Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Thursday, April 2, 2026

Lowlife

Back in the far-off days of the early Old School Renaissance, when Labyrinth Lord was everyone's go-to B/X Dungeons & Dragons retro-clone, Goblinoid Games published two supplements to it that I really liked: the Advanced Edition Companion and Realms of Crawling Chaos. Among the many admirable qualities they shared were illustrations by Sean Äaberg. As I say in my linked reviews, it took me a little while to warm up to Sean's punk, underground comix-inflected artwork – I am, after all, a stodgy traditionalist about many things – but its anarchic energy eventually won me over. His illustrations remind me a bit of Erol Otus's early work mixed with some of the stuff I saw in White Dwarf and other British fantasy from the '80s but with its own unique sensibility. I love it and think it's a great evocation of the DIY spirit of the early hobby.

That's why, when I found out a couple of weeks ago, that Sean has been working on a tabletop RPG called Lowlife based on his previously published co-op boardgame of "swords, sausages, and sorcery," Dungeon Degenerates, it caught my attention. Though I'd never played the boardgame, I knew of it and liked its garish colors and funky artwork. Likewise, the reviews of the game I found online were all very positive, praising both its mechanics and the world if presented, which piqued my interest. Plus, as I mentioned, Sean has a long history of involvement in the OSR, so I knew I wanted to give his new project a shout-out.

If you follow the link above, you can find out more about Lowlife and Sean's plans for it. There's even a preview primer of it that'll give you a bit more information, along with sample layouts of the rulebook. Elsewhere, Sean talks about the game and its inspirations – a blend of "classic fantasy tropes, the scenes you’d find airbrushed on the sides of vans, the scenes of metal record sleeves, black light posters, the grit of Oldhammer with the fun & unexpected twists of the classic Japanese Role-Playing Video Games." It's precisely the kind of gleeful goulash of elements and influences that have always characterized the best old school RPGs and I look forward to see what comes of it. 

Friday, March 6, 2026

Art Is Not an Aesthetic

Art Is Not an Aesthetic by James Maliszewski

Or Depiction versus Presentation

Read on Substack

Monday, January 19, 2026

"Foul Vampire! Accursed Lamia!"

Most stories that appeared in Weird Tales received accompanying artwork, usually on the title page. Clark Ashton Smith's "The End of the Story" is no different, featuring this illustration, which depicts the confrontation between Hilaire, abbot of Périgon, and the lamia, Nycea. I can't quite make out the signature of the artist at the bottom right, so I'm unable to identify him with certainty. I think the initials are "HR," which, if so, suggests the artist is Hugh Rankin, who illustrated several of H.P. Lovecraft's during the same time period.

Regardless, it's a very odd illustration. From the text of the story itself, I assume it depicts the abbot brandishing his aspergillum, which Smith calls (incorrectly) an aspergillus – the world's tiniest aspergillum, it would seem! 

Monday, January 5, 2026

Joe Doolin's Duo

The artwork that often accompanied the stories appearing in Weird Tales and other pulp magazines fascinates me. What strikes me about it is how good so much of it is. I don’t just mean in a technical sense – though that is obviously true – but also in its imaginative confidence and narrative clarity. These illustrations rarely function as mere decoration. Instead, they act as visual doorways into the story’s mood and possibilities, offering a concentrated distillation of wonder, menace, or strangeness that primes the reader before a single word is read. 

A good case in point is the single illustration included with Clark Ashton Smith's "The Tale of Satampra Zeiros" from the November 1931 issue of Weird Tales. Here, we see the titular Satampra Zeiros and his ill-fated companion, Tirouv Ompallios, as they stumble upon the amorphous monster guardian the temple of Tsathoggua in ruined Commoriom. If you ever wondered where Call of Cthulhu's formless spawn of Tsathoggua came from, this is the story and that depiction, by pulp artist Joe Doolin, is probably the first one ever produced. 

One of the things I find notable about the illustration above is the way the two thieves are drawn. Both are attired in generic "Ancient World" garb vaguely reminiscent of a Greek chiton or Roman tunica, complete with sandals. This is common in fantasy art of the pulp era. Many of the earliest depictions of Conan, for example, are similarly dressed, so it's not unusual. Even so, seeing them here made me wonder when it was that we first start to see more genuinely fantastical modes of dress in fantasy or sword-and-sorcery art. That might be a topic worthy of further exploration.

Tuesday, December 16, 2025

A Commemoration of the House of Worms

My longstanding Empire of the Petal Throne campaign, House of Worms, ended in early October of this year, after ten and a half years of more or less weekly play. It is, to date, the longest sustained RPG campaign I've ever refereed or indeed been involved in. Its conclusion was therefore an event of real significance, one I felt deserved to be marked in some lasting way.

I chose to commemorate the campaign by commissioning a group portrait depicting all the player characters and major non-player characters who played an important role over its long history. For this, I turned once again to the artist Zhu Bajiee, who has produced so much excellent work for me over the years. The complete portrait is quite large, and I’ve decided to share it in full only with my patrons. That said, I also wanted to give other readers a sense of it, so I’m presenting selected portions of the image here.

More information about many of these characters, along with earlier depictions of them, can be found in this post from late last year. All of the illustrations here show the characters at the time of the conclusion of the campaign.
This is Huné hiNokór, a scholar priest of Hrü'ü, the Supreme Principle of Change within Tsolyánu's pantheon of gods. He is not a member of the House of Worms clan but joined them on their adventures after encountering them in the underworld beneath the city of Sa'á Alliqiyár. 
From left to right: Keléno hiNokór, Mírsha hiGirén, Jangáiva hiTlélsu, and Ssúri hiNokór. Keléno is a scholar priest of Sárku, the Tsolyáni god of death, while Mírsha, his third wife, is a lay priestess (sorceress) of Ksárul, god of secrets. Jangáiva is a temple guard, shown here with her demonic hammer, Ikh Tèn ("Little Sister"). Ssúri is a ritual priestess and dancer for Sárku's temple. 
Toneshkéthu Vokrón is a fourth stage student at the College at the End of Time, where Sinustragán Dzáshu is her master. She's also the youngest daughter of the Engsvanyáli priestking Girándu XV, who died more than 10,000 years prior to the start of the campaign. 
From left to right: Znayáshu hiNokór, Tu'ásha hiNarkóda, and Chiyé hiZhunrán. Znayáshu is a lay priest of Durritlámish, as well as an astrologer and a seller of protective charms and trinkets. Tu'ásha is his wife – as well as undead. She hides her hideous countenance behind a jade mask. Chiyé is a priest of Sárku who has a particular interest in the magic of the Ancients, like the "eye" that he holding.

From left to right: Nebússa hiTéshku, Srüna hiVázhu, Kirktá hiNokór, and Nye'étha hiSsáivra. Nebússa is a scion of the mighty Golden Bough clan and an agent of the Omnipotent Azure Legion. He is clan-cousin to Keléno's first wife, Hmásu. Srüna is Nebússa's wife, a member of the Iron Helm clan and a potent lay priestess of Ksárul. Kirktá is a scholar priest of Durritlámish, the protégé of Keléno, and a secret heir to the Petal Throne (his claim since renounced). His wife, Nye'étha, is a lay priestess of Ksárul, and another clan-cousin to Nebússa.
Left to right: Qurén hiQolyélmu, Grujúng hiZnáyu, and Aíthfo hiZnáyu. Qurén is a member of the Jade Diadem clan and a scholar of the Mihálli originally in the employ of Prince Rereshqála. Grujúng is a former legionnaire and the uncle of Aíthfo, who was once governor of the Tsolyáni colony of Linyaró.

Though I remain somewhat sad that House of Worms is now done, I am nevertheless glad that we brought it to a satisfying conclusion, something that, I am told, happens relatively rarely for RPG campaigns. That's why I'm especially pleased to have this portrait of the characters and NPCs who played important roles in it over the decade and a bit that we gathered each Thursday afternoon. Zhu Bajiee did a terrific job with all these depictions. They really capture the essence of the characters and serve as a tribute to them and the players who portrayed them.

Friday, November 14, 2025

Sir Yamashiro Li Halan

I often comically lament that I spent my personal character points on the wrong abilities and skills, choosing writing over much more sought after – and profitable – skills like mapmaking or art. Dyson Logos can do both of the latter, which is why I told him that, if he weren't my friend, I'd hate him. Yesterday, while playing in the fourth session of our new Fading Suns campaign, he drew his character, Sir Yamashiro Li Halan. It's a lovely piece of art and one that does a great job of visually bringing to life this drug-addicted rake of a nobleman. 

I suggested to Dyson he give the same treatment to the other characters in the campaign, but I was only half-serious, since I know it'd be a lot of work. Still, it's amazing how helpful it can be to have portraits of characters in a campaign. The make them real in a way that mere words frequently cannot. That's why I commissioned Zhu Bajiee to produce a commemorative portrait of all the important player and non-player characters of the recently completed House of Worms campaign. It'll not only be a great memento of the campaign itself – the longest I have ever refereed – but it will also help me to recall the characters, who are really what helped keep the game going for as long as it did. 

Tuesday, August 26, 2025

More HPL in Astounding Stories

A story by H.P. Lovecraft appeared twice in the pages of Astounding Stories, the first of which was At the Mountains of Madness, serialized over three consecutive issues (February–April 1936). Later that same year, in June, another HPL story appeared, "The Shadow Out of Time," which is, in some ways, a thematic sequel to At the Mountains of Madness. (They both feature Professor William Dyer of Miskatonic University, for example).

Like its predecessor, "The Shadow Out of Time" was published with multiple illustrations, several of which are quite worthy of examination, like the one that appears opposite the first page of the story. Here, you can see two examples of the Great Race.

The next two illustrations depict several non-human species Professor Peaslee presumably encounters while a guest of the Great Race. Take note of the creature in the middle, which is similar, though not identical, to the artwork of the Old Ones (Elder Things) that had appeared in previous issues.
The checkerboard flooring in these illustrations is quite striking, though I don't believe Lovecraft's text suggests anything at all like it. In fact, as I recall, the floor is made up of octagonal stones. 
Here, we see the Great Race again. I find the fact that, despite their advanced technology, they still use books – and ones suitably large for their size. To be clear, this is a detail that Lovecraft himself includes in the story, so it's not an embellishment of the artist. That doesn't make it any less silly, though.

Friday, August 22, 2025

HPL in Astounding Stories

Because of its length, At the Mountains of Madness appeared in three consecutive issues of Astounding Stories (February–April 1936). Each installment featured illustrations (by Howard Brown), noteworthy as some of the earliest artwork connected to a Lovecraft tale. A few are especially significant, as they provide the first published depictions of the Old Ones (Elder Things) and shoggoths.

The first issue from the February 1936 issue shows the base camp of the Lake Expedition, with the city of the Old Ones in the distance.

This issue also includes two illustrations of the Old Ones themselves. 
The March 1936 issue opens with a depiction of not just the Old Ones and their city but also a shoggoth, which looks very similar to the one that appears on the cover of the February issue.
We then get more of both the Old Ones and their city. 
The March 1936 issue contains only a single illustration, again of the city of the Old Ones. At the bottom right, you can see two of the expedition members fleeing the city ahead of the shoggoth (not depicted, so far as I can tell).
In my opinion, these are all really striking illustrations – and apparently Lovecraft agreed. In a letter to August Derleth, he stated that, "The illustrator drew the nameless Entities precisely as I imagined them." Very high praise indeed! 

I'll have more to say about the illustrations from "The Shadow Out of Time," I'll save that for yet another post.

Thursday, August 21, 2025

HPL in Weird Tales

While most interested parties nowadays know that H.P. Lovecraft's stories almost all appeared in the pages of pulp magazines during the 1920s and '30s – the vast majority of them in "the Unique Magazine," Weird Tales – what they may not know is that a great many of these appearances were accompanied by illustrations. I posted a couple of these at the start of the month, but I thought readers might enjoy seeing a few more of these, particularly those associated with some of his more famous yarns.

This one, for example, depicts the bayou ceremony described by Inspector Legrasse in "The Call of Cthulhu."


 Here's an imaginative illustration of Wilbur Whateley's twin brother in "The Dunwich Horror."

This piece shows the end of "The Whisperer in Darkness," when Professor Wilmarth finds the face and hands of Henry Akeley left behind in the chair in which he'd been sitting for most of the story. 
Disappointingly, only one Lovecraft-written story ever appeared on the cover of Weird Tales, "Under the Pyramids," but it did so both with a changed title ("Imprisoned with the Pharaohs") and a Harry Houdini byline (no surprise, since HPL had been hired by Houdini to be his ghost writer).

Lovecraft had much better luck in this regard with Astounding Stories, which featured two of his tales on the cover, starting with At the Mountains of Madness, which features what is likely the first ever illustration of a shoggoth.
This was soon followed by "The Shadow Out of Time."
Both of the Astounding appearances also include interior artwork as well, some of which is quite interesting and probably deserving of a separate post. 

Monday, August 4, 2025

Hugh Rankin and "The Silver Key"

Though the covers of Weird Tales are usually more well remembered by history (for obvious reasons), it should be remembered that most of the stories published within the Unique Magazine had at least one accompanying illustration. So it is with H.P. Lovecraft's "The Silver Key," which featured this piece of artwork by Hugh Rankin.

Rankin provided illustrations for dozens of stories during the 1920s and '30s, including many by Lovecraft and Robert E. Howard. Perhaps his most significant one may be one from "Pickman's Model," depicting a ghoul.

I can't say with absolute certainty that this is the first ever depiction of one of Lovecraft's ghouls in a publication, but I suspect that it is. That alone makes Rankin worthy of remembrance. 

(I feel compelled to add Lovecraft's own drawing of a ghoul, which he drew in 1934, years after the publication of "Pickman's Model." I find it strangely charming.)

Monday, July 7, 2025

Dungeons & Dreamscapes

I’ve often said I feel fortunate to have discovered Dungeons & Dragons when I did, before the dead hand of brandification settled over the game and drained it of the wild, untamed esthetic that once made it so visually compelling and culturally strange. In the years before D&D became a polished entertainment “property,” its visual identity was a chaotic collage of influences drawn from unexpected sources: psychedelic counterculture, turn-of-the-century Art Nouveau, underground comix, pulp magazines, and outsider art. Monsters leered with extra eyes and boneless limbs, while dungeons sprawled like fever dreams. There was a visual lawlessness to early D&D (and to roleplaying games more broadly) that mirrored the creative freedom of its rules. That freedom invited players to imagine fantasy worlds that were not simply adventurous, but also surreal, grotesque, and deeply personal.

These thoughts came back to me recently while flipping through some of the Dungeons & Dragons materials I encountered shortly after I took my first tentative steps into the hobby. Looking at them now, decades later, I’m struck not just by their content, but also by their form. Much of the art did not resemble anything I had seen before. It was crude at times, even amateurish by the standards of commercial illustration. Yet, it was also evocative in a way that transcended technique. These images did not so much depict a fantasy world as suggest one, obliquely, symbolically, even irrationally. Many felt like fragments from dreams or relics from some lost visionary tradition and, on some level, they were.

That tradition was a subterranean one, largely outside the orbit of mainstream fantasy art. Psychedelic poster designers, Symbolist painters, and zinesters working on the margins of the counterculture all contributed, consciously or not, to the strange visual DNA of early roleplaying games. Before branding demanded consistency and legibility, Dungeons & Dragons was porous enough to absorb all of it. The result was an esthetic that was both wildly eclectic and, paradoxically, cohesive in its weirdness. It didn’t feel like a mainstream product; it felt like artifacts from another world.

Today, it’s common to point to Tolkien as the primary visual and thematic influence on early D&D. His mark is real and unmistakable (despite what Gary Gygax wanted us to believe). However, when you examine the actual artwork that filled TSR’s products in the late 1970s and early ’80s – the era when I entered the hobby – you find yourself far from Middle-earth. Instead of noble elves and stoic rangers, you see grotesque creatures, warped anatomy, anatomical impossibilities, and alien geometries rendered in flat inks and, later, garish colors. This wasn’t the Shire. This was something older, more primal, and far stranger.

Where did this esthetic come from?

As I’ve already suggested, part of the answer lies in the psychedelic explosion of the 1960s. This was a cultural moment that sought to dissolve the boundaries between consciousness and art. Psychedelic artists like Rick Griffin and Victor Moscoso developed a visual language rooted in abstraction, distortion, and saturated color, a kind of sensory mysticism meant to evoke altered states. Concert posters and album covers became portals to other dimensions. Meanwhile, underground comix, like those of Robert Crumb or Vaughn Bodē, combined sex, satire, fantasy, and absurdism into worlds that gleefully rejected the conventions of good taste or coherent storytelling.

While Gygax and Arneson were not themselves products of this milieu, the audience they attracted often was – college students, sci-fi fans, and other oddballs shaped by the psychedelic visual environment of the late ’60s and early ’70s. I was younger than that cohort, a child in fact, not a teen or adult, but even I absorbed some of its esthetic currents. They filtered into my world through album covers, comics, cartoons, toys, and the hazy, low-fi look of the decade itself. I didn’t yet know what most of these things meant, but I nevertheless felt their strangeness. They stuck with me, shaping my imagination in ways I only later came to understand.

TSR, for its part, didn’t initially reflect these influences. Much of the earliest D&D art was traditional or utilitarian, inherited from the wargaming scene. As the game’s popularity exploded in 1979, TSR began to draw on a new crop of young illustrators, many of them influenced, directly or indirectly, by underground comix, countercultural poster art, and the lingering weirdness of the 1970s. Their work didn’t smooth out the chaos from which early D&D was born – it amplified it.

No one embodied this more than Erol Otus. His illustrations for the Basic and Expert boxed sets are among the most iconic in the history of the hobby, as well as some of the strangest. Otus’s monsters don’t just look dangerous; they look wrong, like something glimpsed in a fever or half-remembered from a dream. His color palettes are lurid, his anatomy grotesquely playful, his compositions uncanny and theatrical. His esthetic doesn’t belong to heroic fantasy. It belongs to a blacklight poster, hung next to a velvet mushroom print and a battered copy of The Teachings of Don Juan.

Otus, whether intentionally or not, brought the visual grammar of psychedelia into the core of D&D. In doing so, he captured something essential about the game: that it wasn’t just a fantastic medieval wargame; it was a tool for exploring the irrational, the liminal, the transformed. Other artists took up different parts of this same sensibility. Dave Trampier’s work, for example, especially his iconic AD&D Players Handbook cover, radiates a stillness and mystery more akin to myth or ritual than heroic adventure. Other similarly restrained pieces of early D&D likewise seem caught between worlds.

The same spirit is evident in third-party publications. Judges Guild modules are packed with crude, surreal illustrations that throb with symbolic weirdness. David Hargrave’s Arduin Grimoire goes even further. It's a deranged collage of cybernetic demons, magical diagrams, flying sharks, and bizarre maps that reads like D&D filtered through Zardoz. It’s no coincidence that Hargrave gave Otus his first professional credit. They were kindred spirits, working not within a genre, but along the outermost fringes of it.

Beyond psychedelia, another artistic thread ran through the background: the ornate, esoteric elegance of Art Nouveau. The flowing lines of Aubrey Beardsley, the sacred geometry of Alphonse Mucha, and the decadent mysticism of Gustav Klimt all haunt the margins of early RPG art. Beardsley’s illustrations for Salome or Le Morte d’Arthur look, at times, like direct ancestors to early D&D's depictions of witches, sorcerers, and demons. These fin de siècle influences were rediscovered during the 1960s counterculture and found their way, through posters, tarot decks, and zines, into the strange visual stew of early roleplaying games.

Even the dungeon itself is shaped by this visionary impulse. Early dungeons aren’t realistic structures. They’re mythic underworlds. They don’t obey architectural logic but symbolic logic, filled with teleporters, talking statues, secret doors, and fountains of infinite snakes. They’re not places so much as thresholds. To descend into a dungeon is to cross into a space where transformation of one kind or another is not only possible but expected.

That’s why so many early modules have such power decades later. Quasqueton, Castle Amber, White Plume Mountain, The Ghost Tower of Inverness – they’re not just combat arenas. They’re almost spiritual landscapes, mythic spaces presented as keyed maps. The artwork used to depict them conjures a mood, a worldview, a sense of mystery, inviting players to see fantasy not as genre convention, but almost as a moment of altered perception.

However, as D&D became a brand, this strangeness was steadily scrubbed away. Style guides were introduced. Idiosyncratic artists gave way to professionals. The game’s visuals became cleaner, more representational, more standardized. With that polish came a flattening of the imagination. D&D no longer looked like a vision; it looked like product.

This, I think, is what so many of us in the early days of the Old School Renaissance were reaching for, even if we couldn’t name it at the time. We were looking for the weirdness again, for the ecstatic, chaotic, sometimes unsettling energy that marked those early years. We remembered when fantasy didn’t have to be safe or heroic or respectable. We remembered when D&D looked like a door to Somewhere Else.

That's because fantasy, properly understood, is not an esthetic. It is a vision of the world tilted just enough to let the impossible shine through. Like the pioneers of science fiction and fantasy, the early artists of Dungeons & Dragons understood this. Otus understood it. Trampier understood it. So did Beardsley, Griffin, and countless anonymous illustrators working on mimeographed zines and early rulebooks in the 1970s. They weren’t just drawing monsters or dungeons. They weren’t just illustrating rules. They were revealing other worlds.

Thursday, April 24, 2025

The Sigils of sha-Arthan

I've recently completed a gazetteer of the Eshkom District, one of the twenty regions that make up the Empire of Inba Iro, the sample starting area for Secrets of sha-Arthan. This gazetteer will appear in an upcoming issue of Fight On! (though I've already shared it with my patrons). A lengthier, more detailed version of it will appear later this year as part of a new 'zine I'll be releasing, about which I'll talk in the coming weeks. 

For the moment, though, I wanted to share a few pieces of art the ever-amazing Zhu Bajiee produced for this project. Unlike previous pieces of artwork, these don't depict characters or monsters from sha-Arthan but rather symbols of some of the factions within the setting. The first of these is this one, used by the House of Magdor, the current ruling dynasty of Inba Iro. Named after Magdor, the great-great-grandfather of the current King-Emperor, the House seized the Solar Throne almost two centuries ago when his Chomachto army conquered da-Imer, the First City. 
The House of Magdor
Of course, not everyone was pleased by this seizure of power, most especially the former Ironian dynasty and its allies, some of whom have clung to power in certain districts of the Empire (Eshkom being one of them). Though outwardly loyal to the House of Magdor, they have formed a secret alliance known as the Sunbound that works behind the scenes to overthrow the Chomachto and regain the Solar Throne. 

The Sunbound
The temples of the Eternal Gods are quite powerful within the Empire, few moreso than that of Akor, the goddess of silence and secrets. Akor's temple once acted as guardians of Inba Iro's known vaults, but that role was recently stripped from them, a move that has created a rift between it and the Solar Throne. Fortunately for the King-Emperor, the temple is itself divided, with one faction favoring the Sunbound and another desiring rapprochement in the hopes of regaining its ancient rights.
The Temple of Akor
The Unmakers are a loose collection of cults whose leaders see the Makers as having been detached, corrupt, and, above all, stifling to the development of sha-Arthan and its inhabitants. Though suppressed in nearly every realm of the True World, sects of Unmakers nevertheless thrive in the shadows. The Hollow Prophets are the largest and most powerful such sect within the Eshkom District.
The Hollow Prophets
Because of their proscription, these cults make regular use of way signs – simple, deliberately cryptic graffiti that mark safe meeting spots, hidden caches, and homes of sympathizers, allowing cultists to navigate a hostile world without drawing attention to themselves or their activities.
Way Sign of the Hollow Prophets

Monday, March 31, 2025

A Maker's Enigma

Among the more frequently unearthed relics of the Vaults are finely wrought containers of metal and ceramic, known as Maker’s enigmas or, in some circles, cipher caskets. Each is a marvel of ancient craftsmanship, its intricate locking mechanisms guarding the secrets within from all but those who possess the proper key. Yet even such defenses are not impervious; the Chenot, with their deft tendrils, have a knack for unraveling these age-old puzzles. Some enigmas conceal deadly traps, though such precautions are seldom found in the smaller ones, like the example shown here. The treasures within are as varied as they are coveted: coins and gems, alchemical pastilles of restoration, rolled sheets of ushua-paper inscribed with the cryptic Hejeksayaka script, or even arcane devices of unknown purpose. An unopened Maker’s enigma, especially one of larger size, commands a fortune in the great cities of da-Imer and Eshkom, where eager buyers wager immense sums on the hope of unveiling a priceless relic of the Makers.

Art by Zhu Bajiee

Friday, March 14, 2025

My Top 10 Favorite Traveller Images (Part II)

Part I can be found here.

5. JTAS #13 Cover

The Journal of the Travellers' Aid Society was GDW's in-house periodical for supporting Traveller (until it was replaced by Challenge in 1986). With a few exceptions, the covers of JTAS weren't notable, but issue #13 is one that really captured my imagination. Drawn by William H. Keith, it depicts a member of the Hiver species, one of the most interesting – and weird – nonhuman aliens of the official Third Imperium setting. Few of the subsequent depictions of the Hivers ever looked as good as this one in my opinion, not even those in the Alien Module devoted to them. Consequently, this particular piece has stuck with me for years as a high point in Traveller art, particularly of alien species.

4. The Traveller Book Cover

William H. Keith returns (for the last time) with his cover art for The Traveller Book. Its placement so high on this list is at least partially due to nostalgia, because I've used it as my go-to Traveller rulebook for decades. I readily acknowledge that, from a technical perspective, the cover is slightly amateurish. However, I care more about its grounded vibe. It's just a merchant crew warily disembarking their 200-ton Far Trader, armed and ready for anything. It's a terrific encapsulation of Traveller as a game and I love it, for all its weaknesses as a work of art.

3. Alexander Lascelles Jamison

OD&D had Xylarthen the Magic-User and Traveller had Alexander Lascelles Jamison. This 38 year-old merchant captain has been the game's sample character since 1977, but his portrait got a significant upgrade in The Traveller Book over its original version. Drawn by David Dietrick, who provided a lot of great artwork for Traveller during the mid to late 1980s (and in Thousand Suns, too, come to think of it). Dietrick's reimagining of Jamison isn't just how I imagine this particular character; he's my mental image of the default Traveller character. You can't get much more iconic than that.
2. Charted Space Map

I've raved about my love of this map before, so I won't say much more here. I will add that this image is very near and dear to my heart, both because of what it depicts and how it depicts it. The map is peak classic Traveller – elegant and evocative with just enough information to inspire. I had this map pinned to my wall for years, so it will always be very special to me.

1. Regina Subsector Map

If D&D is defined in part by graph paper, Traveller is defined by hex paper, or rather by its 8×10 hex-based subsector maps, the foundations upon which the game's conception of the galaxy are built. Regina subsector is subsector C of the Spinward Marches and the example subector presented in in many GDW products. Regina is thus like the Grand Duchy of Karameikos, the Dalelands, or Lakefront City – an example that grows beyond its original purpose to have a life of its own. Every time I look at this map, I quickly find myself imagining situations and adventures on its worlds, especially those located outside the main travel routes. Looking at this map makes me want to play Traveller, which is exactly what a good RPG image should do.

Thursday, March 13, 2025

My Top 10 Favorite Traveller Images (Part I)

Before I start, a couple of caveats and explanations. First, you'll note that I say "images," not "illustrations." That's because Traveller is rather (in)famous for its dearth of artwork, especially prior to the publication of The Traveller Book in 1982. However, the game never lacked for images, by which I mean maps, deck plans, and the like and many of these helped define the game and its approach to science fiction every bit as powerfully as did more "traditional" RPG illustrations. Second, I've purposefully limited my selection of images to Traveller products published by GDW between 1977 and 1986. There's a lot of third-party Traveller material published during that time, many with superb imagery, but, in the interests of focus, I've limited myself to only the main Traveller line. If there's sufficient interest, I might do a second series of posts that expands the scope a bit.

10. Diagram 1 from Shadows

Shadows is one of my favorite Traveller adventures, one I've refereed numerous times over the decades. One of my favorite things about the adventure are its maps and diagrams. All of them serve to describe the alien ruins found on the backwater planet of Yorbund that forms the location in which Shadows takes place. While several of them could easily have been chosen as an entry in this post, I think Diagram 1, pictured to the left, is by far the best and most interesting. As you can see, the diagram depicts the central shaft of the ruins, descending from a hidden entrance at the top of a surface pyramid tens of meters below the surface of Yorbund. It's a very practical image, enabling the referee to get a handle on how the various parts of the ruins relate to each other. It's also very atmospheric, establishing Shadows as a literal descent into the underworld. 

9. Snapshot Deck Plans

Another entry in this list and still no illustrations! Instead, gaze upon these deck plans from Snapshot. They depict two iconic starships from Traveller – the 100-ton Type S Scout/Courier and the 200-ton Beowulf-class Free Trader. These are probably the two most common "adventuring" starships in the game, in large part due to the fact that Scout and Merchant characters stand the chance of mustering out with one of them. They're also the perfect size for a band of characters. Though there are many other versions of these deck plans, it's these from Snapshot that are seared into my brain, thanks to having used them repeatedly in my youth.
8. Entering Jumpspace

Our first "proper" illustration and by William H. Keith, no less (a name that will appear several more times in this post and the next). In case the flash of red isn't enough to give it away, this piece appeared in The Traveller Book. That's the aforementioned Type S Scout/Courier as it prepares to enter jumpspace. Though very simple, it's a favorite of mine and has colored (no pun intended) my conception of what it Traveller interstellar travel looks like. Though I can't prove it, I suspect it was inspired, at least in part, by how the Millennium Falcon entered hyperspace in Star Wars.

7. Zhodani Battle Dress

The psionic Zhodani are the main rivals of the Third Imperium and were described in detail in the fourth Alien Module produced for Traveller. One of many great things about that supplement is the way it firmly established the esthetics of the Zhodani Consulate and their citizens and military forces. I particularly like this illustration (by Bryan Gibson) of Zhodani battle dress, complete with notations pointing out its various features, such as its distinctive clamshell helmet. This piece occupies a halfway point between being a traditional illustration and being a diagram, I think, but it's all the more effective for it.
6. The Patron

Another William H. Keith piece from The Traveller Book (note the red highlights), it depicts a distinctive element of Traveller – and one about which I'll be posting soon – the patron encounter. Many a Traveller adventure begins with meeting Space Sydney Greenstreet over drinks in the darkened corner of a startown bar, his bodyguard looming over the proceedings. Ironically, it's not a scene about which I can recall many illustrations in GDW products, which is probably why this one has stuck with me over the years. In many ways, this is the defining image of Traveller, or at least the way it was played back in my youth. If I didn't have other even more representative images, I'd probably rate this one even higher.