Keoland's origins are in the migrations following the war between Ancient Suel and Baklunish. Suloise refugees, harried by the humanoid warbands and reavers of their own people, fled across the Crystalmists and settled in the fertile basin formed by Sheldomar and Javan Rivers. The Flannae population of the region was small, owing to the depredations of the humanoids and a plague brought by earlier waves of Suloise fleeing war and destruction. The remnant Flannae and scattered demihumans were pushed to the fringes by the newcomers who sought to create a unified Suel kingdom but were thwarted by conflict with others and their own fractiousness.
In another century, Oeridian Keogha tribes swept into the region, scattering the encircling humanoid tribes. The Oeridians came in friendship to the Suloise and demihumans alike, but they brooked no disagreement with their intention to share the land between the rivers, and they expanded rapidly, soon claiming hegemony over all the human settlements, as they began to intermingle with the Suel peoples.
Eventually a monarchy was declared with the old Suloise town of Niole Dra as its capital. Over time, it would come to dominate the entire basin. This was not accomplished solely through conquest, however. Keoish kings shrewdly made allies of the demihuman lands Ulek and Celene.
The people came to embrace Nomism in the main (though pockets of folk religion still exist). In fact, it is possible the belief system may have coalesced here with the blending of Suel and Oeridian beliefs. Saint Cuthbert is the patron deity of Keoland, and the land's churches are adherent to Velunan doctrines and traditions.
Periodically over the centuries, Keoish kings have succumbed to dreams of empire. Such ambitions have tended to fare poorly beyond the two rivers. Indeed, Keoish entanglements elsewhere allowed the Sea Princes to gain a foothold to the South and lost the kingdom control of the Yeomanry.
Though Keoland is currently at peace with its neighbors, it may be that it is being weakened by enemies from within. The ancient and entrenched noble houses game and scheme to see their house ascend the throne. Humanoid bands and human renegades lurk within the Dreadwood and the expansive [as in bigger than Ireland!] Hool Marsh. The coastal marshes rely on a brisk smuggling trade and secretly deal with the piratical Sea Princes.
Keoland's real world inspirations are perhaps not as distinct as many of the eras in the Aerdian East. The Mediterranean climate suggested by Anne Meyer's maps brought to mind for me the Iberian Peninsula. That might make the Keoish Oeridians the Vandals/Visigoths. On the other hand, it's position on the map, and its use of light cavalry reminiscent of the turcopoles are reminiscent of Byzantine Empire.
I summarized collated the posts summarizing what I wanted to do with the project and the first batch of posts here.
I had three posts after that:
I have a hankerin’ to do some solo gaming, but I’m also gearing up for a few weeks of teaching along with directing the play and then eventually the musical, so odds are good that I won’t be able to work on much gaming stuff. We’ll see.
I have flipped through all three of my current games - Army Ants, Hack’D & Slash’D, and Stalwart ‘85, and couldn’t decide which one to play. I started a pros and cons list to see which system to go with, but ultimately decided that I should let the dice determine everything, starting with which game I’m going to play. This is the most consequential D6 roll of the entire thing: 1-2 = Army Ants, 3-4 = Hack’D, 5-6 = Stalwart ‘85. 4. Hack’D it is. Well, I can put all my dice away except for a D12 or two. Makes things simple.
There are 11 pregens in the core rules. I will use one of those. A 12 will mean that I use likelihood dice rules to determine my character… I roll D12 and get 7. I will be playing a jovial dwarf myrmidon. I decide to keep his stats, but to swap out the axe for a hammer. It’s a cosmetic change, but I already think of him as a little Thor (maybe give him a name like ‘Toren’ or ‘Tohr’ to hit the nail right on the head). He is a ‘jovial’ dwarf, so I cannot give him the classic ‘angry last dwarf of a fallen clan background’, since ‘jovial’ does not imply drunken or traumatized - it implies cheerful, friendly, and of good humor. I will use likelihoods to determine why he is adventuring to begin with…
Searching for a lost relic? Possible. 8. Nope.
Came upon a map? Possible. 7. Nope. Hmmm. Those were my big two.
Looking for a lost family member? 3. Yep.
Okay. I roll those same two likelihoods, and get a 2: the map. So, his uncle had a map to a hidden treasure, and went off in search of it, never returning.
I look up some Norwegian names and like Torvin. That’s not bad. It’s a little close to Thorin from the Hobbit, so maybe I’ll look in another direction. I’ve used the names Hewn and Cairn before for dwarves. I like Cairn the most, so I stick with that. I also change around his gear a little bit, setting him up to be a little more defensive. Between his shield and his higher than normal Hits, he should be pretty durable for solo play...
Cairn Torvinson of Clan Thunderforge, Jovial Dwarf Myrmidon 1
Armor 2; Hits 12; Move 60’; Hammer (3) and Shield (2)
Might 4; Mind 1; Reflex 1
Brawler; Fortitude; Two Weapons; Warrior
Leather Armor 1; Shield; Hammer 2
He attacks at +2 with melee weapons, and deals +1 damage. He attacks with both hammer and shield each round.
Setup
He last knew that his uncle Toren (younger brother to Torvin) had set off in search of treasures. He had a map to a hidden vault in the Ruins of Trasik, near the village of Daggerford. The adventure opens as he arrives in Daggerford with 3 gp in his pocket, his payment for serving as a guard on the caravan’s journey from Fort Mistledawn.
We you can plainly see, I failed to provide any updates on my July plan to do an Army Ants file card a day... life just happens that way I guess. It's been a busy few weeks, so I thought I'd give an update and then talk a little gaming stuff...
On the health front, things are doing well. I had a scan done last week, and it showed that tumors are stable and slightly improved from my last scan six months ago. Since I had paused treatment in there for a few months, that's about the best I can expect. I have started the next round of treatments, and we're going to be adding in another treatment, so I've got a full calendar of getting needles in my arms lined up for the next several months. I feel good, I'm exercising a lot, and I've lost a little weight, so very positive on that front.
I actually feel good enough that I've accepted some long-term gigs. I've got a 5-week substitute teaching assignment for September and into October teaching English 9 (which I did for a decade, so it's pretty easy), and I'll be directing the play and musical at the high school this year, which I'm excited about. I'm very blessed to have these opportunities, and they make me feel productive and useful. It reminds me of Marge Piercy's poem, To Be of Use... and, of course, of Tennyson's Ulysses.
On the gaming front, I have a hankering to do some solo gaming that I can pop in and out of for 30 minutes here and there. I have three games that I really love - Hack'D & Slash'D, Army Ants, and Stalwart 85, and all three have strong reasons that I could pick them to play. I've spent a little time in the last few weeks reading through all three, and each game has some nifty things I could do, and places I'd like to expand and explore facets of the game. I'd love to be able to just focus on one for a bit and generate some significant content (maybe even a sourcebook!) through actual play, but I have no idea which game to pick.FWIW, here's a drawing I did of a character I made for Hack'D and Slash'D - I was leaning that way earlier this week, but then I got distracted by flipping through Army Ants and Stalwart '85, so now I'm not sure... I'll let you know when I make up my mind (or I'll blog about my thought process)...
Of course, this can be seen as a feature not a bug. Proponents point out the abstraction allows the player and DM to interpret what happens in the fiction, making this an unexpectedly more narrative sort of mechanical feature.
That's all sort of interesting, but a problem (for me at least) is that their progression is uniform based on class, and every member of the same class has the same distribution of saving throw aptitudes. So, while you're free to interpret success (or failure) any way you like, whatever situational explanation you give doesn't really build or develop the fictional world. As written, every cleric's better saving throw than other classes against Death Magic is just a mechanic.
I think it's more interesting to view them as telling us something about the world, while leaving room for situational factors. The fact that every member of a class is more resistant to certain dangers than others can tell us something about the training, aptitudes, of characteristics of people in that class.
Compared to the normal individual (0 level Fighter in AD&D parlance), we could conclude that:
Clerics have divine favor bolstering their spiritual and mental fortitude. This particularly protects them from effects that would destroy or disrupt the body. Their biggest advantage is against Poison & Death Magic, but they have consistently good defense against all sorts of dangers.
Fighters have their martial spirit increasing their fortitude and perhaps giving them a "sixth sense" for danger. At first level, they are neophytes and haven't cultivated this to a great degree, but by the time they max out, they have the best saves on average.
Magic-Users possess an innate arcane aura that strengthens slowly as they develop their skills. It makes them particularly resilient in the face of spells and spell-like effects cast from common magical implements like wands and staves. Interestingly, they are also somewhat protected against the magical breath of dragons. Their aura adds little to protect them from poison, though.
Thieves rely on luck to get by. In the beginning it mostly protects them against things that would bind, hinder, or directly impair them being who they are. Unfortunately, they tend to wear their luck out and they max out their saves worse off than the other classes.
Certainly, these aren't the only implied class abilities you could take from these, but I wanted to come up with an explanation that didn't implicate ability scores, and I haven't really seen another approach that does that.
The implied setting of D&D, as a number of writers have pointed out, can also be said to be post-apocalyptic. That often conjures images of science fantasy writers from Appendix N, but of applies to in the literal sense if not the generic sense to the Hyborian Age of Conan and the 3rd Age of Middle Earth. Materially greater and in some ways more advanced civilizations must precede the current one for there to be so much wealth and magic to be looted in old ruins.
A post-apocalyptic setting allows the frontier to be closer at hand, and indeed really sort of obscures it even being a frontier, as no discernable border but instead the distance between "civilized points." Connecting these dots seems more reclamation than expansion.
That works, but in D&D settings like Greyhawk, Krynn, and the Forgotten Realms, the apocalypse is remote enough so that the current civilization doesn't seem post-apocalyptic, at least no more than the High Middle Ages seems to us recovering from the fall of Rome.
Yet, Greyhawk, for all its map full of named regions, heraldry, and rulers with elaborate titles, is really empty. Some of this exists to facilitate the desired game play, sure, but that's the Doylist explanation. I like the more Watsonian explanations of humanoid and demihuman groups that are not adequately censused coupled with events that have led to a decline in population.
As Chris Kutalik and other commentors suggested in his blog series of years ago, I think Greyhawk is best analogized not to some science fantasy post-apocalypse but to historical eras like the "Dark Ages" (or early Middle Ages) after the collapse of Rome, or the plague, famine and war riven period of the Crisis of the Late Middle Ages.
In many ways, I think, Greyhawk reads better as a setting where the apocalypse (or at least an apocalypse) is not the remote past but happening now or relatively recently. This isn't so much a total destruction kind of apocalypse but a "civilization is dealt a blow" sort of one. This allows for the breadth and complexity of social structures described in Greyhawk, but also for the population numbers and available real estate for enterprising adventures to carve out something for themselves.
It's "points of light" to use the modern descriptor, but not (like so many of those settings) a rather static period, but one where there are still roving bands of invaders (humanoids, monsters, or armies of other human nations) and isolated communities that must either grow larger and more resilient or be wiped out. I should add, There's no one way the communities have approach this problem to survive. Orcs settling down to live in some sort of peace is potentially just as possible as driving them out and killing them.
I think this sort of implied framing could be fun to lean into. D&D settings need more Random Calamitous Event Tables and societies in flux (like we see in some epic fantasy like A Song of Ice and Fire). Christopher Buehlman's historical horror novel Between Two Fires and his fantasy series beginning with the Blacktongue Thief where human civilization is still dealing with the fallout from a disastrous (and still simmering) war with goblinkind are great inspirations, as well.
Though, I'm not opposed to kung-fu elves, mind you, perhaps in the case of elves, these would be based around a particular school or style of magic? They could be based on the elements or maybe the Classical Planets. They would presumably each be centered in a particular locale, probably remote from wider civilization.
Using this approach, different types of elves would have less physical or temperamental differences, but perhaps more philosophical ones. There might be rivalries between them. Since it's not an ethnicity but an allegiance, elves could move from one to the other, though perhaps not without some penalty.
I think this approach also has the benefit of making elven subtypes less background and more factions to interact with in gameplay.