<<

THE DEEP

FEATURES Heroes of the Sea James Wyatt Aquatic PCs for your AD&D® game campaign. 26 DEPARTMENTS

The Dimernesti 80 Wyrms of the North Steven Kenson The Silmerhelms The sea of Krynn are deeper than you think. are kept safe by “The Wyrm Who Watches.” 36 86 ’s Bestiary Johnathan M. Richards A small of the Sea menagerie of new “Aquatic Creatures.” 92 Arcane Lore Keith Francis Strohm Paul Fraser Learn where the New vessels, cannons, and a seafarer's lexicon. earth-sorcerer Tisan gained her power 44 in “Secrets of the Arch-Geomancer.”

96 Bazaar of the Bizarre Interfaces: The World of the Mechalus Lloyd Brown Ill Next time you're making a wish list, ask your DM for so “Magic with Class.” Who are these half-mechanical aliens? 54

Sunken Treasures COLUMNS Steve Berman How to salvage that soggy swag. THE WYRM’S TURN™ ...... 4 D-MAIL™ ...... 6 64 FORUM ...... 10 SAGE ADVICE ...... 18 Fiction OUT OF CHARACTER ...... 24 DRAGONMIRTH™ ...... 100 Dedrak's CONVENTION CALENDAR ...... 102 ROLEPLAYING REVIEWS ...... 106 KNIGHTS OF THE DINNER TABLE ... .112 70 PREVIEWS ...... 114 PROFILES ...... 120

STAFF

Publisher Wendy Noritake Executive Editor Pierce Watters Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Production Manager John Dunn Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha ON THE COVER

Mark Nelson graces our cover with his vision of a fabulous undersea encounter. DRAGON® Magazine (ISSN 0279-6848) is published monthly except November (twice monthly) by TSR, Inc., 1801 Lind Avenue S.W., Renton, 98055, United States of America. Periodical-class postage paid at Lake Geneva, WI, U.S.A., and additional mailing offices. Postmaster: Send address changes to DRAGON Magazine, P.O. Box 469086, Escondido, CA 92046, U.S.A. USPS 318-790, ISSN 0279-6848. The postal address for all materials from the United States of America and Canada except subscription orders and change-of- address notices is: DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055, U.S.A.; telephone (425) 226-6500; fax (425) 204-5928. DISTRIBUTION: DRAGON Magazine is available from game and hobby shops throughout the United States, Canada, the United Kingdom, and through a limited number of other overseas outlets. Distribution to the book trade in the United States is by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distribution to the book trade in the United Kingdom is by TSR Ltd. Send orders to: Random House, Inc., Order Entry Depart- ment, Westminster MD 21157, U.S.A.; telephone: (800) 733-3000. Newsstand distribution throughout the United 250 Kingdom is by Comag Magazine Marketing, Tavistock Road, West Drayton, Middlesex UB7 7QE, United King- dom; telephone: 0895-444055. SUBSCRIPTIONS: Subscription rates via periodical- nce every 50 issues, the editor Wolfgang Baur reports two minor con- class mail are as follows: $34.95 in U.S. funds for 13 issues sent to an address in the U.S.; $41.95 in U.S. funds for 13 of DRAGON Magazine takes a tributions to the Hall of Shame, neither issues sent to an address in Canada; £34.95 for 13 issues O sent to an address within the United Kingdom; £41.95 for moment to reflect on his tenure one of them heinous enough in itself to 13 issues sent to an address in Europe; $57.95 in U.S. funds on the staff. That makes things difficult merit special mention. He remembers for 13 issues sent by surface mail to any other address. Payment in full must accompany all subscription orders. for me, because I’ve been the editor for that in one installment of the “Wizards Methods of payment include checks or money orders only 20 issues, and I’ve been at TSR for Three,” Dalamar appeared as a in made payable to TSR, Inc., or charges to valid MasterCard or VISA credit cards; send subscription orders with pay- only five years. And every time I have the accompanying artwork, even though ments to DRAGON Magazine, P.O. Box 469086, Escondido CA 92046, USA; email [email protected]; something interesting to say about that the dark elves of Krynn look nothing like phone l-800-395-7760. In the United Kingdom, meth- time here, I tend to tell you. Right here. the subterranean drow of other cam- ods of payment include cheques or money orders made payable to TSR Ltd., or charges to a valid ACCESS or VISA It occurs to me, however, that there’s paigns. Wolf also recalls opening the credit card; send subscription orders with payments to TSR Ltd., as per that address above. Prices are subject to at least one topic that we never address computer game review column in issue change without prior notice. The issue expiration of each in the editorial, and perhaps for good #220 with a review of the excellent subscription is printed on the mailing label of each sub- scriber’s copy of the magazine. Changes of address for the reason. But what the heck? We’re friends, Warcraft: vs. Humans—one issue delivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to right? I’ve got a little confession for you. after the column led with the excellent assure uninterrupted delivery. For the past couple of years, the mail Warcraft: Orcs vs. Humans. SUBMISSIONS: All material published in DRAGON Magazine becomes the exclusive property of the publisher, you have been sending us has been so Lest someone accuse me of picking on unless special arrangements to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited sub overwhelmingly positive that all the my elders and betters, I must point out missions of written material and artwork; however, no kind words have threatened to go to our my own most memorable blunder, far responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a heads. That might not seem very impor- greater than theirs. It occurred just last self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. We strongly recommend tant in, say, Chris’s case, but Jesse and I month, in issue #249. Somehow we man- that prospective authors write for our writers’ guidelines feel bad about it when we think we’ve aged to rearrange the pages of J. Gregory before sending an article to us. In the United States and Canada, send a self-addressed, stamped envelope (9½” long gotten cocky. We want to stay as humble Keye’s excellent short story “Wakes the preferred) to Writers’ Guidelines, c/o DRAGON Magazine, at the above address; include sufficient American postage or as it takes to keep improving. So, in the Narrow Forest,” and I didn’t catch the International Reply Coupons (IRC) with the return enve- continuing effort to remain humble, I’d mistake before we went to press. For the lope. ADVERTISING: For information on placing advertise- like to take this moment to reflect on story to make sense, you must read the ments in DRAGON Magazine, ask for our rate card. All ads some of the biggest mistakes we editors pages in the following order: 59-61, 64, are subject to approval by TSR, Inc. TSR reserves the right to reject any ad for any reason. Contact: Bob Henning, have made during the 250-issue life of 63, 62, and then 65. DRAGON Magazine, 1801 Lind Avenue S.W., Renton, WA 98055, U.S.A., (425) 204-7262. DRAGON Magazine. That I let this mistake occur in Greg’s Advertisers and/or agencies of advertisers agree to hold Even Kim Mohan, a true veteran of story is all the worse. In part that’s TSR, Inc. harmless from and against any loss or expense from any alleged wrongdoing that may arise out of the TSR and DRAGON Magazine, has made a because I think it’s one of the best stories publication of such advertisements. TSR, Inc. has the right to reject or cancel any advertising contract for which the memorable error or two. After searching we’ve ever printed. More importantly, advertiser and/or agency of advertiser fails to comply through our library to refresh his mem- Greg is a friend with whom I’ve often with the business ethics set forth in such contract. DRAGON is a registered trademark of TSR, Inc. Registra- ory (he’s getting on in years, you know), gamed and shared meals, movies, and a tion applied for in the United Kingdom. All rights to the contents of this publication are reserved, and nothing may he reminisced about Tom Wham’s few beers. be reproduced from it in whole or in part without first superlative Planet Busters game in issue Beyond any of the other reasons, obtaining permission in writing from the publisher. Material published in DRAGON® Magazine does not necessarily reflect #64. After playing the game for three however, I’m truly sorry for the mistake the opinions of TSR, Inc. Therefore, TSR will not be held accountable for opinions or misinformation contained in weeks without resolution, Kim realized because Greg knows exactly where I live, such material. the problem and printed the victory and he has a sword. ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. Most other conditions in issue #63, thus settling the product names are trademarks owned by the companies publishing those products. Use of the name of any prod- disputes that had raged across the coun- uct without mention of trademark status should not be try’s gaming tables during the previous construed as a challenge to such status. ©1998 TSR, Inc. All Rights Reserved. All TSR characters, month. character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. TSR, Inc. is a subsidiary of , Inc.

4 • AUGUST 1998

Keep in Touch! To share your opinions on this issue of the magazine, post a letter to "D-Mail, DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055, USA. Send email to [email protected]. All material should be neatly typed or handwritten. Include your full name and mailing address if you expect your letter to be printed, and let us know how much of that address you'd like printed. ( We'll assume city and state otherwise.)

For subscription inquiries, send email to dragon@pcspublink, or call 1 (800) 395-7760.

Had I realized I was sending a small ”: I loved it. It gives great ideas I loved the “Warriors of the Wind” arti- flying horde of 650-1,400 XP for playing these characters, as well as cle in DRAGON® Magazine #244 and knew at the party, I would have definitely their abilities and powers, that the Sav- that the new flying races would add reduced the difficulty of the encounter. age Coast supplement didn’t have room much to my campaign. But tell me, am I Rest assured that I will examine the next to go into. I ask for many more of this the only one who thinks that the XP for new from your magazine more type of article: new character races rather the fainil are out of wack? carefully before I introduce it into my than classes. I set up a short adventure to intro- campaign. This point brings up my next com- duce the race in my campaign, and they Michael Smith ment: the taltos. I’m not saying it’s not a ended up nearly slaughtering a solid, [email protected] cool concept, but I don’t like what I call experienced group of 6th-level 1925 9th st NW Minot, ND “barbarian-types.” You know, tribe sys- adventurers. Needless to say, my tem, earth goddess, etc. Plus, I’d have a gaming group was none too pleased Fool! You are only the first to fall at the hard time keeping track of abilities, with the outcome of what I had touted hands of our cunning scheme to slay over- which, in my opinion, are too powerful. earlier as “a new and exciting oppo- weening heroes everywhere. The fainil will What havoc would a shapechanger nent” for the afternoon’s gaming ses- not be underestimated again! We shall sweep wreak on the setting? I can’t sion. I was left wondering how I could over the sunlit lands and . . . really comment on “Heroes of Cerilia” have so badly miscalculated the Uh, nevermind what Chris says. Dave all that much, as I don’t play in the encounter, so I went back to the article here. We just did the math again, and you’re BIRTHRIGHT® campaign, nor do I use the to re-examine the fainil. right, Michael: Those pesky fainil are tougher Skills & Powers supplement. Some of the It quickly became apparent to me than we credited them. Please relay our abilities might be interesting as gifts that they are more deadly than other apologies to your PCs. Those that are still from a god in other settings. 270 XP monsters and are underrated in alive, that is. One thing I cannot stress enough: bring back the old “Wyrms of the North” headings! Even though I don’t ask for many more of this type of article: new play in the ® setting, I character races rather than classes. enjoyed the depictions of the ’ names in the fashion they used to be! I enjoy the fiction in every issue, as it experience points. This is what I calcu- A New Reader brings you back to the real reason for lated: 2 HD (base); flies, +1; immunity First of all, I’d like to say that, as a new roleplaying: the story. to any spell (electricity), +1; high intelli- reader (since issue #243), you guys are “Bookwyrms”: I guess we could do gence (high to supra 13-18, +l; magic doing a great job. Even though I don’t without, only because it’s not all that resistance (50 %), +l; spells, level 2 or play in most of the worlds you cover interesting to many people. But it is only lower (darkness, etc.), +1; missile (The MYSTARA® and RAVENLOFT® settings two pages, so I can bear it. weapons (hand crossbows), +1; poison are my campaigns), it’s great reading Now to two of my favorite sections: (drow sleep), +2. That’s 10 HD and and provides me with new ideas. “Rogues Gallery” and “Bazaar of the 1,400 XP, not 270! And that doesn’t On to the new look of issue #247. I like Bizarre.” I enjoy “Rogues Gallery” include the magical items you men- the new look of the letters columns. because it describes NPCS from various tioned they might have. Even if we Having the font size smaller makes books and comics. I have one request: allow the disadvantages the fainil have room for more letters and more com- feature the RAVENLOFT novel Shadowborn against light and fighting on the ground ments from readers or, in the case of in an issue this year. I’m pretty sure to subtract a couple of HD, that’s still “Sage Advice,” more questions. many RAVENLOFT fans would love to 650 each. Next, to the article “Rakasta of know Alexi Shadowborn’s stats, as well

6 • AUGUST 1998 as what exactly Ebonbane is. And “Profiles” I have found interesting, to hear from someone who has only recently

Now, I’m sorry to say this, but you though I would like to see one done on picked up the magazine. As a reward for your guys are really pulling from the bottom William W. Connors. kind attention, we’ll put some Ravenloft arti- of the barrel in this issue’s “Bazaar of the What I would like to see: cles in the October issue, and we’ll devote an Bizarre.” Come on, work tools? These • Ravenloft material: Maybe some entire issue next January to psionics. could be helpful only to someone run- features on the various domains? Even See? It pays to write us a letter. ning a campaign where the characters though Domains of Dread is out we still are some sort of professionals. I think don’t know enough about some Another Cheer for Robin Hood that this section would be more enjoy- domains. Several well-known but I was delighted to be reminded of the able if you started running one or two underdone domains are Barovia, television series “Robin of Sherwood” magical items with histories per month, Dementlieu, Richemulot, Nova Vaasa, (HTV/Goldcrest) in your #247 editorial. or the space could easily be used for Sithicus, and the various Clusters. That was a program I viewed avidly. In more articles. • Psionics: What happened to them? particular, the series included-to my “Give Them Pidgins” was useful but We had Mindstalkers a few issues ago, memory-the best handling of “main not excitingly so. but then poof! Gone again. I think character death” I have ever seen. I don’t On to the comics: I always laugh when psionics should be kept separate from want to spoil anything for people who I find one in an article. They’re actually the Core Rules of the AD&D® game, if have not seen it, but suffice to say that funny, unlike many of the “serious” only because they aren‘t very flavor-cor- the consequences of the death were comics you find in the paper now. rect in many campaign settings. How- played out to the full within the plot; “Knights of the Dinner Table” is a great ever, I think the system presented in The rather than a quick fix, the event was show of what could actually happen at a Complete should be used and took several episodes to roleplaying session, and the new strip, considered as “generic” psionics, if only cover fully “Nodwick,” is hilarious. How many because it’s easier to understand than I discovered (the musical group) times has a character recruited a hench- the Skills & Powers version. Clannad through the series, as I expect man and sent him to his death? How • Character Races: Even though we many people did, and I share your differently would he feel if the hench- have the handbooks for the various appreciation of the well-rounded villains man were a humorous character but races, which have their sub-races, I and a capable Marion. However, there also useful? would like to see more features on the are other things you mentioned that did Finally, the “technical” sections of lesser-known races and sub-races, as not stick in my mind, and one that you DRAGON Magazine. I enjoy the product well as setting-specific races. Mystaran did not mention that did: Herne the reviews, even though they usually don’t Shadow Elves and Alfheim Elves would Hunter. Herne was a somewhat concern TSR products. I would like to make good candidates for an overhaul. ambiguous character, half a dream, who see more RAVENLOFT, ®, and • Historical Magical Items and Arti- guided Robin so that he might guide his FORGOTTEN REALMS products reviewed, if facts: Magical items from campaign set- band of “merry men.” By analogy, at all possible. The “Previews” section tings that have histories, intelligence, Herne might have been the hand of the gives insight at what’s coming in the and powers beyond their normal ken. , giving clues and next few months, and more information John Talisant nudging the instincts of the PCs through than is presented in the TSR catalog. 171 Bay Terrace a riddle from the lips of an apparition. I Staten Island, NY 10306 would recommend a viewing; it is unparalleled television of its genre. We‘re used to most of our correspondence Brian O’Carroll coming from long-time readers, so it’s great Aylesbury UK

DRAGON 250 • 7 So Be It! Greetings from the Netherlands, where roleplaying is very popular. Since the acquisition of TSR by Wiz- ards of the Coast, AD&D is back with a vengeance. There are new products for our campaign worlds, and I’ve noticed that Wizards takes a very professional approach to the market. And if this means that we have to pay some extra money for your products, so be it! As long as the quality remains high-but I think that won’t be a problem. I would also like to give my support for the comeback of the GREYHAWK® cam- paign. It’s one of my favorites, next to the FORGOTTEN REALMS and ® settings, although I think it’s a pity that there will not be many new products for the DARK SUN campaign. I read some- where that DARK SUN was meant to be a world for experienced gamers, but according to Troy Denning, the psionic- rich lands of Athas are a bit overpow- ered. I do not agree; a good DM can balance psionics. Furthermore, it truly is a unique world, without the same boring dragons, wizards, kingdoms, elves, dwarves and magic. What I like most about the FORGOTTEN REALMS setting are the many interesting NPCS described in the Heroes and Vil- lains Lorebooks. I would like to see similar products for the other campaigns. I heard some rumors that there are plans for a campaign world in the Magic: the Gathering* . I strongly give my support to this idea. Dominia has many interesting features like a good storyline, a great history and colorful people not to mention the many legends that have a big impact on important events in the story. Also, DRAGON Magazine is an excellent place to give more information on certain topics like castle building, role- playing in general, and other important issues, although I would like to see more information about NPC-roleplaying and storytelling, which is a problem for many DMs including myself. Joris Vellekate The Netherlands

Unless otherwise noted ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. ©1998 TSR, Inc. All Rights Reserved. *indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status.

8 • AUGUST 1998

Question of the Month

Respond to the Question of the Month or any other roleplaying topic by mailing "Forum,," DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055, USA; [email protected]. all material should be neatly typed or handwritten. You must include your full name and mailing address if you expect your letter to be printed (we won't print a letter sent anonymously), but we'll withhold your name or print your full address if you so request.

For those who've tried the ® game, what house rules have you already created?

Method I Purists In my opinion, this rarity is crucial. I rolled up by that person (i.e., only as Some thoughts prompted by previous have no real problem with the idea of long as they remain novices). letters in “Forum” (which, by the way, one character class (e.g., the paladin) On the subject of novice players: Chad is one of my favorite sections of being more powerful than other classes, Dukes (in issue #242) made some good the magazine). as long as it doesn’t make them redun- points. I recently had the good fortune of On cavaliers: To me, these are fighters dant. The PC-generation procedure expanding our AD&D® group with the roleplayed as knights, noble or ignoble. ensures that most warrior-types rolled addition of three very keen beginners. (It Just as an assassin (in 2nd-Edition game up continue to be fighters, pure and sim- had dwindled to three veteran players.) I terms) is a fighter or thief roleplayed as a ple. As rare beasts, paladins and rangers love the way they play the game, and I professional killer, a cavalier PC is sim- should be special (which, by the by, is marvel at how differently they experi- ply a fighter who is (or aspires to be) a one reason why I would also allow them ence monsters that the veterans see as knight but for some reason is free (or weapon specialization). If the DM oper- AC-this, HD-that. On the other hand, I obliged) to roam around seeking adven- ates an absurdly generous rolling-up do my best to make it impossible for ture rather than dancing attendance on method like Methods IV and VI, then no even the more experienced players to get his or her liege lord. So ditch the doubt the more power-minded players so wised-up that they get bored. They do not read any material I might wish to t's more important to spark and sustain a use, and I’ve accumulated so much that I they haven’t got a hope of knowing the new player's interest in the game than to spells, monsters, or whatever it is they enforce persnickety rules. encounter. When staging encounters, I never call a monster by its “official” name unless I know for certain that one separate class or kit, and substitute will begin to neglect the no-frills fighter or more PCs know what it is. To inject a weapon and nonweapon proficiencies, a class. So, before you get the extra little dose of realistic confusion, the peo- suitable character background, and role- out, think long and hard about what ple in my world might use different playing. Presto! Problem solved. you’re doing. names for the same monster, or the same On fighters vs. paladins and rangers: The only time we bend our own rule names for different monsters, or even Maybe I’m naive, but most of the game is in the case of novice players. It’s more specific names in a generic way For imbalance owing to seemingly over- important to spark and sustain a new instance, they might call on the PCs to powerful classes stem from excessively player’s interest in the game than to wipe out some , but the term generous methods of rolling up the PCs enforce persnickety rules. With a begin- “” might mean , xvart, in the first place. In my 15 years of play- ner, therefore, I briefly describe what the or even “two-legged humanoid smaller ing and DMing, my friends and I have four basic classes do, their weaknesses, than a troll.” So even when the PCs have always stuck to the plain vanilla Method strengths, and so forth, and try to gauge a name for what they’re about to hunt I (roll 3d6 six times). If the scores are which class the player feels most com- down, the players can never be sure. really low across the board (say, nothing fortable with in terms of the underlying When veterans and novices sit at the higher than 10), the player simply starts concept. If, say, the wizard class clearly same gaming table, some thought again. Once a viable character is rolled, appeals to the novice, we then roll up a should be given to ensuring that neither however, that’s it: time to tool up and wizard PC using Method III (Method I, type of player spoils it for the other. sally forth. I’ve run, played with, or then assign the scores where you wish). From the veteran’s point of view, this DMed over 200 characters rolled up in No “special” classes are offered, and it is entails an obligation to let the novice this manner, and only four have been made plain that this “generous” method player experience whatever awe, won- paladins and three rangers. applies only to the first two or three PCs der, and bafflement the adventure holds

10 • AUGUST 1998 in store. If the veteran is playing a 1st- throw. Even high-level characters must damage prey alone. The poison is a sec- level PC who knows as little as the beware the tiny poison needle, for if they ondary method of securing food and novice’s character, then game-related fail a saving throw, the old rusty trap safety. knowledge gathered elsewhere by the might end years of heroic deeds. A 28th Based on this reasoning, a size T crea- veteran’s other PCs must be kept out of level wizard might be able to kill a small ture might generate a poison that causes the game. If the veteran exclaims (or has dragon with a power word, but the damage equal to a good weapon—about his PC exclaim) something like “Gnolls! poison needle stands a 35% chance of 1d8 hp damage. A larger creature, or one Ha!” then that player is playing totally taking him out. known for lethality, might produce out of character. If you’re the kind of DM The presence of “instant kill” poisons venom that inflicts 2d8 or 3d8 hp dam- who rewards good roleplaying (i.e., in a world where characters are expected age—enough to kill most 0-level charac- playing in character), then you should to survive a fall of nearly any height is ters and real-world size S or M creatures. feel free to punish the opposite by odd. In the real world, as the DMG Fantastically poisonous creatures might deducting experience, certainly as points out, most snakebite victims sur- generate poison worthy of 6d8 or 8d8 hp a last resort. vive. Death by animal venom is rare. damage. On a possible 3rd Edition: Well, from the Accidental poison, although more likely, To carry this example further, poison above, you can probably guess my rec- is still not a frequent event. Even murder damage might be similar to the hit dice ommendations. Rule to keep: Method I. by poison is less common than other of the creature in question, with a greater Rule to scrap: any other method of rolling means. or lesser toxicity based on the creature’s the PCs’ ability scores! Also, poison is the only form of dam- needs. The wyvern, with fearsome bite Craig Hilton age to come in such a unique format. attack, relies less on his poison and London, England Poison has one effect if a save is made, might inflict 5d8 hp damage—caused mostly by quantity, not potency. A cobra, on the other hand, might inflict 3d8 hp Poison damage should carry a range, just damage—more than his hit dice because like weapon damage. of its lethal nature. The cobra’s average damage becomes 14 hp, or only 7 hp if the victim saves. Poison another if it fails, yet another if it is taken Thus, even a successful saving throw The subject of poison has seen many the wrong way (ingested vs. injected). can result in death, but the poison would interpretations in the AD&D game. Onset time varies by type as well. Some have to be extremely potent. More likely, Sometimes it seems that every author standardization is needed to keep every if a victim suffers an extreme dose of who uses it has his own slant on how poison from being unique. Certainly an poison (as indicated by a high damage deadly it should be and how it should arrow affects its target differently than a roll), or more than one dose from the affect characters. staff, but damage is 1d6 either way. same source in a short period of time, As it currently stands, poison is far too Poison damage should carry a range, the victim suffers some damage as the deadly. At low levels, a dwarven cleric just like weapon damage. Instead of poison courses through his body. with maximum Constitution (the best relying solely on the resistance of the tar- Poison’s lethality is not removed, just saving throw situation at low levels) has get, damage might be affected by the lessened. a saving throw vs. poison of 5. That’s effectiveness of the delivery. When a To standardize onset times, the poison outstanding compared to a gnomish, weapon hits, the dice determine how damage comes at a steady pace: 1 hp per human, elven, or half-elven rogue, well the target was struck. Rolling high round (or one every other round if the warrior, or wizard, whose saving throw indicates that a substantial blow hit the target saves). Characters have no idea is a 13 or 14. target. Low damage means the target how dangerous a poison is until it runs Unfortunately, the is likely to avoided a serious wound. The same can its course. The continuous damage sim- fail a save starting at dice roll number 4. apply to poison if we assign a range to ulates the gradual introduction of the For the duration of three levels’ worth of poison damage. poison through the bloodstream and its adventuring, the dwarf goes against the The damage range can depend on the effects on the different parts of the body. odds if he has to make a total of four sav- size and potency of the venomous crea- The continuous poison damage is still ing throws. Other characters aren’t so ture, or the effectiveness of the man- very dangerous but in a different way: lucky. The humans and others (except made toxin. A creature that uses venom the afflicted character may not cast spells clerics) are likely to fail the very first to kill prey typically has a less effective while suffering damage. time! Considering how often spi- dose than one that relies on poison for Poisons that don’t kill can also be sim- ders, snakes, and other poisonous mon- defense. Some creatures are notorious ulated with this method. Paralytic poi- sters are found in published adventures, for producing venom that is much more sons, for example, might cause 2d6 hp it’s a wonder any characters ever make it lethal than needed to kill a creature their “paralytic damage” for effectiveness, past the lowest levels. own size. A large creature with other for- but they don’t inflict actual damage. To complicate matters, many poisons midable attacks might need a lesser toxi- When the indicated paralytic damage kill their victim if he fails the saving city if its teeth and claws can seriously exceeds the character’s hit points (at 1

12 • AUGUST 1998 hp/round), he succumbs to the effects of ification is the issue of the longbow. 3. It takes far less time to train a cross- the poison. When the English defeated the French at bowman than a longbowman. In the case of non- lethal poisons, the Agincourt, the French horses were dev- The inaccuracies begin with the cross- DM might need to record the duration, astated by the English archery because bow at Agincourt. Knights specialized in or he can use the same dice roll in they were not armored and the yeomen mounted combat, not missile combat. rounds. A 2d6 paralytic poison would had a tremendous rate of fire. Most of The French knights at this battle did not paralyze a character for 2d6 rounds. the dead knights either broke their necks use crossbows, but the mounted lance Reducing the lethality of poison keeps falling off their horses or drowned in the and sword. The French did have men at DMs out of the situation of removing mud. Thus, you cannot conclude that arms using both crossbow and longbow poison monsters from low-level adven- the longbow has uncanny armor pene- at this battle, but they were deployed tures because they’re killing off all of the tration based on the performance of the poorly behind the knights and first characters. The DM doesn’t have to English troops at Agincourt. battle of infantry. fudge a saving throw to keep a character Modern bow hunters, using com- Kant then makes some extremely alive during an exciting game because of pound bows with steel tips better than erroneous statements about polearms: a single randomly encountered giant those any medieval warrior could have “Polearms were just glorified Swiss- spider. Standardizing poison rules keeps possessed, still need to move within 30 army knives tied to the ends of sticks. DMs from keeping notes or memorizing yards of their targets, unarmored ani- After Alexander the Great’s pikemen, a full description of every single differ- mals like deer, to have a good chance of polearms have never advanced, with the source of poison in the campaign. All getting the penetration they desire. possible exception of the halberd, which he has to do is remember a simple dam- The second major point I’m trying to is really only good for chopping off the age range, just like remembering a make is to not read every letter in ends of pikes.” monster’s bite damage or hit dice. “Forum” and assume it is based on hard As a professional armorer and Lloyd Brown III evidence. Look up the truth for yourself. weaponsmith, with 17 years of experi- Jacksonville, Florida If you want to check out my facts, go to ence in reenacting medieval-style bat- tles, I can safely say that these statements W hen there is a need to penetrate armor, the are totally untrue. The sword is indeed a versatile weapon; you can carry it just sword cannot beat a polearm. about anywhere, and it will deal out a good amount of damage. However, An Axe To the library reference desk and ask for when there is a need to penetrate armor, M. Kant in his letter on weapons in issue help finding bow hunting magazines; the sword cannot beat a polearm. It is #248 has demonstrated that he has not they do exist. Also, find a friend who true that you need sufficient room to handled an axe before. I have. True, it needs some wood cut and take a few wield a polearm, but under the right was just chopping down trees, not trying swings with an axe to see how easy a conditions a 6’ bladed polearm is proba- to use one in a fight, but that is tricky solid blow is with little training, though bly the most versatile weapon to be enough. If the blade doesn’t hit squarely, you should have someone with experi- found. it bounces; a two-inch sapling barely has ence to help avoid cutting yourself. History demonstrates the devastating its bark greened by a chop that is slightly Charles Stucker effect of polearms. The Dacian Falx off true. Worse, if you misjudge the dis- Seabrook, TX caused the Romans under Trajan to add tance to the bole, then you either miss iron crossbars to their already excellent- entirely and throw yourself off balance, Another Riposte quality helmets. Scandinavian axes or you hit with the handle. In the first I’m writing in response to M. Kant’s let- hewed through helm and mail. The case, you can hit yourself-typically ter in “Forum,“ issue #248. Kant begins Swiss used their halberds at the Battle of painful though seldom hazardous. by declaring, “Some weapons should Sempach to devastating effect on Ger- Recall what I said about the blade turn- remain clearly superior to others simply man plate armor. The mounted lance has ing earlier? The same applies if you acci- because some weapons are clearly supe- been used effectively from ancient times dentally hit yourself, and that is what rior to others.” Kant then tries to support on into this century. The statement that you hope for, because every time I have this statement using mostly false infor- Kant makes about the halberd being seen someone cut himself with an axe, mation. Though making a few valid “really only good for chopping off the he was badly injured. statements about the weapons con- ends of pikes,” is one of the of When a tree is down, if you want to cerned, the letter is full of inaccuracies. military history. Though polearms are strip the smaller branches, you use a Kant makes a few good points in that: excellent at penetrating armor, using machete instead of a hatchet. Why? The 1. Polearms can be cheaper to make them to try and hack off pike heads is a machete is easier to use. than swords; great waste of time. Tests have shown My point is that the way an axe is 2. It was more practical for England to that a wooden shaft made of inferior “built and weighted” does not “[force] enlist peasant yeomanry skilled with the quality soft wood and held in a station- one to use it correctly” longbow rather than train longbowmen ary battle stance, can survive in excess of The next point which might need clar- from scratch; 30 blows from an axe or great sword.

14 • AUGUST 1998

Make the shaft of quality hardwood, Proficiencies Revisited having a high Charisma, is also good at have an experienced pikeman wield it In response to the “Forum“ letter about singing as well as endurance, blind- evasively, and it takes even longer to nonweapon proficiencies by Lloyd fighting, and so on. Or perhaps a cleric break. A of halberdiers deployed to Brown III (in issue #247), I think they who, through being extremely dextrous, cut a path through pikes could spend make much more sense than the existing makes simple collection pots for her half an hour hacking away and achieve systems. While I enjoy the customized temple as well as knowing the adventur- little. Even if they broke off a few pike- character creation and the subabilities in ing proficiencies of religion, spellcraft, heads, the jagged ends of the shafts PLAYER’S OPTION™ books, our group does and the other standards. Normally, I could still be used quite well as a not use the CP system for NWPs. (It is would not pick singing or pottery, since weapon. It is true that the shafts of too statistically unlucky for dice rolling, they are not very useful when bashing polearms were sometimes partially pro- since the numbers start off very low.) things up in a dungeon crawl. tected by metal lappets. This would be Instead, we start with the Player’s Hand- The only things I would disagree to ward off long-term damage, and not book slot method but use the PLAYER’S about is that bonus slots should start on due to the particular fear of an enemy OPTION subability scores for success an ability score of 14, rather than 13, and cutting the shaft apart with one blow. checks. maybe not allowing bonus slots on Each weapon can be superior in one The old way, however, while giving Constitution, since this already adds the situation and inferior in another. A good more balance to the dice rolling, is limit- bonus of extra hit points at high ability DM should take such variables into ing in terms of what proficiencies are levels. (But to each his own.) account to make a wider array of selected. I become frustrated when I If anything, I think it is the proficiency weapons more useful to the player play a big dumb fighter and must pick system that should be considered if you character. the same few proficiencies that ensure go ahead with a 3rd Edition of AD&D. Joe Piela while adventuring, since the Lizzi Plant Tallahassee, FL character has no bonus proficiencies for Address Withheld Intelligence. It would be nice if I could have a big dumb fighter who, through

Unless otherwise noted: ® designates trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. © 1998 TSR, Inc. All Rights Reserved. * indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any prod- uct without mention of its trademark status should not be construed as a challenge to such status.

16 • AUGUST 1998

Need Some Help With Your Game? Send your questions about the games produced by TSR, Inc. to "Sage Advice," DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055. In Europe, write to: "Sage Advice," DRAGON Magazine, TSR Ltd., 120 Church End, Cherry Hinton, Cambridge, CB1 3LB, U.K. You may also email your questions to [email protected].

The sage cannot make personal replies; please include no SASE with your questions. By Skip Williams

This month, the Sage ponders questions noon, the next sunset, or any other daily assigned an item hit points, as discussed about spells and magical items from the cycle to the list. Its also all right to set a in Chapter 6 of the DMG, one could AD&D® game, including the ever irksome daily cycle with a minimum period of allow a damaging attack to inflict stoneskin spell. time in between, such as the next dawn reduced damage to the item even after a or dusk (whichever is farther away), or successful item saving throw. The description for the necklace of the next noon, but never twice in any prayer beads says that each bead can be eight hour period. The Skills & Powers and Spells & Magic used once per day. At what level of Items in the campaign might “renew” books include some abilities that are magic are the spells cast? Also, the on the same cycle, or the cycle can vary available to just about everybody karma bead description says that it from item to item. The former has the except thieves. Is there some reason allows the priest to cast spells as if four virtue of being easy to remember, but thieves can’t get bigger hit dice? (Even levels higher (with respect to range, the latter adds variety and mystery wizards can have this one.) What about duration, etc.). Is this a constant effect? priest or warrior THAC0 advancement? If not, what is its duration, and what Can a wall of force or similar barrier Warrior’s exceptional Strength or hit happens if a necklace of prayer beads has stop a sphere of annihilation? point adjustment? I’ve also noticed that two or more karma beads? Are the A sphere of annihilation would bore a thieves can’t get extra character points results cumulative, or does it allow the hole through a wall of force or any other by choosing disadvantages as other function to be used once a day per physical wall (such as a wall of stone, wall classes can. Are there any disadvan- karma bead? or iron, or wall of ice). A sphere of annihila- tages thieves can choose? Spell-like effects from a necklace of tion stops moving if it hits an antimagic I can’t think of any good reason why prayer beads (or from any ring, weapon, shell. Technically, a prismatic wall or pris- thieves can’t choose some of these abili- or miscellaneous magical item) function matic sphere would destroy a sphere of ties; their character-point values and as though cast by a 12th-level character. annihilation, as it destroys any unat- effects when selected for thieves are as A karma bead functions continu- tended item of less than artifact power follows: ously-all the wearer’s spells get the that touches it. Some DMs prefer to Bigger hit dice: 10 CP’s for d8. casting level boost. Spell-like abilities grant a sphere of annihilation artifact-level Better THAC0 advancement: 15 CPs for from items the wearer uses don’t get the resistance to destruction in this manner, warrior THAC0. boost. There is no special effect if a par- but the sphere is still sent to another plane Warrior Exceptional Strength: 5 CPs. ticular necklace of prayer beads has more if it touches a prismatic effect with the 7th Warrior Constitution Adjustment: than one karma bead. layer intact (as would an unattended 5 CPs. artifact in a similar situation). Thieves can select disadvantages as If an item has a special power usable follows: once a day (say, a heal spell), how long Do item saving throws reduce damage No Armor: +5 CPs. does it take to renew that power once it received or negate it entirely? Limited magical item use: +5 CPs for is used? Is it 24 hours after use? At the Most item saving throws are all-or- each barred category. See S&P, page 48, next midnight or dawn? None of the nothing propositions. The item either for the list of categories; note that a thief above? makes a successful saving throw and (or any other character) who already has This is entirely up to the DM. Any of survives whatever event made the sav- claimed 5 CPs for not wearing armor the methods you suggest make fine ing throw necessary, or it fails and is cannot gain 5 more CPs for not using “renewal” times; you could add the next destroyed. I suppose if the DM has magical armor.

18 • AUGUST 1998

Is the lightning from a call lightning spell on the road last night.” The spell could attacks and slays it. The DM has every magical, or does the spell just control indeed fail if the “cloaked man” was reason to withhold experience for such normal lighting? How do you handle actually a woman (because the caster hollow victories. saving throws and the effects of magic really didn’t really meet any cloaked resistance in regard to this spell? men). The spell would certainly fail if the What is the guiding principle of the Lighting generated with a call light- caster had encountered several cloaked teleport spell? Is the caster moving a set ning spell is magical. Creatures struck by people on the road (there would be no mass a set distance to a certain locale lightning from the spell are allowed sav- way to determine which person was the within logical parameters? If the caster ing throws vs. spell with any appropri- intended target). is facing north, will the caster then ate adjustments for race and Dexterity. Note that a mostly erroneous descrip- appear facing north? Does the caster’s Items subjected to the spell make item tion could still allow the spell to succeed volume have to be considered at the saving throws against lightning. Magic so long as the errors didn’t render the points of departure and arrival (thereby resistance works against lightning from caster’s choice of targets unclear. For creating a vacuum in the area left the spell according to the rules for magic example, the Scarlet Pimpernel’s “real” behind and a breeze in the area entered)? Does the caster or the spell oes Keoghtom's ointment help correct for dynamic locales (say, a bar D where the tables and chairs are moved mummy rot at all? around) When a teleport attempt fails, does the 10'-per-point-off rule apply to resistance vs. area effects (see DMG, name was Sir Percy Blakeney; however, the low roll as well as to the high one? Chapter 9); for a comprehensive look at the Pimpernel was a personality of great The “guiding principle” is that the how magic resistance works in play see repute and could have been the target of caster disappears from one location and “Magic Resistance, Step by Step” in a nightmare spell even if the caster didn't instantly reappears in another. This can issue #218. know he was Blakeney. There was only have whatever minor theatrical effects one Scarlet Pimpernel. the DM cares to assign. The key word Does Keoghtom’s ointment help mummy here is minor; no thermonuclear explo- rot at all? In the description of mummy In combat, if a figurine of wondrous power sions result if the caster arrives low. rot, it is specific about a cure disease spell is solely responsible for a kill, does the Muted sounds as the caster vanishes and being needed to get rid of the affliction. experience go to the figurine’s owner? reappears are acceptable. It’s a good idea The ointment has the property of curing My DM says no, because an activated to assume that the caster’s facing (in disease, but is it the same as the spell? figurine is a creature, but my argument regard to compass direction) does not Also, the description of mummy rot is that a figurine is an item, just like a change during the trip. says the afflicted character cannot ben- or staff, and that my character The more the caster knows about her efit from cure wounds spells, but what should get the experience if his figurine destination, the safer she is when tele- about things like the hit points gained killed a foe. Who is correct? porting; the success table in the spell once a character changes back from a Your DM is “correct.” description reflects this concept. If the polymorph self spell? In general, experience for any destination is “dynamic” the caster can- Yes, the cure disease power of defeated opponent should be divided not claim accurate knowledge of the site. Keoghtom’s ointment cures mummy rot. A among the group if the whole group Such a locale falls into the studied care- character ending a polymorph self spell faced the creature together. (Note that fully category at best. could get the full 1d12 hp damage back, one does not necessarily have to slay a The High-Level Campaigns book sug- or only 10% of that, at the DM’s option. foe to defeat it.) If it was just the figurine gests rolling 1d100 anytime a caster owner against the monster, the owner arrives low. The result is the number of Can a character cast a nightmare spell has a reasonable claim to the experience. yards below the intended arrival point on a person he saw in the past if he I’d sure give it to him—your reasoning the caster actually appears. You can use doesn’t know the target’s real name covers the matter nicely. the caster’s success roll to determine the and appearance because the target was On the other hand, it’s a bad idea to distance instead. The caster arrives 10 disguised? expect the DM to hand out experience feet low for every point over the highest The recipient of a dream or nightmare each time your character kills some- “safe” roll. For example, the caster rolls a spell must be identified in such a way as thing; DMs often have good reasons for 98 when trying to reach in area she has to leave no doubt about who the target not awarding experience for creatures seen casually; a safe arrival requires a is. The attempt fails if the sender identi- killed. One very common reason is that a roll of 09-96 on 1d100. A 98 is two points fies the recipient in a vague way. The creature killed does not always equate to higher than 96, resulting in an arrival 20 caster need not know the target's name a defeated foe. If a creature does not pose feet low. or true identity to use the spell success- a threat to a party or stand in the way of fully For example, the caster could spec- some legitimate goal the party might Several issues ago, you said that one ify the target as “the cloaked man I met have, it is not a foe even if the party attack drains a charge from a stoneskin

20 • AUGUST 1998

spell, hit or miss. If a giant throws a the original AD&D game), regenera- The charm monster spell affects 2d4 boulder or a wizard casts a fireball a tion (from a ring of regeneration, a high levels or hit dice of creatures, but always group containing a character using Constitution score, or a shapechanged at least one creature, regardless of level stoneskin, does the character still lose a character in troll form). or hit dice; see the first paragraph of the charge from his stoneskin? No—to both questions—in every case. spell description. If the recipient of a stoneskin spell is Only binding or 10 minutes of time stops caught in an area-effecting attack, the the bleeding. Only rest heals the dam- Would it be unfair to limit the metamor- creature loses a charge from the stoneskin age. The first line of the sword of wound- phose liquids (a first-level wizard spell no matter where the attack was actually ing description is quite specific about the from the Tome of Magic) to simple liq- aimed. inability of regeneration to heal damage uids? I’m having a problem with player In the standard AD&D rules, a giant’s the sword inflicts (but see the next ques- characters wanting to replicate things boulder-throwing attack is not an area tion). Note that shapechange could pro- like Greek fire, the mystic’s nonmagical attack, and a giant’s boulder would not vide regeneration, but not if the DM healing potions, and so on. drain a stoneskin charge unless actually decides an assumed form’s regeneration No. It’s okay to treat any complex, aimed at the stoneskin recipient. If you power is magical in nature. herbal, or alchemical mixture as too complex for the spell to duplicate, just as hat effect, if any, would a ray of enfeeblement a “magical” liquid is. Whave on a character wearing a girdle of giant I’m having some trouble with the sixth- strength? level wizard spell tentacles (from the Compete Wizard’s Handbook). If the caster uses a weapon in each tentacle, treat giant-hurled boulders as area How does a sword of wounding affect the does the caster gain an additional effects in your campaign, however, the tarrasque? attack for each tentacle at the caster’s boulder will drain a stoneskin charge if The tarrasque’s legendary regenera- THAC0? Are the extra attacks subject to the recipient is in the boulder’s area of tion power can heal any kind of injury. the normal penalties for attacks with effect. Also, if you treat giant-hurled The creature regenerates damage from two weapons? Does the caster’s boulders as grenade-like missiles, and a a sword of wounding at its normal rate. Strength add to the damage done by a boulder bounces onto a stoneskin recipi- Assume that any “wound” stops weapon wielded by a tentacle? Do the ent, the spell loses a charge and negates bleeding after only four rounds, or tentalcles have the same AC as the caster, whatever damage the recipient might when the tarrasque has regenerated all including modifications from spells like have suffered. damage from the sword, whichever blur? If the caster is protected by stone- comes first. skin, are the tentacles also protected? Can a dragon use its clairaudience abil- The tentacles give the caster two extra ity to notice characters using dust of dis- What effect, if any, would a ray of enfee- attacks each round. These are not subject appearance when the invisible blement have on a character wearing a to the normal penalties for attacking characters are in the dragon’s lair? What girdle of giant strength? with more than one weapon, though the if the invisible characters are outside The spell reduces the target’s Strength DM is certainly free to impose them. the lair? score, no matter what the score’s source. All attacks the caster makes with the A dragon’s clairaudience ability works tentacles are resolved using her current throughout its lair (and a tad beyond). Can the second-level priest spell aid THAC0, except that the caster’s Strength Clairaudience involves hearing, not sight, cure any lost hit points if the recipient bonuses or penalties do not apply to and dust of disappearance doesn’t make has already suffered damage? the attacks. characters silent. It’s a good bet that a An aid spell does not cure damage. The tentacles have the same AC as dragon using its clairaudience ability will The recipient immediately receives 1d8 the caster and any special protection the hear invisible invaders coming. A temporary hit points regardless of cur- caster might enjoy also extends to the dragon can also detect invisibility in a rent hit point total. The hit points last tentacles. radius of 10 feet times its age category. until the recipient suffers damage (the This ability defeats dust of disappearance. recipient always loses temporary hit points first) or until the spell ends. The description for the sword of wound- ing says the damage the sword inflicts The spell description and the table for Skip Williams reports that he wrote the can only be healed by resting or non- the charm monster spell seem contradic- bulk of this month’s column after helping magical means. Can the damage be tory. Does the spell work only on crea- some friends move into a new home. He restored by the following methods, and tures less than eight hit dice (the spell imagines that a pair of tentacles might do they stop the bleeding the sword effects 2d4 hit dice worth of creatures), have made the task go faster, especially causes? The vampiric touch spell, vam- or does it work on any one creature or when wrestling queen-size mattress up piric regeneration, monk healing (from 2d4 hit dice of creatures? and down staircases.

22 • AUGUST 1998

Have a DM Tip? Share your expertise as a Dungeon Master by writing to: “Out of Character,” Dragon® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055. In Europe, write to: “Out of Character,” Dragon Magazine, TSR Ltd., 120 Church End, Cherry Hinton, Cambridge, CB1 3LB, U.K. You may also email letters directly to Peter at [email protected].

DMing as an Artform By Peter Adkison

hen I was going to college I would artist, and the pursuit of art is not only most proud of the parts of Chaldea that Woccasionally wonder whether I legitimate, it is what makes us human.” are uniquely mine. More importantly, I was wasting time with all this gaming This perhaps was one of the most believe my players have often enjoyed stuff, particularly given how much time pivotal discussions of my life. It made those elements the most too. I was investing as a DM. Then I had the me feel confident that the time I was When you put your heart and soul good fortune of dating an art major spending on gaming was at least as into creating something unique for your named Linda. important as the time artists spend campaign, your players will feel it. In Linda was a couple years older and painting and musicians spend compos- many ways, excelling at the art of more mature than I. Roleplaying and ing. Whenever I’ve been questioned DMing is more difficult than any other character development came naturally about my investment, I’ve used this as form of art simply because there are so to her, and before long we were able to an effective defense. Perhaps without many skills to employ. Creating the cam- explore the concepts of marriage, child- that insight, I might have drifted away paign makes you something of a writer, rearing (complete with rebellious from gaming and would never have while designing the map makes you an teenagers), politics, religion, and the realized the dream of starting my own illustrator, and running a good game morality of adventuring—you know, game company, working at TSR, or writ- session is like acting, directing, and killing intelligent critters and taking ing columns in a prestigious gaming improv all at the same time. their loot for experience points. magazine. More importantly, I would Obviously, we at TSR make money by Linda has a strong philosophical bent, have missed out on the hundreds of selling you worlds and adventures, and and we spent nearly as much time talk- hours of enjoyment and fulfillment in we hope you’ll keep buying them so that ing about roleplaying as we spent actu- the years to come. we can stay in business! But if you ally gaming. One evening, I mentioned Not only did this conversation help haven’t recently taken a long stroll and my concern about how much time I was me justify my time spent gaming, it also dreamed you were in Faerun, spending on developing my campaign, helped me focus on this idea of develop- the Demiplane of Dread, or a world of Chaldea, and asked her whether she ing a campaign as a work of art. Ken your own creation, I encourage you to thought it was a waste of time. Her McGlothlen, a close friend and co-author do so. Take something to your next game response was an unequivocal “no!” of The Primal Order, even coined a term that brings out the artist in you, and Linda went on to share some words of for my passion: “pandevelopment,” watch how your players react. wisdom that have inspired me ever meaning “the continual process of plau- since. She said something like this: sibly developing a campaign on all “Peter, your campaign is a work of art. fronts.” (The Primal Order, Wizards of the While roleplaying campaigns will never Coast, page xv.) be recognized as broadly as music or To this pursuit I have devoted vast In developing his campaign Peter looks for paintings, it’s every bit as legitimate as amounts of time and creative energy. inspiration from many sources: his wife and the works of Mozart or Picasso. A well While I certainly have incorporated friends, movies, novels, roleplaying products, crafted roleplaying campaign is a beauti- adventures and source materials from and, most recently, the “Knights of the ful thing; it can inspire, it can lift the TSR’s publications and works of fiction Dinner Table” comic strip! , and it can cause people to weep from authors like Jack Chalker, J.R.R. for joy or sorrow. In all ways, you are an Tolkien, and Stephen R. Donaldson, I’m

24 • AUGUST 1998

he seas are not only a setting for Crabmen seasons. On sand and in shallow coastal high adventure but also another Ability Score Adjustments. Crabmen waters, they subsist by scavenging car- Tsource for heroes. While aquatic are strong and hardy (receiving a +1 rion and gathering algae, only occasion- elves have already been covered as a bonus to their Strength and Constitution ally capturing live prey. They make character race (in the Complete Book of scores), but they are somewhat slow-wit- seasonal homes in sea caves on the coast, Elves and PLAYER’S OPTION™: Skills & Pow- ted, socially backward, and unattractive sometimes extending the natural cav- ers), here are rules for playing crabmen, to other races (-1 to Intelligence and erns into extensive burrow complexes. koalinth, locathah, malenti, merfolk, Charisma). Languages. Crabman. When speak- pahari, selkies, and vodyanoi in the ing other languages, crabmen can be same format used in the Complete Book of Ability Score Range very difficult to understand because of Humanoids. Like all humanoid charac- Ability Minimum Maximum the hisses and clicks they insert even ters, members of these races face preju- Strength 8 18 when speaking another language. dice as well as physical limitations when Dexterity 3 17 Roleplaying Suggestions. It usually trying to interact with surface dwellers. Constitution 9 18 requires extraordinary circumstances to They are also shackled by superstitions Intelligence 3 13 bring a crabman character in contact that can hinder them in an adventure. Wisdom 315with a party of humans and demihu- Following the aquatic Charisma 3 17 mans for even a short mission. Some humanoids is a new demihuman— crabmen are very inquisitive, but even the liminal, crossbreeds of humans and Class Restrictions they tend to distrust the “out-of-shell- merfolk. Liminals are not subject to the Class Max. Level people” and steer clear of them. limitations of humanoid characters but Warrior Crabmen are primitive by human still do not entirely fit in to land- Fighter 12 standards, living in the equivalent of a dwelling culture. They are described in Priest hunting-gathering society. They have no the same format as the other demihu- Shaman 9 concept of money, and while they like man races in the Player's Handbook, with Crabmen may be multiclassed as shiny metal, they cannot distinguish optional rules for using them with the fighter/shamans. between different silver-colored metals. PLAYER'S OPTION: Skills & Powers system They often work metal into elaborate of character reaction. Hit Dice. PC crabmen receive hit dice sculptures, incorporating driftwood, Two additional pieces of information by class. seashells, and other scavenged items are included for each race: maximum Alignment. Crabmen tend toward into the overall designs. PC crabmen are functioning depth and vision. Maxi- neutrality. PC crabmen may be of any likely to bewilder their companions with mum functioning depth is the normal alignment. their complete disregard for human maximum depth at which members of Natural Armor Class. 4. Crabmen standards of value. each race can go about their normal cannot wear armor. Special Advantages. Crabmen are activities, as described on pages 76-77 of Background. Crabmen are humanoid amphibious, able to move on land (MV Of & the Sea. The entry for vision crustaceans native to seacoasts in tem- 9) or underwater (MV 6) with equal ease, provides a multiple to normal human perate to tropical climes. Unlike their and to breathe either air or water at will. underwater vision, which is shown on smaller crustacean cousins, crabmen Crabmen can attack with their claws Tables 39-41 in Of Ships and the Sea. have only three pairs of limbs—two legs twice per round, inflicting 1-6 hp dam- Sahuagin, as described in The Sea Devils, on which they walk upright, two short age with each hit. can see about three times farther than arms with small claws for manipulation, Special Disadvantages. Crabmen can- humans underwater, so they have a and two longer arms with thick, heavy not use weapons or wear armor. They vision multiplier of 3 (as do the malenti, claws. They have a hard exoskeleton are completely different from humans in described below). This multiplier is covering their entire body, extended into physiology and mentality, and they are applied not only to actual vision ranges a large shell on their backs. Males tend somewhat xenophobic. The normal but also to depth modifiers. For exam- toward bright red or orange coloration, social hindrances that face humanoid ple, in clear water humans lose one sur- while females are usually red-brown, characters should be even more prob- face condition category per 50 feet of green, or black. They have two eyestalks lematic for crabmen. depth-from Clear Day to Overcast, for that can extend a foot out from their bod- Monstrous Traits. Monstrous appear- example. For sahuagin, the category is ies or retract completely inside their ance, difficulty communicating. shifted every 150 feet of depth. For shells. They also have four feelers, two Superstitions. Crabmen are very reli- pahari, with a vision modifier of 2.5, the very long and two short, that they use to gious and inclined to see omens from condition category is worsened every assist their weak eyes in sensing their their deities just about everywhere. 125 feet of depth. All of the races environment. They have been known to Weapon Proficiencies: None. Crab- described in this article use the “Marine reach sizes as large as 10 feet tall, but 7-8 men cannot use weapons in their claws. Creature” column on Table 42: Under- feet is their more common stature. Nonweapon Proficiencies: Alertness, water Hearing Ranges in Of Ships and Crabmen live in tribes that migrate ancient history (crabmen), animal lore, the Sea. from beach to beach with the change of artistic ability (sculpture, woodcarving),

28 • AUGUST 1998 blind-fighting, chanting, danger sense, dwelling . They stand about its ability and proficiency scores. If a direction sense, eating, fortune telling, 6’ 6” tall, with sleek, muscular bodies. koalinth’s Strength, Dexterity, or Consti- hiding, intimidation, local history, nat- Their fingers and toes are webbed, and tution score drops to 0, it dies. ural fighting, poetry, religion, survival they have gill slits in their necks. Their Monstrous Traits. Appearance. (aquatic), weather sense, weaving, skin is light green and covered with Superstitions. Koalinth fear fire and whistling/ humming, wild fighting. patches of dark green, aqua, or blue hair. have a number of superstitious beliefs Available Kits: (Warrior) tribal Their faces have been compared to about giant squid. defender, wilderness protector, (priest) seals’, and large male koalinth have Weapon Proficiencies: Awl pike, har- oracle, wandering mystic. enlarged noses like elephant seals. Male poon, javelin, military fork, partisan, Average Height and Weight: Height: koalinth also share the aggressive behav- ranseur, spear, spetum, and trident. 96/84 + 2d12. Weight: 200/180 + 4d12. ior and loud bellow of elephant seals. Nonweapon Proficiencies: Chanting, Age: Starting Age: 3 + 1d4. Maximum Koalinth, like surface-dwelling hob- close-quarter fighting, direction sense, Age Range: 15+2d4. Average Maximum goblins, live in a rigidly organized, mili- hiding, intimidation, looting, religion, Age: 20. Middle Age: 7 years. Old Age: 10 taristic society. Their tribes are fiercely and wild fighting. years. Venerable: 15 years. territorial and war with each other and Available Kits: (Warrior) tribal Maximum Functioning Depth: 500: with other aquatic races when their terri- defender, pit fighter, sellsword, (priest) feet. tory is compromised. They make their shaman, witch doctor, oracle, war priest, Vision: x1.25 homes in caverns in shallow waters, wandering mystic. Note: The adventure “Back to the ranging from subarctic to tropical seas. Average Height and Weight: Height: Beach,” by Willie Walsh (DUNGEON® Languages. Koalinth speak a dialect 72/68 + 1d8. Weight: 140/120 + 4d10. Adventures #50), presents an excellent of the hobgoblin tongue and may learn Age: Starting Age: 14 + 1d6. Maximum portrayal of crabman culture and human languages of locathah, merfolk, Age Range: 50 + 1d20. Average Maximum reaction to these creatures. sahuagin, and even aquatic elves. Age: 60. Middle Age: 25 years. Old Age: 33 Roleplaying Suggestions. As with air- years. Venerable: 50 years. Koalinth breathing hobgoblins, some koalinth Maximum Functioning Depth: 450 These aquatic hobgoblins are suitable for grow tired the constant warfare that feet. use as PCs in any campaign. characterizes their culture and leave Vision: x2 Ability Score Adjustments. Koalinth their tribes, often joining adventures or receive a -1 penalty to their initially gen- other wanderers. Others find their way Locathah erated Charisma scores. into the wider undersea world through Since locathah can barely move on land mercenary work. Mermen and locathah and suffocate quickly, they are not suited Ability Score Range have both been known to hire koalinth to regular land-based campaigning. Ability Minimum Maximum mercenaries to help them fight against They work best as NPCs. PC locathah Strength 6 18 sahuagin and other threats. Some of are possible only in an underwater cam- Dexterity 6 18 these mercenaries also find homes in paign. Constitution 5 18 adventuring bands. Ability Score Adjustments. Locathah Intelligence 3 18 Any koalinth, male or female, pacifist receive a -1 to their initially generated Wisdom 318or mercenary, has been raised in what constitution scores and a +1 to their Charisma 3 14 amounts to a boot camp. The discipline Intelligence scores. of military life is a part of koalinth Class Restrictions upbringing, integral to their identities. Ability Score Range Class Max. Level Even those who have renounced the Ability Minimum Maximum Warrior warfare of their culture still think of life Strength 317 Fighter 11 in military terms: conversations are Dexterity 6 18 Priest attacks and counter-attacks, journeys are Constitution 3 17 Cleric 9 marches (even underwater!), and sur- Intelligence 8 18 Shaman 7 prises are ambushes. Wisdom 618 Witch Doctor 7 Special Advantages. Koalinth breathe Charisma 3 17 water and can swim at a movement rate Hit Dice. PC koalinth receive hit dice of 12. They have no movement or attack Class Restrictions by class. penalties when in water and receive Class Max. Level Alignment. Koalinth tend toward as a bonus proficiency. Warrior lawful evil alignment. PC koalinth may Special Disadvantages. Koalinth can Fighter 10 be of any alignment but are usually law- function fairly well on land, moving at a Priest ful neutral. rate of 9. A koalinth can survive on land Shaman 3 Natural Armor Class. 10. for a number of days equal to its Consti- Specialty* 7 Background. Koalinth are marine tution score, but every two days out of Rogue creatures closely related to surface- water causes it to suffer a -1 penalty to Bard 10

DRAGON 250 • 29 * Locathah specialty priests worship in water, and they receive swimming as scores but suffer a -1 penalty to Consti- Eadro, described in Monster Mythology. a bonus proficiency. Locathah breathe tution. water. Hit Dice. PC locathah receive hit dice Special Disadvantages. Locathah can Ability Score Range by class. barely move on land, being unable to Ability Minimum Maximum Alignment. Locathah tend toward support their weight. They move at a Strength 3 18 neutrality. PC locathah may be of any rate of 1, which represents a crawl— Dexterity 619 alignment. locathah cannot stand upright out of the Constitution 7 17 Natural Armor Class. 6. water unless aided by magic such as fly Intelligence 8 18 Background. Locathah are fish-like or levitate. After 10 turns out of the water, Wisdom 318 humanoids native to tropical and sub- locathahs’ gills become so dry that they Charisma 7 18 tropical waters. Their skin is covered in begin to suffer damage at the rate of 1 fine scales, ranging from ivory to pale point per round. Immersion in water Class Restrictions yellow, becoming more orange near the stops this process but does not restore Class Max. Level ears and spine. Their heads are very fish- lost hit points. A spell such as air breath- Warrior like, and their hands and feet are ing or watery air prevents this effect. Fighter 12 webbed. Monstrous Traits. Monstrous appear- Ranger 15 Locathah migrate seasonally, ventur- ance, bestial odor (above water). Priest ing into cooler subtropical waters in the Superstitions. Locathah fear fire and Cleric 8 summer, where they breed, and return- lightning, as well as being out of the ing to their elaborate castle-like lairs in water. Hit Dice. PC malenti receive hit dice tropical climes during the winter. They Weapon Proficiencies: Lance, cross- by class. In addition, they receive 2 area a hunting and gathering society, the bow, trident, short sword. bonus hit points at first level. males hunting large fish and the females Nonweapon Proficiencies: Agricul- Alignment. Malenti tend toward gathering aquatic vegetation. Their tech- ture (aquatic), ancient history (locathah), chaotic evil alignment. PC malenti are nology is basically stone age, though animal handling (eels and jellyfish), ani- assumed to be rebels and outcasts from they use metal items they scavenge from mal lore, animal training (eels), artistic sahuagin society and may be of any shipwrecks or collect as tolls from sur- ability (coral carving, jewelry-making), chaotic alignment. face-dwelling fishers. blind-fighting, bowyer/fletcher, chant- Natural Armor Class. 6 Languages. Locathah, common, mer- ing, craft instrument, danger sense, Background. Malenti are a mutant man, koalinth, sahuagin. direction sense, eating, fortune telling, for of sahuagin, born when a sea Roleplaying Suggestions. Locathah gaming, herbalism, hunting, local his- community is located within 100 miles of tend to be almost druidic in their outlook tory, mining, musical instrument their sahuagin lair (see The Sea Devils, on the world. They see everything in (conch), observation, poetry, religion, pages 12-16). Though they are sahuagin terms of balance; even the sea exists in a sea-based riding (giant eel), singing, sur- in every other way, they look exactly like balanced tension between profound vival (aquatic). sea elves. Most malenti are fed to the peace and furious rage, between life-giv- Available Kits: (Warrior) tribal sharks at the instant of hatching, but ing beneficence and horrific slaughter. defender, sellsword, (priest) shaman, some are occasionally reared as scouts While not as protective of their natural oracle, wandering mystic, (rogue) and spies to aid the sahuagin in their environment as selkies, locathah are con- humanoid bard. warfare against the aquatic elves. cerned to maintain ecological balance in Average Height and Weight: Height: Languages. Sahuagin, aquatic elf, their territorial waters and might 60/60 + 1d12; Weight: 140/140+6d10. common. become involved in adventures to pro- Age: Starting Age: 15 + 1d4. Maximum Roleplaying Suggestions. Most tect that balance. Age Range: 50 + 2d12. Average Maximum malenti either are the victims of infanti- Locathah can be infuriating in their Age: 65. Middle Age: 25 years. Old Age: 33 cide or else are so completely indoctri- loyalties because of their neutrality. They years. Venerable: 50 years. nated in the sahuagin worldview that it are as likely to cooperate with sahuagin Maximum Functioning Depth: 1,000 is impossible to imagine them being as with sea elves (though they are smart feet. anything but bloodthirsty assassins, enough to deal cautiously with sahua- Vision: x2.5 according to their training. However, gin), and they might shift their alliances mythology is full of heroes who were as the balance of power changes. They Malenti meant to be the victims of infanticide, are intelligent and thoughtful, and often Malenti, like aquatic elves, can venture and it is possible that a malenti child take longer than humans to weigh situa- out of the water for days at a time. This might survive to adulthood against all tions and assess the possible outcomes pains and weakens them, however, and odds. A player wishing to play a malenti before acting. for that reason they are best suited for a PC should be encouraged to describe Special Advantages. Locathah can completely aquatic campaign. some outrageous way in which his char- move in water at a rate of 12. They have Ability Score Adjustments. Malenti acter survived in infancy. (Perhaps he no movement or attack penalties when receive a +1 bonus to their Dexterity was fed to the sharks, but one of the

30 • AUGUST 1998 sharks was a wereshark who sheltered a 15’ radius, attacking such creatures mal handling (sharks), animal lore, ani- the child for his own purposes.) Of with only a -2 penalty. They see under- mal training (sharks), blind-fighting, course, some malenti leave sahuagin water as well as sahuagin do, or about close-quarter fighting, danger sense, society upon discovering that their three times as far as surface-dwellers. direction sense, eating, endurance, eti- sahuagin fellows really believe them to Malenti have retractable claws on quette, fast-talking, hiding, hunting, be disgusting freaks, and these malenti their hands and feet, as well as powerful intimidation, languages, local history, have been known to join or form malenti bites, allowing them up to 5 natural natural fighting, observation, religion, communities. A PC malenti could also attacks per round. They inflict 1-2 hp sea-based riding, survival (aquatic), come from such a community. damage with their hands, 1-4 with their voice mimicry, wild fighting. Regardless of their history, malenti are feet, and 1-3 with a successful bite. Available Kits: (Warrior) tribal outcasts—not only from sahuagin life When fighting in the company of other defender, sellsword, wilderness protec- but from every aquatic culture. No one sahuagin, malenti may enter a blood tor, (priest) oracle, war priest, wandering will ever treat a malenti with dignity or frenzy as described in The Sea Devils. mystic. respect—at least, that is what malenti Special Disadvantages. Malenti are at Note that malenti rangers, while they believe. They are complete loners, trust- a disadvantage when out of the water. A must take the humanoid wilderness pro- ing no one and relying on no one. This malenti can survive on land for a num- tector kit, do not receive tracking as a certainly makes them excellent spies, ber of days equal to its Constitution bonus proficiency. They receive sur- scouts, and assassins, but they tend to score, but every two days out of water vival—aquatic instead of survival— have difficulty fitting in even in adven- causes the creature to suffer a -1 penalty woodlands but otherwise conform to the turing bands. Cooperation and team to its ability and proficiency scores. If a kit description presented in the Complete spirit are foreign concepts to a malenti, malenti’s Strength, Dexterity, or Consti- Book of Humanoids. and the idea of friendship is impossible tution score drops to 0, the creature dies. Average Height and Weight: Height: to comprehend. Monstrous Traits. Bestial eating 50/50 + 1d8. Weight: 85/75 + 2d12. Special Advantages. Malenti can habits. Age: Starting Age: 20 + 1d4. Maximum swim at a movement rate of 18. They Superstitions. Malenti fear magic and Age Range: 150+2d20. Average Maximum breathe water and suffer no movement dread failure. Age: 170. Middle Age: 75 years. Old Age: or attack penalties underwater. Weapon Proficiencies: Trident, net, 100 years. Venerable: 150 years. Malenti share the keen senses of other spear, dart, javelin, crossbow. Maximum Functioning Depth: 1,500 sahuagin. They can detect the presence Nonweapon Proficiencies: Acting, feet. of invisible creatures underwater within alertness, ancient history (sahuagin), ani- Vision: x3

DRAGON 250 • 31 Ability Score Range Merfolk because they are so insular. They do not Since merfolk can barely move on land care about good or evil; they care only Ability Minimum Maximum and suffocate quickly, they are not about their communities and their race, Strength 3 18 suited to regular, land-based campaign- and they prefer to be left alone. Merfolk Dexterity 3 17 ing. They work best as NPCs. PC mer- adventurers are often frustrated by this Constitution 3 18 folk are possible only in an underwater head-in-the-sand attitude and leave their Intelligence 3 18 campaign. communities to face threats or explore Wisdom 3 17 Ability Score Adjustments. Merfolk regions that their kinsfolk would prefer Charisma 3 18 have no ability score adjustments. simply to ignore. , by far the more creative Class Restrictions Ability Score Range gender, are more likely to leave their vil- Class Max. Level Ability Minimum Maximum lages, at least in part to escape their Wizard Strength 3 18 menial role in merfolk society. Mage 14 Dexterity 3 18 Special Advantages. Merfolk swim at Elementalist 14 Constitution 3 18 a rate of 18. They have no movement or Rogue Intelligence 318attack penalties when in water and Bard 15 Wisdom 318receive swimming as a bonus profi- Charisma 3 18 ciency. Merfolk breathe water. Hit Dice. PC pahari receive hit dice by Special Disadvantages. Merfolk can class. Class Restrictions barely move on land, inching along at a Alignment. Pahari tend toward Class Max. Level rate of 1. After an hour out of the water, chaotic good alignment. PC pahari may Warrior merfolk begin to dehydrate, losing 2 hit be of any good alignment. Fighter 12 points per hour. Immersion in water Natural Armor Class. 7 Priest stops this process but does not restore Background. Pahari are aquatic Shaman 3 lost hit points. similar to merfolk, native to the Specialty* 7 Merfolk suffer double damage from tropical seas around Arabian lands such Rogue fire and are instinctively terrified of it. as Zakhara. In natural form, they look Bard 9 (female only) Monstrous Traits. Monstrous appear- similar to mermaids, with the upper * specialty priests worship ance, bestial fear. body of a beautiful woman changing to Eadro, described in Monster Mythology. Superstitions. Merfolk fear fire. the body of a bright tropical fish below Weapon Proficiencies: Crossbow, tri- the waist. They can also change into two Hit Dice. PC merfolk receive hit dice dent, javelin. other forms: a foot-long tropical fish or a by class. Nonweapon Proficiencies: Alertness, normal-seeming human woman. Alignment. Merfolk tend toward new- animal handling, animal lore, animal Pahari live in small communities, trality. PC merfolk may be of any align- training (fish), bowyer/fletcher, danger dwelling in homes made of shells and ment. sense, direction sense, gaming, hunting, coral in shallow coastal waters. They are Natural Armor Class. 7 local history, mining, religion, survival fascinated with the surface world, and Background. Merfolk are the most (aquatic). Females only: Artistic ability braver pahari often venture onto land in common of the aquatic humanoid races, (shell carving, tapestry weaving), chant- human form to experience life up on the found throughout temperate ocean ing, poetry, singing, weaving. shore. They have been known to take waters. They have the upper torso of a Available Kits: (Warrior) tribal human husbands but, being faerie crea- human, with light skin and brown hair. defender, (priest) shaman, oracle, wan- tures, invariably outlive their mates and Below the navel, their bodies taper into a dering mystic, (rogue) humanoid bard. return, heartbroken, to their undersea long, fish-like tail covered with green to Average Height and Weight: Height: communities. silver scales. 60/54 + 1d12. Weight: 145/80 + 8d10. Languages. Pahari, common, fish, Merfolk live in sedentary communi- Age: Starting Age: 15 + 1d4. Maximum nereid, dolphin, reef giant, whale, ties, dwelling in passages carved into Age Range: 90+2d20. Average Maximum zaratan. cliffs or coral reefs. They herd fish and Age: 110. Middle Age: 45 years. Old Age: 60 Roleplaying Suggestions. Adventur- hunt larger fishes, and they are fiercely years. Venerable: 90 years. ing pahari are usually young women protective of their territory. They are Maximum Functioning Depth: 1,100 who are insatiably curious about the generally not friendly with surface feet. world around them. Often they are dwellers or other aquatic races, keeping Vision: x2 pahari who have fallen in love with a to themselves and refusing trade. land-dwelling adventurer and join him Languages. Merman, locathah, com- Pahari on his travels. They savor all the strange mon. Ability Score Adjustments. Pahari PCs elements of life on the land, enjoying the Roleplaying Suggestions. While the receive a +2 to their Intelligence scores, a food, the dancing, and sailor’s songs. locathah are almost druidic in their con- -1 to their Wisdom scores, and a -1 to They throw themselves into life with a cern for balance, merfolk are neutral their Dexterity scores. passion that is to be admired, especially

32 • AUGUST 1998 considering that most such pahari have Selkies indefinitely All PC selkies are assumed only heartbreak to look forward to when Ability Score Adjustments. In human to fall into this category. The human their husbands age and die. form, selkies are very attractive. What- forms of selkies are unique to the indi- Pahari are passionate about the ever their form, they have winning per- vidual, tending toward rich tan skin, preservation of their aquatic homes, and sonalities. They tend to be small and black or gray hair, and bright-colored use all their powers to oppose evil crea- lithe, however, and are not the strongest eyes—emerald green or light blue. They tures who threaten their communities. of folk in either form. PC selkies add 1 to live to about 80 years. Special Advantages. Pahari can their Charisma scores and subtract 1 Languages. Selkie, common. change freely among their three different from their Strength rolls. Roleplaying Suggestions. Most selkie forms. In natural form (half-human, adventures are movitated by sheer half-fish), they swim at a rate of 18. In Ability Score Range curiosity about the "overworld," and fish form, they swim at 24. In either Ability Minimum Maximum move about in human guise to learn the form, they have no movement or attack Strength 3 17 customs of their land-dwelling neig- penalties when in water. Pahari receive Dexterity 3 18 bors. Such characters will be inquisitive swimming as a bonus proficiency. Pahari Constitution 3 18 in the extreme and very imitative of can breathe water or air with equal ease Intelligence 8 18 human mannerisms and customs. in their natural form but can breathe Wisdom 6 18 Other selkies are moved to spend only in water while in fish form and only Charisma 8 18 more time on land out of concern for in air while in human form. their environment. These selkies try to Pahari have a magic resistance of 5% Class Restrictions pass as humans to influence the policies per level, up to a maximum of 25% at 5th Class Max. Level of human communities with regard to level. A pahari of 3rd level or above can Warrior the selkies' native habitat. they tend to bestow water breathing with a kiss, at will, Fighter 8 possess a crusader mentality and are which lasts for a day. Ranger 8 only as friendly with the overworlders Special Disadvantages. Pahari are Wizard as they need to be to accomplish their peaceful and unaccustomed to using Mage 10 goals. weapons, and therefore can never learn a Priest Special Advantages. In their natural weapon proficiency. Any attacks with a Shaman* 5 form, selkies can move in water at a rate weapon are made with the appropriate Rogue of 36. They have no movement or attack non-proficiency penalty, depending on Bard 12 penalties when in water and receive the pahari’s class. Selkies may be multi-classed as swimming as a bonus proficiency. Monstrous Traits. Transformation fighter/mages, fighter/shamans, or Selkies in their natural form do not ability. ranger/shamans. breathe water, unlike other aquatic races. Superstitions. Pahari look to the sea * Selkie shamans worship Surminare, They can hold their breath for very long for signs and omens. described in Monster Mythology. periods, however: a base of 45 minutes, Weapon Proficiencies: None. Pahari plus twice the character’s Constitution do not learn the use of weapons (see Spe- Hit Dice. PC selkies receive hit dice by score. Modifiers from the Player’s Hand- cial Disadvantages, above). class. book apply to the addition, not to the Nonweapon Proficiencies: Pahari Alignment. Selkies tend toward neu- base. Thus, a selkie character with a 15 may select any appropriate nonweapon trality with strong leanings toward Constitution could normally hold her proficiencies, including those listed in good. PC selkies may be of any align- breath for 75 minutes (45 + [15 x 2]). If the Arabian Adventures rulebook. ment. she were exerting herself, the time Available Kits: Pahari are free to select Natural Armor Class. 5 (10 in human would be reduced to 60 minutes (halv- human kits appropriate for wizards or form). ing the addition). If unable to get a good bards. At the DM’s discretion and Background. Selkies are a race of gulp of air, her time underwater would depending on the campaign, pahari may shapechanging humanoids native to arc- be reduced to 60 minutes normally or 53 be required to use Zakharan kits from tic and subarctic waters. In their natural minutes (45 + [15/2], rounding up) if she the Arabian Adventures rulebook. form, selkies are nearly indistinguish- were also exerting herself. Average Height and Weight: (in nat- able from normal seals. They do have Special Disadvantages. Humans tend ural form) Height: 60 + 1d12. Weight: 125 hands (with webbed fingers) instead of to view selkies with a great deal of fear + 8d10. fore flippers, and their legs remain some- and superstition, confusing them with Age: Starting Age: 50 + 5d6. Maximum what separate, though still very well- seawolves and other horrible lycan- Age Range: 250 + 2d100. Average Maxi- adapted for swimming. Most selkies can thropes. Any selkie whose true nature is mum Age: 350. Middle Age: 125 years. Old take human form once a month for no discovered by a human community is in Age: 167 years. Venerable: 250 years. longer than a week. Certain rare selkies, life-threatening danger. Maximum Functioning Depth: 700 through exceptional abilities or simply Selkie PCs, unaccustomed to using feet. exceptional desire, are able to assume weapons, receive only half the initial Vision: x2.5 their human form at will and maintain it number of weapon proficiencies they

DRAGON 250 • 33 would normally receive based on their Hit Dice. PC vodyanoi receive hit dice Special Advantages. Vodyanoi class. Any bonus proficiencies from their by class. In addition, they receive 8 addi- breathe water and can swim at a move- kit are received normally, however. tional hit points at first level. ment rate of 6. They suffer no movement Monstrous Traits. Transformation Alignment. Vodyanoi are normally or attack penalties underwater, being ability, taste for raw fish, suseptibility to chaotic evil. PC vodyanoi may be of any native to the aquatic environment. intoxicants. chaotic alignment. Vodyanoi have huge claws and pow- Superstitions. Selkies tend to fear fire Natural Armor Class. 2. erful jaws like their land-dwelling and heat. Background. Vodyanoi are a rare and cousins. They can attack with both claws Weapon Proficiencies: Sword, trident, mysterious race, aquatic relatives of and a bite in a single round, inflicting harpoon, cutlass. umber hulks. They are most common in 3-12 hp damage with each successful Nonweapon Proficiencies. Natural deep freshwater lakes but are occasion- claw attack and 1-10 hp damage with a fighting, navigation, poetry, singing, ally found in saltwater as well, usually successful bite. storytelling, weather sense. living in caves near the edge of a conti- Vodyanoi have the ability to summon Available Kits: (Warrior) sellsword, nental shelf or deep trench. They appear electric eels. A vodyanoi can attempt this tribal defender, wilderness protector, similar to their land-bound cousins but summoning once per day, with a chance (wizard) hedge wizard, humanoid are slightly larger, reaching as tall as 10 of success equal to 10% + 5% per level; scholar, (priest) shaman, (rogue) feet (and nearly 7 feet wide). Their slimy 1d4 eels per level of the vodyanoi humanoid bard. green skin covers enormous muscles. respond to the summons if successful. Note that selkie rangers, while they Their long arms end in webbed claws, as Special Disadvantages. Vodyanoi are must take the humanoid wilderness pro- do their shorter legs. Their faces have lumbering brutes, though gifted with tector kit, do not receive tracking as a two small, black eyes and large average intelligence. They are large crea- bonus proficiency. They receive sur- mandibles that allow them to bite tures and suffer damage appropriately. vival—aquatic instead of survival— through shark hide or even clam shells. Their claws make them incapable of any woodlands, but otherwise conform to Vodyanoi are solitary, living and hunt- sort of fine manipulation, and their bulk the kit description presented in The Com- ing alone at points where shallower makes it impossible for them to wear plete Book of Humanoids. waters meet the deeps. They are no more armor. They disdain the use of weapons Average Height and Weight: Height: monsters, however, possessing average other than their natural armament. 60/54 + 1d12. Weight: 145/80 + 8d10. human intelligence. They may gather Vodyanoi move at a crawl (MV 3) on Age: Starting Age: 15 + 1d4. Maximum periodically to meet and mate—legends land and suffer the effects of dehydra- Age Range: 90 + 2d20. Average Maximum tell of great vodyanoi meeting grounds tion if they remain out of water for more Age: 110. Middle Age: 45 years. Old Age: deep in the ocean trenches—and they than an hour. Each hour after the first 60 years. Venerable: 90 years. can communicate with each other over that a vodyanoi remains out of the water, Maximum Functioning Depth: 1,500 tremendous distances in their low, rum- the creature loses 1 point of Constitution feet. bling language. and must make a Constitution check or Vision: x2 Languages. Vodyanoi speak a dialect suffer 1d8 hp damage. of the umber hulk language. They are Monstrous Traits. Monstrous appear- Vodyanoi capable of learning common, sahuagin, ance, size, monstrous appetite. Ability Score Adjustments. Vodyanoi locathah, merman, and triton. Superstitions. Vodyanoi have a super- receive a +2 to their initial Strength and Roleplaying Suggestions. Most stitious fear of large whales. Constitution scores, and a -2 to their vodyanoi are bloodthirsty marauders Weapon Proficiencies: None. Dexterity and Charisma scores. who prey upon other undersea commu- Nonweapon Proficiencies: Alertness, nities to take what they want. A few have animal noise, blind-fighting, chanting, Ability Score Range renounced this evil existence and taken close-quarter fighting, danger sense, Ability Minimum Maximum up a more peaceful lifestyle. These direction sense, eating, endurance, Strength 14 20 unusual vodyanoi often live as hermits intimidation, looting, natural fighting, Dexterity 3 12 in deeper waters, while some find their survival (aquatic), wild fighting. Constitution 13 20 fulfillment in an adventuring life. Available Kits. (Warrior) pit fighter, Intelligence 3 18 Though reasonably intelligent, the sellsword, (priest) shaman. Wisdom 3 18 vodyanoi are not profound thinkers. Average Height and Weight: Height: Charisma 3 12 They tend to see even complex situations 108/102+1d12. Weight: 800/750 + 8d10. in simple terms and value physical Age: Starting Age: 12 + 3d6. Maximum Class Restrictions prowess over intellect or culture. Even Age Range: 150 + 1d100. Average Maxi- Class Max. Level vodyanoi who join an adventuring band mum Age: 200. Middle Age: 75 years. Old Warrior remain loners at heart, always valuing Age: 100 years. Venerable: 150 years. Fighter 12 their own interests more than the con- Maximum Functioning Depth: 1,300 Priest cerns of any group. feet. Shaman 3 Vision: x2.5

34 • AUGUST 1998 Liminals Skills & Powers for Liminals bonus does not apply in fresh water or Liminals are descended from ancient Liminal PCs begin with 30 character out of the water. unions between humans and merfolk. points to spend on racial abilities. The Depth sense (5): The character can Unlike the other sea races, they are not basic character point cost for liminals is determine her approximate depth considered humanoids and do not suffer 25 points, which purchases the abilities underwater on a 1-4 on 1d6. the disadvantages of humanoid charac- listed below, leaving 5 character points Fast swimmer (10): Described in the ters. Liminals appear similar to humans, for nonweapon proficiencies or addi- main text as a standard ability with rich golden-colored skin and light tional abilities. Speak with animals (10): Once a day, brown or blond hair. They have gill slits Liminals’ Special Abilities: Animal the liminal can use the speak with ani- in their throats and bright-colored eyes , fast swimmer, trident mals ability, as a priest of the same level. of yellow, blue, or green. Their fingers bonus, liminal racial abilities. This ability works only with aquatic and toes are partially webbed. If the player wishes to create a cus- animals, however. Liminals are insightful and outgoing, tomized liminal character, abilities may Tough hide (10): Taking after the receiving a +1 to Wisdom and Charisma. be chosen from the list below. Abilities merfolk ancestry this liminal has tough However, they are frail, suffering a -2 cost either 5 or 10 character points. skin. The character has a natural armor penalty to Constitution. Animal companion (10): Described class of 8. If the liminal wears armor Liminal characters can be fighters (up in the main text as a standard ability. that would improve his AC to better to 14th level), rangers (up to 15th level), Close to the sea (5): Liminals with than 8, this ability has no effect. If the mages (up to 12th level), thieves (limit this ability heal faster when totally character wears armor that gives him 12th level), or bards (no level limit). Lim- immersed in salt water. When this char- an AC of 8 or worse, he may add a +1 inals may be multi-classed as fighter/ acter is underwater, he heals 2 hp dam- bonus to her Armor Class. mages, fighter/thieves, ranger/mages, age overnight rather than the 1 point Trident bonus (5): Described in the or mage/ thieves. normally healed by other races. This main text as a standard ability. Liminals can breathe in air or water and receive the swimming proficiency as a bonus. They swim at their full normal involving interaction or mediation partner’s Strength score by 1 for every 2 movement rate (a base of 12). Their max- between the cultures of the land and sea. points sacrificed by the other. imum functioning depth is 700 feet, and Liminals learn from an early age that set- l Lent health, transferring hit points their underwater vision is 1.5 times tling down on land or sea is fatal both to from one partner to the other on a 1-to-1 human vision. Liminals must keep their the individual and to the race. Liminals basis. The receiving partner cannot have gills damp and are particularly suscepti- are encouraged to marry only other limi- more hit points than his or her normal ble to dehydration while on land. Limi- nals, to protect the existence of their race maximum. nals must drink twice as much water in a and to maintain their cultural identity. A The first two uses of this power last day as other characters or suffer penal- liminal who marries a human can no only as long as the couple holds hands. ties for dehydration. longer rely on other liminals for help. Liminal marriages are so close that Liminals receive a +1 bonus to their Liminals worship an androgynous couples who are separated by more than attack rolls when using a trident, the pre- deity called Eq’aa. The ultimate ideal of one mile slowly waste away. Each part- ferred weapon of their race. their religion is the unification of two ner loses 1 hit point per day of separa- Liminals are close with the animals of “half-breeds” into two whole, complete tion (due to loss of sleep and appetite) the sea, being somewhat outcast from beings through marriage. The bond of until they are reunited or killed. the society of other demihumans. Limi- marriage is thus vitally important to all Liminals rarely survive the death of nals have the innate ability to bond with liminals. Married liminals have a special their spouses. If one partner dies, the aquatic mammals (dolphins, otters, bond similar to that between a wizard other immediately loses one half his or seals, etc.), befriending one such animal and a familiar: they can communicate her normal maximum hit points. These at a time as a pet. This pet must be a telepathically at a distance of up to one hit points can be recovered normally. mammal of Size M or smaller. The limi- mile and always know each other’s exact Starting age for liminal characters is 15 nal must spend one month with the ani- location within the same distance. If sep- +1d4; maximum age is 90+ 2d20. Limi- mal while it is still young, after which arated beyond that distance, each part- nals reach middle age at 45 years of age, the animal becomes completely loyal, ner still knows the general direction in old age at 60, and venerable at 90. Height following the character everywhere (in which the other is located. is 62/56+1d12; weight is 145/80+8d10. the water) and obeying simple com- When a married liminal couple joins mands. Liminals may have only one hands, one partner can lend power to the such pet at a time and must wait 100 other, granting one of the following days after the death of one pet to gain effects: another. Choice of companions is always l An increase of 1 level in spell effects James Wyatt is the author of “The Maze of subject to the DM’s approval. and the like, at no cost to the supporting the Morkoth,” an undersea adventure Liminals tend to adopt the roles of partner. appearing in DUNGEON Adventures #70, merchants, diplomats, and other roles l Shared strength, increasing one available in September.

DRAGON 250 • 35

he sea elves of Krynn are distant cousins to the land-dwelling Qua- Tlinesti, Silvanesti, and Kagonesti elves. They include two distinct groups: the Dargonesti, or “deep elves,” and the Dimernesti, or “shoal elves.” The two groups grew apart from each other over the centuries, and the Dimernesti tend to consider their deep- sea cousins somewhat primitive. Sea elves inhabit the southern Courrain Ocean and the Sirrion Sea near Ansalon. Sea elves can magically assume the forms of sea creatures. The Dimernesti assume the form of sea otters, while the Dargonesti assume dolphin form. This ability is an inherent form of alteration magic that the sea elves retained even after the departure of Chaos and old forms of magic from Krynn. Sea elves often use their animal forms to observe the surface world without drawing too much attention to them- selves. There are many legends of heroes being aided by sea creatures who later turned out to be helpful sea elves.

Sea Elf Heroes of nature, beauty, and magic. They are Sea elf heroes have a maximum If the Narrator allows sea elf heroes in very quick and graceful, even out of the Strength and Endurance of 8. Armor, the game, use the following information. water. Their tendency for quiet speech shields, and missile weapons are rare Unless the campaign is set entirely stems from the fact that sounds carries underwater. Sea elves have a maximum underwater, sea elf heroes need a good more easily through water; sea elves are code of “C” in Agility, Dexterity, and reason to leave their home and adven- not used to having to speak up in order Endurance. Most sea elves favor thrust- ture on land. Perhaps the is marked to be heard. ing weapons or weapons adapted for by a special destiny, has ties with the sur- Sea elves are simultaneously fasci- use underwater, like the trident or the face world (such as falling in love with a nated and repulsed by the surface world. net. They wear armor of animal hide or land-dweller), or is merely curious to see They have difficulty with ideas like stairs tough, woven kelp, decorated with the world above the waves. and ladders (none are needed under shells and coral. water). They tend to dislike heights and Description find direct sunlight too bright. Dim, Advantages Sea elves resemble their land cousins indoor surroundings are the most com- Sea elves can breathe water as if it were with their slender bodies and excep- fortable for them on land. They get along air. They can also breathe air without dif- tional grace and beauty. They have sleek best with other elves, although they look ficulty. A sea elf hero can use alteration blue skin, ranging from pale to dark. down on their land-cousins somewhat. magic to assume a single sea creature Their hair is typically green, silvery, pale Sea elves also get along fairly well form at will. While in animal form, the blue or (rarely) blond. Eye color is usu- with humans who understand the sea, hero has the Physique, Coordination, ally dark, from deep blue or green to like sailors. They dislike minotaurs and Damage and Defense of the animal, but black. Their ears are delicately pointed other pirates who bring violence to the normal Intellect and Essence. All cloth- like those of land elves. Sea elves have seas. Most sea elves share the haughty, ing and equipment carried by the sea elf webbed fingers and toes and strong, superior attitude of most elves toward vanishes in animal form, reappearing lithe bodies adapted to swimming. They other races. when the hero returns to elf form. usually wear clothing woven from Dimernesti assume the form of sea otters undersea plants, decorated with shells, Requirements (Ph 3, Co 7, Dmg +l, Def -2) while Dar- coral, and pearls. To qualify as a sea elf, a hero must have gonesti assume dolphin form (Ph 8, Co minimum score of 6 in Agility, Dexterity, 15, Dmg +4, Def -3). Roleplaying and Perception. Sea elves have very Sea elf warriors use the trident and net Sea elves tend to be shy and quiet. They sharp sense and must have an ability in battle. Using these weapons gives a share their land-dwelling cousins' love code of at least "B" in Perception. sea elf a trump bonus no matter what

DRAGON 250 • 37 card is played. Sea elves also gain a typically entangle an opponent in their one could actually claim to have spoken trump bonus for all Perception actions net, then strike with their trident while to one. The sea elves used their animal underwater. the enemy is helpless. forms to observe the surface world from time to time, remaining hidden. Disadvantages History of the Dimernesti The War of the Lance brought the sea Although sea elves can breathe air, they The true origin of the sea elves is lost in elves to the attention of the surface are uncomfortable being away from the the currents of the River of Time. Not world again. Dargonesti elves helped sea for long periods of time. After some even the eldest Dimernesti or Silvanesti save some of the Heroes of the Lance time on dry land, a sea elf becomes elf can say for sure when the sea elves when their was destroyed in the sullen and possessed of a powerful urge separated from their land-dwelling maelstrom at the heart of the Blood Sea to return to the sea. The Narrator may cousins to live beneath the waves. of Istar. They brought the Heroes to the decide when this sea-longing sets in, but Most scholars believe the legend that ruins of Istar and told them of the return three days or more away from the sea is the Graystone of Gargath is responsible of the legendary sea dragons. A Dargon- generally a good guideline. Once the for the creation of the sea elves. When esti elf named Apoletta and her human longing sets in, no card the sea elf plays the Graystone escaped Gargath’s tower husband Zebulah then returned the is considered trump unless the action and moved across the face of Krynn, its Heroes to the surface world to continue directly aids the elf in returning to the light touched elven sailors from Sil- their journey. sea. A short time (as little as a day) spent vanost along with elves dwelling along After the War of the Lance, the sea in the sea ends the longing and restores the shore of the Sirrion Sea. These elves elves returned to obscurity, until the the elf to normal. were filled with a great longing for the Summer of Chaos. The unleashed power Additionally, sea elves are not used to sea and dived beneath the waves, where of Chaos caused the seas themselves to dealing with outsiders. No card played they were transformed into sea elves, boil, endangering the sea elves and other on a Presence action by a sea elf counts able to breathe water as easily as air. The ocean life. But the coming of Chaos and as trump, unless the Presence action sailors became the deep sea-dwelling the climax of the Chaos War were noth- involves another elf (land- or sea- Dargonesti, while the shore-dwellers ing to the sea elves compared to the rise dwelling). became the Dimernesti. Some scholars of the dragon overlords and the coming doubt the truth of the story or offer other of Brine in the Age of Mortals. Half Sea Elves theories about the origin of the sea elves. The sea dragon Brynseldimer (Brine) Half sea elves can and do exist. They All that can be said for certain is the sea first appeared in Dimernost around 26 tend to be stockier and more broadly elves have lived in the oceans of Krynn S.C. He used his steam breath to boil alive build than sea elves. Their skin is usually since the Age of Dreams. any elves who opposed him and similar to their human parent, strongly For millennia, the sea elves lived in smashed the coral towers of Dimernost tinged with blue. Half sea elves have the isolation. They did little to involve them- with his mighty tail. Only the power of ability to breathe water like their elven selves in the affairs of the surface world. the legendary Crown of Tides, in the parent. They must meet two of the three The Dimernesti traded sporadically with possession of the Dimernesti Speaker of ability requirements for sea elves, but their cousins in Silvanost while the Dar- the Sea, was able to keep Brine from con- they do not gain any of the other advan- gonesti preferred the solitude of the trolling all of Dimernost. As it was, the tages or disadvantages. This permits half deep and were rarely seen, becoming a sea dragon’s reign of terror was virtually sea elves to live away from the sea for legend among surface-folk. unchallenged. The Dimernesti were able long periods of time. Although many The Cataclysm forever altered the face to hold their own, but their position was half sea elves feel a longing for the sea, of Krynn. When the fiery mountain quickly weakening and it was only a they suffer no penalty for it. crashed into Istar, areas of land sank matter of time before they were forced to beneath the waves, and much of the surrender to Brine. Calls for help sent to Net Attack shore was claimed by the sea. The Silvanos went unanswered: The sea Difficulty: Average (8) undersea quakes and violent currents elves were on their own. Action Ability: Dexterity created by the disaster killed many sea Help arrived in the form of heroes Opposition Ability: Agility elves. The survivors withdrew farther from the surface world, aboard the ship Sea elves (and many other sea-dwelling from the surface world, blaming land- Narwhal. These heroes sought the Crown races) use nets in combat. A net is a Light dwellers for the Cataclysm. They took of Tides and fought against Brine, slay- melee weapon that does no damage but many of the undersea ruins as their own, ing the sea dragon in a mighty battle. instead can be used in an attempt to including those that now form the outer The grateful Dimernesti agreed to loan entangle. Targets caught in a net cannot areas of Dimernost in the Sirrion Sea. the heroes the Crown and renewed their defend; armor adjustments to damage During the Shadow Years following ties with the surface world. Dimernost is still apply, but not shields. Entangled tar- the Cataclysm, the sea elves were all but safe from the threat of the sea dragon, gets must spend the next minute of bat- forgotten, save by their elven cousins in but new dangers have begun to arise in tle untangling themselves. Should a hero Silvanost. they became the stuff of leg- Brine's place, and the Dimernesti will be entangled, getting out requires an end to the other races of Krynn. Sailors need the aid of their surface allies if they average Agility action. Sea elf warriors told tall tales of spotting a sea elf, but no are to survive and rebuild.

38 • AUGUST 1998 The Sunken Land of Dimernost Dimernost is an entire undersea city, The difficulty in exploring the ruins is The undersea world of the Dimernesti is built around the 200’ tall Tower of the that they lie close to the Tin-Arian Peaks, a place of incredible beauty and danger. Sea. The city radiates out from the Tower which were once the heart of Brine’s Sunlight filters through the waters of the in concentric rings, out toward the kelp domain. Although the sea dragon is no Courrain Sea and glimmers off the deli- farms that ring the entire city like a jun- more, his various minions and other cate coral towers of Dimernost. Brightly gle of sea-plants. Within the kelp-farm deadly sea creatures live in the sea-caves colored fish swim among the buildings ring lie various sea-farms where the and crevasses in the mountains. These and undersea plants, growing in a riot of Dimernesti raise jellyfish, oysters, crabs, include lacedons (sea ghouls), sea hags, colors, waving in the gentle currents. and other shellfish, as well as the giant sharks, giant octopi, and other creatures. Some of this legendary beauty has sea horses they use as riding beasts. The Many who explore the Sunken Peaks do been scarred by the damage caused by broad open marketplace lies between the not return to tell the tale. Brine. Many of the coral towers lie in farms and the central areas of the city ruins, and portions of the kelp fields are itself. Dimernesti traders and artisans are Personalities scattered and torn. But the Tower of the beginning to fill the brightly colored Speaker of the Sea Nuqala (Dimernesti Sea still stands in the heart of Dimernost, stalls of the market again. female adult, vigilant demeanor, Master) and the friends of the Dimernesti, the The Dimernesti have begun to rebuild leads the people of Dimernost. Her dolphins and sea otters, still their shattered homes. Those driven father, the previous Speaker, was killed between the remaining buildings. away by Brine’s rampages are slowly in one of Brine’s first attacks. Nuqala The domain of the Dimernesti lies returning. Several thousand sea elves does her utmost to be a good leader for some 500 miles from the shores of Ansa- live in the city and surrounding area. her people and has devoted all of her lon. It includes some surface islands in The ruins found near Dimernost date energies to protecting and rebuilding the Courrain Sea. Beneath the waves, the back to the days of the Cataclysm. The Dimernost. She wears the Crown of Dimernesti holdings include the capitol sea elves make occasional forays into Tides (described in Heroes of Hope), giv- of Dimernost, the towns of Santhost and them to gather useful materials and ing her great power over the sea that she Markost, ruins of Faerkel and Rabinai, goods they can trade with surface uses to defend her people. the Roost (an ancient Kyrie site), the dwellers. The sea elves have little use for Kellishion (Qualinesti male adult, Endless Hall, and numerous sea elves gold or silver, but they know how highly fierce demeanor, Hero) is Nuqala's throughout the Tin-Arian Peaks (known surface people value the metals. Magical bodyguard and consort. He came to as the Sunken. Peaks to surface- items are sometimes found in the ruins Dimernost years ago searching for a dwellers). as well. peaceful haven from the endless wars of

DRAGON 250 • 39 the surface world. He found a new home The Dimernesti face threats from about the arts of sorcery. Nuqala is con- and a new love in Nuqala, but peace has Brine’s remaining minions, particularly sidering allowing some of her people to eluded him. Kellishion continues to use the lacedons and sea hags living in caves go to the Academy of Sorcery, but she is his skills as a warrior to aid Nuqala in in the Tin-Arian Peaks. These and other reluctant to allow any able-bodied sea elf protecting the Dimernesti and his new creatures also pose a threat to shipping to leave Dimernost at such a critical time. home from attack. Kellishion is Dimer- and trade through the area, so Nuqala nost’s prime ambassador to the surface has a strong interest in seeing the mon- Mysticism world, since he understands their ways. sters wiped out, or at least made less of a Like most of the people of Ansalon, the Alteration magic allows Kellishion to threat. Rumors of Brine’s lair hidden Dimernesti feel the gods abandoned spend most of his time living beneath the somewhere in the Tin-Arian Peaks them in their hour of need. A few priests sea with his chosen people. draws adventurers to respond to the of the traditional sea elf gods—Paladine, Veylona (Dimernesti half-elf female Speaker’s call for aid. They hope to find Branchala, and Chislev—continue to try young adult, inquisitive demeanor, the sea dragon’s hidden treasure horde, to work their miracles for their people. Novice) is Nuqala’s young half-elf ward. containing goods looted from undersea Some of these priests instinctively She is headstrong and inquisitive, insa- ruins and shipwrecks. tapped into the power of mysticism. tiably curious about her surface-world Once the Dimernesti renewed their con- heritage. Nuqala is teaching Veylona the Undersea Magic tact with the surface world, they learned arts of leadership and diplomacy, but Like the other people of Krynn, the sea of the Citadel of Light and the spheres of Veylona often sneaks away to learn more elves lost the powers of High Sorcery mysticism. This confirmation of faith about the world above. and clerical magic following the Chaos was enough to allow many sea elf mys- War. Cut off from contact with the sur- tics to explore the nature of the inner Current Happenings face world, the sea elves have only power they had tapped into, and mysti- The death of the sea-dragon Brine (as recently learned of the new magical arts cism is now blossoming among the detailed in Heroes of Hope) freed the of sorcery and mysticism. Some sea elves Dimernesti. Dimernesti from the dominion of the developed “spontaneous” talents in a Animism allows sea elf mystics to dragon-lords. The grateful elves have mystical sphere in addition to their communicate with and command the renewed contact with the surface-world inherent shape-shifting ability, but these creatures of the sea. Alteration augments and have begun to trade again, making individuals are rare and only barely ade- the Dimernesti’s natural shape-shifting forays to the surface. quate to make up for the loss of the cler- ability, allowing mystics to take on the The Dimernesti have much of value to ics of the true gods. form of other sea creatures. Healing is trade with the surface. In addition to With the death of Brine, Dimernost is one of the most common mystical plentiful seafood, kelp, shells, and simi- once again open to the surface world, spheres, used to help the Dimernesti lar goods, the sea elves also have access and the Dimernesti are beginning to recover from the damage done by Brine to stores of treasure from the sunken learn something of the new magic. and to protect the sea elves from harm. ruins in their domain. Gold, silver and Mentalism allows the Dimernesti to other goods are traded for steel, pottery, Sorcery communicate with their undersea allies, and other goods the Dimernesti cannot The arts of sorcery are slowly being the dolphins and whales. make for themselves under water. Sil- introduced to the Dimernesti. Sorcerers vanost remains isolated, and Malys dis- from the Academy of Sorcery have trav- Magical Treasures courages sea-trade near her domain, but eled to Dimernost aboard trading ships, The one kind of magic the sea elves have some ships are willing to make the jour- and the first sorcerers are just beginning in abundance is the magical treasure ney, especially with the immediate threat to appear among the sea elves. Naturally, found in undersea ruins and left over of Brine removed. hydromancy is the school of greatest from the previous Age. These items Nuqala seeks to create ties of trade interest to the Dimernesti, giving sea elf served as the sole magic at the and friendship for the Dimernesti to help sorcerers the ability to command the Dimernesti’s command following the them rebuild and grow strong again. waters of their home. Aeromancy has departure of Chaos and many of them, Trading with the surface-folk is part of uses in dealing with surface-dwellers, particularly the Crown of Tides, are this plan. Additionally, the Speaker of such as creating bubbles of breathable air deeply treasured. the Sea hopes to make contact with the under water. Pyromancy and electro- The Crown of Tides is detailed in Dimernesti's scattered elven cousins. mancy are all but useless in the undersea Heroes of Hope. It grants the wearer great Envoys and messages to the Silvanesti domain: Fires do not burn, and water power over the sea. The crown is worn have received no reply thus far. Nuqala conducts electricity far too readily, mak- by the Speaker of the Sea for all official also plans to use the magic of the Endless ing it unpredictable and difficult to con- business and is used to defend Dimer- Hall, on the outskirts of Dimernesti trol. The other sorcerous schools find nost from outside dangers. The power of domain, to create a magical passage to their uses beneath the waves. the crown kept the sea dragon Brine at the domain of the Dargonesti in the Sir- Surface-world sorcerers who travel to bay for years until help was able to rion Sea and to renew relations with the Dimernost find no lack of willing and arrive. The crown is perhaps the most shoal elves’ deep-sea cousins. interested students eager to lean more powerful magical item known to the

40 • AUGUST 1998 Dimernesti, but it is by no means the only one.

Coral Dolphin (Item of Distinction) These enchanted statuettes of dolphins are carved from fine, white coral, small enough to fit in the palm of the hand. Once each day, upon a command from its owner, the statue becomes a real dol- phin (Co 15, Ph 8, In 5, Es 7, Dmg +3, Def -2) that obeys all of the commands of the person who animated it. The dolphin remains for up to an hour, then returns to statuette form. If the dolphin is killed, it returns immediately to statue form and cannot be summoned again for a week. If the statue is broken, the item’s enchantment is destroyed.

Land-and-Sea Ring (Item of Distinction) These magical rings are made of braided bands of silver and gold. They were first created and used by Silvanesti sailors in past Ages. The wearer of the land-and- sea ring is able to breathe water and air equally well, and can operate above or strikes like a weapon at the wearer’s a pearl of power reduces the cost of any below the surface of ocean. The command. This is a normal melee attack spell by 4 points. This does not affect the Dimernesti have discovered some of for +4 damage. difficulty of the spell. Only one pearl can these rings from time to time. The rest be used at any given time. might still be held by the Silvanesti. Sea Octopus Mantle elves have discovered that wearing a (Item of Renown) Shell Shield land-and-sea ring also prevents them Similar to a manta cloak (above), an octo- (Item of Renown) from suffering from sea-longing when pus mantle appears like a cloak made up This shield is made from half of a giant they are away from their home waters. of wide strips of leather with a hood. clamshell, the same size as a target Underwater, the cloak allows its wearer shield, decorated with mystical carvings Tanglenet to breathe normally. The eight leather and trimmed with coral. The shield’s (Item of Distinction) strips of the cloak may be used as tenta- enchantment makes it as harder than These enchanted nets are used by cles under the wearer’s mental com- steel, providing a -7 defensive bonus. Dimernesti warriors. They provide a +2 mand, able to stretch up to twice their bonus on all entangle actions with the normal length and grasp objects with a Courrain Conch net and increase the difficulty of escap- Strength of 8. The wearer can use the ten- (Item of Fame) ing from the net by +2. Legends tell of tacles to grapple opponents in combat The Courrain Conch is a large, magical nets with greater bonuses and with the same Strength. enchanted conch shell. It is pale , other powers, but such items have been Once per day, an octopus mantle can blue, and white on the outside, bril- lost to the Dimernesti, if they truly exist. emit a dark cloud of ink that obscures liantly iridescent on the inside. The shell vision. A challenging Perception action is aids in the use of the Animism sphere on Manta Cloak required to see anything through the ink sea creatures, providing a +6 bonus for (Item of Renown) cloud, which lasts for a minute before all such actions, as well as 6 mysticism This garment appears to be an ordinary dispersing. points for any such use of animism. The cloak of slick leather colored white, gray, holder must blow into the conch to use or tan. Underwater, a manta cloak allows Pearl of Power it, creating a clear note that can be heard the wearer to breathe normally and (Item of Renown) for a great distance under water (out to swim much like a manta ray. The cloak Pearls of power are perfectly formed artillery range). The Dimernesti use the ripples like leathery "wings" as the pearls found in a variety of colors. They conch to herd fish as well as to command wearer swims, doubling swimming provide magical power to their holders. sea-creatures to protect Dimernost in speed. the cloak also has a tail spine that A sorcerer or mystic holding or wearing times of need.

DRAGON 250 • 41 Undersea Creature Chart A sorcerer or mystic touching the Undersea Animals pearl can reduce the difficulty and/or Name Co Ph In Es Dmg Def Special Abilities spell point cost of any spell by 10 points. Dolphin 15 857 +3 -2 None The caster may split the reduction in any Eel, electric 6 4 1 1 +2 -1 Lightning way desired, such as 5 points to each or octopus, giant 6 24 1 1 +18 -2 Camouflage all 10 points to either difficulty or cost. Otter, sea 7 3 2 1 +1 -2 None Dimernesti sorcerers and mystics use the Seal 5 5 2 1 +1 -2 None Mother of the Sea in the defense of Shark 12 18 1 1 +4 -2 None Dimernost, allowing them to cast very Squid, giant 3 36 3 1 +34 -3 Crush powerful spells without exhausting Whale, common 6 27 3 4 +20 -4 None themselves. Whale, killer 8 20 5 6 +12 -3 None Whale, sperm 4 40 4 4 +25 -5 None Undersea Creatures The underwater world holds many dif- Undersea Races ferent creatures, from simple sea life to Name Co Ph In Es Dmg Def Special Abilities legendary beasts like the kraken, able to Ghaggler 5 4 5 5 +4 -3 Spit (acid) drag an entire ship to a watery grave. Locathah 7 5 4 5 +4 -2 None The sea also has many magical creatures, Merfolk 9 4 5 5 +4 -2 None from the enchanting sirines to sea hags, Sea elf 6 4 5 6 +2 -2 Alteration (self) sea dragons and different types of Sea elf hero 8 6 7 8 +4 -2 Alteration (self) undead. Narrators can use the creatures Sirine 8 8 6 8 +2 -4 Hydromancy, described here as adversaries in adven- charm song, tures that take place on the waves, in the alteration (self) depths or along the shore of the seas of Thanoi 6 8 3 4 +8 -3 Immune to Krynn. cold/ice Undersea Animals Undersea Mounts All of the undersea animals described on Name Co Ph In Es Dmg Def Special Abilities the table are identical to their real-world Eel, giant 24 12 2 2 +12 -2 None counterparts. Many of them are domesti- Hippocampus 12 18 5 6 +2 -3 None cated by the Dimernesti and other Seahorse, giant 9 10 2 2 +1 -3 None aquatic races, and dolphins are particu- lar friends of the sea elves. Undersea Monsters Name Co Ph In Es Dmg Def Special Abilities Undersea Races Kraken 5 54 10 9 +54 -4 Crush Ghagglers are large, undersea versions of Leviathan 4 6O 6 8 +40 -8 None goblins. They are around six feet tall and Sea Hag 7 14 7 6 +5 -3 Charm, have tough, horny, hairless skin and hydromancy pointed ears. Ghagglers can spit acid at Troll, sea 6 24 4 7 +14 -4 Regenerate opponents in melee combat, inflicting 6 points of damage. Locathah are fish-like, primitive humanoids. They live in Trident of the Waves whether the wielder is normally capable nomadic bands and ride giant eels as (Item of Fame) of using mysticism or not. mounts. Merfolk have human upper The Trident of the Waves is made of bur- The Trident was wielded by Nuqala’s bodies and fish-tails. Sirines are beautiful nished steel with a shaft of bone or ivory, father, the previous Speaker of the Sea, in female humanoids with magical abilities. smoothly spiraled like a narwhal horn. It battle against Brine. When the sea They prefer solitude and deal harshly is decorated with inset pearls. The dragon killed the Speaker, he took the with intruders. Thanoi are walrus-men trident is immune to the corrosive effects trident back to his lair. Nuqala hopes to found in the icy waters of Krynn. They of salt-water. The trident provides a +11 recover the trident some day. are fierce and savage warriors. damage bonus. This bonus is doubled against all Evil sea-creatures to +22. Mother of the Sea Undersea Mounts Additionally, any character wielding the (Item of Glory) Most aquatic races prefer to swim, but Trident gains an automatic trump bonus The Mother of the Sea is a giant pearl of they do use special mounts for long to all Presence actions against Good sea- power (see above) a foot in diameter. It trips. Giant eels are domesticated and dwellers. The wielder also gains the abil- rests at the top of the Tower of the Sea in ridden by the locathah. Sea elves domes- ity to use the animism sphere of Dimernost. The pearl serves as a sort of ticate and ride both the hippocampus, a mysticism on sea-creatures only, “battery” of magical power. creature part-horse and part-fish, and

42 • AUGUST 1998 the giant seahorse, which is large Passage to the Blood Sea Dimernesti in Other Settings enough to carry a saddle and rider. Speaker Nuqala hopes to use the magic DMs can use much of the material of the Endless Hall to create a passage presented here for sea elves in an Undersea Monsters between Dimernost and the Blood Sea, AD&D® campaign. The sunken realm Many different monsters live in the dark allowing the Dimernesti to renew con- of the Dimernesti can appear in the depths of the sea. The kraken and tact with their distant cousins, the Dar- temperate waters of any ocean, along leviathan are described in the Book of the gonesti. Finding the means to create the with most of the treasures and crea- Fifth Age. Sea hags are evil creatures that portal can involve heroes searching the tures, translated into their AD&D look like hideous crones draped in sea- undersea ruins for key magical items equivalents. With few changes, the weed. They live in undersea caves and and lost lore. Once the portal is created, Dimernesti would fit well into the use their magical powers to lure swim- heroes can be selected to explore beyond FORGOTTEN REALMS® setting. mers and sailors to their doom. Sea trolls it and guide a sea elf envoy to speak with With some more adaptation, the are identical to land trolls except they the Dargonesti. Veylona will almost cer- Dimernesti can work in other AD&D can breathe water and it is difficult to tainly insist on coming along and will settings as well. The undersea realm apply fire to stop their regeneration! probably sneak out and follow the would make an interesting locale for heroes anyway if she is forbidden to go. the Demiplane of Dread in the The Undead The heroes must discover what has RAVENLOFT® setting (particularly in con- Most aquatic undead are from drowned become of the Dargonesti and the Blood junction with the SAGA® rules system sailors and pirates. Lacedons are sea Sea since the Chaos War. The calming of for RAVENLOFT presented in DRAGON® ghouls, with the same paralyzing ability the maelstrom has changed the region. Magazine #240). By emphasizing the and hunger for human flesh as their Who knows what ruins from Istar the role of the Speaker of the Sea and creat- land-dwelling cousins. Sea wights are maelstrom spewed forth before it was ing a royal bloodline Dimernost, the likewise the same as normal wights, and sealed? How will the Dargonesti greet sea elves can become an unusual addi- are often found in command of lesser their cousins, especially when the shoal- tion to a BIRTHRIGHT® campaign. undead like lacedons and . elves are escorted by surface-dwellers? ® DMS can even use the material in this article as the basis for Adventures Beneath the Waves The Lost Treasures of Dimernost an entire water-covered world, where Narrators can use the following ideas to Treasures like the Trident of the Waves sea elves and other aquatic races fight send their heroes into the mysterious and other magical items were lost by the against lacedons, sahuagin, sea drag- and dangerous waters of Krynn. Dimernesti during Brine’s reign of terror. ons, and other evil creatures. Such a Most of these items have probably found world might have once had land Brine's Lair their way into the sea dragon’s treasure masses that were sunk by some great The lair of the sea dragon Brine lies hid- trove, but others have been lost when disaster, or it might have been settled den somewhere in the Sunken Peaks. emissaries to the surface world or other by aquatic races from other worlds Adventurers may be drawn to search for undersea races failed to return, or with long ago. The inhabitants might never the lair by legends of the vast treasure explorers lost in the ruins. have encountered air-breathers before, horde Brine gathered from sunken ships Heroes can quest to find these lost in which case the arrival of the player and undersea ruins. They might also be treasures and return them to Dimernost, characters can come a quite a shock! emissaries of the Speaker of the Sea, perhaps just in time to use the treasure’s Sea elves are found on the continent asked to locate treasures stolen from the powers to avert disaster. of Taladas as well. Much of the mater- Dimernesti by Brine (such as the Trident ial from this article can simply be trans- of the Waves, above). Exploring the Ruins planted to create a sea elf civilization Searching for Brine’s lair requires The undersea ruins near Dimernost hold on the far side of Krynn. braving the hazards of the Sunken treasures and lore lost since the Cata- Peaks, which include hostile sea crea- clysm. Magical treasures found there is the author of many RPG tures and the remains of the sea dragon’s would have great value in the Fifth Age. books, including the upcoming AVENGERS: minions, including lacedons, sea hags The treasures of the ruins are guarded by Masters of Evil adventure book for the and water-trolls. If the heroes find the hostile sea creatures and the undead MARVEL SUPER HEROES® Adventure lair, it may be protected by traps. In its forms of some of the people caught in Game. He hasn't explored too many real depths they find a fabulous treasure the cities when they were sunk by the undewater places and tends to prefer wad- hoard, but also the broken remains of Cataclysm, cursed by the gods to guard ing pools. several large shells-dragon eggs that their treasures forever. The Roost, in par- have recently hatched. Does Brine have ticular, might hold strange secrets, since young? And if so, where are they? it is a former hold of the Kyrie. Nuqala will certainly want the heroes to investigate further.

DRAGON 250 • 43

nformation on vessels and Table 1: Ship Types warships from the 14th to 19th Ship Type Base Move/Hour Emergency Move Seaworthiness 14/6* 12 65% I centuries appears below. Although 7 7 75% designed in accordance with the naval 11 15 55% systems found in Of Ships and the Sea, 12 6 75% this information is completely compati- 7 9 70% Galleass 4/7* 10 65% ble with the core rules for ships found ** 8 7 90% in Chapter 14: Time and Movement of 13 20 55% the DUNGEON MASTER® Guide. Addition- Pinnace 5 8 70% 7 12 70% ally, rules for cannon warfare appear at the end of this article. DMs can freely * When a slash separates two numbers, the first represents the speed of the ves- bypass these rules and still use the ves- sel while under sail, and the second represents the speed of the vessel while sel information; they are not mutually rowed. inclusive. **The galleon stats listed in the DUNGEON MASTER® Guide represent an earlier Step lively! The salt road beckons, incarnation of that vessel. The stats above detail an 18th century galleon. and your campaign will never be the same again. Carrack Fluyt The Ships The carrack is a three-masted ship Also called a “,” this Dutch ves- highly valued for its capacity for large sel became the most important mer- Historically, nautical vessels have come amounts of troops or cargo. Developed chant ship in northern waters during in many different variations. The ships somewhere around the 15th century, the 17th century. It is designed to carry a below represent a few of the major this ship was the first square-rigged large amount of cargo for a minimum designs and classes of ships. Within vessel to sail the seas. Although once cost. A flat-bottomed boat with a high, each of these vessel types, individual seen as the immediate predecessor of ornate stern, this ship is narrow in rela- naval powers made their own modifi- the galleon, the carrack’s design tion to its great length. The fluyt has cations. For example, a Dutch galleon, emphasizes defense rather than maneu- straight sides both fore and aft, and a while resembling an English vessel of verability or armament. The aft and very wide bow. Generally, these vessels the same model, might have very differ- forecastles of this vessel are essentially possess one or two masts with light rig- ent specifications in armament, , small fortresses with many archery and ging. Because of this, the fluyt requires and cargo and personnel capacity. Like- gun slits. This design makes the vessel only a very small crew to operate. wise, the following ships represent a highly resistant to boarding. are nearly 200 feet long and baseline upon which a DM may build, are usually 160 feet long with a 45-foot have a beam of 30 feet. Their narrow making these vessels faster or slower, beam. Because they often make trans- beams and simple rigging make these more or less maneuverable, and oceanic journeys, carracks have hold ships somewhat unsteady in rough stronger or weaker in combat-as befits capacities of 700 tons of cargo. weather. Thus, they usually sail near the needs of the campaign. coastlines and other areas of civiliza- Cutter tion. These ships can carry up to 800 Brigantine The cutter is a medium-sized, single- tons in their vast holds. The brigantine is a two-masted vessel masted, gaff-rigged vessel that was with square rigging on the foremast used widely in the 18th century to Frigate and fore-and-aft rigging on the main- patrol coastal waters or to deliver mes- Armed with 30 guns across a single mast. Equipped with both oars and sages. Fast and maneuverable, these gundeck, this large vessel often escorts sails, this highly maneuverable vessel ships possess armament consisting of trade convoys or supplements the fire- was favored by pirates in the Mediter- up to 12 light cannons. Despite their power of larger warships in a fleet. A ranean Sea. (In fact, the vessel’s name versatility, cutters perform poorly in fully-rigged, three-masted frigate is comes from the same root as “- adverse weather and cannot withstand slightly less maneuverable than a cutter, and.“) are generally 120 feet a concerted attack from most warships. but the ship makes up for this with long with a beam of about 20 feet. They Cutters are 40 feet long with a beam greater stability. can carry 100 tons of cargo. Some pirate of 15 feet. Although they usually stay are 140 feet long with a beam captains outfit their brigantines with within easy sailing distance of the coast- of 35 feet. Though these vessels do not rams. This addition, along with the ves- line, these vessels have a small area have extensive holds, they can store up sel’s natural maneuverability, makes below decks in which the crew can to 200 tons of cargo. In addition to nor- the brigantine extremely dangerous at sleep. Cutters have no hold to speak of mal crew quarters, frigates also contain close range. and can carry only five tons of cargo. barracks for 200 marines.

DRAGON 250 • 45 Table 2: Ships

Draft Length Beam Cost (gp) Construction Size Crew Passengers Cargo Cannons Brigantine1 2 120 20 25,000 2 VL 50/30/15 60 100 L,M Carrack 5 160 45 50,000 5H3 60/30/20 300 700 All Cutter 1 40 15 10,000 1 M 6/4/2 25 5 L Fluyt 3 200 30 40,000 3 H 20/15/7 20 800 - Frigate 4 140 35 45,000 4 H 40/20/10 200 200 L,M,H Galleass2 5 140 30 40,000 4 H 150/95/41 100 150 L Galleon 6 160 45 75,000 6 H 75/45/25 350 500 All Lugger 1 45 15 15,000 1 M 10/5/3 510- Pinnace 4 130 25 35,000 3 VL 40/20/10 100 100 L,M Sloop 2 100 30 25,000 2 VL 30/15/5 50 60 L,M

1. A brigantine’s crew includes 30 rowers; 10 rowers constitute a skeleton crew, and the minimum number of rowers is 5.

2. A galleass’s crew includes 120 rowers; 60 rowers constitutes a skeleton crew, and the minimum number is 30.

3. H represents a new size class of ships: Huge. Huge ships are vessels over 140 feet long, which means that the Very Large category starts at 101 feet and ends at 139 feet. The addition of a new size category changes the Hull/Crippling Points of several vessels detailed in Of Ships and the Sea. To modify the Hull/Crippling points of vessels in Of Ships and the Sea that fit in this new category, simply multiply their Seaworthiness rating by 5. Thus, a Huge dromond has 40 Hull/Crippling Points and a Manta has 90.

Draft, given in feet, is the minimum amount of water necessary to float a vessel. A ship with a 4’ draft needs at least 4 feet of water in which to float. If a ship travels in an area of less depth than its required draft, it must make a Seaworthi- ness check or run aground. Beam, given in feet, is a measurement of a ship’s width at its most extreme point. A ship with a 20-foot beam mea- sures 20 feet at its widest point. Construction is the amount of time needed to build the vessel in months. Crew represents the number of sailors and rowers on board a particular vessel. The first number in the column indi- cates the maximum number of crew a ship can support. The second number is the average number of crew needed to operate the ship, and the third represents the absolute minimum number of crew needed to operate the ship. Passengers details the maximum number of extra personnel (those people not involved in operating the ship) a ship can carry. Marines count as passengers. Cargo is the total amount of weight a ship can carry, measured in tons. Vessels can substitute one passenger for every ton of reduction. Thus, a ship with a 200-ton cargo hold could carry 200 additional passengers if it jettisoned all its cargo. Cannons details the type of mounted weapons a ship can carry. See Table 4: Armament for more details.

Galleass used for this purpose during the 16th low beak head like a , instead of The galleass is an attempt to combine and 17th centuries. Because of their the usual high forecastle. This low the superior seaworthiness and arma- basic galley design, galleasses usually design makes the ship much more sea- ment of a galleon with the speed and stay near coastlines. There are no quar- worthy and maneuverable, as ship- maneuverability of a galley. Despite ters for crew or marines, but each galle- builders had discovered that high many attempts at perfecting the galle- ass normally transports 100 marines forecastles caught the wind and forced ass, it never really gained popularity as when on a military expedition. Galle- a ship to veer off its course. a . Early versions had the ship’s asses are 140 feet long with beams of 30 possess multiple decks guns mounted below the oarbank, feet. Their hold can store up to 150 tons along which protrude gunports and requiring rowers to pull their oars out of of cargo. barracks for up to 150 marines, making the water and hold them above the guns them premiere warships; this was espe- for the cannons to fire. Later vessels of Galleon cially true during the 18th century, this type mounted up to 35 guns along Built similarly to a carrack, the galleon when the largest of these ships could the rails of the topdeck. However, these was first created by the English in the fire up to 100 guns at a time. Because of were only light cannons, as heavier 16th century and later adopted by the the variation in armaments among armament unbalanced the galleass. The Spanish navy. This ship represents one these ships, they are divided into differ- galleass has three masts and a lower of the greatest achievements of nautical ing rates: The lower the rate, the larger deck fitted with oars. design. The galleon has four masts— and more powerful the vessel. The sta- These vessels are much more useful square rigged except for the mizzen- tistics given in Table 2 represent a stan- as freight carriers, and were widely mast, which has a rigging—and a dard 5th-rate galleon.

46 • AUGUST 1998 Although they function as men-of- Pinnace AD&D Core Rules Statistics war, galleons are often used for explo- Another Dutch-built vessel, the pinnace Table 1 lists the information necessary ration, due mostly to their superior appeared at the beginning of the 17th to use these new vessels with the rules seaworthiness and available space. The century. This vessel sports three masts that appear in the DMG. average (5th rate) galleon has two decks and a beakhead, and it can carry up to Tables 2 and 3 offer general and com- and stretches out 160 feet in length with 24 medium cannons. Historically, the bat-related statistics compatible with Of a 45’ beam. Its hold can store up to 500 frigate soon replaced the pinnace as the Skips and the Sea. A summary of the tons of cargo. preferred midsize warship, but mer- information follows the tables. Inter- chants continued to use the Dutch ves- ested persons should consult Of Ships Lugger sel for commercial sailing. and the Sea directly for more detailed Similar to a brigantine, the lugger is a The pinnace is 120 feet long with a information. smaller, more maneuverable vessel beam of about 25 feet. It can store up to used by pirates and smugglers. This 100 tons in its cargo hold. Galleons ship lacks the formidable ram and mass The galleon statistics in Tables 2 and 3 of a brigantine, but it makes up for these Sloop represent a 5th-rate galleon. To simulate faults with speed and maneuverability. The sloop is one of the smallest war- varying rates among galleons, make the Additionally, a lugger does not require ships. This vessel has two masts and following modifications: a large crew, thus freeing up more per- usually carries 18 medium cannons. Increase a galleon’s draft by 1 foot, its sonnel for boarding actions. Fairly maneuverable and seaworthy, length by 10 feet, its beam by 2 feet, its are 45 feet long with beams often patrol coastal waters and cargo capacity by 50 tons, its passenger of 15 feet. Although a lugger‘s hold can assist larger warships in battle. and marine complement by 20, and its store only 20 tons of cargo, many pirate Sloops run 100 feet long with beams number of cannons by 5 for every rate captains fill it with additional brigands of 30 feet. In addition to their crew com- better than 5th (to a maximum of 1). to increase the size of boarding parties. plement, these vessels have room to Likewise, decrease these stats by the It is not uncommon for a lugger to transport up to 60 marines. Sloops have same amount for every rate below the accompany a brigantine on a raid. holds capable of storing only 50 tons of 5th (to a maximum of 8). Additionally, the speed of the lugger cargo. Thus, a 4th-rate galleon has a draft of makes it a perfect vessel for blockade 7 feet, a length of 170 feet, a beam of 47 running. feet, a cargo capacity of 550 tons, and 85 cannons.

DRAGON 250 • 47 Table 3: Ship Combat Statistics Defense Hull Can. Move Seaw Pursuit Man. Size RF Class Mar Points Type Brigantine 36/20/16 14 1d6+14 1d6+9/1d6+10 VL 0(2) A 60 42 10/L Carrack1 21 18 1d6+6 1d6+3 H0A 300 90 20/H Cutter 15 12 1d6+4 1d6+8 M 0 C 25 18 12/L Fluyt 12 14 1d6+5 1d6+4 H0A 20 70 - Frigate 18 17 1d6+6 1d6+6 H 2 A 200 85 30/H Galleas 24/8/16 17 1d6+8 1d6+2/1d6+3 H 1 A 100 85 35/L Galleon 24 19 1d6+8 1d6c4 H0A 350 95 80/H Lugger 15 14 1d6+5 1d6 +12 M 0 C 5 21 - Pinnace 18 15 1d6+6 1d6+5 VL 1 A 100 60 24/M Sloop 15 16 1d6+5 1d6+7 L 0 A 60 48 18/M

1. Because they are built to withstand boarders, carracks force a -3 penalty to all enemy vessel rolls on Table 27: Board- ing Action Results in Of Ships and the Sea.

Move details the speed of individual ships in tens of yards per melee round. The numbers separated by slashes rep- resent the speed of vessels equipped with both sails and oars. The first number is a ship’s speed under both sails and oars. The second number is a ship’s speed under sails only, and the third number shows a ship’s speed under oars only. Seaw(orthiness) indicates the stability and durability of a vessel-the higher the number, the more seaworthy the vessel. To make a successful Seaworthiness check, the DM simply rolls a d20, comparing the result with the ship’s rat- ing. If the roll is greater than the Seaworthiness value, the ship founders or grounds. Pursuit represents a ship’s ability to use its speed to catch or avoid enemy ships. A vessels pursuit rating equals 1/3 its current movement rate. The entry on Table 3 is the typical value for each vessel. Man(euverability) indicates the overall maneuverability of a ship. Vessels possessing both oars and sails have two Maneuverability ratings. The first (lower) number is the craft’s maneuverability when moving under sail, even if the ship employs its oars. The second number is the vessel’s maneuverability under oars. RF, or ramming factor, refers to a vessel’s ability to use its mass as an effective ram. Most ships possess numbers between 0 and 4 to indicate overall ramming ability. Vessels with ratings of 0 are not designed to ram other ships; how- ever, their captains can still attempt to ram See page 46 in Of Ships and the Sea for ramming rules. Defense Class shows how much protection against missile fire a ship offers its crew and passengers. Most large sail- ing ships provide Class A defense; the vessels have superstructures that give reasonable concealment, but leave sailors exposed. Large vessels feature Class B defense; fewer people must brave missile fire to man the sails, but a vol- ley of arrows can inflict considerable casualties among their rowers. Class C ships tend to be fairly small, though their crews can find some cover under the decks and rigging. Class D ships have no decking and very little rigging to pro- vide cover from missile fire. Class X vessels are both open and very small. Mar(ines) is the number of marines a ship can hold. (See OSAS, page 65, for details.) Hull Points refers to the amount of damage a ship can withstand before cracking apart or becoming crippled. # Can./Type indicates the number of mounted weapons on board a vessel. They are divided into three categories: light (L), medium (M), and heavy (H). Note that these numbers represent the maximum armament of that craft. Ships that can mount more than 1 type of armament (see Table 2) have the option of mixing their cannon types, but they can never have more than their maximum number. For example, a ship that has 20 heavy cannons can mount 10 medium and 10 heavy cannons.

Cargo Capacity Modifications For example, the DM wants to calculate maneuvers such as ramming and The ship statistics detailed in this arti- the modified handling of a pinnace car- boarding. Rather, cannon-armed craft cle’s tables represent craft operating at rying 30 tons of cargo. The DM checks turned their gun ports toward their maximum efficiency. Such vessels han- the overall capacity of the ship on Table enemies and fired until one smoking, dle quite differently when loaded down 2 (100 tons) and determines that more holed ship raised the flag of surrender. with heavy materials. To account for than one-quarter of the pinnace’s cargo Because of this, ship design became this difference, simply apply the follow- capacity is in use. Therefore, the DM broader and heavier, and the great ing modifiers to the ship’s pursuit and reduces the ship’s overall movement naval powers of the world built grand, maneuverability rolls (see Table 3): rate (taking into account wind condi- multi-decked vessels capable of carry- tions and any other modifiers to move- ing a great deal of firepower and with- Cargo hold is . . . Modifier ment before the modification) by 2. standing attacks from heavy artillery. Thus, frigates and higher-rate galleons More than 25% full -1 became the warships of choice for the More than 50% full -2 Cannons in Naval Combat European navies of the 18th and 19th More than 75% full -3 The use of cannons changed the face of centuries. Completely full -4 naval combat. Opposing vessels no longer had to engage in close combat

48 • AUGUST 1998 The Guns Cannons were typically forged of iron or brass. Most navies preferred brass for their mounted weaponry, as the metal did not rust. However, the less-expen- sive iron guns were far more prevalent. Iron guns require an Item Saving Throw vs. Corrosion (14) for every month they are out at sea. They suffer a -1 cumulative saving throw penalty for every month at sea after their first. Table 4: Armament summarizes the relevant game information for these weapons. DMs should feel free to mod- ify the particulars of the table to fit their individual campaigns. The caliber of cannons varied widely throughout various navies, ranging anywhere from 2-lb. to 50-lb. guns. Despite their names, the poundage of such guns referred to the weight of their shot, not the weapons themselves. Heavier guns simply fired heavier shot. The cannons themselves weighed sev- eral tons. In the AD&D game, mounted weapons fall into four categories: light cannons, medium cannons, heavy can- tainers on their person (one-pound of all cannons on the ship. Then, add nons, and mortar. Warships mount light horns) and near their cannons. How- this total to the current weight of the cannons on the rails of their top decks. ever, such substances are notoriously ship’s cargo to determine the fraction Cannoneers use these weapons as anti- inflammable or unstable. Thus, incendi- of the ship’s cargo capacity currently in personnel devices, firing light shot at ary and heat-based attacks-like flam- use. Finally, modify the craft’s perfor- boarders or rigging. Light cannons can ing torches, Greek fire, and fireball mance based on the “Cargo Capacity also fire 2-lb. shot (see “Artillery,“ below spells—can wreak great damage on Modifications” section. for more details). Finally, mortar guns ships carrying powder. If gunpowder is For example, a DM wants to deter- fire high-caliber shot to devastating exposed to fire, it must make an Item mine how a sloop’s 10 medium cannons effect-although their range is limited. Saving Throw (as oil) against Normal will affect its performance. The DM Because of their weight, medium and or Magical Fire (depending upon the refers to Table 4 and discovers that heavy cannons, a well as mortar guns, type of attack). If it fails, the powder medium cannons weigh 2 tons each, must sit on a vessel’s lower decks. The explodes in a 15’-radius, causing 3d6 hp then multiplies the weight of each can- heavier the cannon, the lower the deck damage (and Hull points) per pound of non by the number of cannons and upon which it must be mounted. This powder. In addition, exploding powder comes up with 20 (10 cannons x 2 tons = weight often slows ships, but it grants can set off chain reactions if any other 20) tons. The DM then checks Table 2 to them greater firepower. containers holding the substance lie find the total cargo capacity of a sloop within the blast radius. These exposed (40 tons) and discovers that the medium Gunpowder powders must make Item Saving cannons take up half of the sloop’s total Cannons require gunpowder or its Throws or else also explode. Ships from cargo capacity. Finally, the DM applies a magical equivalent. This allows a DM highly technological or magical soci- -2 modifier to the ship’s final Pursuit to regulate the use of cannons, as he can eties may have protection that negates and Maneuverability rolls, as per the modify the price and availability of or modifies these Item Saving Throws. “Cargo Capacity Modifications” rules such substances. As a general rule, gun- above. powder or magical powder costs 300 gp Cannon Weight per pound. A pound of powder is suffi- and Craft Performance Cannon Shot cient for 10 light cannon, 6 medium can- To simulate the effect that cannons As mentioned previously, cannon non, 4 heavy cannon, and 1 mortar shot. have on the performance of ships, first ammunition comes in varying calibers. Generally, artillerists keep supplies of find the weight of each cannon (see The lightest iron balls fired by mounted gunpowder (or its equivalent) in con- Table 4) and multiply it by the number weapons weighed two lbs. Usually,

DRAGON 250 • 49 Table 4: Armament Nautical Glossary Type Crew THAC0 Range Caliber Weight Cost Cannon, Small 2 12 -/1/2/- S, B, C, 2 350 lbs. 1,000 gp DMs and players alike can use this glos- Cannon, Medium 31410/20/30/40 12,16 2 tons 3,000 gp sary to add depth to game play. While Cannon, Heavy 4 16 20/30/40/50 24,36 4 tons 6,000 gp too much jargon can confuse and over- 2 Mortar 6 17 30/40/50/60 50 8 tons 9,000 gp complicate an encounter, a few well- placed nautical terms can set the mood 1. The cost listed here refers to iron weapons. Multiply the cost of these arma- for an entire evening’s adventures. ments by three for the brass versions. Abaft: Toward the stern of a ship rela- 2. Ships cannot mount more than three mortars on any given ship, as these tive to some other object or position (i.e., weapons are bulky and have a tremendous “kickback.” Anytime a vessel fires “abaft the mizzen mast”). more than one mortar in a given round, it must make a Seaworthiness check. Abeam: On a bearing or direction at right angles to the fore-and-aft line of a Crew refers to the amount of personnel necessary to operate the armament. ship. THAC0 is a function of the armament itself and not the operator. Cannon Aboard: In or on board a ship. targets are effectively AC 0. Mortar targets are effectively AC 4. About: Across the wind in relation to Range indicates the maximum firing range of each weapon. These ranges the bow of a sailing vessel. are subdivided into minimum, short, medium, and long categories (all numbers Aft: At or toward the stem. (The adjec- are in tens of yards). For example, a Medium Cannon can not hit unless it is at tival form is after, ie the after gangplank.) least 100 yards away from its target. At medium range, a weapon suffers a -2 attack roll penalty. This penalty increases to -5 at long range. Aground: Resting on the bottom. If Caliber details the types of shot a particular weapon can utilize. Thus, a done purposefully, a ship takes the Medium Cannon can fire 12-lb. and 16-lb. shot, but it can not fire 2-lb. or 50-lb. ground, when done accidentally it runs shot. See the Cannon Shot section for more details. aground. Ahead: The forward movement of a ship (to sail ahead) or any distance artillerists loaded light cannons with Old Salts manning a medium cannon directly in front of a ship on its current anti-personnel shot. This type of fire once every 4 rounds. Thus, they can heading. ammunition came in three forms: fire twice in a lo-minute combat round. Ahoy: The standard hail by which a (S)hrapnel, sharp fragments of metal ship’s crew attracts the attention of a that formed a curtain of death when Running Cannon Combat crew on another ship. fired; (B)ar shot, small iron balls joined Using the core rules, cannon battles Aloft: The area above or overhead of by an elongated metal bar; (C)hain shot, occur just as regular combat. To sim- the ship-including anywhere about the small iron balls connected by flexible plify the “bookkeeping,” the DM upper yards, masts, and rigging of ships. chain. These guns inflict damage in a 5’ should use group initiative for each Amidships: In the middle of a ship. radius. vessel in the battle. If the DM wishes, Sometimes shortened to midships when Heavier iron ball shot proved quite he can allow PCs to make saving given as a helm order. effective in smashing the hulls of throws vs. breath weapon to reduce Anchorage: An area off a coastline opposing vessels. Although loading cannon damage by half. that provides secure holding for anchors. such ammunition into a cannon and If the DM uses the rules found in Of Apostles: The two large bollards fixed preparing the weapon to fire took valu- Ships and the Sea, cannon combat occurs to the main deck of square-rigged ships. able combat time, the damage potential during the Action phase as an artillery Astern: The backward movement of a of high caliber cannon shot turned the attack. Because cannons and mortars ship or the hinder part of a vessel. tide of many a naval battle. Refer to are mounted weapons, a vessel can Athwart: A direction across the line of Table 5: Ammunition for the exact com- bring only one half of its armament to a ship’s course. bat statistics of caliber shots in the bear in any combat. Thus, a 1st-rate Backstays: Long support ropes run- AD&D game. galleon can fire 50 of its guns in one ning from all mastheads above the lower round, then-if it wins a subsequent masts to the sides or stem of a ship. Crew Experience and Rate of Fire Maneuvering phase-fire the other 50 Ballast: Additional weight carried in a Of Ships and the Sea gives information guns as it brings the other ports to bear ship to give it more stability. relating to the overall experience of a and allows the recently fired cannons Bare Poles: The condition of a ship vessel’s crew. If the DM wishes, he can reload. Such tactics are particularly when it trims all of its sails in the face of modify the rate of fire for cannons and effective if an enemy vessel has inferior extreme winds or storms. mortars according as follows: Landlub- firepower. Battens: Thin, flat pieces of wood used bers add 2 rounds to their rate of fire, to stiffen sails. Scurvy Rats add 1 round to their rate of Batten Down the Hatches: Securing fire, Mariners subtract one round from the hatches by means of gratings and tar- their rate of fire, and Old Salts subtract 2 paulins that are kept in place by the rounds from their rate of fire. Thus, six addition of battens.

50 • AUGUST 1998 Beakhead: The space in a ship of war Table 5: Ammunition immediately foreward of the forecastle, Caliber Damage (DMG) Damage (OSS) ROF Bonus used as a lavatory. Also called a head. Shrapnel 1d4 3/- 1/2(5) - Beam: The measurement of a ship at Bar 1d4+1 4 / - 1/2(5) - its widest part. Chain 1d4+3 5 / - 1/2(5) - Berth: A place to sleep on a ship or a 2-lb. 1d6+1 6/1d3 1/3(3) - 12-lb. 1d8+4 -/1d6 +1 place to moor a vessel when in a harbor. 1/4(2) 24-lb. 3d8+4 -/2d4 1/6(1) +2 Board: The name given to each tack of 36-lb. 4d8+6 -/2d6 1/8(1) +3 a ship when it sails against the wind. 50-lb. 5d8 + 10 -/3d6 1/10(1) +4 Bollard: A large post of wood or metal sunk in the quay to which a vessel’s Damage (DMG): The die range indicates the amount of damage a weapon mooring lines are fastened. inflicts if the DM uses the naval rules found in the Dungeon Master Guide, or if : A spar used to extend the foot the weapon fires that type of ammunition at creatures (see Table 35: Artillery of a sail in a square rigged vessel or a vs. Creatures in Of Ships and the Sea). Note that in the core rules, these permanent spar at the foot of the main- weapons inflict damage in a 5’-radius. sail in a fore-and-aft rigged ship. Also a Damage (OSS): This value refers to the naval combat rules found in Of Ships floating barrier at the mouth of a harbor. and the Sea. The number before the slash indicates the missile factors that a weapon adds to any missile attacks. Note that only ammunition fired out of Bow: The foremost end of a ship. light cannons functions this way. Shot from medium cannons and heavier Bowsprit: A spar carrying its own sail weapons only strike a vessel itself, as these armaments are mounted on the that projects over the bows of a vessel. lower decks, making it impossible for artillerists to aim at enemy crew. The die Brace: Moving the yards of a square- range after the slash indicates how much damage the shot inflicts if it strikes a rigged vessel so as to present the opti- ship itself. mum amount of sail for the desired ROF: This indicates how often the weapon can fire. The first number indi- maneuver. cates the weapon’s rate of fire in one-minute rounds. The number in parenthe- Bulkhead: A vertical partition divid- ses is the weapon’s rate of fire during ten-minute combat rounds (found in Of ing a ship into separate compartments. Ships and the Sea). Bulwarks: The sides of a ship above Bonus: This bonus applies to all rolls on Table 22: Artillery Effects in Of Ships and the Sea. the upper deck built to protect mariners from high seas. Burthen: A term used to describe the “Cutting his painter”: A sailor’s Gaff: A spar whose lower end runs up measure of a ship’s carrying capacity, expression that refers to the clandestine and down the mast of a fore-and-aft based on the number of tuns of wine a departure of a ship in harbor, or, in refer- rigged vessel. hold could store. ence to an individual, to depart one’s Galley: A ship’s kitchen. By the Head: A term that describes a life. Gangway: the movable passageway ship that draws more than its normal Deck-house: A small cabin or hut on by which sailors and passengers depth of water foreward, with its bow the upper deck of a ship. embark or disembark. lying deeper than its stem. Draught: The minimum amount of Gunport: A hole cut into the side of a By the Stern: A term that describes a water necessary to float a ship. warship used to fire broadside guns. ship that draws more than its normal Draw: A sail draws when it is full of Gunwale: The piece of timber that depth of water aft. wind. runs along the top of a ship’s side. Cabin: A sleeping compartment. Drive: A word used to describe when Gybe: To swing across. Used when Canvas: A cloth properly woven of wind and sea push a ship leeward. the boom of a fore-and-aft rigged vessel hemp. The name derives from the greek Fathom: A unit of measurement used swings across as the wind crosses the word kannabis, which means hemp. to determine water depth. A fathom is stem of the ship. Capstan: A cylindrical barrel fitted on roughly 6 feet. Halyards: The ropes and tackles used large ships for heavy lifting work, par- Fetch: To arrive, especially after a to hoist and lower sails. ticularly lifting anchors. hard storm. Handsomely: A term meaning grad- Castles: Fighting platforms erected at Fitting-out: The preparation of a ves- ually and carefully, as in the phrase each end of a warship, forecastles at the sel right before it sails out to sea. “Lower the boom handsomely.” fore and aftcastles (or sterncastles) at the Fore-and-aft rig: Rigging that Heave-to: To turn a ship into the aft or stem of a ship. stretches out along the length of a ship. wind with her sails shortened, so that Cast off: To release a rope so that a Foremast: The mast nearest to the the vessel makes no headway. Sailors ship may sail out to sea. bow. use this tactic to hold their position in Coxswain: A name for the helmsman Freeboard: The vertical distance the face of very strong winds. and senior member of a ship’s boat. between the waterline and the upper Helm: The handle or tiller that con- Crow’s Nest: A look-out station on deck of a ship. trols the rudder. the foremast, originally made from a Furl: To gather up the sails and secure Hold: The interior cavity of a ship. barrel. them to the mast or yard. In irons: A term that describes a ship

DRAGON 250 • 51 by punching holes in its hull below the waterline. Also known as scuttling. Spar: A term that refers to any wooden support used in a ship’s rigging. Square-rigged: A term that describes any ship that has its principal sails extended on yards suspended at the middle horizontally from the mast. Starboard: The right-hand side of a ship when looking at its bow. Stern: The after end of a vessel. Tack: Sailor’s word for food. Tack: To change the direction in Offing: The safe which a sailing vessel moves to bring distance between a the wind to its opposite side. This zig- ship and the land. zag course allows the ship to sail Overhaul: against the wind. To pass another Tiller: A wooden bar that fits into the vessel. Sailing round head of the rudder. ships do not Transoms: The horizontal timbers overtake each fixed across the sternpost of a vessel to other but rather give it a flat stem. overhaul each other. Trim, to: To set the sails so as to make Pinch: To sail a vessel so close best use of the wind. that is temporarily helpless and drifting. to the wind that she loses speed. Windward: The side from which the Jib: A triangular sail set before the Pipe down: The order usually given wind blows (opposite of leeward). foremast. by the boatswain (in the form of a whis- Yard: The spar fastened horizontally Jury: Any temporary object used to tle from a pipe) to indicate that all or diagonally to the mast from which get a disabled ship back to port; for hands should turn in for the night. the sail is set. example, a jury rig or a jury mast. Pitch: A mixture of coal and tar used Yardarm: The part of a yard that Keel: The lowest continuous timber to seal gaps between planks. extends past the top comer of a square that runs the length of a ship at its center. Pitch: To ride the water so that a sail. Sailors were often hung from the Lateen sail: A triangular sail laced to wave lifts the bow of a ship and then yardarms as punishment. the long yard. Lateen sailed ships were the stem, so it tilts successively back- often used in the . ward and then forward. Lee: The side of a ship away from Poop: A raised deck aft of a ship. the wind. Port: The left hand side of a ship Leeway: The sideways drift off a set when looking toward the bow. Keith Strohm works in the TSR core course occasioned by the wind. Powder-Monkey: A ship’s boy who AD&D group as a designer and editor, but List: A prolonged leaning of a ship to carries gunpowder to the guns. some days he’d rather be a powder-monkey. one side or another. Quarterdeck: The afterpart of the Mainsail: The principal sail of a upper deck before the poop. vessel. The mainsail of a square-rigged Quay: A projection along the bound- ship is the lowest one on the mainmast. aries of a harbor provided for ships to Mast: A vertical pole that supports lie alongside. the sails. Quoin: A wedge pushed under the Bibliography Mizzen: The aftermost mast of a breech of a cannon to elevate or depress three-masted ship (or a two-masted the muzzle. Dear, Ian. The Pocket Oxford Guide ship if the foremost mast is the Reef: To reduce the area of a sail by to Sailing Terms. Oxford: Oxford main mast). rolling up part of it and securing. University Press, 1976. Muster, to: To assemble all crew Rig: The arrangement of a ship’s Hartman, Tom. The Guinness Book on deck. masts and sails. of Ships and Shipping. Middlesex: Number One: A Royal Navy collo- Rigging: The system of ropes used to Guinness Superlatives, Ltd., 1983. quialism referring to the First Lieu- support the masts and handle the sails. Svensson, Sam. Sails Through the tenant. In common parlance, the First Rudder: The vertical plate beneath Centuries. New York: The MacMillan Lieutenant is referred to as Jimmy-the- the waterline used to steer a ship. Company, 1965. one. Scupper: To sink a ship deliberately

52 • AUGUST 1998

Physiology embryo and helps it survive to term. Optional Rule: The mechalus are a technologically Most mechalus couples bear four to five Direct Interface Bonus advanced people who colonized the children in their youth, around age Mechalus interface filaments grant a entirety of their star system prior to thirty, which is considered the optimal -1 step bonus not only to Computer human contact. This humanoid species time for reproduction. Science skills (due to direct interface) made a conscious effort to alter their Mechalus life expectancy is about the but also to all skill checks that require physiology. Genetic engineering and same as that of humans, though they the use of a computer interface. These cybernetic implants on the molecular normally maintain good health and skills include Vehicle— space, air, land level are now a natural part if mechalus active lifestyles until death. (PL 6 and higher vehicles), System Op, biology. With biomechanical parallels of and Armor Op (for PL 7 and higher their nervous systems, the mechalus are Cybernetics armor). doubly shielded against neurotoxins and All mechalus are born with a nanocom- nerve gasses. Without their mechanical puter, its data storage area, and an extra very nature is friendly to the integration systems, their bodies would succumb to data storage area. This nanocomputer is of machine and biological systems. They the biowarfare agents still lurking on thoroughly integrated with the biologi- can integrate more cyberware into them- Aleer's surface. Without their biological cal functions. The extra storage provides selves than can other races (1.5 times as side, their machine side would lack both room for growth and for fault-tolerant much as a human), partly because the sentience and the ablility to process min- data mirroring. All mechalus have built- implants they receive are tailored to their erals to metals—eventually collapsing in reflex devices and a selection of data special metabolisms. But they can still from an inability to repair itself. The tendrils (the equivalent of NIJacks) to suffer adverse effects from an excess of mechalus are neither flesh nor machine; match various hardware types. These cyberware. Any mechalus who installs they are symbiotes. components allow them to use programs enough cyberlware to suffer cykosis stored in their neural slots. The becomes a blood-hungry warrior of the Symbiosis mechalus’s biological nervous system is old Credo tradition, losing most higher The typical mechalus stands about 1.8 little more than a backup system for its reason and reverting to violence. Some meters tall and weighs about 90 kilos. mechanical and electrical relays. non-mechalus mistake this condition for While at first glance they appear human, Data tendrils are given to mechalus cykosis. In most cases, this means that closer inspection reveals some major dif- children as a coming of age present. In the hero becomes a supporting cast ferences. Veins of circuitry are interwo- the biotechnical world of mechalus member under the GM’s control. ven with flesh and blood, and mechalus anatomy, computer and storage facilities hair combines protein strands with cable aren’t implanted surgically. Instead, they Interfaces filaments. Unlike humans who have grow and then regrow according to spec- To many humans, the mechalus’s most undergone surgery to install cybernetic ifications detailed from within their disturbing physical features are their enhancements, a mechalus’s form is bodies. These specifications change interface adapters, small tentacle-like completely natural—each is born with throughout their adult life; they only prehensile wires that the mechalus use to this synthesis of flesh and biomechanics, replace a few external components. The link themselves directly to various digi- not altered through surgery. The secret is process of regrowing or updating a sys- tal systems. The wires are compatible in the life cycle of their inorganic side: tem is called a flash-upgrade (for soft- with most computer systems, and since the mechalus nanite cycle. ware) or a flesh-upgrade (for hardware), the Rigunmor Star Consortium stays on In fact, all mechalus are symbiotes, and it can be undertaken by a mechalus top of technical trends, there are very depending on both mechanical and bio- at any stage of its life. The flash-upgrade few systems that a mechalus’s hardware logical systems. Their mechanical side is a simple matter of downloading and can’t access. They know the location of has never taken over because the species reformatting the code for a particular cannot reproduce without biological biomechanical system. The flesh- Ghost Skins help. Mechalus reproduce sexually upgrade process is much more involved Many Credo warriors have an much as mammals do; the biological and takes from 1-4 weeks. It requires a implanted body temperature regulator, components of both parents form the special mineral diet and deliberate infec- called a ghost skin. This implant nucleus that grows into another tion with upgrade nanites, much as reduces the mechalus’s skin tempera- mechalus. But the biomechanical side of human life extension treatment requires ture to match the surrounding ambient the species is passed down strictly viruses to complete gene therapy. The temperature. As a result, IR sensing though the maternal side. When a upgrade process prevents adults from cannot detect them. This cyberware female mechalus reaches child-bearing becoming outdated or surpassed by costs 4 skill points and has a cyber tol- age at about 23, the mother’s processor younger models; most mechalus erance size of 2. The costs for Ordinary, and self-repair nanites fashion copies of undergo a flash-upgrade every year. Good, and Amazing versions of the themselves for later use, a process that material (which provide a -1, -2, and requires almost two years. When the Overload -3 bonus to Deception— stealth, respec- mother becomes pregnant, this mechani- Mechalus are naturally immune to the tively) are $1,500, $3,000, and $4,500. cal seed joins the fertilized biological human condition called cykosis; their

DRAGON 250 • 55 input/output ports on most machines, society, and the founding of city-states sailors and explorers, always finding their nanocomputers keep internal led to their first great wars. These wars new sources of ore for their smelters. schematics of most devices, and they can led to the intense development of metal- Finally there came Oldurreg, a splinter match processor and bus clockspeeds lurgy; Aleer, the mechalus home planet is state founded by refugees from Megar- using an internal processor as easily as a rich in silver, iron, titanium, tungsten, rin. Living high on the central Ota human increases or decreases his breath- gold, and tin. The mechalus soon learned plateau and along the coast of the Otean ing. They carry communications proto- to forge bronze and iron-and-around sea, the Oldurreg are famed as miners cols for all major hardware systems, 6,000 years ago-to master electricity and as the most stubborn of the updating these on a regular basis. For the Though the mechalus learned to com- mechalus, as immobile in their opinions mechalus, bits of code are no more inter- mand electricity early in their develop- as their mountains. Oldurreg are consid- esting than vitamins are to humans. ment, they remained an agricultural ered slow but stable among the While it’s true that computers are very society. At first, they used metal/acid mechalus. intolerant of spiking and surging power, batteries for simple tasks such as anodiz- By the end of the millennium, those the mechalus interfaces work within the ing jewelry, rustproofing iron, and even four nations had colonized the entire parameters of the machines they merge generating light. Soon, however, they planet and controlled 90% of Aleer’s with. When plugged in, the mechalus began building simple static charge land mass. The remainder was split runs device driver daemons in the back- weapons, able to kill with a single mas- among various client states, the polar ground; these let it manipulate the sys- sive shock. As their mastery of electricity cap, and neutral states conducting pre- tem directly. A mechalus linking into a grew, their weapons improved. By 5,000 carious balancing acts among the greater new machine can write appropriate code years ago, the mechalus had learned powers. The nations fought occasional and communication protocols by mak- how to generate electricity from both sta- naval wars and diplomatic struggles, but ing a successful Computer Science— pro- tic charges and batteries; their metal- they also devoted great effort to agricul- gramming skill check, much as a human workers even learned how to capture ture and science. Electricity-generating might adapt to the quirks of a new type lightning for later use. Their use of elec- waterwheels and windmills were in of car. tricity remained sophisticated through- place by the middle of the period. The mechalus interface fails only in a out their later development. From the third millennium to first mil- few special cases. A secure computer lennium BC, the mechalus entered an era might not have an input device, it might Progress Level 2: The Long Wars of retreat from progress. Religious strug- have proprietary input devices, or it Throughout the fourth millennium BC, gles and questions of proper govern- might have the input jack locked by a the mechalus formed four great ment preoccupied them in a brief period password. As long as the mechalus has empires-bodies that, unlike human like the human Renaissance from -182 to the tools to juryrig a solution or find the nations, remained stable for thousands -230, but it didn’t last. But by the end of password, it can still gain access to the of years. Pesh, Leenest, Megarin, and the period, in -230, Oldurreg, beset by system. In all cases, the mechalus is lim- Oldurreg each controlled one of the internal discontent, unified its warring ited by the software running on the com- planet’s six great continents. The remain- princes by declaring war on Megarin, puter and can do anything that could ing two continents were contested by launching a war of conquest that soon eventually be done with a keyboard, smaller nations and provided a place for engulfed all other nations. mouse, or data tendril. the larger nations to fight proxy wars. The intractable stubbornness of the Pesh was the earliest empire to form, Oldurreg kept the war going well History founded by priests of the Mechalus’s beyond any reasonable duration. The For most of their history, the mechalus sky-god Ositan. Considered inventive war dragged on for the next 400 years, were a warrior race engaged in constant but dishonorable by the other nations, with ever-increasing stakes: losers were battle. They didn’t just stumble upon Pesh remained a capital of learning, enslaved, massacres became policy, and their present pacifism; they earned it scholarship, and industry. Ositan’s total war against civilian targets was during centuries of slaughter and eco- priesthood had been the first to discover common as early as 150. This constant cide. After generations of war, the electricity, and their knowledge quickly struggle had its price: mechalus institu- mechalus lost their taste for killing just spread to other nations. tions were changing to meet the chal- over 350 years ago. (All of the following Leenest was next, a confederation of lenges of institutionalized warfare. dates appear in Galactic Standard for- city-states from the river-valleys. In time, mat.) Ironically, a species bred for war it grew to dominate the surrounding Progress Level 3: Decline of Tyants now campaigns for peace. mountains and their hydroelectric During the years from 295 to 1,100 AD, power, but its strength remained firmly the mechalus institutions governing the Progress Levels 0 and 1: Electric Youth grounded in its large population and fer- great nations slowly reduced the role of The mechalus followed an unusual path tile agriculture. the Jowh (“tyrant”). Nations were ruled of technological development. Within the Megarin traded by sea with Pesh but more often as a diffuse collection of like- past 20,000 years, they began using stone also contested Pesh’s control of the vital minded citizens; civil councils replaced tools and herding animals. By 8,000 years trade routes between the mines of Ota monarchies. The mechalus simply ago, they had created an agricultural and Megarin’s armories. Its people were refused to give their lives for the pride or

56 • AUGUST 1998 ambition of any one ruler, but they fought savagely for any cause their whole society took to heart. By 826 AD, Megarin armies were drafted by national custom, rather than from the retinues of the tyrants and their lords. Pesh followed Megarm into changing its imperial heritage; it deposed its entire ruling class in a decade of bloody civil unrest. Oldurreg remained the only holdout, retaining its feudal system while tightening control through the use of labor camps and reprisals against any- one questioning the Tyrant of Oldurreg. More and more, however, the true power in Oldurreg lay in the hands of the bureaucrats and secret police chiefs, rather than any individual.

Progress Level 4: Motorization In the 1100s, the invention of the air- powered chuff rifle and chuff cannon (see “Technology”) changed the funda- mental rules of warfare, leading to the use of trenches, siege engines, and other emplacements, as well as the decline of the Nidrazh (“marauder”) cavalry elite units. Aleerin cavalry is a thing of the past. During the Cheanet Campaign between Pesh and Megarin cavalry units were an important factor in warfare; elite biological ammunition for chuff rifles Outbreaks of the Scarlet Plague and the Nidrazh rode hipolat-beasts, four-legged was deployed in 1498; countermeasures Blinding Plague are especially prevalent herd animals that weighed more than included improved armor and immune- in the former Pesh and Megarin territo- 1,200 kilos and required years of training boosting chemicals. Fortunately, Aleer is ries, respectively These fresh occur- before they could be deployed in battle. very poor in fissionable materials such as rences of plague are thought to be the The hipolat’s thick, rhino-like skin pro- uranium, so the mechalus never devel- result of windborne spores or perhaps vided good protection against arrows oped nuclear weapons. Their conven- the release of trapped gas from ancient and slashing weapons, and its heavily tional wars dragged on, and many battle underground weapons sites. reinforced skull allowed it to break zones soon became vast chemical and In 1649, the nation of Oldurreg col- through enemy ranks, barricades, and biological wastelands. lapsed, overrun in a chemical bloodbath even light fortifications. However, the that has left much of the continent of Ota high-strung and over-bred hipolat were Progress Level 5: The Plague Years barren to this day. With the collapse of poor subjects for adaptation to the age of The centuries of war took their toll. Oldurreg’s bread baskets, the other biological warfare that followed; the last Mechalus numbers dwindled as biologi- nations faced a wave of hunger and even of the breed died in 1576, after the Bleed- cal and chemical weapons spread starvation. ing Air Offensive. unchecked, destroying the nation of Leenest and Megarm continued their By the 1200s, the Pesh had developed Pesh in the first of the Great Plagues, in struggle at a greatly reduced pace for an electrical motor to power war 1573. The First Plague was quickly fol- almost another 150 years after the first machines. Pesh was the first nation to lowed by the Bleeding Air Offensive, the plague wars. Eventually, in 1757, the deploy flying machines, a breakthrough Blinding Plague, and the Plague of Slow Megarin found a way to implant a self- that allowed it to hold onto an image of Rot. In 1588, the Megarin nation issued sustaining suite of cybergear that pro- greatness in the 1300s. On the inside, filter masks to all citizens and implanted tected the young and curbed the nation’s though, resource exhaustion and inter- corneal shields to counter the Blinding shocking infant mortality rate. Border nal rebellions brought Pesh to the brink Plague. Vaccines, improved filter masks, wars, sabotage, guerrilla wars, and ter- of surrender. and other countermeasures were soon rorist attacks against reservoirs and food By the 1400s, mechalus warriors were deployed in every nation, but the supplies became more common than augmenting themselves with integral bioweapons of this period still make wars of conquest. Over time, Megarin’s armor and night-vision sights. The first occasional appearances on Aleer today supremacy in both biological weapons

DRAGON 250 • 57 Fallout computers. After stripping aleerin mili- refused to comment. The annihilation of the Oridin gave tary vessels of their weaponry, in 2195 However, the Pegont spent little time the aleerins pause. For almost 200 years, they left in the Aleerin stellar fleet, a grieving for their wandering half. They they had clawed their way onto a dis- slower-than-light set of lightships head- believed the fault of the genocide lay in tant planet and destroyed its native ing out toward the galactic rim on a a system that allowed charismatic lead- population. Suddenly, their culture was 1,000-year voyage. ers to make decisions for the people, rudderless. Their victory produced a Those who remained on Aleer still felt and in the Warrior’s Credo software radical change in aleerin culture. They the impact of the Kiscae’s departure for developed during the Wars of Unity, put aside their warlike ways and began decades, as the fleet slowly sailed out of which demanded blood for blood. The debating their Warrior’s Credo, the self- communication range. In 2214, Aleer pegont didn’t want to give up their bio- defense implants, and all the arma- lost contact with the fleet, but despite logical side; on the contrary, they ments of war. persistent follow-up, no one has ever believed that the mechalus integration The debate split the mechalus into been able to establish whether the of biological and machine elements was two camps: the radical Kiscae (“Nega- Kiscae fleet was destroyed or simply entirely compatible with peace, that tionists”) and the more practical Pegont stopped answering. The mechalus have each side balanced the other. They (“Those who Remember”). The uncom- never discussed the destination of the worked for change, slowly driving the promising Kiscae were the radical paci- Kiscae fleet with human visitors; the old Warrior’s Credo out of the main- fists, those who swore that their own fleet has never been found by human stream, though they retained the under- biological components were incompati- survey ships. It might have been lying hardware. In the final touch to ble with peaceful existence. Shedding destroyed or it might have settled a heal the wounds of war, mechalus set- the last remnants of organic life, the nearby planet. Few humans even know tlers established a permanent colony on Kiscae sought to become one with their of the story, and the mechalus have Oridin in 2161.

and in biomechanical defenses gave its the distant past. Perhaps the oridin were were rarely more than shadows in the citizens a numerical and technological carried to their planet by a Precursor forests, and even they were dying out. edge. In 1888, the Megarin began the race, or perhaps they were the result of a The plague-ravaged oridin were inca- final offensive in what they called the secret colony founded by a nation des- pable of launching more than sporadic War of Unity. Leenest’s capital, Bog- perate to survive the Wars of Unity. The attacks against the aleerin occupation of darin, fell to General Thetor’s First Army truth will probably never be known, their world. By 2145, the oridin genocide 12 years later, and the planet has been since the oridin didn’t survive. was complete. The last known oridin unified ever since. The two species hated each other from died in the Nestor Hills that year. Scat- the moment of first contact; oridin tered reports of remnant populations of Progress Level 6: Interplanetary War zealots overran the aleerin ship and oridin continue to this day, but no physi- Around 1901, Thetor’s renamed Unified slaughtered all hands. A strange slow- cal evidence has ever materialized. Aleer Army (UAA) expanded its reach motion war followed for the first decade In many ways, the aleerin culture across all of the Agemac planets in sys- thereafter, as the aleerin ships bom- never recovered from the genocide. tem ships powered by solar sails and barded Orod with biological weapons. with solar laser engines. After almost 70 Thetor was unwilling to attempt a con- Progress Level 7: Contact years of exploration by surveyors, quest on the ground so far from home; In 2281, humans from the Rigunmor Star the aleerins finally sent astronauts to indeed, there was much to do on Aleer, Consortium entered the Colee system. visit nearby planets, starting with the unifying the planet and rebuilding its Rigunmor diplomats were astounded by planet Orod, which was known to har- ravaged cities and factories. Until his the thousands of lightsail system ships bor the right conditions to sustain car- body’s death in 2020, the UAA main- traveling throughout the system, and by bon-based life. Filled with expansionist tained a quarantine of the planet while the computer and electronic marvels fervor, the aleerins made contact with the rest of the system was settled. they saw when they made contact with the oridin, a second sentient species The second aleerin landings, in 2039, the Pirsk, the vessel where the Rigun- within their own star system, in 1966. were a massive effort; remembering the mors and the aleerins met to negotiate The oridin were not nearly as techni- risks of starting a war they couldn’t fin- the terms of their shared . The cally advanced as the aleerin, but they ish, the aleerins had spent years building Rigunmors spared no expense to had built cities and formed several pri- an armada to carry more than 100,000 demonstrate the advantages of an marily theocratic cultures. Physically, the UAA troopers to Orod. The landing par- alliance, offering exclusive trading oridin resembled the aleerins them- ties met no resistance; the biological rights, access to Rigunmor stardrive selves, but without any biomechanical weapons had done their work. The dead technology, and even the colonization enhancements. Their genetic and physi- lay everywhere. rights to several nearby systems. cal similarity has never been properly The aleerin armies found city after city In retrospect, it’s clear that the Rigun- explained, though some aleerin legends deserted. The few scattered survivors in mors, normally hardheaded traders, hint at contact with starfaring races in the hills and in Orid’s fernlike forests could have driven a much harder bar-

58 • AUGUST 1998 gain, but the awesome sight of such an holds: being sent out as explorers, or sur- Pidgin Aleerin advanced alien species seems to have veillance machines, or in new factories. The following list of mechahlus terms overwhelmed the Rigunrnor negotiators. Among modern aleerins, the Pesh are and phrases is meant merely as an To the amazement of the Rigunmor dele- suspect for a number of reasons, primar- introduction to the subject. The inter- gation, prepared for months of arbitra- ily because of their religion and their ested student should consult the near- tion, the aleerins signed a commercial way of waging war. First of all, the Pesh est Rigunmor Grid for a more through agreement after only a few days. believe that the fully mechanical treatment of the topic. Though the aleerins hid it well, they mechalus aboard the Kiscae Fleet (see were still recovering from a century of “Fallout”) are blessed; their transforma- Ammunition Potal incredible internal turmoil and were tion was something holy, and those left Atmosphere Li’ie quite vulnerable at the time. They had no behind can only console themselves with Battery Kiel war fleet. The Rigunmor proposal to the thought that at least some mechalus Change Kileer incorporate Aleer within the Rigunmor achieved this state. Chuff Rifle Charega sphere of influence met no resistance. Worse, the Pesh use in war, a Driveship Merefalta The aleerins even accepted the name that tactic that mechalus view the way most Drivespace Meree humans gave them: mechalus. Shedding 20th-century humans view putting Electronic Eshta their old name seemed another way to weapons in the hands of children. It can Interface Nist forget the past. be done, but it isn’t right. Robots are not Lightship Pinfalta capable of winning through guile, or Nanite -chi 2501: Current Prospects superior will, or the sheer rightness of Negationist Kiscae The mechalus’ unique abilities and tech- their cause. The Pesh—hard pressed in Pacifism Fentrit nology have contributed to the Star Con- the great wars-simply don’t care. Pistol Char sortium’s growth as an interstellar While mechalus have accepted the Planet Ylor power, and in return the Consortium has human name for them since first contact, Programmer Kindota rewarded them with planets of their they have their own names as well. Rigunmor Rigum own, rich contracts, and preferred seats Among themselves, they refer to about Robot Iolite on several commodities exchanges. 50 primary sometimes overlapping Ruler (obsolete) Jowh Rumors abound that the mechalus are groups, such as the Peshtar, Megarin, the ship Nileer the force behind the Consortium’s ability United, Creedans, and sometimes Wit- Stadium, or Grid Aleer eshtal to fend off determined Grid attacks by nesses. They seem content with human- Stranger Orod VOIDCORP™ and even Insight during the ity’s name for them and rarely provide Star Seno Second Galactic War. Even the most paci- additional information; they see Starfall Te’mere fist mechalus, it turned out, didn’t con- “mechalus” as a trading name used by systemship Falta sider Grid warfare a form of violence. As others, just as humans call citizens of Those who Remember Pegon long as the mechalus contain the specters other nations by names they prefer. Pacifism Marvega of their violent past and remain at the The mechalus believe in Occam’s Vacuum Na heart of the Rigunmor technical elite, razor as applied to personal relation- victory Thetor they will thrive. ships; that is, the simplest solution is Wanderer Geshlor always preferred. They are loyal to a few Where is the ...? Petopo...? Culture & Society close friends and efficiently ignore More than any human culture save the everyone else. Humans find this attitude receive instruction from older mechalus, Nariac, mechalus culture relies heavily a little off-putting, since the mechalus fight prize bouts, and eventually on machinery and computers. The place no value on chit-chat or small talk. undergo the initiation rights that grant mechalus make extensive use of robots This efficiency extends to family life. them full standing as an adult. Though it in limited applications (primarily manu- The mechalus never marry and don’t is rarely discussed with outsider, this ini- facturing and exploration), and they are raise children, though they do take tiation seems to revolve around a test of adept at building them. However, they mates for the year or more required to worthiness through combat against an consider consider the employment of bring a child to term. Once the child is elder, then a recitation of the rights and robots in any task dishonorable-or at born, its parents give it over to the com- responsibilities that adults enjoy Off- the very least, incredibly rude-because munity, which raises all children com- world mechalus have established similar robots can be “irresponsible,” and poor munally in a group parenting process. Grid arenas in other star systems with a programming can result in disaster. The Special emphasis is placed on computer large mechalus population. very thought that robots can perform the and Grid technology, with young When it comes to matchmaking, the work of an aleerin is insulting, because it mechalus training their skills against mechalus are anything but romantic. implies that the biological sides of the elders in the aleer eshtal. The aleer eshtal They choose mates because it is the logi- workers are unimportant. Aleerins are is a not a real place but a site on the cal thing to do. To the mechalus, repro- loathe to give offense in this way, and so mechalus Grid set aside for virtual com- duction is an ordinary consequence of only use robots in jobs that no one yet bats. There, young mechalus train and their biological side, just as war is grim

DRAGON 250 • 59 and dirty work for the unclean, and Government & Politics referendum. Since the mechalus usually exploration of the galaxy is necessary but Mechalus government is based on con- agree quickly, these decisions are hazardous work. sensus politics and group action; indi- prompt. Politician is a part-time occupa- The mechalus consider themselves vidual efforts are rewarded, but rebelling tion for a mechalus, and it is considered a superior to “unshaped” species like the against a decision that has already been somewhat shameful profession at that. weren or sesheyans; they respect the made is almost unknown. At its heart, This is not to say that there aren’t Nariac and the Thuldans because they at mechalus government consists of a dis- mechalus capable of command or who least aspire to be more than what crude tributed system of efficiency-monitoring wield considerable authority. Many do, nature made them. They consider mem- expert systems and feedback-linked law even while holding down a secondary bers of other stellar nations foolish for enforcement. Literally dozens of parties job such as janitor, writer, or gardener. In forgoing the obvious benefits of biologi- are part of the Aleerin system, though most cases, they deny that they hold cal engineering. only four command more than 10% of such authority, at least in public. At the same time that most mechalus the electorate. For example, the Tradi- Mechalus who live among humans are are unromantic, devoted members of tionalists (23%) believe that things more likely to admit to such ambitions. their communities, they see a certain should stay pretty much the way they Even so, false modesty and false humil- appeal in breaking free. The Credo war- are, while the Biometricians (18%) ity run deep in the mechalus spirit. riors and the independent contractors believe that perfection of economic mod- Finally, there’s the matter of crime and who leave Rigunmor space have a cer- els and profit analysis in the Rigunmor punishment. The mechalus legal system tain cachet, because they turn their style will ultimately lead to mechalus depends on retribution, much like many backs. The mechalus might not approve success throughout the galaxy Small human systems, but it does not imprison publically, but they are privately titil- groups of militant Creedans (about 2%) the criminal. A petty criminal (and crime lated by anyone who breaks free of their agitate for more aggressive policies. rates are low among the mechalus) is roles and attempts to forge his or her Other than that, there are no elaborate usually forced to make restitution to his own path. elections, no scandals, and few hot-tem- victim, paying a blood price for injuries pered debates. To anyone but a political and damages. This custom is similar analyst and economist, mechalus gov- enough to the Rigunmor criminal justice ernment is dull. system that it attracts little notice in the Instead of Star Consortium. The same can’t be said depending on a for the pacifism implants, which the heirarchy of rulers, mechalus reserve for cases of treason, the mechalus tech- murder, rape, piracy, kidnapping, bat- nocracy relies on tery, extortion, and psionic assault. local experts to make In the case of severe crimes, the felon is local group decisions fitted with a simple restraining device for most matters. The that disallows all sudden motion. This leader in any given implant, called a “warden,” primarily field is agreed upon affects movement and striking, but effec- by his followers, tively cuts STR and DEX in half. While and that leader is the implant remains attached to the given temporary criminal’s central nervous system, he is authority to solve drugged, passive, and content, unable to a particular commit crimes and sometimes even problem. A rotat- unable to care for himself. The implanted ing set of advisors criminal usually becomes a beggar, a and judges (which ward of the state, or an indentured ser- the mechalus trans- vant, depending on the degree of inca- late into Standard as pacitation and the ruling of the “magistrates”) pro- magistrate for the case. The warden vides guidance to destroys itself after a duration chosen by larger groups, lead- the magistrate at the time of sentencing. ing construction and A few criminals have attempted to production teams or remove a warden, generally without rendering and exe- success; a surgeon with the Medical Sci- cuting verdicts in ence-surgery skill and the cybernetic criminal cases. Plane- surgery skill rank benefit must make a tary and system-wide complex skill check of at least 6 successes decisions are made by and often more. Failure results in brain brief Grid debate and death for the implant’s carrier. The Cult of Thetor nanite construction of a mechanical copy. Mechalus in the AD&D® Game The mechalus are not a deeply religious The nanites copy each cell, destroying it The mechalus are a poor addition to people, though they find the Insight reli- in the process, called iolification. The last many campaigns because of their gion attractive. They are offended by the of these devices known were taken away heavy reliance on advanced technol- anti-technological notions of the Hatire by the Negationists aboard the Kiscae ogy However, they do fit in as visitors and many Old Earth splinter groups, but Fleet, but sometimes a gridpilot claims to to the ® setting, especially in for the most part they find human have found schematics of the device tech-heavy regions such as the lawful notions of religion irrelevant to their among the datacores of Pesh or some plane of Mechanus and the modrons. lives and their culture. Since deities are older source, inevitably involving files PCs tight consider the mechalus sim- not an active part of the universe they that require a dozen data format trans- ply a new type of modron, or an experi- perceive, why waste any time on them? fers to decode. Such claims are never ver- mental fusion of modron and human The most important belief system of ified, and surely any such device would forms. the mechalus has been driven under- be rejected by the mechalus themselves. In other campaigns, the mechalus ground for hundreds of years: the Credo These few believers of the Creed who are best used as a individuals, perhaps of War. The Credo was a statement of remain active today are known variously creations of a strange god, perhaps belief about the honor of war and the as the Thetites (as they call themselves) summoned by a spell gone awry. The glory of combat; it was widely rejected or Creedans (as others call them); they mechalus make good creations for the by the mechalus after their defeat of the are convinced that mechalus appease- research of a mechanically-inclined oridin and their adoption of pacifistic ment of humans has been nothing but a wizard like Halaster of Undermoun- principles, but it has held on in isolated disaster. They believe that abandoning tain in the FORGOTTEN REALMS® cam- groups, generally those on the fringes of their traditional ways after the orodin paign setting. They can also provide mechalus society. genocide was a terrible mistake, and additional far-future characters in the It wasn’t always so. Their strongest they preach a doctrine of re-armament Expedition to the Barrier Peaks or Tale of leader, Thetor, is now widely regarded and rebellion, seeking to establish a sov- the Comet adventures. by mechalus historians as an aberration ereign mechalus state. To them, the fight of their nationalist youth. Thetor was a for independence is sacred duty, and any The mechalus are recognized as the programmer, visionary, and general who blood shed is a sacrifice to the cause. unquestioned masters of computer and first programmed and promoted the To humans, the Warmongers resemble Grid technology; they are the front line Credo during the Wars of Unity on a cross between a terrorist group and a defenders of Rigunmor Grid sectors behalf of his home nation, the Megarin religious cult; in fact, they are neither. against hostile tampering. In fact, their BioMetric Republic. The Credo is a technological implant, a skill at manipulating the Grid is so In the end, Thetor‘s warlike implants particular view of the world dictated by advanced, only the best of Insight and led the mechalus to genocide, and the certain hardware and software. While it VoidCorp can match them. For the backlash has reinforced their aversion to was useful during the Wars of Unifica- Rigunmors and those lucky enough to strong leaders of any kind. Anyone seek- tion, most modern mechalus consider secure mechalus labor from the Consor- ing personal power is considered the Credo implants outdated relics of a tium, mechalus technology provides a immoral at best and criminal at worst. past they would rather forget. However, powerful source of efficiency and protec- Mechalus are masters at passive resis- rogue, overcybered mechalus can revert tion. But the mechalus are also masters tance to “dangerous demagogues,” a cat- to fearsome berserkers; this Credo reac- in other technologies. Two items found egory that includes most human heads tion is also sometimes triggered when a nowhere else are the mechalus lightship of state, corporate executives, and reli- mechalus accidentally kills an intelligent and the chuff rifle. gious leaders of all stripes. Thetor’s being. The fact that the credo sponta- physical body is known to have died in neously resurfaces from their mechani- Lightships 2020, but his followers claim his spirit cal lineage at times is deeply disturbing The mechalus were a spacefaring culture was recorded and implanted in the to most mechalus. While it is unusual to long before humans arrived. The Aleeran Grid. Occasional sightings of a profess Creedan beliefs, it is illegal to mechalus explored and settled their Grid shadow tattooed with an hourglass, actually harbor the Credo implants. Any entire star system well before humans the symbol of the cult, give new life to mechalus caught with this software is arrived. Their vehicles were lightships, the legend every few years. Whether exiled from Rigunmor space. spacecraft powered by solar wind and Thelor‘s consciousness survives is lightsails. Lightsails are aluminum and largely a matter of faith for Creedans. Spacecraft & Weapons plastic foils that permit a lightship to The story has some basis in reality, The mechalus are regarded as the finest capture the solar photon flux for propul- because the Creedans have always been designers of medical and biological soft- sion. While photons have no rest mass, the keepers of the machinery that trans- ware in the STAR*DRIVE™ universe. they do have mass while in motion, and formed a mechalus into a fully mechani- Mechalus in-system explorers, trans- thus momentum. When the light collides cal being, or iolite. These machines ports, and battle craft are state of the art, with the reflective sail material, the pho- operated by the careful use of magnetic and their computers rival the best pro- ton pushes the sail forward when it is imaging of each individual cell, then duced by VoidCorp and Insight. reflected. The total force on the lightship

DRAGON 250 • 61 Lightship Travel Timetable deployed after orbital insertion, the Destination Duration With Solar Laser Typical Payload spacecraft simply spins to unfurl the (days) (days) (kg) sails. Though speed and individual pay- Geshlor 530 84 8,300 load capabilities of lightsail ships vary Orod 290 33 10,800 by as much as a factor of five, the values Gontis 500 107 5,000 given below are fairly typical. They rep- Blagieur 900 159 1,500 resent a middle of the line ship, a twelve- blade heliogyro operating both with and is proportional to the sail’s area, and the lightships have spread throughout the without ground-based laser acceleration. ship can be steered by tilting the sail with Star Consortium. However, by treaty respect to the solar wind. they are forbidden from being piloted Chuff Weapons To follow an inward spiral, the light- outside RSC borders, manufactured for The chuff rifle is the standard small arm ship slows down and starts to fall export, or sold to anyone but Rigunmor of the mechalus. It operates on the same toward Agemac, assuming a tighter, citizens. Since all lightships require a principle as the air rifle, but the chuff faster, elliptical orbit around the star. For direct pilot neural interface, the odds of rifle is as far advanced beyond the an outward spiral, the photon pressure one being pirated or stolen are slim. human air gun as the Vulcan cannon is accelerates the sail, moving it away in a beyond the Gatling gun. larger, slower, orbit around the star. LightSails While the chuff rifle has an effective The lightships can make the trip from Mechalus lightsails are made from sim- range comparable to a rifled small arm; Aleer to Orod in roughly 300 days, less ple materials like aluminum and plastic, the weapon itself is lighter. Chuff rifles when powered by solar lasers fired to using extremely sophisticated manufac- are made especially to interface with accelerate them from the ground. turing processes. Aluminum is cheap, mechalus feedback mechanisms; they Although they are much slower than does not oxidize readily, and provides feel awkward in human hands, and all other system craft, lightships carry rea- reflectances of 85-88%. All lightsails are nonmechalus suffer a +2 step penalty sonably-sized payloads much more spun by special factories in Aleeran high when using them without a cyberlink. cheaply than gravitic induction system orbit. The sails are typically about a A chuff rifle is an extremely stealthy ships. A mechalus system trader isn’t micron thick and constructed from a thin weapon: it emits no smoke, flash, or burdened by a stardrive’s cost and size— film of aluminium backed by a plastic burn residue, and it makes very little and because it’s flight is remotely lining. The lining makes the sail strong noise when fired (less than a silenced piloted, it requires no onboard crew. The enough to survive folding and packing slug-thrower--the “chuff” of the name). lightships are so efficient that their use for launch, landing, and redeployment, Furthermore, chuff rifles don’t emit has even spread beyond the Agemac sys- and it prevents wrinkling. The problems enough heat to be tracked by IR sensors; tem, and now traders throughout the of meteorite punctures and electrostatic they are “cold” weapons. Rigunmor Star Consortium hire them for charging have been solved by the appli- The chuff rifle’s standard round is par- transhipping any nonperishable cargo. cation of grounding seams, repair alytic, using tailored toxins to target the By hitching rides on fortress ships or nanites, and self-sealing material. nervous system and lock the voluntary other large ferry ships, the mechalus The solar sail vehicle must be rigged muscles. If the target’s armor fails to with four main design criterion in mind, entirely stop the primary damage of the performance, rigidity, stabilization and attack, he’s been exposed to the toxin Paratoxin Result Table control. The mechalus use heliogyro and must attempt a Constitution feat to CON feat Effect sails, which operate using the same prin- resist its effects: Use the table below to Amazing No additional damage ciple as helicopter blades. The twelve determine the toxin’s effects; all damage Good d6s blades of the heliogyro stay rigid and in on this table ignores armor effects. In the ordinary 2d4s the same plane due to rapid rotation. The days before the death of Thetor and the Failure 3d4s heliogyro also solves the problem pre- rise of mechalus pacifism, chuff rifle Crit Failure d4m sented by launching by rolling the sail rounds were far more toxic, killing their blades up. When the sails must be target by stopping the victim’s heart or

Chuff Weapons Table Weapon Acc Md Range Type Damage Cost Chuff Pistol - F9/18/30 HI/O d4s/d4+1s/1d4+2s 1,400 Chuff Rifle -1 F/B/A 30/90/210 HI/O d4+1s/d4+2s/1d4+2w 1,900 Acid Rounds - - - HI/O 1d42s/1d6-1s/1d6-1w 10 each Acid Rounds* - - - HI/O 1d4+2w/1d6+1w/1d6+1m 10 each Chuff Launcher - F/B/A 20/40/150 HI/O 1d6s/1d6+1w/1dB+1w 5,000 EMP Rounds ---HI/G 2d4s/2d4+4s/2d8+2s 300 each WP Rounds - - - En/G 1d4+2s/1d6w/1d8m 200 each *Acid rounds cause more damage to cyberware, mechalus, and robots. Use the second damage line for these targets.

62 • AUGUST 1998 destroying his neurotransmitters. Even The Agemar System Homeworlds the modern paralytic toxin can some- Aleer (Nileer) Orod times have a deadly’ effect, as repre- Primary Agemar Aleer Agemar sented by the Critical Failure result on Planetary Class Class 1 Class 4 Class 1 the Paratoxin Results Table. Gravity G2 (0.98g) G2 (1.05g) G2 (1.1g) A chuff pistol has a decent chance to Radiation R1(8 rem/yr) R2 (4 rem/month) R1 (2 rem/yr) pierce a flak jacket or CF coat, and a rifle Atmosphere A2 (N,O,CO2,Cl) A0 (trace) A2 (N,O,CO2,Ne) can pierce assault gear or a battle jacket. Pressure P3 (0.91) PO (trace) P3 (0.96) To get through something heavier Heat H2 (19.1° C) H2 (-27.9° C) H2 (8.4° C) requires a chuff launcher-unless you OrbitaI Distance 0.71 AU 0.71 AU 0.86 AU first weaken the armor with acid rounds. Diameter 5,910 km 2,132 km 7,571 km Chuff rifles are made in both single- Year (Earth days) 218.5 days 218.5 days days shot and fully automatic versions; pistols Day (standard hours) 27.04 hours 14.1 hours 31.8 hours are single-shot only Pistols can fire only Axial Tilt 19.4° 12.9° 7° standard rounds; the WP and EMP Density 1.05 0.87 1.04 ammunition are made only for the older, # Satellites 1 (Nileer) None None large caliber chuff launchers. While chuff rifles typically fire para- lytic rounds, they can fire another type of they shatter on impact and burn in an other worlds in Rigunmor space, includ- ammunition as well, the “acid round.” oxygen atmosphere. ing the second worlds of Agema, Afsha, This ammunition really isn’t acid at all, The earlier chuff rifles often loaded Condree, Colet, Drochi, Galvy, and but it contains nanites that attack and focused electro-magnetic pulse (EMP) Maray and seventeen colony worlds and break down all organic compounds and round, burning out electrical compo- holdings. They are widely settled armoring compounds for a limited dura- nents. These rounds do damage only to throughout Rigunmor, Concord, Orion, tion. Each shot permanently reduces the targets with electrical components: Insight, and StarMech space. target’s armor by 1/d4-1/d4+1 points, cyberware, robots, body tanks, and Mechalus are the dominant life forms depending on whether the shooter machinery such as e-suits or computers. on their home planets, but they are the achieved an Ordinary, Good, or Amazing The mechalus themselves are somewhat only members of their genus. All other success. The target’s armor degrades at shielded from such pulses by their plants and animals are domesticated and one point per round until the full effects redundant biological and mechanical carefully controlled, or are weeds and are felt. For example, someone in a d4+1 systems and take only half damage from pests that have found niches in Aleer’s armor vs. LI who is hit by an acid round these weapons. Many human machines heavily bioengineered environment, The that inflicts 2 points of damage to his are less secure. mechalus see no reason why plants and armor winds up with armor equal to animals shouldn’t be perfected just as d4-1 after two rounds pass. A rifle caliber The Mechalus Homeworlds they have been. Most surviving species acid round can destroy body armor The mechalus homeworlds orbit the star exhibit astounding rates of growth, little entirely, given enough hits. At that point, Agemac, a K-class star just out of the G or no aggression, and a range of special- a victim is vulnerable to paralytic rounds. range and cooling. The system is ized traits useful to industry. However, it’s just not effective to use unusual in that it has two easily habit- The mechalus have no respect for any acid rounds on an armored vehicle; it able planets, Orod and Aleer. Aleer is life form unable to survive on its own; takes too many shots and too much time smaller and warmer than Earth, with a environmental and ecological world- to destroy heavy plating. It takes hours thinner atmosphere that most humans views are simply aberrations in their to destroy armor plate, even after it is hit consider acrid because of its high levels eyes. They see those who hold such by hundreds of acid rounds. Treat objects of chlorine gas. Its gravity is very close to views as foolish sentimentalists unable of Good or Amazing toughness, like cars Earth-normal. The mechalus have inhab- to face up to harsh realities, and often and buildings, as immune to these ited Aleer for as long as the species has treat them the way humans might treat a rounds. On the other hand, a hit on a existed (according to the fossil record) mentally retarded person, gently but typical small arm renders it useless in but have only relatively recently colo- always condescendingly. short order (2d8 rounds). nized Orod, the planet which was once Modern chuff weapons are designed home to the system’s second sentient to incapacitate, not kill. Older models species. Orod is larger but colder than from the 21st and 22nd century turn up Aleer, with less seasonal variation. occasionally, and these are much dead- The system is also home to a hot gas Wolfgang’s most recent work has been edit- lier, built to a larger caliber that can fire giant named Geshlor, a hothouse planet ing the STAR*DRIVE campaign setting. He larger toxic flechettes, white phospho- named Fontis, and a sterile icy rock keeps hoping that he’ll grow a mechalus rous rounds, and even electromagnetic named Blagieur at the system’s edge. interface tendril to learn new software more pulse (EMP) rounds. The white phos- In addition to their home system, the quickly (and improve his Quake II scores). phorous rounds are especially deadly, as mechalus have colonized more than 20

DRAGON 250 • 63

Sunken Remains Copper dissolves in sea water, so that which remains sub- Sunken ships are usually discovered by accident. Local fisher- merged for long is destroyed utterly men often know of such sites, because their nets become stuck Iron is also ruined by sea water. Wrought iron rarely is recov- on the remains. Divers looking for sponges or pearls might also ered intact, as sea water seems to attack it the worst. Cast iron find a wreck. Of course, underwater races such as merfolk and corrodes, developing layers of graphite around a pitted metal sea elves almost always know of any wrecks, and their maps core; this effect can fool a person into believing the object is may include such as marks of reference. Of course, these crea- mostly intact until it is handled and breaks away. Most looters tures are also likely to have picked most such sites clean of any do not realize that iron and steel rust faster after being recov- treasure! ered from the ocean, as the metals are exposed to more oxygen. The condition of any wreck depends on the nature of the Pewter is normally unaffected by sea water, but if it comes water in which it lies. Salt, considered a preservative on the into contact with iron, the pewter begins to pit and dissolve. surface world, actually works against submerged wrecks, cor- Tin, like some other common metals, tends to collect coral, roding metal and making the water rich with marine life. barnacles, and also a green patina. Fresh-water shipwrecks are generally found in better condition. Precious Metals The bed on which the ship finally rests also influences its rate Gold remains mostly unaffected by seawater. The metal does of decay Soft mud and sand can preserve a wreck. The deeper not attract the growth of barnacles or coral. Though it might be the remains, the less fresh oxygen reaches it, and the fewer mottled when in contact with other metals, by itself gold organisms survive--though some old sailors warn that the becomes highly polished by sea water. monsters that dwell in the deepest parts of the ocean make sal- Silver does not fare as well. A natural reaction occurs when vaging these wrecks far too dangerous. silver is sunken. Small pits develop on the surface of the metal. Ships lost in colder waters are also in better condition, as Soon, the metal suffers permanent blackening. marine life tends to be more limited in such areas. Salvagers must also then deal with the threat of icy water, employing any Rarest Metals available magical sources of warmth. Adamantine is one of the few materials that is wholly unaf- The greatest culprit in the decay of sunken finds are sea fected by sea water. The metal, like gold, develops a fine shine worms. These tiny creatures eat away the wood. The hull of a when immersed. Dwarves have discovered this fact and often vessel can be infested with such marine vermin, though fortu- finish off a piece of worked adamantine with a month-long nately they do not live in brackish or fresh water. In salt water, brine bath. however, these creatures can reduce a hull to an indistinguish- Meteoric iron rusts at a much slower rate than terrestrial able lump. iron, taking a number of years before it decays beyond use. Muck is also a problem for looters. Most artifacts are sunken Mithril, being a pure essence of normal silver, is similarly deep beside the vessel. Still, it can be more promising to search affected by long immersion in sea water: the metal blackens. through the mud on the sea floor, as such buried treasures may Alchemists have discovered that, if this tarnished mithril is be in better condition than those exposed to the water and used in the creation of magical arms and armor, the maximum sea life. enchantment is limited to +3 rather than +4. Since the black- ened metal is lightweight and nonreflective, blades of tarnished Metals mithril are popular among assassins and fashion victims. Common Metals Brass attracts a covering of barnacles, coral, and Other Materials even a patina. However, some explorers have Organic materials such as leather fare the worst underwater as found brass objects that look unaffected by they are soon attacked by a multitude of sea life. Worms are years spent underwater. The Salvagers’ especially notorious for devouring wood and pulp materials Guild has made claims that these finds (such as paper), and even some stonework. hail originally from the City of Brass on Bone and ivory become porous and brittle. Drying out any- the Plane of Fire, but these thing made from bone is risky, as the objects often allegations might only be a means crack or warp. for raising the prices of certain Ceramic and porcelain are often found recovered treasure. Bronze and covered in calcareous deposits that mar the lead are affected much as brass, surface. Well-fired wares survive intact, developing a patina in saltwater. while those poorly made often erode and Most salvaged bronze and lead might crumble away while drying out on objects belong to ancient civi- the surface. Any painted glazes or decora- lizations, so they are worth tions are nearly always eroded unless more due to their age. Even the water is extremely still. A slight those in poor condition can etching of the surface can occur if fetch a fair price to a collector. any marine life glued themselves

DRAGON 250 • 65 to the object. Pottery is the most common open to anyone who can pay the stiff The guild also hires teams to recover find on shipwrecks, especially those dues, though sailors receive a nepotic sea maps, explore old harbor sites, and from ancient times. As noted above, discount. Most guild members are comb ruins of coastal cities and settle- ceramics fare better than other materials, human, with a smattering of the other ments. Those who help the guild can be lasting well over a thousand years with- races, the lowest percentage being dwar- assured of a long-standing good rela- out showing much wear. ven, due to that race’s inherent dislike tions with members around the seas. Gemstones survive sea water undam- for open waters. Sea elves and half- aged, though the metal settings might breeds of that race are especially courted not last, leaving the stones loose and by the guild with waivers of dues and New Spells jewelry destroyed. promissory notes. The Salvagers’ Guild has charged its Marble is attacked by worms, much as The benefits of dealing with the member mages with creating spells that wood. Unless the marble sinks into the Salvagers’ Guild while exploring wrecks aid in exploring wrecks and recovering muck, it most likely becomes riddled are many. The guild can rec- sunken loot. One magical effect they do with worm holes until it crumbles apart. ommend vessels and expe- not seek is the actual raising of Wood rarely lasts long underwater rienced crew suitable for wrecks from the sea due to the marine life. Worms devour as the seas the PCs wish to floor. The guild- much of an uncovered ship as possible, travel, ensuring that masters fear that leaving the hull unsafe to be tread upon. disreputable such spells would Many an adventurer has believed a seaman are soon be learned by sunken vessel’s planks can hold his avoided. nonmembers, and the weight only to find after the second step They can sell lucrative niche the that he crashes through the ship’s hull. equipment guild has would be soon needed for the lost. At times the guild has The Salvagers’ Guild excursion under- leaned heavily (calling in favors Most adventurers find entry into the water, including from nobility, hiring the local thieves’ sunken depths easier with the assistance magical means to breathe water and guild) upon any wizard who has created of the Salvagers’ Guild. This association potions of sweet water and treasure a spell that the guild fears might lessen makes its trade in the discovery of ship- finding. The guild is always their influence. wrecks and the recovery of their loot. interested in purchasing sal- The guild sells sealskin scrolls with The guild is most active in coastal cities vaged items. Where else waterproofed spells. The most common but has contacts with merchants and col- would the PCs turn to sell scrolls contain the water breathing spell, lectors in inland areas. a large marble bust found but also there is a brisk trade in lasting Guild under the muck? Few breath, mending, and reduce (useful in member- have the necessary bearing large artifacts back to the sur- ship is contacts to sell such face). The guild-created spells can be purchased, but buyers must sign a con- tract stating that they will not sell or transcribe these spells. Penalties for those who do not comply range from stern warnings to fines and even physi- cal attacks on the offenders.

Burnishing Hand Level: 1 Range: Touch Components: V, S Duration: 1 turn/level Casting Time: 1 Area of Effect: Special Saving Throw: None This is a specialized cantrip spell used for removing caked debris, corrosion, and even barnacles from a material. When the spell is intoned, the caster’s hand takes on a slight shimmering aura. For the duration, any ceramic or metal object touched by the burnishing hand is cleaned and polished to an attractive

66 • AUGUST 1998 state. Note that the spell does not restore of salt water, and a marine life from the material, so any structural defects are brazier filled with entering the tube. only uncovered. A metal shield found driftwood and The casting mage can lying under inches of water might have charcoal. float up or down the thale pas- had holes eaten in the surface from rust. The spellcaster sage at a movement rate of 16. The burnishing hand would remove the must have a specific As long as the wizard is corrosion and shine the metal, but it wreck in mind. If the touching an object, it too can would leave the pitted surface obvious. vessel’s name is not be floated. The movement A mending spell cast after this cantrip known, then he must also rate is slowed when the helps repair such damaged goods to have at hand some remnant mage brings beyond 20 lbs. their original state. from the ship or one of its crew a per level of experience with nearby. Otherwise the spell fails. him; for every additional 20 Waterlight First the scrap of parchment is burned, lbs. carried, the rate diminishes by 2. (Alteration) and the words of the spell intoned. Horizontal movement is not empowered Level: 1 Before the last word is spoken, the caster by the spell. Other creatures cannot be Range: 5 yards/level takes the gold coin and lays it on the top the subject of this spell. Components: V, S, M of the water in the bowl. The magic Once cast, the spell requires no con- Duration: 1 turn/level causes the coin to float. The following centration to maintain, except when the Casting Time: 2 round the wizard must lay the bowl on mage is inside and floating. The time Area of Effect: 20’-radius globe the map without spilling it. Instantly, the spent traversing a thale passage is not Saving Throw: None coin starts to turn, with whatever image counted against the duration of any form Searching the depths for treasure is a has been stamped on the top moving of magical water breathing. An airy water difficult task. However, the problem until it faces the direction where the spell is dispersed if cast in a thale passage. with normal light spells underwater is wreck lies. The material component is an expensive that they tend to attract the attention of The wreck compass lasts a number of conch shell found only in tropical waters fish and other, more hostile creatures. days equal to the caster’s level. During (50 gp value). Thus, the Salvagers’ Guild had their this time, the coin shifts when necessary mages create this version of the spell. to adjust for the ship’s movements, but it Fresh Surroundings Waterlight causes a patch of water in always faces the direction where the (Alteration) front of the caster to glow with a gentle wreck can be found. When the ship is Level: 5 golden light; however, only air-breathers finally over the site, the coin sinks. Range: 0 can see the light. Amphibious creatures Should the spell’s duration expire before Duration: 1 turn + 1 turn/level and races have a 50% chance of noticing the wreck is reached, the water in the Area of Effect: 10’ radius/level the waterlight. Because the lighting is bow instantly evaporates, leaving the Components: V, S, M soft, this spell cannot be used to blind a coin to drop noisily Casting Time: 2 rounds foe. Saving Throw: None The material component is an ink vial Thale Passage Sunken vessels and goods fare better filled with water and gold leaf (amount- (Alteration) in fresh water than in salt, so the mages ing to 5 gp value), which must be opened Level: 4 of the Salvagers’ Guild pondered the while the spell is being intoned. Only the effects of transforming the water sur- vial‘s contents are expended. Duration: 1 turn/level rounding a sunken wreck from brine Area of Effect: See below to fresh water. Inspired by Wreck Compass Components: V, M the workings of a potion () Casting Time: 4 of sweet water, they Level: 4 Saving Throw: None finally created this Range: 0 spell. Duration: 1 day/level The material compo- Area of Effect: See below nent of fresh surroundings is a 6”- Components: V, S, M A thale tall cone of dried sea salt. It must be Casting Time: 5 passage is most useful kept in a waterproof bag or coffer. While Saving Throw: None when deep diving. The spell the words of the spell are intoned, the This spell is used in the discovery of must be cast on a large body of water to cone must be exposed to the water. As sunken wrecks. It may be cast success- take effect. A thale passage creates a time passes, the cone grows higher and fully only while at sea. The material com- swirling 20’ diameter tube drifting from higher, absorbing the salt of the sur- ponents include all of the following: a the top to the bottom, no matter the dis- rounding water. map of the local waters, a gold coin, a tance. This thale passage is still filled with For the duration of the spell, the scrap of parchment inscribed with the water; however, the magical currents waters in the area of effect are turned to name of the downed ship, a small bowl inside dissuade normal fish and other fresh water. Corrosion of submerged

DRAGON 250 • 67 Table 1: Immersed Magical Items Sunken Magical Items Table 2: Altered Magical Effects 1d20 Results Occasionally, enchanted items are found 1d10 Result 1-3 The item has been harmed by amid the remains of a sunken vessel. 1-4 At least one hour a day the item immersion and retains only a Sometimes they are the possessions of must be soaked in salt water or slight aura of its original aristocrats, pirate lords, and sea-going lose its dweomer. enchantment. Detect magic mages who went down with their own- 5-7 Any time the object’s magic is spells reveal a weak dweomer, ers. Or the find might be an accursed or used, all water within 20 yards but all powers have been lost. feared artifact thrown into the sea in the becomes brackish; potions are The item’s condition is also hopes of ridding the world of it. ruined 50% of the time. poor. The item can be re- The DM must consider how, if at all, 8-10 The powers of the item may enchanted with the same spells, the dweomer of the item has been now be used only underwater. in which case the item receives affected after its long immersion. The Elemental magical items, other a +2 bonus to its save (see the simplest answer is to have the magic that than water-based items, are ren- enchant an item spell). enchanted the item also work as protec- dered inert. 4-8 The time spent underwater has tion against marine organisms, rust, or weakened the dweomer to the verdigris. This choice point where the magic works makes recovering enchantments might cre- only d4 x 10% of the time. The magical objects ate such a lush marine item’s condition looks fair. The all too easy; environment that the DM may consider this state divers would item is barely noticeable under- unsuitable for such enchanted never need to neath the layers of barnacles or objects as arms and armor. worry about a coral. Evil or corrupt dweomers 9-13 The item’s dweomer remains detect magic spell might cause disturbing and intact, but the condition is poor. when he could easily twisted growths. Might the pat- The item suffers a -4 penalty to scan the bottom for any terns of black tarnish on a talis- all saving throws and thus may goods untouched by the salt man of the sphere not be be easily broken. and worms. foreboding? Would dwarven 14-18 The item at first appears to A different approach is metalwork survive under con- have suffered (is pitted or rot- preferable; consider that differ- ditions most of their smiths would rarely ten), but after 1d3 days on the ent dweomers would endure differently imagine? surface, it slowly transforms underwater. For instance, items tied to Of course, enchanted items crafted by back into pristine condition. elemental magic other than water might underwater races such as kuo-toa, sea- The dweomer has not been show the most obvious changes. Air- elves, and tritons—as well as water- adversely affected. related objects might leak a stream of magic items (magical tridents, pearls, 19-20 Somehow the enchantment has bubbles or be surrounded by a thin layer rings of water elemental command and the been altered by its long immer- of ice. Earth-related objects could be like)-are not adversely affected by sion. Roll on the sub-table to encrusted with layers of protective years-long immersion in water and will determine the effects. muck. Fire-related magical items might be in fine shape when found. well be ruined or at least weakened. The Tables 1 and 2 offer some interesting weakest of enchantments might have effects that can be used for any magical goods also halts, allowing better recov- been snuffed out or be dormant, requir- item found after time spent underwater. ery. Nearly all ocean creatures (including ing a spell like affect normal fires or hostile races like the sahuagin) cannot pyrotechnics to “reawaken” the dormant survive in fresh water and instinctively magic. More potent refuse to enter the area of effect of a fresh items might feel surroundings. Fish and other salt water warm or even set Steve Berman marks his organisms already present begin to die the surrounding 30th birthday this month. off and try to flee the area as quickly as water to boiling We hope he gets lots of possible. The guild discovered that this temperatures. loot in celebration. spell could quickly kill sea worms infest- Other items ing any wreck. This spell has also been might affect used to drive away vicious creatures, but surrounding because the cone of salt cannot be moved marine life; once the spell has been cast, its area of healing and effect is limited. restorative

68 • AUGUST 1998

or the fifth time, Dedrak Kurbin Flamishar, the Minister of Peace for the Tsultak Empire, raked the third row of Fhorns on his massive head against the stones of the archway. It made a tremendous noise but relieved the dragon considerably. Just the previous day, he had a new set of ornamental chains fitted; they looped through tita- nium bands on each of the first five rows of horns. He was not yet used to them, and the third row was irritating him. Dedrak hoped that the noise did not disturb the musings of the council convened just beyond the massive doors before him. The truth was that Dedrak was upset by far more than annoying accessories to his outfit. The Tsultak Council had called him from a deep sleep to join them in their crisis and offer his advice. As to just what that crisis was-well, the young dragon that had been sent to fetch him was of far lower status than Dedrak and, therefore, had no idea as to why he had been sent for or just what crisis was taking place. Dedrak, whose curiosity was one of his primary faults, left at once. The Minister of Peace thus found himself poorly dressed as he paced about the antechamber waiting for the Council to call him. His ruffled shirt had been so hastily donned that his right wing had torn it, and he had to fasten the front twice since he had misaligned the holes and buttons the first time. Dedrak looked down at himself for the umpteenth time. The deep blue doublet, he decided, cov- ered the torn shirt nicely. The kilt that splayed around his hindquarters and tail was one he had worn the previous day, and it was badly wrinkled. Still, it was one of his better kilts-perhaps the Council would not notice. The bolt on the other side of the door drew back. Dedrak reared up under the tall, frescoed ceiling and adjusted his cravat and ceremonial sash. Two puffs of smoke to clear his nostrils, and Dedrak moved into the Hall of Nine. The dragons of the Tsultak Council lay on their huge by Tracy Hickman fainting couches. Each was set in its magnificently detailed alcove high above the polished floor where Dedrak now quietly walked. Above them loomed the great dome of the dragons’ citadel, which looked out on the rim of the vol- cano in which they lived. Beyond that, the stars glittered in illustrated by the night sky. Susan Van Camp Dedrak folded his foreclaws under him, resting his head on the polished marble floor beneath him with his eyes averted. It was prescribed by the New Code-as was nearly every other aspect of the lives of the Tsultak dragons. “Lord Master of the K’dei and Arch-empiris of the Majestik Sphere-may the celestial spheres shine forever on his magnificence and wisdom. All praise to his righteous reign and blessing upon his clutch and brood. I, Dedrak Kurbin Flamishar, Minister of Peace to the Tsultak Empiris and descendant of the Flamishars of Kharanishal come at thy word and offer my service to the Empiris and her clans.” “Your services are needed in a time of great exigency, Minister of Peace,” the salmon-colored dragon spoke from her alcove off Dedrak’s right wing. Dedrak, having been addressed, was now allowed to look up. He knew the speakers name to be Tukairana, one of the youngest of the Nine Ke’dai and very attractive. Her canine teeth were par- ticularly large and sharp. Dedrak always thought that she dressed well. “The Empiris is in grave danger.” “Indeed?” Dedrak said cautiously.

DRAGON 250 • 71 “Not since the Tsultak left their dying world and crossed the space-going Tsultak dragons during the Age of the the great blackness have we faced such a threat,” Snis- Expanse and the days of the Great Fleet. When the hankh, the rust colored dragon intoned deeply from his Tsultak first encountered the E’knari, there was a time of alcove to Flamishar’s left. “Clans from our outlying con- confusion where some of the dragon seers of the Mystic have petitioned us regarding a terrible evil that Circle thought that the gnomish creatures might actually assaults them. Warrens being destroyed completely. Entire be human, but such theories were quickly proven ground- clans vanishing.” less. Since that time, the captive E’knari served their dragon The cobalt dragon thundered from her alcove next to masters well, if not always with the most enthusiastic of Tukairana. Dedrak remembered her name as Tsonksulka. hearts. There was even some talk among the younger “It is said that the humans have returned!” dragons in the various academies and lyceums that the “Humans?” Dedrak snorted a puff of smoke. “With all E’knari should be freed from their status as slaves and respect to the Council-may honor be theirs forever and made lower-caste citizens of the Majestik. Such talk was their names trumpeted with glory through all the halls of radical and, at least in Dedrak’s eyes, to be expected of the time-humans are . . . are . . .” inexperienced young. “One hundred years old, and already “Legends,” agreed Snishankh. “Stories for hatchlings!” they think they know everything,” Dedrak muttered to “Stories or not,” Tukairana hissed, ‘These reports were himself. easy enough to dismiss when they came from our distant The E’knari stumbled off under the weight of the outposts. Yet now these very legends seem to be somewhat dragon’s clothing. Each was careful to keep the cloth clear closer to our home. A human has been spotted on E’knar.” of the floor as they struggled with it into the closet nearby. “With my humble deference to the most esteemed and Dedrak waited until the E’knari had completed their justly honored Tukairana,” Dedrak rolled his head in the work and left through the huge doors leading to his central dragon negative even as he completed the formal declara- chamber. Once the circular chamber was deserted, Dedrak tion, “—blessed be her clutch and brood for generations— lifted up his right wing and craned his head around to you cannot possibly believe these tales! Even if inspect the damage he had done to his favorite shirt. humans once existed in some ancient past, there have “Torn clear down,” he huffed with a short burst of flame been no sightings of a human for over two millennia. I am from his nostrils. “What a shame!” inclined to believe that they never existed at all.” It was still too early in the morning for his household to “I would not suggest such a conclusion to the Provost of be up. His wives would still be resting in their own private E’knar. On that planet-by the Provosts own words-this warrens adjacent to his own. His young brood tended to monster even demanded that the clan offer one of their rise early, but even their cavorting would not take place for own young females as a sacrifice,” Tukairana rumbled, her several hours yet. Dedrak knew that he should get some quiet voice shaking the stones in the hall. “Clutchless young rest, but sleep somehow seemed far off just yet. There were dragons, if the reports are to be believed!” things to be done in preparation for his newly assigned “Clutchless!” Dedrak replied in surprise. quest. A cascade of thoughts, plans, and preparations tum- “Indeed,” Tukairana continued, her speech patterns bling through his head. heated, “although I cannot upon my very life understand “A ship, of course,” he muttered to himself. Dedrak what the significance of that would be.” always preferred to think aloud-a weakness which, he These reports cannot be dismissed lightly,” Tsonksulka thought, might lead to his downfall one day. Still, he was stated flatly. ‘This monster exists, and it is making its way to careful to do so only in his own chambers. “I shall need a Tsultaki itself. We are the K’dei, and our will is the will of ship if I am to go to E’knar. Battle armor as well. I’ve the old the Tsultak clans, bonded to uphold the sanctity of our race ceremonial armor, but that is certainly too heavy and cum- and preserve the legacy of our ancestors. When last bersome for this task.” humans were known among us, dragons were nearly The great dragon warrior snorted billows of smoke to destroyed in epic genocide. The K’dei calls for a champion himself. ‘This task, indeed! Chasing across the stars after a for a holy quest to find and destroy the evil human in his human! Hah!” lair. What say you, Dedrak Kurbin Flamishar, Minister of “You find amusement in the night, my lord?” Peace? Are you the champion we seek?” Dedrak turned toward the intrusive voice behind him; a Dedrak smiled even as he folded his right claw under his voice he knew well indeed. “Cachakra, my love. I trust I chest and bowed down toward the floor. “I would seek out have not disturbed your rest!” this mythic human creature and, if such a monster is to be “My rest is not in question, my lord,” returned the deep discovered, destroy him for the honor of the K’dei and the voice of Dedrak’s first wife. “It is your own lack of sleep that protection of our clans in the Majestik.” troubles me. What pressing issues trouble your mind this night? What news of the Council keeps your thoughts from blissful rest? Dedrak smiled to himself. Cachakra was a female of Dedrak returned to his own warren, carefully removed his high breeding, and her clan lineage was high indeed. In the sash and doublet, and handed them to a dozen of his own days before the New Code, dragons were monogamous. E’knari slaves. The E’knari were a diminutive race-smaller The destruction of their home world brought the New Code even than humans if the legends were true, Dedrak and with it a different way of life. Harems were expected— thought to himself. They had been an early conquest of indeed, demanded-of those who could afford them. This

72 • AUGUST 1998 insured many clutches and the repopulating of the stars as he could. “But the orders of the Council are most specific with dragonkind. No matter how noble the ideals, how- and urgent. This human-should he exist-could prove a ever, this new social arrangement brought with it numer- real threat to the clans. Our entire family enjoys the bene- ous headaches, not the least of which was the organization fits of my position-its wealth, power, and privilege-and if of the harem itself. First wife was a position that was earned the council requires that I actually do something from time as a right of combat, and thus one that tended to shift from to time, then so be it. I must do my job, or we all say time to time. The politics of interstellar diplomacy paled farewell to these warrens, and I look for other work.” compared to those that often took place within a single- Cachakra gave him a look that could have turned his family clan. Cunning, diplomacy, raw strength, and a touch flaming breath to ice. of ruthlessness were required basics for a successful First “I’m glad that you understand,” he said. “It is my wish Wife. Cachakra, Dedrak reflected, was a master of all these that you have all the harem and my brood assembled in skills and more. the morning for the leave-taking. I shall return as soon as “I am to leave on a quest from the Council,” Dedrak said my task is complete.” simply. “They have asked that I hunt a monster on behalf of “If that is your wish, my lord,” pouted Cachakra with a all the clans.” sudden gleam in her eyes, “then it shall be done. Mean- “Monster, indeed!” Cachakra replied, entering the cham- while, as my lord is restless this night, perhaps you would ber fully. She wore a quilted nightcoat that was cut just indulge me a little in advance of the proscribed schedule?” below her wing joints. Beyond that, a flowing kilt of a sug- Dedrak stammered as his first wife turned toward him. gestively diaphanous fabric barely hid her ample flanks. She tore her nightcoat from her shoulders and leaped Her claws were bare on the marble floor. toward him. Dedrak could feel his blood run a little hotter just at the Dedrak only hoped she would not hurt him too badly. sight of her. No, he thought, a few weeks away from home might just “My poor lair-mate,” Cachakra crooned. “Sent into the be the thing he needed. night on some fool’s errand. You’ll just have to tell them that you cannot possibly go at this time. They shall have to find someone else.” “Cachakra, my love,” Dedrak lolled his head from side to The dragonship drifted down through the atmosphere of side to signify his disbelief. “The Council has ordained it: it is E’knar. Dedrak bobbed his head with satisfaction as the done! My claws are bound in his matter! I am the Minister great sails of the ship were rotated upward. Each held a of Peace, you know. It is my sworn duty to the clan to glowing mystic bubble. The conjuring dragons that lined undertake this very sort of quest!” the main deck in front of Dedrak constantly renewed these “What sort of quest?” Cachakra’s eyes narrowed globes of light with their murmured . It was suspiciously. one of many ways to travel the stars, Dedrak knew, and “I am to hunt a human.” just happened to be the one that worked in this particular “Human?” Cachakra giggled. “You cannot be serious!” region. Other places required things called hyperdrives or “That is the mandate of the council,” Dedrak replied as force-projectors or ether-enducers. As Minister of Peace, his gravely as he could muster. actual knowledge of any of these details was limited. His “But what am I supposed to do?” his first wife whined. job was to administer justice and wage war for the clans “It’s my month starting in the next ten-day!” Cachakra when necessary. The technical aspects of interstellar travel turned her wide flanks toward him suggestively. were beyond his purview. Dedrak shook his head. The time he spent with his vari- So, too, Dedrak thought humorously to himself, were ous wives was something of a sensitive issue with the First wild chases after legendary characters from nursery stories. Wife. Betrikai, third wife, had produced a surprisingly large Dedrak suddenly winced with a renewed pain in his number of clutches. Most of his clan had seen this fact as a right shoulder. blessing but Cachakra seemed to have taken offense at Dedrak turned and, with a slight limp, made his way Betrikai’s good fortune, feeling it somehow reflected on her down a spiraling ramp to his quarters at the aftmost part of own abilities. So overzealous was Cachakra with Dedrak the dragonship. The ship would take nearly another hour during their next time together-in a rotating order estab- to come to the dock at Zeklak—the last outpost to have lished by the First Wife herself-that she had dislocated his reported seeing a human. He could afford the time to shoulder. Her flaming breath had inadvertently destroyed return to his cabin. several reams of official papers. Worst of all, she had also Dedrak carefully unbuttoned his traveling coat and left a bite mark on his neck. Decency required him to wear slipped it off over his wings. The cabin was cramped com- a high-collared shirt and large cravat just to cover up the pared to the warrens to which he was accustomed-merely mark while he was in public. That was eight months ago, twenty feet tall and only sixty feet at its greatest length. and Dedrak could not see any signs of her enthusiasm or Such were the rigors of shipboard life, he reminded himself. ego abating in the slightest as her rotation approached. Space was at a premium. Dedrak draped the coat over the Now, he thought, would be an excellent time to be away side of a low table before him and glanced again at the from home for a few weeks . . . or months. sheaf of papers that were spread across its surface. “Cachakra, nothing would please me more than to Legends, the dragon reminded himself. spend my entire month with you,” Dedrak lied as smoothly He reflected on what those papers had told him about

DRAGON 250 • 73 humans. They had not been known among the Tsultak them. Various warrens could be seen in the vertical cliff Imperium in over two thousand years. Some of the legends face and, at first observation everything seemed in order, if claim it to be closer to three thousand, although the differ- a bit quiet. ence was lost on Dedrak. All of the legends from that time Then he saw it. centered around some mythic creature called L’kan of the Several dragon carcasses were hanging bloodily from Star-sunderer, who was the greatest and most dread of the warrens of the cliff face. Dedrak’s gaze drifted down- human kind. His magic and power were undisputed and ward, following the bloody trail. terrible. Worlds were destroyed through the use of his Star- In the clearing drifting slowly beneath them lay a scene sunderer—a human device of such awful power that not of carnage. At first, Dedrak’s mind refused to accept what even the collected clans could stand before it. This thing his eyes told him was true. Yet the more he observed, the called ‘sword’ mastered the dragons and nearly silenced more real the scene became until the linking chains of his their songs for all time among the stars. armor shook terribly under outrage building within him. So the legends said. Dead dragons. Murdered. Flayed. Burned. Exploded. Dedrak sniffed. Drawn and quartered. Every dragon was stripped of its “Nonsense,” he sniffed once more. “Little creatures with- clothing and left obscenely naked. Entire claws were miss- out wings flying among the stars? No taller than the length ing, as was every single head. Every conceivable way to of my talons and capable of bringing entire warrens to their violate the sacred bodies of the Tsultak clans lay displayed knees? I’m chasing phantoms of smoke!” openly under the E’knar sun. Dedrak picked up his coat and turned to hang it on the “Warriors to the deck!” the captain cried. wallpeg. As he did so, the great suit of gleaming dragon- “What?” Dedrak responded slowly, his mind still dulled armor that awaited him caught his eye. Its metallic scales by the butchery drifting below the ships hull. were polished to a brilliant shine. The great headpiece, “The E’knari shall pay for this insult!” Captain Djekar molded specifically for his skull, sparkled with over a hun- trumpeted loudly. “An attack upon our rightful colony! They dred inlaid gems. The barding for his flanks and the breast shall feel the sting of our hot breath before the day is out! plate were magnificently tooled in gold, titanium and silver The deaths of our clan shall be avenged a thousandfold!” over the strongest forged steel. The tailpiece alone was Dedrak turned on Djekar. “You shall not, Captain! I am encrusted with over a thousand diamonds. The claw exten- the Minister of Peace for the Empiris. No investigation has sions were of a metal alloy that held its edge for over a been conducted here, nor have the required rituals been hundred years of battle use. completed! It is proscribed by the New Code!” Dedrak sighed. It was time to put on the heavy armor “New Code?” Djekar snapped back, his nostrils flaring. and prepare for the hunt. “This is the frontier, Flamishar! What is the New Code to this What would humans want from dragons anyway, he atrocity? Where was the New Code when the blood of our wondered? kin was being spilt in unspeakable savagery? The New Code . . . it has no place here!” Dedrak lunged forward, the weight of his armor adding to his momentum as his body struck the ship captain. Dedrak lumbered up on the ship’s deck, the planks creak- Djekar was pressed bodily backward against the huge ing under his weight. He was in full battle armor, its plates main mast of the ship. The captain opened his leathery gleaming painfully into the crew’s eyes under the E’knari wings, but it was too late. Dedrak’s own wings already sun. Dedrak looked forward to the respect that his armor were pushing forward, his forearm pressing the long neck always engendered among other dragons of the clan. If of the dragon captain against the mast. The Minister’s tail only the blasted suit were not so cumbersome and heavy, whipped quickly around, despite the weight of the tail he thought. Yet as he stepped onto the deck, not a single armor, its sharp end pointing directly at a gap between the dragon aboard turned to look at him. Each was craning his captain’s throat scales. neck wide over the port side railing of the main deck. The New Code is everything,” Dedrak intoned with a No one paid attention to his entrance. snarl. “We are a clan of honor and virtue, Djekar! Without Rage threatened to boil up within him at their lack of the New Code, our songs would no longer be sung among respect but was quickly replaced by cold reason. Few things the stars-we would have died as a race long ago. We do could account for such a lack of protocol. not abandon the New Code whenever our bloodlust Something must be dreadfully wrong. demands it of us! Do we understand one another, Captain? Dedrak lumbered forward toward the captain-an “Yes,” hissed Djekar. “I hear your words and do obey, ancient dragon named Djekar. The thunderous shaking of lord Minister of Peace.” Dedrak’s movements on deck brought the captain to turn “You know the penalty for questioning the New Code, toward the Minister of Peace. Djekar?” “By all the Stars,” Djekar hissed, his lips curling back in “Yes,” Djekar hissed more quietly. “I do, my lord Minister fear. “In all my ages, I have never seen the like!” of Peace.” Dedrak pushed passed the captain to look over the rail- Then consider yourself fortunate that I failed to hear ing for himself. you clearly when last you spoke in haste. I would not dese- The ship drifted slowly over the trees toward the mas- crate ground so hallowed as that which is before us by sive landing dock jutting out from the rockface before adding to it the body of a traitor to our Empiris.”

74 • AUGUST 1998 Dedrak released the captain and turned scornfully Something caught Dedrak’s gaze at the base of the away from him. clearing just at the tree line. The grasses there had been “The New Code separates us from the evil that has been trampled thoroughly, and the blood seemed to be tracked done to us, Djekar,” Dedrak intoned somberly. “Now, make in that same direction. Dedrak moved forward carefully, landing at the port that I might track down those who have craning his great head down closer to the ground. In places offended our race and bring them to justice-as prescribed the grasses had been churned into mud. by the Code!” Tracks! Dedrak looked more closely at the tracks. The prints were unlike any creature he had ever seen. They had a minute stride of less than a talon’s length. Longer than an The fitted stone cracked under him as Dedrak leaped onto E’knari to be sure, but the E’knari always were without the pier that jutted from the cliff face. Djekar’s ship cleared shoes on their own world. These tracks had a strange but away from the platform at once and sailed off in the general uniform pattern impressed into the mud. By their depth he direction of E’kritanush, the traditional capital of E’knar. Had also judged them to be quite heavy. this been a case of open warfare, then the entire comple- “By the Stars,” Dedrak murmured. “Humans!” ment would have accompanied him on this journey, but the New Code was quite clear on this subject. This was a Quest for Honor. As such, it was to be conducted singly until it was deemed that the attack was perpetrated by an opposing Dedrak slid through the dense foliage. The humans had clan or government rather than an individual. Djekar had not bothered to disguise their tracks. Dedrak took this specific instructions to keep his craft on station should the as a sign of their arrogance. No predator would leave so situation become clear and assistance be required. common a trail unless it was contemptuously sure of its The very real possibility that such assistance would be supremacy over its prey. Once more, fear tugged at needed was growing by the moment. Zeklak had been an Dedrak’s heart as he continued to advance. outpost settlement on E’knar, but it had been well Dedrak tracked his prey to a deep gorge. The E’knari defended, and the dragons of the region were not accus- sun could not penetrate its depths. Dense foliage carpeted tomed to strangers. That so many of his clansmen had the floor of the chasm, no doubt hiding the terrible humans been destroyed so swiftly frightened Dedrak. He had his that now lurked there. battle armor and was perhaps the most prepared of the Dedrak said a prayer to his ancestors and spread his dragon warriors of his time. Still, in this moment, as he wings. With a minor , the magic of his armor looked down from the docking platform to the dreadful was activated, and the dragon soared as gently and as qui- scene below, he could not help but wonder whether he etly as a feather down toward the base of the deep ravine. was up to this task. Dedrak quickly picked up the trail once more and drifted In that moment, Dedrak knew fear. It was the fear of quietly through the dense and dark foliage. Quite abruptly, the doomed, for he felt himself trapped between the New the dense woods that had surrounded him gave way to Code and the despair of facing a horrendous foe. In that another scene of carnage. The tree trunks about him had moment, the lark of adventure and escape from the been splintered with their limbs laid flat and twisted on machinations of his harem seemed distant and small. His the ground. business had become deadly. “Some terrible battle was fought here,” Dedrak mur- He could face the unknown with honor and die, or he mured to himself as he floated over a massive fallen tree could abandon the New Code and live a life not worth and was suddenly brought up short. the living. In the center of all the destruction, half buried in the Dedrak stepped down the wide stairs leading to the ground, lay a huge metallic egg. It was apparently cracked. blood-soaked clearing below. He knew that there was no A wide, ragged gap ran from the crater up one side and choice after all. The New Code was what separated him nearly to the top of its curve. The destruction radiated out from the butchery before him. It was what made him better in all directions from the egg, and the trail had lead him than the animals that had committed this sacrilege. He directly to this spot. would defend it to his death. Dedrak let out a long, thin breath of smoke as he whis- Methodically he examined each of the corpses-or what pered quietly to himself. “A human egg! Each of their eggs remained of them. It was grim work but necessary to com- must carry a vast brood-like a clutch of many in a single plete his investigation. He discovered a clutch of broken shell. What a discovery! I could easily be awarded the Star dragon eggs. The remains of several unborn dragons lay of Nine for this-should I live that long.” among the shells. The sight sickened him, but he contin- The danger of what he was attempting suddenly ued, cataloging a list of sins whose outrages would soon occurred to him. He was not back in his own warren yet. surpass anything the New Code addressed. Dedrak checked his armor and snorted a few times as he He was prepared, however, to deal with it. Because he stoked his own internal flames in preparation of his was Minister of Peace, it was his province to mete out approach. When the fire in his belly seemed hot enough vengeance and justice as proscribed by the New Code. By and his mystical armor was prepared, he extended his the time he reached the base of the clearing, it was a duty claws and drifted silently toward the ruptured human egg. he was well prepared to execute. The ravine was silent. Dedrak drifted closer.

DRAGON 250 • 75 Something was moving within the darkness of the The dragon’s eyes suddenly narrowed. “How is it that I eggs broken shell. understand your words, human?” A sharp sound of metal rang out. “Ah,” the black figure before him continued to move Dedrak shook but kept his resolve, his claw extensions under the dragon’s gaze. “It’s something of a gift, you might held forward and at the ready. At last, the massive dragon say-from me to you. I just thought it might help us under- came to the cracked shell itself. Something indeed was stand one another a little better.” moving within though the shell itself. Dedrak’s heart was “You have nothing you could possibly surrender to me racing and he felt a little light headed. The truth was that except your life, worthless creature,” Dedrak responded, he was really too young to be the Minister of Defense. His suddenly coming back to his sense of duty and the New clan as a political move had arranged the appointment Code. “Your crimes against the Majestik are unprecedented. with the majority of the Council of Nine. He had partici- Surrender or die!” pated in many battles and was an accomplished warrior “Those are my only options?” the human asked quickly. and statesman, yet never had he come up against anything “In the name of the K’dei, I hereby pronounce death like this before. Thoughts of the horrors that might lurk just sentence upon . . .” yards away ran rampant through his mind. Yet still he “I surrender!” moved closer, as if in some nightmare from which he could Dedrak stopped in mid-sentence and stared. “What did not awaken, driven by the Code and by his duty. you say?” Resolve suddenly took hold of him. Dedrak grasped the “I said I surrender,” the human said, louder than before. ragged edge of the metal egg and tore it aside. “Liar!” Dedrak roared. “It is well known that all humans A black-clad human looked back at him from under a are cunning liars and twisters of the truth!” metal beam that pinned it. Seeing the fierce armor of the The black-cloaked human circled around warily, trying mammoth dragon ripping the metal aside not three feet to find some advantage. “What if I told you I was lying from where he lay, the human cried out in fear and alarm. when I said I surrendered? Dedrak, shocked with horror at seeing the human “Aha!” Dedrak sneered. “Just as I thought!” screaming at him fiercely not a claw’s breadth away, reared “But then I would be lying about the fact that I had lied,” back, trumpeted loudly once . . . and fainted. the human shouted back. “Wouldn’t that mean that I actually had surrendered?” Dedrak froze, his eyes narrowing. “Humans! Cunning indeed! Slick words and an oiled tongue. Your legends Dedrak came to his senses. precede you, evil monster!” It was late afternoon, and he was still in the clearing. “As do your own legends, great Minister of Peace,” the There was a human standing a few yards in front of human returned cautiously. ‘I know your cause is just. Your where his head lay on the ground. clans have been greatly offended by the horrors that have “Feeling better?” the human said. taken place. My organization-my clan-is not a part of Dedrak instantly leaped to his feet. He sucked in a what has happened here. Yet there are those humans who massive breath with which to defend himself, his claw are committing these unthinkable atrocities. I have been extensions flashing suddenly in the evening light. He was sent to investigate, just as you have, to stop these . . .” prepared to strike. The human before took a defensive “Liar!” Dedrak trumpeted and his voice shook the trees stance, his hands rising before him with globes of blue light the entire length of the valley. suddenly appearing in his palms. “I do not lie,” the human responded firmly. “I am your Dedrak, Minister of Peace for all the clans, spread his prisoner. We both want to know exactly what is happening wings even as his eyes narrowed. Here was an uncertain here. I tell you now that, if you kill me, you will never put a target, one whose capabilities were only known in legend stop to what is happening to your clans. However, if you do and story. Dedrak’s head wove around on his long neck, as I ask, I believe that you will be allowed to mete out the trying to examine the human from various sides while also justice that your Code requires.” presenting a moving target to his foe. “Humans lie,” Dedrak said firmly. “Look, dragon, I only wanted to thank you!” ‘That is often so,” the human replied. “Trust comes “Thank me!” Dedrak roared. “You who are unworthy to hard-but we must start somewhere. I put myself at your speak to me dare to offer me thanks for anything? You mercy.” who have murdered my kinsmen and offended the very In that moment, the black-robed human straightened life and honor of all the Tsultak dragons across all space and dropped his hands to his sides. The glowing magic in and time? I am the Minister of Peace to the Tsultak his hands vanished in a slight thunderclap. Majestik. I answer only to the Lord Master of the K’dei and Dedrak moved swiftly, his coiled neck suddenly straight- Arch-empiris of the Majestik Sphere-may the celestial ened as he head lunged with incredible speed directly at spheres shine forever on his magnificence and wisdom, all the head of the standing human. His mind raced as he praise to his righteous reign and blessing upon his clutch moved. Strike while you still can! Never trust a human! His and brood. You, hideous creature, shall surrender yourself jaws gaped open. His needle-like teeth gleamed in the to the justice of my wrath that your clan shall answer for evening sun. your crimes life for life and blood for blood! Your crimes are Trust comes hard—but we must start somewhere! beyond counting in the annals of the . . . of the.. .” His jaw slammed shut, his incisors clicking noisily less Curiosity. It was one of Dedrak’s worst faults. than a talon’s width from the face of the human. The black-

76 • AUGUST 1998 robed figure was sweating profusely but had not moved. Dedrak floated quietly through the trees, his human Dedrak snorted puffs of hot smoke from his nostrils to both prisoner moving with surprising silence through the bush sides of the diminutive figure that was shaking slightly just below. The human wore a red suit that covered his entire beyond the end of his nose. body, and some sort of helmet-also completely red-which “You are under sentence of death, and I will execute you hid his face from Dedrak’s piercing gaze. Dedrak had been when I chose to do so . . . but what do you have in mind?” suspicious of it at first, until the human had allowed Dedrak Dedrak rumbled with a low voice that shook the stones to burn, chew, claw, and otherwise mutilate several similar beneath the feet of the human. costumes. Each appeared to be rather poorly made-so far “A short trip and a little subterfuge on our part should as Dedrak could determine-and offered little or no protec- fulfill your quest,” the human said as he once more found tion against this various natural weapons, let alone his his voice. enhanced battle armor. Dedrak had witnessed all of this “I will not lie,” Dedrak responded. in silence. He noted curiously that his prisoner had not “I don’t want you to lie,” the human said after taking a spoken to him since the dragon had sworn the curious . “I just want you to keep silent and listen.” oath. Yet Dedrak also knew that he needed the truth. The human paused for a moment. This one tiny creature did not seem capable of the terrible “As a matter of fact,” the human said, baring its teeth destruction he had witnessed earlier. No, the truth lay slightly, “I want you to promise me that you won’t kill me somewhere else. until-lets say, until the dawn of this world rises again on The trail that Dedrak had followed earlier continued your scales.” beyond the metallic egg. It was this trail that his prisoner “And if I should make such a ridiculous promise? picked up below. Together they wound their quiet way Dedrak snorted. down the valley toward a great confluence of three “Then I promise that you’ll have that justice that you are canyons. looking for-and that you will more than have fulfilled your There were several small fires burning around the con- glorious quest before that same sun rises. It’s my promise fluence. Their smoke drifted lazily upward to curl into a thin to you. Now, will you promise as much to me?” layer at the top of the canyon’s vertical walls. It obscures the Dedrak looked at the human. Trust comes hard. stars, Dedrak thought to himself. “Promise me that you will submit to the justice that the A glowing dome could be seen in the center of a large Code requires at the moment of that self same dawn,” clearing directly before Dedrak. The great dragon squinted Dedrak’s deep voice rumbled once more. in the darkness, trying to see the outlines of the thing “I so promise-on my honor as a Vestis and on the Nine toward which he drifted slowly. Perhaps if he gained a little Oracles of the Omnet.” altitude he could get a better look, he thought. Dedrak Dedrak narrowed his eyes once more. “Is such a spread his wings slightly, pulling his head higher as his promise sacred to your kind?” magically enhanced armor began to raise him up. The human looked over the great snout of the dragon Suddenly, the armor became dead weight. Dedrak with its small, bright eyes. “It is most sacred to my kind.” fought down a rush of panic. The mystic spells had failed! Then I promise not to destroy you until the sun of He was too low, too slow and too heavy suddenly to stay E’knar rises on my scales once more.” aloft. Instinctively, his wings began to beat furiously, but the The human considered for a moment, then spoke again. armored bracers that lined the leading edge of his wings “Promise me also that you will not speak again to any hampered them. He began to tumble down through the human during that same time-unless I speak to you first.” trees, snapping branches and trunks even as he continued “This goes beyond tolerance!” Dedrak trumpeted. to struggle with the activation gems in his armor plating. He “Humans have always bargained for their lives with lies! I hit the ground with a terrible thud, plowing a long furrow should kill you where you stand!” through the brush. Dedrak came to rest on his right side “But you will not,” the human countered. “I am the key against a rock outcropping, the breath pushed out of him to your discovering the truth. Kill me, and the truth dies from the impact. with me. Kill the truth, and many more of your clan will fall Wheezing, Dedrak turned his head. Several humans, all before the horrors you have already witnessed! clad in the same red outfit as his prisoner, were walking “I have given my word twice,” the human pressed once toward him from the woods. more. “Promise me this one thing more, and both truth and His prisoner, however, was waving at the newcomers your clan with triumph!” and shouting. “Nice shooting men! I think you may have Dedrak’s words were quiet but clearly audible. “Very taken the prize for this hunt!” well, I so promise.” Dedrak tried to strike at the deceiver, but he found that “On your honor and your Code?” the human demanded he could not move. smoothly. “Who goes there?” came the cry from the approaching We must start somewhere. figures. “Yes,” Dedrak sighed. *On my honor and on the New “I’m Luf Darmen,” Dedrak’s former-prisoner replied. “I’m Code.” the scout that brought you this beast, and I demand a full share for my trouble!” One of the newly arrived humans lifted up his helmet visor and inspected the jewel-encrusted armor of the

DRAGON 250 • 77 dragon with obvious lust. “It’s been a long day, but I’m selves to their representatives for trial according to looking forward to taking this one apart!” their laws.” “You and me both, brother! Strip his armor while he’s Maris snorted. “Or what? still stunned-all of it, mind you! Don’t kill him, though! This Enderly said simply, “I will do my duty.” one’s old and feeble-mute and fireless as well. I think we “I, too, will do my duty,” Maris said with a laugh. “Have might take him back alive!” you any idea how many mystical societies across the stars “As you wish, Luf Darmen,” the grinning human smiled want even the most insignificant part of a dragon?” in reply. “You’ve done well!” “It’s still murder. There isn’t a legitimate government Luf Darmen, the dragon thought, as he lay paralyzed on among the stars that would sanction what you’re doing the ground, if I am still living when the sun rises, you will die here! Humans are not all the same,” Khyne said, his voice squealing between my teeth. carrying a little farther than before. “The vast majority of humanity deplores what you are doing here!” Dedrak shifted his head so that he could hear well. He realized that Khyne was actually speaking for his benefit. Naked, a humiliated Dedrak was lifted by magical rods “And I’m supposed to care?” Maris giggled. “Oh, you are carried by each of the evil humans. By this means he was funny, Enderly. I’m going to miss watching your news floated into the center of their hideous encampment. The reports. The fact is that your story dies here with you! I glowing dome he had seen earlier proved to be a much don’t need to please the masses as you do! Trade in larger version of the metallic egg in which he had found dragon meat, dragon scales, dragon eyes, dragon tails-it Luf Darmen. Several smaller, similar eggs were set around might be illegal, but there are enough people willing to pay the edge of the clearing. No, Dedrak realized, they are not anything to obtain them that legality might not be high on eggs. These are the ships of the humans. This is how they my list of priorities.” cross the stars. “Humanity considers you a criminal and a murderer,” Before him strode Luf Darmen—the human who had Enderly shouted. betrayed him and brought him to the very center of those “Murderer? Of what?” Maris yelled back in red-faced who sought to destroy his kind. Darmen led the procession rage, pointing to Dedrak as he spoke. “That?” to the base of the largest ship and then stopped. The bear- “You know,” Khyne said idly as he folded his arms across ers stopped as well and, indicating with their glowing rods, his chest and gazed up. “Your mystic dampening technol- lowered Dedrak to the ground of the clearing. ogy is pretty impressive.” Khyne turned slowly to face The entire procession had attracted quite a crowd. Dedrak as he spoke. His hands were cupped before his Hundreds of humans began to gather around the clearing. chest. “By the way, you seem to do well against panicked A few still wore their opaque red helmets, but the vast dragons with long range weapons and against armored majority of them had removed both their helmets and their dragons with your dampening projectors. That is because red outer garments. Dedrak was suddenly struck at how the Tsultak have chosen to try living civilized lives. Yet different the humans were from one another. Light hides beneath the veneer of their clothes and their magical and dark hides in all imaginable shades. Hair colors span- armor, their Code and their manors, there still beats the ning rainbows in lengths ranging from long braids to none heart of a dragon, a warrior, and a predator.” at all. Thin, wide, tall, short: all were undeniably human Dedrak’s great eyes stared into the eyes of the human and yet so very different one from another. Dedrak, when standing before him. he had considered the possibility of their existence at all, “You’re a dead man, Enderly,” Maris intoned. had thought that there might be some means of telling the “I was just wondering,” the Vestis responded, “how you males from the females. It had never occurred to him that and your gang would fare if you were stripped of your all such a vast variety of types might make such distinctions your smug technology to face a naked warrior dragon who difficult for the untrained eye. wanted to exact pain for pain done to his clan?” A ramp extended from the large ship before them, light Dedrak shook within his glowing restraints. His eyes spilling from its interior. A single, wide human descended were locked with Enderly’s as he inhaled a great breath. and stood facing Luf Darmen. The wide human, without The Vestis turned suddenly, a brilliant blue flash bursting saying a word, then walked around Dedrak, inspecting his from his hands. The star flew from his hands and slammed naked scales before coming full circle and addressing Luf against the dome of Maris’ ship. The dome exploded, and directly. the lights that had illuminated the clearing quietly died. “Nice prize!” he said flatly. Muzzle flashes punctuated the darkness from the weapons “Yes, Maris Phlyn, it is a great treasure indeed,” Luf around the clearing, but few found their mark. Those that responded as he removed his helmet, just a claw’s length did bounced off the dragon scales, whose magic had from Dedrak’s maw. suddenly returned. Maris’s face fell into a frown. “You aren’t Luf Darmen!” The darkness was complete and, in the sudden absence “I am Vestis Khyne Enderly of the Inquisition.” of light, it was also blinding. Humans stumbled about in the A gasp rose from the assemblage at the sight of his face. darkness. Several of them called out for light. Several weapons were trained on Khyne Enderly with Dedrak granted their wish. Searing flame erupted from deadly earnest. his nostrils. “Maris Phlyn, you are under arrest for the murder of the Dragons of the Tsultak Majestik. You will surrender your-

78 • AUGUST 1998 The dawn rose over the E’knar wilderness. Billowing Khyne smiled. “And I hope you’ll extend me the same flames roiled out of the canyon below Dedrak. Justice had courtesy.” been done. The human infestation had been cleansed. ‘Perhaps,” Dedrak rumbled. “Besides, I should bring a All, that was, but one. present to placate my first wife. A pet, perhaps . . .” Khyne Enderly stood next to Dedrak, his soot-streaked Khyne could not tell whether the dragon was smiling. face examining the destruction below. Enderly sighed. “The dawn has risen. The light has hit your scales, Minister. Does your Code require that you kill me now? “No,” Dedrak smiled. “I may defer that judgment to the Council of Nine. The truth is that I look forward to bringing Tracy Hickman currently is wasting too much time playing Might you before the Council. No one has brought a mythological and Magic VI and with his own websites for his own good. He creature back before the Nine before. Some may be con- needs to write more and play less. cerned-but not all of us will be your enemy. Not all drag- ons think alike. Do not judge us so harshly.”

DRAGON 250 • 79 THE WYRM WHO WATCHES Nymmurh

Nymmurh has taken HE WYRM WHO WATCHES is known to only a few folk of more than one family the North. Almost all of them, outside of a particular Waterdhavian noble family, think he’s just a fanciful character in patriarch or matriarch an old -tale that purports to explain why some noble families of on a magnificent “last Waterdeep are so wealthy. Volo managed to learn rather more in a ten- day dalliance with the young Lady Ravithara Silmerhelve—but as ride,” flying them on commented, “If Lord Laerlos Silmerhelve ever reads this, his back through there won’t be a fortress strong enough or distant enough in all Toril to save the skin of Volothamp Geddarm from the vengeance of the vicious storms over the Silmerhelves. I hear Ravithara wants the father of her baby to return to Sea of Swords until her side, too.”

It should be noted before we continue pictures now serve Nymmurh as con- lightning slays them. that the child, Emmeros Silmerhelve, is a stantly-operating scrying “portholes.” strong baby boy who’d have to see more He can see, hear, and speak through than a dozen of his kin die before he ever them at will, though the mirrors and pic- became head of the house; he’d not be in tures show no sign of his presence the direct line of succession even if his beyond a strong but invisible magical father were an honored noble openly aura. married to Ravithara (a fourth cousin to When Nymmurh desires to show him- Lord Laerlos). He is, according to Elmin- self to observers “on the other side,” he ster, blessed with Volo’s unmistakable, need only perform a simple (and almost er, “good looks.” instantaneous) manipulation of the per- Nymmurh is a figure almost as elusive manent scrying magics. The mirror or by as the father of Emmeros. This ancient portrait shimmers for an instant, then bronze he-dragon has enchanted several reveals the head of the kindly dragon Ed Greenwood mirrors and portraits in the Silmerhelve “beyond“ the wall. family mansion in Waterdeep, and in The portholes provide Nymmurh illustrated by several outbuildings of their country with a constant source of entertainment, Storn Cook estate, Helvenblade House, northwest of as the Silmerhelves live their lives under Westbridge. These looking-glasses and his watchful gaze. He reveals himself to

80 • AUGUST 1998 at least one family member of each gen- be, or he’ll make them think someone eration, so he can guide the Silmerhelves is coming or even trick individuals with timely advice and learn news from into thinking certain persons are in them. (Family members in the know love with them; he knows reams of often position themselves within view of love poems and will quote them a known porthole for gossip and impor- using the voice of a particular tant family conferences or confronta- Silmerhelve, addressing them to tions.) Nymmurh’s habit of keeping someone he knows can hear. himself secret from most Silmerhelves The Wyrm Who Watches can also means that he can surprise treacherous allow things to pass through a portal or foolish family members when he acts by calling on its magic to shape a against them, and he keeps general temporary gate. This allows him, knowledge of his own existence in the another creature, or an object or col- “family legend” category rather than lection of items smaller in total vol- “known family weapon“ that outsiders ume than Nymmurh to travel can anticipate. Through the generations through the mirror or portrait in Nymmurh has aided many Silmer- either direction. Travel is accom- helves, usually younger sons who go plished merely by touching the mir- adventuring, but on many occasions the ror or portrait; travelers need not same individuals when they’re in their pass (or be able to fit) through its gray years. Nymmurh has taken more frame. If Nymmurh hasn’t acti- than one family patriarch or matriarch vated this ability, nothing happens on a magnificent “last ride,” flying them beyond normal contact with a on his back through vicious storms over solid object, when any part of the the Sea of Swords until lightning slays portal mirror or portrait is them. In return, the Silmerhelves have touched. come to Nymmurh’s aid when his lair is Such portal travel is always threatened or when a marauding dragon safe but has the side-effect of has wounded him in battle. “turning off” any active magics One of the greatest treasures of the on or surrounding something Silmerhelves, an elven stormsword that passes through a portal. (described in DRAGON Magazine Annual Memorized spells, quiescent mag- #1), is a gift from Nymmurh. Tales of ical powers, and enchantments Silmerhelves coming back from the dead that are present but inactive aren’t to defend loved ones or to protect them affected, and if active magics can during perilous trips are the work of the be made quiescent without ending bronze dragon, using his magic to take or destroying them, the portal does so. NYMMURH IS AN INCURABLE on human form. He is also not above Nymmurh has used this property to COLLECTOR OF SOUVENIRS. covertly arranging matches for young whisk beings safely to his lair, send items When he attends a revel, he’ll bring back Silmerhelve daughters. to a Silmerhelve, and even to enter his empty glass or a lace doily. Nymmurh can scry all of the Silmer- Silmerhelve homes himself. helve portals constantly; according to If no urgent need exists, the bronze Elminster, their “other ends” ring the dragon uses other means of transport; As a hatchling, Nymmurh was whim- main cavern of his lair like so many making a “portal trip” ruins the magical sical, good-natured, and curious, espe- floating crystal balls. He has portals at all link between the mirror or portrait and cially about humans. He stumbled on gates to Silmerhelve properties, in at its scrying-globe in his lair, causing the the portal-magics—about which Volo least one cellar of each home, and wher- latter to collapse. The spells that create a could learn almost nothing, and about ever there are ovens, large cooking- new one and link it to the portal once which Elminster could add scarcely hearths, or heating-fires (so he can cry more can be done entirely from more-in the lair of an already-dead alarm if fire, theft, or imminent attack Nymmurh’s lair, but they are long, dragon. Who that dragon was, and threaten). Sound travels freely through exacting, and expensive (in terms of rare, where that lair lies, are secrets Nymmurh’s portals, so he can bellow hard-to-obtain ingredients that usually Nymmurh has never revealed. and be heard in the Silmerhelve abode. involve hired adventurers-all of whom The bronze dragon promptly used the Often he mischievously speaks in Nymmurh deals with while in human portals to learn all he could about ghostly whispers or imitates someone form, and some of whom are sent after humans by observation. First mentioned who’s elsewhere, to alarm visitors who unnecessary ingredients, to keep the list in Silmerhelve family diary entries writ- are nosing about where they shouldn’t of crucial ones secret). ten in the first year of Northreckoning,

DRAGON 250 • 81 The Wyrm Who Watches apparently be. He loves to experiment (in a kindly, chose the Waterdhavian family ready-to-correct-his-own-mistakes man- purely at random. Down the ner) with manipulating the Silmerhelves, years, Nymmurh has from to see if he can affect human fortunes and time to time covertly opened make humans more as he’d like them to other portals in other places. be: kinder, gentler, wiser, and Fear of discovery, being slower to act before conse- traced back to his lair, and the quences are considered— necessity to visit the “other” and far friendlier to side of the portal to create bronze dragons. He the link has kept non- also likes to try to Silmerhelve portals rare guess what lies ahead and caused Nymmurh to in the broader sweep of destroy or close those he realms rising and falling, doesn’t deem necessary. advances in trade and The bronze dragon technology, and so on, find- desired to learn about ing it all very entertaining. humans because he saw ? He has no need to rule or them as the “great shaping dominate, and he finds no joy force” that would rule over or in outwitting or trapping oth- influence all of Faerûn during ers; Nymmurh loves to watch his lifetime, and he wanted to from the background, unno- know how humans think and act. ticed and unmolested by his Now a great wyrm of age-paling own kind and other passing scales and increasing lassitude (he naps predators. often, sometimes for long periods), He’s known to be an accomplished Nymmurh is an expert in human nature, mimic and a persuasive speaker, able to including changing fashions and sometimes uses when speaking through “convince folk right out of their stock- thought among Waterdhavian upper- a portal to conceal his draconic nature. If ings” (as Elminster put it) and to suc- class humans over a span of more than a he wants to conceal his true form from cessfully impersonate folk more or less thousand years. He knows thousands of someone, he usually takes the shape of a at will: that is, to make people believe human jokes, songs, and rhymes, and Silmerhelve ancestor and does what he he’s a merchant of Amn or an escaped slave from Thay, not the wizard Elmin- ster or Bloskrin Thuulbrin, Fine Fur- he Pit is a large and intricate network of caverns, a Dealer Extraordinaire from Westgate.

Nymmurh’s Lair dozen of which are large enough for Nummurh . . . The bronze dragon’s lair is located high among the most inaccessible peaks of Alaron. From there he raids the High has even advised the human sage (and calls “the haunted portrait trick,” acting Moor and one of the islands in the authority-on-dragons) Velsaert of Bal- as the long-dead Silmerhelve whose por- Korinn Archipegalo (which he long ago dur’s Gate about the nature of dragons trait he’s staring out of, while wearing stocked with hardy goats) for food. The and recent Sword Coast draconic his or her face. If he wants personally to bronze dragon affectionately refers to his doings. visit a Silmerhelve house, he usually cluttered labyrinth-of-caverns home as According to Velsaert, Nymmurh takes the form of the mumbling-mad “the Pit.” This has caused some adven- views other dragons much as he views Lady Saerista Silmerhelve (of whom turers over the years, a-hunting dragon humans: as potentially dangerous more is said below). treasure, to mistakenly seek deeper delv- sources of entertainment it’s prudent to The key to Nymmurh’s character ings. (Usually they find meenlock- learn all he can about. Nymmurh tries to could be his constant need to learn more haunted mines in the vicinity, and come hide his existence from other dragons as about Toril around him, and its human to grief if they’re not smart enough to much as possible, swooping down on inhabitants in particular. Even after an flee before being surrounded and over- his larder-isle to feed by night, and oth- age of watching and observing, the whelmed in the lightless passages.) erwise almost never venturing out of his bronze dragon is still fascinated by what The Pit is a large and intricate network lair in dragon form. He employs a vari- humans get up to, and why-and how of caverns, a dozen of which are large ety of “favorite” human forms that he predictable and unpredictable they can enough for Nymmurh to laze or glide

82 • AUGUST 1998 around in, in his own form. They can be Although magical items and true trea- lucid moments, she shuffles about whis- reached by a shaft that leads straight up sure are both rare among all the clutter, pering to herself, her gown in revealing through the heart of a lofty peak, but they do exist, hidden away in side cav- rags and her hair an unkempt, dusty for- which the bronze dragon guards with a erns reached only by dint of a lot of est. Saerista has seen some 60 winters large grating of sharp, 40’-long spikes heaving aside items and clambering and is quite content to remain in the Pit, that menace anyone falling or flying over others. Nymmurh once helped a eating what Nymmurh brings her, read- down the shaft. The grate can swing foolish young Silmerhelve pay off a debt ing books from among all the heaped downward and into a side-alcove, out of by showing up with a million gold belongings, and exploring those belong- the way, but it is almost always locked in pieces (which he dumped around the ings in an endless excavation of won- place, a forest of deadly blades that pre- creditor in an imprisoning ring while in ders. She knows who and what vents dragons from dropping in unin- dragon form, just to impress everyone Nymmurh is, and that he’s “the vited. Made by titans long ago for a involved) and has on several occasions Guardian of the Silmerhelves”—and pri- now-destroyed fortress of their own, the gifted Silmerhelve couples, at their nup- vately considers him a disguised god grate consists of many smaller spears tials, with small but useful magical who rescued her out of kindness. If she and swords fixed upright between the items. Two stone golems (salvaged from can ever find some way to repay him, huge blades, so as to endanger creatures ruins) stand hidden among all the she will. Her treatment by the orcs drove of all sizes larger than a fox or hawk. It is heaped items, ready to attack intruders her from befuddlement to outright mad- smeared with pitch so as to retain a cloak at the dragon’s command. ness, and she’s often completely of powder (a mixture of natural sub- Nymmurh’s Pit has one other resi- unaware of the world around her. At stances that neutralize acids), and it dent: the mumblingly-mad Lady such times, she’s quite likely to speak in bears a permanent globe of invulnerability Saerista Silmerhelve, rescued by the many strange voices, as if a dozen differ- enchantment. Wyrm Who Watches from the cooking- ent folk were sharing her skull. Saerista The side-passages and caverns of the spit of the can be unnerving, but she’s harm- Pit are smaller-too small for a full- patrol less, not a suddenly-murderous grown bronze dragon. One of these tan- who cap- maniac. Anyone who threat- gled networks of ways leads some miles tured her. ens or attacks Nymmurh away, to a connection with the surface: a small cave-entrance under the waters of a cold, swiftly-flowing mountain river. This cave is inhabited, and guarded for Nymmurh in return for gifts of food, by Annaclathaer, a marl (q.v., ® Annual Volume Two). Their long-standing agreement has become a firm friendship, and if the marl breaks a magical glass “signal chime” Nymmurh gave him, and the bronze dragon is at home to hear it, the great wyrm speeds to Annaclathaer’s aid, ready to fight any foe. The smaller caverns of the Pit are crammed with odd, old items of all kinds; Nymmurh is an incurable col- lector of souvenirs. When he attends a revel, he’ll bring back his empty glass or a lace doily; after match- making a pair of Silmerhelves into their first kiss, he’s quite likely to tear up and take away the stone cemetery bench in the City of the Dead that they met upon. Frag- ments of boats that were wrecked on the rocky coasts near his home (or upon the isle where he keeps larder) are here, some spilling out their SAERISTA CAN BE UNNERVING, ballast-stones or long-perished cargoes. but she’s harmless, not a suddenly-murderous maniac.

DRAGON 250 • 83 Nymmurh’s Domain sarily keeping them-and the things Nymmurh’s Fate Nymmurh ignores the concept of need not be “treasure” as most creatures Nymmurh is likely to continue on domains, cheerfully roaming the North regard it. An interesting whittled through the decades much as he is today, (the Sword Coast and its near-offshore tankard-coaster would catch his eye over until a powerful and merciless dragon or isles in particular) regardless of what a pile of gold pieces. mage (more probably, a cabal of mages, other dragons may dwell nearby or such as wizards of the Arcane Brother- claim the territories he traverses. The Nymmurh’s Magic hood or Cult of the Dragon) learn of his only areas he’ll defend against intruding The Wyrm Who Watches keeps his inter- existence and launch a concerted attack. dragons or other creatures are his own esting, useful, and powerful scrying-link Nymmurh could well fall before he could lair and his larder island. He regards the spells secret indeed, but Volo was able to muster defenses enough to stay alive. Silmerhelves as under his protection, but learn something of his lesser magics He would also suffer acute distress, he won‘t diligently watch over young (spells he passed on to various Silmer- personal danger-and at the least, an wayward family members out seeking helves, down the years), and one of these upheaval of his tidy lifestyle-if a truly their fortunes; he looks after those who follows. evil and ambitious Silmerhelve arose and aren’t engaged in “discovering them- kept his or her intentions hidden until a selves” and doesn’t regard himself Jumpgout successful attack upon, or manipulation responsible for the survival and suc- () of, Nymmurh could be accomplished. cesses of each individual Silmerhelve. If Level: 5 No such Silmerhelve seems likely to the family is ever threatened with sud- Range: 60 yards develop in the current generation, and den extinction, he plans to swoop in and Components: V the bronze dragon has dealt with overly kidnap a few family members to hide Duration: 2 rounds ambitious Silmerhelves in the past by them far away so they can continue the Casting Time: 1 manipulating their kin to unmask their family line while he makes things safe in Area of Effect: Special true natures and to deal with them. Waterdeep for their eventual return. Saving Throw: 1/2 Nymmurh could also die of old age or When cast on dry land, this spell pro- fall in a chance encounter with a younger The Deeds of Nymmurh duces a vertical pillar of roaring flame, and more vigorous dragon. He also just Like most of his kind, Nymmurh favors five feet in diameter and up to 30 feet tall might finally feel the urge to father heirs shark meat above other fare, but this (less if a ceiling or other overhead barrier of his own and begin the dangerous hunt only leads him into occasional plunges exists), which is sometimes mistaken for for a suitable bronze dragon mate. down to join a “feeding frenzy” shark a priestly flame strike spell. The flames Interestingly, Saerista has (completely gathering he observes when flying over. deal 4d6 hp damage to any creature they on her own) begun to search for the Largely disinterested in food, Nymmurh touch (half that if a save is made), then whereabouts of other bronze dragons, is content to dine on the goats of his “jump” away, translocating themselves employing old maps, lorebooks, and a larder isle, though he takes a keen inter- 1d4 + 1 (x 10) feet distant, either in a ran- magical mind-scrying crown (all found est in procuring a varied and interesting dom direction or roughly in a general among the vast mounds of accumulated diet for his “guest” Saerista, so he is con- direction concentrated upon by the oddities in the Pit). Is she reading stantly trading coins he comes by for caster (within a 90-degree arc of the Nymmurh’s mind or responding to bottled sauces and pickled oddities to caster’s desired direction). In their sec- wistful things he’s said? Does her plot bring home to the Pit for her. Nymmurh ond and last round of existence, they involve changing herself into a dragon? spends more time observing Faerûn cause 3d6 hp damage to any creature Conceiving the offspring would be through his Silmerhelve portholes than they touch in this second location, then impossible without magical aid, and anything else, but he does go on forays die away in a swirl of sparks. Flammable probably deadly to her in any event, but every tenday or so, to “gather things” items must, of course, make saving she might not know that or perhaps and “get out and breath air as humans throws vs. magical fire when touched by chooses to deny it. do.” This air often seems to be the a jumpgout. Nymmurh can’t have failed to notice smoky, overperfumed sort that prevails Underwater, a jumpgout spell creates a her studies, but so far he’s pretended not at revels; Nymmurh loves human par- swirling seam of boiling water that can’t to notice. Volo, Elminster, and so of ties for all the chatter and how folk “jump” about and lasts for two rounds course we, too, can only wonder why. behave when they’re tipsy or trying to in the same spot, affecting a cylindrical impress or being deliberately catty or 10’-diameter, 40’-long volume of water. outrageous. All creatures within this area suffer 3d4 So far as is known, Nymmurh has hp damage on the first round and 4d4 hp Ed Greenwood is glad he’s never seen some of never taken a mate nor shown any inter- if they are still within the area during the the spells he’s devised over the years for the est in having offspring or even acquiring second round (the save for half damage AD&D® game work for real. He grants, how- alliances with other dragons. Acquiring still applies). ever, that they might come in handy should things is a hunger in him, but not neces- one of his monsters appear in the garden.

84 • AUGUST 1998

Aquatic Creatures

NE WAY A DM CAN KEEP HIS PLAYERS GUESSING They might look is to introduce new monsters into the campaign. This becomes especially important when the players have many harmless, but of the “standard” monsters and their weakneses memorized. these denizens of When the DM runs an adventure in an unusual environment, introducing unfamiliar creatures keeps the game fresh. the sea can still Many players think only of the danger of on an ocean expanse covered by black sharks, sahuagin, giant squid, and other slime. Imagine the horror as the heroes’ surprise your well-known denizens of the sea. While ship begins sinking into the dark morass. their PCs have fought a wide variety of A school of giant clownfish, divert- monsters in the deepest jungles, the high- ing the attentions of undersea heroes, are seafaring heroes. est mountains, or deep in the bowels of the perfect distraction for sea sprites the earth, they are still unfamiliar with eager to pilfer the heroes’ treasures and many of the creatures living in the ocean. hide them amidst the tentacles of their This is actually ironic, when one consid- giant sea anenome guardians. ers the volume of water covering our The delicate ecology of a lake could own planet (and presumably most game be upset by the presence of giant diving worlds, save Athas, the world of the beetles, and the heroes could be hired to DARK SW campaign setting). remove the threat. The creatures that follow are all found DMs who are intrigued by under- in an aquatic environment, and they typ- water adventuring but want their heroes ify the diversity one finds when examin- to work for those potions of water breath- ing the organisms that make their homes ing are encouraged to read the sea cow in the waters of the Earth. Of these four entry. An adventure based around a sea new creatures, one is a fish, one an insect, cow hunt could provide endless role- one a marine mammal, and one a plank- playing opportunities, with many poten- ton-like colony of plant cells. Some of tially humorous mishaps along the way these creatures are harmless, while oth- These four are only a drop in the ers can kill in a gulp. Some are raised as bucket of strange, new aquatic creatures by oceanic “farm animals,” while others just waiting to be discovered. roam the waters at will and know no Johnathan Richards master. Incorporating these creatures into the campaign becomes a matter of illustrated by DM ingenuity. Here are some examples: Johnathan Richards would like officially to Stephen Schwartz A DM can increase the peril of ship- dedicate the giant clownfish to his 12-year- to-ship combat by having the battle occur old son, Logan “Bogey” Richards.

88 • AUGUST 1998 CLIMATE/TERRAIN: Ocean surface FREQUENCY Rare ORGANIZATION Colony ACTIVITY CYCLE: Any DIET Omnivore INTELLIGENCE: Non- (0) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-4 ARMOR CLASS: 9 MOVEMENT: 0 HIT DICE: 2 THAC0: 19 NO. OF ATTACKS 0 DAMAGE/ATTACK: Nil SPECIAL ATTACKS See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: S (1’-4’) MORALE: Average (10) Xl’ VALUE: 175

Also called oil slime, black slime is an aquatic version of the ease spells instantly destroy a black slime colony, but the crea- colony creature known to subterranean explorers as green ture is immune to most other spells. and weapon attacks cause slime. Looking much like a small oil slick, black slime floats on it no damage. the top of the ocean, attacking creatures with which it comes into contact. It has no means of self-propulsion, moving about Habitat/Society: Black slime is a colony creature but has no only at the whims of the winds and the waves. intelligence of its own. Like other slimes, it has a limited aware- ness of the world around through its ability to sense vibrations, Combat: Like both green and olive slime, black slime attacks which allows it to target prey. As the colony absorbs other crea- all living matter that it touches, absorbing it into itself and cre- tures, it grows in size, eventually splitting into two approxi- ating more slime in the process. Any living creature, whether mately equally-sized colonies, each with the creature’s original plant or animal, that brushes against the black slime colony Hit Dice. Several colonies are often found together, but this is finds slime adhering to itself. Within four rounds, that creature merely the result of the tides. Every once in a while, several turns into slime. However, unlike both green and olive slime, colonies drift together and form an extra-large patch of slime black slime has a limited ability to change its basic shape-it floating on the ocean, but these do not stay together long, nor can form strands that float below the surface of the ocean. do they merge into a single creature--once separated, black These strands act like the tentacles of a jellyfish, allowing the slime does not unite together again. slime to adhere to any fish that might pass beneath it. Black slime attacks anything touching its upper surface as Ecology: Unlike green slime, which also eats through metals well. A swimmer bumping into a floating patch of black slime and wood, black slime dissolves only living matter. For this finds himself coated in the stuff, as does a sea bird landing in it. reason, many sailors and pirates actively harvest the stuff. The If a victim can scrape the slime away quickly, he can save him- slime, when carefully poured into a glass vial, can be stoppered self. Unfortunately, it’s much more difficult to scrape black and stored for 4d4 days (until the isolated slime starves), then slime off of one’s body while in the water than it is to scrape used as a weapon against enemy ships. The vials are cata- green slime off while on land, as scraped-off patches usually pulted onto enemy ships to break and splash all over the float right back into contact with the victim’s skin, and a person enemy crew, or can be sent hurling at the enemy with a flaming in the water doesn’t always an object with which he can scrape wick attached, creating an organic version of the Molotov cock- off the slime. tail. Black slime vials are treated as flasks of oil when used in Black slime is a form of plant life and is subject to spells this fashion; consult Table 45: Grenade-like Missile Effects on affecting plants, although even some of those are virtually use- page 63 of the DUNGEON MASTER Guide (see also “Incendiary less. A hold plant spell, for instance, does not prevent black Attacks” in Of Ships and the Sea, pages 41-43) for details. slime from moving, for the movement is a result of wave action, not any intention on the slime’s part. Black slime is immune to cold-based attacks but burns readily upon contact with flame (another reason for the name “oil slime”). Cure dis-

DRAGON 250 • 87 CLIMATE/TERRAIN: Tropical, subtropical, and temper- ate oceans FREQUENCY Rare ORGANIZATION School ACTIVITY CYCLE: Any DIET Omnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 2-12 ARMOR CLASS: 8 MOVEMENT: Swim9 HIT DICE: 1+2 THAC0: 19 NO. OF ATTACKS Nil DAMAGE/ATTACK: Nil SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Immune to paralysis MAGIC RESISTANCE: Nil SIZE: S (3’ long) MORALE: Unsteady (5-7) Xl’ VALUE: 65

Larger versions of the tiny tropical clownfish, or clown Habitat/Society: Because they like staying close to the giant sea anemonefish, the giant clownfish is brightly colored, its body a anemones, giant clownfish are often found living together in brilliant orange vertically striped with wide bands of white. small schools. Clownfish are frequently preyed upon by Each white band is bordered on both sides with a narrow black sharks, rays, and large fish as well as ixitxachitl, sahuagin, and band, and the tail and fins are each black at the tips. Like their crabmen. smaller cousins, they are immune to the stings of the sea In addition, the giant sea anemone serves as a food source anemone and spend much of their time safely within the wav- for the clownfish, who often eat the tiny sea creatures that occa- ing tentacles of such creatures. Giant clownfish are often called sionally are caught in the anemone’s tentacles. They also eat “bogeyfish” or “bogeys.” algae that forms on sea coral. The female lays hundreds of reddish-orange eggs at a time, Combat: Giant clownfish are harmless to man-sized creatures, usually along the sea floor next to a giant sea anemone. The as they have no teeth and can swallow only creatures smaller male, smaller than the female, follows in his mate’s wake and than their own mouths. In extreme situations they can “head fertilizes the eggs immediately after they’re laid. It is the male’s butt” creatures that get too close, but this maneuver causes no job to guard the eggs during the two weeks or so that it takes damage, merely passes on the information “you’re not wel- for them to hatch. Newly-hatched clownfish are translucent come here.” However, giant clownfish are associated with sev- and immediately go off on their own to feed. They gradually eral much more formidable sea creatures. take on the standard coloration and find homes for themselves In the wild, giant clownfish are most often encountered among giant sea anemones. within the vicinity of a giant sea anemone (details on these creatures are found in MONSTROUS COMPENDIUM Volume 4: Ecology: Giant clownfish make their homes in shallow, tropical ® Appendix under “Anemone, Giant”). Clownfish waters. They are seldom encountered far from giant sea exude a slimy coating that protects them from the anemone’s anemones or sea sprites, preferring the safety afforded them by paralytic stings, so they are safe from most creatures while nes- either of these creatures. Sea sprites can swim much faster than tled within the anemone’s tentacles. If egg-eating fish or small clownfish but still enjoy using them for riding mounts when marine creatures move too close to a clownfish’s nest, it can they aren’t in any particular hurry. Many giant clownfish scare off the intruders by making loud clicking sounds. spend their entire lives in sea sprite communities, even when In addition, many giant clownfish are raised by sea sprites, not being used as a means of transport-the clownfish are safer who like them for their vivid coloration and often use the there, and the sprites enjoy the sight of their brightly-colored clownfish as riding mounts. The clownfish do not mind such “bogeys” swimming around back and forth. servitude, as they are then protected not only by the sea sprites The giant clownfish’s immunity to sea anemone stings car- but also by the barracudas that many sea sprites use as guards ries on to other forms of paralysis. For this reason, giant clown- and pets. Barracudas in service to a sea sprite community do fish blood is often used in the inks by which scrolls of protection not attack giant clownfish also in service. from paralysis are made.

88 • AUGUST 1998 Larva Adult CLIMATE/TERRAIN: -Freshwater ponds and lakes— FREQUENCY: Rare Common ORGANIZATION solitary Solitary ACTIVITY CYCLE: Any Any DIET Carnivore Carnivore INTELLIGENCE: Non- (0) Non-(O) TREASURE: Nil Nil ALIGNMENT: Neutral Neutral NO. APPEARING: 1-12 1-6 ARMOR CLASS: 5 2 MOVEMENT: 6,Swim6 6, Swim 15, Fly 9 (C) HIT DICE: 2 4 THAC0: 19 17 NO. OF ATTACKS 1 1 DAMAGE/ATTACK: 1-8 1-4 SPECIAL ATTACKS Acid Nil SPECIAL DEFENSES: Nil Nil MAGIC RESISTANCE: Nil Nil SIZE: M (4’ long) M (5’-6’ long) MORALE Champ. (15-16) Avg. (8-10) Xl’ VALUE: 120 175 In its larval stage, the giant diving beetle is ferocious. Larvae Giant diving beetles have three stages of development: larva, devour up to 30 victims a day-usually snails, small fish, and pupa, and adult. Giant diving beetle larvae look little like bee- worms. Over the next several months, they molt three or four tles. The body is long and thin with enormous mandibles. Col- times. This is always done in shallow water, where access to air oration is always light: they are translucent when they hatch is easy. (Both larvae and adults breath by trapping air in their and gradually become light yellow or orange. Pupae are white bodies, and in each case they need only stick the hindmost tip and fat but rarely seen; hence, no statistics are provided. The of their abdomens above the surface of the water to replenish adult form looks much like a standard beetle, with a hard their air supply.) greenish-black outer shell that looks green underwater. Their In late summer or early fall, the larva digs a burrow for itself hind legs are very long and thick, with paddle-like extremities. underwater, fills it with air bubbles it brings from the surface, and seals itself in. Safe in its earth-cocoon, it pupates-growing Combat: Giant diving beetle larvae are often called “water into a fat, white, grub-like creature with legs. The pupa is an tigers,” both for their coloration and their ferocity. They remain intermediate form, for soon after it metamorphosizes again, motionless against a clump of reeds or other plant stalks, then this time into its adult form. At that point it leaves its burrow pounce upon any prey that comes near. Their mandibles inflict and rejoins the aquatic environment. 1-8 hp damage and inject an acidic substance that liquifies the The adult form is sleek and smooth, allowing the creature to prey’s body. Victims of a giant diving beetle larva’s bite must glide effortlessly through the water. Its oversized rear legs have save vs. poison or suffer an additional 1-6 hp damage. Once a paddle-like ends, and it darts through the water quickly by larva has a victim in its mandibles, it hangs on until the prey “rowing” its rear legs simultaneously. dies or makes a successful bend bars roll. Each round in the Giant diving beetles, as adults, have fully-functioning mandibles, the victim suffers both bite and poison damage. wings, protected by the hard wing-cases that form its shell. Adult giant diving beetles, on the other hand, are scav- With these, the creature can fly from pond to pond or lake to engers. If attacked, they bite with their mandibles, but these are lake, searching for new food sources or spawning grounds. much smaller than those of the larval form and cause only 1-4 hp damage. Adults have no acidic poison attack. Ecology: Adult giant diving beetles are scavengers, attracted to dead and decaying flesh. Although they are solitary, several Habitat/Society: Giant diving beetles are solitary creatures, beetles might join to share in a large food source. coming together only to mate. Mating occurs in water during The shells of giant diving beetles, when ground into a fine the springtime. The male beetle has suction disks on his front powder, are often used in the magical inks used to transcribe legs to keep him attached to the female’s slippery shell. The the spells water breathing and airy water. Venom glands from the female lays the eggs near water plants. (Some bite small holes larval form can be used as an alternate material component for in plant stems and deposit the eggs there.) After three weeks, Melf’s acid arrow spells, although the acid produced by the spell the eggs hatch into larvae. never lasts for more than two rounds in such instances.

DRAGON 250 • 89 CLIMATE/TERRAIN: Warm, shallow ocean areas, often along coastal cities FREQUENCY Rare ORGANIZATION Family ACTIVITY CYCLE: Any DIET Herbivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-4 ARMOR CLASS: 8 MOVEMENT: Swim6 HIT DICE: 3 THAC0: 17 NO. OF ATTACKS: 0 DAMAGE/ATTACK: Nil SPECIAL ATTACKS Crush SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (10’-12’ long) MORALE: Steady (11-12) XP VALUE: 65

The term “sea cow”, often used interchangeably with either Many coastal cities have begun the practice of farming sea “manatee” or “dugong,” is also used to describe a specific mag- cows, keeping herds of the creatures penned in an area using ically-enhanced offshoot of the manatee species. These look vast undersea fences and nets. As long as there is plenty of very much like normal manatees, haveing two front flippers food, the sea cows don’t mind the corrals, as the barriers keep and a single-edged horizontal tail fin. An extremely thick upper out many of the aquatic predators that feed on them. lip hangs down over the lower lip, much like a walrus without the tusks. The sea cows’s coloration ranges from brown to gray. Ecology: The sea cow is a source of many useful materials, the greatest being its milk. Sea cow milk is perfectly palatable Combat: Sea cows aren’t very efficient at combat. They are (imbibers claim it tastes somewhat like goat’s milk), and has slow-moving, slow-witted creatures with no natural weapons the added benefit of allowing water breathing as per the third- and little combat inclination. They have several blunt teeth, but level wizard spell. People drinking sea cow milk can breathe these are used for chewing aquatic vegetation, not for biting at either air or water for the duration of the magical effect, which enemies. The creatures’ rather high Morale rating shows not lasts a little less than an hour (1d4+1 turns). For obvious rea- their battle prowess but rather their inability to discern that sons, this milk is highly prized along coastal cities, allowing combat is occurring: many instances have been documented air-breathing races to hunt, fish, and explore underwater for where hunters have waded into a small herd of sea cows and extended periods of time. Many coastal cities that have trading speared one, pulling it up onto shore and gutting it, without industries with nearby merman or locathah settlements make discomfiting the other members of the herd in the least. use of sea cow farms, so that they may visit these oceanic cities. Once they realize that danger is present, most sea cows sim- The growing use of sea cow milk has angered those wizards ply try to flee to safety. During mating season, though, a male who make and sell potions of water breathing, for sea cow milk might take offense at anyone coming too close, lunging at the provides all of the benefits of such potions (with only a slight intruder to crush him with its own huge body. Since sea cows reduction in duration) at a fraction of the cost. On the down are not speedy, crushing damage is limited to 1d6 hp damage. side, sea cow milk spoils quickly and loses its magical proper- ties after a day. One scheme growing in practice is the selling of Habitat/Society: Sea cows in the wild are most often found in sea cow milk as a potion of water breathing, charging the full the waters along warm coastal areas. They stay close to shore, price of a magical potion for something that can be purchased where the aquatic plants on which they feed are found, and elsewhere much cheaper. often feed at night when it’s safer. Sea cows stick to small fam- In addition, the sea cow is a good source of meat and blub- ily groups, usually a mated pair and their offspring. During ber. The meat is very tasty, and the blubber is useful in the mak- mating season, larger groups of sea cows often congregate ing of candles and lamp oils. together. As mammals, sea cows give live birth (a single young is born at a time), and the females produce milk. It is this milk for which the sea cow is prized (see “Ecology,” below).

90 • AUGUST 1998

Secrets of the Arch-Geomancer

HE RUINED KINGDOMS ADVENTURE FOR THE

With the arch- AL-QADIM® setting introduced a terrifying menace from the geomancer's Land of Fate’s past, the Arch-Geomancer Tisan, Ninth of Nine, Ruler of the Supreme Council, Sunderer of Dreams, She Who Turns second defeat, her the Wheel of Fate. Tisan and her fellow geomancers ruled the ancient spell library was empire Kadar, what is today known as the Ruined Kingdoms.

Geomancers combined wizardly and The Lions of Yesterday spent their lives pillaged, Since then, priestly magic in the study of the ele- destroying all trace of the Geomancers ment of earth. They utilized powerful and their learning. During that time, the , called geoglyphs, and numerous Kitab was safely imprisoned with Tisan several lost volumes unique spells. Those interested in the art inside Tadabbur. With the Arch-Geo- of geomancy can find it fully detailed in mancer’s second defeat, her spell library the Ruined Kingdoms boxed set. was pillaged. Since then, several lost vol- on Geomancy have The cruel geomancers were over- umes on Geomancy have surfaced in the thrown by a group of farisan (holy war- Lands of Fate, including the Kitab. riors) called the Lions of Yesterday. Tisan, surfaced in the Lands the greatest geomancer of all, was Appearance imprisoned in her stronghold Tadabbur. This “tome” is actually a single, long scroll written in Kadari on magically pre- of Fate . . . The Kitab al-Asfr served papyrus from the Nogaro River. The woman who would become the The papyrus is wound around a three- arch-geomancer was born centuries ago foot-long rod of teak wood from the into Kadar’s nobility. Balshareska, as she Grey Jungles. The smooth, varnished rod was called, first trained as a priest of the sticks out of the rolled papyrus sheet at elemental Cold God Grumbar. She both ends, forming handles. The scroll is schemed her way into the Imperial Col- tied with two ribbons made from cobra lege of Geomancy, where she studied snakeskin. wizardly magic. Within 50 years, The scroll rests within a narrow coffer through a combination of intimidation, about three and a half feet long and six by coercion and treachery, she attained inches wide. The coffer is constructed of supreme power in Kadar in the position varnished teak wood and lined with Paul Fraser of Tisan, ruler of the Council of Nine. It scarlet silk. Its exterior is carved with was on the eve of being named Tisan that strange symbols. Illustrated by Balshareska compiled the Kitab al-Asfr. The top of the coffer, which lifts away, Steven Schwartz In later years, she regarded it as a useful is engraved with a nine-spoked wheel. work from her “youth.” The wheel’s hub is a jet the size of an

92 • AUGUST 1998 apricot. This wheel and hub comprises Dusting the Rock victim is immobilized until a successful the asfr, the geomancers’ emblem. It (Alteration) dispel magic is cast upon him or the accu- symbolizes the relationship between Fate Level: 3 mulated particles are washed away. (the outer wheel) and the world (the Range: 30 yards Three gallons of liquid per size category hub). Components: V, S, M of the victim (nine gallons for man-sized The coffer lid is held in place by an Duration: 4 rounds + 1 round/level creatures) can wash the matter away. ingenious locking mechanism. The Casting Time: 3 If the victim saves, the dust causes him wheel’s hub must be pressed down and Area of Effect: 1 creature only to sneeze once, ruining any spells twisted counter clockwise to unlock the Saving Throw: Special he might be casting and otherwise dis- lid. Any other attempt to open the coffer, When this spell is cast, the victim rupting his concentration. or twisting the gem in the wrong direc- acquires a “magnetic” field that attracts The material components of this spell tion, causes a glowing golden geoglyph dust and any nearby loose earth, sand or are dried quicksand and magnetized to appear in the air a few inches above gravel. If the victim fails a saving throw, iron filings, which are flung at the target.. the coffer. Those whose hit points do not he suffers the full effects of the spell. On exceed 100 and who see the glyph the first round, he is covered by a film of Cone of Earth become petrified as the reverse of the dust. In the second round, enough parti- (Invocation/Evocation) wizard spell stone to flesh. The glyph, cles accumulate to add a +2 penalty to Level: 5 which is cast at 18th level, disappears the victim’s armor class and a -2 penalty Range: 0 after one round, but it reappears when- to his attack rolls. In the third round, the Components: V, S, M ever the lid is meddled with improperly victim suffers the Duration: Instantaneous To lock the coffer, one must replace the effects of a slow Casting Time: 5 lid, press down on the hub, and twist spell. On the Area of Effect: Special clockwise. fourth round Saving Throw: 1/2 The coffer and scroll rod save as thick and there- wood and receive +4 bonuses. The after, the papyrus scroll saves as paper with a +4 bonus; it is impervious to normal or magical fire.

Contents Tisan was a dual-classed wizard/priest. She mixed wizard and priest spells indis- criminately in her tome. The new spells detailed below are con- sidered part of the wizard school of ele- mental earth and may be used by earth elementalists (see the Tome of Magic). The Kitab al-Asfr contains the follow- ing wizard and priest spells (AA indi- cates a spell from Arabian Adventures, ToM indicates a spell from the Tome of Magic, F&A indicates a spell from Faiths & Avatars, “P” indicates a priest spell, and “*” indicates a new spell described below): transmute rock to mud (P), sandcone (AA), earthenair (F&A) (P), fist of stone (ToM), dusting the rock*, stone tell (P), earthenport (F&A) (P), conjure elemental, stone- skin, stone shape (P), sand sword (AA), cone of earth*, stone to flesh, eartkquake (P), entomb- ment*, unleash monolith (AA).

DRAGON 250 • 93 This spell lets the caster shoot forth Entombment ceeds, he can hold his breath for a num- from his fingers a cone of earth five feet (Alteration) ber of rounds equal to one-third his Con- long and one foot in diameter per level of Reversible stitution score, rounded up. (See the the caster. The cone inflicts 1d4 + 1 hp Level: 6 rules on “Holding Your Breath” in chap- damage per level of the caster, to a maxi- Range: 30 yards ter 14 of the Player’s Handbook.) If the sec- mum of 10d4 + 10 hp at 10th level. Components: V, S ond save fails, the victim was too startled Creatures of up to Large size struck by Duration: Instantaneous to fill his lungs with air and can hold his the cone are partially buried and must Casting Time: 6 breath for only one-sixth his Constitu- spend 1-2 rounds digging out. During Area of Effect: One creature or one object tion score, rounded up. this time, victims are +3 on their initia- of 1 cubic foot/level The ground upon which the victim tive rolls and considered held as by a hold Saving Throw: Neg. formerly stood is immediately safe to person spell or similar effect. (See the This spell causes the ground beneath a walk upon but has obviously been dis- combat modifiers section in the Player’s creature or object designated by the turbed, marking the site of the entomb- Handbook.) caster to collapse. A victim who fails a ment. Regardless of the victim’s size, his Those victims who make a successful saving throw tumbles into the hole so head is always located ten feet beneath saving throw vs. spell suffer half damage created and is buried alive. The victim the surface. In the case of entombed and are not buried. Huge and Gargan- cannot move and eventually suffocates objects, the top of the object is always ten tuan-sized creatures cannot be buried by unless freed. A victim who makes a suc- feet beneath the surface. this spell. cessful saving throw vs. spells can leap The reverse of this spell, exhume, The caster must be standing on clear of the hole and is not entombed. causes the ground to shift, gently raising earthen ground, not rock or sand, for this An entombed victim must make a sec- to the surface any single buried creature spell to function. ond saving throw to determine whether (dead or alive) or object designated by The material component of this spell is he managed to get a good gulp of air the caster. The caster must know that a small piece of fool’s gold. while falling. If the saving throw suc- such a creature or object exists for the spell to work, although he need not know its exact nature. For example, the caster may elect to exhume a body buried in a grave plot without knowing its identity or how long it has been interred. If the creature or object to be exhumed is buried deeper than ten feet, the spell fails. Entombment has been known to deposit victims in underground caves or chambers that happened to exist 10 feet beneath the surface, unbeknownst to the caster. This spell should not be confused with the 3rd-level dao spell entomb, from the Secrets of the Lamp boxed set.

Author Paul Fraser’s favorite published cam- paign world is the Land of Fate. Remember, “We have no fate but the fate which we are given!“

94 • AUGUST 1998

Magic With Class

DMs who want to OST MAGICAL ITEMS ARE EFFECTIVELY “UNIVERSAL,” applying the same benefits to any character who picks them create new up. Many of the items that are restricted to members of a magical items for certain class mimic or enhance abilities of that class: thief teMs that add to the thief’s chance to hide or sneak, wizard items that their campaigns cast spells without draining the mage’s valuable memorized spell, or can draw from items that invoke clerical spells when activated. The warrior’s most common items have bonuses to hit enemies harder or more often. volumes upon Items that enhance the secondary abili- Warrior Items ties of a given class are just as useful to Soldier’s Armor characters. These items don’t bestow low Enchanted by a retired warrior-turned- volumes of such armor classes or allow the owner to wizard, this armor appears to be ordi- inflict massive amounts of damage with nary plate mail +1 unless worn by a spell or sword. Instead they allow the member of the warrior group. The sol- creations as character some freedom to develop and dier’s armor is made of a fine steel and practice his shines easily For a warrior, it is com- primary inspiration. craft with- out worry- ing about some of the lesser prob- lems associ- ated with the class. Unless specifically stated, these by items provide Lloyd Brown III no magical bene- fits for character not of the class for illustrated by which they Jim Crabtree designed.

96 • AUGUST 1998 pletely immune to rust (normal or Sword of Destruction somewhat ironic, as the staff can only magic), its weight is reduced to only 10 The sword of destruction is a heavy, dou- create minor magical effects. At will, the lbs., and the wearer is rendered com- bled-edged long, bastard or two- staff can create any cantrip effect at no pletely immune to bleeding attacks by handed sword. The pommel is usually charge cost, call up an unseen servant swords of wounding or critical hits. Only gold and shaped like the head of a lion. once per day with a duration of three human sized suits of this armor have On a called shot, the weapon hours, also without using any been discovered. breaks or destroys charges, or provide the holder XP Value: 1,200 GP Value: 10,000 an enemy's with total immunity to all 1st- shield, level spells for 1 round per Knight’s Lance armor, or charge. Only one function can be used at any given time. If a new The knight’s lance is a heavy horse lance +2 weapon unless power is invoked, the previous made of ash and tapering to a wide, flat a function ceases. When all of the head. The lance was created by a priestly charges are expended, the item loses order with a strong force of paladins and its additional powers and becomes a was useful in the fierce wars of their simple quarterstaff +1. The staff of high expanding influence. The lance gives magery cannot be recharged. the rider a +4 bonus to all riding checks XP Value: 1,000 GP Value: 10,000 when used and adds +4 to knockdown dice when employed against another mounted opponent, assuming knock- Talisman of Power down rules from PLAYERS OPTION®: This talisman is a round medallion Combat & Tactics is used. If the knock- on a herringbone necklace of some down rule is not used, a 4-point penalty save vs. crushing valuable metal, usually platinum. can be applied to the riding check of blow is made. The attacker simply Inside the circle is an icon that recalls a another mounted warrior struck by the declares which item he is attacking in wizard’s tower and common instru- lance to see whether he remains combat, taking the normal penalties for ments associated with wizards: wand, mounted. a called shot (4 to attack, +1 initiative scroll, and orb. XP Value: 1,000 GP Value: 7,500 penalty). Magical items gain saving When worn by a wizard, the user’s throw bonuses as indicated in the Item level is treated as higher than it really is Saving Throws section of the DMG. The for spell parameters (range, duration, sword of destruction functions as a +1 etc.). Damage inflicted is not increased, weapon at all times. except possibly as a function of spell XP Value: 600 GP Value: 6,000 duration (magical flames that burn an enemy longer, for example). The caster is Necklace of Success not allowed to memorize more spells One per week, this worthless-look- than normal or cast spells unavailable to ing necklace of crystal and brass a caster of his actual level. The number of allows a warrior who wears it to reroll levels added is 1 (1-50 on a d%), 2 any single attack, damage, or saving (51-85), or 3 (86-00). throw. When this ability is called on, XP Value: 1,500 per level the necklace glows briefly after which GP Value: 10,000 it bestows a bless spell on the warrior per level and all allies. within 20 feet for six rounds. Boots of Marching XP Value: 500 GP Value: 5,000 A warrior who wears both of these thick leather boots gains +4 on checks vs. Wizard Items fatigue or exhaustion during forced Staff of High Magery marches and a +2 to all checks to main- If used as a weapon, this oaken tain balance when footing is uncertain. staff is treated as a +1 weapon. It Most of these boots (75%) are of small is engraved with runes and size and break the normal rules for glyphs, some of which might expanding to fit the wearer, fitting only very well be magical on their gnomes, , or dwarves. They own. The tips are shod with often have iron soles. steel bullet-shaped ends, mak- XP Value: 800 GP Value: 5,000 ing the staff a fine weapon in melee combat. The name is

DRAGON 250 • 97 can normally memorize. These spells Priest Items must all be of the same school-the school to which the robe is attuned. Spells from the robe’s opposition school, however, cannot be learned or cast while it is worn. Normally, the robe of the specialist is only worn when the wizard has a spe- cific purpose in mind and needs an extensive array of spells from a single school. A wizard planning for stealth might benefit from a robe attuned to illusion, for example. If a specialist wizard wears a robe that enhances his own school, he gains Vestments of Safety Orb of Protection no benefit, but he can use a robe to These holy garments always belong to a The orb of protection is a coral, obsidian, memorize more spells of a secondary particular faith and only work for a or ivory orb about 4-6” in diameter. It is school that he can use. priest (cleric or specialty) of that faith. often chipped or flawed so that it is XP Value: 5,000 GP Value: 25,000 The vestments are made of whatever nearly worthless as a piece of jewelry. material is appropriate for the faith and The orb’s benefits can be adjusted by are instantly recognizable by any mem- the owner to provide more protection or ber of that faith. They provide a simple reduced for convenience, allowing the but very valuable protection: when wizard to perform other actions. the priest is protected by a per- When a wizard carries this item on manent sanctuary spell that imposes a his person (and not in an extradimen- an enemy‘s saving throw to avoid sional space such as a bug of holding), all saving throws are made at +1. When the XP Value: 2,000 GP Value: 20,000 orb is held in one hand, the saving throw bonus increases to +2. If the wiz- Symbol of Purity ard holds the orb in both hands and Like the vestments of safety, this holy makes no attacks or movement, he symbol works only for a priest of the makes all saves at +4 on the dice. appropriate faith. When the priest pre- XP Value: 2,000 GP Value: 7,500 sents it in an attempt to turn undead, the attempt is made as if the priest were two levels higher, and the maximum number of undead are always affected. Once per week, the item can invoke a sunray spell against the priest’s enemies. Ring of Escape XPValue: 2,500 GP Value: 12,500 This ring of silver or electrum provides a means of escape from a combat that is Divine Armor going against the wizard. The ring is The divine armor is a suit of plate mail often adorned with a uniform type of +2 that protects against the touch of the stone, sometimes in one or more paral- undead and radiates a permanent pro- lel bands, sometimes in a wave pattern. tection from evil. The protection against In any round in which the wizard undead uses one of 2d6 charges that the does nothing but flee a combat, the ring item carries and is identical to the spell. doubles his movement rate. The Divine armor is never made by a increase in speed does not affect com- priesthood that has no power to turn bat, spellcasting, or initiative. If the the undead or does not allow access to caster is in hazardous territory or amid the sphere of . The armor obstacles, he can also call upon the Robe of the Specialist does, however, function for any priest jumping non-weapon proficiency as if When this long, heavy fur robe is worn who can wear it. he had a Strength score of 18. by a wizard studying his spellbook, the XP Value: 1,500 GP Value: 7,000 GP Value: 5,000 wearer adds one extra spell of each XP Value: 1,000 level he can cast to the number that he

98 • AUGUST 1998 Helm of Holy Might trap, he is protected from venom with a off quickly. The dust itself appears as a This simple chain coif provides the priest +4 to any saving throws vs. poison. crystalline white powder, with occa- with the power to resist those who XP Value: 1,000 GP Value: 5,000 sional gold specks. would sway him from his devotion. To When thrown, the dust transforms this end, it provides the priest with a +2 into a manifestation of the spell glitter- bonus on saves vs. Enchantment/Charm dust. It can be thrown up to 10 yards. or Illusion/Phantasm spells. Some Occasionally (25% of the time), the dust is extremely potent and functions at thoughtful priest has also rendered it 18th level, instead of the customary 12th completely immune to heat/chill metal. for most miscellaneous magical items. XP Value: 1,000 GP Value: 5,000 XP Value: 500 per pouch Hammer of Bablas GP Value: 1,500 per pouch This silver-headed warhammer was meant to fight against ancient priests of religions now gone or in retreat. The hammer is engraved with golden runes that are mostly eroded by time and use, leaving little clue as to their original Silent Blade message or even style of writing. This short or broad sword-a fine steel Bablas’ Hammer in neutral good and weapon with a +l enchantment-is has a varying bonus. When used made with the needs of a rogue in against neutral characters or monsters, mind. It is tinted black or deep blue it gains a +l bonus on attack and dam- most often. The pommel is bell-shaped, age rolls, +2 when used vs. evil crea- giving the sword the interesting (if use- tures, and +3 vs. neutral evil creatures. less) ability to stand upright with some It inflicts double damage when used reliability. The silent blade makes Bard’s Spellbook against an evil priest. absolutely no sound when drawn or This travelling spellbook is designed XP Value: 1,250 used. Opponents hit by the blade must with the bard in mind. It has a dark GP Value: 7,500 save. vs. spells or become mute for 2d6 rounds. The original intention was to brown leather cover, bound in brass and keep guards from calling for help, but protected by an iron lock of good qual- it is very effective at preventing the ity. The lock is too small to hold a physi- casting of spells as well. A rogue cal trap but might be protected armed with a silent blade can quickly magically. The pages are light and sup- incapacitate a large group of spellcast- ple, resisting tear and the decay of ers. age. The spellbook holds as many spells XP Value: 1,100 GP Value: 7,000 as any other travelling spellbook, but its pages can also hold up to 100 pages’ Assassin’s Armor worth of songs and tales, magically written so that they appear within the A suit of black leather armor +2, glyphs and symbols used to write the assassin’s armor is soft to the touch magical spells. Only the bard who but resists cutting. writes the tales and songs into the spell- Its main benefit is the ability to book can normally read them. Others hide the wearer by giving him the ben- can read the bard’s notes with read efit of a blur spell at all times, in addi- Rogue Items magic. Burglar’s Gloves tion to its normal AC bonus. When XP Value: 3,000 GP Value: 20,000 These items are a great boon to those wearing the armor, the user can also rogues who search for protected gold. assume wraithform once per day. This They are decorative gloves of fine mater- last ability is often used to overcome barriers between an assassin and his ial, usually silk or velvet. The wearer’s sense of touch is heightened tremen- prey XP Value: 1,500 GP Value: 6,500 Lloyd is an all-around gamer who likes to dously. He has a 50% chance to find play nearly any game, as long as it’s D&D. secret compartments less than 1’ x 1’ by Dust of Blinding “D&D” is actually a category on his finan- feeling around the area. Traps are also This magical dust commonly appears in cial record software. Now that he’s discovered 5% more likely to be detected for the a silk pouch, most often a belt pouch the internet, you can find him at same reason. Should the thief miss a that can be carried and removed or torn [email protected].

DRAGON 250 • 99 100 • AUGUST 1998 DRAGON 250 • 101 Convention Calendar Policies This column is a service to our readers worldwide. Anyone may place a free listing for a game convention here, but the following guidelines must be observed. In order to ensure that all convention list- ings contain accurate and timely information, all material should be either typed double- spaced or printed legibly on standard manu- script paper. The contents of each listing must be short and succinct. The information given in the listing must include the following, in this order: 1. Convention title and dates held 2. Site and location 3. Guests of honor (if applicable) Clearwater, FL 33759. Email: 4. Special events offered [email protected] Web: www. 5. Registration fees or attendance requirements, and, concentric.net/~jlorien/conline/index. 6. Address(es) where additional informa- html. tion and confirmation can be obtained. Convention flyers, newsletters, and other mass-mailed announcements will not be Con-Bat '98 considered for use in this column; we prefer August to see a cover letter with the announcement Aug. 28-30 TN as well. No call-in listings are accepted. Holiday Inn, Clarksville, TN. Events: Unless stated otherwise, all dollar values Game Fair '98 roleplaying, wargaming, miniatures, given for U.S. and Canadian conventions are in U.S. currency. August 6-9 WI historicals, , and SF boardgam- Warning: We are not responsible for Milwaukee Convention Center, Milwau- ing, dealers’ room, and movies. Regi- incorrect information sent to us by conven- tion staff members. Please check your con- kee, WI. Guests: Robert Picardo and stration: $10 pre-reg, $12 at the door. vention listing carefully! Accurate information John DeLancie, cast members from the Contact: Con-Bat ‘98, 1364 Ft. Campbell is your responsibility. original Lost in Space, and Bruce Camp- Blvd., Clarksville, TN 37042. Email: Copy deadlines are the first Monday of each month, four months prior to the on sale bell and Alexandra Tydings from Her- [email protected] date of an issue. Thus, the copy deadline for cules and Xena. Events: RPGs, TCGs, the December issue is the first Monday of September. Announcements for all conven- board games, miniatures, family games, Bubonicon 30 tions must be mailed to: “Conventions,” online games, computer games, art August 28-30 NM DRAGON® Magazine, 1801 Lind Avenue S.W., gallery, seminars, tournaments, exhibit Howard Johnson East, Albuquerque, Renton, WA, 98055, U.S.A. If a convention listing must be changed hall, and more. Contact: Andon Unlim- NM. Guests: Robert J. Sawyer, Jane because the convention has been cancelled, ited, P.O. Box 13500, Columbus, OH Lindskold, and David Martin. Events: the dates have changed, or incorrect infor- mation has been printed, please contact us 43213. Email: [email protected]. Web: panels, art show, gaming, GoH speech, immediately. Most questions or changes www.andonunlimited.com. autographs, dealers’ room, science talk, should be directed to the magazine editors Saturday dance, auctions, costume at (425) 254-2262 (U.S.A.). Important: DRAGON Magazine does not ComiCon contest, filking, and others. Contact: publish phone numbers for conventions. Be August 13-16 CA NMSF Conference, P.O. Box 37257, certain that any address you send us is complete and correct. San Diego Convention Center, San Albuquerque, NM 87176. Email: mps@ To ensure that your convention listing Diego, CA. Events: comic books, maga- ncgr.org. Web: www.members. makes it into our files, enclose a self- addressed stamped postcard with your first zines, books, roleplaying, RPGA LIVING aol.com/bubonicon. convention notice; we will return the card to CITY, Virtual Seattle, MARVEL SUPER show that it was received. You also might HEROES™, RPGA classic tournaments, send a second notice one week after mailing September the first. Mail your listing as early as possi- DRAGON DICE™, trading cards, toys, ble, and always keep us informed of any model kits, film & TV memorabilia, and changes. Please do not send convention ConQuest 98 notices by fax, as this method has not two floors of meetings, seminars and proven reliable. panel discussions. RPGA contact: September 4-7 CA Clarion Hotel, Milbrae, CA. Events: role- ❖ Australian convention Eugene Luster at [email protected]. ❊ Canadian convention Convention contact: [email protected] or playing, miniatures, live action, board ❁ European convention www.comic-con.org. games, computer games, TCGs, flea l indicates a product produced by a com- market, auction, painting contests, pany other than TSR, Inc. Most product Conlite 15 dealer’s room and more. Contact: names are trademarks owned by the com- WWW ConQuest, 467 Saratoga Ave. Ste. #1422, panies publishing those products. The use of August 23 the name of any product without mention of World Wide Web. Events: LIVING CITY San Jose, CA 95129. its trademark status should not be construed Procampur and AD&D. Contact: Jay Email: [email protected]. as a challenge to such status Fisher, 2690 Drew Street APT 1108, Web: www.con-quest.com

102 • AUGUST 1998 CogCon 6 October September 25-27 MO Advertiser University Center-East, Rolla, MO. Index Events: Earthdawn*, AD&D, CoC, LIVING Archon 22 AD&D Game ...... 91 CITY, LIVING DEATHS™; also In Nomine*; Oct. 24 MO ALTERNITY® Game ...... 13 GURPS; Champions*; Warhammer Fantasy Gateway Convention Center and Holi- AMAZING® Stories ...... 111 Battles and FRP; Starfleet Battles*; sanc- day Inn, Collinsville, IL. Guests: James P. Argonaut Game Co...... 79 tioned Magic; and Star Wars TCG. Other Hogan, John Sies, Lester Smith, Ricky Basement Games ...... 9 activities: network computer gaming, Dick, and Karen Dick. Events: writers’ Cyberwarrior ...... 25 charity raffle. Registration: $10 pre-reg, workshops, panels, presentations, DelRey ...... 53 $13 at the door. Reduced fees for partial videos, grand masquerade show, art Dragonlance ...... 95 attendance or TCG-only. Contact: - show, and gaming. Gaming events Dragon Multimedia ...... 16 Con, P.O. Box 1939, Rolla, MO 65402. include: RPGA sanctioned roleplaying, Gaming Warehouse ...... 94 EmaiI: [email protected]. Web: miniatures, boardgames, and trading GREYHAWK® Setting ...... 17 www.rollanet.org/~cogcon. card games. Registration: $25 until 8/31, Interplay ...... OBC, 21 $30 afterward. Contact: Archon 22, P.O. Kenzer & Company ...... 105 Box 8387, St. Louis, MO 63132-8387. Last ...... IFC,l Web: www.stlf.org/archon/index.html MARVEL® Setting ...... 5 PLANESCAPE® Setting ...... 69 Pro Fantasy ...... 15 RAVENLOFT® setting ...... 19 Reality Simulations ...... 119 SAGA® System ...... 85 TSR Books ...... IBC White Wolf ...... 11,23

DRAGON 250 • 103

Exploring the Final Frontier, PART ONE

iven the prominence and popularity before revealing detailed maps of conti- capable of inventing entire worlds and Gof the genre, it’s surprising that no nents and opening up lots of opportu- cultures from scratch at a moment’s one has ever produced a definitive nities to the players. Once those notice. Unfortunately, only the most roleplaying game. The large-scale maps are revealed, a cross- elite GMs are consistently capable of game that would like to claim the title, continental journey itself is likely to such a feat. Traveller* (first published by the now- occupy several game sessions, giving Another important difference defunct GDW in the late 70s), enjoyed the DM plenty of time to prepare for between science fiction and fantasy brief spurts of popularity but never the destination of the players’ choice. gaming is that, unlike fantasy, science really established its continuing rele- After all, fantasy characters usually fiction is extremely active in the popular vance. Ultimately, Traveller’s fate was travel only as fast as the swiftest steed. culture. Every year sees the release of a sealed by a couple of aborted attempts Think about how these same prob- new blockbuster or to rebuild the entire game (Traveller 2300 lems might plague a science fiction GM. television series, and each of these AD* and Traveller the New Era*) and the In many ways, the Traveller equivalent of releases changes gamers’ expectations somewhat disappointing performance AD&D’s GREYHAWK was a section of about what science fiction should be. In of a recent attempt to revive the “old- space known as the Spinward Marches. the 20 years since Traveller was released, fashioned” version. Like GREYHAWK, the Marches was a the “” school of science fiction Traveller is an excellent illustration of particularly interesting piece of a larger literature has combined with dozens of a couple of reasons why it’s so difficult setting that was mapped out in its own films and a handful of popular television to make gameable science fiction game supplement. But while GREYHAWK series to create a new set of staples and “stick.” One of the first lessons learned illustrated and briefly described dozens genre conventions that Traveller simply by fledgling AD&D® Dungeon Masters of nations across an entire continent, the wasn’t designed to handle. AD&D’s is just how daunting large-scale maps Spinward Marches depicted hundreds turf, on the other hand, has been rela- can be. The minute you plop the GREY- of complete worlds spread across a vast tively untrammeled by definitive new HAWK® campaign in front of players, space sector. Unlike AD&D adventurers influences across an even longer span. they want to explore, visit strange moving between nations, Traveller char- Although these obstacles are rela- nations with intriguing names, and acters could often jump between entire tively significant, so are the potential tour the countryside. The DM must be worlds at warp speed with little chance rewards for anyone who manages to ready to run adventures set in thou- of encounters along the way. While each overcome them. Science fiction is stag- sands of possible locales across an nation of GREYHAWK received at least a geringly popular—even more popular entire continent against dozens of pos- couple of paragraphs of description, than fantasy A definitive science fiction sible cultural backdrops. Fortunately, there were so many worlds in the RPG could potentially elevate all but the the typical has a number Marches that each was reduced to no largest game publishers to a whole new of built-in limitations that ease this con- more than a handful of raw statistics. level in the same way that a handful of cern. In an AD&D world, it’s perfectly Imagine describing a world as complex definitive horror games elevated plausible for the player characters to and interesting as ’s White Wolf. begin play with no idea what lies more Arrakis, Tolkien’s Middle-earth, or Star Recently, a number of talented game than a few miles away from their Treks Klingon homeworld in just five or designers tried their hands at science homes, giving the DM an opportunity six numbers. Obviously, a good Traveller fiction roleplaying games. Let’s see how to run several acclimating adventures GM must be extremely fast on his feet, they fared.

106 • AUGUST 1998 The Player’s Handbook opens with a not place limits on the skills available to useful and promising summary that any particular character. Unlike the manages to boil down all the game’s AD&D game, ALTERNITY allows its char- mechanical concepts to a mere five acters to develop any abilities they pages. Later, each concept is described in desire, though skills associated with greater detail, as the rules add various their chosen Profession are generally options and complications. Although it’s cheaper and easier to acquire. Later, as a doubtful that too many players will act character improves in experience level, upon the suggestion presented in the he or she can improve skills and pur- rules and try to play an entire adventure chase various other benefits. Rounding after absorbing just the five page sum- out a character’s abilities are Perks and mary, the fact that all the game’s most Flaws—special abilities and drawbacks important concepts can be summarized such as “Danger Sense” that allows a in just a few pages bodes well for its character to anticipate trouble, and playability. “Forgetful” that makes it difficult for the Overall, the ALTERNITY rules are character to remember details. While the slightly more complex than the AD&D Professions and Careers are solidly rules and seem strongly slanted toward designed, too many of the Perks and ALTERNITY® a brash, “intergalactic swashbuckling” Flaws seem to be present only to flesh Player’s Handbook style of play. Characters are built using a out a list. Why purchase a “Slow“ flaw Science Fiction point-allocation system and have essen- to indicate that a character has a poor Roleplaying Game tially the same six ability scores as their reaction time? Why not just assign the 256-page full-color hardback AD&D counterparts-Wisdom is character a lower Dexterity? In all, the TSR $29.95 renamed Will, and Charisma is renamed Perks and Flaws add relatively little to Design: Bill Slavicsek and Personality. During the character cre- the character creation system. Fortu- Richard Baker ation process, each player selects a Pro- nately, they’re all optional purchases, so Development: Kim Mohan fession (essentially the same thing as the GM can easily dispense with most of Illustrations: rk post, , AD&D classes) and a Career (which them if he or she so desires. William O’Connor, Dennis Kauth, functions much as the kits introduced in Like AD&D, ALTERNITY also gives Rob Lazzaretti the various AD&D Complete Hand- players the option to create non-human Cover: rk post books). The available Professions are: characters. The AD&D dwarves, elves, Of all the new science fiction games, Combat Specialist (fighter), Diplomat (a and so forth have been replaced by five TSR‘s ALTERNITY game is probably the character who relies on wisdom and alien races capable of generating suitable most ambitious. ALTERNITY aspires to interaction skills; an ALTERNITY version player characters. Fraal are spindly gray nothing less than establishing the same of an AD&D cleric), Free Agent (a rogue humanoids with large black eyes (like sort of presence in the science fiction or troubleshooter who relies on agility; the beings that pop up in every sixth genre that AD&D has captured in the an AD&D thief), and Tech Operative (a episode of The X-Files); they’re wise fantasy genre. In many important genius who can create and control high- psionic specialists who are peace-loving respects, TSR has re-examined their ear- tech equipment; essentially an AD&D and creative. Mechalus are part living lier blockbuster and attempted to apply wizard). A fifth Profession, Mindwalker, creature and part machine (much like its lessons to the structure of ALTERNITY is a psionic specialist available only in Star Trek’s Borg); though capable of feel- and, to a lesser extent, to its mechanics. appropriate campaigns. Each Profession ing emotions, they value logic above all Consequently, like the core AD&D rule- has a number of associated Careers. else. Sesheyans are flying reptilian books, ALTERNITY itself does not come Combat Specialists, for instance, might humanoids who dwell in the dark and bundled with any particular game set- select Bodyguard, Law Enforcement originate from a relatively primitive ting. The GM is encouraged to either Officer, Mercenary, or any one of several homeworld. T’sa are agile lizard men create his own campaign or wait for one other available archetypes. Careers have with an affinity for engineering. Weren of the several settings, known as “alter- no mechanical impact on play but serve are hulking, lion-like warriors with a nate tomorrows,” that TSR will release merely to suggest appropriate skills and strong sense of honor and discipline. in the months ahead. (The first, the to help a player solidify his character’s Each race has minimum and maximum STAR*DRIVE™ campaign, is available role and personality ability score limits, as well as associated now.) Similarly, the ALTERNITY rules are The bulk of each character’s abilities special abilities and penalties. T’sa, for spread across two books, a Player‘s are defined by a set of skills. Although instance, have a natural scaly body Handbook and a Gamemaster Guide. Later, each Profession has an associated special armor, receive a bonus when jury- various ALIEN COMPENDIUM™ supple- ability shared by all its members (Diplo- rigging machinery, and get an “Action ments are scheduled to fill the role of the mats, for instance, begin with a special Check Bonus” that makes it more likely AD&D MONSTROUS COMPENDIUM® books. friend-in-high-places), Professions do they’ll act first in a combat round.

DRAGON 250 • 107 ALTERNITY resolves all Skill and Ability Points” is what gives ALTERNITY its “high The game’s flaws are more a byprod- checks using the same general system. A adventure” swashbuckling flavor. uct of the concept than the execution. By character attempting an action rolls both Combat in ALTERNITY is fairly stan- and large, the various trappings of a Control Die and a Situation Die. The dard with a few interesting exceptions. AD&D-the character races, the magic Control Die is always a d20; the Situa- Each character tracks three types of items, the spells, etc.-were derived tion Die depends upon the difficulty of damage (essentially three different sets from cross-cultural archetypes that are the attempted action and any complicat- of Hit Points): Stun, Wound, and Mortal. almost as old as recorded human history. ing circumstances. Situation Dice run When all your Stun or Wound points are It’s precisely this fact makes these trap- along a scale of d0, d4, d6, d8, d12, d20, used up, you’re unconscious; when your pings so easy to adopt to a wide variety 2d20,3d20, etc. and can be either posi- Mortal points are used up, you’re dead. of settings and cultural backdrops. tive (for tasks that are difficult to accom- Each of the three types of damage heal at ALTERNITY tries to replace all these cul- plish) or negative (for tasks that are different rates, and the type of damage tural icons with creations of its own: easy). Jumping over a fence while some- inflicted depends upon the weapon used T’sa, maser rifles, and photon sails, for one is shooting at you, for instance, is and the success level rolled. Similarly, all instance. So much of what distinguishes fairly difficult and might have a Situa- damage is classified as Low Impact, one science fiction setting from another tion Die of +d6. Jumping over the fence High Impact, or Energy to help adjudi- is usually expressed in precisely these while people are shooting and you and cate the usefulness of various types of details; science fiction doesn’t share as you are wounded is even harder, and it armor. While all of this sounds compli- well-defined a set of archetypes and might have a Situation Die of +d12. On cated and certainly causes a bit of a genre conventions as fantasy. While it’s easy to imagine some form of dwarves lthough the idea of using a second die . . . is in fantasy worlds based upon European, A Oriental, or Amerindian myths and leg- unusual, it’s very well thought out. ends, it’s much harder to imagine T’sa in Its net effect is to inject more excitement into play Blade Runner, 2001: A Space Odyssey, and Terminator. Similarly, a detail like the by giving players a chance to accomplish mechanics of interstellar space travel can nearly impossible tasks have a vast impact on setting. Compare the ways in which Dune, Star Wars, Star the other hand, jumping over a particu- headache for a GM forced to conduct a Trek, and Alien all approach this topic. larly low fence is easy, and might have a large battle, intelligently designed The generic assumptions that ALTERNITY Situation Die of -d4. character sheets make the system much makes about space travel layered over To resolve an action, the character rolls easier to adjudicate. In the end, all of this all these settings would almost certainly the Control Die (d20) and adds the roll of detail is what allows ALTERNITY to con- rob one or more of them of an unaccept- the situation die (or subtracts it, if the die vincingly model everything from stone able amount of their unique flavor. Of is negative). If the total is less than or axes to maser cannons, a must for any course, the GM has the option of replac- equal to his or her relevant Ability or science fiction game that hopes to pro- ing any of the ALTERNITY systems or cre- Skill score, the action succeeds. Degree vide GMs with the flexibility to create ations with new systems and creations of success is measured by the relative their own settings. more appropriate to the game world, but difference between the Ability or Skill Pleasantly comprehensive, the Player’s there’s a good chance that any effort to and the total roll; rolling less than half Handbook also includes rules for vehicles create a setting that strays too far from your target is a “Good” success, rolling and vehicle combat, mutants, psionics, home will require so much tinkering that less than a quarter of the target is an computers, and cybernetic implants. the poor GM might as well design his “Amazing success“ and any other posi- Also included are lengthy and fairly own game. This isn’t to say that a tive result is simply an “Ordinary” suc- complete tables of weaponry, vehicles, generic science fiction game is impossi- cess. Although the idea of using a second and equipment available from civiliza- ble to design, merely that attempting to die in place of the positive and negative tions ranging in advancement from the mirror the AD&D approaches is proba- situational modifiers employed by most Stone Age to an extremely advanced bly not the best way to go about it. other game systems is unusual, it’s very “Energy Age.“ None of these support In any case, none of this makes the well thought out. Its net effect is to inject systems was added as an afterthought; ALTERNITY game a bad game. What it more excitement into play by giving each is fully developed and detailed. does, it does very well indeed, and it cer- players a chance to accomplish nearly Evaluation: The ALTERNITY mechanics tainly puts a lot of toys in the hands of impossible tasks (even a character with are elegant, comprehensive, and func- players and GMs who like to tinker and an Ability score of 7 can succeed when tional, More importantly, they’re a lot of invent their own concepts. Even if the the Situation Die is 3d20 if he makes an fun-their flexibility gives players and whole is far less flexible than AD&D, it’s extremely lucky roll). This mechanic GMs lots of options, and the game’s tone still one of the most well-imagined and combined with a capacity to improve of “high adventure” is extremely well- interesting science fiction efforts in dice rolls by spending “Last Resort suited to roleplaying. several years.

108 • AUGUST 1998 government) ran out of resources alto- many resources off-planet as possible gether shortly after the colonists left and and clashing with each other for the best never returned with additional supplies. mining opportunities. The GEO is trying Almost 200 years later, after the situation to rein-in the corporations to protect the on Earth continued to deteriorate past colonists and their way of life. Many of the breaking point, the Global the original colonists fear that the corpo- Ecology Organization (the UN’s succes- rations will destroy Poseidon’s environ- sor as planetary government) made a ment just as they blighted the Earth, but second effort to colonize the planet on these same colonists have no love for the the far side of the wormhole. Much to GEO due to the fact that the Earth gov- the surprise of the second batch of ernment abandoned their ancestors. colonists, many descendants of the first Then there are the enigmatic natives batch had somehow survived and given who clearly have a mysterious agenda rise to their own rough-and-tumble of their own. culture. As the game opens, the GEO, the One of the most impressive features of new colonists, a group of corporations Blue Planet is the incredible lengths to looking to exploit the new planet’s which the designers have gone to resources, a handful of docile “aborig- describe Poseidon and the game setting. Blue Planet ine“ aliens native to the new world, and Approximately 250 of the book’s 348 Science Fiction the descendants of the original colonists pages are devoted to background and Roleplaying Game must all learn to cooperate to build a exposition. Since these pages feature 348-page B&W paperback new life on the distant world. fewer illustrations than you’d find in a Biohazard Games $27.95 The most interesting aspect of similar span in the typical RPG product, Created by: Jeffrey Barber Poseidon, Blue Planet’s setting, is that it is they’re bursting with detail. Everything Developed and Written by: almost entirely covered with water-the from Poseidon’s solar system to the haz- Jeffrey Barber, Greg Benage, John Snead, planet’s only land masses are a few scat- ards of deep sea diving receives its own and Jason Werner tered archipelagos. This opens the door section in the rulebook, and the various Additional Material: James Givens, to a number of fascinating undersea cultures present on the planet are Allan Grohe, John Harper, John Hay, adventures that should provide quite a described in almost encyclopedic depth. James Heivilin, Harold Martin, and change of pace from the usual science So little is left unaddressed, and most of Charles Lewis fiction fare. In addition to the various the essays are so thorough, that Blue Illustrations: Jeffrey Barber, human colonists and its own native Planet is clearly identifiable as a labor of Christopher Benedict, Blair Reynolds, species, Poseidon is also populated by a love for its designers, a trait shared by Matti Williams wide variety of exotic (and sometimes most of the very best RPGs. Although Cover: Jeffrey Barber deadly) marine life, as well as intelligent absorbing the game’s complex back- Blue Planet employs a rather effective dolphins and killer whales transported ground is a difficult and sometimes solution to the GREYHAWK/Spinward from Earth to assist the various waves of tedious process, most GMs will greatly Marches problem. Although the game is human visitors. Another key feature is a appreciate Blue Planet’s completeness; concerned with exploring the deepest series of grand mysteries permeating the the average RPG forces you to buy three regions of outer space, its setting was whole setting: what is the true nature of or four separate sourcebooks to get this designed to revolve around a single the wormhole? what lies at the bottom of much background material. planet, upon which the designers have Poseidon’s deepest oceans? how did that Conspicuously absent among all the lavished enough detail to prepare the first wave of colonists survive? and what background material is solid advice on GM for almost anything the players are the hidden truths known only to how to create and run adventures. might imagine. Blue Planet’s backstory Poseidon’s native species? All told, it’s Although Blue Planet was clearly goes something like this: in 2078, Earth easy to imagine a well-run Blue Planet designed for experienced players and all astronomers located a “wormhole” at campaign coming off as a sort of under- but abandons novices, it would have the outer edge of the solar system. A sea version of 2001: A Space Odyssey been nice to get some of the designers’ probe dispatched through the wormhole combined with a high-tech take on thoughts on how to use all that compre- revealed a pristine planet with a breath- Kevin Costner’s Waterworld. hensive background information as a able atmosphere on the other side. Since In addition to exploring Poseidon‘s backdrop for satisfying stories. Such a the Earth’s resources were starting to oceans, there’s plenty of political section would also make it easier for give out at about this time, a group of intrigue. Each of the factions residing on GMs trying to absorb the Blue Planet set- intrepid adventurers were sent to colo- Poseidon has well-developed goals and ting to focus their attention on the most nize the new world in search of a better interests which inevitably clash with the important information, allowing them to life. Unfortunately, the United Nations goals and interests of their neighbors. get their campaigns up and running (now acting as a sort of planetary The corporations are trying to get as faster and easier. Still, some GMs will

DRAGON 250 • 109 probably appreciate the fact that Blue may take their first actions. Thereafter, impacts of technology upon Trinity’s Planet doesn‘t try to steer them toward each character is allowed to act every futuristic society. As a consequence, it’s any particular type of adventure. time a number of phases passes based more than a compendium of guns and To compensate for all the attention upon his or her Speed attribute. Damage gear, it’s also a conventional sourcebook devoted to the background, the game’s is heavily dependent upon hit location; containing enough seeds to inspire rules are given predictably short shrift, Blue Planet employs a variant of the age- dozens of adventures. occupying just 80 pages, most of which old “critical hit table” and produces are dedicated to skill and profession results that read like this: “Massive Trinity Darkness Revealed 1: Descent into descriptions. Interestingly enough, in injury to throat, arterial spray, ruined Darkness, designed by Bruce Baugh and many ways Blue Planet bucks the trend trachea, panicked suffocation; 100% Richard Dansky (White Wolf, $15.95) toward simpler, more streamlined game chance of artery severed, trauma -2 lev- Descent into Darkness contains the first systems that has dominated the indus- els; 55% chance of unconsciousness; published mini-campaign for Trinity and try’s conventional wisdom since the totally incapacitated.” All of this tends to is the first volume in a trilogy that release of * in 1991. Characters make combat exceptionally deadly The promises to draw the player characters have 14 separate attributes: Awareness, price the rules pay for resolving each into a series of events that will help Charisma, Education, Experience, attack in extraordinary detail (maybe too reshape Trinity’s 22nd century. Descent contains three separate (but linked) lue Planet’s setting is one of the most creative adventures, each well-developed and B extremely well-illustrated. Descent’s and unusual in recent memory. designers wisely included something to please just about every type of player: Initiative, Intellect, Will, Agility, much detail) is a slower-than-average mysteries to unravel, puzzles to solve, Appearance, Constitution, Dexterity, pace and a bit too much bookkeeping for great roleplaying encounters, and epic Endurance, Speed, and Strength. In some GMs. battles to win. addition to plain vanilla humans, Blue Evaluation: Blue Planet‘s setting is one Planet characters can be biogenetically or of the most creative and unusual in GURPS*: Russia, by S. John Ross (Steve cybernetically-altered humans, as well recent memory. The rulebook houses Jackson Games, $19.95). Although its as intelligent dolphins and killer whales enough detailed material to keep an subject matter is a bit esoteric (yet fasci- that can converse with humans using enterprising GM going for months. The nating), this is quite a bit better than the mechanical devices. Character genera- rules, however, are a bit too complex and average GURPS historical sourcebook. tion is accomplished through a complex scant for the tastes of many players. In GMs will appreciate its thorough and point allocation scheme that takes into any case, at $27.95, Blue Planet is a terrific comprehensive coverage of the magic, consideration species, genetic predispo- value. Anyone interested in exploring a myths and legends of medieval and sition, origin, background, education, model of a well-developed and intrigu- tsarist Russia. Cutting some of the drier and profession. Ultimately, most attrib- ing campaign setting is urged to take a historical material in favor of a longer utes and skills are measured on a simple look. If the rules aren’t to your liking, it chapter on designing and running Russ- 1-100 scale; tasks are resolved by rolling won’t prove too difficult to convert it to ian campaigns would have made for a percentile dice under the appropriate your favorite system; in fact, Blue Planet much better book, but GURPS: Russia value. Because some of Poseidon’s would probably work well with the still boasts plenty of useful tidbits inhabitants are either far superior or far ALTERNITY game. between its cover. Like most GURPS inferior to humans in various arenas, the sourcebooks, Russia is light enough on rules actually employ several cascading Short and Sweet mechanics to prove useful to GMs using 1-100 scales of varying degrees of Trinity* Technology Manual, designed by just about any game system. potency. Dolphins, for instance, have an William S. Bruckman, Jon Carroll, Adam endurance that’s measured on a scale Gratun, Conrad Hubbard, Evan seven entire 1-100 scales higher than Jamieson, Judith A. McLaughlin, that of humans. While attribute and skill Richard Meyer, John R. Snead, Richard checks that are off the human scale are Tomasso, and Fred Yelk (White Wolf, still resolved with a percentile roll, the $15.95). Ray Winninger has been a professional game ultimate results of those checks take The Technology Manual is a fascinating designer for 15 years. He’s worked with a scale into account to produce either look at the weaponry, electronic devices, number of publishers, including TSR, more or less significant results. and spaceships that populate White FASA, White Wolf) West End Games, May- Combat in Blue Planet is unexpectedly Wolf’s Trinity game setting. While most fair Games, and Pagan Publishing. These complex, employing a phased action gadgetry catalogs are useful but not very days, he writes screenplays and stories, pro- system à la Champions. Combatants roll exciting to read, the Technology Manual duces multimedia and plots “Internet strat- Initiative only once per battle to deter- includes 40 full-color pages of interest- egy“for a Fortune 500 corporation. mine how many phases pass before they ing essays explaining the various

110 • AUGUST 1998

112 • AUGUST 1998 DRAGON 250 • 113 INDUSTRY NEWS

GAME DISTRIBUTORS MERGE In May, Chessex Distribution and The Armory announced their merger into a new distribution company known as Alliance distribution. Their manufac- turing division divisions also merged into a new company that retains the name of Chessex Manufacturing. Alliance promises retaliers "better fill rates, few packing and invoicing errors, better sales assistance, and enhanced ALDERAC ARCHON GAMING on-line capabilities." ENTERTAINMENT GROUP Unknown Armies Tomb of Iuchiban A Horror Roleplaying Game RETURNS TO TSR A Legend of the Five Rings* By Greg Stolze and John Tynes After several years as a freelance nov- Boxed Adventure Set in the present day, Unknown Armies elist, Jeff Grubb returned to a full-time By Rob Vaux offers a turbulent world of clandestine design position at TSR in June. Best Black things scurry in the dead of night, warfare and occult intrigue in which the known to fans for his contributions to and Bloodspeakers walk the earth in cosmos will soon die and be reborn. the FORGOTTEN REALMS®, SPELLJAMMER®, search of their dark Master’s tomb. Do Next time around, the world might be a and AL-QADIM® settings, Jeff con- you have the courage to face the dread terrible place—or it could be paradise. tributes his talents to new initiatives sorcerer Iuchiban in his hidden lair? This It’s up to the player characters. and various projects among the five boxed set contains preliminary adven- $21.95 TSR product groups. In his copious tures, a complete map of the tomb, all ACH6000 spare time, he’ll continue writing the information needed to run a multi- Magic: the Gathering* novels for the TSR faceted campaign deep into the heart of ARMITAGE HOUSE book department. Jeff has relocated corruption. A Guide to the Cthulhu Cult from Wisconsin, and is adapting to $29.95 By Fred Pelton such West Coast concepts as sun- Stock #3012 A look at the notorious Cult of Cthulhu: breaks, blended juices, and wraps. their rituals, languages, and much more, Way of Shadow: The Ninja with extensive footnotes and details. A LOCKWOOD HONORED BY ASFA Investigations of Kitsuki Kaagi perfect resource for Call of Cthulhu play- TSR artist Todd Lockwood received A Legend of the Five Rings Supplement ers. double honors from the Association of By Kitsuke Kaagi, $9.95 Science Fiction and Fantasy Artists edited by Jennifer Mahr ARM 5006 when he was nominated for a Chesley Way of Shadow is ISBN 1-887797-06-8 Award and elected president of the the second in a organization. In the past three years, he series of Game ATLAS GAMES has won two World Fantasy Awards, Master hard- Wizards’ Revised Edtion two art show awards, and cover books, fol- An Ars Magica* Game Sourcebook two Chesley Awards, named for astro- lowing the same by various authors nomical artist . format used in Magic reigns as the supreme power of About his career change, Todd com- The Book of the Mythic Europe, the setting of Ars Magica. mented, “I languished for years in Shadowlands: The In addition to updating the material advertising, doing uninspiring and Writings of Kuni from the original Wizard’s Grimoire, this uninspired work. A lot of people told Mokuna, Vol. 1. edition includes information, including me that seeking work in another genre As GMs read of Kaagi’s investigations, new templates for magi, essays illumi- would be like leaping off of a north- they’ll find notes and maps in the side- nating topics of concern to the wizardly bound train onto a south-bound jet. bars, showing how to turn the journal class, and new options for faerie magic. Somehow, I managed to miss the jet entries into a ninja campaign. $22.95 intakes and land in first class. I $24.95 Product No. AG0258 love my job, and every little kudo Stock #3013 ISBN 1-887801-68-5 feels great.”

114 • AUGUST 1998 BASEMENT GAME game statistics for the latest Inner Sphere Forge: Out of Chaos* and Clan BattleMechs, tanks, hovercraft, Fantasy Roleplaying Game Rules VTOLs, new technology and more. By Mark Kibbe, Mike Kibbe, Paul $20.00 Kibbe, Blair Hughes, Loraine Sirovy Stock #8622 Medieval fantasy roleplaying with great ISBN: 1-55560-348-3 flexibility in character development and a new slant on magic. Dragons 19.95 An Earthdawn* Sourcebook ISBN 1-892294-00-1 By various authors Dragons are the most mysterious and CHAOSIUM, INC. magically powerful creatures in all of Before the Fall: Innsmouth Adventures Barsaive. The Dragons sourcebook pro- Prior to the Great Raid of 1928 vides players and gamemasters with the A Call of Cthulhu Adventure secrets of Barsaive’s great dragons and By Dula, Lay, O’Connell, Sumpter, and includes descriptions of the different Szachnowski types of dragons and dragon-like crea- Four dangerous tures, expanded rules for , adventures con- and adventure ideas and material for cerning the Earthdawn adventures. quaint little $22.00 Cover by Tony DiTerlizzi hamlet of Inns- Stock #6118 mouth, Massa- ISBN: 1-55560-354-8 Knotwards & Woodsongs chusetts, in By Steve Berman whose harbor Renraku Arcology: Shutdown New magical proficiencies and spells the fish always A Shadowrun* Adventure for the most elusive of the fair folk: seem to bite By Brian Schoener and David Hyatt the sylvan elves. unusually well. Now keepers have new The Corporate war takes a disturbing situations for investigators to bite on as turn when Renraku’s huge Seattle arcol- Beyond the Tree well. ogy shuts down, trapping 100,000 peo- By Miranda Horner $12.95 ple inside. This adventure setting for The dryads of Krynn have changed CHA 6024 Shadowrun uses the Track System first with the transformation of their ISBN 1-56882-127-1 seen in the adventure set Mob War!— world. Play a shaped or quested players decide who they work for and dryad, with rules for both the how they wish to encounter this steel FIFTH AGE® and AD&D® games. prison in the heart of Seattle. $15.00 Ecology of the Wererat Stock #7328 By Kristin J. Johnson ISBN: 1-55560-347-5 For those who discover the secrets of these nasty shapechangers, life can be Shadowrun, Third Edition nasty, brutal, and short. Roleplaying Game Rules Developed by Mike Mulvihill The Lizard Shoppe Updated, revised, Fiction by Neal Barrett, Jr. FASA and improved, Finn is a master craftsman of lizards, BattleTech* Technical Readout: 3060 this popular fan- but what can he do to stop a royal A BatteTech Sourcebook tasy cyberpunk assassination? By Various Authors game features a Armed with new BattleMechs and completely new Plus “Wyrms of the North,” weapons, the Inner Sphere takes the look and feel for “Forum,” “DragonMirth,” “Role- fight to the Clans by striking at the Clan today’s science- playing Reviews,“ “Knights of the homeworlds. But the Clan forces they fiction and fan- Dinner Table, “a “ProFile” on Tony face also have new BattleMechs, as well tasy fan. The core DiTerlizzi, and more! as vehicles constructed with the Clans’ rules remain essentially the same but are vastly superior technology, and some presented in a more user-friendly style. $4.95 U.S./$5.95 CAN other surprises. Technical Readout: 3060 This revision also updates the Shad- TSR Product No. 8115-09 contains illustrations and complete owrun timeline. Current sourcebooks

DRAGON 250 • 115 and adventures will be compatible with GUARDIANS OF ORDER Third Edition. The Sailor Moon* Role-Playing Game $25.00 An Anime Roleplaying Game and Stock #7001 Resource Book The MARVEL and DRAGONLANCE® sec- ISBN:1-55560-361-0 By Mark C. MacKinnon tions of the TSR Homepage will see This game focuses on the characters, some expansion this month. Fans can Psychotrope plots, setting, and themes from the first look for: A Shadowrun Novel two seasons of the hit anime TV series By Lisa Smedman Sailor Moon, with the rules and mechan- A brush with death is the uncommon ics fully compatible with the Big Eyes, experience Seattle’s top five deckers Small Mouth anime RPG. Includes a 16- have in common, and it has brought page full color character gallery. them together in a nightmarish virtual $24.95/$31.95 CAN landscape under the influence of a Stock #03-001 Marvel Game Demo: Discover the twisted intelligence. Escaping before ISBN 0-9682431-1-8 exciting new MARVEL SUPER HEROES their minds and souls are extinguished Adventure Game, available this in a Matrix crash is only the beginning of HOGSHEAD PUBLISHING month. After a rules overview, you can the puzzle they must solve. The Extraordinary Adventures of take a look at the fate cards and hero $5.99 Baron Munchausen sheets and wreak some Mighty Marvel Stock #5713 A Roleplaying Game Core Rulebook Mayhem in our intro adventure! ISBN:0-451-45713-7 By Baron Munchausen &James Wallis Marvel Art Gallery: For the first This new RPG, based on the tall tales of FLYING BUFFALO time anywhere, you can view the new the legendary Baron, pits players against artwork created by the Marvel Bullpen Grimtooth Halloween Special each other to create the wildest, most specifically for the new MARVEL SUPER A Roleplaying Game Supplement astonishing adventures possible. It HEROES™ Adventure Game. By Flying Buffalo Staff includes complete rules, mechanics that This special package combines two use money and fine wines instead of Grimtooth books: Traps One and Traps dice, and over 200 ready-to-go adven- Bazaar —plus a special Halloween Grim- tures in one 24-page book. tooth T-shirt. One in twelve randomly $5.95 US/£3.95 UK contains a coupon good for one free HP400 The DRAGONLANCE Saga Bibliogra- original piece of Grimtooth art by Steve ISBN 1-899749-18-7 phy: A list of all DRAGONLANCE-related Crompton. games, fiction, and comics that have $29.95 Marienburg: Sold Down the River appeared in official TSR products. Stock #8510 A Sourcebook for Warhammzer* Fantasy A Brief History of the World of By Anthony Ragan Krynn: The most extensive timeline for Citybook Special Marienburg is the largest and most cor- the DRAGONLANCE Saga that we have A Roleplaying Supplement rupt port in the Old World. This book developed so far. By Various Authors covers its history, government, trade, A Preview of Citadel of Light: Notes All seven of the Flying Buffalo Citybook and underworld and details all its most on the July release about the center of series of roleplaying aids are combined interesting locations and characters, mysticism at the dawn of the Age of into a single package. Usable with all from the sea-elf enclave to the deadly Mortals, as well as rules that can be roleplaying systems. docksides. Includes a poster-map. incorporated immediately into $79.95 $19.95 US/£13.50 DRAGONLANCE campaigns. Stock #8521 HP208 DRAGONLANCE Quick Play Rules: An ISBN 1-899749-14-4 abridged version of the award-win- GOLD RUSH GAMES HOLISTIC DESIGN ning SAGA® game rules, suitable for Sengoku: Chanbara Roleplaying in players and Narrators who want Feudal Japan War in the Heavens: Lifeweb something short to reference quickly By Anthony J. Bryant A Fading Suns* Adventure Sourcebook during play. The roleplaying game of 16th century By Bill Bridges and Nicky Rea GEN CON® Game Fair Preview: feudal Japan, inspired by Japanese The first volume in the long-awaited What SAGA, MARVEL, and DRAG- history and samurai films. War in the Heavens trilogy, “Lifeweb” is ONLANCE events will you find at the $25.00 both an adventure book and a source- GEN CON Game Fair? Check the web- GRG #S100 book. The adventure concerns the planet site for all the details! ISBN 1-890305-10-3 Daishan, a world long ago abandoned and scorched by the Empire. But life

116 • AUGUST 1998 finds a way—as do the Symbiots, who Radiation Screen now claim the world as their own. A Deadlands Adventure and Screen $20.00 By John Hopler Stock #234 The Marshal’s screen for Hell on Earth is ISBN 1-888906-12-X here! It’s got everything you need to run the game, all on sturdy cardboard for INNER CITY GAMES reference. Includes a 48-page Hell on The Ritual of the Golden Eyes Earth adventure. An Fantasy RPG Adventure $15.00 By Christopher Clark with Stock #6001 The pursuit of a kidnapped princess soon becomes a chase through an aban- NOTICE doned mausoleum, the discovery of an The “Sixguns & Sesheyans” article in ancient dwarven ruin, and a faceoff with issue #249 included the term “Weird the living nightmare known as “the West,” a trademark of Pinnacle Enter- Pack.” Strange legacies of power could tainment Group. The use of the term save or destroy the world . . . and only was not intended as a challenge to the you can decide which. trademark. Our apologies to Pinnacle $15.95 for the mistake. ICG7202

Very Large Campaign Worms! Kingdom of the Ghouls A “Very Large Creature” Supplement A Deadlands Adventure and Story by Wolfgang Baur by Paul Lidberg and Christopher Clark By John Hopler The Very Large Creatures have ravaged The seventh in our popular series of The minions of the Ghoul King begin the countryside for a generation, but sci- Dime Novels for Deadlands takes our their conquest. Can you survive the ence has provided the answer. A new heroes to the salt flats outside of the City perils from below? A GREYHAWK® invention lets you control these crea- o’ Gloom. The first half of this 64-page, adventure for levels 9-15. tures, making them weapons of con- digest-sized book is fiction; the second is quest. They won’t eat Tokyo anymore . . . an adventure based upon the fiction. The Maze of the Morkoth unless you tell them to! SRP $4.95 by James Wyatt $13.95 Stock #9006 The search for a sea elven prince leads ICG7007 heroes to the lair of the dread STEVE JACKSON GAMES morkoth. An AD&D® adventure for PAGAN PUBLISHING Killer, 4th Edition undersea heroes of levels 4-6. Mortal Coils A Roleplaying Game Pagan Publishing By Steve Jackson Ssscaly Thingsss Edited by Brian Appleton Back in print with new art and even bet- by Kent Ertman Eight 1920s scenarios for Call of Cthulhu ter ways to “kill” your friends (in the The lizard men are on the warpath in with a wide variety of styles, locations, nicest possible way, of course). the second in the Mere of Dead Men and mysteries. $16.95 series! A FORGOTTEN REALMS® adven- $21.95 Stock #1201 ture for levels 3-6. PAG1007 ISBN 1-55634-351-5 ISBN 1-887797-11-4 Homonculous Stew GURPS* Egypt by Andrew DiFiore, Jr. PINNACLE ENTERTAINMENT A GURPS Supplement Rescue a wizard’s companion from GROUP By Thomas Kane an ’s stewpot. An AD&D adven- Deadlands*: Hell on Earth* Historical and mythical adventures in ture for levels 2-4. A Deadlands Sourcebook ancient Egypt, including gods, myths, By Shane Hensley and magic as well as history. Who was Boulder Dash This is what you’ve been waiting for, the Sinue? Why is it important to your after- by Andy Miller Big Secret we’ve been hinting at since life how much a feather weighs? Why These play a mean game of 1996: the companion game to the award- mummify cats, falcons, crocodiles, and dodgeball! An AD&D SideTrek winning Deadlands game! It’s a whole almost everything else? adventure for levels 6-8. new setting. $19.95 $30.00 Stock #6083 $4.95 U.S./$5.95 CAN. Stock #6000 ISBN 1-55634-342-6 TSR Product No. 8203-05

DRAGON 250 • 117 Reborn with descriptions, game statistics, and A RAVENLOFT® Adventure illustrations. Items are created specifi- By Monte Cook cally for the STAR* DRIVE Campaign Set- One of the AD&D ting, but most can be incorporated into The ALTERNITY® section of the website game’s most any far-future, space-opera setting. continues to grow. We’ve added: notorious villains $16.95/$21.95 CAN is now one of the TSR #2809 Mark Friedlander’s Character Gener- Demiplane’s dark- ISBN: 0-7869-1214-6 ator: Allows players and GMs alike to lords. Great though create new heroes or supporting cast his powers may be, WHITE WOLF members quickly and efficiently. Vecna is trapped in War of Ages David Meacham’s Star System the Demiplane of A Vampire* Sourcebook Generator: A very handy program for Dread. Now he’s preparing an unholy By Bill Bridges, Daniel Greenberg creating new star systems using the ritual designed to bridge the gap and Teeuwynn GRAPH system from the ALTERNITY between the land of the Mists and his War of Ages brings the struggling fac- Gamemaster Guide. home world! tions of the Kindred Jyhad together in $13.95/$18.95 CAN one tumultuous book. A collection of the TSR #9582 original and out-of-print Elysium and ISBN: 0-7869-1201-4 Anarch Cookbook under one new cover, this book offers a last chance to put Empires of the Shining Sea down the upstarts or to tear down the Frank Janik’s Random Die Roller: A FORGOTTEN REALMS Campaign vampire establishment, once and for all. Allows the player or GM to determine Expansion Boxed Set $16.00 the final result of roll using the ALTER- By Steven E. Schend Stock #2022 NITY step system. and Dale Donovan ISBN 1-56504-243-3 Will Goss’ Skills Worksheet: A This boxed set includes extensive history Microsoft Excel worksheet that com- on the Calimshan area, from the ancient The Changeling Storytellers Guide putes skill scores. genie empires of Calim and Memnon to A Changeling* Sourcebook the rise and fall of the malefic Shoon By Mark Hunter, Steve Kenson, Empire. Explore the mysteries of Lake of Ian Lemke, Nicky Rea, and TSR, INC. Steam and the Lands of the Lions, and Nancy Schultz-Yetter Masters of Eternal Night create a new magic! This sourcebook A MONSTROUS ARCANA™ Adventure $29.95/$39.95 CAN picks up where the By Bruce R. Cordell TSR #9561 Changeling rulebook The power of the sun wanes as the ISBN: 0-7869-1237-5 leaves off and offers continue toward the completion a plethora of new of their dark agenda: extinguishing the A Guide to the Ethereal Plane information, from sun. The second of a three-part series. A PLANESCAPE® Accessory rules clarifications $9.95/$12.95 CAN By Bruce R. Cordell to new and TSR #9571 This resource details the environment of advanced systems ISBN: 0-7869-1253-7 the Ethereal Plane and the multitude of for handling fae creatures that live there. Easily accessed magic. Included are new settings and Thornhold from any campaign setting, the Ethereal new rules for expanding the boundaries Novel, Harpers #16 Plane has links to the RAVENLOFT setting of your Changeling chronicle. By Elaine Cunningham and the popular Demiplane of Shadow. $18.00 A dark power from the mists of time $16.95/$21.95 CAN Stock #7009 threatens the very heart of the secret TSR #2633 ISBN 1-56504-708-7 organization known as the Harpers. ISBN #0-7869-1205-7 Only Khelben Arunsun can stop it—if The Traditions Gathered: his fellow Harpers don’t stop him first! Songs of Science (Volume 1) Don’t miss the startling conclusion to the A STAR* DRIVE™ Accessory A Mage* Sourcebook longest-running FORGOTTEN REALMS® By Richard Baker By a host of visionary magicians series. From protective gear to weapons of The Traditions Gathered is a collection of $5.99/$6.99 CAN mass destruction, you’ll find everything essential Tradition Books. These vital TSR #8584 you need to survive the STAR* DRIVE character sourcebooks define the very ISBN: 0-7869-1177-8 Campaign Setting in this comprehensive paths to magick and transcendence guide. More than 100 items are detailed, itself, and now the out-of-print Virtual

118 • AUGUST 1998 Adepts, Sons of Ether, and Order of Hermes Darkness Revealed: return in Songs of Science. Passage Through Shadow Free Newsletter! $20.00 A Trinity* Adventure Join the many DRAGONLANCE® fans Stock #4053 By Bruce Baugh and Richard E. Dansky who subscribe to the LEGENDS OF THE ISBN 1-56504-445-2 Second of the three-part Darkness LANCE™ newsletter! This publication Revealed adventure series for Trinity. for the DRAGONLANCE Saga includes Wild West Companion This book details three major scenarios interviews with the people who work A : The Wild West* Sourcebook that Storytellers may run as an ongoing on the books and game products, By James A. Moore and others series, or as part of their own epics. information about upcoming releases, Everything you need to know about the Passage Through Shadow also contains articles written by fans, and other sights, fights, and useful setting information, as well as interesting items exclusive to this pub- haunted nights on dynamic characters and equipment for lication. The third issue should be hit- the range is here, in all Trinity Storytellers. ting mailboxes near you soon, but you the Wild West Com- $15.95 can still sign up in time to receive the panion: How folks Stock #9102 fourth issue! To start your subscrip- really live on the ISBN 1-56504-752-4 tion, visit www.tsr.com to fill out the frontier, on tribal electronic form, write to legends@ lands, and even in wizards.com, or send a letter to the big cities back LEGENDS OF THE LANCE Newsletter; P.O. East; what encountering the Storm Box 707, Renton, WA 98057-0707. Be Umbra is like, plus how to sweet-talk the sure to include your name and mailing spirits that travel with it; and details on address. strange critters of every stripe and stride. Unless otherwise noted: ® designates registered trademarks owned by TSR, Inc. $18.00 ™ designates trademarks owned by TSR, Inc. ©1998 TSR, Inc. All Rights Reserved. Stock #3704 * indicates a product produced by a company other than TSR, Inc. Most product names are trademark owned by the ISBN 1-56504-344-8 companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status.

DRAGON 250 • 119 by Lately Hickman has been having fun—and thinking very big-with the t TSR in the early ’80s Tracy Raye Starshield Project, a science-fantasy A Hickman conceived “Project shared world he created with Weis. Del Overlord,” a novel and three Rey Books has published the first modules that grew into the first Starshield novels, Sentinels (later retitled DRAGONLANCE® trilogy (by Margaret Mantle of Kendis-Dai) and Nightsword, Weis and Hickman) and 15 companion and Hickman has returned to the setting modules. So you‘d expect Hickman to for this issue’s story, “Dedrak’s Quest.” think big. How big is he thinking “Starshield is a universe where a soci- nowadays? You can‘t imagine. ety of dragons can confront blaster- On his handsome World Wide Web armed spacemen or wizards wielding site (www.trhickman.com), Hickman magic staves with computer targeting,” offers his autobiography: born in Salt Hickman explains. For this issue’s tale, Lake City, 1955; Mormon mission to “I wanted to do a twist on the old Hawaii and Indonesia, 1975-77; married ‘knight hunts monstrous dragon’ story. childhood sweetheart Laura Curtis, Dedrak, the dragon in the story, is a 1977; joined TSR, 1981; DRAGONLANCE, major character in the second novel.” 1985; left TSR, 1987; over 30 novels in The Starshield project “grew out of my collaboration with Weis; solo author of desire to share the creation process with Requiem of Stars and The Immortals, 1996; all our fans. Many of the ideas, worlds, now lives with his wife and four chil- and creations submitted by our citizens dren in St. George, Utah. find their way into our novels. Everyone There Hickman also hints at new whose material is used gets credit and a DRAGONLANCE developments, now that chance to participate in profits from he and Weis are working on a new online sales of their adventures. trilogy. Even in interviews, he won’t let “We are very excited with the new slip more than hints. “The plot for the WebRPG site.” Anyone can freely down- new trilogy is perhaps the most top- load both the first novel and a massive secret thing we’ve ever done,” he says. Starshield roleplaying game. “Simply go It’s “a story of what really happened to to starshield.webrpg.com, and we’ll Krynn... a dark and sinister secret.” grant you a handful of stars.” Hickman is more forthcoming about Though the site doesn’t actively pro- his other work: “I still believe the origi- mote it, Hickman proudly discusses nal Ravenloft modules [1983, ‘86, with Starshield’s ultimate purpose, his Laura Hickman] were perhaps the best biggest dream yet: to finance a perma- that ever had my name on them. We nent colony on Mars by the year 2010. played that module every Halloween for “From the development of a commercial about five years before committing it to space plane, an orbital platform, long- print.” Then there’s his novel The Immor- term life sciences, dependable interplan- tals (Roc, 1996), a near-future cautionary etary transport vehicles, to the tale about AIDS concentration camps in colonization itself-we dare to dream Utah: “I was absolutely driven to write this dream,” says a mission statement. that book. I was able to say many things “My idea is to take the creative energy that I felt strongly about and still do. we put into entertainment and channel it It is perhaps my finest work.“ toward a real-world goal.“ On his Web site, he also expresses This visionary project has historical principled views in his essay “Ethics in precedent. For instance rocketry pio- Fantasy: Morality and D&D,” required neers Konstantin Tsiolkovsky and Her- reading for any game designer: “Fantasy mann Oberth both financed early is not escapist fiction; it is a morally experiments with audaciously specula- based genre. Good fantasy demands tive books. Whether or not the Starshield The co-creator of DRAGONLANCE® ethics, and good fantasy roleplaying Project does the same, Hickman, like any and author of this issue's short story, demands ethical design. Basing a fantasy big thinker, considers the effort itself "Dedrak's Quest," is now conjuring the world or character on evil is lazy; it’s a vital: “Whether we make it to Mars may new science-fantasy Starshield cop-out. Creating a fantasy world that not be as important as that we honestly, project—and you can help. requires true heroism may not be as courageously tried.“ easy-but it’s a whole lot more fun.”

120 • AUGUST 1998