Welcome back dear readers! If you haven't followed my short story series Under then follow the links below to catch up. Those who are old school fans of Dragon Magazine like me will appreciate this next panel. It's a full-page homage to the comic that influenced me the most to do D&D comics. Yes, I am talking about Wormy by the late great Dave Trampier. The issue in question is Dragon #96 from April 1985, where Trampier shows us an "Underdark" town. Wormy and this issue in particular has captivated me for the last 40 years. Now I can rest easy that I have paid my respects to another D&D hero of the past. You are now at the halfway point of the story. There is much more to come as I ramp up the release of Under. Enjoy.
Wednesday, October 15, 2025
Saturday, October 14, 2023
Dark Greyhawk Forum Letter
Well met Greyhawkers! Today I was reminded that way back in 2000, at the turn of 2nd Edition to 3rd Edition, before the internet became an everyday means of communication, I wrote a letter to the Forum page that was published in Dragon #273. This was in response to the Question of the Month" in issue #270: “Does your campaign have a particular theme? Is it swashbuckling, epic, gritty, or wahoo? Tell us all about your campaign style!”
Here is my response. Enjoy!
Dark Greyhawk
I wrote this in response to the "Question of the
Month" and also to add to the discussion in #264 through #270 about evil
characters. The campaign I run is set in the northwest of the Greyhawk campaign
setting and uses heavy Al-Qadim sources. The Arabic feel is very refreshing.
All the characters are foreigners and have had a wonderful time trying to blend
in by learning new customs, dress, and especially language. They have adopted
new names and even acquired their hirelings from this area. New and exotic
locales always liven a static campaign. The land is full of mystery and
intrigue, but the PCs fit in perfectly because they are all schemers and shady
fellows as well. They always parlay or even deal with villains rather than just
outright slay them. Every monster or encounter is assessed for its benefit, not
just used as a stepping stone for the next encounter. Their motto is, dealing
with evil is better than a pat on the back. Then, if necessary, you can always
turn on evil and side with good in the end.
I do not rigidly control alignments, except in the
case of priests. All the characters are decidedly shady but not evil. As long
as the PCs can at least trust one another, then it doesn't matter what their alignments are. The lawful evil fighter in my group has shown many instances of
paladinlike behavior toward the common man and even his foes. You don't wear
alignment like a badge; your actions define your character.
In fantasy literature, the greatest heroes are what I
term "shady." Elric, Conan, Fafhrd, and the Grey Mouser are all shady
characters. Alignment never stopped any of them from doing the right thing in
the end. The only recent characters from literature I can imagine fitting this
description are Raistlin or Drizzt. Why are the shady ones the favorites? They
have more fun.
It seems to me the only classes purely concerned with their alignment are the religious ones (cleric, druid, and paladin). They are the ones who have their beliefs dictated by a higher power. I am not saying you shouldn't play good guys, but some campaigns could use a change in locale and attitude.
Wednesday, August 30, 2023
Greyhawk A-Z: Named Fiends
Welcome again Greyfolk! I got another fun A-Z list coming at you! Some of my previous alphabetical lists of people, places, deities, and most recently magic items, can be found on the Best of Greyhawkery Page. This time around I will try my hand at discussing named fiends (demons or devils) from the many editions of D&D. Fiends of the lower planes have always been an integral part of Greyhawk lore from the very beginning. I am quite sure there will be no ill side effects by listing all these evil beings, I mean it worked for Iggwilv in her Demonomicon right? Enjoy!
Wednesday, August 9, 2023
Greyhawk A-Z: Magic Items 2
Apparatus of Kwalish: Debatably this is an artifact, but it's always been listed among wondrous items in DMG's. We all know this most famous of aquatic magic items, but for future readers I want to make clear, Kwalish is human, and he originally worked out of the Baklunish West in Zeif.
Sunday, April 23, 2023
Greyhawk Gods Walk on Oerth
From the Ashes by Carl Sargent on How Do Powers Look Upon Mortals:
"The Powers of Oerth rarely intercede directly in the affairs of Oerth. They expect their servants to be their right (and left) hands in the world...The Powers have an implicit understanding that if one of them should act too directly, others will act in concert to oppose the meddler, for if all acted in such a manner, Oerth would be destroyed by the Powers.
This helps us understand why the demigod Iuz has been able to effect so much evil in the Flanaess. The Prime Material Plane is his home plane, and therefore, he has a direct involvement in its affairs that other Powers do not...One partial exception is St. Cuthbert of the Cudgel. Other Powers allow St. Cuthbert to act in limited ways to oppose Iuz."
Indeed, this Cuthbert-Iuz rivalry is suggested previously in Temple of Elemental by Gary Gygax and Frank Mentzer but it is not explicitly stated the gods overall are barred from Oerth:
"Because of the plots of Iuz and various demons and evil elemental types, St. Cuthbert has become actively aware of events, and has indirect assistance from Beory (who resists elemental destruction). The enmity between Iuz and St. Cuthbert may result in direct confrontation!"
What does Beory giving assistance look like?!? Cuthbert interferes with Iuz, and in turn Iuz has interfered in the affairs of Vecna more than once (Vecna Lives!). The Living Greyhawk Gazetteer meanwhile, follows what I shall now term, Sargent's Law, and further clarifies this limitation to the "Powers" of Oerth:"No god above demigod level may enter the Prime Material Plane of Oerth without the consensus of a majority of the gods of Oerth. A few exceptions to this are Ehlonna, Fharlanghn, Obad-Hai, and Olidammara (who chose the Prime Material Plane as their native realm), Beory (who may actually be the Oerth itself), and St. Cuthbert (who was allowed to come to Oerth to fight Iuz on more than one occasion)."
Older sources paint a slightly different picture than what Carl Sargent initiated in the 2nd Edition era of Greyhawk (if there is an earlier source of this law let know in the comments). Len Lakofka and Gygax seemed to have a more classic mythology flair to the pantheons of Oerth. In addition, Greyhawk Adventures by James Ward states in the first paragraph of the first chapter:
"The gods often visit the Prime Material Plane in avatar form to aid their worshipers or just to enjoy themselves. In one way or another, they influence actions of all creatures on the Plane...For some unknown reason, the city of Greyhawk gets an unusual amount of attention from these deities-at least one of these beings usually has an avatar in the city. Many ballads tell of awe-inspiring confrontations between avatars of opposing alignments on the city's crowded streets."
The gods may not directly appear to mortals in their true form in most cases, but they DEFINITELY walk among mortals frequently. Have a look at more of these instances:Syrul lesser goddess of deceit (Dragon #88) "When a member of the Scarlet Brotherhood who is an assassin, illusionist, thief or monk attains the 9th level of experience, Syrul will personally attend the level-advancement ceremony to wish the character "evil-luck". Such a character is granted a vision spell with no strings attached."
To remind you, the Scarlet Brotherhood is comprised entirely of assassins, thieves and monks. Syrul doesn't just visit her special worshippers then, but ALL those high-level characters in the organization. That's not to say the goddess of deceit does this overtly in front of everyone, but she is there in person for a ceremony!
Wee Jas greater goddess of magic and death (Dragon #88) "She can summon groups of lawful undead or lawful dragons (not Tiamat or Bahamut) to do her bidding...Summoned creatures will come to her in Acheron or on the Prime Material Plane..."
Wee Jas is a vain deity, so why wouldn't she want to meddle in mortal affairs? Now admittedly this example is not as concrete as the one for Syrul, but it does infer that Wee Jas can call down heavy aid if she is on Oerth and needs to fight. That's not subtle at all for a greater deity.
Kord the Brawler greater god (Dragon #87) "Kord is quite the fool for a pretty face. He favors elven and human women, but has also consorted with other humanoids and even giants. The world is full of his sons and daughters, but few, if any, of them can claim demigod status (less than 1%)."Kord, another greater god, is a classic example of meddling in mortal affairs, in the fashion of Zeus, by having actual affairs with mortals! The article in Dragon goes on to explain how a PC can possibly be a child of Kord and the game bonuses inherited. Later sources like From the Ashes completely omit this behavior by the Brawler in deference to the new "non-interference pact".
Phaulkon greater god of air and avians (Dragon #87) "Phaulkon is a relatively active traveler, and enjoys the company of men and elves. He can shape change into any normal or giant bird at will, as well as into the form of an elf or sprite."
Even Kord's dad likes to hang out on Oerth, and though it doesn't state he is promiscuous, there is no reason to believe he couldn't sire hero-gods like his son.
Norebo lesser god of luck and gambling (Dragon #86) "Norebo enjoys visiting taverns and gambling houses in the guise of a cheerful, innocent stranger and setting up dice games against other patrons...it is impossible for someone to know Norebo's true identity unless the deity wills it."
This roguish deity is discreet about his interactions at least!
Heironeous lesser god of chivalry and justice (Dragon #67) "Heironeous often leaves the Seven Heavens in order to move around the Prime Material Plane, aiding heroic causes and championing Lawful Good...he has the power to create an illusion which makes him appear as a young boy, a mercenary soldier, or an old man. In the latter guises he will be garbed appropriately, but he always wears a suit of fine, magical chainmail."
Yes, even the patron of paladins and knights everywhere in the Flanaess cannot help but get involved. He isn't directly appearing in all his glory, but he is there (perhaps even on the front lines helping Shield Lands and Furyondy vs Iuz!) in contradiction to later canon law. Then there is his brother...
Hextor lesser god of war (Dragon #67) "Hextor dwells on the Planes of Acheron but can wander to those of Hell or even Nirvana. Most frequently, though, Hextor treads the Prime Material Plane in search of warfare, aiding lawful evil, opposing good...Hextor appears as a normal, handsome man when in disguise, for he can cause four of his arms to meld with his torso whenever he so desires. His complexion is fair and his hair jet black, as are his eyes. He is well spoken and charming, a hale fellow and a man’s man, yet irresistible to women."
Hextor is MOST FREQUENTLY on Oerth doing his business. Why wouldn't a war god hang out on battlefields with mortals? It's what Ares would do. Speaking of war gods...
Erythnul lesser god of hate and slaughter (Dragon #71) "Erythnul stalks battlefields in order to strike fear and rout whenever possible...when Erythnul engages in combat, his visage mutates from segment to segment, flowing in form from human to gnoll to bugbear to ogre to troll."
Think about this, mean ol' Erythnul could potentially be on the SAME battlefields as Heironeous and Hextor. Erythnul is not as subtle as the brothers though. Oeridian gods don't seem to play by Sargent Law. How about Baklunish gods?
Istus greater goddess of fate (Dragon #69) "Istus does certainly make appearances on other planes, including the Prime Material. Sometimes she is an old crone, other times she appears as a noble dame, then again as a lovely lady or even as a shepherd girl."
Istus is another deity that can meddle in disguise as much as she wants, but she is also responsible for the Oerth-spanning retcon during 1E-2E that was Fate of Istus. I suppose she had permission from a majority of gods for that one...
Nerull greater god of death (Dragon #71) "Nerull stalks the many planes-particularly the Prime Material when shrouded by night...However, most of the time he does not venture from Tarterus save to wreak havoc on the Prime Material Plane."The grim reaper likes the hands-on approach, do not accept any lesser imitations.
There is more exceptions and instances than I can possibly list in this post. So just saying all Powers are flat-out barred from Oerth is just lazy writing in my opinion (which I never accuse Sargent of being any other time) and it robs the deities of much of their flavor and uniqueness. Was it done for game balance? Most likely. But for years we at least had DM agency to have divine intervention if we wanted as authors heaped us with game stats for D&D gods. No one wants a god-killing Time of Troubles situation like in Forgotten Realms of course. Deities shouldn't be superfluous in appearance like the Syrul example above, nor dropping like flies in the street like Greyhawk Adventures suggests. Also using avatars versus actual deities manifesting on Oerth is a semantic argument. Either they influence mortals directly at will or they only allow exceptions like St. Cuthbert. Whatever you decide for your own game, the examples from Dragon Magazine above are all reasonable ways to reward (or punish) PCs for learning mythic lore and having patron deities by showing the players that the gods are real in the World of Greyhawk.
Saturday, April 8, 2023
Fantastic Metal and Stones of Greyhawk
The doors leading to the Godtrap in Zagig's Prison beneath Castle Greyhawk are made of obdurium."
Sunday, January 8, 2023
Wars of Greyhawk: Battle of Blackwater Bend
Happy New Years Greyhawkers! Let's get back to my continuing military history of the Flanaess. If you haven't seen the previous entries in the Wars of Greyhawk, go to the Best of Greyhawkery page on this blog. This entry pits the forces of Iuz versus the tenacious Wolf Nomads. Enjoy!
Conflict & Date:
The Battle of Blackwater Bend occurred eleven weeks after the Siege of Eru-Tovar, on the 22nd day of Harvester, 578 CY.
Armies & Commanders:
Eru-Tovar (3,400 total)
Wegwuir tribal chiefs
2,400 light infantry, 500 medium infantry, 500 archers.
Wegwuir Horde (Wolf Nomads) (20,000 total)
Bargru, Tarkhan of the Wegwuir.
10,000 light cavalry, 2,000 medium cavalry, 1,000 mounted crossbows, 7,000 mounted archers.
*****
Northern Host of Iuz (25,500 total at Eru-Tovar)
Lord Choldraf, High Priest of Iuz.
2,000 heavy infantry, 1,000 light cavalry, 2,000 heavy cavalry, 2,000 crossbows, 4,000 hobgoblins.
Mellard-Plict the Mage.
6,000 orcs, 3,000 gnolls, 3,000 goblins, 100 ogres, 2,400 other (norkers, ogrillons, bugbears, etc).
The Wegwuir Horde routed the forces of Iuz the Evil.
Eru-Tovar (500 total)
350 light infantry, 50 medium infantry, 100 archers.
Wegwuir (Wolf Nomads) (2,000 dead, 4,000 wounded, 6,000 total)
(dead) 900 light cavalry, 200 medium cavalry, 100 mounted crossbows, 800 mounted archers. (wounded) 1,800 light cavalry, 400 medium cavalry, 100 mounted crossbows, 1,700 mounted archers.
*****
Northern Host of Iuz (13,200 total, plus 8,750 deserters)
250 heavy infantry, 400 light cavalry, 300 heavy cavalry, 700 crossbows, 1,000 orcs, 600 hobgoblins, 325 gnolls, 1,200 goblins, 25 ogres, 400 other (losses at Eru-Tovar).
50 heavy infantry, 100 light cavalry, 50 heavy cavalry, 100 crossbows, 2,700 orcs, 1,000 hobgoblins, 1,675 gnolls, 1,000 goblins, 75 ogres, 2,000 other (deserters at Eru-Tovar)
800 heavy infantry, 200 light cavalry, 475 heavy cavalry, 525 crossbows, 2,100 orcs, 2,100 hobgoblins, 1,000 gnolls, 800 goblins (losses at Blackwater Bend)
Ever since the return and increasing rise in power of the demigod, luz, the Wegwuir avoided their ancestral lands east of the Blackwater, instead focusing their annual raids upon the neighboring Chakyik tribes (Tiger Nomads) to the west and south into rugged Perrenland. In the spring of 578 CY, Iuz capitalized on the predictable absence of the nomad hordes and directed the Boneheart to form an army to conquer the town of Eru-Tovar, the only permanent settlement of the Wolf Nomads. Iuz hoped this bold move would crush the Wegwuirs’ morale and force them into his subservience.
A): The Northern Host of Iuz was placed under the joint-command of Lord Choldraf, a high priest of Iuz (Cleric 14) and the lesser Boneheart mage, Mellard-Plict (MU 12). Lord Choldraf for his part raised human mercenaries for the campaign; 2,000 heavy cavalry, 1,000 light horse, plus 2,000 heavy foot and 2,000 crossbowmen. In addition, he rallied 4,000 hobgoblin shock troops to compliment his well-armed soldiers. Mellard-Plict on the other hand, drew his forces from the worst corners of Iuz’s land, raising about 6,000 orcs, 3,000 gnolls, 3,000 goblin and xvart scouts, as well as a huge mixed horde of ogres, ogrillons, norkers, and bugbears. Swelling to over 25,000 in number, the Northern Host gathered in the arm of the Howling Hills between the Dulsi and Blackwater Rivers, and at the start of summer 578 CY they force marched westward toward Eru-Tovar.
B): Unsurprisingly, the leaders of the Northern Host did not work well together, and both were unhappy with sharing command. The pair quarreled incessantly during the march through Wegwuir territory; Lord Choldraf was incensed that the evil wizard could not firmly control his diverse rabble of humanoids, and in turn Mellard-Plict insulted the Iuzian priest’s personal powers and disputed the quality of his well-armed, but relatively weak troops.
C): The Host arrived at Eru-Tovar the following month and a siege was laid on the Wegwuir stronghold according to Iuz’s design. The bitter feud between commanders continued however as each ran a separate campaign in an effort to claim the glory of taking Eru-Tovar. The chaos on display before Eru-Tovar allowed its warriors, outnumbered by over eight to one, to withstand ten weeks of siege. Initially, the hardy Wegwuir ignored calls for surrender, then repelled any attack sent against their town with skill and discipline, while harassing the dual sieges with their own destructive sorties. The casualties suffered by the Host was significant, compounded by the tendency of the rival besiegers to slay the other’s wounded. This general disarray also allowed Eru-Tovar to send fast riders, easily eluding the siege to warn the Tarkhan’s horde and rally aid among the Wegwuir tribes.
D): Meanwhile to the west, the annual feud between Chakyik and Wegwuir hordes abruptly ended with a treaty. As Istus would have it, the Tiger Nomads turned their focus to the Caliphate of Ekbir just as the dire news from Eru-Tovar reached the Tarkhan. Incensed by the craven attack on the Wegwuirs’ only permanent town, Bargru turned his force of 20,000 lancers and mounted archers to ride back in haste. The Tarkhan’s horde arrived at Eru-Tovar by late summer, just in time to raise the siege as it was already faltering.
E): The Northern Host of Iuz had been alerted of the Tarkhan’s return, so the call was made to retreat eastward by their original trail along the Black Water, in order to reach the Howling Hills where they hoped Iuzian reinforcements would be amassing. Lord Choldraf was furious as his well-trained units were forced, at a considerable loss, to provide a screen for the main Host’s withdrawal.
F): Yet again, Lord Choldraf blamed the undisciplined humanoid troops under the cowardly Mellard-Plict for their misfortune, as a great number of the wizard’s troops began to desert, many splitting off into smaller tribal bands to fend for themselves in the wild.
Many of these deserting bands were further scattered across the plains and highlands as reinforcements for the Wegwuir arrived from the northeast. Lekkol Noyon, seventh son of Bargru (half Flan), hastily returned from the Barren Plains with 800 veteran horsemen at his back, fresh off a grueling campaign allied with the Rovers of the Barrens against the despised Horned Society. Lekkol’s riders were gladly added to the Tarkhan’s horde, further increasing the nomad’s morale.
G): Taking his time, the Tarkhan closely pursued the remaining Host over several days, methodically steering them in a series of hit and run skirmishes, off their path and toward the wide bend of the dark and muddy Blackwater. Now cornered and outnumbered by a more mobile army, the remaining Host of Iuz had no choice but to stand and fight a pitched battle which occurred on the 22nd day in the Dozenmonth of the Squirrel (Harvester). It is said in the outset of this battle, the priest Lord Choldraf begged for intervention by Iuz the Evil, but his prayers fell on deaf ears. The vile mage Mellard-Plict was likewise ineffective during the battle, using his spells instead to escape from the wrath of the Tarkhan. The brutally efficient Wegwuir archers and lancers easily routed the desperate invading Host, who soon abandoned their arms and fled over the brackish tributary. The Wegwuir took no prisoners, slaying nearly 8000 enemy soldiers including many drowned while crossing the Blackwater. The Wolf Nomad victory was decisive, losing about 2,000 and twice that many wounded. Only a few thousand of luz’s once formidable army survived that day and finally made it back to the Howling Hills.
Aftermath
Lord Choldraf returned to Dorakaa in disgrace and never again commanded Iuz’s armies; worse yet the priest was demoted in Iuz’s unholy hierarchy. Choldraf continued to serve in the Old One’s court, seeking atonement for his infamous defeat. Unlike his rival, Mellard-Plict did not return to the Land of Iuz to answer for his failure at Eru-Tovar, instead abandoning his position in the Lesser Boneheart. Rumor has it the mage not only feared the judgment of Iuz, but also the vindictive Lord Choldraf. It is said, the wizard fled to the Vast Swamp far to the south, where he now serves another demigod, Wastri, the Hopping Prophet.
Following the Battle of Blackwater Bend, Bargru returned to Eru-Tovar in triumph, but rather than celebrate the Tarkhan immediately reinforced the garrison and began repairing the badly damaged defenses of his capital that had barely held out during the weeks-long siege. Once Eru-Tovar was secured, the Tarkhan journeyed to the border of Lake Quag near the Sepia Hills, territory of the Guchek tribe, also known as the Wild Dog Nomads. Bargru met with their leader, Jicta Khan, to seek answers for why he alone among the Wegwuir had not joined the Tarkhan’s horde that spring, nor offered succor to Eru-Tovar against Iuz’s siege. The angry Tarkhan and his retinue was instead welcomed with a deadly ambush by Jicta Khan. Bargru’s personal guards were slaughtered defending the ever-wary Bargru, who barely managed to escape the trap using his ancestral powers of illusion.
It was later discovered Perrenland secretly made an alliance with the Guchek, backing the rebellious tribe in their independence from the Wegwuir, as a hedge against future raids by the Wolf Nomads. The Tarkhan returned to Eru-Tovar more incensed than before, though by spring of 579 CY he still had not taken action against the traitorous Jicta Khan.
DMs who wish to feature the Battle of Blackwater Bend in their own campaign should note this conflict takes place about two years after the starting timeline of the World of Greyhawk boxed set. This battle is set during a time when the demigod Iuz the Evil, is rising in power, and is expanding his domain in all directions. The Battle of Blackwater Bend could make a good historical flashback, or a climatic event for a Bitter North campaign. The following hooks are suggested for DMs who want to have player characters participate in the Siege of Eru-Tovar and the Battle of Blackwater Bend without necessarily reenacting all the events.
- Hold the Gate: Your party was unfortunate to be in Eru-Tovar as the siege was brought by the Host of Iuz. Now the locals have turned to the PCs to take a lead in the defense of the small town. Eru-Tovar is no fortress however, so the players must use their power and cunning to keep the disorganized enemy from breaching the gated walls of this earthen-work domain.
- Ride Them Down: Your band of characters has joined the Tarkhan’s horde in driving off the armies of Iuz. There are many skirmishes along the way, as mounted Wolf Nomads harass the routing Iuzians. Your unit is at the forefront of one of these skirmishes, as luck would have it they must contend with a squad of heavy cavalry sent to stop them by the vile priest Lord Choldraf.
- Locate Deserters: The forces of Iuz are on the run. The Tarkhan is trying to steer the fleeing army toward the bend of Black Water. While the main horde accomplishes this, your allied band of adventurers are split off to hunt down deserting bands of dangerous humanoids and soldiers formerly commanded by the evil wizard Mellard-Plict.
- Neutralize the Wizard: The Wegwuir town of Eru-Tovar can withstand conventional siege warfare for weeks, but the PCs special talents are needed to step in and help fend off the magical depredations of the Lesser Boneheart mage Mellard-Plict and his arcane assistants.
Gary Gygax. World of Greyhawk Fantasy Game Setting (1983).
Gary Holian; Erik Mona, Sean K. Reynolds, Frederick Weining. Living Greyhawk Gazetteer.
Gary Gygax. Greyhawk’s World: Events of the North Central Flanaess. Dragon Magazine #56.
Carl Sargent. Iuz the Evil.




