Tales of the Lunar Lands
Musings on Tabletop RPGs, Pop Culture, Perytons, and Other Nonsense
Saturday, February 14, 2026
Saga of the Ortegids: The Tower of Shampan
Wednesday, January 14, 2026
Saga of the Ortegids: Appendix N
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| If you haven't read the Nintendo Power handbook, do yourself a favor. |
- Dragon Warrior (1989), Dragon Warrior II (1990), and Dragon Warrior III (1992) (NES)
- Specifically the NES versions, including art and literature included in game manuals.
- The promotional art of Katsuya Terada (1963-) and Kensuke Suzuki (1964-2018)
- This art is the reason this project exists. If Dragon Quest canon is "Akira Toriyama's Dragon Quest," then The Saga of the Ortegids is "Katsuya Terada's Dragon Warrior."
- John Buscema (1927-2002)
- Clyde Caldwell (1948-)
- Larry Elmore (1948-)
- Ron Embleton (1930-1988)
- Frank Frazetta (1928-2010)
- Greg (1939-2024) and Tim Hildebrandt (1939-2006)
- John Howe (1957-)
- Ephraim Moses Lilien (1874 - 1925)
- Moebius (1938-2012)
- Earl Norem (1923-2015)
- Boris Vallejo (1941-)
- 300 (1998)
- Arak: Son of Thunder (1981-1985)
- Beowulf: Dragon Slayer (1975-1976)
- Claw the Unconquered (1975-1978)
- Marvel's Conan the Barbarian (1970-1993)
- Dragon Quest: The Mark of Erdrick (1991-1997)
- Not canon to Saga, in large part because it wasn't translated until last year, but a good example of how you can expand on the lore of the Erdrick Trilogy while taking it in a grittier direction.
- Red Sonja (1977-1983)
- The Savage Sword of Conan (1974-1995)
- Vinland Saga (2005-2025)
- The 13th Warrior (1999)
- The Beastmaster (1982)
- Captain N: The Game Master (1989-1991) - S1E7 "Three Men and a Dragon" and S2E10 "The Trojan Dragon"
- Thankfully not canon to Saga, but it does at least give you a sense of how Western audiences perceived Dragon Quest when it first came out.
- Cleopatra (1963)
- Conan the Barbarian (1982) and Conan the Destroyer (1984)
- Deathstalker series (1983-1991)
- Dragonheart (1996)
- Excalibur (1981)
- Fire and Ice (1983)
- Gladiator (2000)
- Hawk the Slayer (1980)
- Hercules: The Legendary Journeys (1995-1999) and Xena: Warrior Princess (1995-2001)
- House of David (2025)
- Ladyhawke (1985)
- Legend (1985)
- The Legend of Zelda (1989)
- Ralph Bakshi's The Lord of the Rings (1978)
- The Northman (2022)
- The Odyssey (1997)
- Primal (2019-)
- Red Sonja (1985)
- Robin Hood: Prince of Thieves (1991)
- Samurai Jack (2001-2004; 2017)
- The Scorpion King (2002)
- The Ten Commandments (1956)
- The Thief of Baghdad (1940)
- Vikings (2013-2021)
- Almost anything by Ray Harryhausen (1920-2013)
- Mostly his sword-and-sandal output, but even something like One Million Years BC could be taking place in the Worldforest.
- Beowulf
- Lin Carter (1930-1988); various
- The Epic of Gilgamesh
- Ferdowsi; The Shahnameh
- Gustave Flaubert; Salammbo (1862)
- Homer; The Illiad and The Odyssey
- Robert E. Howard (1906-1936); various
- Elias Lonrott; The Kalevala (1835)
- Fritz Leiber (1910-1992); various
- The Old Testament
- Orlando Furioso
- The Saga of the Volsungs
- Yes, that's where the name came from.
- JRR Tolkien; The Hobbit (1937) and The Lord of the Rings (1954-1955)
- Valmiki; The Ramayana
- Virgil; The Aeneid
- Vyasa; The Mahabharata
- Wu Cheng'en; Journey to the West (1592)
- Assassin's Creed series (2007-)
- Dragon Warrior I & II (2000) and Dragon Warrior III (2001; Game Boy Color)
- This is after the series started embracing its ties to anime in the international market, but they are in my opinion the best versions of the games, and some content added for these releases found their way into Saga.
- Dragon Warrior IV (1992; NES)
- Faxanadu (1989; NES)
- Final Fantasy (1990; NES)
- The Legend of Zelda (1987) and Zelda II: The Adventure of Link (1988) (NES)
Friday, January 9, 2026
Friday Encounter: The Shrine of Blood
Monday, December 29, 2025
Taloon the Arms Dealer
In my original post outlining the project, I specified that Saga would only strictly adapt the first three games in the series, which all take place in the same universe; continuity gets a lot more loose after that. That being said, Dragon Quest IV did see a Western release at the tail end of the NES's lifespan, and with similar marketing. Eagle-eyed fans will already know that a couple of references to DQ4 and beyond have slipped into Saga, though not always in their original context. Therefore, I think certain elements are still on the table, and it's one of those I'd like to discuss today.
I would consider Dragon Quest IV to be the first "traditional JRPG" in the way we understand it today. Yes, there were RPGs made in Japan before it, including the first three Dragon Quest games, but those games are almost indistinguishable from western RPGs of the era, with PCs frequently being customizable blank slates and the gameplay focusing more on player-driven open-world exploration. DQ4, meanwhile, emphasized the story first and foremost, with a more linear plot and a predefined set of characters whose struggles were told through scripted cutscenes and personal arcs. Hell, the antagonist is a brooding silver-haired twink in a black coat who wants to destroy the world because he was wronged by society, and this was almost a decade before Sephiroth made it cool.
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| An entire genre exists because of this man. |
With that context out of the way, I'd like to pivot to the much-argued dichotomy of transliteration versus localization. Stay with me, I promise we're going somewhere with this.
In adapting media produced in one language to another language, the eternal debate is this: do you translate the original material directly word-for-word to preserve the original intent, accepting that certain cultural references might not land the same way in a new context, or do you rewrite the source material to be more understandable to a new audience? There's been plenty of ink spilled on the topic of which approach is better, and it's not a subject I intend to get into in this post. I think there's a right and a wrong way to do both.Pertinently, I'm of the opinion that the modern approach to translating the Dragon Quest games is exactly how you should not do localization - the series' current localization team takes heavy liberties with how they present dialogue and characterization, often painting things in a much more light-hearted and comedic light than what was intended in the original Japanese, to the point where the head translator had to apologize in an interview for writing horse puns into a scene where a child has his father brutally murdered in front of him. Some people like this approach, and that's fine, but it is absolutely not what the series is in Japanese, and I wrote Saga in part as a rebuttal to this very phenomenon.
However, I'd be lying if I said that the Dragon Quest series hadn't suffered from transliteration at times as well. One of my favorite examples of this is how the English NES manual of Dragon Warrior IV describes Taloon as an arms dealer.
See, if you've experienced enough Japanese fantasy media, you can figure out exactly how this happened. In Japanese RPGs, the stores where you would purchase weapons are often referred to as buki-ya, literally "weapon shop." A localization would likely render this as "blacksmith" - while that's a different word in Japanese, anyone playing an RPG would recognize a blacksmith's shop as the obvious place to upgrade your equipment (interestingly, Taloon doesn't actually appear to make the weapons he sells; rather, his operation seems to consist of going dungeon delving to loot weapons and then selling them to other adventurers). However, the NES manual directly translated buki-ya into English, and Taloon was described as an "arms merchant" - something that has a very different connotation in the English-speaking world.
Normally, this is the part where we'd all point and laugh at how ridiculous that makes this character sound. But this is an RPG blog run by a deranged autist who gets inspiration from the weirdest places. And I kind of love it.
In popular media, the stock character of the arms dealer is usually a villainous figure tied to organized crime. Think of Ulysses Klaue from Black Panther, or if you're older, Destro from GI Joe. They're usually depicted as unscrupulous cold-hearted capitalists profiteering off of senseless bloodshed, willing to prop up civil wars and tinpoint dictatorships simply to line their own pockets. With this in mind, an arms dealer turning out to be a wholesome family man is actually a very interesting subversion of expectations.
If The Saga of the Ortegids is intended to be an exploration of the implied setting of, specifically, the Western presentation of Dragon Warrior lore, resisting the urge to add context from the original Japanese, perhaps Taloon really is an arms dealer. Maybe he's not merely supplying adventurers, but covertly running weapons to different sides of an ongoing conflict to make some extra coin. It's quite thought-provoking to contemplate how someone like Taloon could have ended up in this situation. Are times so tough that he's forced to extend his trade to the black market to make ends meet, knowing that he can't fail his beloved wife and son? Is he perhaps attempting to gain favor with multiple warring factions in the hopes that they can be swayed to leave him and his family out of the conflict?
Yes, the Taloon we see in Dragon Warrior IV is very clearly not doing this, but perhaps there's an alternate universe counterpart of him that exists in the universe of The Saga of the Ortegids who is. It wouldn't be the first time a version of him showed up outside of his original context (not even on this blog), and because the source material for Saga doesn't directly include DQ4, I feel comfortable taking more leeway on how I present him compared to how I present characters from the original trilogy. It'd make for a fun nod for any players who were familiar with the original games, as well as an opportunity to turn their expectations on their head with the true extent of his operations.
More practically, an unwilling arms dealer would also make for an interesting NPC to shake up faction dynamics. If he's supplying an ongoing conflict, does he take sides, or does he try to play both sides against each other for his own ends? The PCs could easily become involved in his schemes, perhaps running weapons for him, or bailing him out of trouble if his smuggling operations attract the wrong attention. Because Taloon's family-oriented motives are sympathetic ones, more morally-inclined PCs might be more willing to back him up than they would a stereotypical arms dealer motivated only by cold hard cash, which could open fun opportunities for faction play to parties that might not ordinarily want to get involved with the criminal underbelly of the setting. At the same time, it presents a moral dilemma - are they willing to perpetuate a bloody conflict if it means a sweet old man gets to come home to his family another night?
So, yes, this is all a very deliberate misinterpretation of a bad translation. But it's a fun one, dammit - and I can't help but feel like dropping this incarnation of Taloon into a campaign set during the Kinslayer Wars, or another conflict in a different setting, would shake things up well.
Friday, December 26, 2025
Friday Encounter: Burn the Goat!
Tuesday, December 23, 2025
Hexmas: The Gingerbread Village
Friday, December 5, 2025
Friday Encounter: Ogres' Ferry
The PCs should come across a river that is flowing too quickly to easily cross on foot, and no bridge or ford in sight. A small rowboat, big enough to hold two people at a time, is sitting on the shore closest to the PCs. Also on the shore with the PCs are a number of ogres equal to that of the party members, who are standing around grumbling and arguing with one another. At the sight of the PCs, they accost them, insisting they need their help to ferry them across the river. They note that they have been stranded here a while, and are growing hungry.
This encounter is based on an old logic puzzle known as the "missionaries and cannibals problem" or "jealous husbands problem" - to boil it down to the essentials, you have to get two parties of equal size across the river, making sure that Party A does not outnumber Party B on either bank of the river at any time.
In this case, the party must transport each ogre to the other side of the river. The boat can hold two people at any time - they can be ogres, PCs, or any combination of the two. However, the ogres are hungry enough to make a bid for the PCs if they think they can get away with it. The ogres are cowards, and they won't try to attack the PCs if there are more PCs present on their bank than ogres. But as soon as they outnumber the PCs on a given bank, they'll attack, ganging up on the PCs so they can kill and eat them.
To make sure this information is available to the players, you may wish to have one of the ogres grab for the outnumbered PC(s) as soon as the boat begins to leave the shore, so that whoever is rowing has a chance to intervene - if the ogres see them change course, they'll immediately drop what they're doing. In any case, the party will either have to take multiple trips to get all ogres and PCs on the other side of the river, or prepare for a fight.
According to Wikipedia, the missionaries and cannibals problem can be solved in a minimum of 11 moves if there are three missionaries and three cannibals (or husbands and wives, brothers and sisters, masters and valets...you get the idea). In order to add urgency to this encounter, you could have the tides slightly rise after each move - the PCs must solve the puzzle in, say, 20-30 moves (to give them leeway to make mistakes) before the tides become too high to safely cross the river. If this happens, they might be swept away, potentially requiring them to make some rolls to avoid being tossed overboard, or perhaps they'd be washed away to a new location. In my campaign, I had three party members and three ogres. If you have a larger party, you'll need to increase the number of alloted moves.
In my campaign, one of the ogres had a broken arm, preventing him from rowing the boat. This would explain why the ogres couldn't row themselves across, and forces the PCs to man the boat at least once. However, my players used this to surmise that the ogre with the broken arm wouldn't be able to fight them either, and that he wouldn't count toward the number of ogres outnumbering the party since he couldn't pose a threat. This made the puzzle significantly easier, but it was logic I couldn't argue with, so I let them have it.
Since I was using this puzzle in a dungeon, I had a door open once all the PCs and ogres were on the same side of the river. You could have this be operated by a pressure plate that will only open under the combined weight of all PCs and ogres standing on it (note that creatures would not need to be alive in order to meet the required weight). Or you could have a passage or treasure located on a higher ledge that the PCs can only access by climbing on the ogres' shoulders.









