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

Monday, August 31, 2026

Zothique, the Dying Earth, and Yog

 Last week I talked about the Dying Earth. Since this is last Monday before I get back to my Mirror Mondays, I do want to hold up another mirror, even if it is at an oblique angle.

So I find myself thinking of Yog again. More to the point, the Wasted Lands of Yog. Using the Wasted Lands RPG.

Wasted Lands

In a way, Yog is my own take on the Dying Earth setting, but I am not drawing from a single well. I have no desire for Yog to be just another Dying Earth or some other swords-and-sorcery affair with a red sun hanging over it all. Those are fun, of course, but we have a lot of games for that.

I want to convey to Yog an age that is almost impossible to put into words. The people who make their home now are walking atop entire civilizations that have come and gone. You will find kingdoms built on the ruins of older ones, by builders who could not have told you who put those ruins in place. The magic is as old as it is perilous, and one gets the impression it was better known to those who perished millennia ago than to the ones making use of it today.

History here does not run in a straight line; it is a matter of layers. Some of those layers get turned over, others have a way of waking up. I would say that is Vance’s influence.

But The Dying Earth is not what Yog is. Not exactly, anyway. 

Look at the gaming DNA, and you will also see plenty of Hyperborea. Jeffrey Talanian has put together an RPG that is part old-school D&D, part weird science-fantasy, and part swords & sorcery. He takes his cues from Howard, Lovecraft, and above all Clark Ashton Smith, yet he never loses sight of the fact that it has to function as a game. That is something I value.

Yog can have its share of dying-world philosophy, but at the end of the day I need my characters to be out there breaking down doors, sifting through ruins for ancient magic and the like, or putting an end to monsters. They will uncover things best left in the ground. Hyperborea allows for that sort of thing, with its mix of horror and the odd bit of impossible science.

Then you have Zothique.

For the mood of Yog, Clark Ashton Smith’s work is perhaps the most significant. I have talked a lot about Zothique in the past. It is the final continent of an Earth in the far future. The lands we know have been under the sea for eons while others have made their appearance and sunk again in the vastness of time. The sun is old, the world is in its last age, and much of history and science is a memory. Magic is back.

Smith was at it in the 1930s, well before Vance put pen to paper for The Dying Earth in 1950. And if Vance can be dangerous, Zothique is consumed by death.

You will find necromancers everywhere. It is not confined to the fellow in black robes in the tower on the edge of town. Sorcerers are raising kingdoms from corpses, lovers won’t stay in their graves, and tombs hold things with ambitions of their own. One could be in a city and feel as though it were a monument to a civilization that has already had its funeral.

In tales like "The Empire of the Necromancers" or "The Charnel God" (two of my favorites), death is not an interruption. It is the landscape. In some places, you might not be able to tell where life leaves off and death takes over.

That is very much how I see Yog. In a sense, Zothique is as decadent as I would have it be for Yog. You will find your share of kings and princes, merchants and priests, sorcerers and torturers, not to mention thieves and wanderers. Yet one gets the impression that very few are concerned with making tomorrow any better.

Then again, why put in the effort? There is little tomorrow to be had.

Kingdoms may come and go, but no one has much faith that they will endure. Religions make their way, though their deities are likely just old ghosts from a bygone era. And while cities hold on to life, the deserts are there to swallow them up, kingdom by kingdom. It all has a temporary quality about it, even civilization itself. That is what I am after on Yog.

Vance provides the ancient world, the oddity of magic and knowledge long since put aside, and the absurdity of folk carrying on with their small-time schemes under a waning sun. Hyperborea offers the gameable swords & sorcery structure; on its map a barbarian or a witch can rub shoulders with a weird monster or some relic of ancient tech, and no one needs to make an issue of it.

But from Zothique, I take the death.

Not in the sense of a high body count, but as entropy. The end of empires and languages and gods. A city left to rot. A tradition of magic is vanishing because the last adept who knew it is gone and taught no one. Whole ways of seeing the world are being buried in the sand.

I want to put that into Yog. I want ruins whose names are no one’s recollection. Gods known only by what was chiseled into a tomb. Spells so old that the question of whether their maker was human is a matter of debate. Dead civilizations layered on top of other dead ones. The people of Yog don’t live amid the detritus of a single past, but of many. That makes a difference.

It goes some way to explaining the necromancy on Yog. The living are a minority compared to the dead, and the weight of those ages is upon us. To a necromancer, it is less a transgression than tapping into the world’s greatest resource: its history.

There are some ways in which I part company with both Vance and Smith.

As mentioned previously, I am also taking influence from other sources. Raven, Swordsmistress of Chaos is not great, but fun. I did my playtesting of Wasted Lands using Raven, and it was a lot of fun. The world fits. I am also mining Gor. Gor is not great, nor is it fun. BUT it does give me some great antagonists to fight against. Something that Vance and Smith do not really do. 

There are things about Gor that are useful to me.

The city-states. The strange cultures. The decadent courts. The merchants, warriors, priests, assassins, and thieves. A world that can feel ancient and brutal even when remnants of advanced technology are hiding behind the curtains. And, of course, the Priest-Kings.

I am even using that name on Yog, though my Priest-Kings are not Norman's alien rulers. Mine are human. Painfully, disappointingly human.  They rule the city-states of Yog through religion, tradition, violence, and fear.

And then there is slavery. You can't really talk about Gor without talking about slavery, particularly the sexual slavery of women. It is not some incidental bit of background decoration in those books. It becomes fundamental to Norman's vision of the world and, eventually, to the philosophy he is trying to sell.

That is where Yog takes a very different road. I don't want to recreate Gor, vis-à-vis a Dying Earth lens. 

I want to burn Gor to the fucking ground. 

Or, more to the point, I want the player characters to be able to do it. 

I want that fantasy woman on the cover of the sleazy 70s and 80s paperback to be the one saying to the oppressors, "Everything dies. But you are dying first."

Yog is a world at the end of things, to be sure. But I don’t see everyone there as ready to make peace with it. Let the sun die if it must. Let the empire become another stratum for someone to walk on. Those still drawing breath now are going to put up a fight for it. They will face down monsters and slavers and Priest-Kings and any king or sorcerer who thinks a dying world is a license to ruin the rest of your days. 

And quite a few of the people doing the fighting are going to be witches.

Perhaps that is the line between the two. The Dying Earth says "we are all going to die." Yog wants to know what you intend to do about it first.

#RPGaDAY2026: Day 31 Edge

The witch lives on the edge

You will find it to be the case in Jackson, IL. There, teenage witches separate the town’s older, darker undercurrents from the everyday business of school, football, the local diner, and homework with friends. They are still girls, yet they are the ones who know where the monsters can be found. And they are the ones to stop them. 

The same holds for Advanced Witches & Warlocks. A witch is never a simple thing; she occupies the space between the arcane and the divine, as much a scholar or village healer as a priestess or an object of fear. That is the whole point.

In Yog, the edge is all the more pronounced. Here the witch is positioned between survival and rebellion, the old gods and a world on its last legs, between being put to the hunt and turning into something the tyrants would dread in the dark. Yog has no use for comfort; it gives the witch fire and blood and will, and makes her choose.

That is why “Edge” feels like the right place to end RPGaDay.

The witch is invariably at the boundary, be it between mercy and vengeance or the world as it is and what it could be, between girl and monster. It is up to her to decide what gets across.

And what doesn't get back up.

Multiversal NPC

It is Monday, so a new week, but the only one of this week. Ability and Fair of Face. And since this is the last one, lets have someone from all the worlds. 

Selene Marr. A beautiful, unsettling witch-adjacent woman who appears in Jackson as the new Instructor at Beecher College everyone notices, in Carbon Vale as a folklore department assistant who knows too much for her age, and in Yog as a veiled oracle whose "ability" is seeing the version of you that survives. In Iriandor, she is a temple witch in the first year of her temple administration. She can see the best in everyone. 

In every world, she knows something about the PCs and sometimes something about one of their Shards. She is also looking for her younger sister Tessa.

Jackson Soundtrack

Really, for Jackson there is only one song for Edge.

--

And that’s a wrap on another #RPGaDAY! Huge thanks to David F. Chapman (Autocratik) and Anthony Boyd (Casting Shadows Blog) for keeping this tradition going year after year. It’s been a great excuse to reflect, reconnect, and rediscover why I love this hobby so much. Whether you joined in with every prompt or just caught a few along the way, I hope you found something that inspired you.

It has been a great year talking about my various campaigns from West Haven to Jackson and Carbon Vale to Yog and Iriandor. All these worlds are a lot of fun, and I hope to keep bringing you more.

I hope you all enjoyed the soundtrack as well. I have been playing it while I work on all of these posts.


Friday, August 28, 2026

Fantasy Fridays: The Dying Earth

Jack Vance - The Dying Earth
 Today marks the 110th anniversary of Jack Vance's birth. Back in May, I covered his Dying Earth books for my Witches of Appendix N. Today I want to look at the RPGs of the Dying Earth. There are essentially two published ones, Pelgrane Press' and Goodman Games for Dungeon Crawl Classics. I will consider both today.

Games at The End of the World

I have been spending quite a lot of time lately thinking about dying worlds.

Not post-apocalyptic worlds necessarily. That is something different. I mean worlds that are simply old. Very old. Ancient. Worlds where civilizations have risen, fallen, been forgotten, and had new civilizations built on top of their ruins. And those have fallen and been forgotten as well. Worlds where the sun itself is old, and everyone knows, at least somewhere in the back of their minds, that eventually it is going to go out.

Such is the world of Jack Vance's The Dying Earth.

Vance began the series with The Dying Earth in 1950, followed by The Eyes of the Overworld, Cugel's Saga, and Rhialto the Marvellous. These stories helped give a name to the entire "Dying Earth" genre, although Clark Ashton Smith had already been exploring similar territory with his tales of Zothique in the pages of Weird Tales. (I'll get back to this...)

For gamers, though, Vance is particularly important because his fingerprints are all over Dungeons & Dragons.

The most obvious is magic.

The classic D&D Magic-User studies spells, holds a limited number of them in memory, casts one, and then loses it from memory. That system comes directly from Vance. Gary Gygax openly acknowledged the influence, and The Dying Earth and The Eyes of the Overworld appeared in the famous Appendix N of the AD&D Dungeon Master's Guide. Even things such as the Prismatic Spray and Ioun Stones have Vancian ancestors.

But reducing Vance's influence to "Vancian magic" misses a lot.

The Dying Earth is full of dangerous ruins, forgotten technologies that might as well be magic, bizarre monsters, petty magicians, decadent city-states, amoral adventurers, strange customs, ancient artifacts, and people willing to undertake extraordinarily dangerous journeys because someone told them there might be something valuable at the other end.

Sound familiar? It should. 

Plus, there is the feeling of overwhelming dread that the sun could go out tomorrow or next week or in a thousand or a million years. The people, though, are not letting that stop them. Party like it is 1,999,999,999. 

That mixture of wonder, decadence, fatalism, absurdity, and danger makes the Dying Earth a fantastic place for gaming. It also makes it surprisingly difficult to get right.

There are currently two major licensed attempts to bring Vance's world directly to the gaming table. One comes from Pelgrane Press. The other comes from Goodman Games.  Both have their merits and take remarkably different approaches.

And I think both approaches tell us something useful about the Dying Earth.

Pelgrane Press - The Dying Earth
Pelgrane Press - The Dying Earth

When Pelgrane Press put out The Dying Earth Roleplaying Game in 2001, they were putting the first officially sanctioned version of Vance’s world into print. And this one is nearly as legendary as the stories it is based on. Robin D. Laws was the chief designer on the 192-page core book, with John Snead and Peter Freeman.

Laws was quick to see that a straightforward adaptation of D&D would not do for his game. There is no denying the debt D&D has to Vance, but for all that, a D&D character does not act like one of Vance’s creations. That was the problem Laws intended to put right.

Combat is there, of course, but so are Persuade and Rebuff, and they are just as vital. An argument is made into a mechanical contest; with the right style of persuasion or resistance, you can be as effective at talking an opponent into some folly as you would be with a sword. It has the right feel.

The mechanics are built around a d6 and point-rated abilities, which can be spent to tip the odds, giving the narrative play a light touch of resource management. One should not confuse this with GUMSHOE, even if Pelgrane has become synonymous with that system in later years. The Dying Earth RPG has its own rules and predates GUMSHOE entirely.

Then there is the matter of power levels, perhaps the most interesting thing about the design. A campaign is broken down into three tiers. You have the Cugel level, where you are an adventurer or a rogue, and survival is as much about a well-told lie as it is about your fighting prowess. Move up to Turjan, and the characters are magicians of note, delving into ancient places and wielding serious spells. At the Rhialto level, you are dealing with the likes of the sandestins and commanding extraordinary power.

It is a fine way to handle the source material. Cugel and Rhialto may share a world, but they are hardly of the same genre or power level, and Pelgrane makes no pretense that one evolves into the other by the ordinary process of advancement. They are simply different ways to play.

Pelgrane has also been thorough in their treatment of Vance’s world, from the oddities of Kaiin to lost civilizations and the more eccentric corners of the Dying Earth. They have backed the game with a good number of supplements and The Excellent Prismatic Spray magazine over the years.

There is an obvious weakness to it all, however. This is a game keen on staying true to Vancian behavior, and the player has to come to terms with that. The long list of abilities is a telltale sign of the late 90s/early 2000s design school, and even some adherents of the game wish it were shorter (the Revivification Folio has since put some order to the rules).

But the basic aim is met. If the players start quibbling over armor class and marching order when a monster turns up, they are missing the point. But when one player declares that character must go in first by virtue of his education, and the player is hard put to make the case for another’s superior qualifications, then we are on to something.

Pelgrane is not after D&D’s take on Vance. They are after Vance himself. There is a difference. Understanding that is the key to playing this game.

Dungeon Crawl Classics - Dying Earth

Then there is Goodman Games, which takes almost the opposite approach.

DCC Dying Earth - Player's LibiramDCC Dying Earth - Primer of Practical Magic

With Dungeon Crawl Classics Dying Earth, you are not put to the task of learning some new game built for the express purpose of emulating Vance or a Vancian world. The question posed here is far more intriguing: what if we were to take Dungeon Crawl Classics (DCC), with its Appendix N pedigree, and shove it headlong into one of its own source materials?

As it happens, quite a bit comes of it, and the results are quite fun.

The 2023 release from Goodman is a substantial boxed set for the DCC RPG. You will find a 64-page Player’s Libram, the 104-page Primer of Practical Magic, a bestiary, and other resources in the set. It is an expansion and a setting, not a stand-in for the core game; the regular rules are still required.

Four new classes make up the bulk of the mechanical changes: the Magician, Wayfarer, Witch, and Vat-Thing. You already know this has my attention.

Take the Wayfarer. He is your Cugel type, a rogue and opportunist, a confidence man who is as much a survivor as a traveler. Since Luck is already a defining feature of DCC, Goodman has made much of it. A Wayfarer’s Luck can be wonderfully volatile, and the class has the rhetorical tools for the verbal manipulation a Vancian scoundrel requires. In a way it is a clever solution to the problem Pelgrane noted, that Cugel is apt to talk someone else into having his problems for him. Only here it is done in DCC fashion.

The Magician is another matter. DCC wizards have always been something of a risk; spell checks are unpredictable and dabbling in the supernatural leaves its mark. The Dying Earth version of the class goes further. The designers have made for an exceptional offensive caster where spells are not so much a curriculum as fragments of lost knowledge handed down by some eccentric sorcerer. Very Vancian.

Then you have the Witch and the Vat-Thing, which move things away from standard DCC fantasy. The latter, in particular, is well suited to a world where magicians will putter about making life in vats with little more than a vague notion of what they are at. It underlines the fine line between magic, old science, and monstrosity.

New rules, patrons, and creatures are in order, as well as grudge tokens, which I like. There are rules for grudges because this is Jack Vance. The petty feuds and betrayals get some mechanical heft. And with fresh treatments of rhetoric and Luck, the DCC mechanics acquire a Dying Earth edge.

You could make a case for criticism. After all, it is still DCC.

Someone on the RPG subreddit put it well: with Pelgrane, you have the Cugel stories where everyone is out to swindle each other, whereas DCC is more like the early Dying Earth where the world wants to eat or deceive you. Another felt Goodman was simply forcing the setting into DCC rather than making a system for Vance. That is certainly the mission statement of the original Dying Earth RPG.

I would say both are fair points. But I don’t see the second as a flaw. DCC is already in the neighborhood with its desperate tomb robbers, its inexplicable artifacts, and its wizards playing with forces they do not comprehend. There is no need to force the fit. DCC was already halfway there on its own. It is largely one of tone and personal choices.  

Pelgrane has you playing Vancian characters. Goodman provides the Vancian adventure. They are not the same, but they are close enough that I could see myself drawing on either for a campaign.

In fact, the best Dying Earth experience likely lies somewhere where these two games intersect. Either is fine on its own, really, but together they provide a truer picture.

No. I am not going to attempt conversion notes. 

The Ash Witch

Since I first read Clark Ashton Smith's "Zothique," I have had this image of a witch walking out of the desert where no one should have survived. She has a staff with a skull on top and covered in ash. I'll also admit the idea of her walking out of the desert and into a city-state was largely influenced by Black Sabbath's "The Wizard."

Jack Vance's "Dying Earth" has done nothing to dissuade me from this vision.

Eventually, the Ash Witch became someone important in my Yog setting, even if just as a tale or legend, but that legend starts somewhere. So here she is, for the DCC Dying Earth (fits her the best).

This is very much a "Dying Earth" version of this character; I even have The Murthe, the Sorceress Llorio, as her Patron. 

Larina Eschata, the Ash Witch
Larina, the Ash Witch

Larina Eschata, the Ash Witch
10th-level Neutral Witch
Pact Entity: The Murthe, Llorio the Sorceress
Occupation: Scholar of forgotten religions
Alignment: Neutral

Str 10 (+0)
Agi 15 (+1)
Sta 14 (+1)
Per 18 (+3)
Int 17 (+2)
Luck 16 (+2)

HP: 38
AC: 13

Init: +1
Speed: 30'
Attack: +5
Action Dice: 1d20 + 1d20
Crit: 1d20/II

Saves: Fort +4, Ref +7, Will +7

Spell Check: +13
Maximum Spell Level: 5

Ritual Weapon: Dagger
Birth Augur: Survived beneath the Dying Sun.
Birth Gift: Second Sight.
Known Squalms: 14.
Demonic Taint: 3

Starting Animus: Syncretic Heretic

Larina has publicly denied the divine authority of the Priest-Kings and incorporated forbidden rites, dead gods, and the teachings of Llorio the Murthe into her witchcraft. Priests, inquisitors, and agents of the Priest-Kings regard her as a particularly dangerous heretic.

Ensqualm: Curse

First level: Charm person*, comprehend languages, detect magic, demon summoning, magic missile, ropework, sleep, ward portal.
Second level: Detect invisible, ESP*, forget*, invisibility, levitate, scorching ray.
Third level: Consult spirit, dispel magic, fireball, paralysis*, write magic.
Fourth level: Control fire, polymorph, wizard sense.
Fifth level: Magic bulwark.

* The Murthe's Favor

Transfer Vitality: d20 + Personality modifier + class level check.

Larina, the Ash Witch


Thursday, August 27, 2026

#RPGaDAY2026: Day 27 Hunger

 Hunger is not always about food.

In the realms of horror and fantasy, it is usually the subtext, the want that remains once the polite explanations have been put aside. The thing under the thing.

Roderick Morgan is driven by a need for order. He has no use for justice or peace in the abstract; he wants a Jackson that will behave, a town in its place, and a world where the dead are left in their graves, and the witches do not make needless noise. Nothing supernatural is to be allowed to encroach on what is his.

Then there is Larina and her voracious appetite for knowledge. She is after the book, the hidden name, the story behind the lie. It is what makes her brilliant, but also puts her in the way of trouble since some truths have a way of biting back. If there is knowledge to be gained, she will leap long before she looks.

Veyra Shadowraven hungers for vengeance, which is easy enough to fathom on Yog. Perhaps too easy. Vengeance will keep one going when grief would have you rooted to the spot, but it is a poor meal and never quite fills the void. 

Amaranth in West Haven is another matter. Being a half-succubus, hunger is inherent to her, yet it is not the sum of who she is.  That distinction is what makes a character like Amaranth compelling; the hunger is as real as the person who has to live with it. Even when she is trying to hide it or deny it, but it is always there. If Amaranth were in NIGHT SHIFT or Wasted Lands, she would have a "Feed" option. 

Over on the other side of the spectrum, you have Étaín Moonshadow with a hunger for truth. It can be a noble pursuit, even holy, but it is ruthless as well. Étaín has no other attachments, especially no other romantic ones that would keep her from her mission and goal. Everything else isn't secondary. They don't even make her list.

Hunger is a handy tool in a game for that reason. Get to the bottom of what a character is hungry for, and you will have your answer as to which door they will open.

Jackson and West Haven NPC

Another special one today for Day 27. Though she has been more than just an NPC. It is Thursday, so Emotion and Far to Go. 

Taryn Nichols is Larina’s daughter, always between worlds, always further from home than anyone would like. In this version, Taryn is sent back in time by her mother (or maybe one of her mother's Shards) to help out Larina, Faye, and Stephanie in 1986.

Jackson Soundtrack


Wednesday, August 26, 2026

#RPGaDAY2026: Day 26 Regret

Every witch has some form of regret and her own way of bearing it.

It is Witchcraft Wednesday as well, so the word regret seems apt.

Ash Witch died with regret on her lips. In the course of leading refugees from Yog to West Haven, she had done much, but at the end what was of any consequence were the ones she failed to save. Her dying words were an apology. "I'm sorry."

Veyra Shadowraven’s regret is of a different order. She chafes at not being as great as the Ash Witch, or perhaps kind enough. One could say she is simply not enough. Such feelings have a way of sharpening a person, though they can leave you hollow if you allow them to. Veyra is very nearly hollow now.

And in Jackson, there is Larina, who for years has been defined by the fact that she did not save her mother. Even if there was really no way for her to have known. It made her brilliant and driven, angry and impossible to deal with at times. But that sort of emotional intensity has a way of crossing over into other universes. When she spoke to her "shard" in Carbon Vale of how things had gone, she found a version of herself there who had been able to see her mother survive.

Larina of Carbon Vale has no such regrets. Or at least none of that.

You find that in a multiverse, regret is a curious matter. 

In one place it is a wound, in another a warning, and in some cases it is what keeps a person alive. For a witch, it is perilous because it puts the same question before you: what would you do differently? And then you are left to wonder whether you would come to regret the change, or the fact you did not make it sooner.

Jackson NPC

It is Witchcraft Wednesday, so let's do someone special for Day 26, Wednesday, Emotion and Full of Woe. 

Mai Voss: Faye Thorne's (original name "Fiona Voss") mother, a ghost of grief, love, regret, and everything stolen too soon. Her husband, Arthur Voss, traded them to the Blackthorne Hags for power, but they killed him and Mai and kept baby Fiona instead. Renamed her Faye Thorne and raised her as their "niece."  Faye does not discover this for many years. 

Jackson Soundtrack


Tuesday, August 25, 2026

#RPGaDAY2026: Day 25 Familiarity

 There is a familiarity to Jackson, IL, and for good reason. The town is rooted in the reality of Jacksonville, Illinois. 

I have not made an exact copy of it; my version of Jackson is fictional, put through the wringer and bent toward horror. But the underlying structure is genuine. You will find the same old buildings, the streets and parks and schools, the small-town cadence and the way folks know one another all too well. The names have been changed, but sometimes only just enough.

Such details are what make or break a game.

I put that to the test at EGG Con with my Jackson game. What struck people was how much the town seemed lived-in. It was one of the best compliments I could have gotten, really. Jackson ought not to come across as mere scenery. It has to be a place where lives were started and ended, where love and terrible errors and unfinished business have taken their course.

Horror needs that kind of weight.

Give me a haunted castle, and I am all for it. Yet there is something more unsettling about a haunted library or school, or a haunted house just three blocks from your friend’s. That is what gets under the skin.

Jackson is effective because it could be somewhere you have been.

It is somewhere I have been, if only in my nightmares at first, but now at my game table. 

Yog/West Haven NPC

It's Tuesday, so today is Emotion and Full of Grace. 

Satha of the White Veil, a former temple attendant from Yog who moves with impossible gentleness, even after escaping the Priest-Kings, and can soothe panic with a touch. She attends to the spiritual needs of the Yogian refugees; she is a cleric and not a witch, though she really isn't that anymore either since losing faith in her gods and the Priest-Kings. Someone or something is still answering her prayers.

Jackson Soundtrack


Friday, August 21, 2026

#RPGaDAY2026: Day 21 Charity

I have a West Haven in many of my worlds. 

They are not always the same place. They do not always have the same people, the same history, or even the same rules of magic. But they exist for the same reason.

Yet they are there for a common purpose: to serve as a safe haven for witches.

It is a form of charity, but not the kind born of pity. There is no tossing a few coins at someone to assuage one’s conscience. This is shelter. It is protection and sustenance, a warm room with a door on the lock. A spot where a young witch, frightened, can get some sleep and not have to wonder who might be after her.

Yog is an example of this. From there to West Haven runs a portal, burned through realities by the Ash Witch, and all who pass through are made welcome. They are seen too and cared for without any preliminary questions or need to prove their worth. One is not asked to lay out their trauma before being given clean clothes, water and food, and somewhere secure to rest. No one has to prove their worth.

In Advanced Witches & Warlocks, that distinction is also important. Witches may be powerful, but they are also hunted and misunderstood, blamed and used. Every one of them will come to a point where she needs to have a door opened and be told, "You are safe here. You are welcome."

West Haven is that. A place built on a promise of charity and a promise that it does not need to be repaid.

Jackson, IL NPC

We are back to Friday, Instinct and Loving & Giving. 

Rachel "Rae" Donnelly, a Jackson Public High junior who always knows when someone is about to get hurt, and has made it her unofficial job to pull them out of the hallway, party, car, or conversation before it happens. She might have low-key pre-cognitive powers. Thankfully, unlike Cassandra from mythology, people usually believe her.  

Jackson Soundtrack


Thursday, August 20, 2026

#RPGaDAY2026: Day 20 Promise

 A promise on Yog is not a small thing.

In a kinder world, a promise might be comforting. A vow between friends. A pledge of love. A hand held across a difficult moment. Yog is no place for such niceties.

One does not make a promise on Yog and think little of it.

A promise here has the potential to be a weapon, a curse one bears because there is no other option. Veyra Shadowraven is well aware of that. In giving her word to see the Ash Witch’s work through, she has made no light promise.

The legacy of the Ash Witch was never an easy one to inherit. What she left behind is a world dying by inches, unfinished business, refugees in need of protection, tyrants to be put down, and witches to be saved. To put your name to carrying on is to take on the cost and perhaps come to terms with the fact you will not be thanked for the lengths you have to go.

In Veyra's case, she is now a wanted "terrorist" and, even worse, "a witch against the Priest-Kings."

That is the thing about promises in fantasy gaming. They are engines, not mere backstory. The right kind of promise will propel a character on in spite of fear, pain, or what common sense may dictate. Even when a normal person would have stopped. 

Veyra’s promise is straightforward enough on Yog. 

There is work to be done. And so she is not finished.

And like the Ash Witch, Veyra can rest when she is dead.

Iriandor NPC

Today is Instinct and Far to Go. Calder Foxglove is an Iriandor courier who can smell bad magic on the wind. Well. At least he says he can. It would be one of his "Experiences," and the rules of Daggerheart will allow for such a thing. Which is kind of fun really. 

Jackson Soundtrack


Wednesday, August 19, 2026

#RPGaDAY2026: Day 19 Desire

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

Occult magic begins with wanting.

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

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

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

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

It is a dangerous thing, desire.

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

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

Yog NPC

Back to Wednesday, Instinct and Child Full of Woe. 

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

Jackson Soundtrack


Tuesday, August 18, 2026

#RPGaDAY2026: Day 18 Directness

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

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

But then there are also monsters.

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

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

Witches are well aware of this.

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

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

Again, or worse, when the screaming has stopped.

Yog NPC

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

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

Jackson Soundtrack

Friday, August 14, 2026

#RPGaDAY2026: Day 14 Regard

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

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

Or did she?

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

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

That is the nature of regard in gaming. 

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

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

West Haven/Yog NPC

Friday, Associates and Loving & Giving: 

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

Jackson Soundtrack


Tuesday, July 21, 2026

EGG Con, NIGHT SHIFT and the Wasted Lands of Yog

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

EGG Con

Jackson, IL

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

Jackson IL Characters

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

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

Yog: The Dying Lands 

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

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

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

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

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

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

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

I DID have one idea.

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

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

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

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

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

Signings and AD&D 2nd Ed

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

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

Jeff Easley and Ed Greenwood

Jeff Easley

Tom Wham's Beholder

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

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

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

Wednesday, March 11, 2026

Wasted Lands: The Dying Age

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

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

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

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

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

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

Wasted Lands: The Dying Age

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

But what of the last in that series?

What does the last mythic age look like?

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

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

The Last Continent

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

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

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

And here is magic in the world.

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

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

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

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

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

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

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

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

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

The Dying Age: Mechanics

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

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

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

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

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

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

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

- Doctor Who: Hell Bent

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

Yeah. I noticed.

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

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

She is known simply as The Ash Witch. 

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

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

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

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

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