Monday, August 3, 2026

The Apocalypse Now

Art by Jeff Easley

A lot has been written about the "Myth of the Frontier" underpinnings of D&D, and the games perhaps greater homology to Westerns than traditional fantasy in many ways. Interestingly, despite that clear element of the game's core assumptions, when we look at published D&D settings, we don't really see a frontier and expansion setup.

The implied setting of D&D, as a number of writers have pointed out, can also be said to be post-apocalyptic. That often conjures images of science fantasy writers from Appendix N, but of applies to in the literal sense if not the generic sense to the Hyborian Age of Conan and the 3rd Age of Middle Earth. Materially greater and in some ways more advanced civilizations must precede the current one for there to be so much wealth and magic to be looted in old ruins.

A post-apocalyptic setting allows the frontier to be closer at hand, and indeed really sort of obscures it even being a frontier, as no discernable border but instead the distance between "civilized points." Connecting these dots seems more reclamation than expansion.

That works, but in D&D settings like Greyhawk, Krynn, and the Forgotten Realms, the apocalypse is remote enough so that the current civilization doesn't seem post-apocalyptic, at least no more than the High Middle Ages seems to us recovering from the fall of Rome.

Yet, Greyhawk, for all its map full of named regions, heraldry, and rulers with elaborate titles, is really empty. Some of this exists to facilitate the desired game play, sure, but that's the Doylist explanation. I like the more Watsonian explanations of humanoid and demihuman groups that are not adequately censused coupled with events that have led to a decline in population.

As Chris Kutalik and other commentors suggested in his blog series of years ago, I think Greyhawk is best analogized not to some science fantasy post-apocalypse but to historical eras like the "Dark Ages" (or early Middle Ages) after the collapse of Rome, or the plague, famine and war riven period of the Crisis of the Late Middle Ages.

In many ways, I think, Greyhawk reads better as a setting where the apocalypse (or at least an apocalypse) is not the remote past but happening now or relatively recently. This isn't so much a total destruction kind of apocalypse but a "civilization is dealt a blow" sort of one. This allows for the breadth and complexity of social structures described in Greyhawk, but also for the population numbers and available real estate for enterprising adventures to carve out something for themselves. 

It's "points of light" to use the modern descriptor, but not (like so many of those settings) a rather static period, but one where there are still roving bands of invaders (humanoids, monsters, or armies of other human nations) and isolated communities that must either grow larger and more resilient or be wiped out. I should add, There's no one way the communities have approach this problem to survive. Orcs settling down to live in some sort of peace is potentially just as possible as driving them out and killing them.

I think this sort of implied framing could be fun to lean into. D&D settings need more Random Calamitous Event Tables and societies in flux (like we see in some epic fantasy like A Song of Ice and Fire). Christopher Buehlman's historical horror novel Between Two Fires and his fantasy series beginning with the Blacktongue Thief where human civilization is still dealing with the fallout from a disastrous (and still simmering) war with goblinkind are great inspirations, as well.

11 comments:

Gus L said...

I think D&D style fantasy works best in a setting of a "slow apocalypse" where depopulation and decline are ongoing. This is also a way of locking in on the Western themes of D&D without quite as much of the settler colonialism ... the wilderness isn't newly conquered and claimed by empire, it's the hollowed out core of the thing. This also allows the pressure to remain steady - the PCs might succeed, but it's a world in need of heroes, with constant troubles and no chance of saving it all.

Alternatively, I've been thinking a lot about the sort of "smaller world" that pre modern societies lived in - yes there was travel and trade across vast distances, even in the paleolithic, but for the majority of people the world was very small, and even the local woods and mountains weren't accessible. I think of "The Brothers Grossbart" type adventure with this or stories like Beast of Gévaudan and the whole genre of "warlock/werewolf bandit" stories from medieval Germany.

Let's just say the pre-modern world wouldn't have grasped hexcrawls very well (and maybe games should use things like pilgrims itineraries more for travel). Ultimately though this kind of game makes me want something closer to Ars Magicka.

Imperial collapse and apocalypse (even one on a map of Wisconsin?) still ring truer for old school D&D though.

Nonplayer said...

I like this post. I think the way to look at "dark ages" is not that a culture turned away from reason or abandoned virtue, but that some calamity made it impossible to continue the previous level of intellectual or cultural production. These times are then "dark" to historians because the records get sparser -- and this also means that there's less call for official record-keepers, and knowledge of what's happening off the main trade routes gets worse. That's the mechanism of your Watsonian explanation: the loss of state capacity for *collecting* tax revenue or levying armies means that the effort of making a census isn't worth it.

The late Bronze Age Collapse (currently in the public conversation due to Christopher Nolan's invocation of the Sea Peoples in his Odyssey) and the end of Mayan civilization in the Yucatan jump to mind as other post-apocalyptic historical settings. There must be some other good ones I'm not thinking of.

Trey said...

@Gus - I like that "smaller world" aspect too. I haven't made it work satisfactorily in game, but I like the idea. I would say both your thoughts combine in some Westerns.

The recent BBC/Amazon Western series The English struck me as showing a frontier area that has been "won" by is still dealing with the lingering fallout of that victory.

Trey said...

@Nonplayer - The Bronze Age Collapse was another period I was going to mention, but I thought I was already getting overlong. Really, a lot of the Bronze Age and early Iron Age with clashing of empires and smaller populations probably works for this.

Anne said...

Kate Heartfield's "Armed in Her Fashion" might be another one to check out. It's explicitly based on the Bruegel painting "Dulle Griet." Things have gotten so bad an actual Hellmouth opens and the Chatelaine of Hell starts recruiting the war dead to join the devil's army.

Chris Kutalik said...

Blast from the past! A few years back I remember seeing some population numbers from Europe from more of the early European medieval period and the numbers around 700 AD get much closer to the Greyhawk ones. Even more interesting is that while it wasn't exactly howling wilderness (there was light settlement spread throughout) but circa 700 about two thirds of Europe was forested with tight small clusters of what was urban. So yeah if you see it more as a few centuries of very sharp Dark Ages like decline and hyper fragmentation rather than say Mad Max you probably are close.

Trey said...

Interesting. It's too bad later iterations of Greyhawk haven't given that consideration.

Anders H said...

Ah but greyhawk is not quite as howlingly empty as has been made out
http://sorcerersskull.blogspot.com/2026/08/the-apocalypse-now.html

Trey said...

There are certainly alternatives explanations. There's still the matter of some sort of frontier of the implied setting whatever one settles on.

Anders H said...

https://mythlands-erce.blogspot.com/2024/06/medieval-demographics-re-visited.html

I should post the proper link for my comment to make sense.

Trey said...

Thanks. That helps.