Blackmoor (campaign setting)
Blackmoor is a fantasy role-playing game campaign setting associated with the game Dungeons & Dragons. It originated in the early 1970s as the personal setting of Dave Arneson, the co-creator of Dungeons & Dragons, first as a setting for Arneson's miniature wargames as an early testing ground for what would become D&D. Blackmoor grew out of Arneson's wargaming sessions, after he began to expand them to include ideas from The Lord of the Rings and Dark Shadows. Arneson applied the Fantasy Supplement rules from the Chainmail game to dungeon exploration in Blackmoor. Blackmoor was a campaign with an endless series of progression, encouraging cooperative play to succeed; the origins of the Blackmoor setting lie in the Castle & Crusade Society, a subgroup of the International Federation of Wargaming specializing in medieval miniatures combat. Dave Arneson was among the first to join the Society in April 1970, many other members of his Twin Cities gaming group followed, including Duane Jenkins, Bill Hoyt, Ed Werncke, Mike Carr, Marshall Hoegfeldt.
Within months, the leadership of the Society had decided to form a fictional "Great Kingdom," with parcels of land awarded to and contested by members of the organization. Arneson assumed responsibility for the far northern reaches of the Great Kingdom, it was there that he began to stage medieval games that led up to the Blackmoor setting. An announcement in Arneson's fanzine Corner of the Table describes the first game in the campaign, one built on the model of Dave Wesely's "Braunstein" series of games: There will be a medieval "Braustein" April 17, 1971 at the home of Dave Arneson from 1300 hrs to 2400 hrs with refreshments being available on the usual basis.... It will feature mythical creatures and a Poker game under the Troll's bridge between sunup and sundown; the next issue of Corner of the Table promised "the start of the'Black Moors' battle reports, a series dealing with the perils of living in Medieval Europe." Blackmoor functioned as an ongoing multiplayer wargame, pitting the forces of good against evil in a campaign structure focused on economics.
The Barony of Blackmoor formed the centerpiece of the game, the various players attached to it represented the forces of good. Duane Jenkins, for example, ruled the Northern Marches as Sir Jenkins, Mike Carr played a village priest, the Bishop of Blackmoor. Early descriptions of the activities of the Blackmoor campaign circulated in a news sheet called the Blackmoor Gazette and Rumormonger. Players became drawn to the innovative dungeon exploration mechanic that Arneson invented; as demand for Blackmoor increased, Arneson fielded out refereeing duties to other players in his local circle. In the summer of 1972, Arneson famously wrote an article detailing "Facts about Black Moor" for Domesday Book #13, which brought his innovations to the attention of the rest of the Castle & Crusade Society; that fall, Arneson demonstrated the game for Gygax, work on Dungeons & Dragons commenced. As rule development proceeded, the Blackmoor campaign continued, began coordinating with a parallel campaign known as Greyhawk run out of Lake Geneva by Gygax and his circle.
After the publication of Dungeons & Dragons, the Blackmoor campaign continued, but as a number of key participants left Minneapolis to work in Lake Geneva, play of the campaign grew more sporadic. The original Blackmoor product was published by Tactical Studies Rules in 1975, as the second supplement to D&D; the booklet was named for the original role-playing campaign world by Dave Arneson, who wrote this booklet. It added rules, monsters and the first published role-playing game adventure, the "Temple of the Frog," a scenario from the Loch Gloomen section of the Blackmoor campaign. Other than the "Temple of the Frog," however, Blackmoor did not include any information on the Blackmoor setting itself. Written by Dave Arneson and published by Judges Guild in 1977, First Fantasy Campaign added information on the actual Blackmoor campaign setting, it included baronies, history of leaders and details on the Blackmoor dungeon. It contained additional rules for creating lairs, character interests and vocations.
The First Fantasy Campaign anthologizes material produced at various stages of the Blackmoor campaign, from Scenario 3 up to the Blackmoor dungeons Arneson ran at conventions in 1976. Only a small amount of original material link text, was written for the First Fantasy Campaign, though all maps and some connected illustrations were redrawn and relettered by the Judges Guild's Bob Bledsaw. Thus, the First Fantasy Campaign is a rich repository of pre-Dungeons & Dragons material which preserves original rules and campaign events. For example, it contains the entirety of the "Facts about Black Moor" article from Domesday Book #13, it contains circa-1972 price lists as well as rules dating from the exile of the Blackmoor Bunch to Loch Gloomen late in 1972. 1st Printing: The Cover and entire booklet are Black and White. The Cover says "The First Fantasy Campaign Playing Aid" with Playing Aid as a subtitle. A large circular picture with Trees in the foreground and a Fire Elemental in the background below which it says "by Dave Arneson" and "Judges Guild".
There is no other verbiage on the cover and the price does not appear on the cover. The Back Cover has a product list titled "Booty List" with the highest number being 35 and "New Non-Sub Items" listing product numbers 36-39, it comes with the first printing of the First Fantasy Campaign Maps. This book consists of 92 numbered pages plus the cover, inside
Tracy Raye Hickman is an American fantasy author. He is best known for his work on the Dragonlance novels co-written with Margaret Weis, he is known for authoring role playing games while working for TSR and has cowritten novels with his wife Laura Hickman. Tracy Hickman was raised in Salt Lake City, Utah, he graduated from Provo High School in 1974. His major interests were drama and Air Force JROTC. In 1975, Hickman began two years of service as a missionary for The Church of Jesus Christ of Latter-day Saints, he was posted to Hawaii for six months while awaiting visa approval, he went to Indonesia, where he served in Surabaya and the mountain city of Bandung until 1977. Within four months of his return to the United States he married his high school sweetheart, Laura Curtis. Laura was the inspiration for Lauralanthalasa Kanan. Hickman attended Brigham Young University. Hickman had many jobs before joining TSR in 1982, including working as a supermarket stockboy, a movie projectionist, a theater manager, a glass worker, a television assistant director and a drill press operator in a genealogy center.
Together and Laura wrote the original versions of the modules Rahasia and Pharaoh, publishing them privately. Pharaoh was published by DayStar West Media in 1980. In 1981, Tracy entered into a business arrangement to produce an arcade immersion game, but his associate disappeared, leaving the Hickmans with $30,000 in debts. Destitute and desperate, Tracy approached TSR with the modules Rahasia and Pharaoh, "literally so that I could buy shoes for my children". TSR wanted to hire Tracy as well. Tracy recalls, "They said. So, we made the move from Utah to Wisconsin, it was a terrifying experience. We had no money. My parents begged us not to venture into such foreign territory to pursue such a bizarre career. My father wrote that there was a secure job as a fry cook in Flagstaff, he pleaded with me to come take it."When Tracy and Laura Hickman came to TSR, they brought Pharaoh with them. It was published as the first part of TSR's Desert of Desolation series. I6 Ravenloft was written by Tracy and Laura Hickman.
Tracy Hickman wrote two supplements for TSR's Gangbusters role-playing game. Tracy and Laura Hickman's contributions to the D&D module portfolio are credited with initiating a fundamental shift in the RPG module design sensibilities, away from pure dungeon crawl and towards more "cerebral" adventures centered on intriguing plots; as he was traveling from Utah to Wisconsin to join TSR, Hickman conceived the idea for a setting to make dragons fearsome once more. At TSR he found other creators who were interested in his project, called "Project Overlord". Harold Johnson became the project's biggest promoter to upper management and convinced Hickman to expand his initial idea of a three-adventure trilogy. Soon after, TSR management announced its intention to develop his series of dragon-based role-playing adventures. Hickman's proposal resulted in the Dragonlance Chronicles, which led to his association with Margaret Weis. Jean Black, the managing editor of TSR's book department, picked Hickman and Weis to write Dragons of Autumn Twilight and the rest of the Dragonlance Chronicles series.
This was the first project TSR had undertaken that would include adult novels as well as games and other spin-off products. The original Dragonlance team was formed under Hickman's leadership. "Project Overlord" began as a novel and three modules, beginning in 1984 grew into the first Dragonlance trilogy and 15 companion modules. After Dragonlance Chronicles and Weis wrote the Dragonlance Legends trilogy, published in 1986. By 1987, the Dragonlance project had sold a half million adventure modules. Hickman left TSR in 1987. Together they wrote the Darksword trilogy and The Death Gate Cycle, collaborated on the Rose of the Prophet series. Weis and Hickman returned to TSR to write new fiction, although TSR turned their intended trilogy into a single book, Dragons of Summer Flame published in 1995. In spring 1996, Hickman's first two solo novels, Requiem of Stars and The Immortals, were published. Of The Immortals, a near-future cautionary tale about AIDS concentration camps in Utah, Hickman said: "I was driven to write that book.
I was able to say many things that I felt about and still do. It is my finest work."For the Starshield Project and Weis produced the Del Rey Books-published novels Sentinels and Nightsword, Hickman wrote a story for Dragon #250 called "Dedrak's Quest". Of this setting he said, "Starshield is a universe where a society of dragons can confront blaster-armed spacemen or wizards wielding magic staves with computer targeting", that the Starshield Project "grew out of my desire to share the creation process with all our fans. Many of the ideas and creations submitted by our citizens find their way into our novels. Everyone whose material is used gets credit and a chance to participate in profits from online sales of their adventures." According to Hickman, Starshield's ultimate purpose, his biggest dream, was to finance a permanent colony on Mars by the year 2010: "Whether we make it to Mars may not be as important as that we courageously tried." Readers were able to download both the first novel in the series, the Starshield roleplaying game from Hickman's website.
The Hickmans have been publishing game designs together for over twenty-five years including
David Lance "Dave" Arneson was an American game designer best known for co-developing the first published role-playing game, Dungeons & Dragons, with Gary Gygax, in the early 1970s. Arneson's early work was fundamental to the development of the genre, developing the concept of the RPG using devices now considered to be archetypical, such as adventuring in "dungeons" and using a neutral judge who doubles as the voice and consciousness of all other characters to develop the storyline. Arneson discovered wargaming as a teenager in the 1960s, began combining these games with the concept of role-playing, he was a University of Minnesota student when he met Gygax at the Gen Con gaming convention in the late 1960s. In 1970 Arneson created the game and fictional world that became Blackmoor, writing his own rules and basing the setting on medieval fantasy elements. Arneson showed the game to Gygax the following year, the pair co-developed a set of rules that became Dungeons & Dragons. Gygax subsequently founded TSR, Inc. to publish the game in 1974.
Arneson worked for the company. Arneson left TSR in 1976, filed suit in 1979 to retain credits and royalties on the game, he continued to work as an independent game designer worked for TSR again in the 1980s, continued to play games for his entire life. Arneson did some work in computer programming, taught computer game design and game rules design at Full Sail University from the 1990s until shortly before his death in 2009. Arneson's role-playing game design work grew from his interest in wargames, his parents bought him. After Arneson taught his friends how to play, the group began to design their own games and tried out new ways to play existing games. Arneson was fond of naval wargames. Exposure to role-playing influenced his game designs. In college history classes he role-played historical events, preferred to deviate from recorded history in a manner similar to "what if" scenarios recreated in wargames. In the late 1960s Arneson joined the Midwest Military Simulation Association, a group of miniature wargamers and military figurine collectors in the Minneapolis-St. Paul area that included among its ranks future game designer David Wesely.
Wesely asserts that it was during the Braunstein games he created and refereed, in which other MMSA members participated, that Arneson helped develop the foundations of modern role-playing games on a 1:1 scale basis by focusing on non-combat objectives—a step away from wargaming towards the more individual play and varied challenges of RPGs. Arneson was a participant in Wesely's wargame scenarios, as Arneson continued to run his own scenarios he expanded them to include ideas from The Lord of the Rings and Dark Shadows. Arneson took over the Braunsteins when Wesely was drafted into the Army, ran them in different eras with different settings. Arneson had become a member of the International Federation of Wargamers by this time. In 1969 Arneson was a history student at the University of Minnesota and working part-time as a security guard, he attended the second Gen Con gaming convention in August 1969 and it was at this event that he met Gary Gygax, who had founded the Castle & Crusade Society within the International Federation of Wargamers in the 1960s at Lake Geneva, not far from Arneson's home in Minnesota.
Arneson and Gygax shared an interest in sailing ship games and they co-authored the Don't Give Up The Ship! naval battle rules, serialized from June 1971 and published as a single volume in 1972 by Guidon Games with a revised edition by TSR, Inc. in 1975. Following the departure of David Wesely to service in the Army Reserves in October 1970, Arneson and his fellow players in the Twin Cities began to imagine alternate settings for "Braunstein" games. Arneson developed a Braunstein in which his players played fantasy versions of themselves in the medieval Barony of Blackmoor, a land inhabited in part by fantastic monsters; as the game grew and characters developed, Arneson devised scenarios where they would quest for magic and gold, escort caravans, lead armies for or against the forces of evil, delve into the dungeons beneath Castle Blackmoor. To explain his inspiration for the game, Arneson said, "I had spent the previous two days watching about five monster movies on channel 5's'Creature Feature' weekend, reading several Conan books, stuffing myself with popcorn, doodling on a piece of graph paper.
At the time, I was quite tired of my Nappy campaign with all its rigid rules and was rebelling against it." Arneson drew upon the fantasy material in the Chainmail rules, written by Gygax and Jeff Perren and published in the spring of 1971, but after a short and unsatisfactory trial of the Fantasy Combat table found therein, he developed his own mix of rules, including adapted elements from his revision of Civil War Ironclad game. The gameplay would be recognizable to modern D&D players, featuring the use of hit points, armor class, character development, dungeon crawls; this setting continues to be played to the present day. Much of the fantasy medieval trope of D&D, such as the concept of adventuring in "dungeons" originated with Blackmoor, but it incorporated time travel and science fiction elements; these are visible much in the DA module series published by TSR, but were present from the early to mid-1970s in the original campaign and parallel an
In the Dungeons & Dragons roleplaying game, a dracolich is an undead dragon that possesses certain abilities of a lich. The dracolich was introduced in the first edition of Advanced Dragons, it was one of the first new creatures introduced for the Forgotten Realms campaign setting. The dracolich first appears in the article "The Cult of the Dragon", by Ed Greenwood, in Dragon #110, in the Forgotten Realms accessory Waterdeep and the North. A dracolich named; the dracolich as a creature was reintroduced in the first Monstrous Compendium Forgotten Realms Appendix, appeared in the revised Forgotten Realms Campaign Setting. The dracolich appeared in the Monstrous Manual; the dracolich appeared again in the Forgotten Realms product, Cult of the Dragon. The dracolich template and the proto-dracolich appear in the Forgotten Realms Campaign Setting for this edition; the dracolich template appears in Draconomicon: The Book of Dragons, including the ancient blue dracolich as a sample creature. The dracolich was detailed in Dragon #344, in the "Ecology of the Dracolich".
The dracolich appears in the Monster Manual for this edition, including the blackfire dracolich and the runescribed dracolich. The dracolich appears in Draconomicon: Chromatic Dragons, including the bone mongrel dracolich, stoneborn dracolich, icewrought dracolich, the dreambreath dracolich; the dracolich appears as a template in the Monster Manual for this edition. A dracolich resembles a normal, living dragon at first, but as time goes by it ages and decomposes coming to resemble a corpse. Despite its wretched appearance, a dracolich is a powerful opponent with a correspondingly high challenge rating, due in part to the minions and weapons they tend to possess. Evil chromatic dragons like black and red dragons become dracoliches, because of the evil magic involved in their creation. Dracoliches are created from evil dragons through powerful necromantic magics, it involves the dragon dying and taking over its own corpse. It gains a vessel called a phylactery, or soul jar, in which its spirit is stored.
The soul continues to exist after the destruction of the body, can only be killed by the destruction of the phylactery itself. Although the dracolich is a well-known fantasy monster, there are no references to them in classical mythology; the first use of a dracolich appears in an adventure for Dragons. Since this monster has been elaborated upon by numerous authors of fantasy novels, role playing games and video games. Nearly every high fantasy style roleplaying game has its own version of a bone dragon. In the Forgotten Realms campaign setting for Dungeons and Dragons, an organization known as the Cult of the Dragon is responsible for inventing the method of the dracolich creation; the organization has created several other undead dragon varieties, as well as other dragon-like monsters including the dracimera and the mantidrake. Ed Greenwood's novel Spellfire features several dracoliches, depicts one on the cover. In the "Sellswords" series of books, Jarlaxle Baenre and Artemis Entreri encounter and come to control a dracolich, which in life had been a black dragon named Urshula.
In the "Transitions" book series, Drizzt, Pikel and Bruenor fight the red dragon-turned-dracolich, from the Sellswords books series. They fight the dracolich because it seeks revenge on Jarlaxle and Cadderly for ridding it of its sight and taking its prize, because they believe the dragon to be the source of Cattie-Brie's "trance" and seizures of memories occurring. Anyone who came in contact with her mind would suffer the same thing; the oldest mention of a dracolich belongs to the World of Greyhawk setting, found in the adventure White Plume Mountain. There is a note on the adventure map concerning an undead dragon called Dragotha consort to Tiamat, given his undead powers by the deity Kyuss, it is unknown. Dragotha's Lair
Ed Greenwood is a Canadian-born fantasy writer and the original creator of the Forgotten Realms game world. He began writing articles about the Forgotten Realms for Dragon magazine beginning in 1979, subsequently sold the rights to the setting to TSR, the creators of the Dungeons & Dragons roleplaying game, in 1986, he has written many Forgotten Realms novels, as well as numerous articles and D&D game supplement books. Ed Greenwood grew up in the upscale Toronto suburb of Don Mills, he began writing stories about the Forgotten Realms starting in the mid 1960s. Greenwood conceived of the Forgotten Realms as one world in a "multiverse" of parallel worlds which includes the Earth, he imagined such worlds as being the source of humanity's legends. Greenwood soon became a regular player, he used the Realms as a setting for his campaigns, which centered around the fictional locales of Waterdeep and Shadowdale, locations that would figure prominently in his writing. According to Greenwood, his players' thirst for detail pushed him to further develop the Forgotten Realms setting: "They want it to seem real, work on'honest jobs' and personal activities, until the whole thing into far more than a casual campaign."Beginning with the periodical's 30th issue in 1979, Greenwood published a series of short articles that detailed the setting in The Dragon magazine, the first of, about a monster known as The Curst.
He wrote voluminous entries to Dragon magazine, using the Realms as a setting for his descriptions of magic items and spells. In 1986, the American game publishing company TSR began looking for a new campaign setting for the Advanced Dungeons & Dragons game, assigned Jeff Grubb to find out more about the setting used by Greenwood in his articles for Dragon magazine. According to Greenwood, Grubb asked him "Do you just make this stuff up as you go, or do you have a huge campaign world?". TSR felt that the Forgotten Realms would be a more open-ended setting than the epic Dragonlance setting, chose the Realms as a ready-made campaign for AD&D 2nd Edition. Greenwood agreed to work on the project, began to prepare his Forgotten Realms material for official publication, he sent TSR a few dozen cardboard boxes stuffed with pencil notes and maps, sold all rights to the Realms for a token fee. The following year, Greenwood used this material as a basis for writing the Forgotten Realms Campaign Set along with coauthor Jeff Grubb.
The campaign setting was a major success, Greenwood continued to be involved with all subsequent incarnations of the Forgotten Realms in D&D. He retained the rights to his fictional universe and went on to write numerous Forgotten Realms novels. Many of these center around the wizard Elminster, whom Greenwood has portrayed at conventions and gaming events. Greenwood feels his work on the Realms that he likes best are "those products that impart some of the richness and color of the Realms, such as the novel I wrote with Jeff Grubb, Cormyr, he found that it has been easy to keep his enthusiasm for the Realms over the years, as so many people care about it, ask him questions about the world's lore, share with him what they have done. He has stated that the Forgotten Realms, as run by him in his own games, is more "dark" and edgy than it is in sanctioned, published works. Greenwood has been contributing editor and creative editor of Dragon magazine. Greenwood has published over two hundred articles in Dragon Magazine and Polyhedron Newszine, is a lifetime charter member of the Role Playing Game Association network, has been Gen Con Game Fair guest of honor many times.
Greenwood has written over thirty-five novels for TSR, written, co-written, or contributed to over two hundred books and game products from other publishers. Greenwood has contributed to The Book of All Flesh, an anthology based on All Flesh Must Be Eaten, written short stories based on the Silver Age Sentinels role-playing game. Greenwood's Castlemourn setting was published by Margaret Weis Productions, he is co-creator of the Mornmist fantasy setting. He has contributed to most Forgotten Realms gaming accessories, authored many more—including the detailed Volo's Guide series—and continues to DM his own campaign, he writes regular Realmslore columns for the Wizards of the Coast website. In addition to all these activities, Greenwood works as a library clerk and has edited over a dozen small press magazines; when not appearing at conventions, he lives in an old farmhouse in the countryside of Ontario. As of 1998, Greenwood lived in applegrowing country on Lake Ontario, still working full-time at the North York Community Library, as he had since 1974, continued to run his original Waterdeep campaign with the same core group he started with, albeit meeting only sporadically.
He has stated that it is important for people who do freelance writing for roleplaying games to be active as both players and as dungeon masters. Greenwood is an award-winning game designer, he was inducted into the Gamer's Choice Hall of Fame in 1992 and the Academy of Adventure Gaming's Hall of Fame in 2003. Shandril's Saga Spellfire.
Ernest Gary Gygax was an American game designer and author best known for co-creating the pioneering role-playing game Dungeons & Dragons with Dave Arneson. In the 1960s, Gygax created an organization of wargaming clubs and founded the Gen Con gaming convention. In 1971, he helped develop a miniatures wargame based on medieval warfare, he co-founded the company Tactical Studies Rules with childhood friend Don Kaye in 1973. The following year, he and Arneson created D&D, which expanded on Gygax's Chainmail and included elements of the fantasy stories he loved as a child. In the same year, he founded a magazine based around the new game. In 1977, Gygax began work on a more comprehensive version of the game, called Advanced Dungeons & Dragons. Gygax designed numerous manuals for the game system, as well as several pre-packaged adventures called "modules" that gave a person running a D&D game a rough script and ideas on how to run a particular gaming scenario. In 1983, he worked to license the D&D product line into the successful D&D cartoon series.
After leaving TSR in 1985 over issues with its new majority owner, Gygax continued to create role-playing game titles independently, beginning with the multi-genre Dangerous Journeys in 1992. He designed another gaming system called Lejendary Adventure, released in 1999. In 2005, Gygax was involved in the Castles & Crusades role-playing game, conceived as a hybrid between the third edition of D&D and the original version of the game conceived by Gygax. Gygax had six children. In 2004, Gygax suffered two strokes, narrowly avoided a subsequent heart attack, was diagnosed with an abdominal aortic aneurysm, died in March 2008. Gygax was born in Chicago, the son of Almina Emelie "Posey" and Swiss immigrant and former Chicago Symphony Orchestra violinist Ernst Gygax, he was named Ernest after his father, but he was known as Gary, the middle name given to him by his mother after the actor Gary Cooper. The family lived on Kenmore Avenue, close enough to Wrigley Field that he could hear the roar of the crowds watching the Chicago Cubs play.
At age 7, he became a member of a small group of friends who called themselves the "Kenmore Pirates". In 1946, after the Kenmore Pirates were involved in a fracas with another gang of boys, his father decided to move the family to Posey's family home in Lake Geneva, where Posey's family had settled in the early 19th century, where Gary's grandparents still lived. In this new setting, Gygax soon made friends with several of his peers, including Don Kaye and Mary Jo Powell. During his childhood and teen years, he developed a love of games and an appreciation for fantasy and science fiction literature; when he was five, he played card games such as pinochle and board games such as chess. At the age of ten, he and his friends played the sort of make-believe games that came to be called "live action role-playing games" with one of them acting as a referee, his father introduced him to science fantasy through pulp novels. His interest in games, combined with an appreciation of history led Gygax to begin playing miniature war games in 1953 with his best friend Don Kaye.
As teenagers Gygax and Kaye designed their own miniatures rules for toy soldiers with a large collection of 54 mm and 70 mm figures, where they used "ladyfingers" to simulate explosions. By the time he reached his teens, Gygax had a voracious appetite for pulp fiction authors such as Robert Howard, Jack Vance, Fritz Leiber, H. P. Lovecraft, Edgar Burroughs. Gygax was a mediocre student, in 1956, a few months after his father died, he dropped out of high school in his junior year, he joined the Marines, but after being diagnosed with walking pneumonia, he was given a medical discharge and moved back home with his mother. From there, he commuted to a job as a shipping clerk with Kemper Insurance Co. in Chicago. Shortly after his return, a friend introduced him to Avalon Hill's new wargame Gettysburg, Gygax was soon obsessed with the game playing marathon sessions once a week or more, it was from Avalon Hill that he ordered the first blank hex mapping sheets that were available, which he employed to design his own games.
At about the same time that he discovered Gettysburg, his mother re-introduced him to Mary Jo Powell, who had left Lake Geneva as a child and had just returned. Gygax was smitten with the beautiful young woman, after a short courtship, persuaded her to marry him, despite the fact that he was only 19; this caused some friction with his best friend Don Kaye, wooing Mary Jo, to the point where Kaye refused to attend Gygax's wedding. The young couple moved to Chicago where Gygax continued as a shipping clerk at Kemper Insurance, found Mary Jo a job there too. At Mary Jo's insistence, he attended night classes in junior college to earn his high school diploma, this time he excelled at his studies and made the college's Dean's List, he took anthropology classes at the University of Chicago. Gygax volunteered as a Republican precinct captain during the 1960 presidential election, observed many infractions by his Democratic counterpart; when he threatened to report these, he was offered a full scholarship to the University of Chicago if he kept silent.
Although Gygax did not report the infractions, since he felt nothing would be done, he did not accept the scholarship. Despite his commitments to his job, raising a family and his political volunteerism, Gygax continued to play wargames
Servant of the Shard
Servant of the Shard was the third book in R. A. Salvatore's book series, Paths of Darkness, but was instead made the first book of The Sellswords Trilogy. In this novel Artemis Entreri acquires Charon's Claw. After regaining his confidence and will to live, Artemis Entreri finds himself allied with the mercenary Jarlaxle as the drow's tie to the surface world. Caught in the plans of Jarlaxle's band, Bregan D'aerthe, Artemis finds himself back in Calimport, the city in which he became known as one of the greatest assassins in Faerûn. Without many ties to the city after spending his time in captivity to the drow, Entreri must once again make his name known while trying to survive against the guilds of Calimport and Jarlaxle's lieutenants, Berg'inyon Baenre, Raiguy Bondalek, Kimmuriel Oblodra. At the same time Jarlaxle succumbs to the mental intrusions of the crystal shard, Crenshinibon, as it pushes Jarlaxle to fulfill his unending ambitions; this is the third novel in the Paths of Darkness series.
Servant of the Shard reached 14 on The New York Times bestseller list on November 19, 2000