Regions and Metaregions
The Regional System
Greyhawk nations are assigned to different regions of the real world. Learn more about regions, metaregions, and core regions.
Finding Your Region
Discover which Living Greyhawk regions correspond to which real-world locations.
Regional/Metaregional Links
I. The Sheldomar Valley
Bissel
Geoff
Gran March
Keoland
Principality of Ulek
Yeomanry
II. Tuflik, Fals, and Velverdyva Trade Route
City of Dyvers
Ekbir
Ket
Tusmit
Veluna
Verbobonc
Zeif
III. Iuz's Border States
Bandit Kingdoms
Furyondy
Highfolk
Perrenland
Shield Lands
IV. Nyrond and Her Environs
County of Urnst
Duchy of Urnst
Nyrond
Pale
Ratik
V. Splintered Suns
Ahlissa (Adri/Innspa)
Ahlissa (Naerie)
Bone March
Onnwal
Sea Barons
Sunndi
Dullstrand
Core Adventures
Bright Lands
DMs Challenges
Regional/Metaregional Adventures
Special instructions for requesting, playing, and reporting regional and metaregional adventures.
Contact the Campaign Leadership

The Regional System

The Living Greyhawk campaign is international in scope, with heroes traveling all corners of Oerth in search of adventure. However, a primary focus of the campaign lies at the regional level. The RPGA split the world into numerous regions. Each real-world region is matched with a region within the Flanaess, the setting of the Greyhawk campaign. Regions that border each other in the real world are assigned neighboring Flanaess regions, to add to the believability of cross-campaign interaction.

Each real-world region is moderated by three local administrators (know collectively as a regional triad), who allow local players to take on positions of importance and affect events in their assigned part of the game world. This chain of command allows the campaign administrators -- a group of RPGA members know as the circle -- to oversee the entire international campaign and tackle major issues and problems. Evil and nonhuman realms are reserved for the Circle to develop and control.

Each player's real-world address determines the default home region of his or her characters in the Living Greyhawk setting, and each home region has particular adventures assigned to it. Anyone living, or stationed, in an area of the world without a designated region may choose Geoff as their home region. If a player travels to an event in a state or country controlling a different game region, that player's character takes a trip to that part of the Flanaess, too. Such travel costs your character extra time units (TUs) which lowers the number of adventures the character can play during the calendar year. You can choose a home region for your character other than the one assigned to the area where you live, but playing your character at home will cost extra-time units and a character's home region can only be changed under special circumstances. Also remember, regional adventures are not available for ordering outside the real-world areas to which they are assigned.

The introduction of metaregional adventures in CY593 opened new play opportunities. In addition to advancing larger plots and introducing non-player characters important to the entire metaregion, DMs and players have additional adventures to choose from each year -- and playing in your metaregion only costs your character one time unit (TU). Take advantage of the larger geography to play with new people or game with friends that share your metaregion but live out-of-state or even in another country.

In addition, many Living Greyhawk adventures are set in neutral (unassigned) lands, wild regions, or evil kingdoms. Impacting the fate of the entire Flanaess, these story arcs are the core adventures. Players from all regions may participate in core adventures which create grand stories in the overall campaign and forming a common ground for adventures all players can enjoy.

To learn more about the regional system, consult the Living Greyhawk Campaign Standards. Visit Finding Your Region to determine your character's default home region.

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