Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.

Orlane
A thriving farming village known throughout the Sheldomar Valley for its wine and grain, Orlane has been the subject of dark rumors as of late.

A map of Orlane

People you know in Orlane:

Zakarias, the mayor of Orlane. A former soldier, he knows Rolen from his days in the army.
Traver, the mayor's butler and bodyguard.
Allana Philandril, Rolen's sister, an apprentice seamstress.
Hewitt, a former who seemed fearful but clear-headed.
Master Ramne, a hermit mage of some repute, although he sounded a bit addled and refused to let you inside his home in a grove west of town.[/b]

Hochoch
Once a simple trading village on the Realstream, Hochoch has become one of the last bastions of Geoff's displaced populace and a staging ground for military efforts to reclaim the country. It's also a hive of intrigue, offering plenty of opportunity for those willing to delve into dark places.

A view of Hochoch
Hochoch and surrounding lands
Map of the northern Sheldomar Valley

Individual XP totals: All at ???? xp (Should be 6th. I'll tell you when to level)
next

Undivided Group Loot:

bag of holding containing the following:
Coins, mostly minted in Geoff or the Gran March with a few of older vintage:

38 pp
1,509 gp
874 ep (of ancient design)
2,713 sp
973 cp

(8) gemstones (bloodstone, moonstone and chrysoberyl) worth about 50 gp ea.

Rotting, silk-lined wooden box containing a set of turquoise chess pieces carved to resemble animals (worth ~250 gp)

Silver chalice engraved with Suloise runes (100 gp for the metal, 400 gp to a collector).

Ivory statue (300 gp)

Bronze war mask (150 gp)

An iron-bound copy of Vol. 2 of the Enchiridion of Bohk (grants a +1 bonus to Intelligence (Arcana) checks when used as a reference)

Tarnished silver key with an intricate series of teeth on one end and a knotted pattern on the other depicting a serpent eating its own tail.

Trade documents and coded message that reads: Do Not Come To Orlane Town Is All Wrong Think Double Gain Gorse Or Change Links Have Replaced Residents Constant Table Church And Inn Not Safe Send Help

bone scroll case with a priestly scroll of detect magic.

Scrolls of magic circle and dispel.

enchanted silver serpent amulet with garnet eyes (x2), used to communicate with (and be tracked by) the Mistress

gold headband that inflicts short duration feeblemind on wearer

cracked soul gem, which Ramne says can "split a soul from its body -- just point, focus on the target and complete a Suloise counter-benedition with the left hand while uttering the command word. It will be easier to accomplish if the target is wounded, as the connection between mind and body becomes strained the more the body is deformed."

(3) potions of longevity (Reduce physical age by 1d6+6 years, 10 percent cumulative chance of instead aging user by 1d6+6 years)

potion of levitation

potion of gaseous form

Magic items owned by the group:

Kierdan: mithral chainmail, gold periapt of health; a necklace of prayer beads that, when attuned can be used to cast certain spells. Activating a bead is a bonus action (using the wearer's spell save DC if needed). Once used, a bead may not be used again until the following dawn. The necklace contains the following beads: blessing (bless), curing (2nd level cure wounds or lesser restoration), favor (greater restoration) and smiting (branding smite).
Eldramin: enchanted silver brooch of shielding, periapt of wound closure: necklace with blackened fang hung on braided, red leather thong threaded with fine silver hair; A shattered longsword that is a+1 revenant blade, that, when attuned, inflicts an additional 1d6 necrotic damage in melee and has the reach property, extending the wielder's reach with it by 5 feet; an unmoving bulwark shield that grants the wielder advantage on opposed checks to resist being moved involuntarily. In addition, by speaking the command word inscribed on the inner surface, the shield functions as an immovable rod, magically fixing it in space until the command word is spoken again. The shield can hold up to 8,000 pounds of weight before it is deactivated and falls. A creature can use an action to make a DC 30 Strength check, moving the fixed shield up to 10 feet on a success.
Alistair: Pot of Keoghtom's ointment (5 doses, each heals 2d8+2 hp, neutralizes poison and cures disease);goggles of night, ring of clear thought (+1 Int, resistance to mind-affecting)
Dragomir: The black axe, a +1 battle axe that deals an extra 1d6 damage to fey, celestials, fiends and elementals, potion of greater healing (4d4+4), suit of splint mail
Koralyn: bronze ring of free action, cloak of protection (+1 AC, +1 saves), hat of disguise, Namarra, a +2 longsword of warning with a silver hilt and an amethyst set in the pommel (the blade glows a dim purple, with the strength of a candle, and it is inscribed with elven script on each side: One says "Namarra," the other "Never sleeps.") The blade warns an attuned wielder of danger, granting advantage on initiative rolls. In addition, the wielder and any companions within 30 ft can’t be surprised unless incapacitated by something other than mundane sleep. The weapon magically awakens the wielder and companions within range from natural sleep when combat begins.
Rolen: silver-bladed rapier +1, (6) arrows +1, ring of jumping inscribed with some curious Suloise script; bracers of archer (+2 damage with bows)

About Hochoch:

Located in the broad valley that cleaves the Oytwood from the immense Dim Forest, the town of Hochoch has always been a strategic location within the Grand Duchy of Geoff. Yet its importance has never been greater than it is now, because the town has become perhaps the sole torchbearer of a dying nation.
Giants have plagued the Grand Duchy of Geoff for generations. Their isolated attacks had always been a nuisance, but they rarely amounted to more than that. That situation changed seven years ago, in 584 CY, when the diverse giant clans and savage humanoid tribes of the Crystalmist Mountains descended upon Geoff in an unprecedented tide of devastation and savagery.
Now, Hochoch serves as the last bastion of freedom and civilization in Geoff, though the years of fighting and the burdens of war have exacted a heavy toll upon the inhabitants. Refugees from nearby areas have swelled the population, while savage attacks have wiped out crops and despoiled food supplies.
Factions diverge in their opinions about the most appropriate course of action to deal with the problems. While nobles and knights argue over treaties and priorities, refugees and peasants face a daily struggle for survival in an overcrowded city. These are dark days in Hochoch. But, as an old Geoffite saying goes, “The darker the storm cloud, the higher the griffon flies.”
Hochoch at a Glance
Hochoch is an overcrowded walled town that serves as a military base, refugee camp, and diplomatic arena.
Population: 5,500, with about 4,200 humans, 500 elves, 250 halflings, and the rest divided among dwarves, gnomes, elves, half-elves, and half-orcs. Individuals of other races also appear occasionally.
Government: Hochoch is governed by a town council, instituted as a diplomatic compromise to
ensure the town’s safety. The council’s members are displaced nobles, community leaders, Watcher and Dispatcher officials, and representatives of Duke Owen I and Commandant Magnus Vrianian of Gran March.
Defenses: Hochoch boasts a battle-hardened townguard, whose members maintain day-to-day order among the populace. The nearly 230 town guards answer to the local Knights of the Watch, who are honor-bound to uphold the laws laid down by the ruling council.
The Watchers are an elite force, overseeing the defense of the city walls and investigating serious crimes with religious zeal. The number of knights fluctuates due to reassignments, but usually hovers around 80.
Inns: The Streamview Tavern is probably the most popular establishment in Hochoch, overlooking the northern shore. The wealthier residents prefer Walton’s Winery, a well-appointed inn with an extensive underground wine cellar. Watering holes of all sorts can be found among the Shingles, where the poorer residents try to drown their sorrows.
Supplies: Hochoch has a long tradition as a starting base for adventurers and explorers, and several stores provide supplies for long-term expeditions. Since the giant invasion, these stores have become recruiting centers for brave Geoffites interested in mounting raids against the invaders. Olwyn’s Outfitters and the Cautious Dwarf are two of the most popular supply shops.
Temples: Every major non-evil religion has at least a small shrine or chapel somewhere in Hochoch. On Watcher Hill stands a well-kept church, favoured by the Knights of the Watch, that is dedicated to Heironeous, St. Cuthbert, and Kelanen, the Prince of Swords. The common folk prefer to attend the Old Faith services in the Grove, honoring nature-related deities such as Pelor, Obad-Hai, Beory, and Allitur.
Hochoch History - From Outpost to Bastion
Geoff ’s history stretches back for more than nine centuries, and Hochoch is not much younger than the Grand Duchy. From its humble beginnings as a military outpost, Hochoch (“Watcher’s Hold” in old Flan) has held great strategic importance in Geoff.
Originally just a sturdy riverside keep watching over Geoff ’s eastern border, the outpost soon grew into a small village. The few buildings that surrounded Hochoch Keep expanded into an entire town, far outgrowing the town of Midwood (Hochoch’s elder by less than a generation) and becoming one of the largest settlements in Geoff.
When Geoff became a vassal state of the Kingdom of Keoland in 316 CY, its ruler granted a fortified manor in Hochoch to the Knights of the Watch, who established one of their primary strongholds there. Although polite, the relations between the stern Watchers and the general populace have always been cold. Still, the Watchers’ presence has until recently kept Hochoch safe from the savage humanoids that occasionally preyed upon neighboring communities.
Hochoch’s safety ended in 584 CY, when the giant-led forces stormed the realms of Geoff, Sterich, and the Yeomanry. The savage horde swept through Geoff, and refugees poured into Hochoch daily, bearing the scars of the invaders’ violence. Soon after Preston’s fall, a force of hill giants emerged from the Oytwood, smashed Hochoch’s siege engines, and occupied the town. For almost a year, Hochoch’s inhabitants struggled under the giants’ abusive rule.
That suffering came to an end in 586 CY, when a force composed of Gran March soldiers and Knights of the Watch descended upon Hochoch and reclaimed the town after a bloody battle. Using Hochoch as a staging ground, remnants of Geoffite pike and longbow armies, led by the recently created Knights of the Dispatch, pushed back into the invaded lands, bent on vengeance. Even though this combined force achieved some victories—most notably the liberation of most of the Oytwood—the loss of peasants and knights alike led to a grim stalemate. The giants kept to the conquered towns, and the Geoffites lacked the population to effectively reclaim their land.
In the five years since its liberation, too many eager eyes have turned to Hochoch. The lords of Gran March annexed Hochoch (ostensibly on a temporary basis), and rumors abounded that the town might be formally given to the Knights of the Watch. Perhaps unsurprisingly to onlookers, the local populace resisted such a move, seeing it as a coup against Geoff.
Displeased by the Watchers’ ambition, the exiled Grand Duke (Owen I of Geoff, currently housed in Gran March) announced his intention to move his court to Hochoch, the last free town of his realm. At the same time, quite a few Geoffite malcontents began blaming the Grand Duke’s inaction for the loss of their country and promoting the idea of replacing the monarchy with a democratic system not unlike that of the Yeomanry.
Currently, diplomatic debates in Hochoch have settled on a precarious balance of interests. The city remains a Geoffite community, ruled by a council of representatives elected by nobles, merchants, and community leaders, and it pays tribute to the Commandant of the Gran March. The Knights of the Watch, under orders from their leader, Hugo of Geoff, have sworn to serve as Hochoch’s town guard and uphold the laws laid down by the town council. It is uncertain how long this condition can last, however, before all parties are once again at each other’s throats.
Geography and Climate
Poised upon a hill overlooking a curve in the Realstream’s course, Hochoch commands an impressive view of the Midwood Vale — the expanse between the Dim Forest and the Oytwood. Most of the terrain around Hochoch consists of sturdy grasslands broken by the occasional copse of cottonwoods. A few miles to the north lies the brooding expanse of the Dim Forest, whose terrain slowly rises as it approaches the Barrier Peaks. To the south of Hochoch, the forested hills of the Oytwood sprawl across the landscape. The land to the west of the town slowly drops in altitude as the plains and forests give way to the swamplands of the Rushmoors. Finally, to the east, the Javan River cuts through the Midwood Vale near its namesake village. Beyond the Javan is what little remains of Geoff.
Hochoch lies in a subtropical region, where temperatures range from about 91º F (32º C) during Reaping (high summer) to as low as 46º F (7º C) in Fireseek (midwinter). This temperature range means that Hochoch sees little snowfall, although morning frosts are common during the colder months. Still, chilling fogs roll down from the Dim Forest from late autumn to early spring. Violent thunderstorms are common during the summer, when the winds carry in heavy clouds from the Azure Sea.
Hochoch Population
The humans that comprise the majority of Hochoch’s population are of mixed heritage, displaying all the best qualities of their Flan, Oeridian, and Suloise ancestors. Their complexions can range from the deepest brown to extremely pale, although most fall into a tanned middle ground. Hair colors also vary widely, from raven black to platinum blonde, though brown and reddish-brown occur with some regularity. Hair structure is usually wavy or curly—rarely straight. Eye color is typically black or brown, though gray, blue, and violet are not unknown.
Halflings have been a part of Geoffite society since the beginning, and they tend to live alongside humans. Apart from size, little difference exists between the two races—their cultures and manner of dress are nearly identical. Dwarves have lived in the Stark Mounds and the Crystalmist Mountains for centuries, but have always been a rare sight in the Eastern parts of Geoff. Likewise, half-orcs in Hochoch might hail from the regions near the Crystalmists or from more distant realms, such as the Pomarj.
The humans of Geoff have traditionally kept good relations with the Olvenfolk of their realm. The high elves and gnomes of the Oytwood and Stark Mounds helped build the Geoffite capital of Gorna, and the wood elves of the Dim Forest have proven to be strong allies against the depredations of savage humanoids.
This long history of cooperation has led to a goodly number of half-elves in Geoff ’s populace. Still, the recent trials have strained the relations among the humans, high elves, and wood elves, with each race fighting its own battles and treating its own wounds. A few clearer heads have realized that only a joint effort can reclaim Geoff from the giant marauders.
The human nomadic riverfolk known as the Rhenee merit special mention. Their barge-homes have escaped the giants’ depredations, and the riverfolk have made a comfortable living out of ferrying goods and people up and down the Realstream and the Javan. Their knowledge of the riverways, mapped or otherwise, have made them invaluable to the refugees of Geoff, but some travellers — especially among the Watchers — resent having to pay the riverfolk.
Hochoch Locations of Note
Because of Hochoch’s position between two large forests, wood is plentiful as a building material. The town’s structures feature extensive woodwork, from shingles to carved frames, often with elven designs. The largest buildings, including Hochoch Keep, are built from stone quarried in the Stark Mounds. As befits a village of Hochoch’s age, ivy covers most of the stone buildings. Since the repulsion of the giant invaders five years ago, several structures have under-
gone renovation to repair damage suffered during the battles.
(Numbers correspond to the map of Hochoch and surrounding lands.)
1. Hochoch Keep: A distinctive castle, Hochoch Keep served as the mayor’s house for centuries. Its adornments include owl-shaped grotesques, since och (“watcher” in Old Flan) is also a colloquial term for owls. The Knights of the Watch acquired the keep after the liberation of Hochoch, and it now houses the order’s local garrison. The Watchers have set aside a separate building for use by the Knights of the Dispatch.
2. Boom Tower: Connected to the shore by a long causeway, this tower holds a mechanism that extends an enormous chain across the Realstream. Originally intended to shut down river traffic in times of war, the boom chain is now used primarily to direct floating logs down toward the mills.
3. The Mills: Across the Realstream from Hochoch Keep, several sawmills work on timber that has been harvested upstream in the Dim Forest and floated down to Hochoch. With the influx of refugees from elsewhere in Geoff, and the recent reconstruction of buildings damaged in the liberation of Hochoch, the demand for timber is at an all-time high. Unfortunately for the mills and those who need their lumber, problems in the Dim Forest have been interfering with production.
4. Anchorage: The Realstream washes against a narrow beach here, and most of Hochoch’s fishermen and sailors pull their vessels ashore when not in use. Some, especially the Rhenee, prefer to keep their boats anchored to the wooden piers.
5. The Grove: This dense copse of cottonwoods grows around a natural spring that rises from the ground amid Hochoch’s three main hills. Priests of the nature-oriented deities hold religious services here, and most of the population subscribes to these faiths — with the notable exceptions of the Knights of the Watch and Dispatch.
6. Watcher Hill: For centuries, a fortified manor house atop Hochoch’s northernmost hill housed the Knights of the Watch, and their presence gave the hill its name. With the Watchers’ relocation to Hochoch Keep, their former manor was converted into a chapel of Heironeous, St. Cuthbert, and Kelanen. The entire neighborhood has an orderly style in which the large homes of the nobility share space with more dignified businesses.
7. The Shingles: Named for the wooden tiles that make up the roofs of most buildings in this section of town, the Shingles is Hochoch’s most populous neighborhood. The narrow streets and winding alleyways provide a haven for people of dubious intentions, and the Knights of the Watch rarely visit the area.
8. Town Gate: This impressive barbican serves as the main entry point for Hochoch, and a squad of Watchers is on duty here at all times. The gates and portcullis remain open throughout the day and are closed at night. Entrance after dusk is through a small door, after close inspection by the Watchers on duty.
9. Refugee Camp: Beyond the walls of Hochoch, a new neighborhood
has sprung up in the last few years, composed of destitute refugees who have nowhere else to go. Most of the buildings here are poorly built wooden shacks, but the more recent arrivals must make do with makeshift tents. Hochoch citizens of pious disposition come here often to alleviate the situation with donations of food and shelter. In addition, the Town Council periodically surveys the refugees and puts the able-bodied to work whenever possible.
10. Realstream Ferry: Although not particularly deep, the Realstream can be tricky to ford, especially for those in wagons and carts. For such burdened travelers, the best option is the ferry barge that spans the river just south of Hochoch’s walls. The town council pays the ferrymen, so the only fee levied here is for cargo (5 gp per vehicle).

Hochoch Area Power Groups:

The Red Griffons: When Geoff fell to the invading horde, many survivors of its army pledged allegiance to the neighboring Gran March — in part due to the fame of its military — and were among those forces that reclaimed Hochoch from the giant invaders. These soldiers are now vocal supporters of the Gran March’s annexation of Hochoch, and they do their best to influence the general populace to accept the town’s temporary status as a permanent change. The Red Griffons take their name from their habit of displaying the Geoffite griffon in red and black—the colors of Keoland, Sterich, and Gran March.
The Freemen of Geoff: The so-called “Freemen of Geoff ” are farmers and soldiers who blame the monarchy for its inefficiency in defending the realm from the giant threat. Inspired by the nearby Yeomanry, the Freemen of Geoff wish to replace Grand Duke Owen I with an elected official who would better defend the cause of the common folk. One of the more vocal of the Freemen is Wyllems of Pregmere, a blacksmith with a reputation as a troublemaker.
The Loyalists: This catch-all term covers all of Hochoch’s residents who still consider themselves Geoffites under the rule of Owen I. Some of the Loyalists wish to see Owen move his court to Hochoch, while others view such an action as an unnecessary risk, given the Grand Duke’s advanced age and poor health. Many Loyalists actively oppose the Watchers, painting them as interlopers who value their own ambitions more than the welfare of Geoff ’s people. Some Loyalist groups have begun searching for Owen I’s missing heir, Count Hustin, viewing him as a possible rallying figure for the disparate groups of Geoffite society. So far, divinations have revealed him to be alive and “amid the sky,” but his exact location remains unknown.
The Knights of the Watch: This monastic order of knights has long aspired to control Hochoch and use it as a training ground for new Vigils (entry-level Watchers) who would fight the western nomads from beyond the Barrier Peaks (the traditional enemies of the order). When soldiers from Gran March first secured Hochoch, it seemed that fulfillment of the Watchers’ dream was imminent. But political maneuvering by Grand Duke Owen and negative repercussions from the local population cut that dream short. By order of Watcher leader Hugo of Geoff — a personal friend of Owen I — the Watchers became the elite defense force of Hochoch, and no more. While the Watchers perform this duty to the best of their abilities, in accordance with the precepts of their order, some within its ranks doubt Hugo’s capacity to continue leading at such an advanced age. Chief among these dissidents is the Great Honorable Wyvern Darwyck of Hookhill. Unsurprisingly to many, Darwyck would be one of the main candidates for Grandiose Imperial Wyvern if Hugo were to leave office.
The Knights of the Dispatch: Formed in the aftermath of the giants’ invasion, the Knights of the Dispatch is a splinter sect of the Knights of the Watch whose members eschew the Watchers’ strict adherence to codes of conduct in favor of more flexible methods of waging war. The Dispatchers are among the staunchest proponents for continuous raids into Geoff ’s territory, which makes them popular among the lower classes. A small number of Dispatchers have considered forming a new Geoffite knightly order based solely in Hochoch. The local leader of the Dispatchers is the Grim Basilisk Kerwynn of Gorna, a middle-aged swordmage who looks favorably upon adventurers willing to venture into enemy lands.
The Talons: Hochoch’s thieves’ guild has its roots in the bandit gangs that once preyed on river traders in the area, but its current operations bear little resemblance to that violent past. The guild’s leader, the half-elf Onshae, consolidated power after her father, the former guildmaster, was killed during the battle to reclaim Hochoch in 586. Known as the Snow Owl, Onshae has steered the guild away from outright thievery that might bring it into conflict with local military forces. Instead, the guild has engaged in a number of “reclamation” efforts, raiding the occupying forces in Geoff for supplies that can be sold on the black market or recovering valuables lost in the war and ransoming them back to their former owners. Although lucrative, the new approach has been met with grumbling from some within the guild who see more traditional targets ripe for the picking in Hochoch.
The Quiet Cabal: Lacking ancient sites of power or lore that might draw arcanists, Hochoch has never had a formal academy or other school of magic. Instead, a loose fraternity of hedge wizards, alchemists and sorcerers has grown up in recent years, with a majority of its members having been apprenticed one time or another to the sorcerer Icthene. A magic-user of middling power, Icthene has the near-albino complexion indicative of a strong Suel bloodline and is rumored to have once been a member of the Silent Ones. Whether he is or ever was a part of that order has never been confirmed, but the rumor has endured long enough to spawn a nickname -- the Quiet Cabal -- for the mage and his coterie of former students.
The Autumn Court: The humans of Hochoch have always maintained good relations with the high elves of the Oytwood and the wood elves of the Dim Forest, and those olven allies were instrumental in retaking the town in 586. Since then, a former festhall near the central Grove has been set aside for the use of fey visitors, many of whom still struggle to reclaim their own homes. The hall, once used for harvest festivals, has become known as the Autumn Court, as much for the faded decorations carved into its walls as for the red hair of the wood elves who come and go as they seek to free their home from the dire shadow that has claimed it. Aurumthalas the Raven-Prince, a dour high elf noble from the Oytwood, is looked to as an informal leader of the exiled olvenfolk.
Firecrown’s Band: Driven from their hold in the Stark Mounds during the initial invasion, Thorven Firecrown and his rag-tag of dwarven warriors have been fighting the giants and their humanoid allies ever since. With his numbers whittled down to about three dozen, Thorven and his band have laid claim to an abandoned brewery outside the town walls, where they have been stockpiling weapons and trying to attract additional fighters to their cause. Thorven’s booming voice and fiery beard have become a common presence on Watcher’s Hill as he tries to goad the knights into more direct action.

People you know:

Aurumthalas, the Raven-Prince: A high elf noble from the Oytwood who serves as the unofficial leader of the Autumn Court, Hochoch's enclave of elven refugees and freedom fighters. Devastated by the destruction wrought by the giants, he alternates between deep depression and a cold fury kept barely in check.
Cephas Vol: A sage and sometimes apothecary who runs a small curio shop in the Shingles. A member of the Quiet Cabal but not particularly active, he maintains correspondence with other learned men in neighboring lands.
Grim Basilisk Kerwynn of Gorna: The leader of the Knights of the Dispatch in Hochoch, Kerwynn is a good-natured old warrior who has shown himself to be an adept politician nevertheless. A swordmage, he has a fondness for audacious plans and prefers to ask forgiveness rather than permission.
Marek Prester: A middle-aged native of Hochoch, Prester is the owner of the popular Streamview Tavern. He lost a leg in the battle to retake Hochoch from the giants and was knighted by Duke Owen himself, but refuses to be called 'Sir.' He married a young Baklunish woman a few years before the giants invaded and worries that she'll be a target of Watcher prejudice when he's gone.
One-Eye: The bartender at the Poxy Doxie. A gruff bruiser, he's got two eyes but only one ever seems to be open at a time.
Onshae: The half-elven leader of the Talons, Hochoch's thieves' guild. You saved her from an attempted coup and she rewarded you with a treasure map.
Varisthas:An elven ranger and friend to Kierdan, he watches the eastern region of the Oytwood bordering the Rushmoors.

Other Greyhawk Resources:

If you’re looking for information about a specific nation, NPC or group, the GreyWiki on Canonfire.com is a fantastic resource.

There’s also a relatively comprehensive list of Greyhawk deities on Wikipedia.

This fansite also has some good resources, including a timeline and a fan-made Player’s Guide to Greyhawk that provides a great primer to the setting (there’s almost no rules content, other than suggesting which core rules options link to Greyhawk fluff).

The Sorcerer’s Scroll also has some good Greyhawk 5E resources that would help with putting together a character concept and background.

Rules and Stuff

A 5E Primer/Reminder:

This isn't a comprehensive description but a general overview of some of the core 5E concepts for anyone new to the system. You'll still want to familiarize yourself with the rules (either the PHB or the free Basic Rules, which will be fine for anyone who wants to submit a character).
Race/Class/Background: These are the main choices you'll make at character creation. Races are very similar to previous editions, offering ability score improvements and a few other abilities. Classes also should look familiar, offering an array of proficiencies and level-dependent abilities. Backgrounds are new, and function as a roleplaying aid and a significant source of starting skills.
Proficiency Bonus: Skill checks, saving throws and most other rolls function as ability checks, 1d20+ the appropriate ability modifier. If you are proficient with the appropriate skill, save or weapon, you also get to add your proficiency bonus, which takes the place of BAB, skill points and scaling save bonuses from 3E/PF.
Bounded Accuracy: Your proficiency bonus never goes that high (topping out at +6) and most other bonuses are limited (stats cap at 20) or nonexistent (very, very few spells or feats offer numerical bonuses). ACs and DCs remain similarly low. Specialists will be better than unskilled characters, but the gap is smaller, so you rarely have situations in which one PC succeeds on a 2+ while everyone else needs a 20. Dice rolls are more important, as are re-rolls and abilities that let you attack more often or do more damage.
Advantage/Disadvantage: This mechanic takes the place of many of the miscellaneous numerical bonuses in 3E/PF. Have higher ground or know some good dirt on the noble you're trying to persuade? You have advantage and can roll the d20 twice and pick the better result. Trying to pick a lock in a snowstorm or intimidate a guard while covered in chicken feathers? You have disadvantage and must roll twice, taking the worse result.
Action in Combat: You get a standard action, a move, a bonus action and a reaction each round. If you get extra attacks, you get to make them whether or not you move, and can split your move before and after your standard. Reactions cover things like opportunity attacks or “immediate actions” from PF. Bonus actions cover a number of things, such as a rogue's ability to take an extra move or a dual-weapon fighter's off-hand attack. You can only use one of these per round, so watch for overlap.
Healing: Magical healing works like 3E/PF. Natural healing is a little different. Instead of healing a certain number of HP per day, each character has a pool of hit dice (1 per level, same as the dice you roll for HP at level up) to use to heal during a short rest (about an hour) or long rest (overnight). Some classes may be able to use hit dice more often. Hit dice renew during a long rest. So instead of carrying around wands of cure light wounds to heal after combat, you can catch your breath and heal a bit naturally.
Concentration: Buff spells are less common, because many require concentration. A caster generally can only have one spell that requires concentration active at a time, so you've got to pick those party buffs wisely!
Attunement: Similar to concentration, this limits the number of magic items you can have active at one time. Not all items require attunement, but many of the most powerful do. You can only have three such items attuned at one time.

House Rules We’ll be Using:

House Rule: The rogue’s Sneak Attack ability can be used with any light weapon, as well as those with the finesse or ranged descriptors.
House rule: Remove the ability in the Great Weapon Master feat to take a -5 penalty to hit with melee attacks to gain a +10 bonus to damage. The feat instead grants a +1 increase to Strength. Remove the ability in the Sharpshooter feat to take a -5 penalty to hit on ranged attacks to gain a +10 bonus to damage. The feat instead grants a +1 increase to Dexterity.
House Rule: Minor refluffing of weapons is fine. If you want a saber that does slashing damage but is otherwise identical to a rapier, that’s almost certainly fine. Just ask.
House Rule: You can use your Strength modifier for attack and damage rolls instead of Dexterity when attacking with a properly reinforced longbow.
House Rule: Power Attack action option -- When making a melee or ranged attack action on your turn, you may make a power or precision strike that sacrifices accuracy for increased damage. You take a penalty equal to your proficiency bonus on your attack roll but gain a bonus to damage equal to twice your proficiency bonus. You cannot make a power attack with a spell or with an attack taken as a reaction or bonus action.
House Rule: We will be using the Disarm, Overrun, Shove Aside and Tumble action options from the DMG.
House Rule: Flanking grants advantage.

Custom Feats and Archetypes:

Otherworldly Patron: Fallen Warrior
(Credit to Polydeuces on ENWorld for the bulk of this, minor tweaks by me)
You have made a pact with a spirit or vestige that was once a great warrior. Some of these lingering shades may be altruistic, while others crave only an outlet for revenge. The crusader priest Arnd, the demigod Murlynd, the vampire Kas the Bloody-Handed and the Oeridian warlord Lum the Mad are all suitable fallen warrior patrons.
Fallen Warrior Expanded Spell List
1: heroism, command
2: branding smite, spiritual weapon
3: phantom steed, elemental weapon
4: fire shield, freedom of movement
5: geas, destructive wave
Tools of the Fallen (Level 1)
You gain proficiency in medium armor, shields and any weapons with the versatile property.
Veteran's Greeting (Level 6)
Starting at level six, your patron gives you the ability to respond to those that would test your presence. When a creature willingly enters your melee range, you may use your reaction to make a weapon attack against that creature. You may use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Warrior's Resilience (Level 10)
Starting at level 10, you can invoke your patron's ability to shrug off damage. At the end of a short or long rest, you choose a damage type with the exception of radiant damage. You have resistance against that type of damage until you choose a different one using this feature. Damage from magical weapons ignores this resilience.
Strike of the Fallen (Level 14)
Starting at level 14, when you hit a creature with an attack, you can allow your patron to deliver a crushing strike of their own. The target is crushed with a physical damage type of your choice, instantly dealing 7d10 physical damage. This damage counts as magical, and ignores resistances. Additionally, the creature is knocked prone, stunned, and disarmed until the end of its next turn. Once you use this feature, you cannot do so again until you finish a long rest.

Agent of the Valley
Your kind have few friends outside the Valley of the Mage, but you have learned how to pass unnoticed among men.
* You are proficient in the Deception skill and with disguise kits. You may use your Intelligence modifier instead of your Charisma modifier when making checks with either proficiency.
* You know the disguise self spell and can cast it once per short rest without using a spell slot. Your proficiency bonus is doubled when calculating the spell save DC to see through the disguise.
* When you cast disguise self, you can extend the spell's duration beyond 1 hour by maintaining concentration.

Deepwood Sniper
You have stalked dangerous prey through the depths of the Dim Forest; neither distance nor mortal danger disrupts your aim.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
* Attacks at long range don't impose disadvantage on your ranged attack rolls.
* Your ranged weapon attacks ignore half cover and three-quarters cover.

Disciple of the Dawn
You have devoted your life to the service of the Sun Father and wield his radiance as a shield, a salve and a sword.
* You have advantage on saving throws against any spell or effect that would leave you blinded.
* When you cast a spell that deals radiant damage, you may choose to deal fire damage instead. Likewise, you may choose to deal radiant damage with spells that normally deal fire damage.
* Add flameblade, daylight and fire shield to your list of domain spells at the appropriate levels.

Hungry Soul
You have survived several brushes with death and have learned to sacrifice the souls of other to protect your own.
* You have resistance to necrotic damage.
* You have advantage on death saving throws.
* When an unconscious creature within 30 feet of you makes a death saving throw, you may use your reaction to give it disadvantage on the roll. You may immediately spend Hit Dice to heal yourself as if you had completed a short rest.

Paranoid Planner
They’re out there, waiting, spinning webs of intrigue incomprehensible to the ignorant masses. But you know. And you’ll be ready when they strike.
* You are proficient with the Insight skill and may use your Intelligence modifier instead of your Wisdom modifier when making Insight checks.
* You have advantage on saving throws against enchantment spells and special abilities that would charm or dominate you.
* As a reaction, you may replace some of your prepared spells with other spells from your spellbook. You may replace a number of prepared spells equal to your Intelligence modifier. Once you have used this ability you cannot use it again until you complete a long rest.

Silver-Tongued Scoundrel
Your charm has earned you a reputation as a dashing rake. And while deception comes naturally to you, you have a habit of leaving enemies in your wake.
* You gain proficiency with a musical instrument of your choice
* You have advantage on Charisma (Deception) and Charisma (Persuasion) checks against people who could be attracted to you
* If you fail a Charisma-based skill check against a target you may use this feat to turn the failure into a success, but the target of the check will later become hostile to you as if it had been the target of the friends cantrip. You may not use this ability again until you have completed a long rest.

Character Creation Rules for reference:

Character Creation:
Format: Please format your character’s description and stats in an alias similar to this.
Starting level: 4
Ability Scores: Use the standard array (15, 14, 13, 12, 10, 8) or point-buy with 27 points using the costs in the PHB.
Hit Points: Max at 1st, average after that, as per the book.
Exotic Choices: Certain races and classes count as an exotic choice. Each character can include only one exotic choice, and any exotic race or class may appear no more than once in the party.
No pets: As a general rule, avoid taking animal companions or familiars. With PbP these can bog down play and I want the focus to be on the PCs. Six personalities will be enough!
Races: All of the races from the Basic Rules (available free online) and PHB are allowed, except drow elves and dragonborn. Variant humans are allowed. Tieflings are allowed as an exotic choice, as are aasimar (from the DMG).
Classes: All classes and archetypes from the Basic Rules and PHB are available (except the beastmaster ranger, due to the no pets rule).
Backgrounds: All backgrounds are available. Custom backgrounds also will be allowed - feel free to change skills and swap background features or equipment; however, no background should ever grant more than two skill proficiencies, plus two tool proficiencies or bonus languages, and background features should not grant a mechanical benefit.
In addition to choosing a trait, ideal, bond, and flaw, answer these questions:
What’s one magic item your character would go to great lengths to attain?
What’s one thing your character wants that money can’t buy?
Name and describe one person in Hochoch who would do you a favor (and might ask one in return).
How does your character spend his or her money? Does he blow it at brothels and bars as fast as he earns it? Invest it in a business? Purchase expensive antiques? Support a family? Support an addiction to exotic drugs? Note: This is mainly a flavor choice, but I plan to allow you to “spend” money on your lifestyle if you want to gain various mechanical benefits, such as “fate point” style re-rolls, minor permanent abilities or to ensure a future treasure hoard contains an item that would be useful to you.
Multiclassing and Feats: Are allowed (but see the House Rules for changes to a few feats). In addition to the feat you might select instead of your 4th level ability boost, all characters will get a bonus feat at character creation selected/designed by the DM to reflect your character concept and background.
Equipment: Choose normal starting equipment from the packages available from your class and background. You then gain 100 gp to upgrade or purchase additional equipment.