, but the wasting
symptoms and catastrophic infectious phases of the plague appalled and terrified the halflings, who
became a more fearful folk afterwards. Traditionally a city of good food and good cheer, Elmshire is still
recovering from the ordeal. Many of the survivors feel guilt at having outlived younger loved ones who
died.

Another dramatic event marked Elmshire and damaged its hospitality only two years later. In the spring
of 585 CY, about forty adult halflings disappeared in separate incidents while on guard duty along the
Midbay shoreline. An investigation revealed that the guards were being drugged by a renegade halfling
in league with an evil Rhennee family. These Rhennee worked for Iuz, and they took the kidnapped
halflings across the Nyr Dyv to an unspeakable fate in the Empire of Iuz. Public outcry was so intense
that the normally placid nature of Elmshire’s citizens was completely discarded. The halflings involved
were branded, beaten, and exiled as a result, their lands and possessions seized for public auction. The
ringleader, Permen Merrifoot was hanged after a trial lasting three days, and his body was burned to
ashes. The town of Elmshire then turned completely against the Rhennee, attacking two barges with
missile fire in 585 CY, and the bargefolk have avoided the town completely since then. No longer
welcome, the Rhennee are regarded by almost all halflings as evil until proven otherwise.

Greysmere

South of the immense Mistmarsh, the Cairn Hills jut up to become the Abbor-Alz Mountains, and in a
tight valley stands the imposing dwarven fortress of Greysmere, its impressive stone-carved façade
reflecting in the still waters of a placid mountain lake. Tall mountains completely surround the valley,
making the citadel one the most easily defended locales in the region. Unusual for the dwarves,
Greysmere stands open to all visitors, who are welcome in the enclave’s upper markets and vast,
agoraphobia-inducing galleries. More than 400 hill dwarves dwell within Greysmere, under the guidance
of Fionor the Rude, a downright mean little fellow who invites all new guests to his dinner table in hopes
that they might provide a moment’s entertainment. Despite his boorishness, Fionor respects those who
command respect, and is a trustworthy friend of many. It should also be noted that unlike most dwarven
Age of Worms Player’s Guide 7

strongholds, the worship of Ulaa predominates in Greysmere, although Moradin has several followers as
well.

Grossettgrottell

Three days (by coach) northwest of Diamond Lake, the Cairn Hills Trail enters a region of steep crags
pocketed with natural caverns. Five of these caverns lead to an interconnected series of gnome villages
called Grossettgrottell. The gnomes of Grossettgrottell specialize in rare gems rescued from the
subterranean depths, but each of the five villages focuses on a different trade or specialization. All told,
some 800 rock gnomes call the place home, though about a quarter as many “expatriates” live in
Greyhawk itself or in the mining towns surrounding it. Able gnome wardens and gem-encrusted
constructs stand vigil over the surface entrances to each community, and non-gnome visitors are subject
to the legendary gnome suspicion.

The Mistmarsh

A broad, shallow swamp teeming with reptile life, the Mistmarsh fills the lowlands west and south of the
Cairn Hills. Lizardfolk claim certain areas of the deep marsh, and wandering ghoul packs are a danger
throughout. It is said that navigating the Mistmarsh is difficult because of the constant fog that
encompasses the marsh, limiting visibility to just a few feet.

The Nyr Dyv

The Nyr Dyv, or “Lake of Unknown Depths,” is the largest freshwater lake known to the people of the
Flanaess. Civilization has turned it into a veritable highway of trade, with vessels using several navigable
inlets (Artonsamay, Veng, and Velverdyva) and outlets (Nesser and the Selintan). Cities such as Dyvers,
Leukish, Greyhawk, and Radigast owe much of their wealth to lake traffic.

The legendary dangers of the Nyr Dyv, ferocious storms and creatures no less friendly, have not
diminished, though humans are now better equipped to handle them. Few ships brave the allegedly
bottomless waters, preferring to hug the coasts. Iuz’s occupation of the Shield Lands (notably
Admunfort Isle) has lessened traffic in the north, to the advantage of coves and villages along the
southern coast. Most ships plying the waters of the Nyr Dyv are equipped with harpoons, pikes, and
ballistae, to repel creatures of the deep. Patrol ships from Greyhawk, Dyvers, Furyondy, and the Urnst
states prevent organized piracy here, but waterborne banditry is cause for alarm as so many patrol ships
were lost during the Greyhawk Wars or assigned elsewhere.

Despite the dangers, a singular group of humans, the Rhennee, make their homes on this lake, gathering
in secluded coves along the Midbay and near the river mouths. The Rhennee keep to themselves for the
most part, though outcasts often rent themselves out to lake captains in search of a knowledgeable
guide. Some have also been known to work for the forces of Iuz.

Rumors abound that the lake holds the sunken remains of an ancient pre-migration civilization known as
the “Isle of Woe,” though many have explored the lake to no avail. Occasionally, strange silver coins and
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jewelry and even stranger obsidian carvings, found by lucky divers, make their way to market, but these
are generally discounted as forgeries.

Steaming Springs

The mining town of Steaming Springs lies in a wider valley than Blackstone, and draws its name from
several geysers outside the town. These regularly spew hot water, steam, and occasionally mud into the
air. The mines dig into the lower slopes of the hills to either side of the valley. Unlike Blackstone, which
sits primarily on a stone foundation, Steaming Springs is built upon dirt that has long since turned to
mud. The town is visible from miles away as a brown smudge across the bottom of a once verdant
valley.

The Free City of Greyhawk


Overview

The city of Greyhawk controls a sizable estate ranging from the northern coast of
the Woolly Bay to the southern shores of Midbay in the Nyr Dyv. The Cairn Hills
and the Abbor-Alz mark the eastern limits of this domain, while its western
boundary is generally considered to lie within the Gnarley Forest and along the
edge of the Welkwood. The other towns in the Greyhawk territory each have
their own history of independence. Were the entire region not threatened by
upheaval in the adjacent lands, none of them would willingly submit to
Greyhawk. The “empires” of the Pomarj and the Bright Desert are seen as
unstable, but quite dangerous. In addition, neither Dyvers nor Celene,
Greyhawk’s western neighbors, hold any affection for the Free City; the Duchy of Urnst, to the east, is a
lukewarm ally.

The Selintan River and the River Road that runs alongside it are the main avenues of travel in the
Domain of Greyhawk, connecting Woolly bay to the Nyr Dyv. The Western Road carries traffic to Dyvers
and beyond, while the Urnst Trail crosses through the Cairn Hills to the east. Trade from all across the
Flanaess passes through the Free City, and people of all nations can be found there. In addition to being
a center of commerce, Greyhawk is a city of learning. The University of Magical Arts and the Grey
College, among others, attract numerous students here. Finally, it is also a city of diplomacy; statesmen
and politicians from nations throughout the central Flanaess serve as ambassadors to this domain,
forging alliances and treaties.

The city of Greyhawk is ruled by its Lord Mayor, who is selected by the Directing Oligarchy comprised of
twelve to eighteen of the city’s major guild and military leaders, in addition to important clerics and
wizards. The current Lord Mayor, Nerof Gasgal, is rumored to be a former member of the city’s powerful
Guild of Thieves. The populace of the expanded Domain of Greyhawk, beyond the city proper, has only
limited influence in government. The Greyhawk Council of Mayors and Manorial Lords ostensibly gives
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the leaders of the various lesser communities in the city’s larger domain a voice in the government, but
it is recognized that this annual gathering has no real authority.

History

The city that would command so much attention from the


world at large began centuries ago as a modest village on the
Selintan River. Built around a trading outpost, the original
settlement came to be dominated by a warlord named Maret
Nial, an opportunistic infantry captain who led a large band of
soldiers across the Cairn Hills in 4 CY and proclaimed the
village conquered without bothering to have a battle. He
declared his domain to be part of the Great Kingdom and built
a motte-and-bailey keep on a hill above the village. After
several years of garnering wealth through taxation, and a bit
more by overt banditry, the influence of Lord Nial was great
enough to warrant a new title: Landgraf of Selintan. Lord
Nial’s son and heir, Ganz, was wed to the daughter of the
Gynarch of Hardby, thus cementing a political alliance that
brought the whole of the river basin together under the old
Landstadt of Selintan. The height of this confluence was reached in the person of the last landgraf, the
so-called Mad Archmage, Zagig Yragerne, who ruled as Lord Mayor from 310 CY to 421 CY.

This Wild Coast native was a full though distant heir to the position of landgraf. Zagig’s rulership as lord
mayor and landgraf was the most successful in the history of Greyhawk; he refortified the city, reformed
many of its more onerous laws, established a university, and brought great prosperity to the region as a
whole. His construction of Castle Greyhawk was an unparalleled achievement of engineering. While
some of his projects seemed without purpose or even destructive, his rule in total was of great benefit
to Greyhawk and its inhabitants.

Ultimately, his eccentricities took him far from his duties as ruler. He was also without heir. After many
decades of his absence, Greyhawk was proclaimed a free and independent city by Lord Mayor Paerinn in
498 CY, slicing all political ties (which were nearly nonexistent by now anyway) with the Great Kingdom.
The old Landstadt was abolished, and absolute authority was formally invested in the Directing
Oligarchy. Though beginning with great promise with the legacy of Zagig, the city quickly fell into
decline. Numerous thieves and crooked businessmen formed a broad alliance to enrich themselves.
Parodying the many guilds in town, the leader of the thieves, thugs, smugglers, and charlatans of the
city’s underworld named his organization the Guild of Thieves, and the name stuck. The Guild of Thieves
soon had several members on the Oligarchy in its pay, and eventually grew to such power that even the
Greyhawk Militia obeyed the orders of its guildmaster. The city’s trade volume began to drop as foreign
merchants sought new shipping routes to avoid the ever-increasing bribes and tariffs placed on their
goods. Greyhawk lost its authority over much of the associated territory after 500 CY, most notably the
Wild Coast and Hardby. In Hardby, the female wizards, knights, and nobles restored the sovereignty of
Age of Worms Player’s Guide 10

the gynarchy, though by tradition the title of Gynarch belonged to House Yragerne. Therefore, the
women of Hardby named their new ruler the Despotrix, ruling over a domain extending from the lower
Selintan to the Abbor-Alz.

In 533 CY, fighting broke out within Greyhawk’s Guild of Thieves between reformers who realized that
the Guild’s excesses were driving away profits, and the Kurell-worshipping old guard, who had no desire
to lose their highway to wealth and wanted to unite all thieves under the direction of the priests of
Kurell. Casualties were great, including the Guildmaster and leader of the reformers, Yavos the Elder.
When the war ended, the great power of the Guild was broken, and the reformers had won out. Under
Yavos the Younger, the Guild of Thieves changed its tactics and began working hand-in-hand with the
city’s merchants and businessmen. A rough system of paid protection and guardianship was established.
Though the merchants hated it, they recognized the futility of preventing every theft, and they came to
appreciate the value in having the city’s criminals not only avoiding their premises, but acting to prevent
foreign and non-guild thieves from taking their goods. Yavos was even given a seat on the Directing
Oligarchy, and the Guild of Thieves achieved an air of legitimacy that astonished foreigners (and many
citizens of Greyhawk, too).

The subsequent rumored appearance of a Guild of Assassins in the city was even further cause for
amazement, and not a little fear. Every death in the city was suspected of being caused by hired killers,
when in fact almost none were. The Guild of Assassins was formed by a group of guild thieves who were
ordered to hunt down several priests and thieves of Kurell who had escaped the guild war in 533 CY, but
were now making trouble for Greyhawk’s merchants in the city of Dyvers. The vengeful thieves
accomplished their mission so well that they were made a permanent enforcement arm of the Thieves’
Guild. In a short time, they became a separate entity and began to serve the needs of the Directing
Oligarchy as well, successfully assassinating a Hierarch of the Horned Society who tried to stir up a revolt
among the masses.

Greyhawk finally recovered from its economic decline several decades ago, benefiting from dungeon-
loot taken from several major troves discovered in the region, particularly beneath the ruins of Castle
Greyhawk. In 570 CY, the careless intervention of Lord Robilar and other adventurers freed the evil
demigod, Iuz, as well as other powerful beings, from imprisonment beneath Castle Greyhawk. Every
powerful being freed blamed Zagig personally for his or her imprisonment and vowed revenge as they
fled to recover from their ordeal.

A rumored master thief named Nerof Gasgal became Lord Mayor in 570 CY at the age of 30, to the
surprise of many. His close friend, Org Nanshen, became Guildmaster of Thieves and an Oligarch in 572
CY. The two brought great dynamism to the government of the city, and they were able to improve
business conditions and bring in foreign merchants and tradesmen to settle as citizens, adding to the
pool of local wealth and talent. In 574 CY, the Oligarchy was joined by Turin Deathstalker after the entire
upper hierarchy of the Guild of Assassins was slain by a summoned demon. Turin improved his guild’s
intelligence-gathering abilities further than ever, and this was of great help to Greyhawk in learning of
troop movements across the Nyr Dyv when war between the Horned Society and the Shield Lands began
in 579 CY. Turin later left for his native Shield Lands during the Greyhawk Wars where he became a war-
Age of Worms Player’s Guide 11

hero. Upon his return, he took command of the Safeton Border Guards and did little to hide his hatred
of orcs and other non-human humanoids.

By the time of the Greyhawk Wars (582-584 CY), the city was again being called the “Gem of the
Flanaess” (a term coined by Zagig) and received increasing numbers of visitors. Although Greyhawk was
mostly spared the ravages of war, the domain itself was filled with refugees from the Shield Lands, the
Wild Coast, the Bandit Kingdoms, and other realms. Iuz’s conquest of the Bandit Kingdoms and the
Scarlet Brotherhood’s blockade of the Tilva Strait diverted even more trade towards Greyhawk. For
three years, most of the Flanaess flew banners of war. Finally, the battle-weary combatants gathered in
Greyhawk to declare peace. Harvester 584 CY was to see the signing of the Pact of Greyhawk, fixing
borders and mandating an end to hostilities. On the Day of the Great Signing, however, Greyhawk
suffered a great treachery: Rary, one of the Circle of Eight, destroyed his companions Tenser and Otiluke
in a great magical battle, then fled. Many suspected that the former Archmage of Ket had hoped to hold
the ambassadors hostage, perhaps capturing Greyhawk itself in the process. Instead, he and his cohort,
Lord Robilar, went into the Bright Desert to form their own kingdom. Fearing further disruptions, the
delegates hurriedly signed the Pact of Greyhawk. Ironically, because of the site of the treaty signing, the
great conflicts soon became known as the Greyhawk Wars.

After the wars, refugees from war-torn lands continued to arrive in Greyhawk. Some of the wealthier
refugees purchased invented titles, with the prerequisite counterfeit histories and lineages. As a result,
the true history of the city and surrounding region is slowly being overwritten. Many see this as the
price of growth and success. Greyhawk is, for all its difficulties, more vital and prosperous today than it
has been at any time since the departure of Zagig Yragerne.

Diamond Lake
At a perfumed arcade known as the Emporium, Governor-Mayor Lanod Neff rubs shoulders with
common laborers awaiting an appointment in the Veiled Corridor. In an adjoining antechamber, snakes
and exotic dancers gyre to a sonorous weave of cymbals and seductive pipes. A floor below, a gaggle of
grasping miners presses against the windowed door of a darkened cell, impatient for a glimpse of a two-
headed calf.
Age of Worms Player’s Guide 12

Out in the street, a gang of rowdies screams obscenities at a crumpled halfling, kicking it as if scrambling
for a ball. Their drunken laughter echoes off shuttered windows and bolted doors. In a tower-flanked
fortress across the shadowy square, filthy men with nothing to lose shout hymns to St. Cuthbert,
clutching to their idealism and principles like cornered animals. Their wild-eyed chief minister smiles as
he draws a cat-o-nine tails across his bare back, awash in their adulation and the spirit of his god.

But it’s just another night in Diamond Lake.

Diamond Lake is a small town of about 1000. It is a mining town with a mostly (about 95%) human
population. While many of the citizens are Oeridian and Suel, there is a fair amount of Flans, as well.
Baklunish, Olmann, and Rhenee are uncommon but not unheard of in Diamond Lake and the
surrounding areas.

Diamond Lake in Brief

Diamond Lake nestles in the rocky crags of the Cairn Hills, about 85 miles east of the Free City of
Greyhawk to which it is subject. Iron, copper, and silver from Diamond Lake’s mines fuel the capital’s
markets and support its soldiers and nobles with the raw materials necessary for weapons and finery.
This trade draws hundreds of skilled and unskilled laborers and artisans, all hoping to strike it rich. In
ages past, Diamond Lake boasted an export more valuable than metal in the form of treasure liberated
from the numerous tombs and burial cairns crowding the hills around the town. These remnants of a
half-dozen long-dead cultures commanded scandalous prices from Greyhawk’s elite, whose insatiable
covetousness triggered a boom in the local economy. Those days are long gone, though. The last cairn in
the region coughed up its treasures decades ago, and few locals pay much mind to stories of yet
undiscovered tombs and un-plundered burial cairns. These days, only a handful of treasure seekers visit
the town, and few return to Greyhawk with anything more valuable than a wall rubbing or an ancient
tool fragment.

In the hills surrounding the town, hundreds of laborers spend weeks at a time underground, breathing
recycled air pumped in via systems worth ten times their combined annual salary. The miners are the
chattel of Diamond Lake, its seething, tainted blood. But they are also Diamond Lake’s foundation, their
weekly pay cycling back into the community via a gaggle of gambling dens, bordellos, taverns, and
temples. Because work in the mines is so demanding and dangerous, most folk come to Diamond Lake
because they have nowhere else to turn, seeking an honest trade of hard labor for subsistence pay
simply because the system has allowed them no other option. Many are foreigners displaced from
native lands by war or famine. Work in a Diamond Lake mine is the last honest step before utter
destitution or crimes of desperation. For some, it is the first step in the opposite direction: a careful
work assignment to ease the burden on debtor-filled prisons, one last chance to make it in civil society.

Despite its squalor, Diamond Lake is crucial to Greyhawk’s economy. The city’s directors thus take a
keen interest in local affairs, noting the rise and fall of the managers who run Diamond Lake’s mines in
trust for the government. The city’s chief man in the region is Governor-Mayor Lanod Neff, a lecherous
philanderer eager to solidify his power and keep the mine managers in line. Neff exerts his capricious
Age of Worms Player’s Guide 13

will via the agency of the grandiloquent Sheriff Cubbin, a man so renowned for corruption that many
citizens assumed the announcement of his commission was a joke until he started arresting people.

The alliance between the governor-mayor and his pocket police might not be enough to cow Diamond
Lake’s powerful mine managers, but Lanod Neff holds a subtle advantage thanks to the presence of his
distinguished brother, the scrupulous Allustan, a wizard from Greyhawk who retired to Diamond Lake
five years ago. None dare move against Neff so long as Allustan is around.

Instead of scheming against the government, Diamond Lake’s six mine managers plot endlessly against
one another, desperate to claim a weakened enemy’s assets while at the same time protecting their
own. While they are not nobles, the mine managers exist in a strata above normal society. They consider
themselves far above their employees, many of whom are indentured or effectively enslaved as part of a
criminal sentence. The miners’ loyalty tends to map directly to the working conditions, pay, and respect
offered to the miners by their wealthy masters.

Diamond Lake crouches in the lowland between three hills and the lake itself, a splotch of mud, smoke,
and blood smeared across uneven terrain marked by countless irregular mounds and massive rocks. The
oldest buildings pack the lakeshore, where fishing vessels once docked and stored their impressive
catches. That commerce has abandoned the town entirely, for the shining waters that once gave
Diamond Lake its name are now so polluted as to make fishing impossible. Many old warehouses have
been converted into cheap housing for miners and laborers, and no one is safe outdoors after dark. As
one walks north along the streets of Diamond Lake, the buildings become sturdier and the spirits of their
inhabitants likewise improve. A great earthen road called the Vein bisects the town. With few
exceptions, those living north of the Vein enjoy a much better life than the wretches living below it.

All of the town’s social classes congregate in the Vein’s central square. Roughly every two weeks,
someone in the town upsets someone else so greatly that the only recourse is a duel to the death at the
center of a ring of cheering miners. The bookmakers of the Emporium and the Feral Dog do brisk
business on such occasions, which tend to draw huge crowds. On less violent nights, the square is still
home to a thousand pleasures and poisons; if Diamond Lake is a creature, the Vein’s central square is its
excitable, irregular heart.

Notable Diamond Lake Locales


Abandoned Mine

Located near the old observatory, it’s been so long since this mine was in operation that nobody even
remembers its name.

Able Carter Coaching Inn

The Able Carter Coaching Company connects Greyhawk to its satellite towns via a fleet of
horse-drawn coaches and an inn positioned at every leg of the journey. Diamond Lake’s
hostelry offers 20 rooms for let at a rate of 1 gold piece per day. Stable services are
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available for a fee of 5 silver pieces per day. A permanent guest named Fester Trollump traps badgers in
the hills and sells their pelts for a modest profit on monthly trips to Greyhawk. On rare occasions he
traps more exciting beasts like griffons or manticores, which he supposedly takes to Greyhawk as well.

Allustan’s Residence

The “smartest man in town,” a friendly wizard named Allustan dwells within a
charming red and deep blue house on one of the rare stretches of healthy grass in
all of Diamond Lake. A small meditation garden adjoins the face of the house,
incorporating vertical stones and small pools of concentric circles. The fresh paint
and the well-tended yard contrast sharply with the rest of the seedy town, a
testament to the locals’ respect for (or fear of) a man whose prowess is known as
far as Greyhawk itself. Allustan is the older brother of Lanod Neff. The sons of
Diamond Lake’s powerful and efficient governor-mayor, years ago their father sent them both to
Greyhawk for education. Allustan soon found himself in the prestigious University of Magical Arts, but
eventually left his studies to pursue an adventuring career. He came back to Diamond Lake five years
ago and retired with more than enough treasures to support his lifestyle.

Nowadays Allustan offers his library and considerable intelligence to the citizens of Diamond Lake as a
sage, although few miners have reason to seek his services. The wizard charges a standard rate of 20
gold pieces per question.

The Captain’s Blade

Tyrol Ebberly, a severe-looking man who claims to have once been a watch captain in
Greyhawk, runs this small weapons shop with efficiency. He’s an absolute fanatic
about weapons and loves to show off his wares. Ebberly is also known as an inveterate
gossip.

Chapel of Heironeous

Within the garrison is a chapel dedicated to the Valorous Knight. It boasts the second
largest congregation in Diamond Lake, dominated by soldiers and guards, as well as
one of the town’s most dynamic personalities in the form of its high priest, Justice
Valkus Dun. Dun came to Diamond Lake two years ago, after the previous justice,
Amon Kyre, vanished under mysterious circumstances. Local gossip holds that Dun
once had great prospects in Greyhawk’s immense Sanctum of Heironeous, but that
politics saw him exiled to an assignment in squalid Diamond Lake. Nevertheless, Dun took to his
assignment with zeal, and the weekly services have taken on an activist spirit. While Captain Trask urges
his charges to stay out of local affairs, Dun instills in them a duty to the townsfolk and urges them to
make a difference in the community. The resulting tension, between Captain Trask and Justice Dun, as
well as between the Heironean soldiers and the disreputable elements of Diamond Lake (which is to say
nearly all of them), is palpable.
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Valkus Dun is assisted in his duties by Honorable Velias Childramun, an


aging priest who has lived his whole life at Diamond Lake’s garrison and
handles most of the healing needs of the complex and sees to the
occasional pilgrim seeking the soothing balm of Heironeous. A newcomer
to the chapel is Mélinde of Heironeous, a charming warrior priestess who
acts as Dun’s personal advisor. She has a reputation as an excellent sword
mistress, as well as that of a fine dragonchess player.

Church of St. Cuthbert

Within this tower-flanked structure, the poorest of Diamond Lake’s poor huddle in a
torch-lit sanctuary listening to the fiery sermons of Jierian Wierus, a bombastic orator
whose populist rants appeal to the best virtues and values of the common man while at
the same time preying upon their fears and superstitions. Wierus endlessly preaches a
creed of common sense, honesty, and self-sacrifice, encouraging his faithful to give
penance to St. Cuthbert by whipping themselves in repetitive acts of self-mortification.
His growing cult, now some 150 strong, gives succor to the dregs of Diamond Lake society and is seen as
a menace by some. The secondary acolyte is Hameneezer, a hard-working cleric who manages the day-
to-day affairs of the church. The church is also known for a local remedy known as diamond water elixir,
a cloudy brownish mixture of local vegetation, salts from the mines, and Diamond Lake’s tainted water.
Local sayings about the medicine rightly claim that drinkers “will feel a lot worse before they feel any
better.”

Deepspike Mine

One of Balabar Smenk’s mines, this mine is the only one of his mines within the town limits of Diamond
Lake. It is said to have dried up years before and is used for storage purposes and is kept locked at all
times.

Diamond Lake Boneyard

The town’s overcrowded cemetery used to be a great source of bodies for medical students in Greyhawk
and unscrupulous necromancers, but the Cult of the Green Lady has put a stop to that. Throughout the
day, the green-robed acolytes wander the cemetery chanting songs holy to Wee Jas while tending
graves and clearing vines and mud from stone markers dating back hundreds of years. Tales abound that
one coffin in the boneyard – no one is sure just which one – contains not a dead body, but dozens and
dozens of gold bars. Ample evidence supports the rumor, but anyone who tries to test out the theory
must first deal with the cultists.

Dourstone Mine

Ragnolin Dourstone has managed this copper mine since the very beginning, when he chose this spot
seemingly at random. The mine itself is surrounded by a wooden stockade and is well guarded. Ever the
pragmatist, Dourstone believes it is better to pay a few guards a good wage to keep the workers in line
Age of Worms Player’s Guide 16

rather than offer a fair wage to his miners (1 silver piece per day, plus room and board). Needless to say,
only the desperate or those unable to find work elsewhere remain here for long. In most cases, the
miners work only long enough to earn the money needed to buy passage elsewhere. Many of the miners
that do stick around are crippled ex-criminals unable to find other work or convicted criminals who have
been sentenced to hard labor.

The Emporium

Once simply known as Zalamandra’s, one of many vice dens along the Vein, its ill
fortunes changed ten years ago when its charismatic young madam seduced Professor
Montague Marat, proprietor of a traveling sideshow and curiosity collection passing
through Diamond Lake. The two joined forces and a cavalcade of freaks and eccentrics
moved into the building’s lower floor. Thus was born Zalamandra’s Emporium. Three
copper pieces give access to the “Gallery of Science” along the first floor’s central

corridor. Although the professor himself abandoned Diamond Lake three years
ago, nearly a dozen of his former employees remain at the Emporium. Come visit
Shag Solomon, the shaggy wild man from the northern pine forests or Esmerelda
Jr., the two-headed calf. Other attractions include the misshapen contortionist
Tom Shingle, the combustible magician Ariello Klint, the potion-monger Benazel
the Alchemist, and the alluring Chezabet, who reads fortunes.

Three silver pieces allow access to the lushly decorated upper floor, which features a large gaming hall,
an exclusive entertainment club, and the infamous Veiled Corridor, where any pleasure may be obtained
for the right price. Zalamandra tolerates absolutely no conflict within her walls. Anyone who ignores the
edict risks the attentions of Kurlag, the Emporium’s imposing half-ogre bouncer.

The Feral Dog

The Feral Dog, a sleazy tavern on the Vein’s central square, is by far Diamond Lake’s
busiest. Every night and especially when the workforces of several local mines let out at
the same time, cheering laborers within the bar scream obscenities
and wave betting vouchers over two dogs in a lethal pit fight. Dagger
tossing contests are also quite popular. The halfling Pagget is the
current dagger throwing “champion.” No one savors the tinny ale served by Gorvic,
but the place is more about camaraderie, bravado, and desperation than about
expecting exemplary quality or service.

General Store

Diamond Lake’s largest general store is run by the amiable Taggin. The store’s goods include the
most common adventuring gear, and Taggin cheerfully offers to special order anything he does
not have in stock from Greyhawk, a process that “usually takes about a week.”
Age of Worms Player’s Guide 17

Greyhawk Militia Garrison

The refurbished ruin of an ancient keep houses more than sixty members of the
Greyhawk Militia, soldiers tasked with patrolling the northern hills, liaising with the
halfling communities to the north, and protecting ore shipments from Diamond Lake and
the nearby towns of Steaming Springs and Blackstone. Captain Tolliver Trask, the
garrison’s aging commander, distinguished himself during the Greyhawk Wars and is well
respected by his soldiers and the community at large. The complete garrison force consists of three
squads each led by a lieutenant. They are Dobrun Trent, a half-elven archer of exceptional skill, the
talented sword mistress Mikkela Venderin, and the powerful Trovost Skunt, who exploits
his authority with regularity. Other notables of the garrison include Dietrik Cicaeda, the
middle-aged Chief Cartographer of Diamond Lake, and Merris Sandovar, the garrison’s
Chief Scout and a member of the Bronzewood Lodge. Both are close friends of Captain
Trask.

Greysmere Covenant

Along with a small support staff, three prominent representatives of the dwarven
stronghold of Greysmere, many days to the south across the treacherous Mistmarsh, live
in this sturdy brick and timber structure. Greysmere imports some of the raw iron ore
unearthed by local humans, as it bears a color prized by the most skilled artisans and
metalworkers of the dwarven clans. Dulok Blitzhame leads the delegation with straight
talk and cunning pragmatism. Governor-Mayor Lanod Neff frequently invites the dwarves for meals and
parlor discussions, and Blitzhame in particular shares a strong friendship with Ragnolin Dourstone, from
whom he gets most of the ore exported to Greysmere. The other ambassadors, Galuth Grobadore and
Bitris Ruthek, spend much of their time representing the interests of Greysmere in neighboring
communities.

The Hungry Gar

Guld Tortikan, head chef at the Hungry Gar, claims to serve the finest meal on the Vein. He
is mistaken.

Jalek’s Flophouse

Once a warehouse used by fishermen, Jalek’s Flophouse is situated on Front Street within
smelling distance of the lake. It houses nearly a hundred pitiful indigents fighting off
destitution with a handful of copper. Lodging is 5 copper pieces a night, paid to a massive,
mute half-orc named Golot. The brute pummels those who do not pay until they flee or die.
The shifting inhabitants and the chaotic layout of the upper floor make it one of the best
places to disappear in all of Diamond Lake. The landlord, a halfling named Jalek, lives in a rooftop
apartment and is seldom seen. The Cuthbertine flagellant Jierian Wierus, however, is frequently seen in
the flophouse where he recruits a growing tide of converts.
Age of Worms Player’s Guide 18

Lakeside Stables

Lanch Faraday, the portly ostler who operates the rundown Lakeside Stables, charges 5 silver
pieces per day for stabling. Some customers have complained about mysterious bruises on
their horses, but no one has yet to press the issue.

Lazare’s House

A cozy gaming parlor situated on the Vein’s central square. Inside, Diamond
Lake’s elite match wits over dragonchess, a popular game in which two sides
of 42 pieces contest over three 96-square boards representing the sky, the
earth, and the underworld. Visitors are expected to bring their own pieces, but
may rent a house set for 2 gold pieces. The place is run by Lazare, a
dragonchess champion from Greyhawk some twenty years ago, and his
beautiful daughter Dannath. Lazare was once a mine manager but, nearly
bankrupted, was forced to sell his mine to Balabar Smenk years ago. It is no
secret that Lazare blames Smenk for the death of his cherished wife, who grew
gravely ill at the height of the ownership struggle.

Menhirs

This worn old stone ring is often visited by residents of the Bronzewood Lodge, and is sacred to the
Druids of the Grey Circle, a relic from a time when laws of the wilderness governed man as well as
animals.

The Midnight Salute

This by-the-numbers house of ill repute caters to the garrison crowd and anyone seeking
a less exotic (and less expensive) experience than that offered by the Emporium’s
legendary Veiled Corridor. Its proprietress, the ravishing Purple Prose, stresses discretion
and decorum with her workforce. One of the favorites here is Constance Grace, a lovely
lass with a reputation for eagerness.

Neff Manor

Governor-Mayor Lanod Neff inherited the position from his father after
spending several years in Greyhawk’s city watch. While many in Diamond Lake
would like to see him removed from power, none dare act against him for fear
of Allustan, Lanod’s older brother. Neff’s sprawling manor house squats atop the
hill overlooking Diamond Lake, a tangle of scaffolding, wires, and work crews.
Protected by a wooden stockade wall, the manor houses the political apparatus
of the town, including several meeting rooms, a courthouse, and numerous
bedchambers for visiting dignitaries and Lanod Neff’s countless guests.
Visitation with the governor-mayor is by appointment only, with an audience
sometimes taking several days to arrange.
Age of Worms Player’s Guide 19

Old Observatory

This crumbling abandoned observatory once housed an order of astronomers dedicated to Celestian.
Now it houses a constantly rotating group of tenants with ties to Balabar Smenk, who owns the deed to
the property. The current resident, a scholar from Greyhawk, has been overheard saying that he is
working to restore the observatory with hopes of opening it up as a temple of Celestian someday.

Old Piers

In decades past, nobles from Greyhawk flocked to Diamond Lake to sail upon its crystal clear waters.
Mine tailings, waste runoff, and other pollution ended the practice almost a century ago, but the rotting
carcasses of once elaborate piers still jut into the lake’s murky waters. A few masts peak out from the
surface, tombstones of abandoned fishing vessels from more recent times. Regular fish cannot survive in
the tainted waters, leaving only dangerous, hardy predators like the ravenous, toothy gar that have
become such a problem in recent years. Those who venture across Diamond Lake do so at their own
risk. For a piece of silver, a retired marine named Durskin will ferry up to six passengers across the lake
in his sloop, a dingy vessel called the Autumn Runner. The destitute boatman lives on the deck of his
boat, which smells of urine and teems with fleas and sea mites. Those seeking a safer passage must rely
upon the Harkness, a ten-man sailboat maintained by the shadowy Cult of the Green Lady, who use the
vessel to cross back and forth between Diamond Lake and the cairn in which their order holds its
services to Wee Jas, goddess of magic and death. Passage on the Harkness costs 3 silver pieces, and
passengers must endure bothersome sermons on the exquisite beauty of death and the arcane prowess
of the Dark-Eyed Lady. In either case, it takes about 30 minutes to cross from one shore of the lake to
the other.

Osgood Smithy

The distinctive “O” maker’s mark of Manlin Osgood is a regional sign of quality
powerful enough that lesser blacksmiths in neighboring communities often forge it
to maintain competitive parity. Osgood and his team of seven apprentices and
journeyman smiths specialize in masterwork armor and household items like
canteens, canisters, tools, and the like. Osgood is a somewhat course, unfailingly
polite middle-aged man with a bald head and a walrus-like moustache. He always
remembers a customer’s name, and greets frequent patrons with a hearty
handshake and a slap on the back.

Rusty Bucket

This popular restaurant used to specialize in fish, but since the lake went bad it’s been forced to adapt to
a land-based menu. Within, green stained-glass windows filter eerie light into the main dining room,
where the intertwining melodies of a trio of pipers enhance an ethereal atmosphere. Guests dine in a
large common room, with a handful of nicer tables situated in a roped-off area beside the main dining
hall. The far table, on a raised platform overlooking the private room, is reserved for Chaum Gansworth,
Diamond Lake’s most calculating mine manager and the owner of the Rusty Bucket. Gansworth
Age of Worms Player’s Guide 20

rigorously pursues a neutral stance in all political dealings. As a result, many of the town’s major political
players consider the Rusty Bucket neutral ground.

Sheriff’s Office

Led by a boisterous alcoholic named Sheriff Cubbin and his right-hand man, Deputy
Jamis, the thugs who comprise the constabulary see to the general safety of the town
and ensure that Neff’s schemes go off without a hitch.

Smelting House

A century ago, local mine managers maintained their own smelting houses, but
constant conflict resulted in frequent sabotage that choked the flow of resources from
Diamond Lake to the Greyhawk markets. The Directing Oligarchy reluctantly stepped in,
monopolizing the smelting trade and basing the town’s only smelting house in a
massive fortress-workshop perched on the edge of the lake. Runoff slag belched from
great sub-surface pipes accounts for the majority of the pollution that has killed off
most aquatic life in the region, and production these days is more robust than it has ever been. The
rarely seen chief smelter, Vulgan Durtch, is supposedly one of the richest men in Diamond Lake, but few
neighbors know anything about him. Durtch runs the place with a precision that requires his near-
constant supervision over a team of two dozen menials and overseers, but rumors suggest more sinister
motives for his seclusion.

A tower on the building’s northwest corner serves as the residence and workshop of
Benazel the Alchemist, a talkative chemist from Greyhawk who oversees the alchemical
rituals and reagents necessary for the smelting process and who sells potions from his
first-floor office.

The Spinning Giant

When not drilling, sleeping, or on patrol, garrison soldiers flock to this raucous two-story
tavern run by Nimiscent to meet with friends, chant drinking songs, and drown
themselves in ale and good cheer. A faded fresco painted on the building’s face depicts a
dancing imbecilic hill giant in a yellow dress known as Flailing Felanore. Patrons must
enter and exit via a door positioned between the giant’s legs. Forty years ago, a dim-
witted young giantess captured by the militia was “granted” to the proprietor of their favorite watering
hole to serve as a mascot. The attraction worked, drawing visitors from as far away as Greyhawk to
gawk and stare at Flailing Felanore’s awkward gyrations. Though Felanore died from an outbreak of the
Red Death plague nearly twenty years ago, the free-standing circular center stage on which she once
pranced remains the most prestigious musical venue in town, if not nearly the most titillating. Garrison
soldiers make up most of the Spinning Giant’s regular patrons, with a handful of mine overseers and
merchants rounding out the crowd. Diamond Lake’s poor, including most miners, and members of the
local constabulary are not welcome here. Pickpockets and other riffraff are not tolerated and the
patrons have been known to respond harshly when confronted with a crime in progress.
Age of Worms Player’s Guide 21

Tidwoad’s

As close to a bank as one can find in Diamond Lake, the gnome Tidwoad runs this
shop located on the Vein’s central square. Maintaining a fine collection of gems in a
showroom display case, Tidwoad boasts that his establishment is completely theft
proof. A shield guardian named Festus helps keep the jeweler’s theft-free streak
alive. Several gnomish lodgers stay in rooms above his shop, with an outside
entrance so they don’t have to go through the shop. Tidwoad isn’t adverse to buying
non-gem valuables.

Venelle’s

Diamond Lake’s resident bowyer and fletcher, Venelle also deals in other weapons
and armor imported from Greyhawk in exchange for items of her own design. She has
friends among the Bronzewood Lodge and is pleased to entertain guests who
appreciate arrowcraft and elven culture, herself having a touch of elven blood in her
veins.

Areas Near Diamond Lake


The Bronzewood Lodge

The ring of crumbling menhirs on the bluff overlooking Diamond Lake is a remnant of the ancient
Flannish druidic culture that once inhabited the region. They too came to the hills for the ancient cairns,
seeing them as monuments to great ancestors of the invisible past. Although modern Suloise and
Oeridians displaced the native druids over a thousand years ago, pockets of indigenous architecture and
culture remain. Foremost among these near-forgotten practices is veneration of Beory, the Oerth
Mother, and her son Obad-Hai, the Shalm, the brooding patron of wilderness and natural order.

Druids of the Grey Circle and rangers who honor the Old Faith routinely congregate in great moots three
hours northeast of Diamond Lake, at an ancient megalithic structure called the Bronzewood Lodge.
Devotees of Ehlonna and the elven pantheon are welcome at these meetings, if a bit gruffly, but all
other attendees must be invited personally by someone already within the circle of trust. At these great
moots, the woodsfolk observe rituals from long ago, celebrate with great contests of strength and wit,
and debate policy regarding the natural affairs of the region.

A small permanent community inhabits the Lodge itself and the wooded copse
surrounding it. Perhaps thirty assorted druids, rangers, and scouts protect the sacred
site and keep watch on the nearby roads and valleys. Occasionally, they step in to
rescue a traveler from some natural menace, but just as often they warn explorers to
stay on the roads and let the wilderness take care of itself. Their leader is Nogwier,
an aged proponent of the Old Faith who strives to keep the focus of his community
on preservation of a near-extinct way of life and away from anger at the Free City
Age of Worms Player’s Guide 22

and its operatives in Diamond Lake, whose avariciousness continually rapes the land. Nogwier urges
cautious cooperation with Lanod Neff via a former Bronzewood man named Merris Sandovar, who now
works as the garrison’s chief scout. Nogwier’s health is starting to deteriorate however, and many fear
that his successor might take an antagonistic stance against the machinations of Greyhawk and Diamond
Lake.

The Twilight Monastery

About two hours north of Diamond Lake, a towering crag called Griffon’s Roost casts a dark shadow over
the muddy road to Elmshire. From a perch hundreds of feet above looms the cat infested Twilight
Monastery, a three-towered monument dedicated to Xan Yae and her servant Zuoken, little known
deities from the Baklunish West. Two score monks dwell within the monastery, dedicating themselves to
a litany of exercises meant to perfect the body and spirit. The secretive monks hold dusk as the holiest
of hours, and sonorous chants emit from the Twilight Monastery’s central courtyard when the night sky
appears in the heavens.

Foremost among the monks is Izenfen the Occluded, a peerless masked combatant thought to be one of
the wisest figures in the hills. Travelers frequently seek her council, but most leave Diamond Lake
without ever having gained access to the Twilight Monastery, for Izenfen deigns to speak with only a
handful of pilgrims foretold to her via the agency of the night sky and an immense mirrored lens called
the Censer of Symmetry. When word of the Censer’s predictive prowess spread to the miners of
Diamond Lake 20 years ago, a desperate contingent petitioned Izenfen to predict the location of the
richest unclaimed ore deposits, appealing to her compassion with tales of starving children and
dangerously unpaid debts. The masked mistress of the Twilight Monastery rebuffed their pleas,
triggering the miners’ contingency plan – an ill-fated invasion of the monks’ compound that left seven
miners dead. Only a single member of the order perished – Imonoth, Izenfen’s beloved daughter. The
following morning, the remaining fifteen miners, who had escaped the monastery to nurse their wounds
in the petty shacks along Diamond Lake’s waterfront, were found dead. Rumors of silent masked killers
sent by Izenfen continue to this day, citing the disappearance or mysterious deaths of nearly a dozen
political enemies within the town.

Although the monks of the Twilight Monastery keep mostly to themselves and desire only to lead lives
of undisturbed contemplation, they frequently appear on the streets of Diamond Lake to re-provision or
to engage in the trade of kalamanthis, a rare psychotropic plant grown regionally only on the slopes of
Griffon’s Roost. Kalamanthis is popular among all classes of Diamond Lake, but the real business is
centered in Greyhawk. Rumors hold that potential buyers should seek out Golgan Hant, the Twilight
Monastery’s trade envoy, who can usually be found at Lazare’s House along the Vein’s central square.
Both the wagons loaded with kalamanthis and the returning coaches loaded with city coin go
unmolested in Diamond Lake, for all fear Izenfen’s relentless invisible killers.

The Cairn of the Green Lady

Far from welcoming are the brooding inhabitants of the Cairn of the Green Lady, a reclaimed tomb on
the opposite shore of Diamond Lake itself. Cloaked in robes of green and quick to threaten outsiders,
Age of Worms Player’s Guide 23

these two-score devotees of the death goddess Wee Jas honor a fallen saint of that
deity with mournful prayers to departed spirits and mysterious explorations of the hills
nearby. They base themselves in the tomb of this departed servant of the Dark-Eyed
Lady, whom they believe died during the great Suel migrations across the treacherous
hills more than a thousand years ago. The order’s leader, the enchanting Amariss,
replaced the original founder after he mysteriously vanished two years ago. An outcast priest of Wee Jas
from the Frost Barbarian kingdom, Nohrtan claimed that the Green Lady came to him in a dream,
entreating him to find worshippers of Wee Jas who were pure of heart and mind and lead them to her
grave to protect it from destruction by heathens. It took him close to five years to assemble his flock,
arriving at the Cairn in 591 CY. His disappearance only one year after his arrival has led many to
speculate, but Amariss and her followers are silent on the subject.

The Stirgenest Cairn

Located on the southeastern shore of Diamond Lake, this long abandoned cairn is oft explored by
Diamond Lake’s youth, who always find it completely empty of marvels and perfectly harmless.

The Whispering Cairn

Unlike the Stirgenest Cairn, the Whispering Cairn isn’t so empty and harmless. Within a day’s ride north
of Diamond Lake, this cairn lies near an iron mine that went dry about fifty years ago, its charter
apparently elapsed when its owner, Ulgo Fant, died several years later. Situated thusly in a sort of no-
man’s land, the cairn was all but forgotten, its yawning entrance overgrown with weeds and choked
with collapsed debris. Rediscovered by a curious teenager a decade ago, the cairn has since been a sort
of community secret held by Diamond Lake’s youth, who dare each other to disappear into its cyclopean
entrance and spend the night as a test of mettle. These visits tapered off about six years ago, when a
local girl vanished while sleeping in the cairn. Occasionally, when the wind is just right, haunting, almost
magical tones emerge from the depths of the forlorn tomb.

Special Substances in Diamond Lake


Diamond Water Elixir

An herbal remedy made from local vegetation, salts from the mines, and Diamond Lake’s tainted water,
this concoction is meant to help cure illness. Local sayings about the medicine rightly claim that drinkers
“will feel a lot worse before they feel any better.” Despite its name, diamond water elixir is a cloudy
brownish mixture. Characters who imbibe a flask of diamond water elixir recover 2 points lost to ability
score damage (instead of the usual 1) for that day. However, the user is sickened for 24 hours after
consuming this drought. Diamond water elixir is most readily available from the Church of St. Cuthbert
or the Bronzewood Lodge. Price: 40 gp.
Age of Worms Player’s Guide 24

Smelling Salts

Usually contained in small pouches or vials, a few pinches of these acrid white crystals aid in rousting the
unconscious. When waved under the nose of a character who has been reduced to negative hit points
but is stable, the character may immediately make a percentile roll to become conscious. Normally, the
chance of regaining consciousness is only 10%, but when using smelling salts the chance is raised to
30%. Smelling salts can be purchased in Diamond Lake from Benazel the Alchemist or from any inn,
restaurant, or tavern keeper for a 20% higher price. Price: 20 gp.

Miner’s Milk

A syrupy whiskey brewed in several makeshift stills behind the Hungry Gar, local workers exaggerate
that a drop of miner’s milk can crack stone. One shot of miner’s milk requires a DC 14 Fortitude save.
Those who succeed gain a +2 alchemical bonus on Fortitude saves made against poison for the next
hour, while those who fail fall unconscious for 1d6 hours. Price: 5 gp.

Diamond Lake Mine Managers


Balabar Smenk

A corpulent elemental of corruption and bad taste, Balabar Smenk lords his political cloud
over everyone in Diamond Lake save the governor-mayor and garrison commander. He
currently manages the most mines of any of the mine managers.

Chaum Gansworth

Diamond Lake’s youngest mine manager. Is rumored to be in a relationship with Luzane


Parrin. Due to his young age, he is not taken seriously by the other mine managers (except
Luzane Parrin, of course). If he is cautious and has never been heard bad-mouthing any of
the other mine managers in public.

Ellival Moonmeadow

Regulars at Lazare’s gaming parlor know this reclusive elf as “The Prince,” since he is a
minor noble from the distant elven realm of Celene. Moonmeadow remains aloof from the
affairs of the human mine managers, and sees their iron-based operations as more vulgar
than his local silver monopoly. Ellival rarely associates with any other race but elves unless it
is over a game of dragonchess.

Gelch Tilgast

Ten years ago, the aging Gelch Tilgast held the reins of Diamond Lake’s ore trade, a position
he’d enjoyed most of his life. Then Balabar Smenk and his boundless ambition came into
town. Tilgast’s empire faded and he has been overheard trying to form a consortium with
Age of Worms Player’s Guide 25

the other mine managers to overthrow Smenk. Whether it be out of fear of reprisal from Smenk or from
their dislike of Tilgast, the other mine managers have yet to act on this overthrow.

Luzane Parrin

As the yield of her mines faltered in the last decade, so faltered the fortunes of Luzane Parrin,
inheritor of her mother’s proud legacy as one of the town’s wealthiest managers. She sold
most of her mines to Balabar Smenk who courted Parrin despite the fact that she was
married. Two years ago, her husband died mysteriously. She is now said to be in a
relationship with Chaum Gansworth.

Ragnolin Dourstone

About 50 years ago, this greedy dwarf left his home in the halls of the dwarven stronghold
of Greysmere and has established several mine operations in the area, with the most
lucrative being in the Diamond Lake area. He shares a strong friendship with the dwarves
of the Greysmere Covenant, particularly Dulok Blitzhame.

Character Background
All player characters will either be born and raised in Diamond Lake or have been living in Diamond Lake
for the last few years. No characters is a newbie to the area. While an occasional character might have a
background of being the son/daughter of a local shopkeeper, most are likely a child of a miner or a
miner himself. Life in Diamond Lake is rough and mundane and becoming an adventurer is often a
fantasy of the children of Diamond Lake – anything to get away from the day-to-day life in this dreary
town. While just about every child in Diamond Lake dreams of being an adventurer someday, few
actually have the guts to do so. Most end up just like their parents – miners, apprentices, beggars, or
criminals.

Races (Human)

There are six basic subtypes of humans in this campaign – Baklunish, Flan, Oeridians, Olmans, Rhennee,
and Suloise. Each is detailed below. Of course, exceptions always occur so treat the descriptions as
guidelines, not as law. Humans can fill any role in Diamond Lake, from the humble miner to the child of a
prominent citizen. Most are laborers.

Baklunish: The Baklunish have skin of golden tones, and straight, fine-textured hair that is universally
dark. Honor, family, generosity, and piety are fundamental virtues. Singing and dancing are widespread
in their culture, and trade and exploration are major pursuits. The Baklunish have many customs and
taboos derived from their great knowledge of astrology, and their dependence on horses adds many
beliefs and traditions regarding their honored steeds, particularly among the nomads. Many skilled
wizards are Baklunish, including experts in elemental magic, divination, and summoning.
Age of Worms Player’s Guide 26

Flan: Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are
usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any
shade in between). The Flan have always been strongly tied to the natural world, as they were nomadic
hunter-gatherers for so long. They see nature as an entity to be respected but not controlled, and this is
reflected in their myths, legends, and culture. Modern Flan still have a preference for the outdoors, and
those who live in cities usually raise gardens and flower beds. While Flan dress in what is currently
fashionable, they favor bright primary colors in solid arrangements. Flan wizards normally work in
harmony with nature, avoiding destructive magic. Many prefer protective and divinatory spells.

Oeridians: Oeridian skin tones range from tan to olive; brown and auburn hair are common, though
some individuals have hair as light as honey or as dark as coal. Oeridians tend to have square or oval
faces and strong jaw lines. The ancient Oeridian race was a conquering one and even modern Oeridians
favor combat over diplomacy. The Oeridian skill at warfare is unsurpassed. In peacetime, they are
practical, hard working, and not inclined to intellectual pursuits. Magic-using Oeridians focus on battle-
oriented spells, as well as the enchantment of magic items useful in combat. Spellcasters have a hard-
nosed, practical attitude, and they are generally hawkish and outgoing. Many strive to be leaders or
masters.

Olmann: The Olmann have skin of a rich red-brown or dark brown color. Their hair is always straight and
black and their eyes are dark, from medium brown to nearly black. The Olmann are primarily found in
jungles, although occasionally some may migrate away. Olmann have a tribal culture, with a cleric or
hereditary chief leading each tribe. Olmann outside of their jungle tribes still have strong religious
beliefs but have learned to adapt to life outside their tribes, often through the heavy use of alcoholic
beverages. The Olmann favor magic that damages many opponents in visible graphic ways. They also
choose divination spells that allow them to understand the world around them. Magic that protects or
heals others is very rare amongst the Olmann.

Rhennee: The complexion of Rhenn-folk ranges from olive to tan; their hair is usually curly and tends to
be black or dark brown. Most have eyes of gray, blue, or hazel, but green is known in some families. The
Rhenee are generally short but strong and wiry, with men averaging 5 ft. 6 in. and women less. The
Rhennee are experts in navigating waterways and many of the best ship captains are Rhennee.
Unfortunately, the Rhennee have a wide reputation as thieves, and most do learn roguish skills as
children. Their secrecy and bad reputation cause most people to dislike the Rhennee, and the feeling is
mutual. Of the Rhennee, only females become spellcasters. Clerics are unknown amongst them.
Rhennee magic-users prefer charms and illusions, practicing divination as well.

Suloise: The Suel have the lightest coloration of any known human race of the Flanaess. Their skin is fair,
with an atypical proportion of albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel
hair is wiry, often curly or kinky, with fair colors such as yellow, light red, blond, and platinum blond. The
Suel tend to be lean, with narrow facial features. Suel have an affinity for family, although they often use
a very narrow definition of the word to include only siblings, parents, and children. Many Suel tend to be
prideful and unwilling to admit flaws or personal hardships. They have a passion for study, especially in
Age of Worms Player’s Guide 27

regard to magic, and many Suel wizards become incredibly powerful. The Suel have an aptitude for most
types of spellcasting. Suel wizards often become masters of spells that involve transmutation.

Mix: While a good number of humans can trace their lineage to a particular subrace, there are those
whose racial heritage is so mixed that they cannot claim to be any one subrace. There is nothing
particularly special about this group and is treated like the generic “catch-all” human race. Use this
option only if your character concept absolutely does not fit into any of the above subraces.

Races (Non-Human)

Dwarf: No dwarves call Diamond Lake home, though a few live there. Most have some sort of business
with the Greysmere Covenant, perhaps as a guard, negotiator, or even a magical advisor.

Elf: Right-thinking elves loathe Diamond Lake, as it represents everything elves find churlish and cruel
about humans. Only Ellival Moonmeadow and his deputies – exclusively elven – seem to have the
stomach for the place. A PC elf might serve as a guard or confidant to one of these deputies, or might be
a deputy himself!

Gnome: Gnomes might be lodgers at Tidwoad’s or agents of any of the mine managers. Those with a
theatrical flair might find steady work with the Emporium. Most come from the nearby warren of
Grossetgrottel.

Halfling: Many halflings in Diamond Lake work in the hospitality field, as a clerk, cook, or menial of some
sort. Others are (relatively) wealthy visitors from the halfling community of Elmshire to the north.

Half-Elf: Half-elves might belong to the Bronzewood Lodge community, or might live among the
“civilized” poor of Jalek’s Flophouse. They might find themselves in the employ of Ellival Moonmeadow
but soon become aware that the mine manager simply doesn’t like anyone other than elves, and half-
elves simply don’t qualify.

Half-Orc: Half-orc are ideal miners or thugs and Diamond Lake is filled to bursting with both. A more
original approach might cast a half-orc as a roustabout or performer at the Emporium. The garrison does
not employ half-orcs, and most soldiers despise them thanks to an ongoing war against an orc nation far
to the southwest.

Classes

The following suggestions are hooks to help your characters fit into the campaign. They are not required
but may present special (and in most cases beneficial) side-effects for incorporating them.

Barbarians: In the secluded valleys of the Cairn Hills, primitive traditions hold strong and humans at
times seem more like beasts than like men. In the vast swamp to the south, wiry, feral humans fiercely
contest small patches of dry land, narrowly holding out against lizardfolk and more horrible denizens of
the murky marsh.
Age of Worms Player’s Guide 28

Bard: Bards looking for an interesting way to fit into Diamond Lake need look no further than the
Emporium. Players looking for a slightly less debauched hook might make good performers at the
Spinning Giant instead.

Cleric: The best fit for clerics would to be of the following faiths, since they each have temples in
Diamond Lake – Heironeous, Obad-Hai, St. Cuthbert, or Wee Jas. Temples of Wee Jas and Obad-Hai are
just outside the town proper. The above faiths will give the most benefits since there will be support by
the respective temples. There are other faiths somewhat common to the region and if you choose one
of those, it is assumed that you are a lone priest of that faith, perhaps trying to start a temple of your
own someday. There are no formal churches of evil deities in the Diamond Lake area and if you choose
to be a cleric of an evil deity, it is assumed that you are forming your own cult or perhaps just a loyal
acolyte.

Druid: Druids fit perfectly into the Bronzewood Lodge community and might get into the campaign as
representatives of Nogwier, the cleric of Obad-Hai who leads the community.

Fighter: Most fighters in Diamond Lake are part of the garrison contingent, but a few work as muscle for
the mine managers. While a half-orc cannot serve in the militia, it is entirely possible that he may be one
of Sheriff Cubbin’s deputies.

Monk: Monks native to Diamond Lake region uniformly come from the Twilight Monastery, an edifice
located just outside of town. A PC monk might befriend another PC before the campaign begins.
Perhaps the monk is tired of studying at the monastery and longs to be an adventurer, testing her skills
out in the world.

Paladin: The Chapel of Heironeous regularly houses one or two young paladins, who are part of the
militia. A paladin beholden to St. Cuthbert or Wee Jas would be minor figureheads in the cult, uniformly
respected by the flock.

A Note About Paladins: Due to the “Code of Conduct” it is often hard to incorporate a paladin
into a gaming group. In my games, paladins are a bit less rigid. They must strive for good but
they are not zealots. They don’t actively detect evil on every person they meet and they do not
use their detect evil as radar when adventuring. An evil monster or an evil cleric would radiate
evil but a commoner or other NPC that was evil (and not a cleric) would not radiate evil, even if
he were chaotic evil. So therefore, it is entirely possible for a paladin to travel with an evil party
member and not know it as long as the evil character didn’t show his hand. A paladin and an evil
cleric would be a hard combination, however, since the evil cleric would radiate on a detect evil
spell. In addition, a paladin may travel with a party that does stuff not entirely lawful if the act
itself is necessary and serves good overall. For example, a paladin may want to get permission
from the local law enforcement before breaking into the house that he suspects holds the
dangerous murderers. If there was a scuffle and he perceived that someone was in trouble in
that house, he would not wait to contact the proper authorities – he may burst in to help. If the
act was for good and seems reasonable, it may be okay. Just use good judgment and don’t
Age of Worms Player’s Guide 29

overplay it either way. I just wanted to clarify this because paladins are often skipped because
people think they are unplayable 99% of the time.

Ranger: Few rangers dwell within Diamond Lake, but the druidic community at the Bronzewood Lodge
includes several who might have reason to regularly visit Diamond Lake. Other rangers might have come
from the wild tribes of the Cairn Hills or the Mistmarsh.

Rogue: Rogues are right at home nearly anywhere in Diamond Lake, but especially in vice dens like the
Emporium or the Midnight Salute. Each of the mine managers sponsors at least one gang of toughs,
making a rogue PC a great point of contact for the town’s seedy underworld. For a rogue who is more of
a tinkerer than a scoundrel, perhaps you had tried to start your own business as a lock opener for hire
(for legitimate purposes such as losing keys to locks). The business failed because no legal lock picking
opportunities arose and you now find yourself wondering what to do next, not wanting to be just
another thug.

Sorcerer: The Emporium is always on the lookout for charismatic exhibitors with a magical trick up their
sleeve – the flashier the better. Sorcerers might also be affiliated with a street gang that frequents the
Feral Dog or might be in the employ of one of the mine managers. If the party has no wizards, a sorcerer
may also be an apprentice to Allustan the wizard with him trying to teach the PC control over her magic.

Wizard: The best hook is to be an apprentice to Allustan. Not only does this make the most sense but it
provides a realm of role-playing possibilities.

Alignments

I am not putting any restrictions on what alignments you can play on two conditions:

1. The general party composition should lean towards good. A particular evil character may ride
the coattails of the generally good party and achieve riches and fulfill his personal goals, but it
the entire party was chaotic neutral and/or evil they might likely let Diamond Lake burn to the
ground on the premise that it would kill the residents, they can crown themselves king, and
repopulate. Having a general party disposition of chaotic neutral or evil tends to kill campaigns
(which are primary heroic in nature). On the other hand, an occasional chaotic neutral or evil
character who hides his acts add fun and interesting twists.
2. The chaotic neutral/evil characters don’t screw their own party members over. This kills
campaigns too. For instance, letting characters die just to “inherit” their goods or killing a fellow
party member in his sleep to steal his treasure will not be allowed. As mentioned above, chaotic
neutral and evil characters must be much more subtle in their schemes and their schemes must
not be one to kill the campaign.

It is imperative that you do not share your alignment with anyone other than me (your GM). I want
other players to have to wonder and guess based on actions of your character, not because they have
seen your alignment on a character sheet.
Age of Worms Player’s Guide 30

Religion
Since we are playing Pathfinder and the religion is that of Greyhawk, I will outline extra information for
the deities (including information like favored weapons and domains) below. Information in this guide
trumps any other sources (including the D&D 3.5 handbook). All the following deities are common in the
Diamond Lake area. Worshipping any other deity not listed requires both a reason and my permission,
since it must fit into the campaign and not just be a choice to get a particular set of domains.

The first four deities are listed first because they have temples in the Diamond Lake area. The remaining
available deities are list alphabetically.

Heironeous

Heironeous is the Oeridian battlefield champion of all that is right and good. He wages war
against evil of all sorts, especially his half-brother and nemesis, Hextor. He is called the
Invincible, the Valorous Knight, and the Archpaladin. His portfolio is justice, valor, chivalry,
and honor. Known for his great battleaxe, he recently has been promoting usage of the
longsword in order to appeal to common soldiers as well as paladins and knights. Heironeous’
church is very militaristic, championing causes and crusading to eliminate evils. His clerics are
collectively known as the Valorous Host. They travel the world, fighting evil as dictated by
their church commanders. Older clerics work as judges, strategists, and military instructors.

Most of the guards and soldiers serving in the Diamond Lake garrison honor Heironeous as the patron of
justice and martial prowess. Weekly services by Valkus Dun exhibit a great deal of fraternity and sober,
harmonic hymns. They are open to the public, but are dominated by soldiers and guards.

Alignment: Lawful Good


Favored Weapon: Longsword
Domains: Glory, Good, Law, War

Obad-Hai

Obad-Hai, the god of nature, is known as the Shalm (named after the woodwind
instrument he often plays). Obad-Hai rules nature and the wilderness, and he is a friend
to all who live in harmony with the natural world. Most of the Shalm’s clerics are male,
whether human, gnome, halfling, or fey. Most tend to get along very well with rangers
and druids. They serve as protectors of nature and teach hunting in the way that
nature’s creatures do (choosing the weakest of the herd, etc.).

Alignment: Neutral
Favored Weapon: Quarterstaff
Domains: Air, Animal, Earth, Fire, Plant, Water
Age of Worms Player’s Guide 31

St. Cuthbert

St. Cuthbert of the Cudgel is the god of wisdom, honesty, and discipline. He may have
once been a mortal man as his worshipers claim, but if so it was a long time ago and from
an unknown people. He opposes chaos and evil sternly, with no backsliding or
compromise permitted. His portfolio is common sense, wisdom, zeal, truth, and discipline.
The Church of St. Cuthbert teaches new clerics with specially recruited mentors that have drill-sergeant
attitudes and stern demeanors. Day and night clerics pray, train, and fight, until they can recite entire
books of St. Cuthbert’s scripture from memory.

The great enmity between Iuz and St. Cuthbert adds to his appeal amongst the many folk living with the
threat of Iuz to the north. Under the fiery leadership of Jierian Wierus, the Church of St. Cuthbert in
Diamond Lake has grown to over 150 strong, making it the largest congregation in Diamond Lake. Many
claim that the flagellants seem to follow Wierus as much as they do St. Cuthbert, and it is only because
the charismatic firebrand somehow keeps his followers from breaking the law that his sect has been
allowed to thrive.

Alignment: Lawful Neutral


Favored Weapon: Mace
Domains: Destruction, Law, Liberation, Protection, Strength

Wee Jas

Wee Jas is the Suloise goddess of magic and death. She gained her death aspect when the
survivors of the Rain of Colorless Fire looked to their goddess of magic for assurance that
the dead were being escorted to the afterworld. She is also a love goddess, due to her
patronage of arranged marriages and her love affair with Norebo, a chaotic scoundrel
with no respect for law and order or most of what she stands for. She is called the Witch Goddess, Ruby
Sorceress, Stern Lady, and Death’s Guardian. Her portfolio is magic, law, death, and beauty (vanity). Her
clerics are known as the Jasadin.

The worship of Wee Jas isn’t very widespread throughout the Domain, except in Hardby. She is the
patron goddess of the Guild of Lawyers, Scribes, and Accountants in Greyhawk, who still use ancient
Suloise in all court proceedings and documents. On the opposite shore of Diamond Lake is the Cairn of
the Green Lady, is a reclaimed tomb of a Suloise saint inhabited by several followers of Wee Jas. They
spend most of their time tending the Diamond Lake boneyard or exploring the nearby hills.

Alignment: Lawful Neutral (or Lawful Evil)


Favored Weapon: Dagger
Domains: Death, Law, Magic, Repose
Age of Worms Player’s Guide 32

Beory

Beory is usually considered a manifestation of the will of the Oerth itself. Little concerns
her except the actual fate and prosperity of the entire world, and she is a very distant
goddess, even from her clerics. Named by the Flan, Beory’s name is known throughout the
Flanaess. Beory has little time or interest for most other divine beings, even those of similar
interests, for her connection to the Oerth consumes most of her attention.

Clerics of Beory are contemplative and spend their time communing with nature. They often associate
with druids. When they gather, they defer to the wisest and oldest. As they try to see the greater
picture, they tend to be slow to act, but when they do act it is direct and focused on the solution. They
wander to feel the different sensations of the Oerth, and use their power to relieve the Oerth’s pains
where it has been wounded.

Alignment: Neutral
Favored Weapon: Sickle
Domains: Good, Plant, Protection, Weather

Bleredd

Bleredd, also known throughout the Flanaess as the Iron Mule, is the Oeridian god of
smiths, mines, and metals. He created many of the weapons his godly family uses,
including that of his wife, Ulaa. Having taught iron-working to the Oeridians, it is from him
that Oeridians gained their liking for the crafting of arms and armor. Unlike Ulaa and other human gods
such as Jascar and Fortubo, Bleredd is little worshiped by dwarves.

Although Bleredd has no church in Diamond Lake, nearly every mine holds a small shrine dedicated to
the Iron Mule. Some even have a cleric of Bleredd to tend the injured and inspect the tunnels for
hazards.

Alignment: Neutral
Favored Weapon: Warhammer
Domains: Earth, Fire, Strength

Boccob

Boccob is an ancient deity known by all races of the world, certainly predating civilizations
and all but the oldest of gods. He oversees the maintenance of magic’s existence on Oerth
and investigates anything that weakens or interrupts the power of magic. Boccob is
indifferent to whether or not people worship him, as his strength is based on the power of
magic itself rather than mortal worship. He embraces balance as his philosophy, eschewing alignment
interests and extreme points of view and holding knowledge as his ultimate goal. His role as a god of
foreknowledge is both a blessing and a curse, for his vision shows him that magic is declining on Oerth
and will eventually fade away. He is also called the Archmage of the Deities, the Uncaring, and Lord of
All Magic. His portfolio includes magic, arcane knowledge, foresight, non-intervention, and balance.
Age of Worms Player’s Guide 33

Alignment: Neutral
Favored Weapon: Quarterstaff
Domains: Knowledge, Magic, Rune, Trickery

Celestian

Celestian is the benign Oeridian god of stars, space, and wanderers. The brother of
Fharlanghn (his only close ally), he chose the distances of the stars and planes rather than
Oerth. He is often called the Far Wanderer. Most of Celestian’s clerics are scholars,
astronomers, and planar explorers. They search the stars for portents and lore relating to
the heavens. Many of them make a pilgrimage to a holy site in the Barrier Peaks. Celestian is also a
favored deity of good-aligned members of evil nonhuman races; while their eyes are unable to tolerate
daylight, they find acceptance and hope in the light of the stars.

For many years an order of astronomers dedicated to Celestian operated in the Cairn Hills. Today all that
remains of them are a few scattered observatories such as those found in Greyhawk and Diamond Lake.

Alignment: Neutral
Favored Weapon: Shortspear
Domains: Knowledge, Nobility, Travel, Protection

Erythnul

Erythnul is the undisciplined counterpart to Hextor, possibly predating him and losing
worshipers to his ordered and intelligent rival. Also called the Many, his title comes from
his appearance in battle, as his features change between human, gnoll, bugbear, ogre, and
troll, and his spilled blood becomes an allied creature of that type. An Oeridian god, he also
counts many evil humanoids amongst his followers. His portfolio is hate, envy, malice, panic, ugliness,
and slaughter.

Erythnul’s clerics are cruel, sadistic, and hateful. They foment rebellion, murder, and riots in civilized
areas, lead troops of bandits, raiders, or nonhumans, and commit murder when they grow bored. They
deface beautiful things and disfigure attractive people for fun.

Alignment: Chaotic Evil


Favored Weapon: Morningstar
Domains: Chaos, Evil, Trickery, War

Hextor

Hextor is the arch-foe of Heironeous, his half-brother and fellow Oeridian war god. He seeks
to conquer or destroy any that oppose him. He is depicted as a handsome man with dark
hair and light skin when shown as a god who rules through strength, but takes the visage of
a gray-skinned, horrible six-armed being when shown in his more violent aspect. His titles
include the Scourge of Battle, Champion of Evil, and Herald of Hell. His portfolio is war, discord,
massacres, conflict, fitness, and tyranny.
Age of Worms Player’s Guide 34

Like the Church of Heironeous, the Church of Hextor is organized in military style and would-be clerics
are put through rigorous, harsh training. Only those strong enough to put up with months of abuse
become clerics. Hextor’s sect is not as secretive as other dark religions. Temples of Hextor operate
openly in many cities, especially in the former Great Kingdom.

Alignment: Lawful Evil


Favored Weapon: Flail
Domains: Destruction, Evil, Law, War

Iuz

Iuz is thought to be the half-fiend son of the demon lord Graz’zt and the powerful
necromancer-witch Iggwilv. In 479 CY, a minor despot in the Howling Hills left his domain
to his adopted “son” Iuz, whispered to possess demon-tinged blood. Within a year those
whispers changed to screams of terror. Whoever, or rather whatever, Iuz was, he was
certainly no human; his cruelty and capacity for inflicting human sufferings seemingly knew no bounds.
Before news of his villainy had spread to the south, Iuz had conquered his neighbors and exhibited no
signs of a waning political ambition. By 500 CY, it appeared as though the unchecked might of Iuz would
threaten the whole of the Flanaess. Then, in 505 CY, Iuz vanished, leaving no signs of his whereabouts.
But even as his realm was being carved up by ambitious generals, Iuz’s legend grew. The orcs of the
northlands, who had known Iuz for generations of their short lives and had named him the Old One,
worshiped him as a god, claiming that his strange disappearance was naught but an ascension to the
afterlife. Soon, loyal and opportunistic humans joined the ever-growing Cult of Iuz, a movement aided
by the fact that the Old One’s clerics found themselves imbued with powerful magical ability. In 570 CY,
Iuz was freed from Zagyg’s imprisonment beneath Castle Greyhawk and returned to Oerth, taking
residence in Dorakaa as a god made flesh. Thousands of those who had been “unfaithful” were
murdered upon his order as a sign of his displeasure with the changes made in his 65-year absence.
Since then, Iuz has focused his might towards the conquest of Oerth, triggering the Greyhawk Wars in
582 CY.

Appearing on Oerth as a shriveled old man or as a huge, demonic-looking being, Iuz has many fiendish
allies and impersonates other gods to fool mortals and increase his territory. He remains a great threat
to the balance despite setbacks since the Greyhawk Wars. He especially hates the gods Zagyg, St.
Cuthbert, and Vecna. His portfolio is deceit, pain, oppression, and evil.

Alignment: Chaotic Evil


Favored Weapon: Greatsword
Domains: Chaos, Evil, Trickery

Kurell

Kurell is the Oeridian god of jealousy, revenge, and theft. The spring goddess Atroa once
loved him, but he spurned her to pursue the summer goddess Sotillion, wife of his brother
Zilchus. This failure caused him to lose both goddesses as well as the favor of his brother.
Age of Worms Player’s Guide 35

Now his jealous feelings keep him alone, even though the others involved would surely forgive him if he
would ask. He is a patron of thieves although other gods such as Norebo are more popular than he,
which makes him jealous and fills him with an irrational fervor to steal away their worshippers. He is
called the Bitter Hand, the Scorned Heart, and the Vengeful Knave.

Clerics of Kurell are very self-centered and not particularly interested in proselytizing unless they
perceive an immediate benefit for themselves. Their instruction involves teaching by example rather
than quoting doctrine. Many make a living as thieves, and spend their time planning acts of revenge
against their enemies. They travel in search of great things to steal, to escape their rivals, or to forget
their past.

Alignment: Chaotic Neutral


Favored Weapon: Short sword
Domains: Chaos, Luck, Trickery

Mayaheine

Mayaheine is a recently ascended paladin of Pelor, brought here by Pelor from another
world to help fight the powers of darkness and evil that gained prominence during the
Greyhawk Wars. While she is a fine warrior, she is above all a protector of the weak and
innocent. Her shield, Hope’s Champion, is said to turn back evil magic upon its source, and
her sword Triumph stuns fiends and tyrants with its merest touch. Many tales credit her
with distributing devices of magical protection to those in need. She is also called the Shield
Maiden. Her portfolio is protection, justice, and valor.

Alignment: Lawful Good


Favored Weapon: Bastard sword
Domains: Good, Law, Protection, War

Nerull

Nerull is the ancient Flan god of death, darkness, murder, and the underworld; few
anywhere do not know and fear his name. Among followers of the Old Faith, Nerull is
also seen as a god of night and winter, in contrast to his brother Pelor. He is called the
Reaper, Foe of all Good, Hater of Life, Bringer of Darkness, King of All Gloom, and Reaper
of Flesh. Rumors hold that his clerics must be buried alive as part of their final initiation.

In 209 CY, Ponjes the Bull outlawed all evil cults and religions in Greyhawk in what became known as the
Expulsion of Evil. Since then, followers of banned religions are usually sentenced to death, exile, or hard
labor if discovered by the authorities.

Alignment: Neutral Evil


Favored Weapon: Scythe
Domains: Darkness, Death, Evil, Trickery
Age of Worms Player’s Guide 36

Norebo

Norebo is the Suel god of luck, gambles, and risks. He is known for his willingness to
make a bet on anything and his fondness for dice games. He admires any mortal who
takes great risks for great rewards and is the patron of all thieves. The God of Gambles
has been paired with most of the female members of his pantheon, but has been the
lover of Wee Jas, off and on, for more than a thousand years despite their alignment differences. It is
rumored that the divine couple’s first argument caused the southern Crystalmists to erupt in flames,
earning their current name, the Hellfurnaces. His worship is popular in the Thillonrian Peninsula and in
large cities, and donations to his temples (called Churches of the Big Gamble) are usually in the form of
lost bets (as gambling operations are run on-site).

Worship of Norebo has long been popular throughout the Domain of Greyhawk. He is the patron god of
the Free City’s Guild of Thieves and he is often called upon by patrons in the many taverns and gaming
parlors throughout the Domain, including Diamond Lake’s Emporium and the Feral Dog Tavern.

Alignment: Chaotic Neutral


Favored Weapon: Dagger
Domains: Chaos, Luck, Trickery

Pelor

Pelor, also known as the Sun Father or the Shining One, is the life-giving sun, a source of
healing, warmth, positive energy, and strength against the darkness. Originally a Flan god,
his worship has spread to all peoples of the Flanaess, although the Flannae make up the
vast majority of his druids. Throughout much of history he was perceived as a gentle and
peaceful god, but recent events on Oerth have changed him, making him a more martial
deity. His portfolio is the sun, light, strength, and healing.

While the faith of the Sun Father is popular throughout the Domain of Greyhawk, there hasn’t been a
cleric of Pelor in Diamond Lake in many years. Pelor still has followers among the common folk and
outlying farmsteads, but the difficult life of many Diamond Lake residents has turned several away from
his faith towards that of Saint Cuthbert.

Alignment: Neutral Good


Favored Weapon: Mace
Domains: Good, Healing, Strength, Sun

Ulaa

Ulaa is the wife of the Oeridian god Bleredd, but is she of unknown origin. Also known as
the Stonewife, she is the goddess of hills, mountains, and gemstones. She is worshipped by
both humans and dwarves and has druids among her priesthood as well.
Age of Worms Player’s Guide 37

Like Bleredd, Ulaa has no church in Diamond Lake. She does, however, receive many prayers from
miners and followers of Bleredd, who beseech her in times of need since she abhors slavery and is seen
as a protector of the downtrodden. Ulaa is also the patron goddess of the nearby dwarven stronghold of
Greysmere, though in Greysmere, she is depicted as a dwarven woman, not an Oeridian.

Alignment: Lawful Good


Favored Weapon: Warhammer
Domains: Artifice, Earth, Good, Law

Vecna

Vecna was a terrifying and evil Flan lich-king who gained a foothold on godhood almost two
thousand years ago. He ruled his realm, which extended from the Sheldomar Valley to the
Nyr Dyv, until -357 CY when he was betrayed by Kas, his vampiric lieutenant. The ensuing
battle destroyed them both, leaving behind three artifacts: the Eye and Hand of Vecna as well
as the Sword of Kas. Centuries passed and the artifacts traveled from land to land, sowing evil wherever
they went. Although his mortal realm was broken, Vecna’s name still carried a dread weight, and a cult
of fear grew about him. Hidden all this time, Vecna, whose spirit had survived, carefully weaved a plan
to bring himself back to the mortal world. He eventually succeeded, becoming the demigod of secrets.
In 581 CY, Vecna set into motion a plan that would turn him into a supreme god. His attempt failed, but
one of his agents did manage to strike down the entire Circle of Eight. Though the Circle’s leader,
Mordenkainen, returned his colleagues to life using powerful magic, the group was in disarray when the
Greyhawk Wars broke out in 582 CY. As for Vecna, he became imprisoned in an unknown demiplane. In
591 CY, he finally became a lesser god after freeing himself from his extraplanar prison and now plots
the destruction of all other gods so that he may take Oerth for himself. He has a great hatred for Iuz and
is hated and feared by other deities. Vecna’s epithets and titles include the Arch-Lich, the Maimed Lord,
Master of the Spidered Throne, and the Whispered One.

Alignment: Neutral Evil


Favored Weapon: Dagger
Domains: Evil, Knowledge, Magic

Yondalla

The goddess of halflings, Yondalla, is lawful good. Her titles include the Protector and
Provider, the Nurturing Matriarch, and the Blessed One. Yondalla is the creator and protector
of the halfling race. She espouses harmony among halflings and stalwart defense against their
enemies. Her followers hope to lead safe, prosperous lives by following her guidance.

Alignment: Lawful Good


Favored Weapon: Short sword
Domains: Community, Good, Law, Protection
Age of Worms Player’s Guide 38

Zagyg

Most believe that Zagyg, the demigod of humor, eccentricity, occult lore, and
unpredictability, was once Zagig Yragerne, a wizard and former Lord Mayor of Greyhawk
who found a way to become a divine being. The mortal wizard somehow captured nine
demigods of opposing temperaments and imprisoned them under his castle. Although the
demigods were later freed by a group of adventurers, their temporary confinement was apparently
sufficient to allow Zagig to ascend to godhood, possibly with the help of Boccob. Eccentric (and possibly
mad) when a mortal, the demigod retained this aspect after his transformation; his holy symbol
incorporates the rune meaning “insanity.” The Mad Arch-Mage is Boccob’s primary agent and liaison to
mortals and other deities, although he puts his own twist on any mission and has also been known to
associate with Celestian.

Since his ascendancy, the cult of Zagyg has gained a minor following in Greyhawk, though it has
surprisingly never been strong in his adopted home town.

Alignment: Chaotic Neutral


Favored Weapon: Club
Domains: Chaos, Knowledge, Madness, Magic

Zilchus

Zilchus is the popular Oeridian god of power, prestige, money, business, and influence.
Brother of Kurell, Zilchus is a busy god with little time for frivolous pursuits. He acts as a
dealmaker between gods, finalizing agreements once warring parties are convinced to talk.
He is called the Great Guildmaster and the Money Counter.

Although not nearly as powerful as in the United Kingdom of Ahlissa, the Church of Zilchus has one of
the grandest temples in Greyhawk. Some of the richest merchants and guildmasters of Greyhawk,
particularly members of the Union of Merchants and Traders, make up the temple’s congregation. It is
widely reported that many of the riches in the temple are openly displayed with no apparent guards
about, yet no thieves have lived to tell of robbing this temple.

Alignment: Lawful Neutral


Favored Weapon: Dagger
Domains: Charm, Knowledge, Law, Trickery

Organizations
Circle of Eight

This group of wizards was formed by the archmage Mordenkainen as a tool to manipulate political
factions of the Flanaess in an attempt to preserve the balance of power within the region and
preventing any one faction from gaining the upper hand. Original members include Bigby of Mitrik, once
Age of Worms Player’s Guide 39

Mordenkainen’s apprentice and now an archmage in his own right; the rotund and jovial Otto, who
favors the kitchen over the laboratory; Drawmij, who oversees Keoland and the south from his undersea
lair near Gradsul; and Nystul of Tenh, who wishes to expand the Circle to combat the growing threats
across the Flanaess. The newer members are the redoubtable Warnes Starcoat of Urnst; the beautiful
Jallarzi Sallavarian of Greyhawk, one of the most dynamic members and the only woman in the Circle;
Alhamazad the Wise of Zeif, who is intent on preserving Baklunish culture; and the cold, unemotional
elf, Theodain Eriason. Mordenkainen remains the ninth member, a “shadow leader” dictating his agenda
to others and influencing the Flanaess through his powerful network of agents and servitors. Past
members include Tenser the Archmage, who left the Circle, chafing at Mordenkainen’s agenda, to
promote the forces of Good; the now deceased Otiluke, a secret member who was also the President of
the Society of Magi; Leomund, who retired in 576 CY; Bucknard, who mysteriously vanished in 579 CY;
and Rary of Ket, who betrayed the Circle right before the Signing of the Pact of Greyhawk, killing Otiluke
and Tenser. One of Tenser’s clones was retrieved by adventurers in 585 CY and the archmage is now
alive and well.

Grey Circle

The Druids of the Western Nyr Dyv region have many allies. Worship of the Oerth Mother (Beory),
Obad-Hai, and Pelor dates back thousands of years and many of the common folk still worship the Old
Faith. Little is known of the druids themselves. The Druids of the Grey Circle have declined in power over
the centuries and have managed to guard their secrets well.

Greyhawk Directing Oligarchy

The City of Greyhawk and its domain are ruled by a Directing Oligarchy comprised of the city’s most
important leaders: priests, merchants, guildmasters, leaders of the City Watch, influential wizards, and
others with political pull. The number of Oligarchs usually varies between 12 and 18. The Lord Mayor is
chosen by the Directing Oligarchy from among the Oligarchs themselves.

Greyhawk Guild of Assassins

Greyhawk’s Guild of Assassins is often considered the Thieves’ Guild and the Directing Oligarchy’s
enforcement arm, although it is a separate entity. Little is known of them publicly.

Greyhawk Guild of Thieves

Greyhawk’s Guild of Thieves enjoys a legitimacy that is rarely seen elsewhere. The Guild avoids de-
stabilizing the local economy and gives the city a cut of the profits. In return, the Guild is allowed to
operate and even involve itself in the government. That being said, their activities are still criminal and
those caught will be punished more often than not.
Age of Worms Player’s Guide 40

Greyhawk Guild of Wizardry

Established by Zagig Yragerne in 393 CY, the Guild of Wizardry is open to all wizards and sorcerers,
regardless of race and temperament. Wizards seeking to improve themselves or obtain magical gear are
well-advised to seek out the Wizards’ Guildhall. The Guild Library is said to hold the largest collection of
magical and magic-related tomes in the Flanaess, and probably on the whole Oerth.

Greyhawk Militia

The Greyhawk Militia, which falls under the leadership of Nerof Gasgal and Tigran Gellner, Captain-
General of the Watch, is made up of several groups:

City Watch: Responsible for keeping the peace in Greyhawk itself, the City Watch is led by Tigran
Gellner, but the day-to-day affairs are seen to by the City Constable.

Cairn Hills Militia: The Cairn Hills militia has eight bases throughout the Cairn Hills and adjoining the
Mistmarsh: Stonefort, Stonebridge, Diamond Lake, Blackwall Keep, Marsh Keep, Fort Leman, Fort
Gellner, and Ryell Pass. Led by Commander Schinus Balint, the militia spends the majority of its time
dealing with bandits and evil humanoids.

Gnarley Forest Militia: The militias who patrol the Gnarley Forest have three bases (Narwell, Ford Keep,
& Tricaster), as well as two camps (Adalorn & Greenleaf).

Safeton Border Guards: The ever-present threat of the Orcish Empire of the Pomarj keeps Turin
Deathstalker’s Border Guards battle-ready.

Mountaineers: This elite group is based at Storm Keep near the Abbor-Alz Mountains. Storm Keep
boasts over a dozen griffons that trained skymen use as mounts to spy out the lands. Carstane Geronten
commands the garrison.

Hardby Marines: Commanded by Captain Wilbren Carister, the Marines boast six war galleys. They
protect Hardby, Safeton, and the waters between from pirates and orc sea raiders from the Pomarj.

Narwell Headhunters: Led by Captain Romerian Timane, the Headhunters seek out escaped criminals
and bandits, mostly from the Wild Coast.

Greyhawk Society of Magi

Led by Torrentz Hebvard, only powerful members of the Guild of Wizardry are allowed to join the
Society of Magi. As a consequence, little is known of the society and its motives.

Scarlet Brotherhood

For centuries, the Suloise culture of the Tilvanot Peninsula developed in isolation and secrecy to form
the Scarlet Brotherhood, a racist order dedicated to preserving the culture and purity of the ancient Suel
Imperium, and bring about the conquest of the Flanaess, without regards to the lives of others. For
Age of Worms Player’s Guide 41

decades, the Brotherhood has worked behind the scenes, using assassins and spies to mold
governments. Their existence quite suddenly became known when, during the Greyhawk Wars, the
Scarlet Brotherhood conquered the Hold of the Sea Princes, Onnwal, Idee, and the Lordship of the Isles
using treachery, sabotage, assassination, and piracy. Some of this land has since been lost. The
Brotherhood controls the southern waters, making them the most powerful maritime power in the
Flanaess and allowing them to deal in slavery. Many of the Brotherhood’s operatives are monks and
assassins, all of Suloise origin.

The Seekers

This loose-knit society of explorers, adventuring scholars, and fortune hunters scours the world for
ancient secrets and lost magic. Though some members claim high-minded goals, the primary ambition
of most Seekers is personal enrichment, and the order is notorious for cutting corners and damning the
consequences of their insatiable curiosity and greed. For this reason they remain a secret society,
working in the shadows and pooling information to benefit themselves, regardless of the moral or
financial cost.

Timeline
Prehistory:

Ancient burial tombs were established in the Cairn Hills by several races, of which only the Flan are
recognized. The three other, and older races, are collectively referred to as the Cairn Builders.

-644 CY:

Tribes of Oeridian horse barbarians, living near the Suel Imperium and the Baklunish Empire, united in a
single confederation to resist incursions by the Baklunish.

-465 CY:

Great Migrations began. The Oeridians began to migrate eastwards through the Fals Gap. They were the
first large group to enter the lands of the Flan, which they termed the Flanaess. They were soon
followed by Suloise refugees fleeing the cruelties of their tyrannical and war-ravaged empire.

-422 CY:

Twin Cataclysms. After decades of conflict between the Suel Imperium and the Baklunish Empire, the
Suloise Mages of Power called down the Invoked Devastation upon the Baklunish. In retaliation, a cadre
of Baklunish wizard-clerics brought the Rain of Colorless Fire upon their hated enemies. Both empires
were destroyed, leaving only the Dry Steppes and the Sea of Dust. Suloise refugees, migrating
eastwards, soon crossed the Crystalmist Mountains into the Flanaess, often fighting for control against
the Oeridians. Most Baklunish survivors fled north towards the Yatil Mountains or Dramidj Ocean.
Age of Worms Player’s Guide 42

-357 CY:

The Empire of Vecna fell after the treachery of Kas the Bloody-Handed.

-345 CY:

A few Suloise clans settled around the western shores of Woolly Bay, establishing the Wild Coast. The
majority of the Suloise moved farther east across the Selintan and drove most of the hunter-gatherer
Flan southward towards the Abbor-Alz. The luckiest Suloise settled to the south and east of the Nyr Dyv
and eventually established the Kingdom of Urnst.

-315 CY:

The village of Greyhawk was founded by Suloise settlers as a log trading post.

-279 CY:

Ena Norbe, a Suloise wizard from Safe Town (now Safeton), founded the Town of Norbe Harbor. The
effects of plague and bad weather soon changed the settlement’s name to Hard Bay. Ena Norbe
eventually married the captain of her guard, had six daughters, and established the Gynarchy of Hard
Bay (later Hardby).

-216 CY:

The Aerdi, the most powerful Oeridian tribe, founded the kingdom of Aerdy along the Flamni River.

-109 CY:

Aerdy defeated Nyrond to the northwest in the Battle of Fortnight’s Length, establishing themselves as a
major power.

1 CY:

Declaration of Universal Peace. Nasran, the Grand Prince of Aerdy, was crowned Overking of the Great
Kingdom. The Great Kingdom of Aerdy eventually ruled over most of the Flanaess, from the Solnor
Ocean to the Yatil Mountains.

4 CY:

Maret Nial, an infantry captain from Aerdy, but originally from Greyhawk, crossed the Cairn Hills with a
large band of ex-soldiers and proclaimed the village of Greyhawk conquered without bothering to have a
battle. Eventually the Overking granted him the title of Landgraf of Selintan.

100 CY:

The Viceroyalty of Ferrond established in the Great Kingdom, comprising of lands west of the Nyr Dyv to
modern-day Perrenland.
Age of Worms Player’s Guide 43

150 CY:

The Rhennee first appeared on Oerth.

209 CY:

The Expulsion of Evil. After the garrison commander and the Landgraf of Selintan were both
assassinated, the next officer in line, Ponjes the Bull, declared martial law in Greyhawk. His soldiers
burned several evil temples to the ground, massacred every worshiper of evil gods that could be hunted
down, and seized their property. This event established the policy of intolerance for wicked deities and
priests in Greyhawk. With the death of the heirless Landgraf, Ponjes established the Directing Oligarchy,
a council made up of the most important town leaders. Ponjes was later appointed Landgraf by the
Overking of Aerdy.

254 CY:

The Viceroyalty of Ferrond seceded from the Great Kingdom due to the incompetence of the Rax
Overkings, becoming the Kingdom of Furyondy and the Archclericy of Veluna.

261 CY:

Imperial soldiers were finally withdrawn from Greyhawk and the Landgraf was charged with defending
the Selintan region using only local militia.

310 – 421 CY:

Zagig Yragerne became Landgraf and Lord Mayor of Greyhawk. His 111 year rule had many
achievements: He reformed the city’s legal code, established a city currency, reformed the militia and
led it to many victories over bandits in the Cairn Hills, had the Midbay channel to the mouth of the
Selintan marked with buoys and lights, founded the Guild of Wizardry, invited scholars to Greyhawk to
create colleges, had the city’s sewers and Free City Arena built, oversaw the creation of two mines in the
Cairn Hills (Diamond Lake and Steaming Springs), organized the first Desportium of Magic, and so on.

Zagig’s eccentric personality appeared to gradually deteriorate after 370 CY, and the Oligarchy and many
citizens were in terror of his humor and his rages. It was obvious after 395 CY that Zagig had unlimited
power but was wholly insane. The city both thrived and suffered in the last years of his rule until 421 CY
when Zagig mysteriously disappeared.

356 CY:

The Viceroyalty of Nyrond declared itself independent of the Great Kingdom, cutting off Greyhawk from
Aerdy.

479 CY:

Iuz, the half-demon adopted son of a petty noble, came to power in Furyondy’s Northern Reaches.
Age of Worms Player’s Guide 44

498 CY:

The City of Greyhawk was declared independent of the Great Kingdom by Lord Mayor Paerinn.

498 – 510 CY:

The Hateful Wars. Returning to Celene from the County of Ulek, the elven prince consort was waylaid
and slain by orcs in a narrow pass in the Lortmil Mountains. His death led the elves to spearhead the
Hateful Wars in which Celene, the Ulek States, the Lortmil dwarves, and the Kron Hill gnomes combined
their forces in an effort to drive the orcs, goblins, and hobgoblins out of the Lortmils. Using underground
passages, the allies discovered every secret stronghold and forced the humanoids to the surface where
after two harsh winters they were driven from the mountains altogether. Most of the survivors fled to
the Suss Forest.

505 CY:

Iuz mysteriously disappeared. A Cult of Iuz soon appeared worshipping the Old One as a god.

513 CY:

Orcs and other humanoids driven from the Lortmils after the Hateful Wars emerged from the Suss
Forest and descended upon the Pomarj, driving out the local lords and putting many of the local folk to
the sword.

525 CY:

A mine collapsed in Diamond Lake. Over 300 miners were killed in the disaster.

533 CY:

Infighting in Greyhawk’s Guild of Thieves between the Kurell-worshipping old guard and reformers led
by Yavos the Elder.

545 CY:

Ragnolin Dourstone of Greysmere moved to Diamond Lake and established several mining operations in
the area.

555 CY:

Felanore, a young giantess of the Cairn Hills, was captured by members of the Diamond Lake garrison
and “granted” to the owner of the Spinning Giant to serve as mascot. Thereafter, she became known as
“Flailing Felanore.”
Age of Worms Player’s Guide 45

570 CY:

Iuz freed from imprisonment under Castle Greyhawk and returned to his lands as a god made flesh.
Thousands of those who had been “unfaithful” were murdered upon his return.

The Circle of Eight revealed that not only was Zagig (now called Zagyg) still alive, but he was also the
demigod servant of Boccob, the god of magic. Nerof Gasgal, a master thief, became Lord Mayor of
Greyhawk.

575 CY:

Izenfen, Mistress of the Twilight Monastery, refused to use the Censer of Symmetry to locate unclaimed
ore deposits for a cadre of miners from Diamond Lake. The miners invaded the monastery, seeking to
steal the Censer, but failed, though Izenfen’s daughter Imonoth died in the conflict. In retaliation,
Izenfen sent her best warriors into Diamond Lake, where all fifteen survivors of the ill-fated raid were
assassinated. This event became commemorated yearly as Darkstar’s Kiss.

Lazare, a dragonchess champion from Greyhawk, used his ample winnings to purchase a mine in the hills
northeast of Diamond Lake.

576 CY:

The Red Death plague, spreading from Rookroost in the Bandit Kingdoms, quickly ravaged across the
Flanaess.

The Red Death reached isolated settlements such as Diamond Lake, killing many of the townsfolk. The
influential mine manager, Millicent Parrin, one was of the first victims to die from the sickness. Her
daughter, Luzane Parrin, inherited her family’s three mines at the age of 17. Another notable victim was
Flailing Felenore, a giantess living in Diamond Lake.

577 CY:

Prince Zeech of Alhaster broke with the Shield Lands and joined the Combination of Free Lords (now
Bandit Kingdoms). He named his lands the Principality of Redhand.

578 CY:

Lazare, nearly bankrupted after the death of his wife, was forced to sell his mine to Balabar Smenk of
Greyhawk.

579 – 581 CY:

Shield Lands Invasion. The Horned Society, allied with some Bandit Kingdoms, invaded the Shield Lands
in 579 CY. By 581 CY, all but the city of Critwall had been conquered.
Age of Worms Player’s Guide 46

581 CY:

Chaum Gansworth moved to Diamond Lake.

582 – 584 CY:

Greyhawk Wars. Iuz appeared to the Thillonrian Barbarians as their god, Vatun. Uniting the Northmen
with the Hold of Stonefist, he quickly conquered the Duchy of Tenh before the alliance broke up.
Returning to his homeland, Iuz then conquered the Horned Society, Bandit Kingdoms, and the Shield
Lands in quick succession. Furyondy was invaded, and much of its northern territory was captured and
laid waste.

Taking advantage of the chaos, Ivid V of the Great Kingdom invaded Sunndi, Almor, and Nyrond,
conquering all but the latter. Ivid attempted to ensure loyalty by having his generals and nobles
assassinated and reanimated as intelligent undead. He in turn was assassinated, though the Church of
Hextor restored him to undead “life”, after which he known as Ivid the Undying.

In 584 CY, a half-orc named Turrosh Mak united the humanoid tribes of the Pomarj, conquering several
cities of the Wild Coast and nearly half of the Principality of Ulek. The appeals of the Prince of Ulek to
Yolande, the Elven Queen of Celene, fell upon uncaring ears. Celene closed its borders to even its most
trusted allies, refusing to let elf blood fall in non-elf wars. The Knights of Luna were formed by elves who
opposed Queen Yolande’s neutrality during the Greyhawk Wars.

That same year, decade-old paranoia regarding the Scarlet Brotherhood came true, as advisors in courts
throughout the Flanaess were found to be Brotherhood agents. The Lordship of the Isles, Idee, Onnwal,
and the Hold of the Sea Princes fell under the influence of the Scarlet Sign, from treachery or invasion.
The Brotherhood was revealed as an evil, racist order dedicated to preserving the culture and purity of
the ancient Suel Imperium, without regard to the lives of others.

583 CY:

Yellow Eye plague decimated the town of Elmshire and nearly a quarter of the population died.

583 – 584 CY:

Lizardfolk from the Mistmarsh attacked outlying farmsteads in the spring, prompting the construction of
Blackwall Keep and Marsh Keep.

584 CY:

Pact of Greyhawk. Delegates from battle-weary lands gathered in the City of Greyhawk to declare peace,
fix borders, and mandate an end to hostilities. Because of the site of the treaty, the great conflicts soon
became known as the Greyhawk Wars. Before the signing, the archmage Rary of Ket slew two members
of the Circle of Eight before escaping to the Bright Desert with his cohort, Lord Robilar.
Age of Worms Player’s Guide 47

585 CY:

The rebirth of the Circle of Eight was announced in Greyhawk with the oining of three new members.

Ulgo Fant, one of Diamond Lake’s prominent mine managers, died of old age without any heirs. His
estate was purchased by the newly arrived Balabar Smenk of Greyhawk.

Professor Montague Marat’s traveling sideshow arrived in Diamond Lake. The professor was seduced by,
and joined forces with, Zalamandra to create the Emporium.

The Whispering Cairn was rediscovered in the Cairn Hills by a Diamond Lake teenager. The youth of
Diamond Lake then began to use the cairn as a test of mettle, daring each other to spend the night.

586 CY:

Canon Hazen of Veluna employed the Crook of Rao, a powerful artifact, in a special ceremony that
purged the Flanaess of nearly all fiends inhabiting it. Outsiders summoned by Iuz, Ivid the Undying or
other evils fell victim to this magical assault, which became known as the Flight of the Fiends. King
Belvor IV of Furyondy quickly joined Canon Hazen in declaring the Great Northern Crusade, to regain
lands lost to Iuz during the Greyhawk Wars, thus breaking the Pact of Greyhawk.

Immediately after the Flight of the Fiends, it was announced in Rauxes, the capital of the Great Kingdom,
that Ivid V was no longer Overking, though it was unclear if he had actually died. As nobles and generals
fought over the Malachite Throne, the City of Rauxes was engulfed in a strange magical field that
prevented approach. Herzog Grenell of the North Province soon declared himself Overking of the Great
Kingdom of Northern Aerdy. The following year, Xavener I was also crowned as Overking of the United
Kingdom of Ahlissa.

588 CY:

End of the Great Northern Crusade. The armies of Furyondy and Veluna had restored the nation as well
as part of the old Shield Lands. The destruction and debauchery revealed as Iuz’s agents fled sickened
the crusaders. King Belvor IV declared eternal war upon the Old One, pledging to settle for nothing short
of the complete destruction of Iuz himself.

589 CY:

A local girl vanished while spending the night in the Whispering Cairn. Visits to the cairn by Diamond
Lake’s youth tapered off.

590 CY:

The wizard Allustan returned to Diamond Lake, after adventuring for several years.
Age of Worms Player’s Guide 48

591 CY:

Nohrtan and his followers arrived at the Cairn of the Green Lady in Diamond Lake after a five-year
journey.

592 CY:

Professor Montague Marat left Diamond Lake for unknown destinations. Most members of his sideshow
chose to stay in Diamond Lake’s Emporium.

The leader of the Cult of the Green Lady, Nohrtan, mysteriously disappeared and was replaced by
Amariss.

593 CY:

Luzane Perrin’s husband mysteriously died.

Amon Kyre, the Justice of Heironeous in Diamond Lake, vanished under mysterious circumstances. He
was replaced by Valkus Dun from Greyhawk’s Sanctum of Heironeous.

595 CY:

Campaign begins.

Greyhawk Calendar
The Greyhawk campaign utilizes a 12 month calendar system with each month having 28 days. Every
three months there is a 7 day festival. In this setting a week is equal to 7 days.

Month # Month Name Season Modern Month Equivalent


1 Fireseek Winter January
2 Readying Spring February
3 Coldeven Spring March
Growfest Festival
4 Planting Low Summer April
5 Flocktime Low Summer May
6 Wealsun Low Summer June
Richfest Festival
7 Reaping High Summer July
8 Goodmonth High Summer August
9 Harvester High Summer September
Brewfest Festival
10 Patchwall Autumn October
11 Ready’reat Autumn November
12 Sunsebb Winter December
Needfest Festival
Age of Worms Player’s Guide 49

Glossary
Oerth: In the Greyhawk campaign setting, Oerth is the name of the planet where Greyhawk and its
neighboring reside.

Oerik: One of the four continents of Oerth.

Flanaess: The Flanaess is the easternmost part of the continent of Oerik. The Age of Worms campaign is
located in this region.

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