Friday, October 31, 2025

The Emperor and I

I'd hoped to have something Halloween-y to post, but the only scare you get today is my face, when Marc Miller, creator of Traveller, kindly consented to having his photo take with me at Gamehole Con earlier this month. 

Somehow. October got away from me and I didn't get nearly as much done as I'd have liked. I suppose I simply underestimated just how disruptive attending multiple conventions in the same month would be. Live and learn. Here's to a more productive November!

Wednesday, October 29, 2025

Commentary on Ravenloft

I'm continuing to work on a collection of the best posts from Grognardia's early years. If that project interests you, Substack is where I'm chronicling my progress. One of the things I plan to include in that collection is include commentaries on my posts, in which I look back from the vantage point of the present and consider the extent to which my opinions have changed (or stayed the same). Today, I posted an example of that commentary, offering my current thoughts on Ravenloft and its role in changing adventure design in Dungeons & Dragons. 

Commentary on Ravenloft by James Maliszewski

Looking Back on a Very Old Grognardia Post

Read on Substack

REPOST: Retrospective: Ravenloft

I give Dragonlance a lot of grief – deservedly so, I think – for the role it played in forever changing both Dungeons & Dragons and the way it's been sold, but Dragonlance was merely expanding on ideas first put forward in earlier modules penned by Tracy Hickman, particularly 1983's Ravenloft. Unlike the Dragonlance modules, which, even at the time, I liked more in theory than in practice, I used to love Ravenloft. It's easy to understand why. Module I6 is a very "moody" piece of work, unlike most previous AD&D modules, which achieved their moods much more haphazardly or at least less self-consciously. Ravenloft's evocation of Gothic horror was also unlike most other modules at the time and, given my relative unfamiliarity with that genre of fiction – I'd not yet read Dracula in 1983 – I found it all very compelling.

There are other factors too in why my youthful self loved Ravenloft. Strahd von Zarovich, while sporting one of the most ridiculous faux Eastern European names in gaming, seems tailor-made for referees looking for a pet NPC. He's immensely powerful, well nigh indestructible, and fun to roleplay – an angst-ridden anti-hero before White Wolf made such things a staple of the hobby. That he's the central figure in a story that provides a backdrop to the PCs' actions only made him more attractive. Moreso than most modules published before or at that time, Ravenloft is about its villain. The actions of the PCs are, in many ways, beside the point, because their sole purpose is to help to facilitate a melodrama of lust, betrayal, despair, and love beyond the grave in which NPCs are the primary actors.

And then there were the maps. Dave Sutherland's three-dimensional maps of Castle Ravenloft were amazingly innovative for the time, providing a superb sense of how all the pieces of this vast dungeon – for dungeon is it was – fit together. I know I drooled over these maps for many hours as a younger man and, even now, looking at them, I find it hard not to be won over by them. The problem, of course, is that, in play, they're quite unwieldy and sometimes even a little confusing. I'd go so far as to say that they're emblematic of Ravenloft itself: attractive, innovative, and a clear break from the past.

Now, I think it's all too easy to emphasize how much Ravenloft differed from its predecessors. At the same time, as I just noted, this is still, at base, a dungeon crawl and an occasionally non-sensical one at that. For all its Gothic horror trappings, we sometimes find monsters not at all in keeping with that style of writing. Likewise, there's plenty of low humor, especially puns, to be found in the module. The names on many of the tombs in the castle crypt – "The Lady Isolde Yunk (Isolde the Incredible). Purveyor of Antiques and Imports," for example – are outrageously bad and make Gary Gygax's own efforts seem subtle by comparison. These puns wrench one back from the Gothic atmosphere other parts of the module are trying desperately to evoke. 

The module also uses a method of placing important NPCs and magic items based on "fortune telling" with a deck of playing cards. It's actually a very clever idea and, from my memory of playing the module long ago, it's effective and lends something to the atmosphere. Plus, my icy old school heart melts when random generation is involved in such a significant way. Effective though it was, the card reading system made me wonder at the time if it was introduced partly to give the module re-playability. That is, because certain important NPCs and items were placed in Castle Ravenloft randomly, the system could, in theory, ensure that each playing of Ravenloft would be different. Brilliant! The problem is that no one is going to Ravenloft more than once, because, as it is written, you can't. Dungeon crawl it may be in many ways, but there's no overlooking the fact that Ravenloft tells a story and a heavy-handed one at that. Not only does it have a prescribed conclusion, complete with Harlequin romance level dewy-eyed sentimentality, but, ultimately, what the PCs do just doesn't matter, since everything in the module is designed to support a predetermined conclusion.

Ravenloft is, like the "Desert of Desolation" series (also by Hickman – I see a pattern here), a transitional module. There's still a great deal of old school design in its pages. There are lots of tricks and traps, for example, and Castle Ravenloft itself is a monstrous labyrinth of rooms, corridors, and crypts, making for a very non-linear portion of the game. It's also a very unforgiving module, with death around every corner, particularly if the players are foolhardy enough to try and take on Strahd without adequate preparation. Of course, unlike the later Dragonlance modules, Ravenloft can afford to be a death trap, because – and I hate to keep harping on this – the PCs' actions don't really matter. Strahd and his story are the main attraction here and it makes little difference whether a player loses a dozen characters along the way so long as he eventually has some character who's able to be present to witness the melodramatic conclusion the Hickmans have in store for them. That's a pretty big crime in my book and, while new and innovative at the time, it laid the foundation for much mischief later.

I still have a fondness for Ravenloft despite it all, but that fondness is born mostly out of nostalgia and that's fine. I don't think Tracy Hickman is the Devil any more than I think L. Sprague De Camp was. Nevertheless, I don't think it's possible to deny that, in both cases, these men planted seeds that would eventually bear bitter fruit. We're still wrestling with the consequences of design decisions Tracy Hickman made in 1983. The adventure path style of play, for example, is a direct descendant of modules like "The Desert of Desolation" series, Ravenloft, and Dragonlance, which represent an about-face from the more open-ended, sandbox play of the old school. The fetishizing of "super NPCs," whose actions overshadowed those of the PCs, got a nice boost too with the creation of Strahd von Zarovich. Neither of these things necessarily had to become the abominations they would one day be, but the immense popularity of Ravenloft made it hard for them to avoid this destiny. I think, with some work, Ravenloft could be remade into a perfectly acceptable and throughly old school module. That's more than can be said of the Dragonlance modules, so, in the final analysis, I'd have to say that module I6 isn't wholly without virtues, even if they are buried beneath even greater vices.

Tuesday, October 28, 2025

Building the Dream

Once again, I'm sharing a public post from my Patreon about the development of Dream-Quest, for the benefit of those who are interested in this ongoing project.

The Articles of Dragon: "Aesirhamar"

Over the years I've written this blog, I don't think I've devoted much space to the adventures that have appeared in the pages of Dragon. I'm not quite sure why that is. In retrospect, it seems to me that this would be an obvious source of commentary, particularly as I often made use of these scenarios in whole or in part. Perhaps one day I'll go back and correct this omission in a more systematic way. Today, though, I want to focus on a single specific Dragon magazine adventure that I think is genuinely worthy of attention – for a couple of reasons.

Roger E. Moore's "Aesirhamar" appeared in issue #90 (October 1984) and is a companion piece to "Plane Facts on Gladsheim" from the same issue. I'd actually go farther and say that "Aesirhamar" is just as important as the article it accompanies, because it shows how the information in the article is supposed to be used in play. I think that's important in this case. As I stated in my earlier post, "Plane Facts on Gladsheim" is rather dull, focusing primarily on the way that the normal rules of AD&D must be modified to account for the home of the Norse gods. The result is, in my opinion, quite tedious rather than exciting, which is why I never regarded "Plane Facts on Gladsheim" as highly as I did Moore's "The Astral Plane."

With the addition of "Aesirhamar," though, Moore's approach in the accompanying article makes more sense. Now that the Dungeon Master has a scenario set on Gladsheim, he has the opportunity to make use of all those rules changes and exceptions that Moore has laid out. Rather than being abstract ideas, they're very important, tied to an adventure in which high-level characters journey to Jotunheim and must contend not only with its hostile inhabitants but also with the way magic and other abilities are warped by the very nature of this Outer Plane. 

Like a lot of older AD&D adventures, "Aesirhamar" doesn't really have a plot. Instead, it presents a situation and several locales connected to that situation through which the characters journey. In brief, the characters are summoned by some of the Aesir of the Norse pantheon to locate and stop an evil dwarf who is in league with the giant Hargnar Left-Hand. The dwarf is in possession of a mighty magical weapon, the titular Aesirhamar, which was forged in order to kill the gods in revenge of Thor's killing of Hargnar's brothers. It's a pretty straightforward situation, one that's easy to understand and appropriately Norse in its focus.

For the most part, the adventure consists of a series of keyed encounters in Jotunheim while the characters travel there in search of the hammer. Given the nature of the place, these encounters are quite challenging – there are lots of giants here, as well as associated creatures, like trolls – and each one of them will likely test the mettle of the characters. Moore doesn't include any maps of these encounters. Instead, the DM is left to his own devices, tailoring them to his own tastes. This approach was pretty typical of the era in which "Aesirhamar" was published and I don't mean that as a criticism. There was an understanding in those days that the referee could easily whip up his own maps if they were needed.

Of course, the real meat of the adventure is not these encounters per se, challenging though they are, but the overall context in which they occur. The characters are acting as agents of the Norse gods, charged with defeating (or at least neutralizing) a threat to their rule. That's a pretty compelling adventure hook and one I remember being quite effective in my own campaign. One of the player characters, Morgan Just, was an admirer (though not worshiper) of Thor and considered it a great honor to have been chosen to aid him against the giants, whom he already hated. His fellow player characters, though, were a lot more venal, and saw the recovery of Aesirhamar as an opportunity to gain, if not the upper hand, at least some mighty rewards for the gods. Needless to say, this difference of opinion led to some interesting conflicts that helped spur on subsequent adventures.

Ultimately, that's why I have an affection for "Aesirhamar" – it provided me with what I needed to kick off some fun, Norse-inspired AD&D mayhem. It also provided an opportunity for me to make use of "Plane Facts on Gladsheim," which was a plus. In combination, that was enough. Whether that makes "Aesirhamar" good in some objective sense, I can't say. For my friends and I, that was enough.

Monday, October 27, 2025

CleriCon Musings

This past weekend was CleriCon, a small game convention held in Glen Williams, Ontario, which is a little over 50 km outside Toronto. This is the third CleriCon organized by The Dungeon Minister, but the first one I've attended. The con takes place over three days – Friday night, all day Saturday, and part of Sunday. I was only there Saturday, but, after having gone, I wish I'd been there for its entirety. I have no idea how many people actually attended; I'd guess about 60 or 70 people. Even so, it had a terrific vibe, with everyone obviously enjoying themselves.

For the morning session, I ran a Dolmenwood adventure, The Ruined Abbey of St Clewyd, for four players. From what I can tell, everyone had a good time. My only real regret is that the scenario, while excellent, is probably a little too involved to be completed in a typical convention time slot. I should have prepared a shorter scenario and will remember that for the future. Still, the session was fun and the players really got into their characters. I was especially impressed by the player of Brother Aubrey, a friar, who was responsible for some of the most memorable moments in the session.

In the afternoon, I played Forbidden Psalm, a skirmish-level miniatures game based on Mörk Borg. As I've written here on numerous occasions, I've never been much of a miniatures player, though not for lack of interest. Mostly, my lack of skill in painting has kept me from looking too deeply into this part of the hobby. Regardless, I really I enjoyed playing this game, once I got the hang of its rules, which were simple and straightforward – just the way I like them. Though my faction, The Horrific Morbidities, did not emerge victorious, I have no regrets. The referee and the other players were great and I will happily play this again in the future.

One of the best things about CleriCon – and Gamehole Con too, about which I still have to write more – was meeting my fellow gamers and hanging out with them. For the Dolmenwood game, it turns out that I already knew or had interacted with three of the four players previously, though I didn't realize it. Two were people who knew me through this blog and one was someone I'd met in real life several years ago but did not remember until he jogged my memory. With my birthday in a couple of days, I guess I really am getting old!

I regularly remind myself that "the Internet is not real" in the sense that, when I go to conventions, no one there cares about the latest outrages and controversies. Even if they read blogs or social media, they're at the con to roll dice and have fun, not to rehash whatever silliness we get up to here. That's wonderfully refreshing and I think I need regular infusions of that kind of energy to buoy my spirits. That's probably why, whenever I come back from one of these gatherings, I feel a renewed sense of purpose.

I should add that I attended the con with an old and dear friend of mine, who's a stalwart of my online games. We didn't play any games together at CleriCon but we both left the event with the same sense that we should make a greater effort to arrange face-to-face gaming with our mutual friends. We might not be able to get together weekly the way we do with our online games, but we could perhaps aim for monthly or something similar. The busy-ness of many people's lives makes it so that we're unlikely to ever be able to meet in-person as regularly as we did in our youth, but there are nevertheless unique pleasures to sitting around a table together and rolling real rather than virtual dice. We need to get back to that.

In any case, I would say that CleriCon was, for me, a huge success. My only regret, as I said at the beginning of this post, is that I didn't spend more time there this weekend, as I am certain I'd have enjoyed myself as thoroughly as I did on Saturday. That's what next year is for, I suppose!
Blurry Photographic Proof of My Playing Forbidden Psalm

Pulp Fantasy Library: The Cairn on the Headland

Though Weird Tales was without question the premier magazine of the pulp era, it was hardly alone in exploring the strange and macabre. Among its would-be rivals was Strange Tales of Mystery and Terror, edited by Harry Bates, a capable writer himself, best remembered for his 1940 story “Farewell to the Master,” which later inspired the classic film The Day the Earth Stood Still (1951). Strange Tales set out to challenge Weird Tales directly and earned a solid reputation for the high quality of its fiction and the caliber of its contributors, including such luminaries as Clark Ashton Smith and Robert E. Howard. Sadly, the magazine’s ambitions outpaced its fortunes. Its publisher went bankrupt after only seven issues, released between 1931 and 1933.

One of the most intriguing stories to appear in Strange Tales was Robert E. Howard’s “The Cairn on the Headland,” published in the magazine’s final issue in January 1933. The tale stands out not only for its content, which is an imaginative fusion of Norse mythology and Christian legend, but also for what it reveals about Howard’s own enduring fascination with that theme. As he often did, Howard wrote and rewrote versions of this story in his search for a suitable market. Unlike his friend H.P. Lovecraft, who generally shelved a piece once Weird Tales editor Farnsworth Wright rejected it, Howard was relentless in finding new outlets for his fiction. Yet the persistence with which he revisited this particular idea suggests he found something deeply compelling within it and I’m inclined to agree.

The story begin as “Spears of Clontarf,” a historical adventure centered on the Battle of Clontarf  (1014 AD) and featuring Turlogh Dubh O’Brien, one of Howard’s recurring Irish heroes. When he failed to sell it, REH recast the material as “The Grey God Passes,” introducing more overt fantasy and mythic elements to the same historical events. This, too, went unpublished in his lifetime. Finally, Howard returned once more to the subject, transforming it into a modern story of supernatural horror. In this final version of the idea, the Battle of Clontarf becomes a haunting memory intruding into the present, and Howard at last succeeded in finding a publisher. It's this version of the story I want to discuss today, as the final entry in this month's horror-themed Pulp Fantasy Library posts.

The protagonist of "The Cairn on the Headland" is James O’Brien, an Irish-American scholar devoted to medieval Irish history. Fluent in Gaelic and steeped in the great chronicles of his ancestral homeland, O’Brien embodies Howard’s ideal of the learned yet passionate antiquarian. His career, however, is blighted by Ortali, a strange blackmailer who holds false evidence linking O’Brien to a murder. Ortali believes O'Brien will one day unearth some great treasure through his researches and hopes to benefit from them, hence his extortion. Trapped, O'Brien has little choice but to work side by side with Ortali, even as his hatred for him grows.

During a visit to Dublin, the two men explore the titular cairn on a headland overlooking the city. The locals shun it, believing it cursed since the time of Clontarf, when the Irish under King Brian Boru threw off centuries of Viking domination. O’Brien is uncertain whether the cairn commemorates the victors or their foes, but he is certain it should not be disturbed. Ortali scoffs at his superstition, vowing to return at midnight and dig beneath the stones for treasure, mockingly wearing a sprig of holly, which the villagers say must never come near the place.

Later, O’Brien encounters a mysterious woman dressed in archaic clothing who introduces herself as Meve MacDonnal. She gives him the lost Cross of Saint Brandon [sic], insisting he will soon need it. Only later does O’Brien realize that Meve MacDonnal has been dead for centuries, her grave not far away. That night, in troubled sleep, he dreams – or is it remembers? – his former life as Red Cumal, an Irish warrior who fought at Clontarf. In this vision, Cumal helps defeat a one-eyed Viking chieftain who reveals himself as Odin in human form. Wounded by a spear marked with a cross, the god lies helpless, trapped in mortality. Cumal knows that holly must never touch Odin’s body and he and his comrades seal him beneath a cairn.

O’Brien awakens from his dream to find Ortali gone. He rushes to the headland and arrives just as the blackmailer uncovers the body buried within, unchanged after a thousand years. A sprig of holly falls from Ortali’s lapel and the corpse stirs. Odin reawakens, shedding human guise to become a towering, demonic spirit wreathed in auroral light. His first act is to destroy Ortali with a blast of lightning. O’Brien, remembering the cross he'd been given, raises it high. The relic shines with unearthly brilliance, banishing the pagan god in an act resembling an exorcism. At dawn, O’Brien stands alone among the shattered stones, free of both Ortali and Odin.

The story's fusion of Norse myth and Christian legend is unusual, though not entirely without precedent in Howard's writing, especially when one considers his many Solomon Kane yarns. The Battle of Clontarf becomes not just a struggle for Ireland’s freedom but also a cosmic contest between Light and Darkness, Christ and Odin. Howard’s Odin is no noble All-Father but instead a demon, an ancient power of frost and cruelty whose defeat marks the turning of an age. 

Such stark moral contrasts are typical of Howard, but in “The Cairn on the Headland,” they take on an unmistakably theological tone. The story reflects the medieval Christian reinterpretation of pagan gods as fallen angels. Howard’s Odin undergoes precisely this transformation, stripped of his majesty and recast as a malevolent spirit lingering on the edges of history. Yet, for all its moral gravity, the tale remains quintessentially Howardian. O’Brien, though a scholar by nature, is no passive intellectual. Confronted with a supernatural threat, he meets it head-on, triumphing not only over Odin himself but also over the lingering shadow of his own moral weakness and subjugation to Ortali’s blackmail.

“The Cairn on the Headland” may have begun as an unsold historical adventure, but in its final form it stands among Howard’s more distinctive weird tales. It's a compelling fusion of myth, theology, and pulp vitality. It also serves as a kind of bridge between his historical fiction and his horror stories, where the heroic and the haunted intermingle. On the storm-swept coast of Ireland, faith and myth collide and the old gods are finally banished, not by priests or saints, but by a man of courage who embodies Howard’s enduring belief in strength, will, and the indomitable human spirit.

Friday, October 24, 2025

Green Devil Face

As an avowed enjoyer of the face of the Great Green Devil, I had to pick up this magnet a vendor was offering for sale at Gamehole Con. It now graces my refrigerator, alongside a couple of other RPG-related magnets. I wish I could recall the name of the vendor, because he was selling a lot of really great little souvenirs and tchotchkes like this one.

In any case, I'm still playing catch-up after my travels and, since I'm heading off to CleriCon this weekend – yes, another convention, but a local one this time – I've still got a lot of non-bloggy work on my plate. With luck, regular service will resume next week. Thanks for your patience.

Thursday, October 23, 2025

The Dark Between the Stars

As I alluded to yesterday, this week marks the start of a new campaign for the (formerly) House of Worms group – today, in fact! After a decade and half a year of exploring Tékumel together, we're finally ready for something new and the game chosen by my players was Fading Suns, originally published by Holistic Design in 1996. That might seem like an odd choice, given my own inclinations, but it's not really. Indeed, I think it makes a great deal of sense, though it's probably worth delving into this a little bit.

Firstly, I should reiterate that Fading Suns was suggested by my players, not myself. I actually put forward Secrets of sha-Arthan, which I first started working on four years ago and whose recent development I've been chronicling each Friday at Grognardia Games Direct. I thought starting up a SosA campaign would be a great way to put its rules through their paces and expand on its evolving setting. However, several of the players rightly pointed out that Secrets of sha-Arthan is, by my own admission, a riff on many aspects of Tékumel. Since we'd already spent more than a decade in that kind of setting, there's a danger that we'd just be doing more of the same.

I couldn't disagree with that logic, which is why I also offered to run Dream-Quest, the Lovecraftian fantasy game I'm creating. Like Secrets of sha-Arthan, it really needs to be playtested and an ongoing campaign would be a great way to do that. This, too, was rejected on the grounds that my players didn't want to do another fantasy game, preferring instead something science fictional – or at least adjacent to that genre. You might wonder why we didn't opt for my own Thousand Suns, which I'd have gladly refereed, but the simple truth is that, by the time the conversation turned to SF, a couple of the players independently indicated that they'd always wanted to try Fading Suns, a suggestion that was soon embraced by everyone else (except one player, who decided to take the opportunity to bow out).

I had no problems with this. Fading Suns is a game for which I have a lot of affection. In the early 2000s, during the heaviest period of my freelance writing days, I contributed to three different supplements for the game, so I'm quite familiar with its setting. I also worked on the current edition of the game, writing the parts of the initial releases pertaining to the Universal Church of the Celestial Sun, along with the supplement devoted specifically to the Urth Orthodox sect. Since I haven't actually played the game since the late '90s/early 2000s, I had no problem returning to it for our new campaign. In fact, I was pleased the players were interested in it.

The campaign frame is that one of the characters is a young nobleman of House Li Halan who's something of an embarrassment to his family. Inexperienced and more than a little disrespectful of the traditions of his exalted lineage, he's been politely exiled under the guise of being sent on a Grand Tour of the Empire to "gain some seasoning" when, in reality, it's to ensure he's someone else's problem. Of course, even as troublesome as he is, the Li Halan don't want to see one of their own come to a bad end, which is why he's been sent out on his Grand Tour with a small entourage – the other player characters – including an Urth Orthodox priest-confessor who is genuinely concerned for the nobleman's soul.

Though there is a new edition of Fading Suns available, I'm honestly not all that keen on its rules. Consequently, we've opted to use the 1999 second edition of the game. It's not quite to my liking either, being an uncomfortable marriage between a White Wolf-style dice pool system and Pendragon's roll-under-but-still-roll-high mechanic. It's clunky and inelegant but still works after a fashion. Plus, I have an entire library of books written to support this edition, so it makes sense to use it. I'm sure that, in play, we'll eventually house rule anything that doesn't work to our satisfaction. That's the way every campaign I've ever played in works and I see no reason why this one should be any different.

Naturally, I have no idea where this campaign will go or indeed if it will go. It's been my experience that the early stages of any campaign are particularly fraught and it's quite easy for it to die before it has a chance to establish itself properly. While I don't think that will happen in this case, there is never any guarantees. It's quite possible I'll be writing again in a few months about yet another campaign that I'm starting, because Fading Suns didn't take root. For now, I have high hopes that my fears will be unfounded. I'll keep you posted as things unfold, giving you periodic updates on our progress, as I've done with my own current campaigns.

Wednesday, October 22, 2025

Reviews Reviewed

Reviews Reviewed by James Maliszewski

More Thoughts on Reviews

Read on Substack

Embodied

I'm still catching up on everything I left behind while attending Gamehole Con XII last week, which is why I've fallen a bit behind on my usual posting schedule here, as well as on Patreon and Substack. I apologize for that, but such is life. I figure I'll settle back into my usual rhythm by the coming weekend, if not sooner. I, unfortunately, have a lot to do this week that doesn't involve my online life – like preparing for the first session of the new campaign I'm starting with the former House of Worms players. I'll talk more about that particular topic soon, but, for now, I wanted to continue with some thoughts occasioned by my time in Madison, Wisconsin.

I was very blessed to have shared a hotel room with one of the players of my Barrett's Raiders campaign. Though we’ve known each other for years, our friendship had only existed in the digital realm until last year’s Gamehole Con, when we finally met in person. Even after all these years of online gaming, there’s something quietly profound about that first handshake and the realization that someone you’ve shared countless imaginary worlds with actually exists in the same one as you. Perhaps it’s my age showing, but I still place great value on the tangible and largely unmediated experiences.

Online friendships are real. I have many that I treasure deeply, but there’s a particular joy in crossing that invisible line between the virtual and the physical. Sharing a meal, talking late into the night, comparing notes on games and life are all things that remind me why conventions like Gamehole Con matter. They’re not just about dice and character sheets; they’re about connection, which grounds this strange hobby of ours in real human company.

In the course of our many conversations at the con, my friend said something that struck me as both insightful and absolutely true. He remarked that one of the great things about our hobby is that, unlike most others, it’s entirely possible (and even likely) that, if you attend a convention, you’ll meet the very people who helped create something you love. And he’s right. Throughout the convention, I regularly chatted with Marc Miller, the creator of Traveller, swapping thoughts and stories as if we were old friends. If you’re a fan of a particular actor or director, the odds of ever spending time with them, let alone engaging in a long, thoughtful conversation, are practically nil. In this hobby, though, that kind of connection isn’t rare or guarded by velvet ropes. All it really takes is showing up with curiosity and a love of the game.

What makes this even more remarkable is that so many of the hobby’s “celebrities” (for lack of a better word) are, themselves, fans. I can’t tell you how many times, while sitting down to talk with someone well-known in the hobby, he told me how much he enjoyed Grognardia and how glad he was that I’d returned to blogging. A few times, I was even introduced to others as “the guy who writes Grognardia” and the look of recognition that followed was both humbling and gratifying. I was particularly tickled to discover that Ed Greenwood had bought all thirteen issues of my Tékumel ’zine, The Excellent Travelling Volume, because he’s a fan of the setting. I’ve met Ed several times before, but even so, that revelation surprised me.

My point here isn’t to brag (much) but to emphasize something I think is special about our hobby. There’s no vast gulf separating creators from players. In most cases, they’re the same people, sitting across the same tables, rolling the same dice, and dreaming the same dreams. That shared enthusiasm, that sense that we’re all participants in something communal and ongoing, is what gives tabletop gaming its continued vitality, even after half a century.

It’s easy to forget, especially when so much of our engagement now takes place online, that this is a living, breathing culture made up of people who still gather, talk, and play together. Conventions like Gamehole Con are a reminder of that. They're little oases where the virtual becomes tangible and the hobby renews itself through conversation and camaraderie. Each year I attend, I come home not only inspired to create more but also profoundly grateful to be part of something that remains, at its heart, so wonderfully human.

Tuesday, October 21, 2025

Starports!

Starports! by James Maliszewski

Thoughts Occasioned by My Recent Travels

Read on Substack

Thoughts on Gamehole Con 2025 (Prologue)


As I did last year, I'd like to begin my reflections on Gamehole Con by doing a quick overview of the people I met and the games that I played. Compared to 2024, this year's con felt a fair bit busier for me personally, as I was constantly running into people and then discovering, much to my surprise, that hours had passed while talking and now I had to hurry to a game or some other meeting. This is a good problem to have, but I sometimes worried that I spent far less time with some people than I'd have liked (or that they deserved). 

  • Justin Alexander of The Alexandrian and its associated Youtube channel.
  • Daniel of the YoDanno podcast.
  • Charles E. Gannon: Science fiction author and old Traveller old. I hadn't seen him since Origins 1991(!) in Baltimore, so it was a very pleasant surprise to spend time with him again.
  • Joseph Goodman: Head honcho at Goodman Games.
  • Kenneth Hite: A true Renaissance man who's contributed to more games than I can remember.
  • Jason Hobbs: Host of the Hobbs & Friends and Random Screed podcasts. He's one of the people I wish I'd been able to hang out with more.
  • Sean Kelley: Co-host of the Gaming and BS podcast.
  • Mike Mearls: Formerly of WotC and Chaosium, now with Asmodee.
  • Marc Miller: Creator of Traveller and one of my favorite people, gracious and knowledgeable as ever.
  • Travis Miller: Blogger at The Grumpy Wizard.
  • Ben Milton: Host of the Questing Beast channel and The Glatisant newsletter.
  • Jon Peterson: Author of Playing at the World and probably the premier historian of hobby.
  • Victor Raymond: A dear friend, as well as my co-host on the Hall of Blue Illumination podcast (sadly now on extended hiatus).
  • Tyler Stratton of Limithron, publisher of Pirate Borg
  • Dave Thaumavore: Host of a Youtube channel.
  • Ronin Wong: Actor and referee extraordinaire. He was the Keeper of a very fun modern day Call of Cthulhu adventure I played.
  • Dustin Wright: Chaosium's intrepid customer service guy.
  • And so many others whose names I have forgotten to my shame.
You’ll no doubt notice a fair number of bloggers and YouTubers in the list above, which isn’t surprising, since I’m part of that world myself. Still, it’s always a genuine joy to meet people I’ve known for years online in the flesh. There’s something profoundly, well, human about it, and I can’t help but feel we all need to do this more often. Spending time with someone unmediated by technology reminds us of the warmth and immediacy that no screen can replicate, especially as our lives grow ever more entangled with the digital. That’s exactly why attending Gamehole Con has become so meaningful to me: it’s a chance to reconnect, not just with friends and colleagues, but with the shared humanity at the heart of this hobby. 

I'll go into greater depth about the people, the games, and other activities of the con in upcoming posts.

Monday, October 20, 2025

There and Back Again

I am now safely back in my northern lair after spending the last five days at Gamehole Con in lovely Madison, Wisconsin. I have a lot to say about it and other topics, but that will have to wait until after I have dug myself out from under all the emails, comments, and other correspondence that has piled up in my absence. In the meantime, enjoy another amusing Tolkien-related comic:

https://reparrishcomics.com/post/186528205633/facebook-twitter-instagram-redbubble-buy

Wednesday, October 15, 2025

Off to Gamehole Con

I leave today for Madison, Wisconsin to attend Gamehole Con 12, which formally starts tomorrow. However, being the anxious person I am, I like to arrive a day early to ensure that any delays won't adversely affect my attendance. Like last year, I'm signed up to play in several games, including a session of Traveller with Marc Miller himself, but my main reason for going to the con is the chance to meet up with friends whom I might otherwise only "see" online. That's by far my favorite part of the convention and why I look forward to returning each year.

While I still remain an avowed Luddite, I will be bringing a camera with me this year, so I hope to have more photos to share of the con than I did last year. I will still be largely out of contact while I'm in Madison, so there will be no significant posts from me here or on my Patreon or Substack until after I return. Likewise, comment approval will be suspended. With luck, I'll avoid coming down with the dreaded Con Crud as a result of my travels, but I wasn't so lucky last year. 

Regardless, I'm off!

Tuesday, October 14, 2025

The Mutable Dreamer?

Here's another public post from my Patreon about the development of Dream-Quest. As always, I invite comments on the post, since I'm still turning over ideas in my head and appreciate other perspectives. In this particular case, I'm pondering a fairly big change to the mechanics and presentation of the game as I've imagined it so far, which is why feedback is important.

The Articles of Dragon: "Plane Facts on Gladsheim"

Judging by the fact that this is the third post in a row about Dragon issue #90 (October 1984), I think it’s safe to say it was a good one. The funny thing is, before rereading it for these posts, I don’t think I’d have singled it out as anything special. I have a pretty good visual memory, especially for the covers of books and magazines I read as a kid or teenager, and recalling a cover usually brings the contents rushing back. I certainly remembered the cover of issue #90, but, until I revisited it, I doubt I could have told you much about what was inside, let alone why it might be worth talking about all these years later. Go figure!

In the case of the other two articles from this issue I've already discussed, that makes some sense. However, in the case of Roger E. Moore's "Plane Facts on Gladsheim," I'm a bit surprised. I was always a huge fan of Moore's articles, many of which are among the best ever to appear in the pages of Dragon. Likewise, I was fascinated by AD&D's planar cosmology from the moment I first saw it in Appendix IV of the Players Handbook. I wanted to know more about all these strange otherworlds that Gary Gygax mentioned there. Consequently, Moore's article on the Astral Plane was like catnip to me. Even now, I'd easily list it as one of my Top 10 Favorite Articles – probably even Top 5. 

That's why I'm surprised I didn't remember that issue #90 included Moore's attempt to do for Gladsheim what he had done earlier for the Astral Plane. Rereading it, though, I begin to remember why. But before I get to that, I'd like to talk briefly about the article itself. At over a dozen pages in length, there can be no question that Moore has been thorough in describing the realm of the Norse gods and other "chaotic good neutrals," to use Gygax's gloriously baroque terminology. He presents the overall "geography" of the plane, with its various realms associated with gods, giants, and other beings, as well as how they relate to one another. It's useful stuff but, if you're already well versed in Norse mythology, none of it is new information.

What is new are his notes on how various AD&D spells and magic items operate on Gladsheim. Indeed, the bulk of the article is taken up by these notes, as Moore describes a wide range of changes, tweaks, and restrictions in how these things work here. On the one hand, this is very much to be expected. Starting with Queen of the Demonweb Pits, AD&D largely took a game mechanical approach to describing the planes. The planes were places where the rules of the game worked differently than they did on the Prime Material Plane of your home campaign setting. That is what set them apart (along with some new random encounter charts). Now, there's nothing inherently wrong with that approach and I think, in the case of both Lolth's layer of the Abyss and the Astral Plane, it works reasonably well. In the case of Gladsheim, though, I don't think it does – or at least, it's not enough to do so.

For me, the problem – then and now – is that Gladsheim is boring. As described, it's a realm that's not too dissimilar to most vanilla fantasy worlds. That's not Gladsheim's fault really; it's more a consequence of the fact that Norse mythology is so rich with cool monsters and magic and gods and so forth that fantasy writers, including the writers of Dungeons & Dragons, have been looting them for decades. Unlike, say, the bizarre void of the Astral Plane or the malevolent chaos of the Abyss, Gladsheim is just like northern Europe – which is what a lot of fantasy settings are already like. What really sets it apart?

Moreover, as a realm populated by lots of gods who are worshiped on the Prime Material Plane, the scope of what characters can do in Gladsheim is necessarily limited. Cause too much mayhem and they'll draw the attention of Odin or Thor and that's not likely to end well for them. I get the sense that Moore might have recognized this on some level, because he also wrote an accompanying adventure, "Aesirhamar," that's set on Gladsheim as an example of the kinds of things he expected characters could do here. I appreciate that, even if I'm not convinced his answer is an especially good one. However, I'll save my comments about the adventure till next week, because I think it's worthy of a separate post. For now, I'll simply say that I can now see why Planescape opted for such a strange and idiosyncratic approach to the planes. Like it or hate, at least it's different.

Monday, October 13, 2025

Troubleshooting (Part II)

Troubleshooting (Part II) by James Maliszewski

A New Frame for Thousand Suns

Read on Substack

Pulp Fantasy Library: Yours Truly, Jack the Ripper

First published in the July 1943 issue of Weird Tales, Robert Bloch’s “Yours Truly, Jack the Ripper” remains one of the author’s most famous short stories. In less than a dozen pages, Bloch manages to do what few others had attempted: to transplant one of history’s most notorious murderers into the modern world and suggest that his evil was not an isolated eruption of Victorian depravity but rather something timeless and ongoing.

The story’s plot is simple but clever. Set in contemporary Chicago, it follows Sir Guy Hollis, a visiting Englishman who approaches a skeptical American psychiatrist, John Carmody, with the extraordinary claim that Jack the Ripper still lives. Hollis explains that the Ripper was no mere man but an occultist who discovered a means of prolonging his life through ritual murder. The killings, he insists, have continued for decades, always masked by local crimes. Carmody humors Hollis, until a twist ending reveals the truth in classic pulp fashion, namely, that the Ripper is indeed alive and much closer than anyone suspected.

Despite its shock ending, Bloch’s tale is more than a clever “gotcha” story. It’s a condensation of the author’s lifelong preoccupations with the psychology of evil and the thin membrane separating reason from madness. Bloch's Ripper is not a shadowy figure from the past but a symbol of the persistence of violence and the darkness within modernity itself. The idea of evil as immortal, adaptable, and perversely rational is one Bloch would return to repeatedly, most famously in his novel Psycho, adapted into the even more famous Alfred Hitchcock film of the same name. Bloch's fascination with hidden monstrosity under a civilized veneer runs through “Yours Truly, Jack the Ripper,” which expertly combines the analytic tone of mid-century crime fiction with the lurid, occult sensibility of Weird Tales.

The story also marks a bridge between two eras of pulp horror. Bloch’s early mentor, H. P. Lovecraft, had encouraged him to look beyond imitation and find his own unique take on horror. “Yours Truly, Jack the Ripper” shows that lesson fully absorbed. While Lovecraft looked outward to cosmic terrors, Bloch looked inward to psychological ones. His Ripper is a mortal man sustained by unholy ritual rather than an inhuman being, yet he represents a similar idea – that horror is not confined to a time or a place but an enduring truth about existence.

Other pulp writers of the same era, such as Seabury Quinn and August Derleth, had already blended supernatural elements with the detective story, but Bloch’s version somehow feels more modern than their efforts. Its clipped dialogue, urban setting, and psychiatric framing anticipate the tone of postwar noir as much as the supernatural mystery. The story’s success, both in Weird Tales and in the numerous anthologies that reprinted it, helped establish Bloch as a master of the short form and demonstrated that pulp horror could engage with contemporary anxieties rather than remain trapped in the past.

Bloch himself would later revisit the central idea of this story in a different medium. For the television series, Star Trek, he wrote the 1967 episode “Wolf in the Fold,” which imagines Jack the Ripper as an incorporeal entity feeding on fear across time and space. The science-fictional reframing underscores how adaptable the premise is and how central it was to Bloch’s conception of evil as rational and enduring. That Star Trek episode, like the 1943 story, reflects his belief that horror is never merely historical. Instead, it’s part of Man, wherever and whenever he lives.

I first encountered this story in a 1977 Del Rey anthology of Bloch's short stories whose cover is inspired by "That Hell-Bound Train," another of the stories found within it. Re-reading it for this post, I think “Yours Truly, Jack the Ripper” still holds up as a sharp, efficient masterpiece of pulp horror. Its structure is almost textbook in its presentation, its atmosphere thick with tension, and its theme of evil as an ongoing contagion remains hauntingly relevant. Visible within the story are both the legacy of Weird Tales and the seed of the more psychological horror that would dominate the second half of the twentieth century. It’s a story that, like its title character, refuses to die.

Thursday, October 9, 2025

AMA

Late last year, when I thought my House of Worms Empire of the Petal Throne campaign was only a few weeks from ending — shows what I know! — I mentioned that I planned to let the players ask me questions about the campaign, particularly about what things looked like “on the other side of the screen,” so to speak. I’ve always believed in a certain degree of transparency when it comes to what I do as referee. None of it is “secret knowledge,” so long as revealing it doesn’t spoil or diminish the experience of play.

Now that House of Worms has finally come to an end, I’m happy to answer any questions the players might have.

For that matter, I’m happy to answer questions from readers as well. If you’re curious about the campaign, post your questions in the comments below and I’ll do my best to respond. Some answers might be lengthy enough to warrant their own posts and that’s fine. I already have several more pieces about the campaign and its conclusion planned for the weeks ahead, so they’ll fit right in. House of Worms may have ended, but after more than a decade of regular play, there’s still plenty more to say about it.

Wednesday, October 8, 2025

Uncomfortable Truths

Uncomfortable Truths by James Maliszewski

Thoughts Occasioned by Reviews

Read on Substack

Retrospective: The Whispering Vault

For a long time, my Retrospective posts have focused on games and products from the so-called Golden and Silver Ages of Dungeons & Dragons, which is to say, the first fifteen or so years of the hobby. It was an arbitrary boundary, sure, but it also matched my own introduction to RPGs and, judging by reader comments, it often matched theirs too.

Alas, time moves on and here we are in 2025. Even the mid-1990s are now three decades in the past, which makes it worth looking back at some of the games from that era that have been overlooked. These titles might not feel “old school” in the classic sense and that’s okay. Grognardia has never been solely about old school gaming; it’s also about my memories of my own early days – and that sometimes means revisiting games that came later, but which still left a mark.

One of those games is The Whispering Vault, a small-press horror RPG that feels like a strange, almost forgotten cousin to the more well-known Vampire: The Masquerade. Written by Mike Nystul (of Nystul's magic aura fame) and published in 1994, The Whispering Vault focuses on Stalkers, immortal beings who carry out their cosmic hunt in a weird, unsettling universe. The game's approach to horror is quite distinctive, especially when compared to other horror games before or during its initial release, being at once heroic, moral, and surreal. 

Where Vampire (and the rest of White Wolf's "World of Darkness" games) explored personal horror and moral ambiguity, The Whispering Vault offered something equally unusual: a horror game in which the characters are empowered, not paralyzed, by the supernatural. Its Stalkers are once-mortal agents of the Primal Powers who move between the Realm of Flesh and the Realm of Essence to hunt the Unbidden, alien intruders whose presence corrupts reality. Each Stalker inhabits a personal Domain in the Realm of Essence and manifests in the mortal world through a Vessel, a form that conceals his inhuman nature while retaining traces of his former self. 

Mechanically, the game is fairly simple, using dice pools, attribute checks, and the judicious use of Disciplines and Servitors allow for a kind of "cinematic," narrative-driven play without bogging down in minutiae. While the system is easy to grasp, the game’s appeal lay more in its structure and tone. The Hunts on which the Stalkers went provided a clear goal, while the Stalkers’ moral and metaphysical responsibilities gave their work weight. Horror came not from helplessness, but from obligation, from the consequences of failing to protect the Realm of Flesh, and from confronting entities whose motives are alien and inscrutable.

The result is a game that feels both very much of its time and ahead of it. Its publisher, Pariah Press, was small and didn't have great reach. Likewise, the game's dense, sometimes opaque terminology kept it from reaching a broad audience. However, those who did find a copy found it strangely intriguing, helped no doubt by its excellent and evocative art. The Whispering Vault was nothing like older horror RPGs, like Call of Cthulhu, nor did it bare more than a superficial resemblance to White Wolf's stable. Instead, it offered a distinct, almost heroic take on horror. 

As I mentioned previously, the Stalkers’ role is to mend the damage caused by the Unbidden, restore balance, and act as moral agents in a world most people cannot perceive. The game supports this through mechanics such as the Five Keys, objects that anchor a Stalker’s identity and powers, and through the structure of their Hunts. Hunts are self-contained scenarios, intended for use as pick-up games, which is another way that The Whispering Vault sets itself apart from other horror games. Though campaign play is, of course, possible and supported, it's not the only way to approach the game, nor was it what it was originally designed for.

For years, I only ever heard about The Whispering Vault without seeing it in stores. When I finally obtained a copy, nearly a decade after its release, it was easy to miss the sense of novelty that had made the game so appealing in the ’90s. Many of its ideas had already filtered into other games by then, diluting its impact on me. Even so, it’s worth remembering what made the game unique. It occupies a fascinating space between horror, myth, and metaphysical speculation. Its focus on heroism, moral responsibility, and imaginative interpretations of supernatural threats makes it a game that I think sets it apart even now. I've still never had the chance to play it, but one day I'd like to.

Tuesday, October 7, 2025

The Mutable Dreamlands (Part I)

Here's another public post from my Patreon about the development of Dream-QuestAs always, I invite comments on the post, since I'm still turning over ideas in my head and appreciate other perspectives. In this particular case, I have a pretty good idea of how I plan to proceed, but it's still good to hear from others.

The Articles of Dragon: "Playing the Political Game"

Sometimes, an article, adventure, or even an entire game can exert a peculiar kind of influence over you, even though, viewed objectively, it’s not especially remarkable. I don’t mean that it’s bad, only that what it offers is, on the surface, mostly common sense. Most readers would nod in agreement, turn the page, and quickly forget about it – but you’re not most readers. For whatever reason, the author’s words reach you at exactly the right time and something clicks. The ideas linger. They grow. They shape how you see the hobby and, in some small but lasting way, how you play.

That’s what happened to me with “Playing the Political Game” by Mike Beeman, published in issue #90 of Dragon (October 1984). Beeman isn’t a name I associate with any other major contributions to the magazine and, by most measures, this article isn’t a landmark. Yet, when I first read it, just shy of my fifteenth birthday, it was nothing short of a revelation. It was the first time anyone had suggested to me that politics could be the central focus of adventures or even entire campaigns.

Beeman argues that politics isn’t an intrusion into fantasy roleplaying but its natural evolution. After all, nearly everything adventurers do already has political consequences, whether toppling tyrants, slaying monsters that guard vital resources, or flooding a town’s economy with treasure. At low levels, these effects remain background noise. But as heroes rise in power by claiming fiefs, leading troops, and  attracting followers, they inevitably become political actors. So why not embrace that reality deliberately and make politics a conscious part of the game’s action?

He goes further, contending that political play adds depth, realism, and moral challenge to a campaign. Where the dungeon tests courage and cunning, the court tests judgment and restraint. Ruling a realm or maneuvering among rival nobles requires players to think beyond combat rolls and saving throws, to weigh alliances, read motives, and face the consequences of their decisions. Politics, in Beeman’s hands, becomes not a dry digression but a stage for high-stakes, character-driven adventure.

What made the article truly stand out to me, though, was how practical it was. Beeman treats political scenarios as a kind of “social dungeon,” where familiar design principles still apply but in subtler ways. The setting might be a player’s own domain or a foreign court; the plot a brewing war, a trade dispute, or a palace intrigue; and the monsters a web of scheming nobles, rival factions, and hidden traitors. Clues replace traps, words replace weapons, and mystery, not combat, drives the scenario.

Even more memorably, Beeman classifies political adventures into distinct types – military, economic, commercial, internal security, and revolt – each offering a different framework for turning governance and intrigue into adventure. In doing so, he sketches a vision of AD&D that extends far beyond treasure maps and monster lairs. It's a world that feels alive and reactive, where power comes with responsibility and every decision has weight.

I won’t claim that “Playing the Political Game” is a forgotten masterpiece. Most of its ideas are, in hindsight, obvious. But for me, as a teenager discovering what roleplaying could be, it was transformative. It suggested that fantasy worlds could be more than stages for combat. They could be societies, with all the peril and promise that entails. Decades later, politics and intrigue have become my stock in trade as a referee and I can still trace that fascination back to Beeman’s unassuming article. It's a reminder that sometimes, the right words at the right time can change the way you play forever.

Monday, October 6, 2025

Troubleshooting (Part I)

Troubleshooting (Part I) by James Maliszewski

A New Frame for Thousand Suns

Read on Substack

Belated

October 1 came and went this year without my taking note that it was the birthday of Dave Arneson. I only realized this belatedly and the oversight has been weighing on me ever since. It’s not just that Arneson deserves to be remembered; it’s that forgetting him, even unintentionally, feels emblematic of a larger problem within the hobby of roleplaying games.

Arneson, as everyone reading this surely knows, was one of the two men without whom Dungeons & Dragons (and, by extension, the entire hobby of roleplaying) would never have come to be. Yet, despite that foundational role, his name and his contributions are too often overlooked, overshadowed, or, worse still, treated as footnotes to someone else’s story. It’s as though we remember him only when we’re reminded to, rather than as a matter of course.

As this year shows, I’m as guilty of this as anyone. I should have remembered October 1 instinctively, the way I do July 27, Gary Gygax’s birthday. The fact that I didn’t speaks volumes, not about Arneson himself, but about how unevenly we remember our own history. Arneson’s legacy is not just that he co-created a game; it’s that he opened the door to an entirely new form of play, one that invited imagination, collaboration, and improvisation in ways no game had before.

His Blackmoor campaign remains one of the great, underappreciated achievements in the history of the hobby. It was the first sustained experiment in what we now take for granted: a shared world, evolving through the choices of its players. So much of what defines roleplaying today, like the open-ended campaign, the emphasis on character, the freedom to explore an imagined world rather than simply play through a fixed scenario, traces back to the quiet, curious mind of a young man running games in Minnesota in the early 1970s.

Forgetting Arneson is easy precisely because his influence is everywhere. It has become invisible through ubiquity. Every time we sit down at a table together (real or virtual), describe what our characters do, and ask, “What happens next?," we are living in the world he imagined. We rarely stop to think about that, not because we’re ungrateful, but because the roots of the hobby have sunk so deep we no longer see them.

Perhaps that’s the real issue. Arneson’s case is just the most visible example of how the contributions of countless others – designers, artists, playtesters, editors, and even just fans – have been forgotten. The history of roleplaying is not just the story of a few Great Men, but of a community of experimenters and dreamers, most of whose names never made it onto any game’s credits page. Our hobby, like any living thing, was nurtured by many unseen hands.

So, while this post began as an apology for my forgetting Dave Arneson’s birthday, perhaps it should instead serve as a reminder simply to remember. To remember Arneson, certainly, but also to remember all those who came after him – and before him – who helped shape the peculiar, beautiful pastime that continues to inspire all of us more than fifty years on.

Belated happy birthday, Dave. We still roll the dice because of you.

Pulp Fantasy Library: The Graveyard Rats

The so-called Golden Age of the pulps is today remembered primarily for the works of H.P. Lovecraft, Robert E. Howard, and Clark Ashton Smith. That’s understandable. Together, the three formed a kind of triumvirate within Weird Tales and beyond, shaping much of what readers still think of when they imagine “pulp fantasy” or “weird fiction.” Their influence looms large not only over their own era but over nearly a century of horror and fantasy writing since.

Still, this focus has a downside. Many other pulp authors, while less visionary or distinctive, nonetheless produced work that remains both entertaining and effective. Their stories remind us that the pulps were not just breeding grounds for a few singular talents but entire ecosystems of imagination that, while crowded and uneven, was undeniably fertile. Among these lesser-remembered figures stands Henry Kuttner, a writer whose early solo work deserves far more attention than it now generally receives.

Today, Kuttner is probably remembered – if he’s remembered at all – in connection with his more famous wife and collaborator, C.L. Moore. Together, the two wrote numerous tales of science fiction and fantasy under various pseudonyms. Yet, before that partnership, Kuttner had already made a name for himself in Weird Tales, contributing stories in a grimmer, more immediate vein than the cosmic mythologizing of Lovecraft. His early horror fiction was leaner, less ornate, and more preoccupied with human frailty than with the vast indifference of the universe.

A prime example is “The Graveyard Rats,” which appeared in the March 1936 issue of Weird Tales. Barely a few pages long, the story has nevertheless become one of Kuttner’s most reprinted works, appearing in anthologies for nearly ninety years. Its endurance is no accident. “The Graveyard Rats” distills horror to its most basic elements of darkness, confinement, corruption, and fear without pretense or embellishment.

The story takes place in Salem, Massachusetts, where Old Masson, the caretaker of a cemetery, has discovered that fresh corpses are being disturbed by unnaturally large rats. These creatures, clever and relentless, drag the dead into their tunnels beneath the graveyard. Masson is less horrified than enraged, not out of respect for the dead but because the rats are stealing valuables he considers his by right. He’s long supplemented his meager income by rifling through the pockets of the newly buried and he resents the competition. Determined to reclaim his spoils, he descends into the tunnels after the vermin – and into a nightmare.

What follows is a relentless sequence of claustrophobic terror. Kuttner’s prose is stripped down but effective, evoking the choking darkness and shifting earth with dreadful precision. As Masson crawls deeper underground, his greed and fear fuse into panic until, finally, he becomes trapped in a tomb, unable to move forward or back, as the rats swarm closer. The ending is swift and merciless, a perfect punchline of pulp horror. I first encountered the tale in an old anthology called The Graveyard Reader, which I remember for its bizarre cover art and, even more, for the shock this short story delivered.

“The Graveyard Rats” is almost a model of what Weird Tales specialized in: concise, lurid, and designed to deliver a visceral jolt. It lacks Lovecraft’s cosmic scope and Smith’s luxuriant prose, but that simplicity is its strength. The story’s imagery touches on primal fears of the dark, the grave, the sensation of the earth closing in around you. It’s a morality play as well, reminding readers that greed and desecration invite their own form of damnation. Its lesson is as blunt as its prose, suggesting that there are worse fates than poverty and some appetites lead only to hell, if only metaphorically.

That bluntness is also what has kept "The Graveyard Rats" alive. Unlike many pulp horror stories, it doesn’t drown in adjectives or rely on elaborate mythologies. It is immediate, physical, and timeless. The same anxieties that drove readers in 1936 still have power today. Kuttner would go on to write more sophisticated stories, especially after joining forces with Moore, but “The Graveyard Rats” endures as a near-perfect exemplar of the pulp ethos. It’s a reminder that the pulps, for all their excesses, sometimes captured something essential about horror, namely, we are afraid of the dark and always will be.

Sunday, October 5, 2025

Coda (Part III)

Startled by the vastness of the choices before them, Kirktá, Keléno, and their companions found themselves overwhelmed by questions. Sinustragán answered as best he could, his tone patient but edged with the fatigue of one who must translate Eternity into the language of mortals. Many of their inquiries simply had no answer that would make sense to minds bounded by the narrow corridors of Time. At last, with a faint smile that might have been amusement or pity, he said, “Before you lie many possibilities, though not all equally probable. Since I wish to return you to a place and a moment suited to your natures, it would help me greatly if you first chose who you wish to see seated upon the Petal Throne in that branch of the Tree of Time.”

The company fell into uneasy debate. Each of the imperial heirs had their champions and each had flaws that weighed against them. Yet, as the talk wound on, a quiet consensus began to form. Rereshqála, they agreed, was the wisest choice. He lacked the burning ambition of his brothers and sister, but in that very restraint lay his strength. Calm, judicious, and burdened with no illusions of grandeur, he seemed best suited to guide the Empire through the long twilight ahead.

He could not halt the decline of Tsolyánu – no one could, now that the One Other was free – but he might ensure that its fall was not ruin, only transformation. Under his rule, the Empire’s fragments might endure and, in some distant age, rise again to greatness.

Sinustragán inclined his head in acknowledgment of their choice. “Very well,” he said. “Now that you have decided which cluster of branches within the Tree of Time you wish to return to, we must narrow it further. What of yourselves? What do you wish for your own skeins of destiny? There are almost as many fates for each of you as there are for the scions of the Petal Throne. Which threads will you choose?”

The question hung in the air like incense smoke, curling and reforming as each of them turned it over in their minds. Once again, the hall filled with talk, earnest, uncertain, sometimes wistful, as the members of the House of Worms and their companions debated what they truly wanted. Sinustragán waited in silence, patient as the slow pulse of eternity, until at last they came to him one by one.

Grujúng spoke first. His voice was steady, almost relieved. He asked to be returned to Sokátis, where the Ranánga River wound through familiar reeds and mist. There, he wished only to fish once more, to sit among the children and grandchildren of his clan-brothers and sisters. “No more adventures,” he said. “Only peace.”

Nebússa and his wife, Srüna, wished to remain at the College and learn its secrets. Sinustragán’s eyes softened, though he shook his head. “Not yet,” he told them gently. “If this truly is your desire, you must continue your studies. Grow in wisdom and mastery. When the time is right, the College will find you again.”

Chiyé laughed and declared his intent to take the longer road to the same goal. He would become undead, he said, and persist until the End of Time itself. Sinustragán’s laughter joined his in a quiet, knowing sound. “Then I wish you patience,” he said, “for that is a very long road indeed.”

Kirktá and Nye’étha chose to travel with Nebússa and Srüna, to study beside them and strive toward that same distant calling. “Perhaps,” Kirktá said, “we may all be found worthy one day.”

Qurén wished to return to Jakálla, the City Half as Old as the World. His eyes gleamed at the thought of long-delayed work resumed, exploring the ancient Mihálli ruins as he had once been hired to do. With Rereshqála now upon the Petal Throne, perhaps the expedition would be even grander than before.

Finally, Keléno spoke. He wished to return to Sokátis with his wife, Mírsha, to restore the old gazebo in the gardens of the clanhouse. There, at sunset, he would recline with a cup of wine and a book, welcoming any friend who wished to sit beside him and talk. It was a simple dream, but in the hush that followed his words, it seemed to all of them a noble one.

Keléno made one final request. He wished to see Toneshkéthu, Sinustragán’s quiet, sharp-eyed protégée who had aided them so many times since that first, fateful meeting in the Dry Bay of Ssu’úm. How distant that day seemed now, separated from the present by so many trials, so many losses and revelations. It felt less like a memory than a dream belonging to another life. Yet the thought of her lingered and Keléno wanted to speak with her once more before their paths finally diverged.

When she entered, she was just as he remembered, composed and with a calm that seemed older than her years. Before she could greet him, Keléno reached into his travel-worn bag and drew out a small, circular device of the Ancients, the very one she had given him long ago, a tool for communication between distant minds. He turned it over once in his hand, as if feeling the weight of all that had passed since it came into his keeping, then offered it to her.

“This belongs to you,” he said.

Toneshkéthu regarded him for a moment, then smiled a small, knowing smile that held both warmth and mystery. She pushed the device gently back into his hand.

“I’d hold on to that, if I were you,” she said. “Something tells me you may need it again one day.”

T H E   E N D

Saturday, October 4, 2025

Coda (Part II)

The man in the brown robe bowed his head in greeting. “I am Sinustragán Dzáshu, one of the teachers at the College.”

Keléno’s eyes lit with recognition. “So, you are Toneshkéthu’s master, then?”

A flicker of approval crossed the teacher’s face, quickly gone. He gave a short nod. “Yes and it is because of her that I have brought you here. She is very fond of you and wished no harm to come to you, so far as that can be prevented – but you cannot remain. You are neither students enrolled nor scholars invited to teach. The College has its laws and they must be kept. You must return. The only question is to where?"

Once again, Keléno and his companions found themselves unprepared. Having somehow survived their confrontation with Dhich’uné, all they longed for was safety. The College at the End of Time certainly offered that, but it was equally clear they did not belong here and, more importantly, that they would not be permitted to remain. The question was not if they must leave, but where they should ask to be sent.

Their debate circled between Sokátis, the familiar refuge of home, and Jakálla, which Qurén favored. As they argued, Sinustragán cleared his throat, the sound sharp in the stillness.

“Forgive me,” he said, “but I fear I have misled you. That is my fault. I speak as one who dwells in the College. Here, where and when are bound together in a way they are not for you. When I asked to what place you wished to return, I also meant: to what time?”

The revelation broke over them like a sudden storm, sparking another round of frantic discussion. Again the teacher raised his hand to still them.

“Remember this,” he cautioned. “We, here at the College, may walk the full span of the Tree of Time, across its trunk and down every branch. You cannot. For you, the span is limited only to the moment before you entered the passage that brought you here. I can return you to that point, but, from there, you may choose among the leaves and branches that grow from your cluster of time. And there are many.”

Sinustragán’s voice deepened as he went on.

“Consider, then, the struggle now wracking your empire. Who will claim the Petal Throne? Who shall be the first to rule Tsolyánu since the sundering of its ancient pact with the One Other? From where we stand, six futures lie before you, though some are less likely than others. All, in the end, flow toward the same sea: the dissolution of Tsolyánu. No empire endures forever. What differs is only the pace and the manner of its inevitable decline.

“If Eselné takes the throne, he will drive the Empire into a season of conquest. His banners will fly over Milumanayá, Yán Kór, parts of Salarvyá, even Mu’ugalavyá. He will forsake the seclusion of the Golden Tower, leading his armies in person, drawing comparison to Hejékka the Heretic, the last emperor to do so and a devotee of Lord Sárku ironically enough. Yet his triumphs will not last. By his grandson’s reign, rebellion and civil war will tear the Empire apart, ushering in a new Time of No Kings – an age of heroes, yes, but also of chaos.

“If Táksuru ascends, suspicion will rule. In the shadow of Dhich’uné’s example, the Omnipotent Azure Legion will turn inward, purging temples and clans alike. Paranoia will become policy. Conspiracies will breed counter-conspiracies until trust itself withers. The Empire may endure for generations, but the rot will spread, with provincial secession, foreign intrigues, and the slow crumbling of its foundations.

“If Mridóbu is crowned, the Empire will last the longest. His reign will be one of continuity and the careful preservation of institutions. Tsolyánu will remain recognizable for centuries still, secure but stagnant, its neighbors outpacing it in vigor. It will be dignified, yes, but more a monument than a power, a relic not unlike Salarvyá in your own day.

“If, unlikely though it is, Ma’ín should rise to power, hers will be the swiftest fall. She will mirror Nayári in cruelty and indulgence, but lack her predecessor's skill in rule or diplomacy. Her court will be infamous for its excess, her empire notorious for its weakness. That weakness will invite predation. Foreign armies will press from without, insurrection from within, and Tsolyánu will unravel with alarming speed.”

“Even less likely is the reign of Rereshqála, though his path is the most curious of all. His rule will be marked by duality: the attempt to preserve the old forms while softening their most oppressive burdens. He will abolish the Kólumejàlim, ending the struggle of the heirs and he will grant the Vríddi and the Ito greater autonomy. They will no longer be rivals, but vassal kings beneath the Petal Throne.

“These reforms will not save the Empire entire. Tsolyánu will still dissolve, as all things must. Yet the shape of its fall will be different. Where other futures end in ruin, his will leave behind successor realms of surprising strength, states born from his compromises. In their institutions, tempered by reform, will lie the seeds of new greatness, long after the name of Tsolyánu has passed into history.”

Turning to Kirktá, he asked, “And what of you, Kirktá? The Tree of Time does not exclude you. Your ascension to the Petal Throne is by no means improbable. Indeed, more plausible than Ma’ín’s or even Rereshqála’s. Yet every branch where you sit upon he the Petal Throne shares certain marks in common.

“In each, you are a son of Belkhánu, servant of the Excellent Dead. In each, your reign is not defined by conquest or tyranny, but by inquiry. You are no despot, no libertine; you are a scholar crowned, a seeker of truths, more given to questions than to commands. Admirable, yes, but unsuited to the endless vigilance empire demands. And so, under your gaze, Tsolyánu falters – not through malice, nor folly, but through neglect. Its decline is slower, perhaps gentler, yet decline all the same.

“I do not speak this in condemnation. The Tree shows what is likely, not what must be. But its branches whisper another possibility, namely, that your destiny may lie elsewhere than the Petal Throne. A legacy not of rule, but of meaning. The question, then, is not whether you will ascend, but whether you should.”