Easyzoom update!

2026-05-17

Time for some much delayed housekeeping!

Easyzoom got new ownership and restructured a while ago, and I thought they would cancel their image hosting service. To my delight they only rebranded it to pathoZoom, due to them now focusing on medical imaging. Despite their new focus the service still functions as before, but with new links, which are provided below!

598 CY map - 2022 Edition

https://www.pathozoom.com/image/356079/album/0/4?mode=manage

598 CY map - 2022 Edition - 12 mile Hexes

https://www.pathozoom.com/image/357865/album/0/4?mode=manage

598 CY map - 2022 Edition - 30 mile Hexes

https://www.pathozoom.com/image/331757/album/0/4?mode=manage

576 CY map - 2022 Edition

https://www.pathozoom.com/image/325836/album/0/4?mode=manage

576 CY map - 2022 Edition - 12 mile hexes

https://www.pathozoom.com/image/331665/album/0/4?mode=manage

Here is a link to my campaign map, which includes lots of stuff that are for my campaign as well (and in some instances instead of) the things on the public versions.

Campaign Map:

https://www.pathozoom.com/image/441637/popular

Banners Volume 3

2026-05-13

After more than a fair bit of delay, sorry about that, here comes the next set of Banners. I'm working my way along the alphabet of countries, provinces, cities and factions and others who might have banners. Two big commissions hitting me simultaneously due to changes in schedules, made the promise to do them a long time ago, and then projects get rescheduled and or changed which makes things collide in time.

The banner bases are a a combination of AI, stock art and photoshopping, I have then used more Photoshop editing to turn the template into the final banner. This way I can get a myriad of versions and ideas without having to reinvent the wheel for each one. Frist out are two banners from the Pomarj, the Bloody Axe Gnolls and the Bluebottle Hobgoblins.

None of them are organized enough to bother wit more than a big banner, so no pennants.

Next up is the Bohdon's, noble family of the Shield Lands who in my campaign is currently led by Earl Lyndon Bohdon, the former Commander of the Shield and now Lord of Critwall which makes him acting major of the city. Sir Lyndon stepped down as commander in favor of Katarina.

Bone March, that infamous area of failed statedom that developed between the North Province and Ratik. Again only the banner, the riff-raff that gathers under it doesn't see the use of refined symbology.

Next up is the County of Brackenmoor the westernmost province of Nyrond tucked away north of the Gnatmarsh.

Empire of the Bright Lands is trying its best to field the regalia of a powerful realm, using a three tonged pennant.

The Wild Coast town of Cantona's banner is still existing in a vault in the Domain of Greyhawk, kept safe to be brought forward for the day it can lay claim to the site of the now ruined town.

No banner is know to have survived.

The Kingdom of Celene uses a whole range of national symbols, and in case they want to flaunt their power the human realms do in the Flanaess, they have a banner and pennants made for that purpose.

The Marchland of Chathold, the southern part of former Almor that is now under Rel Deven in form of a marchland run by Marquise Karn Serrand of House Cranden.

Back to the Wild Coast with the Cockatrice Riders of Pascorel.

The City of Crockport in northern Furyondy had ample use for its banner during the war since it was in the center of the fight against the Old One.

For the next one I have taken myself a lot more creative freedom, the Kingdom of Cruski. "Viking-esk" old Norse themed banner and a cold tipped spear.

And last but not least, Dumadan.

You can get them all here is a zip file (24MB): https://annabmeyer.com/Downloads/Banners/Banners%20Vol3.zip

Seminar Stream

2026-03-26

BIG Thanks to all of you who pointed out my mistake, it is of course tomorrow Friday as of the text below. Couldn't replace the post title image so I had to create a new post!

I'm back home again from Gary Con XVIII, which was turbulent in both good and bad ways. I managed to get sick with this years really ugly version of Con Crud and only got through Thursday unscathed. Had to cancel my game and my DM'ing in Tower of Gygax.

Felt a bit better Saturday and my seminar means I could keep some distance so I held it and got lots of great questions and comments.

Tomorrow on the regular hour for my stream I'll run it again on Twitch, so please come and join https://www.twitch.tv/anna_b_meyer

6pm PDT tomorrow Friday March 27th!

We have 145 slides to go over and other news as well... 🙂

I will be back with more news and updates soon, now I need to get Chico to the vet. Nothing serious but still important.

LA5 - Embassy to the Pale

2026-03-25

Module LA5

Designer: Len Lakofka and the Lakofka Archive
Editor: Paul “Artharn the Cleric” Jurdeczka
Art Director: William Henry Dvorak
Art: Del Tiegeler
Colorist: Ozzy
Cartography: Andy Duvall SketchyvanRPG

Get it here (PDF 9.5MB) https://annabmeyer.com/Downloads/lakofka/embassy-to-the-pale-digital.pdf

Gary Con 2026 - Shield Lands Game Updated Pregens and Combat

2026-03-14

Prepping for Gary Con XVIII and especially my game, and had planned to post a bit more about the combat round, attacks and damage when I realized that how these things where written on the character sheets where anything but clear. So I re did the character sheets, and here is a link to an updated zip file (8.7MB): https://annabmeyer.com/Downloads/rules/Gary%20Con%202026%20-%20Characters%20%26%20Spells%20v3.zip

Sorry about the late confusion, but I wanted things to be as good a possible. The zip-file includes spells and backstories as well.

Design Thoughts
I first designed Hawk Tales to use 5E like math and mechanics, but use damage increase instead of piling on multiple attacks. That part worked really well in my playtests, the drawback was that 5E comes with really high numbers. Damage per round could well be into the 200's and Hit Points of creatures had to follow suit. Hit Points are front stacked a lot more in Hawk Tales, Con and Size gives a creature a boost at 1st level, and a smaller amount is added per additional level.

First level characters often starts out with 20 to 30 HP and might reach 150 or so at level 20. This means the games becomes deadlier as you level up and go up against more powerful opponents. Equipment and magic makes up for this to some degree, but that is situational and becomes a logistic issue to some degree. Beatings and boosting spells run out.

Instead I wanted to bring the numbers down to something more old school but keep the mechanics, and if possible streamline it a bit further. So I standardized normal damage instead of rolling it and only crits requires damage rolls. This makes crits more special, and I contemplating adding other special effects to crits as well.

Armor doesn't normally makes a creature harder to hit, only magic and some natural armor does that. This means that the hit rate is higher than D&D and I'm aiming for a hit rate around 75% against an equal enemy. Crits are also more common, due to skills and magic both usually increase the crit range.

Using Armor Hardness and Minimum and beatings is way to make armor more diverse, essential and not having it should make the world scary. Prowess also makes you harder to hit, it provides a bonus to your Defense Roll, in full when you see the attack coming and can avoid it, but half of even for attacks you are not aware of. This is to reflect that those skilled at combat know hot to act and place themselves at all times.

The "grindiest" combat we have had in the playtests have been lower level play when damage is low and little skill involved, few crits and not much special damage. We will see how well this fares in the long run, and with these adjustments it might be a bit too much.

Hawk Tales is aimed to be a medium gritty system, but with lots of aspects to it. A definite learning curve, but one that comes gradually as you level up not all at once.

Attacks

When making a weapon (or magic attack that requires targeting) make a d20 roll an add your To Hit modifier and if it is higher than the Targets AC. If you hit the attacks does at least 1 point of damage (unless the target has True Immunity).

If the Attack was successful it inflicts its listed damage plus half of what you beat the target AC with. This is gravy on top of listed damage and create some variation without complicating things too much I hope. It is also more dynamic including both a lot of luck, and the dynamic the skill of the attacker as well as the nature of the defender in a single formula that stays the same. Attacks that hits doesn't require a damage roll, you inflict the damage listed for your attack, plus half the overflow from the Hit Roll.

Critical Hits are a chance to deal a lot more damage, first you inflict the full overflow, and then roll an exploding damage dice per Damage Die used, and add normal damage as well (see example below). This means that weapons withs mall damage dice, easier does more crit damage. This is per design, I wanted skilled attackers to do more reliable high numbers, but lucky rookies can strike deep occasionally.

Special damage is not increased by critting but added to it. Crits can be devastatingly lethal by skilled and/or powerful creatures with a but of luck (or unluck) which is why I included beatings, the ability to let armor or shields take the brunt of a crit turning it into a normal hit.

Attack Example

What I have changed are how attacks are written up on the sheets. Here is an example and explanation, using Ertin's attacks since they are more complex. First his Longsword:

Keen Radiant Longsword +2 reach 5 To Hit: +12 Damage: 6 +9 slashing +1d12 radiant Crit: 15 xd12+15

First is the name and type of weapon, in this case a Keen Longsword with a +2 magic enhancement. Next is reach and range (when used by Ertin) in this case reach 5ft. To Hit +12 is what you add to the d20 Hit Roll.

Damage is listed as 6 +9 slashing which means each Damage Dice does 6 points of slashing damage on a normal hit plus 9 points in Str, Magic and Specialization bonus. Ertin has a Prowess of 3 which means he can use them all against a single enemy doing 6 x 3 = 18 points of damage plus 9 for the other bonuses (which don't get multiplied by Damage Dice). Half the overflow from your Hit roll is added as well.

The +1d12 radiant is special damage that some weapons and attacks can come with, like sneak, snipe or smite for example. This damage is not multiplied by damage dice (or crit), and might come with its own restrictions, like only once a round, use Exertion or something else.

Crit covers critical range, the first number 15 in this case, means a natural 15 or higher on the hit roll means a hit. This is the highest crit range for most creatures, and proves that Erin is a very accomplished swordsman wielding a keen sword giving him an even better edge in combat. He is also very good with Battleaxes as well, but that is another story.

Next, xd12 means that when critting roll an exploding d12 (per damage die used) and then add the +15 to the damage. Remember to add the full overflow to a crit as well.

Action Economy

Hawk Tales uses a single action economy round with a few twists and caveats. A creature can take an action and move up to its rate each round. The action can be an attack or something else during its turn, or a reaction to something outside of its turn. Attacks are a form of Action and if you have high Prowess you can attack more than one enemy during your turn.

Reactions means you can make attacks in a number of instances, like if an enemy moves into your threat range and you have a weapon ready. Leaving a creatures threat range also gives opportunity for a reaction like in D&D, if you do anything except only move. Attacking is riskier in Hawk Tales, choose the time to do so wisely.

Acting and Reacting in the same round is possible, but will cost you a point of Exertion. Exertion is the main meta-currency regulating how much cool stuff your character can do. It can also be sacrificed as a way to gain an extra Death Save that doesn't give you permanent loss of Pre (and gain of Cor) in case you fail it.

Spells Casting Times can be expressed as an Action, an Attack, a Round or longer. This means that spells with CT of an Attack can be cast multiple times per round.

Gary Con XVIII – Shield Lands Game – Pregens

2026-03-06

Gary Con is soon here again, and I’m going to run a game again this year, part of my Greyhawk campaign and set in Shield Lands in the first week of 599 CY. The party is a group of seasoned veterans of Shield Lands led by Onzek a 10 level tough half-orc. This will be the first mid to high level playtest using the 2nd Alpha version of my Hawk Tales rules. I’ve run two previous in-person sessions with lower level characters. They went reasonably well but now it’s up for the real test, higher level play. The new version of Hawk Tales has lower numbers for a more streamlined play with less number crunching. Instead of damage reaching into a hundred or more and major monsters having many hundreds of hit points, the totals are reined in considerably. Less hit points, less damage, but very similar mechanics.  

You can download the zip file with character sheets, backgrounds and spells here (9.5MB): https://annabmeyer.com/Downloads/rules/Gary%20Con%202026%20-%20Characters%20%26%20Spells.zip  

When you compare the characters in this party to D&D (of any edition) there are some things that stand out as obviously different, and a lot of details that function differently.

No Class

Hawk Tales FRP rules don’t use classes but use levels. This means that characters are usually more versatile and less “iconic”, but they can be. If you want to play a very specialized character who concentrate on a few key things, that is one way you can play, but more generalist characters are equally viable. This party has Onzek who is sneaky combat generalist. Ertin is a holy warrior who packs a punch and can take a lot of punishment and still stand, like a paladin who sacrificed some of his powers to be a better fighter. Bruenor is a war-priest who is used to serve and survive on the frontlines.  Bramor is a skillful Tritherion faithful who can both fight well and use divine magic. Aru is an Arcane caster used to serve in battle. Omilla is an old-faith warrior-druid.

The idea behind the no-class concept is that character’s capabilities would be guided by the players and story as things unfold, so characters’ focus can evolve and change as the campaign progresses way more than most class-based systems allow for. Your characters have in-game jobs, titles and accomplishments that chapes mechanics, not the other way around. Setting and story before rules, mechanics are a supporting feature, not the prime part of the game.

Nine Abilities

Next obvious change in HTFRP are the three extra abilities, Comeliness, Presence and Corruption, the metaphysical abilities. They guide and shape the fortunes of a character throughout their career, and functions differently depending on what kind of creature you play. Humans, and in this party a Half-Orc all have Souls so they use Presence for Death Saves, a failed Death Save can mean a permanent loss of Pre, and when you run out your character enters the afterlife. You gain Pre when leveling up, so it’s resource and risk management throughout a character’s adventuring life. Loss of Pre is one of several ways you can “gain” Cor, which makes it harder in some ways but opens new possibilities as well. Comeliness is less important for humans but can hide high Cor, for Elves Com is a key ability shaping them and other similar creatures in various ways.

Essence

This is what type of force that powers the existence of a creature, and in this party, they are all Soul-based. This gives them benefits like flexibility, natural healing and resistance to summoning magic for example. Drawbacks are limited senses, need to rest and sleep, and aging away towards death much faster than some other types of creatures. There are 18 different Essences in the game so far, from Soul, Spirit (fey, elves and such) to Thrall, Spawn, Dark Soul, Dark Anima, Simulacra and the really scary Residuun that powers ghosts and similar nasties.

Essences are a way to differentiate how monsters and npc’s functions mechanically and provide both bigger challenges and thematically aid worldbuilding and storytelling. Undead creatures can become dangerous by using their opponents’ suffering to fuel their existence, giving them a huge advantage in encounters. On the other hand, they don’t heal and regain strength by rest and healing magic.

Skills & Saves

Skills are kind of “multi-step” and become increasingly important as you level up. First at low level it’s only Ability Modifiers you need worry about; your Proficiency Bonus are low or even 0 so no help to boost your check results. As you level up and your Proficiency Bonus increases you should consider which of the four base skills you want to become Proficient in, meaning add your Proficiency Bonus to your roll.

The four base skills are Athletics (for all physical activities), Influence (for all attempts to get other creatures to do what you want), Insight (to discover and understand your surroundings), and Tinker (to manipulate things). Each of these skills can be combined with different Abilities for various types of checks. Athletics Dex is used for balancing, Athletics Str for climbing and Athletics Con for endurance for example. Influence Wis can be used to persuade a stubborn mount, Influence Cha to charm someone to tell you secrets, Influence Str to intimidate an enemy to flee.

Two other aspects of skills can be used to give you increased chance to succeed on difficult checks. Expertise and Lore. Expertise are more narrow fields of knowledge, like Evasion, Animal Handling, Swim, Grappling, Tracking and a lot of other things. Expertise comes in +2 increments and can be learned during downtime as well as adventuring. Some Expertise like Arcana or Religion are key for spellcasting.

Lore are general knowledge and experience like about a city, country or a faction you have delt with and comes in +1 increments, and characters gain it as free benefit from adventuring or through their background.

Skill checks are written like this: Athletics (Evasion) Dex DC 16

A check made to avoid falling for example, using Dex trying to beat 16 on a d20, and if you are proficient in Athletics you get to add your Proficiency Bonus, and if you are an Evasion expert you can add that bonus as well. This means that everyone can try everything, but as the DC increases more in the form of Proficiency and expertise is needed to succeed. This system is simple in the beginning, and flexible as the game progresses.

Saving throws use skills mechanics as well. Avoiding a firewall use the example above, avoid getting poisoned could use Con instead of Dex for example. Frighten someone could be Influence (Deception) Wis DC 15 as a Saving Throw. A more magical version might use Cha instead of Wis, lots of possibilities.

Prowess

Works as a way to measure the Marchal capabilities of a creature, meaning how good it performs in battle. It improves Initiative modifier, how many attacks you can do and your Defensive ability both in how good your Defense rolls are and how many enemies you can effectively face at the same time. A hapless villager with Prowess 1 can reasonably duel with one opponent, a seasoned fighter with Prowess 5 can face five of them and still actively defend himself. Some monsters have even higher Prowess and can be formidable opponents in ways beyond mere mortal men.

This mechanic forces a bit more tactical thinking and decision making compared to normal D&D. Fight out in the open against a superior number of enemies can be dangerous regardless of individual strength.

Armor & Shields

Protection is a key bit of the needs to survive in battle. Armor doesn’t normally make you harder to hit (magical and natural exceptions exist), it reduces damage using tow mechanics Hardness and Minimum that works in tandem but can be a bit confusing at first. Hardness is as it sounds, it reduces damage a certain amount like Ring Mail with a Hardness of 20 and Minimum of 3. This means that attacks that hits but don’t inflict more than 20 still inflict 3 points of damage, and make most combat risky even against less skilled enemies, especially in large numbers.

Crits are more common in HTFRP, skilled combatants can crit on NAT15 on higher making them potentially very dangerous. This is where Beatings comes into play, Armor and Shields have a certain amount of Beatings, which means you can let your armor or shield take the Crit and convert it to a normal hit. When your beatings are used up your armor will be less useful doubling its minimum and render shields useless. They can be repaired during downtime or using mending magic, but it takes time and can expose you.  

Attacks

Your Prowess and Proficiency both plays into how well you can use weapons. Proficiency and Specialization set your To Hit Bonus. Specialization also increases the damage die your weapon uses making a thug skilled in daggers as deadly (or way worse) than the man at arms wielding a greatsword. Prowess dictates how many attacks you can do each round, from 1 to 5 depending on Prowess (for humans and other with a max Prowess of 5). To simplify things you only roll To Hit once per opponent you trying to hit, and the more attacks you have the more damage you can inflicts.  Damage is determined by how many “Damage Dice” you want to allocate to each enemy, if you have higher Prowess.

Example of an attack: Longsword reach 5 To Hit: +4, Damage: 6 slashing Crit: 20 +dx8

 A shortsword +2 that can reach 5 feet, your To Hit Bonus is +4 and Damage on a normal hit is 6 slashing, and Crits are made on a NAT20 and inflicting an exploding d8 for extra damage. This means that unskilled attackers using Daggers do little damage but have a higher chance to explode, which is by design, they can get lucky more often, skilled thugs know how to reliably dole out more damage.

This is not the whole story when it comes to damage though, attacks that don’t crit are listed to only do average damage (no roll needed) plus Str and magic bonuses. This is to speed up the game not having to roll lots of damage dice that needs to be added together. Instead, I’m trying out an “Overflow” mechanic, meaning you can use what you rolled above what you needed to hit to do damage. Half of the overflow on a normal hit and all the overflow on a crit. This combination means that damage is a combination of weapon type, skill, luck and how good your opponent is using a single roll.  It has worked well when I have tested it, but I’m not completely sold on it yet, the streamlining might have gone a bit too far. Rolling dice might be more fun than what the efficiency gains are. This will be first full session to test it on higher level play. It speeds up the game significantly and it is something I can handle, and the numbers stay within 20 or less most of the time, with the potential to reach into the high 40’s in the most extreme cases. The good is that the numbers are low when the enemies are well matched regardless of their level.

Another aspect I use is that players roll most rolls, especially in combat. Instead of enemies rolling to hit, players roll Defense Rolls which makes a GM’s job much easier, and keeps players busy much more of the time.

When you roll a NAT20 in combat (or other form of duress) you get a boon that you can use later to keep going or boost a roll. When you roll a NAT1 you gain extra XP from 50 - 100 depending on. Which means roll 1’s often and you level up faster. Characters learn from their mistakes and get energized by their successes.

These were a few notes on characters and their features. I’ll post more leading up to Gary Con, like Actions, spellcasting and more.

The session at Gary Con will feature the party getting a mission to scout on the fringes flanking the main force that are going on the offensive into Iuzian territory. It will be a session with exploration, some mystery components, history and setting lore, and of course combat. There have been reports of Bonehearts, and a previous patrol haven’t reported back…

The party consists of experienced characters who are well equipped, skilled and capable. The Shield Lands awaits!!

Banners - Volume 2

2026-02-22

Thank you so much for the reception of the first volume of banners, I've received so much good feedback. Here comes the next batch of banners, flags and pennants!

I'm going over the list of existing shields alphabetically from now on, with some exceptions like the Olmans which I have other plans for, more on that later.

First out in this batch is Abbarra (or Kor), of the Bandit Kingdoms.

The Adri Marchlands

And an venerable one, the Principality of Ahlissa, with roots into old times.

With a more modern pennant using the colors of the heraldry, sporting a full three parts befitting a fully recognized realm.

And the United Kingdom of Ahlissa showing of with a properly pompous and pristine banner.

and a full three tiered pennant to go with it.

Old Prelacy of Almor's banner have hopefully been saved, and kept safe somewhere waiting for a time when it can be flown again.

and here is the pennant.

Its Nyrondian descendant, the Protectorate of Almor have a newly created banner as well.

with a pennant to go with it.

Here comes Altimira for Jay "LordGosumba" Scott's campaign.

The Duchy of Artonsamay of the Bandit Kingdoms have a fairly simple one, being one of the less warlike of the Bandit realms.

Atirr despite being an old realm of the Great Kingdom, have kept their modesty and kept up with the contemporary Aerdy taste in banners. Simple but fancy.

Auldet, the little town in the southern Shield Lands I created for my campaign used to fly this banner on top of its keep. After the Iuzian takeover it somehow managed to survive in a tattered state hidden away in a basement among a loyal family risking their life trying to preserve the old ways.

a pennant for the town has never been known to exist.

Next up is Badwall, one of the free towns of the Wild Coast. The example here is a still surviving banner brought to Greyhawk during the war.

and its pennant.

The Bannermen of the Glorioles Army, Dwarven sturdy design.

Bissel's straight forward design, a marshal symbol to gather around on the battlefield no more no less.

but a full three part pennant.

Old venerable Blackmoor, haven't had a real need for a proper banner for some time. Archbaron Bestmo is holding on the the flag from the days of the Great Kingdom presence up here. The old flag is sewn onto a piece of rugged canvas so it can be displayed on the courtroom wall.

and an equally old pennant.

Another old place is Blacksplinter, with is Cranden Vampire Prince showing off the fact he has ruled this place for centuries, under the same banner the whole time.

and the pennant.

and last for this batch the Bleeding Moon Gnolls of the Pomarj.

and their "pennant".

You can download all of them in a zip file (28.3MB) here: https://annabmeyer.com/Downloads/Banners/Banners%20Vol2.zip

EasyZoom is no longer..

2026-02-10

Some of you have noticed, just like I did, that EasyZoom is no longer hosting any images. The service is no longer being offered, for free or paid, as they have now fully pivoted to be medical imaging company. This was sad, EasyZoom was a really useful service that I used for over a decade hosting several large maps.

There are alternatives, before I found EasyZoom I dabbled with https://openseadragon.github.io/#plugins OpenSeadragon is very powerful, open source and comes with lots of cool plugins making it even more powerful. The downside is that it requires tinkering with JavaScript, so I took the lazy approach and used EasyZoom. Now it is back to use OpenSeadragon, QGIS Geoserver, Leaflet maps and other tools to create online maps. It will require way more investment in time and effort but the possibilities are big so in the end its probably worth it.

Still too soon for me to have figured on how to best solve this. I'm in the early stages of setting up a QGIS GeoServer, but that is a different beast providing way more features in the future. Short term solutions are harder, most tools requires programming and manual hosting which is a project in itself. I'm going to see if I can find other paid solutions to fill the gap, there must be a bit of demand for hosting large images on the web.

I'm sorry for the inconvenience, it was a very useful site.

Banners - Vol. 1

2026-02-07

Long time coming, I've been determined to create banners and similar signage of war for my Greyhawk campaign. It took a long time foe me to get the skills to how to do it effectively. Just like with heraldry I wanted to be able to create a range of templates that can be tweaked and re-used to speed up the creation of a whole range of these things for various countries, rules, factions etc.

Thanks to clipart, photoshop mojo, and a bit of AI art I have created over more than 30 templates that I can use for banners and pennants used on battlefields and to show the colors in other circumstances as well. So with these you can put your players (or characters) knowledge of heraldry to the test again.

First out is the Shield Lands, of course.

and the pennant:

In the Shield Lands there might still be a chance to see the banner of the County of Walworth at times.

and its smaller sibling:

Its mightier neighbor Furyondy has a bit more pompous version as befits a more powerful realm.

and the pennant, which is also more elaborate:

and king Belvor's banner:

and the kings guard's pennants:

And to popular demand in my Twitch stream last night, the Principality of Highlands in the North Kingdom:

and their pennant:

and a test with a more sinister one, the Orc Empire of the Pomarj:

and a smaller version:

and to round of this initial small batch, the Cockatrice Riders:

and their pennant:

You can get them all here in a zip file (6.8MB): https://annabmeyer.com/Downloads/Banners/Banners%201.zip

I hope you like them, because I want to make more of them. It is a great side project that can be done in small increments between my main undertakings.

There will be an update on my main patreon project soon, I'm evaluating which way to go with it, and there might be good news on that front soon...

Heraldry - Acererak

2026-01-23

Back home from nearly a week with snow and a bit of cold but lots of fun at Philadelphia Area Gaming Expo 3 it is time to get back to work again. This time for something really D&D and Greyhawk classic, that I have put off until I felt I could do it well. The heraldry of Acererak, 4 different shields in 14 different versions and formats.

First his personal logo, that my guess is his personal guard would have used. Below in the Oeridian heater shield version, as per Greyhawk tradition.

and an aged version, he was active over a millennia ag after all.

And for those of you, like me who would like to see him as an old flan wizard, here are flan versions of his shields. First as it looked in its original form.

and aged.

I can imagine that gaping back mouth not being a hole, but providing some other form of magical effect on these shields... 😉

Acererak was also revered by a group knows as the Conventicle of Acererak, so I made shields for that group as well. I based this design on the helmet of Acererak as he appeared in various 5E products. First in heater shield variant.

and aged.

and flan version.

and aged.

and here is a link to a zip file with these images, plus simple PNG and SVG versions as well:

https://annabmeyer.com/Downloads/Heraldry/Acererak%20heraldry.zip

Thank you again for your support!

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