Showing posts with label DandD. Show all posts
Showing posts with label DandD. Show all posts

Monday, March 24, 2025

[Greyhawk] South Province


Under the enlightened rule of the Herzogin, Eliamund, South Province could reasonably boast to being the most cultured and genteel realm of the Aerdi. The first Aerdian university was founded with her encouragement and patronage. The poets and troubadours who were welcome at her court composed ballads of chivalry, romance, and courtly love that then spread throughout the Kingdom. Perhaps owing to a culture dating back to the realm of Flan queen Ehlissa, women enjoyed a greater role in South Kingdom than in the more patriarchal north.

In the North, legends painted Ehlissa as a wicked enchantress, cruel to her subjects. The Southron troubadours, however, sang of her as a wise and benevolent, an interpretation encouraged by Eliamund.

This bright age did not last. The Turmoil Between Crowns saw Eliamund forced from the throne. She lived out her remaining days in an abbey. 

The South Province of 576 CY was not the land it once was. An ill-favored cousin of the Overking, Faastal, sat upon the ducal chair, a man incompetent as he was arrogant. He had been given a task that would have challenged someone of greater talents: to put down rebellion in the South and return the cities of the Iron League to royal control. Faastal crushed the people with taxes to fund his military blunders and dealt over-harshly with any dissent. His efforts only served to stoke the fires of rebellion he had been sent to quell.

For the rebel bands hiding in the forests and the towns barricaded against the Herzog's men, Eliamund became a symbol of their struggle and was given devotion like a saint or hero-god. 

Friday, March 21, 2025

Greyhawk So Far


I've got more posts to come, but I figured it was a good time to put all the posts I've written so far together in one place:

The project idea (though it's perhaps become a bit less Medieval over time than I initially intended. It's still a large part, but not the sole focus).

The Bone March

The Horned Society

The Iron League

Ket

The Holy See of Medegia

The Pale

Rel Astra

The Duchy of Tenh

The Aerdian Church of Law

And some real-world images for terrain inspiration.

Friday, March 14, 2025

[Greyhawk] The Bone March

Art by Keith Parkinson

The barbarians swept out of the hills in a ravening horde, without warning, and stormed Venarium with such fury none could stand before them. Men, women, and children were butchered. Venarium was reduced to a mass of charred ruins, as it is to this day. The Aquilonians were driven back across the marches and have never since tried to colonize the Cimmerian country. 
- Robert E, Howard, "Beyond the Black River"

The Bone March comes by its ill-omened name due to the number of bodies fallen and carelessly interred in its plains and forested hills. The Aerdi added it to their kingdom but paid dearly to wrest it from the Fruztii. The new margravate was awarded to the hero knight Caldni Vir, who led the charge that broke the siege of Spinecastle. For over 400 years, the Aerdi presence grew in the region, and the Overkingdom's greater concerns were elsewhere.

The so-called humanoid presence in the Raker Mountains had long been known. They had been pushed there by conflict with the Flan and Frustii. The Flan in particular made a regular practice of harrying them so that their numbers didn't grow too large. Many a Tenha youth found first glory in a raid on an orcish settlement.

After an increase in assaults against Aerdian villages and sorties against outposts, orcs and their allies launched a full-scale invasion in 561 CY. By 563, Aerdian Bone March had fallen, and the Markgraf Clement was slain.

An account by a priest of the Church of Law at Spinecastle who escaped alive is recorded in the annals of the Aerdi Chronicle: "The inhumans came forth into the March in terrible numbers, inflamed with fury. This followed long months where raiders attacked with most savage frenzy manors and villages of the hinterlands, and the horde exulted in fire, pillage, and slaughter. They were utterly cruel in inflicting torture, greedy in plundering, most insolent in abuse, even unto the sacred Houses of Holy Law."

Reports such as these fed the popular idea of the orc as a unique threat to the Overkingdom and the Realms of Law in general. In fact, humans were able to interact with orcs peaceful to a greater degree than other humanoid species due to their greater intelligence and relative lack of desire to use humans as a food source. Though their day-to-day existence was precarious, humans did remain within the March, and some less scrupulous and more daring individuals even prospered as intermediaries between human and humanoid societies.

It is true that orcs often tend to reserve a particular disdain for the clergy of Law who they seem to view as witches and agents of oppression. Native orcish religion is dualistic with two "houses" or "tribes" of deities, one of which is fiery, aggressive, or volatile and another that is serene, defensive or stable. Deities have been known to move from one group to the other and some deities are difficult to qualify. Human scholars have historically struggled with translating this distinction and have tended to default to their own dichotomies of "law and chaos" or "good and evil." Protracted conflict with humans over their time in the Flanaess has led orcs to turn to the fiery gods and promoted the importance of the Gruumsh cult.

Monday, March 10, 2025

[Greyhawk] The Duchy of Tenh


Tenh (the nh diagraph is pronounced as a voiced palatal nasal like the Spanish ñ) as the heir to the proud culture of the Flannae. Its people have managed to only partial assimilate to the culture of the Oeridians even though their ruler was forced to accept the suzerainty of the Overking. 

The Tenha culture is not feudal in nature but structured around matrilineal clans. In the past, there was no organization higher than local chiefs (almost always male) who were selected by clan matriarchs, but pressure from invaders led to a more centralized structure and a Great Chief or King rose and forced all the local chiefs to swear fealty to him. The Clan Mothers still play an important role, but it is more ceremonial than in the past. The king is not appointed, but rather the title is inherited by the male child of his choosing of one his sisters, and that heir has the position of tanist conferred upon them while the king still lives.

The Tenha were nominally converted to the Church of Law, though Aerdian missionaries wisely incorporated the native Flan deity, Allitur in a prominent role. The missionaries were less successful in casting solar deity Pelor as a servant of Pholtus. Pholtan iconography, in fact, has been appropriated by the Tenha to represent their Sun God, and the festival at midsummer in his honor is still observed.

Druids are still a feature of Tenha society though they have mostly abandoned priestly duties and serve mainly as healers, diviners, and carriers of oral tradition. Druids in the modern Duchy are predominantly women.

The Oeridian term knight is used to refer to Tenha warriors who are part of a warrior society. Each society observes its own secret rituals and has special taboos. Most warrior societies are male only, though there is a group of unicorn riders which exclusively admits women. Their mounts are not the horned horses of popular imagination but rather a species of goat-antelope.

Imagine she's on a unicorn

Friday, March 7, 2025

[Greyhawk] Theocracy of the Pale


The area known as the Pale, as the name would suggest, once served as the border of Aerdy with the holdings of the Flan and the humanoid tribes. As the Great Kingdom declined, a Pholtan sect, the Followers of the Blinding Light, migrated to the region in a bid for self-governance and the freedom to practice their religion without suppression by the Aerdian Church of Law.

The settlements they established grew into the Theocracy of the Pale. The society of the Theocracy is still arranged along the lines of the original Blinding Light religious communities. The people are divided into the Elect, who have taken vows, and the Believers, who are the laity. The Elect are called to separate themselves from Chaotic world and so do not eat meat, abstain from alcohol, and remain celibate, among other restrictions. It is the Believers' duty to grow and prepare food and to bear children to grow their community, and the Elect pray for them so that they may be cleansed of these necessary sins of worldliness.

In the name of the defense of their country and faith, a third group has emerged. The warrior monks of the Sword of Radiance are counted among the Elect but are allowed to partake of meat if necessary to sustain their fighting strength, and most importantly, to commit acts of violence in Pholtus' name. 

The Sword defends and expands the borders of the Pale into the lands of the heathen Flan and nonhumans. It can also be turned inward, acting to enforce the will of Pholtus as revealed by the Theocrat and to root out blasphemy and wickedness, particularly as accompanies the practice of magic.

Inspired by the Runequest style cult format, here's more information on the Church of the Blinding Light:

Monday, March 3, 2025

[Greyhawk] The Aerdian Church of Law


Nomism (not to be confused with Gnomism!) is the umbrella term for the doctrinally diverse and often competing churches of Law in the Flanaess. These traditions all hold the belief that cosmic order derived from the divine force of Law must be maintained and supported against destructive Chaos which threatens all existence.

Nomism in the Eastern Flanaess developed from Oeridian polytheism and philosophical ideas borrowed from the Bakluni and Suel. The various traditions hold in common that Law is divine and transcendent and has transmitted through holy writ a body of rules for orderly society and virtuous living. Faithful adherents are promised an afterlife in a Lawful Plane. The traditions often differ in regard to cosmogony, the status of gods, ordination of priests, and interpretation of scripture. 

The primary canonical text of the churches of the Eastern Flanaess is the Book of The Eternal Law, which is a liturgical manual, code of clerical behavior, and collection of aphorisms. Also important are the Twelve Tablets of the Law of the Aerdi which lay out the foundations and principles of Aerdian society and jurisprudence. Various commentaries on both the Twelve Tablets and Aerdian common law are also considered canonical.

The hymns and verses of the Book of The Eternal Law reveal a cosmology wherein certain gods of the Oerid tradition are viewed as "Lawful" and so worthy of veneration as "of the substance and essence" of Law. Chief among these is Pholtus, the Oeridian polytheistic god of heavenly light, though many others are considered important.

Other old gods are deemed "Chaotic" and deprecated if not outright suppressed as "antinomian" and thus, anathema. The faith also recognizes hosts of "rebel angels," beings of "the substance of Law" who broke their oaths of fealty and now work to establish their own, flawed order in the universe. These are the Devils.

Nomism views no law as entirely secular, though it does differentiate between immutable, divine principles and customary law. Nomist priests act as advisors for temporal rulers and higher-level clerics serve an appellate function for decisions of local temporal powers. The Aerdian Church which co-developed with the Great Kingdom of Aerdy, has a supreme Hierarch who is elevated above the others in their role as "Holy Censor," the highest religious authority and (theoretically) final arbiter of legal disagreements within the churches sphere.


Commentary: This is admittedly a fair bit of additional material when compared with the sparseness on this topic in the Folio and is fairly divergent in some details. Canonical Greyhawk is polytheistic (or henotheistic) with religious institutions that gesture toward historical, monotheistic models. I chose to adapt the polytheism to something more like the implied D&D setting monotheism, and got a religion that has elements of, well, a lot of real-world belief systems but in a way a think seems plausible and playable.

Monday, February 24, 2025

Setting Presentation Again

 Not for the first time, I've been thinking about the best presentation style for setting material. This time it was prompted by re-reading the Greyhawk Folio and noting it's ergodic nature. While I'm partial to the format I used in Strange Stars, it is very picture heavy and probably works better for science fiction than for fantasy. I am fond of the approach Jack Shear took in Krevborna and here's an attempt at the Holy See of Medegia (which I've covered before. Sorry!) presented in a format that borrows a bit from that and a bit from other places like Fabula Ultima and Strange Stars OSR.

MEDEGIA

The Holy See of Medegia

Theocrat fiefdom ruled by a corrupt cleric allied to the Overking of Aerdy

While nominally still the supreme religious authority in the Aerdi lands, the Holy Censor has seen his clerical authority decline with the weakening of the Great Kingdom, even as his temporal power has increased over holdings granted and seized around the city of Mentrey. The Censor remains an ally to the Malachite Throne, if a cautious one, he cares little for the moral or temporal restoration of Aerdy so long as he can continue to fill his own coffers.

Aesthetics: High-spired temples; imposing and stern marble statues of Lawful gods; clergy dressed in finery, the poor groveling for alms outside the temple doors; swaggering mercenaries in livery of the temples, chained debtor in public stocks

Locales: forbidden, hidden library of the Holy See, reliquary with the remains of saints of heroes, secret site to worship chaos gods in the forest

People:

  • Spidasa, His Equitable Nemesis, Holy Censor of Medegia. Unimaginative as he is venal and grasping.
  • Sister Hildegrund, Imposing, scarfaced former paladin with a vow to aid the poor. Abbess of a hospital in Pontylver.
  • Captain Ribaldo Belswagger, Captain of the City Guard, mustachioed dandy who is always looking for a bribe.
  • Delienn Goodfellow, Wood elf bandit, Robin Hood-type figure to the rural peasantry.


So with this I was looking to convey the basics of the area so that a DM could understand it quickly and know how to convey it features in game. I also wanted adventure seeds to immediately come to mind. I probably would even suggest some possibilities, but I also want to keep it short. The bit of history paraphrasing the Folio might be unnecessary, but I feel like it helps the entirety of the setting cohere, maybe.

Monday, February 17, 2025

Postcards from the Flanaess

 In thinking about Greyhawk for my recent posts, I've been inspired by Anna Meyer's great maps. Particularly her climate map which has challenged me to consider locations in the context of not just their historical European cultural inspirations, but their often not-European climate.

Ket

I didn't mention it in my post on Ket, but Meyer places it in the Dfa (humid continental) region which would make it like much of the American Midwest, perhaps Nebraska as pictured above.

Perrenland


Greyhawk's Switzerland Meyer puts in the Bsk (cold, semi-arid) Köppen climate region. Something like Denver or Boulder CO would be similar.

Lordship of the Isles

On Meyer's map, these islands fall into the Cfa (humid subtropical) region like the American Southeast or Bermuda. Given that they are in the tropics, though, I wonder if they might be better represented by Cuba or the Florida Keys and be mostly tropical savanna (Aw)

Keoland

Though the U1 describes the area of Saltmarsh being like the coast of Southern England, its location would put it in a climate region Af (tropical rainforest). 

Friday, February 14, 2025

Greyhawk: Ket

Ket sits astride a major route of commerce between the Oeridian East and the Baklunish West. Its people are a mixture of those cultures, though the ruling class is generally drawn from the descendants of Baklunish horse lords. Ketite leaders have sometimes been bellicose in their rhetoric, but one neighbor or the other, but they have seldom sought to impede the follow of trade through the region, so long as taxes are paid. They defend their territory zealously, however.

It is perhaps in the name of balancing their neighbors that the upper classes have adopted the so-called True Faith, a religion of the broad Lawful tradition but distinct from the predominant denominations of either East or West. Adherents hold to the mystic teachings of a succession of five prophets, each associated with a heavenly body and an age in human history. The faithful seek to escape the cycle of reincarnation and ascend to the plane of Law by emulating the prophets.

Friday, February 7, 2025

Planar Pilgrims


I've been listening to the audiobook of A Travel to the Middle Ages, and its description of what, by the late Middle Ages, is essentially a travel industry built up around pilgrimages to Christian churches and holy sites is really interesting. One fascinating detail is the cheap, metal pins or badges pilgrims could buy to commemorate their visits. There were also more risque, erotic novelty badges sold too, as a quick internet search can show you.

All of this religion-focused travel got me thinking of something interesting to do with the standard Outer Planes. Given their nature, they would certainly fit the bill as "holy sites." Maybe a lot of planar travel is in pilgrimage? This is a take that wouldn't be congruent with all views of the planes, certainly, but I think it would fit with a Planescapian sort of attitude, with planar types taking advantage of the clueless Prime visitors.

All you would need is these sorts of visitor-catering facilities and services to be present on each plane. They don't necessarily have to be particularly safe or even particularly customer friendly, really, if real history is any indication.

Of course, there would need to be things for pilgrims to see. Certainly, there are a lot of wondrous (super)natural phenomena described in any D&D planar book, but I think some sorts of dubious relics are in order here, just like in the real world. Accoutrements of gods? Maybe even relics of martyred ones?


Monday, January 27, 2025

Greyhawk: The Horned Society


The origin of the so-called humanoids of eastern Oerik is something of a mystery. They first entered history as mercenaries and foederati of the Suloise and Baklunish in their wars. When the conflict toppled both empires, the humanoid groups fell upon their former patrons as well as their enemies as every people scrambled for their own survivable. A confederation of hobgoblin comitatus and various allies of other humanoid groups settled in the steppe north of the Nyr Dyv between the Veng and Ritensa Rivers.

In recent decades, one or more high priests of a diabolic cult have managed to convert the fractious tribes and bring them under their sway, forming the Horned Society. While the name is applied in human lands to the region, only a portion of the humanoid tribes residing there are actually directly in the service of the Horned Society Hierarchs. Though much has been made of the superstitious fanaticism of humanoids, it seems likely that the Hierarchs rule as much by their success in delivering lucrative plunder through banditry and by canny manipulation of rivalries between groups. The theatrics employed by the Hierarchs, to say nothing of the invocation of diabolic power, likely serve as a deterrent against would-be usurpers, however.

Friday, January 17, 2025

Two Lawful Neutral Religions


 My "Hidden Religions of D&D" posts got me thinking about a new way to view alignment in D&D, and that is not as personal ethics or even (necessarily) cosmic forces, but rather as placeholders for religions within a campaign setting. Old D&D gives us some detail on the generic "Church of Law" so it would be interesting to expand that idea to other alignments--however many one wants to use. 

A Lawful Neutral church would be one that holds to the supremacy of cosmic order. They would focus on the duties of individuals and society to uphold and harmonize with that cosmic order. Here are Lawful Neutral faiths that would represent these ideas in different ways.

Universal Harmony

This faith believes there is an Eternal Order that has always existed on some idealized plane, but through the process of Law that encompasses both the working of the cosmos and the virtuous behavior of the beings with that cosmos, must be made manifest. The obligations of the humanity in this work are laid out in the religion's holy text, the Formicarium.

The common person is urged to be content with their roll in life and work to make society as whole more orderly and harmonious. The contemplation of greater mysteries is left to ascetics who sometimes provide guidance on important issues to the communities they serve. Those involved in the legal system and the formulation of laws are likewise members of the clergy as law flows from and is a facet of perfect cosmic Order.

The Formicarium mandates that the ruler of a state should be a dispassionate vessel for law. Their job is to insure those under them proceed with honest and transparency, and punishment for transgressing the law is swift and impartial.

Upon death, adherents look forward to an ultimate oneness with the universal process, so that they neither suffer nor desire.

Zurthonism

Zurthon is viewed as the first principal, the transcendent god of time, space, and fate. Zurthon is sometimes called a "machine god"--a being without passion or compassion, and above concepts of good and evil. The faithful seek to divine the path Zurthon has predetermined for them from the beginning of the universe by the study of the Heavens. Zurthonist astrologer-priests plot a child's horoscope from birth. The faithful do not seek to avoid or change ill-fate but rather use this for knowledge to allow them to prepare for the future, the better to display their submission to Zurthon's divine plan. 

There are heretical sects of Zurthonism that view predetermination as an excuse for licentiousness or abandon (and thus become a cult of Chaotic Neutral), but orthodox belief promotes a stoicism in all things.

Monday, December 23, 2024

Classic D&D Adventures in Real World Settings

 Lately I've been thinking about how well some classic adventures might adapted to real world settings. By real world, I mean historical fantasy--I'm not thinking of throwing out magic. Some monsters or at least, their abundance might be sacrificed, though. Harryhausen fil-esque beasts would be fine; tribes of orcs or goblins would likely be reskinned.

There are, of course, a number of dungeoncrawls which could take place pretty much anywhere with a little work. Here are a few that I recall with more distinct locations:

The Sinister Secret of Saltmarsh: Given that we're told the setting of this one is meant to evoke a south-coast English town, the obvious placement for me (inspired by Captain Clegg) would be the set on the southeast coast of England in the area of Romney Marsh. Of course, that's not the only option. The Low Country would work, too. The significant presence of lizard men in the area might need to be reskinned as something else, but maybe having this have to do with Deep Ones off the coast would work?

Beyond the Crystal Cave: This one reminds me of The Tempest (though it's probably the similarity of the name Porpherio to Prospero and the island location that does that) so I would place it on Prospero's Island in the Mediterranean, which could be Pantelleria as some have suggested or a completely fictional Mediterranean isle.

Aerie of the Slave Lords: My initial thought on this one was the Barbary Pirates, but that name is usual reserve for pirates that are a bit later era than might be the sweet spot. Fortunately (in this context only!), slave trading in the Mediterranean was quite common in the Middle Ages. You don't have to go to an "evil" nation like a Pomarj, you just have to go to Venice.  Some Mediterranean port could be a stand-in for Highport, and a fictional mediterranean volcanic island in the Companian volcanic arc would be the sight of the slaver's secret base.

Anyway, you get the idea. 

Thursday, December 19, 2024

Single Axis Outer Planes

There are a lot of very reasonable criticisms regarding the Gygaxian Great Wheel of Outer Planes, though I also like a lot about it. I've spent a fair number of posts on this blog trying to make it truly it some sort of coherent set of competing paradigms as Planescape promises but doesn't really deliver.

This post, I want to go in another direction entirely and see if the Outer Planes can be configured in such a way as to have a bit more Medieval flavor, a possible monotheistic bend, and potentially mostly be about the afterlife.

Take a look at the cosmology presented in the works of Dante:


Dante (like OD&D) imagines an order where what in latter day D&D terms we would call Lawful Good. So the Empyrean, the realm outside the cosmos where the Godhead or whatever supreme principle of goodness resides is the equivalent of the Seven Heavens of Mount Celestia in the Great Wheel.

"Beneath" that we enter the cosm and the spheres of the heavens. Here mystical cosmology mixes with physical cosmology and we have the Aristotlean celestial spheres of the classic planets. Dante makes of them "not-quite-good-enough heavens, and I would too, but with a twist. These would be the afterlives or mystic realms of "pagan" deities (using the term here to mean deities other than our Supreme Godhead mention above). Something similar to how the cosmology of the Sandman comics series works or Jurgen by James Branch Cabell, but more systematized as Gary would have wanted it. I would probably nix specific alignments in this sort of setup, focusing on interesting themes and correspondences.

Frank C. Papé

Above the planets is the sphere of the Primum Mobile or Prime Mover. This will be the mindless demiurge or ghost in the machine that makes the physical and near physical universe run. This is Mechanus of the Great Wheel.
 
Arriving at the Earth, we find Elysium/Elysian Fields, the Terrestrial Paradise. It can be found by the living, but it's difficult. Beneath the Earth is the gloomy, gray realm of Hades

In the caverns beneath Hades we begin to slip into the realm of truly evil souls, places where monsters have been cast down. There realms are probably all tied to a Deadly Sin. No doubt there are several infernal realms before we get to Hell (represented the sin of Pride) proper, where the rebellious angels have built their resentful kingdom in exile.

Immediately beneath Hell would be Tartarus, where the Godhead has locked up frightening beings. Rival gods? The mistakes of former creation? Who knows?

Beneath Tartarus is the Abyss. The deep waters mentioned in Genesis, though this may not literally be water but some fluid. Liquid Tiamat (from Babylonian myth, not the the Dungeon & Dragons cartoon). Malign chaos incarnate.

Robert Crumb

Monday, December 16, 2024

Greyhawk: Medegia


The See of Medegia is a territory ostensibly within the Great Kingdom of Aerdy that is under direct sovereign rule of the Holy Censor of the Aerdian Church of Law. Though the reach of the Censor's ecclesiastical authority has diminished with the decline of the Great Kingdom, he remains one of the most powerful and wealthy rulers in the eastern Flanaess.

The Church of Law has ever tied to the Aerdi, their kings, and kingdom. While the various Hierarchs of Law of the Flanaess were independent, they were in communion, and the Hierarch of Medegia was invested as Holy Censor, guardian over the doctrine of Law and moral guide to the Malachite Throne and the entire Kingdom.

Most Medegian church houses, including its great basilica, were originally dedicated to Pholtus, the Blinding Light, though Legalism being a transtheistic faith, this was not true of other churches in other lands. Today, the iconography of Pholtus persists, but the stern-faced deity is little favored by the current Holy Censor, his most senior clergy, or the other highfolk of the land. The Divine Law has varied manifestations and champions, so why should they not pray to Zilchus, whose doctrine of material prosperity for the faithful is more amiable to their wealth and privilege?

Despite the Holy Censor's roll as advisor to the Overking, neither the indolent Hierarch nor his flattering and generous orthodoxy are favored at court. Ivid is rumored to have become enamored of an antinomian heresy wherein, as a divinely favored monarch, he is above the precepts that bind others. The Censor is, of course, concerned, but not overmuch, so that his enjoyment of his position isn't soured.

Friday, December 13, 2024

The Hidden Religions of D&D: Druidism


This one isn't so much hidden, but hey, when you've got a series title, you gotta stick with it. Unlike with the Church of Law which has been obscured by tme, I think people have a good idea of what Druidism in D&D is: it's neutral and associated with Nature. In the Greyhawk setting and other places it's the "Old Faith" standing in perhaps for pre-Christian beliefs of Europe but without the Christianity.

I think there's another way to go, though, completely consistent with what the original works tell us about druids.

Druids first show up as monsters in the Greyhawk supplement. We are told they are "priests of a neutral-type religion." They can shape change and attractive barbarian followers.

They become a class in Eldritch Wizardry where they are described again as Neutral and "are more closely attuned to Nature, serving as its priests rather than serving some other deity." Mistletoe is holy to them, and they protect plants and animals.

Neutral may well just have been meant to imply unaligned here--not taking a side in the conflict between the civilizing force of law and the destructive forces of chaos: "I am not altogether on anybody’s side, because nobody is altogether on my side, if you understand me: nobody cares for the woods as I care for them," as Treebeard would have it. But maybe it's not just the woods the druid cares about?

Unlike Law and Chaos which seem to be transcendent and come from extraplanar forces, maybe Nature in this context is the cycles and balance of the material world? Given the description in Eldritch Wizardry, it seems likely to me that the religion of the druids is pantheistic with Nature (or the material plane) being an immanent divine force or deity. It could be animistic with everything in the natural world having a separate spirit, but it might also be monist, where divine Nature is the only true reality.

I think then that the druid's neutrality is a somewhat militant sort. The dualism of Law vs. Chaos is contrary to their understanding of the unity of all things; the strong, opposing polarities are nonsensical if existence is governed by cycles. Worse, these ideas from the Outer Planes would be alien intrusions on the harmony of the world.

Monday, December 2, 2024

Thinking Greyhawk


Over the past month, I've been reading some historical fantasy (Between Two Fires and His Black Tongue), some straight historical stuff (rpg supplements from Codex Integrum and the season on Frederick II of the podcast History of the Germans), and most recently, taking a real look at the World of Greyhawk (1980) folio.  All this stuff knocking around in my head led me to believe it might be interested in borrowing an old idea from Miranda Elkins and doing a series of blog posts developing a version of Greyhawk derived from the folio, with a Medieval history sort of feel.

I'll be using the 1980 folio as the only "canon" though I'm not opposed to taking material from the 1983 boxset and the Dragon articles written between and around the time of both publications. I'm trying to avoid more recent Greyhawk material. In keeping with the other recent inspirations, I'm going channel the historical wargamer Gygax over the pulp fan Gygax, and also I'll be using some of the ideas derived from examination of the pre-Greyhawk implied setting of D&D.  

Monday, November 25, 2024

L. Sprague de Camp: Most Gygaxian Fantasy Writer?


I don't know Gary Gygax's preferences in regard to authors of fantasy fiction, but I feel pretty strongly that L. Sprague de Camp (1907-2000) is the closet in sensibility to Gygax himself, at least in the earlier days of D&D. 

De Camp makes several appearances in Appendix N. I haven't read all of these works, but the ones I have read demonstrate some characteristics I get from Gygax's worldbuilding and from his early fiction that I have seen. There is some content similarity (like universe-hopping, crossovers with the works of other authors, and hierarchical planes of existence), sure, but what I'm mainly thinking of is more of a structural or attitudinal alignment. 

For one thing, I think it's fair to say that Gygax's work shows a concern with realism and degree of pedantry around certainly topics: Extensive list of polearms, obscure terminology, etc. De Camp gives us an extensive exegesis of REH's naming in the Conan stories and also an analysis of the same stories' technology. He wrote a series of Sword & Planet stories (the Krishna series) that makes a point of addressing the unrealistic elements of Burroughs' and others' similar stories.

It seems to me there was a logic to Gygax's D&D work. I'm sure this is in part due to it being in a game where you have to be prepared for player action, but it resembles the application of rational consideration of elements in fiction as in the Harold Shea stories or The Carnelian Cube.

Both men also have a fondness for humor in their fantasy. While this isn't an uncommon trait and is found in the work of a number of Appendix N or adjacent authors, I feel like use of anachronism for humorous purpose is something found in Gygax's work that also occurs in the Harold Shea series. Less than totally heroic or unheroic protagonists (often the humorous effect) probably describes a lot of D&D, but also several of de Camp's Krishna novels and his Reluctant King trilogy.

As to Gygax's later work, I've only read a couple of the Gord novels and that was decades ago, but I don't recall them being particularly de Campian. Maybe his sensibilities shifted over time or perhaps they reflect a desire to better compete in the fantasy market that existed in the mid-80s. Still, I think on balance, the similarities are there.

Friday, November 22, 2024

The Hidden Religions of D&D: The Church of Law


Thinking about rationalization of the implied setting of D&D, not in the way of industrial magic or anything like that (though I've done that before) but in the direction of how the implied setting of D&D might point toward its religions or belief systems. Sure, there's the explicit fantasy polytheism, but as others have pointed out, it's undermined by the (at least up through AD&D) presentation of the cleric class as vaguely sort of Medieval Christian and by the fact that historical polytheism didn't work like D&D thinks it does. As Delta puts it:

...D&D claims to have a polytheistic religion, but you've got both the politics and the critical Cleric class set up as in the medieval Christian world, and nowhere else.

Is there a more interesting and perhaps more realistic way weave together the elements presented? I think so.

Note that Clerics of 7th level and greater are either "Law" or "Chaos", and there is a sharp distinction between them.
- Gygax & Arneson, Men & Magic

OD&D mentions Law and Chaos with regard to a cleric's orientation. To me, this suggests a system of belief with a dualist cosmology. (Perhaps this is the actual state of the cosmos, but it doesn't have to be!) This is a moral dualism, as the two opposing forces or principles are in conflict. This could be interpreted (and perhaps is by some sects or particular faiths) as ditheistic with two gods or groups of gods in opposition, but I also think the broader, philosophical tradition could embrace transtheism, where the existence of Law and Chaos is a greater and more important truth than the existence or nonexistence of god-like beings/powers. 

The church of law is syncretic, incorporating deities as it grows as agents, exemplars, or aspects of Law. No doubt there would be historic disagreement (possibly even conflict) over just how much deference and attention these powers are rightly due.

Clerics/priests, given the hierarchical structure presented in OD&D, are important in public rituals and ceremonies of the belief system but are also likely interpreters and scholarly experts on Law. Each of these Patriarchs (and Matriarchs, probably, though OD&D doesn't mention them!) is independent and self-governing but in fellowship with the others (generally). Initially a Patriarch would be a charismatic leader who attracts followers, but presumably the church they founded would have a mechanism of choosing a successor. 

Patriarchs are the final arbiters of the commandments of Law within their area, but the Patriarchs of the various churches might vote to decide points between them, or perhaps different interpretations would reign in different jurisdictions. Another aspect of the high clerical function extremely relevant to adventuring is calling for and supporting crusades/jihad against Chaos. 

Speaking of Chaos, it does seem a bit odd it is presented with a hierarchical clerical structure identical to Law's. One possibility is the "anti-clerics" are sort of Satanists and just performatively mock the church of Law, but another possibility is that "Chaos" only speaks to its ultimate goals or cosmological beliefs, not to its organizing principles. It's also possible (even likely) that the Church of Law applies the name Chaos to a diverse group of belief systems that don't agree with it and often don't agree with each other. 

Friday, October 11, 2024

Weird Revisited: Mondegreen's Mixed-Up Magics



In the Land of Azurth, the wizard Mondegreen is infamous among magical practitioners, not because he was powerful (though he was) nor for his output of arcane scrolls (though it was prodigious) but because of his habit of misprinting magical sigils and formulae. He seems to have suffered some sort of malady in this regard, perhaps a curse.

A Mondegreen scroll will not contain the traditional version of the spell it appears to catalog at cursory examination. The subtle errors will either effect some aspect of the spell 50% of the time, giving:

1 Advantage to the spell save
2 An increased duration
3 Increased damage (if applicable)
4 Decreased damage (if applicable)
5 A decreased duration
6 Disadvantage to the spell save

The other 50% of the time, it will not work as it should, but rather produce a magical effect from a roll on the Wild Magic Table.

The original version of this post appeared in 2018.