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Psionics in D&D and Earth

Psionics in D&D and Earth

A Historical Perspective

by Nijineko Prismaticpsion


Origin of the Term: “Psionics”

Psionics as a word first appeared in print in 1951 in Astounding Science Fiction, later explained as a combination of the ‘psychic’ meaning of the term Psi, and ‘electronics’. The term Psion, which was originally defined as a fictional unit of mental energy, was introduced at the same time. Psi, the twenty-third letter of the Greek alphabet and first letter in the word ‘psyche’ (mind, soul), was first associated (in 1942) with the unknown factors claimed in psychic and paranormal phenomena such as extrasensory perception (coined in 1934) and psychokinesis (coined in 1914) or telekinesis (coined in 1890).

The combination of psychic and electronics put the feel of the word psionic solidly in the science-fiction arena, and indeed it was used and popularized in exactly this manner for years. Despite this, there are many fantasy works also using psychic phenomena (some paired with either science or magic) such as the Witch World series, Hiero’s Journey, the Deryni series, the Vlad Taltos series, and the Darkover series. (Most, if not all of which, are found in the famous Appendix N.)

In the 1800’s, psychic popularity exploded, persisting into the mid 1900’s and eventually transforming into the New Age movement during the 1960’s, which brought the popularity of psychic phenomena (especially psychic readings), and parapsychology of the 70’s to the fore yet again. By this time, the original meaning of psionics being ‘psychic electronics’ had eroded into a more general term of ‘any applied psychic ability’; thus it was in this atmosphere that psionics came to D&D.


Original Edition D&D and psionics

If asked when psionics (in the general psychic ability meaning of the term) was first introduced to D&D, most people will answer by citing the Supplement III: Eldritch Wizardry. This is actually wrong. Psionics was first referenced right in the very first book: Dungeons & Dragons Volume I: Men & Magic. Therein is found a number of spells which use terms that were exclusive to the psychic phenomena of Earth.

When the mighty mind flayer terrorized players with it’s unstoppable mind blast in the early spring of 1975, Gygax created a divine based class with psionic attacks and defenses to give players a chance to fight back. This and psionics in general proved popular with certain fan groups (notably Chicago) and certain TSR employees. Despite Gygax not being fond of psionics as he felt it did not fit his vision of his game of “medieval fantasy”, an attitude he also applied to the monk class, he was at that time an inclusionist.

Critics of D&D blasted the spell system of D&D, calling it unrealistic that a mage would forget spells, and rejected the spell slots concept as way too confining. Instead there were many calls for a point based system.

Due to these two criticisms, Gygax had the psionics system designed by a TSR employee/fan-of-psionics to answer the critiques, and thus they became something that any class could use rather than something restricted to one class, and they also used a point based system. In order to balance what would otherwise be a one-sided power boost to characters, psionics were rare and difficult to obtain, class features were deducted in exchange based on how many psionic powers a character learned, and more psionic monsters were added that specifically targeted psionic-using characters for lunch. This system was praised in The Dragon magazine as being ‘well handled’.


1st and 2nd Edition D&D and psionics

Despite the initial positive reaction, the rules were complex and different from any other aspect of the game, the official rules, and the more common sets of homebrew rules that sprung up in different regions, which spawned the numerous competitors such as the famous Tunnels & Trolls. Despite being official rules for psionics, Gygax himself did not use them in his personal Greyhawk games.

Furthermore, psionics added parapyschology and other scientific terms to what was originally envisioned as a “medieval fantasy” game: how would any people from such a world and era know about the ID or EGO, let alone things like molecules or atoms. While some welcomed psionics as a natural part of fantasy, and other welcomed it as a dash of sci-fi in their fantasy (after all Gygax himself was a proven fan of science-fantasy hybrids and even wrote some D&D plus sci-fi material personally, not to mention that the famous Appendix N is full of fantasy works containing psionics)... the majority found many points to critique about the new psionic system, and overall it developed a poor reputation.

Gygax himself aimed to remove both the monk and psionics from D&D once AD&D was released. Despite Gygax’s intention as he stated in The Dragon magazine, once the new system came out, psionics remained part of D&D. (So did monks.) It is unknown if he changed his mind, or if he allowed himself to be outvoted, or if his long history as an inclusive and collaborative game designer swayed his final say… but regardless as to why exactly, psionics was released again in 1978, years prior to his departure from TSR in 1985.

Why then did psionics persist? It is a handy explanation for various abilities that owe nothing to magic, an extremely common trope in fantasy for many decades, and thus it fulfills an important niche. There are many that enjoy crossing sci-fi with fantasy, as is evident from the endless stream of novels, movies, and RPGs that have been released over the years containing both. I feel that the real reason it persisted is that the concept of psionics in fantasy was and is popular.

Why then, if psionics is so popular, does the negative reputation persist?

In much the same way that the original psionics system was created to address the perceived flaws in the magic system, as indicated by the fan-base, subsequent systems of psionics also appear to have been designed to address complaints. Despite the various attempts at integrating psionics: tweaks to the rules, creating a character class specifically for psionics, creating an entire world setting for psionics (which still became bogged down with too much magic in the end); nothing seemed to shake the reputation from the original and 1st edition psionics, even though some of the efforts were fairly well received – in particular the Dark Sun psionic campaign setting.

This has the effect of giving a 'bolted on' feel to psionics making it an optional rule that doesn't usually mesh well with the rest of the rules of most editions of the game. 


Psionics in 3rd Edition D&D and Beyond

When the 3rd edition of psionics came around, it too addressed many of the old complaints: weird terms, different rules than the rest of the game, too powerful. This time the rules were made almost the same as magic, making them easy to understand and accessible to any who were familiar with the game. Only a few unique rules remained, in an attempt to give a unique feel and differentiate from magic. The strict separation of effects between magic and psionics was removed in an effort to make it seem more integrated and easier to adjudicate, and power levels were reduced here and there when compared to magic. Additional changes were made in the 3.5 edition which further attempted to integrate psionics into D&D. The d20 Modern system (which D&D is a subset of) continued this trend, reducing the power levels even further and stripping out much of the complexity.

Despite psionics proving more popular than ever, these changes were not enough to break free of old preconceptions held by long term gamers, who remained very influential in public opinion (based on extensive online research of many forums, blogs, and discussions; some of which are by original employees) due to vocal online presences and hard line anti-psi stances based on previous bad experiences, and in many cases a lack of understanding (by players and DMs both) of the rules of psionics regardless of edition, and seemingly little to no motivation to correct it.

Many of the hard line attitudes and anti-psi arguments are laughable, especially as almost all of the arguments and statements as to why they don’t like psionics and why psionics is “broken” amusingly apply even more so to magic then they do to psionics: a classic case of the cast-iron kettle calling the cast-iron pot black. A strict analysis of psionics reveals that the 3rd edition of the psionic system is the best written and least broken of all the ‘special effects’ rules ever written by TSR or WotC. Please note that the term used was specifically ‘least broken’, instead of ‘not broken’, as there are still numerous flaws in the psionics system despite being objectively superior to the various magic systems.

4th edition reduced psionics to one of many pick-your-flavor-of-power-sources, and 5th edition has had only limited attempts at psionics: a class which was poorly designed and poorly received, and a series of sub-class options which appear to be returning to the original roots of psionics – an option that practically any class can take.


Psionics: a Conclusion?

Thus, in the end, Psionics in D&D remains what it started as – perceived as a bolted on and flawed system which has never been fully integrated with D&D, nor fully received by all the players of the game. This is unfortunate, but due to the history involved, perhaps it was unavoidable. 

For many people, strange mental abilities like psionics don't really fit in their views and opinions on fantasy; such strange abilities could be explained within a magical context as well, thus satisfying the niche need for special abilities not tied to the more traditional view of spells (requiring magical words, strange gestures, and arcane materials) all without resorting to additional framework of rules and source of power such as psionics. 

Happily, given that D&D always has been, and continues to be, a game of homebrew rules and group-customized creations... psionics will always persist in D&D so long as there are any who love the foundations upon which D&D was built on from the beginning. 


After all, having fun is the real point of D&D. 

Posted: 08-12-2020 02:28 pm
Psionics in Greyhawk and the Flanaess: An Overview of Edel, Creatures, and Organ

 From: Head Warden; Order Headquarters of Trichiliocosm 6716

To: Trichiliocosm 6716, Dichiliocosm 913, Chiliocosm 531,

Greyspace Outpost of Planar Guardians

Care of: Office of the Keeper, Dichiliocosm 913

Care of: Monastery of Sentinels, Chiliocosm 531

Recipient: Dimensional Guardians of Greyspace Prime

Proof of Receipt Required


Greyspace Dimensional Guardians,

It has come to our attention that the Sphere under your care is unfortunately contaminated by the corruption known as magic, and infected parasitic viral entities, known commonly as Outsiders. In fact, a review of the Sentinel Archives for Chiliocosm 531 reveals quite a number of spheres in the local region have likewise been contaminated and infested within a similar time frame: Realmspace, Krynnspace, and others.

We note in passing that the outlier Crimson Sphere has been identified as a possible origin vector for the magic infection, as it has already been abandoned by the Outsiders and is dying. Offer our sincere condolences to the Dimensional Guardians of the Crimson Sphere, as well as an urgent request for an updated report when next you communicate with them, as they missed the last millennial reporting deadline by a few centuries as of the date of this missive. We request that immediate coordination with all affected Dimensional Guardians and investigations proceed accordingly.

It is further requested that increased efforts in containing and recovering the contamination and corruption of magic in Chiliocosm 531 (as per Code of Regulations, Title 42, Chapter 4, Sub-chapter B, Part 411, Subpart B: Recovery of Infected Populations), or elimination of Contaminant Vectors (as per Code of Regulations, Title 18, Chapter 83, Sub-chapter A, Part 1705: Destruction Protocols for Contamination of Magic, Contagious Infected Entities, and Corrupted Entities) be sanctioned immediately. As always remain cognizant of protocols regarding native populations (as per Code of Regulations, Title 24, Subtitle B, Chapter 9, Part 982, Section 8: Selective Application of Moral and Ethical Rights to Native Populations of Contaminated Dimensions) while securing positive results in the elimination of the corrupting contagion of magic, recovery of infected entities, and destruction of converted entities.

Finally, it is requested that an interim update on available psionic resources be sent immediately, out of the normal reporting cycle, to update Sentinel, Keeper, and Order Archives. Please note that the requested update, and results, if any, will be included as part of the next Budget and Resources Allocation Review for Chiliocosm 531.

Sincerely,


Head Warden; Order Headquarters of Trichiliocosm 6716


*****


From: Pard Shining, Greyspace Dimensional Guardian

To: Order Headquarters in Trichiliocosm 6716

Copy to: Order Archives

Care of: Monastery of Sentinels, Chiliocosm 531

Copy to: Sentinel Archives

Care of: Office of the Keeper, Dichiliocosm 913

Copy to: Keeper Archives

Recipient: Head Warden

Head Warden,

Please find attached an overview of local psionic resources, including a brief history of resources known to have been, or are currently, present..

Please note that as per Sentinel Archives, while discovery of dimensions in Chiliocosm 531 with sentient native populations preceded the initial contamination of magic and subsequent Outsider viral infestation, active assignment of Dimensional Guardians and initial arrival upon the scene for assumption of duties occurred subsequent to initial contamination and infestation, known in local history as the Age of Magic.

As such, this report can only be considered preliminary, and is primarily focused on planetary resources located and developed in the initial area of operations, the majority of which reside in a portion of the primary continent of Oerik known as the Flanaess. Secretive but active interactions with Greyspace have been noted in the Kingdom of Ratik and especially among the followers of Celestian, an allied Outsider.

Sincerely,


Pard Shining, Dimensional Guardian of Greyspace


Attached>


*****


Psionics in the Prehistory of Oerth

Extensive psychometric analysis coupled with remote clairsentience scanning and invasive sense-linked (as per secrecy protocols) perusal of modern local archives has provided numerous insights into the historical periods previous to the arrival of the first Dimensional Guardians. Certain records reveal that during the past eras previous to the so-called Age of Magic, certain prehistoric races of Oerth engaged in extensive life-shaping style practices.1, 28 The unrestrained breeding resulted in over-rapid diversification as well as excessive specialization, and those of course, led to the unavoidable self-destruction of those races. It was sometime during these eras that active psionics was first recorded. It is still unknown if the ability was bred into the local life forms by accident, by design, or arose naturally.

Surviving strains of the life-shaped breeding programs still exist in the depths of the oceans of Oerth, and atavistic lifeforms with these ancient psionic traits are occasionally born among modern land flora and fauna as well: the Ingundi2 is a classic example. Like many other recorded worlds in the Archives, Oerth too underwent an era of domination by great lizards. This era is significant due to the first recorded signs of the contamination of magic.1

Thus the first major chronological discrepancy is noted. There are distinct differences between the records based on magical scrying, the mythological and certain religious records of the magical “Age Before Ages” alternate history, and the information retrieved directly via psychometric methods used by Dimensional Guardians. Records indicate that early scrying produced results closer to our psychometric results, however, the more recent in time the scrying attempt, the closer it becomes to the revisionist history claimed by one of the various Outsider factions.

We have successfully secured supporters among those who are related to psionics and mental power: Istus, Delleb, Xan-Yae, and Zuoken3 (recently freed from imprisonment as the result of our successful instigation), as well as extending our network of allies among nearly all the Powers who are favorable towards psionics, planar travelers, mental acumen, harmony, or peace: Rao, Celestian, Lendor, Trithereon, Al’Akbar, Keoghtom, Murlynd, and Johydee3; more on that subject will be reserved for future reports. It is also noted in passing that some older records indicate that most of the local Outsiders used to possess psionic powers at some point in the past, but more recent records seem to indicate that some no longer have access to psionics3,4,5,6 (and in various cases, no longer possess memories of ever having had access to psionic power)... a sure sign of danger.



Psionics and Magic in the Flanaess

It is clear from the historical records that the usable applications of magic in Oerth has received the direct influence of psionics from it’s earliest times. Early spells actually included surprisingly sophisticated magically enabled mental effects, including the reading of minds, projecting false mental images, and moving objects mentally.7 Spells were even named using terminology specific to psionic phenomena such as ESP and Telekinesis.7 One recent famous mage in particular has had contact with active practitioners and has thereby made an especial study of mental effects, as well as developed many magical effects specifically based on psionics: Empathic Perception, Memory Alteration, Mind Scan, Mind Shield, Replay of the Past (psychometry), and Telepathic Bond.2

Within the last few decades, psionics has spread much further than compared to historical records. This may be a result of poor record keeping, as psionics is considered uncommon on the whole by the general populace. In fact, most natives who have heard of Edel (the most common use word for psionics42) view psionics as simply another branch of magic, if rare. Attitudes vary from acceptance and incorporation to strict control to outright fear and hatred, depending on the local polity.

Among the natives who possess psionics, most of them seem to use a sort of magically enabled form of access to their psionic potential. This has led to a divide among the population. Most lean on magic to use their psionic abilities. These ‘impure’ types are the majority on Oerth.8

The minority, by comparison have ‘pure’ direct access to their psionic abilities and thus do not interface or interact with magic, as is normal for psionics.8 Examples include lineal descendants of the Hidden Houses9, the unexpected but successful results of recent experimental attempts to purify magically tainted psionic users: the Elan9, 10, the very rare surviving psionic Gearforged of the so-called City of the Gods10, 11 in the Blackmoor Archbarony, as well as a few other scattered exceptions.



Psionic Creatures found in the Flanaess

According to historical records, among the humanoid populations the humans were the first to display psionic potential, followed by the dwarves and halflings.39, 17, 8 In more recent times this capability for psionics has spread among nearly all types of humanoids, as well as a number of non-humanoid creatures, in part due to sanctioned protocols and programs initiated by the Greyspace Outpost.

Planar intruders with psionics such as: Aboleth12, 8, Baku13, 14, 15, Gith16, 9, Illithid17, 8, Intellect Devourers17, 8, Thought Eaters17, 8, Crysmals29, and Weavers18, 19 can be found in various locations around the continent.

Native creatures include the Ingundi2, Grippli20, Fulminating Crabs29, Brain Moles17, 8, Quanak lizardfolk21, 22, Sand Drummers29, Quaggoth16, 23, Aleithian Dwarves29, Stonefire dwarves8, Blue Goblins8, Hammerfish29, Duergar8, 30, Su-Monsters17, Puppeteers8, Thri-kreen8, 31, 32, Arctic Cats29, Maenad8, Onyx Worms29, Xeph8, Dromities8, Gajusian29, Yuan-ti8, Hamaguans29, Death Sail29, Titan Salamanders29, Dragon Newts29, and of course Dragons, specifically the gem dragons24, 25, 26, among numerous others are scattered among the normal and magical creatures of the wilderness.

Artificial sentient creatures capable of psionics include psiforged10 versions of the aforementioned Gearforged10,11, and rumors exist in records of a psionic form of lich.27

Various psionic flora such as Crystal Sunflowers, Ironglass Roses, Sheengrass, Spine Springers, Udoroot8, Warp Drifters, and Deathweed, have been noted in various climes.29

Of especial note are at least two uncommon psionic maladies present on Oerth: cascade flu8, and cerebral parasites.8, 17

While this is not an exhaustive list, it is an excellent general overview in light of the relative scarcity of many of these races, fauna, flora, and maladies.



Psionic Organizations of the Flanaess

The Monastery of the Splintered Mind33 was originally founded in the Free City of Irongate of Old Aerdy East and has since spread to Scant, the Capitol of Onnwal. They fight against the Great and Hidden Empire of the Scarlet Brotherhood, which apparently plans to take over as much as the Flanaess as they can. The Splintered Mind trains special elite agents know as Truth Seekers, who have developed some interesting specialized psionic powers.

The Fists of Zuoken8 are a militant monastic order that teaches Da’shon martial arts and Edel mental training in addition to the teachings of Zuoken. They can be found in secluded and reclusive monasteries or wandering almost anywhere helping people find balance between mind and body, teaching mediation and physical exercise, preaching their form of perfection, fighting against persecution, illithids, and the Scarlet Brotherhood, protecting psionic families, tracking down psionic artifacts, and especially guarding sites dedicated to both Zuoken and Xan-Yae. Now that Zuoken has been freed from his imprisonment, searching has resumed for the Orb of Gerendelik, a psionic artifact which rumors variously indicate can safely awaken psionic potential in any being, contains a massive store of ancient psionic lore, and/or possibly houses the soul of an ancient psion.

Retreats of Xan-Yae4 are found in both secluded distant locations and surprisingly in almost all major capitols and busy urban centers, though the latter are nondescript, if large, buildings that cannot be recognized as a temple or monastery from the outside. Xan-Yae is rare in her popularity, her followers are widespread across the Flanaess, quietly working in the shadows, and publicly caring for those in ‘the twilight of life’. It is this public face that gives Xan-Yae her Flanaess-wide popularity, and in the shadows provides her with an information network unmatched by all but a few. In secret, these retreats also support an underground organization of stygian Mindknights.29

The elite Ebon Saints8 are barely known, but feared by those who do. Kindly grandfathers, gentle grandmothers, terminally ill patients, and severely wounded survivors unwilling to live with crippling injuries are the recruits of this secretive order. They receive specialized training and secret ceremonies which forcibly, if temporarily, awaken advanced mental prowess, trading in what remains of their lifespan. They perform a single deadly mission flawlessly; in exchange for a loved one being well taken care of after they die. Ebon Saints also count a few exceedingly rare Psychic and Cerebral Assassins among their ranks.

The Caradhaker8, a loose organization of dwarven hunters, have a single goal: death to all Illithid. As such they train both body and mind to an extreme degree to specialize in hunting and slaying their hated foes in the dark and winding tunnels of UnderOerth. While most people aware of this group believe the dwarves originated this unique training regime, a few are aware that the Caradhaker themselves claim to have obtained their secret lore from a hidden source. The name Caradhaker is actually a dwarven term meaning ‘mind-stalker’

The Furyondy College of War34, 35 is famed for producing stout warriors and brave generals, but what is less well know, is that it also quietly produces Psychic Weapon Masters29 and War Minds.8 The War Minds study an ancient text known as the Talariic Codex learning tenants called ‘chains of war’, and thereby gain unique abilities in combat. Most War Minds can be found as generals of military forces, leaders of elite strike teams, or occasionally in famous arenas actively honing their art via constant direct and brutal combat. The Weapon Masters focus on a single weapon, mastering the art of combat with it. They are found wherever conflict is present.

The Free City of Greyhawk2, 3, 4 is the called gem of the Flanaess, and is known for it’s many guilds. It is no surprise then that the Guild of Jewelers and Gem-cutters3 contain a secret enclave of Crystalsingers29 and Crystalmasters29. Other guilds likewise have their secrets: the Guild of Architects and Stonemasons3 have an eccentric Erbauer29 master sculptor, the Guild of Apothecaries and Herbalists3 has a Sangehirn29 and her two disciples, and in the Guild of Ostlers and Brewers3 there is a certain tavern which is also a secret front for the very well hidden Greyhawk School of Psionics.36 Attempts at organizing a Guild of Psionicists41 have previously met with resistance, though less so in the last year or so. A few more years and this project may see fruit.

The Flanaess is known for having numerous orders of knights, and those with the Gift of Fate are not immune to the call of knighthood. The Knights of the Floating Table37 is an Order focused on upholding truth and justice, regardless of lineage or position, on all who accept the influence of their unique power: Table of Mediation. This makes them popular with the common people, but less so among the unethical or ignoble. When not called upon to mediate between two disputing parties, they patrol the highways and byways much like many other orders of knighthood.

The Order of the Knights of the Silver Shield38, known for their unique silvery shields which begin cloudy and grow brighter and more reflective based on the valorous bravery, chivalrous conduct, and noble deeds performed by the bestowed knights. When the shield judges the knight has overcome an especially monumental challenge, they will display a radiant golden star, the highest honor. The shields do not permit themselves to be carried nor wielded by those who do not uphold the principles of Order and Freedom. These knights are typically based near the Crystalmist, Hellfurnace, and Lortmil mountain ranges, escorting travelers near their forts to safety and fighting against giants and other foes of Order and Freedom.

The Society of the Sanctified Mind40 is a branch of the church of St. Cuthbert and was originally restricted to paladins, clerics, and other combatants in good stead of the same. Under the helm of recently appointed dwarf Commandant Albaric, who has opened the society to all races and classes who believe in the mission and goals of the society: to restrict the depredations of evil uses of psionics; psionicists are actively recrited. While being able to sense psionics is one of the minimum requirements to join the Society, and thus almost all members have psionic potential, the old guard remains highly suspicious of psionic users falling to evil, causing divisions within the Society.

The Church of Sardior24, 29, 8 has gained recent popularity, to the extent that most large cities have a branch and even the five Thanes of Sardior between them have collected about half of the total followers with many branches here and there. His dogma focuses on acquiring knowledge, but not by studying dusty tomes. No, he prefers to get someone else to read it and tell him all about it. His clergy follow suit and are gregarious, skilled at conversing and storytelling, and always seem to have the latest gossip. Having an excellent eye for gems, combined with a striking lack of any political agendas, they are popular guests at parties among the wealthy and noble classes.

The Hidden Houses9 are human transmigrators from another dimension, who fled an apocalyptic demise of their home world. Once eight, now only six houses are known to survive, they quietly seek to integrate and survive in the Flanaess. They are ‘pure’ psionicsts, thus are mildly allergic to magic, being unable to use magical items, but able to tolerate psionic items crafted by ‘impure’ psionic artificers. It is unknown if they used the Travel Stone network of the ancient Mystic civilization 43, the same interdimensional Nexus near the Ardi Forest that the Rhennee42 used, or arrived through a rift of their own making.


Report prepared by: Pard Shining


References


1 Scrying the Ancient Races of Greyhawk, Canonfire

2 Greyhawk Adventures

3 Player’s Guide to Greyhawk

4 Guide to Greyhawk Boxed Set

5 Glossography

6 The Dragon #067

7 Dungeons & Dragons, Men & Magic, Volume I

8 Expanded Psionic Handbook 3.5

9 Complete Psionic, 3.5

10 Eberron Campaign Setting, 3.5

11 Dungeon #126

12 Dwellers of the Forbidden City

13 Manual of the Planes, AD&D

14 Manual of the Planes, 3.5

15 Complete Divine, 3.5

16 Fiend Folio, AD&D

17 Dungeons & Dragons, Eldritch Wizardry, Supplement III

18 Monster Manual 3, 4e

19 The Dragon’s Bestiary, Dragon #163

20 Needle

21 Dungeons & Dragons, Greyhawk, Supplement I

22 Dungeon Master’s Guide II, 3.5

23 Dragon #265

24 The Dragon #037

25 Draconum Psionicus

26 Legend of Sardior

27 Dragon #174

28 Dark Sun, Athas.org, Official 3e site

29 The Minds Eye, web articles collection, 3.0 & 3.5

30 Queen of the Spiders

31 Monster Cards

32 Thri-kreen of Athas, Greyhawk section, 2nd edition

33 Dragon 281

34 Steading of the Hill Giant Chief

35 Dungeon #117

36 Maldin’s Greyhawk, melkot.com, personal campaign

37 The Complete Psionic Handbook, 2e

38 The Knights of the Silver Shield, by Raymond MacDonald Alden, Copyright 1906 The Bobbs-Merrill Company Publishers

39 Dragon #058

40 Lords of Madness

41 Cityscape

42 Living Greyhawk Gazateer

43 Dungeon #031


Posted: 08-10-2020 10:38 pm