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Mythic World of Oldskull - Oldskull Knights
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Mythic World of Oldskull - Oldskull Knights


Wonderland Imprints is proud to present the second volume in the Mythic World of Oldskull series, providing the advanced modular rules developed for author Kent David Kelly’s epic campaign adventure game. These volumes are designed to integrate perfectly with one another if you collect them all, or to stand alone if you prefer to pick and choose aspects from the Oldskull campaign that you’re personally intrigued by. If you’re looking for universal and directly compatible old school materials to bridge the original game editions created by Arneson and Gygax (1974-1985), Holmes (1977), Moldvay and Cook (1981), Mentzer (1983-1986), and other luminaries of TSR (1974-1989) into a single refined system, you’ve come to the right place.

This second supplement in the series provides a full examination of the labyrinthine rules for cavaliers and paladin-cavaliers, in addition to many other features. You will find six fully realized and refined classes of the knight archetype herein: the chivalric cavalier proper (with fuller, more sympathetic, and fairer rules advocating player free agency), the elven cavalier (complete with stag mounts and bows of course), the drowic cavalier, the paladin (replete with role-playing advice and a detailed coverage of alignment challenges), the anti-paladin Chaos Knight, and the mysterious demon-slaying Knight Templar. All classes have been fully integrated with world mythology, folklore, weird fiction, and detailed campaign notes from the author’s campaign that will bring your knighted characters alive in the World of Oldskull. All of the classes and rules have been reimagined and updated throughout with extensive sagely advice along with out-of-print magazine and newszine errata, supplemented by notes and musings derived from E. Gary Gygax in accordance with his vision for his never-attained Advanced Second Edition.

Twenty-four of the new elements and systems you will find herein include: extensive themes and evocative level titles for all classes; clearer and more internally consistent rules for Yeoman and Noble Cavaliers; a rebalancing of strength of will vs. fear and mind attacks; detailed rules for equine and non-equine mounts (including the Templars’ dungeon-prowling war beasts); parrying rules that make sense; pennon of glory advantages; cavalier henchman and squire details by level; errata-driven rules for weapons of choice; clarified lance usage guidelines; more reasonable systems for exemplary and dishonorable armor; elven and dark elven lore templates; the drowic Riding Lizards of Chthon; a fuller and fairer review of chivalry (it’s not mind control, it’s choice); details for Black Knights; more types of warhorses; more barding; the Chaos Knight class; cultural paladins by mythos; paladin aura of protection errata; better rules for palatine warhorses; disease curing clarifications; a Gygaxian treatise on the meaning and play potential of Lawful Good; the Templar class; twenty unique knightly orders for your campaign; and lots and lots of lore from the World of Oldskull.

I hope you enjoy this celebration of the old school TSR tradition. Be sure to watch for future volumes in this series which will detail the full array of character classes, new classes and races, adventuring rules, campaign setting details, and much more. Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy. (200 pages, 60,000 words.)

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Customer avatar
Ijustwant T September 25, 2020 7:22 pm UTC
One more thing to clarify: Chaos Knights have the fairly usual "Forever X" disadvantage, wherein they can't multi- or dual-class... yet no other class in the book possesses this disadvantage. Am I to take it as an implication that paladins could multiclass, or at least dual-class?

I had this AD&D character concept for a necromancer who would dual-class into a paladin, but I've never pulled off the monstrously high ability scores required for such a feat.
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Kent K September 25, 2020 7:32 pm UTC
Hi, that's still being worked out; the character with two classes (dual-classed humans) in the World of Oldskull are more along the lines of the Eternal Champion where an ancestral spirit awakens and you have a character with two personalities attempting to merge into single entity. Like most things I try to find mythic lore to attach to arbitrary rules to make them resonate better in play. But there's a lot to hash out before I get there in formalizing all of the classes first :)

In by the book 1E AD&D, if I remember correctly as of 1985 errata the only classes that could dual-class were those listed in the multi-class chart: assassin, cleric, druid, fighter, illusionist, magic-user, ranger, thief. Knights can't dual-class. Multi-classed demi-humans can't be cavaliers because they instead have unlimited advancement (unlike fighters). As always the GM can make exceptions where justified, as long as power levels are relatively OK. But I don't worry about power levels too much in low-level play,...See more
Customer avatar
Ijustwant T September 25, 2020 9:24 am UTC
You've got a spot of double-edit at page 104, Chaos Knight spellcasting stuff being informed twice. May want to delete the extra. Also, would the extra holy symbols, though powerless, not still have the benefit of a decoy?

Do you have any plans for Oriental Adventures races and classes? Is there a far-eastern realm in the World of Oldskull? The Cavalier class connected my mind to the far-eastern Samurai equivalent, and from there to the appeal of swordmaster kensai, the quirky multiclass-disguise ninja, the mythical and flavourful hengeyokai, and the overly complex yet potentially fascinating family tree stuff, and of course honor. It would be nice to see your spin on them.
Customer avatar
Kent K September 25, 2020 6:46 pm UTC
Thanks much, I deleted the clone fragment. There were a couple other nettling bits (like the count for the cavalier's weapons of choice) that I fixed up too, so there will probably be a 1.01 version of this later.

In the World of Oldskull all of the countries exists, so there's Nippon, Serea, Cathay, the Indus Lands, etc. and Pegana and in the Indian Ocean. Anywhere in the real worlds the PCs can go and see what mythic lands there are. We had characters go there but never established a PC campaign there, so I have no elaborations on classes from a play balance perspective (all were NPCs). Classes we used for NPCs there included the Geisya (Dragon #121), Mariner, some Monk and Mystic variants, Piao Shih, Samurai, Shaman, Sumotori (arena event only) and a few other bits, but that was it.
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File Last Updated:
September 23, 2020
This title was added to our catalog on September 23, 2020.