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Mar 31, 2026

The Book of Valkyries - OSR edition PDF

 Yesterday I received the proof copy of The Book of Valkyries. It's hard to believe it's been over 5 years of work on this little book. Though this is only the tip of the iceberg of this project. The proof had a few tiny things to fix (normal last-minute polish), but those are done, and the final file is off to the printers.

While the print copy is still in the approval stage (it takes ~2 weeks typically), the PDF is ready now! For those only interested in a digital copy for your collection, it's available. Or you can wait for the print copy if you prefer that format. I'll announce here and on various forums when that's available.

This project has been a true labor of love. Every illustration was done by hand, and a lot of care went into making sure the material feels grounded and respectful to the source myths while still being usable at the table. The Valkyries are such compelling figures, beautiful, fierce, mysterious, and a little unsettling in the best way.

Your campaign will be enriched by the inclusion of these beautiful and terrifying demigoddesses. Even if you're not running a Norse Mythology setting, these characters will fit in well with any epic fantasy as emissaries and violent instruments of the gods.

https://www.drivethrurpg.com/en/product/559961/book-of-valkyries



Mar 30, 2026

The Best Ranger

 The Ranger class makes its first appearance in Strategic Review Vol. 1 Issue 2, in an article written by Joe Fischer. It is remarkable to note that no official Ranger class exists in original D&D even though it is considered a staple. It isn't until the publication of the AD&D Players Handbook that one is published.

Who is Joe Fischer? 

Gygax says: “Joe Fischer played in my group, and he did an article in THE STRATEGIC REVIEW introducing the Ranger Class for the D&D game. From that I built the AD&D version.”

On another thread this was posted:

Q: "Likewise the Rangers use of magic user spells, as opposed to more nature based magic. Was the ranger originally intended as something else than the foresting, robin hood type ?"

Gygax: "Ask the originator of the class, Joe Fischer. I polished his original material for The Strategic Review, and all the readers loved it the way it was, to it remained in that general form for the AD&D game. No sense in fixing something that isn't broken as far as most players go."

Joe also wrote a series of articles in Strategic Review and early The Dragon magazines on Hints for D&D Judges: Part I - Towns, Part 2 - Wilderness, Part 3 - The Dungeon which were reprinted in Best of the Dragon I.

The original Ranger has many of the tropes that are still associated with the class: hard to surprise, a bonus against giants, some spell use at high levels, and tracking of course. This article is written a little rough; it can be a bit hard to make out how it all works, and it has one of the worst kludgy mechanics to be found in OD&D (and that's saying a lot). 4 XP for every 3 XP until 8th level. Why not just reduce the XP required per level by 25% at levels 1-7?


Taking those things into account, I reorganized the information, removed redundancies, and clarified certain points while keeping the design absolutely the same. Here it is laid out in classic White Box style. You can print this out and fold it into your own copy of OD&D if you're so inclined.



Check out these blog posts for some additional takes on the original Ranger:
https://www.blogofholding.com/?p=5753



Mar 24, 2026

Celtic Legends 3: The World of Eire

 

The third book in the Celtic Legends series is now out, and it feels like a good time to say a bit more about how it fits into the broader pile of things I’ve been tinkering with.

If you’ve seen the Norse material I’ve shared here before, this sits in a similar space. I tend to think of these lines less as separate projects and more as related branches, different expressions of the same underlying idea. That idea is something I’ve been calling Terra Mythica for a while now: a loose framework where real-world mythologies can coexist within a shared campaign space.

It’s not meant to be overly systematized or locked down. The appeal, at least for me, is in letting these traditions retain their own tone and identity while still brushing up against one another at the edges. If I had to point to a comparison, the closest might be Riverworld, though the similarity is more conceptual than literal.

Celtic Legends itself is written by Rob Stone, someone I’ve collaborated with quite a bit over the years. This particular corner of mythology is very much in his wheelhouse, and it shows. My role on these books was limited to layout, the voice and substance are all his.

If you’re curious, you can take a look here:
https://www.drivethrurpg.com/en/product/559206/celtic-legends-the-world-of-e-ire

More to come on Terra Mythica as it continues to take shape.


Mar 17, 2026

Book of Valkyries (OSR edition)

Just finished the final drawing for the Book of Valkyries. This is a revised version and a new drawing for Skuld. This finalizes the book and it's off to the printer. 


Skuld
Seer of the Valkyries

Aesir Demi-Goddess, Medium Humanoid, Lawful Neutral

Armor Class: 20 (runic mail and cloak of fate)
Hit Dice: 12d8+36 (hp 92)
BHB: +9
Attacks: Spear (1d8+4) or staff (1d6+3)
Move: 120’ (40’) / 180’ (60’) flying
Save: D3 W4 P4 B5 S7 (F12)
Morale: 11
XP: 4,200
TT: G

Str: 14/+1 Dex: 18/+3 Con: 17/+2 Int: 19/+4 Wis: 26/+8 Chr: 22/+5

Sight of Skuld. Skuld perceives threads of fate surrounding all creatures. She cannot be surprised and always acts in the first round of combat unless facing another divine being, then initiative is rolled for her normally.

Skuldborg - Shield of Destiny. After a successful attack roll is made against the bearer, they may force the attacker to reroll the attack and take the worse result.

Rune of Foresight. Twice per day Skuld may grant an ally within 30’ the benefit of foresight, giving +2 to attack rolls and saving throws for 2 rounds.

Seer of the Valkyries. Other Valkyries within 60’ gain +1 to attack rolls and morale while Skuld is present, as she guides them according to the patterns of fate.

Skuld (/skoold/ debt, obligation, that which is to be) is both a Norn and a Valkyrie, a rare figure who stands between the weavers of fate and the choosers of the slain. Alongside Urðr (what has been) and Verðandi (what is becoming), she forms the triad of Norns who determine the destinies of gods and mortals. While her sisters tend the well of fate, Skuld also rides with the Valkyries, carrying the decrees of destiny onto the battlefield.

Mar 4, 2026

Geirskögul - Valkyrie of Shaking Spears

It's been a few months since I posted a Valkyrie; here you go.

Geirskögul

Valkyrie of Shaking Spears

Aesir Demi-Goddess, Medium Humanoid, Chaotic Good

Armor Class: 20 (dress of divine protection)
Hit Dice: 11d8+22 (hp 72)
BHB: +9
Attacks: Spear +10 (1d8+3) or Sword +10 (1d6+3)
Move: 120’ (40’) / Fly 180’ (60’)
Save: D3 W4 P4 B5 S7 (F11)
Morale: 11
XP: 3,000
TT: F

Str: 17/+2 Dex: 21/+4 Con: 15/+1 Int: 14/+1 Wis: 16/+2 Chr: 19/+3

Shaking Spears. Once per battle Geirskögul can inspire nearby warriors to fury. All allies within 60’ gain +2 to attack rolls and Morale for 3 rounds. Enemies witnessing the charge must Save vs. Spells or suffer –1 to attack rolls during the same time.

Battle Sense. She can sense the presence of impending battle or armed conflict within 1 mile.

Geirskögul (“Spear-Shaker”) is a fierce Valkyrie known for stirring warriors to battle. Her presence often heralds the beginning of great clashes, where shields splinter and spears tremble in the hands of charging armies. Clad in an ebon dress and bearing a long war-spear, she rides above the battlefield selecting the bravest fallen for Odin’s halls. Among the Valkyries she is known as a herald of battle, appearing where the tide of war is about to break. 


Feb 9, 2026

Happy Frazetta Day

 Happy Birthday to the greatest artist of the 20th century. Frank Frazetta was born this day 1928 in Brooklyn, New York.

Here are a few close-ups of some of his greatest hits. His brushwork is amazing, the confidence, the power, it all works together so well. Many have tried but no one will ever be like Frazetta.







Jan 14, 2026

How Much Can Superman Lift in Guardians?

Superman's lifting power changes a lot in the comics. It's not one number. It can seem endless. He does huge feats like lifting the Earth or towing a galaxy. Here are some indications of just how much he can lift. 


Big Lifting Feats

Bench-press the Earth: In New 52, he lifted Earth's full weight (5.97 sextillion tons) for 5 days. No sun, and he was not tired at all.

200 quintillion tons: In All-Star Superman, a dying Superman lifted this much with one arm. He said he could do more.

Hold up everything: In Superman: Man of Tomorrow #12, he took Atlas's job. Held the whole DC Universe, that's all worlds, things, and people. Everything.

Tow a galaxy: Silver Age Superboy pulled a whole galaxy like it was nothing.


Why His Strength Changes

Writers explain the ups and downs like this:

Motivation: He gets stronger to save people. Holds back vs. weak foes. Goes all out vs. big threats.

Solar energy: Power from the sun. More sun = more strength. "Sun-dipped" means supercharged.

Holding back: He limits himself on purpose. Versus Batman, he pulls punches. He once hurt himself with a big punch by mistake.

Story needs: Some lifts are symbols, not real weights. Like lifting a book with infinite pages in a dream world.


For your Guardians game, don't pin Superman to one stat. Let strength scale with the plot. Need him to lift a planet? He can. Fighting street thugs? He holds back. Tie it to "will to protect" or sun points. Keeps things fun and true to the comics. Superman lifts what the story demands.


Looking for a more firm answer? Ok, here you go:

Superman can lift two billion tons in his normal form, but when he's supercharged, he can lift at least 200 quintillion tons!