Dragon Magazine #222
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Germany As We Saw It
DOCUMENT RESUME ED 045 000 FL 002 074 TITLE Germany as We Saw It. INSTITUTION Stanford Univ., Calif. SPONS AGENCY Office of Education (DFFW), Washington, D.C. PUB DATE 18 Aug 61 NOTE 173p.: Report of 1061 NDEA Institute held at Bad Boll, Germany EDRS PRICE EDRS "Price MF-$0.7c HC Not Available from EDRS. DESCRIPTORS Area Studies, Churches, Cross Cultural Training, Cultural Background, Cultural Context, Elementary Education, Employment, Family Life, *Foreign Culture, *German, Housing, Inservice Teacher Education, Institutes (Training Programs), International Education, Religion, Secondary Education, *Secondary School Teachers, *Second Language Learning, Study Abroad, *Summer Institutes IDENTIFIERS *Germany, NDEA Language Institutes ABSTRACT Close-up studies of German life in the Stuttgart area are reported by participants of Stanford University's 1051 National Defense Education Act second-level institute for secondary school teachers of German, held at Bad Boll, Germany. Topics covered include: (1) religious life, (2) political life,(3) problems of settlement, (4) occupational problems and the family,(5) aspects of the German educational system, and (6)general cultural life. 17.or related documents see ED 027 785 and ED 027 786. [Not available in hard copy due to marginal legibility of original document.) (WR) U.S. DEPARTMENT OF HEALTH, EDUCATION & WELFARE OFFICE OF EDUCATION THIS DOCUMENT HAS BEEN REPRODUCED EXACTLY AS RECEIVED FROM THE PERSON OR ORGANIZATION ORIGINATING IT.POINTS OF VIEW OR OPINIONS STATED DO NOT NECESSARILY REPRESENT OFFICIAL OFFICE OF EDUCATION POSITION OR POLICY. -report presented4the'partic.ipants n--the1961 Stanford -NDEA Institule '. eld...at -Bad. Boll,. Germany.. TABLE OF CONTENTS A. Religious Life in Airttemberg p. -
The Guild and the Swordsman
Acta Periodica Duellatorum 27 DOI 10.1515/apd-2015-0013 The guild and the swordsman Jean Chandler with translations by Jack Gassman and Christian Trosclair, edited by Willy Rosencrans, and special thanks to Willy Rosencrans, Marjorie Dalton, Olivier Dupuis, Christian Trosclair, Jürg Gassmann, Kel Rekuta, Ariella Elema and Jake Norwood. Abstract – Guilds have a well-established association with the fencing systems of medieval Europe, and the phenomenon of guilds has been the subject of a great deal of new academic research in the last 20 years or so. A thorough summary of the recent scholarship on guilds and their structure and history will help provide context for what may be loosely described as armed guilds. Though armed guilds have not yet been the subject of a proper systematic analysis, it is possible to tentatively identify four types. Combining the summary of ‘civilian’ guilds with the emerging evidence of armed guilds, including the fencing guilds, may help us better understand the social relevance of martial arts in medieval and Early Modern Europe. This may in turn contribute positively to the ongoing efforts to interpret the medieval fightbooks. Keywords – guilds, armed guilds, societates armatae, fencing guilds INTRODUCTION This paper has two purposes. The first is to summarize the recent scholarly work on guilds, in order to help provide an accurate context for fencers and researchers in the historical fencing community who may be interested in the links between fightbooks, fencing masters and guilds. A great deal of work has been done in the academic community on the subject of guilds in the last couple of decades which changes the perception of them to no small degree. -
Read an Excerpt
Copyright 2020 Golden Productions LLC. All Rights Reserved. LASSA ERIKSON was absolutely terrified, completely and utterly terrified because he was standing in the middle of a Danish battlefield surrounded by an ocean of the fiercest, nastiest, toughest, meanest, ugliest Viking warriors the world had ever seen… and technically, for the past seven and a half hours he was supposed to be one of them too. Lassa’s palms were sweating, his heart was pounding and his thirteen year old legs were trembling so much that he had to lean on his shield to stop himself from falling over. Any minute now he knew he’d be dead. Stabbed - slashed - squashed - burned - boiled - or lanced through the heart by an enemy Saxon spear, dead. Lassa didn’t stand a chance. He looked nothing like the real Vikings. He wasn’t taller than a bear, didn’t have scars, muscles or missing limbs, and he still had all of his own teeth. Lassa wasn’t a warrior he was a worrier. And worrying was exactly what Lassa was doing. He kept thinking, hoping, praying that any minute now he’d wake up to another boring day, in his boring little room above the boring and uneventfully safe hay loft on the family farmstead. He scrunched his eyes then opened them, but the army was still there. Leading the Viking army was the hulking great wall of flesh - General Gorn Skarsgood. He was the six foot four embodiment of the Viking name; broken nose, forked beard, iron plated armor and a four foot long broadsword that he wielded as if it were a toothpick. -
Tales of the Seven Fingers These Stories Were Originally a Collaborative Effort Between Myself and Another Writer on the RP World Website
Tales of the Seven Fingers These stories were originally a collaborative effort between myself and another writer on the RP World website. Sadly my writing partner dropped out before the tales were done, and the site has been inactive for quite a while. I have re-compiled the tales, editing out his characters as best I could and adding a few of my own to fill in. It is set in modern times, in an alternate universe where supernatural creatures exist, magic works, and gun powder was never developed. Nominally it would be referred to as 'Steampunk'. The story is incomplete, ending where the project died. Still, I believe that it is an enjoyable tale to read and so I've added it here. The story presented here is purely fictional, and a result of compiling my own archives of the tale. Enjoy! Tales of the Seven Fingers Prolog - Sonny's Tale 1 - Seven Fingers Down 2 - A Dead Run 3 - A Dark and Stormy Night 4 - A Pirates Life For Me 5 - Devil's Play 6 - Liberty 7 - Abduction! 8 - Rouges in the Parlor 9 - Trey of Cups 10 - Love Boat 11 - Smoke on the Water 12 - Right in the Eye 13 - Captain Brassman 14 - Offin' the Score Sonny's Tale It was a cool morning. The humidity of the previous day, along with the night's gentle mist, hung dripping from the branches and clung to each blade of long grass. The moisture steamed off of Sonny's warm skin as he chugged along in search of the mushrooms that Momma so loved. -
Savage Coast Campaign Book
Savage Coast Campaign Book Credits Design: Tim Beach and Bruce Heard Additional Design: David Gross, Cindi M. Rice, and Ed Stark Editing: Cindi M. Rice Editorial Assistance: Tony Bryant, Jonatha Ariadne Caspian, and Lester Smith Project Coordination: Karen S. Boomgarden Art Coordination: Bob Galica Cover Painting: Paul Jaquays Cartography: John Knecht and Diesel Graphic Design: Heather Le May Based in part on the "Princess Ark" series by Bruce Heard and partially derived from the work of Merle and Jackie Rasmussen. Playtesting and Review: Many people at WarCon, Hurricon, and Concentric; Carrie A. Bebris; Anne Brown; Steven Brown; Bruce Cordell; Miranda Horner; Mike Huebbe; Kevin Melka; Sean Reynolds; and Ed Stark Special Thanks to the following, without whom this would have been a lesser product: Rich Baker, Wolfgang Baur, Tim Brown, Angela Clay, William W. Connors, David "Zeb" Cook, Patty Corbett, Flint Dille, Dan Donelly (and the Society of the Grand Gauche), Cathy Griffin, David Gross, Jeff Grubb, Andria Hayday, Bruce Heard, Dori Hein, Gordon Hookailo, Gwendolyn Kestrel, Brad Lavendar, Julia Martin, Colin McComb, Dominic Messinger, Bruce Nesmith, Faith Price, John Rateliff, Thomas Reid, Marshall Simpson, Bill Slavicsek, Lester Smith, Dave Sutherland, Audra Timmer, Sue Weinlein, Skip Williams, David Wise, and Phi Mu Alpha Sinfonia (especially John Cereso and Ky Hascall) Copyright © 1996 TSR, Inc. All Rights Reserved. Made in the U.S.A. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, DRAGON, DUNGEON MASTER, AD&D, MYSTARA, MONSTROUS COMPENDIUM, and RED STEEL are registered trademarks owned by TSR, Inc. MONSTROUS MANUAL, SAVAGE COAST, and the TSR logo are trademarks owned by TSR, Inc. -
Crucibles of Virtue and Vice: the Acculturation of Transatlantic Army Officers, 1815-1945
CRUCIBLES OF VIRTUE AND VICE: THE ACCULTURATION OF TRANSATLANTIC ARMY OFFICERS, 1815-1945 John F. Morris Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy under the Executive Committee of the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2020 © 2020 John F. Morris All Rights Reserved ABSTRACT Crucibles of Virtue and Vice: The Acculturation of Transatlantic Army Officers, 1815-1945 John F. Morris Throughout the long nineteenth century, the European Great Powers and, after 1865, the United States competed for global dominance, and they regularly used their armies to do so. While many historians have commented on the culture of these armies’ officer corps, few have looked to the acculturation process itself that occurred at secondary schools and academies for future officers, and even fewer have compared different formative systems. In this study, I home in on three distinct models of officer acculturation—the British public schools, the monarchical cadet schools in Imperial Germany, Austria, and Russia, and the US Military Academy—which instilled the shared and recursive sets of values and behaviors that constituted European and American officer cultures. Specifically, I examine not the curricula, policies, and structures of the schools but the subterranean practices, rituals, and codes therein. What were they, how and why did they develop and change over time, which values did they transmit and which behaviors did they perpetuate, how do these relate to nineteenth- and early-twentieth-century social and cultural phenomena, and what sort of ethos did they produce among transatlantic army officers? Drawing on a wide array of sources in three languages, including archival material, official publications, letters and memoirs, and contemporary nonfiction and fiction, I have painted a highly detailed picture of subterranean life at the institutions in this study. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978. -
The Master of Ravenloft Is Having Guests for Dinner . . . and You Are Invited
The master of Ravenloft is having guests for dinner . and you are invited. A dark shape emerges from the shadow of Castle Ravenloft. A fl ash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name: “Ireena . .” The Expedition to Castle Ravenloft campaign adventure updates the original 1st Edition Ravenloft® module, retaining the Gothic fl avor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience. This campaign adventure is designed for characters of levels 6–10 and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters. BASED ON THE CLASSIC ADVENTURE BY Tracy and Laura Hickman For use with these DUNGEONS & DRAGONS® core books Player’s Handbook™ Dungeon Master’s Guide ® SampleMonster Manual ® file Visit our website at www.wizards.com/dnd ™ Sample file CREDITS DESIGNERS COVER ARTIST BRUCE R. CORDELL AND JAMES WYATT KEV WALKER BASED ON BY TRACY AND LAURA I6: RAVENLOFT INTERIOR ARTISTS HICKMAN DAVE ALLSOP, KALMAN ANDRASOFSKY, RALPH HORSLEY, WILLIAM O’CONNOR, LUCIO PARRILLO, DEVELOPMENT AND EDITING ANNE STOKES, EVA WIDERMANN JENNIFER CLARKE WILKES, BILL SLAVICSEK CARTOGRAPHERS EDITING MANAGER JASON ENGLE, KYLE HUNTER KIM MOHAN GRAPHIC DESIGNERS DESIGN MANAGER MARI KOLKOWSKY, TRISH YOCHUM, CHRISTOPHER PERKINS JENNIFER LATHROP DEVELOPMENT MANAGER JESSE DECKER GRAPHIC PRODUCTION SPECIALIST DIRECTOR OF RPG R&D ANGELIKA LOKOTZ BILL SLAVICSEK IMAGE TECHNICIAN SENIOR ART DIRECTOR D&D SVEN BOLEN STACY LONGSTREET PRODUCTION MANAGERS ART DIRECTORS JOSH FISCHER, RANDALL CREWS MARI KOLKOWSKY, KARIN JAQUES Some information in this book is taken from or derived from Domains of Dread by William W. -
Necromancer Games Is Not Affiliated with Wizards of the Coast, LLC, and Make No Claim to Or Challenge to Any Trademarks Held by Wizards of the Coast, LLC
Giants & Dragons Teaser Quests of Doom Author: Ed Greenwood Editor: Steven Winter Cartography: Ed Greenwood Layout and Typesetting: Charles A. Wright Developer: Steven Winter Interior Art: Chris McFann Necromancer Games is not affiliated with Wizards of the Coast, LLC, and make no claim to or challenge to any trademarks held by Wizards of the Coast, LLC. Necromancer Games, Inc., 2014, all rights reserved. Product Identity: The following items are hereby identified as Necromancer Games Inc.’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product Identity. Previously released Open Game Content is excluded from the above list. Necromancer Games 5th Edition Rules, 1st Edition Feel 1 Quests of Doom Giants & Dragons — By Ed Greenwood — Wise rogues join the government, where their larceny has the cover of can do the trick. In either case, a pack of wolves or other hungry, desperate “legality” and the cash comes in heaps and piles from deceitful receipts creatures shadowing the characters is a nice bit of added motivation for and pocketed procurements rather than in small, bloodstained purses from the PCs to seek a safe refuge. -
A Playset for the Fiasco Story-Telling Game. Adrilankha Credits Written by Corey Reid with Input from Jody Kline and “Kitesh”
A Playset for the Fiasco story-telling game. Adrilankha Credits Written By Corey Reid with input from Jody Kline and “Kitesh”. Obviously the whole thing is based on the works of Steven Brust, who if you don’t know is a fantastic writer and you should start with Jhereg. Enjoy. Boilerplate This playset is an accessory for the Fiasco role-playing game by Bully Pulpit Games. This playset is copyright 2011 by Corey Reid. Fiasco is copyright 2009 by Jason Morningstar. All rights are reserved. For more information about Fiasco or to download other playsets and materials, visit www.bullypulpitgames.com. If you’d like to create your own playset or other Fiasco-related content, we’d like to help. Write us at [email protected]. No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style. Two Words On the subject of criminal activities, with notes as to their likely (not to say inevitable) outcome Life in the Empire’s greatest (remaining) city isn’t ever easy, but opportunity can appear at the most unexpected moments. A chance encounter, a stolen glance, an inattentive button-man, and the world can be your oyster. Sometimes, though, you’re the oyster, and the world is that blunt knife getting forced in through your shell. Maybe you’re a low-ranking Jhereg enforcer looking to make a little on the side, and you just had a Dragon noblewoman spill her drunken secrets within your hearing. You HAD to tell that old Eastern guy enough so he’d cast that spell, but how were you to know the Left Hand of the Jhereg was ALREADY involved, and now somebody says Sethra Lavode is asking around? It may be time to lie low, or it may be time to start sticking knives into everyone who looks like they need it, and just hope the mound of bodies keeps the Phoenix Guards confused long enough for you to get out from under. -
Super-Powered by M&M FAQ Q: Do I Have to Submit My Products For
Super-Powered by M&M FAQ Q: Do I have to submit my products for approval? A: No, you do not. We've tried to make the license easy to use. If you just follow the terms, you shouldn't have any problems. This is one of the biggest changes from M&M Superlink, our previous licensing program for Mutants & Masterminds. Q: Can I use this license for electronic products other than PDFs, like character generators? A: No, this license is only for the publication of printed books and PDF products. Any other sort of products must be licensed from Green Ronin on an individual basis. Q: When can I start publishing using this license? A: Any time after January 31, 2011. Q: Who can use this license? A: Almost anyone as long as you follow the terms. The only limitation is that those found in violation of the M&M Superlink license cannot take advantage of Super-Powered by M&M. This is spelled out in Section 2 of the Super-Powered by M&M license. Q: Can I use this license to do product in other languages? A: Yes, you can. The only additional limitation is that you must follow the terminology used in the licensed edition of the Mutants & Mastermind’s Hero’s Handbook if it exists in the language you're going to use. This is to ensure that terminology remains consistent in each language. Q: What should the Section 15 of the Open Game License in my product include? A: For starters it must include the entirety of the Section 15 from the Mutants & Masterminds Hero’s Handbook. -
Dragon Magazine #220
Issue #220 SPECIAL ATTRACTIONS Vol. XX, No. 3 August 1995 Stratagems and Dirty Tricks Gregory W. Detwiler 10 Learn from the masters of deception: advice for DMs Publisher and players. TSR, Inc. The Politics of Empire Colin McComb & Associate Publisher 16 Carrie Bebris Brian Thomsen Put not your faith in the princes of this Editor world achieve victory in the BIRTHRIGHT Wolfgang Baur campaign through superior scheming. Associate editor Dave Gross Hired Killerz Ed Stark 22 Meet Vlad Taltos, and see how assassins can play a Fiction editor crucial role in any RPG. Barbara G. Young Art director FICTION Larry W. Smith Hunts End Rudy Thauberger Editorial assistant 98 One halfling and two thri-kreen reach the end of the road. Michelle Vuckovich Production staff Tracey Isler REVIEWS Role-playing Reviews Lester Smith Subscriptions 48 Lester examines PSYCHOSIS: Ship of Fools* and other Janet L. Winters terrifying RPGs. U. s. advertising Eye of the Monitor David Zeb Cook, Paul Murphy, and Cindy Rick 63 Ken Rolston U.K. correspondent BLOOD BOWL* goes electronic, the computer plots against and U.K. advertising you in Microproses Machiavelli, and we take another look Carolyn Wildman at Warcraft. From the Forge Ken Carpenter 128 Whatever happened to quality painting? A few words about neon paint jobs. DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S.