Showing posts with label Yog. Show all posts
Showing posts with label Yog. Show all posts

Wednesday, August 19, 2026

#RPGaDAY2026: Day 19 Desire

 Since this is also Witchcraft Wednesday, let’s talk about desire.

Occult magic begins with wanting.

Not wishing. Not hoping. Wanting. The kind of desire that keeps one awake, sends one back to the old book, makes them draw the circle one more time, whisper the name, light the candle, open the door.

That is what separates occult magic from other kinds of magic.

In this lies the distinction between occult and other forms of magic. 

A wizard may approach it as an academic pursuit, a cleric as something of grace. But a witch comes by her magic where will and need intersect. Whether for healing or revenge, for power, justice or love, for answers or simply a way home, she wants it.

It is a dangerous thing, desire.

When magic responds, it is not always a clean transaction. The spell delivers what was requested rather than what was intended; the spirit is attuned to the hunger behind the words, the curse will take the form of the injury. 

Witches are bound by their taboos and covens, by patrons and tradition, for this reason. Not so as to put an end to their wants, but to see they live through it.

Yog NPC

Back to Wednesday, Instinct and Child Full of Woe. 

Megyn the Child is a Yog survivor whose instincts keep her alive, but not always kind. She is called the Child, but also the Ghost and the Herald of Screams. She is a witch and a trained swordswoman. She has been raised by Veyra Shadowraven as an instrument of vengeance against Yog's Priest-Kings. 

Jackson Soundtrack


Tuesday, August 18, 2026

#RPGaDAY2026: Day 18 Directness

 Sometimes subtlety is overrated, and the direct approach is needed.

One must have tact. There is a time for patience and for choosing one’s words with care, for the sake of hidden meanings or to let another arrive at the truth in his own good time.

But then there are also monsters.

In Jackson, IL, the characters know where directness is warranted. But at times it is necessary to put it bluntly: "That house is haunted." "Your boyfriend is no good for you, he is dangerous." "What is in the basement is not your grandmother." "That skeezy motel is built on a forgotten graveyard." 

Let people go on dancing around the facts and the horror will have all the time in the world to put in its appearance and get comfortable. Or worse, it will have the time to harm or kill someone.

Witches are well aware of this.

They can be as subtle as they like; half their art is in the silence, the symbols, and the timing. Yet a witch also knows when there is no room for subtlety, when a name must be spoken, a warning made plain, and the circle drawn. Some threats are answered with a quiet ritual; others have to be dealt with fire and fury.

To be direct is not to be rude. It is mercy without the frills. And if a witch can be kind about it, she will tell the truth before the screaming has a chance to begin.

Again, or worse, when the screaming has stopped.

Yog NPC

Today is Day 18, Tuesday, Instinct and Full of Grace. 

Sable Reed: A young Yog scout who moves like smoke and always knows which way the hunters are coming. She is tall for her age, but she is also one of the fastest runners around. She has avoided the Slavers and now acts as a scout, lookout, and messenger of the Liberation Front. 

Jackson Soundtrack

Friday, August 14, 2026

#RPGaDAY2026: Day 14 Regard

 Vera is a character I keep seeing differently with regard to the world she is in.

Take Jackson, IL for instance. There you have Vera Rook as a rival; she is sharp and selfish, with a dangerous edge to her because she will do as she pleases. Yet Jackson allows for some development. When, in the future, she becomes Megan’s adoptive mother and uses the name Vera Connors, my view of her shifts. The bad girl act is gone in favor of someone who has made a choice for love and protection. But to become Vera Connors, divorced mother of two and now adoptive mother of Megan Connors, she had to be Vera Rook first.

Or did she?

We get a slightly different Vera Rook in Carbon Vale. Here, one thing was changed. Vera's mother left her father and traveled south to finish her degree, taking teenage Vera with her. This Vera Rook saw her mother stand up for something better than what she had. Instead of becoming bitter and sullen, this Vera became open to the idea that better things happen because you can make them happen. I am not sure of what her future holds, but it is likely she will not become Vera Connors in this world.

And in Yog, she is Veyra Shadowraven. You see her through the haze of sword and sorcery and the light of a dying world there. A darker figure with more shadow and a name to match. Where Vera in Jackson has to improve herself, Veyra in Yog is left to make of her legend what she will.  The ruling class of Yog calls her a terrorist and a subversive. An "evil witch." She agrees with all of those and keeps on doing what she has always done, working to improve the lot of witches everywhere in Yog.

That is the nature of regard in gaming. 

It puts a different light on the same girl under a different set of rules, altering the character while leaving the core intact.

Each Vera shard is real and as valid as the other. She is just shaped in regard to her world. 

West Haven/Yog NPC

Friday, Associates and Loving & Giving: 

Constance, no last name, is a West Haven caretaker who welcomes Yog refugees with soup, blankets, and no questions. She is a former Yogian slave and now refugee who escaped to West Haven. Katrina of West Haven removed her brand with powerful healing magic, and now she spends her days trying to show the same kindness to others.

Jackson Soundtrack


Tuesday, July 21, 2026

EGG Con, NIGHT SHIFT and the Wasted Lands of Yog

 I am back from EGG Con this past weekend, and it was fantastic. I sold a lot of books and played a few games. Heidi Gygax Garland and Erik Garland did a hell of a good job with the Con. Reminds me of Gary Con in its early days. It is kind of small, but I hope it grows; it is really a great con.

EGG Con

Jackson, IL

I got to play some NIGHT SHIFT in Jackson. I ran a session of "For Whom the Bell Tolls." It was a fantastic experience to see Valentino, Renee, Andy, Rowan, Denise, and Candy brought to life by others. It was just so great. 

Jackson IL Characters

It really got me excited to do more with Jackson and Jason, and I talked about it quite a bit. I am pleased that people seem to really love it.

It also got me thinking a lot about my Dark Places & Demogorgons crossover as well and how the two games are getting further apart. 

Yog: The Dying Lands 

I also sold a lot of Wasted Lands. I mentioned to a lot of folks that I use Wasted Lands as my D&D replacement and that is true. I do often do that, but usually run something I have. Like some B/X or AD&D modules. What I was lacking was a solid idea. I was going to buy a copy of DCC's Dying Earth (I have the PDFs and I love them), but I was complaining that I have too many systems and not enough time. I told Jason then that Wasted Lands did everything that DCC did, and vice versa. 

It dawned on me that I had already put together an idea for a Dying Earth-like game, my Wasted Lands: The Dying Age. I also had another world I have been playing around with; a pastiche of cheap 1970s-80s Sword & Sorcery novels. And by cheap I mean dirt freaking cheap. Cheap and sleazy. Some of it has also come out of my exploration of Appendix N fantasy. I have been calling the world Yog. On my drive home, I combined them all into one idea: Yog The Dying Lands.

I'll detail some more Yog later on; it is turning into a fun little experiment. Spent quite a bit of time with it Sunday and Monday night. It went pretty fast since I combined three other ideas I had. "Yog" is the world and the last continent. 

This gives me my world, my desire to do Dying Earth, and my desire for some cheap pulpy novel action. AND I get to do it all in Wasted Lands. I want it to feel like a cheap used paperback you found in 1982 with a half-naked barbarian on the cover with a giant snake and an even more naked sorceress in the background summoning lightning. The cover was enticing, scandalous even; the words might be good or not. Doesn't matter really. 

It is a really fun idea, but not grabbing me as hard as Jackson is right now. 

As my habit, I tend to pool all the things I buy at a Con into a single idea, so I'll likely try to fit the various Gaxland adventures I picked up. 

I plan to play it very much as a dying world, and everyone knows it. The heroes are not really expected to save Yog, just merely survive. I know, not much of a reason for adventuring; I am working on it.

I DID have one idea.

Back on Facebook a month or so ago, this guy was lamenting that there had never been a good Gor movie. I replied back that this was because "Gor sucks."  Since starting this blog, I have read some of the Gor books in my efforts to complete my "Classical" education. Yeah. They suck. But I have been stewing this idea of a Gor-like world, BUT (and this is where it becomes mine) there is this group of witch "freedom fighters" who fly in on booms (flying is important, brooms are just fun) and rescue women and children and take them to a sanctuary. So part Gor and part "Logan's Run." Also, while drawing inspiration from the Soviet Night Witches and the Women's International Terrorist Conspiracy from Hell (W.I.T.C.H.)

By GorillaWarfare - Own work, CC BY 4.0, https://commons.wikimedia.org/w/index.php?curid=61796975

Honestly, I rather love the idea of this world, with its slavers and abusers, being terrorized by a group of flying witches. It would give the setting some conflict. I can imagine guards standing watch at night and then suddenly hearing the cackle of witches and seeing their silhouettes against the starry skies. Sounds like a Falero painting to me. 

Of course I am on the side of the witches. Turn them into what our world's ultra conservatives think feminists are. Sounds like a freaking blast. Sounds a bit like the whole Hexengeddon line from Relentless Fiction. Witches vs. The Patriarchy, or in this case, Witches vs. The Priest-Kings. I kinda like that. 

I might have some version of Vera Rook/Veyra Shadoraven in charge of the witches. That sounds like fun.

Signings and AD&D 2nd Ed

I got a few books signed. I am not an autograph hound, but I do like talking with the original creators.

So I spoke with Jeff Easley and Ed Greenwood again; both are always a pleasure. And I got one I have been wanting for years, Tom Wham.

Jeff Easley and Ed Greenwood

Jeff Easley

Tom Wham's Beholder

Getting these reminded me I really wanted to convert my AD&D 1st Ed Forgotten Realms game over to 2nd Edition, but it has also become my Advanced Witches & Warlocks playtest game. 

I'll have to think about it more. I do want to dust off my AD&D 2nd Edition.

Now to check eBay for some AD&D 2nd Ed books for my kids.

Wednesday, March 11, 2026

Wasted Lands: The Dying Age

Wasted Lands RPG
 In my rereading of many of the classic Appendix N titles, I have come around again to Jack Vance's Dying Earth. The Dying Earth genre is not one I spent much time with back in the heyday of my D&D/AD&D playing life in the 1980s, but one I came upon much later. 

Honestly, my first foray into this sub-genre of fantasy began with Clark Ashton Smith's Zothique tales. I later moved on to Vance and to other end-of-time works like the Dancers at the End of Time by Michael Moorcock, and even the ideas about it from the DC/Vertigo Comics Books of Magic. This also led me to Lin Carter's Gondwane tales and Gardner Fox's Kothar. Even the earliest story of all Dying Earth tales, H. G. Well's The Time Machine. 

What I find most fascinating about these works is that they are not just "post-apocalyptic." In fact, they are far more alien and mystical than that. We are not dealing with a world that is recovering from a disaster. We are dealing with a world that is simply old and run-down. Civilization has risen and fallen so many times that history itself is legend, and legend itself is rumor. Sorcerers are those who remember things that nobody else remembers, ruins are piled on top of even older ruins, and magic is something that nobody is quite sure how to stop.

These worlds are, in many ways, a mirror to many of the settings that we start with in our own works of fantasy. We love to start with a "fresh" setting. We love to start with a "fresh" kingdom. We love to start with a "fresh" magic. We love to start with a "fresh" hero. We don't start with a tired kingdom. We don't start with tired magic. We don't start with a tired hero.

Throughout my writing here, I've touched upon this genre a bit, sometimes intentionally and sometimes unintentionally, by circling around it. I've written about my time spent in Zothique, Vance's strange future Earth, and games like Astonishing Swordsmen & Sorcerers of Hyperborea, which draw upon that sense of weird future-antiquity. Indeed, even my writing about fantasy worlds and future lands touches upon this idea in some way. But what if fantasy isn't set in a distant past, but in a future beyond all human imagination?

This idea gave rise to a game idea that has been rattling around in my head for a bit now.

Wasted Lands: The Dying Age

The Wasted Lands: The Dreaming Age RPG already gives us a mythic prehistory. It is a world of early civilizations, rising gods, ancient magic, and heroes who will eventually become legend. It is a world before recorded history, a time in which the myths of humankind are still being written.

But what of the last in that series?

What does the last mythic age look like?

This question gave rise to Wasted Lands: The Dying Age.

While the Dreaming Age marks the beginning of history, the Dying Age marks its end. Not centuries, not thousands of years. millions of years. More time between the Dying Age and us than between the Dreaming Age and us. The Dying Age is set so far in the future that everything familiar to us in the present day has become legend. The continents have merged yet again, one last time, into one last supercontinent, perhaps Pangea Ultima or Novopangea. The seas have risen and fallen and risen and fallen and risen yet again. The mountains have been uplifted and worn down many, many times.

The Last Continent

The sun is growing old. In the sky above, it shines larger and redder than it did before. The days are longer and hotter, the seasons are stranger, and in the night sky, there are wonders beyond what our ancestors could have seen. The Moon, a constant companion to humanity since the Dreaming Age, is gone. Its recession from Earth since the dawn of time has reached a critical point, and it has been thrown free of Earth's gravity. Out there in the dark, beyond all of our worlds, patient observers can see the first hint of light from the Andromeda galaxy growing brighter as it moves closer to our own Milky Way. The heavens themselves are changing now.

Yet still, human beings linger on in a barely perceptible way.

Perhaps there are only a few thousand of them left, scattered across the surface of the Last Continent. They live in scattered cities, in wandering tribes, in strange little cultures built around traditions nobody really understands anymore. They remember a few of the old things. They tell tales of empires that perhaps existed a million years ago. They dig in ruins older than their own language.

And here is magic in the world.

Perhaps there has always been magic in the world, waiting patiently in the ruins of forgotten cultures. Perhaps it is returning now that the world is growing thin with age. In the Dying Age, there are sorcerers. They are not scholars, but archaeologists of the magical arts. Every single spell they use is from some civilization that perhaps existed a million years ago, or a cult that nobody really understands anymore.

The world itself is changing, too. The great beasts that used to rule over Earth are gone now, victims of a million years of slow decline. In their place, other creatures have risen to assume their places, giant arthropods and stranger creatures.

A farmer might hitch a wagon to a massive stag beetle instead of a mule. Herds of enormous cockroaches are raised for their surprisingly nutritious milk. Armored millipedes crawl through the forests like living trains of chitin. Some cities even keep domesticated mantises as guardians or war beasts. Giant ants and giant termite war with each other across the vast internal desert of the Last Continent. I have not figured out a replacement for horses yet. I am thinking of something akin to a smaller animal grown large, like a hare or jackrabbit. I do have giant riding bats, though. 

There are humans, now millions of years after us, who have evolved into other shapes, and some are only slightly recognizable as human. These will be my orc, goblin, and troll standins. 

It is strange, unsettling, and yet somehow perfectly natural in a world that has lasted for billions of years.

The Dying Age is not a despairing age, though it might seem that way to an outsider. No, it is something closer to quiet endurance. Humanity has survived ice ages, extinctions, and the rise and fall of countless civilizations. It may yet survive the long twilight of the sun itself. There is melancholy here and a general sense of ennui, but there are still humans fighting against the dying of the light.

The stories told in this age are not about building kingdoms that will last forever. Nothing lasts forever anymore. No, they are about what still matters when the world itself is nearing its final chapters. And perhaps the stubborn refusal to disappear quietly.

In many ways, the Dying Age is a completion of a circle that begins in the Dreaming Age. One is present at the birth of myth. The other is present at its final echo. Between them lies all of human history, from the first fires lit in a dark age to the last red sun setting over the last continent.

And yet, in that distant future, under that ancient red sun, there are still adventures waiting to be told.

The Dying Age: Mechanics

Here is where I get to cheat. Wasted Lands: The Dying Age is mechanically no different from Wasted Lands: The Dreaming Age. This is just a different campaign model. Though the idea of Divine/Heroic Touchstone should be addressed. In the Dreaming Age, these are gifts of power that bring the characters closer to their divine apotheosis. In Thirteen Parsecs, they are also used to help define heroic characters. 

In the Dying Age, heroes take on a different tone. At first, I wanted to avoid using them, but in truth, they are loved by the players and me. So if there is a pervasive, light feeling of melancholia here, then these are the rewards for the characters who say, "No. I am not dead yet."

Even though I stressed this setting is not Post-Apocalyptic, I can see using some ideas from Gamma World here in search of lost civilizations. 

There are no cosmic horrors here. There are old gods, but their worship is more akin to sacrifice and cults than organized religion. The world is far too decadent and too old for that. 

The reasonable question arises. Why use Wasted Lands when Hyperboria 3rd edition (or any edition) does exactly this? The answer is largely, I have grown to like Wasted Lands more. Plus, I love the rather perfect symmetry of using Wasted Lands for both the beginning and ending of the human saga.  

Larina the Witch of Ashes / The Ash Witch
Larina: The Ash Witch

The Doctor: At the end of everything, we should expect the company of immortals, so I've been told.

- Doctor Who: Hell Bent

I could not help but notice a trend in the various "end of time" tales that have been featured in my re-exploration of Appendix N. We have Fox's Red Lori, Vance's Javanne, and Carter's Queen of Red magic. What do they all have in common? They are all powerful red-headed witches.

Yeah. I noticed.

One of the first things I did was create a version of Larina here at the end of time. Why her and not, say, a new witch? I liked the idea of a character who could remember bits of all her past lives, something of a Larina Ultima. If Larina of the Wasted Lands: The Dreaming Age is something of an Ur-Larina, then this is her ultimate form. In this world, she is a seeress and a prophetess, though she will admit that her sight is limited because there just isn't that much future actually left. 

In the far future of Wasted Lands: The Dying Age, Larina still exists, but she is no longer the vibrant witch of West Haven or the wandering occult scholar of earlier ages.

She is known simply as The Ash Witch. 

Like many of my GMPCs, she serves as a witness to the age. She appears to the PCs at strange moments, offering warnings, riddles, or fragments of half-remembered lore. Sometimes she seems to know them already. Sometimes she speaks as though she remembers lives that have not yet happened.

Unlike many of her other incarnations, this Larina is not trying to change the world. There is nothing left to change. 

Here, she also makes the last stand with The One Who Remains. 

She does know a truth. That when the last ember of this universe fades, something new will ignite. And witches have always been good at tending embers. She is the witness of the end and the midwife of the new beginning. 

Currently, I have a group playing NIGHT SHIFT. I might convince them of a Wasted Lands: The Dying Age one-shot. But it is a world I am certainly going back to.