“Even the greatest evil may yet be bound, being but a vassal to powers greater than the ancients dared imagine. Perhaps those before us were not blind, but merciful — sparing their heirs the madness of knowing such powers walk the deep veins of the world, and even shape the fate of the gods.” – Ancient Flan proverb
This campaign setting is part of the world of Moorhawk, a parallel reflection of Greyhawk.
The foundations of Greyhawk’s history hold true here until the late CY 560s. From CY 570 onward, the course of events diverges. The conflicts, cults, and fates remembered as The Ashes of Greyhawk simply did not unfold upon this world. The unique blend of peoples, choices, and divine influences reacted differently — or perhaps the gods themselves had not the same fortune here as elsewhere in the multiverse.
The world itself is called Yyrth, from the proto-Flan word for “True World.” To the Flan, Yyrth represents the earth as Beory shaped it — whole, alive, and sacred. Where outsiders came to call it Oerth, the Flan preserved Yyrth as the elder name, a reminder of their bond to the land.
A notable divergence lies in the role of Iuz. In Greyhawk, his cunning and cruelty seemed his own. In Moorhawk, his schemes may not have been wholly of his making. Every triumph, every manipulation, every war he set into motion may have been no more than a gear in a greater machine, driven by deeper, older powers whose purposes he never truly grasped.
Thus, while names, places, and histories may echo Greyhawk, the stories told here belong uniquely to Moorhawk on Yyrth — an alternate path where familiar legends intertwine with new destinies.
The Campaign
I – B1 5e: Into the Unknown
A rewritten classic adventure for a party of 4-6 Level 1 adventurers to find and secure the lost fortress of Quasqueton. Based in the Duchy of Tenh the river town of Zumkergrod, provides quests around town as well as fulfilling the Duke’s request. Players will discover more questions on the state of the abandoned fortress and Roghan and Zelligar.
II – B2 5e: Beyond the Borderlands
Having secured the fortress long enough for the Constable to send for aid, events continue to unfold abroad bringing an elven delegation from the southeast Forest of Gamboge and from the north with troubling news from Calbut. An urgent message to the northern Stonewatch Keep aka Keep on the Borderlands, finds the party helping to discover what is causing merchant caravans to come under attack and exposing a greater threat.
III – B5 5e: Harbingers in the Hinterlands
Clues from the Caverns of Chaos reveal part of an advanced recruitment of humanoids and a labor camp building siege weapons and shipping them north. A ruined monastery turned into a weapons depot lead the party to an explosive choice.
IV – B4 5e: The Lost City
Having routed Tharnakk the Oathbreaker and putting the goblin alchemy lab under the side of a mountain,the trail of humanoids and cultists leads further into the spurs of the Griff mountains where a Lost City, C’nidicya stands empty — or so it seems to discover a growing horror lurking below and a plan for war across the Tenh among giantkind.
V – Jotnarrok
As the players return, news comes that war has broken out across the Duchy. Reports of Hill giants raiding the Grimwold Marches and two sets of couriers to Calbut have failed to return. In the east calvary are reported to have barely driven back Fire Giants and the Troll Fens are stirring with humanoids. The Duke has called all able bodied adventurers to help strike down these marauding giants and save the kingdom.
VI – The Woh-Pact of Nosnra
As the war rages on, the Duchy continues to take casualties bleeding its forces and cautiously eyes the West for Barbarian activity. Strangely, the north and west are quiet as if other matters have the Grasskopf and Rovers occupied. Baron Ghalder from Grimwold Marches asks for your aid with news from his scouts of a Hill Giant fortress nestled in the North Griff Mountains…
One Shots: The Fiend Network Challenge
Players are whisked away from their reality, to awaken on black obsidian tiles under an astral sky. Floating utensils drift lazily above, and three infernal judges sit at a long bone-and-brass table. The Devilish Judges of the Infernal Palate: Zakar, Guaransch, and Flay will see if you can handle the heat of their culinary trials or go down in flames.