Showing posts with label The Heroic Fantasy Handbook. Show all posts
Showing posts with label The Heroic Fantasy Handbook. Show all posts

Tuesday, August 8, 2023

Bards - Songs of Power In The Dragon issue number #56 of December '81 & ACK's Rpg's Heroic Fantasy Handbook

  Adventurer,Conqeuror, King rpg is often one of my favorite rpg's to turn to after dealing with players who are looking for that extra bit of romance for their PC's. Bards have been a source of bane & boon within our campaigns for years. Going way back to issue number #56 of December of '81 the 'Songs Instead of  Spells'  an article by Bill Howell  has been of particular interest & this article  covers;" A list of Songs of Power to replace spells for Bardic magic." 



But the article gets to the heart of my own issues with the bard;"The greatest failing of the present system governing bards is an overemphasis of the actual historic relationship between bards and druids. True, in the Celtic world, bards were essentially a subclass of druids; but the bard as described in the AD&D rules is not the historic bard. Since the game does not mandate that the druid character class wield the same near-total control over the society of a campaign world which it historically wielded in the ancient world, there is no justification for locking the bard class into such close association with it. This is especially true when one considers that the AD&D bard is based almost as much upon the Norse skald and European troubador as upon the Celtic bard. The Norse skald was generally an older fighter whose duty it was to inspire his companions by recounting the heroic sagas of great warriors such as Sigurd, Starkad, Hrolf Kraki, and others. Nevertheless, the skald was primarily a fighter. The European troubador was essentially a thief and an illusionist. These troubadors travelled from castle to manor house throughout Europe during the Middle Ages. " And there's some really solid ideas in this article as well;"First, the bardic colleges should be sponsored by the bards themselves in a 10 guild-like arrangement, rather than belonging to the druids. In addition, there is no justification for bards possessing uniquely druidic abilities such as shapechanging, +2 saving throw vs. fire and lightning, immunity to woodland charm, and all the rest. It is also inappropriate for bards to exercise their spell-like powers by casting druidic spells; down through history and legend, from Orpheus and his lyre, through the Irish legends, to such modern fictional bards as Wymarc in Andre Norton’s Quag Keep, it is by means of certain mystic songs that bards tap the powers of other planes to do their will on the Prime Material. Bards do not cast spells; instead, they sing their “Songs of Power” while playing their chosen stringed instrument. By tapping the magical power of other planes through the proper sounds, these Songs of Power have essentially the same effect as certain of the magic-user, illusionist, and druidic spells. Bards do not carry spell books, nor do they pray to a deity to receive their Songs; rather, they memorize all their Songs during their studies at the various colleges, a new level at each of the five lower colleges. Afterwards, they simply choose each day which Songs of Power they will implant in their minds that day, just as other spell-casters do. " 
And this is what I really want the bards in my games to do?! And so after a bit of research & really concentrating on the ACK's rpg system my eyes were cast to the ACK's Heroic Fantasy  Handbook especially this bit; "A new way of casting spells, spellsinging, that allows characters to spontaneously weave together new spells on the fly. Use spellsinging to represent the fluid arts of the elves, the psionic powers of a dying race, or the weaving of words of power by island wizards." 



The Spell Singing system feels more like a comprimise to us & that's fine for the player's perspective; "The following rules explain how spellsinging works. The Elven Spellsinger class in these rules is built on these mechanics, but the Judge may convert other classes to spellsingers if desired. The Heroic Secrets chapter (p. 200) has further details on building and converting classes. SPELL POINTS Spellsingers perform magic by spending spell points (SP) rather than by expending daily spell castings. The spellsingers’ use of spell points gives them the flexibility to choose to cast a large number of low level spells, a small number of high level spells, or any combination in between. The number of spell points that a spellsinger has is determined by his casting progression and level of experience, as shown on the Spell Points Per Day table. Spellsingers recover their spell points in the same way spellcasters recover their daily spell castings, by spending eight hours resting without interruption and one hour concentrating on prayer or study. Spell points can only be recovered by resting once every 24 hours. However, in some circumstances spellsingers can recover spell points more quickly by tapping ambient magic (see p. 104). SPELLSINGING REPERTOIRE Like other eldritch casters, a spellsinger’s spell selection is limited to the spells in his repertoire. A spellsinger’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his Intelligence bonus, and functions exactly like an arcane/eldritch caster’s repertoire in all respects. Spellsingers can cast sp'ells that are not in their repertoire, however, by extemporaneously singing spells (see below)."
 Now of course we're going to have to wait until after the Christmas holiday & then take PC affairs from there. For the moment the Elven Spell Singer PC class is on the table. 


Recently the player's PC was killed in our last ACK's game session & so there's been a bit of an atmosphere when it comes to what needs to be done in order to come up with a brand new bardic like concept. The Spell Singer PC came across the table but the bard with songs of power is also on the table top more as this develops. 

Monday, June 26, 2023

OSR Commentary On Expanded Dragons By James Mishler Games For Shadow Dark rpg But With Castles & Crusades Leanings

 "Expanded Dragons is a new system for generating dragons for the Shadowdark RPG.

The Expanded Dragons system enables the easy creation of six types of dragons of 1st to 20th level of power."


"The following subsystems are included:

  • Core system, including determining Age Category, Level, Type, and Alignment.
  • Determining Base Dragon Stats.
  • Determining and applying Random Modifiers to Stats.
  • Determining Base Statistics.
  • Determining Dragon Talents, applying modifiers, and noting any special abilities.
  • Determining Dragon Magic spells, if possessed.
  • Determining Dragon Treasure.
  • A sample dragon, complete with a breakdown of the use of the system, is included.

"This version of Expanded Dragons is designed specifically for use with the Shadowdark RPG, and is unrelated to and completely different from my earlier Expanded Dragons book, which was designed for use with Labyrinth Lord."

Expanded Dragons By James Mishler Games couldn't have come at a better time because this is perfectly suited for Castles and Crusades as an alternative to the dragons of the C&C system. Not only do you have a whole sale revamp of the dragons of the worlds most popular rpg but you got a great resource to bring new twists on the dragon myth in other OSR systems. And this is where Expanded Dragons takes a few unexpected twists. This includes full looks into Dragonic magic and treasures. These are easily applable to Castles & Crusades Monsters & Treasures. 
































Expanded Dragons By James Mishler Games magic, artifacts, and background could easily make a marked appearance in a C&C campaign where you've got the PC's seeking enchanted weaponry such as those that are going to be found within The Adventurer's Armory. We already know what's going to be in the book so dragons are going to need all of the help that they can get. Mishler games brings that advantage. 







































  Dragons should be in my mind be highly unpredictable as suits monsters of legend and myth. These are monsters of legend and lore, Mishler Games does an excellent job of bringing more options for the dragons to take far more leadership positions. And this is something that we've also seen in other OSR products such as Adventurer, Conqueror, King's Heroic Fantasy Handbook. However Expanded Dragons let's dragons be dragons within a C&C campaign or other OSR campaign. The dragon here is a force of nature and magick a creature of both creation, destruction and even horror. Dragons as thier presented by Expanded Dragons are creatures worthy of being called Dragons. 

Sunday, March 5, 2023

Necromancers & The Power of Hell - Adventurer, Conqeuror, King's Heroic Fantasy Handbook & Axioms issue 2 - Campaign Commentary

 So let's pick it up from right here on the blog and continue the deeper dive into corruption on a grand scale. If we're looking into The Heroic Fantasy Handbook then our Sword & Sorcery Adventurer, Conqueror, King rpg counterpart for the black magician is the necromancr from ACK's Barbarian Conquerors of Kanahu. Why!? Because of the fact that the Necromancer class from ACK's Barbarian Conquerors of Kanhau is perfectly suited for use for an NPC villain or association of villains to spread corruption. Warning I'm using a Biblical qoute to bring home the power of Hell below. 

Fire Demon by Frank Frazetta from 1976 which I'm using without permission hits the high notes of what's at stake when Hell comes to Earth or your ACK's campaigns. And for a moment using the Bible to illustrate what level of corruption we're talking about here. 2 Thessalonians 1:9 says," 17 The wicked go down to the realm of the dead, all the nations that forget God."   That's right nations plural here folks, the necromancer & thier cults here are capable of corrupting entire cultures and nations. Forget the hoverbikes & the technological toys of BCK's here. Strip it back and look at the way the necromancer in ACK's is set up. This is a villain capable of toppling nations. Couple this with the subtle & hamfisted power of the 9 Hells & you've got a recipe for wrecking havoc on a grand scale. 

Remember yesterday I said that the Abyss was the engine & backstage of Hell?! Then the necromancers are it's literal stars of Chaos. These necromancers are leading cults that are the cysts of Hell's influence within a campaign. The demons & devils in a campaign don't want to break the yoke of the gods because each & every soul that they bring to thier masters fuels both the armies of Chaos & the fires themselves. And this is where Necromancers & thier servants begin bringing in the humanoid armies. Fuel & magical corruption allow the whole range of nasties to be generated into a campaign world. Notice I didn't say born, I said generated because the first generation are the most powerful. Axiom issue#2 goes into all of this on Beastmen & thier connection to Chaos. 




Friday, March 3, 2023

The Wages of Sin - Adventurer, Conqeuror, King's Heroic Fantasy Handbook & Axioms issue 1 - Campaign Commentary

 So we're gonna pick it right up from here & we're gonna go for the jugular vein on this one a bit. Tim Brannan reads this blog & I know this is going to step on some toes here. Recently I got asked why I wasn't using Dragon issue 91 with  Ed Greenwood's Nine Hells Revisited.  The short answer is that as a DM I really don't want to. Shocking I know because of the fact that many of my players are also fellow dungeon masters. And they read Tim's The Otherside Blog. They also know that I read it as well. 


“Into the eternal darkness, into fire and into ice. ”
― Dante Alighieri, The Divine Comedy: The Inferno, the Purgatorio and the Paradiso
Frank Frazetta artwork used without

permission. 

So as a DM I've got to mix things up with my version of Adventurer, Conqueror, King's Hell. And this goes back to something everyone seems to forget about Dragon magazine. That ninety percent of the articles were optional as supplemental material for your game campaign. 
Hell for our games is ever changing & varied. The only things that are a constant are the levels & rings of the nine Hells. 
There are in point of fact demons & devils within this version of Hell that are not present in the 'official 'versions of Hell. 
Within this version the Abyss is the back stage of Hell if you will 
Demons & devils are brought in by the arch devils to fuel the enternity of torment. And Hell is wall to wall with any number of black wizards & cultists that want to bring Hell to Earth. 
The probem  is that the arch demons & devils all must bend to the will of the Gods. And though they may chaff under it's yoke they can't break this unless the word is given for a particular plane prime.

And this goes back to the Adventurer, Conqueror, King Rpg Heroic Fantasy Handbook. The demons & devils are not simply going to invade the Earth or Plane Prime at the drop of a hat. This goes back to the 
"The Shades of Magic: because power corrupts, and powerful magic corrupts magically" article in Axioms issue#1 . The power of magick may summon a horror of Hell but they want the magician completely corrupted before Hell can take him or her. 








Wednesday, March 1, 2023

Reposessed & Hell To Burn - Dragon Issue # 20 & Adventurer, Conqeuror, King's Heroic Fantasy Handbook - Campaign Commentary

 Today we're gonna pick right up from where we left off on the blog the other day here. Hell is not going to remain static at all during a Heroic Fantasy Handbook campaign in Adventurer, Conqueror, King. And the first signs of the events coming up are going to be found within the pages of The Dragon magazine issue# 20 November 1 1978. 

And if we look at Wayne's book site we've got a front row seat for this late Halloween style issue:"ARTICLES: A New Look at Witches in D&D; GenCon Photo Album; Imperium Clarifications & Addenda; D&D Death Stats; Mythos of Polynesia in D&D; Demonology in D&D; Demonic Possession in D&D; more"  We've got a plethora of demonic topics in classic Dungeons & Dragons. Everything that could make any Satanic Panic era mom salivate with demonic dread. 
Let's look at this from a completely different perspective. And that's the idea here that clerics in a classic or ACK's campaign are going to be up too thier eyeballs in signs & portents of the demonic activity to come. 
And according to the article  Demonic Possession in D&D article"  by Chas. Sagui we're going to be playing with the big boys of the Abyss; "Only demons of level IV or greater and the Princes are capable of possessing bodies of adventurers. The rule of the thumb is that only those demons that are immune to all but magical weapons and therefore exist upon two planes at once may possess. The corporeal body of the demon is sent to another plane while the spiritual essence remains in a room, cave, dungeon hall or other area. The amulet of the demon must remain on the plane and world in which the possession takes place. It need not be in the same room but must remain within one mile of the place of possession. Although the demon should be placed by the DM, the member of the party affected should be at random (First person into the room, last person, fourth person or whatever) so that any member of the party" 
Is this in line with Advnturer, Conqeuror, King's Heroic Fantasy Handbook!? Yes it is because it gives high level clerics another entire advenue to deal with. 
Possessors are not simply some run of the mill demon. Nope these things are out & out spirits of Hell. And yes I know all about the "Demonology in D&D" article by Gregory Rihn in which he lays out who the wizards engaging in such nafarious doings of the black arts; "In Dungeons & Dragons®, magic users have other, more immediately rewarding enterprises to occupy their time, such as spell research and the manufacture of magic items, not to mention adventuring. However, the demonic heirarchies laid out in the Advanced Dungeons & Dragons Monster Manual make it attractive for D & D magic users to delve into the dubious science of demonology." 
And thus its also true for the black wizards of the Heroic Fantasy Handbook as well. Here we've got a rash of heroic level demons waiting to be exploited or to exploit the population of the campaign's surrounding countryside. 
Clerics & other religious PC types are going to be key here for freeing the local governor's wife or family members from the clutches of some demonic prince or it's minions. The truth of the matter if we're looking at Hell and or the Abyss getting a foothold into reality. It's gonna be through the machinations of some black wizard's blunderings with the black arts. 
And this is where the dungeons of ACK's come into play the 'dungeon' is a 'sink of evil' with the ACK's appendix of the rule book. And these sinks could hold the artifact or verse that might free the hostage of said possession. 
How does this relate to the idea of dragging our PC's down into the depths?! Hell is not mocked nor the devil or demon cheated. That dungeon may be the NPC's salvation but the PC's doom. The forces of Hell may just come after the PC's for such an affont to Hell itself. And the gods may wait to see if the PC's mettle is up to the task. How and why we'll get into next time. 



Monday, February 27, 2023

Hell To Burn & The Lord of the Flies - Dragon Issue # 28 & Adventurer, Conqeuror, King's Heroic Fantasy Handbook - Campaign Commentary

 

Dragon (Issue 28 - Aug 1979) contained one of the most controversial articles by "The Politics of Hell" by Alexander von Thorn covers "A history of Satan and the other fallen angels after the war against heavan and they had been cast down."  And its the unseen player that we get one of our primary antagonistic villains. Baalzebul get's his due in this article and according to Greyhawk on line; "In Dragon # 28, the article "The Politics of Hell" by Alexander von Thorn gives a different history to that detailed above, and includes statistics for Satan, Belial and Astaroth. Satan is more powerful than any other Devil, but lacks support, having been exiled from hell by Beelzebub following a revolution. Beelzebub ("Lord of the Archdevils") was himself overthrown by Asmodeus and is forever after known as Baalzebul ("Lord of the Flies," with "flies" meaning "little devils" in this context)."



"In Legions of Hell by Chris Pramas, Beelzebub (as he's called in that source) is described as a fallen throne archon. His servants in that book include Amitiel, the Archon of Truth; Flauros, who is consulted in divinations; Meresin, who controls lightning storms; Moloch, a former angelic patron of children who now welcomes child sacrifice; Murmur, who questions souls arriving in the Seventh Circle; Nergal, the Fetid Prince; Rahbad, Lord of the Lightless Seas; and Tamiel, Angel of the Deep." " 


What does Baalzebul have to do with Adventurer, Conqueror,, King rpg's Heroic Fantasy Handbook?!? Well a bit of everything really as we get write up's for new heroic style monsters and this includes cacodemons. Cacodemons range in power from imps capable of being a nuisance to ones that are capable of ripping dragons in half. 

 Baalzebul ("Lord of the Flies," with "flies" meaning "little devils" in this context)." here could easily mean Cacodemons. And if Baalzebul is in point of fact still one of the most powerful background entities within Hell. Than it stands to reason that he has a network of these horrors capable of moving between the 9 Hells. 
Now according to the Cacodemon's entry on Wik:"A cacodemon (or cacodaemon) is an evil spirit or (in the modern sense of the word) a demon. The opposite of a cacodemon is an agathodaemon or eudaemon, a good spirit or angel. The word cacodemon comes through Latin from the Ancient Greek κακοδαίμων kakodaimōn, meaning an "evil spirit", whereas daimon would be a neutral spirit in Greek. It is believed to be capable of shapeshifting.[1] A cacodemon is also said to be a malevolent person.

"In psychology, cacodemonia (or cacodemonomania) is a form of insanity in which the patient believes that they are possessed by an evil spirit. The first known occurrence of the word cacodemon dates to 1593. In William Shakespeare's Richard III Act 1 Scene 3, Queen Margaret calls Richard a "cacodemon" for his foul deeds and manipulations.[2] In John Fletcher's The Knight of Malta, Norandine calls Mountferrat, the play's villain, a "cacodemon" in the final scene.[3] In The Arbatel de Magi Veterum, written in 1575, the word Cacodemon is described as one of the Seven."

"In astrology, the 12th house was once called the Cacodemon for its association with evil.[4][5] Defined it as "a noise-making devil", Jane Davidson has noted an illustrated example of a cacodemon in editions of Ulisse Aldrovandi’s Monstrum Historia (Story of Monsters) as late as 1696.[6]" " 

So not only are Cacodemons powerful but thier far more formable
 then thier Hero
ic Fantasy Handbook entry suggests. And this puts 

them well in a league of thier own.  And Baalezbub knew how valuble these 

members of the Falare/were as this is reflected in the 'Politics of Hell' article;"

 Beelzebub does seem to have had a point. However, Beelzebub had difficulty controlling the devils. He could not order them about the way Satan had, because he had gained power by promising more freedom of action. In fact, some of the more powerful arch-devils told him (in a roundabout way) that his authority would be in jeopardy if he tried to assert himself too much. So, the only means that Beelzebub could use to get things done in Hell were by persuasion or by doing favors for the devils. Needless to say, these were not enough, even if Beelzebub had had the time to talk to all the arch-devils in order to explain why things had to be done, or to do all the errands that he had to do to get things done. The devils ended up aiding humans against each other, with little coordination, so that they fell into disrepute because they could not fulfill their conflicting promises."  And it's this confusion that borne the influence of the cacodemons within Hell. 
Why I'm I referencing Cacodemons so much tonight?! Because these horrors were some of the main horrors that decimated our party back in '86. These horrors also caused us no end of infernal issues for us players. Why? Because they were connected with the unique devils back on the first plane of Hell. We had to defeat some of the least cacodemons & believe me those were the worst. Why?! Because these cacodemons while not hugely powerful were none the less incredibly dangerous. These horrors often masquraded as perverse magic items and other trinkets while influencing thier owners. 


Why was Baalzebul picking on our player's PC's?! Simply put we had defeated his pet black wizard who had a pact with the archdevil & was his primary agent on Earth at the time. And when we killed him the arch devil appeared and took us with him! The PC's had to deal with being lost on the first plane and events began to get worse as time went on. 
Each time we got a few steps ahead, we'd get knocked back two spaces. We recruited three slayers from the prisons of Mammon. Baalzbul however was always lurking in the background. The Forgotten Realms Wiki entry on Baalzebul hones in one of the archdevil's flaws his personality;
"
Of Baazelbul's numerous flaws, his most crippling was his perfectionist extremism. His unfiltered dedication to achieving physical flawlessness and greater dominion was what caused his initial fall from the Seven Heavens, as such callous ambition was more befitting of a devil.[2][8] Seemingly incapable of realizing when he had gone too far, his utter arrogance led him to undermine his own plans by overreaching.[1][4] He might have even been able to defeat his rival Mephistopheles if in his overconfident scheming he didn't also aim to defeat Asmodeus, causing him to fall even further than before.[4]" Our party of adventurers were part of an elaborate plan to reclaim his kingdom.




Sunday, February 26, 2023

Hell To Burn - Dragon Issue #75 & Adventurer, Conqeuror, King's Heroic Fantasy Handbook - Campaign Commentary

t

 

Dragon issue 75 was released in July of 1983 & it featured "From the Sorcerer's Scroll: New denizens of devildom" by Gary Gygax which had a listing of the following as a mini preview for the upcoming Monster Manual II :

And this issue of The Dragon magazine also featured "The Nine Hells, Part I" By Ed Greenwood which had detailed  descriptions of the first 5 layers of the Nine Hells (and their inhabitants) . Both of these articles were hugely influencial on us Eighties kids. And in fact my uncle at the time our DM sent our party  straight to Hell! There were two reasons for this one we were studying the Roman Slave Rebellions: First Servile War & Dante's Divine Comedy. But my uncle really punched those two articles up by drawing more from Dante. Each time we were killed we were put into a lower level in the nine Hells. You didn't just die you lost XP and levels. This got me thinking about ACK's & the Hells! Could an ACK's campaign survive in the Hells?! Then I started thinking about the ACK's Heroic Fantasy Handbook. The ACK's Heroic Fantasy Handbook is almost another side optional rulebook having heroic & Pulpy PC classes,alternative rules, and much more. But is it enough to survive the nine Hells?! 

We spend the first couple of months on Avernus avoiding Tiamat,her consorts, her children, and picking sport with the machinations of the unique devils. The unique devils picked us off one by one more then once; "The uppermost plane of the Nine Hells is ruled by Tiamat, the Chromatic Dragon, and serves as a home to all lesser unique devils. These are devils with individual names and characteristics, and powers of greater magnitude than those of a pit fiend (for all such unique devils of lesser power are soon destroyed by their enemies and the cruelty of their fellows), which are not otherwise placed in the hells as ruling archdevils or their direct servants."

Don't count out the unique devils because they handed more then a few PC's their behinds multiple times. We were screwing around on the first level & only made it too Dis after 5 month of game time. We spent a great deal of time as 'guests' of Mammon wading our necks up in the filth and horrors of Minauros famous swamps. 
Eventually after completing missions & combat sorties for several arch devils & their respective misstresses our party escaped from the Hells. However we each brought a piece of Hell with our PC's. The experience changed our characters we were no longer welcomed in our usual haunts. The PC's were rumored to have been dead or worse 'damned'. We carried this stigma for years as PC's and were the 'bad guys' hunted by paladins and knights because of our association with the Hells. Now my interest is peaked again to see if the players wouldn't mind a bit of time in the Hells. 

Thursday, December 1, 2022

'Hates of Old' Viking & Germanic Dragons from Dragon Magazine issues 182 & 183 For Your ACK's Campaigns

 So last night  I met up with a friend of mine for a beer after dealing with a very busy day at work. I'm supposed to put all of this & more on social media. Frankly, I'd rather spend the time with some of my Dragon magazines instead. Which brings me to Dragon magazine issue #182, incase you don't know 'Dragon issue 18216th Anniversary Issue: Dragons: born of imagination, was released in June of 1992. ' according to it's Forgotten Realms's Wiki entry here. 

































This is one of my all time favorite Dragon magazine articles because it contains the "Viking's Dragons"   By Jean Rabe, illustrated by Jim Holloway. p. 17-23

An overview of the Norse lands' great serpents, part 1. [citation template]

And the Dragon's Bestry By By Gregory W. Detwiler. p. 25–27, 32 which has the Lindworm & Swamp Wyrm again perfectly suited for a particular style of Sword & Sorcery camapaign. These horrors are quite dangerous to any group of adventurers who get in their way Viking or otherwise.  If we look at the Wiki entry on Germanic  Dragons (cough,cough for a bit of historical  background) then we get this little gem; "In early depictions, as with dragons in other cultures, the distinction between Germanic dragons and regular snakes is blurred, with both being referred to as Old Norse ormr or Old English wyrm from Proto-Germanic *wurmiz. Wyrm has since been borrowed back into Modern English to mean "dragon", while the descendent term worm remains used in Modern English to refer to dragons, especially those lacking wings.[1][2]

In Fáfnismál, the dragon Fáfnir is described as flightless and snake-like, and is referred to as an ormr.[3][4] In the later Völsunga saga, however, he has shoulders, suggesting legs, wings or both, and is referred to as both a dreki and an ormr.[5] Similarly, the dragon in Beowulf is referred to as both a wyrm and a draca, although in some sources such as Ketils saga hœngs and the 14th century romance saga Konráðs saga keisarasonarormar and drekar are portrayed as distinct beings, with winged dragons sometimes specified as flogdreka (flying dragons).[6] Old Norse dreki and Old English draca mean "dragon, sea serpent or sea monster" and are in turn derived from Proto-Germanic *drakō, an early borrowing from Latin draco "huge serpent or dragon".[7][8][9]

The evolution of wingless and legless worms and lindworms to flying, four-legged romanesque dragons in Germanic folklore and literature is most likely due to influence from continental Europe that was facilitated by Christianisation and the increased availability of translated romances. It has thus been proposed that the description in Völuspá of Níðhöggr with feathers and flying after Ragnarök is a late addition and potentially a result of the integration of pagan and Christian imagery."


 So basically we have the full picture of where these wyrms may have originated. But are they still active!?! 
In my own campaigns?! Oh yes absolutely they are. These things are demigod killers especially within a game such as Adventurer, Conqueror, King rpg.  These dragons are also perfectly suited to ACK's Heroic Fantasy Handbook where the dragons are almost but not quite god destroyer problems. And this goes right back to the original Germanic Dragons of mythology; "
The evolution of wingless and legless worms and lindworms to flying, four-legged romanesque dragons in Germanic folklore and literature is most likely due to influence from continental Europe that was facilitated by Christianisation and the increased availability of translated romances. It has thus been proposed that the description in Völuspá of Níðhöggr with feathers and flying after Ragnarök is a late addition and potentially a result of the integration of pagan and Christian imagery" 

The Viking Wryms are continued in Dragon issue #183 in The Viking Dragons By Jean Rabe, illustrated by Jim Holloway. p. 65-70





























The continuation of the Viking Dragons has some really dangerous & nasty examples of the species & we get the following according to the Forgotten Realms Wiki entry here: 

An overview of the Norse lands' great serpents, part 2. 

  • Flame linnorm
  • Gray linnorm
  • Rain linnorm
  • Corpse tearer
  • Midgard linnorm
These species of linnorm are essentially left overs from the Ages of Mythology. Literally, 'hates of old' that are now out to plague adventurers & kingdoms. Making them perfect for ACK's Heroic Fantasy Handbook as wytms & horrors to plague the land.