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Medieval Demographics re-visited & Greyhawk Demographics Finally Resolved

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 We've all read S. John Ross' seminal Medieval Demographics Made Easy  [MDME],  I presume. I for one adore S. John Ross and have spent long hours on his excellent gaming blog .  Trouble, his piece not as usable as it presents itself to be. At least not for the kind of fantasy setting that seeks to emulate a world with some measure of wilderness to explore.  Ross' baseline seems to be pre-Black Death 14h century Europe. But I don't consider this to be a good era to use, since it reflects a time where the remnant frontiers of Europe were basically non-existent and internal development in terms of arable land and infrastructure fully exploited. I would rather look to the 11th century, which strikes a good middle ground between being solidly in the high Middle Ages, but not yet having maximized its population, arable cultivation and development potential. There were still frontiers, tribal lands and unexploited and unexplored lands to find, alongside well developed ...

I just picked up the original 1e boxed sets for Greyhawk and Forgotten Realms

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 30 dollars a pop on ebay from the same seller. Good deal I think. The Greyhawk set is missing the maps, but I have the sturdier versions from the folio already so no loss for me I have owned both in pdf for a good while, but having physical copies is definitely different. I have had the 2e set of Forgotten Realms since the 90s and the Folio of Greyhawk since the 00s, so it will be interesting to compare these two to them. I will probably blog on this soon.

Alternate Oerths - Mythic Greyhawk: More on Iuz

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First, a little sidenote further on the nature of gods from Appendix A in  Temple of Elemental Evil.  Here we get a full list of deities and they are classified in three: "Greater", of which there are roughly a dozen, "lesser", of which there are many, and "demigods", of which there's a handful.  Looking at the number and nature of the greater gods, it tallies well with my assumption that lesser gods are the kind of embodied, fallible deities who busy themselves with human affairs I discussed in my previous article , whilst greater gods are genuinely transcendent; pantheon fountainheads. more akin to sentient cosmic principle than to the kind of "divinely endowed people" the lesser gods are. With that out of the way, on to Iuz... Representing Iuz the Old as something more out of a slavic mythic north, a la  Koschei the Deathless The description of Iuz in the Folio as "Old Iuz of fear-babe talk", who has ruled the lan...

Alternate Oerths - Mythic Greyhawk: Deities & Demi-gods

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I already wrote about the deities and pantheons of Mythic Greyhawk before , but after reading Dragon Magazine #67's article The Deities & Demigods of the World of Greyhawk  I'm inspired to doodle a bit more about this, taking the implications of that article as a springboard. The first thing that jumps at me from that article is the initial coverage of the nature of gods. We are told what kind of spell-like abilities gods of various statures have. Each of the four deities (Heironeous, Hextor, Iuz & St. Cuthbert) are statted out as conventional (albeit powerful) critters who, apart from being deities of certain things, can be encountered and killed like any other. We learn this from the note stating how Iuz has a soul object  secreted away in the abyss that leaves him free to roam outside his domain with no fear of permanent harm. No mention of 'avatars', or other divine trappings of later editions. From left to right: Heironeous; Hextor; Iuz & St. C...

Alternate Oerths - Mythic Greyhawk: Central Flanaess

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The central Flanaess. Home of the city of Greyhawk & the Nyr Dyv; the Wild Coast, Fyrondy and Veluna; Celene & the Pomarj; the Urnst states. Verbobonc & Dyvers; the bandit kingdoms and shield lands. Also desert. When I wrote a review of the Darlene maps , I scribbled this about the central regions: Appealingly, the 'safer' area to go through from old Aerdy East to Old Aerdy West is adventuring area numero uno - The Wild Coast. I love its placement on the map and its relations on the map. Anywhere is in feasible reach for an adventurer on the wild coast. The Nyr Dyv and Wooly Bay gives you plenty of means of getting around. For adventurers in the Wild Coast, the Flanaess is your oyster. The whole Nyr Dyv/Wooly Bay/Relmor Bay area is just really well constructed for bringing these lands into contact with each other and opening routes of travel. No wonder the City of Greyhawk is such a big fish - The Nyr Dyv is obviously a really central area. The rivers flowin...

Alternate Oerths - Mythic Greyhawk: The North

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My thoughts have returned to Mythic Greyhawk and fleshing it out a bit more.  I like the north, geographically speaking, in Greyhawk. It strikes me as a region with its own distinct life and character. A good mixture of barbarian 'nations', some not-lawful kingdoms (Bandit kingdoms), large swathes of unforgiving wilderness, definite chaos lands of variable flavors (Iuz, Horned Society, Stonefist) and some lawful lands on its borders (Shield Lands, Tenh, Ratik, Blackmoor). In other words, a savage borderland with plenty of potential for adventure in lands where Law exists mostly on the edges. The vibe I am getting from its barbarian cultures strike me as a bit dull though. I'm pretty sure what the reader is meant to take from the folio is that wolf & tiger nomads are turko-central-asian horse nomads, ice/frost/snow are vikings and and rovers are northern native americans. Wolf and tiger nomads strike me as especially dull, since that trope is already covered ...

Alternate Oerths - Mythic Greyhawk: Wizardry & the Circle of Eight

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I mentioned in the introduction to Mythic Greyhawk that: The occult workings and experiments of the eccentric scholars, alchemists and mystic savants called "wizards" can somehow tame Chaos and produce so-called "arcane magic". But how controlled is it really? And who can say how tainted they become? Godly and Law-abiding people do not meddle with such forces. Witch hunts are rare, but wizards mostly stand outside the social ladder on the fringe of society, somewhere between shunned and exiled. A contributing factor to this is the fact that Alignment Language is a thing in Mythic Greyhawk and wizards are in the disreputable position of having to learn Chaotic and Neutral in order to cast their spells. Archetypical member of the Circle of Eight But a large part of the distrust of wizards is historical: It was wizards who catastrophically wiped out the two biggest empire in human history (not to mention sinking the Isles of Woe, creating the Bright ...

Alternate Oerths - Mythic Greyhawk: Religion & Cosmos

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I find that I am enjoying chronicling Mythic Greyhawk more than I anticipated. Much of it are impressions from way back when, but some of it is also new discovery from taking a closer look. One thing I like about exploring a non-homebrew setting like this is the sense of exploring an independently existent world. The fact that others have studied the same world, albeit through a different prism than my 'Mythic' one, renders a feeling that somehow Greyhawk exists 'out there' to be explored. My interpretations don't feel like creating either. It is more of a - "when looking through this mythic prism, what is Greyhawk really like?" I study the lay of the land, observe and mull until Mythic Greyhawk reveals itself to me. And putting all this into writing is like a refinement process. Greyhawk stands out much more vididly and alive to my inner vision now than before I started. It's been fun.  With that said, let's talk about religion, metaphy...

Alternate Oerths - Mythic Greyhawk: History, Kingdoms & Cultures

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History In most cases, I refer to the  Oerth Journal #1  timeline for details when there are gaps to fill. Oerth is very ancient. Lots of eldritch races lived in the pre-history before the elves began to float to the top some 10-30k years ago. There was a 4e-style Dawn War at some point, before the Gods of Law and the Elemental/Demonic Forces of Chaos (I am undecided on this), where the cosmic status quo was established and started the current Aeon. The elves began to assert themselves sometime in the aftermath of this. Anything before that is unknown even to elves and is basically 'eldritch'. Leave blank to fill in with whatever zany stuff you want. Known Examples: Wind Dukes of Aqaa, The City of Gods. "Prior" to all that was also a 'Mythic' Aeon - Time wasn't quite linear back then, so in many ways this is a lot closer to the present Aeon than other Aeons that exist in linear time. The Dawn War is somehow mixed into this, even though it happens i...