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Showing posts with label Arneson. Show all posts
Showing posts with label Arneson. Show all posts

Friday, September 27, 2024

Blackmoor Week: Blackmoor Foundations (New Book)


Blackmoor Week is the week leading up to the anniversary of Dave Arneson's birthday on October 1st, which is designated Dave Arneson Game Day. Thanks to Havard at Havard's Blackmoor Blog, who is making a whole series of posts this week, for reminding me of this.

The Making of OD&D wasn't the only book of historical D&D documents to come out this year. The end of May also saw the release of Blackmoor Foundations, which is subtitled "The Early Fantasy RPG Works of David Arneson" (and can be purchased here). I recently ordered a copy, and while I'm only partway through, I thought I should highlight it in a post now for Blackmoor Week.

Here is an overview of Blackmoor Foundations:

---Paperback with glossy cover, 103 pages in length, and includes approximately 30 original documents including maps & letters, some of which are multiple typed pages in length including one ("Return to Black Moor") that is 15 (!) pages long.

---Nicely laid out with commentary by Griffith Morgan, the director of the Secrets of Blackmoor documentary, on the lefthand pages in a very readable san-serif font, and with the images of the documents on the right. I like this format for presenting these types of documents; it makes makes reading the notes while looking at the document very easy.

---Also credited for consultation are the "Northern Marches Historical Society", which among others includes D.H. Boggs, who has been presenting Blackmoor research for years over at the Hidden at Shadows blog.

---The publisher's product page here has a table of contents and even a complete flip-through of the book.

---There are two lengthy reports of delves into Blackmoor Dungeon, "The Dungeons of Black Moore Castle" (5 typed pages) and "Into the Dungeons of Black Moor Castle and Back" (6 typed pages). These look interesting but are very dense and I haven't read through them fully yet.

---For actual use in gameplay, it could serve as a supplement to Judge's Guild First Fantasy Campaign (1977), which was the original publication sharing Arneson's notes about Blackmoor, but which sadly remains out of print. For example, while the FFC has a map of Blackmoor town, the Blackmoor Foundations has a "Blackmoor Surrounding Landscape Map" that shows more of the immediate surrounding area, laid out in hexes.

---In all, I applaud the publisher & Arneson estate for making these historical documents directly available to the public.

Blackmoor Foundations can be ordered for $39.95 via the publisher's page (linked above) or via Amazon where it is currently on sale for $32.75:

Blackmoor Foundations


Thursday, February 29, 2024

Leap Day: Giant Zenopus (New Monster)

 

 
Xenopus laevis from Amphibia and Reptiles by Hans Gadow (1901).
Source: Wikimedia Commons 


Giant Zenopus

Move: 30 feet/turn land; 180 feet/turn swimming
Hit Dice: 4
Armor Class: 5
Treasure Type: incidental
Alignment: neutral
Attacks: 1 rake with hindclaws
Damage: 2d4

The giant zenopus, an entirely aquatic frog, can grow to enormous proportions given a sufficiently nutritious diet, with specimens up to ten feet long having been reported. A ravenous scavenger, it will eat anything, locating and shoveling food into its tongueless mouth with strangely sensitive and prehensile hands. A strong swimmer, the zenopus is known to float motionless with its unblinking eyes just above the water, waiting for the opportunity to leap and grab its prey, raking with the large claws on its hindfeet as it pulls them under.

For defense, the skin of the zenopus exudes a slime that makes them extremely slippery (AC 5). Even worse, the slime of 1 in 10 frogs carries a parasitic aquatic chytrid fungus, and anyone scratched by the claws of such a frog must Save vs Poison or have their skin become infected. After 1 week, infection will cause loss of 1d4 hp per day due to the sloughing of skin, unless a Cure Disease or an anti-fungal poultice (consult a herbalist) is administered.

The eggs of the giant zenopus are prized by wizards for use in magical research due to their size (6" diameter), fetching 1,000 GP in larger cities. The eggs must be kept wet at all times or will perish. There are rumors that there are secret alchemical methods of cloning the eggs, and even darker tales speak of ways of transforming the egg into a frog that walks upright like a man.

The only other treasure that might be found is incidental to their behavior; i.e., that which was possessed by their prey.

Notes:
---Based on the real world Xenopus, a frog long used in biological research, and which was presumably J. Eric Holmes' inspiration for the name of Zenopus. The name "Xenopus" means "strange foot" in Greek. The 94th anniversary of Holmes' birth was just a few weeks ago, on February 16th (Holmes Day).

---The concept of breeding frogmen from giant frogs goes back to Dave Arneson's Temple of the Frog adventure found in the Blackmoor OD&D supplement

"He has genetically modified the killer frogs to begin breeding frogmen..." --- the Temple of the Frog by Dave Arneson

And of course frogmen tie-in nicely to Holmes' Dagonites, who as described are more froggy than than fishy. 

"...surely your recent encounter with the frog-man should have convinced you of the reality of the Dagonites"  --- Murray the Mage, The Maze of Peril

---I originally drafted this in 2019 in comments to a post made to the late lamented Holmes Basic G+ group, just before G+ was shut down. While I transferred most of the posts from that group to an archive blog, this one didn't make it for unknown reasons. But I found it in an XML file I had downloaded and recovered the comments and revised them into this post.

Happy Leap Day!

See also:

Thursday, January 20, 2022

Dragonsfoot Thread: How many AD&D players knew of OD&D?



A recent thread over on Dragonsfoot asks: How many AD&D players who started in the 80s knew about OD&D?

Here is my answer, which I posted there, and have expanded a bit here:

My first D&D set, from 1982, was (obviously) Holmes Basic, and the rulebook includes a Preface stating that it is "based upon the original work published in 1974 and three supplementary books published in the two year period after the initial release of DUNGEONS & DRAGONS", and then a reprint of the "Foreword from the Original Edition", where Gygax gives a brief yet evocative history lesson on the origins of D&D that begins, "ONCE UPON A TIME, long, long ago..." And my copy was the 3rd edition, which has a product listing on the back cover of "OTHER ITEMS FROM TSR" available for mail order, including the "Original Dungeons & Dragons Collector's Editions".

So I was aware of the original D&D rules basically as soon as I had my first rule set. I quickly moved onto AD&D from Holmes Basic, owning all of the hardcover rulebooks by mid-1983, but there again I encountered OD&D: my copies of the Monster Manual and the Players Handbook again have product listings that include it. 

And I learned even more about the early history once I started reading Dragon. On the rack at B. Dalton at the local mall where I bought my Dragon magazines, I found the Best of Dragon #1 and #2, which reprint a number of articles from the early years, including "Gary Gygax on D&D: Origins of the Game" in BoD #1.



 

At some point I found a copy of Moldvay Basic at a Goodwill thrift store. This set included a copy of one version of TSR's Gateway to Adventure catalog, which had a page for the "Collectors Edition" which showed the OD&D set and supplements. This was the first place that I actually saw what the OD&D booklets looked like, other than Eldritch Wizardry, which early on I once spotted on the rack at B. Dalton. 

Later in the '80s, I came across a still new-on-the-shelf copy of the Original Collector's Edition (OCE) of Whitebox OD&D at a game shop and bought it, and still have. I was actually somewhat surprised that the rules were so similar to what I was familiar with, as I was expecting more differences. In the next year or two after that I ordered Chainmail and the Blackmoor supplement directly from TSR's Mail Order Hobby Shop, which was still selling copies through '89 or so, although the copy of Blackmoor I received from them was essentially a high grade photocopy.

So, with different degrees of understanding, I was aware of OD&D throughout my years in the 1980s playing Holmes Basic and AD&D.

 

 

Tuesday, October 12, 2021

"Game Wizards" Has Arrived!

 

Game Wizards: The Epic Battle for Dungeons & Dragons is the title of the new book by Jon Peterson of Playing at the World fame. I had eagerly awaited it since hearing about it, and had pre-ordered from Amazon, and it arrived in the mail today, like magic, on its official release date. Shelfie above. 

After checking out the images in the book, I naturally looked up Holmes & the Basic Set in the index and skimmed some of those parts. This lead to reading more parts before I forced myself to stop, so I can start at the beginning. But my early verdict is that it is very readable.


(" As an Amazon Associate I earn from qualifying purchases ")


In the weeks leading up to the release, Jon made a related series of "behind the scenes" posts to the Playing at the World blog:






There were also several tie-in media articles:


Polygon: How a pending lawsuit changed the original D&D Basic Set (a "never-before-seen piece that was cut from the final book")

Wired: The Missing Teen Who Fueled ‘Cult Panic’ Over D&D ("This story is adapted from Game Wizards")

Tuesday, July 27, 2021

d20 Unexpectedly Intelligent Monsters in the Monster Manual (1977)



Tom Wham's classic comic commentary on unexpectedly intelligent monsters


Happy Gary Gygax Day 2021! 

To celebrate, here's a post about Gygax and Arneson's monsters:

Every competent adventurer expects to encounter intelligent monsters like dragons, minotaurs and vampires, but in other cases brainpower and the ability to communicate lurk where they might not be expected. This type of twist didn't feature much in the original monster list in Monsters & Treasure (Vol 2 of OD&D), but really started to take off in the monsters added in the supplements (particularly Blackmoor and Eldritch Wizardry) and in the Strategic Review. These were eventually compiled, along with more additions, in the AD&D Monster Manual, with each monster now having a formal Intelligence stat. Many of the "secretly intelligent" monsters remain under-appreciated and/or underused, at least with respect to their intellect. Let's take a look at them, and since it's D&D, I've written it up as a table so you can roll one to use as a potentially "chatty" encounter in your next dungeon:

d20 Unexpectedly Intelligent Monsters in the Monster Manual

1. Ape, Carnivorous: "Low (upper)" (7). The ordinary ape, listed as "Ape, (Gorilla)", has Low (5-7) intelligence, but its "larger, stronger and very aggressive relative" is at the upper end of that range, having a "fair intelligence (IQ 70+) and being "very cunning". Disturbingly, these smarts correspond with a sinister craving, as it "hungers particularly for human flesh"...

2. Beaver, Giant: Low to Average (5-10). While the other unusually-sized rodent in this book, the Giant Rat, is only semi-intelligent, the Giant Beaver at the high end approaches the average for human intelligence, i.e., 10.5 on a 3-18 bell curve. Furthermore, their description indicates an interest in coins, trading, and building dams for profit, which means that they are essentially an unexpected and woefully underused NPC race for characters to interact with. The details in the Monster Manual go back to the original writeup in the Blackmoor supplement, which also includes "gourmet bark" (!) in the list of valuables they will trade for. Dan Boggs has speculated in a post on ODD74 that they were one of the monsters written up by Dave Arneson himself. To me, they feel like an amalgamation of the prehistoric giant beavers that existed in the U.S. until relatively recent times, which were similarly 6 feet long, and Mr & Mrs Beaver from The Lion, the Witch and the Wardrobe.

3. Beetle, Boring: Animal (1). With six different varieties of giant beetle, each one needed a distinguishing trait, and for the Boring Beetle this feature is a hive mind. Thus, alone among beetles, the Boring Beetle has an intelligence score above zero, which fuels alternative-agriculture skills in the form of farming "molds, slimes and fungi substances", and (per rumor, but in D&D the monster rumors are always true, right?) developing "a communal intelligence which generates a level of consciousness and reasoning ability approximating that of the human brain". As with the Giant Beaver, these details go back to the Blackmoor supplement, and likely Arneson, which elaborates on these farming practices: they grow "yellow mold for food, as well as cultivating many of the other vile jellies and slimes often encountered in dungeons" and "[t]hey start their nauseating cultures by gathering various dead bodies and rotting offal and add a small bit of the substance to stimulate growth (sort of putrid Petrie dishes)" I think the implication here is that their practices are partly responsible for the "the clean-up crew" being so prevalent in dungeons! Not quite so, ahem, boring?

4. Dolphin: Very (11-12). While everyone knows that Dolphins are on the intelligent side for animals, in D&D they boast a score above the average for humans, and towering over their underachieving cetacean kin, the whales, who can only boast a score of Low (5-7). Furthermore, ten percent of dolphins go so far as to form "underwater communities" that are sufficiently organized to employ guards from other species, such as swordfish or narwhals. This is yet another creature first written up for the Blackmoor supplement, but Boggs places their authorship with contributor Steve Marsh, later thanked in the Monster Manual for "for devising the creatures for undersea encounters which originally appeared in BLACKMOOR". The original writeup places even more emphasis on their "great intelligence", as they can communicate with other dolphins using telepathy, and in battle employ a "war harness", a rig with "a long wicked spear that protrudes in front"...!

5. Gray Ooze: Animal (1). Most of the clean-up crew cohort are non-intelligent, including Black Puddings, Gelatinous Cubes, Green Slimes and Ochre Jellies, but the Gray Ooze is a slightly higher order of creature, having animal intelligence. And with great size they can transcend even this modest brain-power: "In exceptionally large individuals an intelligence of a sort is well developed. Furthermore, these exceptional individuals have a latent psionic ability..." that includes a psychic crush attack. This ability was first added in an entry in Eldritch Wizardry in the section on Psionics. Now you are now probably wondering, "Do psionic Grey Oozes dream of deliquescing sheep"?

6. Invisible Stalker: High (13-14). In OD&D, these were "an extra-dimensional monster" conjured by the 6th-level magic-user spell of the same name, but here they are revealed to be from the Elemental Plane of Air. Unlike their clerically-summoned cousins, the Aerial Servants, who are only semi-intelligent, or garden-variety Air Elementals, who are of low intelligence, the Invisible Stalker is extremely bright, which is probably why they so often resent being whisked from their home to do a magic-user's grunt work. Note that the entry for Air Elemental also indicates that on the plane of air are "certain intelligent air elementals which have special abilities beyond the above". 

7. Lynx, Giant: Very (11-12). See Tom Wham's cartoon at the top of the page, which sums it all up much better than this wordy blog post.

8. Mimic, Lesser: "Semi- to Average" (2-10). Mimics have a much wider range in intelligence than most monsters because, as the text reveals, there are actually two types: the larger "killer mimic", which is only semi-intelligent and "the slightly smaller, intelligent sort". The smart ones are "generally friendly if offered food", which is a rare instance of the Monster Manual using the term "friendly" in reference to a non-humanoid monster, and even better, they may "tell a party about what they have seen nearby". To aid in this advanced food-gathering tactic they have evolved a facility for languages, typically being able to speak "several other tongues such as common, orcish, etc" in addition to their own.

9. Mold, Yellow: "Non- (see below)" (0). While the typical Yellow Mold is not a deep thinker, or even a thinker at all, here size once again begets unexpected brainpower: "When formed into great colonies of at least 300 square feet in area this growth will form a collective intelligence about 1 time in 6. If this should happen the yellow mold will be aware mentally and psionically" and can attack equivalent to "the most powerful form of id insinuation." As with the Grey Ooze, this ability was first noted in Eldritch Wizardry. In addition to a psionic attack, the mental awareness suggests the colony might be communicated with via telepathy, assuming you took "Yellow Mold" as one of your languages.

10. Neo-Otyugh & Otyugh: Very (11-12) & Average (8-10). I've combined these because they obviously should have been one entry in the Monster Manual like the Mimic. I mean, the Neo-Otyugh entry is basically just: "bigger and smarter otyugh". These creatures dwell in the same ecological niche as the trash compactor monster in Star Wars, although they were published first, with the Neo-Otyugh appearing in the 1976 tournament version of the Lost Caverns of Tsojconth (see a pic here at the OSR Grimoire). Nobody expects a trash monster to be an Einstein, but unexpectedly the Otyughs are often as smart as the average human, speaking their own language and being "semi-telepathic, thus often able to communicate with other life forms when the otyugh so desire". Which is presumably useful for telling the boss when the dungeon septic tank needs to be cleaned out.

11. Octopus, Giant: Animal (1). While only a single point smarter than their dimmer cousins the Giant Squid, Gygax casts these overgrown cephalopods in a completely sinister light that appears to hint at even greater mental prowess. Specifically, they have an alignment of "Neutral (evil)", are "malicious", have "a cunning intent" and can form gangs with other members of their species "to overwhelm a larger ship if the opportunity presents itself". This evil disposition is a distinct change from their earlier writeup in the Blackmoor supplement, where they were "generally peaceful" and only attacking ships "after provocation". 

12. Owl, Giant: Very (11-12). While less unexpected than the other entries here in view of the association of owls with intelligence, giant owls "will sometimes befriend other creatures" and "speak their own language". A value is still given for their eggs, because humans are horrible.

13. Roper: Exceptional (15-16). This living stalagmite with octopus arms turns out to have the highest intelligence of all the monsters in this list, being way smarter than most humans. It was originally written up in Strategic Review #2 in very similar format, including a "Highly Intelligent" stat. There is no further mention of this intellect in either source, but it goes to show that in D&D, one would be foolish to underestimate "a mass of foul, festering corruption".

14. Shambling Mound: Low (5-7). Being a walking pile of swamp moss, one might expect a score of "Non-" here, but no, "Shamblers" (in Gygaxian slang) are actually smarter than a number of Fighters, as per the AD&D Players Handbook, with an intelligence of 5 or lower one can only be a Fighter. There's no other mention of any particularly brainy behavior, but I'm guessing that this score is a result of its comic book inspiration ala Swamp Thing, Man-Thing or the Heap.

15. Slithering Tracker: Average (8-10). This awesomely-named, plasma-draining, cleaning-crew-adjacent monster is often overlooked, most likely because there is no picture of it (but see the never published one here by Bill Willingham). They are much smarter than any of their relatives, perhaps having evolved such intelligence to aid in tracking their prey. A candidate for your next ranger character?

16. Spider, Giant, Phase & Giant Water: Low (5-7) or Semi- (2-4). Spiders in general follow the trend noted above of "bigger is brighter": Large Spiders (HD 1+1) are "Non-" (0), Huge Spiders (HD 2+2) are "Animal (1)", Giant Water Spiders (HD 3+3) are "Semi- (2-4)" and Giant Spiders (HD 4+4) and Phase Spiders (HD 5+5) are "Low (5-7)". There's not much elaboration on the intelligence of the Giant or Phase spiders in their entries, other than that they will flee superior foes (Giant Spiders) or that they will (in more erudite fashion) "seek to evade encounters which are unfavorable" (Phase Spiders), which based on their powers brings to mind Bilbo using the One Ring to avoid unwelcome visitors at Bag End. Giant Water Spiders, despite being only semi-intelligent, exhibit the most interesting of the noted spider behaviors, being approachable if offered food, and thus occasionally becoming pals with aquatic folk like nixies.

17. Strangleweed: Animal (1). Nobody expects an "intelligent kelp". Need I say more...? This is another undersea encounter originally devised by Steve Marsh for the Blackmoor supplement, although the word intelligent does not appear there.

18. Toad, Ice: Average (8-10). This oft-overlooked variety of overgrown amphibian has almost human-level intelligence, which is much, much higher than the "Animal (1)" intelligence of the typical Giant Toad. Furthermore, Ice Toads even have their "own weird language", which might prove useful when asking them for directions to the Glacial Rift of the Frost Giant Jarl.

19. Trapper: Highly (13-14). As this creature is the dungeon-floor counterpart of the more awesomely-named Lurker Above, one might predict a similar "Non-" intelligence, but instead the Trapper is a good degree smarter than the average human. This is perhaps an evolutionary necessity to stay ahead of all those suspicious adventurers. They are further described as "clever" and able to create a "protuberance which resembles a chest or a box", perhaps suggesting a relation to the more intelligent breed of Mimic (see above).

20. Wolf, Winter: Average (8-10). As with the Giant Lynx and Ice Toad, the Winter Wolf is a cold-climate species that is more intelligent than its temperate-dwelling relatives; in this case, both regular and dire wolves, each of which are only semi-intelligent. Winter Wolves are even a cut above the low-intellect Worgs, which based on Tolkien alone one might predict would possess a bit of cunning. What is it about the arctic that fosters intelligence in Gygaxia? As with the other arctic-intellects, they speak "their own language", but being "Neutral (evil)" and having a "foul disposition", I'm sensing a cultural rivalry with the neutrally-inclined Giant Lynx and Ice Toads.

Honorable mentions (since I wanted to keep the above list to 20 entries)Perytons and Umber Hulks, each of "Average (8-10)" intelligence, and each speaking their own language. Perytons were new for the Monster Manual, but Umber Hulks were first written up for the Greyhawk Supplement, but without any note of intelligence or language.

Coda 
Some of these cryptically intelligent races, such as the Giant Beaver, Ice Toad or even Mimic, might even be suitable for use as PCs, particularly in OD&D or Holmes Basic. As it says in OD&D, Vol 1 (and is echoed in Holmes Basic), "There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top". While Gygax infamously later changed his mind on this for AD&D, there was a time when he allowed it in his own games; for more on this, see Balrog PCs gone missing.

See also previous posts for Gary Gygax Day:

Friday, July 23, 2021

Now at DMsGuild: Chainmail POD & July Sale



CHAINMAIL by Gary Gygax and Jeff Perren is now back "in print"...! 

Thanks to JeffB over at ODD74 for letting us know that DMs Guild and DrivethruRPG are now offering a Print-on-Demand option for Chainmail.

Get it here:

Or here:

As I wrote over on ODD74, from the preview, the version of Chainmail they are offering is a 3rd Edition (copyright 1975), 7th printing (April 1979), and scanned from an original rather than re-typeset like most of the OD&D booklets they are currently offering. This version is from after the Tolkien references (Hobbits/Ents/Balrogs) were altered or removed.

The print plus digital version costs the same as the print version alone, $6.99. I've ordered a copy, and will report on quality when it arrives. The total with tax and media mail shipping was $11.91.

According to Chris Holmes, his father purchased Chainmail along with the LBBs, Greyhawk, Warlock and the Dungeon boardgame from Aero Hobbies shortly after they learned about the game (Tales of Peril, page 328). And Holmes had his copy handy while preparing the Basic rulebook, as is evident from the entry for Giants, which states, "There are several ways to calculate catapult (giant) fire. This one is adapted from CHAIN MAIL", and by his inclusion of the Parry rule from Chainmail that didn't appear elsewhere in OD&D (See Part 17 of my Holmes Manuscript series).

The published rulebook also directly references Chainmail in Gary Gygax's Foreword, which is carried over from Vol 1 of the original rulebooks: "From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign that still thrives as of this writing!" Chainmail also appears in the TSR product listings appearing in the back of the Holmes Basic rulebook. 

This means that I personally have known about Chainmail since the days of my original Holmes Basic set. This led me to purchase a copy, the same edition being offered now, directly from the TSR Mail Order Hobby Shop in the late '80s. I later sold this on Ebay in the late '90s when trying to downsize my collection (ha!), and later regretted that, but soon I will have a copy again.

See also:

Chainmail Announcement from Domesday Book #9


* * * * * * * * * *


Also at DMs Guild and DrivethruRPG is their annual Xmas in July sale, with many products 25% off, which means that the The Ruined Tower of Zenopus is just $1.49 until the end of the month.


Get it here:


Most of the classic TSR titles are included in the sale, at least in PDF format, including the PDF of Chainmail (but not the new POD). Most of the in-print stuff is not, although I note that the Rules Cyclopedia in print is $21 instead of $25.



(All links include my DMsGuild/DrivethruRPG affiliate number)

Thursday, February 2, 2017

Megarry's Copy of the Great Kingdom Map

Dave Megarry's Copy of the Great Kingdom Map


Above is a scan of a map from the early '70s showing Blackmoor and the Great Kingdom. This copy was recently uncovered by Dave Megarry, creator of the Dungeon boardgame, and a player in Dave Arneson's original campaign. Thanks to the Secrets of Blackmoor documentary (who will be posting the map on their FB page) and Dan at Hidden in Shadows I have the opportunity to take a look at this version here. Update: Dan has made a related post over here.

I've written before about another version of this map. Back in 2014, Jon Peterson gave us a glimpse of it in his video, a "History of D&D in 12 Treasures", where he labeled the map the 1971 Great Kingdom Map. Based on the video, I wrote a post titled "The Land of the Great Kingdom and Environs" (quoting the original D&D preface), where I noted similarities to the setting as finally published in the 1980 World of Greyhawk Folio (these notes are repeated below). I also back-annotated the details from the 1971 map to the original, more artistic Great Kingdom map published in Domesday Book #9 and reprinted in Jon's book, Playing at the World. Also see the even earlier post, "The Weird Enclave of Blackmoor".

Megarry's copy gives us a clearer view of the map than the glimpses in Jon's video. Each clearly originates from the same source, but Megarry's has some additional writing in colored pen. Much of it is just to darken the lines and/or writing, but there is at least one addition to the details, noted below.

Here are the features I couldn't see on the version in the "12 Treasures" video:

Keoland: This is to the southwest of the the Nir Div (later Nyr Dyv), as in the WoG Folio (1980), which notes that it was "the first major kingdom to be established in the Flanaess". Grodog's Greyhawk notes that Keoland was named for Tom Keogh, who Gygax elsewhere mentioned as a friend from his teen years. In Quag Keep, Chapter 5 there is a Keoland (once called Koeland) to the southwest of Greyhawk City.  It is mentioned that Keoland has "three tributaries of size feeding the main stream" (which may be called the Vold), which fits the map above showing three waterways running north in the Keoland area to join a larger river.


Eastern Ocean: This was "Western Ocean" on the Domesday Book map, but since it's to the east of the continent the revised name makes sense.

Nomads: This is written twice just to the north of the Dry Steppes and south of the Paynims. These possibly became the Tiger and Wolf Nomads in the published setting, although those groups are much further north. Another possibility is Ull, which is in a similar position relative to the Paynims and the Dry Steppes in the published setting, and is described as a "strong tribal clan of the Paynim nomads". Quag Keep mentions the Nomad Raiders of Lar who venture into the Dry Steppes, which fits with this map having the Nomads right next to the Dry Steppes. 

Contested Area: This label is south of the Gran Duchy of Urnst, west of the Kingdom of Catmelun, and east of Keoland. If Catmelun is Nyrond (see the earlier notes below), this might be analogous to the County of Urnst, which in the WoG Folio is an area fought over by the Gran Duchy of Urnst and Nyrond. Dan at Hidden in Shadows suggests this area might be what became the Wild Coast, which I agree is another possibility. It's relatively close to Greyhawk as in the WoG Folio, which says that "Portions of the area have been under the control of Celene, the Prince of Ulek, the Gynarch of Hardby, and the Free City of Greyhawk at various times" - certainly a "contested area". The name also predates the Folio, as the Wild Coast is mentioned once in Quag Keep, in a description of a battle between a demon and a dragon "from Blackmoor, out over Great Bay, down to the Wild Coast" (chapter 3). Looking at the map above, there is a great deal of territory between the Great Bay and the Contested Area; it's possible Norton was using the term simply to refer to the entire eastern coast.

The Great Kingdom: Visible on the "12 Treasures" map, but here we can more clearly see the 18 regions of the Great Kingdom, plus a "Royal Demense" [sic] in the center. The WoG Folio refers to the "Royal Demense surrounding the capital" as part of the area of authority of the Overking. The Domesday Book version of the map has an asterisk in this region, just south of the lake and possibly indicating the capital. It's situated a bit like Rauxes, the capital in the Folio, which is near where two rivers come together in a "V", but without a lake. Over in a sister post on Hidden in Shadows, Dave Meggary suggests that "the numbered areas were districts within the Kingdom which had their own Dukes and such". Some of these areas may have become the former holdings of the Great Kingdom noted in the Folio, including the nearly autonomous North and South Provinces, the Prelacy of Almor, the See of Medegia, the several member states of the Iron League, and possibly even Bone March.

Kingdom of Botulia: This is another island nation, near the Duchy of Maritz (see below). I can't find any names similar to "Botulia" anywhere else. These two nations perhaps became the island nations of the published setting: the Sea Barons and the Spindrift Isles.

Egg of Coot: On this map this region has an addition in blue marker: an 'X' labelled "Capitol". There's an asterisk-looking mark near the "F" in "OF", which could be another city, but there's no other label.

County of Hither Body (?): This region is east of the Hold of Iron Hand, northwest of the Egg of Coot. I'm not sure about that last word. In Quag Keep, there is a mention of the Hither Hills (thanks to Timrod's Quag Keep Companion for this info), which makes sense as the area is surrounded by hills. 

In view of these, I've updated the annotations on the Domesday Book Great Kingdom map:

Great Kingdom Map from Domesday Book #9, annotated in view of the 1971 map


For reference, and ease in reading, here the notes from my previous post:

Perunland is between the mountains to the northwest of Nir Dyv lake, as with Perrenland in the published Greyhawk map. 

A Paynim Kingdom is further to the northwest, south of the Far Ocean. In the published Greyhawk this becomes the Plains of the Paynims, south of the Dramidj Ocean.

The Hold of Iron Hand, north of the Paynim Kingdom on the Great Kingdom map, likely became the Hold of Stonefist. In published Greyhawk it is not anywhere near the Paynims, instead being at the western base of a northwestern peninsula in the same position relative to the Barbarian Kingdoms. Gygax seems to have split the northern areas of his Great Kingdom map, putting the the Hold and the Barbarian kingdoms on a great peninsula to the northeast, and leaving Perrenland, the Paynims and Blackmoor in the northwest.

A Grand Duchy of Urnst is to the immediate southeast of Nir Dyv lake, as in the published World of Greyhawk. A Kingdom of Catmelun is to the southwest of this, possibly where the Kingdom of Nyrond is in the published version.

A Grand Duchy of Geoff is to the west near the mountains, as in published Greyhawk.

Where the City of Greyhawk should be, there's C. of Yerocundy [sp?] and to the west, a Kingdom of Faraz. There is the possibility that these two were combined to form the Kingdom of Furyondy, which in published Greyhawk is to the west of the lake like Faraz.

Interestingly, Andre Norton's 1978 Greyhawk novel, Quag Keep, uses similar but not identical names for two kingdoms: 

"We shall have Yerocunby and Faraaz facing us at the border. But then the river will lead us straight into the mountains" (Chapter 6).

A Duchy of Maritz [sp?] also appears as an island on the Great Kingdom map.

Quag Keep further mentions:

"In addition he saw a dozen of these silver, halfmoon circles coined in Faraaz, and two of the mother-of-pearl discs incised with the fierce head of a sea-serpent which came from the island Duchy of Maritiz" (Chapter 3)

This warrants a closer look at the geography mentioned in Quag Keep versus the Great Kingdom map. Andre Norton consulted with Gygax in writing Quag Keep so she possibly saw an earlier version of Greyhawk using these names.

-Neron March (possibly "Nekon") might possibly be a predecessor of "Gran March". 

-In the comments Jon mentions Walworth north of the lake and that In published Greyhawk The Shield Lands appear in the same location and are ruled by the Earl of Walworth. In the video, Jon mentions that Gygax was named the Earl of Walworth in Domesday Book #2, and Walworth represents his holdings in the game (and is also the name of the county that Lake Geneva is in, in Wisconsin).

-I left out material from the map in the video that I couldn't read, and several small areas around Blackmoor that don't seem to correspond to anything significant: March Slove, County of Celate and County of Stabilny

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See the following related posts: