Player's Guide Nations of Mystara

Total Page:16

File Type:pdf, Size:1020Kb

Player's Guide Nations of Mystara Player's Guide Nations of Mystara...................................................2 Races Of Mystara.....................................................3 New Races of Mystara............................................ 7 Religions of Mystara..............................................15 Classes of Mystara................................................ 17 New Mystaran Archetypes.................................... 18 Spheres...................................................................30 Feats.......................................................................33 Rune Magic............................................................42 Calendar................................................................46 Coins......................................................................50 Tools.......................................................................51 Spells......................................................................52 Tarla's Epicurean Delights....................................58 1 The setting of Mystara is much different diplomacy. than other typical fantasy settings. The races are Language: Darokin much more distinct, there is no true half races. Magic is prevalent, there are two notable Ethengar Khanates magocracies in the Known World. The sheer A warlike people now reunited under a Golden racial variety of humans is much more than other Khan, the Ethengar people are skilled horsemen, worlds, and there are various differences between and consummate warriors. When united they the elves as well. Classes are more restricted as present a terrifying foe. well, with some races incapable of wielding Language: Ethengar specific types of magic. Five Shires The homeland of the Hin, the Shires are rich in Nations of agriculture and culture. The population enjoys their pastoral life, but will defend to the death if provoked. Mystara Language: Hin Kingdom of Alfheim Principalities of Glantri Comprised entirely of the great forest of A splintered magocracy, Glantri is home to a Canolbarth, Alfheim is the resettled homeland of variety of cultures and peoples, all devoted to the Sylvan elves. Steeped in mystery, the elves improving their position through magic. keep to themselves with the exception of a single Extremely powerful, but highly fractious. trading city. Languages: Thyatis, Alphatian, Belcadiz, Elven, Language: Elven Averoigne, Flaemish, Ethengar, Klantyre Kingdom of Ierendi A peaceful island nation, this chain of islands this Empire of Alphatia has become one of the most popular tourist Located on the continent of the same name, attractions for the wealthy. Their love of Alphatia is a powerful magocracy where wizards adventurers goes a great way to keep their nation control all aspects of government and those safe. without the art are second class citizens. Languages: Makai Language: Alphatian Grand Duchy of Karameikos Atruaghin Clans The newest nation, amicably split from Thyatis, Isolated from the rest of the Known World, the Karameikos is an untamed land still being settled. five tribes of Atruaghin are content to be left Scarcely populated, it is filled with threats both alone to their hunts. A deeply spiritual people, the known and unknown. clans revere the Immortals more than any. Languages: Traladarn, Thyatian Language: Atruaghin Minrothad Guilds Republic of Darokin The second great trading power, Minrothad is an One of the two major trading powers of Mystara, Elven island nation that welcomes humans, Darokin is a functional plutocracy populated by dwarves and hin into their business. The an extremely hard working people. While undisputed powerhouse in overseas trade, with a possessing a mighty army, Darokin prefers bit of piracy for fun. 2 Language: Patois Kingdom of Ostland Races of The most powerful of the Northern Reaches, Ostland is the most aggressive as well. Though weaker than they used to be, they like to remind Mystara the other Northern nations of their power. Language: Norse Dwarves Kingdom of Rockhome Dwarves in the Known World are Found deep underground, the Dwarves run separated between the dwarves that live deep Rockhome as they always have. Slow to change, underground in Rockhome and those that live slow to progress the Rockhome has few friends above ground in various human cities. The one and few enemies. Just the way the dwarves like exception is the Dwarven Clan Wyrwarf, the it. farmers, who attitudes are more akin to their Language: Dwarven surface dwelling cousins. In addition, all Mystaran dwarves are highly magical resistant, this resistance goes up as they become more Soderfjord Jarldoms powerful. Less a nation than a group of allied minor nobles, Soderfjord is a land trapped in the past. Rockhome Dwarves other than Clan Wyrwarf use Politically weak and hopeless divided, Soderfjord the Mountain Dwarf subrace. is looking for a strong leader to unite them. Surface Dwarves and Clan Wyrwarf use the Hill Language: Norse Dwarf subrace. Empire of Thyatis Dwarven Resistance (replaces Dwarven The most powerful empire on the mainland, Resilience) Thyatis' influence is felt throughout the continent. Dwarves always add their proficiency bonus to Though weakened by stagnation, it is still the saves vs spells and spell effects. most powerful military force Language: Thyatian Elves Elves in Mystara are greatly varied, being Kingdom of Vestland from two different origins. The Southern elves The most modern of the Northern Reaches, emigrated from Evergrun before the Great Rain of Vestland has put behind its raiding history and has Fire. The shadow elves traveled underground to settled on becoming an economic power once it escape the disaster and settled in large caverns has secured its own borders. underneath the continent. Another group of elves, Language: Norse the Belcadiz came from another land far over the ocean. They are further broken down by where Emirates of Ylaruam they settled. There are no Drow in Mystara. A deeply religious desert kingdom, Ylaruam has thrown off the yoke of two empires and is in the All Elves in Mystara lose the Trance ability. middle of a spiritual debate on its own future. Sylvan Elves Located in Alfheim, Glantri and Karameikos mainly, Sylvan elves are by far the 3 most numerous. Sylvan elf males tend to grow at sea. They are an adventurous people, spending long white beards late in life. They use the more of their time at sea than on land. There is default Wood Elf Subrace. some minor distrust among Sylvan elves for a resemblance to Shadow Elves, but the similarity Belcadiz Elves is purely coincidental. Located exclusively in Glantri, Belcadiz are known for their fiery passions and extravagant Ability Score Increase: Your intelligence score clothing. Their men are noted for sporting short raises by 1. thin beards. Belcadiz Elves are shorter than normal elves, and possess darker skin and almost Elf Weapon Training: You have proficiency with always black hair, though brown and rarely red the long sword, rapier, long bow and trident. hair can be found. Belcadiz Elves use the High Elf Subrace with one variance. Bonus Tool Proficiency: You are proficient with sailing vessels. Belcadiz Weapon Training. Have proficiency with the rapier, short sword, short bow and Bonus Feat: You gain the Keen Mind feat. longbow. Vyalia Elves Shadow Elves Located in Thyatis and Karameikos, the As a Shadow Elf you have lived your life reclusive Vylalia are expert foresters, known for underground waiting for the return of your people their ability to disappear into the forest without a to the surface. Your people was split off from the trace. While they keep to themselves mostly, the rest of your race in the Great Rain of Fire and Empire of Thyatis has contracted them on have spent thousands of years underground not multiple occasions to teach the way of the knowing what was left of the surface world. You Eldritch Knight to human soldiers. The Vyalia come from a deeply religious people who are just otherwise stay by themselves, and are remote now discovering there are entire civilizations enough the countries they live in leave them above you. alone. Shadow elves are known for their pale skin and Ability Score Increase: Your intelligence score light hair. Their ears are large than other elves, it raises by 1. is a giveaway in the company of others of their type. Hidden Trails: You can cast Pass Without Trace once using this trait. You regain the ability to do Ability Score Increase: Your wisdom score is so after a short rest. increased by +2 Hin Elf Weapon Training: You have proficiency with The halfings of Mystara are a stout and the long sword, short sword, crossbow and spear. proud race. They value freedom and family more than anything else. Located primarily in the Five Dark Vision: Shadow elves can see perfectly fine Shires, with a large presence in Minrothad, the in the dark to a range of 90ft. Hin are on friendly terms most nations and races save Glantri. They do possess on occasion the Sea Elves ability to counter magic, based entirely on their The Sea Elves are a tribe of elves native to relationship with the land of the Shires. the Minrothad Guilds. They are known for their uncanny sense of direction, ingrained from years 4 Shires and Minrothad Hin use the Stout subrace. by wizards. They have two distinct ethnic make Lightfoot halfings are not found in Mystara. ups, the commoners have coppery colored skin and hair ranging from red, and black. Noble Alphatians have black hair and blue toned skin. Gnomes Native language is Alphatian Gnomes are the only major
Recommended publications
  • Dragon Magazine #151
    Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space.
    [Show full text]
  • An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
    Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978.
    [Show full text]
  • Download PDF / Glantri (Mystara) ^ OLTYWHRFQRYG
    TBBK4WZYMYVP Book » Glantri (Mystara) Glantri (Mystara) Filesize: 4.45 MB Reviews Extremely helpful to any or all category of individuals. It really is rally fascinating throgh studying time period. I am just quickly could possibly get a pleasure of reading a composed ebook. (Lawrence Keeling) DISCLAIMER | DMCA J6MYTBKFZLXO > Doc ^ Glantri (Mystara) GLANTRI (MYSTARA) To save Glantri (Mystara) PDF, you should refer to the link listed below and download the ebook or gain access to additional information which are related to GLANTRI (MYSTARA) ebook. TSR, 1999. Book Condition: New. TSR Mystara Glantri (SW (MINT/New)) Product Note: with CD Manufacturer: TSR Product Line: Mystara Type: Box Set Code: TSR2511 Copyright Date: 1995 Author: Monte Cook, Bruce Heard Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is SW (MINT/New). Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description: There's something unique about a land where wizards rule. Marvels abound. Glamour tantalizes. Dangers await, cloaked in illusion. Whether a hero chooses to wield magic or steel, conjuring up adventure becomes as easy as a walk through the rolling hills of Nouvelle Averoigne - or one of the other dozen principalities that make up this remarkable land. And when the world's most powerful wizards are also its craiest princes, nothing is ever quite as it seems! Cast the magic of Glantri over your games! Inside this box you'll find: An audio CD role-playing aid with realistic sound eects and character voices for your game sessions.
    [Show full text]
  • Ierendi Gazetteer
    Gazetteer An Unofficial Game Supplement The Kingdom of Ierendi By Anne Gray McCready 1 Artists ................................................................ 26 Table of Contents Places of Worship ................................................ 26 Introduction ................................................................ 4 Have Wand, Will Travel: Private Investigators in The History of Ierendi ................................................. 4 Ierendi .................................................................. 27 The Founding of Ierendi According to Legend ....... 5 The Castle of Ierendi............................................ 28 The Real History of Ierendi .................................... 5 The Castle Grounds .......................................... 28 Historical Timeline of Ierendi .................................. 6 Postings on the North Wall................................ 29 The Geography of Ierendi .......................................... 8 Ierendi Schools .................................................... 31 Geology and Topography ...................................... 8 The Ierendi Public School/School of the Arts .... 31 Volcanic Activity in the Region ............................ 8 The School of the Arts ...................................... 31 Terrain and Climate Types ..................................... 9 The Military .......................................................... 31 Arid Uplands ....................................................... 9 The Naval Academy............................................
    [Show full text]
  • Liste De Modules *D&D
    Liste de modules *D&D Liste de modules *D&D La dernière version est disponible sur le site D&D Collection (http://dndcollection.free.fr) Cette liste a été générée le 13/01/2004 Ce document a été créé à l'aide de FPDF Ecrivez à : [email protected] pour tout renseignement ou remarque Page 1 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D Allemand Page 2 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D AD&D 1ere Edition Dragonlance N° TSR Code Titre Module PDF Copie DL2 Drachen der Flammen DL1 Drachen der Verzweiflung DL5 Drachengeheimnisses Forgotten Realms N° TSR Code Titre Module PDF Copie I3-5 Wüste der Verdammnis Greyhawk N° TSR Code Titre Module PDF Copie 8609/9 L2 Auf der Spur des Attentäters 8608/0 L1 Begegnung auf dem Knochenhügel Monstrous Arcana N° TSR Code Titre Module PDF Copie 8301 Die Teufel der See Non classés N° TSR Code Titre Module PDF Copie 8650/0 N1 Gegen den Kult des Reptilien-Gottes Règles N° TSR Code Titre Module PDF Copie 8537/6 Monster Handbuch I 8538/5 Monster Handbuch II Mythen & Legenden 8136/1 Spieler Handbuch Page 3 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc.
    [Show full text]
  • The Mystara Chronicle 02-17-09 Docx
    Chronicles of Mystara 1010 AC The Year of Elvin Dread Dead Introduction Vorloi is named after the Thyatian merchant family who owns the dominion. Vorloi is one of the largest sea ports in the nation, Spot Light on Karameikos, second only the Mirros. “the Kingdom of Adventure” Karameikos is one of the more central countries on the southern The People coast of Brun. Karameikos, a very young kingdom in a very old As I have already mentioned, two peoples actually form the land, lies west of Thyatis, east of the Five shires and south of inhabitants of Karameikos. Unfortunately, there is much tension Darokin. It is a nation of two peoples, the natives and the conquerors (namely the Traladaran and Thyatian people). It has The first are the ancient Traladarans who have lived here for more had a long history, most of which is recounted in the “Song of generations than most people can count. They are short, well, for Halav,” and owes much to its king, Stefan Karameikos. humans anyway, and have dark hair and pale complexions. Karameikos is a vibrant nation having grown in population over Traladarans enjoy a simple life and are often viewed as the past few decades, and especial Elvin refugees from what were superstitious by most other humans. This has to do with their love Alphiem. In Karameikos merchants and traders have sought wealth of good luck charms, evil curses, and omens from the Immortals. in markets, adventurers have found glory and excitement, as young followers of religion or the craft seek skill and knowledge.
    [Show full text]
  • Dungeon Module X2 Castle Amber (Chateau D'amberville)
    Dungeon Module X2 Castle Amber (Chateau d'Amberville) AN ADVENTURE FOR CHARACTER LEVELS 3-6 Trapped in the mysterious Castle Amber, you find yourselves cutoff from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it? This module contains referee notes, background information, maps, and exploration keys intended for use with the D&D Expert rules. Be sure to look for other D&D modules from TSR, the Game Wizards! Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. (C)1981 TSR Hobbies, Inc. All Rights Reserved. DUNGEONS & DRAGONS and D&D are registered trademarks owned by TSR Hobbies, Inc. PRINTED IN U.S.A. TSR Hobbies, Inc. 9051 ISBN 0-935696-51-2 POB 756 Lake Geneva, WI 53147 DUNGEONS & DRAGONS Expert Set During the adventures the DM should be careful to give the player characters a reasonable chance for survival. The emphasis is on reasonable. Try to be impartial and fair, but if players persist at taking Dungeon Module X2 unreasonable risks, or if bravery turns into foolhardiness, the DM CASTLE AMBER should make it clear that the characters will die unless they act more intelligently. Everyone should cooperate to make the adventure fun (CHATEAU D'AMBERVILLE) and exciting. Castle Amber is intended for use with the DUNGEONS & When describing monster encounters, the DM should not describe DRAGONS Expert Set, which continues and expands the D&D Basic them only by what they look like.
    [Show full text]
  • The Principalities of Glantri
    COMMON WIZARD REEP Sample file 'CHEGREA'C SCHOOL OF MAGIC 1. MaiN Gantx:N 2. MaiN Scl}ool BuilC>iNG 3. Met>itatioN t:ennace 4. GnaNC> Masten's 'Cowen 5. 'Cowen Of Secnet ExpeniMeNtS 6. Ancl}ives 'Cowen 7. MUSEUM Of MONStnOIOGY s. Celestial Obsenvatony 9. 't:eMple Of Rat> I 0. l{itcl}eNS I I. DiNiNG Anea I 2. AC>MiNStnatiON 'Cowen 13. Wanel}ouse 1 4. GniffON 't:al{e·Off Anea J 5. GniffON Stable 1 6. MaGic Doon 1 7. Guant> House Sample file Sample file ~ t ' ■ • ■ ■ ■ ■ I I I • I I I I I I I I I I I I ■ I I I I I I I I I I I I ■ I I I I I I I I I I I I I I I I I I I .-.,:I I I I I I I ■ 11 I 11 I I I I I 11 I I I I I I I I I I I ■ I I I I I 11 I I I I I I I I I I I I I I I ■ if; An Official DUNGEONS & DRAGONS ® Game Supplement 'C)JePRiNcipalities Of GlaNtRi by Bruce Heard Welcome to Glantri .................................................................................... 2 History of Glantri ............... .... ...... .. ... ... ... .. .. .... ... ...... ... ......... .................. 4 Geography of Glantri .............. ...................... ...... .......... .. ........................... 6 The Glantrian Economy ................................................................................ 9 The Grand Army of Glantri . 13 Politics and Rivalries in Glantci ......................................................................... 14 Marauders, Mages, and Masters ................ .. ............................. ... ......... .. ............ 22 Guilds and Brotherhoods ................. .................. ..... ... .. .............................
    [Show full text]
  • Cnow: Eldritch Witchery
    Advanced Dungeons & Dragons 2nd Edition The Complete Netbook of Witches & Warlocks: Eldritch Witchery Supplement I 1 The Complete Netbook of Witches and Warlocks: Eldritch Witchery Forward Welcome to the first supplement to the Complete Netbook of Witches and Warlocks. This supplement will contain new ideas, revised old ones, and some extra things I thought you might enjoy. It took me close to 10 years to start and then finish my first netbook. Hopefully this one will not take as long. To begin with, none of the information in this volume is necessary or required to continue to play your witch characters. There is some additional information and errata, but most will be new information. Also there will be some information that is not necessarily witch related, but designed to add extra background to the worlds the witch is likely to play in. This supplement pays homage to the Original Dungeons and Dragons game supplement Eldritch Wizardry. That supplement introduced demons, psionics, artifacts and druids to the D&D game for the first time. It also was the first D&D product that came close to being banned. The controversial cover art, a nude blond woman bound up for a sacrifice, made this a rare item to find. Eldritch Witchery, which conversely has no cover art, will not be as rare or as collectable, but hopefully it will provide you with as much fun as the first provided me. Copies of this supplement, the original Complete Netbook of Witches and Warlocks, as well as any future supplements can be found at my website at http://www.rpghost.com/WebWarlock or http://go.to/WebWarlock.
    [Show full text]
  • The Seven Secret Arts of Glantri
    TTHHEE SSEEVVEENN SSEECCRREETT AARRTTSS OOFF GGLLAANNTTRRII By Matteo Barnabè An adaption for D&D 3.5E CONTENTS THE SEVEN SECRET ARTS OF GLANTRI ..................................................................................... 1 Introduction to the Secret Arts ......................................................................................... 1 Learning the Art ............................................................................................................... 1 Leaving the sect ................................................................................................................ 2 Becoming Grand Master ................................................................................................... 2 MASTER OF ALCHEMY .............................................................................................................. 3 Requirements ................................................................................................................... 3 Class Skills ....................................................................................................................... 3 Class Features .................................................................................................................. 3 MASTER OF CRYPTOMANCY ..................................................................................................... 5 Requirements ................................................................................................................... 5 Class Skills ......................................................................................................................
    [Show full text]
  • By Jeff Grubb, Aaron Allston, and Thomas M
    , TM By Jeff Grubb, Aaron Allston, and Thomas M. Reid Karameiko.1 ... a cla.1.1icf antady .Jetting where bouJ a'Jventurer.1 can become legendary beroe.J. Whether you have played only the FIRST Q UESTT"' audio CD game or have enjoyed the AD&D ® game for years, you'll find high adventure in the kingdom of Karameikos. Discover a magical land sure to challenge the bravest hearts and sharpest swords. Hear this realm come to life in two extraordinary quests featuring dramatic sounds on compact disc! ln.Jide you'll di.1cover ... an interactive audio compact disc featuring thrilling sound effects, character voices, music for two adventures in Karameikos a 32-page Adventure Book compatible with the rules of the FIRST Q UEST audio CD game and the AD&D game Player'.J Handbook and Du GEO N MASTER® Guide a 128-page Explorer's Guide, lavishly illustrated in full-color 2 full-color poster-sized maps 12 parchment maps, iUustrations, and player props 8 full-color hero cards See the wonders of Karameikos, from deadly Fort Doom to King Stefan's castle . Study at the School of Magecraft. Clash swords with th~ noble Knights of the Griffon. Match wits with nefarious thieves of the Iron Ring. Uncover dark mysteries of the past, including the jackal-headed Hutaakans ... and much more! TSR, Inc. TSR Ltd. POB 756 120 Church End Lake Geneva Cherry Hinton I SBN SampleWI 53147 Cambr idge CB1 3LB file U.S.A. United Kingdo m ADVANCEDDunGEONS & DRAGONS, AD&D , DUNGEONMASTER are registered trademarks owned by TSR, Inc .
    [Show full text]
  • Dragon Magazine #153
    SPECIAL ATTRACTIONS Issue #153 In the Hands of the Gods: Vol. XIV, No. 8 11 Just hope that they dont drop you. January 1990 The Goals of the Gods Craig Barrett, Jr. Publisher 12Just what does a deity want out of life? For starters, everything. James M. Ward As Above, So Below Craig Barrett, Jr. Editor 22As men look up to gods, so do gods look to those powers above them. Roger E. Moore Following in Their Footsteps Fraser Sherman 26Why clerics of Poseidon had better not get seasick, and other priestly Fiction editor tidbits. Barbara G. Young Your Place in the Grand Scheme Tom Little Assistant editor 36Your cleric has a role in the Cosmic Plan if he can find it. Dale A. Donovan Art director O THER FEATURES Paul Hanchette Firebearer fiction by Lois Tilton Production staff 42To save a Titan, you must defy the god who punished him. Kathleen C. MacDonald The Game Wizards Jeff Grubb Gaye OKeefe Angelika Lokotz 48In which Jeff entertains a well-known visitor from the Forgotten Realms. Subscriptions The Role of Books John C. Bunnell Janet L. Winters 51 A look at how gods (and authors) handle their worlds. U.S. advertising The Ecology of the Manticore Spike Y. Jones Sheila Gailloreto Tammy Volp 56The best way to learn about this beast is probably also the worst. Through the Looking Glass Ed Dobrianski U.K. correspondent 60Want to make your very own army of dragons? Heres how! and U.K. advertising Sue Lilley The Voyage of the Princess Ark Bruce A. Heard 68A new article series explores the D&D® Known World from above.
    [Show full text]