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Wednesday, December 25, 2024
Giants in Folklore and Myth
Sunday, December 22, 2024
On the nature of Wyrms (Lindworms, Wyverns, and Dragons)
The Lindworm may be legless, or have one or more sets of legs. They may display vestigial wings, but these are never large or powerful enough for flight. They do not have the power of speech, but may display fairly complex reasoning, allowing them to detect and avoid clever traps and to strategize their defense and attack. Among the Wyrms, Lindworms are most likely to be encountered in civilized regions, often occupying nearby ruins, wells, or caves. They have the ability to curl themselves up tightly, with the smallest requiring a space no bigger than 10'x10' to squeeze into. They can become quite enormous in size, with legends of them wrapping themselves around castle towers.
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Edward Burne-Jones |
Saturday, December 21, 2024
Magic as Archetype
John Waterhouse |
Friday, December 20, 2024
Gods and Monsters and Fey, Oh My! (Or My Unified Field Theory)
"Syncretism: The practice of combining different beliefs and various schools of thought. Syncretism involves the merging or assimilation of several originally discrete traditions, especially in theology and mythology of religion, thus asserting an underlying unity" - Wikipedia
Myth and folklore have a long history of syncretism. Many of the tales we know contain bits and pieces from different times and different cultures, taking them all and weaving them together in an entirely new creation that appeals to our narrative instincts and paints a satisfying picture with a distinct flavor.
My own efforts at doing this begin with two ideas of Empedocles (5th century BCE) and Paracelcus (16th century) as my starting point. The first from Empedocles is that there is a set of basic elements out of which everything consists. The four classics are Earth, Air, Fire, and Water. To these I add Time. (If for no other reason than I love time travel stories!) The second is the that there are beings that are aligned to each of these elements in an essential way. Paracelcus claims four basic categories of these beings: Gnomes (earth), Undines (water), Sylphs (air), and Salamanders (fire). I have added Elves (time) to this list.
My thesis, if you will, is as follows:
- Creatures are living things created by the Gods
- Plants and Animals are Creatures
- Creatures are made up of all five elements
- A being made up of a single element is not a Creature
- Anything not a Creature is either a God, a Monster, or Fey being
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Marcel Rieder |
Tuesday, December 17, 2024
The Archetype of the Devil in Folklore
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Artist Unknown |
Sunday, December 15, 2024
Monsters in a Low Fantasy Setting
It seems every other fantasy world that was published after J.R.R. Tolkien's Lord of the Rings has a variation on his orcs as armies of marauding monsters. And while Tolkien did not invent the "orc" per-se, his use of it a a horde monster was fairly novel. Whether they are called Trollocs, Gargoyles, Draconians, etc... fantasy worlds tend to feature swarms of monsters that raze villages and lay siege to castles. Wisdom in the dungeon wrote an interesting post about this: https://wisdominthedungeon.blogspot.com/2024/12/tolkien-and-d-ramble-about-two.html
Lord Dunsany does some interesting things with his Gibbelins and Gnoles, but rather than send raiding parties out into The Fields We Know, they lie in wait in their own remote lairs for the foolish and greedy to seek out their treasures.
Yet our world is filled with stories about creatures beyond those categorized by naturalists that dwell in our forests, mountains, swamps, tombs, and other places off the beaten path. Giants and Dragons, Trolls and Hags, Goblins and Ghouls, and Vampires and Werewolves are just some of the threats that can populate a low fantasy setting while still preserving the feeling that locked doors, lit hearths, and warm beds remain places of comfort and safety.
Heraldic devices of Wyverns, Griffons, and Unicorns suggest that these creatures also, rare though they may be, also reside in The Fields We Know. Localized "cryptids" like The Jersey Devil, The Goatman, Mothman, Bigfoot, and Nessie are known in nearly every region on earth and are also ripe for inspiration for low fantasy settings.
Even the Devil himself can make an appearance. Whether he makes a dramatic Faustian entry, gets outsmarted by a blacksmith, meets you at the crossroads, or walks with you down a lane at night, Old Nick is a reliable standby for mingling with mortals in The Fields We Know. Even stranger things might be summoned into the world by those mad enough to perform such rituals.
There is ample room to populate your world with monstrous things, yet keep them at arms length from a quiet village on a sunny spring day where the birds are chirping, children are playing, and brewers and bakers go about their business with a whistle on their lips.
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Arthur Rackham |
Friday, December 13, 2024
"The Church" and Low Fantasy Settings
Fantasy is rooted in archetype. And there is arguably no greater historical archetype than The Church. Priests, monks, and friars fill the pages of folktales and fairytales. They are heroes, villains, and comic foils. They embody the Seven Virtues and the Seven Sins. And in any milieu vaguely approaching a medieval setting, The Church as a political entity can hardly be ignored without sensing the vacuum of its absence.
The Cleric class of D&D has never been one that felt to me like it fit within this archetypal structure. The D&D Cleric is more like an Old Testament character than a medieval one, with the ability to part water, turn sticks to snakes, and summon plagues of locusts. Supernatural abilities within The Church archetype are more appropriately assigned to "Saints", who's rare works are seen as miracles.
Artifacts of The Church, such as holy water, holy symbols, incense, and church bells are in themselves imbued with power outside the scope of "magic". With apologies to Gandalf, the priest is no mere conjurer but someone who participates in the transformation of the mundane into the holy through direct intervention of the gods. The priest is both somethings less yet something more than a "magic user".
The hallmarks of The Church as a political entity are power and orthodoxy. Bishops can rival kings, and internal conflict and corruption can make for meaty material for for a campaign background. The Church can have its own formalized rituals on the "proper" way to honor the gods, treating an entire pantheon with a single theological approach.
Wisdom in the Dungeon writes an interesting post about considerations about monasteries in your game:
From a fairytale perspective, The Church as an instigator of war (against individuals or groups) is seldom seen. Neither crusades nor witch hunts figure significantly in such tales. In fact, if judgement is cast in these tales it is most likely to be on a clergyman:
"They have whetted their teeth against the stones,
And now they pick the bishop's bones;
They gnawed the flesh from every limb,
For they were sent to do judgment on him!"
-Robert Southey
Using creative adaptations of the archetype of The Church in your TTRPG can allow you to expand your use of classic folktale motifs, bringing a sense of groundedness to your world and make it feel a bit closer to The Fields We Know.
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Friar detail from The Cantebury Tales |
The Undead: Cursed, Restless, and Enchanted
The term "Undead" refers to those who have died, but by some means continue their presence (either their body, spirit, or both) in...

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"Once upon a time." This well known opening phrase does something instantly. It casually establishes that the story you are about ...
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I have habit of saying that in Dungeons and Dragons 5e, a balanced encounter is one in which the monsters are defeated before anyone in the...
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It seems every other fantasy world that was published after J.R.R. Tolkien's Lord of the Rings has a variation on his orcs as armies o...