Showing posts with label In Search of. Show all posts
Showing posts with label In Search of. Show all posts

Tuesday, March 3, 2026

In Search Of...The SIU Connection and the Illinois RPG Pipeline

The Pipeline
I am a Saluki, you fools. I am a Saluki, and I will destroy you.” 
Bob Odenkirk, SIUC Grad 1984

Growing up in the Midwest in the 1980s was interesting. I was far away from both Chicago and St. Louis, the two largest cities, which I didn't get to very often, and stayed relatively stuck in my smallish town.  We had our own run-ins with the Satanic Panic, and generally speaking, I couldn't wait to get out, thinking that if I moved away, I could at least find better access to cool RPGs.

How little I actually knew back then.

I later learned that I actually lived near what I have started calling the Illinois RPG pipeline. Games would flow down from Lake Geneva via Chicago to universities in Champaign-Urbana (U of I), Bloomington-Normal (Illinois State), and Carbondale (Southern Illinois University, SIUC). Mostly via I57. Of course, SIUC was the Alma Mater of Tim Kask and, later, yours truly. 

Given the availability of material, I also assume that there was a pipeline that went through Springfield, IL as well. That route would have been Lake Geneva to Chicago, down I55 through Bloomington to Springfield, and then on to St. Louis and again, Carbondale. 

From the early 1970s through the 1990s, these contiguous corridors stretching from Lake Geneva through Chicago and central Illinois to Carbondale functioned as a sustained creative and distribution spine for tabletop role-playing games, linking publishers, university clubs, conventions, retailers, and designers into what can reasonably be called the Illinois RPG Pipeline.

The Illinois RPG Pipeline was not just a metaphorical flow of ideas, but a physical corridor of products and ideas.

Gen Con in particular was not just an event. It was the first distribution node. Designers, retailers, and university gamers attended in person and brought the product home. Its position in late summer was ideal for purchasing content and then packing it up to take back to school in a few weeks. 

What I once thought was isolation in southern Illinois was in fact proximity to one of the most important role-playing game corridors in the country: a 400-mile pipeline that carried ideas, designers, products, and play culture from Lake Geneva through Chicago and central Illinois to SIU, shaping the growth of tabletop gaming for decades.

Talking with Tim at Gary Con 2025, I learned even more. 

Tim Kask from Little Egypt

Before he was TSR’s first full-time employee and editor of The Dragon, Tim Kask was a married student at Southern Illinois University in Carbondale. From there, he cold-called Gary Gygax, having found the Lake Geneva address in the back of Chainmail. Chainmail was popular with the Strategic Games Society then, as it was when I got there a decade later.  Kask got invited up, dropping his wife and daughter off in the Quad Cities, and the rest is history. Kask’s own reminiscences place that contact in late ’73/early ’74, while he was at SIUC. During this time, Kask would talk with Gygax about what a "mess" the rules were and how he taught the SGS how to play, but needed to figure them out himself first. This is key: the rules, given their state, lent themselves to being taught in play rather than being read to play. This became a viral campaign long before that term was coined and is still one of D&D's greatest strengths; people who watch it being played want to play more.

This area of the state in known as "Little Egypt." SIUC's school mascot is a Saluki, an Egyptian running dog. The school's daily newspaper is called "The Daily Egyptian." This dates back to the 1830s, when severe weather caused crop failures in Northern Illinois. The Southern Illinois area (today anything south of I-70) became very attractive to settlers due to the fertile land and rivers (the lower Mississippi and Ohio) that rarely froze. The richness of the soil there is so deeply ingrained that 150 years later, when I was there, people still talked about it.

Kask and I talked a lot about SIUC. Salukis never forget their erstwhile home. Tim lived in married housing while his brother lived in the dorms called "Triads," and he would go and visit him and play D&D. I also lived in the Triads. He was in Boomer Hall, and I was in Wright Hall, separated by about 13-14 years. Sadly, Boomer, Wright, and Allen halls, the Triads, were all demolished in 2012. I guess sometimes you can't go home again. 

But that time was influential in shaping how D&D grew beyond those three little rulebooks. 

Kask refereed the "Qualishar campaign," described in local coverage as the first Dungeons & Dragons campaign played at SIU and likely one of the first outside Lake Geneva. That’s a huge claim, but it’s coming from a contemporary profile built around Kask’s Carbondale years. Note the spelling drift you’ll see in fan histories: Qualishar in news pieces vs. Kwalishar in later forum posts and anecdotes.

Side Note: Kask has also said his first PC was named Kwalish, which fans often connect (informally) to the item name Apparatus of Kwalish. Treat that as apocrypha-but-plausible; it’s sourced to Kask comments preserved in community threads, not a primary TSR memo or publication.

The Strategic Games Society and The Egyptian Campaign

The Strategic Games Society was the gaming group that formed back in the early 1970s at SIU Carbondale. They would meet in the Student Center (3rd floor if I remember right) and play war games. At the time, prior to 1974 their membership was only about a dozen. Tim Kask and his brother were members 14 and 15, according to his recollections. 

Back then, SGS at SIUC was a wargaming RSO (registered student organization) that bridged the pre-D&D and early-D&D eras. Exact rosters are hard to pin down in print, but the through-line is clear: SIU had an organized strategy gaming scene in the early 1970s, and by the mid-to-late 1970s that group was already intersecting with the brand-new role-playing hobby. There’s an active SGS presence today; they still meet in the Student Center.

The Egyptian Campaign (1987–2007)

If you gamed around Carbondale, you probably remember The Egyptian Campaign, the local convention that ran from 1987 to 2007, peaking at around ~750 attendees. It was anchored at the SIU Student Center and, for years, was the spring gaming date on the regional calendar. Even recent DE coverage of successor shows calls out Egyptian Campaign’s footprint and dates.

I went to it in April of 1988. I missed the preregistration and was unable to get into any games.  It happened around the time of Spring Fest and Carbondale's famous "Cardboard Boat Regatta," so I often missed it. 

What the SGS was doing through the late '70s and into the '80s, as D&D exploded, is harder to document; rosters and meeting records from that era haven't surfaced publicly, but the convention scene that emerged in 1987 didn't spring from nothing. Conventions do not appear ex nihilo. A 750-attendee show requires a pre-existing culture.  One thing is certain: there was quite a bit of D&D being played there.  A side effect of this? Cheap D&D books at 2nd hand book stores. I picked up a near-mint looking Deities & Demigods with the Cthulhu and Melniboné mythos for just $18. And it was not the only one. 

An Aside: The Trampier Thread

Then there’s the Carbondale connection we can't escape: David A. Trampier (DAT) the AD&D 1st edition artist and creator of Wormy. After vanishing from the hobby in the late ’80s, he resurfaced in a 2002 Daily Egyptian ride-along story… as a Carbondale cab driver. He later died in Carbondale in 2014, just weeks before he was slated to surface at a local con (yes, Egypt Wars). If you’ve ever wondered why Carbondale keeps coming up in old-school circles, that story alone would do it. 

Back in the early to mid-90s, I walked by that Yellow Cab depot all the time. There was this bar that all the TAs went to as soon as we were done teaching. There were more than a couple of occasions I left the bar, walked by the Yellow Cab, and got on the Amtrak to see my girlfriend in Chicago. The cabbies all sat outside and smoked. I can't verify this at all, but I know I walked by Tramp more than once.

The Pipeline

From the mid-’70s through the ’90s, a contiguous corridor of publishers, conventions, and university clubs, TSR and Gen Con in southern Wisconsin; Chicago-area publishers and retailers; UIUC’s Winter War; Judges Guild in Decatur; and SIU’s convention scene and retailers in Carbondale, created a reliable Midwest supply chain for RPGs. That infrastructure, plus TSR’s 1979 Random House book-trade deal and later Midwest distributors like Chessex/Alliance, made new D&D material easier and faster to find along this route than in regions that lacked equivalent clusters.

I have no sales figures. I have no hard data. What I do have is the recollections of many gamers and some other anecdotal evidence. But here is what I do know.

Mayfair Games (Chill, Role Aids line) was founded in Spring 1981 by Darwin Bromley, his brother Peter Bromley, and friends, and Darwin Bromley himself had practiced law in Chicago from 1975 to 1981 before starting the company. It was named for the Chicago neighborhood in which it started.  Darwin Bromley was involved with the Chicago Wargaming Association and its CWAcon convention, where the first Role Aids fantasy adventures were debuted and run. Chicago had its own organized wargaming association running its own convention. That's not just a waypoint, that's an active gaming culture node.

FASA (founded in 1980 in Chicago) pumped out Traveller material early on, then Star Trek, Doctor Who, BattleTech, and Shadowrun. Further concentrating RPG/miniature culture (and distribution reps) in Chicagoland. Founder Jordan Weisman was first bitten by the gaming bug in the mid-'70s when he began playing D&D at a summer camp. The game followed him all the way to the Merchant Marine Academy and the University of Illinois at Chicago, where it ultimately pulled him away from his degree and led him to found FASA in 1980.  Weisman and Babcock sold those first Traveller adventures to a local Chicago store before sending them to nationwide distributors. 

FASA brought William H. Keith, Jr. and his brother J. Andrew Keith into the company from freelancing for Game Designers' Workshop. The downstate node was feeding back into the upstate one.

Games Plus (Mount Prospect, IL) has been serving the region since 1982, one of the Midwest’s longest-running RPG FLGS anchors. I would order minis from them and have them shipped to me when I was living downstate. 

Moving south.

Champaign-Urbana (UIUC) as the mid-corridor node. Winter War launched in January 1974 and is still running, often cited as the Midwest’s longest consecutively running independent gaming convention.  This is where Marc Miller tested out some of his classic Traveller adventures. Game Desinger's Workshop actively playtested here as well. My first connection with the Call of Cthulhu game was the summer a friend's older brother brought it back from Urbana. 

Bloomington-Normal, IL was the home of Game Designer's Workshop (1973) and Illinois State University. The GDW collection at the McLean County Museum in Normal, IL shows central Illinois as a parallel wargame/RPG publishing hub feeding the same stores and cons. 

Marc Miller, creator of Traveller, attended Illinois State University (in Normal), where he joined the ISU Game Club, created by future game designers Rich Banner and Frank Chadwick.  ISU is as important to the development of Traveller as SIU was to Dungeons & Dragons. GDW did not advertise locally but instead focused on conventions and word of mouth. 

Decatur, IL as the south-central publisher node. Judges Guild began publishing in 1976 and became the premier third-party for D&D in the late ’70s–early ’80s; TSR’s formal license lasted into the early ’80s. 

Bob Bledsaw was born and raised in Decatur, Illinois, and in 1975 began running a D&D campaign after friends asked for help after four failed attempts to run the game themselves. On July 4, 1976, Bledsaw and partner Bill Owen traveled to Lake Geneva to visit TSR, where they met with Dave Arneson and received verbal approval to produce play aids for D&D. At the time, TSR's general feeling was that no one would be interested in supplemental materials.

By 1980, Judges Guild had scaled to a 14,000-square-foot facility in Decatur with a staff of 42. At that time this central Illinois town was home to one of the world's largest RPG publishers.

Springfield, IL, White Oaks Mall (Center of the State) had two book sellers (Waldenbooks, B Dalton's) that kept a regular high stock of D&D/RPG items from the early 1980s on. This was due to the Random-House distribution deal that put D&D and other games into malls all over. Many other stores also carried D&D and Wargame titles within the city. At one point, a city of just 100,000 people had five sources of D&D books. 

I have talked to gamers from all over. Some had to hunt for books, drive long distances, or rely on mail order. Here, I had choices of a couple of locations in my own small hometown, and I could drive the short distance to Springfield to have even more choices. 

Carbondale, IL, Castle Perilous. Coming full circle, Castle Perilous opened up in Carbondale in 1990 by SIU alum Scott Thorne.  Steve Chenault of Troll Lord Games played games here while searching for Trampier.  

Continuous convention calendar along the route. Gen Con (WI), Winter War (UIUC), and the Egyptian Campaign (SIU) created a reliable annual circuit for retailers, designers, and GMs to move product, run events, and cross-pollinate.

Time Line

1968–1978: Gen Con grows in southern WI (Lake Geneva to UW-Parkside).
1973: GDW founded (Bloomington-Normal, IL).
1974: Winter War launches at UIUC (Champaign-Urbana, IL)
1974: Tim Kask attends first GenCon, begins playtesting D&D at SIUC
1976: TSR opens Dungeon Hobby Shop at 723 Williams St. in Lake Geneva.
1976–83: Judges Guild (Decatur) is a primary third-party D&D publisher under TSR license, then beyond.
1979: Random House distribution deal with TSR begins (book-trade availability).
1980: FASA was founded in Chicago.
1981: Mayfair Games was founded in the Chicago area (Role Aids 1982).
1982: Games Plus opens (Mount Prospect, IL).
1984: Pacesetter was founded in Delavan, WI (near Lake Geneva, WI).
1987–2007: Egyptian Campaign runs in Carbondale, peaking ~750 attendees.
1990: Castle Perilous opens in Carbondale. Second only to Games Plus in size and sales. Still open today!
1987–98: Chessex (Fort Wayne, IN) expands Midwest distribution; Alliance forms through a 1998 merger.

The PLATO Bonus

There was another, parallel pipeline. Gary Whisenhunt and Ray Wood at Southern Illinois University in Carbondale wrote the first role-playing video game in the TUTOR programming language for the PLATO system between 1974 and 1975. Called dnd, it was named after Dungeons & Dragons and is notable for being the first interactive game to feature what would later be called "bosses." 

This makes Carbondale and SIUC part of the earliest lineage of digital RPGs. Dungeons & Dragons and computers go all the way back to their origins and are interlinked. While computers will be forever associated with "Silcon Valley," RPGs will forever be associated with the Midwest. 

The Midwest did not merely birth Dungeons & Dragons; Illinois sustained and propagated the hobby through a connected north-south corridor of publishers, universities, conventions, and retailers that formed a durable cultural infrastructure from Lake Geneva to Carbondale.

Selected Sources / Bibliography

Tim Kask Interview, Part I - Grognardia (2008) https://grognardia.blogspot.com/2008/09/interview-tim-kask-part-i.html Kask's account of his SIUC years, the Chainmail cold call, GenCon '74, and his hire at TSR.

Tim Kask Interview, Part II - Grognardia (2008) https://grognardia.blogspot.com/2008/09/interview-tim-kask-part-ii.html Kask on the development of Basic and Advanced D&D, viral spread of the game, and his role as "midwife" to AD&D.

Bill Owen on Bob Bledsaw - Goodman Games https://goodman-games.com/remembering-bob-bledsaw-sr/ Co-founder of Judges Guild's first-person account of the Decatur wargaming scene and the founding of the company. Essential primary source for the Decatur node.

Bill Owen's ICD/Judges Guild Precursor Blog https://wargamecampaign.wordpress.com/2017/06/10/icd-judges-guilds-precursors/ Owen's detailed account of the pre-Judges Guild wargaming club scene in Decatur and Springfield, including connections to other Illinois clubs.

Marc Miller Interview - The Escapist, "A Perpetual Traveller" https://v1.escapistmagazine.com/articles/view/tabletop/columns/days-of-high-adventure/7023-A-Perpetual-Traveller-Marc-Miller Miller in his own words on returning to ISU on the GI Bill, founding the ISU Game Club, and how D&D instantly made sense to him because of prior political roleplaying at U of I.

Dragonsfoot Tim Kask Thread https://www.dragonsfoot.org/forums/viewtopic.php?t=92246
Primary community source for Kask's SIUC recollections and the Kwalish/Apparatus connection outside of my own conversations with him.

"An SIU Gaming Club Played an Integral Part in the Development of Dungeons & Dragons" - The Southern https://thesouthern.com/news/local/an-siu-gaming-club-played-an-integral-part-in-the-development-of-dungeons-dragons/article_a2c8bcd5-0d4c-5df3-a4cf-1f3a4225286d.html Local news coverage of the Strategic Games Society and Kask's Qualishar campaign at SIUC.

"Club Part of Dungeons & Dragons Creation" - Jacksonville Journal Courier https://www.myjournalcourier.com/news/article/Club-part-of-Dungeons-amp-Dragons-creation-14341261.php Additional local coverage of SIUC's role in D&D history.

"Exchange Club Played Part in Dungeons & Dragons Creation" - Daily Herald https://www.dailyherald.com/20190818/news/exchange-club-played-part-in-dungeons-dragons-creation/ Third regional news source documenting the SIUC pipeline connection.

Winter War - About Us (official site) https://www.winterwar.org/about Confirms 1974 founding by the Conflict Simulation Society on the UIUC campus.

"A Winter War for Gamers" - Smile Politely https://www.smilepolitely.com/culture/a_winter_war_for_gamers/ Detailed history of the Conflict Simulation Society's founding in 1969 and the birth of Winter War. Confirms the UIUC origin and the 1974 launch.

"Annual Winter War Gamers' Convention Returns to Champaign" - Herald-Review https://herald-review.com/entertainment/local/annual-winter-war-gamers-convention-returns-to-champaign/article_5f22fea4-2a5b-11e0-9c99-001cc4c03286.html Confirms Winter War as one of the oldest continuously operating wargaming conventions in the world, 38 years without a break.

Books

Gary Gygax, Empire of Imagination by Michael Witwer (Bloomsbury, 2015).

Ben Riggs, Slaying the Dragon (St. Martin’s Press, 2022).

Jon Peterson, Playing at the World (Unreason Press, 2012).

Jon Peterson, The Elusive Shift (MIT Press, 2020).

Shannon Appelcline, Designers & Dragons: The ’70s (2015)

Wednesday, December 10, 2025

In Search Of...Warduchess

Aaron J Riley - Warduchess https://aaronjriley.artstation.com/projects/QrXA58
Aaron J Riley - Warduchess
She called herself Warduchess, and she claimed the legacy of her father without apology.

This is a bit of a different "In Search Of" since the topic, while related to the past of the D&D game, it is not actually part of it. Indeed, the furthest back this topic goes in terms of researchable material is only a scant seven years. But that doesn't mean it isn't worth some digging...and a little fun.

Today I go In Search Of...the Warduchess!

In Search Of...the Warduchess

Who is "Warduchess?" Well, the most straightforward answer to that question is she is a genderbent version of Warduke from the classic LJN toyline, and appears in the D&D BECMI product AC1 The Shady Dragon Inn.

Before we can answer who is Warduchess, maybe we should start with who is Warduke?

Who is Warduke?

As I mentioned already Warduke was/is a very popular character from the old D&D LJN toy line. He would also later have his stats printed out in The Shady Dragon Inn and more recently as a member of The League of Malevolence in "The Wild Beyond The Witchlight" for D&D 5e. Just as I am obsessed with Skylla, there are those out there just as obsessed with Warduke. The two NPCs also share a history. This will be important later. 

I described Warduke as a minor D&D celebrity. He has stats for Basic (BECMI), 3rd Edition, and 5th Edition. I bet if I dug deeper, I could find 2nd and 4th Edition stats as well. He is chaotic (BECMI) evil (3,5) and always described as a powerful fighter. The D&D Companion "Avenger" class was either made for him in mind or he was made for it. In 1984's XL-1 Quest for the Heartstone he appears again with some more backstory. He even appears on the cover with the D&D "Paladin" Strongheart. The biggest revelation is that Warduke used to be good (or at least less evil) and was friends with Strongheart!

I was introduced to the Anti-Paladin in Best of Dragon Vol. II, and I briefly considered Warduke to be an anti-paladin, but he seemed more of a brutish thug to me. I never got the appeal of the guy back then, but like I have said before, his fans look at my 40+ Skylla posts and scratch their heads.

Warduke has had, beyond a doubt, a successful D&D career over the last 42 years. Or more.

More? Yes. While the image of Warduke with his half-chain armor is cemented in everyone's mind, it wasn't his first appearance. That honor actually belongs to The Dragon Magazine #17.

The Dragon #17

That is our old pal Warduke with whom I assume to be Elvira. It looks like he has all his armor, and maybe some of hers as well. Eh, it was 1978. The Forgotten Realms wiki claims the cover artist is David Sutherland. I have no reason to doubt this.  Who ever the woman is we can gather she is some sort of spell caster. I am also putting her into the running of "the mother of Warduchess."

Naturally the question now is. Who is her mother?

Who is the Mother of Warduchess?

Much like my investigation on who the father of Drelnza was, there are some interesting choices. Lets see what we can figure out based on Warduke's published histories. 

For this thought experiment, I am only considering consensual pairings. Why? I want a Warduchess, who while very evil, looks up to her father as someone to emulate. I want a Warduke who looks at his daughter as someone worthy to control of what every domain he set up for himself, that is as long as she proves herself worthy. 

Skylla

She is my favorite choice mostly because I love the character and I can totally see her giving up a child for magical power/advantage. Plus, the Dragon #17 cover reminds me a bit of her, at least in the face. And once she got over her "Ziggy Stardust" phase.

Skylla and Dragon 17 spellcaster

Warduke and Skylla both have similar demon motifs on their outfits. Skyll's demon headdress is very similar to one Warduke has on his shield. So there is a connection here. Would Skylla give up her child? Sure, she is evil and if there was magical gain in it then sure. 

Raven

If I had a dime for every "Raven" I have run into...anyway. Why Raven? She is an evil cleric and she has the distinction of being in love with Warduke. Though it is often said he really doesn't want anything to do with her. Is she Warduchess' mother? Maybe. Maybe Warduke took her to wife, or consort, and she stayed at his keep and raised little Warduchess. It would explain why we never saw her again in any other product or toyline. Or she was killed. In truth, I don't see Warduchess having a maternal figure in her life. She would be (again in my mind) too dedicated to her father. I also like the idea that he raised her.

Helayne

Another woman from Warduke's past. Helayne is an evil illusionist. so she would also work fine with the Dragon #17 art. She has all the pros and cons of Raven to be honest. Other than class, there is not a lot to differentiate them, save that Raven is explicitly said to be in love with him.

Aleena

Ah, my long shot. Does every woman go through a "bad boy" phase? No. But Aleena did, and that bad boy was Warduke. One night of forbidden passion, fast forward to a couple of years and then Bargle. Warduke, learning Aleena had died, kidnaps (he says reclaims) his daughter from the temple Aleena belonged to and raised her.

Morgan Ironwolf

While not a part of Warduke's past, I don't put it past her. She is not really "good" so his evil would not be an issue. I can see her getting pregnant and leaving the child in the care of a relative, but that seems less likely. 

The only thing in her favor is that there is a mini of her with red hair, Morgan's color.

I admit, I kinda want a Warduchess who doesn't know who her mother is and is ok with that. Part of her anger stems from her sense of abandonment by her mother and her "rescue" by her father. This is one of the reasons she chooses to emulate him.

Who do you think it is? Vote below.

Who is Warduchess?

Artcustom minisproduced minis, and kitbash figures of Warduchess have been around the Internet for a while. The first ones I can find date back to at least 2018 and I am certain there are other, earlier ones. The most famous, or at least the most widely reposted, art belongs to the talented Aaron J. Riley who has done work of D&D and Magic. So that puts a veneer of authenticity to her existence in a D&D universe.  

What is my personal involvement with this character? While a few years ago (2020) I had accidentally ordered an extra set of Willow & Tara minis from HeroForge. I thought it might be a good idea to send them to a friend. In the package I mentioned, I was also putting in an extra Warduke mini I had "to protect them." My friend was a big Warduke fan. Though in my typing, I instead typed "Wardyke." To which my friend responded, "Warduke, protector of lesbians." And I responded back, "Warduchess." It kinda stuck. I am NOT claiming to made up Warduchess here, I already knew of the kitbash figure from a couple of years prior while trying to kitbash my own Skylla (didn't manage to make my own, so I just bought one).  In any case, Warduchess stuck with me.

As far as the character goes. I always assumed she was raised by her father who still had some "good" left in him to raise a daughter that idolized him. Not saying he was up for Father of the Year, mind you. He taught her to be a killer. 

Warduchess

For nearly a generation after the fall of Lord Warduke, the borderlands began to breathe again.

His fortress still brooded over the black crags like a broken tooth, but no banners flew from its towers. The warbands that once hunted beneath his sigil scattered into brigands and ghosts. Merchants dared the old roads again, first with armed caravans, then with laughter, then with children born who learned his name only as a curse muttered by grandparents.

Some whispered that Warduke had grown old.

Others claimed he had turned inward, brooding in iron solitude.

A few even dared to say he had found regret.

For a time, it seemed the age of terror had passed.

Then the Warduchess came.

They say the first village to fall thought her a masquerader. A young woman in battle-scarred armor, half-chain and demon helm, bearing the same skull sigil the old tyrant once bore. They laughed at her from the palisade. They died screaming beneath it.

Warduchess with Axe
Warduchess
13th level Fighter (Avenger) Female

Alignment: Chaotic

Strength: 18 (+3)
Intelligence: 11 (-)
Wisdom: 13 (+1)
Dexterity: 13 (+1)
Constitution: 16 (+2)
Charisma: 11 (-)

Poison or Death Ray: 4
Magic Wand: 5
Turn to Stone or Paralysis: 6
Dragon Breath: 7
Spells or Magic Staff: 8

AC: 1 (Chainmail +2, Demonshield +1)
HP: 77
To Hit AC 0: 11 (+3 melee, +1 ranged)

+10% xp
Detect Evil 1/round
Turn as Cleric 4
Spells as Cleric 4
  First level: Cure Light Wounds, Resist Cold
  Second level: Hold Person

Gear
Sword +2 flaming
Chainmail +2
Demonshield +1 to AC (+2 total), +1 to fire-based saves
Battle Axe +2

She wears her father's armor, and bears his shield and sword. But her new preferred weapon is a large double-bladed axe she wields in both hands. 

I wanted her to be an Avenger, to make good on the idea that Warduke had been an anti-paladin and this is the BECMI version of that. It also lends some evidence (maybe??) that her mother was Raven and she had gotten at least some clerical instruction from her at some point.

Looking forward to seeing what else I can do with her!

Warduchess sheet


Links

Warduchess

Warduke

Dungeons & Dragons Fandom Wiki

Tuesday, September 23, 2025

In Search Of... Castle Greyhawk

 I started this post once before, but I am returning to it now. Especially now with so much new Castle Greyhawk material to be had.  I also wanted to do another of my In Search Of... feature.

Castles Greyhawk

In Search Of... Castle Greyhawk

Castle Greyhawk has been a quasi-mythical dungeon. It did exist, in one form or another, and was part of Gary Gygax's own D&D campaign. It was rumored to be anywhere between 13 levels, to 70 to 100s of levels. It was merged with Rob Kuntz's "El Raja Key" at some point and made even larger. The full Castle Greyhawk had always been promised to us but only partially delivered. I'll have some links below so you can read more on all of these topics.

The Published Castles Greyhawk

Despite never getting a full and proper publication, many Castles Greyhawk have existed over the years. Some official, others...well, less so, but all fit the spirit of the idea of Castle Greyhawk. I will cover them below with my own experiences.

WG7 Castle Greyhawk
WG7 Castle Greyhawk

I remember being quite excited about this one. The *real* Castle Greyhawk. Finally! Well...that is not the case, really. I like humor in my games, but this was not a great adventure nor a particularly good "joke" one. There are some good bits here. I loved the idea of multiple levels. I loved the idea of a different author/designer taking on each one. Some of the levels were also fun send-ups of my early D&D tropes like "The Temple of Really Bad Dead Things." Sadly, it all never really worked.

Getting different designers to cover each level was fun in theory. They never connected at all. Some were even so bad that I had my players bypass them altogether. For example, when they got to Level 8, I put a "handwritten" sign (in ketchup, no less) up outside the entryway saying, "Food fight in progress, please proceed to Level 9."  Eventually, the whole thing collapsed under the weight of its own silliness. 

There are some good ideas here. There are some good hooks, and I like the introduction and the first level. Though I do remember some awkwardness in the transitions between levels. One I recall was Level 10, which assumed that you had gone all the way back up to Level 1. Seemed to run counter to the stated reality of the adventure. The maps are good, the art, for the most part, is fun, and again, pulling it all apart to make a bunch of unrelated mini-adventures might be the way to go.

However, I can't help but think that there was a little bit of vindictiveness in having such a high-profile and "bad" adventure carry the name Castle Greyhawk come out in the days after Gary Gygax had been let go.  Given that the previous WG7 was supposed to have been a high-level adventure from Gygax called Shadowlands. There is a lot of evidence against this, but thinking back to 1988 and knowing that Gary had been booted. Plus, at the time, I was connecting with other gamers from all over the state, and we shared our pre-Internet opinions. Well, conclusions, truthful or erroneous, can be drawn, and opinions die hard.

Don't misunderstand me; I know Gary loved a good funhouse dungeon. And really, is this one any more ridiculous than "Tomb of Horrors" or the really awful puns in the graveyard of Castle Ravenloft? This one, however, feels like a bridge too far.  It was too bad, really. I was in the midst of my "Greyhawk renaissance" at the time, and I wanted to consume anything and everything related to Greyhawk, but mostly official Greyhawk material, rather than the pastiche I had built over the years. 

I had a copy, but I lost it many years ago, and I recently reacquired my copy from my old DM's collection. I have the PDF, but I never had a desire to grab a new PoD version. However, I did think about it back in my early days working with Eden Studios, when I read the WitchCraft short story "The House that Dripped Clichés." I wanted to make something good of the Castle Greyhawk adventure. But ultimately, I reasoned I would be better off making my own. Thankfully, I didn't have to.

WGR1 Greyhawk Ruins (2e)

After the misfire of WG7 Castle Greyhawk, TSR had another go at presenting the legendary dungeon in print. This time, in 1990, they gave us WGR1 Greyhawk Ruins, written by Blake Mobley and Timothy Brown, for 2nd Edition AD&D.

On the surface, this one looked like a course correction. Gone was the parody tone, gone were the ketchup-smeared signs, and in their place was a serious attempt to frame Castle Greyhawk as an honest-to-goodness megadungeon. The adventure describes the ruins of the Castle aboveground, and beneath them, three partially intact towers that served as gateways to the deeper dungeon levels.

This felt much closer to what I had always imagined Castle Greyhawk to be. The presentation was straightforward: keyed maps, monsters, treasure, and plenty of challenges. In many ways, it’s a classic meat-and-potatoes dungeon crawl, and for DMs who wanted a usable Greyhawk megadungeon without wading through parody, it delivered.

But there were two problems. First, no published module could ever live up to the myth of Castle Greyhawk by this point. Gamers had been hearing about Gary’s original for over fifteen years, and expectations had grown to impossible heights. Second, the stink of WG7 still lingered. After being burned once, many fans weren’t ready to embrace a new “official” Castle so soon. That left Greyhawk Ruins in a tough spot: serious in tone, expansive in scope, but struggling to shake off its predecessor’s shadow.

I also have to admit, I’ve never been a fan of the cover. It doesn’t capture the sense of awe and menace I wanted from the ruins of the game's greatest dungeon. Inside, though, the content is solid. Twenty-five plus levels of dungeon to explore, each with its own flavor, from ruined laboratories to caverns crawling with monsters. It’s not subtle, but it is dangerous, and it can easily keep a party busy for years of game time.

Looking back, WGR1 Greyhawk Ruins represents the first truly earnest attempt to give us Castle Greyhawk as an actual megadungeon. It wasn’t Gary’s Castle, and it wasn’t Rob’s either, but it was playable, and it kept Greyhawk alive at the table in the early 2e era. For me, it feels like the first step toward reclaiming the myth after WG7, even if it never stood a chance of satisfying everyone’s expectations.

This is another old adventure of mine that was in the collection of my old DM. I think I bought it with the idea that he would run me through it, but it was the 1990s, and I was still finishing up my undergrad studies and likely never got around to it.

Expedition to the Ruins of Castle Greyhawk

By the time 2007 rolled around, I had already been through the highs and lows of Castle Greyhawk in print. WG7 had left a sour taste, WGR1 had done some course correction, but the mythical real Castle Greyhawk still seemed just out of reach. Then came Expedition to the Ruins of Castle Greyhawk for D&D 3.5. On paper, this was the one that might finally get it right.

This was a big (224 pages), glossy hardcover and part of Wizards’ “Expedition” series that included Expedition to Castle Ravenloft, Expedition to the Demonweb Pits, and Expedition to Undermountain. These books were meant to be love letters to classic adventures, rebuilt for the then-current edition. And with writers like Jason Bulmahn, James Jacobs, and Erik Mona (names I respected then and now), I had reason to hope.

The book immediately set itself apart from WG7’s funhouse antics. Instead of a parody, it gave us a full-on campaign, a sprawling dungeon crawl combined with political intrigue in the Free City of Greyhawk. Iuz, Zagyg, my ex-girlfriend Iggwilv, and even Zuoken show up, giving the adventure cosmic stakes beyond just “loot the dungeon.” It’s pitched for characters of about 8th–13th level, which honestly felt right. By that point, adventurers are strong enough to tangle with demigods, but not so epic that the whole thing feels like a superhero comic.

The design is ambitious. You don’t just get dungeon rooms mapped and keyed; you get partial maps, encounter tables, and plenty of blank space to make the Castle your own. That’s clever; it echoes the fact that Gary’s original Castle Greyhawk was never static. It was a living, changing environment, tailored to the players at the table. Of course, the downside is obvious: if you're looking for a completely mapped, plug-and-play megadungeon, you won’t find it here. DMs had to be ready to improvise and prep.

I ran pieces of it rather than the whole campaign. Some of the encounters, especially with the new monsters (the aurumvorax got a facelift here, and the cataboligne demon was nasty), were deadly even for 13th-level PCs. My players loved that sense of danger, though — it felt like the dungeon had teeth again.

But did it finally give us the “real” Castle Greyhawk? Well. That depends on what you were hoping for. If you wanted Gary’s original notes, this wasn’t it. If you wanted a megadungeon that was both a campaign centerpiece and a love letter to Greyhawk lore, it largely delivered. It felt like Mona and Jacobs, in particular, were saying, “Yes, Greyhawk matters. Here’s why.”

I remember closing the book after my first read-through and thinking: this is probably as close as we’re ever going to get to a “canon” Castle Greyhawk. Not Gary’s, not Rob’s, but a 3rd Edition interpretation that pulled from the mythos, built a strong framework, and left room for each DM to add their own touch. Say what you like about 3rd Edition, but at the time, respect for Gary was at an all-time high. 

Thankfully, it was not the last word. 

Castle of the Mad Archmage

If Expedition to the Ruins of Castle Greyhawk was Wizards of the Coast’s official attempt to canonize the Castle for 3rd Edition, then Castle of the Mad Archmage was the fan-driven answer — and in many ways, it feels closer to the dream of a “true” Castle Greyhawk than anything TSR or WotC ever put out.

Joseph Bloch, the “Greyhawk Grognard,” originally released Castle of the Mad Archmage starting in 2009. His idea was simple: if Wizards of the Coast wouldn't and TSR couldn't (because they were gone) give us the real Castle, then he would build one in the old school spirit, level by level, and let people play in it. Later, he expanded and polished the whole into a professional print version through his company, BRW Games. You honestly have to admire that. 

Castle of the Mad Archmage

This is a megadungeon in the classic sense, sprawling, multi-layered, with dozens of levels stacked on top of each other. Unlike WGR1 or Expedition, Bloch’s Castle doesn’t pull back. It goes all in. If you want a dungeon that feels like it could go on forever, with weird sub-levels, eccentric monsters, and dangerous tricks, this is it. The DNA is clearly Gygaxian: funhouse elements mixed with deadliness, nods to pulp fantasy, and the sense that anything could be around the next corner.

When I first cracked it open, I remember thinking: “This is what I wanted WG7 to be.” It’s not parody. It’s not restrained to three towers. It’s not half-mapped. It’s a full megadungeon you could run a whole campaign in, or strip for parts if that’s more your style. And it’s very much meant for old-school play, resource management, exploration, and danger at every turn.

Is it Gary’s Castle Greyhawk? No, of course not. But in spirit, it comes closer than most. Bloch captures that sense of scale and unpredictability that the Castle always promised. For me, this book represents what the fan community can do when official channels fall short: keep the torch burning, keep the dungeons sprawling, and keep Greyhawk alive at the table.

Now I am a bigger fan of "Expedition to the Ruins of Greyhawk" than Joseph is. But I am happy to have both in my collection.

There are several "flavors" to choose from to suit your gaming needs.

There will likely be more.

Castles & Crusades Castle Zagyg Yggsburgh
Castles & Crusades Castle Zagyg Yggsburgh

When Gary Gygax himself returned to publishing in the early 2000s, hope flared again that we might finally see his Castle Greyhawk the original megadungeon that started it all. Of course, Wizards of the Coast owned the Greyhawk name, so Gary couldn’t publish it directly. Instead, he partnered with Troll Lord Games and released it under the title Castle Zagyg (Zagyg being Gary’s famous mad archmage, his own anagram).

The first product in this line was Castle Zagyg: Yggsburgh in 2005. Rather than plunge straight into dungeon levels, this hefty book detailed the city of Yggsburgh, Gary’s version of the Free City of Greyhawk. It was written for Castles & Crusades, Troll Lord’s ruleset that deliberately hewed close to the feel of old-school AD&D, but conversion to earlier editions was painless.

Yggsburgh wasn’t the dungeon itself, but it was meant to set the stage: a living, breathing city that adventurers could use as their home base before venturing into the nearby Castle. The book offered districts, NPCs, and hooks galore. For those of us who had been following the “Castle Greyhawk saga” for decades, it was tantalizing. At last, we had something directly from Gary’s hand.

The plan was to follow this up with the dungeon levels themselves, released as boxed sets under the Castle Zagyg name. A few pieces trickled out, Castle Zagyg: The East Mark Gazetteer and The Upper Works (2008), before Gary’s death in March 2008. After that, the line was discontinued. For various reasons that I don't really need to get into now the line would remain dead for the next 15 years.

Yggsburgh Maps

Yggsburgh Maps

In 2023, Troll Lord Games released a 256-page Classic Reprint of Yggsburgh through DriveThruRPG and their own website, making this long out-of-print title available again to fans who missed it the first time. It’s a facsimile edition, preserving the original text and layout; a chance to finally own one of the last projects Gary worked on. Not only that, the maps are by none other than Darlene herself.

So, what we got in Yggsburgh was a glimpse of what could have been: Gary’s vision of the city that would sit at the foot of his legendary Castle. The megadungeon itself never fully saw print. That fact alone makes this one bittersweet. Reading through Yggsburgh now, you can see the connective tissue to Greyhawk, but also Gary striking out on his own terms, freed from TSR and later WotC.

For me, Castle Zagyg: Yggsburgh is less about the content (though it’s rich with Gary’s flavor and quirks) and more about the promise it represented. We almost had the real thing. We almost got to walk the halls of the original Castle with Gary as our guide. Instead, we’re left with fragments. 

And the myth grows ever larger.

How to Reconcile All These Castles Greyhawk?

Regardless of what version of Castle Greyhawk you prefer, someone else has a different opinion. How can we have ALL the Castles Greyhawk in a game? 

Well. We borrow from the real world. 

Zagig Yragerne as Ludwig II of Bavaria

Known as "The Mad Archmage," Zagig Yragerne was the builder of Castle Greyhawk. But what if the Mad Archmage had something in common with another famously "Mad" person? In particular King Ludwig II of Bavaria, also known as "The Mad King."  Why was he mad? He built castles. Lavish ones at that.  Neuschwanstein CastleLinderhof Palace, and Herrenchiemsee. Neuschwanstein is a "fairy tale" castle and is the model for the castles of Disney World and Disneyland. There is even a tenuous connection to Castle Falkenstien here that I might explore later on. 

So what if all the Castle Greyhawks are real? All were built by Zagig Yragerne, and all of them were called at one point or another "Castle Greyhawk?"

Which leads me to my next thought.

Castle Greyhawk as a Pan-Dimensional Altgeld Hall

On five Illinois college campuses, castles were built during the time of Gov. John Altgeld. These buildings are all called Altgeld Hall, and all resemble Gothic Revival Castles. There has been a long-standing rumor that you could take these buildings and put them together to form one massive castle. There is no evidence of this, but it was a powerful idea. Plus, having walked by Altgeld Hall at SIUC for years, it left a powerful image. One too good to ignore. 

What if all of the various Castles Greyhawk are connected somehow? Not like I suggested with the Temple of Elemental Evil (one location that exists simultaneously across multiple realities), but one supermassive structure built in different pieces in different locations. 

What was Zagig trying to accomplish? Was he going to build these different castles and link them? Merge them across time and space? This may explain why WGR1 Greyhawk Ruins and Expedition to the Ruins of Castle Greyhawk have similar maps in some places but very different ones in others.

Maybe I could tie this into my whole idea of Erde/Oerth/Arth/Urt/Learth/Ærth, where there is a Castle Greyhawk on the various connecting planes, and they are the point of contact. From the Castle's perspective, it is one massive structure; it's just that mortals only see what is on their own plane. Now, are the castles there because the planes are connected? OR are the planes connected because the  Castles are there? 

There is at least some published evidence to this. Erde/Aihrde, the world of Castles & Crusades, has its own Castle Yggsburgh, AND for a time, they were the publisher of Lejendary Adventures. So maybe Erde/Aihrde is what I jokingly refer to as Learth. 

Frank Mentzer gave us Urt, an earlier name for Mystara which is Earth circa 150 MYA. And we know that he was working on the other side of Oerth; Aquaria. It is not a stretch then that there is a Castle Greyhawk on Mystara/Urt too. Those with the knowledge can move from to the next and thus cross realities.  NOTE: I am not going to explain why Empyrea failed here. There are more sites on the net that have gone over that far more in-depth than I will or even want too. 

By this logic, there could be more Castles Greyhawk out there in the D&D multiverse just waiting to be discovered. 

In Search Of the Real Castle Greyhawk

At the end of this long journey through the printed Castles Greyhawk, I keep coming back to the same realization: there was never just one Castle Greyhawk. Every attempt to capture it on paper; from the parody of WG7, to the earnest sprawl of WGR1 Greyhawk Ruins, to the ambitious but incomplete Expedition to the Ruins of Castle Greyhawk, to Joseph Bloch’s Castle of the Mad Archmage, and finally Gary’s own Castle Zagyg: Yggsburgh; all circle the same mythic source but never quite touch it.

Part of that is simple: Gary’s Castle was never a finished product. It was a living dungeon, reshaped by play, rebuilt after disasters, improvised week after week for the players in his original group. You can’t publish that experience whole cloth. At best, you can give glimpses, fragments, or homages. It will never be the late 1970s in Lake Geneva, WI ever again.

But maybe that’s the true legacy of Castle Greyhawk. Not the maps, or the monsters, or the towers above the Free City, but the idea that the dungeon is never done. It’s always changing, always waiting for the next group of adventurers to descend into its depths. Every version we’ve looked at, official or unofficial, serious or silly, carries a spark of that truth.

Gary himself got closest with Castle Zagyg, and though his death left that project unfinished, what we did get reminds us that the Castle was never about completeness. It was about potential. It was about mystery. It was about a group of players gathered around a table, wondering what lay behind the next door.

So, in a sense, the real Castle Greyhawk has always been with us. It’s in every megadungeon we map, every ruin we stock with monsters, every campaign we launch into the unknown. The Castle is a myth, yes, but it’s a myth that keeps inspiring us to build, to imagine, and to play.

And maybe that’s the best tribute of all.

Links

This is not an exhaustive list, it is the one I used when researching this post. 


Thursday, February 13, 2025

In Search Of...Drelnza, Iggwilv's Treasure

Drelnza, Iggwilv's Treasure
Drelnza holding Daoud's Wondrous Lanthorn aloft.
Art by Jeff Easley, 2012.
My son is getting ready to run Module S4, The Lost Caverns of Tsojconth, one of my all-time favorite adventures. And as it turns out I recently re-acquired my original S4 from my old DM's collection. So I have that, the 5e version from Quests from the Infinite Staircase, the 3e extension, and other variants so I am well prepared to help him out.

Then he asked about Drelnza.

Of course I know who she is in the context of this adventure. I know who she is in relationship to Iggwilv, but beyond that...there is just not a lot about her. So I set out to discover more. Was she once a Lawful Good Paladin? Who was her father? How did she become a vampire? I might not be able to answer all these questions, but I will give them a try as I go In Search of Drelnza, Iggwilv's Treasure.

In Search Of...Drelnza, Iggwilv's Treasure

What can we say we know for certain?

Drelnza (sometimes Drelzna) is a vampire found in the spherical chamber guarding Iggwilv's stash of magical treasure. 

She is called "Iggwilv's Treasure" and is her daughter. Whether that is a biological daughter can be debated.

 She is a standard vampire in the original S4 for AD&D 1st Ed. In later editions, she gets a few upgrades, including fighter (or Samurai) levels and a really powerful sword (named "Heretic").

What is tantalizing about her is how little we really know. 

From reading the original Winter Con V version of the adventure, we do know that she was originally just a "vampiress lord" sleeping on a stone slab, a bit like Sleeping Beauty, and designed to catch the characters and players off guard. It is a ruse that is only likely to be used once and lampooned in the later Castle Greyhawk adventure "Temple of Really Bad Dead Things."

Outside of that, there is very, very little about her in the adventure itself. However, I have learned that on Oerth-Prime, she was killed by Melf.

Drelnza - Quests from the Infinite Staircase
Drelnza's Life and Unlife

Nearly nothing is known here. We have one tidbit of information, though. The warlock Mary Greymalkin is the daughter of Drelnza and an Eladrin. This makes Mary the grand-daughter of Iggwilv. Something I should explore more. 

According to the Dastardly Decimal System Podcast, Drelnza was a warrior Princess. I like the idea of her being something akin to Xena. 

In any case, she must have had Mary while she was young, which means she is not a very old vampire at all.

Who's Your Daddy?

Gary never confirmed, or even really knew, who Drelnza's father was. He firmly left that in the hands of the players to decide in their own games if they ever felt the need.  According to Dragon Magazine #336 (October 2005), Drelnza was born between 481 and 491 CY. But this seems really late into Iggwilv's rule of Perrenland and not long enough ago to be "centuries" since Iggwilv was last seen. Reminder the "current" year in Greyhawk is considered to be 591 CY.  

In the article "History Check: The Iggwilv-Graz’zt Affair" from Dragon #414 it is stated that her father is still unknown and she might be the only being in the multi-verse Iggwilv ever truly loved.  So I'd like to think she was born early enough in Tasha's/Iggwilv's life when she was still capable of loving someone. 

Let's say that Iggwilv conquers Perrenland with her undead army in 481 CY. She is a Queen, but she needs a general, and who better to be a general of her undead army than her own vampire daughter, who also happens to be an excellent fighter (or even paladin/anti-paladin). 

So, her exact date of birth is really in question (by me), but honestly, I would push it back to the 460s or even the 450s. This would give Drelnza time to grow into a woman, have her own child (Mary), and then get turned into a vampire, likely something caused by Iggwilv herself. 

As for her father, there are many interesting prospects here. Let's look at them one by one.

Graz'zt

He has been the father of Iuz since his time with Iggwilv, but it is almost universally agreed that he is not the father of Drelnza.

Mordenkainen

Now here is an interesting idea. I like the idea that Iggwilv, maybe when she was still known as Tasha, and Mordenkainen having an illicit affair resulting in a daughter. The basic trouble here is one of timing. Back when Iggwilv/Tasha was young she had not met Graz'zt yet and it widely held that Iuz is older than Drelnza. Unless Drelnza is older, but was turned into a vampire and the age refers to her "living" age. Still...the timing is not exactly right. 

Tasha and Mordenkainen

Ok. So not Drelnza's father, but maybe there is another child out there where Mordy and Tasha are the parents. Maybe this is the origin of the "Son of Pohjola" who she gave birth to on an alternate Earth?

Orcus

This is who I went with when I created the Noidan Tytär, or the Daughters of Iggwilv. However, I think I will stick with this for Iggwilv's Nine Daughters. I feel less inclined these days to make Drelnza among their number. This means Noidan Tytär, Iuz, and Drelnza are all half-siblings.

Tsojcanth

We also don't have many details on who Tsojcanth was. The ever-helpful OSR Grimoire features a bit of an interview with Gary about Tsojcanth, stating he was a powerful wizard, and almost certainly Good and human. This contradicts what is presented in Iggwilv's Legacy: The Lost Caverns of Tsojcanth. I am more inclined to go with Gary's notion that Tsojcanth was human and good if not Lawful Good. The "fiend" Tsojcanth feels lazy and dull to me. Not to say he was not corrupted later on, but it still feels lazy. Plus it just means that Tsojcanth is the same as Iuz, only instead of Graz'zt and Iggwilv it is Fraz-Urb'luu and Vilhara. Even down to the imprisoning. No. We can do better. 

I am more likely to go with Tsojcanth dying and Fraz-Urb'luu pretending to be Tsojcanth turned evil.

So let's say Tsojcanth was a lawful good wizard. Iggwilv in her search for more power seduces and corrupts him (she is evil, after all) but there is an unexpected consequence; Drelnza. Drelnza becomes a fighter, no, a lawful good Paladin, until Iggwilv twists her into her "treasure" and makes her a chaotic evil Anti-Paladin Vampire.

I like it. It is evil, devious, and filled with tragedy. 

BUT the dates don't work here either since Tsojcanth was also supposed to have been dead for centuries. 

Lerrek

One last choice comes from The Oerth Journal. In Issue #13 Lerrek (and sometimes "Lerrik") is mentioned as the father of "Drelzna." According to author Andy Seale (aka Fallon, Ranger-Sage of the Vesve), Drelzna was born in 453 CY. 

Now this is from a fan publication, but the Oerth Journal has some weight behind it, and in the absence of other details we might as well use it. 

Given her two "birth" years, I am going to say she was born in 453 CY and turned into a vampire between 481 and 491 CY. That 453 CY works well with my own thoughts on when she should have been born. 

Drelnza's Character sheet

Ultimately, I guess it doesn't really matter who Drelnza's father was. The more important relationship is between her and her mother Iggwilv.

In the current state of things, Iggwilv is shedding her past to become the new Arch Fey Zybilna, and her alignment is drifting from Chaotic Evil to Chaotic Neutral. I guess we all slow down as we get older. While it is often stated that Iggwilv truly loved her daughter, I don't think there would really be a joyous family reunion even if Drelnza had somehow survived. 

Still. I would like to say she did somehow and is still out there somewhere in the Multi-verse. Is she searching for her mother? And if so what will happen if they meet up again after so many years apart?

Sounds like something I might want to run someday.

Drelnza welcomes the characters to Iggwilv's treasure room

Links


Drelnza sleeps