Friday, October 16, 2026
Take a Trip to Gnydron
Friday, October 2, 2026
The D&Dness of Nifft the Lean
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| Michael Whelan |
Michael Shea's Nifft the Lean (1982) and its sequels are too recent to be in Appendix N, of course, but rereading the novel (really a collection of short stories) after 30 years, I'm struck by how much homology to a D&D game the stories have.
First, an introduction for those who may never have heard of it. The titular Nifft the Lean is a master thief whose fantastical exploits are related to us after his presumed demise by a friendly scholar. The stories recall Jack Vance and Clark Ashton Smith, but also, they remind me a bit of Wagner's Kane stories in what I see as Shea's attempt to weld Sword & Sorcery and the Gothic. Of several of them, one might could say they are Vance by way of Hieronymus Bosch.
Now, as to the D&D-like action of the stories, here's a warning: this will contain spoilers. Here's the list:
Competent Professionals
Like higher level D&D characters, Nifft and is companions (typically Barnar) are highly skilled. This is noted in world and demonstrated in comparison to others. While they likely possess inborn aptitude or talent, the learned skill aspect is more emphasized. They also complete their "exploits" (as they call them) not so much by badassery or trusting to luck (though there is some of that) but by planning and experienced execution--where they are the masters of their own destinies--and skill and improvisation when they are not.
In "Pearls of the Vampire Queen," for instance, they well plan first their illicit pearl diving and then their robbery of the queen's palace.
Improvisation
The point bears further emphasis. When faced with a challenge like say, descending from a mountain into a Subworld (Hell, essentially) in "The Fishing of the Demon-Sea," Nifft and Barnar make use of what they have around them to jury-rig a means of getting down (sort of) safely. In Pearls of the Vampire Queen," when diving for the swamp pearls proves too laborious and dangerous, they switch to another plan inspired by recent intelligence they got regarding the Vampire Queen.Travel to Other Planes
Like high level D&D characters, Nifft and friends at least twice have to accomplish a mission on another plane of existence. In "Come Then, Mortal – We Will Seek Her Soul" Nifft and his companion Haldar go to the land of the dead to carry a wayward former suitor to a priestess for her vengeance. In "The Fishing of the Demon-Sea" they are forced to retrieve a young noble from what in D&D terms you might call the Abyss. Like in D&D, these are so much mystical places but dangerous adventure sites.
Lasting Injuries
Nifft and friends are mortal, not superhumans. They get injured a lot and retain scars. Nifft and Barnar both lose their left ears in different stories, for instance.
There are of course ways where the stories aren't much like D&D. There aren't really parties of characters nor are there explicit dungeons, though there isn't any reason there couldn't be. Also, they tend to center around specific heists or missions not general looting or treasure hunting. Still, if one was looking for fiction that mimicked the sort of things one gets up to in old school still games, I think these novels are closer than even a lot of explicitly D&D tie-in fiction.
Monday, August 24, 2026
The Mismatch in Appendix N
One of the things about Appendix N in the AD&D Dungeon Master's Guide is that, in the main, the protagonists of the works featured don't really represent the typical PC in the old school mode, at least in the way players first meet them at lowly first level. "You're no heroes" has become a cliched marketing line in newer games wishing to evoke the old school D&D vibe, but the fantasy protagonists of Appendix N are heroes, at least in terms of capabilities.
In older D&D, characters get by cleverness (player skill) or by luck (die rolls), but even when we first meet them, the likes of Conan, Fafhrd & Gray Mouser, Ganelon, and Skafloc are skilled, puissant sorts. One might quibble regarding Fafhrd and Gray Mouser. They are presented in the chronologically earlier but written later Leiber stories "Snow Women" and the "Unholy Grail," as youths, but they seem to be pre-hero (call it 0 level) in those, to me. We are told that Conan, in contrast, was formidable even at a young age: "I was one of the horde that swarmed over the hills. I hadn't yet seen fifteen snows, but already my name was repeated about the council fires."
There is fiction more representative of these early level adventurers perhaps as likely to come to ruin as to succeed, but we don't find it as much in heroic fantasy as in other genres. Fairytales and legends with their less competent protagonists often have heroes escaping by cleverness or luck or Providence --or not escaping and meeting a bad end. Picaresque adventure novels and some novels in the Gothic tradition often have protagonists buffeted from one predicament to another and seldom do they get out of them due to their adventuresome capabilities!
While not as violent as D&D or as some older fairytales, the Oz novels have protagonists engaging in exploration, encountering dangers, and mostly having combat being a fail-state.
This sort of plot where characters either narrow escape (or fail to escape) does show up in fantasy, too. Lord Dunsany (who is in Appendix N) and Clark Ashton Smith have stories of this sort. Mignola and collaborators have created some stories in the style of these two masters in Bowling for Corpses and Other Strange Tales from Lands Unknown and Uri Tupka and the Gods.
Are there any of the most frequently cited Appendix N authors and works that depict these sort of characters? I think so. Jack Vance with Eyes of the Overworld and Cugel's Saga, certainly, and Tolkien's The Hobbit.
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:
Monday, August 10, 2026
Saving Throws and Implied Class Characteristics
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| 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.
Monday, August 3, 2026
The Apocalypse Now
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| 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.
Friday, July 31, 2026
Elven Sects
Another way of recasting different groups of elves I've thought about is to draw inspiration from the wuxia tradition with its various kung-fu sects/schools/cults. Wikipedia has a nice (though I'm sure incomplete) list by author of these.
Though, I'm not opposed to kung-fu elves, mind you, perhaps in the case of elves, these would be based around a particular school or style of magic? They could be based on the elements or maybe the Classical Planets. They would presumably each be centered in a particular locale, probably remote from wider civilization.
Using this approach, different types of elves would have less physical or temperamental differences, but perhaps more philosophical ones. There might be rivalries between them. Since it's not an ethnicity but an allegiance, elves could move from one to the other, though perhaps not without some penalty.
I think this approach also has the benefit of making elven subtypes less background and more factions to interact with in gameplay.
Monday, July 27, 2026
Elves and Insects
I've suggested (way back in 2012) slapping some antenna on elves and giving them some organic-looking armor--in other words, reskinning them as the 80s Sectaurs action figures. I think the relationship between the faerie and insects makes elves ripe for this twist. I liked the idea so much, I made the elf stand-in species the Ieldra in my Gnydrion science fantasy setting have more insect like with brood queens and instars.
Back to regular old elves, though, I think replacing the Tolkien-inspired nations/tribes (or "subraces" in older D&D) of elves with insect-themed groupings has a lot to recommend it. For one, that group of bad elves, the drow, already have that sort of relationship with spiders (yes, I know they are arachnids, not insects), so there would be a certain symmetry in it.
What particular insect type would depend on specifically how you envisioned them. Organized, social wood elves might be patterned after wasps or bees, but maybe they are solitary warrior badasses like Crow from Hawk the Slayer with more affinity for mantises?
I think the aloof gray elves would have the bushy antenna and pale complexions like some sort of moth, along with an ethereal strangeness. High elves might be bee-like (and matriarchal) or nimble warriors like dragonflies or damselflies.
I know that Adrian Tchaikovsky's Shadow of the Apt series has insect-themed races, so their might be some inspiration there, but I haven't read them to say. I know you could do a lot worse than checking out Bug Wars by Aaron and Asrar.
Friday, March 6, 2026
Dungeons & Baubles
The Revenger Trilogy is a series of science fiction novels by Alastair Reynolds. In a future millions of years hence, there is a spacefaring civilization amid ancient habitats that form a Dyson Swarm around the sun. Sisters Adrana and Arafura Ness flee their stifling life of wealth to become "bone readers" aboard a solar sail privateer searching for ancient, technological artifacts.
Things don't go simply easily, as their ship falls prey to the infamous pirate, Bosa Sennen. From that encounter, the sisters are propelled into danger and more adventure than they ever wanted, and ultimately, the deep mysteries of their civilization.
The books are highly enjoyable in their own right, and the world would make a great rpg setting, but beyond that, I think that, in part, they are excellent inspiration for dungeoncrawling sort of adventure in any setting.
Working Class Treasure Hunters
The "dying in holes in the ground" aspect of low-level D&D beloved by old school play is poorly represented in the fiction of Appendix N, but the Revenger series very much portrays this sort of thing. Privateer crews are typically hard luck folks with scars, missing limbs, and stories of former comrades lost in the pursuit of that elusive big score. Such crewmembers have specialties: readers, openers, appraisers, to be efficient in the unglamorous work of seeking out treasures. These treasures are often strange--not as strange as things brought from the Zone in Roadside Picnic--but things that the current civilization can't make nor sometimes even guess their intended purpose. In these novels, these items often function as low level, utilitarian magic items.
Dungeon Lore
Having good intelligence on Baubles is a crucial part of "cracking" them. Baubles are surrounded by force fields that only open at certain times and openers rely on information from other privateers and their own readings and calculations to augur the time and duration of openings. Acquired maps are also essential for efficient and profitable "delves." Baubles have colorful names like His Foulness, the Cuckoo, Wedza's Eye, and the Yellow Jester, and their own internal arrangements and hazards.
Creative Uses
I mentioned before items brought out of Baubles, well their are obvious things of value like quoins (their unit of money), robots, or energy weapons, but also things that can be used less obviously in the privateers life. Bosa Sennen's dread ship has near invisible black sails made from catch cloth found in Baubles: a material that responds to some unknown and otherwise undetected emanation of the sun. Privateers prize even small peices of look stone, a strange glass-like substance that when peered through allows the ability to see through solid object.
The Revenger series presents, in part, professional treasure hunters focused on resource-oriented and practical aspects of their trade. There are few "monsters" presented--just the pirates and one other threat I won't give away. The dangers are traps or merely hazardous aspects of the environment. These aspects make more solid inspirations for elements of D&D that don't usually get much of a showcase in fiction.
Friday, February 20, 2026
Dungeon Innovations
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| Tsutomu Nihei |
Master of the Dungeon
Rpg dungeons sometimes have bosses, but mostly they seem to sit and wait for dungeoneers to get to them. In other media, they sometimes take a more active role taunting the protagonists or bedeviling them in various ways before the ultimate conflict. While this might become tedious, I feel like when used judiciously, it could be an interesting change of pace.
Time Trial
Despite the emphasis on resource management in some dungeon games, I don't think I've seen a dungeon that opened and close on a certain schedule. This is the case in all the "bauble"-based vaults in Reynolds Revenger series and forecasting the opens and how long they will last is an important job for looters. The anime adaptation of I Left My A-Rank Party... also has some dungeons for which time is a factor, as I recall.
A dungeon with strict time limits, in addition to adding pressure to move quickly, would also force characters to have some strategy about what they explore and loot. Do you try for the big-ticket items immediately or focus on quick exits with lower value items?
A Team Sport
While adventuring guilds aren't ubiquitous in settings, they're an established element. What I don't think I have seen in a rpg setting, though, is competing guilds or organizations (larger than individual parties). Inspiration could be found in the chariot racing factions (demes) of Byzantium or Roman collegia.
Monday, January 5, 2026
The Stranger Realm of Dungeons & Dragons
I got around to watching the series finale of Stranger Things this weekend, and it gave me the idea for setting combining elements of that show and the Dungeons & Dragons cartoon series that ran from 1983-86.
We start with the secret experimentation with psychic phenomena in a small town. Through this experiment, a psychic rift to another world is opened. The reality of this world is either maleable or difficult for the human mind to comprehend. The psychic kid raised in isolation for the experiment, doesn't add much detail to the world and its denizens, but thanks to rift, the other world (or an entity in it) begins to make contact with the minds of other, susceptible individuals in the town.
One of these kids plays D&D, so the world begins to frame itself (or become framed) to humans in D&D terms. It's a small realm in Gygaxian fashion just a funhouse mirror of the kid's own surroundings, but with a fantasy Medieval adventure overlay.
Either of their own accord or as recruits of the shadowy researchers the kids would begin to explore this realm of Dungeons & Dragons. The psychic avatars of the kids are often imbued with the classes and abilities of their game characters but mentally and emotionally remain the kids that they are.
There's a dark power in this fantasy realm, though. A demonic sorcerer with origins in our world as well--and a desire to make the two realms one under his rule.
Monday, October 6, 2025
Weird Revisited: Spelljammer 1961
"Thinking beings of earth planet. This message was sent subsequent to the bravery of Yuri Gagarin and the achievements of the Soviet Union, but its intended recipient is every individual of your species. We are the Esoteric. We are now honored to admit you into the interstellar society. Many things we have to show you will definitely shock you and cause confusion. We have regret in that our policies mean you are living in a controlled environment where your understanding of physics has been restricted. We guarantee that this was done to protect you. Now, you are graded ready to have the safety guard removed to more fully experience the universe. We look forward to meeting with your government representatives and giving you a menu of offered services."
The poorly translated message broadcast to the entire planet was from beings who called themselves the Arcane. They revealed the image of the solar system taking shape from modern observations was an illusion. The real solar system was teeming with life, and ships powered by something more like magic that rocketry sailed through the heavens.
Once the principals were understood, humanity was able to get impossible, physics-defining things to happen even deep within Earth's gravity well, but it was always easier the thinner the atmosphere was. Humanity wasted no time in establishing orbital colonies and bases on the Moon, though they were ultimately more fantastic than anything science fiction had dreamed since the Victorian era. Once trade started with Mars and magical wood was imported, even private individuals were able to build all manner of spacecraft.
The Space Age had truly begun.
One thing that would have to determine with a setting like this is how technology Earth's technology would work in the Spelljammer type space. Could guns (or nuclear weapons) be exported into space. Spelljammer ships look much like sailing ships, but I don't know that the setting requires that as written. Could a C-47 cargo plane fly through "space?" What about a nuclear submarine, if it could get there?
The answers to these questions would perhaps take you further afield from trad fantasy, potentially moving things in a pulpier (and I think) more interesting direction, but it would make it harder to implement with D&D rules.
Monday, August 11, 2025
The Non-Fantasy Origins of Fiend Folio Monsters
Here are a few I'm aware of whose origins I think are generally accepted, but I'm sure there are more:
Grimlock
(by Albie Fiore)
Inspired by the morlocks in H.G. Wells' The Time Machine (1895), particularly their portrayal in the 1960 film by George Pal.
Meenlock
(by Peter Korabik)
While the name likely has its origins in Wells' morlocks again, their portrayal adapts the demonic entities from the 1973 TV movie Don't Be Afraid of the Dark written by Nigel McKeand and remade in 2011 by Guillermo del Toro.
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| Art by David Mattingly |
(by Andrew Torchia)
Their name was possibly coined by blending Sasquatch and Sagoth, a race of ape-like humanoids (serving the "orc" role) appearing in Edgar Rice Burroughs' Pellucidar series, first appearing in At The Earth's Core (1914).
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| Art by Frazetta |
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| Art by Wayne Barlowe |
Monday, June 2, 2025
Magic Systems I Like: The Riddle-Master series
In McKillip's setting, there are wizards but they are hidden/in hiding at the beginning of the story. The examples I've given here reflect the things able to be done by talented individuals (explicitly not everyone is capable of learning them) but not by people who either have the highest aptitude or training.
She had left, in front of Rood's horse in the College stable, a small tangle of bright gold thread she had loosened from her cuff. Within the tangle, in her mind, she had placed her name and an image of Rood stepping on it, or his horse, and then riding without thought every curve and twist of thread through the streets of Caithnard until, reaching the end, he would blink free of the spell and find that neither the ship nor the tide had waited for him.
- Heir of Sea and Fire
...Rood caught his breath sharply and shouted.Morgon dropped the crown. He put his face against his knees, his hands over his ears. The wine glass on the desk snapped; the flagon on a tiny table shattered, spilling wine onto the stones. The iron lock on a massive book sprang open; the chamber door slammed shut with a boom.- The Riddle-Master of Hed
Friday, May 16, 2025
The Patchwork Kingdom Crawl
As has been pointed out before, the kind of frontier envisioned by old D&D owes more to Westerns than it does to the Western European Middle Ages or most of the fantasy works in the Appendix N. The modern idea of the "points of light" setting is perhaps closer to these things but still tends to miss the mark for many sources of the game's inspiration.
There's another option that shows up often, in disparate places from Le Morte d'Arthur to Star Trek, and many works in between. We have heroes wandering from one place to another, perhaps with a goal, perhaps not. These places are more or less civilized jurisdictions, but they have unusual customs (from the perspective of the protagonists) or eccentric or antagonist authorities. While one of the examples I mentioned above describes voyages covering a significant amount of territory (interplanetary!), some fairy tale-ish or picaresque stories (like Oz novels) do the same thing over a much smaller area: A patchwork of fiefdoms or petty kingdoms. The sort of campaign that could easily be made from a map of Holy Roman Empire:
This differs from the points of light setting in that there really isn't a distinction between wilderness for adventure and civilization for safety. In fact, the challenges of the wilderness in such stories may be much more limited than the challenges of civilization. The various eccentric monarchs and humorously dangerous social situations Manuel finds himself in in Figures of Earth are good examples, as are the strange and isolated cities John Carter visits in his wanderings across Barsoom.
The advantages of this sort of setting to me would be that it's very easy to work in all sorts of adventures from social conflict and faction stuff to traditional dungeons and overland travel.
Friday, May 2, 2025
Weird Revisited: Further Ideas on Clerics
Well, we're still left with unanswered questions regarding how the cleric class fits into the structure of religious organizations. Do all priests have spells? If so, where do they get the experience to go up in level?
Here are some possibilities drawn from real world examples that are potential answers, though of course not the only answers, to these questions. Most of these assume clerics adventure because they are "called" to in some way. Whether this is a legitimate belief on the part of the cleric and society or a mistaken one would depend on the setting.
Lay Brothers
Clerics are not ordained priests but warrior lay brethren, like the sohei of Japan or the military orders of Europe. They would overlap a bit with paladins, but that's real just a matter of whether they were stronger in faith or battle. In this version, priests might or might not have spells, but if they did it would strictly be at the dispensation of their deity.
Prophets/Evangelists
This is more or less the idea I proposed in this post. Clerics are outside the church hierarchy, though they may or may not have started there. They were chosen by their deity for a special purpose. They may be reformers of a church that has been corrupted or lost it's way, founders of a heretical sect with a new interpretation, or the first in ages to hear the voice of a new god. Priests here may have no magic or may be powerful indeed but erroneous in their theology.
Mystics
Similar to my "Saints and Madmen" ideas before, mystics are either heretics or at the very least esotericists with a different take on their religion than the mainstream one. The difference between this and the Prophet above is that they have no interest in reforming the church or overturning it, they are either hermits or cult leaders who isolate themselves from the wider world to pursue their revelations. John the Baptist as portrayed in The Last Temptation of Christ would fit here, as would perhaps the Yamabushi of Japan, or certain Daoist sects/practitioners in China. They might be not at all scholarly (with all spells/powers being "gifts of grace" unavailable to less fanatical priests) or very scholarly with powers/spells coming from intense study or mediation which even more mainstream priests cannot master.
Special Orders
Clerics are members of special orders within the church hierarchy dedicated to recovering the wealth and lost knowledge of dungeons for the the glory of their deity and the betterment of their church. Not all priests have spells. Clerics are priests chosen for their aptitude or particular relationship with the divine or whatever. These orders may be quite influential within the church hierarchy, but their mission thin their ranks and keeps them in the wilderness and away from centers of power--perhaps by divine will or by design of church leaders.
Monday, April 7, 2025
Arduin Got It
I don't know much of anything about Dave Hargrave or his inspirations for Arduin but the art and content suggest Hargrave's inspirations (or at least his artists inspirations) were much closer to mine and my friends' early influences than the likes of Gygax, Arneson, or Barker.
Friday, April 4, 2025
[Greyhawk] The Wild Coast
In the waning days of the Great Kingdom, folk who were faced with debts they could not pay or disagreements with the legal authorities that might see them imprisoned or facing the hangman often found it convenient to flee narrow area of flatwood, sandhill, and wetland along the Northwest edge of Wooly Bay. There, they would be, if not welcomed, at least accepted into the independent community that had grown up among the several, squabbling towns. The region had an infamous reputation and was known as the Wild Coast.
Friday, March 28, 2025
[Greyhawk] North Province
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| Art by Mihai Radu |
The Overking was traditionally appointed by vote of the magnates ruling the constituent territories of the Aedi. One of these was the region now called North Province which was held by House Naelax since the Great Kingdom's founding.
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.
































