Clash of the Titans Poster (German) 1985
- source Original Roleplaying Concepts
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Let's partake in a thought experiment. I am going to take the Gods as written from The Deities & Demigods and take them on a little trip.This thought experiment, or Gedankenexperiment, as Einstien was fond of saying, was designed to cover a thought I had going back to my first reading of Norse Myths. That thought was what if the Norse Gods and Greek Gods were the same groups of gods represented in different parts of the world?
Roman-Norse Pantheon
Imagine if you will some Roman Pagans, say circa 300-500 CE. While Christianity is becoming the official religion of the Empire, not everyone is taking up the Christian Gods. There is still a mix of Pagan Roman gods, Greek Gods, local gods and spirits, house gods, and more. The further you are from Rome (and later also Constantinople) the more likely you are to still hold on to your local gods.
Now, far to the North, there are the Nordic-Germanic tribes. They are the "barbarians" of Roman lore, they want Rome's treasures, its power. But most of these people just want to find new lands to grow food on. While the Viking raids to England and Ireland are so stamped into our collective subconscious (and for many of us, our DNA) there were other forrays into other lands. Some we know went South. But the bulk of these did not happen till 800s CE when most of Europe was firmly Christianized. We do know that the Romans had interactions with the Norse and made connections between their respective sets of Gods. Romans were rather practical when came to religion.
We also know that the Norse, when confronted with Christianity adopted a uniquely Viking view of Jesus, recasting him as a great and powerful chieftain or king.
So let's imagine a time. Sometime after 300 CE but maybe before 900 CE. The Northmen are not all Viking raiders and the Romans are not all Christian. I joke that there is a time when this would be all true, likely for about 6 hours on a Thursday in June 634 CE, but go with me on this trip anyway. We have a group of Roman pagans moving north, a group of Northmen heading south. They both drift west a bit and end up in the Black Forest region of Southern Germany. Here they meet and instead of going to war, they build a community. Here their beliefs find common ground and since both groups are polytheists, they accept each other's Gods. Soon. The gods, like the people, become one.
First conceit: Since they did not go to war when first meeting their war gods on both sides will seem more "reasonable" than their antecedents.
Now keep in mind that at this time there were versions of the "Norse" gods in these Germanic areas. We know that Wotan and Woden would change and become Odin of the Norse. So bringing these gods "back down" is almost an unnecessary step. They were already here in a different form. Bu this allows me to focus on the names they have in the D&DG. Plus if I need to "smooth things out" I can use the Germanic versions.
Second conceit: While here this group of pagans will speak a version of Old German. Both groups picked it up "along the way."
While I want to focus on the names in the Deities and Demigods, I am going to allow myself to step outside of that to make for a better pantheon. Of course, life, especially when it comes to the Gods and syncretism, is never so ordered. But as we have seen with the D&D pantheons in the past, such order is often implied or imposed.
Some of this flows from some reading I was doing around the same time I discovered D&D. I had found this book of world myths. It had the familiar Greek, but it also introduced me to the Norse myths for the first time. This book also had the tale of Beowulf in the back. I began to think there was a continuity between these three separate, but not entirely separate really, groups of tales.
I should also note that these gods have similarities to each other not just because they were all invented by people that had similar experiences, but they all draw their inspiration from the same roots of an earlier Proto Indo-European pantheon of gods. I am not trying to recreate these PIE gods here, but I will lean heavily on that research to inform my choices. For this reason I am also including Celtic gods in this mix for now BUT I am not explaining that connection just yet. Though we do know that the Celtic Hallstatt culture and was in this area at this time and this grew out of the La Tène culture from earlier. Likely though the gods were not using the names in D&DG. I am so everyone here knows what I am talking about. I do like that there are three mythoi involved here.
Who's In Charge?
Let's start with who is the leader of this combined pantheon. We know from historical records that it was Thor, or more to the point, Thunor or Donar, and not Odin, that was the chief god of the Germanic peoples. Odin/Wotan would come along much later (8th to 9th centuries). This is good since already there was a lot of conflating of Thor/Thunor with Zeus/Jupiter. Thursday for example is both Thor's day and sacred to Jupiter. From this notion, we can move on in thought experiments to make other associations.
Now I am fully aware I am taking a historical god to make a precedent for game gods. This would be academic dishonestly since I have made no claim, nor provided support why it is ok for me to do this. Save for one. This is not an academic treatise. I am building something for a game, and for AD&D 1st Edition as it appears in the Deities & Demigods in particular. The Thor/Thunor/Jupiter connection is only the pin I am hanging everything else on.
The Gods
I am going to use the abbreviated "stat block" I used in One Man's God Special: Syncretism Part 2 when I described the pantheon of Greco-Egyptian Gods. Also considering that I am having this all happen somewhere in Germany I am going to give these gods German names. They are modern German names to be sure, I am not going to try to deconstruct 7th Century German when I have enough trouble remembering how to speak 20th (yes I know what I said) Century German.
While they have gods they are syncretized from they take on their own personalities. Thor could be a bit slow at times but was never cruel (unless you were a giant) and Zeus could be a loving father, but a terrible husband with a mean streak and a temper.
Unser Vater
Greater God
Alignment: Chaotic Good
Worshipper Alignment: Any Good (all)
Domains: Thunder, Lightning, Sky (including storms and rains), Warriors
Symbol: A Thunderbolt
Greek/Roman: Zeus/Jupiter
Norse: Thor, with a dash of Odin
Celtic: The Dagda
PIE: Dyēws
Unser Vater, "our father," is the chieftain of the gods. He rules because he is strong and powerful. He keeps Der Hüne at bay and protects those who pay him homage. He tries to be good and just but he has a temper that can rage out of control. He can usually be calmed by his wife Herde Oberin.
Other Gods follow.
Hüne Vater
Lesser (Intermediate) God
Alignment: Chaotic Evil
Worshipper Alignment: Any evil
Domains: Creation, destruction
Symbol: Fire
Greek/Roman: Chronos/Saturn
Norse: Surtr
PIE: Archdemon
Hüne Vater is the father of the current generation of the Gods. He killed his father and we in turn defeated by his own son. He is the leader of Die Hüne. Before his defeat he cursed the gods and all humankind with death. In Proto-Indo-European myths, he is the Archdemon. He sits imprisoned in exile.
Großvater & Großmutter
Lesser God
Alignment: Chaotic Neutral (Evil)
Worshipper Alignment: Any
Domains: Father of Die Hüne (the Titans/Jötunn), Chaos
Symbol: The night sky
Greek/Roman: Caelus/Uranus
Norse: Ymir
Others: Tiamat
Großvater/Großmutter is the name given to the quasi-anthropomorphic manifestation of the father/mother of the Die Hüne (the Titans/Jötunn). He was destroyed by his son Vater Hüne to make the night sky.
Herde Oberin
Greater Goddess
Alignment: Lawful Good
Worshipper Alignment: Any good
Domains: Home, hearth, women, childbirth
Symbol: Distaff
Greek/Roman: Hera/Juno, Hestia
Norse: Frigg
PIE: Diwōnā
Herde Oberin is the wife of Unser Vater and one of a trinity of Goddess. She represents the Mother aspect of the trinity and is the protector of home and hearth and the family. She is responsible for all things that happen within the home. Unser Vater may be the chieftain of the gods, but in the home her word is law.
Mutter Natur
Greater Goddess
Alignment: Neutral
Worshipper Alignment: All
Domains: Nature, the wild
Symbol: Tree or a sheath of grain
Greek/Roman: Demeter/Ceres
Norse: Frigg with bits of Odin
Celtic: Danu
PIE: Dhéǵhōm
Mutter Natur is the mother goddess of all of nature. She is sister to Vater Hüne and aunt (and maybe mother) to Unser Vater. She is an old Goddess who provides and destroys at her own times of choosing. Newer religions believe they control or tame her, but the people of the forest know better.
Note: I am undecided on whether or not Herde Oberin and Mutter Natur are not aspects of the same goddess. Often times you see gods and goddesses getting reduced as the pantheons age. BUT also you see gods and goddesses splitting off. In this case, I am keeping them separate for now.
Ôstara (Geliebte)
Lesser (Intermediate) Goddess
Alignment: Neutral Good
Worshipper Alignment: All
Domains: Spring, Rebirth, the Dawn
Symbol: Half-risen sun or an Egg
Greek/Roman: Persephone/Proserpina with aspects of Dionysus / Bacchus
Norse: Ēostre and bits of Baldur.
Celtic: Brigit and Ceridwen
PIE: Hausos
Ôstara is the daughter of Mutter Natur and one that has retained her old name. She is the goddess of the Spring, the Dawn, and rebirth. Her title is "Geliebte" which means "beloved." Persephone/Proserpina and Baldur are both loved by the gods and their "deaths" greatly affect all involved.
Liebhaberin
Lesser (Intermediate) Goddess
Alignment: Chaotic Good
Worshipper Alignment: Any good, lovers
Domains: Love, sex, sexuality, conception
Symbol: hand mirror or fire
Greek/Roman: Aphrodite/Venus
Norse: Freya
Celtic: Brigit and Áine
Liebhaberin is the forever young patroness of love and sex. She serves as the Maiden in the trinity of Goddesses. She is the spring maiden that stirs the blood and brings the world back to life. She is the patroness of nymphs and dryads.
Note: Again, I am unsure whether or not Ôstara and Liebhaberin are just different aspects of the same goddess.
Helga
Lesser (Intermediate) Goddess
Alignment: Neutral
Worshipper Alignment: Any, witches
Domains: Death, magic, underworld
Symbol: woman's face in a hood
Greek/Roman: Hecate, Hades
Norse: Hel, Frau Holt, Heiðr
Others: Isis
Celtic: The Triple Goddess* (reconstruction)
Helga is the Witch Goddess, the Ghost Queen, and the Crone of the trinity. She knows all secrets since they are whispered to her by the dead. Thus she knows all the secrets of magic.
Hüter
Lesser (Intermediate) God
Alignment: Neutral
Worshipper Alignment: None
Domains: Death
Symbol: Skull
Greek/Roman: Hades/Pluto, Hermes/Mercury
Norse: Njord, Odin
Celtic: Arawn
Others: Osiris
Hüter is the dispassionate lord of the dead. He is neither good nor is he evil. His role is to make sure the dead stay dead. Therefore undead are blasphemous to him. He controls the underground realm and thus all riches that come from the ground are his.
Betrüger
Lesser (Intermediate) God
Alignment: Chaotic Neutral
Worshipper Alignment: Any
Domains: Trickery
Symbol: Fox
Greek/Roman: Hermes/Mercury
Norse: Loki/Hermod
Others: Reynard the Fox (though this is about 900 years too early for Reynard)
Betrüger is the trickster of the gods. He often appears in the form of a talking fox. His jokes can be somewhat dangerous, but he is rarely cruel.
Kriegskönig
Lesser (Intermediate) God
Alignment: Lawful Neutral
Worshipper Alignment: Any, warriors
Domains: War, Battle
Symbol: Sword
Greek/Roman: Ares/Mars
Norse: Tyr/Vidar
Celtic: Nuada
Kriegskönig, the War Lord, is the general of Unser Vater's armies. He commands legions to fight against Der Hüne. He lives for war and when he is not involved in a war he is looking to create new wars.
Note: Because my two sets of travelers did not immediately go to war with each other when they met this tempers the way the ward god is looked at. He is not a warmongering asshole like Ares nor even the god of justice that is Tyr. War is unfortunately a reality of life and one that must be respected or it quickly gets out of hand.
Jäger
Lesser (Intermediate) God
Alignment: Lawful Neutral
Worshipper Alignment: Any, hunters
Domains: the sun, hunting, poetry
Symbol: Sun
Greek/Roman: Apollo
Norse: Freyr/Bragi/Uller
Celtic: Nuada
PIE: Sehaul
Jägerin
Lesser (Intermediate) God
Alignment: Chaotic Neutral
Worshipper Alignment: Any, women, hunters
Domains: Hunting, women, gathering Die Kriegerin
Symbol: Cresent Moon
Greek/Roman: Artemis/Diana and bits of Athena/Minerva
Norse: Freya / Skaði
Celtic: The Morrigan
PIE: Mehanot
Jäger and Jägerin are the twin god and goddess of the sun and moon respectively. They are also the god and goddess of the hunt since hunting in this area is important. They are based on both sets of twins Apollo and Artemis/Diana from the Greco-Roman and Freyr and Freya from the Norse. If there were elves in German at this time then they are the gods of them as well.
When needed Jägerin can don the armor of war and gather Die Kriegerin, the Goddesses of war (much like the Valkeries). When the moon eclipses the sun it is said that Jägerin has put up her shield to protect her and her brother in battle.
Others include,
Schmied (Hephaestus/Vulcan and Wayland and Goibhnie) the God of Smiths. I really should give him more detail.
Vater Meeren (Poseidon/Neptune and Njord, Ægir, and Rán and Manannan Mac Lir) the God of the Sea (lesser importance here).
Verwildert (Pan/Faunus and Freyr/Óðr/Vættir and Péhausōn) the God of Wild Nature and protector of wild places (greater importance now).
Magni Stärke (Heracles and Magni) and Muthi (Iphicles and Modi) are the twin demi-gods of Strength and Courage respectively. Bits of Romulus and Remus and Hengist and Horsa are also here.
Siege (Nike/Victory and Sigyn) and Glücke (Tyche/Fortuna and Hamingja) are the twin lesser goddesses of Victory and Luck respectively.
Fata Norne (The Fates and The Norns) are the three Fates. Even the gods have to answer to the Fates.
Die Hüne are the Titans and the Giants of both myths. Primordial beings of great power that the gods defeated but still trouble them. In this myth, the Gods fought Die Hüne and brought order out of chaos. These are not just giants and titans, these creatures are the demons of this mythology.
Jäger and Jägerin are twins. Magni and Muthi are twin brothers. Nike and Tyche are twin sisters. These sets are all examples of the Divine Twins we see in many, many myths. Something I like to include in many of the myths I create.
I like it. It combines a lot of things that I have scattered notes on here and there. This also explains why this one has taken me a few months to write (it was Part 1 of this series at one point). I have notes dating back to the late 80s on a wholly new pantheon I was creating. This is not that pantheon, but it is a good approximation to what I wanted there. It's not the same, but it fits in the same sized hole.Right now it is a little too "clean" and ordered. There is no drama with these gods. Granted this is the same as what you could read in the Deities & Demigods, but we know the stories are much messier.
I might need to come back to this one sometime. It would work well in my games to be honest and I even have some ideas on how to incorporate the ideas of Sol Invictus into this to set up one of my favorite themes, the battles of Monotheism vs Pagan Polytheism.
If I write more and can come up with a stat block I like I might release it under Creative Commons or the OGL so others can add to it. I hope to do more than just randomly recreate the PIE gods with new names.
Sam Moore / November 18, 2021
When an older piece of art comes back into the world, one of the first impulses is to scan through it and look for the ways in which it has aged: outworn ideas and attitudes, characters who might be seen as quote-unquote bad representation. Lynne Tillman’s Weird Fucks — originally published in 1982 and recently reissued by Peninsula Press — is instead striking for how prophetic it is. And while it might be easier to simply assume that a novella about relatively anonymous sex with a revolving door of partners would mostly speak to the ways in which cruising and hooking up have gone digital, the truth of the matter is much more complex than that.
Each one of the novella’s chapters centers on a different relationship that the nameless protagonist has. Even as she moves from one partner to another, the supporting cast — friends, discarded boyfriends — float around in her orbit. Early on, she catches the eye of an ex, and when their eyes meet, she thinks, “George looks guilty and embarrassed. I feel wanton and he is history.” The idea of history floats as aimlessly through Weird Fucks as its cast of characters; it’s only in the latter half of the book, when the 1972 Olympics are mentioned, that the story/ies are rooted in a specific moment in time. What’s fascinating is that, rather than taking the personal and writing it large, Weird Fucks takes the macro — the relationship between power and desire; the deliberately vague references to “murders, ‘the political situation,’ as it was called” — and draws it deeply into individuals, making these people pieces on a chessboard too vast for them to comprehend, and the center of the universe all at once.
As she moves between men and around the world, what’s interesting isn’t just the way in which this kind of shuttling between partners — while old ones still exist in the background of your life — prefigured the ways in which technology changed the way we look at, and for, desire, but also the things that have stayed the same. The tension that exists in a contemporary (re)consideration of Weird Fucks is both how much the world has changed, and how little it has. One of the narrative cores of the novella — which informs so much of its (mis)communication about sex and desire — is the double standard existing between men and women when it comes to sexual agency and freedom. Tillman writes: “It was difficult, very difficult, for men to understand and appreciate how someone could fling herself around sexually and not know the terms, the ground, on which she lay,” a line that could be repeated ad nauseum decades after first appearing in print and still capture something true about the ways in which men expect women to behave. The language of “the terms” here captures something that runs through much of the book — that these relationships are microcosms of a kind of conflict, that the terms in question are really rules of engagement.
It’s easy to oversimplify any story about the relationships between men and women as being a “battle of the sexes.” The term is most frequently applied to romantic sitcoms that have the genders of their casts divided down the middle; shows like Friends in the US and Coupling in the UK draw a line between man and woman, trying to understand what it is that keeps them apart, even when they’re endlessly getting together. But in Weird Fucks, the word “battle” feels most emphatic and important; less a battle of the sexes than a battle of sex. So much of what defines the relationships in Tillman’s novella is power — as it relates to BDSM, consent, gender. All of this is rooted in the experience of the protagonist; there’s something liberating about diving this deeply into the experience and feelings of an individual, rather than using sexual tastes and dynamics exclusively as a way to make a broader, more abstract statement. As much as these things all work across multiple levels, TiIllman never simply leaves something as merely an intellectual idea; everything is felt deeply, and that’s what gives the book the power to speak both for and beyond the experiences of the characters.
The protagonist is full of contradictions: narcissistic enough to see herself as the center of the universe, and naïve enough to make her deeply uncertain about why her relationships go the way they do. As a lot of contemporary fiction struggles to grapple with the ins-and-outs (so to speak) of sexuality that’s informed explicitly by ideas of power and violence, there’s something striking about the acknowledgement of how these dynamics work, and the way people struggle to understand their own place in them, all packed into this one line: “I couldn’t understand why a man would want a woman in pain. I wasn’t sophisticated about sadomasochism.” In a way that’s both liberating and surprisingly naive, carrying with it an air of innocence. She often seems uncertain of how the games around her need to be played, existing outside of expectations for better or worse.
This lack of understanding goes both ways, and underscores the melancholy that runs throughout Weird Fucks. It isn’t that the novella’s protagonist is sad because of the fleeting nature of her relationships. The thing that makes the book work so well as a kind of dispatch from the frontlines on power, masculinity, and desire as something performed, is the fact that these relationships are brief but vivid — seemingly through a shared lack of the ability to communicate and understand one another. That gulf between man and woman is a dangerous space to try and move between. The other women in the book are seen as backup performers in one way or another by the protagonist, who says of one of them: “I felt she had some sympathy for me, and had watched, from her position in the chorus, other, similar young women.” If men and women can’t understand each other, the protagonist of Weird Fucks is insistent, desperate, to understand herself. In a small moment of revelation near the end of the novella, prompted by the idea that not being attracted to a certain type of a man is a personal failing, she says, “I tend towards men who aren’t as nice.”
And it’s fair to say that the men in Weird Fucks aren’t as nice; they seem more than willing to use the women around them, and have a fuzzy understanding of how consent works: “he thought, because I hadn’t resisted, that I liked it.” This lack of understanding, and the stripped back brutality of its consequences, capture the loss of innocence, and the price of knowledge, that defines the protagonist’s journey through these strange relationships. Early on, she’s more than willing to describe herself in ways that are performative, saying “I was a slum queen and in college” in an early story, before saying, at the beginning of the end of the book: “I should have known better.” These five words echo through a lot of Weird Fucks: what she should have known, what her partners should have known; it speaks to a lack of knowledge, obviously, but also an inability to learn about one another. Knowledge doesn’t come easily or freely in Weird Fucks. Across so many of these stories, knowledge is power, and the characters are constantly trying to work out if it’s a price worth paying.
The men of Weird Fucks, as much as they simply strut and fret their hour upon the stage, are all vividly drawn through Tillman’s eye for minute details. It’s this ability to create specifics for the men that move in and out of the orbit of the protagonist — one “looked something like Richard Burton,” another is simply “blond and weak” — that makes them explicitly different, but also magnifies their similarities. The specter of violence goes beyond those not understanding consent when the protagonist has a strange entanglement with a married man: “his enthusiasm grew as I retreated inside, and as if to draw me out, reach me, he whispered bloodlessly, “‘I’d like to kill you with my cock.’” What’s prescient about Weird Fucks is how everything both is and isn’t a matter of life and death; violence is an undercurrent, and every breakup may or may not be the end of the world. The world is ending and being remade seemingly every moment, from the nameless political tension to the endlessly changing ways that people define themselves and their relationships to each other. The surface of the world changes, but all the things that lurk beneath the surface stay the same. Weird Fucks captures the world that Tillman was writing in, the world the book is set in, and a new world — that isn’t that new — all at once.
Sam Moore‘s writing on queerness, politics, and genre fiction in art has been published by the Los Angeles Review of Books, Little White Lies, Hyperallergic, and other places. Their poetry and experimental essays have been published in print and online, most recently in the Brixton Review of Books. If their writing didn’t already give it away, they’re into weird stuff.
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Last week I reviewed that new monster book from BRW Games, Book of Lost Beasts. Today I want to review the companion book from the same Kickstarter, Book of Lost Lore. I went into this one less excited than I did with the Book of Lost Beasts, but not due to anything on the part of this book. I am always more enthusiastic about monster books. I just have to make sure that I am not making unfair comparisons. I will be making a lot of comparisons with this book and others, however.Adventures Dark & Deep Book of Lost Lore
For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG. BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.
The book itself is 134 pages, full-color cover, and has black and white interior art. The layout and art are a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way.
Like the Book of Lost Beasts, this book carries the Adventures Dark & Deep banner, but it is not made for that game. It is material from that game ported "Backwards" to the AD&D 1st Edition rules. So again like Book of Beasts, some of this material has been seen before, though not all in 1st Edition format/rules.

Much of the material does come from Bloch's "What If" game, Adventures Dark & Deep, and in particular, the Players Manual which itself was derived from BRW Games' very first product A Curious Volume of Forgotten Lore (now discontinued). This is all acknowledged in the Preface of the book. The selling point of this book is that it is all revised and edited for the "First Edition of the world's most popular RPG." Not to mention the layout now favors the 1st ed feel rather than the Adventures Dark & Deep feel.
Though as we move on you will see that the biggest comparison that needs to be made is this book to the AD&D Unearthed Arcana.
On to the book proper now.
This book is split between a Players' Section (close to 98 pages) and GMs' section (36 or so pages).
Players' Section
This section covers new races, classes, and spells among other topics that I will discuss. Up first, the new races. Here we are given three "new" races for player characters. These are the Centaur, the Forrest Gnome, and the Half-Drow, of which we get Human-Drow and Elf-Drow. Those unfamiliar with AD&D 1st ed might be surprised to see level limits and ability limits for the races. Some are pretty obvious, centaurs tend to be stronger but can't climb walls as a thief. Others are culture-based, drow women can advance more in most classes than their male counterparts due to their matriarchal society, but not as much as wizards since that class is not valued. While back in the day we really ignored all these rules in AD&D (and they do not exist in 21st Century D&D) they are consistent with the rules and anyone who plays AD&D 1st ed exclusively will take to these easy.
The races seem balanced enough. The centaur is a nice addition and one that really could go into AD&D well enough. I personally have never had a desire to play one, but they do seem to work. The forest gnome is also a good choice and a good option for people more familiar with 21st century D&D gnomes. The coverage of the half-drow is very interesting and the stand-out of the three. Given some other things I have crossed my awareness this past week or so I am wanting to try out a half-drow now. I will need to come back to this one later on.
Classes are likely the top feature of this book. They are also the ones that we have seen before. There are Bards, Jesters, Skalds, Blackguards, Mystics, Savants, and Mountebanks. Let me repeat. While we have seen these before in other BRW products they are presented here as 1st Edition characters classes and as subclasses of existing 1st Ed classes. Except the Bard, the Bard is it's own class with the Jester and Skald as sub-classes of the Bard. The Blackguard (or Anti-Paladin) is a subclass of the Cavalier to give you an idea where this book would "fit" into the AD&D 1st Ed lineup.
It should be noted is a usable single Bard class. No more advancing as a thief, fighter, and then druid to get to the bard, this is a straight out bard class. The bard also has some nice powers too. The mystic class seems closer to the BECMI/RC version than it does to the monk. It was also the focus of one of my very first "Class Struggles" features. I am a little surprised we didn't see versions of BRW Games' Necromancer, Witch, or Demonolater classes. Likey to keep these with the Adventures Dark & Deep game.
From Classes, we move on to Secondary Skills. AD&D 1st Ed has never really been about skills outside of what your character class can do. While back then I saw this as a problem, I am less inclined to think so now. Still, a good selection of secondary skills are listed here and how they can be used.
The next 35 or so pages are dedicated to new spells. Mostly these support the new magic-using classes, though some spells are cross-listed for other classes.
The last part of the player's section is given over to combat and new weapons and armor. The arms and armor described here do show an appreciated level of research. One that would have made Gary and his 6 pages of pole-arms very happy.
Game Masters' Section
This section is not as large but still has gems; figurative and literal.
Up first are some guidelines for social encounters including reactions. There are some alternate treasure rules that uses the same Treasure Type classification but breaks it down into different categories. Both the original system and this system can be used interchangeably, even within the same game, with the Game Master deciding what works better at the time. There are some new magic items, with updated tables to include them.
Finally some discussion on the game environment including ability checks.
Honestly, the only thing it is missing to be "Unearthed Arcana II" is an appendix on the gods of the Centaurs.

Some art has appeared before in other BRW books but all of it captures the Old-School gaming feel.
So. Who is this book for?
The obvious answer is for anyone that plays First Edition AD&D. It should work fine with OSRIC, since that cleaves so close to AD&D, but not sure if players of Advanced Labyrinth Lord or Old School Essentials Advanced will get the same benefits. For example, both of those other games have a Bard class that works about the same. That is not to say they would not get benefits from this book, it's just the base design principles are not 100% the same.
If you are a player of Adventures Dark & Deep then there is likely nothing new here for you. But if you have those books and still play Advanced Dungeons & Dragons first ed. then there is enough here for you even if you can convert easily between the two games.
If you play AD&D 1st ed then this is a great book and it will sit nicely on your shelf or on your table next to your other AD&D books.
One minor point, the book was not released under the OGL. Doesn't matter for play or use only if you wanted to reuse a class or spell elsewhere. Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue.
The weekend before last I drove down to my parent's house to see my dad before his 92nd birthday (his doctor told him he'll likely live to a 100) and my sister for her 51st birthday. Picked up a few books my sister had for me, mostly older occult books. But driving through the state and back got me thinking about some more local horrors. I mean there HAS to be something interesting hiding in all those corn and soybean fields. I also thought about how these creatures would work well in all the occult games I was talking about last week.
Another thing is I love Bigfoot legends. I don't believe any of them for a moment, but they are so great for games. Bringing these all together really helps capture the feel of the games I wanted to play in the early 80s. So for that D&D-loving kid in Central Illinois back in the 1980s who loved Bigfoot stories, this is for you. And by "you" I mean "me."

Illinois Hominids
When one hears about Illinois the first thing that comes to mind are cornfields, Chicago, and spectacularly corrupt politicians. One doesn't typically think of 10 ft. tall hominids. But for the residents of Illinois, these creatures are not unheard of. They have been spotted all over the state from the northernmost points to the far south point, nearly 400 miles.
In nearly all cases these creatures try to avoid humanity. Their great size and obvious strength would make them a threat to any group of investigators, but thankfully they have so far shown no particular desire to attack.
Illinois Hominids like all species of sasquatches are large, nocturnal creatures that walk upright like humans. It appears to be omnivorous but its preference is for vegetables and fruits found in the wild.
For this posting, I am going with "Illinois Hominids" as opposed to "Bigfoots" or "Sasquatches" since both of those terms are more associated with creatures of the Pacific Northwest. "Skunk Apes" are more commonly referring to creatures in the Southern United States.
I am also grouping creatures together that may, or may not, be classified as Sasquatches in other Bigfoot lore. Most of these creatures have only been reported once.
Dogmen of McHenry County
These creatures are 7" tall creatures that appear to be some sort of simian/canine/hominid hybrid. Their defining feature is their dog-like faces. Similar creatures have been sighted in adjoining Cook County, and as far south as Christian (nearly 250 miles to the south) and Woodford Counties. They are noted for their howls in the night. Many scholars classify these as separate sorts of creatures.
Cole Hollow Road Monster
Found in central Illinois this creature has been sighted near Peoria, IL, and might be related to the similar Farmer City Monster found further to the east. This creature is grayish in color and stands 7"-8" tall. It is quite reclusive and can hide in natural environments with 95% effectiveness and can never be surprised.
Swamp Hominids of Southern Illinois
Several creatures occupy the lands at the far end of the state. Unlike the other hominids featured here these usually range to about 10' tall and tend to live near swamps or other wetlands. They also have a smell that can be detected for a 100 yards, any closer and investigators suffer a -3 (or roll with disadvantage) on any attacks. They share this feature with the Skunk Ape of the southern part of the country.
These creatures include the Tuttle Bottoms Monster of Harrisburg, IL which also has an elongated snout. Nearby Enfield in White County also has The Enfield Horror, a fast-moving hominid.
The Abominable Swamp Slob, also known as the A.S.S., are found in Jackson County near the Shawnee National forest. It can emmit an ear-shattering shriek. The most famous of these is the Murphysboro Mud Monster and "Sassy" the Shannee Sasquatch.
RPG Stat Blocks
Illinois HomindsStr: 22 (+5) Dex: 18 (+3) Con: 19 (+3) Int: 10 (+0) Wis: 13 (+1) Cha: 8 (-1)
The hominid can attack with two fists or throw boulders, much like a giant. The hominid can also howl. This howl causes fear (as per the spell) to all that hear it who fail a saving throw vs. Paralysis. Those that fail the save are too frightened to attack or move.
Illinois Hominids
Illinois HominidsNo. Appearing: 1-3
AC: 6
Move: 40ft.
Hit Dice: 6-8
Special: 2 attacks (fist) Strength, Camouflage, Howl (cause fear), Odor
XP VALUE: 240 (6HD) 480 (7HD) 960 (8 HD)
Camouflage: The hominid can hide with 90% effectiveness.
Howl: The howl of the hominids causes a fear reaction to any that hear it. This is treated like the cause fear spell. This happens only when the hominid is first heard, subsequent encounters with the same creature do not have this fear effect.
Odor: Anyone coming within 10 feet of a hominid must succeed at a Constitution saving throw or be at -3 to all actions due to the overpowering stench.
Illinois HominidsDogmen of McHenry County 6HD
Cole Hollow Road Monster, Farmer City Monsters 7HD
Tuttle Bottoms Monster, Enfield Terror, Abominable Swamp Slob 8HD
Special Abilities: Howl causes fear. Stench causes disadvantages to attacks. Very strong, +4 to all attacks.
Illinois Hominids avoid the cities at all costs.
Links
Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.
—oOo—
What is it?Who do you play?
Player Characters of all types could play this scenario, but an Ernalda worshipper or priestess many want to become involved, whilst any Chaos-hating character or character capable of fighting Chaos will be useful.
If Alien: The Roleplaying Game is missing anything, it is two things. First, further details of the United States Colonial Marine Corps, who it is, what it does, what equipment it fields across space, and more, since after all, the marines feature so prominently in Aliens, the second of the two films to fundamentally inform and inspire the Alien: The Roleplaying Game. Second, it does not have an example of its Campaign mode of play. Alien: The Roleplaying Game is designed to be played in two different modes, Cinematic and Campaign. Cinematic mode is designed to emulate the drama of a film set within the Alien universe, and so emphasises high stakes, faster, more brutal play, and will be deadlier, whilst the Campaign mode is for longer, more traditional play, still brutal, if not deadly, but more survivable. To date, the only scenarios available for Alien: The Roleplaying Game—Chariot of the Gods (also found in the Alien Starter Set) and Destroyer of Worlds, are written for the Cinematic mode. All that changes with Alien: The Roleplaying Game – Colonial Marines Operations Manual.
Enter the Collection: An Adventure for the Essence20 Roleplaying System is Renegade Game Studios’ offering for Free RPG Day in 2021. It is the first scenario designed using the publisher’s Essence20 Roleplaying System and is written to be used with any of three roleplaying games it is planning based in turn on the G.I. Joe, Power Rangers, and Transformers intellectual properties. The scenario provides a little investigation and interaction, a fair degree of stealth, and plenty of action, but it is not specifically written for any one of those three roleplaying games. This has its advantages and its disadvantages, all of which stem from the fact that the scenario is generic in its set-up, its plotting, and its tone. Now whilst that means it can be run easily with the G.I. Joe Roleplaying Game, Power Rangers Roleplaying Game, or the Transformers Roleplaying Game, it also means that it could run with almost any other modern set roleplaying game. It also means that it feels like a Saturday morning cartoon, but though is very much what Renegade Game Studios is aiming for with this scenario and the three roleplaying games in general.
Cubicle7 Entertainment Ltd. offered two titles for Free RPG Day 2021. One is Going Underground, an adventure for the forthcoming version of Victoriana, the roleplaying game of intrigue, sorcery, and steam for Dungeons & Dragons, Fifth Edition. The other is Reap and Sow, a scenario and quick-start for Warhammer Age of Sigmar Soulbound. This is the roleplaying game in which the Soulbound, heroes chosen by the gods, stand defiantly against the horrors that plague the Mortal Realms, tasked with preventing a new age of Chaos, Death, and Destruction. Sigmar’s Storm has already stopped the hordes of Chaos once and given the people of the Mortal Realms hope and time to plant the first seeds of civilisation and establish the new bastions of Order. Yet Chaos has not gone quietly. The Necroquake saw the undead legions of Nagash rise up to shatter the newly founded bastions of law and order. If civilisation is to survive, the Soulbound must face roving bands of cannibals, legions of undead, and hordes of daemons in a desperate struggle for survival.I have some great-looking Kickstarters for your consideration going into the weekend. So's let get at it!
SURVIVE THIS!! Dark Places & Demogorgons RPG Hardcover

This is not for a new book but rather a hardcover option for the fantastic Dark Places & Demogorgons RPG. For this the original red hardcover art from the first Kickstart is available and the blue softcover art in hardcover format.
I have the blue in softcover and the red in hardcover, so I have to admit that the blue hardcover is very, very tempting.

https://www.kickstarter.com/projects/r-rook/moonlight-on-roseville-beach?ref=theotherside
Now this "Queer Game of Disco & Cosmic Horror" has my attention. I have known the designer, Richard Ruane, for many, many years. We have worked together in our days jobs at various companies for a while. He does great work. He was one of the developers for White Wolf and worked a lot on their Mummy line.
From the Kickstarter:
Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is a tabletop roleplaying game that brings together the supernatural investigations and monster hunting of the weird fiction tales of the 20s and 30s from pulp magazines like Weird Tales with the queer romance and adventure of the 50s, 60s, and 70s novelists like Ann Bannon and Joseph Hansen.I would like to say "I was there" when Richard came up with this idea. He was talking a lot about Ann Bannon online so I asked about her stories. As per our normal conversations, the topic went to RPGs.
In any case, I backed this one and threw in some extra cash so copies can be donated.
Red Shoes: An Urban Fantasy Novel

https://www.indiegogo.com/projects/red-shoes-an-urban-fantasy-novel#/
This is not a game, but a new book Satyros Phil Brucato one of the lead designers (or really THE designer) of White Wolf's Mage.
From the Indiegogo page.
After a friend’s mysterious death, Genét Shilling delves into the world of Red Shoes, a drug whose effects alter time, space, and form. That journey challenges all she thought she knew about herself and reveals how strange her world truly is.
Propelled by wide-eyed attitude and inspired by its author’s experiences with music, dance and metaphysical subcultures, Red Shoes presents an urban fantasy tale set in the Appalachian town of Riverhaven, where magic hides just out of sight.
Time warps. Modern bards. Sexual confusion. Grief and revenge.
A dance begins.
The dance of Red Shoes.
It sounds fantastic.

https://www.kickstarter.com/projects/620209721/lylith-and-mara-comic-book?ref=theotherside
Now this is right up my alley!
From the Kickstarter:
“LYLITH & MARA” are twin sisters and the original Vampire and Succubus from who all other vampire races were evolved from. Born and raised in “The Dark”, their destiny seemed clear cut until on the age of their “becoming” when something within them stirs. A conflict between power and desires struggles with a morality of a soul they didn’t realized existed.This also looks like a lot of fun. Sure some of the cover art is cheesy, but I think it is cheesy, or cheese cakey, on purpose. So that is fine.
It looks like something that would work well with my Mara witch book.
The Dark Heart of Roskem is an adventure for Dungeons & Dragons, Fifth Edition. Published by Critical Kit, it is designed for a party of four to five Player Characters of Fourth Level and is intended to be played in a single session, either as a one-shot or as part of an ongoing campaign. It involves disappearances from a village, a nearby vile swamp, and dark, ancient magic. The scenario involves some interaction and investigation, but primarily emphasises combat and exploration.The Dark Heart of Roskem takes place along the banks of the river Roskem, in and around the fishing settlement of Myristat, and then in the Roskem swamp. It opens as the Player Characters are on the Scar Road travelling towards to the village, which is best known for the Roskite, the giant freshwater lobsters that are farmed along the river’s banks. Suddenly, a man lurches out of the swamp, delirious and covered with a green sludge—not to attack the Player Characters, but wanting their aid and to deliver a warning. There is a danger to Myristat in the swamp and the man keeps saying the word, “Krutz.” If the Player Characters take the man into town, they discover that he is a member of the town guard, who went into the swamp a few days before along with Krutz—who happens to be the captain of the town guard. However, Krutz himself has not returned, and neither have the other guards who accompanied him, and that is not all, a man and woman have also disappeared from the village, leaving their daughter behind. The mayor of Myristat offers the Player Characters a handsome reward if they find out what happened to Captain Krutz and the missing couple.
After a little investigation and interaction—perhaps hindered by an overly officious Halfling mayoral assistant, the Player Characters learn that Captain Krutz was actually going into the swamp to hunt for treasure. Speak to the right people and they can learn that Roskem Swamp has a dark secret—long ago a mage disappeared into the swamp and there took control of the Thornscale Lizardmen, perhaps to conduct his research in solitude even as he claimed to be a god! The swamp itself is as bad as can be imagined—if not worse, with its maddening mist that drives those caught in its whisps to repeat the word ‘green’ or become entangled in vines. Along the way, they may encounter a surprisingly chatty and genial Lizardman, who will give pointers towards the Temple of Vines and warn them of its Dark Heart.
The temple itself is quite small, amounting to no more than six rooms. Here the Player Characters will find the disappeared men and women, who like the rest of the temple, are draped and wrapped in vines. At their heart is the Swamp King, a humanoid statue of writhing vines and fungal mass which seems to want to control everything in the temple. Can the Player Characters defeat the Swamp King, drive back the vines, and so discover the true secrets of the temple?
Rounding out The Dark Heart of Roskem are two appendices. The first is longer and gives the details of the scenario’s various monsters. These include the more traditional denizens of the swamp—Giant Swamp Leeches, Swarms of Poisonous Snakes, and Lizardfolk, but alongside this are the Bog Bodies, leathery undead which exhale a thick cloud of fog that they can sense any creature within it; Lizard Gargoyles (which are exactly what they say they are); and the Swamp King itself. The latter can pierce and ensnare with its vines, raise Bog Bodies, and it can cast Druidic spells too. The shorter has the single entry, a description of a magical item, a Vine Whip. This splits into three and can do a little damage to three targets as well as ensnaring one of them.
Physically, The Dark Heart of Roskem is decently laid out and easy to read. There is no map of the area or the swamp, so either the Dungeon Master will want to draw one herself or find a place in her campaign to locate the adventure. The map of the Temple of Vines is decent enough though. The artwork is fairly light and sees a degree of repetition in its use. The writing is generally clear, although the dark history of Roskem Swamp is written for the Dungeon Master rather than the player, and she will probably want to adapt it so that it presents sufficient information without giving too much away.
As soon as ‘Krutz’, the name of the guard captain is mentioned, the first thought is to wonder if The Dark Heart of Roskem has anything to do with Colonel Kurtz of Francis Ford Coppola’s Apocalypse Now fame? The author confirms that it was at least the scenario’s inspiration in the afterword, though it is up to the Dungeon Master if she wants to develop that inspiration any further. There is scope too for a sequel, but that is something that the Dungeon Master will need to0 develop on her own. Such a sequel hints of a Lord of the Rings-style journey at the very least… Although it is short—specifically designed for a single session—The Dark Heart of Roskem has a foetid, hot, and sweaty feel of a swamp fallen under a dark influence, and is easy to run as a one-shot or add to a campaign.