“Bow down: I am the emperor of dreams;
I crown me with the million-colored sun
Of secret worlds incredible, and take
Their trailing skies for vestment when I soar,
Throned on the mounting zenith, and illume
The spaceward-flown horizons infinite.”
― Clark Ashton Smith, The Last
Oblivion: Best Fantastic Poetry of Clark Ashton Smith
I had an idea. I thought I might write about what was the
eldest of the eldest in Greyhawk, and in my imaginings, that was the Old Faith
and the Elder Evil. It’s all in the name, I thought. This will be easy, I
thought. I was wrong. Over the years, it has become a gordian knot, begging for
Alexander’s sword.
What is to be made of it all?
If you haven’t already, read the treatise on the Green
God, and the first part of the Elder Evil exploration, before diving into this,
a much longer read. This is longer. Why? Because Dungeons and Dragons has
always been more interested in things to smite and it ever has been about the
nature of Nature. That’s why.
But where to
begin? At the beginning, I suppose.
The
Elder Evil
The Elder Evil has
had a long history in Dungeons and Dragons. It’s been called the Elder Elemental
God, the Elder Elemental Evil, the Elemental Eye, and a whole host of other
names over the years. Are they the same
being? Or are they separate things altogether?
I believe its
first mention was in B2 Keep on the Borderland. Not by name, per say,
but hinted at, through its presence, its temples, and its cultists.
The Realm of mankind is narrow and constricted. Always
the forces of Chaos press upon its borders, seeking to enslave its populace,
rape its riches, and steal its treasures. If it were not for a stout few, many
in the Realm would indeed fall prey to the evil which surrounds them. [B2 - 6]
The Chaos could just be the untamed wild. But such was
not the case. There were bandits aplenty—as might be expected where the Rule of
Law had yet to asset itself, but there were orcs and ogres and a great many
other monsters, as well, beyond the borderlands.
Not to mention those of questionable intent.
Many years ago, rumor has it, two noted personages in
the area, Rogahn the Fearless […] and Zelligar the Unknown […] pooled their
resources and expertise to construct a home and stronghold for the two of them
to use as a base of operations. The location of this hidden complex was chosen
with care, since both men disliked visitors and intruders. Far from the nearest
settlement, away from traveled routes, and high upon a craggy hill, the new
construction took shape. Carved out of the rock protrusion which crested the
heavily forested hill, this mystical hideaway was well hidden, and its rumored
existence was never common knowledge. Even less well known was its name, the Caverns
of Quasqueton.Construction of the new complex, it is said, took over
a decade, even with the aid of magic and the work of hundreds of slaves and
laborers. Vast amounts of rock were removed and tumbled off the rough cliffs
into large piles now overgrown with vegetation. A single tower was constructed
above ground for lookout purposes, even though there was little to see other
than a hilly, forested wilderness for miles around.
Rogahn and Zelligar lived in their joint sanctuary for
quite some time, conducting their affairs from within except for occasional
adventures in the outside world where both men attempted to add to their
reputations as foremost practitioners of their respective arts.
The deeds and adventures of these two characters were
never well known, since they both kept their distance from civilization. Some
say, and perhaps rightly so, that their motives were based on greed and some
kind of vague […] evil. No one knows for sure. [B1 - 6]
Was it Roghan and Zelligar that carved their lair from
the rock? The module says they used both magic and hard labour by slaves to
hollow out their mountain; but I believe they might have been drawn to the spot
by a far older evil and raised their tower above it. If they did, there’s no
telling how old Quasqueton is. It may even date from the time when Keraptis
reigned over all the lands dominated by the Rakers (should you have placed
Quasqueton in Ratik or the Pale, as originally suggested).
Who were they? Roghan and Zelligar, that is. Zelligar is
a Suel name, and unless he preceded his people into the Flanaess by centuries,
they had only been active in those lands mere decades ago. Surely not long
enough to have hollowed out their mountain so extensively, even with the use of
magic and slave labour.
However long ago Quasqueton was excavated, one thing is
for certain; a temple was consecrated within it:
WORSHIP AREA. The stronghold's worship
area Is no more than a token gesture to the gods, It would seem. On the back
wall of the room [is] a great Idol which is actually sculpted from the wall itself.
The image (of a horned head with an evil visage) appears about 4' wide and 6'
high, and is surrounded by religious symbols and runes.
The floor is smooth black slate. In the center of the
room Is a circular depression, or pit, which measures 5' across and slopes to a
maximum depth of 3'. This sacrifice pit is open and mostly empty, except for a
small quantity of residual ash covering the bottom. [B1 - 16]
|
Zelligar Defeats the Barbarians
|
It’s obviously dedicated to an evil deity. Was its patron
the Elder Evil? Not likely, or should I say, not implicitly; the carven frieze
isn’t the some as those in the temples that followed, but these were early days.
Despite its differences, there is a tenuous link to what would come later. Did
I mention that Quasqueton is connected to the Caves of Chaos?
You have the option of allowing this passage to lead
to the outside somewhere to the southwest of the Caves of Chaos, or you may
choose to have it go all the way to the Cave of the Unknown. [B2 - 21]
Had they always been? Let’s say they had, owing to the Cave
of the Unknown being on the map of the borderlands.
The heroes of
the adventure have found the Caves of Chaos in the valley and it is infested
with monsters, out to inflict harm upon humans and their allies, and they had
gathered in this place in anticipation of doing just that. But who or what had
gathered them? Those disparate beings were as likely to slaughter one another
as there were us, so what was keeping them at bay? Most heroes never gave it a
second thought as they crept down passageways, ambushing kobolds and goblins
and orcs and hobgoblins, and were possibly ambushed themselves, in turn.
Discovery of the inhabitant’s chambers who had recruited
those vile creatures reveal them to have curious vestments.
ADEPTS' CHAMBER: There are 4 adepts […] here,
each clad in a black robe with a maroon colored cowl [….] They have plate mail
beneath their garments, and each bears a mace. Their waists are circled with
copper chains […] with skull-shaped clasps fashioned of bone. [B2 -22]
The Chamber of the Evil Priest is furnished
lavishly, with a red carpet, furniture of black wood with velvet upholstery of
scarlet, and a large bed covered with silken covers of black and red cushions
and pillows. A demon idol leers from the wall to the north, directly over the
bed. [B2 - 23]
No priests
dedicated to the cause of good would wear such things. Indeed, none in the
service of good would employ such a motley collection of beasts, either. These
were evil men who worshiped a vile and sinister god.
CHAPEL OF EVIL CHAOS: This place is of red
stone, the floor being a mosaic checkerboard of black and red. The south wall
is covered by a huge tapestry which depicts a black landscape, barren trees,
and unidentifiable but horrible black shapes in silhouette — possibly demons of
some sort — holding aloft a struggling human. A gray sky is torn by wisps of
purple clouds, and a bloody moon with a skull-like face on it leers down upon
the scene. Four black pillars support the domed ceiling some 25' overhead.
Between these columns, just in front of the tapestry, is a stone altar of red
veined black rock, rough-hewn and stained brown with dried blood. Upon it are 4
ancient bronze vessels — a shallow bowl, a pair of goblets, and a ewer, a
vase-shaped pitcher. They are also bloodstained but obviously worth a great
deal of money. ([…] but these are relics
of evil, and any character possessing them will not part with them or sell them
nor allow others to handle them.) [Those who pick] up one of these objects […] will
get a "feeling of great evil" about the object [, if they are very
lucky], and [they] may voluntarily put it down, [but most] will rapidly fall
under the influence of a demonic spell and within 6 days become a servant of
chaos and evil, returning to this chapel to replace the relics, and then
staying as a guard forever after. If someone attempts to destroy these relics
the great bell […] will sound and the Shrine's residents will come running [….]
[Should auguries be] cast upon these items, they will glow an ugly purple, and
all [august persons] will feel instant loathing for them. [Should any person
take them, a priest must intervene quickly to save their immortal soul, for
each day thereafter, the evil that inhabits the objects will surely possess
them.] Otherwise, nothing will be able to save [them!] [B2 - 22]
That’s pretty powerful. It’s insidious, in fact.
But such was the way of Dungeons and Dragons, back in its
infancy, when Lovecraftian horror still radiated from the darkness.
Further on, the party of adventurers discover the temple,
itself, along with those acolytes attending it.
TEMPLE OF EVIL CHAOS: This huge area has an
arched ceiling some 30' or more in height. The floor is of polished black stone
which has swirling patterns of red veins through it. The walls behind the
draperies, the ceiling as well, are of dull black rock, while the west wall is
of translucent red stone which is seemingly one piece, polished to mirror-like
smoothness. A great bell of black iron stands near the entrance point, with a
pair of mallets beside its supports. To the south are several long benches or
pews. There are three stone altars to the west, the northernmost of pure black,
the middle one of streaked red and black, the last of red with black flecks. At
the western end of the temple area is a dais of black stone, with four lesser
chairs on its lower tier and a great throne above. The chairs are of bone; the
ivory throne is set with gold and adorned with gems of red and black [, each of
incredible value.] The signs and sigils upon these seats are of pure chaos and
evil. The other walls are covered by draperies of deep purple with embroidered
symbols and evil sayings, done in scarlet and gold and black thread. As soon as
the party enters the place, black candles in eight great candelabras on either
side of the place will come alight magically, shooting forth a disgusting red
radiance. Shapeless forms of purple, yellow and green will dance and sway on
the western wall, and if anyone looks at them for more than a moment, they [will] be mesmerized into chanting a hymn to chaotic evil.
Should three or more voices be so raised, the iron bell will sound
automatically by magic, but even one such chant will alert the guards of the
head cleric [….] Zombie guards will enter here in 3 rounds after entry, even if
the party is quiet. [B2 - 22]
But clearing out those caverns and dispatching those
acolytes of evil would not be the end of their ordeal. The Keep itself had been
infiltrated with the High Priest of that foul temple.
The western portion houses the jovial priest who is
taking advantage of his stopover at the KEEP to discuss theology with learned
folk and to convert others. Everyone speaks well of him, although the two
acolytes with him are avoided, as they never speak — the priest says they must
follow vows of silence until they attain priestly standing. His well-appointed
chambers are comfortably furnished and guests are always welcomed with a cozy
fire and plenty of ale or wine. The priest is a very fine companion and an
excellent listener. He does not press his religious beliefs upon any unwilling
person. He is outspoken in his hatred of evil, and if approached by a party of
adventurers seeking the Caves of Chaos, he will certainly accompany them.
[B2 - 9]
He appears very robust […], as do his assistants. […]
All are chaotic and evil, being in the KEEP to spy and defeat those seeking to
gain experience by challenging the monsters in the Caves of Chaos. [B2 - 9]
The Cleric is unnamed. Why because just about every NPC was then. What to name him? Lareth is a great name. Lareth the Beautiful is even better.
What has this to do with the Elemental Evil? Maybe
nothing. Maybe everything. The Deity remains unnamed, as was the custom in
those days, allowing you to plug and play any evil deity you might like to shoe
into your game. The name is evocative, though, isn’t it? The Evil Chaos. It
touches on what was to come, if not landing completely on the mark.
This was just the beginning. There was more to come. Far
more.
If the descriptions of the Chapel and Temple in The
Keep on the Borderlands weren’t creepy enough, Gary Gygax surpassed himself
in G1, Steading of the Hill Giant
Chief.
Events begin
simply enough, much as they had in the Borderlands. Hill giants are
raiding the countryside. Adventurers are bid to put an end to their doing so. Are
you experiencing déjà vu? If you are, you are forgiven. The scenario is very
much the same as it was in the Borderlands, one might say identical: Danger
on the borderlands. Monsters. Etcetera. It was a standard introduction to a
module then.
But their raids
are far too calculated. The party storms the steading and put the giants to the
sword.
The party is engaged.
The ensuing bloodbath takes place. The party rifles through the detritus in the
aftermath.
A note is found;
a clue to a greater plot, and a greater enemy, it would seem.
Several scroll tubes are concealed in this room, under
a stack of logs in the alcove to the northwest. Only one tube has anything in
it, this one being sealed and marked with a triangle containing a Y. Inside is
a set of instructions on the next raid, written in giantish, and signed
"Eclavdra." [G1 - 4]
They also find a map showing the GLACIAL RIFT OF THE
FROST GIANT JARL and an obsidian box. In the latter is a chain of weird black
metal and instructions written in hill giant on a sheet of human skin. The
instructions show that the chain is a magical device which is to be looped into
a figure 8. Thus shaped, it will transport up to 6 persons in each circle of the
figure 8 to the Glacial Rift if one of their number holds the map. [G1 - 8]
But more
importantly—for our purposes, anyway—they stumble upon a temple within the steading
as they massacre everything that breathes in the cause of greater good:
WEIRD ABANDONED TEMPLE: This room is of faintly
glowing purplish green stone, carved with disturbing shapes and signs which
seem to stare out from the walls and columns, to shift position when the
watcher's back is turned. Touching the walls makes one chilled, and contact
with a pillar causes the one touching it to become nauseous. At the far west
end of the temple is an altar of pale, yellow-gray translucent stone. It feels
greasy to the touch, but it has no effects upon those who touch it. Behind this
altar is a flight of low, uneven steps which lead to an alcove with a concave
back wall of purplish-black, glassy appearing substance. If any creature stands
before this wall and gazes upon it for one round, a writhing amorphous form of
sickly mauves and violets will be seen stretching its formless members towards
the viewer. This sight causes the creature seeing it to have a 50% chance of
becoming insane. If the creature does not go insane, a touch upon the curving
will cause a scarab of insanity to appear upon the altar for the first one so
doing, and a 5,000 g.p. gem for the next. [G1 - 7]
The temple is suspiciously similar to the one in Gygax’s Borderlands.
Likely by design.
It’s rather Lovecraftian, as well, don’t you think?
This hall was no relic of crudity like the temples in
the city above, but a monument of the most magnificent and exotic art. Rich,
vivid, and daringly fantastic designs and pictures formed a continuous scheme
of mural painting whose lines and colours were beyond description.
--The Nameless City, H.P. Lovecraft
Even if the
temples in the Borderlands and the Steading are coincidental, the
one in G3, Hall of the Fire Giant King is not:
TEMPLE OF THE EYE: Note the illusion walls
which screen this area. This place is illuminated by a strange swirling light
which seems to be part of the very air of the place. Eddies of luminosity drift
and swirl here and there, causing the whole scene to be strange and uncertain.
Distances and dimensions are tricky to determine in the shifting light of rusty
purple motes and lavender rays. Globs of mauve and violet seem to seep and
slide around. The ceiling of the Temple is out of visual range, 50' at the
lowest, and well over 65' where it vaults upwards. [G3 - 9]
Giants' Worship Area: Each pillar
radiates a sense of unease and insecurity [….] The wall to the west is a mural
showing giants bowing to a cairn of black offering sacrifices, giving gifts,
etc. The floor on this side of the column in the center is of porphyry, the
pillars of serpentine, and their well polished surfaces clash with each other
and the strange light as well. The scenes on the west wall grow more horrific,
showing human and giant sacrifice near the altar (north) end. [G3 - 9]
Servants' & Thralls' Worship Area:
The polished floor of red and black hornblende seems to flow between the
obsidian pillars which close off this area. Each of these pillars radiates mild
fear in a 2' radius, and if one is touched, the creature contacting it [just
might] run away in absolute panic. Passing between 2 pillars causes [a bust of
electrical energy]. The wall to the east shows a scene of various creatures
crawling, then creeping, up to huge, vaguely squid-like creatures with 10 hairy
tentacles. In the forefront of this mass self-sacrifice are elves and men, but
there are also dwarves, gnolls, orcs, trolls, halflings, ogres, goblins, etc.
amongst the crowd. Those near the monsters are being torn apart and the bloody
gobbets eaten as dainty morsels. There are 3 of these ghastly things, mottled
in various shades and tints of purple and violet. [G3 - 9,10]
Priest's Area: The north wall of cloudy
purple stone shows an amber-like inlay of a huge inverted triangle with a Y
enclosed in it and touching the sides of the triangle. Beneath this, hanging on
chains from the ceiling, is a black metal triangle and cylinder. The first tier
of the area is of black stone shot through with veins of violet. The second
tier is of dark gray stone, with specks of lilac and orange and purple. The
third tier is dull black stone with whorls of plum and lavender and splotches
of red. There is a great drum of blackened skin and chitinous material on the
western third of the first tier. On the eastern third of this tier stands a
rack from which depend 9 silver cylinders. […]
On the second tier is a huge stone altar block of
dull, porous looking, somewhat rusty black mineral. To either side of it are
ranked large bronze braziers whose corroded green coloration is particularly
nauseating in this setting. To the left and right of these braziers, set in
triangular form with the point to the south, are 2 sets of 3 candelabra, each
candelabrum having 3 branches. These are made of bronze green with age, and
each branch holds a fat black candle which burns with a flame of leaping
lavender and deep glowing purple but never grows smaller.
Nothing save the metal triangle stands upon the third
tier.
If the altar stone is touched by living flesh or hit,
it will begin to fade in color, and in [seconds] it will become a translucent
amethyst color with a black, amorphous center. Any further touch when the altar
is thus transformed will paralyze a creature touching it for [hours.] If the
drum is beaten, the chimes rung, and the triangle struck while the altar is
changed, a glowing golden eye will swim into view from the stone's writhing
center. All creatures seeing the eye [might instantly die, lose their mind, fly
into a rage and attempt to kill their companions, be stricken by their fright,
or age decades.] If the 3 tentacle rods […] are present when the eye
appears, however, and the braziers are lit, the altar becomes transparent
heliotrope in color, the black mass at the center grows larger and shows
swollen veins of purple, and the eye is a fiery red-orange. A tentacle will
come OUT of the altar and grab the nearest living creature, draw it INTO the
stone, and whatever it was will be totally gone, destroyed. The altar will
return to its dead state, and atop of it will be the thing most wished for by
the party — or something which will enable them to attain the end or state they
most desire. If a second summoning of this Elder Elemental God is made within
the same day, it will act as follows [:]
- Seize and devour 1-4 more creatures and then not
grant any desires
- Strike everyone present totally blind and then not
grant any desires
- Raise [up a selected creature’s being in some way] and
take no sacrifice
- Ignore the whole thing
The large pillar to the east on the first tier is of
malachite and is covered with graven signs and sigils. If the correct pair are
touched, the creature touching them will be transported [deep within the
caverns to where the drow gain entry to their passage home.] [G3 - 10]
There we have
it. The Elder Elemental Evil. It’s a terrifying encounter, certain death for
some.
Which brings us
to the drow, first mentioned when the party searches the Fire Giant
King’s council chamber and discovers a note.
[…] scroll tube contains a set of instructions for the
King, telling him to gather forces of hill, stone, frost, and fire giants,
along with whatever strength he can raise in ogres, ogre-magi, cloud giants,
and any other creatures for an all-out attack on the provinces to the east and
northeast. The scroll promises powerful help from "Drow". It is
signed "Eclavdra" [G3 - 6]
Who, or what are they, and what do they hope to gain from
their association with the giants? Do they have any connection to these
temples?
We do not have to wait long before meeting these “Drow,”
for the first time. The party likely encounters their captives first, kept for
sacrifice. So, in that regard, they are very much connected to these temples.
[Cells, 8 elven males and 1 elven female meant for
sacrifice in the Temple.] [G3 - 6]
It is from these captives that they get their first
description of these ebony skinned elves.
The elves would know little, only the horrors of their captivity, and vague
stories told by their grandparents about the evil elves who had warred with
their ancestors before being driving underground, and never encountered again. They
are obviously evil, their introduction still years before Unearthed Arcana and
the Salvatore novels opened Pandora’s box.
What do we know? When we first meet them, they are
worshipers of the EEG; or these are, and
not of Lolth, their spider demon goddess. In fact, there is no mention of Lolth
whatsoever, yet. She is yet to come.
Our introduction to their world is through Eclavdra, and
her clan.
THE HOUSE OF EILSERVS: Device: Copper staff.
Rank: 1st. The Eilservs have long seen a need for an absolute monarch to rule
the Vault, and as the noble house of first precedence, they have reasoned that
their mistress should be Queen of All Drow. When this was proposed, the
priestesses of Lolth supported the other noble families aligned against the
Eilservs, fearing that such a change would abolish their position as the final
authority over all disputes and actions of the Dark Elves. Thereafter, the
Eilservs and their followers turned away from the demoness and proclaimed their
deity to be an Elder Elemental God [….] Although there is no open warfare,
there is much hatred, and both factions seek to destroy each other. [D3 – 18]
What are their
motives?
An attempt to move worship of their deity into the
upper world, establish a puppet kingdom there, and grow so powerful from this
success that their demands for absolute rulership no longer be thwarted, was
ruined of late, and the family is now retrenching. [D3 – 18]
Eclavdra’s “Elder
Elemental God” worshipping drow are entrenched in a power struggle, in which we
have unwittingly become embroiled.
Two noble families, House Eilserv and the lesser House
Tormtor, have sought to extend their power over the surface world through
actively encouraging evil agents in the lands above. It is house Eilserv that
provided the support for the slave-lords of the Pomarj, and have been rallying
the giants of the Crystalmist mountains to raid the human lands.
This sudden increase in activity (with the equal
increase in power for the houses involved), brought those two houses into
conflict with the other noble houses of the vault. The other six houses felt
that Eilserv and Tormtor were acting in an unseemly fashion and appealed to the
clerical followers of Lolth. The priests attempted to bring Eilserv and its
ally back into line, but the houses (led by Eilserv’s ruler Eclavdra) pulled
away from the worship of Lolth entirely, instead offering their veneration to a
nameless Elder Elemental God, and encouraging his worship among their servants
in the surface world. [GDQ - 4]
Many years ago, there were eight [drow] noble houses.
The most powerful of them, the House of Eilservs, tried to rake control of the
Vault and put into place a new religion – worship of the Elder Elemental God.
They had a brilliant scheme to establish a puppet kingdom on the surface of
Oerth, but the upper-worlders destroyed the giants they used as pawns. The
noble house fell, and the priestesses of Lolth managed to keep their tenuous
hold on power. [Dead Gods – 75]
Despite
Eclavra’s best efforts, the drow are and always will be Lolth’s children.
There
are others in drow society who worship the Elemental God. Are they tolerated?
No. Yes. That depends on the intent of the cult.
Govoc the
Prophet is the leader of the Poxbearers. Many years ago, he formed a secret
cult dedicated to the worship of an Elder Elemental power whose alter he
discovered hidden in the sewers of Erelhei-Cinlu. The primitive rituals that he
and his followers enoct, however, do not constitute an actual religion Instead,
their rites are dedicated solely to summoning a manifestation of their “god,”
whom they sacrifice living offerings. Any living creature will suffice, so
Govoc and his beggars wander the streets collecting stry animals, or sometimes
people, who are never seen again. The city authorities are aware of this and
use the beggars to handle certain awkward “disposal” jobs for them, in return
for being left alone. [Dragon #300
- 93]
The oldest
mentions of the Elder Evil were those in the Giants and Drow series. Do any of
these references explain what that entity might be? No. Not in the least. But I
would hazard a guess that by its very name that, whatever it is, it is very old
indeed, maybe even older than the gods, themselves; because the gods dwell on
the Outer Planes, and those Outer Planes are replete with air and land and seas
and elements of all sort. Ergo, the Elemental Planes must be older than the
Outer Planes. Primordial, in fact.
The Elder
Elemental God does not seem particularly sentient, though, does it? It reacts,
briefly, but only when nudged, and then it goes back to sleep, as it were. So,
it is more like Azathoth than Cthulhu of Lovecraftian myth, in that regard. It
is seemingly unaware of the universe the revolves around it, otherwise, it
would have wiped out the entire party upon awakening, and not arbitrarily
devour or bestow a boon upon an unwitting recipient.
There is far
less written about the Elder Elemental God than there is the Elder Elemental
Eye (Tharizdun), presumably because Gary Gygax had not developed the idea until
later, when writing WG4 The Forgotten Temple of Tharizdun.
The question need be asked: If the Elder Elemental Eye
was Tharizdun, was the Elder Elemental God Tharizdun?
"No, the Elder Elemental God I envisaged as an
entity of vaguely Chronos-like sort, a deity of great power but of chaotic
sort, and not always highly clever in thought and action. Big T on the other
hand is the epitome of pure, reasoning and scheming evil. Eclavdra, being more
of the mold of Tharizdun, would prefer to have as "master" a powerful
deity she might hope to influence, thus the EGG."
Gary Gygax ("Col_Pladoh"), 10th January,
2003, Q&A with Gary Gygax Part I, Enworld.
To be perfectly honest, Gary Gygax muddied the waters when he said that. If the Elemental God was not Tharizdun, then who the hell was he? The two are so similar-- and dare I say it -- as to be identical in theme and application. Chronos was nothing like the Elemental God. Cthulhu is. Azathoth is. And yes, Tharizdun is.The waters would only get more opaque as time marched on.
One must always give credit where credit is due. This piece is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Thanks
to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his
“Chronological History of Eastern Oerik.”
Special thanks
to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research
tool.
The Art:
Zelligar Illustration, from Into the Borderlands, by Goodman Games, 2018
Temple of Evil Chaos, from Into the Borderlands, by Goodman Games, 2018
Drow Illustration, from D1-2 Decent into the Depths of the Earth, by Bill Willingham, 1980
Drow Illustration, from Fiend Folio, by Bill Willingham, 1981
Drow Illustration, from Drow of the Underdark, by Wayne England, 2007
Sources:
1015
World of Greyhawk Boxed Set, 1983
1068
Greyhawk Wars Boxed Set, 1991
2011A
Dungeon Masters Guide, 1st Ed., 1979
9023
B1 In Search of the Unknown, 1979
9034
B2 Keep on the Borderlands, 1980
9058
G1-3 Against the Giants, 1981
9065
WG4 The Forgotten Temple of Tharizdun, 1982
9147
The Temple of Elemental Evil, 1985
Dead Gods, 1997
Dragon
Magazine 294
Into the Borderlands, Goodman Games, 2018
Damn! Was that a blog post, or a novella? ROFLMAO I see even more problems with the Roghan and Zelligar angle on the creation of Quasqueton. the module, itself, is contradictory, though the author may not have realized it.
ReplyDeleteDidn't realize that I wasn't following your blog. I've corrected that oversight. ;-)
That is a super post David. Many thanks for the effort. Now I want to find and re-read my ages old copy of Caves of Chaos!
ReplyDeleteGreat - but it was Monte Cook, not Gary, who muddied the waters by deciding - against the established lore - that Tharizdun was the Elder Elemental Eye. It was not. That act of vandalism - perpetrated by a lesser man in every respect to the creation he so carelessly sullied - meant that Gary had to put the lore right. Thank God (not Tharizdun) that he did.
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