Brainstorming Part 4: Central American Mythos

May 16, 2025

Like the Native American mythos, this mythos merges Aztec and other Central American cultural mythologies into one in a way that should probably be separated; the 2nd Edition Legends & Lore book did just that, but I do not know enough about the various mythoi in question so I’m not as likely to pursue this set of deities as I am for some others. I would want to get some solid sources before I tackle these, so I’m interested if anyone has any recommendations. I will say one thing I do like about these deities is saying their names, though!

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Brainstorming Part 3: Celtic Mythos

May 14, 2025

Of the real-world mythoi that are in the D&D game, Celtic is one of the ones I’m more likely to work on. How to handle it is an open question, because the D&D game primarily merges a variety of Celtic cultural mythoi into one; considering how much of what we know comes from euhemerized tales of the gods and simple interpretatio romana inscriptions. There are a small set of Irish figures that we can reliably see as pre-Christian deities, and the same can be said of the Welsh tales. Contitnental Celtic mythology is mostly known from inscriptions and artwork. So what would be the best way to approach these different groups? Merge them as one, and use the continental names to expand it into a large pantheon, or split them into smaller ones? I’m not sure what’s the best approach. I have two good sources for Celtic mythology: The Lore of Ireland: An Encyclopedia of Myth, Legend and Romance by Daithi O hOgain and Dictionary of Celtic Religion and Culture by Bernhard Maier. I would like to get a good analysis of Welsh folklore, though.

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Brainstorming Part 2: New Pantheons

May 12, 2025

Another potential next phase of the project would be to start creating pantheons for races that should have them, or have a mention of a pantheon but with very little detail. Many of these races are from Spelljammer, of course.
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Brainstorming Part 1: Expanding Pantheons

May 10, 2025

Before I decide on my next Deity project, it’s helpful to do some brainstorming about the potential paths I might take. The first potential project is to expand some of the existing nonhuman pantheons that feel light on deities, starting with ideas from Monster Mythology.

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What’s Next?

May 1, 2025

What’s coming in the future for this blog and project, now that the main list of deities is complete? That’s a good question! Right now I need to get old posts here on the blog cleaned up and edit the deities that are finished (I’ve always considered them drafts) and compile them into “books” of related deities. That overall will likely be fairly lengthy, and I would like to commission cover art for them as well.

However, what *new* works will be coming in the future? That’s the question. Right now, there are three different things that I’m considering working on:

  1. New pantheons for races that never had deities, many of which are Spelljammer creatures (hurwaeti, zalani, grommams, etc.)
  2. Expand current pantheons, especially for the goblinoids, with all new deities so they have more options and feel more well rounded.
  3. Begin working on real-world pantheons, such as the Egyptian, Mesopotamian, and Norse pantheons.

What would everyone like to see come next?


No Deity This Month

April 1, 2024

Hey folks, unfortunately I was unable to get a deity done this month. Strangely enough, it’s hard to write when all you can do is itch after breaking out in hives from new detergent! I’ll definitely have one ready to go next month, however. Apologies!


Support the Project

March 1, 2020

Hello everyone, I want to thank you all for the comments and views you’ve given the project over the years, and let you know that I have created a new Patreon account specifically for the project for those who wish to show their support for the project in that way. A long term goal for the project’s Patreon page is to start commissioning artwork similar to what was found in the Faiths and Avatars series of books as well, and that is listed on the Patreon page. The new Patreon page can be found here:
https://www.patreon.com/MonsterMythology

If you would rather support the project by donating to me on Ko-Fi, you can do so here:
https://ko-fi.com/aulddragon

Thanks for all the years of support everyone!


No Deity This Month, Other Updates

May 2, 2018

I’ve been rather busy this month and wasn’t able to complete a deity unfortunately, but for those looking for other AD&D things involving me, I appeared as a guest host on episode 141 of the THACO’s Hammer Podcast (I last appeared on episode 84). You can get the podcast on iTunes, or from their website here.

In addition, for those unaware (since I don’t advertise it much here), I am currently running a 2nd Edition Spelljammer game that is livestreamed on Twitch.tv every Saturday at Noon Eastern Time (GMT-4 during the summer). Past broadcasts are available on my Youtube Channel in the Playlist category Dungeons & Dragons Actual Play Sessions.


Dragon Dice

December 10, 2016

So I was doing some cleaning up, and I found my collection of Dragon Dice, a collectible/trading dice game TSR published back in the mid 90s. It was an attempt to get into the market dominated by Magic: The Gathering, but with something different (they were also trying with their own card games, such as Spellfire and Blood War). What makes Dragon Dice especially famous is that the head of TSR at the time tried to get a cheaper price from the manufacturer (as the first run of 35,000 sets sold out entirely at GenCon), and they would only do so with a large order…of one million sets (not dice, *sets,* which consisted of a good number of dice each, and it was the starter pack, not the expansion packs).

Needless to say they couldn’t actually sell that much, and it was a contributing factor to the downfall of TSR. I learned since I found my dice that they are still being sold; apparently another company is still selling the sets, which are apparently from that enormous run (they purchased the surplus when WotC was going to landfill them).

All of that is to segue into me trying to sell my collection, which you can see here:
dragondice2
Full list of the individual dice below the cut. Read the rest of this entry »


The Mathematical Beauty of THAC0

September 2, 2015

Over the years since Wizards of the Coast replaced AD&D 2nd Edition with D&D 3rd Edition, I’ve seen a lot of invectives hurled at THAC0 (To Hit Armor Class 0). It is considered frightening; when people mention an old computer game that uses it, such as Baldur’s Gate, almost invariably someone will say something to the effect of “Oh god, THAC0!” But THAC0 shouldn’t be frightening, and it isn’t even a difficult system. At its heart, it is a simple form of algebra, and quite beautiful.

Take for example a situation where a 3rd level fighter comes across an orc wearing scale armor. To figure out whether the fighter hits the orc, there are three components: the fighter’s THAC0 of 18, the orc’s Armor Class of 6, and the Attack Roll; they function much like the sides of an algebraic equation:

AC | THAC0 | Attack Roll
The relationship between these sides is as follows: AC and THAC0 are both descending from a positive number to a negative number, while the attack roll is ascending. The correlation between these numbers makes the system easy to use and flexible.

With these numbers, there are actually two ways of figuring out what numbers need to be rolled to determine  whether the orc is hit. The most common way is to modify the THAC0 score with the Armor Class. Since you are essentially moving from one side of an equation to the other, you subtract the Armor Class from THAC0, resulting in a modified number of 12 (i.e. it becomes THAC6, or To Hit Armor Class 6; in this way you could say you are “solving for THACx” as in an algebra equation). Another way to do it is to treat Armor Class as a bonus to the Attack Roll; i.e. add the AC of 6 to the number rolled; if it is larger than the THAC0, it is a hit. In either case, you can see that a roll of 12 or higher hits.

In more advanced scenarios, there are modifiers to the rolls. Such modifiers will always be bonuses or penalties; as described above, such modifiers can be applied to any one of the three “sides” (so long as they are only applied once). A bonus to a creature’s Armor Class can be seen as a penalty to the THAC0 or the Attack Roll, while a bonus to an Attack Roll can be seen as a bonus to THAC0 or a penalty to Armor Class. Take for example the following scenario:

The fighter is under the effects of a bless spell while using a sword +1, gaining a total +2 bonus to hit, but the orc has donned a ring of invisibility, which penalizes attacks against it by -4. These numbers can be applied to any individual aspect of the system (so long as it is only applied once). For example, one can apply these numbers to the orc’s armor class, resulting in an AC of 4 (6, +2 for the bless and sword to 8, then -4 for the invisibility to 4). Alternately, one can apply these numbers to the THAC0, resulting in 20 (18, -2 for the bless and sword to 16, then +4 for the invisibility to 21); this number would then be used instead of the original 18 to determine the fighter’s ability to hit an AC of 6. Finally, these numbers can be applied as modifiers to the attack roll; using the original THAC0 of 18 and AC of 6, the number rolled on the die would be penalized by -2 (+2 for the bless and sword, -4 for the invisibility). In most circumstances, individual modifiers would be added to different sides, however; one-time or short-term bonuses or penalties (such as the bless spell and the invisibility, cover, terrain, etc.) are best applied to the attack roll, while long term or semi-permanent modifiers are best applied to the Armor Class or THAC0 (Dexterity or Strength modifiers, magical weapons and armor, spells that will stay in effect for a whole battle, etc.). This results in a flexible and easy to use system, that also teaches or reinforces basic algebraic concepts.

One final note about the beauty of THAC0: With one exception, each group advances on a mathematic progression. Warriors advance one point every level, priests advance two points every three levels, rogues advance one point every two levels, and wizards advance one point every three levels; all starting at 20. The exception is the monster progression, which gains two points every two hit dice, starting at 19, with creatures less than 1 HD having a THAC0 of 20. Setting aside the slight variation of the monster progression, this regularity adds to the elegance.

On the gaming aspects of this system, the progression of both Armor Class and THAC0 from a positive number to a negative number means they are logically constrained, being limited to the opposite negative number of the starting positive number. This aspect keeps the numbers grounded and tied to specific aspects of the physical game world (while still being abstract), whereas an unlimited system completely severs the system from the physical world of the game.