Using World of Greyhawk box set with the following changes:
- Hexes are 6 miles instead of 30 miles
- Stock each hex using the dungeon stocking rules treating each hex as a dungeon room. Specials = dungeon, tower, etc. Monster = lair.
- Castle of the Mad Archmage is the tent pole, can roll in other classic greyhawk models (Giants, Slavers, Tharizdun, etc)
- Populate hexes with classic modules (TSR, Judges Guild, Necromancer, Kuntz, Mythmere etc) and Dyson’s maps/adventures
- Doomstones with orcs from Iuz and gems leading to Elemental Evil (using Elemental Princes instead of Zuggtmoy)
- The kingdoms marked on the map are kingdoms in name only. Each marked location, except for the City of Greyhawk, is either a village or a castle as per the rules regarding establishing a stronghold (use Judges Guild Villages and/or Castles books and some of Dyson’s maps [other Wilderland cities; Rauxes = CSWE]). Some may have swore allegiance to another castle (thus the “kingdoms”)
- Populations are cut by a factor of 10
- Religion:
- Generally, the central area is dominated by the Church of Law with numerous venerated saints (faux catholic, St. Cuthbert) or the Old Faith (druids)
- eastern barbarians - Odin, Thor, et al.
- West - babylonian
- Chaotic - deviltry & old ones
- Others from Deities & Demigods are also available
- Starting in the City of Greyhawk - Use CSIO
- Put Dyson’s Jakalla maps under the city. With connection to Castle of the Mad Archmage