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

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Lawrence Schick has been kind enough to answer one last round of questions on the Original Known World -- this time about his and Tom Moldvay's original campaign style as Dungeon Masters of the first campaigns set in the Original Known World. Though this is the last we will hear from him on this for the time being, I am sure he will be back with more fascinating information and insights when his schedule allows...

For more background, check out the earlier rounds of questions:




How lethal were your campaigns? Were you more into the narrative of the story, or into random adventure? What was your style like as a DM?

These things evolved over time; I think they followed an arc similar to that of many mid-1970s campaigns. At first we allowed players to play multiple characters at a time, as well as henchmen and hirelings, so a group going into a dungeon could be very large, maybe two dozen characters. So we WERE lethal: life was cheap, and rarely was a dead low-level character deemed worthwhile of the expense of a “Raise Dead.” But at first, the characters weren't much more than collections of stats, so it seemed appropriate.

Over time, as characters acquired history, personality, and nuance, and the game world gradually fleshed out, storytelling became more important. Combat and problem-solving were still supreme, but we began to take more care in setting the scene, in role-playing NPCs, in setting up situations where player characters, played well, could shine and make memories. We were beginning to try to use the tools of the game rules to evoke the kind of fantasy stories we loved.

Did you use prepared adventures, or were your adventures more along the lines of off the cuff sandbox runs?

Neither: both Tom and I carefully mapped out and prepared our adventures in advance. Not that we weren't willing to ad lib and extemporize, but it was always in the context of a prepared situation. I remember the first time someone brought G1: Steading of the Hill Giant Chief to one of our sessions. We looked at it in wonder. Really? Buy somebody else’s adventure? And at $5.00 for eight pages and a map folder? Madness. Clearly, that sort of thing would never be popular.

What kind of preparations did you make for each session?

Speaking for myself, I spent many hours planning things out. (Remember, I was a college student, and had the hours to spare.) I drew maps, statted out monsters and items, and created NPCs. As time went on, and the role-playing moved to the fore, the latter task grew in importance.

How many players were there per group? Did you allow multiple characters per player?

The number of players varied from one to eight. As I said, at first we allowed players to run two, three, or even four PCs at the same time. As certain PCs grew to prominence, the others sloughed away, until eventually we were down to one player, one character.

Did you use henchmen and hirelings, and if so, how were they treated by the player characters?

At first they were just unthinking meat-shields; eventually, they started growing personalities, and we made the players spend more time and effort managing them. Once the players were betrayed by their own hirelings a time or two, they became much more careful about who they picked to join them.

Did you focus on dungeons, wilderness, or cities, or a mix?

Dungeons at first, then wilderness on the way to a dungeon, then wilderness for its own sake, then we added in towns and cities—but the dungeons never went away. They were too much fun.

Were you more historically minded or did you allow for anachronisms?

As you’re well aware, the early days of D&D were pretty wide open. We didn't allow for anachronisms so much as wild crossovers of various fantasy genres. We delighted in confounding the players by throwing in creatures or characters that were completely unprecedented from previous adventures. Once they’d learned how to slay dragons, why keep sending them after dragons?

Were you serious or wahoo?

We were seriously wahoo.

What kind of mix of monsters, traps, and “specials” did you use in your adventures?

That varied a great deal: our dungeons tended to be themed, so it depended what kind of dungeon we’d lured the players into.

How did your literary influences work with your actual game play and campaign development?

That was where the aforementioned themed dungeons came into play: we would try to craft adventures that evoked the work of specific authors or sub-genres of fantasy. I still remember Tom’s first Lovecraftian dungeon. Horrific! At one point we just turned tail and ran for it.

What were your NPCs like? Did you work out a background for each, a full sheet of description, perhaps an index card, or were they just a name and line or two of text?

It depended on the importance of the NPC. We were wary of creating characters that would steal the PCs’ thunder, so I don’t think we ever went as far as a full sheet of description—at least, not until “Giants in the Earth.”

Coda

One thing Tom and I discussed more and more as our campaigns evolved was the collaborative nature emerging from RPGs. The more we got into storytelling, the more we noted that the game story wasn't complete without the contributions of the players. We spent more time thinking about how to draw them in, get them invested, make them actors rather than reactors. These were lessons I carried with me to TSR, and on after that into video and computer game design.




[Now Available] Demi-God Race for Labyrinth Lord

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Well, here's a bit of something new...


This Demi-God race is provided for those seeking to run a campaign inspired by the struggles of demi-gods to live among mortals. Such are the tales of the Greek demi-gods from the Heroic Age, of the Iliad and Odyssey; of the descendants of Odin among the early Migration Era tales of the Germans and early Vikings; or the tales and legends of the great heroes of India such as the Mahabharata.


Note that the abilities of the demi-god are mostly balanced out by the fact that her divine parent's enemies, inherited along with her abilities, will often seek her out to destroy her or seduce her to their side. It should also only be used in a campaign where the Labyrinth Lord has the players roll 3d6 for ability scores, limiting accessibility to races appropriately.

Demi-God Race
By James Mishler and Jodi Moran-Mishler
JMG 00502
8 pages, 5 pages of Good Stuff
Pay What You Want!

[Scraplands] Neo-Catholic Objectivism

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This is some old background from my Scraplanders Post-Apocalypse setting, which I hope to run soon as a one-shot or maybe campaign using Zak Smith's Maximum Road 5E/Atomic Highway PA RPG.

Here's the map: Scraplands Map

Here's a bit on the Scraplands: Scraplands

Neo-Catholic Objectivism
The core belief of the Scraplanders is Neo-Catholic Objectivism, a heresy from Old Earth. The core tenet in the NCO faith is in the Actualized Individual, realized through the Son of the Great Chairman, John Galt, who returned to lead humanity down the proper path in the person of the Prophet Ryan. He it was who first led the Numerikahns out of the Hell on Earth that had become the Old World and showed them the way to righteous living. He sacrificed his life that the Numerikahns could live on and thrive on a New World, where they could enjoy Life, Liberty, and Property guided by the Invisible Hand and without the taint of the Devil’s Work, Socialism.

The Holy Work, the NCO holy book of canon, is divided into nine sections, each of three or more books save the last, Galt Victorious, which is divided into chapters and verses. Sections I through V, known as the Parables, tell tales of great heroes of old and how they grew great and built a great realm on Free Market Principles. Section VI tells of the first appearance of Galt and his New Eden, though does not reveal how it was lost or how He died. Sections VII and VIII are the letters of Industrialists and Statesmen who fought against Socialism in between the fall of Galt’s Eden and His return. Section IX details the return of Galt in the form of the Last President (he remains nameless in the work, as his identity as the Galt was more important than his second mortal form).

Followers of the NCO, known simply as Objectivists or Prime Movers, believe in three motive forces in life: the Great Chairman, his one true son Galt, and the Invisible Hand. The works and intent of the Great Chairman in the creation of the universe is revealed in the parables and letters included in the Holy Work; Galt provides an example by which all men should live; and the Invisible Hand guides all things.

The Great Enemy of Objectivism is known as Socialism, and has many devils or “Second-Handers,” by which followers curse profusely. What exactly Socialism is no Numerikahn actually knows, as it is never defined in the Holy Work; it simply is something to be avoided at all costs, and is held to be antithetical to Objectivism. Many church philosophers struggled for centuries, and continue to struggle, to recognize what Socialism is or whether some aspect of Socialism is encroaching into the domains ruled by the Objectivists.

Objectivism is a patriarchal religion. The position of the woman in society is as a helpmate and cheerleader for her “heroic Galt-like man,” and she must put aside any thoughts of her own self in order to help her man achieve his goals. If she cannot find that man, she is to submit herself to performing whatever lesser duties she finds worthy. There is a trinity of females from the Revelations of Galt – Gaea, Dominique, and Dagny – who are regarded as the “Perfect Women” in this regard, and their examples are to be followed in all things.

There are three main societal divisions in Objectivist society: Owners, Makers, and Takers. The Owners own properties (Presidents, Chairmen, etc.); the Makers are their lieutenants, scientists, and overseers (Vice Presidents); and the Takers are the rabble who, in return for simple physical labors, are allowed to gain the beneficence of the largess of their betters. Most followers of Objectivism are Takers who, through the continual indoctrination of the Objectivist Speakers (priests), believe that they, too, one day will be a Maker or even an Owner, if only they just work hard enough, do not complain, and never, ever speak of Socialism.

The years in the redoubts were not kind to the faith. Most of the Directors of the Steering Committee (aka the Cardinals of the Faith) were slain in the G.W.A.R., and the needs of the rulers of the redoubts were such that they never really allowed any higher organization to form in the faith, preferring to take on that leadership themselves. In the Nuzark redoubts, even this was left aside, leaving the Speakers of the church to soldier on themselves.

As the Scraplands settlements were mostly founded by those on the fringe of society (the first settlers actually being exiles), the church actually has little power over the bodies or even minds of most Scraplanders. The NCO churches, in fact, must compete with the churches of the FirstAmalgamatedChurch, the JediTemple, Mahayana Presleyianism, and Reform Presbylutheranism.

THE HOLY WORK

I: Foundations
Book of Bentham
Book of Malthus
Book of Mill
Book of Ricardo
Book of Smith         
Book of Whatley

II: Estates
Book of Astor
Book of Duke
Book of Spreckels

III: Blood and Oil
Book of Carnegie
Book of Frick
Book of Gates
Book of Osgood
Book of Rockefeller
Book of Schwab
Book of Stanford
Book of Vanderbilt
Book of Yerkes

IV: Profits
Book of Cooke
Book of Drew
Book of Fisk
Book of Mellon
Book of Morgan
Book of Seligman

V: Rails
Book of Crocker
Book of Flagler
Book of Gould
Book of Harriman
Book of Hill
Book of Hinde
Book of Hopkins
Book of Plant

VI: Revelations of Galt
Anthem
Fountainhead
Atlas Shrugged
Newsletters
Objectivist
Letters
Epistemology
Virtues

VII: Industrialists
Book of Adelson
Book of Bezos
Book of Bloomberg
Book of Brin
Book of Koch I
Book of Koch II
Book of Page
Book of Walton I
Book of Walton II
Book of Walton III
Book of Walton IV

VIII: Statesmen
Book of Bush I
Book of Bush II
Book of Bush III
Book of Paul I
Book of Paul II
Book of Rand II
Book of Rand III
Book of Reagan

IX: Galt Victorious

[Cimmeria] History of Hyboria

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This is not truly Conan’s Cimmeria. Or rather, I should say, this is not truly Cimmeria as envisioned by Robert E. Howard. That Cimmeria would be a poor place for adventure; were it otherwise, and there were opportunities to earn great treasures, win the adoration of beautiful wenches, and crush the kingdoms of the earth under your sandals, Conan might never have left! Thus, this is a Cimmeria more geared toward using the basic background of the Hyborian Age as a platform for fantasy role-playing game adventures. If you are looking for a scholarly derivation of the Conan canon… this isn’t it. If you are interested in such, I’d advise you to look up “Hyborian Heresies” by Dale Rippke.


To fill in the gaps in Cimmeria, I have taken the ancient myths and legends of the Celts – the Irish, Scots, Welsh, Cornish, Gauls, and more – distilled them further down into archetypes, and applied them to a sword and sorcery framework fleshed out by weird dark fantasy. Don’t worry, however – there are no frolicsome fairies, pesky pixies, or dancing leprechauns to be found. In this Cimmeria, the locals have good and true reason for their fears of the mist-haunted forests and cloud-shrouded crags. The melancholies of the Cimmerians are based not merely on the grim, grey weather, but on the sorcerous, inhuman, and monstrous dangers that lurk around every corner, sleep in muddy rivers, haunt dark valleys, and skulk in ancient Atlantean ruins…


Further, to fill in the pieces of the adjoining lands, I have scoured various Conan resources and adapted bits and pieces that I fancy. The lands of the Aesir and Vanir of course are inspired by Norse mythology. The Eiglophian Mountains also owe much to the Norse, but also owe a debt to Clark Ashton Smith’s Hyperborea stories and Howard’s Kull stories (and the Marvel comic book adaptations). Finally, following in the tradition of the Mighty Marvel Bullpen, I adapted elements and ideas from Gardner Fox’s “Kothar” and “Kyrik” stories to fill in the blanks in the Border Kingdom (though for the most part, only names survived the transformation).


This gazetteer is set in 1361 AA, one hundred years after Venarium and mere days after the death of Conan II, King of Aquilonia, who left seven legitimate sons (by three wives) vying to inherit the kingdom. While this means that all of Conan’s known adventures are history, this leaves the whole wide Hyborian world open to the adventures of your players and their characters. Between the departure of Conan and the rise of the Sons of Aryas, there are yet countless of untold adventures to be had!



HISTORY

Seven thousand years ago the Great Cataclysm struck, Valusia and the other kingdoms of the Thurian continent were destroyed, and their peoples cast down into savagery. The surviving Valusians were conquered and nearly wiped out in the battles between the new, savage empires of the Picts in the west, the Atlanteans in the north, and the Zhemri in the east. For five hundred years these petty, primitive empires squabbled over the leavings of the previous civilization. Then the Lesser Cataclysm struck and undid what little they had done to rebuild.


While the Zhemri empire collapsed into squabbling city-states, and the Picts fell into stone-age savagery, the Atlanteans collapsed all the way back to ape-like primitivism. Not all the Atlanteans fell, however; a few, those who retained the old powers of sorcery and knowledge of super-science, decided to evolve beyond the mortal coil of this world and sought refuge in strange planes and odd angles, and transformed themselves into the Scáith – beings of pure elemental shadow. In their strange Otherworlds, they continued to practice and improve upon their sorcery (though they lost much of their science), and from time to time visited the ape-like descendents of their lost cousins in this world; to prey upon them, enslave them, or otherwise torment them at their pleasure.


The Valusians of the middle-lands were left to their own devices for nearly 500 years, during which they assimilated Pictish, Cimmerian, and Zhemri bloodlines from the clans and tribes that remained after the collapse of their proto-empires. Though preyed upon by the petty city-states of the remnant of the Zhemri Empire, they slowly rebuilt their civilization… clans growing into tribes, tribes giving birth to primitive kingdoms, until…


1000 years after the Great Cataclysm, most of the Valusian tribes and their petty kingdoms were conquered by the Stygian Giant-Kings, great and terrible sorcerous lords from Elder Stygia who settled the north and founded the Empire of Acheron. These dark lords fled Elder Stygia following a civil war; these were the lords who sought vigorous expansion, while those who remained in Elder Stygia sought to remain in contemplative decadence.



The conquered Valusian tribes further assimilated the bloodlines of the Stygian servitors, such as the ancestors of the Shemites (descended from Commorians), the Pelishtim (descended from Verulians), and the Zingg (descended from Farsunians). This mixed people, during the two thousand years of Giant-King rule, merged to become the Acheronians, as steeped in evil and demonolatry as their masters. The free Valusian clans, their cousins on the borders, remained relatively pure-blooded savage barbarians, caught between the Acheronians as the anvil and the hammers of the Picts, savage Atlanteans, Hyborians, and Zhemri.


Another 500 years later, 1500 years after the Cataclysm, and the Khari, fleeing from the rebellion of the Lemurians in the Far East, conquer and settle in Elder Stygia. There they are assimilated into the local population and begin rebuilding an empire. In the north, the Acheronians are also expanding, and eventually the two empires meet at the great escarpment that for long ages defines the border between the North and the South.


By the time 2000 years have passed since the Great Cataclysm, Acheron and Khari-ruled Stygia reach their greatest extent. The core of Acheron consists of most of Aquilonia, Nemedia, eastern Zingara, the southern Border Kingdom, and western Brythunia; the core of Stygia includes modern Stygia, western and central Shem, and points south and east. The two empires fight continually over Ophir, Corinthia, Zamora, and Koth. It was then that the Acheronians made their ultimately lethal mistake – they took in the Hyborian barbarians of the north as mercenaries.


At this time, the north is a Hyborian realm, from the Eiglophian Mountains to the cold frost-covered lands of the Arctic, and from the Vilayet to the Western Ocean. In the south, between the free Valusian tribes north of Acheron and south of the Eiglophian Mountains, the ape-like Cimmerians live in the forested hills and dark valleys. These primitive beings were unsuited for mercenary work; so too the savage Picts in the west and the scheming Zhemri of the east. Thus the Acheronians turned to the Hyborians. The first Hyborian mercenaries of Acheron were well-settled in the re-conquered lands of Koth, as guardians of the border against incursions by Stygia and the Shemites, by the time the first primitive castle was reared in ancient Hyperborea.


It was the advent of the kingdom of Hyperborea, in the eastern heartlands of old Hyboria, as well as the arrival out of the north of the primitive Nordheimr, that began the wholesale drift and migration of the Hyborian peoples south into Acheron. At first, the tide was welcome by those sorcerous princes – more mercenaries to use against the Stygians, more settlers for the ruined and fought-over lands of Koth (and later Argos, Ophir, and Corinthia), more slaves to labor in fields and die screaming on altars. But the short-term gains of this policy missed the long-term results of such wholesale immigration. By the end of this period, nearly 1000 years after the first use of Hyborian mercenaries, 3000 years after the Cataclysm and 3000 years before the modern era, the Hyborian rebellions started in the south.



First in Koth and Argos, then even in Ophir and Corinthia – here and there, in various cities and provinces, the southern Hyborians, civilized for centuries, were in the majority… and they groaned under the yoke of their Acheronian masters. As wars with Stygia were at the time few and far between (the Stygians then caught in the depths of one of their own civil wars), the Hyborians of the south sought their own freedom, to keep their own taxes, and rule their own lands. Now long unused to fighting their own wars, the Acheronians fought fire with fire – and brought in more fresh Hyborian tribes, these often mixed with the Valusians of the borders, or by this time even the Nordheimr of the cold, legendary north. But it did them little good.


As the Hyborian rebellions grew, the Acheronians turned more and more to dark, terrible sorceries, and the power of the Temple of Set grew great in the empire. The new Hyborian mercenaries came to find they had more in common with their enemies than with their masters. Together, they united to overthrow the Acheronians. With even the northern heartlands of the empire thrown into civil war, the trickle of Hyborians from the north became a flood. The empire crumbled. The High Priest of Set in Acheron, Xaltotun, and his followers fled south to Stygia, their power broken, their capital of Python destroyed, shortly before the Kothian Hyborians and their barbaric Hyborian allies crushed the renascent Stygians north of the Styx and razed the city of Kuthchemes.


In the end, the Hyborians had exchanged an empire of Acheronians under Set for an empire of Southern Hyborians, the Kothians, under the Temple of Adonis and Ishtar. For the Kothians immediately began their own empire-building, and within 500 years, 3500 years after the Cataclysm, they ruled an empire that included modern Koth, Ophir, Corinthia, and usually parts of Zamora, Argos, Zingara, and Shem. North of the Red River, south of Cimmeria, east of the Pictish Wilderness, and west of the Kezankian Mountains, petty kingdoms and tribal territories of mixed Hyborian, Valusian, and Acheronian sort continually fought each other, the Picts, and invading clans of Hyperboreans and Nordheimr.


For the Hyperboreans (by then a mixed Hyborian-Nordheimr race) were shortly after the fall of Acheron conquered by the last remnants of the sorcerous Acheronian Giant-Kings; it is they and their sorcery that gave rise to the Witchmen of the White Hand, the ruling caste of modern Hyperborea (though they secretly rule in the name of the Secret Masters, the last of the Giant-Kings). Over the following centuries, whole clans of the mixed Hyperborean peoples raided south into Brythunia, and there settled in the plains, driving the native Valusians into the forests and hills.


The Cimmerians, through all the wandering and war, had been left much to their own devices. Up to this point they had remained, for more than 2000 years, simple ape-like men, living in caves and with no knowledge of the use of tools or even fire, let alone their own humanity. They had been prey for their distant cousins, the Scáith, for long ages; this culled the weak and the slow, the foolish and the curious, from their ranks. It was the advent of the savage Giant-Kings that finally brought the Cimmerians back from the brink of apedom.


For when Acheron was crushed, the Giant-Kings powerful and mighty in sorcery fled north, to Hyperborea, leaving their less magically-potent but no less giant-blooded kin to their own devices. These fled from the ruins of Acheron into the savage north, where even the Hyborians had feared to go – Cimmeria. There they found the primitive Cimmerians and settled among them. They took as their wives the largest and most intelligent of these creatures, and with them bred a new generation of giants, known to Cimmerian myth and legend as the Firbolg.


During this time the Scáith were also busy, expanding into the northlands even as the Nordheimr were moving into the lands emptied by the Hyborians. They enter into Nordheimr legendry as the Liosalfar, or Elves (as opposed to the Svartalfar, or Dwarfs). Many of the northern settlements are of mixed Scáith descent with strong Nordheimr bloodlines; while the elemental portions of their essence have merged and perhaps, weakened, the shadowy darkness of their nature has expanded.


After a few generations building their numbers, the Firbolg, under their leader Crom-Ya, returned to their fallen land of Acheron. There they conquered many of the local tribes and petty-kingdoms, forming their own realms. But they were a divisive and quarrelling people, and were never able to rebuild the ancient empire they had lost. Such unity as they were ever able to muster was expended fighting the superior numbers and powers of the Kothian Empire.


3500 years after the Great Cataclysm, Acheron is no more, Stygia sleeps, Koth waxes and wanes in power, the Argosseans have begun their heroic sea journeys, the Zamorians squabble in their city-states, the Shemites feud with each other when not united against the Kothians, and the Zingarans (the Zingg now mixed with Picts and Hyborians) slowly build their kingdom. The middle lands of the North are a patchwork of petty Hyborian, Valusian, Acheronian, Hyperborean, and Firbolg kingdoms and tribes. The Cimmerians have risen from their ape-like stupor, and though abandoned by the Firbolg, begin to create their own barbaric culture.


The Aesir and Vanir slowly spread into the regions left barren by the migration of the Hyborians north of the Eiglophian Mountains. The southern clans of Nordheimr exhibit a higher level of culture and technology due to their conquest and assimilation of the remaining Hyborian tribes of the region. The return of the Nordheimr to these lands is ironic; for it was the Hyborians who had, thousands of years ago, driven their forefathers (men of Thule who wore the hides of white apes, not the white apes themselves) into the north. Following the tales of their assimilated Hyborian brethren, the Nordheimr often sallied south, through the passes in the Eiglophian Mountains, to raid into the patchwork of kingdoms and tribes between the Cimmerians and Koth.


There they found the Firbolg, for the Nordheimr (followers of Ymir the Frost Giant), a race to be feared and awed. It is from their people that the Nordheimr learned the traditions of burying their noble dead in barrows with their greatest treasures. Such gigantic barrows, often mistaken for natural hills, are found throughout the region from the Red River in the south to and into southern Cimmeria in the north, and from the Kezankian Mountains in the east to and into the Pictish Wilderness in the west. For such was the range of these savage descendents of the Giant-Kings in those days. For a time, the Nordheimr thought to perhaps invade these rich southern lands and claim them for their own. But such was not to be, for with the invasions of the Firbolg and the Nordheimr, the Hyborians were finally stirred to fulfill their destiny.


Weary of the raids coming across the Red River, 4000 years after the Great Cataclysm the Kothian Emperor Nemed I, “The Great,” founded two provinces on the northern side of the river: the eponymous Nemedia and Aquilon (the “Northern Province”). To all the petty Hyborian kingdoms and free tribes he sent ambassadors with the same message, a message of Hyborian unity of purpose, to finally extinguish the Acheronian remnants, the petty Acheronian kingdoms and their bastard children, the Firbolg (known to the Hyborians as the Titans). The next five centuries witnesses the conquest of the central lands by the Hyborians, who assimilate the local Valusians and other petty tribes and exterminate the Firbolg, the last remnants of which retreat into Cimmeria, other wild lands, and Otherworlds. However, even as the Hyborian Empire grew in might, it rotted at the core.


For the southern Hyborians had adopted the worship of Set and his ilk. This was no accident; for while Stygia had seemingly slept, her sons sought out the younger sons of nobles, disaffected priests and philosophers, and lower-class rabble-rousers and rebels. To each they promised wealth and power, if only they bent the knee to Set. Too, each conquered petty Acheronian realm vomited up libraries full of arcane and eldritch lore, which grasping and power-mad lords added to their sorcerous anthology of tricks. And so by 4500 years after the Great Cataclysm, when the Kothian Empire reached its height, its greatest physical extent, and the pinnacle of its power, uniting most of the modern Hyborian realms under one single banner, it was an empire that was almost indistinguishable in evil from that of the original Acheronian Empire.


Into this realm of darkness was born Epimetreus, the Prophet of Mitra; some say he was born in Koth, others Corinthia or Ophir or even Pelishtia, and a few heretics claim Stygia itself. Epimetreus, said to have been the scion of a noble or even royal house, turned to the ways of philosophy and lore at an early age… in other words, he was a wastrel who spent his days in debauchery and debate at sybaritic symposiums. He was middle-aged by the time he saw the error of his ways and became the Prophet of Mitra. He first bearded the lion in his den, and preached publically in the streets of ancient Khorshemish. He was sought out by the Temple of Set, but fled to the north, where he found younger, cleaner, unsullied Hyborian peoples in the still semi-tribal provinces.


Many of these tribes – already unhappy with their lot under their Set-worshipping southern cousins – turned to the ways of Mitra. He went from tribe to tribe, clan to clan, bringing the message of light unto the unenlightened barbarians. They say he flew across the skies wearing a magical cloak of phoenix feathers; few legends tell, however, that the bright light in his hands was the Heart of Ahriman, rather than the Light of Mitra. Over a period of several decades he welded together an alliance of converted tribes, an alliance whose sole purpose was the destruction of the Temple of Set. That the ensuing civil war also brought down the Kothian Empire was merely incidental. When rebellion flared and the northern provinces declared for Mitra, the Kothians showed their true colors and allowed the legions of Stygia into their realm to help fight against the rebels.


Thereafter a client state of Stygia in all but name, it took a generation of war for the northern Hyborians to reduce the Kothian remnant and drive the Stygians from the North. During this time the last remnants of the Hyborian barbarian tribes, mixed nomadic tribes of Hyborians and Nordheimr in truth, migrated south out of the northern lands and west out of the steppes and tundra, the former fleeing from the Nordheimr, the latter from the Hyrkanians then entering the lands they would call Turan. It was the converted sons of these tribes in the next generation who led the battle further south, into Shem, to throw the Stygians again across the Styx. Several tribes continued on, through the eastern deserts and past the Ilbars Mountains, there to merge with the local Vendhyans and other tribes to form the people of Iranistan. These were cousins of the tribes that settled in the newly-conquered lands of Koth, there to found the principalities of Khoraja, Khauran, and others.


It was during this final war against Stygia that Epimetreus was mortally wounded, though even a mortal wound kept him not from his final great act. After taking his wound, he returned north to the (now independent) province of Aquilon, the heart of his following. There he crowned the barbarian prince of the realm, the grandson of the first chief he converted, as the first king of Aquilonia. This was 1,361 years ago, 4700 years after the Great Cataclysm. It was to create a shield in the north, a bastion for the light of Mitra, in answer to the formation of the earlier foundation of the kingdom of Nemedia (which then consisted merely of Belverus and the surrounds) by a mix of pagan Northern Hyborians and the old Southern Hyborians (the origins of the ancient enmity between the two realms). Thereafter Epimetreus retired to his sanctum at Mount Golamira, where his remains are said to be hidden by great and terrible mystic arts.



For a century following the founding of Aquilonia, Hyborian tribes and war-bands continued to wander around the remnants of the Kothian Empire. Petty kingdoms rose and fell, merged and split, but Nemedia and Aquilonia remained relatively stable, and within 400 years had become the strongest realms north of the Red River. Both then went on a spate of empire-building, Aquilonia to the north and west, Nemedia to the north and east. By 800 AA both realms had attained the essence of their modern borders, with Aquilonia acquiring Gunderland (787 AA) and Nemedia acquiring Hanumar each through marriage. Interestingly, each acquisition showed the major difference between the two states remained in matters of religion: the Gundermen had to give up worship of Bori and accept worship of Mitra, while the people of Hanumar exacted a Royal Declaration of Religious Freedom from the king of Nemedia, in order that they might cleave to their reverence of Ibis.


By 800 AA, Aquilonia had also tamed the bulk of the Bossonian lands, forming them into the Bossonian Marches; similarly in the east, Nemedia had formed the Brythunian Marches, and began to slowly absorb the westernmost Brythunian realms. But it was in this process that they began to find the limits of their advancement into the wild lands to west, north, and east. For at the further ends of these petty domains were vast regions of unconquered, and perhaps unconquerable, barbarians and savages. To the west, they would run into the Picts; to the north, the Cimmerians, and to the east, the Nemedians always found difficulty with the forest-based Brythunians, backed by wild Turanians, and scheming Zamorians.


And so the growth of the two great kingdoms slowed, and for a while the borders shrank back, especially in the case of Nemedia, who lost almost all its Brythunian gains and the bits of the Border Kingdom it had absorbed. And so, for further growth and loot, the two imperial powers turned south, to the rich lands of Zingara, Argos, Ophir, and Corinthia. There they competed with one another and with the resurgent imperial Koth. Wars were as much for loot and glory as they were for land. For hundreds of years these middle realms became a patchwork of petty domains, now leaning Aquilonian, then Nemedian, later for Koth, or sometimes independently play two or more sides against each other. The counts of Zingara and Argos and the senators of Corinthia became quite adept at this game. The practice became a true art in the hands of the Ophireans, however, due to their great mineral wealth.


About 300 years ago the great imperial wars of conquest slowly winded down, as the various nations of the middle lands coalesced from the disparate petty realms. It wasn’t so much that the Aquilonians, Nemedians, and Kothians had tired of the imperial game, as the other peoples of the middle lands had caught up with the imperial powers in terms of wealth and technology. Too, in the case of Koth, Stygia was once again emerging from her long slumber, and flexing her own imperial muscles in Shem, Koth’s own backyard.


It was this Stygian resurgence that brought wrack and ruin to the Cimmerian lands, far more so than any inroads attempted by the Aquilonians or Nemedians. For as the saying goes, by the time you see the serpent stirring, it is too late. Stygia had already sent out feelers into the Hyborian lands, the home of their ancient enemy, and there once again founded cults of Set. In these lands they began to foment unrest and rebellion, pitting the poor against the rich, noble against noble, son against the father. By 1100 AA the situation had become quite grim, for so concerned had the nobles and kings been for the expansion of their own power and wealth at any cost, they had built a social tinderbox, onto which the cultists poured rich oil and flaming brands.



Central to and across all boundaries of the civil unrest, civil wars, rebellions, vendettas, and feuds that broke out over this time was the involvement of the sorcerers of the South. They poisoned all wells of knowledge and scholarship and infiltrated all guilds and brotherhoods. Witch-hunters and inquisitors ferreted out many such sorcerers; many of those who were able to flee fled south, to Shem or back to Stygia. Others sought refuge in the Border Kingdoms. Unfortunately, in Aquilonia, the local Inquisitors of the Temple of Mitra saw little difference between the sorcery of the Southern sorcerers of Set, that of various wicked fiend-speaking witches, and the rural, age-old traditions of the priestesses of the old Wiccana tradition. These, too, they scoured from their lands, with many fleeing to the north, to live among the Cimmerians, where they (then) had co-religionists.


At the time the followers of Cimmerian Wiccana and the followers of the Cimmerian Druids were in balance and co-existed with one another; the sudden influx of hundreds of Wiccana priestesses, most of whom had terrible grievances against a male-dominated faith, threw this fine balance askew. This resulted in a war between the Wiccana priestesses and the Druidic priests of Cimmeria, and cast the whole nation of peoples into a bloodbath for generations. As too, at the time, no few cultists, alchemists, magicians, and other practitioners of sorcerous arts fled to the north, swelling the ranks of such in the Border Kingdom, Cimmeria, and Nordheim, a terrible magical war ravaged the whole region for decades.



The North still bears the scars from that time. While it was a many-sided war, eventually in Cimmeria the druids won, casting out or extirpating all other sorcerous powers of any major sort (save for the native Scáith, of course). Of the Wiccana priestesses, many fled into Vanaheim where, under the leadership of the local high priestess Freyja, they formed their own new temple, the Seithr Cult. Others fled to Hyperborea, where they were welcomed into the White Hand. Still others fled to Brythunia or settled deeper into the wilds and hid; many of their descendents can be found today in the Eiglophian Mountains. Of the non-Wiccana/non-Set cultists, especially males, many fled into the Aesir lands and there joined with Wotan, Freyja’s former lover, in his mountain fastness of Yggdrasill in Asgard. Since that time, it has been forbidden for women to practice any magic in Cimmeria, and for any man to practice non-Druidic magic.


The terrible Wizard War, as it is known to the bards of the Cimmerians, did little to engender a love for magic in Cimmerian hearts. Already they had feared and loathed the shadowy sorcery of the Scáith, the dark enchantments of the Dwarfs, and the strange powers of the Pictish shamans. Cimmerians, ever since, have had a magnified loathing and fear of all sorts of magic. They view even their druidic priests with distrust, and many have turned even from the worship of Danu solely to that of Crom, for he promises nothing but struggle in this life and drear existence in the next, and so the grim and melancholy Cimmerians cleave to his simple faith not in hope, but expectation that there is little to be gained in this world or the next… which just goes to show that most Cimmerians miss the point, but Crom isn't the kind of guy to fix their mis-perceptions for them.


Though it took some time, eventually the worst of the cults were routed from Aquilonia, Nemedia, and the other Hyborian lands. Several wars were fought between Stygia and allied Hyborian countries, often led by the crusading priests of Mitra. Stygia, pushed back to the Styx, once again went quiescent. Peace ruled, for a time, allowing populations to grow. Wars started up here and there, most notably in the East, where Turan began gobbling up the debatable lands between its western border and Zamora. The Shemite city-states devolved into ever wider wars. Zingara has been continually in dynastic flux for most of the last century. All sorts of rumblings indicate that, once again, the major kingdoms of the West are readying to play the imperial game.



One such minor move in the game of empires, which had it ended otherwise would have been of little note other than locally, was the Aquilonian move into Cimmeria in 1261 AA with the founding of the settlement of Venarium. Though there had been relative peace between the southern Cimmerians and Aquilonia for some time, and though the Aquilonians had actually signed a treaty with the southern tribes for the lands and the settlement, other Cimmerians of more traditional mindset sent out the red branch, unified scores of otherwise feuding clans, and formed a horde that slaughtered nearly every last man, woman, and child of the settlement. This was the first taste of civilization for a young northern Cimmerian by the name of Conan… and the rest, as they say, is history.




Conan eventually went on to conquer Aquilonia in 1288 AA. 1300 AA coincided with the 6000th year after the Great Cataclysm. Conan I abdicated his throne to his son, Conan II in 1310 AA. Conan II died earlier this year, in 1361 AA, leaving seven (legitimate) sons by three wives. The gazetteer is set at this date…


[Now Available] Myrkridder -- The Demonic Dead

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Myrkridder -- The Demonic Dead details eight new undead creatures loosely inspired by old Norse myth and legend; includes 20 unique Myrkridder; and includes rules for the Myrkridder character race and Myrkridder class. Tired of the regular run-of-the-mill skeletons, zombies, and ghouls? Throw the Myrkridder at your players... undead with souls ripped straight from Hell!


This 17-page book includes eight new monsters for Labyrinth Lord:


Myrkridder Carrion Steed

Myrkridder Champion

Myrkridder Hag
Myrkridder Minstrel
Myrkridder Myrkulf
Myrkridder Outrider

Myrkridder Sergeant

Myrkridder Soldier


d20 Unique Myrkridder NPCs

Myrkridder Player Character Race and Class

Note that this is a living document... it will be updated on an irregular basis, with new material and art, and the price will increase as the material increases and art is added. So buy in when it is cheap and reap the benefit of free updates!

Latest Update (7/17/2015): Added the Myrkridder Minstrel and the Myrkridder Myrkulf. Price increased to $1.50.

Previous Update (7/16/2015): Added Myrkridder Player Character Race and Myrkridder Class


Previous Update (7/13/2015): Added d20 Unique Myrkridder

Myrkridder
The Demonic Dead
By James Mishler and Jodi Moran-Mishler
17 Pages, 14 Pages of Cool Stuff
$1.50 -- STILL CHEAP!

That RPG-a-Day Q&A Thingy... all at once, of course...

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1. Forthcoming game you're most looking forward to
I’m kind of out of the loop these days on what’s coming up… Any good suggestions?

2. Kickstarted game most pleased you've backed
I have yet to back a Kickstarter, not from lack of those I would like to back, but mostly out of lack of funds. Were the funds available, I would pretty much back any Kickstarter from Goblinoid Games, Troll Lord Games, and/or Goodman Games.

3. Favorite New Game of the last 12 months
I haven’t bought any new game systems in the last 12 months. The last RPG system I bought was 5E D&D; while I was briefly enamored of it, the relationship turned sour pretty quickly when I realized the resemblance to B/X was only skin deep. But there were a few good bits there that I steal now and again for my B/X houserules.

4. Most Surprising Game
Not sure how to answer this one, so many ways a game can be surprising. I’d have to say recently, 5E D&D, as I was pleasantly surprised at first that I liked it, then disappointedly surprised that it wasn’t really as good as I’d thought it was. Two surprises for the price of one, I guess.

5. Most recent RPG purchase
The Petty Gods hardcover I bought during the July Lulu sale is the best thing since sliced bread (other than Betty White).

6. Most recent RPG played
Villains & Vigilantes, the original from FGU.

7. Favorite Free RPG
Labyrinth Lord from Goblinoid Games.

8. Favorite appearance of RPGs in the Media
The cameo appearances of D&D elements in Futurama. Always fun!

9. Favorite media you wish was an RPG
Thundarr the Barbarian. Tim Snider of Savage Afterworld hasdone an awesome Thundarr supplement for Labyrinth Lord/Mutant Future, and I expect that is as close as we will ever get… likely for the best, as any official game would probably end up being some godawful bloated system like the latest Star Wars RPG.

10. Favorite RPG Publisher
Existing: Goblinoid Games. They brought back B/X in the form of Labyrinth Lord, and then topped that with the Advanced Edition Companion, which brought all the cool stuff from Advanced D&D without all the extraneous material that added confusion.

Extinct: TSR (pre-Williams era, mostly). ’Natch.

11. Favorite RPG Writer
A tough question… I’d have to say Gary, still, thanks to his Gygaxian writing style in the vein of Vance.

RPG Designer, now that’s another question entirely… I’d probably have to this is shared by Tom Moldvay and Dave Cook (and their editorial crew), as I still feel that the Moldvay Basic/Cook Expert set, together, are the best representation of D&D anytime, anywhere. Frank Mentzer’s work on the 1983 edition of Basic added the best introductory version of an RPG I’ve ever seen.

12. Favorite RPG Illustration
The Bill Willingham illustration of a battle with a dragon from the Moldvay edition of the Basic Set has always struck me as highly representative of what D&D was all about.

13. Favorite RPG Podcast
I don’t listen to them. Just not my thing.

14. Favorite RPG Accessory
Ready Ref Sheets, from Judges Guild. I’ve used them in virtually every game I’ve ever run.

15. Longest campaign played
As a player, two years in middle school, the “Awesome Campaign” run by my friend Thad, at the end of which everyone had at least one artifact and we traveled around in Baba Yaga’s Hut. Yes, it was a glorious campaign indeed!

As a DM/Judge, three years, played every two weeks to three months, set in the Wilderlands using 3rd Edition.

16. Longest game session played
Can’t recall, though if our marathon sessions of playing several different games back-to-back back in the day count, there was a massive three-day session where we played AD&D, Top Secret, and Twilight 2000 from end-of-school Friday until we were dragged home by our parents late Sunday night…

17. Favorite Fantasy RPG
B/X Dungeons & Dragons/Labyrinth Lord, if that wasn’t already obvious.

18. Favorite SF RPG
Gamma World, the wacky and wahoo version of 1stand 2nd edition.

19. Favorite Supers RPG
Marvel Super-Heroes (FASERIP)

20. Favorite Horror RPG
Cryptworld; I loved the old Chill system from Pacesetter, and this is the most worthy of the successors to date.

21. Favorite RPG Setting
This one is a toughie. For published settings, it is pretty firmly a tie between the Wilderlands and Mystara; Mystara is more on my mind these days, as I’ve had to back away from the Wilderlands, due to sad memories.

22. Perfect gaming environment
Years ago when I owned a house we had a mostly finished basement. One of the rooms was just the perfect size to set up bookshelves along the sides, complete with a computer hutch; a small fridge for drinks; and a large table in the center, big enough to seat 12 people, with me in a big captain’s chair at the head of the table, with side tables to hold all the miscellaneous stuff I needed during the game, including miniatures. That was a sweet setup!

23. Perfect game for you
B/X D&D.

24. Favorite House Rule
Three-way tie between “Carousing Rules” to squander treasure and cause chaos by Jeff Rients, “Shields Shall Be Splintered” to save your ass from Trollsmyth, and “Turn Over The Body to see if he’s Dead” and roll a save versus Death from Dungeon Crawl Classics.

25. Favorite Revolutionary Game Mechanic
Being pretty old school, I can’t say I have one…

26. Favorite inspiration for your game
So many things have inspired my gaming over the years, it is hard to say any one thing is my “favorite.” Fantasy literature as a whole, I guess, would be the thing most influential to my gaming, rather than say movies or TV. I keep going back to the literary well for new ideas and campaigns and races and classes…

27. Favorite idea for merging two games into one
Found in Mutant Future, the Mutants & Mazes mash-up of Mutant Future and Labyrinth Lord codifies my long desire to mix D&D and Gamma World in a more unified fashion than the small rules section in the old DMG.

28. Favorite game you no longer play
I really, really liked Dangerous Dimensions: Mythus and its little cousin, Lejendary Adventure. It’s just way too hard to get others to try Mythus these days; and LA is tough to play, as my fondest memories of it are playing with Gary.

29. Favorite RPG website / blog
Eeesh, so many good ones.

I’d have to say that for pure cool and crazy inspiration, it’s a tie between Zak and Greg.

For good old school, I’d have to say it is a three-way tie between Al, Tim, and Trey.

Lamentably lost or more-or-less on hiatus… James and Jeff

30. Favorite RPG playing celebrity
I’ll say Vin Diesel, because it is hard to choose between Charlotte, Mandy, and Stoya…

31. Favorite non-RPG thing to come out of RPGing.
Countless friendships and a career that enabled me to both make a living and live my dreams for most of two decades.


1. Worst game you ever played
RPG system wise, Powers & Perils. I know some people swear by it, but I’ve tried to wrap my mind around it for decades, and just don’t see the appeal. But for hard-cord dark Sword & Sorcery, you just can’t beat Perilous Lands, the P&P campaign setting.

2. Interesting rule embedded within otherwise baleful game
The Drama Deck from Torg. Always wanted to adapt that to D&D.

3. Game you never played but you knew it sucked just looking at it
The World of Synnibarr. Ye gods, Rifts on crack…

4. Game you most wish didn't suck
The d6 System game brought out by West End at the end of their existence. I love the d6 System; it is totally my favorite system for Star Wars and space-opera style play. But the changes they made to the d6 System for the generic version were just too extreme; they tried to make it into something it wasn’t. Mini-Six fixed a lot of that…

5. Game about which you have the most mixed feelings
5E D&D. I really want to like it; I think as a casual player, I might enjoy it. Trying to run a campaign as a DM? Not again, thanks…

6. Old game most in need of an upgrade
Rifts. Love most of the world, especially like the fact that the system is essentially D&D; but golly, does that game need a solid edit, a good streamlining, and a re-baselining.

7. Game you can run with the least prep
B/X D&D. Gimme some dice, pencils, and paper, and I can run off the cuff without even checking the books.

8. Game with awful art (and who you wish you could hire to fix that)
I’m not really an art kind of guy; if the art is *dreadful*, I generally avoid the game because if the art is that bad, well, how good can the game be? So I’ve never really owned a game with dreadful art, and otherwise, never noticed much or cared. Though someone really needs to go back and put in new halfling art in the 5E D&D books; scary, scary stuff.

9. Best houserule you've seen in action and now use in your own games.
Most of the houserules I’ve adopted that were from others were from online posts, not in actual play, so really, none…

10. Game you've most changed your thoughts/feelings about
Old World of Darkness. Always thought the whole Vampire LARP thing was kind of poncey, so I thought the tabletop game was, too; but like most RPG systems, it can be used for whatever style of play you want.

11.  Game you'd use to run just about any setting if you had to
BRP from Chaosium.

12. Game that haunts you and you're not sure why
GURPS. I want to like that game, but every time I play it I feel like I am studying for a math exam. I also never played Champions/Hero System for the same reason, only moreso.

13. Game that would probably be most fun to play a bee in
Mutant Future.

14. Best Star Wars game?
WEG D6, hands down, though I prefer the earlier editions to the final revised one, which lost some of the edginess the earlier versions had.

15. Game that's good in theory but you're kind of on the fence about it to be honest
Tom Moldvay’s Lords of Creation. Played once when it first came out; have stared at it long and hard since. Great idea, beautifully realized for the day, but something just doesn’t seem right…

James’ Appendix

1. Best non-RPG property to licensed RPG you’ve ever played
Tie: Marvel Super-Heroes and WEG Star Wars

2. Best RPG you’ve ever read but never played
Artesia: Adventures in the Known World by Mark Smylie. Beautiful book, reads very well, game seems solid, but dang… it would take a special group of players to make it work without breaking the setting ideals.

3. RPG core rulebook you would take with you on a desert island
If I can’t take a B/X Lulu mash-up I’d take the D&D Cyclopedia, which is the next best thing.

4. Favorite RPG vaporware
Still, after all these years, I’d love to see that TSR Proton Fire RPG about robots and cyborgs and humans fighting the battle between the tyrannical Corporation and the University…

5. Best houserule that ended up with the worst results
Using the d30 once per game to replace another die. I allowed the players to not only use it for d20 rolls, but also in place of damage rolls. This worked out very poorly when the party encountered some young dragons. They were getting ready to run, having stumbled upon a dragon hatchery, but then realized they all still had their d30 rolls left. I think out of the whole group, only one rolled less than 20 points of damage; result, three dead dragons, one jubilant party (with only one casualty), and one unhappy DM.

6. Worst kerfluffle that ever ended an otherwise good, ongoing campaign
The party found a +5 holy avenger, and they had no paladins among the group. Trying to figure out how to dispose of the weapon drove the players apart…

That’s if you don’t count the ending of the Party of Evil campaign, in which the wizard cast a sleep spell on the two anti-paladins and had the assassin slit their throats… after all, that betrayal was inevitable…


[Found Treasures] Hand-Drawn Map of Taymor

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So I've finally gotten a chance to go through some of those boxes of long-stored gaming materials. I've found a trove of old maps and campaign notes, stuff I wrote ages ago that, if they exist in digital form anywhere, it is likely they are rotting on an old 5 1/4" or 3 1/2" disks in a box somewhere in the back of storage... so I'll eventually sort out what is cool and not, scan it, OCR it, and maybe do something with it... we'll see.

But for now, the maps. I used to hand draw TONS of maps back in the day, all sorts of maps from dungeons and wilderness to cities and villages. Now I pretty much doodle on Hexographer for hex maps and use existing maps from elsewhere for dungeon and city maps.

This map was my first go at a version of Taymor, the lands of the Known World of Mystara back before the disaster that created the Broken Lands and destroyed the Kingdom of Taymor. I wrote up a TON of backstory on Taymor when I was running Mystara on a regular basis. Most of that can be found on the Vaults of Pandius; at least, that which I posted to various Mystara fan sites. There's a ton of stuff still remaining that I might get to eventually...

This map is of course at the 24-mile-per-hex scale that was used in the Known World series.

As usual, click to embiggen

[Found Treasures] Labyrinth Lord Known Lands Expanded

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Here's a map of far more recent vintage: an unfinished attempt to expand out the Known Lands of Labyrinth Lord. I never got very far with this map; IIRC, this was from around the time I picked up Hexographer and started working on the Olden Lands. I was definitely going with a Norse-inspired section in the north, something England-like in the east, Mongols in the west, and Egyptian/Arabic in the south... but never got any further than this.

Scale is 30 miles to the hex, as the original map it is based on was 10 miles to the hex, but IIRC I was planning on changing that to 24 miles and 8 miles, respectively, to fit with the old school scale of the Known World...

As usual, click to embiggen...


[Found Treasures] Gamma World Map featuring the Yceea Campaign

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I went to grad school at the University of Iowa in Iowa City, Iowa from 1992 to 1994. While there I ran numerous campaigns with many gaming groups. One of these campaign was the Yceea Gamma World Campaign. This Gamma World setting had several influences. The two most prominent were from television and literature.

As one can see, the Buck Rogers in the 25th Century TV series had a major influence, from the inclusion of a "New Chicago" arcology/mega-city in central Illinois. New Chicago, along with a dozen or more similar locations, were built by the Starmen, the Pure Strain Humans who arrived from interstellar colonies and re-colonized the irradiated Earth. The Starmen were the source of all Pure Strain Humans in this campaign, as all native humans were Mutants. PSH had spread throughout the lands, as the Starmen arrived centuries ago, had a civil war, and those who wished to live free from the kind but stifling benevolent tyranny of the City-State settled their own lands.

The other influence were novels by three authors: Donald Moffat with Crescent in the Sky and A Gathering of Stars; the excellent Budayeen Cycle by George Alec Effinger; and of course, the Horseclans series by Robert Adams, notably mentions of the Khaleefate of Zahrtogah. And so most of the Earth, or at least, the campaign area, was dominated by a vaguely Islamic-style culture, with Ahmeers and Sooltahns, Mahleeks and Khaleefs; as with the Khaleefate of Zahrtogah, rulership was usually held by those with the most potent mental mutations...

I haven't yet found any of my notes from the campaign, just this map. I hope something printed remains; all my notes were on the first computer I ever owned, complete with a dot matrix printer. I think I might have even typed up some notes on a typewriter I still owned. But almost 25 years later, it is unlikely that much else remains. I might just rebuild it from the ground up for a Mutant Future or Mutants & Mazes campaign...

Scale is 8 kilometers per hex, or about 5 miles per hex.

As usual click to embiggen...

[Found Treasures] Gangs of Specularum

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I'd always loved the premise behind module B6: The Veiled Society, though thought it showed only a fraction of the mob/gang activity that would be present in such a large city. When GAZ1: The Grand Duchy of Karameikos was released in 1987, I combined the material from Veiled Society with inspiration from the gangs of Porta as described in the Powers & Perils: Perilous Lands supplement, Tower of the Dead, to create a full set of gangs for the city of Specularum.

Unfortunately, I'm not sure what else survives. I had full write-ups of each gang, but have not found those yet. Probably disappeared with my computer from that day, or they might still be found on a disk somewhere, if the disk hasn't failed...

This first image is a map of the areas controlled by each gang as of 1000 AC.

This second image shows the relationships between each gang.

This third image is a map of the stronghold of the Minstrels.
As usual, click to embiggen any image...

[Found Treasures] Mystara Miscellany

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Found two interesting bits from my Mystara campaigns...

The first is the map of the area around Arbanville, center of a campaign set in the Westerlands of Darokin, in the Malpheggi Swamp. A no-prize to whoever first recognizes the real-world region and era upon which this is based...

And someday I need to revisit that Westerlands region map with Hexographer...

The second piece is the rate sheet for the Evil Minions Guild. This was used during a HackMaster Hackwurld of Mystaros campaign set in the Black Eagle Barony (the BEB). The misadventures of that crew were remarkable...

I have also found a chunk of old Ochalea material, but as I know I have a LOT more of that somewhere else in the boxes, that will wait for another time when I can put together scans of all the material. The big problem will be scanning the massive 8-mile-per-hex hand-drawn map I drew of the whole island and surrounds... its on one of those huge Armory hex maps sheets, so I'll probably just have to take a picture of it and call that good. Maybe Kinkos has an affordable large-scale scanner; I'll have to check...

[Found Treasures] World of Snarfquest

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Long ago the pages of Dragon Magazine hosted Snarfquest, Larry Elmore's comic series about the adventures of a strange being, Snarf, who was a Zeetvah, an odd humanoid race. The world included all sorts of standard fantasy creatures, in addition to the odd creatures such as the Zeetvahs; while most of these "Exotic Beings" were found in the appropriately-named "Valley of Exotic Beings," a few other such critters could be found elsewhere.

At one point the comic featured the brief depiction of the map of the continent and region upon and in which Snarf adventured. And of course, with my love of maps, I took it and ran with it... end ended up with a series of interesting maps, closely based on the map depicted, but slightly changed up, with a few name and other changes here and there...

I never ran a campaign set in this world; it was only an exercise in map making and world building. Maybe someday... as it seems like a wild and wahoo kind of world suitable for a B/X, BECMI, or Labyrinth Lord campaign. Or maybe that's just because I associate Elmore's work on the Mentzer version of Basic and Expert, and thus could easily see Snarf walking through the art in those pages...

If only Aleena had had Telerie Windyarm at her side instead of some nameless schmuck, she'd still be with us today and Bargle's skull would be a random bit of dungeon dressing...

Here's the map of the geography of the continent...

Here's an map overview of the world's regions...

Here's a map that focuses on the geography of the Westrian Kingdoms, the area where Snarf was from...

Here's a regional map of the kingdoms of Westria...

And here is the regional map for the Tyran Empire... gotta have an Empire of Tyrants. A great place for gladiator games, debauchery, and backstabbing...

And here's a scan of the original map as depicted in the comic series (Dragon #94)...

I found two little notes in the folder where I keep the maps. One indicates that there are 48,000 Whaven, the "Exotic Nomadic Tribes" of the plain of the same name. There are nine tribes, each with a different skin color... Black, Red, Orange, Gray, Yellow, Green, Blue, Purple, and White. The tribesmen ride zebras known as "Kwags."

The other note indicates the ethnic types of the region. Wesmen are red-haired Celts; Whaven are tawny-haired Picts; Elani are black-haired Greeks; Gelts are tawny-haired Germans; Northrons are blond-haired Norse; Martani are black haired Berbers; and the Tyrans are a mix of Elani, Gelts, and Wesmen.

There is also a little random chart to determine the title of the ruler of the village, town, or city that characters pass through. Even the smallest hamlet might be ruled by a king... very points-of-light style...

Magical Cat Companions

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Any character type can have a magical cat companion; they are not limited to spell casters (magic-users who already have a familiar may still gain a magical cat companion). Elves commonly have cat companions, usually Caitshees; dwarves are unlikely to have cat companions, though some cats consider dwarves to be a good challenge. Generally, a magical cat will be attracted to a character that can benefit from its abilities, as the cat thereby in return gains power and status in the feline world (un-measurable by normal standards).

The process of bonding with a magical cat takes several days. First, the character must be kind to the cat, feeding him or her treats and food, offering water, and spending time petting and playing with the cat. The prospective caretaker must protect the cat and care for him or her as he would any other companion. If, after several days, the character’s behavior has been exemplary, the cat signifies it has adopted the character as its own by placing its paws upon the character’s head and nuzzling him with its nose.

Thereafter the character gains the benefits from the magical cat companion as appropriate to the magical cat companion type. The benefits work irrespective of distance between the cat and companion. In addition to the listed benefits, the cat’s companion gain 1 hit point, suffers only half damage from falling damage, and also gains Infravision out to 30’ or increases the range of his Infravision by 30’.

The cat, which normally has 1 hit point, AC 2 (due to size and speed), no effective attacks, and Infravision 60’, gains a number of hit points equal to the level of the companion; these increase as the level of the companion increases. They make saving throws as per their companion, as though they were three levels higher.

Should the magical cat companion die or be purposefully driven away by the companion, all abilities are lost and the companion permanently loses a number of hit points equal to the hit points of the magical cat companion.

While some magical cat companions can speak, not all do, however, the bonded companion of a magical cat companion can understand the speech of his or her magical cat companion. They also have an empathic link, know each other’s emotions at any distance, and know what direction the other can be found, though not the distance (other than “near” or “far”).

Alley Cat
Alley cats are usually all black or all gray, and are usually small and lean. They are usually of the same gender as their companion. Alley cats make boon companions to thieves. The companion of this cat gains a +20% bonus to all attempts to Move Silently and Hide in Shadows, has a 99% chance of Climbing Walls, and a +1 bonus to Hear Noise; if the companion does not already have these abilities, he gains them as though he were a 1stlevel thief, with the bonuses..

Battle Cat
Battle cats are small, weak-appearing, and often are quite cowardly, almost sniveling. They can speak Common. Their power is in transforming into a large saber-toothed tiger form, brave and powerful, which is large enough for the companion to ride, should they so choose. They may transform three times per day, from small form to large form and back counting as a single use. In their large form they attack as per a saber-toothed tiger and have a number of hit dice equal to their hit points; roll for current hit points each time the cat transforms from small to large. When transforming from large to small, the cat returns to its small-sized hit point maximum, regardless of current hit points.

Caitshee
Caitshee are usually all black save for a white spot on their chest, and are usually quite large. Caitshees generally only bond with elves or half-elves, or those with elf or fey blood, but some make exceptions for others with promising natures (especially druids). They are usually of the opposite gender of their companions, though this can depend on the proclivities of their companion. Caitshees can speak both Elvish and Common. They can shapechange from cat to elven form at will; in their elven form they wear minimal clothing and fine jewelry, and have spell-casting abilities of a magic-user equal to the level of their companion; they know a mix of random magic-user and druid spells. The downside of the Caitshee is that in order to maintain their shapechanging ability, after every nine shapeshifts (to and from elven form), they must steal the soul of a dead human by passing over the corpse before it is buried.

Cat-o-Nine-Lives
Cats-o-Nine-Lives are usually calicos, and are often quite small. They are usually female. They can speak Common. They are always very sweet and kind, always trying to make friends of even the meanest creatures. The cat provides its companion a -1 bonus to all reaction rolls. The cat can cure light wounds, once per day per creature, by licking the wounds for a number of rounds equal to the number of hit points restored (1d6+1). If the cat’s companion is reduced to 0 hit points, the companion is immediately restored to 1d6+1 hit points and the Cat-o-Nine-Lives loses one of her nine lives. When the ninth life is used up, the cat dies; this does not penalize the companion any hit points, though she does lose all magical cat companion abilities.

Chatty Cat
Chatty cats are usually blue coated, with their own glowing nimbus, and with glowing green eyes; they are usually quite large, and often pudgy. Chatty cats can speak and understand all languages, and provide their companion with the same ability. They are excellent diplomats, tricksters, and often con-men. They can levitate, turn into gaseous form, and turn invisible at will.

Lionheart Cat
Lionheart cats are usually tabbies, orange or grey; they tend to be large, with a sleek build. They can speak Common. They are able to stand on their rear legs and can handle tools and wield weapons with their front paws. They are often quite brave and cut a dashing figure, and leap into fights with aplomb, preferring the use of small, fine rapiers. They have a +4 bonus to hit creatures of ogre-size and larger. They are almost fearless (+4 to save versus fear) and grant this bonus to their companion.

Lucky Cat
Lucky cats are usually torties, and tend to be small. They have a saving throw of 3 for all effects, and an Armor Class of 0. They grant their companion a +2 bonus on all saving throws and a +2 bonus to Armor Class. However, as they are so lucky, they also tend to be unwise, and get themselves and thus their companions into dangerous situations.

Spellcat
Spellcats are often strange and unusual colors, including neon red, lime green, or electric blue, with glowing eyes of the same color. They tend to be small and lean, and often wear wrappings like a mummy. They generally only form bonds with spell-casters. They can speak Common and 1d3 dead languages, usually those associated with eldritch magic. Spellcats sleep on their companion’s heads while their companion sleeps; provided they sleep on their companion’s heads for a full night’s sleep, the companion can memorize one additional spell of each spell level known the next morning. The companion can also concentrate and use the sense of the cat companion at any distance. The companion can also use the cat to deliver touch spells at any distance; however, it cannot be the source of spells with any range other than touch.

Wild Cat
Wild cats are usually grey tabbies, very large, almost as large as dogs. They have an aura of feral wildness about them. They can speak Common, though it is always with a barbaric accent. They love to fight; they attack as though they had a number of hit dice equal to their hit points, and have a claw/claw/bite routine that deals 1d2/1d2/1d4 points of damage. When cooperating against a target with his companion, the Wild cat and the companion each gain a +2 bonus to hit that target. A Wild cat can leap up to 10 feet forward, 3 feet backward, or 5 feet upward from a standing start; with a running start, the forward leap can reach 20 feet, and the upward leap can reach 10 feet.


A character can have only one magical cat companion at a time. Being cruel to a cat companion or ensuring its death merely to enable the character to take on a new companion makes that character ineligible to ever have another cat companion; it also makes him a marked target for all feline creatures he ever encounters (they immediately attack him). There is also a percentage chance equal to the character’s level that the King of the Cats sends a Sending after the offending character.


A Sending is a magical cat assassin. It always knows where its target can be found. It can Move Silently, Hide in Shadows, and Climb Walls with 99.99% efficacy. When it finds its target, it waits until the target is sleeping, then sneaks in and sits on the target’s chest. The target must make a saving throw versus Death each round; each round the target fails, the Sending drains one life level. If the target makes its save, it wakes up and sees the Sending staring down at it. Though the Sending is no larger than a normal cat, it fights as though it were a saber-tooth tiger, complete with hit dice and attack forms appropriate to that creature.

[Found Treasures] SnarfQuest Westrian Kingdoms

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And here is a rendition of the Westrian or Olde Young Kingdoms of SnarfQuest in Hexographer.

I took my old hand-drawn map, scanned it, plunked it into Hexographer and ran with it. The Hexographer map is a mix between the original and my hand-drawn version. Seems like it could make for a nice, interesting B/X or Labyrinth Lord campaign setting...  I'll have to see if I can do anything with it...

Click to embiggen

Spontaneous Generation in the Dungeon

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Back in the day, people believed in the spontaneous generation of life; that is, they believed that life forms, such as worms, insects, and even mice, swans, and other larger creatures, generated spontaneously from unrelated things, such as corpses, water, and barnacles. Of course, today we know this is not true… but what if in your Dungeons & Dragons fantasy world, it was true?

This could easily explain the nature of the population of dungeons; explain how dungeons can so easily and quickly become re-populated; and also eliminates the need for humanoid nurseries, if you dislike the idea of baby orcs or goblin whelps.


Spontaneous generation in the dungeon begins with the death of a living creature in the dungeon. If that creature is not wholly eaten, if it is not buried with proper holy rites, if it is not burned to ashes, or otherwise if its body is not completely destroyed, then one or more new creatures might spontaneously generate from it within three days.

Note that humans and demi-humans are not spontaneously generated in the dungeon, though if their bodies are left in the dungeon, they can spontaneously generate other creatures! It might be most disconcerting for a party to leave their erstwhile delving companions in the dungeon after death, to return several weeks later and discover a whole new orc tribe with their facial features!

Note that evil versions of demi-humans, such as duergar and drow (the “maggots of the earth”), might spontaneously generate in a dungeon; you might also allow for spontaneous generation of human types, such as berserkers and cultists, who might look mostly human, but incomplete, and would lack a soul.

The order of species and potential generation is thus, in ascending order:

Slimes, Molds, and Jellies
Vermin
Animals
Humanoids (baseline for human and demi-human bodies left in the dungeon)
Monsters
Monsters*
Monsters**
Etc.

Monsters with an asterisk (*) indicate monsters with that number of special abilities, as per the B/X rules. Note that humanoids (and humans and demi-humans) and certain monsters can rise again as spontaneous undead through this process! Skeletons, zombies, wraiths, and spectres are the most likely to be generated by this process; note that multiple skeletons and zombies can rise from a single body, after all, it is a strange kind of magic!

Whenever a creature dies, is left in a dungeon, and remains mostly whole roll a d6. On a 1-3, one or more creatures spontaneously generates from the body after 1d6-3 days (on a 0, roll 1d24 for number of hours; -1, roll 1d12 hours; -2, roll 1d6 hours).

If the original roll to determine spontaneous generation was a 1, re-roll the die; if the re-roll is a 1, then the creature(s) that spontaneously generates from the body are of one order higher than the creature; continue re-rolling as long as you roll 1s, until you no longer roll a 1.

Otherwise, the creatures will either be of the same sort, or a similar sort, or at the judge’s whim of a lesser order (for example, a boar might generate more boars, other animals, vermin, or slimes, mold, or jellies).

Thus if a cave locust (vermin) is left to rot, and you roll three 1s in a row, humanoids spontaneously generate from the corpse.

It should be noted that orcs, goblins, and other humanoids often have a slimy pit in their lair; there their shaman or sorcerer throws in bodies of victims, and using their dark magic, direct the forces of spontaneous generation such that they can assure the generation of new orcs or goblins or such from the bodies thrown therein…


Halve the number of maximum hit points the creature had (individually, not based on maximum HD roll), rounded up; this is the total number of hit dice of creatures that spontaneously generate from the corpse. The bigger and more powerful the individual, the more potential... In the case of the cave locust, a 2 HD creature with 7 maximum hit points, up to 4 HD of creatures can spontaneously generate from the corpse.

If a massive pile of dead creatures is left to rot, then group them together in 5s or 10s to determine spontaneous generation, and tally up all the hit points of the creatures to determine the maximum number of hit dice that can spontaneously generate from the mass of bodies. This is how dragons and other large creatures can spontaneously generate from lesser creatures.

Spontaneously generated creatures can be a mixed bag, and need not be the same creatures from even the same body; if most of the hit dice are taken up with one creature, and no creatures of that order can be generated with the remaining hit dice, go ahead and choose lesser order creatures. Creatures generated from the same mass of bodies often remain allies, and can communicate with one another or at least understand each other through a common language.

Creatures generated through spontaneous generation can reproduce normally (except for the human-like berserkers and cultists and other such pseudo-creatures).

The odds of spontaneous generation and improved order of creatures might be improved the deeper one goes in the dungeon; or near certain magical emanations; or if the bodies are left in the shrine of a god of the underworld; and so forth. You can also tinker with the number of hit dice generated by hit points, with perhaps 1 HD per three hit points or even less, depending on how quickly you want your dungeon to refill itself spontaneously…

As an example, a party slaughters a small clan of 17 goblins, and leaves the bodies to rot in their lair, sealed away from vermin and other things that might eat the bodies. The judge checks for spontaneous generation in blocks of 5s, with three blocks of 5s and the remainder of 2. On the first he rolls a 4; no spontaneous generation. On the second he rolls a 3; on the third he rolls a 2; and on the two remainders he rolls a 1, and then rolls another 1, and then a 5. The two normal rolls total 30 maximum hit points, generating 15 HD of goblins, replacing almost the entire clan. The two remainders with 6 maximum hit points generate a 3 HD monster; the judge decides that a giant black widow spider emerges from their putrescent bodies. Thus is born the Clan of the Black Widow…

The powerful lord Dahneel Vahr-Ghoom, an 11thlevel fighter with 79 maximum hit points, is slain in the dungeon; his body left to rot in a deep well by his erstwhile companions. The judge rolls for spontaneous generation; a 1, then another 1, and another 1, and another 1, followed by a 3. 40 HD of potentially two-star monsters are generated from the dread lord’s corpse. The judge decides to go with the lord himself rising again as an 11 HD spectre; the additional 29 hit dice are divided among seven wraiths (4 HD each) born of his wrath and the lord’s animated skeleton (1 HD), still dressed in his fine armor and wielding his magical sword. The new undead lord seeks the destruction of his former comrades, and quickly takes over the local dungeon level…


[Now Available] Ghosts -- The Incorporeal Undead

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Ghosts – The Incorporeal Undead
By James Mishler and Jodi Moran-Mishler

 

64 pages * $16 MSRP * JMG 00704

On sale for $6.66 through Halloween!



Designed for use with Labyrinth Lord, compatible with most Old School style fantasy and science-fantasy RPGs.



Ghosts – The Incorporeal Undead includes everything needed to develop and use ghosts in your Labyrinth Lord campaign.

Deadly Details on Fear Attacks and Life Draining Touch!

Eerie Information on the Incorporeal powers of ghosts and other Undead Special Abilities!

Full disclosure on the Sinister Sixth Sense, Scary Sensitives, and Mysterious Mediums!

Ten different base ghostly types, covering each hit die from 1 to 10 hit dice, with countless thousands of combinations of 75 different ghostly special abilities!

Secrets of the uses and dangers of Uncanny Ectoplasm!

An expose of Eerie Enchanted Items!

Scads of rulings on Spooky Spells, new and old!

And a (relatively complete) Creepy Appendix N!

What more can you ask for?

How about protection from the Terrifying Table of Contents of…

GHOSTS – THE INCORPOREAL UNDEAD!
   Fear Attack
      Fear Effects Table
      Spawn Ghost
   Incorporeal
      Bodiless
      Ectoplasm
      Flight
      Powerless in Sunlight
      Weapon Immunity
   Life Draining Touch
      Spawn Ghost
   Undead Special Abilities Package
      Infravision
      Mindless
      Poison Immunity
      Silent as the Grave
      Susceptible to Turning
   Other Special Abilities
      Special Ability Notation
   Incorporeal Undead Summary Table

GHOSTS – LESSER AND GREATER
   Presence (1 HD Lesser Ghost)
   Apparition (2 HD Lesser Ghost)
   Lost Soul (3 HD Lesser Ghost)
   Wraith (4 HD Greater Ghost)
   Haunt (5 HD Greater Ghost)
   Spectre (6 HD Greater Ghost)
   Spirit (7 HD Greater Ghost)
   Wyrd (8 HD Greater Ghost)
   Phantom (9 HD Greater Ghost)
   Geist (10 HD Greater Ghost)

APPENDICES
   Ghostly Special Abilities
   Uncanny Ectoplasm
   Eerie Enchanted Items
   Spooky Spells
   Creepy Appendix N

List of Ghostly Special Abilities
   Acid Ghost
   Alien Ghost
   Ancestral Ghost
   Animal Ghost
   Animate Corpse
   Armored Ghost
   Blinking Ghost
   Bloody Ghost
   Chained Ghost [Earthly Remains]
   Chained Ghost [Location]
   Child Ghost
   Create Remnants
   Cursed Ghost
   Damned to Walk the Earth
   Daywalker
   Demon Ghost
   Dream Killer
   Drowned Ghost
   Drunken Ghost
   Ectoplasmic Blast
   Ectoplasmic Touch
   Embodied Ghost
   Entropic Attack
   Environmental Ghost
   Fast Ghost
   Fiery Ghost
   Fortean Apportation
   Friendly Ghost
   Frightening Ghost
   Frost Ghost
   Ghost Lover
   Ghost Magician
   Ghost Object
   Ghost Priest
   Ghost Ship
   Ghost Sovereign
   Ghostly Head
   Guardian Ghost
   Headless Ghost
   Hungry Ghost
   Hypnoghost
   Keening Ghost
   Laser Ghost
   Lifelike Ghost
   Lightning Ghost
   Material Susceptibility
   Monster Ghost
   Multiattack
   Nanny Ghost
   Negative Energy Blast
   Nightmare Ghost
   Object Animator
   Pipeweed Ghost
   Plague Ghost
   Poltergeist
   Poison Ghost
   Possess the Living
   Radioactive Ghost
   Robotic Ghost
   Shackled Ghost [Item]
   Shrouded Ghost
   Skull Thrower Ghost
   Special Immunity
   Spectral Music
   Spectral Steed
   Stuck in Time
   Tasked Ghost
   Teleport
   Thunder Ghost
   Trickster Ghost
   Unwitting Ghost
   Vengeful Ghost
   Wandering Ghost
   Warning Ghost [White Lady]
   Wind Ghost


[Horseclans] Coming of the Horseclans

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One of the strongest influences on all my works has been the writings of Robert Adams, specifically his Horseclansseries of 18 novels and two Friends of the Horseclans short story compilations.


The Horseclans series take place in a post-apocalyptic North America. The titular Horseclans are nomads from the Sea of Grass, the PA Great Plains, from the Mississippi to the High Plains of the Rocky Mountains, and from southern Canada to the Rio Grande. The Horseclans themselves are descended primarily from the youthful survivors of a bomb shelter in Los Angeles who, over the first several generations, migrate east, eventually taking to a nomadic life after the climate change that follows the war makes farming difficult if not impossible in the West (or was Adams simply prophetic about the forthcoming centuries-long Great Drought?).

Along the way they bring into their tribal alliance various other survivors, including descendants of Canadian military, Anglo-Canadian and French-Canadian refugees, campers from Yellowstone, experimental ranchers from Texas, descendants of National Guardsmen from Missouri, and others. Though most of the ancestors of the Kindred, as they are called, are white, their culture is more Mongolian-Turkic, including yurts, wagons, sabers, and an intense dislike of Dirtmen (farmers), who are worthy only of raiding and taking as slaves.

The Kindred are mutants, most of them, with powerful telepathic powers; some exhibit other powers, but other abilities are rare. Using their telepathy, they are better able to work with their horses, which are also telepathic and smarter than your typical horse. Their major allies, however, are the prairie cats, which are descended from an attempt to re-create the saber-toothed tiger through back-breeding. These are as intelligent as humans, and have very strong telepathy, of greater power usually than even the strongest Kindred.

The leader of the Horseclans is Milo Morai, an immortal, one of the Undying. He was born long before WW III; how long before is unknown, as he lost his memory before the 1930's, but he was obviously a fighting man in the era before guns became popular, because even then he was a past-master of swordplay and knew dozens of languages, many of them long dead. My own theory is that he was a Greek or Roman from the Migration era; the author at one point mentioned that he was actually an alien, but that makes no sense, as there are other Undying. The Undying can die, it just takes cutting off their head; drowning them; or burning them at the stake; all things that can kill them faster than they can regenerate, which is at a speed as to turn a troll's head.


Most of the early action in the series focuses on the east coast, as that is where the Horseclans migrate to in the first book, The Coming of the Horseclans. It is the late 26th century, about 700 years after the Two Day War and the Great Dyings, which are by now a time of myth and legend. In the early series the war was ~1980; as that year passed, the author later placed the war ca. 2015 (starting in the Middle East, likely with a local dictator getting a nuke and hitting Israel, but as it was intimated that it was Libya and Qaddafi, I'm not too worried today). An ancient prophecy among the Kindred tells that the clans would one day return to the Holy City of Ehlai; as Milo knows that it is a radioactive ruin, most of which slid into the sea after the Big One finally hit in the 23rd Century, he takes them east instead.

There they run into the kingdoms of the Ehleens, or Greeks, who migrated to the east coast some centuries ago, fleeing the depredations of the Turkish Sultan. They built a great kingdom on the east coast, from Virginia to the Mississippi and south of the savage lands of Tennessee, that broke up after the Big One (which was continent-wide, and took out much of the east coast and the coastal cities with tidal waves). So when the Horseclans arrive, they find three divided countries of now decadent and debased Ehleens.

In The Coming of the Horseclans, the Kindred conquer the northern country, Kehnooryos Ehlahs or New Greece, in the process discovering the presence of the Witchmen, who are men from the old world who use technology to move their minds from one body to another, and thus try to re-build their kingdom, which was destroyed when the Ehleens invaded. They defeat the current machinations of the Witchmen, defeat the decadent Ehleen nobles, and start a new united kingdom from their city of New Ehlai, built atop the ruins of Hampton, Virginia, where Milo spent some years following WW II as part of the budding military-industrial complex.

In  the second book, Swords of the Horseclans, the other two kingdoms come calling, wanting to re-conquer the lands the Horseclans took in the previous generation (the books follow Milo at this stage, and as he is immortal, each book jumps a generation or two). The Kingdom of Karaleenos (the Carolinas, of course) is at first at war with the new Confederation, which is a union of the Ehleens and the Kindred. Then the vast army of Zastros, the newly-crowned King of the Southern Kingdom, comes up to wipe away both forces. Zastros is under the influence of the Witchmen, and doesn't care how many are killed, as all the chaos is needed to enable the Witchmen to reconquer the eastern coast (they are stuck in the swampy ruins of Florida, where they were based before the war, at Cape Canaveral/Cape Kennedy Research Center). Thanks to prophecies provided by Blind Hari of Kroogah, a Kindred bard with many of the other unusual psychic powers the Kindred can possess, High Lord Milo and his allies are able to defeat Zastros, and unite all three kingdoms into the Confederation.

In the third book, Revenge of the Horseclans, we find that things are going well for the Kindred, as they now mostly rule the Confederation. However, the Ehleens, now sharing or losing much of their power, seek to regain it, and unite behind the Ehleen Church, a debased and decadent version of the old Greek Orthodox faith, long ago infiltrated and perverted by the Witchmen. During the Great Rebellion, we see Thoheeks (Duke) Bili Morguhn, son of a chieftain and Duke of Morguhn, rise to the occasion and rout the Ehleens, though other counties are not so lucky, such as the Kindred of the Duchy of Gafnee, the whole clan of which is extirpated when their virtually impregnable fortress is struck by a "miracle" i.e., a Witchman magic item, an ancient missile!

These were the first three in the series, originally published by Pinnacle Books in 1975, 1976, and 1977, and later picked up by Signet for the rest of the run beginning in 1982. The first prints of the first and second books had covers by Carl Lundgren, the third by Ken Kelly, who went on to do the covers for the whole series under Signet.

You may well ask why I am posting about the Horseclans like this. Well, with Richard Le Blanc of New Big Dragon Games nearing completion of the Basic Psionics Handbook, I hope to revive an old dream of mine... to run a science-fantasy version of the Horseclans. Rather than just adding in bits and bobs from the series, or adding elements inspired by the series, I'll be able to run the series using Labyrinth Lord with bits of Mutant Future. While an official GURPS supplement came out ages ago -- GURPS Horseclans, which was excellent -- I much prefer B/X and Labyrinth Lord. So I am hoping that this new book will enable me to run that campaign without a lot of house-ruling, as I've tried in the past...




[Review] These Goblins Won't Kill Themselves

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These Goblins Won’t Kill Themselves
For 3-6 adventurers of low to moderate levels of experience
By Christopher Clark (Inner City, Fuzzy Heroes, My First LARP)
Art by Dave Peterson (interior) and Lloyd Metcalf (cover)
34 pages, $6.00 PDF, $14.95 POD SC

TL; DR: These Goblins Won’t Kill Themselves (TGWKT) is a fun, one-shot dungeon delving adventure in the classic, humorous style reminiscent of the early days of fantasy gaming. If you liked Keep on the Borderlands and the April issues of Dragon, this is right up your alley…


In Short: TGWKT is a fantasy adventure module written in a classical style; that is to say, it deals with a fairly standard type of adventure (Seek the Treasures Lost in the Bad Guys Lair), and to this it adds a heaping helping of another classic element – humor. TGWKT isn’t anything new – it evokes the same style of adventure classic in TSR modules in the late ‘70s and early ‘80s, down to Gygaxian naturalism, flavor text, puns, and in-jokes. But for this reviewer, that is very much a feature, not a bug. Much like In Search of the Unknown, Keep on the Borderlands, and Horror on the Hill, it is a light dungeon crawl adventure, suitable for play in one to three sessions. So if that is what you are into, it will be right up your alley.

The Look: TGWKT evokes the classic look; most of the interior art by Dave Peterson would be at home in any classic OSR style adventure. The art mostly depicts scenes and characters in the module, so you can print those separately to show to your players. The maps are simple, but well done and utilitarian. The font is simple and easy to read. Flavor text is in bold. Like many of the old modules, it’s not fancy, but it works, and unlike a lot of modern works, it won’t kill your printer cartridge to print it up to have a paper copy at the table.


The Feel: TGWKT definitely falls within the “classic punster” or “tongue-in-cheek” style of adventure; the fact that it is the first in a series of adventures taking place in the “Lands of Igpay” should give anyone reading the cover fair warning of the style of play expected. It feels like something one would find as an insert in a classic April issue of Dragon Magazine. However, while the adventure certainly works well with the humor style of play, if that’s not your thing, the core elements can also be used with a more heroic style of play with minimal work. Minus the humorous elements, TGWKT fall solidly in the “heroic fantasy” style of play, with a dash of Faerie style (as Igpay is a “land apart” from the character’s normal homeland).

The System: TGWKT uses a generic system, much like the various Eldritch Enterprises adventure modules that Clark has published with Frank Mentzer, Jim Ward, and Tim Kask. This is really a non-issue; most of the monsters can simply be lifted from whatever system you are using by simply looking for the monster name or a similar type in your core rules. A little conversion might be needed on the fly, but even for an inexperienced game master, the conversion needed is minimal.

The Adventure: The characters, removed from their own natal lands, somehow end up in the Land of Igpay, a fairy-tale land where the Elves have been at odds with the Goblins over an unfortunate misunderstanding. Elven heroes put a stop to the Goblin War some time ago, but now the Goblins are back, and the Elves today have no defenses, being pacifists. Thus they offer their treasures to the adventurers if they will go into the Goblin caves and rout out the enemy, or at least, return to the Elves their lost weapons of power so that the Elves can once again defend themselves. After a short wilderness trek, the adventurers must delve into the lair of the goblins, where several fearsome tricks and traps await, in addition to the martial menace of the goblins. There is also a lead-in to the sequel, though this can be ignored if the game master simply wants to run the adventure as a one-shot.

Some of the traps in the module are outright lethal… which again, to this reviewer is a feature, not a bug. So if you do not like the “Save or Die” style of gaming (or worse, the “No Save and Die” style), you might need to tone down a few things.

NB: Back when TGWKT was originally released, Inner City Games Designs sent me a complementary copy of the PDF to review. As they have now released the sequel Why Are We Here? These Things Are Already Dead! I was reminded of TGWKT and went to find it to finally write the review… and discovered that at some point in the previous year, I had lost it in a purge of my computer. So I went and bought a copy of the PDF in order to review it.

5 out of 5 stars





First Level Death Spell!

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   The door was locked and bolted, but it swung silently open and Xaltotun stood before them, calm, tranquil, stroking his patriarchal beard; but the lambent lights of Hell flickered in his eyes.
   “I have taught you too much,” he said calmly, pointing a finger like an index of doom at Orastes. And before any could move, he had cast a handful of dust on the floor near the feet of the priest, who stood like a man turned to marble. It flamed, smoldered; a blue serpentine of smoke rose and swayed upward about Orastes in a slender spiral. And when it had arisen above his shoulders it curled about his neck with a whipping suddenness like the stroke of a snake. Orastes’ scream was choked to a gurgle. His hands flew to his neck, his eyes were distended, his tongue protruded. The smoke was like a blue rope about his neck; then it faded and was gone, and Orastes slumped to the floor a dead man.

-- Hour of the Dragon, Robert E. Howard 


So you want to pump up the magic-user class?

How about a 1st level Death Spell!

Herein I am using Labyrinth Lord stats and descriptions…

Think about it. Magic Missile is a 1st level spell. It has a range of 150’, deals 1d6+1 hit points of damage (average 4.5), and always hits its target. That’s powerful enough to kill most 0-level Normal Men and even powerful enough to kill most 1st level characters and 1 HD monsters.

Death Spell is a 6th level spell (can be used as early as 11th level). It has a range of 240’ and kills 4d8 HD of creatures of 8 HD or less (essentially, Name Level characters are immune), though all the targets get a saving throw versus Death.

Poisons… all characters of all levels fear poison, as all characters of all levels can still be slain by the same simple poison…

So let’s just up the ante a little bit, and give everyone a reason to fear magic-users… because no one fears low-level magic-users once they have reached 5th level (no more sleep effects on you, right).

Try this on for size…

Death Spell
Level: 1
Duration: Instant
Range: 40’ plus 20’ per level

When this spell is cast a ray of black, coruscating energy emits from the caster’s finger, directed at a single target within range. The target must then make a saving throw versus Death; failure indicates instant death. If the target is of a higher level or hit dice than the level of the caster, the target gets a +4 bonus to their saving throw. If the saving throw succeeds, and the target is of higher level or hit dice, nothing happens. If the target is of equal or lower level or hit dice, the target suffers 1d6 points of damage plus 1 point of damage per level of the caster.

The appearance of the spell can vary from caster to caster, though once a magic-user learns the spell it will always have the same appearance (d10):

1. Arc of Black Lightning
2. Sickly Purple Ray
3. Coiling Indigo Tendril of Smoke
4. Flash of Blue Flames
5. Whip of Green Energy
6. Staccato Bursts of Yellow Beams
7. Scintillating Orange Beam
8. Scorching Red Ray
9. Blinding White Flash of Light
10. Invisible

If you want to limit the use of this spell, have each casting require the use of a material component, such as black lotus, or demon ichor, or some other such material rare and expensive (say, 1,000 gp per casting). Or perhaps the magic-user must craft a special wand to use as a focus, costing 1,000 gp; without the wand, the caster cannot cast the spell.

   Bellatrix laughed, the same exhilarated laugh her cousin Sirius had given as he toppled backward through the veil, and suddenly Harry knew what was going to happen before it did.
   Molly’s curse soared beneath Bellatrix’s outstretched arm and hit her squarely in the chest, directly over her heart.
   Bellatrix’s gloating smile froze, her eyes seemed to bulge: For the tiniest space of time she knew what had happened, and then she toppled, and the watching crowd roared, and Voldemort screamed.
-- Harry Potter and the Deathly Hallows, J.K. Rowling



[Unsung Worlds] Richard Snider's Perilous Lands

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I'm going to start off a series of posts about unsung worlds with the posting of my latest Hexographer map, the Northeastern Sea of Tears region of the Perilous Lands.

Perilous Lands was the campaign setting for Richard Snider'sPowers & Perils RPG, published by Avalon Hill in 1983 (the campaign setting box was published in 1984). Discussion about the system might follow, but I want to concentrate mostly on the setting, and how it can be used today as an excellent sword and sorcery style campaign setting for Labyrinth Lord and other retro-clone systems.

For the moment, I'm going to simply post the map I made of what I consider the core adventuring region of the Perilous Lands. While there are literally countless adventures to be had in the Perilous Lands, I view this region as the " Known World of the Perilous Lands," and much like the Known World of Mystara, an entire campaign can be set in this region and never need to leave...

But more on all that later. The hex scale of the original maps was set at 20 miles per hex; for my own campaigns, I often used it at 24 miles. Now I will be using it at 25 miles per hex, which for most maps of similar regions, I find to be superior for many reasons, most notably for ease of breaking the map down into child maps of 5-mile hexes or into single hex maps of 25 one-mile hex sort...

As usual, click to embiggen...
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