What any resident of Greyhawk could tell you about the city’s best-known places. Each one is marked on the zoomable city map. Click a marker to jump back here. The quarters themselves are described in The City and the World.
More places will be added as you find them.
Grand Citadel
High Quarter. The fortress on the rise at the north end of the city, visible from almost every street, its walls dark with soot.
- Headquarters of the City Watch, about 800 strong. It also holds the city treasury, an armory for the citizen militia, and the prison for the city’s worst criminals.
- Sental Nurev, Captain-General of the Watch: tall, fair, mustached, and known as an honest man.
- Derider Fanshen, the Constable and his second-in-command: a priest of Pelor and a former adventurer, much loved by the Watch.
- Why go: to report a threat, get a friend out of a cell, or answer for something you did.
Great Library
Clerkburg. A grand granite front with tall columns, a long ramp up to huge doors, and two carved dragons beside them. Inside it’s cool and musty.
- No armor or visible weapons past the door. People say the carved dragons are more than decoration.
- Abra Saghast, the head librarian: a dragonborn sage, sharp-tongued and impatient, with bronze scales and a patchwork robe.
- Six wings of books are free to read, but nothing leaves the building. The rare and scandalous works are kept locked away.
- Why go: research, and spell scrolls. Its scribes will write a wizard scroll for you, at twice the usual price.
Black Dragon Inn
Clerkburg, near the market. A three-story inn, a little run-down, under a sign carved as a grinning black dragon.
- Miklos Dare, the owner: a big red-bearded veteran with a wooden leg, who will gladly tell you about the Battle of Emridy Meadows.
- He’s in a famous prank war with the owners of the Silver Dragon Inn. Lately his sign has started drooling acid.
- A quiet place for quiet meetings.
- Rooms: 2 sp for the common room, 5 sp private, 2 gp for a suite.
Silver Dragon Inn
Foreign Quarter. A grand inn with a silver-script sign, and usually the first stop for anyone new to the city.
- Run by Olaf and Sivan Al-Azul, a married couple. Olaf can stop a fight with a round of drinks; Sivan is quiet, with a quick, dry wit.
- House rules: no metal armor, and weapons bigger than a dagger (and shields) are checked at the door. Two polite bouncers enforce this.
- Enormous portions, foreign dishes, and visiting dignitaries.
- Rooms: 1 sp for the common room, 3 sp private, 1 gp for a suite.
High Tower Inn
Garden Quarter, near the river. A comfortable inn with a tower pointed like a wizard’s hat. Its guests are wealthy, though the inn itself is not showy.
- Erlynn Goodfellow, the owner: soft-spoken, gray-haired, with platinum spectacles. She hears every rumor in town.
- Some of the city’s most famous wizards drink here.
- Rooms: six private rooms at 3 gp a night, three of them up in the tower.
Temple of the Radiant Sun
Garden Quarter. Pelor’s temple, copper-roofed, with a golden sun over the doors. It’s open from dawn to dusk.
- Archpriest Sarana: middle-aged, forgiving, and never without her staff. She fought at the Temple of Elemental Evil seven years ago.
- Free healing: the priests cast Cure Wounds and Lesser Restoration at no charge.
- For sale: scrolls of Greater Restoration (3,200 gp) and Remove Curse (300 gp), a few at a time. Sarana can raise the dead, if you bring the diamond and answer her questions truthfully.
- People who do good work for the temple are welcome back, and get a good discount.
Temple of the Far Horizon
Garden Quarter. A modest temple of Fharlanghn, god of travelers, with a clay-tiled roof, a bell tower and vegetable gardens. The sick and hungry line up outside.
- Free meals, rest and healing (Cure Wounds, Lesser Restoration), day and night.
- Potions of Healing for 50 gp, a few in stock each day.
- The city’s easiest-to-use teleportation circle, free to use in either direction. For 2,000 gp the chief priest will open a link to another permanent circle.
- The priests keep an ear out for trouble on the roads, and sometimes hire adventurers to look into it.
Unearthed Arcana
Clerkburg. A small two-story magic shop under a sign of a white-bearded wizard. Its window is full of potions, scrolls and wands.
- Morley, the owner: a chatty old wizard in a pointed hat and frayed robes, who lives upstairs.
- Buys and sells magic items at fair prices. Most of the stock is kept somewhere you can’t see.
- Identifies items for 50 gp each.
- The shop is warded: its windows can’t be broken, and nobody gets in or out by magic without Morley’s say-so.
Places and people adapted from the 2024 Dungeon Master’s Guide*, © Wizards of the Coast, used under the Fan Content Policy.*