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THE NORTHWEST REACHES (Wolf and Tiger Nomads, Perrenland, Blackmoor, the Barrens)


They slew the giants that wandered into their borders when Graz'zt incited the monstrosities against The Horned Society. A breakdown of the tribes and a history from 566-579 is given in Dragon 56 pp. 22-23.


After the siege of Molag, Blackmoor allied with Iuz. (See also, Dave Arneson's Blackmoor page, DA1-4 - the D&D Blackmoor modules, this excerpt from a Judges' Guild product on Dave Arneson's The Egg of Coot, and Robilar Remembers: The City of the Gods from Oerth Journal 6)

The Obsidian Citadel

This is Mordenkainen's fortress. It is made of basalt and obsidian and lies in the mountains west of the Vesve. It is cloaked magically and is a sprawling complex. There are many dwarven miners working a platinum vein here. Gnomish smiths coin the metal and make jewelry. Men and elves ship it to Perrenland and Ket in the west, Highfolk and Veluna to the south, and east to Furyondy. Mordenkainen has several agents, including spies in Iuz and The Horned Society. Highfolk has allied with Mordenkainen against Iuz and the Hierarchs. The arch-mage has grugach and wood elf tribe vassals. (A5-83)

Wegwiur, (Wolf Nomads)

See Dragon 56 pp. 18-19 for a description of their conflict with Iuz c. 578-579.


The Dry Steppes

Nomads of the Dry Steppes, they live west and south of Ulsprue. They have dark skin and grey eyes. They wear turbans, veils and buff colored garments. They use lassos, longswords and crossbows. They have a few silver bracelets of protection +1. They hide near waterholes, wait for travellers to drink and take them captive. They are slavers and also exact "tarrifs" upon those travelling through their land, especially Ullites.
They are a dark skinned Bakluni nomad group that lives north of the Arroden.
They are a Dry Steppeland tribe that lives near the Sulhalts. They ride Gurahasti lizards.
They are a Bakluni nomad tribe that lives in the west, off the map
They are another western tribe that lives off the map
They are another western tribe that lives off the map.
They are a Dry Steppeland tribe that lives near the Sulhalts. They ride on Gurahasti lizards.
They are a Dry Steppeland tribe that lives near the Sulhalts
Al Illa-Thuffi
They are a tribe that lives right next to the Sulhalts. They use yellow tufted tipped lances and are enemies of the Arroden.
a grey striped polecat in the Al Illa-Thuffi language.
They are the southern branch of the Arroden tribe.
They are a tribe related to the Al Illa-Thuffi, that live in a green valley along the Pass of the Clenched Fist, in the Sulhalts. They are a mountain people and trade with one another twice a year. They make occasional forays into the Sea of Dust.
Dry Steppe NPC's:
Shaik Yahoud
He is the leader of the Arroden. He uses a lance.
He is an Arroden fighter
He is an Arroden, the only one who will speak in more than grunts and growls to a prisoner. He is the youngest in the group.
He is an Arroden fighter
He is an Arroden fighter
He is an Arroden warrior
He is an Arroden warrior.
He is an Arroden fighter
Achulka aka Saufghi
He is from the Al Illa-Thuffi tribe. He is hawk faced and uses a bow, a tulwar, and a lance with a yellow tufted tip. He rides with four others. He is interested in acquiring Arroden bracelets. His uncle had brought back a large gold coin and a bronze shield from the Sea of Dust.
He is an Al Illa-Thuffi, killed by a carnivorous plant.
He is an Al Illa-Thuffi nomad.
He is an Al Illa-Thuffi nomad.


This city is a trading center on Lake Karnoosh, (P6-142) Its market is frequented by all of the nomadic tribes west of the Crystalmist chain and south of Ket. Outlying nomads sack those nomads who sack caravans and are, in turn, sacked in the town. Turrets and domes dominate the city. The walled portion of the city has a population of 7-8000. There are many villages and towns surrounding Karnoosh, so that the entire metropolitan area has a population of 32-35000. The suburbs have many caravansaries, wine shops, and places of entertainment.
The main city
This region of the city has an open bazaar that is always open. There is trade in slaves, spices, animals, ivory, and all other goods. There is a brick casbah with a large number of troops under the command of a Shah. There are very few demi-humans here, in fact, there are six dwarves total. There are all colors of humanity here, save white. The trail, leads south east along the lake's edge for seventy miles, then splits into three small trails, running east, south, and west. The south is in the center and runs to Tashbul, then east and south into the Sulhalt Mountains. It goes ninety miles east form Tashbul and then south through the mountain pass. It is a two week journey through the pass.

Lake Karnoosh

(O6-143) That lake in the middle of the Dry Steppes.


The city is a mix of east and west, with more west than east.
each is purposely walled off from one another.
the large fortress compound.
the crowded market district
the residential quarter
the foreign quarter
Warehouse district
Dar Peshdwar
This place is a bar with strip-dancers. The dancers are excellent and dance on a marble stage accompanied by a three piece ensemble of musicians. The main dancer is called the Pearl of Perfection. They use golden lights from twenty smoking lamps around the stage. The place is hot. The bar is attended by warriors and aristocrats.

There is a cloth screened portal that leads to a broad hallway. It is short and goes around the corner to a large kitchen. Across the kitchen is a door, which leads to a small walled garden that has a barred, heavy, black, gate. It leads to an alley.

This back entrance to the Dar Peshdwar is on an alley that exits to a narrower side passage. After several turns, this side passage opens into a small open square that contains a bazaar. Across the square is long narrow road that runs a great deal more than 300 feet.

The gate nearest the long passage has four guards with long bows, long spears and long swords. The corporal is housed inside the gatehouse. The gates are closed at night, but the corporal is not above taking bribes.
Peoples of Ket:
Kirkir tribes
Bakluni tribes of the Pennor area. Eg. The Al-babur. They build stone villages, the women tend the crops. They move to a different village every season. The men hunt and fight, occasionally warring against the Paynims or the Ullites. They have horses and goats. Polygamy is an accepted custom.
NPC's of Ket:
Malik Ibn Urchi
is the Commander of a company of mercenary lancers in Ket. They wear brown cloaks with the Ket coat of arms.
Malik Xestrazy
a relative of the Marcher Lord of Ket.
a beautiful dancer from Ket, she says that she was a slave to Malik Xestrazy, a relative of the Marcher Lord of Ket and that he would sell her to Overking Ivid. She has green Eyes. She is really Xestrazy's lover and accomplice.
He is a fat Kettite with Tusmit blood and is the owner of the Dar Peshdwar. He would sell Pearl to Zeif to spy for Ket.
Pearl of Perfection
She is a platinum blonde, strip-dancer at the Dar Peshdwar bar in Lopolla. She has fair skin and silver gray eyes. She is an excellent dancer. She glistens with perfume and sweat, she has many transparent garments. She is used to a pampered life and will have to make some adjustments if she intends to stay with Zulman.
Hetman of the Al-babur tribe of the Kirkir. He accepts Gord into his tribe. He is Zulman's father. He has a small swift stallion named Windeater, which he gives to Gord.
Pearl's fiance. He lives in the Pennors and is the prince of the Al-babur tribe of the Kirkir. He has brought four horses which he, Pearl, and Gord can escape on. He is the first son of the Hetman. He looks about twenty but is actually in his late twenties.


While not specificly discussed in the Gord books, other Greyhawk products indicate that this region was once the seat of the Bakluni nation, prior to the Invoked Devistation. The MMII entry on Hordlings would indicate that those daemons were loosed en masse upon the land by that disaster through the use of the "bringer of doom". During that disaster, the Axe of the Dwarvish Lords was lost (DMG 1st ed. p. 156) and afterwards the Bakluni gods gave their high priest the Cup and Talisman of Al'Akbar
Al-Babur summer village
lies 300 miles east (not directly) of Ulakand.
the area north of the Ulsprec, south of the Paynims.
The Pass of the Clenched Fist
This a secret pass through the Sulhalt mountains known to the Al Illa-Thuffi. It lies sixty miles out of Tashbul and is marked by a rock that looks like a hitchhiker's fist. It is the autumn residence for the Thuffi. The green valley of the Chepnoi lies two days along the pass, in the middle of the mountains.
This place is mined by the Kizam. The slaves die quickly here.
Tribes of the Payanims:
Okmani Tribes
The Okmani are Bakluni tribes that inhabit the area north of the Ulsprue. They are known to waylay travellers and sack caravans. They are enemies of the Al-babur. They wear green and grey striped cloaks and are armed with scimitars, lances, and bows and carry small shields. Their battle cry is "Yii-Yii-Yii,-Okman!", their greeting is Salaam and their name for a grey-striped pole cat is Pharzool. They have the custom of having strangers offer their food with salt and bread both for sustinance and for establishing guest-host relations as in the Al-Qadim setting. When one is adopted into their tribe, the adoptee is expected to give gifts.
NPC's of the Payanims (These people also frequent the Dry Steppes on occasion.)
The Kizam
buys slaves at Karnoosh to work in the mines of Zondabad where slaves die quickly.
He is an Okmani Fighter. He is the brightest and leader of the group which includs the next two.
He is an Okmani Fighter.
He is an Okmani Fighter.

Pen Wilds

These are the hills south of the Bramblewood and Ket. They are the eastern portion of the Pennor Hills.
(O6-150) There is a secret pass through the Sulhalts 60 miles out of Tashbul, marked by a rock that looks like a hitchhiker's fist.


The Underdark
it has an entrance in Kester which attaches to the tunnels leading to the Vault of the Drow.
shout "Ull!" as their battlecry. They are armed with scimitars, lances, and bows and carry small shields. Their clothing is flame colored with reddish pink checks.


NPC's of Zeif
Kufteer, Shah of Wadlaoo, Vizeer of Zief
He would purchase Pearl and has a six man personal guard unit. They are dressed as typical Ziefites, but wear chainmail and carry tulwars (scimitar-like weapons).
Al Ruhk
Kufteer's largest personal guard. He wears chainmail, carries a tulwar and uses his name as a battle-cry. (Ref. Ruhk = Roc = Rook = 1) that huge, elephant eating bird in the Sindbad the Sailor stories. 2) the chess piece named after said bird)
Zameer Dey
He is one of the best assassins from Zief and is in the employ of Kufteer. He is dark skinned. Equipment: poisoned curved dagger, balanced for throwing. He has a Zeif technique of spinning with daggers against his forearms. He wears a brightly striped short kaftan typical of Ziefs. His broad, cloth-of-gold sash holds his kaftan around his waist. He wears baggy bright blue satin pants slightly curled long toed boots, a short padded and embroidered garment linked, cut away in front. He also wears a spiked tarboosh under his turban and leather armor underneath his clothing. He shouts insults while fighting.


The Sea of Dust

This region was once the Suel empire. During the Rain of Colorless Fire most of the cities were destroyed. The Forgotten City and a few other cities were preserved under the dust through the actions of powerful spell casters. These peripheral cities died out and were buried. There are sand storms there that can bury you alive in minutes, so the Thuffi have hollow poles and silken tarps to prevent suffocation. The typical desert garb consists of white tunics, robes, snow shoes, and hollow poles with plugs, the poles act both as snorkels and prodders to test the dust depth. Each band member carries their personal cocoon-like tent; it is light but bulky. There are some pools of blackish water. Leather-leafed palms with hard wooden pods grow around here; when the pods are soaked, they produce a good fruit. There are also deathvision trees and plants with fat leaves that are deep green. They grow around the edge of the oasis and have itching hairs on the leaves. When singed, the hairs are removed and a waxy tasting fruit remains. Too much will lead to nausea and gas.
Beyond the rocky area, there are no water holes, just deep dust. There is a carnivorous plant that looks like a bed of stripe leafed plants with a silvery fruit. It has a mouth below the dust. When some pressure shifts, the victim falls under the dust and is devoured.
There is a another pool at the Suhalt projection; there is also a ravine. For six days travel, there are hills south of the projection. Then, heading southwest, there is a 120 mile diameter morass approximately 300 miles east of the Ruins. Eclavdra's group encountered a fifty foot high, north-south ridge. Carrion crawlers and vultures live near the mountains in the Sea of Dust. There are Oases every 300 or 400 miles.
This particular set of ruins lies south west of the hills. They appear as a natural stone projection, but are actually a group of broken towers and the remains of walls. Three feet beneath the ash is the roof. There is a rectangular trap door, three feet square with the wood perfectly preserved there. The trap door leads to a ladder down into a room. There is a flight of steps descending in the corner of the room. There is also a pewter pricket and a rushlight with hard grease - 20' illumination. This is the fifth floor and was used as and observatory and temples. It is a square tower, and there are star charts on the walls, along with equipment, maps, books, and scrolls in floors 1-4, that are dusty, but intact. The windows are shuttered. There is an inch of dust on the floor that has sifted in through seems in the windows. The stairway leads to the cellars. The place is built like a fort.

In the cellar, it is damp, and there is a low tunnel to a spiral stair down, carved from the rock. Forty feet down there is a natural cave. It had been eight feet deep in water, now, the bottom is mud. The area next to the wall there is still a fresh water pool. Back in the cellar, there is a passage way to a door, barred with a heavy iron ring. Inside that room, which is also a natural cave, complete with stalagmites, are four or more stone boxes. They are trapped with poison needles. In the boxes are coins, jewelry, uncut gems, and metal ingots. The room is also trapped with a confusion spell. The gold coins are big thick wheels with the head of a haughty man stamped on one side and a sun on the other. There are a few tarnished silver coins. The are are some cut gems, pearls, amber, ivory and coral. There is an ivory scroll case with a map of the sub-dust tunnels. Some lead to the Forgotten City.

Sixty albino carnivorous apelings with yellowed hair arrive ten rounds after the treasure room is entered. They are mute and have yellowed teeth. The mini-apes are under the command of Suel albinos who use curved bladed spears, crossbows, and aklys. There are twelve Suel pygmies, including a grey robed mage, (Flesh to Stone, Lightning Bolt), and his understudy (Darkness), ring of invisibility.

Travelling down the passage, and around the corner, down the stairs leads to a well room. Proceeding then, through a hole leads to a pool and beyond.

From the Temple to the City
The passage at the other end of the pool leads south 100 yards to a cave in. There is then a small opening in the ceiling up to a maze of sewers, subcellars and passages. New passages are four feet high and five feet wide, built for pygmies. The pygmy passage heads southwest and up to the Forgotten City. The cave in is twenty-five feet long, but in the upper corner only 2'6", but the roof is loose. At the other upper corner, the cave in is 3' long and the roof is solid. The passage continues for 100 yards after the cave-in and then splits, one end veering east, and the other going directly west in a "T" shape.

The West passage goes up to a concealed stone door into a circular aqueduct. There is a trickle of water here flowing from the Temple/City area North to South. The pipe is 20' in diameter and runs for miles. This is 300 miles away from the forgotten city in (A6-153, or Z5-152). Wandering monsters include giant slugs spitting acid and poison, dun puddings, black puddings, green slimes, lurkers above, and cloakers. The pipe eventually comes to a wall of rock and soil which burst the aqueduct during an earthquake. It leads out and opens to tunnels outside of the aqueduct. The large one runs on one side. The small ones are five feet tall.

The large one leads due southwest and slightly up. It intersects with the floor of a larger tunnel going south. It is a slug trail. There are fungi, bats, rats, and mice. It ends in dust and soil with a hole sloping down and an east-west slug tunnel. The down slope goes 80 degrees to the horizontal. After 30 feet there is a drop to a chasm. This "J" shaped tube ends 100 feet above the floor.

The cliff wall is made of smooth limestone. 5' feet to the the right of the tube, is a 2' wide ledge. It goes 200 ft along the wall. then there is a 7 foot gap where a large amorphous creature with tentacles and acidic black blood awaits. The blood is capable of dissolving swords and the like. The path then leads dow, widens and forms steps down to a 10' above the floor of the rift. The cavern is 300' in diameter. The ceiling is too high up to see. Magic supports it. The ledge continues, going upward, narrowing, and going to the top of the cavern where it becomes a tunnel. This large cavern was a refuge during the Rain of Colorless Fire. The tunnel leads to a high plateau in the middle of the Sea of Dust, it was a river on the plateau. The river cut a rift (the passage) and fed a great lake (the cavern). The riverbed/passage/tunnel leads to the Forgotten City.

Forgotten City
This ancient city was once a large Suel metropolis, now houses the Lawful Evil Theorpart. It was the Suel capital city and it survived the Rain of Colorless Fire. It was shielded by magic, but was buried by 100 feet of dust. It lies on the once plateau on the once river passage.

From that route, there is a guarded entrance way. It is a crude wall with two square towers manned by Suel Pygmies. 100 feet in front of it is a fifteen foot tall ledge with lots of recesses. Patrols consist of twenty apelings and twenty pigmies (six in the front, ten flanking and four in the rear) with human slaves. The pigmies use a sign language (undercommon). The twenty foot wall touches the sides of the cavern. One guard on the wall is thirty feet from the cave side. Other guards are posted forty feet away from each other along the wall. The passage rises up. This was part of the city's outer wall. It was built on a hill.

One quarter mile further, the river bed broadens into an enormous chamber. The broad way on the lowest level has foot traffic (pygmies, slaves). Stairs and ramps are on either side of the road leading to a level with a busier road sixty feet above. Low ancient buildings support a solid roof of stone. Red light from dim oval globes illuminates the place. The roof forms a large dome. This entryway is a side passage. The dome, which is 100 feet high at it's apex, covers only the heart of the city.

A faint high signal note summons the pygmies into the buildings for the sleep period. A piping with quivers is the alarm. A gong from one end and a horn from the other end rallies the pygmies. From above ground, half of the buildings still stand. In its prime, it could have housed a million people.

Going out the alley next to the storehouse, towards the ramp, then along street for 50 yards leads to an intersection between this street and a broad avenue. Proceeding left down the Broad Avenue leads to the temple's secondary entrance.
Warehouse/slavehold complex
A big, aged building has a tall arched roof with flying bridges. To the side, a building was used as a warehouse, but the crates and bales have not been touched for years. The three buildings connected to the warehouse are uninhabited. All of the upper floors are unoccupied. The pygmies have entered the lower stories before. The four story remainder of a building is accessable from an upper walkway. Two pygmies have their backs to the third floor stairs. One has a silver buckled belt. There are only two guards on the second floor and many slaves in holding: two dozen human, half-elfin and elf slaves. The first floor holds twelve pygmies. Many nearby buildings are similarly set up. This building is three buildings from the edge of the level, where a narrow flight of stairs leads outside to twenty feet above the riverbed bottom. It is across from a ramp up. On the other side of the riverbed is a museum.
This building lies on the side of the riverbed opposite to the warehouse/slave quarters. It holds many ancient weapons.
This building holds man-sized weapons useless to the Suel that they have acquired through trade. It is just up the ramp across from the Warehouse/slavehold complex. There is a door on the alley which is locked. It holds all sorts of normal arms: long swords, axes, a mace, a long-spiked morning star, and broadswords.
These are walkways above the city, connecting many of the buildings.
The Great Temple
The Theorpart is plainly visible as the central object of worship. It is set in the center of a huge, hard transparent sphere made of resochist. Suel pygmies believe it is the artifact that will restore them to greatness. Held here are the enchanted weapons and armor of kings and nobles from ages past.

It is a white building one half mile down Broad, left off of the Ramp Street. The secondary entrance from the broad avenue is up a narrow stairway. There are white pillars trimmed with red gold on the entrance. Clerics are housed nearby the secondary entrance. There are grand entrances on the other three sides.

The secondary entrance is from the west and opens to a large vestibule with three passageways leading away. Red light fills the room. Straight ahead is a golden light. This is the only place in the city such light can be found. It is a ten foot wide passageway of polished alabaster with gold inlays in the mosaic tiles. It is day-bright in order to awe the commoner pygmies.

The grand hall has huge pillars. There is a curved end hall, columned side aisles and a wide central way. There are lines of display-cases along the middle of four broad main aisles. It looks like a museum. The cases are glass/crystal enclosures, exhibiting religious artifacts: ancient books, scrolls, carved chairs, offery and altar pieces, gold and silver clerical paraphernalia, etc. The center of the chamber is domed in gold. The floor beneath is a disk of dark polished onyx. Around the circle is a gold inlayed wooden rail, broken at one spot from the secondary entrance side. Outside the rail are pygmy benches with a seating capacity of 100. From the zenith of the dome 40' up, hangs a huge chain of dull greenish metal. 15' up the chain has a massive ring. Four other chains radiate from the ring to enclose the crystal globe, along with another ring underneath. There is a more of the thicker chain reaching and stapled to the floor. The lower ring is 7' 6" to 8' 0" above the ground. The theorpart known as The Cone of the Magi is encased in the resochist globe. [Randy Richards (acererak@aol.com) assures me that: According to Gary Gygax,... Uattho... is the name of the long dead mage-priest who guarded the Cone of the Magi (which is what the Suel called it). As a side note, "resochist" is an alchemical substance similar to "transparent aluminum" from the Star Trek movies.]

The display case holds platemail +2, an oval-shaped shield +2 and a high quality sword (+3 or +4). Attempt to pilfer these items calls the knight who once wore them back to life. He shouts insults at the thief as he fights. After loosing 30 hp he begs for quarter. He believes that he and the Suel empire still are vibrant. He will attack again if given the opportunity.

The resochist sphere is very heavy. If it is dropped, it will break the benches, railing, and emit a loud clang and roll to the left or north. The sphere takes 50 hp of damage to break, but weapons must save verses crushing blow or shatter with a -2 per strike cumulative penalty. The slaves will think that Obmi and Eclavdra are saviors. The Pygmies will rally outside the temple.

Large Plaza
This lies south of the Temple.
This lies south of the Large Plaza. The second and third floors are living quarters. The pantries hold fungus and waterskins. The fourth floor has windows blocked with stone and mortar and has a thin layer of dust on the floor. The fifth level has riding gear packed in crates. The sixth floor has cage-like stalls for riding lizards. At the far end of the room, double doors lead out to the Sea of Dust.
Desert Residents
The traveller in the Sea of Dust may encounter such hazardous flora as: carnivorous wire trees; low bushes that grow away from the trees, bearing eight barbs; snake weeds; jumping cacti and touch-me nots which eat birds; silver sticks, which shoot a gooey spray at any warm object; and shower plants which release water first, then contact poison. About a dozen species of plant life survived including cactus plants that eat insects or live in symbiosis with insects; wire-like trees with buried trunks; flat carnivorous vegetation and a bed of nails plant. The green in these plants appears almost black.

Ashworms eat ash and deposit stuff that other creatures eat. Dustarchers, needlebirds, spotted pit vipers, asharrows (a snake), large dust striders, large wolf spiders, paddle-foot lizards, giant centipedes, dogs, wolves, jackals, foxes, and dustfish can also be found here. Puddings, slimes, and giant subterranean slugs live in and hollowed out a network of tunnels beneath the desert. There are birds that burrow into ash. Rats and mice live in the underground tunnels. Shrews and moles burrow; badgers live underground. Foxes, dogs, snakes and lizards hunt on the surface. Animals' skins and hides are dun colored.

This is the pass in the Hellfurnaces beginning near the volcano across from Lake Splendor, and ending on the west coast of Jerlea Bay.
NPC's of the Sea of Dust:
Suel pygmies
The Suel descendants that live in the Sea of Dust, are thin, albino, three foot tall pigmies. They use spears, crossbows with poison bolts, and aklys and they generally all wear grey clothing. They have infravision and fight with a -2 penalty to hit in sunlight. They use a silent, sign-language which is apparently undercommon. The Suel worker/slaves have degenerated into mini-carnivorous apes. The magic-users travel with guards and some carry wands of magic missiles. The pygmies deal with the drow and fear them. After the assault on their city, some play dead and launch surprise attacks. (See also the World of Greyhawk Glossography (1983) pp. 27-28 for notes on the Lerara tribe of Suel. Also, by inferences in their description in the Monster Manual II p. 42, and by Gary Gygax's response to question #11 on The World of Greyhawk Fan Club Questions and Answers page, these Suel may be considered to be derro.)

Beyond the Flanaess


A kingdom lying on the western border of the Sea of Dust. It is considered the stuff of legends by the folk of the Flanaess.


A kingdom lying on the southern border of the Sea of Dust. It is considered the stuff of legends by the folk of the Flanaess.


A kingdom lying on the western border of the Sea of Dust. It is considered the stuff of legends by the folk of the Flanaess.


A kingdom lying on the southern border of the Sea of Dust. It is considered the stuff of legends by the folk of the Flanaess.


A kingdom lying on the southern border of the Sea of Dust. It is considered the stuff of legends by the folk of the Flanaess.


A kingdom lying on the western border of the Sea of Dust. It is considered the stuff of legends by the folk of the Flanaess.

Suhfang Kingdom

A kingdom to the far west of the Flanaess, possibly still on Oerik, this place is similar in some respects to Earth's China. Its residents are sallow skinned.


These islands lie in the distant south, west of Oerik.


This is a vast continent west of the Agitoric Ocean and north of the Moving Islands.


This ocean lies west of Oerik and east of Gonduria.


Frank Mentzer's continent east of the Solnor Ocean does not appear in the Gord Novels, but did appear in four RPGA Modules: R1, To the Aid of Falz, R2 The Investigation of Hydell, R3 The Egg of the Phoenix, and R4 Doc's Island. A description of the continent is downloadable in zip format at http://www.afn.org/~afn47861/aquaria.zip

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Consider the original material found herein and the organization and phrasiology applied to the old material to be Copyright 1998 by Chris Siren and may be reused as far as I'm concerned, so long as I'm credited with researching it. Of course, you'll have to comply with TSR & Trigee's guidelines as well, but if it's just for personal use you're in the clear.