Well Met, Adventurers!

Welcome to “Children of the Ampersand.”

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As with any newly discovered dungeon, you will want to tread softly so as not to awaken the monsters inside. Light a torch, unsheathe your dagger, and make sure you have plenty of snacks for the expedition.

Disclaimer: Children of the Ampersand is not responsible for the consequences of splitting up the party, swimming in a Elder Brain pool, trying to seduce the dragon, eating lunch with the Fey, failing an Ability check by 10, or casting a Fireball while in the Phlogiston.

Proceed with caution.

Featured post

RICH’S TAKE ON: CHASES

A running chase scene is a fundamental narrative device where characters pursue one another on foot, often characterized by high tension, physical exertion, and a variety of predictable “obstacle” clichés. While frequently used for action, they can also serve as tools for character development, revealing how protagonists handle extreme fear or exhaustion.

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The Momentum Chase System

✔ Crunchy but fast
✔ Player agency every round
✔ Clear win/lose states
✔ Terrain matters
✔ Logic beats random tables

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Modiphius uses an abstract space guide instead of tracking specific distance in feet. This makes sense in a “chase scene” situation at the table. These include: Engaged, Short, Medium, Long, and Extreme.

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🎲 1. Beginning the Chase 🎲

📌 Start the chase at a band determined by the situation within the game: Sudden pursuit? Engaged or Short. Ambush gone wrong? Short or Medium. Tail through crowds? Long.

🎲 2. The Chase Turn 🎲

🦶 Roll initiative as normal. 🦶 Establish Chase Turn order. 🦶 Assign Band Space distances. Each character starts with 0 Strain.

🎲 3. Movement Choices 🎲

To keep it simple there are 3 choices of movement.

🟢 Maintain Pursuit

No check. You neither gain nor lose distance.

🟡 Push Harder

📌 Gain 1 Strain. 📌 Describe what the character does. 📌 Make an Athletics or Acrobatics check depending on description. DC 13. 📌 Failure: maintain Band Space. Success: improve by 1 Band Space. 📌 Strain Saving Throw

🔴 Risky Maneuver

📌 Gain 1 Strain. 📌 Describe something bold (vault stalls, burst through a tavern, sewer slide, rooftop leap). 📌 Make an Athletics or Acrobatics check depending on description. DC 15. . 📌 Failure: maintain Band Space. Success: improve by 1 Band Space. 📌 Strain Saving Throw

Do not: calculate Speed, allow the Dash Action, or track movement on an actual miniature map.

🎲 4. Chase Actions 🎲

Actions must be logical while in motion and depends on the Band Space.

🎲 5. Terrain 🎲

Use prepared terrain complications when designing the scene. However, if you’re making this up on the fly use the following guidelines common with a cinematic chase trope: (1d10)

  • Scooby Doo revolving doors.
  • The inevitable baby carriage
  • Oblivious Person with Stuff in the way
  • Crowd of people to dodge through
  • Laundry Lines in the way
  • Alleys and Shortcut routes
  • Barriers, Walls, Fences
  • Bananas and slippery stuff in the road
  • Trips, falls, and wipeouts
  • Knocking over stuff to clutter the road

🎲 6. Strain 🎲

📌 Escalating Fatigue.

Taking any Action within a pursuit causes Strain. Too much Strain causes escalating fatigue. Too much fatigue and you pass out.

📌 Save vs. Strain

Every point of Strain stacks until the chase ends or you pass out. Each time a point if Strain is gained, make a CONSTITUTION SAVING THROW with Disadvantage. Each point of Strain adds an escalated -2 to these rolls. Failure results in becoming Incapacitated.

📌 Short rest clears all Strain.

🎲 7. Ending the Chase 🎲

📌 The chase ends when: Target reaches Band 5 (Extreme) and escapes. 📌 Pursuer reaches Band 0 (Engaged) and restrains target. 📌 Target is incapacitated in some way. 📌Target or Pursuer chooses to give up.

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HOUSE VANTHAMPUR

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The Vanthampur Family of Nellix

Masters Of What Lies Beneath

For nearly a century, House Vanthampur has managed Nellix’s aqueducts, pumping stations, storm drains, and deep sewers. Their place of business, Pump House No. 3, sits atop one of the oldest sewer junctions in the city.

Publicly, they are respected civic engineers and financiers. Privately, they understand that whoever controls the water controls the city—and whoever controls the sewers controls what the city never sees.

New rumors abound that the Vanthampur family actively takes bribes from the city’s Brimstone crime families, allowing the sewers to be used to smuggle illicit goods and avoid city law enforcement.

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Thalamra Vanthampur

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Thalamra is the iron-willed head of the Vanthampur family and Director of the Nellix Water & Sewer Authority. She is a fixture of city council meetings, endlessly pragmatic, dismissive of “superstition,” and obsessed with efficiency.

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Amrik Vanthampur

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Amrik handles contracts, labor negotiations, and “emergency funding.” He is charming, charismatic, and influential in Nellix taverns, guild halls, and counting houses.

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Mortlock Vanthampur

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Mortlock supervises the most dangerous sewer crews—dredgers, jacks, rat-catchers, and collapse teams. Scarred and blunt, he is widely feared by laborers.

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Thurstwell Vanthampur

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Thurstwell maintains sewer maps, pressure logs, water flow charts, and inspection schedules. Sickly and reclusive, he rarely appears in public.

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Grognard Notice: The Vanthampur family is featured in the Avernus module. I have lifted them and shoved them into my own Greyhawk campaign.


GREYHAWK GENESIS


MAGIC OF THE CELADON

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Ancient Elven Homeland

In the World of Greyhawk, the Celadon Forest is important because it endures—it is one of the great ancient Elven woodlands that quietly shapes politics, magic, and history in the central Flanaess.

The Celadon Forest is the traditional home of the Celadon Elves, an insular and very old elven culture that predates most human nations in the region. These elves are not imperial or expansionist; instead, they act as guardians of ancient ways, preserving pre-migration Flan history, elven magic, and woodland traditions that are largely lost elsewhere. Their continued presence is a reminder that Humans are newcomers to the Flanaess.

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Celadon is saturated with primal and fey magic. Druidic circles, ancient standing stones, forgotten Elven mythals, and hidden fey crossings. Magic tied to nature, moonlight, dreams, and memory is often stronger here, and the forest is sometimes portrayed as subtly aware of intruders. This makes it a natural refuge for druids, rangers, fey creatures, and exiles fleeing more civilized lands.

Strategic Buffer

Geographically, the forest lies between several Human-dominated regions. As a result, it serves as a natural political buffer. Armies avoid it, trade routes skirt its edges, and rulers generally respect its boundaries—partly out of tradition, partly out of fear of provoking the elves. When someone does violate the forest, it often signals desperation, corruption, or looming war.

The Celadon Forest serves as a stalwart natural and political landmark between the Duchy of Urnst and the Kingdom of Nyrond, shaping how both realms view borders, security, and identity. Rather than a surveyed line of stones or forts, Celadon functions as a living boundary. Its dense woods, broken hills, and fey-touched interior make it nearly impassable to large forces. This has allowed Urnst and Nyrond to define their frontier not by constant patrols, but by mutual understanding: the forest itself is the border. Few formal markers exist, and none are truly necessary.

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Denizens of the Celadon

The Celadon Forest is not a single realm ruled by banners or walls, but a living mosaic of peoples, orders, and ancient powers, each occupying a place in a carefully balanced ecology. Its denizens are bound less by law than by tradition, instinct, and an unspoken understanding that the forest itself must endure.

The High Elves of Celadon are scattered in small, semi-nomadic tribes rather than great cities. These enclaves are hidden in high bough-villages, moonlit glades, and ancient stone rings reclaimed by moss. Each tribe acts independently, yet all share ancient accords governing the forest’s protection. They serve as historians, spellwardens, and quiet arbiters, intervening only when threats endanger the balance of Celadon as a whole. Outsiders may pass unnoticed; those who seek to exploit the forest do not.

Along the forest’s fringes live hardy Human woodsmen, trappers, charcoal-burners, herbalists, and hunters who have learned to survive without provoking the forest’s wrath. These folk thrive on mutual respect—they take little, leave offerings, and follow paths older than Urnst or Nyrond. Many act as guides, smugglers, or intermediaries between civilized lands and the forest’s denizens. Some families have lived on the margins for generations and quietly possess half-forgotten pacts with elves, druids, or spirits.

The Wood Elves dwell in the outer woods, forming the first true line of defense within Celadon. Their settlements are fluid—tree platforms, camouflaged halls, and thorn-hidden paths that shift with the seasons. They are the forest’s scouts and hunters, watching roads, borders, and human movement. Wood elves deal with outsiders more readily than their kin deeper within, often serving as messengers or enforcers of forest law when subtle warnings are ignored.

Deep within Celadon roam the Wild Elves, fierce and untamed, bound to the forest in body and spirit. They ride great Mist Wolves, moving silently through the darkest reaches where even wood elves tread cautiously. These elves shun permanent dwellings and rarely speak Common. To encounter them is to be judged instantly: friend, prey, or passing shadow. They are the last answer of the forest—called upon only when Celadon faces existential threat.

On the western and northern borders, the Urnst Rangers patrol narrow roads, river crossings, and known forest paths. Officially tasked with preventing banditry and incursions, they also serve as a buffer between Urnst and the forest, discouraging over-harvesting and illegal settlement. The best among them maintain discreet working relationships with wood elves and human woodsmen, exchanging warnings rather than steel.

In the eastern and southern woods, the Order of Thorn, a druidic circle loyal to Nyrond, tends the land. Their charge is not domination but stewardship, ensuring the forest remains healthy and that Nyrond’s interests do not fracture its ancient balance. They commune with beasts, mend blighted groves, and negotiate carefully with elven elders. While respected, they are also watched—power within Celadon is never granted lightly.

At the heart of Celadon lie the Tree of Life, an immense, radiant oak whose roots drink from the world itself. Beneath its branches sleep the Unicorn King and Queen, ancient beyond reckoning. They are not rulers in the mortal sense, but living embodiments of the forest’s will. When they stir, omens ripple outward—flowers bloom out of season, predators fall silent, and intruders feel an unshakable sense of being watched.

The unicorns rarely intervene directly, but their presence anchors all other accords. Elves, druids, and spirits alike recognize their sovereignty. To harm the Tree of Life or threaten the unicorns is to invite the full, terrible unity of Celadon.

Together, these denizens form an unwritten pact. No single group commands Celadon, yet all serve it. Borders are patrolled, deep secrets are guarded, and ancient powers sleep—so long as balance is kept. For adventurers, the Celadon Forest is not conquered or claimed; it is entered, judged, and remembered.

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Sacred Herbs

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Below are seven magical herbs unique to the Celadon Forest, shaped by its ancient elven stewardship, druidic tending, and the quiet presence of the Unicorn King and Queen. Each herb reflects a different layer of the forest—from its borders to its deepest, oldest heart.

First and foremost, The Deep Woods holds a sacred, hidden grove known to be the only place the herbs that are used to Keoghtom’s Ointment is found growing naturally.

Next is Moonlace Fern.  Pale silver fronds veined with soft blue, unfurling only under moonlight. Found high in the boughs near High Elven glades. Properties: When brewed as a tea, Moonlace Fern sharpens memory and grants clarity of thought. Elves use it in rituals of remembrance and oaths. In potion form, it can grant Advantage on Intelligence or Wisdom checks for a short tim Crafting : Using an Herbalism Kit, spend 8 hours of Downtime collecting raw materials. Then spend 10 gp to brew, bottle, and preserve the Moonlace Potion.

Nextis the Thornheart Briar. A low, crimson-veined vine bearing thorny black blossoms that never fully open.Found in the outer woods tended by Wood Elves and the Order of Thorn.
Properties: Crushed petals strengthen the blood and harden resolve, granting resistance to fear and charm effects. When misused, it causes painful fever and paranoia. Crafting the mash requires an Herbalism Kit, 8 hours and 5 gp for materials.
Lore: Thornheart only grows where blood has been spilled in defense of the forest.

Wolfsage is a dark green leaf edged in grey, with a sharp pine-and-musk scent used by Wild Elves before a hunt.Fiubf in the Deep woods patrolled by Wild Elves and their Mist Wolf companions.
Properties: When burned or chewed, Wolfsage heightens senses and grants limited communication with wolves and other canines. Overuse can cause feral behavior and loss of speech. Crafting the gum requires use of an Herbalism Kit, 8 hours, and 5 gp for materials.

Starbloom is a pale violet lichen flecked with pinprick lights like a night sky.found growing on ancient standing stones and forgotten elven waymarkers.
Properties: A potent divinatory reagent. When distilled, powdered, and dissolved in water, and consumed it grants brief prophetic visions or auguries. Crafting Stargloom powder requires an Herbalism Kit, 8 hours, and 10 gold for materials.

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And lastly, Unicorn’s Mercy is a single white flower with gold-tipped stamens, warm to the touch found near the roots of the Tree of Life or within soft patches of moss used by the Unicorn King and Queen to bed down for a night’s rest. Properties: A powerful restorative—when prepared correctly as a potion,  it cures disease, neutralizes poison, and provides healing vitality. (Heals 2d12+12 hit points) To Craft the potion, you must use an Herbalism Kit, 8 hours, and 25 gold for materials.

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Greyhawk Genesis

Celadon Forest

THE SPYMASTER

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“If we tear this rot out by the roots, the city will bleed to death.”

BACKGROUND

The Duchy of Urnst is an independent feudal monarchy within the Flanaess region on the continent of Oerik.

William Fletcher, codenamed “The Fetch“, served Oerik’s Emperor, Karl Franz, for forty years as a military tactician, confidant, and advisor. His authority was vast, extending throughout all of the Flanaess.

When he went into retirement ten years ago, the Emperor made him the High Spymaster of the Realm. He was assigned to the Duchy of Urnst due to its politically and militarily strategic position within the Flanaess.

Now, at the age of 60, William lives in the city of Nellix and operates the highly successful Comeback Inn. The inn is an effective front for his covert activities as Spymaster.

RESPONSIBILITY

He and his 80 agents are responsible for guarding the kingdom’s frontiers, spying on enemies, and thwarting hostile foreign agents. His true loyalty remains to the Emperor but now he reports directly to His Most Lordly Grace Karll Lorinar.

As High Spymaster, Fletcher coordinates with his agents in to collect, analyze, and deliver intelligence and counterintelligence information to Duke Lorinar so he can make sound decisions to protect the Realm.

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ENEMY WITHIN PHILOSOPHY

The enemy is not knocking at the gates. It is already here, walking among us.”

Fletcher genuinely believes criminality cannot be defeated—only contained, redirected, and weaponized. To him, crime is a geopolitical reality, like famine or plague: abhorrent, but exploitable. Where heroes want to expose and defeat criminals, Fletcher wants to manage them. He refers to the criminal element as the Enemy Within.

He sees Nellix—and the wider Duchy of Urnst—as fragile systems held together by secrets, compromises, and invisible violence. From his perspective: Public order matters more than moral purity. Stability is more important than justice. Truth is a weapon, not a virtue.

The Enemy Within isn’t just criminals—it’s fear, ambition, and human weakness. Killing criminals won’t end the threat. Replacing them with predictable evils might.

Where law enforcement want to expose the Enemy Within, Fletcher wants to manage it.

THE MAYOR

Fletcher knows that Andre Huffman desires to be the next Duke of the Duchy of Urnst. As a protector of the Duke, Fletcher stands in rigid opposition to the Mayor and his political saber rattling.

He opposes the Mayor of Nellix not because the mayor is evil, but because the mayor represents a dangerous kind of legitimacy—the kind that can shelter corruption, accelerate the criminal element, or expose secrets Fletcher believes must remain buried.

THE GUARDIANS

Fletcher is keenly aware of the Mayor’s special task force, its base of operations, it’s unmitigated abuse of power, and its grifting of the entire city and Duchy.

He opposes the Nellix Secret Police. Fletcher doesn’t see them as enemies—he sees them as loose ordnance. He views them as reckless. Every criminal cell the party destroys creates a power vacuum—and vacuums invite worse things.

CURRENT MISSIONS

Fletcher has remained idle for far too long.  In his opinion, he and his agents must now take action.

He is actively opposing the Mayor and the Council of Six in political campaigns. He’s bribing city law-makers to stall and dead-end legislation and regulation.

Fletcher is aware of foreign threats to the Duke. He is actively moving against Nyrond and the Bright Desert to eliminate these threats.

Fletcher is aware of a growing Evil below the streets of the city within the Grimestone Sewers. He is influencing and encouraging Nellix law enforcement to be confront this domestic danger.A

And finally, he holds creditable intelligence suggesting that exposing everything would trigger civil war, invasion, or catastrophe for the entire nation of Flanness.

A TRAGIC FLAW

Fletcher’s greatest weakness is certainty. Meaning that having absolute conviction in one’s own views can be a major flaw because it often leads to a closed mindset, a lack of adaptability, and an unwillingness to consider alternative perspectives

An over-reliance on certainty can cause individuals to dismiss new data or feedback that contradicts their established beliefs, hindering learning and growth.

Certainty can lead to hasty decisions without adequate deliberation or consideration of potential risks and alternative solutions. It may result in an inability to adapt when circumstances change.

When a person is certain they are right, they are less likely to listen to team members’ ideas, which can damage collaboration and prevent the exploration of innovative solutions.

IN CONCLUSION

“You think you’re burning out the rot. You’re just ripping off the bandages. When the city bleeds out, remember—I tried to stop you.”

If the Enemy Within wins, Fletcher loses everything he’s built. He’s fighting it—on its own terms, which may be the most dangerous stance of all.

Whether he’s right—or whether his compromise fed the Enemy Within all along—is for the future to reveal.

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CASTLE GREYHAWK

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The Circle of Eight operates primarily from Castle Greyhawk, the infamous dungeon-fortress founded by the mad archmage Zagig Yragerne, once Lord Mayor of Greyhawk.

Castle Greyhawk lies just outside the Free City of Greyhawk, perched atop a low hill overlooking the Selintan River. To common folk it is a ruined, half-collapsed fortress sealed by iron gates and superstition.

At its heart is the legacy of Zagig Yragerne, mad archmage, demigod, and once-Lord Mayor of Greyhawk.

Zagig constructed Castle Greyhawk centuries ago, ostensibly as a defensive stronghold and wizard’s residence. In truth, it was: A vast magical experiment,
a trap-filled prison for extraplanar beings,
and a testing ground for heroes.

Zagig eventually used the deepest levels of the dungeon to capture and imprison nine demigods, siphoning their divine essence to fuel his own apotheosis. This act elevated him to godhood as Zagyg, deity of madness, unpredictability, and arcane inspiration.

Some sages argue Zagig didn’t create Castle Greyhawk’s madness—he built it atop it, amplifying a churning Chaos rift.

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Now, however, the Circle of Eight9 uses the castle for its base of operations. Mordenkainen primarily used Castle Greyhawk (also known as the Ruins of Castle Greyhawk) as a safehouse to monitor the cosmic balance of the Multiverse.

Mordenkainen views the castle as a critical juncture for his “Enforced Neutrality” philosophy. He monitors the site to ensure that no single force—whether Good, Evil, Law, or Chaos—gains a permanent advantage.

Rather than living there as a permanent resident, he uses the ruins as a base for his shadowy operations and to sponsor adventuring groups to complete tasks that further his goals of stability.

The castle is used by three other organizations: the Wizard’s Three, The Wizard’s Six, and Valor’s Call.

Valor’s Call is a noble adventuring party founded by Strongheart, a resolute human paladin committed to destroying Chaos wherever it rears its ugly head. Strongheart alone determines who can become a member of this prestigious group, which has more members than those described here. Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call. Notable members are Strongheart the Paladin, Elkhorn the Dwarf fighter, Mercion the Cleric, Molliver the Inquisitive and Ringlerun the Wizard.

The Wizard’s Three is a cadre of mages from different worlds in the Multiverse. Simply put, these three men get together occasionally to share information, drink a fine wine, and fellowship. The three are Elminster the Mage of Shadowdale, Dalamar of Krynn, and Mordenkaiden the Mighty.

Lastly are the Wizard’s Six, a cadre of wizards expanding on the tradition of the Wizard’s Three and serving to watchdog the Multiverse for potential threats. Members include: Elminster the Mage of Shadowdale, Dalamar of Krynn, Mordenkaiden, Tasha of the Cauldron, Alustriel Silverhand, and Malaina van Talstiv.

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Finally, somewhere in the deepest depths of the castle’s dungeons stands the heroic Arturos of Highmoon. He stands guard over the imprisoned Vecna, defeated after the events of The Eve of Ruin. Arturos is a man “out of time” having travelled from his own time in 580 CY to the present day of 576 CY.

Aurturos is a Hero of the Multiverse and servant of the Cosmic Balance. Mordenkainen calls him “The Warden” as he chooses to safeguard the castle’s Godtrap Dungeon, housing a menagerie of villainous demi-gods. 

Godtrap contains the following inmates:

  • The Whispered One, an avatar of the god Vecna from the future, 580 CY.
  • Wastri’s Shadow, the Crooked Judge, the Flan demigod of “Law Without Mercy.”
  • The Chain-That-Dreams, a demigod captured from the Temple of Elemental Evil.
  • The Mirror Prince (Archfey)
  • The Laughing God, a Goblin Trickster demigod.
  • The God of the Final Door, an Undead creature that claims it is Nerull.

All in all, Castle Greyhawk is an important bastion in the Flanaeness. In the initial years after the Castle was abandoned, few if any adventurers approached the Castle because of rumors that it lay under a powerful curse. Eventually, a group of Northern barbarians forayed into the area and pillaged a large amount of treasure. The story of their success attracted groups of Dwarves, Elves, and other adventurers to the area, and over time the Castle’s dungeons became a major site for adventuring on the Flanaess. The influx of trade, travelers, and treasure associated with this phenomenon has provided significant economic benefits to the nearby City of Greyhawk.

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Greyhawk

FIGHT SCENE CHEAT SHEET

A “TV show bible” is a comprehensive document writers create to sell a TV series, acting as a blueprint detailing the show’s world, characters, tone, and future storylines to prove it has long-term potential (“legs”) beyond a single pilot episode, serving as a key sales tool for networks and studios, and a reference for the writing team. It’s also known as a pitch bible, series bible, or extended pitch, and typically includes a logline, character breakdowns, world-building, and season one arc.

I maintain a large binder with several print outs that I call my “Campaign Bible.” These sheets include chest sheets, artwork, adventure notes, Dragon Magazine articles, charts, critical hit databases, and other nifty stuff.

I plan on posting a series called “Campaign Bible” that shares some of these lovely items for your own use.

First is M.D. Massey’s Fight Scene Cheat Sheet. I found it on Pinterest.

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My Pinterest DM Board

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ANIMAL COMPANION SIDEKICKS

Download: Sidekick Sheet

In Dungeons & Dragons (D&D), an animal companion is a loyal beast that aids adventurers, most notably for Beast Master Rangers in 5e and Druids in older editions, growing stronger as the player levels up, unlike fleeting familiars. While traditionally class-specific (Ranger/Druid), Dungeon Masters (DMs) can grant companions to any class or use optional rules for party-wide allies, with examples including wolves, bears, panthers, or unique creatures, providing combat support, utility, and flavor. 

An Animal Companion is typically a creature that fights alongside a player character, gaining benefits from that character’s level. While the term originally referred to a specific Ranger feature, 2025’s current rules—including updates from Tasha’s Cauldron of Everything—provide several ways to gain a loyal pet and even use it as a Sidekick.

GROGNARD NOTICE: (The images below are ones I’ve collected recently on Pinterest. I did not create them but credit is given in each image.)

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Even if you aren’t playing one of the subclasses that grants you an animal buddy, you can obtain a companion through magic or feats:


Find Familiar Spell: Available to Wizards (or through the Magic Initiate feat). Familiars like owls, cats, or ravens cannot attack but can scout and use the “Help” action. At the discretion of the DM, familiars can advance in levels just like a Sidekick.


Find Steed / Find Greater Steed: Paladin-exclusive spells that summon an intelligent, loyal mount like a warhorse, pegasus, or griffon.


Pact of the Chain (Warlock): Allows for special, more powerful familiars like Imps, Quasits, or Pseudodragons.


Sidekick Rules: Detailed in Tasha’s Cauldron of Everything, these rules allow any low-CR beast (like a wolf or panther) to gain its own levels and stay viable alongside the party.


Urchin Background: This background grants a pet mouse that lives with you, though it has no combat abilities.

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The Circle of Eight

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✨ FALL OF THE CITADEL ✨

Long ago, there existed a fellowship of powerful archmages known as the Citadel of Eight. This was not a place, but a conclave—a secretive alliance of eight wizards who sought to shape the course of history through arcane mastery and careful intervention.

The Citadel of Eight operated in the shadows during the early centuries of the Flanaess, acting as advisers, manipulators, and hidden defenders against threats too great or subtle for kingdoms to face alone.

Several situations eventually caused conflict within the group and  ultimately led to its dissolution. The final straw was the death of Serten the Cleric. He asked his companions to join him in fighting the Temple of Elemental Evil. When they refused, Serten went alone. He was slain during the Battle of Emridy Meadows fighting the vile army of Tharizdun, the Chained God. Heartbroken and angry, the group went their separate ways in 569 CY.

But from the ashes of the Citadel would rise the powerful Phoenix of the Circle.

⭕ RISE OF THE CIRCLE ⭕

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In 571 CY, Mordenkaiden formed the Circle of Eight, the modern heir to the ideals—and mistakes—of the Citadel of Eight.  It exists to preserve cosmic balance across the Flanaess. Unlike many wizardly orders, the Circle does not serve good or evil, but instead acts to prevent any single force from becoming dominant.

The Circle intervenes sparingly. When they do act, it is often through agents, manipulated events, or carefully chosen adventurers rather than open displays of power. Being keepers of great power, the Circle does not want to be the cause of disrupting the fragile balance of power between Law and Chaos.

While secrecy surrounds the Circle, sages and informed nobles commonly name the following as members or recent associates:

1. Mordenkainen, the leader of the group and a mighty master mage. He spends his time wandering the Multiverse. He is also a member of the infamous “Wizard’s Three.”

2. Bigby the Gnome is an archmage. He is best known for his signature, iconic spells, especially the giant, spectral “Hand” spells, and his cautious nature.

3. Tenser is a military-minded battle-mage known for potent magic spells, often mapped dungeons, and was a strong advocate for Law in the Circle of Eight.

4. Nystul is an Illusionist and genius military tactician. He is also the most famous native of the Duchy of Tenh.
5. Drawmij the Elemental Mage, is a master of water magic and planar studies, focuses his studies on the theories of chronomancy, magic involving the manipulation of time. He spends a lot of time within the Elemental Plane of Water.

6. Otto the Bard, the Enchanter and subtle manipulator, is a short, rotund man, with shoulder-length, curly hair, and a well-groomed mustache. He tends to dress in fine, expensive garb.

7. Otiluke, the Rainbow Mage, is a specialist wizard focusing on protective magic. He was the headmaster at the College of Magic in both the Free City of Greyhawk and the City of Nellix.

8. Alhamazad the Wise is a thin, elderly human wizard who wears a brown robe and a grey turban. He is a master of conjuring and summoning. His primary goals are the maintenance of modern Baklunish culture, society and power.

Membership has changed over time due to death, disappearance, or betrayal, and rumors persist that not all members fully trust one another.

The Circle of Eight operates primarily from Castle Greyhawk, the infamous dungeon-fortress founded by the mad archmage Zagig Yragerne, once Lord Mayor of Greyhawk.

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Greyhawk

Nellix City Guard

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The Nellix Watch

Cities establish City Guard departments to maintain public order, ensure community safety, and uphold the law within specific city or town limits. As the primary law enforcement agency for a local jurisdiction, they serve as the first line of defense for residents and visitors.

Nellix established and maintained City Guard to uphold public order, protect residents, and ensure that the community’s laws and norms are meaningfully enforced. At the most basic level, a City Watch exists because a community recognizes that written laws and shared expectations require an organized, legitimate body to apply them fairly and consistently. Without such an institution, enforcement would fall to individuals or ad hoc groups, which historically leads to vigilantism, unequal treatment, and cycles of retaliation. The Watch centralizes the authority to use force, placing it under public oversight and legal constraint rather than leaving it dispersed and uncontrolled.

The Nellix City Guard is a trained military organization of uniformed soldiers responsible for defending the city and patrolling its surroundings. There are roughly 1200 Guardsman within the city limits of Nellix. Each district has their own allotment. Standardly, rookies are assigned for Training Week within the Northern Slums. Conversely, older and retiring Guardsmen are assigned to eke out their days on assignment in Institute Hill.

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The City Guard serve many purposes related to defending the city. Within Nellix, the Guard protect the city walls, gates, and its important buildings, as well as provided escorts for government officials. It also patrolled the harbor and the roads leading in and out of the city districts.

A typical City Guard patrol usually consisted of twelve members, whose commanding officer was called the Sergeant. They use whistles to announce their presence in moments of trouble.

The Watch operates out of the Citadel, a massive keep built into the Upper City’s walls. In times of crisis, bells at the High Hall and the Citadel are rung simultaneously. If the ringing continues for more than a few minutes, every Watch member is required to rally at the Citadel or appointed guard posts. The function of the bells is common knowledge.

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In a medieval city like Nellix, the City Watch functions as an early form of police force, though its activities are more limited, informal, and communal than modern policing. The Watch existed primarily to preserve order, protect property, and uphold the authority of the city’s rulers rather than to investigate crime in a systematic way. Its duties reflected the realities of medieval urban life: dense populations, narrow streets, limited lighting, and a strong emphasis on local custom and communal responsibility.

One of the Watch’s primary activities is guarding the city itself. Members of the Watch patrol the walls, gates, and towers, especially at night, to watch for fires, enemy attack, smuggling, or unlawful entry. Gates were opened and closed at set hours, and the watch checked travelers, collected tolls, and ensured curfews were obeyed. In times of unrest or war, the city Watch are reinforced by militia members and serve as a first line of defense until the full levy could be raised.

Night Watch patrols are central to the City Guard’s role. Guardsmen walk assigned routes after dusk, often carrying lanterns, spears, or halberds, and calling out the hours to reassure citizens and deter wrongdoing. They are expected to challenge strangers, break up fights, escort drunken or disorderly individuals home, and raise the alarm by using emergency whistles if a fire, riot, or serious crime occurred. Because fires were one of the greatest dangers to medieval cities, spotting smoke or flame was as important as stopping thieves.

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Guardsmen also enforce local laws and customs. This includes arresting thieves caught in the act, detaining brawlers, and apprehending people accused of crimes until they could be brought before a magistrate, lord, or city council. Punishments were usually swift and public—fines, time in the stocks, flogging, or banishment—and the watch played a role in escorting prisoners and carrying out sentences. Investigation was minimal by modern standards; guilt was often determined by eyewitnesses, reputation, oaths, or ordeals rather than careful evidence gathering

The Watch have the right to dispense immediate justice, should they witness a crime in progress. In unclear situations, or when a person of influence is involved, the accused is jailed until a trial can be set. Nobles and other powerful individuals are usually placed under house arrest, except in dire circumstances. Commoners await their trial in the City Jail. On occasion, a vigilante or hired mercenary will break an accused commoner out of prison in order to ensure the accused’s safety until the trial date.

Another key activity is maintaining public order and morality. Guardsmen enforce curfews, control taverns and alehouses after dark, and suppress gambling, prostitution, or other activities deemed disruptive or sinful by local authorities. They occasionally break up unauthorized gatherings, watch over markets to prevent cheating or fights, and ensure that festivals, processions, and executions occurred without disorder.

The Watch works closely with the community itself. Many medieval systems relied on the “hue and cry,” requiring all able-bodied citizens to assist in pursuing a criminal when an alarm was raised. Guild members, householders, or rotating citizens often served in the Watch as a civic duty rather than a full-time profession. This meant the watch’s effectiveness depended heavily on local cooperation, shared norms, and fear of communal punishment.

Overall, the activities of the Nellix Watch focus less on solving crimes and more on prevention, visibility, and rapid response. By patrolling streets, guarding gates, enforcing curfews, and raising alarms, the Watch helped maintain a fragile sense of order in crowded and combustible cities where the line between peace and chaos was often thin.

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CITY GUARD HIERARCHY

  • Provost Ernest Gygax
  • Watch Commander Ellon Thigpenn
  • Day Watch Commander Korbin Arthuran
  • Mid Watch Commander Damian Zodge
  • Night Watch Commander Garrett Starlen
  • Captains of the Watch
  • Lieutenants of the Watch
  • Sergeants of the Watch
  • Corporals of the Watch
  • Guardsmen of the Watch
  • Trustees of the Watch

Support Agents

  • Johann Dassbüt, West Hills Boatman
  • Sorceress Teels Na
  • Exebur the Seer
  • Man At Arms Duncan Schick
  • Healer Elvyra Kleinestun
  • Wanda Weltschmerz, Watch Wizard

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PARTNER ORGANIZATIONS

  • Office of the Spymaster
  • The Watch of the Walls
  •  Investigator Alphonse Hercules
  • City Marshall’s Office
  • Sivis Message Station Guild
  • City Constables
  • StrikeForce Grey
  • Corrections Department
  • Commander Ludwig Ortelli
  • Institute Hill Private Security
  • Nellix Department of War

Greyhawk

Greyhawk Genesis


THE EGG OF COOT

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In Greyhawk lore, the Egg of Coot is not an object but a sinister, semi-legendary villainous entity—one of the oldest and most dangerous powers in the Flanaess.

The Egg of Coot is the drifting, bloated, godlike remnant of a once-mighty wizard, now reduced to a vast, pulsating, egg-shaped mass. It rules the Land of Black Ice, a frozen and desolate region far to the North. Though physically helpless, the Egg is immensely intelligent, magically powerful, and utterly malevolent, commanding armies through fear, domination, and dark sorcery.

The Egg governs through its sons—powerful servitor-warlords often referred to as the Spawns of the Coot. These lieutenants act as generals, governors, and agents, leading monstrous armies, humanoid tribes, and enslaved peoples in the Egg’s name. Its long-term goal is conquest of the Flanaess, pursued through patient manipulation, proxy wars, and corruption rather than open invasion


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Spawns of Coot

Greyhawk

Greyhawk Legends


SIVIS MESSAGE STATIONS

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INTRODUCTION

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Gnome Sivis Messenger Stations are part of the setting’s distinctive blend of magic, espionage, and early-industrial flavor. They are most closely associated with the gnomes of Clan Zilargo and their shadowy intelligence service, the Trust.

Gnome messenger stations are secure arcane communication hubs scattered across the Flanaeness. They allow trained gnome operatives to send and receive “Farwords” messages instantly or near-instantly using bound magic, coded phrases, and ritualized spellcasting.

They function as a magical telegraph network, predating and often outperforming Clan Sivis’s public message services when secrecy matters.

The Gnomes of Clan Zilargo

Publicly “cultural exchanges” or “trade liaison offices” sending and receiving Farwords messages through the Flanaeness. Privately, however, these stations are intelligence drop points. For example, in Nellix, the Spymaster and his agents utilize these drop points to communicate agent to agent. Additionally, the Gnomes glean every message for information that may be useful for law enforcement. Such sensitive information is collected for the Spymaster by The Trust, a special spy task force.

How does it work?

Messenger stations combine low-level magic, ritual discipline, and bureaucratic redundancy. Common Magical Methods include: inscribing scrolls with illusionary script and ciphered runes that are delivered by specially trained animal messengers, usually owls or ravens, to get messages to the recipient fast, safe, and secure.

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Messages are often: Short, highly encoded, broken into harmless-sounding phrases Reassembled by trained readers at the destination using magic within the scrolls.

The scrolls are returned with the messenger animal, allowing for a reply included in the overall fee of the service.

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GROGNARD NOTE: Within my homebrew World of Greyhawk campaign, I lifted these Gnome Stations from Eberron and dropped them in.

Greyhawk Genesis

THE HORNED SOCIETY

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The Horned Society

“Order Through Damnation”

Overview

The Horned Society is a Lawful Evil diabolical state and secret order that rose in the north-central Flanaess, wedged between the Shield Lands, the Howling Hills, and the Fellreev Forest. Unlike Iuz’s howling chaos or Vecna’s cold secrecy, the Horned Society represented disciplined tyranny, infernal contracts, and bureaucratic evil.

Its sigil—a horned skull or ram’s horns surrounding a black triangle—symbolized the three pillars of the Society:

  1. Law
  2. Power
  3. Infernal Pacts

ORIGINS

The Horned Society began as a cabal who believed the gods were unreliable patrons. Instead, they sought binding contracts with the Nine Hells.

The early members were jurists, nobles, and arcanists, not mad cultists. Devils (especially pit fiends and erinyes) were summoned not as masters, but as partners. The Society’s doctrine rejected Chaos as wasteful and Evil without Law as self-defeating.


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⚔️⚔️⚔️

Warduke, the Horned Champion

Warduke is best understood not as a random villain, but as the Horned Society’s ideal warrior.

Origins:

  • A fallen human knight from the Shield Lands or Furyondy
  • Captured and broken during a border war
  • Reforged through infernal armor, ritual torture, and binding oaths

Role:

  • Served as a living symbol of infernal law
  • Led punitive expeditions against:
    • Shield Land rebels
    • Chaotic humanoid tribes
    • Heretical cultists (yes, even other evil cults)

Warduke’s horned helm was not decoration—it marked him as property of the Hells, a walking contract given steel and rage.

Among the Society, Warduke was admired, feared, and never trusted.


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Venger

  • Chaotic Evil wizard
  • Demon-touched, unstable, destructive
  • Occasionally allied with the Society against mutual foes
  • Always betrayed them eventually

The Horned Society regarded Venger as useful but abhorrent—power without discipline.

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Kelek (The Opportunist Mage)

  • A planar-wandering wizard
  • Sold magical knowledge and artifacts to the Society
  • Never a member; always a contractor
  • Possibly trained or corresponded with early Binders

Kelek’s name appears in several infernal codices confiscated after the Society’s fall.


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Bargle the Infamous

  • Served as:
    • An Advocate-Magus
    • A field inquisitor
    • A magical fixer sent to destabilize rivals
  • Known for:
    • Murdering apprentices
    • Selling out allies
    • Switching loyalties when advantageous

Unlike Warduke, Bargle never swore fully to the Hells—he exploited infernal law while avoiding final damnation.

The Society tolerated Bargle because he was clever, cruel, and replaceable.

After the Society’s collapse, Bargle:

  • Escaped capture
  • Became a freelance tyrant, cult advisor, and murderer
  • Spread fragments of Horned Society doctrine into new infernal cults

The Fall of the Horned Society (CY 570–572)

The Greyhawk Wars

The Horned Society fell not to rebellion—but to Iuz.

Key factors:

  • Iuz despised the Society’s Law
  • Devils resented being treated as equals instead of masters
  • Several infernal contracts were subtly sabotaged

In CY 570:

  • Iuz’s armies invaded
  • Demonic forces overwhelmed disciplined infernal troops
  • Devils withdrew support—or actively betrayed their partners

By CY 572:

  • The Horned Society ceased to exist as a state
  • Its lands became the Horned Lands, ruled by Iuz
  • Surviving members fled underground

Present Day (CY 576)

Survivors and Legacy

The Horned Society still exists as:

  • Secret infernal lodges
  • Devil-bound knightly orders
  • Legal cults hiding behind trade guilds
  • Hell-sworn mercenary companies

Warduke:

  • Wanders as a cursed champion
  • May seek release from his contract—or embrace it fully

Bargle:

  • Actively rebuilding power
  • Teaching twisted apprentices
  • Selling Horned Society lore to the highest bidder

Infernal law manuals, contracts, and sigils still circulate—dangerous artifacts of ordered evil.

Many of the surviving Horned Society members have joined together to form a new cabal known as League of Malevolence.


Why This Matters in Greyhawk

 Law vs Chaos:

  • The Horned Society shows Evil can be lawful, stable, and seductive
  • Iuz represents Chaos destroying Lawful Evil
  • Warduke embodies what happens when Law consumes humanity
  • Bargle represents selfish evil exploiting systems

GREYHAWK

GREYHAWK GENESIS

Septenarius Brotherhood

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Seven paths, one circle. The city stands because we stand unseen.”

Septenarius is not a guild in the common sense, but a Fellowship of the Vigilant—an inward-facing order embedded within civic, mercantile, military, and religious institutions. To the public, its members are clerks, watch officers, sewer engineers, factors, scholars, and priests. To one another, they are Brothers and Sisters of the Seventh Seal, sworn to defend the city from corruption that festers within its own walls.

The Four Degrees of Initiation

  1. RECRUIT: Befriended. Invited to public revelry and parties.
  2. INITIATE: Knows Septenarius exists, but not its full scope. Given the Compass. Sworn to silence and obedience to the Order.
  3. PROVEN: Granted access to the temple, inner records, and safe routes. Learns the Enemy Within doctrine. May test others for corruption.
  4. MEASURED: Meets leadership circle, taught rituals, symbols, and Order’s long-term plans. Participates in judgment and sanction of traitorous members. Bears responsibility for misuse of power.

OATHS OF THE BROTHERHOOD

Upon gaining the rank of Initiate, the member must swear to live by these oaths.

  1. SILENCE: “I shall speak no name of the Brothers or Sisters of the Order outside my own Circle, reveal no sacred sign, nor mark the path for the unready.”
  2. BALANCE: “I shall not act for personal profit, passion, or pride, but for the measure of the city.”
  3. LAWFULNESS: “I stand not above the Law, but within it, unseen.”

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Rules and Regulations of Septenarius

  1. The City Comes First: No action may knowingly destabilize the city, even to destroy a proven enemy.
  2. Proof Before Judgment: No sanction without evidence. Rumor is a tool, not a verdict. Observe, Record, Report.
  3. No Single Hand: No member may act alone in official Order business matters. “Seven together, not alone.”
  4. Maintain the Mask: Public roles are sacred. Abuse of authority in one’s civic position is a grave offense.
  5. Roots of Evil: No member may accept payment for Septenarius work beyond approved stipends.
  6. Dead Men Tell No Tales: A Brother or Sister found to be guilty of treason will be put to death.
  7. The Compass Decides: When paths conflict, the Compass Path arbitrates.

Rules & Rituals

1. Each member is required to carry their compass with them at all times and to all places.

2. A tap of the Compass against wood or stone confirms agreement with Circle Business.

3. The member shall memorize the Order motto: “Seven paths, one circle. The city stands because we stand unseen.”

4. When you believe you may have met a Brother or Sister in public who is outside your Circle, say: ““The streets run crooked tonight.” The proper response is: “Only if the drains are blocked.”

5. Official Circle business requires a majority agreement upon voting.

6. During revelry and fellowship, the Circle members must pay their own way.

7. “Final Silence” is the punishment for treason.

The Septenarius Compass

Also called a “Compass of the Seventh Measure.” Wondrous Item (Uncommon)

Description: A heavy brass compass etched with seven radial lines instead of cardinal directions. The needle floats, never fully settling. The lid bears no markings—inside is engraved: “Not North. Not South. Only Balance.”

Always points toward the nearest Septenarius safe route within 300 feet.
When two Compasses are within 30 feet, their needles subtly align. Once per day, the bearer may know if a creature within 10 feet is under magical compulsion, charm, or infernal contract without details. Recharges at Dawn.

Ritual Significance: Used to confirm Order rank. Required to vote in Circle matters.
Placed on the eyes of a condemned member after “Final Silence.”

Loss or Sale: Loss must be reported immediately. Sale is treated as treason.

Final Admonition

Septenarius is not good. It is not kind. It is necessary.”

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Order Bible


Ordo Septenarious

REGGIE’S NEW FRIENDS

Greyhawk Genesis


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THE ORDO SEPTENARIUS

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The Ordo Septenarius, or simply Septenarius, is a long-standing civic fraternity in the city of Nellix, known for its devotion to order, cooperation, and the shared prosperity of the city. Officially chartered decades ago, the organization presents itself as a respectable association of merchants, clerks, craftsmen, and minor officials who believe that society functions best when guided by discipline, tradition, and mutual obligation.

The Septenarius promotes the idea of the “Seven Civic Virtues”—principles said to embody the foundations of a stable and successful city. Members are encouraged to live by these ideals in their personal and professional lives, and to support one another in business, politics, and community matters.

The fraternity is known to (1) Host private dinners, lectures, and debates on civic philosophy and governance, (2) Provide mutual aid to members during times of hardship, (3) Sponsor charitable works, particularly those tied to infrastructure, poor relief, and public order and (4) Encourage networking and mentorship, especially for ambitious men seeking advancement within Nellix.

Membership in the Septenarius is by invitation only and is generally regarded as a mark of respectability and ambition. While not officially political, the group is widely believed to wield quiet influence through its many well-placed members in guilds, counting houses, and city offices.

The order is set up in groups of sevens, allowing for small groups to interact independently while still following the bylaws and guidelines of the guild.

There is a core leadership team of seven members and then there are multiple groups of seven members under those leaders. When new members join the guild, they are encouraged to fellowship and network with each other while seeking out new members to add to their circle of seven. Once a circle has seven full members they are eligible to be “officially dedicated to service” within the guild.

Each member is issued a compass featuring sacred symbols, a brotherhood ring, and a guild bible that contains the rules, regulations, bylaws, and rituals if the guild

To the general public, the Septenarius is a select brotherhood of civic-minded citizens who believe Nellix thrives when capable men work together behind the scenes for the greater good of the city.

Read even more here

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Greyhawk Genesis

Greyhawk 2025: Session Five

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Last time in Greyhawk 2025, Edmund and his companions traveled to the Nellix College of Magic to enter the Test of Wizardry.
During the First Phase of the Testing, Edmund was tempted by three major forces of Chaos: The Mad EGG of Coot, Iuz the Evil, and Iggwilv, the Mother of Witches.
Later, he was visited by one representative of Law: Ahnrelthor (Ann-REL-thor), the Brass dragon. The dragon called him “cousin” and warned him that continuing the Test may lead to permanent injuries or scars. He hinted at a “change” should the Test be successful.
The seemingly endless staircase being climbed from situation to situation represents traveling from one stage of the Test to another. Edmund and his companions have climbed those stairs several times, leading to The Unseelie Darkened Wood, The Seelie Fairy Clearing, The City of the Gods, and the zombie-filled Phostwood.
They avoided the Mirror Maze of Thule.

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The Test

In the World of  Greyhawk setting, the god of magic is Boccob, also called The Uncaring, the Lord of All Magics, and the Archmage of the Deities, who values arcane knowledge, the Cosmic Balance, and foresight above mortal concerns, often appearing aloof as he observes magic’s preservation and development across the multiverse and the planes. He rarely interferes in world affairs, preferring his vast library in the Outer Planes, relying on his servant Wee Jas, and is known for his vast arcane knowledge and pursuit of magical understanding.

It is Boccob who Mordenkaiden dedicated the Tower of Wizardry to many decades ago and who he believes designs and carries out the trials for each wizard being tested. When a wizard enters the trials, regardless of the original location of entry, they are transported to the Tower of Wizardry in the Free City of Greyhawk. From within its confines they enter the World Between Worlds believed to be a realm designed by Boccob for the sole purpose of testing, reforging, refining, and proving fledgling wizards.

Usually the first series of Wizard Trials check the resolve, morality, and willpower of the wizard. There is also an aspect of onserving the resolve of the initiate in reference to the Cosmic Balance.

During these Tests or Trials, the latter stages are not only assessing knowledge of spells, quick wit, and combat expertise but also ALWAYS foreshadows events that are soon to come within the life of the wizard.

The Test is never easy and always leaves some sort of everlasting scar with the individual.

The Phostwood

There were the remains of a half dozen zombies at their feet. The dark forest, an image of the eerie Phostwood, seemed to peer at them as if the pale, thin trees were watching, waiting for … something.

Caitlin fell to her knees and started to weep, pointing out to the group that these zombies were wearing tattered and dirty white wizard robes. They were initiates who died within this realm of the Trials.

Edmund wanted to waste no time. He nodded to the others and turned to walk further down the path that slowly emerged in front of him as the trees literally moved away from him. Malin helped Caitlin to her feet and the group moved on after searching the zombies for useful items.

They discovered a Moon-Touched Shortsword among the bodies.

Before leaving the dark woods, the truth finally donned on them: Caitlin had died during her Test but didn’t realize it. Sadly, they parted ways with her and she slowly paced into the forest

Dark Shore, Darker Waters

Leaving the dark forest realm, they came to a dark bend in a river. They discovered a ferry boat manned by a figure in a dark hooded robe. Without hesitation, Edmund stepped aboard the vessel and his companions followed him.

As they made their way across the dark waters, the ferryman revealed its face to them. They each saw someone different resembling a lost loved one. The ferryman then handed the oar to Edmund, giving him control of the boat and vanished into thin air.

Before long, they became aware of other crafts drifting within the waters. These too were fallen initiate wizards who had died during their Tests, adrift on the Sea of Souls. They each murmured their confusion and frustration, not understanding that they had already failed the Trials.

Before long, the boat rocked and a Giant Octopus attacked the group. It remained under the craft, concealed, and attacked them with its long, powerful tentacles.

Arlen Strangeways was ultimately the one to defeat the creature, using a net and his Helper Bot to entangle the beast and drive it away.

Before long, Edmund could see land ahead and the craft plowed into the rocky coastline that vaguely resembled the Land of Black Ice.

The Maiden

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Edmund and his companions saw that there was a Dragonborn woman kneeling on the beach sifting through the sand and pebbles. She wore a green hooded cloak and her gold-bronze scaled skin glimmered slightly in the moonlight.

Approaching her, she stood up quickly to defend herself. After Edmund assured her she was in no danger, she explained:

“I am a Ranger of Blackmoor to the North. I am unable to speak my true name as a vile lich named VECNA placed a curse upon me. If I do speak my name then the lich will slay my entire family. But I am known as Trailblazer, the Maiden of the Shattered Mirror.”

She asked for help finding a stone that was given to her by her Mother. Trailblazer lost it here on the beach. Edmund cleverly used Detect Magic to quickly find the stone, returning it to her.

With the stone returned, she rose into the air, shimmering with a kaleidoscope of colors, turning into a mighty bronze dragon.  She disappeared into the moon-lit clouds, calling back: “Good luck to you, Edmund Creekside!”

Edward felt something warm in his hand and found that Trailblazer’s Stone had returned to him.

With that Edmund stalked towards the nearby cliff face, following a narrow trail into a narrow cave mouth. His companions followed.

Test of Wits

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The next series of puzzles tested Edmund’s ability to deploy his spells in clever ways. He had to use each spell at his disposal to complete the puzzles but in the end he emerged through a door on a large floating platform. He had to use Feather Fall to travel with his companions to the platform far below him. But in the rnd, he discovered an Arcane Door that served as the Exit to the Test. Near the door lay the corpses of seven initiate wizards, their white robes tattered and stained with old blood. They were a reminder that many have passed this way and failed to pass back to the mortal world.

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Otiluke’s Blessing

Edward and his companions stepped into the courtyard of the Nellix College of Magic. Only one hour had passed. Looking around, they saw the initiates and their groups. The Half-Elf group was gathered in a group hug, singing a soft song. The Human wizard was sitting with his companions, talking and laughing cheerfully. But sadly, the Half-Orc wizard was laying dead on the soft grass, surrounded by his mourning companions.

Caitlin was nowhere to be seen.

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The doors to the College opened and four people stepped out into the courtyard: the master mages dressed in white, grey, and black robes along with Otiluke wearing his Coat of Many Colors. His demeanour was serious but as he walked to Edmund, he smiled and shook his hand.

“Congratulations, Edmund. You’re taken a step into a much larger world.” Otiluke nodded kindly to the others. “I will send word for you within the next few weeks. Be ready.” He nodded. “There’s someone who wishes to meet you.” With that, Otiluke stalked off towards the fallen Half-Orc group to comfort them.

Thus ends the Test of Edmund Creekside.


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Greyhawk 2025

Greyhawk Genesis

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