Grave-Soaked Secrets in the Shadow of Nulb, in the World of Greyhawk for the Temple of Elemental Evil DND campaign

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How the Village Graveyard Became a Cornerstone of My Temple of Elemental Evil Campaign When I first laid eyes on the crumbling, moss-covered tombstones of the Nulb Graveyard , I didn’t expect it to become such a pivotal piece of my campaign. But that’s what I’ve come to love about building out the Verbobonc Campaign Guide 576cy —those small, seemingly forgotten places often reveal the most story-rich, atmospheric threads. Nulb , with its damp streets and looming threat of corruption, has always been a favorite location of mine when expanding upon the legendary Temple of Elemental Evil campaign by Gary Gygax. I’ve worked to bring this infamous, chaotic village to life—not as a cardboard cutout of evil, but as a living, breathing space of secrets, routines, and long-buried grief. The graveyard , tucked between Baroness Nysera’s Manor and the road to the old Temple ruins , is no exception. The Forgotten Heart of Nulb This is no grand cathedral graveyard. The Nulb Graveyard is winds...

Greyhawk DND Campaign Guide Review by 3orcs: A Fantastic Resource for Dungeon Masters

Greetings, fellow Dungeon Masters! It’s 3orcs here, and today, I’m diving into one of the best resources I’ve come across for running a Greyhawk campaign: the Greyhawk Campaign Guide by Joseph Bloch the “Greyhawk Grognard”. If you’re looking to immerse your players in the rich history, geography, and intrigue of the Flanaess, this guide is your ultimate companion. Written with clarity and a keen respect for the setting’s old-school charm, it’s a must-have for both newcomers and seasoned DMs.

The Greyhawk Campaign Guide can be purchased at the DMsGuild. Link: Greyhawk Campaign Guide

Let me break down why this guide impressed me, how it enriches campaigns like the Temple of Elemental Evil, and why I’ll be reaching for it every time I sit down to plan a Greyhawk adventure.


Why the Greyhawk Campaign Guide Stands Out

Greyhawk is a setting brimming with complexity, and this guide captures it beautifully. 

The guide is written in a clear and concise style, making it easy to read and understand. One of the strengths of this guide is its focus on CY 576, the default time period for Greyhawk campaigns. It provides Dungeon Masters with a snapshot of the Flanaess at a time when good and evil are in balance, allowing players to influence the course of events without feeling overwhelmed by the larger conflicts that will later engulf the setting.

The guide strikes a good balance between providing enough information to be useful and not overwhelming the reader with too much detail. It also does a good job of capturing the old-school flavor of the Greyhawk setting while still being accessible to players used to a more modern style of play. For example, the guide uses some of the original Greyhawk terminology, such as "dwur" for dwarves and "olven" for elves, which helps to give the setting its own unique feel.

A Snapshot of the Flanaess in CY 576

One of the guide’s greatest strengths is its focus on CY 576. This is a pivotal moment in Greyhawk’s history, where good and evil are in tenuous balance. For players, this means:

  • Freedom to Shape the World: Events haven’t yet spiraled into the major conflicts of later years, giving adventurers the chance to influence the course of history.
  • A Setting Rich with Potential: Political intrigue, ancient ruins, and wild frontiers await exploration.

For example, if you’re running the T1 Village of Hommlet or Temple of Elemental Evil, the guide provides plenty of hooks to integrate the local politics of Verbobonc with the broader struggles of the Flanaess.

The Flamaess map by Delfino Falciani

Here are some of the key features of the guide:

● A detailed history of the Flanaess, from the earliest period after the Baklunish-Suloise wars to the current year of CY 576. This section provides a solid foundation for understanding the current political landscape of the Flanaess and the various factions that are vying for power.

● A comprehensive overview of the major lands and wildernesses of the Flanaess, including information on their history, politics, society, religion, military, and notable locales. This section is particularly useful for Dungeon Masters who are looking for inspiration for their campaigns. Each entry includes a section on local customs, which can be helpful for adding flavor to your game.

●Numerous references to published Greyhawk adventures, making it easy to incorporate them into your campaign. This is a great way to get the most out of your purchase, as it allows you to use the guide as a springboard for running classic Greyhawk adventures.

●A discussion of technology in the Flanaess, which is a land of contrasts. While the remnants of advanced technology exist, gunpowder does not function in Oerth's atmosphere. This helps to maintain a balance between the familiar and the fantastic in the setting.

Overall, this Greyhawk Campaign Guide is an excellent resource for Dungeon Masters who are looking to run a campaign in this classic setting. It is well-written, informative, and inspiring, and it does a great job of capturing the unique flavor of Greyhawk.

Here is a section-by-section review of the Greyhawk Campaign Guide.

I found the preface of the Greyhawk Campaign Guide to be quite informative and helpful. It explains the author's goals for the book, which include introducing new players to the setting and providing a resource for old hands. The author also discusses the history of the Greyhawk setting and its fan community. As a new DM, I found this information to be very encouraging. The author’s passion for Greyhawk really shines through in this section. He mentions that one of his goals for the guide is to bring back "a little of the old-school flavor that imbued the setting," which I think he does a great job of. I especially appreciate the author's emphasis on making Greyhawk your own. He encourages readers to use the book as a foundation for their campaigns, and to feel free to add their own details and innovations. I think this is a great way to approach the setting, as it allows each Dungeon Master to create a unique and memorable experience for their players.

Introduction

The introduction to this guide is great! It provides a concise overview of the setting, highlighting the concept of balance as a key theme.  The Flanaess is described as a land on the edge, with forces of good and evil constantly vying for power.  The introduction sets the stage for adventure by asking the question: "in which direction will the pendulum swing?". As a new DM, I found this to be a very compelling hook. It really got me thinking about the possibilities for my campaign.

Geographical Nomenclature

The section on geographical nomenclature is short but important. It clarifies the names of the world, the continent, and the region where most Greyhawk campaigns take place. It’s helpful to have these terms clearly defined. I especially appreciated the analogy of the Flanaess to Europe's position on the Eurasian continent. This helped me to visualize the setting more clearly.

Campaigning in the World of Greyhawk

The section on campaigning in the World of Greyhawk was extremely valuable to me. It provides guidance on choosing a starting year for a campaign and considers how the major events of the setting might impact the player characters. The author suggests three popular starting years (CY 576, 585, and 591), each with its strengths and weaknesses. The guide emphasizes that CY 576 is the default time period, allowing players to experience a Flanaess where the forces of good and evil are in balance. This timeframe is great because it gives the DM a lot of freedom to develop their own stories.

The discussion on the flow of history was really useful. It explains that the Dungeon Master has two main options when it comes to the published history of Greyhawk:

  • Allow player characters to directly impact the course of major events.
  • Have the well-documented events occur in the background, with the players operating on the periphery.

I appreciate having these different approaches laid out clearly.

On Technology

The section on technology is interesting. It explains that the Flanaess is a place where remnants of advanced technology can be found, but gunpowder doesn't work. This is a bit of a quirky aspect of the setting, but I think it actually helps to make it more unique.

History of the Flanaess

The section on the history of the Flanaess is very detailed and informative. It provides a timeline of major events, starting with the migration of the Suel and Oeridian tribes and continuing through to the current year of 576. I like how the timeline includes page references to other Greyhawk sourcebooks for further reading. This will be very helpful for me as I develop my campaign. I can use this timeline to create backstories for my characters and to seed plot hooks into my game.

Calendar and Seasons

I found the calendar and seasons section to be very useful. It provides details on the days of the week, the months of the year, and the major holidays. I particularly appreciate the inclusion of the Olven and Nomad names for the months. This is a great way to add flavor to the game.

Weather

The weather section is quite comprehensive. It includes tables for basic climate data, terrain adjustments, and geographic adjustments.  This is great information for a DM to have on hand. It allows me to create realistic weather conditions for my campaign and add some unpredictability to the game.

Humans

The Humans section is a helpful overview of the main human ethnicities found in the Flanaess. It explains that there are four major human strains, each with its own unique culture and history: Baklunish, Flan, Oeridian, and Suel. The guide also mentions two additional human groups: the Rhennee, known for their river-based lifestyle, and the Olman, who are rarely seen in the Flanaess. This section provides a good starting point for understanding the diversity of the human population in Greyhawk.

Lands and Wildernesses of the Flanaess

The Lands and Wildernesses section is the heart of the Greyhawk Campaign Guide. It provides detailed information on over 30 different nations, free cities, and wilderness areas.  Each entry includes a brief history, a description of the political and social structure, the dominant religions, the military forces, and notable locales. I love the way this section is organized. It makes it very easy to find the information I need.

The most useful parts for me are:

  • Customs: Each nation or region has a unique custom that helps to bring it to life. For example, in Almor, glass eyes are considered very rude, and people missing an eye should wear an eye patch.
  • Notable Locales: Each entry includes a list of notable locales, often with references to published adventures. This is a great way to get ideas for adventures and to connect the guide to other Greyhawk resources. I really like how the guide calls out these adventure hooks.

Cosmology

The cosmology section provides a brief overview of the planes of existence in the Greyhawk setting. It explains that Oerth knows of the planes in much the same way as other worlds, but there are some unique exceptions. This section also mentions the existence of Spelljammers, magical ships that allow travel between the stars. This is a nice detail to be aware of, as it opens up the possibility for interplanetary adventures.

Overall

I am very impressed with this Greyhawk Campaign Guide. It is a well-written, informative, and inspiring resource that I highly recommend to any Dungeon Master who is looking to run a campaign in this classic setting. It does an excellent job of capturing the unique flavor of Greyhawk and provides a wealth of information that can be used to create detailed and engaging game worlds. I know I will be referring to this guide often as I plan and run my Greyhawk campaign.

My Personal Take as 3orcs

As a DM who’s been running Greyhawk campaigns for 40 years, I can say without hesitation that this guide is one of the best tools I’ve ever seen. It strikes the perfect balance between depth and accessibility. You get just enough detail to inspire your adventures without drowning in minutiae. The writing is clear and concise, making it easy to digest and reference during gameplay.

What I appreciate most is how the guide encourages you to make Greyhawk your own. It’s not just a rigid framework—it’s a springboard for creativity. The author’s passion for the setting shines through, reminding me why I fell in love with Greyhawk in the first place.


Integrating the Guide into Your Campaigns

Here’s how I’ve been using the Greyhawk Campaign Guide in my own games:

  1. World-Building: The geographical and historical sections are invaluable for fleshing out Verbobonc and its surrounding regions.
  2. Adventure Inspiration: The adventure hooks and references to classic modules like Temple of Elemental Evil have sparked countless ideas.
  3. Player Handouts: The calendar, weather, and regional customs sections make great immersive material for players.

Final Thoughts from 3orcs

If you’re a Dungeon Master looking to run a Greyhawk campaign, the Greyhawk Campaign Guide is an essential resource. Whether you’re a seasoned veteran like me or just stepping into the world of Greyhawk for the first time, this guide has something to offer. It captures the setting’s unique flavor and provides the tools you need to create detailed, engaging adventures.

For more content like this, check out my 3orcs YouTube Channel, where I dive into Greyhawk lore, campaign strategies, and more. And don’t forget to visit my Patreon for exclusive maps, artwork, and NPCs to bring your campaigns to life.

Let’s keep Greyhawk alive and thriving—one epic campaign at a time!

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