Wednesday, August 19, 2026
Wednesday Comics: DC, November 1985 (week 4)
Monday, August 17, 2026
[Greyhawk] Keoland
Proud Keoland is the oldest of the human nations of the Flanaess. Though diminished from its greatest glory, its rulers never bowed to lords of the Aerdi in the Great Kingdom. Its warriors have been successful in the main in protecting the land from invaders, though they have been powerless against the folly of its kings.
Keoland's origins are in the migrations following the war between Ancient Suel and Baklunish. Suloise refugees, harried by the humanoid warbands and reavers of their own people, fled across the Crystalmists and settled in the fertile basin formed by Sheldomar and Javan Rivers. The Flannae population of the region was small, owing to the depredations of the humanoids and a plague brought by earlier waves of Suloise fleeing war and destruction. The remnant Flannae and scattered demihumans were pushed to the fringes by the newcomers who sought to create a unified Suel kingdom but were thwarted by conflict with others and their own fractiousness.
In another century, the Oeridian Keogha peoples swept into the region, scattering the encircling humanoid tribes. The Oeridians came in friendship to the Suloise and demihumans alike, but they brooked no disagreement with their intention to share the land between the rivers. They expanded rapidly, soon claiming hegemony over all the human settlements, as they began to intermingle with the Suel peoples.
Eventually a monarchy was declared with the old Suloise town of Niole Dra as its capital. Over time, it would come to dominate the entire basin. This was not accomplished solely through conquest, however. Keoish kings shrewdly made allies of the demihuman lands Ulek and Celene.
The people came to embrace Nomism in the main (though pockets of folk religion still exist). In fact, it is possible the belief system may have coalesced here with the blending of Suel and Oeridian beliefs. Saint Cuthbert is the patron deity of Keoland, and the land's churches are adherent to Velunan doctrines and traditions.
Periodically over the centuries, Keoish kings have succumbed to dreams of empire. Such ambitions have tended to fare poorly beyond the two rivers. Indeed, Keoish entanglements elsewhere allowed the Sea Princes to gain a foothold to the South and lost the kingdom control of the Yeomanry.
Though Keoland is currently at peace with its neighbors, it may be that it is being weakened by enemies from within. The ancient and entrenched noble houses game and scheme to see their house ascend the throne. Humanoid bands and human renegades lurk within the Dreadwood and the expansive [as in bigger than Ireland!] Hool Marsh. The coastal marshes rely on a brisk smuggling trade and secretly deal with the piratical Sea Princes.
Keoland's real world inspirations are perhaps not as distinct as many of the eras in the Aerdian East. The Mediterranean climate suggested by Anne Meyer's maps brought to mind for me the Iberian Peninsula. That might make the Keoish Oeridians the Vandals/Visigoths. On the other hand, it's position on the map, and its use of light cavalry reminiscent of the turcopoles are reminiscent of Byzantine Empire.
Friday, August 14, 2026
Greyhawk Rising
Last year, I was working on a blog series doing my own take on the world of Greyhawk. As it goes with these things, my interest petered out after a bit, and I moved on to other things. I'm feeling that Greyhawk jones coming on again, and I think I have at least a few more posts on that topic in me. We'll see, but if so it seemed a good time to revisit where I'd been.
I summarized collated the posts summarizing what I wanted to do with the project and the first batch of posts here.
I had three posts after that:
Wednesday, August 12, 2026
Wednesday Comics: DC, November 1985 (week 3)
Monday, August 10, 2026
Saving Throws and Implied Class Characteristics
![]() |
| Art by Jeff Easley |
Savings throw in latter day editions of D&D are intrinsically tied to ability scores, which is pretty easy to understand. Old school saving throws, in contrast, are oddly specific and therefore difficult to generalize. Beyond that, given that they are tied to class, and only a few get ability score bonuses, it's not immediately clear what's going on in the fictional world.
Of course, this can be seen as a feature not a bug. Proponents point out the abstraction allows the player and DM to interpret what happens in the fiction, making this an unexpectedly more narrative sort of mechanical feature.
That's all sort of interesting, but a problem (for me at least) is that their progression is uniform based on class, and every member of the same class has the same distribution of saving throw aptitudes. So, while you're free to interpret success (or failure) any way you like, whatever situational explanation you give doesn't really build or develop the fictional world. As written, every cleric's better saving throw than other classes against Death Magic is just a mechanic.
I think it's more interesting to view them as telling us something about the world, while leaving room for situational factors. The fact that every member of a class is more resistant to certain dangers than others can tell us something about the training, aptitudes, of characteristics of people in that class.
Compared to the normal individual (0 level Fighter in AD&D parlance), we could conclude that:
Clerics have divine favor bolstering their spiritual and mental fortitude. This particularly protects them from effects that would destroy or disrupt the body. Their biggest advantage is against Poison & Death Magic, but they have consistently good defense against all sorts of dangers.
Fighters have their martial spirit increasing their fortitude and perhaps giving them a "sixth sense" for danger. At first level, they are neophytes and haven't cultivated this to a great degree, but by the time they max out, they have the best saves on average.
Magic-Users possess an innate arcane aura that strengthens slowly as they develop their skills. It makes them particularly resilient in the face of spells and spell-like effects cast from common magical implements like wands and staves. Interestingly, they are also somewhat protected against the magical breath of dragons. Their aura adds little to protect them from poison, though.
Thieves rely on luck to get by. In the beginning it mostly protects them against things that would bind, hinder, or directly impair them being who they are. Unfortunately, they tend to wear their luck out and they max out their saves worse off than the other classes.
Certainly, these aren't the only implied class abilities you could take from these, but I wanted to come up with an explanation that didn't implicate ability scores, and I haven't really seen another approach that does that.
Friday, August 7, 2026
Weird Revisited: Kung Fu Dark Sun
- The downgrading of weaponry due to the scarcity of metal in the setting leaves space for bare-handed martial arts.
- The Elemental clerics thing can easily spun in a wuxia direction (as seen in Avatar: The Last Airbender).
- The "fighting oppression" angle of Dark Sun dovetails nicely with with the "fighting corrupt authority" aspect of some wuxia.
- There are Thri-Kreen who are praying mantis people, essentially, who would be natural practitioners of praying mantis kung fu.
- Athasian Dragons aren't common monsters but beings of immense power, like the Chinese conception of the creature (though Athas's is certainly not benevolent).


































