Monday, June 16, 2025

Monstrous Monday: The Piasa Bird for Wasted Lands

 Since I am moving my War of the Witch Queens over to Wasted Lands/O.G.R.E.S. I thought I would try out one of my favorite monsters in this system. Granted converting any monster over to Wasted Lands is pretty easy, sometimes it is nice to have the pre-converted stats in front of you.

So here is the Piasa Bird for the Wasted Lands game, and some background for the Dreaming Age.

Piasa Bird
A Piasa Bird sneaks up on our unsuspecting blogger enjoying his coffee.

Piasa Bird

"The Bird that Devours Men"

Among the haunted cliffs and ancient river valleys of Cruithnia, tales are told in trembling voices of a winged beast whose eyes glow like fire and whose shriek curdles blood. The Piasa Bird is not a true dragon but a nightmare-born predator, a twisted remnant of the Deeper Dark, possibly a lesser apresaur or something even older. It hunts alone, preying on isolated villages and lone travelers, often taunting them with screeches echoing through the night.

Its painted form appears on sacred stones, its legend preserved in desperate rites meant to ward it off. But when it comes, few are prepared. Shamans cast mighty spells to keep it away, and warriors take turns shooting arrows at effigies of the monster to prepare when they must face it in the horrible flesh. 

Piasa Bird Special Abilities

  • Death Screech: Once per day, the Piasa Bird unleashes a bone-chilling screech. All within 60 feet must make a Wits or be paralyzed with fear (treat as per the paralyze other spell cast by a 10th-level caster) for 1d6 rounds. 


  • Swallow Whole: On a successful bite attack against a target of human size or smaller, the Piasa Bird may attempt to swallow the victim. The target takes 2d6 damage per round inside the creature. Starting the second round, the victim may attempt an Easy (+5) Strength save to escape. Failure to escape by the sixth round results in death.


  • Tearing Claws: The Piasa Bird's claws deal 1d6 damage each. If both claw attacks hit the same target in a single round, it automatically rends for an additional 2d6 damage.


  • Dive Strike: If the Piasa Bird attacks from flight, it gains +2 to hit and deals an extra +1d6 damage with a single claw or bite attack. It must recover during the following round.

No. Appearing: 1
DV: 1
Move: 60 ft ground, 120 ft flight
Vitality Dice: 11
Attacks: Two claws (1d6 each), one bite (2d6), tail slap (3d6, keep best 2d6)
Special Abilities: Death Screech, Swallow Whole, Tearing Claws, Dive Strike
XP Value: 3,840

--

I like it.  I think this system conversion will work out fine. 

Here are some other stats.

Friday, June 13, 2025

Fantasy Fridays: Barbarians of Lemuria and Sword & Sorcery Codex

Barbarians of Lemuria
 Returning to Fantasy Fridays this week with a twofer today. I was reading through my list of potential fantasy RPGs to talk about and landed on an old favorite, Barbarians of Lemuria. I had some fun with this game in the past, having covered both the Legendary and Mythic editions.  I wanted to cover the Mythic Edition in more detail today, but when I went back to DriveThruRPG I noticed it was gone! I am not 100% sure why, it was a fun system. The Legendary Edition is still available as are the German and Spanish editions. Since I can read both languages (well, I used to be better at German, and I am learning Spanish), I grabbed both. The Spanish language one looks like the Mythic Edition, but the German language one has some excellent-looking art. 

I did find it with a new cover (more like the German one) over at Studio2Publishing's website.

While reading through these, I also stumbled on the Sword & Sorcery Codex RPG, which uses the same rules, slightly modified, and is based on the Everwhen RPG, which is based on Barbarians of Lemuria. So between all of these games, I am pretty set.

Barbarians of Lemuria

The "first" edition of this game was originally designed to be a game of Lin Carter's "Thongor." The designer, Simon Washburn, even had the game up on his Geocities site and encouraged people to copy it and give it to others for free. This evolved to the "Legendary" Edition, which is still available, stripped of the Thongor references and heavily rewritten. The cover above is for the Mythic Edition. 

The game is what I expected from a fantasy game of mighty barbarians, evil warlocks, sly thieves, and semi-naked women. Very much the stereotype of the Pulp Age of fantasy, I expected it to be.  Except it plays it with an honesty and earnestness that I really want to play a big, dumb barbarian with mighty thews and a giant axe. 

The game is full of sorts of great backgrounds that I could adapt it to any old-school fantasy game with no issues and run with it.  I mean, honestly, look at the cover of the Legendary Edition.  Barbarian standing in a pit surrounded by vaguely eldritch horrors as a tribal shaman gorilla prepares to sacrifice a slave girl.  If you think the next scene is the girl's spilled blood and horrors unleashed over the land, then go play a horror game.  If you think the next scene is that sword cleaving through the bodies of the horrors and the barbarian killing the shaman and saving the girl. Then this is the game you want. The Mythic Edition cover (above) is just as cool only this time the girl looks more capable. Get her out of those chains and she is going to make some wish they had kidnapped something safer, like a tiger.

The system I have to admit took me aback, in a good way.

I had been expecting another OGL-based or D&D-clone, but instead we get a very nice, very simple system.  Character creation is all point-buy, and not dozens of points, but 4.  The real joy here is being able to create a character in minutes and get going. I created several in one go. 

The underlying mechanic is a simple 2d6+mods vs target number of 9.  This makes it very, very similar to Unisystem and also to Spellcraft & Swordplay.  I suppose that if you wanted a more flat game then you could use a d12.  But d6s are great and they give us boons and flaws.  Boons and Flaws are a neat mechanic. In either case you roll 3d6 instead of 2d6.  If you have a boon, drop the lowest d6. If you have a flaw, drop the highest.  Each character gets a boon or two boons and a flaw. As you advance you can add more.

There is plenty for everyone to do in combat since fighting styles can vary.  I appreciate that the emphasis here is on everyone having a chance to be the hero.  Sure, you might be a lowly thief or slave, but you still have something to contribute.

The careers are a nice touch and help give your character some background on what they were or did, or what they can do now.  Frankly, I enjoy how it is all put together.

The art is good, not up to the level one expects from, say, Pathfinder, D&D, or Daggerhaert, but perfect for the tone and the feel of this game.  And I liked it, so that is great for me.

The magic system is very open and reminds me a lot of magic from the time period.  These are sorcerers who gained their power through evil pacts or forbidden knowledge. Or magicians who spent long years with musty tomes. Magic isn't blasty cantrips or wish spells.

Sword & Sorcery Codex
Sword & Sorcery Codex

Barbarians of Lemuria influenced the Everywhen RPG, which in turn influenced Sword & Sorcery Codex. The idea behind Sword & Sorcery Codex was to be able to play at the same table where someone was using a BoL book and another was using Everywhen, and still everyone speak the same language. And honestly I think they succeeded in that.

There is not a lot of difference between the two games. There are some character creation tweaks, and there are some different professions, most notably a witch. But by in large they are same rules wise. where Barbarians of Lemuria has their Lemuria setting, Sword & Sorcery Codex keeps it setting light even to the point of just using humans. This also works well. They do have plenty of optional rules and options like non-human characters and even firearms. 

Both game have good monster lists and there are enough in one game and not the other that you are rewarded for buying both. 

Sword & Sorcery Codex also has the advantage of having a good print-on-demand option. 

The cover for this one is a little "modern." No scantily clad slave girl here. Our mightily thewed barbarian is joined by an equally mighty warrior woman.

The publisher of S&SC, Garnett Elliott, is the same as Everwhen. They have a lot of adventures compatible with both and, by extension, BoL.

German and Spanish Versions

I was bummed that the Mythic Edition was gone from DriveThru, but pleased to see the German and Spanish editions.

Barbarians of Lemuria German Edition Bárbaros de Lemuria

The German edition cover seems closer to D&D, but it is still great and has some fantastic interior art. This is also the cover of the new Mythic Edition. When I saw the art, I was hoping to see a new piece of my ex-girlfriend Methyn Sarr, but not this time. Though the magician art is really cool.

Magier, Hexer, Zauberer

 The Spanish edition is the same as the Mythic edition, I am happy to say. Save for, of course, it is in Spanish. The cover is nearly identical, but has more of an old pulpy paperback. The interior art of the Spanish edition is the same as the English language Mythic edition. 

Methyn Sarr, la Reina Bruja

It is cool to have Methyn Sarr, die Hexenkönigin and la Reina Bruja.

Larina Nix for Barbarians of Lemuria and Sword & Sorcery Codex

These are solid fantasy games and nearly any concept will work in them. But not all. I don't think my "righteous knight in shining armor," Johan, will do well here, nor will my "not at all righteous, but also not really evil" goblin, Nik-Nak, work here either.  No. These games demand a witch.

The stats between the two are very similar and yes you can play a character from one using the rules of the other with no issues. 

Larina Nix (Barbarians of Lemuria)
Larina Nix
(Barbarians of Lemuria)

Attributes
Strength 0
Agility 1
Mind 5
Appeal 4

Combat Abilities
Initiative 2
Melee 0
Ranged 1
Defense 1

Careers
Magician 5
Alchemist 2
Scribe 1
Temptress 1

Advance 2
Arcane 17
Hero 4
Lifeblood 12
Fate 0

Boons
Artistic, Attractive, Beast Friend, Excellent Library, Hard to Kill, Magic of the Sorcerer Kings

Flaws
City Dweller, Distinctive Appearance, Lustful, Missing an Eye, Obsession (Magic)

Weapons
Dagger d6
Staff of the Archwitch d6

Armor
Leather Armor d6-3

Larina Nix (Sword & Sorcery Codex)
Larina Nix (Sword & Sorcery Codex)

Attributes
Strength 0
Agility 1
Mind 5
Appeal 4

Combat Abilities
Initiative 1
Melee 0
Ranged 1
Defense 1

Careers
Witch 6
Scholar 2
Temptress 1

Advance 0
Arcane 16/17
Hero 4
Lifeblood 10
Fate 0

Boons
Attractive, Familiar, Magical Affinity: Autumnal (p. 114), Second Sight

Flaws
Amorous, Haunted, Infamous, Witchmark

Weapons
Dagger d6
Staff d6

Armor
Leather Armor d6-3

In Barbarians of Lemuria, she is a Magician with some levels in Alchemist and Scribe. In Sword & Sorcery Codex, she is a proper witch. Witches in S&SC have some alchemist abilities, so no need to double up there since they don't stack. In both cases, she has a level of Temptress. It is a Pulp Sword & Sorcery world, and have you ever seen a chaste witch in those?

S&SC has fewer Boons/Flaws than BoL, but in a real game, I'd combine both lists. I also had her take more Boons and Flaws in BoL to reflect her growing levels. 

I am happy with her stats in both cases, but a perfect one would be a blend of the two. 

Who Should Play These Games?

With all these varieties and editions of this system out there there is a flavor for every taste. That is, of course, as long as your main meal idea is Pulp Fantasy of the type written about by the likes of Lin Carter, Edgar Rice Burroughs, and Robert E. Howard. These are not the races of the world on a fellowship to stop a great evil. These games are action-packed tales at the dawn of time, where one day you are an adventurer warrior, or thief, or pirate, and the next day you are king, and the next day you are back to being a warrior or something else.

These games are all great fun. The grittiness might not appeal to some of Fantasy RPG's newest fans, but who is to say?

Personally, I enjoy these games and would play them more. But I am also happy taking ideas from these games to use elsewhere too. These games cover a lot of the same ground as Hyperborea, so if you like one you will like the other as well. 

The system is fast and intuitive, allowing you to learn and get up to speed quickly. 

Links

Thursday, June 12, 2025

War of the Witch Queens, Wasted Lands Edition

 I have put my massive War of the Witch Queens on pause for a little bit to focus on my 1st Edition Forgotten Realms game. It is fine, since I am using it to build up some of the myths and legends that War of the Witch Queens will rely on. While my current War of the Witch Queens uses Old School Essentials, I have been enjoying it a lot, but...I am running into some issues. Well. Issues of my own creation.

Wasted Lands of the Witch Queens

Limitation #1: Level Caps and Limits

Limits on levels. I love OSE, but one of its selling points/strengths is its limiting issue for me. Sure, 14 levels is a lot, but I am running into ideas that I want to run for characters of 15+ level. 17th level comes up a lot for me. This is also one of the reasons why I dropped Hyperborea early on for this reason too. 

This campaign isn’t just a dungeon crawl or hex-crawl, it's a mythic saga that spans worlds, timelines, and divine destinies. Characters in this game aren't just heroes; they are on the path to becoming legends, saints, or even immortals. And I keep finding myself writing material that expects 15th level and beyond. More and more often, 17th-level content crops up in my outlines. That’s not a comfortable fit for OSE without some heavy modification.

Not to mention level limits on any demi-human species. Of course Hyperborea had not demi-humans at all. 

Limitation #2: Multi-Classing

I love OSE. But one place it really falls down is Multi-classing. Yes, there are some rules, but the elegance of the system is lost when you try to do it. It's not my strongest reason, but it is a reason all the same. 

Limitation #3: Multiversal Storytelling

I want to explore various worlds and settings. OSE can do this, it can even do it well, but I want to go a little beyond the norm. 

OSE can absolutely be used to tell stories that span worlds. In fact, it does it better than many modern systems, since its rules are modular and light. But for War of the Witch Queens, I want to go beyond the norm. I’m not just talking about visiting the elemental planes or spending a session in Ravenloft. I’m talking about fully developed worlds with unique metaphysics, rules of magic, and mythic gravity, all of them linked by a larger cosmological mystery, the Witch Queens, their empowered thrones, and the shadow of The One Who Remains.

OSE can be made to do this. But I need a system that does this out of the box.

Solution: Wasted Lands

When I was participating in the 2025 Character Creation Challenge, I was reminded of how flexible Wasted Lands/O.G.R.E.S. really is.  

Wasted Lands is mythic fantasy turned up to eleven. It was designed for heroes who become gods, for magics that shape and warp reality itself, and for worlds so ancient they crumble under the weight of memory. The core assumption of Wasted Lands is that the characters matter in a way that changes the cosmos, which aligns exactly with my vision for War of the Witch Queens.

Why Wasted Lands Works for War of the Witch Queens

No Arbitrary Level Caps

Characters in Wasted Lands are meant to grow in power until they ascend to the ranks of the divine. There’s no artificial ceiling to limit storytelling or advancement. If I want characters to bind a dying god to a black star, I don’t need to “homebrew” Epic Levels; I just use the Divine/Heroic Touchstone system as written.

Built-In Mythic Scope

Wasted Lands expects multiversal and mythological play. Characters can literally change the nature of reality. That’s not just compatible with War of the Witch Queens; that’s the point of the entire campaign.

Flexible Mechanics for Multiple Worlds

O.G.R.E.S. is modular, allowing me to shift between gritty sword-and-sorcery realism, dreamlike metaphysics, or high-magic cosmic horror as needed. That’s ideal when a single session might take place in ancient Atlantis, the post-apocalyptic future, or a faerie world frozen in regret.

Ties to Night Shift and Thirteen Parsecs

Since Wasted Lands is cross-compatible with Night Shift (another system I use for witchy, modern supernatural tales), I can link stories and characters across eras and genres. My witches don’t just belong in this kind of cosmology; they thrive in it.

While the Wasted Lands mythology will certainly be in play here, I may or may not set any of these adventures in the time of The Dreaming Age or even the Earth of the Dreaming Age. I'll use this more as my Rosetta Stone to translate between all the various games I'll be using.

So What Happens Next?

While I’m still using my Forgotten Realms game to build some of the core myths behind War of the Witch Queens, I’ll be shifting the main campaign engine to Wasted Lands going forward. I may still post some OSE conversions or support for it, especially early-level material, but to experience War of the Witch Queens the way I envision it, it will live and breathe in the mythic realms of the Wasted Lands.

This also gives me an instant hook into my multiversal threat, The One Who Remains. I will already be featuring this threat in my Forgotten Realms game, and absolutely for War of the Witch Queen.  

The Witch Queens of the Wasted Lands
The Witch Queens of the Wasted Lands

One of my conceits of the War of the Witch Queens was to "adopt" all sorts of witches from various games, settings, and the like, and bring them into this campaign. Given the Sword & Sorcery roots of Wasted Lands, I wanted to grab some witches from various S&S games. Some of these are familiar to you all here since I have already mentioned them in conjunction with War of the Witch Queens before: Methyn Sarr, Miriam, and newcomer, Tamsin Shalles. I will feature their native games tomorrow. 

Each of these characters is found on different worlds in vastly different times. But the wonderful thing about Wasted Lands: The Dreaming Age is that versions of these characters can exist at the same time and place. Wasted Lands, Barbarians of Lemuria, Hyperborea, and Sword & Sorcery Codex all share enough of the same DNA to be cousins. I will say this: anyone playing one of these games can get a lot out of playing, or at least owning and reading, the other three.

I am also going with a pure D&D feel to these, so humans are humans and not the proto-humans of the Dreaming Age. I have already done Wasted Lands stats for Larina, AradiaDarlessaKersy the Sea WitchSkyllaTanith Winters, and for two of Grenda's Forgotten Realms witches, Rhiannon and Briana Highstar. And of course, the current Big Bad of the War of the Witch Queens, Kelek the Cruel.

Note: The sorcerer of Wasted Lands is mechanically the same as NIGHT SHIFT's witch. But I am going to call them witches here. Also, since I am moving away from Hyperborea and OSE for this, I can go beyond their level limits of 12 and 14, respectively. 

Each also has a homeland in the Wasted Lands that is the closest analogue to their lands in their original games.

Methyn Sarr, Witch Queen of the Fire Coast
From Barbarians of Lemuria

I have mentioned Methyn Sarr here before; she is a great character and one of my favorite things about Barbarians of Lemuria. 

Methyn Sarr, Witch Queen of the Fire Coast
Methyn Sarr
Class: Sorceress (Witch) / Necromancer
Level: 10 / 5
Species: Human
Alignment: Dark Evil
Background: Cult
Homeland: Lemuria (West coast)

Abilities
Strength: 10 (0) 
Agility: 12 (0) 
Toughness: 10 (0) 
Intelligence: 17 (+2) N
Wits: 16 (+2) N
Persona: 18 (+3) A

Fate Points: 1d12
Defense Value: 4 (Battle Harness)
Vitality: 55
Degeneracy: 11
Corruption: 2 (Eyes turned yellow, Aura of discomfort)

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base)
Spell Attack: +5
Saves: +3 to Spells and Magical effects (Sorcerer)

Sorcerer Abilities
Arcana, Arcane Powers: Beguile Person, Enhanced Senses, Succubus, Psychic Power: Pyrokinesis 

Necromancer Abilities
Channel the Dead (43%), See Dead People, Summon the Dead (65%), Command Spirits, Protection from Spirits, Death Knell, Suggestion (Spirits), Protection from Undead, Taste the Grave

Sorceress Spells
First Level: Arcane Darts, Command, Drain Vitality, Mystical Senses
Second Level: Defile, Eternal Flame, Invoke Fear, Subtle Influence
Third Level: Concussive Blast, Dark Lightning, Globe of Darkness
Fourth Level: Beguile Monster, Kiss of the Succubus, Protection against the Deeper Dark
Fifth Level: Dominate Other, Shadow Armor

Heroic/Divine Touchstones 
1st Level: Unique Mode of Defense (Battle Harness) 
2nd Level: Additional Vitality Points
3rd Level: Charm Creatures
4th Level: Magical Recovery
5th Level: Great Power (Fire)

Heroic (Divine) Archetype: Magic, Evil

Gear
Blood Dagger of Zaggath (adds +1d6 damage due to dripping fire blood), Battle Harness, crown

I gave her levels of Necromancer in this version to replicate her levels of "Druid of Zaggarth" from Barbarians of Lemuria. I figure she gets a Heroic/Divine Touchstone every 3 character levels. 

Miriam, Witch-Queen of Yithorium
From Hyperborea

Miriam is the name I have given to the Witch-Queen of Yithorium from the Hyperborea RPG. Though she is seriously viewed through the lens of Greyhawk. She is rather great, and I love using her. I have also decided that her loyal Cowan is a mighty warrior (10th level) named Zavoda

Miriam, Witch-Queen of Yithorium
Miriam, Witch-Queen of Yithorium
Class: Sorceress (Witch)
Level: 15
Species: Human
Alignment: Dark Evil
Background: Scholar
Homeland: Hyperborea (Near the Blood Sea)

Abilities
Strength: 12 (0) 
Agility: 12 (0) 
Toughness: 13 (+1) 
Intelligence: 18 (+3) A
Wits: 16 (+2) N
Persona: 18 (+3) N

Fate Points: 1d12
Defense Value: 9
Vitality: 68
Degeneracy: 6
Corruption: 1 (Aura of discomfort)

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base)
Spell Attack: +8
Saves: +4 to Spells and Magical effects (Sorcerer).

Sorcerer Abilities
Arcana, Arcane Powers (5): Astral Projection, Succubus, Psychic Power: ESP, Beguile, Shadow Walking

Sorceress Spells
First Level: Beast Speech, Command, Chill Ray, Night Vision, Drain Vitality
Second Level: Invoke Fear, Animal Summoning, Subtle Influence, Defile, See Invisible
Third Level: Dark Lightning, Curse, Clairvoyance, Globe of Darkness
Fourth Level: Black Tentacles, Protection against the Deeper Dark, Forbearance of Dimensional Travel, Kiss of the Succubus
Fifth Level: Banishment, Create Soul Vessel, Dominate Other, Shadow Armor
Sixth Level: Destroy Undead, Shadow Duplicate, Uluation of the Deeper Dark
Seventh Level: Wave of Mutilation, Widdershins Dance
Eighth Level: Gaze of the Abyss

Heroic/Divine Touchstones
1st Level: Sense the Presence of the Deeper Dark
2nd Level: Luck Benefit
3rd Level: Spirit Guide
4th Level: Magical Recovery
5th Level: Glamour

Heroic (Divine) Archetype: Magic, Evil, Deeper Dark

Gear
Leather Armor, dagger, crown

Miriam has evolved some since I first stated her up. She has been moving to a witch of the Old Ones for some time now. In the Wasted Lands she would likely be that witch trying to bring the Old Ones back. 

Tamsin Shalles
From Sword & Sorcery Codex

Tamsin is a new one for me. I have been playing around with the Sword & Sorcery Codex (see tomorrow), and it is a great system and has a lot to offer in terms of feel and style. It can do about 80% of what I want. She is not as powerful as the other two, not yet anyway. 

Tamsin Shalles
Tamsin Shalles
Class: Sorceress (Witch) / Renegade
Level: 5 / 2
Species: Human
Alignment: Dark Evil
Background: Barbarian
Homeland: Fennokarelia

Abilities
Strength: 11 (0) 
Agility: 13 (+1) N
Toughness: 13 (+1) 
Intelligence: 16 (+2) N
Wits: 14 (+1) 
Persona: 16 (+2) A

Fate Points: 1d8
Defense Value: 8
Vitality: 30
Degeneracy: 2
Corruption: 0

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +x
Saves: +2 to Spells and Magical effects (Sorcerer).

Sorcerer Abilities
Arcana, Arcane Powers (2): Beguile Person, Succubus

Renegade Abilities
Improved Defense, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-2), Perception, Vital Strike x2

Stealth Skills
Open Locks: 25%
Bypass Traps: 20%
Sleight of Hand: 30%
Sneak: 30%

Sorceress Spells
First Level: Summon Familiar (Imp), Mystical Senses, Armor of Earth
Second Level: Vampiric Augmentation, Eternal Flame
Third Level: Oily Cloud of the Deeper Dark

Heroic/Divine Touchstones
1st Level: Psychic Power: Glamour
2nd Level: Additional use of Beguile

Heroic (Divine) Archetype: Magic, Summoning

Gear
Dagger

She isn't quite there yet, but her specialty will be demon summoning and control. Right now, she relies on her charms (natural and supernatural) along with her renegade skills to cheat and con her way through most situations. 

I gave each of them the Beguile and Succubus powers to cover the levels of "Temptress" both Tamsin and Methyn have, and I assume Miriam would have. Beguile to well...beguile, and succubus to cause the up close damage.

These women are all evil and up to no good and I can't help but love them all. If they could put aside their mutual hate, they could team up and be a force to be reckoned with.

I kinda want a mini-series of War of the Witch Queens now to just cover these three and their drama. They are not responsible for the death of the High Witch Queen, but they are all vying for her throne. 

Doing these reminds me how much fun Wasted Lands really is. 

Wednesday, June 11, 2025

Witches of Appendix N: Lin Carter

Lin Carter's Barbarian's and Black Magicians
 In today's Witches of Appendix N, I want to dive into an author I have not read since my early college days. Back in 1987, I stumbled on a rare (for me at the time) treasure, a used bookstore! I began to hunt down all the books I had wanted to read that my home library did not have. I had not yet discovered that my new university library was the most extensive open-shelf library in the state of Illinois. So armed with my handwritten Appendix N list, and some others, I went on my first adventure. 

I found a Thongor book by Lin Carter and another one edited by him, Flashing Swords #4. I paid something like $2 for both. I read the Thongor book and I wasn't exactly impressed. Ok sure it was pulpy fun, but I think after nearly a decade of hype, I expected more. I don't know what happened to that book, but Flashing Swords #4 I kept and still have. It featured an introduction by Carter, which I found more interesting than his prose, as well as stories by Jack Vance, Poul Anderson, Katherine Kurtz, and Michael Moorcock.

The experience soured me on Carter for a long time. Which is too bad, really, because I was always a fan of Lemuria and tales about it. 

I recently decided to revisit Lin Carter and Lemuria (among other places) to see if his worlds feature any witches. I knew he had evil wizards galore, but I could remember any witches per se.

I am not going to focus on all his works; there is too much, and some of it falls outside of the "Appendix N" definition. So, for me, this means no sci-fi and only fantasy published before 1977. With one notable exception. Well...that and the cover above. But that is the only Lin Carter book I still have. 

Thongor and Lemurian Magic

When we turn to Lin Carter’s Thongor of Lemuria novels, we find a world absolutely steeped in magic, though, interestingly, witches themselves are mostly absent.

The lost continent of Lemuria is filled with sorcerers, necromancers, and cults devoted to dark gods. We have cities like Zaar, ruled by black magicians; the Priests of Yamath, calling upon the Dark Gods with forbidden rites; and the ancient Dragon Kings, reptilian overlords who wield both sorcery and advanced science. There are even the evil druids of Lemuria. Black Druids who try to emulate the Dragon Kings, Yellow Druids, the magician-priests who worship Yamath, and the Red Druids, magician-priests of the God, Slidith.

What’s striking, however, is that named witches or sorceresses are virtually nonexistent in Carter’s original Thongor novels. While plenty of pulp sorcerers fill the landscape, female magic-users are conspicuously rare. The closest we get comes much later, in Thongor and the Witch-Queen of Lemuria by Robert M. Price, written after Carter’s death. My notable exception.

Most of the wizards and other magic-users are evil. One exception is Sharajsha the Great. A mighty wizard of Lemuria and a friend of Thongor. His exploits with Thongor could be where I got the idea for my own "Starsword." 

In short, Lemuria is rich in dark sorcery, but witches, as we think of them, never truly walk its jungles and haunted cities.

The Enchantress of World's End
Gondwane and Magic

When we move from Lemuria to the last continent of Gondwane, Lin Carter’s World's End series, we enter a far richer landscape for magic and witchcraft. The Thongor books were light on witches, but Gondwane is filled with decadent magicians, ancient traditions, and powerful sorcerers.

In The Enchantress of World's End (1975), we meet Zelmarine, Queen of Red Magic. While Carter never calls her a witch outright, she fully embodies the pulp sorceress archetype: beautiful, dangerous, and wielding real magical power. Zelmarine easily fits the "witch-equivalent" role I’ve seen in many other Appendix N works.

Zelmarine is not just a sorceress; she is also a temptress. So fairly typical of the genre. I do find her interesting in the sense that she is entirely red, skin, hair, eyes, teeth, the lot. She would make for a great witch. But, sadly, that is about all she has to offer us. Like many of Carter's characters, she is not much more than this. 

Gondwane itself teems with magicians, enchanters, and warlocks, far more than Thongor’s Lemuria ever did. Even some that are not 100% evil in nature, our Red Enchantress here. Carter blends elements of Jack Vance’s Dying Earth and Clark Ashton Smith's Zothique with his own brand of pulp world-building, creating a setting where elaborate magical schools and rivalries dominate a decaying world.

It's also worth noting that Carter introduces The Illusionist of Narelon, in The Warrior of World's End (1974), one book earlier. The Illusionist's presence may have contributed to Gygax's inclusion of the Illusionist class in the AD&D Player’s Handbook. At the very least, he reflects the kind of specialist magician that AD&D codifies soon after. Illusion magic was rarely featured in the pulps before this.

The Warrior of World's End (1974) also gave us the Vorpal Blade's use in an Appendix N source, obviously from its previous introduction in  Lewis Carroll's Jabberwocky. This is not the only thing Carter borrows from Carroll. Some of the names of lands and people seem to come right out of same font of nonsense words as does Jabberwocky. 

The Gondwane books are light and never seem to take themselves very seriously. The characters are less characters and more caricatures. Plus, after a bit, I grew tired of the exceptionally silly names. But hey, kudos to Carter for making his end-of-time world sound alien. 

I *can* see a lot of what is in these books making its way into AD&D and other writings. It could be the recency effect in his reading and writing. 

A good example is Deirdre, the cavalier of "Artifact of Evil," is more or less a grown-up version of Xarda, the "knightrix" of Jemmerdy. Deirdre is likely Gygax's homage to Xarda, either consciously or not. Or maybe both are homages to Red Sonja.

According the experts, Hoi and Jeff at the Appendix N Book Club, Lin Carter was a friend of Gygax's and it is very, very likely there was a lot of cross-pollination between his tales and D&D. 

Conclusion

Revisiting Lin Carter has been a mixed bag, a blend of nostalgia and reevaluation. While I came in search of witches, I found instead a patchwork of pulp sorcery, weird magic, and the unmistakable fingerprints of an author who, despite his flaws, helped shape the genre that shaped my youth. There may not be witches by name in Lemuria or Gondwane, not in the way I hoped, but Carter’s worlds still crackle with the kind of raw, chaotic magic that feels just a few pages away from something I’d drop into a campaign. In the end, it’s not always about what’s printed on the page; sometimes it’s about what might have been, or what could still be, with a little creative license.

Tuesday, June 10, 2025

Mail Call Tuesday: Queen Iggwilv

 Quick one today. I am not what I consider to be a FunkoPop collector. I have a couple I really like, mostly little witches and Red Sonja. But I saw this new one out and decided to treat myself to an early birthday present.

Funko Pop Iggwilv

Funko Pop Iggwilv

Funko Pop Iggwilv

She looks great next my Funko Pop Larina.

Funko Pop Iggwilv and Larina

Funko Pop Iggwilv and Larina

And they share the shelf with my books on witchcraft and demonology appropriately enough.

Like I said, I am not a huge collector, but I think one of The Simbul might be fun.


Monday, June 9, 2025

Monstrous Mondays: The Serpent Men of Lemuria

 Today marks the 95 anniversary of the birth of American author Lin Carter.  I didn't plan it this way, but I have been going back and rereading some of Carter's work, especially his entries in Gygax's Appendix N. So today I want to revisit a favorite bad guy of mine, the Ophidians or Snake Men/Serpent Men, and recast them as "The Serpent Men of Lemuria." 

Snake Man

I am not trying to cling to one particular idea here. This is a pastiche of many sources. Lin Carter, Robert E. Howard, Lovecraft, Clark Ashton Smith, and others. 

This recasting is not designed to be incompatible with my previous post on Ophidians, but rather an enhancement to it. 

Serpent Men of Lemuria (Ophidians)

Frequency: Rare
No. Appearing: 2–20 (nobles 1–4; lesser 2–100; emissaries 1–10; abominations 1–8)
Armor Class: Varies (see below)
Move: 12" (Swim 12")
Hit Dice: Varies (see below)
% in Lair: 60%
Treasure Type: Varies (see below)
No. of Attacks: Varies
Damage/Attack: Varies
Special Attacks: Poison, charm, constriction, magic
Special Defenses: See below
Magic Resistance: Standard
Intelligence: High to Genius
Alignment: Lawful Evil
Size: M to L (5' to 15' long)
Psionic Ability: Nil
Attack/Defense Modes: Nil 

The Serpent Men of Lemuria are the degenerate remnants of an ancient pre-human empire that once ruled the world from their black ziggurats of Lemuria. Worshippers of forgotten serpent gods, they are a deeply hierarchical species whose society is divided into castes: Nobles, Emissaries, Lessers, Abominations, and the rare Progenitors.

The Serpent Men dwell in lost cities, endless deserts, and jungle-cloaked ruins where the bones of their former empire still stand. Their society is steeped in sorcery, cruelty, and ancient blood magic.

Lesser Serpent Men (Rank & File)

Armor Class: 4
Hit Dice: 3+1
No. of Attacks: 2 (weapons) or 1 (bite)
Damage/Attack: Weapon (usually scimitars 1d8) or bite 1d6 + poison
Special Attacks: Poison (save vs poison or die in 1d4+2 rounds)
Special Defenses: Immune to snake venom
Treasure Type: Q×10 (minor trophies, jewelry)

Description: The Lesser caste are the numerous warrior-slaves of the Serpent Men, with humanoid torsos and snake-like lower bodies. They wield cruel curved blades and favor ambush tactics. Though not highly intelligent individually, they are cunning pack hunters.

Noble Serpent Men (Ruling Caste)

Armor Class: 2
Hit Dice: 9+3
No. of Attacks: 1 (weapon or bite)
Damage/Attack: Weapon (1d8) or bite 1d6 + poison
Special Attacks: Poison (save vs poison or die in 1d4+2 rounds); Command lesser castes
Special Defenses: Immune to snake venom; immune to petrification (basilisks, medusae)
Treasure Type: H, S (temple hoards)

Description: The Nobles rule through bloodline purity, cruelty, and mastery of ancient secrets. With humanoid heads covered in fine scales, they resemble blasphemous parodies of men. Their venom is deadlier than the Lesser caste, and their minds sharp with sorcerous knowledge of the old gods.

Emissary Serpent Men (Sorcerer-Priests)
Armor Class: 5
Hit Dice: 6+2
No. of Attacks: 1 weapon or spell
Damage/Attack: Weapon (usually dagger 1d4+1) or by spell
Special Attacks: Charm (victims save at −1); spells as 5th-level Illusionist
Special Defenses: Immune to snake venom; partially resistant to charm (save at +1 vs charm attempts)
Treasure Type: O, R (spell components, magical items, rare scrolls)

Description: Emissaries are the sorcerer-priests of the Ophidians, acting as the voice of the nobles to the outside world. Though appearing nearly human, they bear forked tongues, scaled skin, and slitted eyes. Their spells manipulate the minds of humans, making them ideal infiltrators and agents.

Abomination Serpent Men (Spawn of Forbidden Unions)

Armor Class: 3
Hit Dice: 10+2
No. of Attacks: 2 slams and bite
Damage/Attack: 1d6+3 / 1d6+3 (slams), bite 1d6+3 + poison
Special Attacks: Constriction (if both slam attacks hit same target); poison bite (save vs poison or die in 1d4+1 rounds)
Special Defenses: Immune to snake venom; berserk rage grants +2 to hit when wounded
Treasure Type: None

Description: The Abominations are cursed progeny — bloated masses of serpentine horror, many-limbed or many-headed, each uniquely malformed. Used as shock troops, they know only hatred for all life. The nobles use them as living engines of slaughter.

Progenitor Serpent Men (Ancient Mage-Priests)

Armor Class: 6
Hit Dice: 9
No. of Attacks: 1 weapon or spell
Damage/Attack: By weapon or spell
Special Attacks: Cast as 5th-level Magic-User and 4th-level Cleric
Special Defenses: Immune to snake venom; difficult to detect (treat as continuous nondetection spell)
Treasure Type: Q, S, U (ancient relics, rare spellbooks, forbidden lore)

Description: The Progenitors are the oldest of the Serpent Men, their bodies concealed by illusory human skins. They are few, paranoid, and driven by a desire for immortality. Most nobles seek to destroy them out of fear.

Ecology and Religion

The Serpent Men worship ancient pre-human serpent deities, long forgotten by man. Whether these are true gods or eldritch cosmic entities is unknown. In their black ziggurats, sacrifices are made to these dark powers, feeding the Ophidian sorceries that sustain their dwindling bloodlines.

The Cult of The One Who Remains

In the lost jungles and steaming lowlands of ancient Lemuria, where black ziggurats rise like broken teeth through the mists, the Ophidian Serpent Men whisper prayers to a god few mortals dare name. The humans who know of it call it The One Who Remains; the Serpent Men call it Ssath Ur-Raa, He Who Waits Beyond All Coils.

Ouroboros

To the Serpent Men, all things, kingdoms, races, even the gods themselves, are as molted skins, discarded and forgotten. After all, they watched the Old Ones rise into power and then fall into their deep cosmic slumbers. Only the great cosmic serpent at the center of all existence endures. They believe that when the final sun gutters out and the last star grows cold, The One Who Remains will still exist, coiled at the center of the void, the last and eternal devourer. It is not death, but endless, unbroken continuation. Not life, but consumption without end.

Within their ancient temples, deep beneath the crumbling ziggurats of Lemuria, the Serpent Men enact terrible rites in its honor. Victims are dragged screaming into stone chambers and placed upon altars of obsidian and jade. There, their lifeblood is spilled, seeping into channels cut into the floor, flowing in great spirals that mimic the infinite coils of their god. Blood is both offering and currency, traded for visions, power, and the brief illusion of immortality.

The priesthood of The One Who Remains is layered like the coils of their god. At its center sits the High Oracle of the Last Coil, always one of the ancient Progenitors, older than memory and rumored to have gazed directly into the eyes of the Sleeper Beneath the Last Coil. Around the Oracle gather the Lords of the Black Coil, drawn from the most ancient noble bloodlines. It is they who oversee the Abomination-Births, deliberately breeding the most monstrous of their kind as offerings and as weapons in their ceaseless wars. Beneath them are the Coilspeakers, the Emissaries who master the ancient arts of dream-sorcery and illusion. With whispered words and flickering gestures, they cloud the minds of men and bend them to the will of their Ophidian masters.

Even among the Lesser caste, faith in The One Who Remains is absolute, though their understanding is crude. They serve as the laborers, the warriors, and the butchers of the faith. For every sacrifice, for every abomination birthed, for every rival enslaved or destroyed, the Serpent Men believe themselves one coil closer to their god’s embrace.

Yet it is not merely blood and flesh they offer. The Coilspeakers enter trances where they seek visions from the outer reaches of the world, glimpsing patterns spiraling into infinite madness. Those few who return speak of collapsing worlds, of unraveling realities, and of other realms where The One Who Remains reaches through fractured dimensions to consume entire existences. Whether these are prophetic glimpses or delusions born of their own degeneracy, none can say.

To the Ophidians, all is a spiral, the twisting of bloodlines, the coiling of bodies in ritual embrace, the spiraling glyphs carved into the temple stones. And at the center of every spiral is The One Who Remains.

Even now, as the last of their ancient cities crumble, and humanity rises beyond the jungles they once ruled, the Ophidians believe that all victories of man are but passing skins. In the end, when all is uncoiled and the world breathes its final breath, only their god shall remain.

--

I have been hanging on to The One Who Remains for many years now. Trying to find good ways to sneak it into various writings. He made his first appearance in my Buffy RPG adventure "The Dark Druid" and he is the "something else" I mentioned in Fear Dorich's stats. 

Who, or what, is The One Who Remains? That is a much more complicated question and deserves a careful answer. In the future. 

Friday, June 6, 2025

Kickstart Your Weekend: Tales Valiant and Chilling

 Had to switch my Friday posts here, was going to do this one next week and have a Fantasy Friday for today, but fell down a rabbit hole and ended buying three more games to talk about. That's fine I have Kickstarters today that seem to be speaking to me directly.

Up first, Tales of the Valiant.

Player's Guide 2: New Power for 5E and TOV Players

Tales of the Valiant Player's Guide 2

https://www.kickstarter.com/projects/deepmagic/players-guide-2-new-power-for-5e-and-tov-players?ref=theotherside

Tales of the Valiant is Kobold Press' 5e-compatible RPG sans the OGL. I don't play a lot of 5e these days, but I do keep my eye out. And this one grabbed me. I already detailed Tales of the Valiant in previous Fantasy Fridays.

You can easily see why if you download their preview

Yup. That's right, a 5e-compatible Witch class. Now I have played a lot of 5e witches thanks to DMsGuild and other sites. Some are great, some less so. But this one looks like a lot of fun, really. Honestly, I don't really care what else the book has, that is enough for me. There are three new classes here and sub-classes for all the base classes. That's 16 classes total for ToV. There is a witch and a warlock. 

Vanguards are featured in the preview and remind me of Pathfinder 2's champions or even the Cavalier of old. Yes, I already have a character in mind to make for this. In fact, he is perfect since it was Kobold Press' Shadow Fey book that made me want to make the character in the first place. With this book I could actually do Scáthaithe, Larina, and their daughter Taryn all in the same system for a change. In my Fantasy Friday coverage of ToV I mentioned that there were no good options to do Larina with. That changes with this.

The Kickstarter is funded, so they don't need my help at all. But there are a lot of good add-ons and stretch goals. I think I am going to get the fancy-looking limited edition cover. I am a slut of a book with a ribbon.

Sadly, it won't be out till January of 2026. 

I have the Tales of the Valiant books in PDF. I'll need to get those in hardcovers, too, now. 

I already featured this one, but I want to do it again. 

Frightshow Classics LIVES!

Frightshow Classics

https://www.kickstarter.com/projects/frightshowclassics/frightshow-classics-lives?ref=theotherside

This Kickstarter will feature a lot of art from the late Jim Holloway. They have been working with Jim's family to get this art out there in remembrance of him and the game he did so many illustrations for, 1st Edition Chill.

This round also features an adventure adapting the famous gothic story "Carmilla" for use with this system.

What system is that? Good of you to ask! The adventures are overtly for Chill first Edition. The Pacesetter version. BUT these adventures can be played on their own with no extra rule book since everything you need is included in the adventure itself. You can even move them over to your system of choice.

I wrote a couple for this line, The Golem and The Nightmare.

I even provided a video tribute featuring my favorite Jim Holloway art.