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SPI’s Swords & Sorcery as a D&D Setting

This post is just Sean McCoy’s Divine Right: Minaria as a D&D Setting but for a different wargame operating on a smaller, more gameable scale.

The map of Swords & Sorcery: Quest and Conquest in the Age of Magic

View the full map in high resolution.

Swords & Sorcery: Quest and Conquest in the Age of Magic is a fantasy wargame released by Simulations Publications, Inc. in 1978. It’s batshit insane: an incredible map covering two thousand 1-mile hexes buried under eighty-six pages of weird lore and unsavory ‘70s nonsense. I’m sure the Army and Quest mechanics are fine, but the presentation is… lacking. Here’s how it communicates the size of its hexes:

[3.6] GAMESCALE Each hex on the map represents one Imperial keltar from hexside to opposite hexside. This is equivalent to approximately 1.4 Elven valeth or 0.35 Draconian korvyn. Each Imperial unit represents a tercia (about 600 men) or cohort, while the Elves and similar folk organize by tribal or clan affiliations. The barbarians (independent men, dwarrows, etc.) organize in the equivalent of the Terran Viking fylking, and the Orcs, Goblins and Corflu Cultists are formed into the equivalent of an understrength Terran Ottoman touman. The Cronks of Aardvark Wallow have no discernable military formation. Each Game-Turn is one Imperial zelith (see Section 2.0).

I blame Gin for sending me down this rabbit hole.

Anyways, there’s plenty of useful stuff to fill out or replace here – castles, towns, keeps, temples, tombs, hell gates, bottomless plungeholes – certainly enough to use for a sandbox campaign if you are willing to use a good hex fill procedure and seed the map with adventure sites.

Using the map

While the game uses 1-mile hexes (thanks to Mr. Mann for confirming this), I am going to scale up to 3- or 6-mile hexes for use with Delving Deeper and other systems.

Additionally, portals and vortex tiles are used in the original game for voluntary teleportation and for spinning up giant storms that can demoralize and destroy units; maybe these become dormant teleportation gates and localized, perpetual storm systems respectively.

The Empire

Aardvark Wallow

Ka-Chunk

Capella

Minotaurus

The Swamps

N’Dardia

Rhiannon

Endore

Nattily Woods

Vynar

Neitherwold

Krasnia

Outer Krasnia

Dwarfhaven

Kanathar

Zirkast

EvAlyn Woods

Ithilgil

Intas

Kelgarnth

Graumthog

Convivia

Sorcerak

#board games #dice rolling