Friday, 25 September 2026
Friday Fantasy: Weird Ancestries
Weird Ancestries is a supplement that changes both the situation in Shadow of the Weird Wizard and the options available to the players. It describes in some detail thirty Ancestries for the roleplaying game, six more than those found in Secrets of the Weird Wizard. There is no structure to anyone of the entries as such, though each one will always end with a section on adventurers of that Ancestry. This will include broad details of the Paths that an Adventurer of that Ancestry might take, followed by the common traits of the Ancestry and then its ‘Ancestry Path’. This is a new addition to Shadow of the Weird Wizard which not only grants benefits upon Player Character creation, but also at Second Level and Fifth Level in addition to the bonuses and extras the Player Character gains from his Novice, Expert, and Master Paths. The bulk of the write-up foreach Ancestry explains its role and appearance in the New Lands that were once under the control of the Weird Wizard, where they live, their relationship with the Weird Wizard, and the nature of their society, enabling a player to have a good understanding of the typical background to his character’s Ancestry. Then, of course, the Haren Traits enable the creation of characters by the players and NPCs by the Sage from that Ancestry.
For example, the Haren are leporine Ancestry, egalitarian in their society and preferring to live in hilltop fortresses, with a dislike of the Weird Wizard despite the fact that he did them no harm, have no experience working metals, and are strict herbivores. In terms of adventurers, Haren fight to survive, so are good warriors; have no formal magical training, but can learn alteration, protection, and war spells from their elders; may worship nature spirits, though have no gods; and speed, stealth, and cunning make good rogues. They have ‘Keen Hearing’ and ‘Keen Scent’ and can learn great distances, but at First Level, they are ‘Battle-Trained’ and can attack with a Boon and treat spears and javelins as nimble weapons, and when hurt, can trigger ‘Lepus Fury’ to attack for a turn with another Boon and a critical result occurs on a roll of eighteen. At Second Level, a Haren gains increased Health, ‘Evasive Recovery’, and ‘Springing Attack’, and then at Fifth Level more Health and extra Hit Points, as well as ‘Great Leaper’.
Each of the Ancestries receives this treatment. The Ancestries are a mix of the familiar and unfamiliar. So, alongside the Dwarf, Elf, and Halfling of traditional fantasy roleplaying games, there are what would normally be classed as monsters in those other fantasy roleplaying games. Dhampirs, Goblins, Hobgoblins, and the like, but even they find their way into some fantasy roleplaying games as Player Characters, whereas creatures such as Demigods, Harpies, Naga, Revenants, Sphinxes, and Spriggans do not. Even the treatment of the traditional Ancestries is not always what the players might expect. Whilst the Dwarves are famous for their mountain holdfasts and the Elves for living in faeries realms, the Elves have a unique feature such as scales, feathers, or wings, which they can grow or change over time, and the Halflings are nomads, traders and travellers, with hairy ears, and only three fingers and a thumb on each hand and four toes on their feet. There is even some variation within some Ancestries, such as the divine heritage of the Demigod, whose divine parent might be Lord Death, making the Demigod pale and sickly with bruised eyes and sunken cheeks, or Revel, meaning that the Demigod smells sweetly of wine, fresh flowers, and honey! A Clockwork must have a function such as Artisan, Entertainer, or Soldier.
One notable absence for the list is the Orc, but Shadow of the Weird Wizard does not treat the Orc as a ‘race’ or Ancestry, but rather the result of a curse that causes a ‘Soul Sickness’ that can transform the sufferer into an Orc, as explored in the first scenario for the roleplaying game, One Bad Apple. Similarly, Goblins are selfish, mean, and cruel because their upbringing and association with the Goblin King, but can be good and selfless if exposed to the right circumstances, and the Cambion might have had an infernal origins and so be mistrusted, that is not what they are all like.
Physically, Weird Ancestries is well organised, laid out, and easy to use. The artwork is excellent.
In many ways, Weird Ancestries is very much a supplement for the player, providing with a diverse range of options in terms of kindred species for his character. All of them different and all of them wanting to make their mark on the Borderlands in Shadow of the Weird Wizard. It gives the player a chance to play characters of backgrounds that he would be unlikely to have access to in other traditional fantasy games, but does not expect him to play them like they are often depicted in those other roleplaying games. This marks Shadow of the Weird Wizard out as different and intentionally so. Of course, all of the background information on the Ancestries is useful for the Sage too. Shadow of the Weird Wizard is not a roleplaying game that needs or has lot of supplements, but Weird Ancestries is definitely one that both players and Sage are going to want.
Sunday, 30 August 2026
[Fanzine Focus XLIV] The Beholder Issue 9
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.
The Beholder Issue No. 9 was published in November 1979. After the editorial page, mostly administrative in nature this issue, the first article is ‘Games Day V’. This is a report on the event which took place on Saturday, October, 20th 1979 at the Royal Horticultural Hall and provides a snapshot of the hobby’s public events in its early days. There were demonstration games on PET mini-computers, including being able to explore a dungeon (which is described as pretty dull) and play a Star Wars game (popular); the ‘D&D Comp’ was a quiz followed by a speedy mini-dungeon, the prize being a copy of the then new Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, signed by E. Gary Gygax; and oddly, a Frisbee demonstration (this was during the Frisbee craze of the time) as well as Tiddlywinks games! Events like Games Day showcased the hobby and show how much Games Workshop built the hobby back in the day.
Keith Andrews’ ‘Quest Dungeon’ is the first of two adventures in the issue. It states that it is not a fully fledged dungeon, but rather intended to be added to a larger complex as a quest location. Designed for six First Level Player Characters, the quest is for them to retrieve a staff belonging to the Thor-worshipping Patriarch Galberra which has been stolen. The staff is located in a dungeon, two miles northwest of the temple. The dungeon is terrible—linear, random, and the prefect example of a zoo-style dungeon. It opens with a cavern with winged goblins, followed by a trap room of two statues staring at each other which animate and attack if the Player Characters if the statues’ eyeline is broken, then a corridor of changing colours that heals the Player Characters, and so on. The last encounter includes a scene of torture and none of this makes sense because there is no explanation as to why the staff was stolen. A terrible dungeon to run in an afternoon and definitely not a good one to add to a larger complex.
Sunday, 16 August 2026
Tactics & Tales (Part II)
The 13th Age Second Edition Gamemaster’s Guide starts with a description of its setting, the Dragon Empire. This is located at the centre of a large disc-shaped land surrounded by ocean and consists of the Land, the Underworld, and the Overworld. Seven cities line the shore of the stable Midland Sea, enabling easy travel between them, and each associated with one or more of the Icons. For example, Axis, the City of Swords, is home to the Emperor, but also has links to the Archmage, Crusader, and Great Gold Wyrm, whilst Glitterhaegen, the City of Coins is linked to Prince of Shadows, the Emperor, and the Dwarf King. It dips in and out subject matter, highlighting interesting elements of the setting, such the fact that the magic that causes the calmness of the Midland Sea forces monsters onto the nearby shores; that nobody likes to live too near the Imperial roads because they are haunted; and dungeons claw their way out of the earth and roam the land until stopped! Particular attention is paid to these dungeons as they are important and potential adventuring sites in a campaign, but for the most part, the write-up of the Dragon Empire is described by the authors as being ‘half-designed’. This is intentional as it leaves room for the Game Master to add her own details. There is a gazetteer which adds more specific details, whilst still leaving room aplenty for the Game Master’s own input.
Having discussed how to fit the monsters into arcs and monster roles, the 13th Age Second Edition Gamemaster’s Guide devotes half of its pages to talking about its monsters. The monster stat block is kept streamlined and as well as an explanation of the various monster abilities, there are lists of the monsters themselves by Level, strength (standard, mook, double strength, and elite), and Role. In comparison to other fantasy roleplaying games, one obvious addition to a monster stat block for 13th Age is that of an Icon symbol, indicating a specific link or relationship between a monster and an Icon. These can be positive, negative, or mixed, and not all of the Icons in 13th Age have relationships with the monsters in the 13th Age Second Edition Gamemaster’s Guide, but where they do, it enables the Game Master to tailor encounters and battles to the Icons featuring in her scenario or campaign. It is followed by more guidelines on tinkering with monsters, this on adjusting the stats of an existing monster or designing one from scratch.
The treasure chapter divides its items into two types. These are one-use items and true magic items which are essentially alive, have their own personalities, and need to be attuned to. One-use items are typically potions—healing and resistance—and runes that apply bonuses to armour or a weapon or spellcasting, and there is a guide to their discovery per Hero Level. Similarly, the availability of magic items is tracked according to the Hero Level and by the tier of the campaign—Adventurer, Champion, or Epic. The personalities of magical items are reflected in quirks, quips, and quiddities. Quirks push the wielder of a magic item to act a certain way, such as dressing nicely at every social occasion or spouting puns; quips are phrases or comments that a magic item wants to hear its wielder say or a phase it wants the wielder to do; and a quiddity is its personality, effectively turning a magic item into a mini-NPC. A true magic will typically have one or more of these and they add individuality to each and every item. In many cases, magic items have more interesting mechanical effects than they do in other ‘F20’ roleplaying games and many are also linked to particular Icons. For example, the Boots of Elvenkind are linked to the Elf Queen and Prince of Shadows and require a skill check for the wearer to move quietly, but the player rolls twice an uses the higher roll, and in game needs a Quip such as ambiguous smile or mouthing the word ‘silent’ in Elvish. The list of magic items and also of wondrous items, is not extensive, but it is more than sufficient multiple arcs and campaigns, especially when it comes to weapons, since these are not listed by sword or spear or mace, but by the magical effect, so that weapons can be tailored to the campaign and the weapons wielded by the Heroes.
Despite its origins in two earlier editions of Dungeons & Dragons, it takes some adjustment to both play and run 13th Age since its combination of crunch and story is quite structured. The 13th Age Second Edition Heroes’ Handbook eased that process for the player and the Game Master, whilst the 13th Age Second Edition Gamemaster’s Guide does the same specifically for the Game Master in helping her in the process of setting up and running battles, arcs, and campaign.
Friday, 14 August 2026
Friday Fantasy: Haunting of Beggar’s Creek
Haunting of Beggar’s Creek opens with the Player Characters traveling along Towers Track, one of the roads leading to Four Towers, the guild-dominated city known for the dungeons that extend deep under the city and Delver Halls, its distinctive district home to the delver companies, the groups of professional treasure-hunters who live off what they can recover from the depths. The countryside either side of the road is lightly wooded and dotted with small farms, but what catches their attention is the body of young man on the road. There is blood encrusted around his nose and eyes as well as on his face, and his bluish-white skin, feels cold to the touch. There is no obvious cause of death and no obvious sign of a scuffle. The nearest settlement is Beggar’s Creek, just along the road, a town best known for Beggar’s Bridge which crosses the creek and the large inn, the Muggin’s Rest, which caters to the townsfolk, the farmers and farmhands, and the frequent travellers on their way to Four Towers.
Friday, 31 July 2026
Friday Fantasy: Drink Deep from the River of my Hate
In Drink Deep from the River of my Hate religious fury and war comes to the Borderlands. Following his exile from Paradise, the archon Invidian the Fallen has sworn to take his revenge upon the High One and his followers wherever they may be. This has drawn him to the Auxen Vale where there is both a Temple of the High One in Auxen Village and the Holy Brothers Monastery also dedicated to the High One. With him is a band of marauders known as the Unbelievers. Whilst some of them fight for him because of his reputation and his desire to kill all and any worshippers of the High One, others simply fight for him because they can indulge in their own murderous desires and take their share of the plunder. Ahead of their progress across the Borderlands rumours have spread of burned shrines, sacked temples, murdered priests, and slaughtered villagers, giving rise to fear in many and a loss of faith in some. Now those fears have materialised in in Auxen Vale and Father Montaine, the priest of the Temple of the High One in Auxen Village, has sought out the help of mercenaries and adventurers in the defence of the vale and village.
Friday, 3 July 2026
Friday Fantasy: Trip the Light Fantastic
Trip the Light Fantastic starts out with a cliché and gets better. It starts with a village seemingly abandoned, apparently mid-activity, when the Player Characters come upon it. The village could be any number of the ones that have been settled in Borderlands and although the village can be one that the Player Characters have never been to before, the scenario works better and is likely to have more of an emotional impact if the village is one that the Player Characters have been to before and know some of the inhabitants. This might be because the Player Characters live there or because they have simply visited it before, but either way, it requires some degree of set-up upon the part of the Game Master. There are odd signs about like lots of small footprints dotted about and the milk being spoiled in addition to the missing people and livestock. The clues point towards a nearby grove of trees where the Player Characters are swarmed by Atomies, tiny faeries, that play pranks upon them and steal items from them, and if the Player Characters follow them, they find themselves elsewhere and in another realm. Then the scenario proper can begin!
The Player Characters find themselves in a faerie realm. It is heavily forested with faces in the bark of the tall trees and glowing motes drifting softly providing light under the canopy and seems like an otherworldly idyll. There appears to be no way back and so the Player Characters will need to search for one in addition to searching for the missing villagers. Fortunately, a stranger says that he will offer them a means of returning to the mortal realm in return for undertaking a number of tasks for him. These include things such as fetching the mirror from the bottom of Starry Pond or freeing Old Man Time from the witch. There are five of tasks, four of which are at set locations, whilst one can be encountered randomly at the Game Master’s choosing. There are another six locations within the realm not associated with the tasks that the Player Characters have been set, including a stair into the clouds that will fling the Player Characters randomly across the realm, a wishing well, and a sword in a stone. There is a sense of whimsy to the place as you would expect for a faery realm, but a darkness too. An old hag steeps in her bad luck and tormenting any she captures with her resentments, including an old knight whom she keeps chained up under the watchful eye of a carnivorous tree, a quartet of Poweries that wear blood red caps that like to refresh the colour of said caps with the blood of their dinner guests, and the discovery of the fate of the missing villagers. There is a definite streak of cruelty and darkness to many of these encounters , but some humour too, such as the bird that the Player Characters have been directed to rescue singing every time someone comes near waking up the Ogre holding him captive in the process like a bad version of Tweety and Sylvester (just give the Ogre a lisp to highlight the comparison)!
Friday, 5 June 2026
Friday Fantasy: Eye of the Serpent
Eye of the Serpent shifts the action of the previous two scenarios—One Bad Apple and Friends in Need—from a rural location to an urban one. The Sage can set the scenario in the city of her choosing, but the city of Westport is suggested as being suitable. Of late, the members of minor and formerly benign cult, the Followers of the Silver Road, have been making a nuisance of themselves, including engaging in odd pleasures, buying up rare and expensive crystals, recruiting the young, wealthy, and influential, and daubing their mark all over the city. Whether because of the lure of treasure that the city’s temple must surely hold, to rescue a recent recruit at the behest of his family, or a local constable wants to know what is inside, but lacks the authority, the Player Characters are hired to break into the temple. The Player Characters are free to investigate the cult and ask questions about it round the city and even visit the temple during the day.
Sunday, 24 May 2026
[Fanzine Focus XLIII] The Beholder Issue 8
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.
The Beholder Issue No. 8 was published in October 1979. The editorial notes that the range and number of articles in the issue grows (though there is increase in page count), such as ‘Developing Campaign’ replacing ‘DMs’ Corner’. It also notes that the number of Dungeons & Dragons fanzines on the market continues to grow, pointing to the increasing popularity in the United Kingdom of Dungeons & Dragons at the time such that its fans want to get involved in the hobby beyond simple play. Both editors—Michael G. Stoner and Guy R.J. Duke—point out that The Beholder, “…[I]s the only British D&D ’zine to appear each month and always on time, while containing highly commended articles. Plus, of course, we are the cheapest ’zine around.”
The actual content begins with ‘The Anti-Paladin’. The article comments that the sub-class never seems to reach ‘official’ status, but the version here is exactly what you would expect. The Anti-Paladin can Detect Good, is immune to disease, emanates Protection from Good in a ten feet radius, can affect commands undead if he was two Levels lower, gains extra benefits from wielding an Unholy Sword, and can gain a Nightmare as a mount. Honestly, there is nothing outstanding about this version. More interesting is the ‘Monster Summoning’ article which presents a family of the Beholder, Genus Occulus. They are all descendants of the Globular Fungus, of which the Beholder itself and the Eye of Darkness are the most recent additions. The Globular Fungus is a fungus, immobile, but with a single tentacle with which it lashes out and attempts to implant spores. Its evolutionary descendent is the Eye Eater, a bulbous eye which moves around by leaping on its tentacles and then attacking its prey’s heads and sucking out of all of its vital matter through the eyes, whilst the Scuttling Orb which has spider’s legs and five eyes round its body from which can cast spell-like effects. The Eye of Darkness is the Chaotic equivalent of the Beholder, but has more teeth and does not radiate heat or cold. In addition, its touch causes Level Drain and it hates light. Originally submitted by A. Shellard, these add some variety to the concept of the Beholder and do that thing that many monsters in Dungeons & Dragons are designed to do, which is to surprise the Player Characters! There is some invention here and some coherency by making them an evolutionary family.
[Fanzine Focus XLIII] Guide to Grunts
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.
Guide to Grunts: Inspiration for Creating Fantasy Armies and Soldiers is a companion volume to the highly regarded Pamphlet of Pantheons: Guide to Creating Fantasy Myths and Religions. Where the latter helped the Game Master create pantheons, gods and deities, and religions, this supplement helps the Game Master create units and soldiers for fantasy armies. There are plenty of supplements that do this for fantasy roleplaying, often helping the Game Master create military units modelled using the same stats and details as a Player Character in Dungeons & Dragons, and then, providing rules to have them clash on the field of battle. Guide to Grunts is different and does not that do that.
Instead, Guide to Grunts: Inspiration for Creating Fantasy Armies and Soldiers focuses upon the ways and wherefores of a military unit. Who and what the unit members are made up of, why they fight, how they are paid, what is the unit’s obligation, whether they are conscripts, and so on. It defines the nature of the officers that lead the unit and what the unit is like, how it is equipped, and how it is led. It then asks what daily rations the unit is given and what its members consider to be a special treat, how they get paid, and what happens when they get hurt. If the unit has camp followers, the Game Master can define them, and if currently stationed somewhere, what its camp or fort is like. The first thirteen tables together give the Game Master prompts that when answered, help her create interesting military units, but without any stats. The process consists of rolling a few dice and asking how each element fits together to make narrative sense. The author admits that the inspiration for the entries is the European Middle Ages, but they are flexible enough to apply to other settings inspired by other periods of history or fantasy settings. What the tables do not cover is magic or the more fantastical elements of a setting. That is left up to the Game Master decide on her own, since every world is different.
What is interesting here is not just the nature of a military unit, but the fact that it exists in a world and is a creation of that world. As the author points out, “…[M]iltaries are social and political institutions.” So, who and what the unit is, what it is asked to do, and more can do something unexpected and that is ask questions and suggest ideas about the world and background to the unit. Of course, the Game Master is probably going to be adding a unit to an existing world, rather than creating a unit and building out to create a whole world, but that still leaves questions that in answering, the Game Master can make her setting more interesting and more coherent.
Physically, Guide to Grunts: Inspiration for Creating Fantasy Armies and Soldiers is clean and tidy. It is lightly illustrated with lightly cartoonish artwork which suits the tone of the fanzine.
Guide to Grunts: Inspiration for Creating Fantasy Armies and Soldiers is not quite as useful as Pamphlet of Pantheons: Guide to Creating Fantasy Myths and Religions and it is not as easy to use. It requires more input from the Game Master who has to be more inventive because more specifics have to be created. Yet just like the previous fanzine, with a few rolls of the dice, the Game Master can use Guide to Grunts: Inspiration for Creating Fantasy Armies and Soldiers to develop her campaign world and help bring to life.
Sunday, 3 May 2026
[Fanzine Focus XLII] The Beholder Issue 7
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.
The Beholder Issue No. 7 was published in October 1979. It is the post-DragonMeet II issue and the editors noted that nobody approached them at the event to point out the ‘deliberate mistake’ hidden in the previous issue. They do explain what it was, but you really have to know your Dungeons & Dragons spells to have spotted it. The issue is also the much-heralded ‘SUPER MONSTER ISSUE !’. To that end, its contents start with ‘The Super Monster competition results’. Some seventy-five entries were received and some twenty of those are printed in the first third of the issue. The article leads with the winners. First place went to Peter M. Bright for the ‘Relkor’, a distorted human head with spider’s legs that gnaws off the head of its victims and then shoves its legs into the neck to control the body with the head on atop the stump. It can attack in surprise by leaping from the neck and it keeps its treasure below the neck. Dave Davies won second place with the ‘Stone Creature’. It is an ogre-like creature that can switch back and forth between a flesh form and a stone statue form and then use stealth to pick off its prey. (The issue’s editors suggest buffing it with a stealth ability.) The ‘Bleeder’ from Peter Williams is a version of the Rust Monster that feeds off the iron in blood and so when it bites and feeds slowly off its victims, they also suffer anaemia. These three definitely deserve their top three placement, because the rest are pretty much of a muchness. For example, the ‘Greebly’ by Andrew Whitcombe is a cold- or dungeon-dwelling ape that hates fire; James McRobert’s ‘Firefly’ is an insect so hot that its breath ignites into a jet of flame; and the undead ‘Singing Shadow’ by Martin Stollery can make any sound, throw its voice, and form into any shape.









