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Greyhawk Comic #252

December 3rd, 2009: The Cultist Saga continues outside the city of Dorakaa, capital of the Land of Iuz. But first let's cut away real quick and see what is going on inside the walls of the city...

Much more trivial info on this strip at the end.


So there you have it, no giant wooden skull, but then again these two cultists are pretty fearless and are not afraid to face down the best Dorakaa has to offer. Speaking of which, there is a wealth of canon info on the denizens of Dorakaa. Such as:

1. Althea and Halga are both High Priestesses of Iuz the Evil. Althea is the nominal ruler of Molag, Iuz's other main city. She is arrogant, controlling and armed to the teeth. Halga is the nominal ruler of Izlen and the NE Vesve Forest. She is high strung, neurotic and has sudden violent streaks. She is also highly knowledgable in the politics of the Abyss. Not surprisingly these two don't get along at all since they constantly vie for the favor of Iuz. This of course means they spend more time in Dorakaa watching each other than in the places they are in charge of. Both appear in the novel Artifact of Evil by Gary Gygax and in the sourcebook, Iuz the Evil by Carl Sargent.
2. The Legion of Black Death houses at the Iron Barracks near the Iron Gate of Dorakaa. The Legion consists of about 1000 elite orc and orog warriors plus contingents of human soldiers, a phalanx of Babau demons and much more.

3. The Boneheart is Iuz's most trusted and most powerful servants, usually spellcasters. It consists of two tiers: the Greater Boneheart and Lesser Boeheart. The Greater includes Althea, Halga, Archmage Null, Jumper the Illusionist, and Kermin Mind-Bender a Baklunish mage.
4. The Iron Gate of Dorakaa is 25' tall and has leering skulls carved into it. The gate leads out to the Road of Skulls. The Road of Skulls stretches 300 miles to Kendragund in the north. It is 60 yards wide and is composed of barren earth. At intervals along its length is skulls impaled on poles, many of which are enchanted with dangerous magic.
5. Iuz's male High Priest, Patch was once one of the Greater Boneheart but was slain during the Greyhawk Wars. He has not since been replaced.
6. General Sindol is the leader of the Legion of Black Death. He is a Baron Cambion with a mysterious lineage that even his master Iuz is not aware of. He carries a blue-steeled long sword with many magical properties. He also possesses a horn carved from the leg of a Balor which can bless his evil troops when blown.
7. Plague Monks are not even from Greyhawk canon but are in fact from Warhammer Fantasy. They are part of the rat-like Skaven.
8. Sindol really didn't need to rename his army as a Legion is normally a unit of just about any size and composition. Roman legions for instance numbered up to 10,000 as opposed to Sindol's paltry 1000 orcs. Modern unit designations don't include Legions. A battalion as such is 300-1000 infantry. Smaller than that would be Companies, Platoons and Squads.

Mysteries of GH: W.o.G #236

This one was a longtime coming. My longest special comic to date at 20 pages. It was a labor of love and putting the info together was fun in that I got to pour over all my old books and google for iconic D&D pics to use. Some of my photoshopped alterations are downright funnier than the text. Now I need to rest!

Minis! W.o.G #235


This project was alot of fun putting together. Now that I have cultist minis I can do ANYTHING!

Caption Contest: W.o.G #234

I haven't done a good CC in over 150 weeks! This should tide things over until my Gencon Special. I also need to get working on my extra special Tharizdun cultists mini conversions. It's gonna be so evil!

Greyhawk Phrases: W.o.G #233

Link to Comic Warning: Reading ahead!

This one was fun to produce. I must've researched those words for two nights and took four hours just to type out the glossary. The comic itself was easy! I love and hate these type of comics equally. Effort pays off though to see people remember those old D&D phrases or learn them for the first time. Also a couple people have told me that this is how their S.O. must feel when around GH fans. Too funny!

Encyclopedias: W.o.G #232

Good ol Delleb and Fharlanghn humor. I love writing the alliterative dialogue. I get out a thesaurus and write down all the words with the same root then start playing with them. It's like a game to see how many I can use.

Noniz is Good News: W.o.G #231

Ah the hilarity of Gods in Space. I only wish one of the Cultists had used that pun instead.

D&D Quiz: W.o.G #230

Crazy fun stuff. Already got a bunch of people who scored only 27/28 D&D references in this comic. And then notable Greyfan, Sam Weiss then countered me by finding a 29th reference that even I didn't spot. Mayaheine's 'Sword' on her tabard and her 'Fist'. Sometimes I'm too clever for even myself!

Oerth Journal Comics: W.o.G #229

More comics from my Oerth Journal days. I was running behind on this week's comic. Got some big ones in store, always doing things at the last minute. I thrive under pressure of a deadline though. The rest of the time I guess all I do is sleep. Hm. The Llerg one is one of my faves since it utilizes module and novel titles in the dialogue. I am currently working on another in this vein. The Hungering was a bit of serendipity as I was struggling to come up with a comic to fit that OJ's theme. It is hard to do a weekly strip and then come up with a homerun for OJ at the same time. It's okay to have a lame comic once in a while for the regular run but the OJ has to always be top notch in my opinion.

Cultist Extortionists: W.o.G #228

"Welcome back Greyfans. Many of you may be familiar with the supermodule Queen of the Spiders which compiles seven classic 1st edition modules into one grand quest to save Oerth from the machinations of Lolth and the Drow. Well the cultists have skipped over modules G1-G3 and teleported past modules D1 and D2, then used the power of the Codex to beat D3- The Vault of the Drow easily. Now they go for the record as they try to tackle Q1- Queen of the Demonweb Pits. Lolth is in trouble!
On another topic, AD&D's g.p. weight encumberance system was never one of my favorite things when I was young(must've been the math thing), but now looking back as an adult I see the usefulness of it especially in a game whose primary goal is tracking loot. The 1e DMG says the maximum weight a normal strength person can carry and still move is 1500 g.p. It defines encumberance for items as a combination of weight and bulkiness. Some items thus have no encumbering effect like a helm, material components, thieves tools and one set of clothing. Typical adventuring gear like a backpack however weighs 20 gp. Factoring in other stuff like armor, weapons and whatnot it is easy to see how absurd carrying gold actually becomes. Now anyyone who has ever played D&D or a video game like it knows this, but I bet half of us myself included handwave past these rules and let scrawny wizards carry many many times their body weight in gold around. This is a shame you see because it makes things like blackmailing someone for your "weight in gold" not such a big deal anymore. Speaking of which, the cultists should be at the Fane of Lolth by now...."


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