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Blogging on Hiatus

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Friends, as some of you know, my wife Jodi has, for most of the last three years, suffered from a ruptured ACL. Tomorrow, she is finally going to get the ACL reconstructive surgery she's needed to get back into shape... late always being better than never. While it is a simple outpatient procedure, any and all thoughts, prayers, and good vibes would be most welcome.
So for the next several weeks at least, possibly two or more months, we will be concentrating on her recovery. If I am slow in responding to e-mails and posts, this is why; also, we won't be working on anything for JMG during this time, and I won't be doing much blogging or any gaming, either. We're not avoiding anyone, we are just busy, between my job and her therapy. We'll be back with bells on once she's up and kicking... hopefully much sooner than later!

Home Again, Home Again, Jiggity-Jig...

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So that hiatus ended up being rather longer than expected.

My wife is doing very well. Her operation was a great success, and her recovery has been, so I understand, textbook quality. Things are definitely going well there (knock wood), and she can walk quite well without brace or cane, though it will be some months yet before she is able to rebuild  her stamina and be back to her old, spry self.

This freeing up of time means I'll be getting back to writing and gaming again; combined with my upcoming change to a regular schedule at work, freeing up my weekends, I expect to do a LOT more gaming.

Right now, I have three campaigns in the works. One is already underway, and we had our first session yesterday. The other two are in development, and as usual, it is much like herding cats, trying to coordinate schedules and make sure everyone is on the same page.

The first campaign, Adventures in Erathia, is a Fifth Edition Dungeons & Dragons campaign, using the whole kit-n-kaboodle (PHB, MM, DMG) with experienced gamers. The world is Ekosia, unabashedly and simply a parallel Earth, in the early Colonial Age. Most of the world is off-screen, so to speak, merely broad strokes to give players ideas of where their characters might be from and what the might culturally resemble...

Lost Arkhosia was the original home to the Dragonborn and the Red Men of Greco-Roman culture. As the name suggests, it is Lost, much like Atlantis or Numenor, though the Dragonborn and the Red Men settled far and wide ere their empire and island-continent home were lost several ages ago.

Mendrel is the analogue for Europe, original home of the Halflings and the Green Men of Celtic/Slavic culture. Being centrally located, it was invaded by peoples of four other continents, and today is a mix of races, cultures, and kingdoms. The two most prominent are Razaine, a Moorish Spain analogue, and Karnusia, a sort of Scots-French Sun King realm, both of which are heavily involved in the new colonial race.

Whalm is an analogue for Scandinavia, the British Isles, Iceland, and Greenland, original home of the Elves and the Blue Men of Germanic cultures. While their viking-style age is long passed, much of the region is still quite barbaric. Amongst the many lands the Whalmish settled during their migration era was Erathia, the first easterners to find and settle that land since the fall of Lost Arkhosia. There they founded the Wizard-Kingdom of Skreln, whose savage descendants today, the Skrellinkar, are a mix of the native Erathians and the Whalmish (think Elmore-style barbarians with bluish skin). Brunh is the analogue of England, and hase a few colonies, most notably Hawkmoor in Erathia, though Hawkmoor has declared its independence since the rise of the Temple of Hecate to power with the advent of the current warlock-ridden dynasty.

Utlun is an analogue for Africa, original home of the Dwarves and the Black Men of African cultures. During the early ages the Empire if Khem spanned several continents, and has had its ups and downs over the millennia. Today it is strong again, and has some colonies, like Razaine, Karnusia, and Brunh, though the colonies it held in northern Erathia were conquered by Razaine several decades ago and subsumed into the local Crown Colonies. The Church of the Risen Sun, dedicated to Re-Horakhty, Osiris, and Isis (and to a lesser extent, the entire goodly portion of the pantheon) is still a major faction in the Razaish-held colonies.

Quorn is an analogue for Asia, original home of the Gnomes (and many other various races) and the Yellow Men of various Asian cultures. Not a big player in the colonial drive in eastern Erathia, if the players eventually make a cross-continental trip, they will run into the Quorn equivalent of Fusang on the western coast...

Erathia is an analogue for North America, original home of the Tieflings and the White Men of various Native Nations cultures. Here of old was the great empire of Bael Turath, whose wars precipitated the fall of Lost Arkhosia, the decline of Elder Khem, and the end of the First Age. Bael Turath still exists, at the heart of the continent, but is much reduced in power. Petty and often barbarous splinter states exist on the periphery, with the cracks in between filled by savage tribes of humans and other, unusual races... now including the colonial settlements of the Mendrels, Whalmish, Utlun, and Quorn.

The campaign is set in one of the regions currently dominated by the colonial powers, along the Sapphire Sea and the Rubine Gulf. The Rubine Gulf was once a vast, rich plain, the heartland of the Empire of Nothos, the Demon-Son of Dionysius. Here his people, the Tavrosh, were born of Arkhosian and Erathian humans and the bloodlines of minotaurs, satyrs, sileni, dryads, and nymphs. When his empire fell, the land quaked and shattered, and in came the waters of the Sapphire Sea to form the Rubine Gulf. The Tavrosh still live along the shores and in the hills and mountains. After the fall they were conquered by a then resurgent Bael Turath, which subsequently again fell into decadence and left them to their own devices. In the north, the Skrellinkar barbarians, descended from the peoples of the Wizard-Kingdom of Skreln, eke out their own savage existence. Then unto these shores came the colonial powers, first Khem, then Razaine, Brunh, Karnusia, and the various Whalmish states. Today the colonies struggle against and amongst each other for wealth and power even as they send explorers into the ancient ruins and virgin wilds.

Recently, the Crown Colony of Kar Haddan declared its independence from Razaine, mostly over religious differences, the locals favoring the Church of the Risen Son while the Imperial House currently sponsors the Red Temple of War dedicated to the Arkhosian deity Ares. The other Crown Colonies gird for war, even as the Tielfing successor state of Bael Norradh stirs in the west, the Skrellinkars howl at the borders in the north against the northern colonies, and Hawkmoor, too, is caught in between a rock and a hard place, being infiltrated by warlock-assassins from the old motherland of Brunh...


The other campaigns currently in the works are:

Adventures in the Elder Isles: A Basic 5th Edition Dungeons & Dragons campaign set in the Elder Isles of Jack Vance's Lyonesse (itself being set in the world of Aerth from Gary Gygax's Dangerous Journeys: Mythus setting). This one is for folks new to tabletop games.

Adventures in Kvin Mondöj: An AD&D 1E/Advanced Labyrinth Lord campaign set in a post-apocalyptic fantasy world inspired by Heavy Metal album covers. Think the Heavy Metal movie (Taarna segments), combined with Ralph Bakshi's Wizards, and Thundarr the Barbarian, and you get a general idea of where I'm going with this one. Designed for a group of folks who haven't played since 1st Edition...

[Kvin Mondöj] Background for Kvin Mondöj

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Millennia ago – no one is quite sure how long ago, though most believe it was some 20,000 years ago – five worlds merged into one in a massive techno-magical apocalypse. Separated originally in time and space, these five worlds – in fact, their entire solar systems – phased together. In the case of the five worlds, they all merged into one, during a terrible, catastrophic event, the Grand Conjunction.


Continents shattered; mountains buckled and fell; oceans were cast up into mountains and wastes; forests burned. Entire ecosystems died, and whole sections of each of the five planets were lost. In the end, where once five separate and distinct planets once existed, a single planet came into being. It is a hodge-podge of the geography, biota, and cultures of the five constituent planets. Most civilizations of the native races collapsed; in most cases, the survivors were reduced to stone-age savagery, if they did not fall all the way back to the state of beasts.


The five worlds were:



Earth: The home of Man, the Earth that was merged with the other five worlds was not one Earth, but many, cobbled together from many eras of its past. From the age of the dinosaurs to the “modern” era, and from the era of the far-future city-continents of super-science to the Last Age of Man, Zothique, and all the eras in between, the Men of Earth and its infinite varieties of cultures, species, and technologies were suddenly found side-by-side, merged with the detritus of four other worlds.



Faerie: The Otherworldly home of the Fairies, Elves, Dwarves, Hobbits, Dragons, Goblins, and like creatures of myth and legend, much of the once-hidden and mystical, magical realm of Faerie was revealed and laid open upon the forests and fields of the new world. Though hardly the fancy-free land that fables had once made of it, its Seelie peoples, once happy and bucolic, were reduced to madness and savagery, and the darker Unseelie folk turned dreadful and unpleasant indeed.



Hell: An inside-out world in space-time unlike most others, even Faerie, the home world of Satan and his fallen angels, devils, and demons was the least damaged in the Grand Conjunction, for as prior, it remained on the inside of the world – the Hells, as once envisioned in medieval ideals, were now found at the center of the earth. In between the Hells and the World Above, the Underworld was spawned, a mix of the other four worlds with a great heaping-helping of Hell…



Qualq: An utterly alien world to Men, Faeries, Demons, and Wyld, the best description of Qualq is that it is some bastard child born of the fevered nightmares of H.R. Giger and H.P. Lovecraft. A world of psychic powers and super-science, its denizens included the mind flayers and their abhuman slave race, the Gith. Though segments of Qualq are found upon the World Above, most are found in the Underworld or upon the Sky Islands, where the inimical biota of that realm can survive in isolation (elsewhere, when encountered and if at all possible, it is hunted to extinction). The Gith, however, survived and expanded throughout the World Above, where they eventually became the second-most populous race after the Men of Earth.

Wyld: The world of Wyld was much like Earth and Faerie, though of unbound natural growth and atavistic primitivism. Civilization rarely rose above the stone age, and never above the bronze age. Men of Wyld are much like the Men of Earth, though built of massive skeletal and muscular structure; their culture is that of the eternal barbarian and atavistic savage. Men of Wyld are divided into many varieties, including Bear-Men, Brute-Men, Horned-Men, Wolf-Men, and others. Animals native to Wyld were of such sorts that made the megafauna of Earth seem small by comparison.


The many races and species of the five worlds migrated, mixed, assimilated, fought, allied, and over time, rose again from savage barbarism to civilized heights and decadent depths. In the ages since, many civilizations have risen and fallen. Most of these are lost in the mists of time, especially those prior to the last thousand years. More than two thousand years ago, a combination of alliances brought together the forces of Hell with several Alien factions of Qualq to form the Dread Dominion. No one is certain how long the Dread Dominion lasted, but more than two thousand years ago the enslaved Men and Gith began the Metal Wars, a thousand-year rebellion. During this time they summoned the Heroes of Ancient Earth, and the Metal Gods were born.



The long and terrible Metal Wars ended with the manifestation of the Megadeth, the Apocalypse Beast. Between the final battles of the Metal Wars and the advent of the Megadeth, barely one in a thousand sentient beings survived. Civilization collapsed, most records prior to the era were destroyed, and the world was once again reduced ruined barbarism.



At the opening of the second millennium since the end of the Metal Wars and the advent of the Megadeth, civilization is tenuous at best. Most Men and Gith live in Medieval-like squalor at best; folk of towns and the rare cities usually fare better, some even maintaining a relatively high level of technology, carefully shepherded since the end of the Metal Wars. Still suffering from that era, most realms are small, tribal affairs, city states, or feudal domains the size of a county or shire. Every generation or two, a warlord gets it in his head to build an empire, and war ravages the countryside, already hard-pressed by monsters, mutants, and abhumans on every side. If the ramshackle empire does not fall with the conqueror’s death, it rarely survives that of his son, and never that of his grandson.


Most armies are made of shanghaied peasant mobs, led by the warlord and his band of knights or bully-boys. The mob is armed with farming implements or whatever they can find at hand, while the warlord and his retinue might wield anything from sword and lance suited in plate mail and riding destriers to laser rifle and grenade launcher suited in ancient battle-armor on the back of a grav-wagon. Tipping the balance of every battle are the adventurers and mercenaries, a mixed lot of madmen and would-be warlords themselves, rife with magic, psychic powers, demonic sorcery, and alien technology.


These adventurers wrest their arcane power and super-science artifacts from the ruins of the ancient world that strew the surface wherever one stumbles outside the wood-palisaded village or stone-walled town. Every farmer turns over some ancient ruined thing while sowing his spring seeds; only the mad or power-hungry actually go into the depths of the ruined cities and monster-haunted citadels seeking after working items of power and lost caches of riches and wealth…




Though there are many gods, demigods, and demons in Kvin Mondöj, there are three major religions that are widespread across most of the land – the Church of Satan, the Temple of Judas the Redeemer, and the Temple of the Metal Gods. The Church of Satan (mostly Lawful Evil) is a hierarchical theocratic pseudo-empire dedicated to the Prince of Darkness and his chief lieutenants. They are served by the Knights in Satan’s Service and the Inquisition. The Temple of Judas the Redeemer (mostly Chaotic Good) is dedicated the to most successful of the Metal Gods, Judas the Redeemer, who took up the lead in the struggle against the Church of Satan following the end of the Metal Wars. The third major faith, the Temple of the Metal Gods (mostly Chaotic Neutral), is dedicated to the Ancient Heroes of Earth who returned from Beyond and helped bring an end to the Dread Dominion. Led by Ozzymandius the God-Father, the Temple is dedicated to freedom and individuality and the overthrow of tyranny and order.


[Kvin Mondöj] Iron-Men

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Long ago, before the Metal Wars, the Scientists of the day discovered a way to merge man and machine. Though subsequently used for many reasons, this science today is mostly used only to create fearless, strong, lethal warriors. While some of these Iron-Men result from volunteers, most are created unwillingly, resulting from being kidnapped by the Iron-Men and Mandroids of still-running Robotic Factories (some are stationary, others mobile, vast vehicles on great wheels or treads or flying citadels in the skies). Usually these Iron-Men are from Men of Earth or Gith stock, as the factories were designed to transform the most common two races into Iron-Men. Some races cannot be transformed, such as the Men of Wyld or Fey, whose bodies reject the metal implants (killing them in the process).


Survivors, in any case, are transformed, losing any special abilities they formerly possessed (psychic powers and mental mutations are lost; physical mutations are “excised” as non-standard to the required unit).


Their minds are implanted with cybernetic neural implants that enable their flesh-bodies to communicate with the metal portions of their bodies. In the process, they gain immunity to all forms of natural, magical, or psychic fear. They also gain a +2 bonus versus any other effect (magical or psychic) that tries to affect their mind, especially but not limited to sleep, charm, and hold spells and psychic effects.


Their eyes are replaced by bionic eyes; these look like normal eyes for their race, but give the Iron-Man 60’ Infravision (glowing red when their Infravision is active). Their skull is also reinforced with advanced metals, giving their head an Armor Class equivalent to a great helm (ACB -6/+6).


The Iron-Men have cybernetic reinforcements inserted into their musculature and along their skeletal structure; this is for mounting further attachments onto the Iron-Man. This reinforcement also provides the Iron-Man with a pool of 25 structure points. When the Iron-Man suffers damage, he can split it in any way he wishes between his regular hit points and these structure points (this pool cannot fall to less than 0). Structure points cannot heal naturally or be healed by magic, only repaired by a scientist/mechanic or robotic factory.


At 1st level an Iron-Man can choose two of the following additional upgrades:


Cybernetic Arm: An Iron-Man with this ability has had one of his arms replaced by a mechanical equivalent. This adds +1 to his Strength (or increases his Strength to the lowest point of the next highest category if he has Exceptional Strength). This ability may be taken twice (once for each limb replaced).

Fingerblades: The Iron-Man’s hands are implanted with retractable razors. He is able to attack twice per round, once with each hand, doing 1d6 damage (plus Strength bonus) per hand. The Iron-Man can also combine a single off-hand fingerblade attack with a melee attack, though in this case both attacks suffer a -2 penalty to hit.


Light Armor: Further reinforcement to chest, arms, and legs provides the Iron-Man with an ACB -2/+2; if they wear armor of greater protection than this, the reinforcement provides them with a -1/+1 bonus to their AC.


Suturepede: The suturepede is a bio-mechanical centipede-like creature surgically implanted within the Iron-Man’s body. When he falls to or below 0 hit points, the suturepede exits through a wound and grafts itself to the injuries, using its legs as sutures if necessary. This immediately restores 3d8 hit points. The suturepede dies and falls off within 1d4 days of use, and the character must visit a scientist, mechanic, or mechanized factory to have a replacement suturepede implanted.


Targeting Reticule: One of the Iron-Man’s bionic eyes has been upgraded to include an improved targeting lens in a cylindrical black housing. He now has a +2 bonus to hit with lasers, guns, and other techno-missile weapons, and detects secret doors on a roll of 1-3 on 1d6. Only one eye may be replaced with a targeting reticule – two reticules would only cause migraine headaches with no improvement in accuracy.




Iron-Men have the ability to assimilate another cybernetic upgrade every odd level (3rd, 5th, 7th, etc.) with no danger to their mental state. While they can take on other upgrades, each upgrade beyond their allotted safe number has a chance of driving them insane… and afterwards, if they successfully maintain their sanity, they have a chance to lose it temporarily when exposed to extreme stress. Upgrades are available through friendly scientists, mechanics, and robotic factories.


Iron-Men, due to their cybernetic neural implant can never learn to use spells or psychic powers. Iron-Men are limited to taking the Fighter, Champion (i.e., Paladin), and Ranger classes. They are unlimited in advancement in Fighter, limited to 8th level as a Champion, and 7th level as a Ranger. Due to the programming in their neural implant, they can take proficiency in techno-weapons at 1st level. If they have access to a friendly or allied robotic factory, they can switch out any of their weapon proficiencies through re-programming.


The neural implant also enables robotic factories as well as scientists and even some mechanics to take over the mind of the Iron-Man. The Iron-Man’s bonus to save does not apply to this kind of super-science based mind control… a reason why even allies of the Iron-Men never quite fully trust them.



Note: I am using the Scientist class from Henchman Abuse, with some modifications.

Also, though the race is titled "Iron-Men," there are also "Iron-Women." And on that note, if anyone knows of any good sources for pictures of female cyborgs that are not essentially excuses for soft-core porn, please let me know!

[Kvin Mondöj] Geography of Kvin Mondöj

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Here is a map of the geography of the Free Lands of Kvin Mondöj. This region of wilderness, savage clans, barbarian tribes, city-states, and petty realms is hemmed in on all sides by the Dread Domains. The scale is 45 miles per hex. Myths, legends, and rumors of the listed regions will follow; as this is a living campaign, further details can't be posted at this time...

A map showing Settlements, Castles & Citadels, Ravaged Ruins, and Lurid Lairs will be posted soon...

Click to embiggen


[Kvin Mondöj] Kvin Mondöj Locations

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Here is the locations map for the world of Kvin Mondöj.

Stars in circles are Metropoli -- these cities are huge, often with many "modern," or even futuristic or techno-magical, structures, factories, universities, etc. All are also heavily walled and guarded, and often control or heavily patrol a great deal of territory in the nearby area. Metropoli are usually quite cosmopolitan, and are often ruled by a number of widely divergent factions, though some are ruled with an iron fist by a single tyrant or oligarchy.

Circles in circles are Cities -- most of these are more medieval or renaissance in form and organization, and though cosmopolitan, they are usually dominated by a single cultural or racial majority. While most of the residents are medieval or renaissance, the powers-that-be will have access to higher levels of technology and magic. Note that these are not all the cities in the region, only the major, important cities.

Squares in circles are major Castles, Citadels, Towers, or Fortresses. These are usually independent from nearby cities, though some may be allied. There are MANY more of these in the region; these are just the very important ones.

Triangles in circles are Strange Locations, Lairs, Mega-Dungeons, and other Points of Interest. Again, just the major ones that folk elsewhere on the map may have heard of in legend and song.

Three dots in a triangle pattern are Ruins -- major ruins, usually of cities, though also of other important locations. While other sites are also often ruins, these are sites notable as ruins in and of themselves, regardless of the creatures that may lair therein...

As usual, click to embiggen.

[Kvin Mondöj] Kvin Mondöj Regions

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And the last of the maps of Kvin Mondöj for a while, the Regions map. In most cases, these are broad regions, more or less united by geography, history, race/ethnicity, politics, trade, or what have you, even if it is the neighboring folks saying "this area has a lot in common" and thus giving the region a name.

The only true kingdoms shown on the map are the Empire Satanicum, the Sultanate of Shamharoosh, and the Tyranny of Achariyth. Most of the savage tribes of Utgard fall under the dominion of Thule; Mercadia considers all of the petty domains of Vulkodlak their personal playthings; and Ahrihann is loosely united in a confederacy against Shamharoosh (save, of course, for the Ghouls of Pnath) under the leadership of the Padishah of Akem Manah. Similarly the King of Rammstein holds the fealty of many of the lords and chieftains of Galaroth, while the Governor of Mount Salem is counted as the "First Among Equals" by the Governors and Mayors of Eternia (the Old Blood Nobles, of course, being generally inimical to all of the upstart Republics of the region).

More on the Regions, Locations, and Geography another time...

Click to embiggen

[Games] Artesia: Adventures in the Known World NYNG Bundle

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DriveThruRPG/RPGNow is having their New Year New Game (NYNG) sale in which companies offer a bundled set of product for one of their games at the discounted price of merely $15.



One of the bundles is for the Artesia: Adventures in the Known World RPG, based on the Artesia comic book series by Mark Smylie. In this bundle you get not only the RPG, but also the first three trade paper backs, the Compendium of essays and histories, and the Book of Urgrayne that collects three important short comic stories... an almost $50 value for $15.


Even if you don't play the game... which is excellent, by the way... this is an amazing deal just on the three trades. You definitely need to check this out!

[Kvin Mondöj] Cult of the Homovore

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The Cult of the Homovore is a Chaotic Evil cult dedicated to anthropophagy… specifically the eating of humans by non-humans, as opposed to cannibalism (and also distinct from the necrophagy practiced by ghouls and similar beings). The temple is popular among non-human races, especially goblinoids. Each cult is usually small, with each group independent of one another and each shaman or priest in charge of the specific beliefs, trappings, rituals, and liturgy. However, in Radamanthys, the Wilds Forlorn, Ildjarn, Malinvern, and Galiryon, as well as further afield, the influence of the infamous Temple of the Ten Torments of the Damned is still strong.

The Temple of the Ten Torments of the Damned was founded in the decades of chaos following the fall of the Empire of Legend almost a thousand years ago. In those days, Tyranath was a stronghold of the Minotaurs, who had been brutally oppressed by the Empire of Legend due to their loyalty to the Dread Dominion. When the Empire of Legend fell, the Minotaurs rebelled, overthrew their Mannish lords and masters, and consumed them in a great ritual feast, a ritual that ended with the foundation of the Temple of the Ten Torments of the Damned (so named for the form of torture that the Minotaurs performed on their victims). The Great Temple of the Temple of the Ten Torments of the Damned was built upon the site of the feast, and became the center of the cult during the height of the Imperium Tenebrarum that succeeded to power in the region shortly thereafter.

The Minotaurs were a small but powerful faction in the Imperium Tenebrarum, as were Goblinoids and other non-Mannish, non-Gith races. Men and Gith were enslaved, though it was only the Men that suffered from the predilections of the Temple, as the Gith were still respected (to an extent), having been the original servitors of the alien masters of the Dread Dominion. For them, mere slavery was their due; but for the races of Men, their lives became as those of cattle. For more than three centuries, the non-Mannish masters of the Imperium Tenebrarum ruled, and among the greatest of their temples was the demon-ridden Temple of Ten Torments of the Damned.


The central deific figure in the Temple, appropriately enough, was Baphomet, the Demon Prince of Minotaurs. He is depicted in temple art and idols as having six arms, each hand of which wields a knife, cleaver, or other butcher weapon. He sits tailor-style; wears a loin-cloth, a necklace of Mannish skulls, and prolific prayer beads; and is accompanied by a Death Bull Viper, usually draped around his neck. Temples are designed to look like abattoirs, complete with meat hooks and blood drains; in fact, most were, as they were used for the ritual slaughter (via the Ten Torments) and processing of humans for consumption by the faithful.

During the height of the Imperium Tenebrarum, the Temple of the Ten Torments of the Damned became the stronghold of the Minotaurs, and only Minotaurs were able to advance to the higher ranks of the hierarchy. This led partially to the divisions between the faithful, which together with the other elements tearing apart the Imperium at the time, led to the successful rebellion that allowed the Men of the East to found the Empire Satanicum in 666 AM, which to this day is a humanocentric theocratic state in which non-humans are enslaved and oppressed (though not much more than the non-elite humans, to be sure).

Today the beliefs, trappings, rituals, and liturgy of the Cult of the Homovore in those regions follow those founded by the Temple of the Ten Torments of the Damned. These cults have a strong enmity with the Ghoul and Gnoll followers of Yeenoghu; those native to Malinvern often go on raids or even full-on crusades against his followers in the Vault of the Ghouls, though rarely do they dare penetrate as far as the Vale of Pnath. These cults also seek to glorify Minotaurs above all others, and are usually led by a Minotaur priest. Temples are usually underground, with the central idol of Baphomet at the heart of the great grotto that functions as the temple/abattoir. The cults refuse to buy humans for their rituals and feasts; it is part of their faith that the humans must be won in battle. Other races, such as Gith, Dwarves, Elves, and so forth, when taken in battle, are kept as slaves.

A typical cult consists of the Evil High Priest (CE Minotaur 6thto 9th level cleric of Baphomet), his Evil Curate (CE Minotaur 3rdto 5th level cleric of Baphomet), and 2d3 Evil Acolytes (various races, all CE 1st or 2nd level clerics of Baphomet), plus one or more clans of Minotaurs, Satyrs, Goblinoids, Orcs, Demonbloods, Snake-Men, or other inimical humanoids (though rarely Gnolls, who almost universally follow Yeenoghu), each with their own clan shaman (subordinate to the priesthood). Numerous Demons and Mutants are also adherents of the cult, as are no few intelligent monsters.



The Lair of the Minotaur, a vast series of caverns and ancient dungeons that predate the Dread Dominion, is said to be a stronghold of the surviving hierarchy of the Temple of the Ten Torments of the Damned. There it is said that Grand Hierarch Minos XIII still reigns in undead majesty, hidden in the labyrinthine complex since the fall of the Imperium Tenebrarum almost six centuries ago. The treasures of the temple are hidden in his ten-level lair, which is guarded by a legion of Minotaurs, Demons, and Demonbloods. From his Dread Cathedral he plots revenge upon the Empire Satanicum and all of Mankind.

[Ekosia] The Story So Far...

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Well, we've now had several sessions of our 5th Edition Dungeons & Dragons campaign set in Ekosia, and things have gone quite well, both with the new system and with the campaign.

Most players have had two characters, as we never know who all would be able to make it, and we've had two separate though related parties pursuing different goals.

The first party has been trying to capture Bandit King Heydut Shafee, whose gang lairs in the Lost River Caverns. During the adventure the party -- as yet unnamed -- successfully burned down a goodly portion of Pooftos, a local, innocent village, slaying the village leader and a dozen or more villagers in the process. Seems that though the villagers were in the middle of a festival celebrating the overthrow of Nothos, the Demon-Son of Dionysus, they felt it a good idea to suddenly appear in the midst of the celebrations with the Tiefling sorceress (Charisma 20) -- casting impressive, demon-like spells, no less -- as their speaker. Chaos ensued, the villagers were slaughtered in defense of the sorceress and her companions, and now several of the party members are themselves wanted men (and women).

After resting up at the Pike & Shield Roadhouse, they went on to find the Lost River Caverns, and instead of camping and scouting after a long day's travel, went straight into the caverns, stumbled into the bandit lair exhausted, and ended up in a two-session running battle, slaughtering many of the bandits and nearly losing two of their own members (death saves were lucky). They were then later beaten back by the Bandit King who had brought in some allies, Wretchlings and Bear-Headed Ogres.

Overwhelmed, they fled to the sea-side town of Karkeros, to heal up and find out more information. The paladin of the group, feeling guilty of his involvement in the slaughter in the town (he thought the villagers were the bad guys), ended up speaking with the High Priest of the local Church of the Risen Son (Egyptian pantheon) and got both more information on the bandit and a way to gain absolution for his actions in Pooftos... by bringing the Bandit King to the church rather than to the secular authorities, as they had discovered that the Bandit King -- a Tiefling -- was in league with the Cult of Nothos.

Of course, he also made sure that his companions would get the reward, as he wasn't so foolish as to assume that they would be interested in the state of his soul. So armed with further knowledge, they went back to the caves... and there found, on the other side of the mountains, a camp of barbarians (well, more like local hillbillies, really), who were now allied with the bandits and the cult, and had apparently made a few raids toward Pooftos and Lukopolis (a village to the south). They found the bandit lair abandoned, and figured the bandits had joined the barbarians en mass. Finding only Wretchlings left in the caves, they concocted a plan...

Together with a new ally, Dan the Bard, they bought barrels full of good beer, along with a sufficient amount of drugs and herbs to spike the beer and knock out most of the barbarians and bandits. They also had a "Plan B," which was to go up the mountain and make it look like a dragon was attacking. Fortunately, Plan B wasn't needed, as Dan the Player played up Dan the Bard's part very well, passing himself off as a representative of the Empire of Bael Norradh, a nearby Evil Empire who was allied to the Cult of Nothos. The beer and a chest full of treasure (mostly copper and silver with gold and a few cheap gems on top) were presented as a gift to the Barbarian King. As the leaders, unbeknownst to the players, were actually awaiting a representative from the Empire, this was not surprising, and a stroke of good luck for the players; that it was a Karnusian player of the bagpipes was confusing, but he successfully passed it off as needful use of foreign spies to put off suspicions from the local powers-that-be. He also rolled very well, and I rolled very poorly...

So the bandits and barbarians got stinking drunk and knocked out, though the Barbarian King and the Bandit King were still standing (being good drinkers and of stouter constitutions than their minions). Dan (who had not been drinking) convinced the Bandit King that he had a special treasure for him in his gypsy-style wagon; a bottle of good whisky to start, which finished off the Bandit King, who was then bound and gagged as Dan raced his wagon out of the camp...

As Dan the Bard had not gotten out in a timely fashion, the rest of the group thought things had gone wrong, so started burning the forest at the mountain heights, seeking to draw out the barbarians and bandits so they could go in and get the Bandit King. Only three scouts, not party to the beer-fest, found them, and were slaughtered, Dan rode by laughing like a madman and yelling that he had the Bandit King. And so they raced to town, even though they were exhausted. They holed up half-way there, and were fortunate that there was too much confusion at the camp the next morning for search parties to be sent out. They turned the Bandit King over to the High Priest and were handsomely rewarded (major milestone achieved).

Most of the party has just now squeaked past 3rd level, and everyone spent an hour after the last session picking archetypes, spells, and other specials for their new levels.

They're going to need them, as they've stirred up a bit of a hornet's nest...

[Kvin Mondöj] The Metal Queen

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The Metal Queen is one of the major goddesses of the pantheon of the Metal Gods. Though she cooperates with most of the other Metal Gods, she also goes her own way; too many of the temples of the Metal Gods are patriarchal for her liking, and so she maintains her own separate but allied faith.

The Metal Queen usually takes the form of a human female with long flowing blond hair, blue-eyes, and pale skin, of average height though buxom and with a muscular build. She wears black leather with chrome metal studding and many necklaces, bracelets, rings, and earrings of silver, chrome, and gold. The leather often covers less than it reveals, though her boots usually go up to her thighs, and sometimes she wears battered bits of iron armor. She sometimes wears an iron crown, with tiny swords for tines and set with silver skulls and chrome crosses, but she does so only when emphasizing her deific power.

She often rides a tamed balrog, an iron and chrome chariot drawn by six balrogs, or is otherwise accompanied with enslaved demons that she keeps leashed on iron chains. When she enters combat personally, she wields a silver long sword (when in her warrior aspect) or a crooked rod (in her witch aspect) that combines the effects of a staff of wizardry, a rod of lordly might, and a wand of wonder.

Like the other Metal Gods, she is Chaotic Neutral, though with a stronger streak toward Good than most others of the pantheon (save perhaps Judas the Redeemer). She is a patroness of power, glory, freedom, and love, untamed and wild, believing that people need to be free to enjoy life without boundaries… though darker desires need be held in check, lest one harm others (who are not willing to be harmed). She is often called upon by lovers who are oppressed by their families; women seeking freedom from patriarchy; and warlocks and witches who wish to be free from the oppressive powers-that-be.

She is also known as the Tamer of Demons and the Mother of Witches (and Mother of Warlocks). She is served both by her temples and by covens of warlocks and witches of Goodly and Neutral (though certainly Chaotic) sort. Many of her temples work with Rangers to keep the wilds clear of Evil, but help them remain otherwise wild and untamed. Her temples and shrines are found in wild, beautiful places, even in the crumbling ruins of cities and wastelands.

The Metal Queen is among the few Metal Gods who made inroads among the Grimnyr millennia ago, and her shrines are found there interspersed with those of the Aesir and Vanir. Her worshippers are found wherever the Metal Gods and the Gods of the North are found; she is most popular in Myrkgrav (where hers is the primary faith), Morgart, Galaroth, and Valyria, as well as among the Grimnyr.


Her clergy, warlocks, and witches can only wear leather or studded leather armor, but they can wield swords with full proficiency. Her clergy also have access to one otherwise limited arcane spell of each level, and her warlocks and witches have access to one otherwise limited divine spell of each level, in both cases chosen when they attain the appropriate level.

Her chief enforcer among her covens is said to be a mysterious warlock, known simply as The Warlock, with platinum-blond hair and piercing blue eyes, a Mannish-Gith or a Gith-Blooded Man, who is hidden by shadows and mists, visible only to those who have betrayed her or most pleased her...


[Kvin Mondöj] Ozzymandius God-Father

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The God-Father of Metal, the Prince of Darkness, the Great Ozz, the Mad-God, the Ozzman – many are his names and epithets. He is at one and the same time the most popular of the Metal Gods, and yet the most inscrutable. Many would say they have a close, personal relationship with the God-Father, but none would say that they truly know him well. No few claim that they have encountered him and drank with him in a tavern, or walked with him for a while upon a road, or sat and listened to him sing for a time – but what, exactly, any ever gained from these encounters is never quite understood.

The Ozzman, as he prefers to be called casually, was among the first of the Ancient Heroes of Lost Earth to be resurrected from their age-long Sleep of the Dead (though some claim the Metal Queen walked the forests and meadows of Kvin Mondöj for a thousand years ere the return of the other Ancient Heroes). He was already counted among the greatest of their numbers, and the boundless energy, mighty mirth, and deep melancholies he exhibited as their leader helped define their nature, both in the distant past and during the Metal Wars. He only reluctantly took up the mantle of the God-Father, and King of the Metal Gods, after the fall of the Dread Dominion, due to the great need for his leadership; he would have preferred to return to the oblivion of Death, for he believed that there, though he did not remember it, he might find the solace of being in the arms of his long-lost and much beloved wife.

He has never taken another as his companion in all his centuries as a god, though many have been more than willing, mortal and otherwise (the members of his covens of Witches are particularly intent upon being the first to break his, to them, silly oath). It is said that his great melancholies, and his great debauches of deific-quantities of drugs and ambrosia, are due to his great loneliness. During these times the Iron Throne of the Metal Gods is held in trust by Dio Storm-Lord or Geezer Metal-Mage, and messages, dreams, and visions delivered by Percy Golden-God, the Voice of the Metal Gods, can be quite garbled. When he is not deep in his divine cups, the God-Father takes his duties quite seriously, marshaling the Metal Gods in their eternal wars against the Church of Satan, the Demon Gods, and the Alien Gods, as well as visiting his followers as needful in dreams and in mysterious mortal guises.

His favored guise is that of a wandering minstrel, dressed in deep black clothing, accented by a cloak of bat wings or raven feathers, with silver necklaces, bracers, and rings, usually decorated with or including his favored symbol, the silver cross. His skin is pale white, his long flowing hair ebon black and reflecting unseen stars; and his pale blue eyes rimmed with black kohl – though these are rarely seen, as he usually wears tinted glasses. Were it not for the silver and the crosses, he might easily be confused for a vampire (a bad thing to do). Upon occasion he appears wearing only pants, his chest, back, and arms covered in tattoos, the natures of which change with each appearance, the meanings of which must be determined by the viewer.

He is usually encountered alone, and speaks in mysterious, roundabout fashion about many things and yet nothing at all, often seemingly a simple madman encountered randomly until he mysteriously disappears… upon which the devotee suddenly understands he has had an encounter with the divine. From time to time he appears in taverns and inns or at fairs, with a back-up group of minstrels. Then he sings for the gathered folk, a song or three pertinent to prophecy or need, before disappearing in a spectacular pyrotechnic flash. Due to ancient concords reached at the end of the Metal Wars he, like most other greater, intermediate, and lesser gods, cannot interfere directly in the mortal world with his full deific power; he can only guide his followers.

When they need a bit more of a push, stalwart defense, or an assist, he appears in the form of a terrible beast. This avatar is of mortal sort, though still of great power, and usually only appears when his followers face overwhelming odds against a demi-god or being of like power. This monstrous form resembles a green-skinned, very muscular, winged balrog with great clawed hands; it has his normal head, though with pale platinum hair, great fang-filled maw, and forked tongue. Its greatest weapon is its breath weapon, a noxious cloud which is a poisonous mix of gaseous drugs that can strike dead even Demons and Aliens normally immune to poisons. In this capacity Ozzman offers his worthiest Cleric, Priest, Anarch, Bard, Champion, Warlock, or Witch to accompany him as his passenger, acting as a destrier for the chosen one to ride into combat.

Ozzymandius is Chaotic Neutral, leaning toward Chaotic Good (not as much as many, but more so than most). As noted, his preferred holy symbol is a silver cross, an ancient symbol potent across time and space. His especial personal enemies (and thus doubly so for his followers) are Satan and his followers in the Church of Satan (he considers them fascist bastards); the Demon Gods (vile, petty poseurs); the Alien Gods (monstrous destroyers with no taste in music or style); and Undead (due to rivalries and treachery leading to the fall of the Empire of Legend). He demands strict neutrality between the Temple of the Metal Gods and the Temple of Judas the Redeemer, a requirement more honored in the breach than in the observance by his clergy.

Clergy must be Chaotic Neutral or Chaotic Good. His clergy wear all black, with a white collar; there is no favored weapon. Favored shield devices include crosses, a stylized “O,” and bats or ravens; metal armors are often enameled in black, with bat- or raven-wings and other bat- or raven-inspired devices. His Clerics and Priests may be male or female, and must remain chaste and celibate to remain in the good graces of the Temple (this is not one of his limitations, but one that his hierarchy has chosen, the better to emulate their patron god). His Anarchs, Bards, Champions, Warlocks, and Witches are not as limited in sumptuary fashion or in chastity and celibacy. Those among his clergy who can manage are often multi-classed with the Bard class. His clergy have the ability to cast both light and darkness spells, as well as both spells of healing and causing wounds. Their turning powers are applicable against Undead (turn only); Devils and Demons (turn only); and Alien creatures (not including Gith, turn only).

[Kvin Mondöj] Percy Golden-God

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Percy Golden-God is the Voice of the Metal Gods (i.e., their messenger), the Master of the Stairway to Heaven, the Storyteller and the Lorekeeper, the Font of Lore and Wisdom, and the Patron of Travelers and Wanderers. He is the psychopomp of the devotees of the pantheon of the Metal Gods, guiding their spirits to their Final Judgment, and from there, either to Heaven or Hell. He is rarely worshiped on his own, though he is often called upon by seekers of knowledge and wisdom, those about to go on journeys, and those who seek to send a message or speak clearly. He is one of the few Metal Gods to be popular among Elves and Halflings.

Percy Golden-God is depicted as and usually takes the form of a young, lithe, tanned human or elven male with long, shoulder-length golden curls and, sometimes, a short rakish beard. He has a large pair of white wings, like those of an angel. He rarely wears clothing other than a pair of short, tight cloth-of-gold pants, preferring to appear bare-chested; unlike the other Metal Gods he is not much of one for jewelry, though he sometimes wears a beaded necklace. When he appears to the soul of a dead follower he appears first wearing a cloth-of-gold hooded robe, hiding all his features, and bearing a lantern in the darkness of Death.

Percy is Chaotic Neutral, leaning toward true Neutral. His symbols are a feather in a circle, representing both his concern for lore and his transmission of wisdom and knowledge; and a lantern, representing his shining of light in the darkness. He has no specific enemies other than the broad enmity between the Metal Gods and the forces of Satan and his Devils, the Demon Gods, the Alien Gods, and the Undead; clergy may choose two of the four as targets for their turning abilities. Percy’s clergy consists of Clerics, Priests, Anarchs, Bards, and Rangers, and may be male or female; most of his clergy are multi-classed with the Bard class.

Their duties include acting as messengers for the Temple of the Metal Gods; scribing and illuminating books of lore and knowledge; delivering messages from the gods to their mortal followers; helping mortals interpret the dreams, visions, and omens of the gods; overseeing funerals, delivering Last Rites, and guarding tombs, cemeteries, and catacombs; and guarding roads and crossroads. All clergy are expected to take part in all these functions at some time in their career, so his clergy tend to be jacks-of-all-trades.




[Kvin Mondöj] Dio Storm-Lord

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Dio Storm-Lord is the Father of Storms, the Lord of Rainbows, the Judge of the Dead, the Shield of the Faithful, the Devil-Foe, the Banisher of Demons, the Destroyer of Undead, and the Seneschal of Heaven. He is second in command of the Metal Gods after Ozzymandius God-Father, often taking the throne while the God-Father is “on sabbatical,” i.e., in his divine cups. Devotees turn to him for protection; they wield his Magic Horns in warding against Evil and for protection against Devils, Demons, and the Undead. 


As the Father of Storms and the Lord of Rainbows his followers call upon him for good weather and safety in storms. As Judge of the Dead, it is to him that Percy Golden-God takes the souls of the Dead for judgment; his assistant, Murray, casts the Damned into Hell while those judged to be Righteous are guided up the Stairway to Heaven by Percy Golden-God. Dio is a warrior-god of defensive sort, protecting the faithful against Devils, Demons, and the Undead through his warrior skills and with his magical powers.

He is depicted as and, when he makes an appearance, appears in the form of a human male of wiry build with long curly dark brown hair and blue eyes. He dresses plainly and simply, usually in fashionable white, black, and/or red clothing, though at times needful wears leather armor; when he wears armor, he also wields the Heavy-Metal Blade (+5 vorpal blade) and the Chromium Shield of Kadath (+5 kite shield, bears the Magic Horns as a device etched upon its face that provides the wielder 75% magic resistance against spells cast by Devils, Demons, and Undead). He has been known to loan these to heroes of the faith at needful times.

The Storm-Lord is invariably accompanied by Murray, a (tamed) Shadow Demon of prodigious power who protects the Storm-Lord and also serves has his messenger. Murray can vary his size from as tiny as a pixie to taller than a titan. Murray often appears in dreams and nightmares of the faithful, providing silent guidance or fearful reminders of their failures. He wields a pair of chains that are wrapped around his arms; they can extend to any reasonable length, based on his size, and be used as weapons to harm or be used to grasp and wrap around a target (to capture or save the target). The chains are +5 magical weapons and require the strength of a Storm Giant to have even a chance of breaking them.

Dio is Chaotic Neutral with Good tendencies. His symbols include the Magic Horns, a rainbow, or a black cross. His clergy must be Chaotic Neutral, Chaotic Good, or true Neutral; the clergy consists of Clerics, Priests, Anarchs, Bards, and Champions. His Clerics can wield long swords, but can only wear leather armor; they turn Devils, Demons, and Undead as though they were one level higher than their actual level. Clerics and Priests cast all weather magic, protective magic, and defensive magic at one level higher than their actual level, and may memorize and cast one extra weather, protective, or defensive spell per spell level known per day.

He has a separate cult from the Temple of the Metal Gods, a wilder, more nature-oriented cult focused on his portfolio as the Father of Storms and Lord of Rainbows; this cult is Neutral or Chaotic Neutral, and consists of Bards, Druids, and Rangers. Many Elves are followers of his Druidic cult. His Druids cast all weather magic, protective magic, and defensive magic at one level higher than their actual level, and may memorize and cast one extra weather, protective, or defensive spell per spell level known per day. His Druids and Rangers wear horned headdresses and exclusively keep wolves as their animal companions.

Troll Lord Games 60% Off Sale!


Expanded Petty Gods Preview Available

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The Petty Gods: Expanded and Revised project is nearing completion. James Maliszewski of Grognardia first sought to bring this to completion, then Greg Gorgonmilk shouldered the burden, and now finally Richard LeBlanc of New Big Dragon and the Save Vs. Dragon blog looks to be bringing this one to a final form.

Richard has released a preview, which includes three of my bits of work for the project: Tsathoggua, the Voormis, and the Formless Spawn.

The preview is free, so check it out!

[From the Vaults] Isles of Ages

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So I've finally gotten around to sorting through a few boxes of old campaign materials from our storage, and have found a LOT of cool stuff, much of which I have forgotten. Here's a scan of the map I drew for my Isles of Ages campaign setting, a portion of which, Lost Dragonia, was featured in Fight On #10. The Isle of Ages is a classic "lost world" campaign setting, complete with dinosaurs, cavemen, vikings, conquistadors, amazons, Lovecraftian beings, and a few daikaiju-style gods...

Maybe someday I'll get around to doing more with this setting.

Right Click to Embiggen...

[Mystara] The Original Known World

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Lawrence Schick, one of the early designers of Dungeons & Dragons at TSR, has revealed some interesting maps that detail the Original Known World that he and Tom Moldvay used in their Kent, Ohio Dungeons & Dragons campaign. If the "Known World" sounds familiar, it is because it is the world that was used in the 1981 edition of Basic/Expert Dungeons & Dragons, revealed in the module X1: The Isle of Dread and detailed further in the Expert Set book (notably detailing the Grand Duchy of Karameikos). He has posted several maps and note sheets with this article on the Black Gate website.

Read that article first if you have not already read it; then come on back here and check out the maps.

It is not exactly the same world, but instead is obviously the progenitor of the Known World that eventually evolved into Mystara. When Tom Moldvay, David Cook, and the rest of the development team for B/X needed to use a world, they went back and borrowed from Moldvay and Schick's Original Known World. Many of the names and ideas survived; you can also see much of the TSR Known World geography owes its design to the Original Known World's eastern half.

So as usual, when I get excited about mapping stuff, especially when it comes to one of my favorite campaign settings, I kind of took the maps presented and ran with them...

In all cases, right click and open in another window for the best view. For larger versions of the maps or the original Hexographer files, you can e-mail me at jamesmishler@gmail.com.

First, here's Moldvay and Schick's Original Known World maps knitted together with annotations of location names:

Second, here's the Hexographer version of the Western Known World:

Third, here's the Hexographer version of the Eastern Known World:

And finally, here's both ends of the Original Known World knitted together...


[Mystara] Lawrence Schick Answers Q's on the Original Known World

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Lawrence Schick has finally gotten a chance to answer a few of the questions I put to him regarding the Original Known World as developed by him and Tom Moldvay. Here are the answers to those questions, plus a newly updated version of the Original Known World map.

1) Where are the homelands for the Dwarves, Elves, and Gnomes? Why no Halflings?
  • The Known World was predominantly populated by humans; the most common nonhuman race was the orcs. The races D&D later called “demihumans” were vestiges of an ancient pre-human world.
  • Elves build no cities and found no nations. They live in small settlements in wooded areas, away from humanity; some tribes are nomadic, migrating according to rules humans don’t understand. The largest concentration of elves is in the Canolbarth Forest.
  • Dwarves were once more numerous in the mountains, but now the Seven Strongholds have dwindled to one: Rockhome, high in the Altan Tepe mountains.
  • Gnomes may live almost anywhere, but they are elusive and keep to themselves. They are numerous only in the city-state of Gugonix, but even there they are outnumbered by humans.
  • Halflings are common in the Republic of Darokin the valley of the Qeda, and their realm of Axhonief constitutes one of the Principalities of Glantri.
2) Were Kzinti and Tharks considered playable races, and where were their homelands? One blogger suggests that Tom Moldvay developed the Rakasta from the Kzinti; do you recall if this is true?
  • In the Known World campaign, Kzinti were playable as PCs, but Tharks were not, as they were too weird.
  • Both were nomadic tribes, the Tharks on the Ethengar Steppes, the Kzinti on the Plains of Mnokki. Kzinti organized into mercenary companies that hired out across the western Known World, but the Tharks were barbarians who were enemies of anyone they met.
  • The Rakasta (introduced in Isle of Dread) were absolutely Tom Moldvay’s D&D version of the Kzinti. BTW, the Tabaxi from the Fiend Folio were my version of the Kzinti, to Tom and I got them into both D&D and AD&D
3) How close were the TSR Known World’s cultures and governments to the Original Known World’s? For example, was the Original Known World’s Glantri ruled by wizards?
  • They were mostly pretty close, since our Original Known World cultures largely had obvious Earth history equivalents. In Gorllewin the city-state of Glantri was ruled by wizards, but there were other Principalities that were not, such as the halfling state of Axhonief.
4) Do you recall the cultural equivalents of your human cultures? Some are fairly obvious, others a bit mysterious. Was the list derived from the army/culture list in Chainmail?
  • Definitely not derived from the army/culture list in Chainmail, as we didn’t see those rules until after we’d come up with our own list. Tell me which cultures you find mysterious and I’ll try to clear them up for you.
5) Are there more maps and/or information sheets you can reveal at this time?
  • This is everything I've got right now, but my friends in Akron might turn up some more, and seeing these have certainly triggered my recollections. Stay tuned…
So as you can see, the reply opens up even further questions... Did the ancient pre-human world include the predecessors of the Carnifex (my theory: the Carnifex were inspired by the Dragon Kings from Lin Carter's Thongar series). Are the Quastog of the Canolbarth half-elves or half-orcs or even further mixed? And I need to put together a list of my guesses for the cultures and their inspirations... And what about the history of the world? The heroes and villains, the events in the several campaigns that took place before Lawrence and Tom went to TSR? Was White Plume Mountain originally set in the Original Known World? So many questions...

This new version of the map takes into account the information on the other races and places them appropriately. I'm still not certain as to the wide-spread nature of the Orcs; that's another question I have for Lawrence. I've also re-calibrated the hex counts; note that the original map has a counting error in it, jumping from column 55 to 60, so rather than 100 columns of hexes there are actually only 96.


[Mystara] Another Round of Q's Answered by Lawrence Schick

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Lawrence Schick has been gracious enough to answer even more questions about the Original Known World that eventually became the world of Mystara.

1) Did you use Gods, Demigods & Heroes for the gods of the Original Known World or did you work out your own gods and pantheons. If you created your own, do you remember any details?

Tom and I adopted and adapted it, essentially rewriting the entire supplement to suit the OKW. It filled 17 typescript pages, all of which survive. We made a list of 100 deities (so one could roll randomly at need), mostly drawn from GDH, but we added a few we thought were unfairly overlooked. As you’ll see from the second page I attached, our standard rules for gods varied in some significant ways from the GDH standard.

Lawrence has been kind enough to send on the first two sheets from the list he and Tom Moldvay developed. As usual, click to embiggen:



2) You mentioned an “ancient, pre-human civilization.” Do you recall any details about this? Related, do you recall if Tom Moldvay’s creation, the Carnifex of M3: Twilight Calling, were based on the Dragon Kings from Lin Carter’s Thongor series?

The pre-human civilizations were misty, with contradictory legends about them. Tom’s Carnifex were not based on Carter’s Dragon Kings, IIRC. (Neither of us thought very highly of the Thongor novels, though we admired Carter’s work as an editor.)

3) Where were the Mahars located? Related, based on module X1: Isle of Dread, I kind of assume that that was the “Lost Land” region. Were there other such regions?

One of the mountainous areas featured a “Valley of the Thunder Lizards” inspired by Burroughs’ Pellucidar that was ruled by the Mahars. To the best of my recollection this was in the mountains to the east of Darokin, at the headwaters of the Qeda River.

4) Here are my guesses for the cultures, based on the list from the “Languages” sheet and the list you included in the article on Black Gate: Thyatic: Greco-Roman Iasuli: Persia (and Arabs?) Gwynish: Welsh Heldann: Norse (and Balts?) Plirok: Aztec Xoph: Pharaonic Egypt Ethengar: Mongols Ethesti: Ottomans Here are the cultures I can’t quite figure out… Cezavy: Sounds like it should be Russo-Slavic, though such was not listed? Mnokkian: Turks or maybe Scyths, I would think… Glaini: The Dutch, descended from far-wandering Heldanns? Celok: Or are these the Balts? Not sure where the Han Chinese, the French, and the Mughals quite fit… maybe the Darokins are a mix of Heldann and Thyatic forming the Carolingian French?

Okay, let’s see if we can sort this out. The culture list in the Black Gate article was from memory, and doesn't give a one-to-one correspondence with the cultures that ended up in OKW. Here’s my best shot:

Norse = Heldann
Ancient Mediterranean (Greece/Rome) = Thyatis
Ottoman Empire = Ethesti
Mongolian = Ethengar Khanates
Aztec Mexico = Plirok (with Lovecraftian and Tekumel overtones)
Han China got relegated to another continent and forgotten
Celtic Wales = Gwynish
Pharaonic Egypt = Xoph
Hanseatic League Balts crossed with Armenians = Minrothad Guilds
Carolingian France = Glantri, but filtered through C.A. Smith’s Averoigne and Leiber’s Nehwon
Ancient Persia = Ylaruam
Moorish Arabs = Iasuli
Dutch Republic = Darokin
Mughal India = Akoros
Kievan Rus = Cezavy and Sclavak
Byzantine = Corunglain
Mnokki = Scythian / Eastern Turks
Barbary Pirates = Ierendi

5) A few bits and bobs on the map:

A) I have added a large area of plains between Sclavak and the forests of the Hagath. Does that seem right?

High steppes, really. Seems fine.

B) I have placed several different likely locations for the various Orc groups on the map. Are these appropriate? Were they that wide-spread?

They weren't as widespread as you show. Keep the Atruaghin Clans to the east and the Vanog Orcs to the east-central mountains.

C) Were the Malpheggi half-orcs? Similarly, were the Quastog half-elves or half-orcs or a mix of the three races?

The Malpheggi are piscine/human hybrids with the “Innsmouth Look” – there are subsurface colonies of Deep Ones (later brought into D&Das Kuo-Toa) in the Sea of Dread offshore from the Malpheggi Fens.

A note about the races in OKW: they’re much less hard-edged and distinct than in Middle-earth or World of Greyhawk. It’s better to think of them as tribes or ethnicities. All the breeds of humanoid mortals in OKW are inter-fertile, so wherever they’re adjacent there’s a fair amount of intermixing. If you self-identify as an elf, you’re an elf.

The Quastogs of Canolbarth Forest are a tribe suffering under a divine curse; I forget which deity they infuriated, but they were cursed such that most of their infants are stillborn. As a result the Quastog undertake grueling long-distance raids outside Canolbarth in order to abduct children—of any race. So the Quastog, originally Orcish, now look like anything and anybody.

(As an aside, the Quastog share the forest with the Canolbarth elves, but rarely interact with them; that tribe of elves specializes in misdirection magic, so a Quastog hunting party can walk right through an elven camp and not even notice it.)

D) Was there a White Plume Mountain near the city-state of Keraptis?

No, White Plume Mountain didn't exist until I decided to write a sample scenario to persuade TSR to hire me.

E) Were any other continents developed during the course of play?

No, this was plenty. Too much, even.

F) How many moons did the Original Known World have?

One: the Moon. It ruled the twisted lives of all lycanthropes.

G) Was it simply always known as "The Known World" even then, or did you have a different name for the setting?

We called it “The Known World.”

6) You mention that the Original Known World was used by several groups for many adventures between 1976 and 1979. Do you recall any stories or anecdotes from those adventures? Who were the other DMs, other than yourself and Tom Moldvay?

At this point, no, I can’t remember any names – only misty faces.

7) Trips to Mars and other weird realms were all the rage back in the day. Were such experienced by adventurers in the Original Known World?

It was more our practice to bring the aliens to the OKW, e.g., the Tharks.

8) Did you have any special house rules, such as different magic, different classes, multi-classing, critical hits, etc., that applied to the Original Known World?

We did: Tom and I tinkered with the OD&D rules quite a bit, and a few pages of that stuff has survived. I’ll just mention a few of our homebrew rules:

* We dumped all stat-modifications based on gender, e.g., female characters get -1 to strength (because smaller) and +1 to charisma (because cute). I mean, come on.
* We allowed multi-classing, and any race could play any class.
* We dumped racial level limits.
* We added a whole bunch of spells and monsters.

9) The influences from Howard, Lovecraft, and Smith are fairly obvious. But what, if any influence of Moorcock can be found in the Original Known World? Were the alignments of the OKW strongly in the Moorcock tradition?

We weren't all that big on alignment, actually—it seemed to us, even then, to be an oversimplification that was more restrictive than it was useful. Moorcock’s real influence on us was the example of his anti-heroes, which freed us up to put moral choices in the hands of the players, rather than hard-wiring the world into good vs. evil.

10) Where were your personal campaigns based in the Original Known World?

Both Tom and I ran campaigns based in the Republic of Darokin—that enabled players to advance characters in both campaigns simultaneously. Adventures tended to take the characters west into the lands around Lake Amsorak and the Shallow Sea.

11) The "Giants in the Earth" started out as an off-shoot of the Original Known World. Can you recall where some of these characters were based? Were they regarded as home-grown heroes or were they dimensional travelers even in the Original Known World?

When those characters showed up in our campaigns, they were always travelers who had come to the OKW from their world at the behest of some deity or mighty wizard. When their story in the OKW was finished, they usually returned to where they came from.

12) That said, were the cultures of the Original Known Worldtheir own, or were the original founders of these realms travelers from our world? In other words, was the Original Known World a parallel dimension/world or was it derived and descended, literally, from travelers from Earth? I’m sure more questions will arise from the answers from this round…

The OKW was its own place. For the sake of player familiarity it was designed to evoke cultures from our own history, but it stood on its own.

And here is the most recent iteration of the full-color Original Known World map. I am considering doing another version that adds the Real World cultural names of each nation... though that would make it a bit crowded... let me know if that might be valuable.


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