Monday, 16 June 2025

Ogres, Elves, Evil Phantoms or Giants: YOU DECIDE

A year and a half ago, I wrote a post reflecting on Seamus Heaney's Beowulf translation, and specifically the passage close to the start in which the author describes the emergence of the 'clan of Cain' in the aftermath of Abel's murder: 'Ogres, elves, evil phantoms and giants'. I thought these could serve as four archetypes for categories of monster in an 'everything is paladins' dark ages D&D campaign.

But yesterday while driving along the thought randomly occurred to me: wouldn't it be a fun blog post to categorise all of the monsters in the Monstrous Manual into one of these four groupings?

To set out the categories, then, as I had originally envisaged them:

  • Ogres are anything that is notably and predominantly greedy, grasping, avaricious, cannibalistic or man-eating (deriving from the etymology of the Old English 'eotonas', deriving from a proto-Germanic word for eating or gluttony. 
  • Elves are anything that is mysterious, magical, mystical
  • Evil phantoms are malevolent spirits
  • Giants are anything that is truly 'gigantic', again arising from the etymology of the Old English gigantas, or stereotypically 'monstrous', like a hydra or manticore

Now, clearly these are very broad categorisations and clearly there will be much overlap between them. Reasonable people can disagree. Here, though, are the rules:
  1. Animals, humans, beasts, etc., are not to be categorised - they aren't 'monsters'. Nor are giant 'bog standard' animals like beetles or crabs.
  2. Super-taxons of monsters (dragon, giant, beholder, etc.) can be categorised together if desired in the interests of saving time and space
  3. Monsters cannot occupy more than one category

So, ok, here is my list:

Ogres

Aaracokra
Ankheg
Argos
Aurumvorax
Basilisk
Behir
Bugbear
Bulette
Bullywug
Carrion crawler
Cave fisher
Crabman
Dragon, firedrake
Dwarf
Derro
Duergar
Ghoul
Gibberling
Gnoll
Goblin
Gremlin
Grimlock
Grippli
Harpy
Hatori
Hobgoblin
Hook horror
Intellect devourer
Ixitxachitl
Kirre
Kobold
Kuo-toa
Leucrotta
Living wall
Lizard man
Man-scorpion
Minotaur
Muckdweller
Ogre
Ogre, half
Oozes, slimes, jellies
Orc
Otyugh
Peryton
Piercer
Pudding, deadly
Quaggoth
Remorhaz
Roper
Rust monster
Sahuagin
Sea lion
Stirge
Su-monster
Thought-eater
Thri-kreen
Troglodyte
Troll
Umber hulk
Wemic
Worm, purple
Xorn
Yeti

Elves

Aboleth
Arcane
Brain mole
Broken one
Brownie
Centaur
Cloaker
Couatl
Displacer beast
Moon dog
Dragon, faerie
Dragon, pseudodragon
Dryad
Elf
Ettercap
Galeb duhr
Giff
Gith
Githyanki
Githzerai
Gloomwing
Gnome
Gnome, spriggan
Golem
Gremlin, jermlaine
Halfling
Hippocampus
Homonculous
Imp, mephit
Jackalwere
Kenku
Leprechaun
Locathah
Lurker
Lycanthrope
Merman
Mimic
Mind flayer
Moldman
Mongrelman
Morkoth
Mudman
Myconid
Naga
Neogi
Nymph
Satyr
Selkie
Sirine
Sprite
Swanmay
Tabaxi
Tako
Tasloi
Triton
Yuan-ti

Evil phantoms

Baatezu/devils
Banshee
Beholders and beholder-kin
Crawling claw
Crypt thing
Death knight
Deepspawn
Doppelganger
Dracolich
Eyewing
Feyr
Gargoyle
Genie
Ghost
Grell
Hag
Haunt
Hell hound
Heucuva
Imp
Invisible stalker
Lich
Medusa
Mist, crimson death
Mist, vampiric
Mummy
Nightmare
Phantom
Poltergeist
Rakshasa
Revenant
Shadow
Skeleton
Slaad
Spectre
Tanar'ri/demon
Vampire
Wight
Will o'wisp
Wolfwere
Wraith
Yugoloth
Zombie

Giants

Catoblepas
Chimera
Cockatrice
Dragon
Dragon turtle
Dragonne
Elemental
Gargantua
Giant
Gorgon
Griffon
Hippogriff
Hydra
Kirin
Lamia
Lammasu
Manticore
Owlbear
Pegasus
Pheonix
Roc
Shedu
Sphinx
Tarrasque
Titan
Treant
Unicorn
Wyvern
Zaratan

So there you have it. It's official. Want to quibble? And want to hazard a guess which would win the ultimate battle royale? My money would be on the Evil Phantoms, I think.... 

Friday, 13 June 2025

DMing Styles: Beethoven to the Beatles

Speaking in very broad brushstrokes (where would the fun be otherwise?), there have been two different ways to approach making music in the time since it has been possible to issue recordings.

The first is that exemplified by classical artists, which is to utilise pre-existing pieces of music, written usually by other people (often long dead), and to become both exceptionally technically proficient at playing them and exceptionally expressive in interpreting them - such that one is able to combine one's own creativity with that of the original great genius who put the notes to paper.

Canadian pianist Glenn Gould would be a good example of this. Gould, like most classical musicians, devoted his career to playing pieces that had been written by other people (chiefly Bach and Beethoven) in order to use them as a vehicle for his own creativity. His recordings can therefore in most part be thought of as Gouldian elaborations or variations on pre-existing forms. When he was playing Bach, he was in effect using Bach's music to explore themes that he was interested in. 

The most famous and controversial illustration of this may be his recording of Beethoven's 23rd Piano Sonata, the 'Appassionata', which is normally played at a quick tempo, but which Gould played almost absurdly slowly - thereby transforming it into an altogether different listening experience. (He did the opposite with the 2nd Sonata, 'Moonlight', which he played at an unusually high tempo.) Whereas in the hands of, say, Daniel Barenboim, the Appassionata's second movement is stately, grand, filled with saudade, but then exploding into joy, in the hands of Gould it is tentative, hesitant, contemplative, and finally melancholic. The same notes are being played, and in the right order, but to very different and distinct effect.

(On YouTube there is a recording of Leonard Bernstein, shortly to conduct Glenn Gould playing Brahms' Concerto No. 1 in D Minor, giving a speech to the audience in which he disclaims any responsibility for what follows.) 

The important thing to note here is that the classical performer does not just 'play Beethoven'. He or she plays his or her interpretation of Beethoven. It is about putting one's own motifs, ideas, feelings and concepts into a familiar, accepted structure.

This can be compared with the approach taken in the world of pop music. Now, pop bands of course are known to play covers, and to play music written by other people. But since the 70s at least, the preference has increasingly turned towards newness. Yes, there is still the existence of form (some might even say formula) - verses, choruses, bridges, and so on - and still generally a recognisable pattern depending on the genre (the guitar four-piece, for example), and indeed genre itself imposes certain requirements. But all this is rather loose. The emphasis is really on creativity and innovation; the way to win status and admiration is to create new songs, not just rework old ones.

This is epitomised by the Beatles, obviously, who spent their (strikingly short) careers continually reinventing what they were doing - always writing new songs and always pushing beyond new musical frontiers. They are hardly alone in having done that, it goes without saying, but it is sometimes worth reflecting on the world of difference there is between a song written at the start of Paul McCartney's career ('Love Me Do', say) with one seven years later at the end of the Beatles' run (such as 'Golden Slumbers'). Here, the personal expressiveness comes not in the interpretation of pre-existing works, but in the creation of new works themselves - and indeed in re-interpreting the boundaries of what is thought possible within existing musical forms.

DMing styles are a lot like this. One the one hand there are the Glenn Goulds of the world. These are the people who dedicate themselves to the perfect technical execution of a particular campaign type (the megadungeon perhaps being the most obvious) and use the formal structure provided to channel their own personal creativity and ideas. And on the other there are the Paul McCartneys, who are always endlessly seeking to do new things - with their creativity being given much freer reign within a greatly looser set of parameters, ranging across genres, campaign styles and modes of play. Both are, needless to say, equally valid, and so is everything in between. Which are you? Gould or McCartney? 

Tuesday, 10 June 2025

The Great North - Colour Art

Some little visual treats from Tom Killian's work on The Great North, with extracts of accompanying text, forthcoming via Kickstarter later this year:




North of the Red River the land empties itself. The Road runs lonely up the coast, under cold, sun-faded and windswept skies. Standing tall over the wilderness as they have since the days of the Emperor are two great castles, Dolorous Garde and the Place of the Keepers - though nowadays these fortresses do not so much protect the land as turn their backs on all that would disturb their quietude. There is little that would threaten to do so in the thin forests and grey seas around them. But the names of these places are spoken of in hushed rumours which bring travellers from distant places all the same. For once they were the heart of Imperial rule in the north, and this is still remembered. 




The burgh still harbours a war fleet, nominally owned by the Emperor and awaiting the return of imperial rule. These old ships - sleek, oared things built for ramming - are meticulously repaired and maintained, though of course over time they have grown fewer, and the ones that remain inevitably show their great age in the vast encrustations of barnacles on their hulls and in their constantly expanding patchworks of repairs. Each ship by convention is given only a number and not a name, but they are treated as demigods or saints by the inhabitants of the burgh, who recite tales and legends (whether fanciful or true, none can say) about them from their many centuries of service, and insist that their captains and crews know them to be sentient - capable of communicating strange needs and desires through the dreams of those on board, and able at times to control the winds so as to avoid danger or change course to some unknown place. Each ship has its cult, whose members offer it prayer and sacrifice, and ask it to intercede on their behalf with the forgotten imperial gods - or even the soul of the Emperor Himself - whenever they are anxious, joyous, or otherwise in need of blessings. Whenever a ship of the fleet leaves the harbour, the words goes out (‘The IVth is on its way’; ‘Is that the XIXth? The repairs must have been finished’) and the members of that particular cult flock to the quayside to throw flowers, shower it with ale, or dive into the water to swim alongside it. In those moments of passion and excitement in the morning sun, it is easy for the participants to forget that the fleet has had no apparent purpose for many generations, and the voyages of its ships are as lacking in wider meaning as the blowing of the wind or the falling of the rain.




If one were to go West from Killers’ Way and the narrow band of civility which runs up and down that stretch of the Great North Road, one would find the land rapidly becoming empty and wild: an unconquered swathe of dense woods, low resentful hills, and lakes and bogs of brown peaty water. A great Broceliande - indeed, the Great Broceliande - which has never tolerated settlement and will not yet. 
 
Beyond it, and the Teaming River which runs quick and frigid from distant mountains, lies the forest of the Hardwater, growing thick and green. It is ancient, as ancient as the hills of the Great North, but it is also young; it pulsates with life. Time there means nothing. A mere cycle of death, rebirth, and growth - always growth. 
 
The trees there are mighty. Most were already old when the Empire came, though its power never touched them. But a tree does not age like a man, becoming withered and bent and weak; it gets only stronger. The trees of the Hardwater tower over the things below, and spread their branches so high and wide that their canopy extends above the forest floor unbroken like a sky of green. 
 
Beneath this sky, animal life throngs. And so do nature’s spirits. Fauns, capering in forest glades. Ettercaps, patient and quiet in nests of silk. Dryads, the wives of the trees. Woodwoses, forest slavers and erstwhile rulers who would make all their chattels if they could. Green men, dreaming of the passing seasons in hidden lairs. 
 
And elves, the Hardwater’s rulers. Distant, cold, magnificent and murderous; kings, hunters, architects and artists. The Hardwater and everything in it is theirs, and they carry its power beyond their borders  wherever and whenever it suits them.
 
At the heart of the forest lies the Hardwater itself. A great deep lake resting flat like a mirror, reflecting a sky that is not green but the purest blue. Few humans have seen it, and fewer still have lived to tell the tale. It is said that its waters give everlasting life - but that once a person drinks from it, one can never tolerate any other substance passing one’s lips again.




As one moves inland from the coast through thick woodland one suddenly finds the ground rising up into a shelf of crumpled hills, where the trees give way to heather and thick grass and the merciless wind. This land of low peaks, open moors and deep narrow gorges is known as the Hill of Wolves, which is the name of its highest peak - although here ‘wolves’ refers as much to intelligent inhabitants as it does to canine animals. The entire region is infamous for its centaur reivers - clans of thieves, kidnappers and cattle-rustlers, who lair in thick-walled bastle-houses with their own beasts and descend upon more settled lands throughout the year for pillage and sport. Imperial rule never bore heavily on them, though the remnants of the attempts are scattered around the hills - the broken ruins of small forts which failed to suppress them, and temples which failed to find converts. The reivers were both too proud and too bloodthirsty for the Emperor’s civilisation. 
 
Alongside the reivers there lurk other wild and malevolent beings: ettins dwelling in dark caves, redcaps scheming from stone towers, and other things more powerful yet, luxuriating in the isolation of the hills. But it is also rumoured that, somewhere deep within the heart of this bleak wilderness, there lies a verdant valley of thick forest thronged with game, kept by the elves of the Hardwater for hunting, which no human eye is permitted to see and return to let the mouth speak of. 
 
A narrow trail, the Sixthstreet, timidly skirts this wilderness, heading north-by-north-west from the Great North Road. On it lie human settlements which have managed to achieve a modus vivendi, through force or cunning, with the dangers which overlook them from the hills to their west. The former of these approaches is embodied in Drummond’s Quarter, the fourth-of-a-town,  whose people are enslaved by the warrior castes who rule and defend them. The latter is embodied by Hrotha’s Town, built from the stuff of illusion and hidden from view of all potential enemies by the great wizard Hrotha himself. The people of the smaller villages around them flock to these burghs when danger threatens - or mirror their tactics in miniature. 

Wednesday, 4 June 2025

Is It Possible to Make the Hobbyist to Professional Transition?

The Kickstarter for Yoon-Suin 2nd edition is finally coming to full fruition with the imminent printing and distribution of physical copies. I thought this might be a useful opportunity to reflect on the exercise itself, in the hopes that anybody considering entering the world of RPG-product self-publication and distribution finds it useful. 

My primary goal in creating and releasing Yoon-Suin 2nd edition was to get Yoon-Suin back out there in print form (it used to be available POD from lulu, but they stopped producing books in its format), with updated content, new art, and also additional content. But like anybody, I nurse wild fantasies of giving up the day job and focusing my energies entirely on transforming my hobby into a living, and in the back of my mind I had the idea of using the exercise as a test run to see if I could do this.

Let's, then, do a little bit of a breakdown of the profit & loss statement on Yoon-Suin 2nd edition as a way of opening up for reflection the broader question of the viability of RPG self-publishing as a Way of Life. All of the figures I am using are rough ones, for illustrative purposes, and no doubt there are savings that could have been made here and there. But looking at them is useful all the same.

First, then, the figures.

The Kickstarter itself raised roughly £78,000. Of this, Kickstarter takes 5% in fees, a 3% payment processing fee, and then £0.30 per backer. That works out at about £7,000, which once you deduct Stripe fees and so forth leaves us just north of £70,000.

From this, I paid contributors (all artists, mostly working for a percentage of total revenue after KS fees, Alec-Guiness-in-Star-Wars style) about £23,000. That takes us down to £47,000.

The cost of printing, warehousing, VAT registration, etc., along with Backerkit fees (which I used for pledge management) takes us to roughly £17,000. That takes the leftover revenue to £30,000. The cost of shipping, distribution and so forth is itself is paid for by backers, so that's a wash. 

Now deduct 40% tax (I am in the UK's 'higher rate' for income tax) and what's left is £18,000. Deduct a nice bottle of whisky or two as reasonable expenses and it's £17,800 left over for, off and on, four or five years of work. 

So that's the accounting 'on the books' profit. What though is the economic profit? God knows how many hours I put into rewriting the original text, adding new material (around 100 pages), and laying it all out - I wrote much of the new material across the course of 2020-21 during evenings and weekends, and then spent an inordinate amount of time across 2022-2024 editing it, proofreading it, and doing layout. Then there are all the hours spent on the administration of the endeavour, responding to emails, dealing with fulfilment, and so on and so forth. I can only guess at the number of hours spent, but I would say something like, on average, between 1-2 hours every day for three years. So I would say around 1600-1700 hours - rather more than a full-time job per annum if you take into consideration holidays and leave. 

The figures would of course be different if I was doing this full time - I would pay less tax, for one thing, and no doubt could use my time more effectively and efficiently. And I should also say that I do make roughly £100-£150 a month in sales of my existing products to add on top. But what we are in effect saying is that I would have to produce a Yoon-Suin 2nd edition each year in order to make what is probably rather less than the minimum wage level (£12.21 per hour) - and only just a little bit more than a quarter of what my actual day job delivers.

Could I quit the day job and produce the equivalent of fourYoon-Suin 2nd editions a year in order to live in the manner to which I have become accustomed, support a family, and so on and so forth?

No, I couldn't. I could certainly produce more products - maybe one a year. I could market more effectively, which would increase revenue. And I could generate more income through a 'long tail' of a back catalogue. But I do not think I could keep myself and my family from the bread line doing this alone. I could make retirement more comfortable, say, when it comes to that. But I could not live off RPG bread alone.

There are people who can. They lie, however, at the extremes. They are dedicated, talented, disciplined risk takers who I greatly admire. For me: I will reconcile myself to the life of a dedicated hobbyist who keeps himself in beer.