Sunday, May 30, 2010

Armies of Oerth, Part XXVI: Kingdom of Nyrond

Using the Field of Glory wargaming rules & Dragon Magazine #65, here is the final installment of Rob Kuntz's Orders of Battle for certain renowned armies from the World of Greyhawk.

Ratio: 250 men-at-arms per base.

The Kingdom of Nyrond's Army List

The strength of Nyrond, and the hostility of its rulers and nobles, have been the major protection for the civilized nations of the Flanaess against the depredations of the Great Kingdom and its mad emperors. Nyrond also went through a phase of near-imperialism, making both the County of Urnst and the Theocracy of the Pale tributary states for a time. This course was altered, however, when the wise King Dustan I. called Crafty, saw his realm threatened by internal strife and extenor enemiesand called up the Great Council of Rel Mord. Here, the king met with ambassadors from Almor, the Iron league, the Pale, and Urnst. All troops were withdrawn from the Pale and Urnst thereafter, the Nyrondese allowing both areas self-determination, and both, in turn, agreeing to a concord entailing mutual trade and military support. Almor was treated somewhat similarly, and aid was granted to the Iron League in the form of loans and treaties which assured the League of survival against the common enemy.

The current boundaries of Nyrond are: Nesser River - Franz River - Artonsamay River - Nutherwood - Gamboge Forest (northern terminus) - Rakers - Flint Hills - (lower) Harp River - Relmor Bay. Nyrondal contingents assist Urnst and the Pale against the Bandit Kingdoms, and a squadron of their warships sails Relmor Bay and the Sea of Gearnat in support of the Iron League. Strong garrisons of the Nyrondese Army are stationed in strategic positions to move to the aid of either Almor or the Pale in time of need.

Commander-in-Chief: King Dunstan I (F 16th level) = 1 base

Sub-Commander: General Garzenth = 1 base

Sub-Commander: General Bellord = 1 base

Heavy Cavalry: 5,000 = 20 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Medium Cavalry: 3,000 = 12 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Light Cavalry: 2,000 = 8 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)

Armoured Infantry:  8,000 = 32 bases
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

Medium Pole-Arms: 3,000 = 12 bases
(3 models/base; foot troops, leather armour & moderate shields, pole-arms)

Medium Infantry (Mercenary): 1,000 = 4 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

Light Infantry: 1,500 = 6 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Infantry (Levied): 9,000 = 36 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Archers: 3,500 = 14 bases
(2 models/base; foot troops, no armour & no shields, bows)

This totals 147 bases with 359 models on them.

Nyrond has a secondary force which may be called upon for assistance. It consists of the following troops:

Sub-Commander: Earl Harhing = 1 base

Heavy Cavalry: 2,000 = 8 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Heavy Infantry: 4,000 = 16 bases
(4 models/base; foot troops, full plate armour & substantial shields, hand weapons)

Light Infantry: 3,000 = 12 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Infantry (Levied): 4,500 = 18 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Medium Archers: 2,000 = 8 bases
(2 models/base; foot troops, leather armour & moderate shields, bows)

This totals 63 bases with 165 models on them.

To insure complete victory for their upcoming major offensive, Dunstan has called upon the aid of both the County and Duchy of Urnst. The additional allied force will be:

Armoured Infantry (Elvish-Elites): 10,000 = 40 bases
(3 models/base; foot troops, chainmail and moderate shields, hand weapons)

This adds an additional 40 bases with 120 models.

[Writer's Note: WOW! Now this is a massive undertaking to build: 260 bases with 644 models!]

This completes the Armies of Oerth series [for now, at least]. I hope these articles have helped inspire some of you to delve into tabletop wargaming, with a touch of the World of Greyhawk.  I will be compiling these articles with some additional information to make them even more compliant with the Field of Glory rules, such as troop points, special rules, etc. When it is completed, I will be making it available as a free downloadable PDF on my own blog,
Axe & Hammer.

Ciao!
Grendelwulf

Friday, May 28, 2010

Armies of Oerth, Part XXV: Prelacy of Almor

Onward to Dragon Magazine # 65 for another article, Greyhawk's World - News, Notes and Views of the Greyhawk Campaign: Events of the Eastern and Southern Flanaess. This one begins with a proclamation of war issued against the Great Kingdom and her satellites by the Kingdom of Nyrond, the Prelacy of Almor, and their allies. This, in conjunction with the various military activities already in motion, as well as some other mysterious happenings, serve only to ignite the inevitable powderkeg that has been growing within the region.

According to the Field of Glory wargaming rules, I shall be using the standard ratio of 250 men-at-arms per model base.

Prelacy of Almor's Army List

Originally a fief of Aerdy, Almor grew in power and independence as the Great Kingdom became weak and decadent. The state is only loosely organized, but it has a strong spirit of freedom and justice based upon religious precepts. The peoples are mainly farmers and herdsmen and fisherfolk. The Prelacy is strongly supported by Nyrond as a buffer between that realm and that of the Overking, and pays a stipend to help support the standing army of Almor.

Commander-in-Chief: Anarkin, Prelate of Almor, Arch-cleric (C 12th level) = 1 base

Heavy Cavalry: 400 =2 bases
(3 models/base; knights on horses, full plate armour & substantial shields, hand weapons)

Medium Cavalry: 2,000 = 8 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
 
Light Cavalry: 4,000 = 16 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)

Armoured Infantry: 1,500 = 6 bases
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

Mediumn Pole-Arms: 6,500 = 26 bases
(3 models/base; foot troops, leather armour & moderate shields, pole-arms)

Light Infantry: 8,000 = 32 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)

Light Infantry (Levied): 30,000 = 120 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)

Medium Archers: 5,000 = 20 bases
(3 models/base; foot troops, leather armour & moderate shields, bows)

So, this totals 123 bases with 523 models on them.

This army is able to receive support from the Relmor Bay Fleet.

Sub-Commander: Admiral Auriel Lexis

Sub-Commander: Count Stephen Bulhart

Armoured Infantry: 1,000 = 4 bases
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

Light Cavalry: 700 = 3 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)

Heavy Infantry: 1,000 = 4 bases
(4 models/base; foot troops, full plate armour & moderate shields, hand weapons)

Light Infantry: 2,500 = 10 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)

Light Infantry (Levied): 3,700 = 15 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)

This provides an additional 29 bases with 86 models.


Next up... Kingdom of Nyrond

Ciao!
Grendelwulf

Thursday, May 27, 2010

Armies of Oerth, Part XXIV: See of Medegia

Using the Field of Glory wargaming rules & Dragon Magazine #63, here is the latest installment of Rob Kuntz's Orders of Battle for certain renowned armies from the World of Greyhawk.

Ratio: 250 men-at-arms per base.

See of Medegia's Army List

The Holy Censor was originally the chief cleric of the Great Kingdom. Clerical holdings were granted from Re1 Astra to Pontylver south of the Mikar and Flanmi Rivers, including a portion of the Imperial Preserve (Grandwood Forest). This fief became so strong as to be virtually independent when the Malachite Throne went into decline. The Holy Censor still remains one of the chief advisors of the Overking, however, and he reigns oppressively over peasant masses with full approval from Rauxes. The clerics and nobles of the See have grown exceedingly rich, and their mercenary forces harry the Olvenfolk in the Grandwood and loot across the Flanmi in the Glorioles and Hestmark Highlands where the Censor has extended his holdings to these very foothills, contesting with dwarves and gnomes without quarter. 

Commander-in-Chief: Spidensa, His Equitable Nemesis of Medegia (C 15th level) = 1 base

Heavy Cavalry: 1,000 = 4 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Medium Cavalry (Mercenary): 300 = 2 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Light Cavalry: 1,500 = 6 bases
(2 models/base; riders on horses, no armour & no shields, hand weapons)

Medium Infantry: 1,200 = 5 bases
(3 models/base; foot troops, chainmail armour & no shields, hand weapons)

Medium Infantry (Mercenary): 2,100 = 9 bases
(3 models per base; foot troops, leather armour, moderate shields hand weapons)

Light Infantry (Levied): 2,400 = 10 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Medium Infantry (Humanoids-Orcs, etc): 4,000 = 16 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

Armoured Infantry (Guards-mixed): 7,000 =  28 bases
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

So, this totals 81 bases with 225 models on them.

After Captain General Gahru's blundering defeat in Granwood Forest, the Overking has sent another Imperial force to deal with them. The Holy Censor may call upon them for assistance should the need arise. The force consists of:

Sub-Commander: Banwald, General (F 8th level) = 1 base

Medium Cavalry (Mercenary): 150 = 1 base
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Light Cavalry (Guards): 240 = 1 base
(2 models/base; riders on horses, no armour & no shields, hand weapons)

Armoured Infantry (Guards-Orcs): 240 = 1 base
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

Medium Crossbowmen (Guards): 120 = 1 base
(3 models/base; foot troops, chainmail armour & no shields, crossbows)

Medium Infantry (Mercenary): 750 = 3 bases
(3 models per base; foot troops, leather armour, moderate shields hand weapons)

Medium Infantry (Humanoids): 3,500 = 14 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

Light Infantry (Humanoids): 6,000 = 24 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Infantry (Woodsmen): 600 = 3 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

So, this provides an additional total of 49 bases with 117 models on them.


Next up... Prelacy of Almor

Ciao!
Grendelwulf

Wednesday, May 26, 2010

Armies of Oerth, Part XXIII: North Province

Using the Field of Glory wargaming rules & Dragon Magazine #63, I will continue representing Rob Kuntz's Orders of Battle for certain renowned armies from the World of Greyhawk.

This is another smaller than usual force. Rather than restrict it to the normal scale of 250 men-at-arms per model base, I will also be giving a suggested ratio of 100 men-at-arms per base. This will be for those generals who like to put more models down on their tabletops.

Ratio of 250 men-at-arms per base is in green.
Ratio of 100 men-at-arms per base is in blue.

North Province's Army List

In the North Province, Herzog Grenell's forces have been battered by incursions of Almor and Nyrond into the southern part of the Bone March. They have also suffered the continual raids from humanoid bands near Bellport, who have not thrown in their banners with the Herzog as of yet. Having withdrawn his forces, and no enemies pursuing, the Herzog has been slowly rebuilding his army to some degree. With the addition of the Sea Barons, the North Province's army again approaches the strength of 10,000. If the humanoid bands do not immediately force the issue, Grenell might well turn the tide of affairs. 

The Herzog is in a quandry, for he must not only regain complete control of his own territory but also be ready to supply troops to the Overking when the confrontation between his master and Nyrond occurs soon. Dare he risk failure in battle again and offend the Malachite Throne? To make matters worse, General Hooglish, a new commander for the Western Approaches, has been causing dissension amongst the Herzong's allies. Hooglish detests the Sea Barons and believes he can handle any enemy force that comes against him.

Commander-in-Chief: General Hooglish, Commander of the Western Approaches = 1 base / 1 base

Heavy Cavalry: 200 = 1 base / 2 bases
(3 models/base; knights on horses, heavy armour & substantial shields, hand weapons)

Medium Infantry (Mercenary): 500 = 2 bases / 5 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

Light Infantry (Levied): 2,000 = 8 bases20 bases
(3 models/base; foot troops, no armour & small shields, hand weapons)

This totals:
12 bases with 34 models / 28 bases with 82 models

Although the main army of the Herzog is not specifically laid out in this article, it is entirely possible to discern the troops from a previous Armies of Oerth article concerning the Great Kingdom. Based on an article from Dragon Magazine #59 and the breakdown of the Knights of Doom's military hierarchy, a glimpse of the North Province's army emerges. Primarily overseen by one of the Knights of Doom's Marshals, the stronger arm of the North Province army under Herzog Grenell would look something like this (using the ratio of 250 men-at-arms per model base):

Commander-in-Chief: Grenell, Herzog of the North Province (T(A) 15th Level) = 1 base

Heavy Cavalry: 1,000 = 4 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Heavy Cavalry: 1,500 = 6 bases
(3 models/base; knights on horses, heavy chain armour & lances, substantial shields)

Medium Cavalry: 1,000 = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Medium Horse Archers: 500 = 2 bases
(3 models/base; riders on horses, leather armour & moderate shields, bows)

Heavy Halberdiers:  1,000 = 4 bases
(4 models/base; foot troops, heavy plate armour & substantial shields, halberds)

Heavy Pole-Arms: 1,000 = 4 bases
(4 models/base; foot troops, chain mail armour & substantial shields, pole-arms)

Medium Infantry: 2,000 = 8 bases
(3 models/base; foot troops, chainmail armour & no shields, hand weapons)

Light Infantry: 1,000 = 4 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Medium Archers: 500 = 2 bases
(3 models/base; foot troops, leather armour & moderate shields, short bows)

Medium Crossbowmen: 300 = 2 bases
(3 models/base; foot troops, leather armour & moderate shields, crossbows)

Medium Archers: 200 = 1 base
(3 models/base; foot troops, leather armour & moderate shields, long bows)

So, this totals 42 bases with 213 models on them.

Alternately, you could have this army led by:

Commander-in-Chief: Knight of Doom, Greater Marshal (F 11th level)
wears magic plate armour, wields a sword of cold, and can withstand all types of fire

[Note: Remember, the Knights of Doom will appear as normal men with their faces hidden by visors. Their armour is always golden - in defiance and mockery of those aligned with law and good.]


Next up... See of Medegia

Ciao!
Grendelwulf

Tuesday, May 25, 2010

Armies of Oerth, Part XXII: Sea Barons

[Writer's Note: We-e-ere back! If you are looking for Scottsz's final wrap-up to his Cold Text File on the Forgotten Temple of Tharizdun, click right here. If you haven't read his series of illuminating (or is that shadowy) articles, why haven't you yet? Get yourself a cup of your favourite beverage, grab your notebook & pencil and link to his articles. You won't regret it. Now, for another army list, please continue reading below...]

Just when you thought these pesky army lists had come to an end... a few more have raised their Bec de Faucons, demanding to be heard from. Delving once again into my box of Dragon Magazines, another article has surfaced. This one is from Dragon Magazine #63, entitled Greyhawk's World - News, Notes and Views of the Greyhawk Campaign: Events of the Eastern and Southern Flanaess and written by the Lord of the Green Dragons himself, Robert J Kuntz. It gives us a further look into the events surrounding the Great Kingdom and its neighboring provinces.

As mentioned in previous articles, I am still using the Field of Glory wargaming rules. I prefer to use the ratio of 250 men-at-arms per model base. However, the following list is a bit smaller than some of the previous examples, so I will also be providing the number of model bases for using a scale of 25 men-at-arms. This will allow you to field a larger number of models overall.

green = 250 men-at-arms per base
blue = 100 men-at-arms per base

And now, to continue...

The Sea Baron's Army List

The people of these lands are a mix of Oeridian and Flan. Centuries ago, the Overking established four baronial island fiefs here, instructing each to build squadrons of ships and compete with each other. Whichever proved best in naval warfare would be appointed supreme baron, admiral of Aerdy, and be duly rewarded with Imperial favor. Old Baron Asperdi won the contest, and now, the baron of that island rules the Sea Barons. The main duties of the Barons in serving Aerdy were to fight off the Frost and Ice Barbarians and the Lordship of the Isles, which they carried out without great enthusiasm.

Commander-in-Chief: Aldusc, Lord Captain (F 9th level)
= 1 base / 1 base

Light Cavalry (Elites): 120 = 1 base2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)

Heavy Infantry:  600 = 3 bases / 6 bases
(4 models/base; foot troops, heavy plate armour & substantial shields, halberds)

Heavy Infantry (Veterans): 120 = 1 base / 2 bases
(4 models/base; foot troops, chain mail armour & substantial shields, pole-arms)

Medium Crossbowmen: 120 = 1 base2 bases
(3 models/base; foot troops, leather armour & moderate shields, crossbows)

Light Infantry (Veterans): 600 = 3 bases / 6 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Infantry: 240 = 1 base / 3 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Crossbowmen: 120 = 1 base / 2 bases
(2 models/base; foot troops, no armour & no shields, crossbows)

Light Javelineers: 120 = 1 base / 2 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

So, this totals:
13 bases with 34 models / 26 bases with 69 models

This army may be assisted in time of need by the following allied force.

Sub-Commander: Sir Radolph Gerdio, Under-Admiral, 2nd Captain of the Northern Fleet = 1 base / 1 base

Artillerists & Engineers: 120 = 1 base / 2 bases
(3 models/base; foot troops, leather armour & no shields, hand weapons)

Heavy Catapults: 4 = 4 bases / 4 bases
(1 model/base)

Light Catapults: 6 = 6 bases / 6 bases
(1 model/base)

Medium Infantry (Marines): 1000 = 4 bases / 10 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

This provides the additional totals:
12 bases with 26 models / 23 bases with 47 models


Next up... North Province

Ciao!
Grendelwulf

Sunday, May 23, 2010

Cold Text File WG4 - Afterword

[Note: One final round of thanks to Mr. Kuntz and all participating. Please email me at oldschooljump(at)gmail(dot)com if you'd like to be involved in a final round of contributions and edits to the PDF notes for these posts. Most of the angled, interior sketches were drawn on a single sheet of paper - for those who wish to print this free, large (4.5 MB) JPEG image, click here. I'm also still open for input on the next module to be studied in this series - the short list of candidates is: A4, L1, C1, I1, N1 - so email me or throw up a comment with your vote (so far L1 is in the lead). Previous parts of this series are #1, #2, #3, #4, #5, #6, #7, #8]

AFTERWORD

Well, we're just about done. There are a lot of loose ends, a lot of questions, but we've been able to take a close look at the text and we find that it holds a lot more strangeness than we thought when we first read it so many years ago. There's a lot more to the story in the module, and probably a lot more about its publication, than meets the eye.

If nothing else, I believe that by deconstructing the text, we perhaps have more insight into Mr. Gygax's working process. I believe that some of the 'overlay', notably the parallels of Tharizdun and the Elder Elemental God are caused by his process - which seems to utilize a tremendous wealth of symbols in a single, vast metaphorical 'cauldron'. Dipping into the same cauldron of ideas, it makes sense that there would be some overlay - particularly given that so much of the suggestive symbolism is drawn from his personal hierarchy and imagination. It is probably akin to method acting, drawing on personal and remembered imagery and sensations to create new synthesis. Aside from seeing modules as a specialized literary format, Mr. Gygax may have used a kind of 'method writing' in many of them. None of these posts were meant to suggest that Mr. Gygax deliberately added details for nothing - I think he probably had a very visual imagination and could call upon very detailed sequences and locations.There is genius at work in these texts - it would be a challenge for anyone to create these environments in a timely way, and given the release dates of general module history, it's a testament to his abilities as a writer to be able to create such robust worlds so quickly. Later in this post I'll show you just how precise is talent, and his humor, really are.


The 'literary format' that I refer to above merits further thought and discussion. A novel, or short story is a written format holding content, and the content holds a story, and the story contains events. A module is similar, but the events 'occur' at your game table. The story is delivered to the reader in pieces that 'come together' when we play a game session. This format may never be 'recognized' in literary circles, but it is responsible for a great many game sessions.

Afterwords are somewhat like endings, but let me suggest that all of this is merely a beginning. It is time to 'unretire' these 'cold texts'.  Instead of giving them a proper burial because of their age, or paying our respects, I think a different destiny is appropriate: it's time for them to 'go to seed'. And it is time for us to take its seeds and adapt them to our campaigns. Take the wilderness of the Yatils. Take the Temple and its 'Sith'-like Cult. Take the Black Cyst. Take Tharizdun. Just... take them farther.

I'll confess to being unhappy with 'Greyhawk Canon' in the hands of publishers, and instead find a lot more comfort in the resources available due to the work of hobbyists. A web search for 'greyhawk' will take you to an amazing amount of material. Of particular note is the work of Mr. Bloch, and in the right sidebar section of free downloads of his website, there's a link called Greyhawk Lore Project. It's a very large plain text file that provides a great deal of insight regarding this and other adventures in the original Greyhawk campaign. If there could be such a thing as a required reading list, it would be at the top. It gives a glimpse into how Gygax, Kuntz and others played, how the campaign flowed, and it seemed very fluid and a great deal of fun - far removed from anything overly packaged, canned, or over-written works that certain large companies have produced.


Mr. Bloch's Lore really inspired me in the best way possible, and it remains the best and most positive reason for these posts.

It proves that, aside from some extremely promising independent publishers, the future of the game remains in your hands as a hobbyist. At no time should 'official canon' should get in the way of the creative ideas or modifications to this or any other module, if it will help achieve the goal: a great game. Even the best written module is still just a 'preparatory tool' to the real prize: great gaming.

The negative, angry reason for these posts would be the accusation that the Black Cyst is anti-climactic. Even now, after weeks of looking at this text almost every day, I'm not sure why a simple criticism should merit a whole series of posts. I can appreciate being critical of classics - we found a number of significant publishing 'flaws' in WG4 - but there was something about the older way of playing the game that made such a statement frustrating. Even the popular, parody formula of 'kill the monster, take the treasure' is irritating. The real 'elder' formula is probably something akin to: go into the dark, be prepared to defend the lives of your party members, and try to garner some kind of reward for your bravery. WG4 is definitely in the vein of 'exploration' gaming, as if Gygax wrote a coda to a symphony that began many years prior with the first writing of The Lost Caverns of Tsojconth in 1976. After our careful readings, it seems that Gygax came 'full circle' - and to examine why probably takes us out of the text, and Greyhawk, and into the trials and tribulations of TSR.

The Annoying Loose Ends
  1. Area 19: I think a lot about the gems and the missing #19. I wish I could give a concrete answer, or even a really good suggestion. I have a feeling that #19 indicates something low to the ground - a dais or relief sculpture - perhaps a fountain or pool or some kind of magical or astronomical viewer. Perhaps a block upon which creatures or gems are crushed or inset. The Chapel already has an Altar - is it a dais, or chair? A pew or kneeler of some kind? There is, of course, the possibility that the map just has an extra numbered area that was unintended.
  2. The Gems: I'm wondering if the gems - the really good ones, of course (only 5-8 of them) - are somehow consumed or crushed or dissolved in something in order to do something. The Introduction mentions the gems - a hook to draw the players, yet the entire module seems to almost 'punish' greed - and they really aren't mentioned again until they're found deep in the Black Cyst's 'secret stash'. It seems there should be at least one more area that involves the gems, as they don't really have a 'trick' associated with them - and they should. The horn, and the gems, really should bear some kind of curse - but they don't. The Legendary 333 Gems of Tharizdun should have a lot more... story to them. Given that even water dedicated to the memory of the Dark God can cause drama, it seems appropriate that taking the Sacred Gems should have some kind of consequence.
  3. The Lament: The text refers to 'a later revelation' to clarify what the book really does. It's nasty effects on those reading it indicate it's powerful in the sense of Artifact/Relic magic. What we don't know if it is merely a powerful book, or a case of inlibration - the physical manifestation of a deity in the form of a book. Is the harm caused by reading it a product of its 'cursed' state - the Greyhawk deities have cursed this item?
  4. The Filigreed Rod: The four-part idol's 'blue' idol - dedicated to Mages, has a feature on it held by the statues hands: 'where they must meet projects a strange device, possibly a sceptre with a convoluted end and many filigreed sections'. This item is not mentioned anywhere else. Filigreed means intricate and detailed - a scepter with many sections. Is this akin to the 'tentacle rods' of the Elder Elemental God in the G-D-Q series? More importantly, was this unnamed scepter - in the hands of a mage's statue - important to Tharizdun and the history of the Temple? This single item, which is nowhere in the Temple, could validate theories about the Cult or Tharizdun. In my head I can see the Filigreed Scepter brought to whatever lay at Area 19 to commit some kind of action - communing with the Dark God, or perhaps having Artifact-level power - perhaps a Scepter of Force, ten times the ability of the Wand of Force? The Cult's Secret Weapon? Raiders of the Lost Ark was released in 1981 - was the Filigreed Scepter to be used like a Staff of Ra in the movie?

 Back to the module... Of all the 'classic' modules, this one is unique for three reasons:

#1 - It's More Flexible Than You Thought:
I'd like you to imagine, for a moment, two hypothetical modules - each with a different Introduction on its first page:
  1. The Temple was old even when the Apache tribes found it. Cutter's crew was after gold or diamonds - they weren't afraid to face off against a bear or a nest of snakes, but really weren't up to Indian trouble - the tribal frictions always threated the lucrative trade in the Northwest. The Indians riding off seemed strangely happy to hand over what they presented as a treasure map. Cutter knew they had plenty of provisions, but had never gone that far into the mountains on what might be a wild goose chase for nothing. Still, an ancient, abandoned temple... at least it would be a safe place to hide out...
    [Boot Hill Module NW4 - Mountain Temple Madness]
  2. Brix hated these recon missions. Siberia was a cradle for way too many nukes before it all hit the fan. You could still see huge chunks that looked eaten from mountain sides from chain reactions. All that glowing garbage set off for nothing. The advance team came over the radio - they found another bunker. Hopefully, whatever mutants were there were just bones, and they might be able to get some valuable supplies or ammo out of the dump. They said this wasn't like the other ones - they didn't find an access tunnel - and the upper part looked like it was volcanic stone that somehow survived whatever blasted away half a hill...
    [Gamma World Module GWX4 - The Uncovered Midnight]
The modules referred to above are fiction, but I think you get the idea: it wouldn't take too many changes to adapt Tharizdun, this Cult, and its black ziggurat to almost any milieu. This may be as close to that kind of perfection that any module has ever come - it could almost cross into entirely different games...

#2 - It Was An Opportunity:
This module, more than any other, could've been presented as 'for grown ups' as 'Adult' or 'Mature Content':
  1. There's no sexual content at all. There are 'cult' ideas in it, for certain, and labelling it as for 'mature readers' could've forestalled critics who felt D&D was harmful in regard to 'cult concerns' or the dreaded 'satanic panics'. No one could have attacked TSR for harming kids if the materials in the premium 'set' weren't sellable to minors. None of these needed to replace the 'youth-friendly' lines of materials, but TSR might've gained a lot by maintaining a difference between 'toy store D&D' and 'grown up D&D'.
  2. TSR could've had a press release/promotional copy that introduced the 'premium' modules in smaller print runs at higher prices. For you Old Schoolers out there: think about how much you paid for it back then, and whether a couple more bucks would've made a difference. Speaking only for myself, I might've paid a lot more for modules that were 'limited series', particulary those for Greyhawk. The strategy of 'reach more readers', in retrospect, seems to have exaggerated the operational 'problems of scale' that caused a lot of problems for TSR.
  3. It wasn't going to be a big seller, but it could've 'broken ground' for other 'mature reader' modules that were guaranteed big sellers... like the long awaited T1-4 Temple of Elemental Evil. Imagine what that module would've been like if not bound by 'toy store' conventions.
  4. Given that the main elements of this module are drawn from pulp science fantasy - well known among older players of that time - would 'special editions' or 'limited runs' have been more marketable as collectors' items right from the start to a subset of the main customer base - particularly to those older players more connected to the source material?
  5. By TSR cultivating this 'mature' set of modules, it might have built up a sizeable portfolio of intellectual property that would've been easier to transition or adapt to other media. You can picture a movie version of WG4 in your head, right?

#3 - It's Practically Cheat-Proof:
A DM can't reveal too much because the text doesn't contain any answers to reveal. It presents a mysterious setting because Mr. Gygax forces a DM to make it so. The module only rewards an 'explorer-based' set of sessions - 'hack and slash' characters will, literally, 'wander in the wilderness'. Make no mistake, in spite of its editorial quirks or missing content, Mr. Gygax is an extremely gifted writer and his sense of humor is present even in the module's format.

What? What joke did Mr. Gygax perpetrate on us? Before I make a personal signoff, and turn my attention to potential uses, modifications and plot lines, I thought you might want to know. Mr. Gygax is still one step ahead of us. Even now.

Mr. Bloch's Greyhawk Lore mentions that Mr. Gygax had a sense of humor, so here goes:
  1. Count the total number of times the word 'Tharizdun' is mentioned across the whole module.
  2. Subtract the Cover and Front Page - those are put there in production and weren't part of Mr. Gygax's manuscript.
  3. From the beginning of the notorious Introduction to (but not including the Gygaxian end words 'THUS ENDS...') the Dark God's name appears 33 times.
The OSR Labs are always open to you, wherever you are.
Rest in peace, Mr. Gygax.
We Will Seed The Future With Your Dreams.

-S.

POTENTIAL ALTERNATE USES AND MODIFICATIONS FOR WG4 TO ADAPT IT TO YOUR CAMPAIGN
[Below are transcribed from my notes - just random ideas for modifying WG4 or using similar plot lines in a different adventure. All are suggested, non-canon, speculative, theoretical messes. Enjoy...]
  1. Tharizdun was mortal, a very skilled planar traveller and builder capable of seducing mages into the creation of a sacrificial cult - think Chariots of the Gods and Jim Jones. The Temple and the Cult are all a tremendous and elaborate scam.
  2. Tharizdun wasn't truly imprisoned as much as he was frozen in time. If characters could stay long enough in the Black Cyst, they will notice that they do not age...
  3. The Black Cyst IS Tharizdun - he is a planar 'phenomenon'. The idols were the cult's attempt to humanize this strange 'event' that swirled in the Black Cyst, which was some kind of a seed from space.
  4. Tharizdun was a deity of forces - heat, energy, more alchemic/physical force was his concern, and the other deities feared that he would bring technology, machines, and weapons to Oerth... Imagine a 'dark, atomic, god of alchemists'.
  5. The entire Temple is Tharizdun's chief manifestation, and the Black Cyst was its 'heart'...
  6. Tharizdun wasn't imprisoned, but chose stasis instead of confrontation with the Greyhawk Gods. Some day he may awaken, perhaps without even knowing what he is, and completely unaware that his worshipping Cult is no more. The Introduction 'story' is merely a fairy tale.
  7. Tharizdun is an entirely extra-dimensional being, and not a deity in the strictest sense. The Black Cyst's Form on the Block is merely his point of entry. He has 'doorways' on every world in the Prime Material Plane - think Hellraiser...
  8. Tharizdun's cult was initially of good alignment, and simply worshipped the Darkness. His insatiable hunger for power over natural forces, which he required to sustain himself on Oerth, enraged Pelor and Pholtus, who encysted him in the mountain not to contain him, but to starve him...
  9. Tharizdun was initially a figure akin to the Master of the Wild Hunt, roaming the lush mountainous regions of the Yatils at night, the ultimate Father of the Nocturnal Predator. The actions of mages (Tsojcanth?) toying with planar gateways and the forces of nature disrupted him - splitting him across worlds while opening more dangerous dimensions. The mountains around the Temple were once lush with life, and as the Cult's traditions of the Dark Hunt continued, inevitably the region became barren, and so human sacrifices were employed and refined...
  10. Tharizdun as a kind of 'hyper-natural' phenomenon - think Lovecraft's Colour Out of Space or Azathoth - that makes things smarter, faster, better, and then devours them.
  11. Tharizdun as Father of Darkness - giving the gift of sight in the night time, and strength to the weak. He makes those who are afraid brave against the night... for a price.
  12. The Gems must be consumed by a magical dais or apparatus to commune with Tharizdun - the greed of the Cultists eventually caused them to pilfer the only means of potentially communing or freeing him. The Gems each contain a fraction of his essence - whatever imprisoned him left only these treasures behind.
  13. In place of the Dark God, the Temple could be dedicated to another deity, or could be a tomb to a great wizard or priest.
  14. The Temple offers a gateway to the faithful to the 'home world' of the strange cultists. Imagine the look on heroes faces if they make it to the Black Cyst, go to exit the Temple and find themselves in another world...
  15. The Temple exists simultaneously in several worlds - operating the Gems in the Sacred Wheel (area 19) caused it to 'phase in' to other worlds - akin to the doorway in Howl's Moving Castle.
  16. Tharizdun is imprisoned by strong magical powers that don't have a 'key', they exist conditionally until the 'end of time' - a powerful enough Mage could cast Time Stop on the Form on the Block and release or activate Tharizdun.

My personal favorite 'alternate mod' is the following one, which brings WG4 in alignment with the G-D-Q Elder Elemental God. I'm sure it's not what Mr. Gygax had in mind, but it fits in a certain way and 'only' requires that Tharizdun is not a deity...
  • The Temple and the Cult initially were dedicated to the Elder Elemental God, and the core cultists arrived here as refugees of a darker, more savage world. Tharizdun was a giant that many of the travellers saw as a demigod - a powerful mage-priest and master builder. Here on Oerth, they could reign supreme and built their Temple to serve the desire for conquest that the Elder Elemental God cherished.
  • Eventually, Tharizdun's pride would make him lure the other travellers to worship of him, and the Elder Elemental God punished his pride by taking him away from the cult. Tharizdun would be eternally cursed, but have his wishes granted: the Temple originally dedicated to the Elder Elemental God would worship Tharizdun, but be forgotten in time. Tharizdun wished to be adored on an altar, and the Elder Elemental God would grant his wish - Tharizdun would rest upon an altar forever. The gifts of Darksight and the power of the Sacred Gems and Scepter of Worlds would be taken away. Tharizdun's passion and pride would be cooled forever, and his desire to be master of the mountain would be rewarded by being entombed within it in a Darkened Cyst that could only be found by his traitorous inner circle. 
  • Tharizdun's final punishment was to be mocked by history with the story that other gods had imprisoned him.
  • The Elder Elemental God, of course, would find other 'children' on Oerth who wouldn't be so swayed by a single leader and who might bear more hatred and conquest in their hearts - a determination to punish those of the surface world. In a final mockery of the great, massive warrior mage Tharizdun, these new servants of the Elder Elemental God would employ giants to use for their terrible plans, and could wreak havoc among the traitorous humans that served and betrayed the Elder Elemental God so long ago.
  • Without any knowledge of its real dangers, the gnomes in the Vale are sending the characters to root out the Temple with their own agena - to get rid of the norkers so they can have the Temple for themselves - particularly a chance to uncover those Gems...

Wednesday, May 5, 2010

Armies of Oerth, Part XXI: The Great Kingdom

(Writer's Note: There! You should have had plenty of time to read Scottsz's latest addition to his Cold Text File. If not, what are you waiting for? Click right here. For another army list, please continue reading below...)

Continuing my study of the greater armies in the Flanaess, I had discovered another article. From Dragon Magazine #59, this one is entitled The Great Kingdom and The Knights of Doom - Notes From The World of Greyhawk Fantasy Setting and written by the Lord of the Green Dragons himself, Rob Kuntz. It gives us a look into some of the activities of the Great Kingdom, as well as the controlled servants of the OverKing Ivid and his Court Wizard Xaene: the dreaded Knights of Doom.

The Knights of Doom were written up to be used for NPC encounters, likely as they scoured the coutryside fulfilling the dark will of their masters. The LotGD gives us a superb breakdown of the KoD, their levels, the number of men-at-arms they lead, and most importantly...a breakdown of the unit composition of the Great Kingdom's army. Reverse calculation of the KoD & their units actually allows an estimate of how many KoD there are and a better estimate as to the size of the greater army.

I am continuing to use the Field of Glory wargaming rules to represent these forces. As in the last few installments, I am using the ratio of 250 men-at-arms per model base.

To continue...

The Great Kingdom's Army List

Once the most powerful force for order and good, the Aerdians have declined over the last century to an unspeakable state of decadency. After a millenium of leadership, its rulers and nobles turned to evil and irrationality. Its current monarch, Ivid V of the royal house of Naelax, is reported to be quite mad, but crafty and deviously capable nonetheless. His writ extends to the Royal Demesne surrounding the capital, the Grandwood, and further only by threat and persuasion of the Peers whose fiefs comprise the balance of the realm.

Commander-in-Chief: OverKing Ivid,  
(C 7th level/MU 12th level) = 1 base

Sub-Commander: Xaene, Court Wizard (MU 16th level) = 1 base

Heavy Cavalry: 2,000 = 8 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Heavy Cavalry: 3,000 = 12 bases
(3 models/base; knights on horses, heavy chain armour & lances, substantial shields)

Medium Cavalry: 2,000 = 8 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Medium Horse Archers: 1,000 = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, bows)

Heavy Halberdiers:  2,000 = 8 bases
(4 models/base; foot troops, heavy plate armour & substantial shields, halberds)

Heavy Pole-Arms: 2,000 = 8 bases
(4 models/base; foot troops, chain mail armour & substantial shields, pole-arms)

Medium Infantry: 4,000 = 16 bases
(3 models/base; foot troops, chainmail armour & no shields, hand weapons)

Light Infantry: 2,000 = 8 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Medium Archers: 1,000 = 4 bases
(3 models/base; foot troops, leather armour & moderate shields, short bows)

Medium Crossbowmen: 600 = 3 bases
(3 models/base; foot troops, leather armour & moderate shields, crossbows)

Medium Archers: 400 = 2 bases
(3 models/base; foot troops, leather armour & moderate shields, long bows)

So, this totals 83 bases with 253 models on them.

Alternately, you could have the army led by:

Commander-in-Chief: Knight of Doom, Greater Marshal (F 11th level)
wears magic plate armour, wields a sword of cold, and can withstand all types of fire

Sub-Commander: Knight of Doom, Lesser Marshal (F 11th level)
wears magic plate armour, wields a mace of disruption, and is immune to all fires but dragon breath

Sub-Commander: Knight of Doom, General (F 10th level)
wears magic plate armour, wields a magic two-handed sword and has a Nightmare mount

Remember, these Knights will appear as normal men with their faces hidden by visors. Their armour is always golden - in defiance and mockery of those aligned with law and good.


Next up...???

Ciao!
Grendelwulf