Showing posts with label OSE. Show all posts
Showing posts with label OSE. Show all posts

Friday, July 24, 2026

Too much Text in RPGs vs. Not Enough Text

 In 2026 I finally realized that the tabletop RPG market appears to be heavily weighted in two directions: those games of enormous page count, laden with a density of information; and on the other side of this curve is a veritable mountain of tiny, often zine-shaped games filled with what can only be described as a strangely minimalist approach to content. 

I feel like there's probably a line to be drawn from how RPGs used to be, and how for many people the barrier of entry was finding the time and energy to read hundreds of pages of material to get familiar with a game or setting to run it, and today, where you have games like Mork Borg where 90% of the game experience is interpreting the surreal art and parsing out tiny nuggets of rule or setting data. 

The interesting question is maybe not whether minimalist game systems are a response to the older style of dense, text- heavy games, but rather: is the market for more "information lite" game systems and text actually a sign of changing times? Even dense tomes like the newest 5.5 edition of D&D are actually rather information light; these books use less of the page with a bigger font to convey less information per page; just look at the D&D 2014 race write-ups to the 2024 ancestries for a fine example. Or take the 2014 DMG, which is packed with stuff (both to its betterment and its failure) compared to the briefer and lighter 2024 DMG. 

There are plenty of games where word density and system or setting depth is important; just witness Pathfinder 2E for proof this is still a thing. Cyberpunk Red, Shadowrun 6th, Coriolis, Call of cthulhu, Mythras, etc....there are plenty of these sorts of games, the "old guard" if you will out there and in circulation.

But then we have some games where the line is crossed: Shadowdark is what got me thinking about this notion in the first place. I mean, Shadowdark is a minimalist spectacle where you get the Big Fat Rulebook experience with a torrent of supplemental material, but the actual result is a shockingly low word count, a system that appears to be allergic to exposition or setting depth, and a paucity of rules content that borders on a sort of weird art. 

I was going to argue that Old-School Essentials is more of a middle ground here, given it is a precise retelling of the original B/X D&D system, and it really is....but all that demonstrates is that the idea of "rules with lite content in presentation" was also a thing in the early eighties. Indeed, one need only remember the myriad titles of Fantasy Games Unlimited to remember that this is actually a very old concept. So if oneis trying to ascribe the current wave of minimalist RPGs exclusively to short attention spans of modern crowds, I think that is probably not true, because we had plenty of games like this back in the day. What is true now is that the density of informtion in current rulesets is even skimpier and more graphically dependent than the many old FGU games ever were, though.

On the other hand OSE is a great example of how even a famously simple ruleset that has been presented in a somewhat minimalist fashion (B/X D&D editions) later evolves into something much more dense and complex (D&D Rules Cyclopedia). Indeed, for fun just read through the original Basic Set (Otus edition) D&D book, then contrast it with the OSE book (which is probably of the same word count, but manages to organize the information much more efficiently) then contrast the two with the much more elaborate and denser combat rules section of the Rules Cyclopedia. Same game....but just now with more density and more use cases being documented. 

Lately I have been a bit torn about the fact that I definitely fall in to a more old school camp when it comes to how I like my rulesets, dense and thick with too much information, vs. the fact that a game like OSE is so wonderful in its concise get-to-the-point approach of design, and then Shadowdark, which I love because it is designed to reduce complexity that could get in the way of jumping right to the part where you play the game, but perhaps at the expense of making its rules tomes and supplements anything more than utilitarian outlines that feel like a Cliff's Notes edition of D&D. 

This means that....if you are still in a corner of the hobby where part of the experience is reading and figuring out these rulebooks and their systems, then a game like Shadowdark really doesn't offer much to you.

Ah well....I guess while I mull that conundrum over I shall just resume reading the latest batch of Mythras books I just got (a Fioraccita supplement, Mythic Venice, and several third party modules I found on drivethru that I finally took the plunge on). Mythras is unquestionably in the old school camp of "there is no such thing as too much information." 

Or maybe I will read through some of my Mothership books....despite being definitely part of the zine scene where the "rules lite, informtion lite" era of gaming has been flourishing lately, a nontrivial number of Mothership books are actually super information dense (albeit for scenario and setting content), but in a tricky way where it disguises this density through the medium of contemporary short-form module design. 

I guess the one thing I can say for sure is: there's definitely something for almost everyone out there!

Saturday, June 6, 2026

Increasing Appreciation for Old-School Essentials

 Laat night I managed to get our Friday group to start a classic B/X D&D campaign using a blend of the Erol Otus edition Basic and Expert rulebooks, with a few extra resources, including the BX Blackrazor Companion and Adventurer books, and some material (the skill sytem) from the D&D Cyclopedia. It was fun! I think we'll be playing this game for at least the length of the adventure I have set up, which has enough content for several sessions.

We did run into some interesting hiccups, though. I learned, for example, that the Basic and Expert books are awfully vague about things like: fighting in darkness, what blindness means mechanically, how darkness the spell works when used to cause blindness, and what those penalties look like. In looking through later editions (Mentzer era books, the D&D Cyclopedia, and then the OSE rules) it became clear that a creature with the blindness condition can't attack at all. If you're in the darkness area, does that mean you are considered blind? Also, if you are shooting into the darkness, what sort of cover penalty is that?

Little questions like this....as well as movement rules during combat, are a little difficult to parse out in the older B/X books. The clarifications get better in the later versions of the ruleset, and then the complexity magically starts to ramp up in the D&D Cyclopedia, which I noticed manages to take an inherently straight forward ruleset and make it more complex (but hey, that is supposed to be the definitive edition of the BECMI rules so that is to be expected). 

Where I found the best clarity, and developed a strong appreciation for what it is doing, is in the Old-School Essential rules. The deliberate clarity that the OSE rules focus on is excellent, and I suspect that the ease with which I could find answers to these questions (or at least guidance) is probably because the author's goal was to address exactly these issues of needed clarity. And the OSE rules succeed to great effect in this manner.

Moreover, it's been long enough since I last messed around with B/X D&D that reading through and running it again, then reading through OSE for comparison has really hammered home to me that the OSE rules are a shockingly exact translation of the classic rules in almost every possible way. There are little oddities; I notice an absence of electrum pieces, for example; and devil swine are recategorized as proper lycanthropes with associated traits in OSE, while their original counterparts were more like "lycanthrope adjacent," as examples. I am looking only at tbe B/X component of OSE, too; I am much more familiar with AD&D and so realize that the Advanced elements introduced in OSE are a bit more fluid in their reinterpretations of those rules elements, more a blend of B/X with AD&D elements wedded to them....which honestly is a bit closer to how I ran the game in the early eighties. 

Anway.... I let the group know that going forward I will be keeping the OSE rules handy for quick reference as they are just so much easier to find clarity in, and that PCs can be built from original rules or OSE rules and both are accepted in the game. 

EDIT: As an afterthought, I realize that had this rule been presented in a more, shall we say, "mechanics and ruleplay vs. reality-based rules and roleplay," then I would probably just accept it. So, for example, game systems like D&D and Pathfinder often have rules that have no functional basis in reality, but are grounded in the mechanical contrivances of the game system. It is possible this Mythras rule is intended to dissuade players from just trying over and over on a task....a rule attached to a stick with a soft, suishy rationale for the GM to lean on when the player argues with them over it. But that's technically not how its presented...it is trying to make the case that trying a task twice in a row increases the odds of failure, but that just doesn't mesh well with real life, which is what systems like Mythras are trying harder to emulate. So....yeah. Hmmm.

Tuesday, June 2, 2026

The B/X D&D Tipping Point

 I spent a fair amount of time accruing both Old-School Essentials books and Shadowdark books over the last couple years, and vascillating between which system I generally preferred. OSE because it is more of an emulator? Shadowdark because it is more of a focused modern experienced in retro sheep's clothing? OSE because it's got a blend of B/X D&D and AD&D mechanical elements, or Shadowdark which is brutally honest in its desire to focus on dungeon crawling and loot acquisition? OSE for its quaint retro-graphical aesthetic that suggests artists influenced by Erol Otus, or Shadowdark with its stark black.white/silver design ethos that reminds me of those full-page black and white splash images in the AD&D manuals?

Of course, in the midst of this I managed to almost completely rekindle my AD&D 1E collection, thanks to a lucky find at a game store out in Roswell. That alone was enough to get me mulling over pulling off a classic AD&D style campgin, but also somehow not quite as motivating as I might have imagined. There was a piece of the puzzle missing for me....and last month Wizard of the Coast finally completed that puzzle with a print on demand edition of the Basic D&D book, with the Erol Otus cover. They Expert set was already available, but hard to use that without the Basic set, you know? And finding halfway decent copies of either book for less than an arm and a leg on Ebay is hard to do these days.

So now I have the proper B/X D&D set, and this is what I was missing. While I did favor AD&D 1E back in the day for the more flexible character options, I actually consulted with the B/X rulesets, a lot....like, all the time, because when the DMG or PHB was proving to be inscrutible to my young gamer mind (this is specifically the time when I was around 10 years old to about 14) the B/X rules allowed for simple clarity. My favorite recollection on this was combat, starting with initiative and surprise. Clearly and simply explained in B/X, a sharp contrast from the nightmare exposition that Gygax laid like a trap for the unwary in the DMG. 

Sure, we noticed all the differences in the two systems, but back then chalked that up to being "here's the basic/expert version of the rules....there's the advanced version of the rules....mix and match until you get something that works and everyone understands." One thing I did not do back then was run either B/X or AD&D in pure form, at least not until I was high school age (around 15 and up) when I by that time was familiar with more complex systems, and began to study AD&D and B/X for what they were as unique games rather than complimentary sets. By that time I was playing Palladium Fantasy, Runequest, Tunnels & Trolls and even eventually GURPS 1E with more regularity. In my fanzine publishing days I had a spurt of interest in treating B/X D&D similarly to T&T, concocting material for the game as written, including solo adventures. It was a fun exercise in working within the boundaries of a system rather than finding ways to break it. During this time and right up through my college years I continued to buy B/X (and later bECMI) sourcebooks and modules, even if I mostly used them with AD&D 2E by then.

Anyway, fast forward 35 or so years to the present, and my interest in B/X D&D is rekindled with the new print on demand edition. It's a compelling third contender in the arena where the young whippersnappers OSE and Shadowdark have been duking it out. For one thing, a lot of the material I have on my shelves aimed at either OSE, Labyrinth Lord or other B/X retroclones is pretty compatible with original B/X. For another thing, a shocking amount of classic B/X material has made its way back into POD, meaning I have also managed to begin restoring my collection of modules, including many I never managed to snag back in the day.

This is not an unusual thing for me; I have a habit of "rediscovering" B/X every few years and looking at it on its own merits, a sort of "what could have been" had I not dived into AD&D instead of B/X early on. My entire Pergerron, the River Kingdoms of Anansis campaign setting actually started as a creative exercise in desiging a campaign which assumed only the character options, magic and monsters of B/X and source books were available for the world design.* Now I am feeling that creative urge to do something new within the boundaries of B/X again....but this time I am older, have less time, and am growing more fussy with overly rules-laden systems which is leading me to appreciate the more streamlined qualities of B/X even more. We shall see! I have ideas.....I will likely post them as they come here. This new venture may or may not cannibalize from OSE and Shadowdark. 


*Technically the first shot of Pergerron started in Magic World, but then became the basis for the B/X iteration. Now Pergerron is a weird D&D 5E/Cthulhu hybrid mashup, so is distinctly its own thing.

Tuesday, March 31, 2026

Evaluating a Game by it's Third Party Output

 A short post today....because better to post a bit than not at all! While digging through stuff to keep my sanity amidst the long and arduous work days I noticed that my current OSR/Indie darlings....Old-School Essentials and Shadowdark, to be specific, have a metric ton of output from third party publishers online. Shadowdark is measurably immense in the volume of content out there, and just browsing Drivethrurpg.com led me down a rabbit hole and I suddenly have like twelve new books ordered and on the way. OSE is not much different, either.....it's slightly obfuscated by having an identity that is shared with B/X D&D and all the other retroclones it is in direct competition with, but it also has a serious volume of output from the 3PP corner of this hobby.

BRP, to contrast, gets a modicum of love from some very obscure angles in the 3PP space, most of which is actually dominated by the Miskatonic imprint for 3PP from Chaosium and almost all of that is for Call of Cthulhu and not BRP. 

I have a working theory that the more energetic a support base a game has is dependent on just how easy it is for the fans and interested authors/artists to 1: generate content with the rules in question; 2: get that into a presentable PDF/POD form; and 3: the extent to which those 3PP feel that they retain creative control in this process. So the less creative control a 3PP feels they have, the less likely you are to see a high volume of support. There's a 4th factor at work here, too: if a game has enough of a following it will generate 3PP output, regardess of the other factors. This may explain why Pathfinder 2E has a modest but noticeable amount of third party content, but only from those who love the game enough to write for it and also don't mind the vagaries of the ORC license, which I have heard some differing opinions on. Meanwhile the third party output for 5E remains sky high; but the latter is probably driven by creators who also like making money and know that, even today with 5.5E as fractured as it seems, it is still the top dog in town and will sell the most product. 

Anyway.....just some thoughts. Now I must continue to peruse the dozen or so new Shadowdark books (and a few more OSE books) I snagged. 

Tuesday, March 3, 2026

The Fire Knife Assassins for Old-School Essentials

 

Fire Knives – Secret Assassin Society of Lingusia

Group Alignment: Neutral (evil)

Leader: Shadulos Elas Boron (In Octzel); THE THIRTEEN (world-wide)

Octzellan Headquarters: An anonymous guild hall in the Guild District

   The Fire Knives are an international organization of illuminated conspirators who have supporters within Hyrkania, Octzel, and Jhakn. Rumors indicate that there are even members operating within the empires of Persedonia and Galvonar to the south, and maybe even as far east as Cretea and Namintha. The Fire Knives are a vicious order of assassins seeking to manipulate kingdoms from the shadows. The Fire Knives are motivated less by religious or moral principles than they are by political gain, despite their origins as a cult to Haro, the god of murder. The mysterious Council of Thirteen are a secret council of dissident political radicals from across the Middle Kingdoms who work together to maintain long distance ties and support for their network of contract killers.

   Their agendas are many and varied. Some employ magical prowess which is often taught in secret classes by the Cabal of Southern Hyrkania, while others practice bastard magic, culled from the blood-stained books lifted from mages and druids who dared to cross their path. Most members are otherwise of a more conventional talent, common men and kindred folk who rely on stealth and swift assassination to accomplish their nefarious deeds.

   On the surface the guild looks like some sort of thug-enforcer type of thieves’ guild that seems to have little obvious direct connection to their actions as killers. In some cities, such as Octzel, their movements are silent and unobserved by most people, and appear to be a network of hired thugs protecting the interests of certain merchant houses. In Krythia, they wear their symbol, a shield of stars surrounded by trade weapons, proudly, and are believed to be a mercenary's guild by most people. In Jhakn the existence of the Fire Knives is unknown, as their movements are so carefully concealed and hidden that not even close allies know who they are dealing with. Only in Hyrkania are they reviled for their reputation as assassins, forcing them to work underground and out of sight.

   In Octzel, the Fire Knives have few allies and many enemies, often coming to blows with rival organizations and guilds. Of the many thieves and mercenaries guilds in Octzel only the Order of the Blade maintains neutral relations, and is willing to hire out sellswords to the Fire Knives for any unsavory deeds that require some useful fodder.

   The Fire Knives have the primary support of three Barons, and possibly other nobles, in Octzel. House Boron, House Killaman, and House Agrapor are the primary backers. House Boron, of the Merchant Lord Shadulos Elas Boron, and his wicked daughter Teylayurana Sorinos are the most dangerous members. Hallergan Blacknails is an infamous orc assassin of the order, and senior enforcer for House Boron.

   Beside the illegal and secretive activities which likely take place in the shadowed chambers of the manors of each noble house, the Fire Knives own property through indirect channels throughout the city. They own a trade and import shop in the Marketplace which leads to a secret meeting place. They own a Guild Hall that is rented out regularly, except on dark, moonless nights when they convene for a recap of their actions. They own warehouses by the docks, where imports of special naure are often kept, or where bodies can safely be dumped. Members of the Fire Knives learn as much as they can about the back alleys, secret passages, sewers, and catacombs beneath the streets of Octzel.

   Some would say that the Fire Knives go beyond being a society of political assassination and into the realm of a secret society for the sake of secretiveness. Much of this is due to the fact that the three barons behind the house lack the backing or funds of a major political interest, and it is believed that none of them belong to the Thirteen. Yet, since some claim that Fire Knives in Hyrkania, such as Dame Magna Mordent, say that there is a member of the Thirteen in Octzel, then who is this mystery member of the Council, and what are they planning?

Machinations of the Thirteen

   The Thirteen are an entity unto itself, operating in utter secrecy throughout the Middle Kingdoms and the East to further its diabolical ends, using assassination, slavery, and the sale of opiates (especially of the blue and black lotus) to manipulate the political currents of the realms.

   An agent, follower or servant of the Thirteen is likely to be a lower order member of the Fire Knives, but someone could also have a conflicted relationship if they revere the god Haro, or are independent assassins, and an adversarial relationship could stem from any number of cases where one would see cause to oppose the actions of a murderous guild-cult. These members swear fealty to the Thirteen and the God of Murder, in that order, and earn ranks in the society by working their way up “circles” of power and status. No one knows how many circles there are, though rumor has it there are nine, one for each of the Nine Hells.

The Fire Knives of Octzel

Shadulos Elas Boron (purportedly a member of the seventh circle)

   The guild master of Fire Knife operations in Octzel, Boron is a local merchantman with family ties back to Hyrkania. His rise to power on the surface appears to be one of a shrewd businessman, but behind the scenes he is suspected of being ranked as one of the Thirteen, relying on the bloody death that his guild can heap upon those who stand in his way to further his ambitions.

   Boron has locked down the city for the Fire Knives, eliminating most other rival guilds, and now schemes to find ways to dislodge the Black Lotus and the Guild of the Spheres.

   Shadulos is a skilled interrogator, shrewd with a cunning eye for detail and an excellent negotiator in trade deals. He is a master pickpocket and moves with great stealth despite his girth.

Shadulos Elas Boron Human fighter 6 assassin 7

STR 12, DEX 16, CON 18, INT 15, WIS 13, CHA 17, AC 3 [16], HD 9** (46 HP), Att 2 rapier+2 of disarming (1D6+2) or dagger (1D4+save vs. poison or either paralysis 1 hour or death on failed second save after one minute), THACO 17 [+2], MV 120’ (40’), Saves D 10 W 11 P 11 B 13 S 14, AL neutral (evil), XP 2,300, TT C (Lair H)

Skills: Assassination -2, Climb Walls 93, Hear Noise 4 in 6, Hide in Shadows 36, Move Silently 46

Disarming Personality Shadulos has learned a little magic in his time and may cast charm person 3 times per day and charm monster once per day. Shadulos has subjected his very body to complex rituals to allow for unnatural magical guile.

Entourage Shadulos rarely travels alone. Typically he travels with 1D6 assassins in his presence at all times.

Equipment scale mail, Rapier +2 of disarming (target must make a save vs. spells or drop weapon within 10 feet), a bandolier of 2 dozen poisoned daggers, 3 vials of lethal paralytic poison (6 doses per vial; save vs. poison or become paralyzed 1 hour; after one minute make a second save vs. poison or die), 1,230 GP pocket change

Teylayurana Sorinos (agent of the fifth circle)

   The bastard daughter of Shadulos Elas Boron, Teylayurana has worked her way up the ranks in the Fire Knives to become the premiere assassin in Octzel. She is ruthless and efficient, though regarded as unstable by those who have seen her succumb on occasion to a bloodlust driven by her madness. Some believe that when she experiences these “episodes” she is actually channeling the spirit of Haro himself; no one knows for sure, but her skill has nonetheless attracted the attention of Celiobantes Astiriate in the east, and within the guild it is rumored the two have had relations.

   About two years earlier Teylayurana also traveled with the adventurer Cassius Augustus and was lured into a war between the Fire Knives and the Guild of the Spheres. This conflict led to ongoing enmity between the two guilds.

Teylayruana Sorinos human assassin 14

STR 14, DEX 18, CON 13, INT 16, WIS 12, CHA 14, AC 1 [20], HD 9+19* (60 HP), Att 2 twin daggers+1 strike (1D4+1+blue lotus poison) or twin hand crossbows+2 (1D4+2+blue lotus), THACO 12 [+7], MV 120’ (40’), Saves D8 W9 P7 B10 S8, ML 10, AL neutral (evil), XP 1,600, TT C (Lair H)

Skills Assassination -6, Climb Walls 99, Hear Noise 5 in 6, Hide in Shadows 60, Move Silently 70

Blue Lotus Poison target must make a Save vs. Poison or target is confused (as per spell) for 1 minute due to intense and sudden hallucinations.

Blindsense Teylayurana functionally has infravision for 120 feet

Equipment Leather +2 (wyvernscale), 2 daggers +2, 6 vials of blue lotus poison (5 applications per vial), one hand crossbow +2, a case with 30 bolts, pocket change of 500 GP

Hallergan Blacknails (agent of the fourth circle)

   Hallergan Blacknails is Shadulos Boron’s right-hand man. He is an accomplished mage, a tough fighter, and a tricky devil. Hallergan is approaching middle years, but has worked hard to keep a lean figure, and avoid the bloatedness so characteristic older male orcs. His snout is stubbier than usual, perhaps due to some forgotten human blood in his ancestry, and he will often pass without question in the city streets if he wears heavy robes like a priest. He is a master tactician when it comes to weaving his magic, and he can bring down some rather impressive foes with little difficulty.

Hallergan Blacknails Orc fighter 9/magic-user 9

STR 18, DEX 12, CON 18, INT 15, WIS 14, CHA 16, AC 0 [19], HD 9+27** (58 HP), Att 2 battle axe of the beheader+2 (1D10+6+decapitation on critical), THACO 11 [18], MV 120’ (40’), Saves D8 W9 P10 B10 S12, ML 10, AL chaos (evil), XP 2,300 TT K (Lair C) Spells: 3-3-3-2-1

Spells Prepared: charm person, magic missileX2, invisibilityX2, phantasmal force, hasteX2, lightning bolt, charm monster, hallucinatory terrain, cloudkill

Equipment Battle Axe +2 of the Beheader, full plate +1, loose change of 225 PP and 1,500 GP

New Magic Items and Gear:

Battle Axe of the Beheader Very rare weapon

   This +2 great axe decapitates the target on a critical hit (natural 20). If the target does not have a head it severs a random limb. If the target is unconscious the axe automatically crits.

Rapier of disarming Very Rare melee weapon

   This +2 rapier (1D6 damage) makes disarming an opponent incredibly easy. Whenever a strike connects, instead of dealing damage the wielder may declare a disarm attack. The target must save vs. spells or is disarmed, dropping the weapon within 10 feet.

Blue Lotus Poison Uncommon (poison); typical retail value 250 GP/vial

   The blue paste that is made from the leaves of the blue lotus poison is well known for it’s strong hallucinogenic properties, which seem to cause distressing feelings of madness and entrampment within the walls of the City of Nith in the Dreamlands of Ethenur; some mages speculate that the person’s astral self is actually displaced by this poison.

   When used the target must make a Save vs. Poison or target is confused (as per spell) for 1 minute due to intense and sudden hallucinations. One vial contains 5 doses.

Black Lotus Poison Rare (poison); typical retail value 4,000 GP/vial

   The incredibly deadly black lotus leaf, when treated correctly with a special alchemical ingredient known only to assassins and poisoners, can be applied in food (for ingestion) or to a blade (for wounding). A typical vial of black lotus poison contains 3 regular (small) doses and comes with measuring tools, pestle, and the “vitae mortae” liquid added to bring out the lethal component of the leaf. One vial can be applied up to three times as small doses, or the full vial can serve as the base for a single large dose.

Small Doses: The poison can be applied quickly (as an action) to weapons in miniscule doses, causing severe hallucinations and catatonia (save vs. poison or become confused as per the spell for one minute; on a natural 20 the effect lasts 1D6 hours).

One Full Dose: At full dose for ingestion or to thoroughly coat a blade (the process takes 3D10 minutes) the user must make a save vs. poison at +2 (+4 if an assassin) to avoid accidentally making contact with the poison, subjecting him or herself to its effects (roll with an additional +4 bonus if wearing thick leather gloves; cloth won’t do). Once applied, a single full dose will last until a target drinks or eats the poisoned product, or a wound is made. The target then makes a save vs. poison at -2 penalty or immediately drops to 1 hit point and falls unconscious. The victim will remain catatonic and unconscious for 1D6 hours, after which they must make a save vs. death or fail to awaken. Legends say a victim of the Black Lotus poison killed in this manner appears as a spectral phantasm in the dreamlands of Ethenur, where they will seek out the dreams of their killer to haunt them. Allegedly some Fire Knives like to boast of how many ghosts visit them in their nocturnal slumber…

Origins: The black lotus leaf can only be found in three known locations: deep beneath the Mountains of Madness in central Hyrkania, in the depths of the jungles of Amech, and in the underworld dominion beneath Mitra’s Forest. It is the only known lotus plant that can grow and thrive without sunlight, and indeed even seems to thrive in wet, dark environments. Efforts to cultivate the plant are almost always unsuccessful, though stories that one of the Thirteen has mastered this art may or may not be true.

Friday, February 27, 2026

Aasimar of Lingusia in Old-School Essentials

 More OSE goodness! Now for the celestialborn aasimar of Lingusia, as well as a bonus listing on the Seraphim of Lingusia:

Celestialborn (Aasimar)

   Aasimar are a variant race and counterparts to tieflings. Like tieflings the aasimar have a parent or ancestor with planar blood. Unlike the tieflings, the aasimar have been touched by a divine spark from a good or beneficient being such as a seraph or other angelic entity. A few may even have godling ancestry.

   Aasimar are physically similar to humans, but they tend to have perfect skin, white or golden hair and eyes of liquid gold. Their beauty is unrivalled by most other mortals, though aasimar themselves are also often long-lived.

   Aasimar stand out most of the time, and for this reason they often find life relatively difficult when growing up, especially if they do not know their true lineage or parents. Young aasimar are often subjugated to slavery and abuse at the hands of those who marvel and covet their beauty, though just as many may be fortunate enough to live in a caring community or have a good parent.

Aasimar Adventurers

Aasimar have not been adapted to OSE (that I can find), so what follows may be their first official presentation in the system.

Prerequisites: Aasimar are naturally radiant in their charisma and appearance, and have a minimum Charism and Wisdom of 9.

Ability modifiers: +1 WIS or CHA, -1 CON or -1 STR

Languages: Common and one other (may choose Celestial or Arboreal); Lingusia does not have alignment languages.

Class Limitations: Lingusian aasimar have no level limits and may belong to any class.

Special Traits: Choose or roll for one of these options:

D20        Aasimar Traits

1-5         dispel darkness once/day; 2/day at level 5 and 3/day at level 9

6-8          Necrotic resistance (May make a Save vs. Death to negate undead energy drain effect once/day; 2/day at level 5 and 3/day at level 9)

9-12       Imbue Magic (render one weapon magical for one minute once/day; 2/day at level 5 and 3/day at level 9)

13-15     Continual Light (once/day; 2/day at level 5 and 3/day at level 9)

16           Has wings and may fly at MV (180’) 60’; wings are difficult to hide

17-18     Infravision (60’)

19           Unaffected by charm spells

20           My cast Charm Person  once/day (may instead cast Charm Monster once/day Level 9 in any class)

Holy Beings: Aasimar find their natures impossible to hide from fiends and beings of chaos, who instinctively can sense their celestial natures.

Aasimar Lineage: If you play a celestialkin, you should pick one of the classes of Seraphim to determine what your character’s celestial origin is. Roll a D100 for some randomness:

 

D100                     Celestialkin Orign

1-50                      Elohim (category; servitors)

51-75                    Einheriar (category; warrior spirits)

Each of the following are unique beings; their gift to an aasimar may be bestowed through miracles or any other means. See the Seraphim listing that follows for their natures; imagine what the lineage of a being of each nature might look like to sculpt the image of your aasimar:

76                          Ascrael

77                          Archamnios

78                          Gamnaes

79                          Dremnesal

80                          Critaere

81                          Minhara

82                          Magenta

83                          Dryleah

84                          Incenar

85                          Masros

86                          Thanadan

87                          Erizahn

88                          Chamnios

89                          Diaban

90                          Alasmian

91                          Delistray

92                          Cordone

93                          Aspriel

94                          Glaumfiel

95                          Hemanial

96                          Eristar

97                          Esilenta

98                          Sekaryth

99                          Elcorala

00                          Unique Origin! Roll Again:

               01-50     Roll/choose two origins

               51-80     Unknown origin!

81-90     Roll one celestial origin but secretly also have one infernal origin

91-00     divine origin! Pick a deity

 The Seraphim

Profile: each seraph has a specialized portfolio in service to the god(s) each one is obeisant to

Realms of Worship: The seraphim are venerated in the Middle Kingdoms

Genders Allowed: all

Races Allowed: any

Alignment: any lawful good or lawful neutral; lawful evil seraphim are devils

Favored Weapons: numerous (pick any four as suits the nature of the Seraphim for the clerical worshipper to wield with comfort as if proficient)

The seraphim are actually a large host of divine minions who serve the celestial kingdoms of the gods. These beings are the counterparts to the demonic devonin (demons), and are not usually worshipped by any individuals, though they may be called upon for specific spells and instances. There are many seraphim, some of which are listed as follows. Like devonin, seraphim can materialize on the mortal plane when called upon; they can only manifest to try to balance an act of chaos against an act of order.

Some of the Seraphim: This list is by no means complete:

Elohim: The angelic servants of the sun, keepers of the eternal flame.

Einheriar: The eternal warriors of light, the army of the apocalypse.

Ascrael: Lord of the Seraphim, general of the Einheriar.

Archamnios: The spirit of battle.

Gamnaes: Slayer of enemies.

Dremnesal: The spirit of perseverance.

Critaere: The spirit of creation.

Minhara: Protector of the heart and soul.

Magenta: The servant of Time.

Dryleah: The servant of the woodlands.

Incenar: The spirit of flames and loss.

Masros: The hunter of evil.

Thanadan: The protector of the gates of Death.

Erizahn: The androgynous patron of love.

Chamnios: The destroyer of demons.

Diaban: The patron of knowledge and lore.

Alasmian: The patron of trade and commerce.

Delistray: The all-seeing observer, record keeper.

Cordone: The patron of sorcerers and wizards.

Aspriel: Patron of the land, keeper of the mountains.

Glaumfiel: The patron of the waters and water voyages.

Hemanial: Patron of suffering and caretaker of the ill.

Eristar: The patron of dreams and the astral.

Esilenta: The patron of storms and rain.

Sekaryth: The mistress of  Set, patron of lies and Queen of the Nine Hells.

Elcorala: The embodiment of blind justice.

 The Mysteries of the Seraphim: The seraphim are practically a miniature pantheon in their own right, each spirit slaved to the service of one or more greater gods. Those most ancient of scholars who have studied the mysteries of the Prehunate Empire have found evidence to suggest that in those ancient prehuman days, the most loyal prehunates of the day were rewarded for their dedication to the gods with a small portion of divinity, and were given the roles of the Seraphim. Others speculate the seraphim are taken from divine races which exist beyond the mortal plane, and that some have never even set foot on the mortal plane before their appointment. There are nine hundred and ninety nine seraphim listed in the Idean Codices and more recent texts that are living, and another four hundred and twenty seven that are recorded as fallen or slain; since a fallen seraphim is replaced almost immediately, then it is possible that both notions on the origin of the seraphim might be right. 

Seraph of the Nine Hells: most such seraph are in fact infernal devils, and do not produce Aasimar. Sekaryth is the sole exception, who maintains her radiance and purity as a Queen of Hell and mistress to the dark god Set even in the face of the lies and deception that surround her. She is considered a martyr and is worshipped in the Middle Kingdoms by mendicant cults of priestesses who feel they must devote their lives to her, that she may have their strength to persevere and observe the malevolent dealings of Set's infernal realm. 


Thursday, February 26, 2026

Tieflings of Lingusia in Old-School Essentials

Returning to Old-School Essentials has proved very inspiring to me. I may finally have found the system that will let me return to publishing content and ideas for my campaign worlds. Here's some stuff now in fact!

Tieflings of Lingusia

   Tieflings in Lingusia are surprisingly common, an enigmatic race of men and women with clear infernal or abyssal ancestry. The exact origins of a specific tiefing depends largely on ancestry, but the following are common; these are available as optional background paths for your character:

Ancient Bloodlines of Hyrkania

   Many tieflings come from cursed families. These families, often Galonian or Hyrkanian, find that their bloodline suffers corruption every eight or nine generations, and sometimes more often, especially if a family member angers a witch or hag near birth. The suspicion is that such families may have been tainted in some way by the corruption of outsiders in the distant past. A more pragmatic expectation is that these are families descended from the era of the Old Empire and the time when the War of the Gods transpired. During that period a veritable army of demons descended upon the mortal plane, and that which the demons did not kill, they defiled. Like as not, even in families where infernal offspring were slain, the taint lingered forever more within the bloodlines themselves.

Purebloods

   Less common are pure-bloods who find that one or both parents were possessed at some point or under the influence of evil outsiders. These tiefling offspring appear unexpectedly, unless the possessors are in it for the long haul, and this can be quite a surprise to the parents (sometimes).

Dark Heritage of Kadantania

   A handful of tieflings can lay claim to the heritage of lost Kadantania. This sorcerous empire ruled for two thousand years in the Jungles of Amech, during which the repulsive sorcerers of this lost kingdom struck a pact with the infernal devils of the Nine Hells, the domain of order dominated by Set and other evil gods of order. The Kadantanians sought to emulate the power of the lost Prehunates (the ancient prehuman demigods of old), but in their hubris they dug too deep into the dark arts, condemning their entire lineage to infernal corruption. All of the old noble bloodlines of lost Kadantania touched by darkness to become tieflings. Many tiefling clans to this day claim such heritage, and a few still believe Kadantania lives on in the lost city of Ur, where fabulous inheritance and incredibly dark magic awaits them if they can but find it.

The Tieflings of Starthias

   The vile domain of Starthias along the eastern continental shores of the Bloodsea is a new proving ground, for it is here that a new era of power-seeking fools have made infernal pacts with the devils and demons demons within the last two generations, transforming their kind in to tieflings. The overlord of Starthias, the dark sorcerer-king Anharak, has encouraged his people to seek power at all costs; his exodus to the Silver Mountains in the west caused a power-gap in the kingdom, which has already come close to shattering the eastern empire with civil war.

   Tieflings from Starthias are the most dangerous of all, for their corruption is recent, and their belief in its utility as a means to an end is absolute and deeply corrupting. They lack the humility of the Kadantanian tieflings, or the fear of the bloodline-descended tieflings.

Tieflings in the Middle Kingdoms

   Life can be very hard for these half demons and half devils. Some get lucky enough to find small communities of their kind, a kindly wizard to take them in as apprentices, or a demonic parent who finds the novelty of a child too compelling to resist. Most tieflings are raised as ambivalent, hateful beings, but a few get lucky and grow up surprisingly balanced and “normal.”

   Tieflings are sometimes familiar with both their extraplanar and their mortal parents, but many can only guess at such, having been abandoned at the doorsteps of wizard’s guilds and temples by horrified peasants. Wizards love tiefling orphans; they make excellent apprentices.

Tiefling Adventurers

Tieflings in OSE are found in Carcass Crawler Issue 3, which provides an extra layer of fine detail you can draw from, as wll as a racial class. What follows is the core details needed for Lingusian tieflings, in case you do not have access to CC#3. In brief:

Prerequisites: Tieflings are cunning and have a minimum intelligence of 9

Ability modifiers: +1 DEX, -1 WIS

Languages: Common and one other (may choose Infernal or Abyssal); Lingusia does not have alignment languages.

Class Limitations: Lingusian teiflings have no level limits and may belong to any class.

Special Traits: use the expanded rules in CC#3 or choose one of these options: darkness once/day; fire resistance (1/2 damage); fiery blood (melee attackers take ½ damage dealt from a melee strike that deals HP damage).

Unholy Beings: holy water deals damage to tieflings.

Infravision: tieflings have 60’ infravision.

Tiefling Random Heritage Chart (D20):

1-4         Kadantanian Lineage

5-8         Starthian Nobility

9-12       Ancient Hyrkanian Bloodline

13-16     Pureblood

17-20     Born of foul Witchcraft and Magic