Wednesday, September 30, 2026
Wednesday Comics: DC, January 1986 (week 1)
Monday, September 28, 2026
Wetland Maps
I tend to pick up maps when I visit places that seem good candidates with the idea of using them in rpgs. I seldom get around to actually doing it, though I did base a faerie garden on a map of Keukenhof in a game, and I used a historic map I found online of the World's Columbian Exposition (1893) to represent, well, the World's Columbian Exposition.
Here are a couple of maps I happened to come across online of wetland locations that I've visited.
Some of my middle school classmates and I once got chased to the refugee of the top of a picnic table in Okefenookee, here. True story.
Congaree is one of the least visited national parks in the lower 48, which is a same. It doesn't have the majesty of a Yellowstone or the Grand Canyon, sure, but it's worth a visit.
Friday, September 25, 2026
Trapped In a Gray Town
I haven't posted about it in a while, but our campaign in Nimble continues.
Since that last post, the party tracked the faerie kidnappers to the place where they had their ramshackle warmachine. The party defeated it (with fire, naturally) but then was confronted by the buff goblin leader who dressed like a masked wrestler, Grimbor the Battle-Brawler. He was willing to trade words instead of blows and told them that he had sold the faerie on.
They head back up the road to pick up the trail. When they travel into an area where the color appears leeched out of everything, they meet a halfling youth beside the road who is supposed to summon passing adventurers (if any) for help.
The go to the town of Baron Hill and spend the night in the less-than-quaint Dead Crow Inn. Still trying to pick up the faerie's trail, they here about a Necromancer (supposedly deceased), and go to have words with his last henchman who is now a hermit on the edge of town.
That guy, Grygor Dilvesh, lives in a cave by the river. A cave, as the party discovers, that he has filled with booby traps. Grygor isn't there, but Frea twice gets acid gas in the face trying to disarm a trap, and she and g'Mbalisto have a close escape form a spike-filled pit. Pan investigates the creepy scarecrow of a child, which turns out to be part of a fire trap.
They do get a bit of treasure out of it, but don't find a faerie or a Necromancer and the town is still gray.
Leaving, they awkwardly run into Grygor, the caves' owner.
This adventure is an adaptation of one written for 4e. I'm a bit unsure of the Nimble approach to traps in regard to mechanics, but I was able to wing it well enough.
Wednesday, September 23, 2026
Wednesday Comics: DC, December 1985 (week 4)
Monday, September 21, 2026
De Camp's Pusadian Cycle
Lately, I've been furthering my exploration of L. Sprague de Camp's fantasy work, with the Novarian stories, but I've also dipped into some of his earlier Pusadian series. It has sort of a similar relationship to the Howard's Hyborian Age stories that de Camp's Krishna novels have to Burroughsian Sword & Planet. That is, it's an attempt to do the same thing more "realistically" or at least in a concerted and methodological sort of way. For instance, de Camp uses current (to the 1950s) understanding of geologic change to inform his design of his landforms, and more rigorously derives his imagined countries and their names from Greek myth (mostly).
Whether any of that is necessary, every reader will have to decide for themselves, but I appreciate the thought behind it, at least. As I've said before, I find de Camp a very Gygaxian writer, though this is perhaps less true of the Pusadian series than the Novarian one. Still, the humor, and the pragmatic, if not venal characters are there. I also appreciate the less "standard fantasy" sort of setting. It's mostly a Bronze Age level of technology, with iron being the bane of magic.
I discovered that a number of the older Pusadian stories published in the pulps are available on the Internet Archive:
"The Eye of Tandyla" (1951)
"The Owl and the Ape" (1951)
"The Stronger Spell" (1953)
"The Hungry Hercynian" (1953)
"Ka the Appalling" (1958)
Friday, September 18, 2026
Let's Do the GRIDSHOCK Again!
Paul Vermeren's game of futuristic, super-powered resistance fighters on the run is back in a new edition! The standalone game GRIDSHOCK ZERO, powered appropriately enough by Free League's Year Zero Engine is being crowdfunded now on Gamefound.
I've talked about my appreciation for GRIDSHOCK before. Paul has a familiar-but-fresh vision not really like anything else out there and he's assembled artists for this version (Simon Roy, Giannis Milonogiannis, and the returning Steven de Waele) to really give a great visual style.
I may even get a chance to pitch some adventure scenarios for it, so back it and stay tuned!
Wednesday, September 16, 2026
Wednesday Comics: DC, December 1985 (week 3)
Monday, September 14, 2026
Weird Revisited: In Deep Crimson Shadows
Check out the great art above from Chris Hűth for Weird Adventures. This is, of course, the Red Dwarf--the malign genius loci of Motorton in the Steel League.
Since the days when the site of Motorton was a plague-pit for Old Fort Narrows, the area has been the home of the dwarf. He’s a harbinger of calamity; doom in a dapper, red suit.
Rumor says that those unlucky enough to have an audience with the dwarf are brought to a Room with Red Velvet Curtains (sometimes just “The Red Room”). Visitors--survivors--describe the room as located in the basement of a ritzy old hotel, but no one has been able to relocated the building or provide directions to it later.
It’s worth noting that the infernal criminal organization known as the Hell Syndicate stays out of Motorton. It’s the dwarf’s city.
Characters may have heard other rumors about the dwarf:
- He can only be harmed by magical weapons.
- The tea he sometimes offers visitors can bring strange visions, and cause madness
- He carries a pocket watch whose hands only move when someone dies--or maybe when someone particular dies.
- Bones excavated from the old, mass plague graves can be used to ward against him.
- He’s only dangerous because Motorton’s sick. If the city could be healed, the dwarf would be benevolent.
- The dwarf is only a midget human sorcerer cashing in on an old legend. It’s all smoke and mirrors.
- There’s a red leather journal of a young girl, who died in an asylum, that contains, in its ramblings, the Red Dwarf’s true name, and the ritual to bind him to service.
- The dwarf is always accompanied by the same gang--a black-haired moll in a red dress with a silky voice, and twin bruisers with the same first name.
- The Red Room is actually the lowest level of Hell. The Dwarf is actually Morningstar in disguise.
- The Dwarf isn’t a real entity at all, just the physical representation of the death curse of a Native shaman on the Ealderdish invaders. Treating it like a real being only increases its power.
Wednesday, September 9, 2026
Wednesday Comics: DC, December 1985 (week 2)
Monday, September 7, 2026
[Greyhawk] Veluna
The Velunans pride themselves on being the first people to adopt the faith of Nomism. Whether or not this is true, it is certain that the Velunan branch predates the Aerdian church. In fact, it may be that, as is popularly claimed, the religious communities of Veluna predate the nation itself. When Veluna was organized as a part of the Viceroyalty of Ferrond, the archimandrites of the church were treated as fiefholders.
In the Velunan version of the religion, Rao is considered the personification of divine law. He is a serene and distant god, and the monks spend much time in meditation upon his glory. The common folk are more interested in the earthier Saint Cuthbert who is believed to intercede with Rao and allow those who achieve less than spiritual oneness with the Law to enter Heaven.
The Canon is the spiritual and temporal head of Veluna. The Canons are held to delay their own spiritual perfection so that they may minister to the needs of the people. The Canon is supported in the task of managing the country a council by ministers, but also has a council formed from the remaining nobles of the country whose fealty the Canon commands.
Veluna has at times been controlled by Keoland, though that land too recognizes the spiritual authority of the church.
Friday, September 4, 2026
Some Links on Naming
Thanks to Prismatic Wasteland's post, I was made aware of a blogwagon in the GLoGosphere about naming. I am not a GloGger, but that post got me thinking about the posts I have written about naming:
In 2021, I wrote a post giving my thoughts "On Fantasy Naming."
In 2023, I made some "Observations on Science Fiction Names."
In 2025, I advocated following Tolkien's practice and engaging in strategic translation.
In 2018, I presented this potentially handy Sword & Planet Name Generator.
In 2015, I discussed cultural naming practices in the Strange Stars universe.


















































