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Issue # 189 SPECIAL ATTRACTIONS Vol. XVII, No. 8 Warriors & Wizards From Afar January 1993 9 A world tour of the fantastic for the AD&D® game. Publisher 10 The Dark Continent — David Howery James M. Ward Want a brand-new land to challenge any adventurer? Here’s Africa with a wild twist! Editor Roger E. Moore 20 Arms & Armor of Africa — Michael J. Varhola Associate editor You’d better know your from your Dale A. Donovan isiHlangu. Fiction editor The Other Orientals — Tom Griffith Barbara G. Young 28 Can’t wait for to hit the AD&D Editorial assistant 2nd Edition game? Here it is! Wolfgang H. Baur 34 Rhino’s Arm, Tiger’s Claws — Michael J. Varhola Art director From “four mirror” armor to the : what the Larry W. Smith well-equipped warrior uses in India. Production staff Gaye O’Keefe Tracey Zamagne Dawn K. Murin FICTION Subscriptions Djinn Coffee — and Janet L. Winters 46 A djinni of his very own! Imbu couldn’t believe it. But he did suspect a catch. . . . U.S. advertising Cindy Rick

U.K. correspondent and U.K. advertising REVIEWS Wendy Mottaz The Role of Computers — Hartley, Patricia, and Kirk Lesser 57 Your world is dying, and you’ve got to save it! So, what else is new?

DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, Middlesex UB7 7QE, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is: DRAGON® Magazine, PO. Box mail are as follows: $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone (414) 248-3625; fax (414) issues sent to an address in Canada; £21 for 12 issues 248-0389. The postal address for all materials from sent to an address within the United Kingdom; £30 for Europe is: DRAGON Magazine, TSR Ltd., 120 Church 12 issues sent to an address in Europe; $50 in U.S. End, Cherry Hinton, Cambridge CB1 3LB, United funds for 12 issues sent by surface mail to any other Kingdom; telephone: (0223) 212517 (U.K.), 44-223- address, or $90 in U.S. funds for 12 issues sent air 212517 (international); telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all payment include checks or money orders Distribution: DRAGON Magazine is available from made payable to TSR, Inc., or charges to valid game and hobby shops throughout the United States, MasterCard or VISA credit cards; send subscription Canada, the United Kingdom, and through a limited orders with payments to: TSR, Inc., P.O. Box 5695, number of other overseas outlets. Distribution to the Boston MA 02206, U.S.A. In the United Kingdom, book trade in the United States is by Random House, methods of payment include cheques or money orders Inc., and in Canada by Random House of Canada, Ltd. made payable to TSR Ltd., or charges to a valid Distribution to the book trade in the United Kingdom is ACCESS or VISA credit card; send subscription orders by TSR Ltd. Send orders to: Random House, Inc., with payments to TSR Ltd., as per that address above. Order Entry Department, Westminster MD 21157, Prices are subject to change without prior notice. The U.S.A.; telephone: (800) 733-3000. Newsstand distribu- issue of expiration of each subscription is printed on

2 JANUARY 1993 Role-playing Reviews — Lester Smith 66 Mages make mayhem! Some sorcerous simulations summarized. The Role of Books — 73 John C. Bunnell What do you think James T. Kirk was like as a teenager? Here’s the answer. Through the Looking Glass — 112 Robert Bigelow Fight in the safety of your own living room with these new games! FEATURES The Known World Grimoire — Bruce A. Heard COVER 41 A new column on the D&D® game starts with some notes on economics. We couldn’t fit all of Peter Clarke’s wonderful painting onto our cover, so The Game Wizards — James M. Ward we used part of it as our frontispiece, too. As you can see, fantasy knows no 64 Who stole your castle, and where are you now? Only your boundaries. Sega GENESIS machine can tell you!

Bazaar of the Bizarre — James R. Collier 78 Barbarians have magic you wouldn’t believe—or care to have used against you.

Completing the Complete Bard — Jon Winter 82 Bards with lots of class and with no class at all: two new bard kits for the AD&D 2nd Edition game. DEPARTMENTS 4 Letters 102 Dragonmirth 6 Editorial 104 Twilight Empire 89 Convention Calendar 108 Gamers Guide 95 Forum 120 TSR Previews 98 Sage Advice

the mailing label of each subscriber’s copy of the stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All magazine. Changes of address for the delivery of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, subscription copies must be received at least six address; include sufficient American postage or and nothing may be reproduced from it in whole or in weeks prior to the effective date of the change in order International Reply Coupons with the return envelope. part without first obtaining permission in writing from to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (PO. Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., PO. 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Postmaster: addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Send address changes to DRAGON Magazine, TSR, returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A. mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set USPS 318-790, ISSN 1062-2101. guidelines before sending an article to us. In the forth in such contract. United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc. DRAGON 3 What did you think of this issue? Do you have me with the right software? The AD&D statistics for the illithilich (or a question about an article or have an idea for a Again thanks for the memories Please never alhoon) seem to have been slightly garbled in new feature you’d like to see? In the United forget that we’re out here, somewhere. We’re that article’s text, but they also changed in the States and Canada, write to: Letters, DRAGON® definitely out here! product in which they were finally produced. Magazine, PO. Box 111, Lake Geneva WI 53147, David A. Casey The correct statistics for the alhoon are these: U.S.A. In Europe, write to: Letters, DRAGON APO Europe INT genius (18); #APP 1-4; AL NE; AC 5; MV 12; Magazine, TSR Ltd., 120 Church End, Cherry HD 8 +4; THAC0 11; #AT 4; Dmg 4 tentacles, Hinton, Cambridge CB1 3LB, United Kingdom, I remember you very well, and it’s good to each doing 1-4 hp/round and reaching brain of hear from you again A number of my old Army victim in 1-4 rounds (causes instant death); SA buddies ended up scattered around the Persian psionics (includes Mind Thrust; 7th-level psioni- Gulf two years ago, and I am grateful to hear cist powers with all standard mind flayer The Army life that you came out of it okay as did they. powers) and spells (as 9th-level mage), MR 90%; We had some trouble coming up with IBM SZ M (6’ tall); ML 17-18, XP 9,000; Menzoberran- Dear Dragon computer programs that let you map dungeons zan boxed set, Book One: The City, page 88. I don’t think you will remember me, consider- and the outdoors. (The maps in DUNGEON Other changes in powers and abilities appear in ing all of the people you meet and talk with, but Adventures are hand-drawn.) If any readers the Menzoberranzan set book maybe you will. I wrote to you back in 1985 know of such programs, for any computer concerning the “World Gamers Guide” column. I system, please write in and let us all know. We’ll indicated that I had just left the Army and was publish that information here. concerned about the lack of attention paid to Thank you for your letter I’ll never forget £ and $ the people in the military stationed overseas. Much to my surprise, you called me on the Dear Dragon, phone; you said you had been in the military as I try to make sure I buy DRAGON Magazine well and remembered what it was like, I have Viva Atari! every month, but I get very frustrated every never forgotten that phone call. Well, now I find time I read “Gamers Guide.” I am very interested myself in the military again, stationed overseas, Dear Dragon in one of the advertisements on casting your I had searched for players for several months I usually let others make vociferous political own figures, but I have found that, just as with when suddenly Operation Desert Storm came attacks and I stay clear of the melee, but events eight out of 10 of the monthly advertisements, along. I thought it had ruined my plans, but it surrounding the letter from William K. Briggs in there was only an American address! This is had not. In the middle of a combat zone some- issue #185’s letters got my dander up. I read terrible! It would cost a fortune in airmail place in southern Iraq, I found myself playing your statement that SSI was not going to pro- postage, and I obviously cannot pay for the an AD&D® game. The cease fire had just been duce games for the Atari ST system and was goods with English money. What shall I do? called, and we were waiting for our illustrious disappointed. But Jim Wards statement that the Pete Fox command to tell us what it wanted us to do next Atari ST system was defunct made me furious. I Barnsley, S. Yorks., U.K. when I spied several guys sitting around on understand that Milatari and Atari were part of cots, with character sheets, books, and figures a handful of computer groups that supported There’s not much we can do here at DRAGON scattered all over the place (thanks to a wind the 1992 ® game fair you recently Magazine if an advertiser has an address on storm), and they were yelling and screaming featured. I had hoped that after reading Septem- only one continent, but some of our advertisers about the powers of something called the ber’s issue that the actions of the people from do mail-order business overseas. If you want to of Chaos. The next thing I knew, I was sitting Milatari would have made ’s statement buy something from an overseas company, you with them screaming about the powers of this regarding Atari’s rumored demise be retracted. can always have a check or money order made same sword. We, the military gamers, are still I beseech you to reassure those panicked by this out in foreign funds by purchasing it through a out here in the world, come rain or snow, come statement, born out of a lack of information local bank. You can also have material shipped Saddam Hussein or whomever, come bullets or and please print some sort of retraction. by surface mail, which will take longer but is land mines; just look real hard and you will find Jeff Hays certainly cheaper. Check with your post office us. It seems like we always have been and I feel No address given for details. Always write to the company as well quite sure we always will. and ask if it can make some arrangements to Now, I do have another reason for writing, I A correction is called for. Although the Atari help you. have been using my computer to assist in the ST computer system is not itself “defunct,” as I We had a similar comment from Simon creation of character sheets, maps, modules, was led to believe (sorry about that), there are Khoury (Waterlooville, Hampshire, U.K.), who and so on for several years, but I still find it not enough Atari-using customers to make it asked if we could print the price in British very difficult to create the dungeons and maps worthwhile for , Inc. to pounds for games and other products that we that accompany my modules. I turn to graph make its TSR-licensed computer games for that review. This is often very difficult to find out; I paper every time. I have a very nice IBM- system. The Atari ST may be alive and well, but used to have a hard time trying to get the U.K. compatible system with several thousand dollars there will be no further TSR games for it. prices for TSR products! You might simply have invested in it, yet I must still spend endless to consult with your local hobby shop or games hours trying to draw maps and dungeons. Every distributor for the prices, since they might get time I open a copy of DUNGEON® Adventures advance notice in catalogs or fliers from the and look at the drawings, I get sick with envy. Alhoon error game companies themselves. What does TSR use to draw those maps and dungeons? How is it done? How much does it Dear Dragon cost? In issue #177 I found an advertisement In DRAGON issue #185, page 63, the alhoon from a company that has a computer program have an armor class of 12, while an unarmored Never too young that assists DMs in the creation of characters man has the lowest armor class possible, AC 10. and so forth, but not maps and dungeons. This How is that possible? Does a player character Dear Dragon is the only company I have seen that offers gain a + 2 on his attack roll? I am 11 years old, and I have been playing computer aids. Please point me in the right Min Sheng Lu role-playing games ever since I was six or seven. direction! Who can I contact that can provide Impington, Cambridge, U.K Continued on page 7

4 JANUARY 1993

No mercy, no quarter

As is obvious from the title of this arti- will occur, right down to the last strand of breathless. The Maelström itself is a gigan- cle, I want to start off the New Year by drool trailing from the lead ghoul’s mouth tic tidal whirlpool off the western coast of talking about a game master’s proper as it gibbers and howls and flings itself Norway. Sailors avoid it because it eats attitude toward player characters in a upon the party’s forward scout. While you ships whole. Poe spent a lot of time re- role-playing campaign. The best game should avoid forcing an adventure to turn searching the physics of whirlpools before masters want their adventures to be just a out in a certain way, you do want to try to he wrote this story, and his outstanding little more exciting than any sane person second-guess the players’ moves, fleshing ability to detail a scene made the story would ever want to experience. What self- out the “what if” possibilities so that you invaluable to me as resource material for respecting hero would ever want to can add special color to them as you run the adventure—as well as terrifying to the charge into a pitch-black cavern filled with through the adventure. Doing a little re- nth degree. Read this passage from Poe, man-eating ghouls while armed with only search on the setting you plan to use will told by an observer on shore who watches a short sword + 1? Right. But, if you set it do wonders for the adventure, too. The the sea where the Maelström is forming: up right, they’ll do it anyway—and the more you know, the better the adventure players will love it. will be. In a few minutes more, there came over the When you run an adventure, you want As an example, I ran an adventure a few scene another radical alteration. The general to fill your players with fear and panic years ago in which the PCs were asked to surface grew somewhat more smooth, and the and terror and excitement, the vicarious investigate the disappearance of a ship at whirlpools, one by one, disappeared, while thrill of avoiding death by the narrowest the Isles of Thunder, a minor atoll about prodigious streaks of foam became apparent where none had been seen before. These scrape, followed by the joyful moans of which little was known. The heroes duti- streaks, at length, spreading out to a great exhaustion from the survivors (or the fully rented a ship and sailed off, arriving distance, and entering into combination, took agonized screams as everyone is eaten at the deserted isles in the evening. Discov- unto themselves the gyratory motion of the alive). The point is that you want the play- ering that the isles were arranged in a subsided vortices, and seemed to form the germ ers to remember the evening happily and circular fashion, they dropped anchor in of another more vast. Suddenly—very forever. the middle of the islands’ bay and went to suddenly—this assumed a distinct and definite One good way to inflict unusually excit- sleep. existence, in a circle of more than a mile in ing adventures of this sort on your players That was a mistake. diameter. The edge of the whirl was repre- is to have a cinematic mental view of your See, this particular adventure was born sented by a broad belt of gleaming spray; but no particle of this slipped into the mouth of the adventure before play starts. Visualize the with my reading of Edgar Allan Poe’s terrific funnel, whose interior, as far as the eye upcoming scenario in detail as if it were short-story masterpiece, “A Descent into could fathom it, was a smooth, shining, and jet- part of an action/adventure movie. You the Maelström.” In less than two dozen black wall of water, inclined to the horizon at an want to be able to describe, in full color, pages, Poe depicts a scene of such primal angle of some forty-five degrees, speeding the major action scenes that you anticipate terror as to leave the reader shivering and dizzily round and round with a swaying and sweltering motion, and sending forth to the winds an appalling voice, half shriek, half roar, such as not even the mighty cataract of Niagara ever lifts up in its agony to Heaven.

This is only the beginning of a terrific story, which I won’t spoil for you here. I had decided to send the heroes down the Maelström—and there they went. Just after midnight, the heroes were awakened by the shrieking and screaming of tens of thousands of sea gulls taking off from the Isles of Thunder and fleeing the scene. In the moonlight, the characters on deck saw the smooth sea turn choppy as they heard a distant, low thundering build all around them. Their ship rocked as violent gusts of wind tore across the sur- face and shook the masts. As the howling of the winds rose and huge whirlpools began to form across the bay, the heroes made a desperate effort to escape aboard their ship, but the anchor could not be raised. A titanic whirlpool then began to form in the bay, with the heroes’ ship in its center. As the ship began to spin and sink with the descent of the center of the mile- wide vortex, and old wrecks from the sea bottom were brought up to the sides of

6 JANUARY 1993 the pool and hurled like wood chips Letters venge, WGA2 Falconmaster, WGA3 Flames of around in its black grip, the characters Continued from page 4 the Falcon, WGA4 Lives, WGS1 Five Shall hung onto railings and masts for dear life. I’ve been told, though, that I’m too young and Be One, WGS2 Howl From the North, WGQ1 The players shouted to each other and to shouldn’t be playing them until I am older. Is Patriots of Ulek. I assume that you’ve already me in a frenzy, pouring out their last there a certain age when people should start picked up older modules such as WG6 Isle of commands and actions in the face of playing role-playing games? the Ape and the humorous WG7 Castle . This strikes me as quite a load of doom. The ship dropped half a mile to, the Dillon P. Biedul San Luis Obisbo CA material for a setting that has been accused (by bottom of the full-blown whirlpool—and several other writers as well, actually) of being disappeared into an alternate universe. As far as I’m concerned, if you can read and ignored by TSR. In fact, WORLD OF This was only the beginning of the ad- understand the rules to a particular role-playing GREYHAWK products are promoted in our venture. I had also been reading a copy of game, or if someone can explain the rules to you catalogs for selling well to experienced gamers a rare fantasy-horror novel called The clearly, then you’re old enough to play it. Age is who recognize it as the longest-running AD&D Boats of the Glen Carrig, by William Hope generally unimportant except to a few other game world (heading into its 19th year). Hodgson, an author who died in World gamers, and you can always find other people This year, four other WORLD OF GREYHAWK I. In this tale, a party of lost seamen to play with. Enjoy! products are on the schedule: The Marklands, an accessory due out in February; Iuz the Evil, discover a small island surrounded by a an accessory due in April, The City of Skulls, an vast bed of seaweed in which various old adventure in June, and Border Watch, another wrecked ships still float and enormous Overdue attention adventure for August. Stay tuned for more. man-eating monsters dwell. Hodgson, like Poe, was able to capture the essence of Dear Dragon, horror and the unknown in his writing, Finally! I am glad to see that TSR and and he was further able to project the DRAGON Magazine are paying some overdue Straight survival existence of ghastly supernatural powers attention to the first and best fantasy world in that were completely hostile to all life, the AD&D game. The WORLD OF GREYHAWK® Dear Dragon, There are various role-playing games around. doing it in such a way as to make your setting has been mostly ignored by the TSR crew, and it’s time that they did something for I have played many of them, enjoyed a few, and skin crawl when you put the book away all of us fans out here. If as much time and spent a great deal of money. One thing I have and tried to go to bed. Can you guess effort were spent on this campaign as was spent found true in all cases is that the games revolve where the heroes went when they were on the ® setting, the around violence. I enjoyed this when I started gated out of the whirlpool? I knew you result would be the brightest gem in the TSR playing in fifth grade, but now I would like could. crown. Many newer players are missing out on something more. I would like to find a game After being attacked by several giant the rich traditions and background available for that concentrates on survival by normal people squids, sahuagin, prehistoric sharks, and I years in the GREYHAWK® setting. in a city, a cave, a deserted island, or some- forget what else, the heroes made it to the That brings me to my first point. My sincere where else. Does anyone make an RPG that has no violence and no magic? The TOON* game by island and met up with the (few) survivors thanks and appreciation go out to Ed Green- wood for his “Magic in the Evening” piece in is not what I am looking of the ship they had been sent to find. issue #185. I really hope that this line of conver- for. Please print my full address. Bringing the castaways aboard their own sation between , , and Randy Jennings ship, the heroes then managed to find a possibly Dalamar continues for many issues to 8800 Billings Road way back to their home plane by sailing come. It was one of the best and most original Kirtland OH 44094 directly into a waterspout—a tornado that features I’ve seen in recent years from DRAGON touches down on the sea to create a vio- Magazine. Thank you for finally coming out of One of my favorite books when I was in grade lent funnel of wind and mist. What was the “FORGOTTEN REALMS setting-only” ap- school was Swiss Family Robinson, so I think I left of the ship, the heroes, and the res- proach. understand what you are looking for. The Game Company publishes the OUT- cued sailors limped back into port, with I also wanted to ask about the AD&D 2nd Edition game’s revision for the WORLD OF DOOR SURVIVAL* game, a board game that many satisfied smiles and personal prom- GREYHAWK set, mentioned in the teaches many basic techniques of wilderness ises never to set foot on so much as a GREYHAWK Wars boxed set. When is it coming out? I haven’t survival using a map showing 13,000 square rowboat again. seen any mention of it in “TSR Previews,” but I miles of rugged terrain. The game sells for $25. For days before the adventure, I kept thought that it was due out this fall. Also, is To order it, write to: The Avalon Hill Game picturing the heroes caught in the whirl- there any possibility of getting a preview of the Company, 4517 Harford Road, Baltimore MD pool, then attacked by unearthly mon- set in DRAGON Magazine? 21214; or call toll-free: l-800-999-3222, and use sters, then slamming into the tornado at H. .I. Nichols your credit card (there may be shipping and the end. I pieced together as many details Savannah GA handling charges as well). It is interesting to note that some of the earliest D&D games ever as I could of the happenings and wrote First, thank you for the comments on “Magic played by its creators used this very same game them down, often rereading the original in the Evening.” As you saw in our last issue, we for its map. There may be other board games or sources to flesh out the imagery, then used do indeed plan to continue this feature. Who computer games that also simulate survival it all as the adventure unfolded. It worked knows what will be revealed in future columns, situations; if any readers know of them, I hope great. or who else will join the conversation? they’ll drop you a postcard and let you know. Give this a try in your next adventure. Second, the From the Ashes boxed set, which Good luck! Think big. Think of the Maelström. Think contains information on the restructured of Indiana Jones. Think of Terminator 2: WORLD OF GREYHAWK setting, went on sale last November. I should point out that, contrary Judgment Day, Aliens, Ghostbusters, or Suspend disbelief! Visualize your adventure and to your remarks, the WORLD OF GREYHAWK Total Recall. setting has received considerable attention from sharpen up the details for maximum im- TSR’s game designers and editors. Our 1991 and Dear Dragon, pact. Then hit the heroes with everything 1992 TSR catalogs listed the following items for I’m glad that artist Tom Baxa was able to you’ve got, and listen to them scream. sale, all relating to this universe: WGR1 convince you of the existence of chain-mail The players will love you for it. Trust me. Greyhawk Ruins, WGR2 Treasures of pants in issue #186, page 3. Apparently, you Greyhawk, WGR3 Rary the Traitor, MC5 already accept such things as magic and vam- GREYHAWK appendix to the Monstrous Com- pires. Get a grip! pendium, boxed set, the Joe Wiegand GREYHAWK Wars boxed set, T1-4 Temple of No address given Evil, WG8 Fate of Istus, WG9 Gar- goyle, WG10 Child’s Play, WG11 , Thanks. I needed that. WGA12 Vale of the Mage, WGA1 Falcon’s Re- DRAGON 7

Add African to your campaign world

by David Howery Artwork by Jim Holloway

T he wilderness of Africa has been a monsters, magic, and mysteries. western perceptions of Africa, and movies setting for fiction writers for over a centu- African settings have been mostly ig- and literature about Africa; many of the ry. It's a common setting for tales of lost nored in existing AD&D game worlds. same sources that were used to design races, ruined cities, and hidden kingdoms. This article presents a way to add an Kara-Tur. I have tried to keep the classic Stories ranging from H. Rider Haggard's Africa-like continent to your AD&D game, pulp-fiction spirit for the setting, which is “King Solomon's Mines” to Edgar Rice using examples, from real African history perfect for designing adventures. Note Burroughs' Tarzan stories and the recent and folkolore. Of course this setting is not that “Africa” in this article refers to sub- Congo by Michael Crichton use Africa as a the real Africa, any more than the WORLD Saharan Africa, not Arabian lands, which background. The pulp-fiction adventure OF GREYHAWK® is the real medieval Eu- are covered well in the AL-QADIM™ game spirit of African stories is ideal for the rope or Kar-Tur is the real-world Orient. supplements or Egyptian-inspired cultures AD&D® game, due to the presence of It is a setting influenced by myth, our ehich are covered in such diverse sources

DRAGON 11 as Legends & Lore, FR10 , and small native village, the jungle, and a river. ry to their taller neighbors. The other I3-5 The Desert of Desolation module If you do not campaign in a published race, the bushmen, were once found all series (for the AD&D 1st Edition game), TSR world, it is up to your DM to deter- over the Dark Continent. Now, their last plus the D&D® game product HWR2 King- mine where to place his or her Dark Conti- stronghold is the brutal desert to the dom of Nithia. nent setting. Wherever it is placed, the southwest. A few packets of them are This article presents part of a generic Dark Continent follows all normal AD&D found in other areas, but only in very Africa-like continent (“the Dark Conti- rules. The land has a different culture, small numbers. nent”? that can he dropped into most nor- climate, and ecology than the lands the The pygmies and bushmen live quiet, mal AD&D settings Unusual campaigns players and their PCs are familiar with nonmaterialistic lives and do not have may not include an African setting. however, and wise adventurers must nations or wars of conquest. The other ®, ®, DARK adapt quickly to the new conditions, or natives have numerous warring tribes, SUN™, and the Maztica settings may he become one of the many skeletons that kingdoms, and even large empires. They inappropriate, although imaginative litter the Savannah. are the main participants in gathering Dungeon Masters can still make use of the trade goods. Unfortunately, they are also information presented here (an African The land the main targets of slavers. planet or entire crystal sphere for The Dark Continent is a varied land but Traditional AD&D demihuman races SPELLJAMMER, or a “new” continental is hot nearly everywhere. The famous (elves, dwarves, gnomes, ) are not land mass on Athas, Krynn, or Toril, fur rainforest roughly follows the drainage of native to the Dark Continent hut are example). The other TSR campaign worlds large river basins. It is bordered on the found in the trading posts run by north- are discussed below. east and south by a chain of mountains, erners. [Editor’s note: For DMs who feel The WORLD OF GREYHAWK hills, and lakes. The hills and mountains that demihumans deserve their place on campaign: For my original WORLD OF are low and weathered. Rainforest soil is the Dark Continent, pygmies may be a GREYHAWK campaign, I drew up an ex- poor for European-style farming. The daily race of dark-skinned halflings, and the tended map of Hepmonaland, making it rainfall leeches most of the nutrients from bushmen could be a race of nomadic into a vast and wealthy continent of spice the soil. Once the tropical growth is re- elves.] Many humanoid races are also traders, ivory hunters, warring natives. moved, the soil turns to hard clay in only a absent. There are no , goblins, hob- lost cities, and all that wonderful African season or two. goblins, bugbears, ogres, or ettins. In place flavor. This was the original setting for To the north and south of the jungle, the of these, other humanoids have filled the “The Elephant’s Graveyard,” and “The thick trees gradually give way to open niches the other races normally fill. Tasloi Leopard Men” (see DUNGEON® Adven- scrub and chapparal, and eventually to the and trolls live in the jungle. Gnolls live a tures, #15 and #22). Recent events on wide savannah. The tropical plains are primitive life among the of the Oerth (detailed in Greyhawk Wars and broad and level, broken by numerous hilly savannah. Kubolds and hill giants live in From the Ashes), invalidated this set-up by ranges, plateaus, and gullies. The soil is the rough terrain, and utuchekulu stalk revealing that Hepmonaland is a backwa- better for crops here, although water can through the forests. Other intelligent ter area that had been conquered by the he scarce at times. creatures include lizard men, bullywugs, Scarlet Brotherhood. With this knowledge, Water is plentiful elsewhere, and the grippli, mongrelmen, jackalweres, nagas, the best place for an African continent is continent has numerous lakes, rivers, and eblis, and yuan-ti. Aarakocra, brightly southwest of the Sea of Dust. It would he swamps. The rainforest has interlaced colored like parrots, live in the mountains. difficult, hut not impossible, to set up systems of rivers and lakes, which form Sahuagin, lacathah, and nixies live in the trade routes to this area. DMs will have to large drainage basins. warm seas. draw up an extended map of Oerik to There are deserts in several places include the Dark Continent. around the Dark Continent. The largest is Animal life The FORGOTTEN REALMS® setting: in the western part of the southern savan- The Dark Continent is home to the larg- To date, the southern hemisphere of Toril nah. This is the last home of the ancient est “normal” land animals in the world. has not been developed. The Dark Conti- bushmen tribes. All these deserts are hot The elephant, rhino, and hippo are com- nent could easily he placed southeast of and arid lands of thorny scrubs and salt mon. Predators include many of the great Faerun and southwest of Kara-Tur. It may sinks, To those who know how, a surpris- cats, such as lions and leopards, as well as be difficult for trade routes to develop to ingly wide variety of game and forage can hyenas and hunting dogs. The savannah is this area, but the obstacles are no worse be found even there. home to huge game herds, including ante- than those between Kara-Tur and Faerun. lope, buffalo, zebra, and giraffe. The jun- The AL-QADIM setting: While techni- The people gle holds no large herds, but game is still cally part of the Realms, Zakhara is a land The natives of the Dark Continent have abundant. There are several species of quite different from Faerun. The Dark become superbly adapted to the harsh small antelope, deer, okapi, and wild Continent is a logical adjunct to Zakhara, heat of the land over eons of evolution. swine. Great apes live in the forests, in- since the real Africa is adjacent to the real Dark skin and tightly curled hair seem odd cluding gorillas, chimpanzees, and small Arabia. Due to proximity, the people of to northerners, but they are excellent communities of dakons (see DRAGON® Zakhara are familiar with the Dark Conti- adaptations to harsh sunlight. The natives issue #187 for the”Ecology of the Dakon”). nent, and have long-established trade are also immune to many of the deadly Monkeys are numerous, and baboons live routes there. DMs should feel free to place diseases that lurk in the air and water. The in the hills. the Dark Continent off the western edge natives know the land well and can find The hot climate is ideal for cold-blooded of the High Desert. food and water there. Northerners find creatures. Snakes and lizards are common The ® campaign: While that they must adopt the natives’ ways or Poisonous snakes thrive in the hot lands, the Demiplane of Dread is too small for a perish. including cobras, asps, mambas, and vi- whole continent, one of my adventures There are three main races of humans. pers. These kill more people than any sent the PCs to a small island with a twist- Tall, dark-skinned natives dominate the other animals. Crocodiles are a hazard on ed and evil version of an African jungle. Dark Continent and are found in most the rivers, where they feed on the hun- This island was ruled by a cruel witch areas. The two other peoples are very dreds of species of fish. Insects and arach- doctor who practiced voodoo and sorcery. scarce now but once were far more nu- nids by the millions are found in the He broke the PCs’ limbs with voodoo dolls, merous. One race, the pygmies, live only jungle, ranging from tiny (disease- and had werehyenas and undead for in the center of the jungle region. Once carrying) mosquitos to huge spiders. servants, plus doll golems and demon- they lived throughout the entire rainforest Giant forms of common animals are possessed animals. The island included a basin, hut have lost much of their territo- found in many areas: snakes, lizards,

DRAGON 13 frogs, insects, etc. The behemoth, a larger zombies to be their servants. Ghouls haunt python; #22, “The Leopard Men:” tuy- relative of the hippo, inhabits isolated the jungles in packs of a dozen or more. ewera. waterways. Unique types include the tyerkow and The most dangerous animals are not the tuyewera. The lists below give those mon- Jungle adventuring rules rhinos, elephants, or even the cobras. The sters most appropriate for an African Although the Wilderness Survival Guide remnants of several dinosaur species live setting, along with the source book: (WSG) was designed for the AD&D 1st deep in the jungle. These huge beasts are , Vol. 1-3: aara- Edition rules, it is still useful due to its rarely seen, even by the natives. kocra, aboleth, herd animal (camel, buffa- detailed treatment of wilderness travel. In Note: For complete stats on African lo, antelope), ant (all), ant lion, carnivorous this section, the WSG is referred to by wildlife, DMs should have a copy of the ape, baboon (all), barracuda, basilisk (all), page numbers. AD&D 1st Edition . Sev- bat (all), beetle (rhinoceros, stag, water), The main problems with jungle adven- eral common animals did not make it into behir, bichir, boar (warthog), bullywug, turing are the heat and humidity. Soldiers the 2nd Edition Monstrous Compendium, great cat (cheetah, leopard, lion), centi- and adventurers do not wear heavy metal including the rhino, gorilla, and hippo. pede (all), crocodile (all), crustacean (all), or padded armor. Only leather and hide dinosaur (all), wild dog, dolphin, dragon armor are commonly worn. Characters Plant life (black, blue, bronze, red), dragon turtle, who insist on wearing heavy armor run The jungle is famous for its layered dragonfish, eagle, eel (all), elephant, giant the risk of suffering heat stroke; there is a depths. The tree canopy stretches unbro- fish (catfish, gar), frog (all), fungus (all), 20% cumulative chance per hour of this ken for hundreds of square miles. Plants ghoul (all), gnoll, hawk (all), hornet (all), occurring (WSG, page 28). Magical spells of the jungle adapt to the daily rainfall by horse (use the “pony” entry for zebras), or items can negate the heat. However, the growing leaves with pointed tips; these hydra, , jackal, jackalwere, , rainforest humidity plays havoc with shed water quickly. leech (all), lizard (all), lizard man, locathah, metal armor (WSG, pages 28-29), causing it The jungle does not give way suddenly mold (all), mongrelman, muckdweller, to rust at a rapid rate. Weapons of steel to the savannah. The change is gradual, myconid, naga (all), giant octopus, ooze/ suffer similar fates. [Editor’s Note: For with the trees slowly thinning out and slime/jelly (all), piranha, carnivorous plant those with access to the AL-QADIM Ara- shrubs growing abundantly. Eventually, (choke creeper, mantrap, strangle weed, bian Adventures book, see the 2nd Edition the trees become scarce, even the shrubs sundew, triflower frond), (all), ray (all), rules on heat and dehydration in Zakhara thin out, and the savannah sweeps from sahuagin, scorpion (all), tasloi, thessalmon- on pages 78-82.] horizon to horizon. The grasses here are ster (all), toad (giant, poisonous), troglo- Pack animals are available for sale in the very hardy. They have adapted to the dry dyte, troll, vulture (all), wemic, wyvern, trading cities. Animals from outside the climate by developing deep root systems yellow musk creeper, yuan ti, zombie. Dark Continent cannot be brought there, and thin leaves, to reduce the area availa- MC4 DRAGONLANCE Appendix: insect due to prevalent hoof-and-mouth disease ble for water loss. The animal herds are swarm, kani doll, trapdoor spider, stag. carried by local flies. Native-born animals migratory, passing through areas quickly MC5 GREYHAWK Appendix: beastmen, are immune, but others will catch the and grazing the plains almost down to the bonesnapper, dragon (cloud, mist), giant disease in 1-4 days, become weak and sick, soil. Thus, the grasses are very hardy, dragonfly, grippli, grung, giant iguana, and die in another 1-4 days. In addition to allowing for a quick recovery once the kech, sea snail, sea sprite, turtle (all), sea normal horses, camels, oxen, and donkeys, herds have moved on. zombie, zygom. the PCs can buy tamed water buffalo. Due to the influence of magic, several MC6 Kara-Tur Appendix: hannya, hista- These are docile animals with the same plants have developed a crude intelligence. chii yuan-ti. statistics as wild buffalo (MC1, “Herd ani- These have devised a number of deadly MC11 FORGOTTEN REALMS Appendix mal”). Their encumbrance and weight attacks, as a way of supplementing the II: avian (all), cat (wild, change), harrier, limits are equal to those of a draft horse. poor tropical soil. Plants like the blood- loxo, carnivorous plant (all), retch plant, Natives may be hired in the trading cities thorn, yellow musk creeper, and choke rohch (dark), sand cat, monkey spider, as hirelings on expeditions. They are creeper are infamous among the natives. saurial, tlincalli, tren. skilled at a variety of tasks: bearer/porter, There are also many plants of the “slime” MC13 AL-QADIM Appendix: debbi, ele- pack-animal handler, valet, or spear bearer category, such a green slime, yellow mold, phant bird, jungle giant, reef giant, living (askari). Pay for these men averages 1 sp and zygoms. idol, lycanthrope (werehyena, werelion), per day but can be adjusted by each DM. maskhi, mason wasp, sabu lords, serpent If more than ten are hired, one will be a Monsters lord, winged serpent. village headman in charge of the others, In addition to the threats of men, beasts, MC14 ® Appendix: crab- paid at a rate of 1 gp per day. and plants, many types of unnatural mon- man, darter, emerald dragon, gorbel, Disease lurks in the air and water of the sters live on the Dark Continent. The sussurus. tropics, and is carried by insects. People fiercest monsters of all, dragons and their Monster Manual (AD&D 1st Edition): ape who are not native to the Dark Continent kin, are found in several areas. Black (gorilla), hippopotamus, masher, rhinoceros. have a base 5% chance per day (noncumu- dragons thrive in the swamps, and green FIEND FOLIO book (AD&D 1st Edition): lative) to catch some form of disease. This dragons live in the jungle-clad hills of the afanc, basidirond, bloodthorn, boalisk, chance increases to 10% in swamp areas interior. Blue dragons prefer the arid dakon, giant fly, froghemoth, hybsil, and to 75% if untreated water is con- savannah, while red dragons live in the wereshark, giant mantis, ophidian, giant sumed. There are two types of diseases: mountains. There are few metallic or pedipalp (stats for this creature also can debilitating (70%) and fatal (30%). neutral dragons, although cloud and mist be found in FOR2 of the Under- Debilitating diseases reduce a character’s dragons may be encountered ‘on mountain dark), solifugid, giant termite, verme. Strength by one point per day, until the peaks. Bronze dragons live in the hills. Creatures from issues of DRAGON Maga- Strength score is down to half the original Dragons are scarce on the Dark Conti- zine: #122, “Gaming the Dark Continent:” value, rounded up. There is a cumulative nent, but their relatives are not. Wyverns chemosit, chepekwe, dingonek, getiet, 10% chance every day that the disease will and hydras are common, and behirs infest ingogo, ngojama, nunda, nzefu-loi, break on its own. Once the disease breaks, the hills. Worst of all, every type of thes- silwane-manzi, tyerkow, unthlatu, utuche- Strength is recovered at one point per day salmonster has been seen on the conti- kulu; #137, “What’s for Lunch:” giraffe, of rest. nent. Dragon turtles live in the seas, near okapi. Creatures from issues of DUNGEON Fatal diseases rob a character of one the mouths of large rivers. Adventures: #10, “The Shrine of Ilsida- point each of Strength and Constitution Some undead are found among the evil hur:” Ilsdahur, Tanar’ri lord; #15, “The every day. When one of these abilities tribes. Savage priests raise skeletons and Elephants’ Graveyard:” snake, giant fanged drops below three, the character must

14 JANUARY 1993 make a system shock survival roll, based in this issue.] The natives’ tactics empha- trade and destroy slaver bands wherever on his or her original Constitution, not the size ferocity and cunning. They excel at found. Unfortunately, these efforts are not reduced score. Success means that the ambushes, and will drive home their united. Thus, the slavers are able to move disease breaks, and the character will charges into the teeth of any resistance. from area to area and continue their wick- recover one point each of Strength and The native kingdoms have organized arm- ed trade. Constitution for each day of rest. Failure ies of trained soldiers equal to anything means that the character will slips into a found in the north, and sometimes of far Trade goods coma and dies in 1-3 days. larger size than feudal armies. The most The Dark Continent is a wealthy land. If a character contracts a fatal disease, fearsome allies of the natives are the dis- The mineral wealth alone includes the there is a 20% chance it is the dreaded eases that lurk in the drinking water. most valuable metals: gold, platinum, iron, jungle fever. The rules for this are the Northerners have no natural immunities, copper, and silver. Gemstones are found in same as for other fatal diseases, except and the diseases spread like wildfire many places, but mainly are of low value. that the rate of loss and recovery of through their military units. There are rumors of ancient diamond Strength and Constitution is two points For a northern realm to conquer the mines lost somewhere in the mountains. each per day. Dark Continent would require a tremen- No one knows exactly where they are. When reducing the Strength of a fighter dous investment in acclimatizing soldiers, One item that is rarely thought of as valu- with exceptional strength (18/01 or high- forming units without polearms or cavalry, able is salt; this item is valuable in medi- er), reduce the score to 17 the first day. and recruiting regiments of clerics to eval cultures. The Dark Continent has Note that a heal or cure disease spell will combat disease. This is beyond the capabil- valuable salt deposits in its deserts. cure a disease at any time. Anyone who ity of most realms, and the rest have not Products of nature are another source recovers from a disease without the aid of felt confident they would win such a war. of wealth. Spices are abundant in the magic is permanently immune to that The Dark Continent remains free because forests, including pepper, nutmeg, cloves, disease. Magical curing grants only one of the people and the land itself. cinnamon, and ginger. Resinous saps are month’s immunity. There are dozens of tapped from trees and made into incense strains of debilitating and fatal diseases. Slavery and perfumes, A few types of wood, such Immunity to one strain does not guarantee The real Africa of the Middle Ages was as mahogany and tropical cedar, are found immunity to any others. home to numerous kingdoms. Compared in the forests. Many animal hides are to European nations of the time, the Afri- valuable, including leopard, zebra, giraffe, Warfare can kingdoms had large armies and vast cheetah, rhino, and hippo. Ivory is taken No northern realm has ever made a wealth. However, the Africans never de- from elephants and hippos, but at great successful conquest of the Dark Continent. veloped rifles or the ruthless exploration risk to the hunters. Two elements conspire to defeat all in- urges of the Europeans. In the end, nearly The native kingdoms manufacture some vaders: the climate and the natives. all the native kingdoms fell to outsiders. items valued in the north. Art objects of Soldiers from the north are used to The slave trade was one factor in their bronze, gold, and ivory are exported, along fighting in temperate weather and in downfall. While slavery has existed for all with cotton cloth, millet, and sorghum. heavy armor. The tropics, with its humid of known history, it was the European jungle and burning plains, play havoc with slave trade that devastated the continent. Native kingdoms men and metal. Men cannot bear the heat In a vicious circle, native slavers caught Africa was the site of many organized of heavy armor or the padding beneath it. slaves to buy guns to catch more slaves. kingdoms and cities in the Middle Ages, Dizziness, unconsciousness, and heat This practice destroyed whole kingdoms, Their armies and culture surpassed nearly stroke affect those who insist on such such as Kongo. European colonialism in all of Europe at the time. However, these armor. Magic can negate the heat, but the 1800s destroyed the rest. cultures were also rather stagnant, and such magic is never found in enough In the pseudo-medieval AD&D worlds, were destroyed by Europeans of the In- quantity to equip a large body of troops. slavery is abhorred by most lands and dustrial Age. In any case, the humidity of the jungle peoples. However, there are evil countries For a fantasy Africa, DMs are encour- rusts metal quickly. Thus, most northern in these worlds too, who base their econo- aged to design their own kingdoms and troops are forced to wear leather armor, mies on slavery. Among their victims are tribes, based on real African peoples. which gives them no advantage over the the natives of the Dark Continent. [Editor’s Some examples of real cultures are given natives. note: DMs may be able to adapt the - below. Weapon choices must change in the ule series A1-4 Scourge of Slave Lords for Asante: The Asante (or Ashante) was a jungle. Small to medium weapons (, use in this setting.] union of west-African tribes. In their axes, maces, etc.) cause no problems and Slaver move into the native traditions, the kingdom was established are often used by the native kingdoms. lands across the continent, searching for when the priest Anokye called the Golden Polearms, and the infantry block forma- small villagers or stragglers to put into Stool down from the heavens to alight on tion based on them, are unwieldy in the chains. The native kingdoms are not usu- the knees of the first king, Osei Tutu. The jungle. Siege weapons, such as catapults, ally targeted, as they have large military Golden Stool was the symbol of the Asante are hard to move in the dense jungle or forces to discourage such predation. The king and union, and was sacred. One of trackless Savannah. usual targets are the more primitive and the Asante/British wars began when a The natives of the tropics have adapted isolated villages. Men, women, and chil- British governor declared he would find well to warfare there. The warriors wear dren are taken, and the elderly and infirm the stool and sit on it. This whim caused light armor equivalent to leather. Their are slain or chased off. Once captured, the hundreds of deaths. In spite of its primi- shields are large and oval, providing more natives are chained into long, single-file tive culture, the Asante Union was a tight- body protection than round shields. The lines and marched to the coast. Some die ly controlled country, led by the Asante- preferred weapon is the versatile spear, on these merciless treks. On the coast, the hene (king). The capital, Kumasi, was clean which can be used one-handed with a natives are packed tightly into ships for and orderly. The Asante were prosperous shield, two-handed, when mounted, or can passage to the northern lands. Many more traders and fierce raiders. The last Asante- be thrown. , warclubs, and machet- die on the voyage. The slave trade is an hene, Kofi (King Coffee), had the misfor- es are common melee weapons. The bow inhumane practice of cruelty and death. tune to engage the British in a series of or blowgun is used by many tribes. Jave- Several of the northern nations have set wars (1873-1900) that shattered the union. lins are used by some Savannah tribes. up friendly trade agreements with the Benin: This prosperous empire was [Editor’s note: For more on African arms nations of the Dark Continent. These founded in west Africa about 900 AD, by a and armor, see “Arms & Armor of Africa” nations have an intense hatred of the slave Yoruba people called the Bini. Their leader

DRAGON 15 was the Oba, a combination of king, high cavalry (camel and horse) but was mainly Zulu military organization (the ), priest, and warlord. Their holy symbol composed of infantry. For a brief time, tactics (the famed buffalo formation), and was the leopard. The capital city of Benin controlled the mysterious city of their main weapon, the . After was protected by an army wielding Timbuktu. Mali slowly fell into decline as conquering a large swath of savannah, the swords, spears, and bows. The Bini were the Songhay empire arose, and eventually Zulus were halted from further expansion shrewd traders who sold ivory, pepper, faded away. by the Boers. The Zulus were dependent cloth, metal, and slaves for copper and Sokoto: Another west-African kingdom, on their cattle herds and gardens for other goods. Benin was famous for its this loose empire bore a striking resem- sustenance. Their villages, called kraals, bronze castings, ivory crafting, and skilled blance to feudal Europe. The Caliph ruled were collections of huts. In spite of their artists. The Bini also practiced human over a number of Moslem emirates who bravery, the Zulus were outmatched by sacrifice on a large scale in times of crisis. provided “knights” and “men-at-arms” to British guns. Although they won a handful The greatest crisis of all was when the the national army. Much of the army was of impressive victories, the Zulu culture British conquered Benin in 1897. As the mounted men with mail shirts and lances, was swept away by war in 1879. redcoats advanced on the capital, they while the infantry organized around ban- found hundreds of sacrificed corpses on ners. The emirs had a penchant for slave Other cultures the trail and more in the city. This didn’t raiding, although most of their income Tribesmen: This catch-all term in- stop the British, and Benin was destroyed. came from trade routes. The army of cludes the primitive tribes of natives who Ghana: This was the first of several Sokoto clashed with the British redcoats live throughout the continent. Many are west-African kingdoms that controlled the and was destroyed piecemeal from 1897- concentrated in the rainforest region, but local gold and salt trade routes. The peo- 1903. several live on the savannah. In spite of ple called themselves the Ouagadou, after Songhay empire: This nation was one the rise of the native kingdoms and em- Ouagada-Bida, a great spirit snake that of the last to rise in west Africa to control pires, 75% of the Dark Continent’s popula- lived in the capital city of Koumbi. Ghana the gold and salt routes. Established by the tion live in primitive villages, surviving on was ruled by a king who served as leader, Songhay people, the empire gained in hunting and subsistence agriculture. high priest, supreme judge, and warlord. power as Mali declined. Originally fisher- Although there are numerous tribes, In the Dark Ages, Ghana had a treasury men and farmers, the Songhay also be- they all have a few features in common. and army that surpassed all of Europe. came traders, craftsmen, and warriors. Housing, adapted to the tropics, is Armed with iron swords and spears, Their capital was at Gao, but they also thatched huts, which can be repaired Ghana defeated an invading Arab army. controlled the important cities of Tim- quickly after the fierce tropical storms. Koumbi was actually a pair of cities. One buktu, Jenne, and Takedda. Songhay was Communication between villages is by was for government and religion, the divided into numerous provinces ruled by drums made of hide stretched over hollow other was for business. Many trade goods governors. A crude caste system was logs. Messages can be relayed from village passed through Ghana: cloth, metal goods, developed, mainly to create a professional to village by drum codes. It’s possible to leather goods, and cotton. The king’s main army and avoid drafting skilled craftsmen. send a message 100 miles in two hours, in income was the taxes from merchants. Much of the army was infantry, but there the more densely settled areas. Ghana had a system of courts and courts were a few cavalry units. The Songhay Tribesmen live by a combination of of appeal. Legend says that Ghana fell empire fell to Moroccan troops in 1590. gardening, gathering, and hunting. As the when the warrior Amadou slew Swahili: The coastal area of southeast game herds are migratory and undepend- Ouagadou-Bida, the protector of Koumbi. Africa was home to several large Swahili able, agriculture is the most important In truth, Ghana was conquered by an cities. The most important was Kilwa, but source of food. Some tribes on the savan- Almoravid invasion in 1067 AD. Ghana the others included Malindi, Mombasa, nah live almost entirely off their herds of was able to put 200,000 men into the field Pemba, Zanzibar, and Mozambique. The cattle. The appearance of wild game is a and still lost. This was one year after cities traded with India and sometimes bonus source of protein. Garden plots are William the Conqueror was barely able to China; one of the cities sent a giraffe to protected by thorn bomas, to keep out gather 7,000 men to invade England. the Chinese emperor. Gold, ivory, and raiding animals. Kongo: This kingdom arose in the cloth passed through these cities. In the The tribal system of the primitive na- northern area of modern Angola. From end, all were devastated by the Portu- tives is usually a loose collection of villages the capital of Mbanza, the Mani-Kongo guese, who first raided and then estab- of people united by a common language or (king) ruled over thousands of subjects. lished a protectorate over the area. religion. While there may be an overlord The land was divided into numerous prov- Zimbabwe: This mysterious kingdom for the whole tribe, in general each village inces and subject states. Like most African arose in the area of modern Zimbabwe, goes its own way. Only in times of war, states, Kongo prospered through the trade once called Rhodesia. The empire around festival, or crisis does the entire tribe routes in its territory. Kongo was de- it, set up by the Rozwi Bantus, was first gather in common cause. stroyed in the 1500s, like so many others, called Monomotapa. The empire con- One of the main differences between the by rampant slave raiding. trolled a number of gold-producing areas, social system of the Dark Continent and Mali: This west-African kingdom rose and traded with the cities of the southeast feudal Europe is the importance of the on the ashes of Ghana, to control the gold coast. A revolt in the south led to the family over the individual. This concept and salt trade routes. Established by a establishment of another kingdom, Zim- carries over into the village structure, and Mandingo people, the capital was original- babwe, based on a capital city of that eventually to the whole tribe. This system ly Kangaba but was later changed to Niani. name. Ruins of the capital can still be seen offers some advantages: the elderly and The near-legendary founder of Mali was today. The city’s walls were 30’ high and infirm are provided for, not out of charity, Sundiata (“hungering lion”), who led the 20’ thick. The kingdom had a roughly but out of a sense of family duty. On the Mandingos to victory over the Sosso peo- feudal culture that lasted 300 years. Zim- other hand, there is also a loss of individ- ple who had subjugated them. Sundiata babwe was overrun by Bantu invaders ual initiative. The tribesmen are less likely established his control over several neigh- from the south, who did not reestablish to unite and overthrow evil chiefs or ty- boring lands and came to rule a wealthy the kingdom. rants. Their system is not superior to the kingdom. He is still revered today as a Zulus: This south-African people en- feudal culture of the north, just different. legendary warrior. The ruler of Mali was joyed only three generations of empire but Many outsiders have been confused by the called the Mansa. The kingdom was di- are famous for their bravery in battle. One natives’ system. Those who have learned vided into numerous provinces, adminis- man, Shaka, arose from a primitive back- to adjust have found many friends among tered by governors and mayors appointed ground to create a kingdom by conquest, the natives. by the Mansa. The large army included much like Genghis Khan. He developed the Pygmies: These people once lived

16 JANUARY 1993 throughout the rainforest basin, but now There are also hares, bustards, warthogs, tor worship. The living are thought to owe live only in a small part of the center of it. and ostriches. Predators include lions, a debt to the dead and vice versa, so each Competition with taller neighbors has leopards, wild dogs, hyenas, snakes, and must look out for the other. reduced their territory and numbers. ratels (a nocturnal carnivore resembling a Lesser gods and spirits are localized to Superficially, they look much like the badger). Huge elephants, larger even than small areas, and exist in huge numbers other tribesmen, only shorter. They have their kin on the Savannah, roam the and in great variety. Spirits may live in dark skin, black hair, and stand 4’ to 5’ coastal fringe. Flocks of ibis, storks, and areas as large as a mountain or as small as tall. herons are found in the scarce water one animal. There are no large and grand The pygmies are a hunting/gathering areas, dodging the hippos and crocodiles. churches, only small and humble shrines, people. They have no crops or herds. They Fodder for large game is sparse, but the but these are respected and revered. live in harmony with nature, never threat- hardy grasses and thorn trees can support Priests are an important part of the com- ening wildlife populations; they don’t even creatures as large as elands. While barren munity and serve a variety of roles. Some cut down trees. The men are hunters, and when compared to the rest of the Dark are counselors to nobility, some are heal- carry spears and small bows. Their arrows Continent, the desert provides for the ers, some are prophets, some are psychol- are often poisoned when hunting game. needs of the bushmen. ogists, and some are frauds. Women are gatherers of plants, nuts, Bushmen are well adapted to the desert, The witch doctors of the native villages crabs, insect larvae, and wild honey. Some and wear little other than loincloths and are not the savage evil priests of common tribes use large nets strung across game sandals. Their hunting arrows are often perception. They are the intermediaries trails to capture small game. The women tipped with a venom made from beetle between spirits and men. Some turn to act as beaters to drive animals into the larvae. Their weapons are of wood and evil and become threats to mankind. Most nets. stone, and include javelins, bows, and are benign priests who use their spells to Pygmies live in small groups of 6-15 clubs. Snares are used to capture small aid their villages. To the natives’ minds, families. Their huts are small domes of prey. Women are gatherers, and collect there are no accidents. All misfortunes are leaves over bark strips and woven - the plants that make up the bulk of their due to evil spirits and the wicked priests es. The groups move to new locations once food. Half the bushmen’s diet is a nut who control them. The role of the witch per month, to find new foraging grounds. called mongongo. Wild honey is a rare doctor is to intercede on behalf of his Since they are nomadic, the people own treat. village to prevent misfortunes. only what they can carry. Pygmies are a The bushmen society is appealingly monogamous and generous people. Food is peaceful. The various villages get along Character classes shared according to complex rules, but very well, and individuals frequently move All of the basic character classes are everyone eats. between them without prejudice. Children found among the natives of the Dark Pygmies are not isolated. They trade are raised very leniently. On the negative Continent: warrior, mage, priest, and with their taller neighbors, obtaining salt, side, the bushmen have no strong leaders rogue. The druid and bard are inappro- tobacco, and metal for meat and hides. and are disadvantaged when facing more priate, and should be restricted to north- Unlike other natives, the pygmies have aggressive neighbors. The bushmen are a erners in the trading posts. Rangers are little art beyond painting their bodies and happy and sympathetic people, laughing at found among primitive peoples across the on bark. They do not carve wood or sculpt misfortunes in order to ease their burden. continent. At each DM’s option, paladins stone or metal. Like most native tribes, the bushmen are and specialist mages can be found in the Pygmies have a complex religion. Their artists. They paint images of men and native kingdoms. Armor and weapons may supreme deity is the “Lord of the Forest.” beasts on cliff walls. These paintings are be restricted, as noted earlier. He rules everything because he created durable and examples thousands of years The “Complete Character Handbook” everything. He sends leopards to the old have been found in dry areas across series describes numerous “character kits” camps of those who offend him. Lightning the continent. Jewelry is made from egg that add more details to the basic classes, storms are signs of his displeasure. shells and beads. creating unique characters with specific Bushmen: These people were once The bushmen have a complex and color- backgrounds and skills. Those appropriate common all over the woods and savannahs ful religion, and numerous folktales. All of to an African campaign are given below. of the Dark Continent. Now, their last these are passed on orally, as they have no An asterisk (*) indicates that the kit is stronghold is the desert south of the sa- writing. Much of their folklore focuses on found only in native kingdoms of high vannah. The bushmen call themselves the the animals around them. The most re- culture. First Race. As newer tribes took over the vered animal is the mantis, and numerous Fighter: amazon, beast rider, gladiator*, land, they actively hunted the bushmen, tales are told of him and his gifts to the myrmidon*, peasant hero*, savage, wil- intending to exterminate them; they near- bushmen. Other tales tell of the wars and derness warrior. Thief: assassin*, bandit, ly succeeded. schemes of other animals. The moon is the beggar*, bounty hunter, scout, smuggler*, Bushmen are a short race, averaging 5’ symbol of renewal, as it waxes and wanes spy*, thug*. Priest: amazon priestess, tall. They have yellowish-brown skin, (“regrows” and “dies”). peasant priest*, prophet, savage priest, slanting eyes, and round heads with deli- scholar*. Mage: academician*, amazon cate ears. Their feet are small and delicate. Religion and magic sorceress, anagakok, militant wizard, Their society is a typical hunting/gathering Medieval Africa had a great variety of peasant wizard*, savage wizard, witch. society, with no crops or herds. They live native religions, but most were eventually in small family groups of up to 30 people. replaced by Christianity or Islam. In spite Magical items Bushmen are nomadic, and their huts are of this diversity, most had several points in The variety of magical items differs from easily-made domes of grass over woven common. those found in the feudal north. Magical branches. They move frequently, forced to The creator of the world is a single high weapons work the same as in other lands, find new foraging grounds. Bushmen own deity, not human, but a life energy. The but magical spears and bows are far more only what they can carry. Water is stored high god once lived among men but left common than swords or maces. Metal in ostrich egg shells. them in anger. The reason for his leaving armor is very rare, while leather armor is The desert is not as barren as is com- is sometimes said to be an abusive woman, common. Crossbows, staves, and polearms monly thought. Most of the game found excess sin among men, or men who are are absent, and metal shields are rare. elsewhere on the continent is found in the too greedy. Death is thought to be a rejoin- Potions are very common, but scrolls (and desert, although in smaller numbers. ing to the life energy. The spirits of the writing) are rare. Rings may be worn in Numerous types of antelope are hunted, dead and the yet-to-be-born exist among the nose or ear, not just on the fingers. from the tiny duiker to the huge eland. the living, which commonly leads to ances- Rods, wands, and staves are very scarce.

DRAGON 17 Among the miscellaneous items, only bags, may also cast spells as if he were two creased the number of sacrifices made. amulets, beads, gems, and stones are com- levels higher than his actual level. All these Far to the south, the kingdom of Konogo monly found. Items like books, robes, and benefits are lost if the priest steps out of (based on Kongo) stands on the edge of the helms are rare. There are also unique the hut. The hut is immobile. rainforest. This land is wealthy but suffers items on the Dark Continent, described Spirit mask: Many tribal religious cere- badly from the organized slave raiding of below [Editor’s note: Also see the ‘Bazaar monies involve the wearing of wooden Rastyl. of the Bizarre” in this issue for more ‘sav- masks, that depict stylized men or animals. Several more primitive kingdoms have age” magical items.]: The masks serve to focus power, and appeared in recent years. On the western Boli: This is a man-sized statue of hu- enchanted masks actually focus magical coast, the union of Kumasa (modeled after manoid shape that is dedicated to some energy into the priests who wears them. the Asante) rules a land of unified tribes type of craftsman skill: metalworking, etc. With the mask, a priest achieves the maxi- from the city of the same name. The king If the boli is given a small offering of food mum result in spellcasting. Thus, healing rules from the Golden Throne, an ancient or drink every day, the craftsman will spells always heal the maximum amount, and sacred relic. On the opposite coast, automatically fail a proficiency check only and other spells will last for the maximum hundreds of miles away, a very new king- on a roll of 20, and receives a - 1 bonus to possible duration. Spirit masks will func- dom has arisen, under the rule of the the die roll. If the offering is not made, the tion only for a cleric of the deity who Matuso tribe (modeled after the Zulus). craftsman will always fail proficiency enchanted it, and work only within the The Matuso chief, N’Kosi, is a brilliant checks until he begins to make offerings boundaries of a single village. military leader who has used his genius to again. Tabele: This famous war drum (there is overwhelm his neighbors and now rules Calabash of plenty: This bowl is a favor- only one) gives great power to the war- over a wide area of Savannah. His nearest ite item of nobles and chiefs. On com- riors of a single village. To be effective, the rival is the land of the N’Tshane to the mand, the bowl will fill with whatever tabele must be set up within a village. If it west. Long ago, this tribe domesticated a normal food and drink the owner desires, is sounded during the religious ceremonies species of zebra called the quagga and twice per day. that are done before battles, the warriors now uses them as mounts and pack ani- Hunting charm: This small amulet is within the village gain the following bene- mals. The wild riders of the N’Tshane prized by tribal hunters. With this charm, fits: immunity to fear (no loss of morale); carry long spears and clubs; their culture a hunter automatically encounters some + 1 to attack and damage on melee at- is still fairly primitive. The N’Tshane caval- type of game animal, but must close and tacks; increase of 2 on movement base. ry and Matuso have often clashed in kill the animal normally (WSG, page 59). These benefits last for one battle only. the no-man’s land between them. Neither Jar of comprehension: This water jar The tabele may be captured and moved to has proven to be dominant over the other. holds special powers for those who wash another village, which will then gain its The rest of the continent is a primitive their hands in it. One variety (75%) allows benefits. Currently, the tabele is lost, and land of numerous independent tribes and communication in any human language its location unknown. Any tribe that finds villages, as well as large unknown, unex- for two turns. The second variety (25%) it would gain great power and respect, as plored areas. The natives are as varied as gives the same ability with animals. The well as attracting the attention of others people elsewhere. Some, like the Wa- jar may be filled with any water. who desire it. tangas, are friendly to outsiders. Others, Ngona horn: This is a short piece of like the N’goto, are fierce and independent antelope horn that has one of a variety of Geography & politics savages who war on all strangers. A few, powers. These powers are to be deter- The map with this article outlines a like the hated Kanakres, are evil cannibals. mined by each DM, but often copy those fantasy African continent. It is loosely Most of the Dark Continent, particularly of minor miscellaneous magical items. based on my original campaign maps. the interior and its peoples, are unknown Some horns allow the bearer to breathe Rainforest dominates the center, bordered to the feudal north. Those who go there underwater, some allow silent movement by mountains, lakes, and hills. The jungle are discoverers and explorers as well as as boots of elvenkind, and some confer the is centered on the drainage basins of two adventurers. benefit of fire resistance, as the ring of the large river systems. Vast expanses of sa- same name. Each horn has only one vannah stretch to the north and south. Conclusion power, and the power is never destructive Deserts are found to the far north, south- Once again, this article does not create a or overwhelming. west, and northeast. very close copy of the real Africa of the Potion of neutralization: This potion is There are two trading cities maintained Middle Ages. It has been designed for fun valuable in emergency situations. If a by the feudal north, both on the northern and a good adventuring atmosphere. The character who has been poisoned by any coasts. Fort Thunder is a prosperous town real medieval Africa was not as primitive means drinks this potion before death that coexists peacefully with the natives. or as unexploited as the lands and peoples occurs, the potion will neutralize the toxin Friendly trade agreements bring prosper- given here, and was home to numerous instantly. ity to both sides, and many adventurers kingdoms. If desired, DMs can create a Potion of seeing: This potion instantly are found within the town’s walls. Rastyl is land more like the historical record. cures blindness in the imbiber, whether it a town founded by an evil nation to the The Dark Continent is intended to be was the result of natural or magical north. It is a base for many slaving bands, connected to the normal AD&D feudal means. raiders, and hunting groups. Although lands, to add a further adventuring area Spirit hut: Rarely, the deities of the na- separated from Fort Thunder by many with a unique culture. The land serves tives will grant their priests a special place miles, the two towns hate each other equally well as an extension for a Europe- of worship that focuses their power. This intensely and try to each others’ plans an campaign, an AL-QADIM campaign, or boon is rare; spirit huts are found in one at every opportunity. even a campaign composed entirely of village in a thousand. The hut looks like There are native kingdoms present that African adventures. In any case, DMs are any other hut from the outside, but the rival or surpass the feudal north. Mibida encouraged to read more about the real interior is decorated with religious sym- (modeled after Mali) is an opulent city that medieval Africa, to add to the already bols and items appropriate to the deity. exports gold and salt to Fort Thunder. It is interesting setting. Only the village priest can enter the hut one of the wealthiest nations in existence. safely. All others must save vs. spells or be Far to the west, the city of Kinitah (based stricken with fear and flee for 2-5 turns. on Benin) rules a large territory of jungle. Inside the hut, the priest is never sur- Famed for its artists and merchants, Kini- prised, has a 25% magic resistance, and is tah has fallen under the influence of an immune to fear and confusion spells. He evil cult of priests, who have greatly in-

18 JANUARY 1993 DRAGON 19 A foreign feast for AD&D® game

A frican weapons are as rich and varied The weapons described and the general- Warfare generally had a tribal basis in as the people of that massive continent. izations made here apply for the most part African history, rather than one based on Just as many aspects of an African-based to Africa just prior to the age of European a state or feudal system as in Europe and fantasy milieu are unlike those of a typical colonization. Very ancient cultures, or the Orient. Even in what seem to be excep- AD&D® game milieu, many of those weap- those which are so unique in their arms tions to this rule, such as the military state ons are also distinctly different from the and armor that they are best treated as founded by the Zulus of southern Africa, ones you see in medieval-type campaigns. subjects unto themselves, are not included one can usually find a tribal root. This article presents some unusual but here. Thus, for example, the weapons and Africa, too, is devoid of many aspects of well-known equipment used by warriors armor of Egypt and Carthage are not warfare associated with Europe and the of that vast land. discussed at all. East. Having few walled cities meant that siege engines were never developed; pyro- technics were unknown until contact with or Europeans; cavalry was almost unknown; armor other than shields was very rare. Arms commonly used throughout Africa in the pre-colonial period were bows, clubs, and a wide variety of spears and shields. Various other weapons were developed by individual peoples, and there are a plethora of variations on known weapon types. Major African weapons Assegai: This short stabbing spear was unique to the of southern Africa. Known to them as an iXwa, this weapon was kept so sharp that it was used for shaving. The assegai was about 4’ long, with a swordlike about 18” long. It was more fearsome in melee than a nor- mal spear, inflicting 1-8/1-10 hp damage in AD&D games. It was not really a throwing weapon, however, and could be hurled only half as far as a normal spear. The assegai was usually used in conjunction with a shield, but if used two-handed in games it adds + 1 to damage rolls. Bolas: Used more in hunting than in warfare, bolas consisted of three hide cords joined together with weights at the cords’ ends. The weights were usually stones held in leather pockets. Damage from the bolas was incidental, as the weapon’s main function was to entangle. If a successful roll to hit is made using a bola in campaign play, the target takes damage and must make a saving throw vs.

20 JANUARY 1993 by Michael J. Varhola

Artwork by Scott Rosema

warriors

paralyzation. Small creatures save at -2, Knobkerrie: Also known as an iWisa, in Africa as far north as the . In and large creatures at +2. If this save is this weapon is a club fashioned of hard- addition to its use as a melee weapon, the failed, the bolas wrap around the target’s wood with a long, straight haft and a head knobkerrie can also be thrown. Some legs and stop it, causing it to fall down if it that typically looks like a slightly flattened oversized varieties of knobkerrie are was moving when struck. Normally, crea- ball. This knob is sometimes faceted and thought to have been used either for exe- tures without legs cannot become entan- can vary in size from that of a fist to much cutions or ceremonies. gled by bolas, though long arms make larger. The knobkerrie is often associated Longbow, Kenyan: The Kenyan long- good targets. Entangled but standing crea- with the Zulu people, who use it to this bow was one of the strongest simple bows, tures attack at - 1 to hit, are themselves day, or the neighboring Xhosa and Basotho far more powerful than the famed English attacked at +2, and must make a Dexteri- folk. However, it was also used elsewhere longbow. The average English bow had a ty check on 5d6 every round they move or else fall over. Prone creatures attack at -2 and are attacked at +4. Removal of entangling bolas can be undertaken automatically if a full round can be devoted to the attempt. Entangled creatures who are attacking or defending, or who are bound or without hands, must make a successful Dexterity check on 3d6 to disentangle themselves from bolas. This may be attempted once per round. Bolas were a Stone Age weapon and are usually used only by the most primitive peoples in an African campaign. The Com- plete Fighter’s Handbook describes bolas that allow for somewhat more dramatic effects than this simple hunting weapon. , throwing: These weapons were not really knives as commonly envi- sioned; they had complex with two or more edged or pointed protrusions. Because of their size and extravagant shapes, they might just as well be called throwing axes. Such weapons were used throughout Africa, notably in the Sudan, the Congo, and by several peoples of cen- tral Africa. Unlike most hurled weapons, throwing knives were often thrown along a horizon- tal plane as well as a vertical one. Because of their size and form, these weapons inflicted more damage than most hurled weapons. Their multiple-edged branches increased their chances of hitting an oppo- nent, and they were even known to bounce over or around shields to strike an enemy. Thus, they have a nonmagical + 1 bonus to hit when hurled.

DRAGON 21 draw weight of 80 lbs., whereas the aver- and inflicted less damage if used one- Arquebus: Matchlock gunpowder age Kenyan bow had a draw weight of 130 handed, so they inflicted greater damage weapons were not indigenous to Africa lbs. An arrow from it inflicted impressive than normal or throwing spears. If and appeared only in the hands of Europe- damage. However, because it had such a thrown, heavy spears are - 1 to hit and an or Arab adventurers. These weapons heavy draw weight, the Kenyan longbow inflict damage as if wielded with one hand. were envied and sought by many African had a slower rate of fire than a normal Spear, throwing: The throwing spear rulers who learned of them. Ultimately, bow. was the most common weapon of Africa however, firearms heralded an age of Nyek-ple-nen-toh: Nothing more than and was generally superior to spears used darkness for African cultures, and DMs a huge , this weapon had a elsewhere in the world. Such spears in- may wish to omit them from African very broad, 30”-long blade projecting flicted the full damage of normal spears, adventures. from a short handle. The nyek-ple-nen-toh but could be thrown as effectively as if Battle axe: Axes were used in many was wielded by “razor-women,” a company they were javelins. parts of Africa and ranked second only to of female warriors maintained by the king Swordlet: The swordlet was a short spears in popularity as melee weapons. of Dahomey. It was a two-handed weapon swordlike weapon used by some of the Several different types were produced. whose sharp steel blade was engraved forest dwellers of central Africa. It was Axes were common in the Congo, in what with symbols and often richly embellished. generally as broad and nearly as heavy as is now Zaire. Most of these axes have a These fearsome weapons were used for a short sword, but not quite as long. Fur- heavy wooden handle with a large bulb at executing enemies of the king. (For ease of thermore, such weapons usually had a the top of the haft, from which projects reference, these can be called “razor round, broad, axelike tip, making them the head. Ceremonial axes may have com- swords.”) more effective at slashing than thrusting. plex heads or hafts embellished with cop- Paddle spear: A multipurpose weapon, Some were of impressive quality. Various per foil, or be decorated with the images the paddle spear was primarily a paddle “knife-swords” and “-knives” ap- of heads or other motifs. used by river tribes to propel their boats. peared as tribal weapons throughout Bill hook: The use of this weapon by a A paddle spear had a long, broad, Africa, and these usually conformed to the tribe of the Congo River is a reminder of spearlike head with sharpened edges, and characteristics of the swordlet. the great variety of weapons that were was made entirely of wood. The head was Trombash: This distinctive weapon, a used throughout Africa. often half the length of the weapon, and it type of throwing stick, was used by the Bow: Long and short recurve bows are was sometimes considered to represent a Sudanese. About 2’ long and made of the most likely kinds to be encountered in step in the evolution of the sword. The hardwood, the trombash had an acute an African milieu. Many peoples used paddle spear was better suited for melee striking edge and a sharply upturned end. bows, from the Pygmies with their short than for throwing; it could be hurled as a Its evolution and use can be compared bows to the Kenyans with their powerful normal spear but at - 1 to hit. with the more familiar boomerang. This longbows (q.v.). Other bow-users included Shoka: This is a variety of battle axe weapon inflicted damage from the way it the Hadza, a nomadic people of , about 2½’ long. The weapon typically had flew into a target, so it inflicted more who used normal longbows. a hardwood haft and a triangular iron damage when thrown than when used as Club: Many forms of clubs and sticks head; the head was attached to the haft by a melee weapon. It was better suited to could be found in an African adventure, a spike on its back, driven into the wood. hurling than a normal club, and had a both for use as melee and as thrown The shoka was the weapon of the Basuto better range. Various other types of weapons. Most of them conform to the people, who inhabit the area around Lake throwing sticks were used throughout characteristics of normal clubs, but some Tanganyika in central Africa. Other tribes, Africa, but most had the same general thrown varieties are more akin to the including the Basotho of southern Africa, appearance as the trombash and con- trombash (q.v.). used similar axes. If this heavy weapon is formed to the same characteristics. Crossbow: Light crossbows were used wielded with two hands rather than one, in the Congo and other parts of Africa, but it gains + 1 to damage. The shoka is not a Other African weapons more for hunting than for warfare. These throwing weapon. Some weapons popular in typical AD&D weapons were simple affairs, triggered by : A descendant of the , campaigns were used in Africa. However, squeezing a long spine that ran perpendic- this double-edged weapon looked like a these have almost always been modified to ular to the bottom of the weapon. large . Also called an Abyssinian some extent or decorated in accordance : Daggers of many descriptions sword, it was used by peoples in what is with the customs of the users. were used by virtually all the peoples of now . The shotel was awkward to The weapons of an African campaign Africa. For example, the telek was a long use, having a small , and was slow to will often be of materials familiar to play- fighting knife used by the Tuaregs of draw from its because of its ers. Iron, often tempered into steel in northern Africa. It was worn on the inside wide curve. Its only advantage was that, small clay forges, was used to forge weap- of the left forearm with the hilt pointing because of its curve, it could be swung so ons by African smiths. Indeed, a high level downward, and drawn with the right as to strike behind an opponent’s shield. of metallurgical and weapon-smithing hand. Teleks were long and slim, and had Thus, shields in AD&D games are one step ability existed among many of the peoples a large, cross-shaped pommel. Another less effective against this weapon (i.e., of the African continent. Quite often, arm knife was used in the Sudan and normal shields are wholly ineffective, and skillful and artistic metalwork represented worn on the upper left arm. This sort of magical shields or those used by warriors the highest form of technology possessed dagger typically had a broad, T-shaped with shield proficiency are less effective; by an African people. Iron nuggets were pommel, and sometimes has a wide cross shield proficiency is described later). collected and cold-forged into spear heads guard. Smaller versions of this weapon also exist- and other weapons. Weapons were made Hand axe: Hand axes were used by ed; such dagger- function just like of copper where it was available, or even several African peoples, particularly in the normal shotels but inflict damage like bronze if tin could be procured. Some central and southern parts of the conti- daggers. weapons, like swordlike clubs, were made nent. Sometimes there is a fine line in Spear, heavy: Some African peoples, of wood covered with sheets of copper. distinguishing African battle axes from such as the Masai, favored spears that Arrows, bows, and the shafts of weapons hand axes. Many hand axes had narrow, were slightly longer and had broader such as spears or axes were almost always V-shaped iron heads, the point of the V heads than normal spears. These heavy of hardwood. being the striking portion of the axe. A weapons were primarily intended for Listed in parentheses after each weapon straight spine typically extended from the melee rather than as missile weapons. are the names of similar weapons that crotch of the V and was embedded into They were designed for two-handed use conform to the same basic characteristics. the haft of the weapon. These were almost

22 JANUARY 1993 always used in melee, rather than for swords were pierced with geometric pat- peared in Africa, it was brought there by hurling. terns and had and round guards and the Arabs. Javelin: Javelins and throwing spears pommels of worked gold. Swords such as Short sword: Short swords were used in will be encountered throughout an Afri- these could very well be magical, but northern Africa but appeared in other can milieu. The intshuntshe was the light would probably not have any combat areas as well. For example, various short throwing spear of the Xhosa, who would bonuses. Instead, they might bestow some swords were used by central African carry seven or eight into battle. When power or benefit to a ruler or envoy. tribes in the vicinity of the Congo. The closing for melee, a warrior often broke Similar swords were used by the peoples takouba was a thin short sword used by the shaft on the last javelin, reducing its of the Gold Coast and Dahomey, usually the Tuaregs. It looked much like a large speed factor to 3 as a hand-to-hand weap- for ritual sacrifices or executions. telek (q.v.), the Tuaregs’ dagger. Babanga on. Another javelin, also used by the Xho- Long sword: Only a few true long were produced by natives who lived along sa, had a sharpened spike for a head, swords appeared in Africa. Of note was the Gaboon River. These swords had leaf- rather than a blade. the , a variety of Sudanese long shaped blades and squared tips. The peo- Knife: As with daggers, many sorts of sword also used by the Baghirmi people of ple of Gabon used wide, thin, double- knives were used in hunting and warfare the Sahara. This sword might easily be at edged, steel short swords, with hilts in Africa. first mistaken for one of medieval Europe- bound with copper and brass wire. In East Lance: Spears are often referred to as an manufacture, as it was straight and had Africa, the Masai used a short sword with lances, but true lances—weapons used by a cruciform shape. The kaskara was used a diamond-shaped cross-section, leaf- mounted warriors who have stirrups— for slashing and thrusting, and was car- shaped blade, wire-wrapped hilt, and no were almost unknown in Africa. One ried in a leather scabbard distinguished by guard. exception were the light lances used by its coffin- or lozenge-shaped end. Many Bornu cavalry in northern Nigeria. kaskara had blades etched with mystical- Shields and armor Spear: No other weapon is more univer- looking sigils and letters, and there were Shields were used by nearly all the peo- sal to hunting and warfare in Africa than several of ancient manufacture that were ples of Africa, and many distinct varieties is the spear. Because it is such a staple considered to have magical properties. existed. However, whereas shields were weapon, several varieties of spear, in many Some legends have it that kaskara were common in Africa, body armor was virtu- forms and sizes, will be found throughout relics of the Crusades. The , used by ally nonexistent, with a few exceptions. an African milieu. the Kabyles of , was about 3½’ Some of those exceptions are examined The “long spear” described in The Com- long, single-edged, and straight-backed. here. plete Fighter’s Handbook was not com- The blade bowed out somewhat about African shields were light, well made, mon, as most spears were intended for midway up the weapon’s edge, doubling and well suited to parrying the blows of throwing as well as melee. The most com- the width of this slim sword, then tapered melee weapons. Most were medium or mon variety of spear is the throwing again toward the tip. large in size, although bucklers and small spear, described earlier. Some tribes, such : Wherever the scimitar ap- shields were all used by various African as the Masai of eastern Africa, used spears with long, wide blades; these are the “heavy spears” also described previously. The Dervishes of the Sudan used a spear with a bamboo haft and a broad, leaf- shaped blade. It should be treated as a normal spear, as should any other normal- sized spear that is not intended primarily for throwing. Barbed spears were used by some tribes, such as the Mobati of Zaire. On a roll attack of 20 or better, a barbed spear sticks in its victims. The spear’s wielder must then roll his Strength or less on 1d20 to wrench it out. If successful, the victim takes an additional 1-3 hp damage. If the attacker fails to pull the spear free, the victim can make a saving throw vs. paraly- zation to try to remove it without taking additional damage. If this save is failed but the number rolled is also less than his own Strength, the victim takes 1-3 hp damage while tearing the spear from his wound. Sword: Swords were far more rare in Africa than in a medieval milieu. They were used predominantly in northern Africa and by several tribes of western Africa. However, it is certainly possible that swords of ancient or foreign manufac- ture could have found their way into the hands of certain tribes. Broad sword: In western Africa, heavy curved broad swords were symbols, rath- er than weapons, of the Ashanti state. They were carried by their blades, hilt upward. Swords such as these were some- times carried by envoys as symbols of their authority. The blades of Ashanti

DRAGON 23 peoples. All, however, conformed to the quite significant to the Zulu. For example, pieces of lion skin, indicating that they had general characteristics of shields as de- new regiments of Zulu warriors carried killed one of these beasts. scribed in the AD&D game. shields that were black. As they gained The Ashanti, a fierce West African tribe, Most shields were of hide or basket- experience, they would be allowed white used large rectangular shields consisting work. Such shields were quite durable, spots on their shields. The most experi- of a wicker framework over which hide but weighed only half as much as normal enced veterans might have white shields, was stretched. Ashanti commanders also shields of the same size. with few or no black spots. used a lightweight form of armor: the war- Hide shields generally consisted of a Other tribes also preferred shields of smock, or batakari. The batakari was frame of bent sticks, with a stick running hide, and these often had distinct appear- covered with leather pouches that held from top to bottom in the middle of the ances. Those of the Masai, for example, magical talismans, reputed to protect their shield, projecting a few inches above and were highly convex and decorated with wearer from harm. The batakari in the below it. The hide was stretched over this paint. AD&D game bestows only AC 9 and is frame, and the central stick was used as Basketwork shields were typically treated as leather armor in all ways. How- the shields grip. Many tribes deliberately woven from palm fronds. The soldiers of ever, it should be considered magical ar- left the hair on the hide, which gave the Benin used shields of such material, basi- mor and may have potent magical shields distinctive appearances. Indeed, cally rectangular in shape but wider at the properties. some peoples or war bands used hide only top than at the bottom. The Bornu of northern Nigeria used a from certain kinds of cattle to give their Basotho warriors, in southern Africa, form of quilted cotton armor for protect- shields a uniform look. used small hide shields that each had a ing both mounted warriors and their In southern Africa, the Zulus used a pair of winglike projections at their top horses. The armor covered the warrior cowhide shield that they called isiHlangu. and a smaller pair at the bottom. These from his shoulders to his ankles, and a set The isiHlangu is oval-shaped, about 2½’ shields were used for parrying hurled included a quilted cotton helmet. It was wide and 4½‘-6’ long, depending on the weapons. In game terms, such “winged” typically dyed into patterns of large blue, height of the warrior it was made for. The shields function as medium shields against red, and white checks or diamonds. Such bottom end of the stick was used when hurled weapons but as bucklers in melee. armor should be treated as padded armor resting the shield, and the top end was Large, round shields of hippopotamus in all ways, and the horse armor has the adorned with a pompon of feathers or hide distinguished the Sudanese. Wealthy characteristics of half-padded or padded hair. A wide, double row of binding laces or successful warriors embellished these barding, as appropriate (Player’s Hand- ran down the middle of the shield. The shields with worked strips of brass or book, pages 67 and 71). color and patterns of these shields were silver, and some decorated theirs with Helmets were more common than body armor, but still far more rare than in a European milieu. These were usually con- Table 1 structed from the same materials that African Weapon Statistics shields were. For example, in Benin, round helmets were constructed of leather or Weight Speed Damage basketwork. These helmets had a round Item cost (lb.) Size Type factor S-M L crest or comb on top of them, and earflaps. Assegai¹ 2 gp 1 M P/S 4 1-8 1-10 Most helmets in an African milieu will be Bola² 10 sp 1-2 S B 5 1-4 1-2 the cap or open-faced helmets described in Knife, throwing 3 gp 3 M P/S 3 2-5 2-5 The Complete Fighter’s Handbook (page Knobkerrie 10 sp 4 MB 4 2-6 2-5 108), which also describes the benefits of. Longbow, Kenyan 60 gp 4 L — 13 —— helmets in some depth. Warriors wearing Arrow, Kenyan 1 gp/20 1/10 S P —1-10 1-10 helmets and no other armor will not be Nyek-ple-nen-toh 40 gp 10 L S 12 2-9 1-8 subjected to called shots against their Paddle spear 10 sp 3 MP 6 2-5 2-7 heads (called shots are also described in Shoka¹ 6 gp 7 M S 7 1-7 1-7 The Complete Fighter’s Handbook, pages Shotel 3 gp 4 M S 7 1-6 1-6 65 +, and the ’s Guide, Spear, heavy (one-handed) 3 gp 7 LP 81-8 1-10 page 58). Spear, heavy (two-handed) 3 gp 7 L P 8 2-12 2-16 Spear, throwing 1 gp 3 MP 5 1-6 1-8 Shield proficiency Swordlet 8 gp 2 SS 32-5 2-5 Because armor is all but unknown in an Trombash (thrown) 10 sp 2 S B 3 1-6 1-4 African milieu and warriors depend so Trombash (melee) 10 sp 2 S B 3 1-4 1-2 much on their shields, it is appropriate to 1. This weapon is + 1 to damage when used two-handed. allow warriors to become proficient with 2. On a successful attack roll, the victim must make a saving throw vs. paralysis, or the shield. become entangled. Characters who do this devote one weapon-proficiency slot to shield use, receiving the following benefits. These benefits apply regardless of the size or Table 2 type of shield being used. African Missile Weapon Ranges In a proficient warrior’s hand, a shield reduces armor class by two places, rather Rate Range than one. Thus, a proficient warrior pro- Weapon of fire S M L tected by nothing but a shield would have Assegai 1 1/2 1 1½ a base AC 8, rather than 9. Bola 1 2 4 6 Furthermore, the shield of the proficient Knife, throwing 1 1½ 3 4½ user is effective against one more attack Knobkerrie 1123than it otherwise would be. Whereas a Longbow, Kenyan 1714 21 medium shield can normally be used to Spear, throwing 1 2 4 6 defend against two attacks in a melee Trombash 1 1½ 3 4½ round, the proficient user can use it against three.

24 JANUARY 1993

A warrior proficient in shield will also receive + 1 on saving throws that would be affected by magical armor (e.g., breath weapon attacks). This sort of proficiency in no way grants the ability to attack with a shield, which light-weight African shields are ill-suited for in any case. An African adventure An exhaustive cataloguing of African weapons, shields, and armor is beyond the scope of this article. Indeed, inclusion of a description of every variation of weapon or stylistic difference of shield would be tedious to all but the most resolute gamers. Besides, simply knowing the arms or armor of African people does little more than hint at the appearances of those people, much less all the other as- pects of life and adventure on what to the gaming world is still a dark continent. However, specific examples of arms and their variations and uses has been provid- ed here to give the framework and first colors of a picture of an African adven- ture. It is up to individual DMs to create the rest of that picture, building upon what has been presented here. Bibliography Barthrop, Michael. The Zulu War. London: Blandford Press, 1989. Bull, Stephen. An Historical Guide to Arms & Armor. New York: Facts on File, 1991. Burton, Richard F. The Book of the Sword. New York: Dover Publications, Inc., 1987. Cable, Mary. The African Kings. Chicago: Stonehenge Press, 1983. Elliot, Kim. Benin: An African Kingdom and Culture. Minneapolis: Lerner Publi- cations Company, 1979. Harding, David (ed.): Weapons. New York: St. Martin’s Press, 1990. Knight, Ian. Queen Victoria’s Enemies (1): Southern Africa. London: Osprey Pub- lishing Ltd., 1989. Knight, Ian. Queen Victoria’s Enemies (2): Northern Africa. London: Osprey Pub- lishing Ltd., 1989.

26 JANUARY 1993

Ninja, kensai, yakuza, and more for your AD&D® 2nd Edition game by Tom Griffith

Artwork by Jim Holloway

With the publication of the AD&D® 2nd the common fighters, the men of low birth Secondary skills: If the campaign Edition game’s Complete Handbooks for who wish to lead the life of a warrior. uses secondary skills, the character must the fighter, wizard, and priest, the samu- As the samurai is the equivalent of the take the Armorer skill. rai, wu-jen, and fighting monk from the mounted knight of the European world, so Weapon proficiencies: Required: AD&D 1st Edition Oriental Adventures the bushi represents the common foot none. Recommended: battle axe, dagger, tome were brought up to date. These soldier, the mercenary, the bandit, and halberd, hand axe, javelin, long sword, character classes became character kits, practically every other low-born warrior mace, pike, short sword, spear, tetsubo, and were simplified and made compatible but the barbarian. Because the more pow- trident, two-handed sword. with the new rules. erful and wealthy lords have their own Nonweapon proficiencies: Bonus: This article gives the same treatment to samurai retainers, the majority of bushi Armorer, then either Weaponsmithing or other character classes from Oriental wander from village to village, seeking Bowyer (player’s choice). Recommended: Adventures. These new kits follow all the work from peasants and merchants. The Appraising (two slots, from the rogue standard kit rules. Now your players can pay is usually poor but provides the bushi group), Direction sense, Endurance, Gam- bring their sohei, shukenja, bushi, kensai, with the basics of food and shelter. ing, Set snares, Survival. ninja, and yakuza into the AD&D 2nd Bushi need a minimum of 9 in Strength, Equipment: Typically poor, bushi have Edition world of fantasy. and 8 in Constitution and Dexterity. become masters at finding “loose” equip- Role: The bushi can add a hint of the ment, as well as modifying pieces of cast- mysterious East to a non-Oriental cam- off junk to fit another need. They have a New fighter kits paign. In his constant wanderings, the base 20% chance to find a common piece bushi might find his way to non-Oriental of equipment or a workable substitute in Bushi lands. Maybe the bushi has left his home- any village. This chance can be increased Description: The bushi is a warrior land in shame. A bushi who turned crimi- to as much as 90% in a large city (at the from a culture similar to that of medieval nal and was exiled is another example of DM’s discretion). Finding the equipment, Japan. Bushi are not from the same noble an Oriental warrior who may have come however, is not the same as obtaining it. caste as the samurai, representing instead to a western-style campaign. Often some sort of payment is due, wheth-

28 JANUARY 1993 DRAGON 29 er it is half the item’s normal price in coin Weapon proficiencies: When a ken- and a 10 or better in both Constitution and or trade, or some kind of menial service sai character is first created, he must Wisdom. for the owner in exchange. choose the weapon he wishes to master. Barred: The following types of gods Special benefits: Like the samurai, the He automatically becomes proficient with will not have sohei as followers: Peace and bushi also possesses the ability to focus that weapon, but not specialized. Weapon Prosperity. internal energy. In the bushi’s case, by slots can then be filled as usual. Role: Almost as much warrior as priest, shouting a fierce kiai (battle yell), he can Nonweapon proficiencies: Bonus: a sohei receives limited religious training. temporarily raise his effective level by Weaponsmithing (weapon of mastery Nonetheless, he will defend his temple two. He gains the hit points, fighting abili- only). Recommended: Artistic ability, Blind- with a fervor unmatched by any other ty, and saving throws of a fighter two fighting, Endurance. type of priest. These temples are dedicated levels higher for one full turn. All lost hit Equipment: A kensai does not have to to a single god, force, or philosophy, and points are first taken from the temporary buy a weapon of mastery when he begins are too esoteric for the common people to ones, without harming the character. play; it is assumed he already has one. be comfortable worshiping there. Subsequent wounds cause normal damage. Also, a kensai cannot wear armor, as it Because of his role as a temple guardian, This ability can be used once per day. shows a lack of confidence in his fighting it is unusual but not unheard of for a Special hindrances: Bushi, as a rule, ability. sohei to leave his temple grounds. Occa- have a hard time finding and keeping Special benefits: Being the master of a sionally, fleeing enemies must be tracked money. Both the player and the DM should certain weapon gives the kensai several down, plots against the monastery uncov- keep this in mind while playing, and en- advantages when using that weapon, First, ered and ended, or exploration for new deavor to keep the bushi in a constant due to his blocking and parrying skill, the temple sites undertaken. state of poverty, at least at lower levels. kensai subtracts two from his armor class. Secondary skills: If you use second- Thieves may single out the bushi as a Second, the kensai’s attack and damage ary skills, allow the player to choose from target, the poor warrior might be over- rolls increase by + 1 for every three levels the table in the Player’s Handbook. charged for services and equipment, or his attained, to a maximum of +5. Also, his Weapon proficiencies: Military train- aged backpack might sprout a hole in the initiative drops by one for every four ing allows the sohei to select a weapon of bottom. levels he attains, down to - 3. Finally, the choice. Thereafter, the sohei gains a + 1 Wealth options: The bushi starts the kensai can choose to automatically cause bonus on both attack and damage rolls game with 4d4 X 10 gp, but must spend all maximum damage with a single attack. when using that weapon. Required: none. but 5 gp before play begins. The player must announce the kensai is Recommended: bo stick, chain, dagger Races: A bushi can be of any race, using this ability prior to making his attack (tanto), hand axe, long sword, mace, pike, although it is hard to visualize carefree roll. If he does hit, the weapon automati- sai, short sword, spear, tetsubo, two- elves or gold-hungry dwarves in this con- cally causes maximum damage, plus any handed sword. Historically, sohei were stantly poor and struggling kit. other damage bonuses the kensai has. The famous for their use of the naginata. kensai can use this ability a number of Nonweapon proficiencies: Bonus: Kensai times per day equal to his level. Local history. Recommended: Healing, Description: Kensai, or “sword saint,” Note that all of the above abilities are Herbalism, Religion; (warrior, two slots is the name Oriental cultures have given to usable only when the kensai is using his each) Blind-fighting, Endurance, Running. a warrior whose life goal is the complete weapon of mastery; otherwise, he attacks Equipment: None. mastery of a particular weapon, usually as a fighter of his usual level. Special benefits: All sohei possess a the sword. The kensai seeks the perfect Special hindrances: A kensai can religious fanaticism that can cause them to blend of wielder and weapon, a harmoni- never use a magical weapon of the type he become filled with an almost berserk ous balance possible only through con- has chosen to master, since doing so is not energy they can use to increase their stant study and practice with a body and a true measure of his skill. If a kensai combat skills. This fanaticism lasts for one spirit purified by clean living and chal- fights with a weapon other than his weap- turn and can be used once per day. While lenge. The kensai welcomes any ordeal on of mastery, he gains only one-half of in this frenzied state, a sohei gains the that will enhance this proficiency. the experience points from the encounter. following bonuses: 1) an additional + 1 on To become a kensai, a character must Wealth options: The kensai starts the attack and damage rolls; 2) an additional have at least a 12 Strength, and minimum game with the usual 5d4 X 10 gp. attack per round; 3) armor class improves scores of 14 in both Wisdom and Dexteri- Races: Any race can become a kensai, by 1; and 4) dodging or deflecting non- ty. He must be of lawful alignment, al- although the majority of demihuman ken- magical missiles by making a successful though he can be good, neutral, or evil. sai will be elves and half-elves. saving throw vs. breath weapon. Role: Kensai are highly respected by Further, the sohei’s fanaticism allows any other type of warrior, as well as by him to fight on even after he reaches zero the general populace. High-level kensai are New priest kits hit points. If already fighting in a fanatic always in demand as teachers. Kensai are state, he can continue to fight until he often approached by poor villagers who Sohei reaches - 10 hp or the enemy is defeated, are too lowly for a mighty samurai to Description: Sohei are religious sol- whichever comes first. At that point, the notice and lack even the limited funds to diers who protect large monasteries or sohei collapses and dies. hire a bushi, to beg for assistance in end- temples in Oriental campaigns. In medieval Special hindrances: Limited religious ing a threat to their homes. As kensai Japan, several large temples, such as the training means that the sohei can only welcome combat, they usually respond one on Mount Hiei during the 11th and select spells from the Charm, Combat, positively to these requests. 12th centuries, maintained armies of Guardian, Protection, and Wards spheres. Kensai typically belong in an Oriental warrior-priests for use against rival tem- A sohei must also live by certain reli- campaign, but several reasons can be ples, or to advance their political views in gious principles. He must refrain from created for their inclusion in a western- the outside world. Sohei were formidable eating meat and from excesses in personal type campaign. Perhaps a kensai has trav- warriors but untrustworthy allies, as they behavior, such as gluttony, lust, expres- eled to a new land to learn how the always put the best interests of their tem- sions of pain, etc. natives use a weapon similar to his chosen ples first. Finally, the character gains full experi- one, or maybe he is chasing a criminal or Due to a sohei’s total dedication to his ence points only for defeating opponents monster at the request of peasants. temple, this kit cannot be abandoned. In in the cause of defending or upholding his Secondary skills: Required: Weapon- order to qualify as a sohei, a character monastery goals or any task assigned to smithing must have a minimum of 13 in Strength him. All other cases earn the sohei half

30 JANUARY 1993 experience points. they rarely serve a particular deity, as in Nonweapon proficiencies: Bonus: Wealth options: The sohei gets the the Orient all religions are respected. Religion. Recommended: Artistic ability, usual 3d6 X 10 gp starting money for Practices and beliefs of one religion are Direction sense, Etiquette, Healing, Herbal- priests. often intermingled with another. Unlike ism, Read/Write, Spellcraft, Weather sense. Races: Normally a sohei must be hu- sohei, shukenja do not build temples. Equipment: This priest may not wear man. A DM may make exceptions in a Instead, as they wander the land giving aid armor. Also, shukenja are limited to the campaign, the most likely exceptions being and instruction to those who need it, they amount of equipment they can comfort- for dwarves and half-elves. show their religious beliefs and dedication ably carry with them. by their daily living. Shukenja are much Special benefits: Before beginning Shukenja more visible and accessible to the general their wanderings, shukenja receive train- Description: Shukenja are humble public than the martial sohei in their ing in three rituals that translate into these priests from Oriental lands who have fortresslike temples. benefits: taken up lives of hardship and poverty in Along with the sohei and fighting monk, First, a shukenja has a 5% chance per order to serve their communities. To be- shukenja form the third part of the Orien- level of lifting curses on any person, place, come an impartial judge and servant to all tal religious triumvirate. Sohei build tem- or item. communities, the shukenja has cut all ties ples to a particular deity and cater Second, the shukenja learns to meditate. to family and home. A shukenja’s life is a primarily to the influential. Monks and By entering this state of intense concentra- hard one, wandering the land giving aid their monasteries are typically dedicated tion, the priest regains his internal energy and comfort with only a few possessions to fulfilling a particular cause or mission levels. While meditating, the shukenja is carried along, but he accepts this with rather than handling society’s religious oblivious to hunger, thirst, heat, or cold. dedication and good cheer. Typically paci- needs (for more information on this, see He is, however, still conscious of his sur- fists, shukenja can be roused into becom- “Bonds of Brotherhood,” in DRAGON® roundings. One hour of meditation is as ing fearsome opponents when protecting issue #164). Shukenja fulfill the need of good as two hours of sleep. This state their charges. the common man for religious instruction cannot be maintained for more than four In order to become a shukenja, a charac- and ceremonies. hours at a time. ter must have at least a 12 in Wisdom, and Secondary skills: All shukenja must Finally, a shukenja can focus his internal a 9 or better in Constitution. He must also take the scribe skill. energies to improve any saving throw by be of good alignment, although he can be Weapon proficiencies: All shukenja + 3. He can do this a number of times per lawful, neutral, or chaotic. This kit cannot must choose one of the unarmed combat day equal to his level. be abandoned. styles (punching, wrestling, or martial Special hindrances: As stated before, Barred: Priests of the following types of arts). Other proficiency slots may be spent a shukenja cannot wear armor or own deities may not become shukenja: Death, as the character wishes. Some recom- more than he can carry on his back. In Disease, Evil, Mischief/Trickery and War. mended weapons are bo stick, chain, addition, a shukenja must live by certain Role: Although shukenja are priests, nunchaku, staff, and tetsubo. religious rules. He cannot eat meat and

DRAGON 31 must avoid excessive eating and drinking. variety of special equipment they use to To be a yakuza, a character must have a A shukenja must also avoid violence when- complete their missions. Typical examples minimum score of 12 in Intelligence and a ever possible. Breaking any of these re- include metal climbing claws, and special 9 in Dexterity. strictions results in a special punishment grenades filled with smoke powder, pep- Role: Each yakuza belongs to a “family,” to be determined by the DM. per, or flash powder. Even their sword an organization of yakuza similar to a Wealth options: The shukenja gets the often have multiple uses. Some thieves’ guild that controls a particular usual 3d6 X 10 gp at the game’s start. have secret compartments, while others urban area; the bigger the family, the Races: The majority of shukenja are are open at both ends for use as a blow- larger its district. Each family is very human. Typical demihuman exceptions pipe or breathing tube. The player is en- protective of its area, which is the very are the gentler and races. couraged to be imaginative in the creation source of its power and income. Within of special equipment, subject to the DMs cities and towns, secret wars are often approval (see “ of the Trade” in the waged between yakuza families as they New thief kits CTH). try to protect or usurp a particular district Special benefits: In addition to stand- of the city. A yakuza is expected to treat Ninja ard thieving abilities, ninja possess several all criminal “family” members with the Description: The ninja, or “shadow special talents that help them complete same respect as accorded to natural family warriors,” are a well-known legend in the their deadly assignments. members. Oriental lands. They are well versed in the 1. A ninja can hold his breath for a num- Although yakuza are sometimes con- arts of concealment, stealth, and trickery. ber of rounds equal to his level. He can do doned or even respected, they are still Clad in their infamous black uniforms and this once per day. criminals and thus subject to legal action. armed with a deadly arsenal of weapons 2. A ninja can fall without taking any They all constantly risk arrest, imprison- and gadgets, ninja are the master assassins damage, for a distance of 5’ per level of ment, and even execution to maintain and spies for those who can or will hire experience he has attained. To do so, he their unlawful empires. them. Terror usually accompanies the must not be wearing metal armor and Secondary skills: All yakuza must mere mention of their name, even among must be able to make periodic contact have the Gambling skill. the stoutest samurai, and many common with a vertical surface in order to slow his Weapon proficiencies: Required: people ascribe supernatural powers to the fall. If he falls further than the allowed None. Recommended: chain, dagger, nun- ninja, who do nothing to discourage these distance, he suffers normal damage. chaku, sai, short sword, shuriken. stories. 3. Finally, a ninja is trained to slip out of Nonweapon proficiencies: Required: A ninja must have minimum scores of 12 ropes, chains, and other bindings by twist- Gaming, Information gathering (CTH). in Strength, 15 in Dexterity, and 11 in ing and contorting his body. This ability is Recommended: Gaming; Intimidation, Intelligence. at a base 10% chance at 1st level and Trailing (CTH). Role: The abilities of the ninja are increases by 4% for every level of experi- Skill progression: As a major part of clouded in mystery. Despite their infamy, ence gained. their duties includes information- they are very secretive ‘and unseen. Living Special hindrances: As mentioned gathering, the thieving abilities most use- out their days as common townsfolk or previously, a ninja must maintain a secret ful to a yakuza include move silently and farmers, their nights are spent performing identity known only to other clan mem- hide in shadows (to eavesdrop and shadow their missions of spying and assassination. bers. Should this identity be discovered, all contacts), hear noise (to make sure that Every ninja has an everyday identity that law-enforcement officers in the area will they are not being tailed), and open locks must be maintained. begin a massive manhunt for the ninja, and pick pockets (to get to information not Every ninja belongs to a clan, or organi- stopping only when the ninja is captured, easily accessible). zation of assassins. The head of the clan dead, or runs too far to follow. The ninja Equipment: None special assigns various missions to the lesser ninja. is then dismissed from his clan, and his Special benefits: As a benefit of their These missions must be completed, or the fellow clan members will conduct their constant dealings with all sorts of people, ninja is expected to die trying. Defiance of own manhunt to preserve their secrets. yakuza can sense and anticipate an oppo- the clan head means an all-out attempt on Races: The vast majority of ninja are nent’s offensive moves for a short time. the life of the offender, ending only with human, as other races might be too easy This lets the yakuza position himself to his death or the far less likely success of to identify in an all-human environment. minimize the damage from an attack by the offender in taking the clan heads The DM may make exceptions if his cam- sidestepping at the last instant or partially place. paign will support them. Typically, these blocking an attack. Although this maneu- Secondary skills: The player may exceptions will be elves and half-elves. ver doesn’t stop the attack, it does reduce freely choose the ninja character’s second- the amount of damage the yakuza suffers ary skills, keeping in mind the ninja’s need Yakuza by one-half (round fractions up). The to maintain a cover identity. Description: The yakuza is both the yakuza must announce that he is perform- Weapon proficiencies: Required: name for the underworld in Oriental ing this maneuver immediately after an ninja-to (treat as a short sword). Recom- societies as well as the name of its mem- opponent’s successful attack roll. This mended: blowpipe, chain, shuriken. Many bers. Yakuza know all that goes on in their ability can be used a number of times per of a ninja’s weapons are used only to ad- territories and control all illegal activities day equal to the yakuza’s ability level. minister a fatal dose of poison to their within it. Fear, intimidation, and even an Special hindrances: All yakuza suffer victim. occasional helping hand are all tools that a -4 reaction adjustment to any law- Nonweapon proficiencies: Required: this moblike organization uses to maintain enforcement personnel they meet if (acci- Tightrope walking. Recommended: Alert- control of its criminal territory. dentally or by force) their tattoos are ness (Complete Thief’s Handbook), Blind- A yakuza has a pattern of tattoos on his revealed. fighting, Disguise, Herbalism (CTH), body. This pattern tells other members of Races: Yakuza may come from any Jumping. the yakuza profession all about the charac- race, although gnomes and halflings may Skill progression: Ninja tend to be- ter’s rank, abilities, and ties within his find the intimidation part of the job a bit come most proficient in the skills of mov- organization. Higher-level yakuza are difficult. ing silently, hiding in shadows, detecting often completely covered by tattoos on noise, and climbing walls. The open-locks their backs, chests, and arms. In order to skill often comes in handy for getting to prevent easy identification by nonyakuza, their victims. these tattoos are never placed upon the Equipment: Ninja are known for the face, hands, or feet.

32 JANUARY 1993

Turban and four mirror armor

What the well-equipped warrior of India wears by Michael J. Varhola Artwork by Michael Scott and David O. Miller

A great variety of defensive arms were foreign invasions left their influences. used throughout the hundreds of tiny What is most important for DMs to con- states that once made up the sprawling sider when equipping the warriors and Indian subcontinent. The use of armor monsters of an Indian milieu is that there and shields in India dates from at least the should be a great variety of such equip- second millennium B.C. and continued ment, and that innumerable tiny kingdoms almost into the beginning of our own and enclaves will have their own varieties century. Indeed, in the Indian wars of and styles of armor. rebellion against British domination in the Historically, common soldiers did not 19th century, armor and shields, little have access to the best armor. Most had different than those used in the Middle quilted linen armor and shields, and the Ages, were used by Indian warriors. most impoverished might not even have Historical records are often vague or that much. However, armor appears in conflicting with regard to the defensive typical AD&D scenarios in quantities far arms of the Indian subcontinent. However, beyond what was really available in Dark when studied as a whole, a comprehensi- Ages Europe, and DMs may do the same in ble picture of the subject begins to take an Indian milieu, if they wish. shape. The earliest accounts telling of the The finest Indian arms and armor were armor used by Indians comes from the 4th richly embellished, often with koftgari century B.C., when the Macedonian con- work, an inlay of gold or other precious queror Alexander the Great subdued metal applied to the surface of the item in portions of the subcontinent. Indian myth- thin layers. Those who could afford ex- ological epics also say much about arms pensive arms often had them crafted so as and armor, but, as with any such material, to be works of art unto themselves. they must be regarded cautiously. Much of the appeal of an Indian-style One benefit to the student of martial adventure rests on the assumption that equipment in India is that it changed little the diverse states of India are not about to from century to century, with little to come under the yoke of a unified, techno- distinguish the arms of ancient India from logically superior empire. To most players those of its medieval period. However, and DMs, that is probably a dreary option

34 JANUARY 1993 and would certainly ruin the color of such wearing cowhide or metal, or by those a milieu in the game, much as it did in who are required to wear the skin of the reality. beast in question. Nonetheless, there were many invasions Magical varieties of this armor might of India, in whole or in part, and many bestow powers on their wearers sympa- less-violent incursions by outsiders. These thetic with the abilities of the creatures have all been influences on the diverse they are constructed from. For example, a Quilted linen varieties of armor and shields found character wearing magical rhinoceros with metal throughout India. dhenuka might have the ability to smash plates into opponents with greater force than Indian body armor normal, as a charging rhinoceros would. Varman is the Sanskrit word most often Helmets: A great variety of helmets can used in historical and epic writings to be found in an Indian milieu. Specific refer to the various sorts of body armor, benefits of the various helmet types can be as opposed to shields. Some of this armor found in The Complete Fighter’s gives a base armor class in the AD&D Handbook. All of the helmet types listed in game, such as chain mail (AC 5). Other that book will be available, except for the pieces can be worn individually, either by great helm, which is bigger and heavier themselves or to augment other armor. than those found in India. Two unique These benefit the wearer’s armor class, forms of head protection are described like a shield does. Unlike a shield, such here. piece armor need not be actively used but Khulah-kud: The Persian influence on only worn. Details appear on Table 1. Indian armor is most apparent in this Chahar-aina: Also called “four mirror” helmet. The khulah-kud is a round, domed body armor, this armor consisted of four helmet with a spike on top, a nose guard, metal plates strapped around the wearer’s and a pair of tubular supports for plumes body: one on the back, one on the chest, a few inches to either side of the center and one on each side under the arms. front of the helmet. A chain-mail neck Chahar-aina was usually worn to augment guard sometimes hung from the back of another suit of armor, often in conjunction the khulah-kud, and a turban was often with the khulah-kud (helmet), dastana wrapped around it. It conforms to the (bracers), and shield. Chahar-aina was characteristics of the open-faced helm often worn over a quilted coat for base AC described in The Complete Fighter’s Hand- 7 (AC 8 for quilted cotton, + 1 for chahar- book page 108. aina). It was usually of high quality and Turban: Various sorts of turbans were often embellished and highly polished. In worn throughout India, many for religious AD&D games, it is the most likely to be reasons. The thick padding of a turban enchanted of any of the Indian armors. provides some protection to the wearer’s Chain mail: This was so commonly head, functioning like the cap variety of encountered in India, that several weap- helmet described in The Complete Fight- ons evolved with the express purpose of er’s Handbook, page 108. piercing it. A suit of chain mail often in- Hide: Hide armors would be common in cluded both a full-length tunic and mail areas of Indian adventures where metal is trousers. Chain mail is a bit more expen- uncommon, the people are poor, or reli- sive in Indian adventures than in typical gion dictates that hide must be used. Typi- AD&D worlds, so fewer low-level warriors cally, such armor will be of elephant or will possess it. Inferior sets of mail, costing rhinoceros hide. Nonetheless, it can be 70 gp, weigh the same as good chain mail quite handsome and functional, and has but give only a base AC 6. Ghughuwa was the same chances of being magical as any chain mail that combined torso armor and other armor in areas where it predomi- a mail coif in a single piece, often padded nates. Heavy hide armor includes full with velvet; it costs 110 gp. skirts, and arm and leg guards. Lighter Dastana: These were forearm guards, hide armor conforms to the characteristics also called bazubands, typically a pair of of sadiqi armor (described later). hinged plates that fully encircled the arm Kantha-trana: This broadly refers to a with mittens of cloth or mail to protect the piece of armor that protects the neck and hands. Dastana were often worn with is worn independently of a basic suit of chahar-aina; a pair of them improves a armor or a helmet. It does not improve wearer’s armor class by one place. armor class as such, but it bestows certain Dhenuka: This was a full set of armor conditional benefits. Against attacks meant made from the hide, hooves, and horn of to strangle or decapitate, the wearer of a an Indian rhinoceros. Such armor was of kantha-trana has an armor class for his somewhat higher quality than regular hide neck either equal to that of the rest of his armor. Dhenuka could also be made from body or to base AC 8, whichever is better. the components of other beasts with thick Whenever a character wearing such an natural protection, such as elephants, item must make a saving throw against water buffalos, or even crocodiles. Dhenu- attacks against the neck, such as decapita- ka would definitely be popular in regions tion or strangulation, he has a bonus of where other armor components are + 2 on his saving throw. Magical versions scarce, but where the creatures it is made of kantha-trana clearly suggest themselves. from are common. It might also be used Note that a normal garrote is ineffective by characters who are prohibited from against someone wearing a kantha-trana; a

DRAGON 35 magical version or one wielded with su- failure if wearing a poshteen alone. Be- but was still too bulky for chahar-aina to perhuman strength is required. cause of its thickness and construction, be worn over it. This is the best sort of Lamellar: This sort of armor was simi- however, this coat gives a + 1 on saving armor available in an Indian adventure, lar to scale mail but was of higher quality. throws vs. cold attacks. giving a base AC 3, and only the most Thus, lamellar provides the same protec- Quilted linen: Many Indian armors, affluent characters will own it. Most of it tion as scale mail, but it weighs less and is particularly those of northern India, used was very ornate and attractive, and the more expensive than the scale mail availa- quilted linen instead of leather, producing components of many suits, including a ble in an Indian milieu. an armor similar to padded (base AC 8). shield, were often crafted as matching Leather: Because the cow is a sacred Lighter-than-normal coats of this armor pieces. animal in Hindu India, leather armor will would cost and weigh one-half normal and Sadiqi: This is the name for any suit of not be used in many Indian campaign give a base AC 9. Such armor increases the armor, such as chain mail or leather ar- areas, and certain characters might be chance of success of some rogue abilities, mor, that protects only the torso and does prohibited from its use. However, it may giving + 5% to move silently and climb not cover the arms. The protection such be used in non-Hindu states or by barbari- walls. The least expensive of these armors armor provides is one place less than ans or other non-Hindus who dwell on the contained only linen, but some were im- normal, and the cost and weight are two- fringes of the world of Indian adventures. proved with studding with small gilt nails, thirds normal. Thus, sadiqi chain mail Nagodarika: This was a shooting glove or the addition of scale, mail, or metal would have base AC 6, cost 50 gp, and worn by archers. Most were leather or plates. Improved versions of this armor weigh about 26 lbs. Rogues wearing sadiqi hide finger guards sewn onto straps that could provide a base AC 7 or 6, at cost and leather armor add + 5% to their move- were wrapped around the user’s hand to weight of 50 gp and 20 lbs. for AC 7, and silently and climb-walls abilities, and the keep the devices in place. 90 gp and 30 lbs. for AC 6. Such armor penalties for wearing sadiqi studded or Poshteen: The poshteen was not actu- could be further augmented with chahar- padded armors are 5% less than for full ally armor as such, but rather a heavy aina, dastana, and shield. suits of such armors (see the Player’s sheepskin coat with the fur on the inside Reinforced mail: The best Indian Handbook, page 39, Table 29). to protect against cold. Such garments armors were of quilted linen reinforced Scale mail: Coats of scale mail were were worn by dwellers of the craggy hills with chain mail and metal plates. The found in many Indian regions, and they and mountains, historically by Afghans. chain mail and plates were fastened within revealed again the martial influence of Because of its thickness, the poshteen the armor with metal studs and nails, and Persia. Such armor was more common in gives + 1 to the armor class of the person could not be worn separately or easily India than in a typical AD&D milieu and is wearing it. However, if the poshteen is removed. A complete set of this armor correspondingly less expensive as a result, worn over armor heavier than leather, the included protective trousers, boots, das- Studded leather: Because of the un- Dexterity of the user is reduced by 1. tana (q.v.), and a helmet, typically a likelihood of leather being used for armor, Furthermore, spell-casters prohibited from khulah-kud (q.v.). It was not especially studded leather has the same chances of wearing armor have a 5% chance of spell bulky or heavy for the protection it gave, being present in an Indian campaign as does leather armor. Talatra: Known by several other names, this device was an arm guard or bracer worn by an archer to protect his inner arm from the slap of a released bowstring. Traditionally, the talatra was made of iguana skin.

Indian shields In the historical and mythic texts that describe the arms of India, avarna is the Sanskrit word most often used to refer to shields, as opposed to body armor. Shields were of three basic types throughout India: parrying shields, round shields, and curved oblong shields. However, in such a vast, diverse area, exceptions to this exist. Body: Indian infantry often used body shields that had bamboo frames covered with hide. These were the kind of shields used by the warriors who battled Alexan- der the Great. Because of their size, body shields reduce armor class against missile weapons by two places, rather than one. Buckler: These small shields were fa- vored by some in India, and many of them were augmented with blades or spikes, allowing them to be used for both attacking and defending. Such spiked bucklers are discussed in “Indian weapons,” Dahl: The small or medium-sized round shield, called the dahl, was the most com- mon Indian shield, particularly during the age of encounters with European powers. The dahl was circular, commonly of em- bossed leather or steel, and was used throughout India and the regions to its northwest. Its form changed little over the

36 JANUARY 1993 centuries. The dahl typically had four or Historically, there was an early Persian level of craftsmanship of many Indian five metal bosses on its face and two han- influence on Indian arms, from around weapons exceeded that of contemporary dles on the inside: one to slide the shield 1500 B.C., and a resultant overlap in the European weapons. arm through, and the other for the shield weapons of these two regions. Much later, Some Indian weapons were specially hand to grasp. Some, often referred to as many sorts of weapons and equipment modified or designed to penetrate chain- “Persian” in style, have six bosses and were introduced by Arab invaders and mail armor, which was generally the most three handles, two of which the arm settlers, for about 900 years, beginning in formidable sort of armor encountered. passes through. Some dahl were made of the 7th century A.D. The weapons listed The mail-piercer arrow, the peshkabz, and up to 50 layers of silk and used by Brah- herein are primarily those that were indig- the zaghnal were so designed. mins or others who eschewed the use of enous to the Indian subcontinent itself, leather. Other dahl were constructed of but naturally include those that bear the Arrow, mail-piercer: Mail-piercing equally rare materials, even tortoise shells. influence of outside cultures. Certain arrows were designed to penetrate chain Maratha shield: Such shields were Indian weapons were developed and used mail, and have a + 1 bonus to attack oppo- typically medium in size and highly con- predominantly in specific areas; others nents clad in such armor. Such an arrow vex, almost coming to a point. They were had widespread usage. Notes regarding typically had a long shaft, four painted lacquered and light, and highly effective this are made where applicable to assist flights, and a hexagonal, steel, armor- against missile weapons. They give a + 1 DMs in campaign planning. piercing head. bonus to their user’s armor class against Indian steel was quite good, and some : Also called “tiger’s claws,” melee weapons, but are + 3 against missile weapons were constructed entirely of it, this weapon consisted of five metal claws weapons. Thus, a warrior wearing chain including the hafts. Nonetheless, much fitted to a metal bar with a ring at each mail and armed with a Maratha shield steel was imported from Persia or Damas- end. The first and fourth fingers were slid would have a base AC 4 in melee but a cus, despite a reputation of superiority through the rings, and the middle two base AC 2 against missiles (this missile that was spurious at best. Indeed, Indian fingers between the claws. An upward bonus applies only to frontal, unsurprised weapons were among the highest quality slash was the typical employment of the attacks to which the character can react). in the world. weapon. Bagh nakh were not generally a Medium: It is likely that some combat- Ornate decorations and embellishments weapon for war, but rather for assassina- ants will carry medium-sized shields that were often characteristic of Indian arms tion or murder. The wounds they inflicted do not conform to the appearance of any and armor. Many were chased with brass, were often meant to simulate those caused of the specialized shields of India. Such silver, or gold, or fitted with ivory or jade by an animal. Although similar to the shields could be of any construction or hilts. The prices given for weapons in nekode of Oriental Adventures, bagh nakh appearance. Indian campaigns represent only the base do not assist in climbing. Such weapons Parrying shields: Many parrying values of the weapons, and any sort of would rarely be embellished in any way. implements were used in India, devices decorative work can easily increase their Buckler, spiked: An Indian spiked intended both for attacking and defending. value from two to ten times at least. The buckler typically consisted of a sturdy Parrying devices may not look like shields at all, but like pairs of metal bars or horns held by a grip between them. One example of such an item is the madu, discussed in “Indian weapons.” Generally, parrying “shields” can be used by nonproficient characters to either attack or defend; those proficient with these devices can use them for both attack and defense in a single round. Most improve the user’s armor class by one place against up to two frontal attacks. Small: Various kinds of small shields that do not conform to the characteristics of more common shields might be encoun- tered in an Indian scenario. The fari, a small shield made of bamboo or cane, is an example of this. Other small shields might be made of hide and used by hill people, of woven palm fronds and used by jungle- dwellers, etc.

Weapon vs. armor modifiers Certain weapons are more or less useful against various kinds of armor, as ex- plained on page 90 of the Player’s Hand- book and reflected on Table 52 there. Table 2 in this article can be used during Indian adventures instead of Table 52.

Indian weapons The Indian subcontinent produced a wide variety of exotic, lethal, but often beautiful weapons. Naturally, many of the weapons used throughout India had equiv- alents in the West. However, many of them were unique, having neither Western nor Oriental counterparts.

DRAGON 37 buckler with a pair of small, iron-shod art -musti, which combined wrestling rather than attack, gaining the benefits of horns protruding from the center. It can with savage armed blows. Due to its size that option (page 100, Player’s Handbook). be used to defend against a single frontal and shape, the hora can be easily con- If parrying an edged weapon, the user attack. Furthermore, characters who take cealed. Although a simple weapon, it gets a chance to trap it with the . To the spiked buckler as a weapon of profi- might even be found in the hands of a see if this is successful, the character must ciency may also use it to attack in the king who practices the martial arts associ- attempt to hit an armor class equal to the same round in which it is used to defend, ated with it. speed factor of the weapon. If the attack at a penalty equal to that assessed for an Katar: This was a punch dagger. Rather was successful, the foe’s blade is been off-hand attack (Player’s Handbook, page than having a straight hilt, the katar had caught, and its wielder must make a sav- 96). Nonproficient characters may use it two parallel metal bars holding a crossbar ing throw vs. petrification or have it only to either attack or defend each round grip at a 90° angle to the blade. As a jerked from his grasp. The save is at + 1 if (but not both), with the attack made with a punch dagger, the katar did a bit more the weapon is size M, or at +2 if size L. nonproficiency penalty. damage than an ordinary dagger. In form, Varieties with three fixed blades had : A flat, steel ring, with a it was a uniquely Indian weapon, carried more points to attack with. To reflect this, razor-sharp rim, the chakram was used in in the sash of a warrior. give them a + 1 bonus on all attack rolls. the northwest of India by Sikhs. Each one Many varieties of katar existed. Some However, the side blades are smaller and was spun around the index finger, then were made so that when the two metal less lethal than the main blade, so the released. Warriors typically carried a half- bars forming the grip were squeezed weapon inflicts 1-4/1-3 hp damage. dozen of these weapons, either around together, the blade opened into a three- Modified katars are more expensive than their arms or around a conical turban. pronged weapon. Others had a blade split normal ones. Scissors katars cost 15 gp, This weapon’s game statistics are as fol- about halfway along its length, giving it and three-bladed and split-bladed katars lows: rate of fire: 2; range: short 2, medi- two blade ends with a space between 10 gp each. um 4, long 6. them. Still others had three fixed blades, Khandar: A sword with a straight, : The gada was a large war club the extra two protruding from the hilt at reinforced blade, the khandar was intend- with a large round wooden head mounted 90° angles to the primary blade. A DM ed for hacking. Often a bar projected from on a haft. The gada’s great damage can be may treat each of these varieties differ- the weapon’s pommel, allowing it to be attributed to the fact that it was a two- ently as outlined below, or may simply gripped with two hands to deliver a more handed weapon and had an unusually state that they all function identically. forceful blow. Another sword, called a large head. If used one-handed, the gada is Scissors katars have more blades to sosun pattah, had a forward curving at - 1 to hit and inflicts the damage of a potentially stab an opponent. If a user blade, but its intent was the same; for normal club (1-6/1-3). The gada was associ- strikes an opponent with a roll attack of 4 game purposes, these two weapons have ated with various Indian martial-arts. or higher than what was needed, the identical characteristics. Hora: This weapon was a horn knuckle- weapon does 4-7/3-6 hp damage, rather Kora: This was a heavy short sword duster, typically having five spikes along than 2-5/1-4. with a wide, forward-curving blade, used its front edge and one on each side. The With the scissors katar (the “split-blade” in northern India and Nepal. It was a hora was used in the brutal Indian martial variety), the user may attempt to parry hacking weapon, sharp only on its inner edge, and had no thrusting point. It was Talwar Tiger’s claws and often decorated with etchings in the steel of the blade. Nepalese warriors might carry one of these and a kukri (q.v.). Kukri: Perhaps the most characteristic weapon of Nepal and northern India, the kukri has a heavy, single-edged, forward- curving blade for slashing. Despite its shape, it is not meant to be thrown. The kukri has been traditionally used by Nepa- lese warriors since the 12th century. More than just a formidable fighting knife, the kukri is a rugged that can be used for skinning game or chopping wood. The kukri can do almost anything that either a knife or a hand axe can do, sometimes even better. The only decora- tion likely to be found on one is a small pair of notches on the blade near the hilt. These notches mean “divinity” and reflect the kukri’s status as a religious symbol. The kukri was accompanied by a pair of small utility knifes in its sheath. These are not weapons as such, inflicting only 1-2/1 hp damage, and are not capable of being thrown. Madu: The madu was a sturdy buckler with an antelope horn, sometimes tipped with iron or steel, projecting from either side. Although the shield is buckler-sized, the horns assist in parrying, and because of them the madu can be used to defend against up to two frontal attacks. Further- more, characters proficient with the madu may also use it to attack (while defending) with one of the long horns at a penalty

38 JANUARY 1993 equal to that assessed for an off-hand with precious metals or engraved with attack (Player’s Handbook, page 96). Non- designs. proficient characters may use it only to Peshkahz: This dagger, normally a either attack or defend, with the attack straight-bladed weapon, has a reinforcing rib made with a nonproficiency penalty. along its back edge, This reinforcement gives : A gauntlet sword, this long sword it a T cross-section that makes it especially had a steel guard to protect the hand and useful for penetrating chain mail, against Khulah-kud and wrist of its wielder, and had a punch grip which it gains a + 1 attack bonus. However, reinforced mail like the katar (q.v.). If applicable, the pata it cannot be used as an effective throwing user’s hand and wrist are given AC 3 by weapon. DMs who use weapon breakage . A pata used by a character rules should take this reinforcement into on a charging mount inflicts double base account, giving the peshkabz half the normal damage at the end of a charge. Such chance of breaking. swords were quite often chased Continued on page 118

Table 1 Armor Costs, Weights, and Ratings

Armor type cost Weight (lb.) AC benefit Chahar-aina 75 gp 10 +1 Chain mail 100 gp 40 5 Dastana 25 gp 5 +1 Dhenuka 30 gp 20 6 Helmet - -- Khulah-kud 25 gp 5 * Turban 1 gp 1 * Hide 15 gp 30 6 Kantha-trana 3 gp 2 ** Lamellar 85 gp 35 6 Leather 10 gp 15 8 Leather scale 25 gp 25 7 Nagodarika 1 gp 1 - Poshteen 5 gp 5 +1 Quilted linen 10 gp 10 8 Reinforced mail 600 gp 50 3 Sadiqi * * 2/3 normal 2/3 normal - 1 normal Scale mail 75 gp 40 6 Studded leather 25 gp 25 7 Talatra 2 gp 1 - Shield - -- Body 10 gp 15 + 1 (+ 2 vs. missiles) Buckler 1 gp 3 +1*** Dahl 5 gp 5 +1 Maratha 15 gp 10 + 1 (+ 3 vs. missiles) Medium 7 gp 10 +1 Parrying 6 gp 5 +1*** Small 3 gp 5 +1

* This item bestows special benefits, as described in The Complete Fighter’s Handbook. * * The special characteristics of this item are discussed under its description. * * * This item may also be used to attack, as noted in its description.

Table 2 Weapon Type vs. Armor Modifiers

Armor type Slash Pierce Bludgeon Chahar-aina* -2 -1 -1 Chain mail -2 0 +2 Dhenuka** 0 +2 0 Lamellar * * * 0 -1 0 Poshteen 0 00 Reinforced mail -4 -1 -1 Sadiqi As per the armor type Studded leather **** -2 -1 0 * These modifiers are cumulative with those of the armor the chahar-aina is augment- ing. * * This includes hide, leather, leather scale, and quilted armors. * * * This includes scale armor. * * * * This includes reinforced quilted armors.

DRAGON 39

issue (#187) with the suggestions on do- minion economics. With a new year beginning, it is time to change what many of you have become accustomed to. More than ever, I wish to thank you all for your letters, suggestions, and criticisms. I’d also like to thank the DRAGON Magazine staff for its patience and support. Let’s get to your mail.

Letters I have to comment on one letter in the May 1992 issue of DRAGON Magazine (#181); the objections to the use of Irish place names in the Thyatian Province of Redstone, on the Isle of Dawn. The writer is entitled to his or her opinion, but, as one who claims descent from Brian Boru, I like the idea. Also, I’m quite a student of the former Soviet Union, thanks to Uncle Sam’s military, and got a kick out of seeing names from old Soviet Central Asia turn up in game products. The AD&D® game’s Oriental Adventures rules are a favorite of mine, too. The adapted Japanese and Chinese settings are delightful. One of my sons is a student of French, and I enjoy dropping him into French-speaking New Averoigne in , or ’s Kingdom of Renardy. If nothing else, it gives him a chance to laugh at my accent. Maybe some gamer tracking down plac- es like Ylaruam’s Urst-Urt Valley might learn about the people and culture of the real-world’s Urst-Urt desert in the Kazakh and Uzbek Republics, or one looking into the origins of Karameikos might learn something of ancient Greek pottery. Those Irish-sounding names on the Isle of Dawn could lead some curious gamer to investi-. gate their background and learn of the fascinating history and lore of the Celtic peoples—Irish, Scottish, Welsh, Breton, and all. I vote for using them and the names from any other culture you can imagine basing a game or a campaign on. Communication and understanding have to be keys to peace on any level. Whatever catches one person’s imagination and leads to further investigation may lead this poor, battered world one step closer to the understanding and acceptance that we all by Bruce A. Heard so desperately need. Thanks for your thoughts. Note that the original letter complained more about misusing foreign names rather than not using them at all. I can deal with most western European languages (more or Just over three years have passed since I cause of this and because the development less), but I guess I would get an “F” in approached the staff of DRAGON® Maga- of the upcoming Princess Ark boxed set Gaelic. Anytime a game setting is inspired zine with some nebulous ideas for a series demanded an end to the adventure, the at least in part from a real-world setting, of D&D® game articles. There was (and time has come for me to catch my breath. either current or historical, it is almost still is) a need for more regular D&D game The adventures of Haldemar and company guaranteed that some totally goofy names coverage. This column slowly grew into have come to an end. will come up (we never intend to offend what most of you are familiar with—the For the time being, I’ll continue to do my anyone, though). The point is to make our logbook entries of Haldemar’s adventures, best to answer your letters as usual, and I proud “creations” sound like the inspira- followed with a Dungeon Master’s back- may include occasional articles on various tional source. ground section. It grew—then it grew D&D game topics (perhaps offering more Some DMs’ favorite method of creating a some more! development of ). Your letters new setting is often to grab that ultra- Writing these monthly adventures be- could spark some new development—as detailed, 30-lb. atlas of a distant and mys- came rather time-consuming for me. Be- you may have noted in last November’s terious nation somewhere in our world,

DRAGON 41 and pick neat-sounding names, complete Migrated north: Feadil, Long Runners, ($9.95 retail in the U.S.) packed with a with accents and other outlandish punctu- Mealidil, and Grunalf They went through geographic, historical, and political atlas of ation. With luck, they’ll be absolutely Canolbarth, tiptoed between Yellow Orkia the Known World, including post- Wrath of unpronounceable. If the map is detailed and Gruuk, skirted the Ethengarian bor- the Immortals and Alphatia, a enough, your DM might think, “They’ll der along eastern Broken Lands and Glan- listing of the Known World is and Hollow never find that one!” Your DM might tri, fled in to Glantrian territory near World’s armies, a who’s-who in Mystara, shamelessly tweak what look like name Estoniarsk (Boldavia) after savage calendars, and a year’s worth of game roots, preserving the same syllable pat- Ethengarian attacks (in the fall of AC events for AC 1010. If you’re not familiar terns. That’s how we ended up with a 1008), continued toward the Barony of with the world of Mystara, you’ll need to village in Mystara called “goat dropping”! (I Pavlova, moved northwest through for- have access to the campaign maps in the won’t tell which one.) At worst, this could ested hills of the Wendarian Ranges, and D&D Rules Cyclopedia. still improve your DM’s grasp of world finally went due north from there into After a quick glance, I found no glaring geography. Wendar. Feadil settled south of Sylvair; mistakes! All the precious information, the It’s not the first time an overseas reader Mealidil north of Sylvair; Grunalf west of maps, and the illustrations were where gave us a tap on the shoulder with an Woodgate; Long Runners north of they were supposed to be. The index in “ahem” comment about our latest faux-pas Woodgate. Each clan was given a 2,000 sq. particular (a nightmarish feat to put to- in an article here or a module there. For- mile wooded area (pine forest) in exchange gether in this kind of book) seemed to tunately, it is often accompanied with a for swearing fealty to the King of Wendar work just fine, as I feverishly flipped broad smile, if not a laugh! It’s all in the They had a long, difficult trek, but it was a through the pages to randomly cross- spirit of the game. rewarding one. reference various data. Migrated south: Chossum, Erendyl, and What quickly caught my eye was the Wow! The set is Red Arrow. They gathered south of Seleni- color mapsheet bound at the back of the awesome! I never intended to run an ca, then headed south down the Duke’s book. I realized that it wasn’t possible to Immortals-as-PCs campaign, but it does Road (now called the King’s Road) to open it without pulling the whole sheet appear that the rules have been simplified Penhaligon and Kelvin. As of AC 1010, out of the book. Fortunately, the perfora- from the old D&D Immortals Set—good those unable to fight have been allowed to tion in my copy was good enough that the move. The descriptions of the game’s set camp in the woods east of the Un- map came out easily, without irksome rips major Immortals was also a welcome sight; named Moor. Chossum and Erendyl war- and tears. Then followed the foreboding perhaps you could publish a more detailed riors went south into Calarii territory to thought of losing the sheet after pulling it list of the lesser Immortals (Ahmanni help them exterminate the goblins there. out. For those of you with the same fear, I Turtlerider through Yav) in a future D&D Calarii Elves have greeted them with have a solution. accessory. What I liked about Wrath of the mixed feelings. Red Arrow warriors went Open the mapsheet, and glue the upper Immortals, however, was the adventure east to fight other humanoids in the heavy left corner of the map to the inside the included in the set. The Great War of the forest north of the Vyalia Elves. So far, book’s back cover. Make sure the map Immortals and the resulting shake-up to these three clans have the status of unde- corner is properly centered and aligned the lands of the Known World are a boot sirable refugees at best. Frictions between with the cover’s edges. Then, refold the in the pants for sagging campaigns (like them and the Karameikos elves are begin- map inward, carefully restoring the map’s my own). ning to be felt. Erendyl has begun petition- vertical and horizontal fold lines. You’ll Thanks for the compliments. Some of ing the King for a separate dominion in never lose the mapsheet this way, and you the minor Immortals may get development Radlebb Woods to help defuse an explosive also can keep it unfolded while consulting in forthcoming accessories. If our plans situation. the rest of book, easily displaying seven. hold together and space allows, we may eighths of the map’s surface without ob- give you more on Yav in the upcoming I noticed that the villains of Karameikos’ struction. Princess Ark boxed set. By the way, the Black Eagle Barony were unusually inac- The book splits into two major chunks, adventure in Wrath of the Immortals is tive during the events of Wrath of the as originally planned. The first section written for mortal heroes, not Immortal Immortals. Duke Stefan declares himself deals with past and present information, novices. King, gets an Alphatian wizard (Master the second provides the “future” AC 1010 Terari) and an advanced magic school, and events (almost 70 pages worth of informa- Are the good and bad magic points of allows Alfheim elves to settle in Kara- tion). I found the second part the most Alfheim (GAZ5, pages 19-23) affected by meikos. Baron von Hendriks does nothing interesting since it brings to light new the elven land’s transformation into the to balance this tremendous influx of good? developments in the game world, but Shadow Elf realm of Aengmor (in Wrath of Before AC 1010, Von Hendriks made a unfortunately it also is the shorter of the the Immortals)? total pest of himself with his western two sections. I caught myself flipping back The good magic points went dormant. halfling neighbors. He also is partly re- to the who’s who and the armies chapters They will come back to life when the sponsible for setting up Callarii, Chossum, of the first section out of sheer curiosity forest returns to its natural shape. Treat and Erendyl elves against each other by or to refresh my memory on some of the these areas as deserted, twisted forest. spreading lies, committing crimes, then more uncommon details of Mystara. Immortals “mothballed” the Good Kingdom framing one elf or another, etc. He hopes Although I reviewed the material in of the faeries (see PC1 Tall Tales of the Wee for a Calarii revolt. The Baron also tries to earlier drafts, the second section in its Folk). The whole kingdom has “disap- establish a diplomatic link with Thincol (as final shape still offered a fun read. Game peared” from Mystara, and remains in well as with Von Klagendorf), hoping for events are listed in the practical format suspended animation in a pocket plane. some sweet deal if the empire steps in. that had been used in the Wrath of the Depending on what happens to the trees The Almanac reveals a surprising turn of Immortals boxed set. They are guaranteed in Aengmor, the faeries will be returned to event for the Black Eagle Barony by the to offer an unlimited source of world-wide the Known World or relocated to the end of AC 1010. adventure ideas. Hollow World. The bad magic points, In contrast, the first section does not unfortunately, remain. The Poor Wizard’s Almanac read as smoothly (it was never intended At last, it’s here! By the time this sees to), but it does its job well. It offers a Which elven clans migrated north to print, many of you will have gotten your handy, well-organized, and amazingly Wendar and which ones travelled south to own copies; for those of you who haven’t complete dictionary, especially when one Karameikos, after the transformation of picked up this supplement yet, let me fill considers the amount of space available in Alfheim? you in. This is a 240-page “pocket” book the book versus the mind-boggling quanti-

42 JANUARY 1993 ty of data that had to be researched or There should be a trail between Cairnport Area Population created to fit the Almanac’s format. Kudos and Alchemos in Bellissaria. Village 50-999 to author Aaron Allston for a job well There is a mislabelled “Whalers’ Island” Small Town: 1,000-4,999 done! northeast of Oceansend (due to a wander- Large Town: 5,000-14,999 ing map tag originally intended for the City: 15,000 + Errata island south of Qeodhar). This island I found some minor glitches in the text. should be called “Walrus Island” instead. Suburban: A hex containing a large town On page 163, for example, the Ascendancy Likewise, the unmarked island in Dobar or a city should belong to the “suburban” label in the Date of Birth chart should be Bay should be named Dobar Island. category. For a city of 100,000 inhabitants next to the Week label, above the Sun-Sky On the north edge of the mapsheet, the or more, the six adjacent hexes should be column. label “To Qeodhar (700 miles)” refers to the suburban hexes as well, provided they are Small geographical discrepancies ap- small arrow on its left. The arrow on its inhabitable—ignore forested, desert, lake, peared in the description of some of the right refers to the “Flying Islands” label or sea hexes, for example. If a city covers Isle of Dawn’s nations. Here are the up- (the Kingdom of Floating Ar in case you the entire surface of its hex, then don’t dates: wondered). count that hex for suburban population. The Northern Province marked on the Despite the glitches, the Almanac pro- Rural: These are settled areas support- mapsheet is the layman’s version of Pro- vides a staggering amount of information, ing farming families, loggers, hunters, and vincia Septentriona (septentriones re- and its mapsheet is the most detailed ver- possibly villages, fortifications, and small ferred to north stars in real-world Latin, sion so far of the Isle of Dawn/Bellissaria towns. Rural areas should separate urban thus the Northern Province meaning). The region. No doubt, new material and cor- areas from borderland or wilderness Province of Furmenglaive was listed as rections will be added to a possible Volume territories. “Castle” Furmenglaive, which is wrong. II of the Almanac next year. We may start Borderland: These areas are in the proc- The “Northern Territories of Dawn” pushing westward toward the Savage ess of being settled. Laws are often poorly marked on the mapsheet aren’t listed in Coast, on the trail of the Princess Ark. We enforced there, and the local population is the book’s atlas section. These bleak lands hope AC 1011’s events will be as exciting low. Borderland hexes may support villag- belong to Thyatis, but are administered by as AC 1010’s. As usual, your comments on es, keeps, or fortifications. the Grand Duchy of Westrourke on behalf this first Almanac will be greatly appreci- Wilderness: These areas are uninhabited of Thyatis. It also should be noted that the ated and would certainly affect the devel- for the most part. Very few people may be actual Barony of Caerdwicca is part of the opment of a second volume. found there. Wilderness can support the Southern Province (Provincia Meridional villages of primitive hunter-gatherer tribes under Thyatis’s control. Furmenglaive More economics— only. Medieval military garrisons and isn’t, but still claims part of that province population and food other nonagricultural settlers would need as land it legitimately owns (a mapper’s In DRAGON issue #187, I responded to to receive regular food supplies from headache). one letter on economics. I gave an example agricultural areas. Part of the vast Dunadale Bogs are of how to figure out dominion income and marked on the mapsheet as Unclaimed, some of the ruling costs to be expected. I Basic population per hex although they are theoretically part of the did not give a system of determining the Once the various land categories have Dunadale Confederacy. This is mostly population per hex. If you’re not inter- been defined on the dominion’s map, it is wilderness infested with monsters and ested in researching historical data on possible to assign a Basic Population, as humanoids, especially in the wake of the medieval population densities, here’s a follows (with 1 hex = 56 sq. miles). Great War’s troubled times in Wrath of the quick system that should help you. Immortals. The first thing to do is to divide the land Area Pop. density Finally, areas listed in the book for some into general categories—Suburban, Rural, Suburban 300 people/hex of the Isle of Dawn’s nations need to be Borderland, and Wilderness. Simply mark Rural 100 people/hex adjusted to match their borders on the which hexes belong to which categories on Borderland 50 people/hex mapsheet. The change was because the your map, using the guidelines below Wilderness 5 people/hex format and scale of the new mapsheet, (remember, this system is based on 8-mile and some last-minute modifications that hexes). Agricultural population often gathers in didn’t make it into the book. The surface The actual population figures for urban typical families of five people, small farm- listed in the Almanac for Dunadale in- centers (villages, small towns, large towns, ing communities, and minor hamlets cludes the Dunadale Bogs. The surface and cities) are those given in the Rules (fewer than 50 people) too small to appear listed for Westrourke includes the North- Cyclopedia, and are repeated here for on a Gazetteer-style map. ern Territories of Dawn. Here are the your convenience. Note that population in In regions with low agricultural poten- corrected (approximate) areas: a hex is always in addition to people living tial (desert, steppes), population may con- inside villages, forts, towns, or cities in sist of nomads (in Ethengar, for example). Nation Area that hex. People living inside these urban Although national population densities still East-Portage 79,690 sq. miles centers are considered “urban” popula- hold true, a large portion of the popula- Ekto 38,160 sq. miles tion. Those living outside urban centers tion may travel in tribes or caravans rath- Furmenglaive 9,875 sq. miles are considered “agricultural” population er than spread out evenly throughout the Helskir 8,980 sq. miles (food-producing, farming communities). land. Local populations thus may vary Kendach 6,285 sq. miles with seasons and regional events. Southern Province 92,035 sq. miles Trikelios 17,960 sq. miles Urban Population Relying on Maritime Resources Other clarifications The Kingdoms of Blackrock and Faraway Urban Area Populations Land-oriented Average Sea- oriented and the region of Esterhold visible on the Village 50-999 up to 40% up to 65% up to 90% mapsheet aren’t covered in the book. This Small town 1,000-4,999 up to 30% up to 50% up to 70% was our decision due to lack of space. Large town 5,000-14,999 up to 20% up to 35% up to 50% The town of Princetown in Bellissaria is City 15,000 up to 10% up to 20% up to 30% part of the Kingdom of Notrion (the border + location was ambiguous on the mapsheet).

DRAGON 43 Terrain modifiers 36 people per square mile in Zaire, or 13 civilian population would have included Population varies with its hex’s people per square mile in Saudi Arabia. only 150 farmers—enough to support no topography and vegetation. The terrain Nowadays, it is common to see 80% or more than 37 soldiers (150/4 = 37 modifiers given below affect the basic more of a nation’s population concentrated rounded down). As a result, food supplies population in each hex. Terrain modifiers in urban areas. In medieval times, it is would have to be regularly carted in from themselves vary with other factors such as likely to be just the opposite, with a least other regions of the dominion to feed the vegetation, the presence of water, and roads. 80% living outside urban centers. remainder of the oasis’s military garrison For simplicity’s sake, let’s assume medieval (13 soldiers). This little detail implies either Area Pop. modifier population is a mere tenth of our modern that this garrison’s military strength Flat terrain BPx5 population levels. In other words, “medieval” should be reduced to become Hills BPx4 Netherlands—a highly populated, mostly self-sufficient, or that a trail be built to Mountains BPx3 urban area—would show a population of 91 consolidate the fort’s supply lines. This is Badlands* BPx2 people per square mile. Zaire, largely jungle, an example of how economic Desert BPxl would have a population of about four considerations can affect military strategy. * Include marshes, swamps, bogs, steppes, people per square mile. Ancient Saudi grasslands and broken lands. Arabia, a vast desert, ends up with a mere Fishing one person per square mile. Although this Ports, either on a lake or a sea, may Terrain Modifier may not be historically correct, it is change the 80/20 urban to agricultural Jungle -3 to terrain modifier conceivable in game terms. balance. Part of the urban population Heavy forest -2 to terrain modifier In the oasis example above, the total could count on maritime resources, such Light forest - 1 to terrain modifier population reached 350 people in the as fishing, as way to feed itself and Volcano + 1 to terrain modifier oasis, which breaks down to about three generate extra revenue. The number of Trail + 1 to terrain modifier people per square mile (350/112 = 3, fishermen in an urban area varies with Road +2 to terrain modifier rounded down). Throw in 10 extra hexes the region’s traditions and naval skills. The River or oasis +2 to terrain modifier of true, wilderness desert without trails, name table provides guidelines on how Lake/seashore +2 to terrain modifier and we end up close to ancient Arabia’s much of an urban population may rely on population. fish to feed itself, as opposed to food Trail and Road modifiers are not Feel free to tweak these numbers to get drawn from the land. cumulative. If both are present, use the desired results. Although this system may Land-oriented: This would be people Road modifier. Likewise for vegetation; it’s not cover all eventualities, it should get relying mostly on agriculture, either one or the other. Volcanoes often cause you on the track to establishing because of their culture or poor surrounding lands to be very fertile. If a predictable population levels. navigational and shipbuilding skills. This combination of terrain types yield a Now you can start collecting those would include desert raiders, mountain modifier equal to zero or a negative dominion taxes and build your armies! dwarves, wood elves, orcs, Ethengarians, modifier, as with swampy jungle for Assuming a provost can collect taxes from Darokinians, etc. example, assume the final population to be 100 people a day and there are 28 days in Average: This would be people with 1 inhabitant per hex (wilderness). a Mystaran month, you’ll need one provost reasonable navigational and shipbuilding Example: We have a borderland oasis and his armed guards for each 2,800 skills (Karameikos, Five Shires). The majority (two hexes), with a fort of 50 soldiers. The people in the dominion to collect all the of human cultures living on mainland coastal terrain is borderland (basic pop. = 50). It monthly taxes. These are handy, average areas belong to this category. is in the desert, so the terrain modifiers statistics for the game, which should be Sea-oriented: This would be people with starts at X 1. The oasis adds + 2 to the applied to the entire population generally good maritime skills, or a terrain modifier, which then becomes X 3. (agricultural and urban put together) and tradition of reliance upon produce of the The local population should be: 50 X 3 X 2 not to specific segments of the population. sea or of the lakes. These would include hexes = 300, plus the 50 soldiers. civilizations native to islands and such The total population of the two oasis Food notorious seafaring people as Ostlanders, hexes adds up to 350 people. If there had We know at least 80% of the total Ierendians, Minrothadians, or Pearl been a trail crossing both hexes, the total population lives outside urban centers. Islanders. population would have then reached 450 These are the people producing food. If agriculture is abundant, the surplus people instead. Urban and other nonfood-producing could be traded to another region lacking There are limitations on some terrain population relies on services for its these resources. This, in turn, fuels urban types as to what basic population survival (commerce, military, manual commerce as well as the politics. categories they can support. Heavy forest, trades, etc.) and purchases the food it Make a list of the urban centers that can jungle, forested hills, mountains, badlands, needs from nearby farmland. Any kind of draw upon fishing resources. Apply the and desert hexes should be limited to serious mining also wipes out farming in percentages listed in the chart above to wilderness or borderlands. Suburbs that hex. Note that wilderness population find out more exactly how many people should be either on flat or hilly terrain (no should not be counted as an agricultural rely on fishing. Treat that part of the forests, no swamps, etc.). Finally, forested force in this context since the population as “agricultural” rather than hills are considered “heavily forested” infrastructure does not exist to collect and “urban” when dealing with the food factor. (Gazetteer map symbols do not transport any “surplus” food from The same kind of reasoning applies for differentiate lightly forested hills from wilderness to settled regions. Wilderness entire nations. If the agricultural heavily forested hills.) Note that wood population only produces what it needs to population of a nation is unable to provide elves ignore limitations imposed on sustain itself. For the same reasons, enough food for its urban dwellers, forested areas, and dwarves ignore wilderness population cannot be taxed. several things could happen. Either limitations on mountains. In the case of the borderland oasis townspeople starve (with riots and revolts mentioned earlier, all its civilian population, ensuing), or they import food from a Real-life comparisons 300 people, qualify as agricultural (farmers). neighboring kingdom. This can happen To give some comparative insight to They can produce food for up to 75 people only if their neighbors have a sufficient population levels, we could compare these in addition to themselves (300/4 = 75). This food surplus (they have more than 80% of numbers to current standards. Today, the is more than enough to supply the 50 their own population living outside urban real-world Netherlands support 910 soldiers inside the fort. centers.) Otherwise, it may be time to inhabitants per square mile, compared to Had the oasis covered only one hex, the invade the neighbors’ farmland.

44 JANUARY 1993

ong ago in the Age of Ignorance, O my lord, the mad Emir Khalid’s sev- enteenth wife bore him a son with a donkey’s face. This portent betokened Djinn the destruction of the city of Ma’rib, so the Emir ordered all citizens to undertake purifying disciplines. To escape these ugly and painful rites, the resourceful Imbu Eight-Finger hoped to become a camel driver on a cara- Coffee van bound for Yathrib. Both handsome and agile, Imbu had five light fingers on his right hand, three nimble ones on his left, and sup- ple propriety throughout. He knew no more of the art of camel driving than did a camel of cutting purses, but he ranked a glib tongue above a narrow-minded idolatry of truth. So at Ahmunkar’s Sumptuous Refectory, a mer- chants’ restaurant on the Street of Cymbals, Imbu sought the caravan owner, Ahmunkar the Perfumed. Under a bright sky, on an avenue loud with wayfarers and ox-carts, Imbu found the painted sun-brick facade he by Allen Varney and Aaron Allston sought. But a tall, knife-nosed man in a red-sashed bur- noose stopped him outside the door. The guard’s black hair hung in braids threaded with gold, as did the long tips of his drooping mustache. “Curb your appetite, commoner,” he said, waving his ringed fingers in Imbu’s face. “A caravan lord of high esteem breaks his fast here, and he insists on doing so alone.” Incensed at this cavalier treatment from one who seemed of no higher station than himself, Imbu answered, “The esteemed Ahmunkar the Perfumed shows wisdom not to share his meal with a dhow-barnacle such as you, she-camel’s son. I have no wish to share his meal—” (ac- tually, the penniless and famished Imbu had not eaten for a day) “—but only to report as lead driver for his cara- van. He has reserved the position for me, Imbu, these three months.” “So, dog-filth, you know of Ahmunkar?” The guard gave Imbu a withering smile. “Perhaps, then, you also recognize his caravan partner: I, Ghol al-Kafur.” “I recognize only delusions, you hawkspittle. Would the revered Ahmunkar consign a trading partner to the lowly job of guarding his meal? The thought provokes mirth.” Ghol, infuriated, made to shove Imbu’s tanned chest, a clumsy effort that Imbu lightly swatted aside. Red in cheek, neck muscles bulging, Ghol shouted, “Follow, if you dare face me, O half-breed son of a dog!” His high nasal voice drew glances from merchants, driv- ers, wayfarers, and urchins on the Street of Cymbals as he ran into the roadway, kicking up dust with each stamping step. Imbu belatedly wondered if he had behaved rashly. This episode could hardly improve his chances to join Ahmun- kar’s caravan. Yet he could not retreat now; honor hung in the balance. He followed until he stood behind Ghol. The crowd ringed them both, filling the air with a mur- mur of joyful whispers. Ghol turned to face his tormenter. “Slave! Ill-omened kite-bird. I will flog the skin from your flesh, the flesh from your bones.” Illustrations by Pam Shanteau “A complex operation for the befuddled Ghol,” Imbu

DRAGON 47 shouted back. “He loses track in tasks of greater moment you pass by the spot where he perished.” From a finger on than strapping on his sandals, and grows woozy when his complete hand he drew a ring of beaten copper, jew- faced with door latches.” elry of little worth, and held it forth as he walked toward Ghol’s flush of anger deepened. His hand darted to a Ghol. small metal flask hanging on a chain around his neck. The Unthinkingly, Ghol awaited the prize of his victory, Yet mystic decorations on the flask, inlaid filigrees of silver it was no more than a few heartbeats before he understood and copper, aroused Imbu’s instant desire. that Imbu, mere feet away, walked directly toward him, Ghol seemingly caught the widening of Imbu’s black and the cart behind was now racing in the same direction. eyes. He turned to and fro to address those who watched. “Stand fast!” Ghol cried. “I will retrieve my prize “O citizens of Ma’rib, see and remember this lying rogue, when you are no more.” and hold tight to your purses on his approach. Deceiving “I would not think of it,” Imbu replied. “You must take Imbu, he of magpie greed and invisible virtue, desires all it from my hand as a gift of friendship.” Now the cart was your lawful property.” scarce ten paces behind him, still increasing in its speed. Then he spoke again to Imbu, his voice cold and threat- “Sun-mad fool!” Ghol turned away and hurried up the ening. “Turn your eyes from my property, venal one, lest street. I call forth a dust of lasting blindness.” He suggestively “No, stay, O victor!” cried Imbu, and swiftly ran after fingered the seal on the lead flask. the fleeing man. “Your ring, your ring!” Imbu laughed. “Better to go blind than gaze on the The ox-cart said nothing, but steadily increased its distorted jaw and vulture beak of Ghol al-Kafur.” pace. Such a rage gripped Ghol that he shook like a man A rut in the street was Ghol’s undoing. He tripped possessed. “Enough !” he roared, and held up his flask across it and fell, sprawling in the dust. Imbu took two before him. “Wretch, I will show you what sort of man more long paces forward, then again turned and leaped at you face. In the name of Solomon the Great do I invoke his pursuer, continuing as before to land safely in the the spirit of the flask: Bring to life yonder wagon”—he street. Though the cart’s wheels began to slow, they could indicated a peasant’s ox-cart, standing unyoked not far not stop before they ran across the -prostrate form of Ghol. away— “and crush the life from this glib pretender!” The fallen man did not speak a prayer. Instead, he held Now the crowd laughed too, and Imbu joined them, for aloft his prized flask and shouted, “Djinni, save me!” and even then, in the time of miracles, ox-carts did not sud- the second miracle of the day took place. denly spring to life at the words of a blustering guard. Into the air rose the cart, passing harmlessly above Yet the yoke of the cart lifted and swayed to and fro like Ghol. Men and women seeing this breathed sighs of awe the head of a beast sniffing the air. Imbu felt cold doubt or called prayers to their gods. The cart flew on, rising in cut at him, and those of the crowd who had applauded an arc like a well-launched arrow, and finally dropped him now backed away as though suddenly remembering from sight far beyond, landing with a distant crash of other duties. wood, mud-brick, and pottery. Then the cart began a slow turn until it faced the nim- It is said that it came to rest on the home of Salim, a ble Imbu, its yoke pointed forward like a ship’s ram. young camel-drover. It is said, too, that Salim, crawling Though pulled by no agency the eye could see, it lum- from the ruins of his home, saw the morning moon still bered forward. hanging low on the horizon, interpreted it as a sign from It moved like a cart drawn by oxen, but Imbu’s mind the moon-god Almaqah, and so became a priest of that raced like a fleet Arabian steed. He did not run, but in- god. For years he preached that the devout should offer stead backed away farther into the street, while those be- proper sacrifices lest they perish under the wheels of ox- hind him, less mindful of their dignity, turned and fled to carts dropped from the skies. a safer distance. But Ghol knew nothing of this. He rose, dust from the As the cart came rumbling and thundering upon him, street caking his finery, and drew the knife at his waist. “I the agile Imbu sprang at it, and even Ghol expressed sur- need no djinni to settle you,” he shrieked. Then his ex- prise at his sudden desire to die well and quickly. But pression changed to one &horror. “The djinni! Did I extinction was not Imbu’s plan. He placed his hands upon invoke Solomon’s name?” the cart’s high rail and vaulted nimbly into the noisome Then he vanished from this world. Like a man hay that filled the wagon. In a trice, he leaped over the drenched with lamp-oil and ignited, he flared up with cart’s rear and landed with an acrobat’s grace on the dusty bright and awesome flame, whose heat drove Imbu and street behind, then bowed to his audience. others back. When the flame faded, Ghol was gone, leav- Yet the cart was not done. It slowed, but its great mass ing behind no ash, no cinder. kept it hurtling forward for many long paces. It turned Yet he did leave something behind. In the street lay the clumsily, its wheels dashing through a merchant’s street- lead flask, its silver tracings gleaming in the sun like a side collection of pots of indigo from nearby Timna, scat- wicked thought in a vizier’s eye. tering precious wares across the street and into the air. Imbu looked upon the flask but kept any smile of tri- Then, finally, it faced Imbu again and creaked its way into umph from marring his humble expression. To the watch- forward motion. ing citizens of Ma’rib he announced, “I will collect this Imbu smiled and turned toward Ghol. “I concede that I item and deliver it to the late Ghol’s legitimate heirs.” So have met my match. Before I die, let me give you this speaking, he strode forward and reached for his prize. bauble, that you might remember Imbu fondly whenever Yet as his fingers closed upon it, it vanished under his

48 JANUARY 1993 hand. He pawed through the sand of the street, but the tongue?” flask was no longer there. Only an indentation remained “It is not among my languages.” where it had lain. “A pity. She is only one of my many treasures. Before He could not contain the expression of fury that crossed you is another. Please, drink.” his face. To be so cruelly denied, after earning that flask in Steam rose from the tiny cup. At Ahmunkar’s urging, battle deadly! But not all his anger brought the flask back Imbu took a careful sip. The bitter flavor made him to him. wince, then raise his eyebrows. Then, smooth as the finest oil, came words from behind “Distinctive, is it not?” asked the merchant. “It is po- him. “I thank you for your courtesy. I am the legitimate tent and grants its vitality to he who drinks it. It clears the heir.” sleep-drenched mind. It keeps tiredness at bay. It delights Imbu forced his face into the semblance of polite curios- the palate and turns mere speech into true conversation. It ity and turned. There, in the doorway of Ahmunkar’s is called coffee, and I alone of all men possess it.” Sumptuous Refectory, stood Ahmunkar himself. Well- “The great Ahmunkar deserves such a novelty to him- endowed of fat, garbed in enough costly cloth to make a self,” was Imbu’s smooth reply. “How did you come by nomad’s tent, Ahmunkar was the very picture of what this treasure?” every lesser merchant wished he could be. The merchant smiled with self-appreciation. “There Yet his words to the coarsely clothed Imbu were kindly. was a time, nimble Imbu, when I was as reed-thin as “I congratulate you on the death of Ghol, noble one.” yourself. I was a far traveler and bold seeker of fortune “You congratulate me?” Imbu, all innocence, gestured and fame. I found both. at himself. “I am but a witness to his fate—” “I slew a sailor, a notorious thief, and found among his Ahmunkar’s smile deepened, forming deep dimples in belongings a lead flask—the selfsame one that Ghol car- his fleshy face. “Would I not know the truth of these ried.” He lowered his voice and leaned forward to lend events?” He pulled at the heavy silver chain that lay intimacy to his tale. The couch creaked ominously under around his neck, and drew up the selfsame flask of Ghol, his shifting weight. “In it, under the cap sealed with the or its duplicate. Imbu was hard-pressed not to gape. The mark of King Solomon, was a djinni, bound to serve the merchant continued, “But you have nothing to fear. I am true owner of the flask.” not angry. Indeed, I admire your prowess. Imbu found that his thoughts had gone awhirl. What “Please, visit my most humble business, dine on my greatness could he achieve with a djinni for a servant! Yet poor fare . . . and I will introduce you to a most tantaliz- he strove to keep this longing from his face. “It is good to ing beverage unique to my establishment.” He gestured hear of bravery and diligence rewarded, great one,” was for Imbu to enter. his ingenuous reply. Ahmunkar nodded, which set his many chins to shak- Ahmunkar, obese and shapeless as a beached whale, ing. “And the rewards have been many. With the djinni’s reclined on a brocaded dining couch. To cool him, his aid—and my own mighty merchant’s instincts—I have servants waved ostrich-feather fans in stately fashion, so become the greatest trader in Ma’rib, and confidant of the that odors of aromatic woods wafted from him. Gesturing emir. I needed only wish for a beverage to delight the Imbu to another couch, Ahmunkar invited him to share gods, and the djinni brought me the coffee you admire. I the morning meal of roast peacock and cashews on a bed needed only demand the most beautiful woman in the of five-colored rice. land for my servant, and Julnar was my devoted slave. Dizzy with delight and hunger, Imbu ate with such “My life being as close to perfection as mortals may intensity that he ignored Ahmunkar’s serving woman. enjoy, I now allow the djinni to serve others instead of Only when the first fires of his hunger had been quelled, myself.” and the woman set out tiny drinking cups before him and Disbelief swelled within the world-wise Imbu, but he Ahmunkar, did he glance up at her and find his gaze restrained himself to an expression of respect. “Your gen- arrested. erosity is too great for the mind to conceive, honored one. She stood tall and upright with dignity and poise. Her But let us not speak of your treasures. I seek not to covet, skin was dark and so perfect that not one blemish showed but to serve.” upon it. Her hair, which hung straight and long down her Ahmunkar took another sip of the steaming liquid. back, was black and shone like polished onyx. Her eyes “Oh?” too were dark, but cool. The eastern silks she wore con- “Auspicious sir,” Imbu said, “I have driven camels for cealed little of her graceful form, and her veil, of the two hundred caravans since boyhood, like my father’s sheerest silk, enhanced more than concealed exotic fea- fathers these four hundred years.” tures of extraordinary beauty. Ahmunkar regarded Imbu blandly from his couch. “I She could have been from the harem of a god, yet she find such diligence praiseworthy,” he said. He dusted a stood less than an arm’s reach away. So enrapt was Imbu plover egg with nutmeg and popped it whole into his that he barely noticed as she, from a delicate pot, poured mouth. The caravan owner’s teeth showed pink stain, a dark beverage into the two tiny cups. Only when she after the latest fashion. “You appear ready for higher re- had departed did he notice the racing of his heart. Only sponsibility,” he continued. “With the loss of the besotted then did he remember his breakfast companion. Ghol, our caravan requires a new leader. Would you hon- Ahmunkar’s smile was a gloat. “She is Julnar, my de- or me by becoming my partner?” voted servant. A Berber. Perchance, do you speak their Imbu narrowly avoided choking on a fig. “I accept this

DRAGON 49 honor wholeheartedly!” he said, then drew up short. unfortunate for those who will be his first victims!” “Mmmm. What duties and commitments does this station It was then that one of Ahmunkar’s servants burst into require?” the room from the street; his eye was wild, his manner “A prudent question, however blunt,” Ahmunkar said, fearful. “Master! Soldiers of the emir scour the street, “but you will find your duties light and to your liking.” looking for subjects for his rituals! They come from north He drew the djinn flask from within his robes and its and south!” chain from around his neck. “You need only supervise the The vast merchant assumed an expression of tragic supplies I need to maintain my business. Oh, and this sympathy. “What great misfortune. Imbu, I admire you, trifle would be your responsibility.” He held out the flask so tell me swiftly, before the emir’s men arrive: Have you to Imbu as though it were a lowly bauble. wives or children? Tell me their names, so that I might Imbu stared at it, the treasure of treasures, but did not support them when you are gone.” reach for it, Could a man such as Ahmunkar bear not to Imbu looked in anguish at the door. So close must be keep it with him always? Yes, Imbu reasoned—were it the emir’s men that he would probably not escape their cursed. Doubtless some dark magic doomed those who grasp —especially as he was now, weighed down by the wielded its power. His desire for the flask vanished like a meal he had just devoured. nomad camp in a sandstorm. The servant, having returned to the door to look with- “Responsibility?” he asked, weakly. “No, that would out, now began hopping up and down in worry as he be an honor. Too great an honor for such an unworthy one glanced left and right up the street, and Imbu knew what as myself. Better for that treasure to be kept safe in a box he had to do. wrapped with chains, guarded by wily brutes with “I have reconsidered, great one,” he said with all the swords.” dignity he could muster. “I maintain I am not worthy of Ahmunkar shook his head, again setting his ladder of your generosity now—but I wish to be. I will accept your chins into quivering motion, “No guards could protect it offer.” against a man of wit. So I must have a man of wit to wield Ahmunkar’s smile was brilliant. He leaned forward to it and keep it safe. You are that man: strong of thew, nim- press the flask into Imbu’s hand. “I will gladly employ ble of motion, sharp of mind. The only man in all of Saba you. First, though, to be legal, I must ask you to repeat a suitable for this task.” few words.” Imbu’s mind twisted other arguments into new shapes, Imbu kept his eye on the door, inwardly quailing as he but none was pleasing enough for him to offer it to expected the soldiers’ shadows to fall across it. “Speak the Ahmunkar. Finally, he said, “Great one, I must refuse words. I am ready.” your offer of employment. I know my place and my They were not a few words—they were many, and in a worth, and I would merely contaminate you with my difficult language Imbu did not know. As the speech grew lowliness.” longer and longer, Imbu glanced with greater frequency at “You make me sad.” Ahmunkar’s gaze fell upon Imbu’s the door the servant guarded, but still the soldiers did not left hand. “Such a pity about your fingers.” come. “An old injury. It does not distress me.” Finally he was done with all the many strange syllables. “No. I mean—but you could not have known.” Ah- Ahmunkar leaned back, satisfied. “It is done. You are my munkar looked mournful. “Not a day ago, the emir—may partner and ally, a merchant prince to my merchant king.” Almaqah cure his madness before he destroys all Saba!— Imbu smiled and preened, preparing himself for the told me that he had plans for those who display any sort of futile intrusion of the emir’s men. “How far away are the deformity. All are to suffer his purifying rituals. He has soldiers?” he asked of Ahmunkar’s servant. guards waiting at the gates to capture any who try to es- The man leaned out to look both ways. “Soldiers?” he cape the ceremonies he plans.” asked, vaguely. “I must have been mistaken. Or perhaps “A pity indeed.” Imbu thought of the city walls. Some- they turned down another street.” where, surely, they presented a weakness, a place by Shame crashed upon Imbu like an ox-cart falling on a which he could secretly leave this night. house. He had been tricked, and by a mere servant. “Of course, those whom I employ are exempt from this There never had been any soldiers in the street outside. duty, for the emir is my good friend.” And now he held the flask he did not want and a position “I cannot count the ways in which Ahmunkar is bless- with an employer clever enough to use him cruelly. All ed.” Imbu could hide until nightfall. He would then be hope left his face. silent and graceful enough to cross those walls, to elude Ahmunkar looked at the servant with the fierce fond- the guards. ness of a prince chiding his favorite daughter. “Idiot. I “I understand the emir has units of soldiers marching will punish you, later, when I have thought of something the streets, capturing participants for his first rituals.” appropriate. For now, begone.” The servant left, a look of “Unfortunate for the victims-to-be.” accomplishment on his face. “I understand,” Ahmunkar repeated, in a louder tone, Then Ahmunkar turned to his new employee. “I have “that the emir has units of soldiers marching the streets, told you your duties. And always remember—for nothing capturing participants for his first rituals!” is more important! —that when you deal with the djinni, Imbu frowned. Was Ahmunkar becoming deaf? Or did always invoke the name of the ancient king, Solomon.” he imagine Imbu to suffer from loss of hearing? For his Dully, Imbu asked, “And if I do not?” own part, he responded agreeably but more loudly, “How “Your fate will be horrible. You would prefer to become

50 JANUARY 1993 part of the emir’s ceremonies, this I assure you. “How, then, can I save myself?” Imbu cried, “and “But for now, the emir himself and his entourage dine you, while I am about it?” with us this afternoon. We must serve him our best. Im- She was silent a long moment, stirring the warming oil. bu, you will now meet the djinni, introduce yourself as its “The words he had you speak are in my tongue. They new master, and fetch a fresh supply of coffee. Julnar will were your first wishes on the djinni of the flask. Each of instruct you in the details of summoning.” them was made in the name of Solomon the Wise. Recovering just a trace of his pride, Imbu bridled. “First, you wished that anything good you wished for “You would have a servant instruct me? I am your part- go to Ahmunkar instead. Wish for a fortune, and it will be ner now!” settled upon him. Wish for escape, and that opportunity “Wallah! A plague on you, snipe, and to your business will befall him. at once!” Ahmunkar’s glare was as fierce as an eagle’s. In “Second, you wished that nothing bad happen to it there was now no mercy or affection for Imbu. “Julnar, Ahmunkar. Try to stab him; you will cut yourself. Try to come. Teach this wretch his duties before he does some- poison him; he will compliment the cook. thing to earn his death . . . or worse!” Ahmunkar heaved “Third, you wished that should you try to inform himself from his couch and waddled into the depths of his anyone —who does not already know of it—of the djinni’s restaurant, leaving Imbu alone, his mind numbed at the existence, that you should be made silent by the magic of way he had been duped. the djinn. “Fourth and last, you wished for two things to happen Her manner quiet and gentle, the serving maid, Julnar, should you flee Ahmunkar, or voluntarily leave his serv- led Imbu up to the second story of the high mud-brick ice, or should he decide to employ you no longer: The dwelling. In her presence, he forced himself to think flask will return itself to Ahmunkar, and the djinni will again. His desire for her swept aside the injury Ahmunkar come forth and take you away to be his servant for a thou- had done to his self-esteem. He would have to save her sand sleepless years in the City of Brass.” from Ahmunkar, so that she would fall in love with him— “And do these wishes come true? Have I doomed my- assuming she had not done so already. self, then?” In a small, aromatic room, they knelt on either side of a She nodded. “You are doomed. For there is an older small teak table. Into a porcelein incense burner, Julnar rule than the ones Ahmunkar has imposed. Should you placed three golden teardrops of frankincense, and the make a demand of the djinni—or any wish, whether to the room was flooded with sweet perfume. djinni or to the open air, whether mighty or casual— “I must prepare an oil with which to anoint you,” she without also invoking the name of King Solomon of antiq- said, her voice enticingly accented. She set to work, com- uity, then the djinni may take you. And you will be his bining oil with powdered frankincense and other spices. servant for a thousand sleepless years—” “Then, you will meet the djinni and inform it you are “In the City of Brass,” Imbu finished, as dazed as a now its master . . . for Ahmunkar. And you must fetch the man kicked in the head by a camel. “That is what hap- coffee, of course.” pened to Ghol al-Kafur. He wished for his own salvation, Imbu fought for the breath her presence seemed to steal but not in King Solomon’s name.” from him. “Ahmunkar told me you were his ‘devoted “Sooner or later, you will make a wish without calling servant.’ How has he earned that devotion?” on the fabled king, and then you will be gone.” She did not look at him as she continued mixing her oil. “Perhaps I am doomed.” Then sudden hope seized him. “He has not. I loathe him. He is treacherous, petty, wick- “What if I wish that my wishes were undone?” ed, obvious, and cruel.” Her tone, as she pronounced her Julnar shook her head, sending graceful waves down distaste, was calm and reasonable. the cascade of her hair. “Some wishes do not work. You Relief washed over him. “I swear this then, fair Julnar. cannot change events that have already happened. You I will extricate myself from this foul bargain. I will rescue cannot wish promises into nothingness. You cannot bring you and take you away, where you may be my servant harm to one to whom you are beholden, else Ahmunkar instead.” would be emir. You cannot mold the thinking of others. Finally she did look him in the eye. Imbu could then rec- Ahmunkar discovered that when he wished for me to be ognize what was in her gaze, not humble acceptance and his devoted servant, but found that he could not instill servility but exasperation and cool intelligence. “Why ever devotion. I stay here only because I cannot escape. The would I want that? Ahmunkar is vile, but you are an idiot.” djinni always comes to return me to Ahmunkar.” For a long moment he could not speak, so great was his “So, you have tried to escape? You long to be away shock. He could not have been more surprised had she from here?” stabbed him. “I, Imbu? Imbu the Fleet, Imbu of the “It is my greatest wish.” Knife-Edge Wit—” He gazed upon her and felt tenderness for her fill his “Imbu who is not clever enough to look out a door?” heart. “If I am able to free you, will you be mine?” She placed the bowl over the incense burner, to warm the Her reply was firm. “No.” Then, for the first time, she oil. “How many like you have I seen? They come with smiled. “But if, contrary to all I have seen, you are able grand plans for Ahmunkar’s fortune, for the djinni, for to free me, I will travel with you for a time. Perhaps then me. They pursue Ahmunkar until he catches them. They you will be able to prove your worth to me.” serve him for a time, then they are taken by the djinni. “Then I shall—” That is the fate that awaits you, Imbu of the Knifed Wit.” “Hush. Now I anoint you to complete the ceremony.”

DRAGON 51 So saying, she lifted the bowl of heated oil and casually Then he remembered. “Announce yourself!” he shout- poured it over Imbu’s head. ed. “In the name of Solomon, I command you!” In sudden anger, he dashed the warm liquid from his Next he heard the moving of wind, like the sigh of an eyes and sputtered, “Woman, how dare you mock me in enormous beast. “I am here,” came the reply, words as this way?” deep as the seas and as big as mountains. They battered She spoke as though she had not heard his words. “Re- Imbu, forced him back against the wall, brought him to member: Always invoke Solomon’s name. Do not give in his knees with their immensity and power. to the djinni’s persuasions. And do not forget the coffee.” “Be more quiet, I implore you, and show yourself!” “Persuasions? What persuasions?” cried the nimble one . . . and then, after a moment’s pan- But Julnar pried the cap from the lead flask, and the ic, finished, “In King Solomon’s name, that is!” very world changed around Imbu. “As you wish.” The voice modulated to that of a mere First, he saw the tiny black hole in the top of the flask giant, and the djinni coalesced into view. grow until it was the size of a dozen seas. Mighty winds The djinni was like a man but twice as large in all di- struck his back, lifted him, and dropped him into that mensions. He wore garments suited to an emir’s favorite black ocean. guard, rich but not cumbersome, and fine jewelry brought He fell an enormous distance in the blink of an eye. golden glints to his fingers, his ears, his neck. Upon that Then, finally, his feet settled on a solid floor, his stomach neck, like a brand, was a complex mark. It was the same ceased its sea-sick motions, and his eyes began to adjust to four-part inscription that graced the wall, but without the the darkness that surrounded him. many-pointed star. It was not full darkness, after all. He found himself in a The djinni looked down upon his guest, and Imbu large room, a dozen yards deep, much wider than it was could not read his half-shadowed face. He might have deep, much taller than it was wide . . . indeed, he could been bored, angry, or merely impassive. “Ask what you not see its upper reaches. It was uncomfortably warm, as will of your willing slave, O mortal,” he said in his boom- though a fire raged beneath the floor. ing voice. His gaze was first drawn to the near wall, which was His confidence returning, Imbu rose. “I am Imbu, deeply incised with a complex symbol. First, the wall was your new master. I will indeed ask what I will of you. But divided into four quadrants, and in each quadrant was cut first, tell me—I-command-you-in-Solomon’s-name!— a statement in a language Imbu did not know. Then, what is the meaning of these tiny people?” He gestured crossing all four quadrants and statements was cut the toward the wall of flasks. many-pointed star Imbu knew to be the seal of Solomon, “They are my many masters of uncountable years. the seal that topped the flask’s lead cap. Each forgot himself. Each became mine. And when I have Nearer to Imbu was a table made of dark wood. On it taken the thousandth, we will all return to the City of was an enormous book bound up in rich leather. Then his Brass, where they all will be my servants—” eye was drawn beyond the table, to the glinting objects on “—for a thousand sleepless years. So I thought. You the far wall. must look forward to having a thousand slaves for a thou- But they were not treasures. On this wall, on inset shelves, sand years.” stood row after row of glass flasks, each a few inches tall. In The djinni did not reply, but he smiled, and Imbu saw each flask stood a man or woman scarce as tall as the width cold covetousness in the smile. He gulped and took a step of a man’s palm. Seemingly, they came from all nations and away from the giant one. “I am here for coffee. Give me ages, for Imbu saw black ones and pale ones, dusky ones and coffee. In Solomon’s name I command you.” yellow ones, some wearing forms of clothing that were famil- “Coffee is the eight hundred thousandth, two hundred iar to him, others wearing garments that were marvelously and thirty-third item,” pronounced the djinni. He ges- strange. These little people still lived, and saw Imbu too, for tured, and though there was no sound or sight to mark the they waved and jumped and shouted to gain his attention. occasion, a hide bag full of a dark, fragrant substance But the glass must have been too thick, for he could not hear appeared at Imbu’s feet. “But I long to grant you greater their words. treasures than mere coffee.” He counted forty flasks to a shelf and, if his eyesight did “I long to give you the opportunity,” Imbu admitted. not fail him as he cast his gaze upward, twenty-five “Show me what you have to offer, mountainous one. This shelves. Thus there were a thousand flasks. All of them I command in the name of Solomon.” were occupied. The djinni pointed at the book. Though no hand touch- No—that was not quite true. The last flask on the bot- ed it, it opened itself to the first page. “There you will see tom shelf, the thousandth flask, was empty. all that your heart desires.” And the one next to it, the nine-hundred-ninety-ninth Imbu moved beside the table with the book, then looked flask, contained Ghol al-Kafur. up at the djinni and narrowed his eyes. “Now tell me, I Ahmunkar’s former partner made vulgar gestures, and demand in the name of King Solomon. Can you bring me the words he shouted, which Imbu was happy he could anything I ask?” not hear, must have been insults. Imbu ignored the tiny The djinni shook his huge head. “I, too, have my lim- wretch and looked about once more, but there was noth- its. I may bring only that which can be found in Arabian ing new to see. lands—today, and in times gone by, and in times yet to “Is there, then, a djinni to meet?” he asked, but heard come. But that encompasses more than mortal mind can only echoes in reply. comprehend.”

52 JANUARY 1993 “Then show me what you have to offer—I command stuffs slick, disagreeable sheen. “The future must be mad you, in Solomon’s name.” indeed. Perhaps everything in existence should collapse in Imbu turned his attention to the book. On the first page such a time. But let us continue. In Solomon’s name.” was a painted image of a great king’s treasure chamber, They did. And with each new demand, Imbu found stuffed to bursting with coins and jewels. “The first item,” that the djinni’s voice rang more powerfully in his ears, said the genie, “is gold. Allow me to give you the ransom that the invocation of Solomon’s name was harder to re- of a king.” member. Soon he could not hear even his own voice when “I will take it—to make you happy,” Imbu allowed. he spoke. The djinni’s words were the only things to hear, “You must command me. Tell me how much. Enough the djinni’s book the only thing to see, the djinni’s to make you happy—demand it of me!” thoughts the only ones to think . . . and panic struck Imbu “Very well! Give me gold, ten times my weight, for like a blow from a poisoned knife. now.” Imbu blinked. “Solomon! In Solomon’s name I “Enough!” he shrieked, and could barely hear himself. demand it.” A shudder overtook him; very nearly had he “In Solomon’s name, enough! I am done for now!” He forgotten. He dared not look over at the glass flask beside shook from fear of the times he had nearly forgotten to Ghol’s, the flask he was doomed to occupy. mention the name of the legendary king, and knew it was “Done.” Beside Imbu appeared a sarcophagus over- time to leave with his treasures, before he made a fatal flowing with the precious metal. Imbu’s face was painted error . . . before he became Ghol’s neighbor for a hateful on the lid. millennium. It was time to reappear in Ahmunkar’s home “The second item is silver. Ask all you want! The third with treasures to make the merchant’s look pallid, item is wine. Demand fine wine, I will bring it! The Ahmunkar would twist with envy, and Imbu smiled, rel- fourth item is discontinued. The fifth item is a sword that ishing his triumph. will split stones as easily as an enemy’s breastbone—force Then the smile froze on his face. All good things he me to bring it to you, so that you may slay those you de- wished for would go to Ahmunkar instead. That was the spise! The sixth item . . .” bargain! All he had just acquired would be the mer- As the djinni announced each new, wondrous object, chant’s, despite what he had risked to gain it. the page’s colors swam and the image changed to show it. Pained, he looked up at the djinni. The spirit stared He saw horses and ships, great orchards of frankin- impassively back at him, awaiting his next order. cense, vast marching armies, well-appointed harems, Imbu said, subdued, “In Solomon’s name, I command moving boxes that carried men across the sands, houses you to send everything I asked for back where it came that stretched upward into more stories than he could from. Except the coffee.” He sighed mournfully. In a trice count, water that was made hard by intense cold, and his treasures were gone, and the djinni’s home had re- many more miracles than he could number. sumed its normal proportions. But before he asked for anything more than the gold Imbu picked up the leather bag of coffee. He could and coffee already beside him, he grew suspicious and scarce control the trembling in his limbs, and did not asked, in Solomon’s name, “Is there any harm or danger know whether it came from exhaustion or his fright of a to me demanding such wonderful things?” moment ago. His next command was a sad, tired whisper. The djinni was slow in responding. “Too many de- “Now, in Solomon’s name, I command you to send me mands could provoke the collapse of everything in back to Julnar.” existence.” A moment later he stood in the same little room where “Would this happen soon, I-ask-in-Solomon’s-name?” oil had recently drenched his brow. Julnar still sat there, “No. Far, far in the future.” her pose little altered—how much time had passed for her “Ah, for a moment I was worried. Now I shall make in the long, tiring hours he had been gone? my choices!” “Did it go well?” she asked. He demanded, all in Solomon’s name, a herd of Ara- He gazed upon her blandly. “Of course. I had only to bian stallions, a giant silver bird that carried men in its acquire some coffee. Here it is. Imbu is as good as his belly and let them leave again, a rag with which to mop word!” the oil from his head, a great number of bright and de- lightful garments, a curious and cumbersome rod that As the day passed, Imbu watched Ahmunkar’s staff shot flame, a giant building seemingly made of glass {an prepare a lavish meal for the Emir Khalid, but he had no “office building,” claimed the djinni, and Imbu, who part in those duties. So he sat alone in the main dining wished someday to be of high office, desired it greatly), chamber. Ghol’s doom replayed itself before his eyes, and and a finger-ring into which one blew to make a strange it gnawed at him that a similar fate awaited him. To help whirring noise. As he demanded each item, it appeared forestall it, he chanted to himself, over and over, “In Solo- within the djinni’s domain, which grew larger to accom- mon’s name, in Solomon’s name,” until everything he modate each new thing. said and thought was accompanied by those three words. Imbu was arrested by the picture of a lapping sea of Slowly, the heat of the afternoon died—and with it, the blackness. “What is this, in Solomon’s name?” wrenching smell of baking dung, offal, sewage, and other “Item four million and one. It has many names. Its garbage that afflicts every city. Once the worst smells faded, simplest is oil. In the future, it is wealth, and power, and and as the shadows grew long, the distant sound of cymbals even self-esteem for nations that have lost their pride.” and pipes, drums and singing voices announced the immi- “This?” Imbu tried not to sneer. He could see the black nent arrival of the emir. Ahmunkar filled the doorway him-

DRAGON 53 self to greet his most noble visitor, then withdrew like a cork bliss. from a bottle to let the emir’s retinue pass. “Magnificent one,” he began, “I have long been fasci- The ruler was accompanied by a parade of musicians, nated by tales of centuries past. In the greatness of the acrobats, advisors, courtiers, body-servants, and para- past, I can see the greatness of the future. sites, each richly garbed and decorated. And then there “As you know, the wealth of our land of Saba was built was Emir Khalid himself, a rival in fleshy vastness for on the frankincense trade. Yet we now trade less than in Ahmunkar. generations past, since the faraway Romans grew too poor But Khalid had none of Ahmunkar’s verbal grace. His for our luxuries.” first words, to Ahmunkar, were “Bring drink, you lick- The emir scowled. “We are still a wealthy people, insig- spittle!” His second noise was a mighty belch, and nificant fool.” Ahmunkar’s servants scurried madly to remain clear of “You are right, as ever, lofty one. Under your guid- this royal eruption. The emir seated his favorite servants ance, we need none of the wealth I can bring us.” on the couch Ahmunkar was to have occupied, so that the “Yet,” the emir quickly amended, “any wealth we merchant had to sit on the floor at the emir’s feet. refuse might fall into the hands of less deserving lands: Nor did the meal go well. The emir threw his ostrich Main, Qatabab, Hadramawt . . . Speak on.” egg, brought from Africa, at the servant who had tricked Imbu stood and walked to and fro as he continued. Imbu with the story of soldiers in the street. The egg “You have complimented my master’s coffee. Would not caught the man in the temple and laid him low. Then all the world want it, as they once wanted our frankin- Emir Khalid found the main dish, honeyed gazelle, not to cense?” He picked up his own tiny cup of coffee and swirl- his liking and demanded instead a large pot of spiced ed it about, peering into its ebon depths. “I see in my lamb’s meat in rice, such as he had eaten on the two occa- mind’s eye a black, rich liquid, in unimaginable quantity. sions he accompanied his army into the field. How the wealth of Saba would grow if it supplied such a The merchant Ahmunkar was not to be caught out by new treasure to all the known world!” such demands. He simply sent Imbu to fetch the emir’s Two sets of eyes shone as he spoke. One pair was the preferred feast. Imbu, after a quick visit to a private room emir’s, filled with greed. One was Ahmunkar’s, filled with with his leaden flask and leaden heart, returned with any sudden rage. dish the ruler chose. Imbu leaned close to his employer’s ear and whispered, Soon after, the emir demanded wine of faraway Samos, “Do not be concerned. I swear on my name and honor and Imbu was again able to oblige him. that this fat fool will never gain control of your coffee. Immediately thereafter, the emir demanded a taste of May the god Almaqah strike me dead if I lie, and make the mysterious coffee, rumor of which had lately reached hateful my memory.” This was a potent oath, and his ear. For this, Ahmunkar’s staff was prepared, but Ahmunkar sat back, still curious but no longer so because Imbu had been sent for all the other late de- alarmed. mands, he was dispatched for this treat, too. He led “To continue,” Imbu said, “instead of merely being Julnar, bearer of the coffee-tray, back into the emir’s draped in wealth, you could be immersed in it . . . a fate presence. that can be yours just for the asking.” His versatility caught the attention of the emir. After The emir thought it over and could find no trickery in sampling the bitter drink and finding it to his liking, Kha- Imbu’s words. “Then I demand it!” lid asked, “Who is this, so capable at serving his ruler?” Imbu spread his hands in a gesture of helplessness. “I Ahmunkar, busily chewing a handful of lamb’s meat, am Ahmunkar’s slave, great one. Much as I long to serve gestured for Imbu to announce himself. Imbu answered, you, I must await his order.” “May it please your exaltedness, I am Imbu, a lowly seer- The emir nodded agreeably, and turned to the mer- to-details . . .” Then, to his horror, he heard himself con- chant. “Ahmunkar, would you set this in motion? Or clude, “in Solomon’s name.” must I have you executed in your own establishment?” The emir’s eyebrows crawled up his forehead like furry The merchant’s face clearly showed his sickly sorrow. caterpillars in search of escape. “In Solomon’s name?” Yet he was trapped by the emir’s words. “Do as he says,” the ruler asked. “ It must be interesting to do one’s work he ordered. in Solomon’s name. How would you like to serve your “You agree,” said Imbu, “that such overwhelming emir in a similar fashion?” wealth is a good thing, and to your liking?” “My heart swells with honor that you ask,” Imbu re- Ahmunkar scowled blackly. “Of course! Get on with plied, “but I am bound by mighty oaths to serve the great it!” Ahmunkar,” and Imbu found he could not censor the last Imbu breathed a deep sigh as he felt the invisible collar three words, “in Solomon’s name,” of slavery break from about his neck. He drew close to “Again, the name of a long-dead king,” said the emir, Julnar, who eyed him suspiciously, and he clasped the with the faintest of edges to his tone. “I swear, his name djinn flask in his hands. “So be it,” he said. “Djinni, in has not been invoked so often in my land since the time of the name of King Solomon, I command you: Cover my ancestress Balkis, who knew him. I would hate for his Ma’rib in wealth, and let mighty Ahmunkar be the sole name to be mentioned more often than mine own. Tell wellspring of that wealth, and let it be the wealth of item me, what is your fascination with Solomon?” four million and one!” Trapped by the emir’s gaze, Imbu inwardly quailed . . . The emir, the merchant and all assembled waited a long and then the answer came to him. He smiled in sudden moment for something to happen. Then a pool of black-

* 54 JANUARY 1993 ness spread out in all directions from beneath Ahmunkar, oil. “Look there.” When Ahmunkar bent for a look, Imbu and swiftly reached from wall to wall in the confines of the gave him the lightest of shoves, precipitating him into the dining chamber. Servants shrieked and courtiers shrank black pool below. away from it, and within moments the foul-smelling fluid The merchant made a gooey, unpleasant noise when he reached to Imbu’s shins and to the bottoms of the couches. hit. A moment later, slick and black from pate to feet, he Ahmunkar looked in horror all about him, then at Im- rose to the oil’s surface and paddled frantically, trying to bu. “Cretin! What have you done? This is not coffee!” keep his head above the black surface. Imbu gave him a cool look. “I told you I was not offer- “Fiend!” he screamed. “Traitor! Villain! Oh, why does ing coffee. I would not betray you, beloved master.” the djinni not save me from this dire fate?” The emir tried to stand upon the divan to get away Imbu smiled down upon him. “You have declared that from the pooling blackness, but it collapsed under his it is a good thing to be inundated in such wealth. It can weight and he fell into the slick, clinging stuff. He scarcely then be a ‘dire fate,’ but would you care to be thrashed around as it rapidly rose, but each time he tried saved anyway?” to stand, his feet slipped out from under him. His words, “Yes!” when he could bring his head up above the rising pool, “Tell me then, honored Ahmunkar,” Imbu asked po- were threats: “I . . . will . . . have . . . each . . . of. . . litely, “is it always better to be alive than dead?” you . . . tortured . . . unto . . . death!” His very words “You speak nonsense! Help me forth at once!” But doomed him, for those few servants who were truly loyal Imbu simply waited as Ahmunkar floundered beneath the to him backed fearfully away through the waist-high pool oil. Rising to gasp once more, Ahmunkar said, “Yes, it is and watched him drown. always better! ” Ahmunkar, made of hardier stuff, kept his feet. His “So anything that keeps you from drowning in this complexion was nearly as red as the rising flood was poisonous murk is a good thing?” black, and his anger was all directed toward Imbu. “Foul Ahmunkar flailed to stay afloat. “Yes, yes, it is so!” he one, you must take me to safety—and then I will deal with shrieked. your disobedience! ” Imbu stood tall, held the djinn flask, and shouted to the Imbu took on an injured expression. “If you insist, blackened sky. “In the name of the master of all spirits, master . . .” The flask, on its chain, lay against his chest King Solomon the Wise, son of David! I, Imbu, wish to and was now trailing into the black oil. Imbu raised it be swept away at once to the City of Brass, there to serve above the liquid. “Djinni, in Solomon’s name, I demand the djinni of the flask for a thousand sleepless years!” you take Ahmunkar to the north walls of Ma’rib—and so Ahmunkar frowned, then gasped. His eyes became that he not be inconvenienced, take me, and his most white circles in the oil pool of his face. “A curse upon—” beautiful servant, and his most costly treasures with him!” he began to shout. Imbu never learned with certainty the In a trice a windstorm began—the only windstorm ever nature of the curse, for in that instant the djinni swept to assail the interior of Ahmunkar’s Sumptuous Refectory. away—not Imbu but Ahmunkar, the beneficiary of all his It ripped the curtains from the walls and sent them whirl- good wishes. With a hideous sucking sound, the oil rushed ing in all directions. to fill the space vacated by the fat merchant. Imbu felt himself turned and lifted from the black Imbu noted with satisfaction that the flask had gone muck, and then could see no more as he began to spin with Ahmunkar. “And I wish him all the benefit he may with greater and greater speed. Moments later his feet derive from it, where he now is,” he told Julnar. were set once again on a hard surface, and though dizzi- “Imbu shows a generous breadth of spirit,” she said, ness nearly overwhelmed him, he stood safely on the walls smiling, and bent to retrieve the treasures of Ahmunkar of Ma’rib with Julnar and Ahmunkar beside him. Both that had accompanied them. looked as unsettled as he felt. Beside Ahmunkar, in a heap, were many of his prized jewels. In the confusion that gripped the city of Ma’rib, it took As Ahmunkar seemed to wish to cling to the wall and Imbu little time to acquire two hardy camels. Shortly he gulp for a while, Imbu turned to look across the city. The and Julnar were bound for the city of Baraqish to the setting sun cast red light and long shadows across Ma’rib. northwest. Behind them, with Ahmunkar gone, the black Everywhere, black oil was rising, and citizens of every age flood slowly retreated from the streets of Ma’rib, and and profession were streaming out into the green lands citizens returned to hopelessly befouled homes and shops. outside the city walls. There was much haste but little Imbu drew up beside Julnar as they rode. “I wish,” he panic in their flight, for the oil had not risen as high eve- said, “that you would adore me as I do you.” rywhere as it had in Ahmunkar’s presence. “With the djinni gone,” she answered primly, “you Then more oil began to issue in impossibly heavy must learn to be more reasonable with your wishes.” streams from beneath Ahmunkar’s feet. No matter where “Now that you are free, where do you desire to go?” he stood, oil poured from him. He began to move along She thought a long moment. “Yathrib, I should think, the wall, and his movements became more and more fran- for a ‘time. It is closer to my homeland. A great city built tic as he sought to escape the stuff. “Imbu, you will suffer on trade, so they say.” mightily for this—but for now, cease this horrid flow!” “Then I wish you to accompany me to Yathrib! In Solo- “I will set all right, noble master,” said Imbu. “Come.” mon’s name!” Swiftly, he led Ahmunkar farther along the wall until they She laughed. “Clever Imbu is learning.” And she spur- stood above a deep garden now completely submerged in red her camel to greater speed.

DRAGON 55

The Dagger of Amon Ra (Sierra) Search New York for a stolen Egyptian dagger

KnightLine H.E.L.P. He told me the power of the scepter and We have found the definitive book on Dale Ketcherside, who answers some the crown. His wife told me about the Ultima, Origin’s fantastic FRPG series for Ultima V questions in the next section, also amulet. Are the jewels real, or are they PC/MS-DOS computer gamers. Ultima, The asks the following, “I have found the just window dressing? Or did I misread Avatar Adventures by Ruse1 DeMaria and Shard of Falsehood in Dungeon Deceit, what he said? Thanks for any help anyone Caroline Spector is published by PRIMA and I have found the Shard of Hatred in can offer.” Books and offers just about every hint, tip, Dungeon Hythloth. Where is the Shard of Chris Milligan of Hong Kong has an- graphic, map, and detail about Ultima IV, Cowardice to be found? Also, in Border- swered Aidan Doyle’s query regarding V, and VI. There are brief sections on march, Sir Simon mentioned the crown, Rise of the Dragon in our column in Ultima VII: The Black Gate and Ultima scepter, amulet, and jewels of Lord British. DRAGON issue #178. Chris writes, “Go to Underworld. If you want exacting details the alley in the warehouse district and climb through the gap. You’ll find an old at your fingertips, written in an entertain- Computer games’ ratings ing manner, this is the book for you. man who will read the parchment for you. He also will give you some very handy Nintendo has signed American Laser X Not recommended items. To get into Deng Hwang’s, go to Games to produce new, realtime live-action * Poor Hollywood Reservoir when you see units interactive games for the Super NES and its ** Fair soon-to-be-released CD-ROM accessory. *** Good being deployed there (make sure you’re Games covered in this agreement include **** Excellent wearing a bulletproof vest and your gun is Mad Dog McCree, Who Shot Johnny Rock?, ***** Superb loaded!). When you get there, shoot every- Space Pirates, and Gallagher’s Gallery. one, grab the rifle, and enter the hovercar.

DRAGON 57 Go to Deng Hwang’s in the hovercar. You’ll land on the roof and you can now enter the building via the lift (elevator).” In DRAGON issue #183, Fred Wisdom needed some help with Ultima V. Dale Ketcherside of Whittier, Ark., writes, “To leave the first room of the first level of Dungeon Shame, you must shoot the brick that is located just to the right of the left- most corner. This will change the room. Now, shoot the brick just to the right of the new corner. This opens a hall that is blocked by a brick. Shoot it and you’ll be able to walk out of the room. To reach the place of darkness, you have to destroy all three of the Shadowlords. You also must have the amulet, scepter, and crown of Lord British. Enter the Underworld by way of Dungeon Shame. To the east there’s an area that is sealed off by mountains. You need to cast ‘In Por’ to jump past them. The place of darkness is to the east and south of you. The amulet will help you find the way through the darkness to Dungeon Doom. The word to open Dungeon Doom is told to you by the co- The Dagger of Amon Ra (Sierra) dex. The meaning of the world ‘Al Kazam’ suspects, to figuring out how to avoid . Egyptian god from the on-screen descrip- is told to you by Glinke in Paws.” snakes, and furnace flames, Laura must tion. This is quite simple to accomplish, Also responding to Fred’s question is keep her wits about her—and you must but we hope you never lose the player’s Michael Edwards of Roanoke, Va. His study each clue carefully to solve the manual. The game’s icon-command inter- suggestion is just a bit different—he rec- murder. face allows you to select an action by ommends pushing on the walls instead of You must have at least 573K of free clicking your mouse’s right button until shooting at bricks. “When you push on memory to run The Dagger of Amon Ra the icon appears. The question mark is certain parts of the wall, the room gets (DOAR) program. Also, there is no auto- used for queries, the eye for looking, and larger, and when you push on the new matic detection of a GameBlaster card and so on. By moving your cursor into the walls, the room gets bigger, and so on, you must manually input that you have upper portion of the screen, each com- until an exit appears. This is always a good this card when you enable hardware. The mand is identified by its icon, and you also tactic if you get stuck anywhere in the graphics, when viewed with a VGA card, can save and restore games. dungeon.” He also adds that in order to are superbly crafted, and the background We thoroughly enjoyed DOAR and rec- cross the water to the rocky island on the music sets the scenes well. The plot draws ommend you purchase it if you enjoy other side of the mountains to reach you into the adventure and the animation mysteries. It is not as action-packed as Dungeon Doom, use your magic carpet. is highly effective. You can’t go wrong with other games you might buy—but here the Also, “Use the Amulet before entering the this murder mystery if you enjoy solving prime requisite is thinking. With a strong dark area or you will be lost. Once you difficult crimes. sense of the period and superb graphics, enter the dungeon, be warned. You can’t The introduction to this game includes this game will make you wonder where get out!” an opening-scene murder that’s exactly the time went when you look at your We also wish to thank the following like watching a TV show. That’s how well watch. adventurers who responded to H.E.L.P. Sierra has designed their graphics engine. This graphic adventure from Sierra queries after answers have already been After this scene, the deceased is dumped requires a 80286 or faster CPU, 640K printed: Robert Chang, Brecksville OH, into a sea chest, and the case is in your RAM, VGA or EGA graphics board, and regarding Bard’s Tale I, Ultima VI, and (Laura’s) hands to solve. We did note a hard disk. It supports ThunderBoard, Pro Beyond Zork; Michael W. Daniels of Tulsa couple of areas where we thought the Audio Spectrum, AdLib, SoundBlaster, OK, regarding Ultima V and Secret of the design team could have given more consid- Roland, or Sound Source sound boards. Silver Blades. eration. Laura can obtain free rides around New York in a cab, as long as she Global Conquest **** shows her press pass. This was obviously If you enjoyed games like Empire, you’ll Reviews a less-than-realistic way to address how to enjoy Global Conquest (GC). Strategy and get Laura to certain locations. (We have management of your resources (both The Dagger of Amon Ra **** rarely known cabbies to give free rides to military and economic) determine the Laura Bow, the heroine in Sierra’s The anyone!) outcome. The object of the game is to Colonel’s Bequest, has returned in this A scene continuity problem occurs when- discover your territories and then conquer intriguing mystery set in New York in the ever you enter the speakeasy screen—it is the world. There are always four oppo- 1920s. This time, however, the Dagger of always nighttime, even if the prior scene nents, any of whom may be controlled by Amon Ra has been stolen. Those who was in full daylight. However, this slight the computer, yourself, or friends. The wanted this Egyptian treasure committed problem does not destroy the atmosphere of game also can be played via modem. murder to obtain it! As a cub reporter for the game. Other nice details, such as music No two games are alike—the world al- the New York Daily Register News Trib- increasing automatically in volume when ways changes and are composed of une, Laura is going to find herself em- you enter the room it is emanating from, oceans, plains, forests, swamps, or moun- broiled in a mystery that will require add that touch of realism missing in other tains. Then add your units to this environ- plenty of detective work on your part. graphic adventures. ment: infantry, armor, subs, airplanes, From being locked inside the Lydecker The copy protection is manual based battleships, and aircraft carriers. You also Museum at night with numerous murder and consists of identifying the correct start out with, and can manufacture, a spy

58 JANUARY 1993 This MicroPlay strategy game requires This way, once you know note the out- PC/MS-DOS, 640K, DOS 3.0, and EGA, but come, you can restart your game from its does not support MCGA graphics. It sup saved position with only your first save ports joy stick and mouse, and AdLib and penalty, and continue the game. IBM sound boards. Once you get down to succeeding levels, things get tough, with mutant creatures Gods **** and various traps. Keep plenty of notes as This is one of the best action games to who does what! These elements, as well we’ve seen from Konami for PC gamers. as the game world itself, change whenever Not only are the graphics superb, but the you start a new game. action is top notch. You’ll not find one dull One aspect we don’t like is the copy moment in Gods, and you’ll find yourself protection employed by the game. It’s the not only fighting some of the meanest old “enter the name of the icon” into an The Dagger of Amon Ra (Sierra) beasties around, but also trying to solve on-screen window. This time, the icons some awesome puzzles as well. After all, come on a single, thin sheet of pink paper, unit that cannot only steal secrets but can you wouldn’t expect a challenge from the with the icons printed in light blue. This is see with wide-ranging eyes. Your Comcen gods to be easy, would you? done to prevent duplication on a copying is your most powerful piece—however, if You’ll be retrieving power crystals, try- machine. Not only is the blue ink ex- you lose your Comcen, you’re out of the ing to figure out a series of lever pulls, and tremely difficult to read, but lose your game. Your cities, or “burbs” as they are locating hidden keys and secret doorways. sheet and you can’t play anymore. You are referred to, create your units and must Take care though, for not every secret tossed out of the game and you have to then financially support them. Depending passage leads to an exciting treasure. It start over again. upon the size of your burb, bucks are could as easily end up in a nightmarish MT is an exciting game that provides dumped into the treasury each turn. Re- encounter. Thanks to The Shop, you can some interesting puzzles and challenges to sources you possess or exploit earn an- upgrade your weaponry. Best of all, the gamers. Although no new ground is bro- other two bucks each. Run out of bucks, game adjusts its skill level to yours while ken graphically, MT provides many hours and units within that burb are suddenly you play. You might find you can even of adventure. We recommend it as long as unsupported. trick some of the beasties into helping you you keep your copy-protection sheet in a There are three difficulty levels, and the with your quest. We highly recommend safe place. game also comes with an icon editor so Gods to any gamer who thoroughly enjoys This Casady & Greene science-fiction you can create your own identifiable icon action-arcade games. adventure game requires Macintosh, 2MB in the icon corner. Event cards (if you This Konami game requires PC/MS-DOS, of RAM, 7.2MB of hard disk space, Macin- wish) are presented every five turns to aid DOS 2.1 or greater, a 12MHz or faster tosh System Software v. 6.0.3 or later, and or hinder game play, controlling such CPU, joy stick optional. It supports AdLib, supports color and black and white. things as rising oceans, tax revolts, and so Roland, and SoundBlaster sound boards. on. Control is via your I/O device and Pacific Islands **** consists of combinations of right and left Mission: Thunderbolt *** If you want to experience platoon-style clicks. You can instantly see the world After the world is nearly obliterated by tank combat, Pacific Islands (PI) is a great with one click and then view at closer a variety of nuclear and environmental game. Although the various screens for detail any area in question. Attacking an disasters in 2000 A.D., it becomes easy each tank can become confusing in the enemy burb is the most fun. Begin with pickings for an invasion from another heat of battle, and the tutorials printing is the initial city bombardment, then individ- galaxy. With most of humanity wiped out sometimes hard to comprehend, PI is a ual burb-unit attacks with your air force, in the ensuing conflict, survivors band good, fast-paced game. You’ll need to followed by an all-out armor attack to together to fight back. Your object is to spend some time learning which icon overwhelm the remaining, weakened find an anti-matter device the government commands what action, and which screen enemy forces! Points are earned as you was working on that has fallen into alien is showing you what information. Al- gain military and economic successes. hands. Unless you retrieve it, the weapon though not provided, a reference guide GC has many fine features and is defin- will be used on humanity, ensuring the would help immeasurably. itely a well-planned strategy game. The race’s annihilation. It rests within an un- The included tutorial will give you a user manual is extremely well-written and derground research lab. hands-on feel for the game, although you quite humorous as well. Unfortunately, we The game map first appears to have should commit at least 40 minutes to ran into an unexpected problem. During been created using World Builder. How- learning how everything functions. Fail to the display of event cards on our 90th ever, the numerous clickable commands complete your training scenario in time, turn of play, we accidentally depressed that appear below the main window, the and you’d best run through it again to our mouse button while the cursor was running inventory list, and the status improve your ability to control your tanks resting on the Execute command. The windows make it work. The game’s design- and complete the mini-missions for each of game froze, the system locked up, and we er also allows you as much time as you the four tanks. You also may have to lost all our moves from our last save be- would like to make each move. Real-time switch between Chapters Eight and 14 to cause we had to reboot and start from an game play in Mission: Thunderbolt (MT) determine what the screens are telling earlier point in the game. No, we didn’t would have meant a call to the local insane you—not a very convenient action in the like that at all. Add the game’s inability to asylum for admittance. middle of battle. save a game and immediately return to the The first level is a breeze, once you Pay attention to an annoying, crackling play of that game, and you have an incon- learn how to manage your attacks and sound during play. It’s an artillery barrage, venience. Certainly, it’s nothing insur- find a couple of items to assist you with not merely the sound of your tank moving mountable, but it does require you to go your armor class. Then, it’s off through about. You’ll have to learn what each through the opening game menus just to various mazes, trying to find stuff to open sound means, otherwise you’ll think your get back to your saved game. GC is quite doors and learning which pill does what. If tanks are falling apart. The key to success an interesting and intriguing conquer-the- you save your game, you’re penalized in in PI is learning how to use your map world game with many more features your total score. We recommend saving information to route your tanks, but also than Empire. It would be worth Micro- your game once at start of play. Then, save to fire upon the enemy with the correct Play’s time to consider converting this before you take each risky action (like type of ammunition. Once you get the offering to other computer systems. taking a pill without knowing its effects). hang of moving your tanks and controling

DRAGON 59 them in a 3-D view, you’re in for some excit- ing times as you proceed through the missions. This Empire Software tank simulation requires PC/MS-DOS, 550K RAM, and supports VGA/EGA, CGA, AdLib, and Ro- land PC Sound compatible boards.

Prophecy of the Shadow *** The land is slowly dying. It’s your mis- sion to find out what’s wrong. Your master was murdered and now you’re being blamed for his death. The king hates mag- ic, and you have powers that could con- demn you. Unfortunately, this plot is not very original, and the same holds true for game play in this single-player game. After completing a very limited character creation system that consists of asking you three questions about your pastimes, you are flung into the Prophecy. Only three statistics are pertinent in this game: Health, Magic, and Agility. Health reflects your stamina, life, and strength. Magic is the amount of power you possess to conjure spells. Agility is the ability to dodge an enemy’s blows. The action is seen from an overhead perspective. Icons to the left of Prophecy of the Shadow (SSI) the screen allow your character to drop, use, or give items, attack or talk to others, and elves). Elite troops, berserkers, ser- This game’s perspective is a three- and enter buildings. Combat is quite boring, geants, and engineers all combine effec- quarters overhead view of the action. The with text describing the amount of damage tively if you manage your campaign in game is played in real-time, though move- being done to the combatants. Talking is much the same way as a good football or ment speed can be adjusted according to merely selecting from a menu of words and baseball coach. You must learn to use your the level of difficulty. There are 15 in- watching the person’s response. different forces effectively to bring the creasingly difficult stages. Players can play This game reminded us of the classic other side to their knees. either a single stage or through the whole Questron games. Unlike these classics, With three zoom views, high-resolution campaign of 15 stages. The two-player however, the only perk to this game was castles, various assault and defense ma- mode gives a split-screen view that pro- the fully-costumed “personalities” you see chines (such as ballistae, burning oil, bat- vides a whole new challenge. when talking to them—even though many tering rams, mobile bridges, siege towers, A prize feature of the game is the ease with different names and in different assault ladders, and catapults), you’ll find of using menus, which can be moved, locations are duplicates of personalities yourself defending or attacking castles for resized, and scrolled after you open them, you’ve seen earlier! Role-playing games hours. You even have magicians to hurl much like the now-familiar Macintosh like Questron were great for their time, spells at your enemy. You determine not desktop. On the main map, forces bear but now with higher standards in the only where your troops will attack, but your own red flags or the blue flags of the industry, the public wants more in a game. where they will launch attacks and estab- armies in revolt. Open the fighters’ screen If you’re looking for a simple introduction lish defensive positions. You’ve got 24 to reveal the unit, its strength, current to FRPGs, Prophecy is a good game to start different scenarios, including a tutorial action, and (if inside a structure), the type with. Their highly touted new interface scenario that is a must to learn how to of building the unit occupies. Individual certainly won’t leave their competition in a play this great game. You can even use the units can be examined to find out more sweat. SSI publishes far better FRPGs and game’s editor to make your own scenarios, detailed information. Skills include com- your money is better spent on one of their or modify the included. Despite the slow bat, indirect attacks, mobility, seafaring, other products. algorithmic computations, Siege is a fine and working. The ability to work increases This Strategic Simulations Inc., FRPG addition to your PC/MS-DOS game library. the speed with which one can build and requires PC/MS-DOS, 16 MHz or better Mindcraft has their own bulletin board destroy structures. CPU recommended, 640K RAM, VGA that can be reached at (310) 320-5196. Many different commands can be given. graphics, and a hard disk, and supports They are also present on CompuServe The first, Form a unit, creates a fighting AdLib, Sound Blaster, Sound Blaster Pro (type “GO GAMPUB”) or on GEnie (type force from the fortress you select. If there sound boards plus Roland or AdLib music “M805:l” and select “Category 14”). are not enough villagers around the for- cards. This Mindcraft castle-combat war game tress to create the unit, you are notified. requires PC/MS-DOS, 12 MHz or better Moving a unit is as simple as clicking on Siege **** CPU, VGA graphics, 640K RAM, a hard the command, selecting the unit, and then If you don’t mind graphics-screen re- disk and a mouse. It supports AdLib, selecting its destination. fresh slower than molasses (even on our Sound Blaster, and Roland sound cards. The different building commands re- 80386-based machine), or an initially con- quire the right amount and type of ter- fusing array of interface icons, Siege is a Warrior of Rome II **** rain, and are quite beneficial. Fortresses highly engrossing simulation that has you With the success of Warrior of Rome are the only places where units can be either attacking or defending one of four behind them, Bignet has done it again with formed and recover from battle, and as castles in Western Gurtex. You fight con- Warrior Of Rome II (WORII). You are now the village around the castle grows, the trolling either the hordes of darkness Julius Caesar, commanding the armies of taxes and labor force to maintain the (orcs, trolls, domugs, tekhirs, and the like) Rome as you try to suppress rebellions in fortress also expand. A coliseum trains or the warriors of good (humans, dwarves, Asia. units, thus increasing their strength. Fi-

60 JANUARY 1993 DRAGON 61 Prophecy of the Shadow (SSI) antique shop dealer. Use the money to charter Captain Kate’s ship. To find the Mad Monkey, check out “World’s Worst Shipwrecks” from the Phatt library (under “Disasters” in the card catalog). Then, give the figurehead to the shopkeeper. 2. For the next piece of the map, get the crypt key from Stan on Booty Island and open the crypt on Scabb after reading “Famous Pirate Quotations,” obtained from Governor Phatt. Get some ashes and have the voodoo lady make the Ash-Z-Life for you and use it on the ashes. Prophecy of the Shadow (SSI) 3. For the third piece of the map, use nally, shipyards allow ships to sail the seas. pon, you wait until a sleeping man leaves. Captain Kate’s leaflet on the wanted poster As time passes, the ships become larger 4. Using the exclamation cursor, talk to on Phatt Island. After jailing her, pick up and more powerful. ‘Iwo other useful the boys outside the laundry. They might her envelope and take out the near-grog. commands are the Disband unit and De- even discuss a hobby. If the hobby fits Next, use Jojo the monkey from the Scabb molish building. what you might have found in a wastepa- bar on the pump on Phatt above the wa- WORII is a fun game. The 3-D effects per basket, perhaps you can exchange terfall. Head through the hole and switch enhance play and, while strategy can get valuable items. the near-grog with the real grog. After quite complicated, the rules are easy to 5. Sometimes glass can hear through this, hang the mirror from the antique follow. The graphics and sound are enjoy- solid objects. shop in the mirror frame and use the able, and the menus are some of the best 6. You don’t always have to take a cab to spyglass from the Booty Island tree house that we’ve seen in a video game. The use get somewhere. However, it is the prudent on the statue. The light points to the cor- of battery back-up is another big plus for person that looks both ways before cross- rect brick to push. the game. One problem we did have was ing any street. Click your right mouse 4. Pick up the fourth piece from above that sometimes it’s hard to see the units’ button until the eye icon appears on- the governor’s mantel. Use the fishing pole strengths and other information clearly, screen, then click your left button at both from the Phatt Island fisherman to get it which was somewhat distracting. Overall, the left and right side edges of your moni- off the cliff. Use the oar from the gover- if you enjoy war games, this should be- tor. The information you obtain will let nor’s room with the holes in the Big ‘Bee come an addition to your Sega Genesis you know if you can cross safely. to climb. collection. 7. Speakeasies are known for their 5. To get to LeChuck’s room in his hide- booze and their dancing. The password to out, look at your parent’s instructions on Clue Corner get into one has something to do with the the spit-encrusted paper, then at the ugly The Dagger of Amon Ra (Sierra, PC/ latter. If you can’t figure it out, maybe the bone things. MS-DOS version) hungry policeman will tell you. 6. In the final sequence of the game, you 1. It is customary for people to hide keys 8. Steve at the 12th Street Docks knows must make a voodoo doll of LeChuck to under things that are flat. For example, quite a lot. win the game. Look at the voodoo shop- door keys can be found under door mats. 9. Intercom systems that broadcast static ping list if you forget how to do it. For the Perhaps a desk-drawer key can be found can’t be much good, can they? “Thread” ingredient, use the coin return under something flat on the desk. 10. Recall those good old movies when on the grog machine, and then try to pick 2. When you’re in the city room at the trying to find a place to spy upon the up LeChuck (when he next appears). For newspaper, check out the bulletin board Countess. the “Body” ingredient, give LeChuck Stan’s near the gent’s room. It says something 11. The safe combination might be hankie. about dressing appropriately when cover- found in a phone list. Yi-Zhon Liu ing formal events. In order to meet this 12. The corpse in the Egyptian room Palo Alto CA criteria, you’re going to need to take a ride needs a thorough searching—perhaps in a trashy cab and sift through the debris, there’s something worth “borrowing” in locate a ticket for some clothes, and ignore the breast pocket that will leave an That’s all for this month. If you have any the comments of a flapper in the women’s impression. questions, comments, or hints, please mail restroom to change. The Lessers them to Clue Corner, c/o The Lessers, 521 3. If you can’t seem to get the good Czerny Street, Tracy CA 95376. Or, you can sergeant to talk about the case, consider Secret of Monkey Island II (LucasArts send us electronic mail to following informa- what the copper is telling you, and use a Games) tion services: America On-line: AFC Lesser, coupon you’ve found to obtain something 1. For the first piece of the map, win the GEnie: HLESSER, or CompuServe: his stomach will enjoy. To find that cou- spitting contest and give the plaque to the 75300,525. Until next month, game on!

62 JANUARY 1993

Join the Warriors of the Eternal Sun™ by James M. Ward

Standing atop the castle walls, you stare Introduction Playing the game wearily down at the howling There are two firsts we are proud of How do you play this game? The first hordes below. Smoke from a thousand about this game. This is the first time TSR thing you do is create your characters. You goblin torches burns your lungs. Weeks of has worked with the Sega corporation to can choose from clerics, fighters, mages, fighting have seen hundreds of warriors produce a DUNGEONS & DRAGONS® thieves, dwarves, elves, and halflings. die in battle throughout the duke’s lands. game product, and this is also the first Although it’s always a good idea to use a Deafening thunder drowns out the electronic HOLLOW WORLD™ product. balanced party of fighters and spell- screams of goblins and men alike. From my perspective as a fan of D&D® casters, it’s also fun to try the adventures Suddenly, the scene shifts as a bright and AD&D® games, there has been a clear with groups composed only of clerics or light flashes and magic is woven about need for a cartridge game that would elves just to see how far you can get. The you. Finding yourself and the castle in a allow the players to have on-screen D&D- spell-casting characters all have access to strange, high-walled valley, you see that game fun in their favorite gaming format. first- through third-level spells. the goblins are gone—but new dangers When the opportunity came to get the Once your characters are ready, they await. The survival of your people de- Sega corporation behind a D&D game can explore Duke Barrik’s castle complex. pends on how quickly you can assemble a project, TSR jumped at the chance. The There are plenty of nonplayer characters party of heroes to venture beyond the best elements of the role-playing game can to talk to, and there is a lot of information castle’s walls and solve the mysteries of all be found in this computer game. to pick up. Your characters can browse this valley. through the armor shop, the weapons Thus begins the adventure for the Sega shop, and the magic shop. Characters also GENESIS system’s DUNGEONS & can check to see if any caravans are leav- DRAGONS™ Warriors of the Eternal Sun™ ing the castle soon. Traveling with a cara- game cartridge! van is much safer than having your characters travel on their own. Players of SSI’s gold-box computer games will recog- nize the ability to Camp, in order to rest and regain spells. Your characters also will experience the wilderness. Forests, hills, impassable cliff faces, rivers, and dangerous monster encounters all make this a series of great challenges for all lovers of the D&D game. Combat is fully detailed in the 48-page instruction manual that accompanies the game, including special wilderness combat options, and notes on the game’s bestiary. If that wasn’t enough, there are under- ground caverns and dungeons filled with hundreds of encounters and tough mon- sters. The game’s perspective changes for the characters when they enter the under- ground. This is truly where the best work of the designers is displayed. Time and time again, I found myself returning to these underground caverns to face the many monsters there.

Conclusion For the players of the pen-and-paper D&D game, the challenge of trying to make your characters grow provides one of the best thrills of the game. This is also true of the Sega game. There are more than enough adventures to keep you busy for hours and hours of video-game fun.

64 JANUARY

©1992 by Lester Smith

66 JANUARY When wily wizards wrestle wildly

For many gamers, myself included, the same way as for a role-playing game. First, CANE game is typically played out in the strongest appeal of any fantasy game is in values for five primary attributes (Talent, players’ imaginations. (A map and counters its use of magic. In a fantasy role-playing Reflexes, Perception, Stamina, and Resist- or figures can be used, as in most role- game, for instance, the first thing we look ance) are generated by random dice rolls. playing games, but movement is abstract- at is the magic system and how it interacts From those attributes, another seven ed in terms of relative position and speed with the other game mechanics. We also characteristics are calculated: Hits to Un- rather than precise measurements of thrive on board games that allow us to consciousness, Hits to Kill, Fatigue Points, distances covered.) After declaring their play spell-casters in a fantasy world. In Initiative Roll Base, Accuracy Base, Parry actions and any targets, players each roll this month’s installment concerning small- Base, and Damage Dice Base. Together, all for initiative using the number of dice press publications and overlooked 12 characteristics define a mage’s abilities identified for whatever animal form their products, I’ve chosen to discuss four in human form. mages are using at the time. Thus, a mage games in which wizards battle among Next comes the determination of the who assumes a quick-moving form such as themselves for supremacy. character’s potential animal forms. First, a a leopard tends to achieve a much higher To the best of my knowledge, exactly totem form is determined by random rolls initiative roll than one who takes a slow- two games have been published devoted to (with particularly lucky rolls allowing for moving form such as a giant lobster. combat between shape-changing magi- multiple totems). A mage can assume a What’s more, for every 10 points of differ- cians. The latest—printed in 1991—is enti- totem form in half the time it takes to ence between the initiative of the combat- tled, appropriately, the SHAPESHIFTERS* change to other forms, and a totem form ants, the higher roller gains an extra game. The other—released in 1980—is can be assumed when the mage has statis- action for the round. titled more cryptically: the DUEL AR- tics below the minimum normally allowed Next, mages take their actions in order CANE* game. (If anyone knows of others for the shape (allowing a mage to acquire of initiative (multiple actions are divided I’m unaware of, please tell me and where I the shape’s special abilities without paying among three subphases). Attacks must might find copies.) While a number of as much of a fatigue cost to do so, though exceed on 3d6 their Strike Accuracy rating role-playing games touch upon the subject the mage becomes a “wimpier” form of the plus their target’s Dodge rating. Exception- of , providing spells to do so creature). After determining a totem, a ally high rolls add dice to an attack’s dam- or special powers of some sort, only the mage then determines how many other age rating, as well as yielding the attacker DUEL ARCANE and SHAPESHIFTERS animal forms can be learned, and what the one or more experience points. If an at- games devote themselves specifically to limitations are. (Less powerful forms re- tack succeeds, dice are rolled for the subject and treat in depth the rapid quire less Talent to learn than do more damage—again, a number of dice appro- changes of advantage in contests between powerful ones.) Animal forms are rated in priate to the attacker’s form. After the mages who are able to quickly assume terms of Initiative, Strike Accuracy, Parry, target’s armor rating is subtracted from many different shapes (as in the battle Damage (that they cause), and Resistance the damage rolled, the rest is applied to between Merlin and Mim in Disney’s The (to damage they receive), with many hav- the target. Not surprisingly, once targets Sword in the Stone film). These two games ing a minimum or maximum base for one have taken damage equal to their Hits to each approach the subject in quite differ- or more of these attributes. Additionally, Unconsciousness rating, they pass out; if ent ways, as revealed in the comparative each form has one or more special abilities they take damage equal to their Hits to Kill evaluations that follow. The other two (e.g., Fly, Poison, Quills, Web, etc.) and a rating, they die. Some special attack forms games—one a fast and funny duel over Chase Speed listed. have other effects, such as entangling a treasure chests, and the other a more A mage learns an individual form at a target in webs, turning the target to stone serious struggle over the outcome of a particular level for each attribute, which is (unless a Resistance saving throw is single great spell—are discussed individu- then recorded on the character sheet. To passed), and the like. ally. assume a particular form, the mage must On the other hand, not every action spend fatigue points to raise all normal need be spent in an attack. A mage may human attributes to the values listed on have elected to change shape (requiring DUEL ARCANE* game the sheet. To maintain that form, the mage two actions, unless going to totem form), 28-page rule book with four pull-out char- must continue to pay half that number of rest (to remove fatigue), run away (based acter sheets points each turn. (Note that if one or more on the present form’s Chase Speed), or Gamelords, Ltd. $3.95 of a mage’s human attributes exceed the hide (making a Perception roll to find a Design: John Shannonhouse maximum for the animal form, those suitable hidey-hole). Note that a mage in Cover & interior art: Janet Trautvetter attributes decrease to the form’s maxi- the midst of changing form or resting is mums when the mage assumes that shape; much more vulnerable to attacks than In comparing the SHAPESHIFTERS and a very dextrous mage who takes on the normally. DUEL ARCANE games, it makes sense (for shape of a turtle, for instance, will sacri- After combat, victorious mages can stash reasons that will become evident a bit fice much dexterity.) Finally, the actual their vanquished opponents in a pocket of later) to discuss the older game first. attribute values are translated either into limbo, to be used as “batteries.” That is, a Components: Like most games its age, target numbers or die codes (six-siders), victorious mage can use a captive as a the DUEL ARCANE game is much less with fractional dice being possible. For source of points for fatigue expenditure or glitzy than is common today. Its cover is example, a statistic value of 12 translates can assume the captive’s nontotem animal simple yellow cardstock printed in two to 2d6, while a 22 translates to 3d6 +4/7d6. forms, However, once a captive has been colors, red and black. Its pages are printed For purposes of this review, it isn’t neces- used in this way for one combat, that in small type, apparently dot matrix, with sary to explain how the fractional die mage is released from limbo and returns underlining or all caps the only options for works; there is a simple chart on each to Earth. headings and stress. The artwork is rela- character sheet that makes it obvious. Between combats, mages can spend any tively scanty, amateurish by today’s stand- What is important is that every time a 6 is experience points they have accrued from ards though imaginative. In all, it is a rolled, that die is rolled again and the exceptional attack rolls, thus improving modest package. result is added on, making the range of their basic five attributes. This, of course, Character design: Players design results theoretically infinite. means recalculating their resulting statis- characters to use in this game in much the Game play: Combat in the DUEL AR- tics and animal forms. At such times,

DRAGON 67 mages can revise their entire line-up of no longer exists), by all means buy it. the sea serpent form. The griffin, hydra, forms, replacing old ones with new ones if and dragon are each stand-alone nodes of they like. their own. Note that not every shape Evaluation: Let me begin by listing this SHAPESHIFTERS* game “passed through” is actually assumed—as game’s problems. Bagged game: 16-page rule book (digest- when a mage changes from human to First, there are some rough spots in the sized), 17” X 22” map, 11” X 17” flow rhino, for instance. Rather, numbers along design. For one example, on its own, a chart sheet, 3½” X 4½” counter sheet the connecting lines dictate how much lucky roll for a totem form can make the Fat Messiah Games $8.00 magical energy (if any) must be spent difference between a moderately danger- Design & development: Michael Wasson along the way, and the final shape itself ous mage and a complete killer. For an- and Neal Sofge has a cost that must be paid each turn. other, while the combination of attacker’s Cover art & counters: Marc Siry Mages with lots of magical energy can Strike Accuracy and opponent’s Dodge Interior art: Brian Griffin move quite a distance along the flow chart rating work pretty well for combats in- Map: Kenneth Levine in one turn; those with lesser power might volving characters with average statistics, Transforming Flowchart: Neal Sofge and need several turns to gradually arrive at characters with Strike Accuracy or Dodge Marc Siry the same point. Indeed, there are some ratings nearer the extremes begin to forms that mages simply cannot afford to throw the system out of kilter. While the DUEL ARCANE game takes a assume once they get to the appropriate Second, this combat game leaves impor- role-playing approach to the subject of space, or that they are able to retain for tant questions unanswered, such as “At shape-changing, the SHAPESHIFTERS only a very limited period of time before what point does a mage who changes from game definitely takes a much more clinical exhausting their energies. a land-bound form to a flying form actu- war-gaming approach. The contrast be- Each shape on the flow chart is identi- ally enter the air?” Without the answer to tween the two is quite interesting. fied by name, size, maintenance cost, that question, it is impossible to decide Components: The SHAPESHIFTERS movement rating (including land, air, or whether or not another mage can attack game’s package looks similar to the DUEL water), attack rating, defense rating, reflex before the flight-capable mage leaves the ARCANE game. Both packages are (an initiative modifier), and special ability ground. 5½” X 8½” booklets (the SHAPESHIFTERS (if any). Special abilities include such Finally, the character-creation system is game does have maps and a counter sheet things as Hide, Track, Poison, Web, Fire, fairly cumbersome. The fact that each enclosed inside). Both covers show two Charge, Fast, Ink, and Hands (this last time a mage gains experience that individ- mages confronting each other, the left- allowing the casting of a limited number of uals entire line-up of animal forms can be hand one in each case with arms raised spells included in the game). completely changed only emphasizes this and in the process of changing shape, the Also on this sheet are an initiative track, cumbersomeness, making even the most right-hand one on all fours in animal form a hit-points track, and a magical “battery devoted players quail at the prospect of (though the SHAPESHIFTERS game’s cover level” track. Contestants have several character improvement. is more polished and colorful). But the counters each to represent their own In reality, however, these are relatively contrast between actual game components characters, one for the shape flow chart minor quibbles. The variances in Strike makes the differences between the two and one for each of the tracks. As a result, Accuracy and Dodge can be countered by games’ approaches immediately evident. all players can see what their opponents’ careful design of animal forms, for exam- While the single component used in a options are for the next turn. ple. Because of the strong role-playing DUEL ARCANE contest is a character The map sheet folds out to 17” X 22” aspects of the game, questions such as the sheet, dueling mages in SHAPESHIFTERS and is printed attractively in blue and one concerning changes to flying forms game battles are represented by counters green, with various shades and patterns are more forgivable, and they can be dealt on a map, their abilities and current forms representing different types of terrain, with as seems to make the best story. As represented by further counters on a flow and with a half-inch hex grid to govern for the complaint about the cumbersome sheet, and (very significantly) their attack movement. As nice as the map looks, it nature of character design, it is made up results adjudicated by the roll of a die on a seems odd to have so few counters on it for by the fact that actual combat plays combat-results table. during play (basically two to four, depend- very quickly and flexibly. The heart of this game is the Transform- ing upon the number of players). But the best thing about the DUEL AR- ing Flowchart, a glossy, black-and-white The game’s counter sheet is easily the CANE game is that the characters are such sheet that folds out to 11” X 17”. There least impressive component. It is a very individuals. Statistical variance begins to are 54 different physical forms repre- thin sheet of cardstock, printed in black set them apart, and the various animal sented on it (illustrated in silhouette), and white, with 63 half-inch counters that forms available make them truly unique. collected together into groups, with lines must be cut apart by hand. The extreme Not only will different mages know differ- connecting the various forms and repre- thinness of the stock makes handling the ent animal forms, but the same form will senting the process of assuming a particu- counters difficult during play, especially differ in particulars from mage to mage. lar shape. For example, to change from when any have to be picked up rather Also, the animal descriptions build a pretty human to rhino form, a mage passes than slid (such as when a web counter strong image of the appealingly magical through the ogre space, then the bison must be placed or removed). To identify world in which these mages live. The space, and finally reaches the rhino space individual sets for the game’s possible four DUEL ARCANE game virtually begs to be on the flow chart. To then change from players, one set is printed black on white, role-played. (In fact, when my gaming rhino to giant scorpion, the mage must another white on black, another black on group first discovered this system, we leave the land mammal group and enter gray, and the fourth black on a gray circle. went into great detail concerning the the insect group: The process would be While they are printed crisply with re- wheres and whys of our combats; before from rhino back to bison, then to ogre, spectable artwork, they are very easy to long, we had extrapolated weapons for then to human, then to rat—which serves overlook on the black and white Trans- nonmage personas and were playing a full- as the land mammal “node’‘—next to the forming Flowchart, with its gray back- fledged role-playing campaign based on bug node, then to giant spider form, and ground art. the system.) finally to giant scorpion form. Birds form The SHAPESHIFTERS rule book contains The upshot of the matter is this: If the another cluster, and plants—including clearly worded text, carefully organized idea of shape-changing combat sounds treemen—another. Dinosaur shapes are and printed on high-quality paper, with appealing to you, and if you can find a possible around the lizard node, as are lots of attractive line art to break it up. copy of this game (not only is it out of fishmen and piranha around the fish node, The last page contains a collection of print, but the company that produced it these two groups being directly linked by charts and tables needed for play.

68 JANUARY 1993 Power levels are listed on this page for satisfying, and the Transforming Flow- visually speaking, the game is fairly bland. five different grades of mage, from the chart is fascinating. The magic spells are a While the box cover sports a well-executed lowly acolyte to the powerful warlock. nice touch, allowing mages to do such painting of a pair of mages clashing with Each grade generates a different amount things as conjure blades from thin air, cast colored lightning—a male with a book, and of magical energy per turn, has a different lightning, heal damage, and fly. a female with a staff—the background is a maximum-storage potential, is allowed a And the game’s price strikes me as mod- gray stonework pattern that, while it different maximum movement along the est as well. makes the red title and black supplemen- Transforming Flowchart (dictated by a My greatest complaint, however, is that tary texts legible, is simply underwhelm- Wisdom rating), and has a different num- the SHAPESHIFTERS game feels like a war ing. By the same token, the interior ber of hit points. For example, acolytes game, and I find that jars with the fanciful components are respectable but not really have a Charge of 2, a Battery of 5, a Wis- subject of shape-changing. Further, there exciting. On the one hand, the game board dom of 2, and 4 hit points. Warlocks, by is no individuality of characters in the is very nicely mounted on cardstock; on contrast, have a Charge of 9, Battery of 30, game. Each acolyte, for instance, is the the other, its graphics consist of little more Wisdom of 5, and 18 hit points. In be- same as every other acolyte, with exactly than simple boxes with flat colors and tween are (in order of increasing ability) the same resources and options available. block print, all against a flat gray back- magician, thaumaturge, and sorcerer. Nor is there much opportunity for cam- ground. The rule book and book of pack- Movement costs are also summarized on paign play. Characters do not gain experi- ing Sheets are printed in plain type on this page, as are details of combat eligibili- ence, and once you’ve played through the cheap paper, with a few diagrams but no ty based on comparative movement mode scenarios a half-dozen times, you’ll have art. The Wizard cards, each of which (diving creatures in water, for example, fairly well exhausted the possibilities. holds on its face a single player’s game may only attack swimming or diving crea- As a war game, the SHAPESHIFTERS identity, history, and victory conditions, tures). The combat-results table is here as game is very well executed, and I suspect are identified on the back side by the well, as are a “Pounce” table, detailing that many people will find it perfectly to word “Wizard” and a line drawing of a modifiers needed to find a hiding oppo- their liking. But for such a magical subject, castle, but even with this they look plain. nent, and a table of spells and their costs I prefer something less cut-and-dried. The Move cards have the word “Move” on to cast. If you wish to obtain a copy of the game, the back in white type on a red field, and A note on pronouns: Forgive me for but find that your local game store cannot simple text on the face. The pawns are one a momentary digression, but I feel compel- order it for you, contact: Fat Messiah step above the plainest type available. The led to respond to rule 0.0, the “On Pro- Games, PO. Box 341136, Los Angeles CA Secret cards have a sentence or two of nouns” statement in the game. That 90066. plain text on their faces with a series of statement asserts that “[w]riters must numbers on their backs, each card deco- choose between the linguistically awkward rated with a gray crystal ball. The Ritual formula ‘he or she’ and the morally awk- CASTLE OF MAGIC* game Result Squares are plain blue plastic with a ward choice of one pronoun over the Boxed game: eight-page rule book, 24-page circular recess in one side; the Country other. We hope that our female players book of tracking sheets, 20” X 20” Squares are the same, but green. The Talk will not feel excluded by our use of the mounted mapboard, 64 playing cards, Chips are poker chips. The Item of Power male pronoun.” The fact of the matter is, 16 wizard cards, various other card- markers are folded cardstock standing in the first sentence of that statement is stock and plastic pieces, adhesive la- green plastic holders. The colored disks simply false. There are many grammatical- bels, two six-sided dice are transparent plastic. The sheet of stick- ly correct ways to handle pronouns in text RiddleMaster Games Price n/a ers is simply text on white circles, and the without resorting to either a generic “he” Design: Not credited dice are basic white. or the construction “he or she.” A perusal Cover: Not credited Don’t get me wrong. Everything here is of this very review reveals that I use nei- well made in terms of quality and durabili- ther of those constructions, yet I talk of In this unusual board game, players take ty, but it is all rather uninspiring. The individual characters on more than one the roles of mages who have come to plastic components, for example, are ex- occasion. I’m not arguing with the authors’ Castle Bondi to recover three items of actly the sort of thing that anyone could decision to use a generic “he,” but I strong- power—each item yielding sovereignty buy at a school supply store. ly disagree with their characterizing it as over a different country—and to wrestle Game play: As unimpressive as it is to the only reasonable choice of merely two over the casting of a great ritual spell. At look at, the CASTLE OF MAGIC game is a options. the beginning of the game, each mage is lot of fun to play. As a matter of fact, Game play: In discussing the various cloaked in mystery; as the game progress- when I first saw this game on display at components, I have revealed most of the es, individuals gain opportunities to learn the 1991 GEN CON® game fair, I walked significant rules in the game. One rule secrets about the others, so that deadly right past it. Later, a demonstration was remains to be mentioned, however: the enemies and potential allies may come to being held, and the people involved were sequence of play. Each turn begins with all light. The game ends when the ritual spell having such fun that I stopped to take a players simultaneously and secretly mak- is finally cast, and the manner in which it closer look, eventually picking up a copy ing a shape decision for that turn. Then is cast (one of eight possible configura- for myself. initiative is determined. Finally, in initiative tions) determines the fate of a monster First-time players of the game are likely order, each wizard moves and attacks, bound within the castle. It is possible that to feel lost for a few turns, but the me- with targets of attacks gaining an immedi- the monster may be banished, that one of chanics are simple enough that any confu- ate counterattack. the three items may control it, that the sion won’t last for very long. Basically, Evaluation: That said, let me summa- monster may devour the holder of a par- players move their pawns around the rize my impressions from playing the ticular item, or that the monster may even board, trying to gain spell points so that game. The SHAPESHIFTERS game is a devour everyone present. The exact situa- they can learn which Item of Power con- nicely polished set of game mechanics. It tion at game’s end, including the condition trols which country, control the Item of can be a bit overwhelming at first, in the of one’s friends and enemies, yields vary- their choice, learn which Ritual result is range of shape options available to players ing victory points for each of the players. most advantageous, and control the three each turn, but the sample scenarios are set Note that it is entirely possible for multiple Ritual elements: bell, book, and candle. up to start players out as acolytes, with players to win, though there is nearly Some spaces allow players to acquire fewer options to worry about, then in- always one individual who wins by the Move Cards that can serve in place of dice crease their powers as they gain experi- greatest margin. rolls, if a particular number becomes ence. The shapes themselves are quite Components: I’m sorry to say that, important at a certain point in time. Other

DRAGON 69 spaces allow them to learn a secret about someone has been devoured by the Mon- that my friends and I have come to call one of the other mages, and still others ster. Next, points are gained or lost accord- “weasel” games. give them combat bonuses. The central ing to who rules which countries (who Weasel games are intensively competi- section of the board contains a pair of controls each of the Items of Power at tive free-for-alls typically involving lots of spaces that can drive the countdown of game’s end). The high total wins, along secrecy and hidden agendas. They are the Ritual Spell toward completion. with everyone who has more than half often won suddenly by surprise plays and The board consists of three concentric that amount of points. usually depend equally upon luck, clever “rings” of board spaces (they’re actually Interestingly, it is possible for the Mon- play, and individual players’ personalities square): an outer Castle Wall surrounding ster to devour everyone and then go on a (that is, it is often as important in such a The Keep, which itself surrounds the general rampage across the countryside, game to be able to convince the other Wizards Tower. Inside the Wizard’s Tower in which case no one wins—unless, that is, players that you are no threat as it is to “ring” is a track for marking the progress one of the players is the Monster (an op- draw the right resources and to know of the Ritual Spell. Between the Castle Wall tion in advanced play). how to use them). and The Keep are tracks for the three Evaluation: Beginning play in the The WIZ-WAR game is, unabashedly, just elements of the Ritual Spell (the bell, book, CASTLE OF MAGIC game can seem a bit such a game. In it, players take the roles of and candle), spaces to hold the three Items slow because none of the players has wizards trying to steal at least two trea- of Power until individual players take much ability in any spells as yet. On the sure chests from among their opponents, control of them, spaces for the country other hand, players who have a basic while simultaneously trying to protect a markers (placed face down, to determine strategy in mind (that should be most pair of their own. The arena on which which Item of Power rules which coun- everyone after their very first time play- they battle is a tiny one, consisting of a try), and spaces for the eight Ritual result ing) will take their turns quickly during number of adjacent dungeon-type board markers (again face down, to secretly this stage, thereby moving the game along. sections, one maze section for each player; determine which set of parameters—bell Once players begin to accumulate spell each section is five spaces wide and deep. ringing or silent, book open or closed, points, secrets, and some control over the The outer edges of this composite board candle lit or unlit—creates which Ritual Items of Power, play becomes intensely do not serve as limits; rather, a wizard result). interesting, like a well-woven plot. Each who exits off the left edge of the whole The Tracking sheets serve as a place for character card contains a paragraph of immediately reenters on the right edge, individual players to keep track of how personal history, which adds a pleasant one who exits the top edge immediately many points they’ve gained in each of the element of role-playing to the game. reenters the bottom, etc. Walls, doors, and spells, what their own Combat rating is, The CASTLE OF MAGIC game is not open doorways on each section serve to how many points of control they’ve gained quite like anything I’ve ever played before, limit line-of-sight and restrict movement over each of the Items of Power, what and I find it highly entertaining. I hope it somewhat. To do battle, the wizards use Ritual Spell configurations they have dis- sells well enough to finance a second cards that allow them to cast spells. No covered, and what secrets they have gar- edition with a flashier appearance, or at explanation is offered as to why the wiz- nered about the other players. least that it receives enough word-of- ards are battling. Given the wildness of the Castle of Magic is definitely a game of mouth recommendations to become a cult magic they are able to use, the definite diplomacy. As you learn about the other classic. In terms of play, the game certain- other-worldly artificiality of their arena, mages, you have to use that information to ly deserves to succeed. and the strange but straightforward “cap- your advantage. You may find out, let’s say Although the game has been out for a ture two chests” victory conditions, all that for example, that player X is a Wolf Mage, little over a year and even has one expan- matters is that the test proves which a deadly enemy of your sect, the Dragon sion set available (which, unfortunately, I among them is the best. Masters. (Note that player X will not know have not had the opportunity to review), it Components: The WIZ-WAR game that you know this, and player X might is not yet being carried by any distributors comes in a roughly 6” X 8” box with a silly not know either that the two of you are of that I know of, which means that it will be cartoon-style picture on the front of three enemy sects.) Let’s say too that your victo- difficult for most game stores to acquire. wizards scuffling in a dungeon room. The ry conditions will give you points to pre- Interested readers can write for informa- rule book is smoothly and engagingly vent a Wolf Mage from ruling any of the tion to: RiddleMaster Games, 103 N. Hwy. written, printed on (interestingly enough) countries. But you have also learned (dur- 101 #252A, Encinitas CA 92024. a pleasantly brown, linen-textured paper; ing a “time out” to talk, which is what the the cards are printed on a similar type of players have Talk Chips for) that player X cardstock. The board sections are printed wants the bell to be ringing in the Ritual WIZ-WAR* game, fifth edition in brown ink with a varnished coating for Spell, a factor that you also desire. So you Boxed game: eight-page rule book (digest durability, and the walls and doors on it might make a deal with player X to work sized), four board sections, two counter are drawn in the same cartoonish style as together to make sure the bell is ringing, sheets, 124 cards, one four-sided die used for the cover illustration. Even the even as you strive to prevent player X Chessex (copyright Jolly Games) $15 die-cut counters are largely brown in tone, from gaining control of any of the Items of Design: Tom Jolly with the exceptions being somewhat mut- Power. Art: Not credited ed tones of blue, orange, green, or off- Play continues until the Ritual Spell white. Even the die is of a muted color. comes to fruition in one of two ways. It Very few games are cooperative in na- The visual effect of all this is pleasant, may be that the countdown has been ture, requiring all of the players to work lending the game an air of being well- pushed to zero. Alternatively, it may be together against the game itself. Most planned yet somehow amateurish, as that each of the three components of the games are competitive, a great many of befitting its status as a “cult classic” (as it is spell has been pushed to either of the very them being relatively straightforward identified on the box front). ends of its track, thereby becoming power struggles in which players win or Game play: The play of the WIZ WAR “locked” into position. Once one of these lose primarily by how well they marshall game is fast and furious at turns, slower conditions has been met, the game ends their forces, often with a slight seasoning and more mechanical at others, with lots and players calculate their individual of randomness added by means of die of unexpected twists. The resulting feeling victory points. First, the result of the Rit- rolls. Many other competitive types are is much like that of a roller-coaster ride. ual Spell is revealed, and players gain or games of discovery; here, the luck of the Some sessions are over in as little as half lose points based upon conditions such as draw plays the major part, but the enjoy- an hour, but most last an hour or slightly who controls the Monster, whether the ment is in the process of watching the longer. Monster has been banished, or whether game unfold. Then there are those designs Players each have one counter repre-

70 JANUARY 1993 senting a wizard and two representing two treasures end up on other players’ treasure chests. The wizard counter be- “Home” spaces is automatically out of the gins the game on a space marked “Home” game. Of course, a wizard can win by Food Fight in the center of that wizard’s board, and simply killing all opponents, thereby be- the two chests begin in spaces diagonally coming free to collect two treasures at adjacent to “Home,” though intervening leisure. Erupts in walls usually separate them all. Each play- Evaluation: I have only two complaints er begins the game with seven cards from concerning the WIZ WAR game. The first Neighborhood the deck. is that the cards are unvarnished, making In their turns, wizards each have a them less resistant to wear. In particular, chance to move, cast spells, and pick up they tend to collect stains and fingerprints Supermarket items. The maximum distance moved is unless care is taken to avoid this (don’t eat three spaces, plus (optionally) the number potato chips while playing the game!). on one card played; movement halts auto- Such marks can make individual cards matically, and the wizard’s turn ends, identifiable from the back, ruining some- when that wizard picks up an item. Other- thing of the game’s secrecy. The second wise, a wizard may intersperse movement complaint (somewhat related to the first) is and spell-casting freely, with the sole pro- that the game strikes me as just a bit pri- viso that only one attack spell can be cast cey, considering its components. in a turn. Besides enhancing movement, In terms of balance, the WIZ WAR game number cards can extend the duration of demonstrates both a commendable initial timed spells or increase the effect of spells design and years of play. For example, that do damage. (Wizards and doors begin because players each draw new cards at the game with 15 hit points each; walls the end of their turn, it is possible to build have 20.) Wizards can also punch for one a very powerful hand, then suddenly use Produce section after recent food fight. point of damage, allowing them to physi- it all at once to great effect. But this is cally break through walls (if somehow limited by the facts that: 1) a player may Carrots, broccoli, tomatoes, magically entombed in a cul-de-sac, for only draw a maximum of two cards per even brussels sprouts were example) or doors (which are locked and turn; 2) opponents tend to gang up on flying into grocery carts as can only otherwise be opened by play of a anyone who shows a chance of a quick The Great American Food card), or to damage another wizard in the win; and 3) none of the cards is a “game same space (if you’re desperate and have breaker” in itself—all are counterbalanced Fight Against Cancer broke no attack spells). by many other cards. Nor is this a game out in area supermarkets. Of course, the real “magic” of the game that can be won by a single strategy. Rath- Consumers are reacting to is in the card play, especially the spell er, success is a combination of luck at studies which show that foods cards. With these cards, wizards can con- drawing cards, cleverness at recognizing high in vitamins A and C, high jure thundering walls of water, toss light- the best moments to play them, and effec- in fiber and low in fat, may ning and fireballs, teleport themselves or tiveness at conning other players into help reduce cancer risk. opponents, deflect spells, redeflect spells, picking on one another and leaving you absorb spells for later use, steal spells, alone. “My husband is getting telekinetically drag objects toward them, If you hate highly competitive games whole grain toast tomorrow peer (and cast spells) through solid stone, that glory in the power of the individual morning,” one shopper de- create walls (or illusory walls, or thorn over all contenders, you are well advised clared. A mother was seen bushes, or blocks of solid stone) to block to stay away from this game. But if you throwing carrots into her bag. other wizards’ paths, make themselves so like fast-paced, cutthroat, back-stabbing, “Snacks for the kids,” she ugly that opponents run away in fear, turn fang-snapping “weasel” games (at least on said. opponents to stone, strike opponents occasion), and if you can find other such blind, and even rotate entire board sec- people to play as well, then the WIZ WAR Grocers are, of course, tions or pick them up and move them into game comes highly recommended from delighted. “This food fight is new configurations. Once a spell is cast, this reviewer. pretty exciting,” said one pro- the card is discarded, so each wizard’s The WIZ WAR game is distributed by duce manager, “and there’s capabilities change constantly as play goes Chessex and can, therefore, be ordered by nothing for me to clean up!” on. There are also a limited number of your local hobby shop (along with at least The American Cancer Soci- magic stones that give more permanent one expansion kit). ety, sponsor of the Food Fight, abilities, though they count as a card in a has more information. Call player’s hand, thus decreasing the number Formerly with Game Designers’ Work- of spells and number cards that can be shop, Lester Smith has just joined TSR, l-800-ACS-2345. held. Inc. as a game designer and editor. He has And, be on the lookout for Remember, the point of the game is to worked on projects for various other Community Crusade volun- capture two treasure chests from your game companies in the past. He makes teers armed with shopping opponents while protecting your own. something of a hobby of collecting new, lists. Specifically, wizards must travel to an small-press products, particularly quirky opponent’s board section, pick up treasure role-playing games, which explains the chests, and carry them (one at a time) back focus of his periodic review articles in this to be dropped on their own “Home” spac- magazine. es. The first wizard to have two such

treasures at “Home” wins. Unfortunately, l indicates a product produced by a company other while you are out collecting a second than TSR, Inc. Most product names are trademarks treasure, another wizard may come along owned by the companies publishing those products. The use of the name of any product without mention and steal the first one on your “Home” of its trademark status should not be construed as a space, thereby forcing you to collect yet challenge to such status. Public Service Message another to replace it. A wizard whose own

DRAGON 71

©1992 by John C. Bunnell

Of spirit rings, mage’s blood, and the price of stars

THE SPIRIT RING sure of magical ability from her father, but Lois McMaster Bujold Prospero is reluctant to train her in its use Baen 0-671-72142-9 $17.00 despite her intense curiosity. When Pro- There’s a lot of valuable material in The spero is killed during a palace coup, Spirit Ring from a gamer’s point of view; a Fiametta must seek allies before the vivid Italian Renaissance setting, a variety would-be Duke Ferrante can enslave the of well-developed magic, and a plausibly alchemist’s spirit and secure his hold on pragmatic approach to political intrigue. the reins of power. The only thing that’s missing is a sense of At that point, though, the focus shifts to structure; Lois McMaster Bujold can’t Thur Ochs, an unpolished young man seem to decide whose story is at the heart whose brother is another of Ferrante’s of what’s otherwise a well-crafted novel. victims. It is Thur who infiltrates Fer- Initially, the protagonist seems to be rante’s household under the guidance of Fiametta Beneforte, daughter of master the scholar-mage Abbot Monreale, and craftsman and wizard, Prospero Bene- Thur who retains the status of viewpoint forte. Fiametta has inherited some mea- character for most of the rest of the book.

DRAGON 73 Yet Fiametta remains a significant pres- meet the cheerfully dim but dangerous Flying Buffalo Inc. can be reached at P.O. ence, assisting with Monreale’s magical ogres of Mark O’Green’s “Compatriot Box 1467, Scottsdale AZ 85252-1467 for counterstrokes and emerging as a roman- Games” or the assortment of fast-talking the T&T anthology. tic interest for Thur. rascals populating Bear Peters’ “Where Bujold’s problem is that she introduces There’s a Wizard There’s A Way” and Ken THE PRICE OF THE STARS too many parallel plot threads and fails to St. Andre’s two-part tale of a pair of Debra Doyle and James D. weave them together smoothly. Neither thieves trying not to become breakfast Macdonald Fiametta nor Thur can carry the tale food for an assortment of enemies. Most Tor 0-812-51704-O $4.50 alone, yet they are only rarely together— of the contributors are veteran designers This review breaks one of my unwritten which makes the romance hard to accept. or enthusiasts for the T&T universe, rules for this column. Ordinarily, after Thur’s adventures take time away from which goes a long way toward keeping the having covered Knight’s Wyrd in DRAGON Fiametta’s and Monreale’s struggles with stories within the spirit of the game world. issue #187, I’d relegate discussion of fur- the ethics of spirit-magic, and the magical The anthology’s other bonuses are a ther Doyle-and-Macdonald novels to the episodes steal space from Ferrante’s politi- perceptive if rather general introduction “Recurring roles” section. But The Price of cal machinations. No one story element by novelist Dennis McKiernan, and an the Stars merits an exception. This first emerges as dominant, and the subplots afterword by Stackpole that provides volume in a space-opera trilogy moves compete for attention rather than rein- extensive, valuable background notes on with the speed and recklessness of a state- forcing each other. the history of the T&T game universe in of-the-art on overdrive—by That’s frustrating, because Bujold’s treat- general and the anthology in particular. rights, it should probably come with air- ment of magic is thoughtful and distinctive, The essays lend context to the collection, sickness pills. especially where it deals with magic-use by and Stackpole’s afterword is especially Our heroine is starpilot Beka Rosselin- the clergy. The spirit ring, too, is a cleverly welcome as a friendly introduction to the Metadi, whose parents are the political double-edged idea, and the political and business side of the gaming industry. leader and the military of an tactical strategies of Monreale and Ferrante Tales of Talislanta is a harder volume to interstellar republic that’s just emerged— are intelligently set out. like. As rack-sized paperbacks go, it’s more or less intact, if not victorious—from The uniform excellence of the detail slender and visually nondescript. The a war with the mysterious Mageworlds. As work, though, doesn’t save the book as a print is small and crowded, P.D. Breeding- the book opens, though, Beka’s mother has whole. While The Spirit Ring has much in Black’s interior illustrations are clean but been assassinated, and her father is re- it that gamers will appreciate, the story undistinguished, and the map in the front cruiting her to search out the conspirators isn’t good enough to justify buying it in is decidedly cramped. behind the murder. hardcover. All but the most affluent and There are nine stories in the book, but Beka promptly engineers her own death, impatient readers will be better off wait- only six contributors—editor Sechi tells adopts the guise of unsavory mercenary ing for the paperback. three tales himself, and two more come Tarnekep Portree, and picks up a variety from Deborah Millitello, whose fiction has of willing and co-opted companions to aid MAGE’S BLOOD & OLD BONES appeared often in DRAGON® Magazine’s in the hunt. Even so, there are an astonish- Elizabeth Danforth & Michael A. pages. M. C. Sumner’s work has also ap- ing number of firefights, interplanetary Stackpole, eds. peared in DRAGON issues, and veteran chases, undercover operatives, and lesser Flying Buffalo, Inc. 0-940244-66-7 fantasists Ru Emerson and Lawrence Watt- villains to be dealt with before the clues $7.95 Evans are also represented. unfold far enough to yield definite Most of the stories are good sword-and- answers—and the news that capturing TALES OF TALISLANTA sorcery material, though two of them— their target will require infiltrating (and Stephan Michael Sechi, ed. Sechi’s opening piece and a tale by escaping from) the single best-defended l-880992-027 newcomer Simon Shapiro—are light on security installation in the galaxy. $5.00 plot, and Sechi’s prose has a tendency to If this conjures up images of As Michael Stackpole points out in the get overly ornate for no discernible rea- on steroids, it should. Doyle and Macdon- afterword to Mage’s Blood & Old Bones, son. Millitello’s “Survival,” by contrast, is a ald pull no punches and leave no witness- gaming fiction is becoming commonplace. well-executed atmospheric piece, Emer- es. There are interesting reptilian aliens, Game universes that don’t have novels or son’s “Of Women and Honor” takes a slave- Adepts with exotic psionic powers, an anthologies attached to them are more merchant’s son on a cleverly-plotted interstellar smugglers’ league, a secret unusual than those that do. The trick lies adventure, and Sechi’s “Rogues” is the asteroid base, a benefactor with a mysteri- in making a particular anthology distinc- obligatory second-story caper, which suc- ous past, enough small arms and fast tive; not only do the individual stories ceeds despite its flowery narration. starships to blow the special-effects budg- need to be well told, but the whole should Though the stories are entertaining ets of any six SF-action movies you care to convey a sense of the game universe. enough, one does not emerge from the name, and—perhaps most startling—a cast Stackpole and Elizabeth Danforth do that collection with any kind of overall grasp of of characters who are genuinely likeable job very well in their collection of fiction the Talislantan game world. Part of the and sympathetic. Despite the furious pace from the world of the TUNNELS & problem may be scope; the tales diverge and the nearly constant pyrotechnics, the TROLLS* (T&T) game; Stephan Sechi is widely in time as well as in geographic authors manage to give their heroes a less successful in his book of TALISLAN- location, and only the first story touches sense of dimension, and there’s a dusting TA* game-derived stories. on a major turning point in the world’s of wry, sometimes black humor that coun- In part, one can’t help but be impressed history. Otherwise, the contributions tend terbalances the violence. by the T&T book’s crisp, attractive packag- to be narrowly character-driven, which Doyle and Macdonald have built a big ing. The large-format design shows the makes for better reading than world- universe in this book, and though it’s the cover art well, and the interior pages are building. Tales of Talislanta is an interest- first of a trilogy, it’s also complete in itself; printed on a smooth, bright white paper ing collector’s item (it was apparently the cliffhangers are all in the middle of the that sets off the interior illustrations to distributed only to game dealers, not to novel, not at the end. It’s been hard to find definite advantage. booksellers), but it’s of minimal value as a good starfaring swashbucklers lately, but But Mage’s Blood & Old Bones isn’t just gaming accessory. The Price of the Stars is just that. Players pretty. It’s also brisk, amusing reading that Gamers who can’t find these books of space-battle RPGs should consider this succeeds admirably in capturing the free- locally may contact Wizards of the Coast, one a must-buy—and so should anyone wheeling, rowdy flavor of T&T adventur- Inc. at P.O. Box 707, Renton WA 98057- else with an eye for a lively action- ing. Only in the T&T game would you 0707 for the Tales of Talislanta collection; adventure yarn.

74 JANUARY 1993 OUT OF NIPPON the other is a giant tentacled monster what may be the single best character capable of pulling a helicopter out of the study in the series’ literary canon. West End 0-87431-345-7 $4.95 sky. Fortunately, there’s a standard-issue The book is a loose sequel to Carey’s The good news is that this novel-length Victorian scientific expedition on hand to earlier Final Frontier and like that book, adventure set in the TORG* role-playing come to Nikki’s rescue at strategic mo- most of its events occur long before Jim universe works a good deal better than ments. Kirk assumes command of the starship West Ends earlier series of short-story Finally, the climax arrives. Findley pro- Enterprise. Instead, the captain is Robert collections highlighting specific segments vides enough foreshadowing so that the April, and Jim is a brash, smart-aleck of the game world. The bad news is that, revelation he springs is no great surprise, sixteen-year-old dragged into space by his while Nigel Findley’s tale of corporate and but he does manage to make Nikki’s ulti- father in an effort to derail him from a tropical jungles is crisply and competently mate confrontation memorable and dis- career in juvenile delinquency. But what told, it’s still more reminiscent of pulp tinctive. If the rest of the novel showed begins as a routine shuttle jaunt turns stereotypes than of a sophisticated mod- this much color and invention, Out of dangerous when space pirates attempt to ern thriller. Nippon would merit a solid recommenda- steal the shuttlecraft out from under the The Nagara Corporation is a good exam- tion. Federation’s nose, and the resulting crisis ple. Nowadays, the giant, domineering That’s simply not the case, however. The proves to be just the right catalyst to turn super-corporation is a stock villain, and prose and plot are straightforward rebellious “Jimmy” into the beginnings of a Findley’s Nagara is no different from a enough, but there’s simply no energy in capable Starfleet officer. SHADOWRUN* game megacorp or the the book. The story feels as if it was writ- The concept of James Kirk as a less than nemesis in a would-be cyberpunk novel. ten on autopilot, and readers will find it respectable teenager is startling at first, So, it’s neither surprising nor terribly entirely too easy to read it that way as but Carey lays a credible foundation for interesting when we learn that Nagara is well. the interpretation. Jimmy’s prickly, defen- working on a mysterious genetic research sive character is quickly and convincingly project. And when American scientist and BEST DESTINY established, then plausibly developed over Nagara employee Nikki Carlson begins to Diane Carey the course of the novel until he and his guess that something odd is going on, it’s Pocket 0-671-79587-2 $20.00 father must work together to avoid certain no surprise that she’s targeted for an novels have been arriving in destruction at the pirates’ hands. Best assassination attempt and later sent off to waves in recent months, one barely on the Destiny doesn’t fit the neat, clean mold of a remote and dangerous test site. stands before another arrives to bump it most Star Trek adventures; this is a gritty, The shift to the jungles of Orrorsh— off the bestseller lists. But just when you’d often hand-to-hand battle of a book that is game-speak for Indonesia—trades the think every possible plot had been wrung nonetheless unfailingly true to the vision pseudo-cyberpunk plot for a pseudo-B- out of Captain James T. Kirks career, behind the series. And as if that wasn’t movie plot. One menace is a weretiger Diane Carey’s new adventure pulls a enough, Carey has one final rabbit in her whose trademark is its deadly cunning; brand new idea out of its hat, and delivers bag of tricks. There’s a clever plot twist

DRAGON 75 behind what looks like a throwaway fram- wise a fairly low-key tale, and tend to join forces again to present Freedom Flight ing story, and an ending that takes the distract the reader‘s attention from the (Baen, $4.99), a novel set in the computer- novel from early Star Trek history to the problems facing Aline and “Bob.” But the game universe of Origin Systems’ Wing twilight of Kirk’s career, reinforcing the overall structure is sound and effectively Commander space-combat simulator. This primary plot line to excellent effect. paced, and the story is an effective bal- isn’t the duo’s best endeavor—there are Best Destiny is one of the few Star Trek ance between a whodunit and a human- really too many characters and too much novels that’s deserved its upgrade to hard- interest yarn. plot here for the size of the book, though cover format; Carey’s character-driven The books attraction for gamers, familiarity with the game isn’t required to story is a well-crafted tale by any measure. though, lies in watching the Quantum follow the story. Still, what we get is read- By series-universe standards, it’s little Leap premise described in enough detail able, briskly paced, and authoritative short of phenomenal. to make its role-playing possibilities clear. (Guon is a former Origin staffer who has McConnell succeeds both in telling a good also contributed to the electronic side of QUANTUM LEAP: The Novel story and building a plausible role-playing the Wing Commander universe). Ashley McConnell universe. Designing a game system around Lackey’s most recent solo work, mean- Ace 0-441-69322-9 $4.99 Sam Beckett’s world would pose unique while, is Winds of Change (DAW, $20), Although I enjoy most TV science-fiction challenges, but it’s a project too intriguing continuing the adventures of Elspeth, shows, I’ve been at best a sporadic viewer to ignore; if I were series creator Don Darkwind, and their allies as magic force- of NBC’s Quantum Leap. So I was a bit Bellisario, I’d be looking around for some- fully reasserts its role in Valdemar’s af- surprised to realize, after reading this first one to license the gaming rights. fairs. Most of the action remains centered in a series of books about Dr. Sam Beck- far to the south of Elspeth’s kingdom, ett’s exploits, that Quantum Leap is the Recurring roles where Darkwind and his fellow Tayledras television equivalent of a very unusual Tom Deitz’s Dreambuilder (AvoNova, Adepts struggle to bring a variety of cor- role-playing campaign. $4.99), second in the “Cardalba” trilogy, rupted magic under benign control, and Sam, of course, is the player character, concerns a rural Georgian family with arch-villain Mornelithe Falconsbane con- catapulted back and forth through time to strange mental powers. Look for one of the tinues to be a strong presence. There are land in a different life in each new adven- strangest romantic triangles you’re likely to some very good individual scenes here, ture. But rather than having a single, find in modern fantasy, for Deitz’s usual and the climax neatly points the plot back unchanging set of game attributes, his intensely realized characters, and for magic toward Valdemar and a dramatic wrap-up physical—and sometimes mental—abilities that’s both intimate and epic at once. in the next volume. change from leap to leap to match those of There’s one more newly arrived second the person whose role he assumes. In volume of a trilogy in the stack this * indicates a product produced by a company other Ashley McConnell’s novel, for instance, month, but King Javan’s Year (Del Rey, $20) than TSR, Inc. Most product names are trademarks he’s Bob Watkins, a slightly handicapped suffers from a bad case of predictability owned by the companies publishing those products. The use of the flame of any product without mention amusement-park worker whose unpol- and much too little emphasis on the intri- of its trademark status should not be construed as a ished intellect masks flashes of uncanny cacies of Deryni magic that are Katherine challenge to such status. foresight. Kurtz’s remaining strength. There’s little Neither Sam nor his audience knows doubt of what will happen in this book, so who’s in charge of the game, but for all the major interest is in how it happens, practical purposes, the holographic Al and but Kurtz fails to create the strong sense the sentient supercomputer Ziggy are of atmosphere that usually permeates her Sam’s direct. line to the game master. It’s Deryni tales. The writing feels rushed, and Ziggy who calculates just what change the focus on young King Javan severely Sam must effect to set history back on its undercuts the importance of the Deryni to proper course, and Al who acts both as the novel. Ziggy’s electronic link to Sam and Sam’s Shadow Dance (Ace, $4.99) is the third interface with Ziggy. Sam’s job this time in Anne Logston’s series about a cheerfully seems simple enough: he’s to prevent a clever thief, and apart from a spectacular fatal accident fated to occur when the ly inappropriate cover painting, it’s a plea- parks new roller coaster opens. Ziggy, sure from first to last. There are lost however, is having problems of its own, races, a mysterious temple, a deadly epi- and so Sam must discover on his own just demic, and hints of romance, but not even what went wrong and how he can stop it a direct confrontation with a god can put from going wrong again. Shadow off her stride for long. Logston McConnell does very well at portraying has more than proven herself as one of the peculiar mix of advantages and limita- fantasy’s most purely entertaining new tions that go with Sam’s quantum-leaped writers, and watching for each new book persona. In particular, she’s good at not from her desk is a definite pleasure. taking unfair advantage of the Swiss- Meanwhile, this is also the month for cheese holes in Sam’s formerly photo- fantasy writers to turn to science fiction, graphic memory; what could be used as a Laurell K. Hamilton is the first, with a Star convenient plot device is instead sensitive- Trek: The Next Generation adventure that ly portrayed as an intensely frustrating finds Lt. Worf and Counselor Troi forced nuisance. The thoughtful characterizations to conduct a tricky diplomatic mission extend to the supporting players as well, when Captain Picard is accused of mur- especially park owner Aline Schaeber, who dering one of the ambassadors. Night- stands to lose her family business if the shade (Pocket, $5.50) has some shaky roller coaster isn’t a spectacular financial moments, and spends rather too little time success. with Picard, but Hamilton’s aliens are The mystery of the coaster accident is inventively designed and the mystery is executed only slightly less smoothly; the neatly crafted. occasional “villain’s mind at work” The other genre switch comes from glimpses are a bit jarring in what’s other- Mercedes Lackey and Ellen Guon, who

76 JANUARY 1993

Something magical for the compleat savage

Spell-casters who choose one of the Should the wearer ever try to abuse the after, any new such creature that enters “savage” kits from The Complete Wizard’s power of the headdress, its power will be the skull’s range causes the skull to keen. Handbook or Complete Priest’s destroyed, and the wearer cursed so that This sound is audible only to the savage Handbook—kits such as the Anagakok, any sylvan creature who sees him will mage and is not loud enough to awaken Savage Wizard, Savage Priest, or Barbari- have a hostile reaction. him from a sound sleep. Should such a an Priest—would feel strange using most XP Value: 750 creature come within 100’ of the village, magical items. Carefully crafted wands, the skull wails. This sound will awaken the rings, scrolls, and miscellaneous magical Spirit skull savage mage. devices are out of place in the type of This item, of limited value to travelers 3. The skull may be used to cast any magic used by Stone Age tribes. There and none to dwellers in civilization, is detect spell upon a being or device should be a few items in the treasure lists quite valuable to tribal mages and witch brought before it. The skull may cast that look and act like the product of less- doctors. A spirit skull must be hung up in detect magic, detect evil, detect charm, civilized spell-casters. I submit these few a tent or tree for one week prior to its use. detect lie, detect scrying, and detect poi- items as examples. After that, the skull has taught itself about son, once each per day, on command. its new environment and established a To the uninitiated, the spirit skull is Headdress of peaceful contact range of 1,000’ diameter. It then provides simply a skull of a large animal, painted This elaborate headdress, made of feath- the following benefits: with strange symbols and bedecked with ers, teeth, beadwork, and leather, gives 1. The skull may be consulted as a sage tufts of hair, leather, and teeth. It shows the savage priest who wears it several whose field of study is the surrounding strong evocation magic if magic is detected benefits when speaking to intelligent syl- region. For instance, if hung in a jungle for. A savage mage will recognize it for van creatures. Faerie races (e.g., brownies, village, the skull will have fields of study in what it is at once, on sight. pixies, sylphs), unicorns, centaurs, and jungle fauna and flora found within its XP Value: 1,200 dryads, will automatically be friendly to range, the history of any ruins or cities the wearer, as though they were animals with its range, and the geographic layout Ointment of mage-smelling under an animal friendship spell. The within its range. It can tell the owner The secret formula for this herbal lotion wearer will be able to converse in the where to find a certain medical plant or has never been committed to writing, creatures’ language and will not be sub- spell component, what the weather will be being passed on orally from master to jected to the creatures’ voluntary or invol- like, and where a lost ring might be found. initiate for generations. When rubbed on untary harmful effects. Thus, the wearer The sage function may be consulted three the nose of a mage, it bestows the ability would not have to make a saving throw if times a day: once at dawn, once at noon, to detect the exact number of spells held he sees a nymph, nor would a dryad try to and once at dusk. within another spell-caster’s mind. A mage charm him. Up to 2 HD of beings per level 2. The skull serves as a warning system. from a nonsavage kit must practice five of the wearer are so affected; others will During the week of conditioning, the skull times with the ointment before being able be initially disinclined to harm the wearer, makes note of all intelligent creatures to use it properly. Only a savage mage, though they won’t be under the head- residing in the area, plus all unintelligent because of his years of experience in the dress’s effect. creatures with more than 3 HD. There- use of the ointment, is able to use it to its

78 JANUARY 1993 by James R. Collier Artwork by Steve Schwartz full potential. 5 + 1d20 applications. Each application make a Constitution check on 1d20 to see The user senses the magical force stored lasts for six turns. It takes one full turn to if the drumming can be continued. If when a mage has memorized a spell. It detect a mage using this method, and the passed, a further check must be made doesn’t detect devices, spells stored be- user must get within 5’ of the mage to every turn with a cumulative modifier of cause of a ring of wizardry or spell stor- smell anything. - 1 per roll. Once the drumming stops, ing, items like a book of infinite spells, or XP Value: 250 the drums cannot produce the menacing. the innate spell-like abilities of monsters. It effect for 24 hours. also cannot distinguish between types of Drums of menace XP Value: 7,000 spells, although a savage mage can deter- These magical instruments are a pair of mine the number of spell levels the large drums, weighing 30 lbs. each. A pair Powder of images “smelled-out” character has, within a of finely carved drumsticks are usually This strange substance, which looks like range of 2d4. For instance, a civilized found (90% chance) with the drums, if it is multicolored sand, is useful in discovering wizard with one fourth-level spell, two part of a treasure hoard. A savage wizard the causes of illness, accidents, and evil third-level, three second-level, and four may play the drums with the sticks or his happenings. When a pinch is thrown into first-level spells—a total of 20 spell levels— bare hands; all other classes must use the a fire built for this purpose, the resulting will be sniffed out by a savage mage as sticks. cloud of smoke forms an image. If there is having 15 + 2d4 levels (20 being the center When played, a quiet but distinct beat no evil cause (just plain bad luck), the point of the 2d4 range, reached by adding fills the air for 1,000’ in all directions. All image is of the savage mage. If the evil 15 to 5, the mean of a 2d4 roll). If the intelligent creatures friendly to the savage events have been caused by a monster or sniffed-out character is a wild mage, the player are immune to the effect of the NPC, an image of the monster or NPC savage mage must guess spell levels within drums. All others are afflicted with suspi- appears. The image will be clear, although a range of 2d6 instead (note that wild cion. As long as the drums are played, in the case of monsters that all appear to mages, like all specialist wizards, have affected listeners become paranoid. All look alike, the PCs will have to work out extra spells per level). A minimum of one encounters, even with potential allies, are for themselves which individual cast the spell level will always be detected. considered hostile. Morale checks receive spell. If the evil event was caused by a The ointment detects only current spells a - 6 modifier. Movement slows to one- deed of one of the villagers, the scene will stored. A 12th-level mage who has cast all third normal, as the listeners tiptoe along, be depicted in the smoke. Evil brought but three 1st-level spells will show up as a stopping frequently to listen for ambushes about by a device or artifact without an weak spell-caster. and check for traps, Illusions are more evil character controlling it will produce Ointment of mage-smelling is found in likely to be believed ( - 2 on disbelief rolls). an image of the device alone. small gourds. If tasted, it acts as a mild Despite the victims’ vigilance, however, If three pinches of powder are cast into poison (save at + 4 or be nauseated and attackers friendly to the drum player the fire, a trail of smoke will wend its way unable to attack or defend for one round). always have surprise and always gain the from the flames toward the cause of the A savage mage recognizes it at once if initiative in melee. evil, The smoke will stretch 100’ in its allowed to sniff the substance. Enough will Beating the drums is strenuous. After search. For every additional pinch, an- be found (if in a treasure hoard) for one hour of beating, a character must other 100’ is added. Once the source has

DRAGON 79 been reached, the smoke will curl around a hut, and need not be large. Otherwise, Rattle of exorcism the person or object. The smoke cannot be the fire must be built in the center of the This item is useless except in the hands dispelled, blown away, or affected by any village and must be a large bonfire. of a tribal priest. It is an elaborately paint- means. It has no other effect. This powder is found in small beaded ed gourd containing exotic materials that The powder can be used to track down bags made from the tanned skins of mon- make the rattling. The device displays the cause of an individual’s problems, but sters. Usually a single pouch will contain abjuration magic if tested for. When used due to the rarity of the substance this is 6 + 1d8 pinches. in a ceremonial dance of purification, the done for VIPs alone. In this case, the fire XP Value: 400 rattle can be used to cast a special dispel must be built in an enclosed space, such as magic spell effective only against any spell of the enchantment/charm school, from either a priest or wizard. It will also dispel the necromantic spell magic jar. The cer- emonial dance must last one hour plus 10 minutes for every level of the spell’s caster. If a pair of rattles can be obtained, the time will be reduced by half. XP Value: 600

Mask of stealth This carved wooden mask is employed by savage priests when they are trying to free their fellows from captivity. When activated, the mask gives the wearer 70% success in lock-picking abilities, In addi- tion, anyone seeing the wearer must make a saving throw vs. spells or else will feel that the priest belongs in the area some- how, thus not bothering him or raising an alarm. The mask will not benefit anyone accom- panying the priest. If the priest attempts to use the mask for thievery, the mask will curse him. The mask itself will disappear, and the priest will be transformed into a 1st-level thief. XP Value: 2,000

80 JANUARY 1993 DRAGON 81 Add fops and brigands to your

by Jon Winter

Artwork by Scott Rosema

The Complete Bard’s Handbook dramati- cally expanded the horizons of the bard class, describing many new kits, proficien- cies, magical items, spells, rules for nonhu- man demi-bards and more. This article adds further to the bard’s repertoire of possibilities. Each Dungeon Master should read through this article and decide if either of the kits below are appropriate for her campaign. The format of each kit is identi- cal to that found in the Complete Bards Handbook. Note: All kit ability requirements are in addition to the standard requirements for bards—Dexterity 12, Intelligence 13, and Charisma 15. * Indicates a proficiency from the Com- plete Thief’s Handbook (pages 16-21). * * Indicates a proficiency from the Complete Bards Handbook (pages 64-66). Dandy Specialty: Any artform needed to flirt shamelessly with young, attractive, and rich members of the opposite sex; especial- ly poetry, music (instruments or song), and dance. Practical jokes and tricks are also high on the list of the dandy’s favorite pastimes. Qualifications: No additional ability requirements. Dandies tend to be innocent (but not necessarily naive), and are there- fore best suited to being of a good or neutral alignment. Dandies may be hu- man, half-elf, or halflings. Introduction: “What-ho Officer! Cool night to be out, isn’t it. My name? Oh, I’m Kelar Bladesemmer You probably know my father, Taeros. Yes? Oh, jolly good! “I suppose you’d like to know why I was just climbing out of that window. No, no, good heavens, I’m not a thief or anything shocking like that. There’s a perfectly simple explanation. You see, my aunt, well, she’s only really a half-aunt but that doesn’t matter, anyway, my aunt says I 82 JANUARY 1993 campaign’s bardic repertoire

mustn’t go out after sundown while my parents are away—in Baldur's Gate, you know. Of course, she’s not usually such a frightful old dragon, but I suppose she’s just cross that I broke her vase. It was an ugly old thing, really, but she’s so senti- mental about her china, although I proba- bly shouldn’t have dropped it, it’s just that I was surprised, you see, when she yelled at me last night. . . “Anyway, she locked me in my room and said I couldn’t go to the party. I ask you, it’s just not on, is it? She said I’d been to too many parties this week. Since when was three too many? So I had to climb out of the window and down the roses. I won't do that again in a hurry—I've torn my darned chemise, pardon my language. So if you’d just excuse me, officer, I’ll just be along to the party. Must dash. I’ll be seeing you around then, officer.” Description: Every medieval city has its powerful or noble families that hold great sway over the guilds or even the rulers. Children of such families learn the skills of reading and writing, politics and diplomacy, ancient languages, and herald- ry. Many are destined to enter the nobility, and others will become prominent council members or guild leaders. However, there are always the disappointments . . . The dandy is one of these. The dandy is likely to be a younger child; one who does not appreciate the nuances of the ancient languages, or is bored stiff by politics. Whatever the reason, the dandy rebels against the dull, over-serious life of his parents, becoming a fun-loving, childish prankster. Only tolerated by parents, the dandy lives life to the full, continually landing in all kinds of trouble as practical jokes and innocent schemes (usually con- cerning attractive members of the oppo- site sex) backfire. Dandies dress in fancy, brightly colored clothing (usually made of expensive silks). The typical dandy can often be found

DRAGON 83 hanging around sophisticated wine bars in Nonweapon proficiencies: Bonus: an uncanny knack of working. When rich areas of cities (taverns are far too Dancing, Etiquette, Singing. Recommended: everything seems to be terrible, the dandy crude and rough) and is very rarely seen Acting**, Artistic ability, Fast-talking*, Gam- is usually able to concoct a plan that could “doing a proper day’s work,” Dandies hate ing, Heraldry, Languages (ancient or mod- work . . . perhaps . . . a bit. The DM must getting their hands dirty! They are often ern), Local history, Musical instrument, adjudicate this skill on a case-by-case basis. frowned upon for their arrogance and Poetry * * , Riding (land-based), Tumbling. Special hindrances: laziness, for some dandies treat the lower Equipment: Dandies, unused to heavy Dandy’s luck: The dandy’s luck is wildly classes like second-rate citizens. Even so, it exertion, only can wear leather, padded, unpredictable, and can bring negative is hard to dislike a dandy, for the eternal or studded leather (under their fancy, effects as well as positive. This usually optimism and wisecracking remarks are voluminous clothes), and do not know how occurs when everything seems to be run- endearing, if perhaps a little annoying. to use shields properly. To ensure they ning smoothly, and can throw a real Dandies remain blissfully ignorant of the only wear finest quality garments, dandies wrench in the works. Again, this must be real world around them, living inside the must spend at least twice the price on all used creatively by the DM to add color protected shell of nobility. They have little clothes listed in the PHB and the Arms and and intrigue to campaigns—rules cannot concept of poverty or real danger, for Equipment Guide, and must always pay be given to cover every possibility. these are things to which they have never more for equipment and armor (about 25- Note: For two excellent examples of been exposed. Magic is treated as an amus- 50% more). dandy characters, please refer to Danilo ing toy, fun to dabble in and good for Special benefits: Weapon of choice: Thann in the FORGOTTEN REALMS® playing tricks, but not taken seriously Young nobles are trained to use certain novels Elfshadow by enough to be studied in great depth. Simi- weapons from about the age of seven for (although he’s a wizard, his personality is larly, music and acting are enjoyed and self-defense, pleasure, and exercise. Fa- perfect), and to Giogi Wyvernspur in The performed by dandies, but not with such vored weapons for this training (the “aris- Wyvern’s Spur by and Jeff zeal as with other bards. Dandies love to tocratic” weapons from the Renaissance Grubb. show off by playing more and more outra- years) are the , main-gauche, , geous jokes on friends and acquaintances. and . Because they undergo intense Note: Characters with this kit will have and continuous training in these weapons Specialty: Thievery, musical instru- views on life similar to warrior and thief (whether they like it or not), dandies may ments, storytelling, and song. swashbucklers, although the dandy bard is specialize in just one of these. They gain a Qualifications: To survive in the cut- even more foppish than the swashbuckler. + 1 bonus on attack rolls and a + 1 bonus throat criminal underworld, outlaw bards The dandy spends less time stealing and on damage rolls. must be physically fitter than other bards; fighting, and more time just having fun Bottomless coffers: The noble families of they must therefore have a minimum (although if this can be accomplished by large cities are all incredibly rich com- Strength and Dexterity of 12 and 14 re- stealing and fighting, then so be it!) pared with the “common folk.” In theory, spectively. Outlaws are criminals, and Role: Fulfilling absolutely no useful role dandies should be able to live in luxury therefore are not suited to lawful align- in society whatsoever, some dandies show without working, provided for by their ments. Humans, elves, half-elves, and contempt for the lowly working classes, as parents. They start play with 5d6 X 10 gp gnomes may be outlaws. Halflings may “anyone who works for a living must be from their family’s ample coffers. become outlaws, but are able to advance common.” Most dandies must therefore Furthermore, the DM may allow the to twelfth level only. As with all halflings, have very rich—and tolerant—parents, or dandy to “borrow” money from his par- they cannot cast magical spells, but do get have otherwise acquired a vast amount of ents to fund his extravagant lifestyle occa- special resistance to spells they “know” wealth to fritter away. sionally, albeit at levels that are not high (see the CBH page 53 for rules on halflings Even a dandy will eventually become enough to unbalance the campaign. Many resisting magic). bored of the city life, for its thrills seem noble families are none too pleased by the Introduction: “Well met. I am Melen- stale compared with those bragged of by foppish behavior of their children, and drian, although more know me as The Red adventurers. For this reason, many dan- dandies could be disinherited, or lose their Cape. I operate in Suzail, Cormyr Some dies eventually decide to leave the comfort financial aid, by their kin if they overly call me a thief, but I prefer to think of of their homes and venture outside the abuse their privileges. myself as a redistributor of wealth, and city walls (many for the first time) to expe- Wit and charm: Dandies are naturally corrector of social unfairness. I also get a rience the ultimate thrill of adventure. outgoing, friendly figures. This causes tremendous thrill when I pull off a major This kit works best in city-oriented others, especially members of the opposite haul! I relieve the wealthy of their valu- campaigns, although an interesting role- sex, to be drawn to them. Their natural ables, and donate much of my income to playing theme could be the dandy’s discov- charm, wit, and innocence will enhance charities and churches. Although many ery of possible exploitation of peasants by the reactions of those who already feel realize where this portion of their income the nobility (and subsequent feelings of positive toward the dandy, increasing is coming from, they do not worry them- guilt), if he spends much time among them by one place if the dandy makes a selves over how it is obtained. Why should country folk. A different campaign might successful Charisma check with a +2 some suffer in poverty when others have revolve around the adventures experi- bonus. However, on a roll of 20 or more, so much, and do nothing useful for it? enced by a group of young, rich, decadent the dandy has offended someone—maybe That is why I steal. city nobles. Classes chosen could include as the butt of a joke—whose reaction is “In this respect, I think of myself as warrior and thief swashbucklers, a dandy shifted two places worse. Those who are doing good for the community, but unfor- bard, a young priest struggling to keep his already feeling negative toward the dandy tunately, others do not share my view. I religious vows, etc. begin to view him as a useless, idle lay- blame those rogues who keep all their Secondary skills: Gambler may be about. This is especially true in the case of earnings for themselves—pirates and chosen, but dandies usually have none. downtrodden, hard-working peasants, bandits especially. They abuse their talents Weapon proficiencies: Trained in the who resent the dandy’s patronizingly for greed, and give me a bad name. I can weapons of the aristocracy from a young superior tone of voice. Optionally, the DM do nothing to prevent them, however, for age, dandies must choose their initial could have players tell a joke when using they outnumber me fifty to one. weapons from: bows (short or cross, but this skill, and assign an additional +3 “Anyway, I can’t stop here. That fellow not long), polearms, short sword, dagger, bonus or -3 penalty if the joke is good or across the street is looking at me suspi- stiletto, main-gauche, rapier, and sabre. bad, appropriate or unsuitable. ciously. I’ve got another job to pull before Other weapons may be learned later if the Dandy’s luck: The wild and unlikely dawn, and I’m in no mood to be followed dandy has access to training. schemes hatched by dandies seem to have tonight. Fare you well.”

84 JANUARY 1993

Description: The outlaw bard (also Good-aligned outlaws are most likely to be heaviest an outlaw may wear. called the brigand bard) is more inclined from this group; like Melendrian in the Special benefits: toward thieving than other bard charac- example above, they “rob the rich to give Roguish repertoire: Outlaw bards rely ters. While most bards enjoy performance to the poor,” whereas the evil outlaws rob more heavily upon their thieving talents to and artistry for their own sakes, outlaw the rich and poor alike, and keep all the earn a living than typical bards. It is there- bards need to feel the rush of excitement money for themselves! fore in their best interest to concentrate as when burgling houses, and to “perform” Outlaws are usually tolerated by thieves’ much as possible on learning new thief for themselves. Some outlaws will even go guilds, even those that generally dislike skills. When first created, the outlaw must so far as to leave cryptic clues as to their bards, although they tend to treat outlaw choose which one of the thief skills that identity, playing a cat-and-mouse game bards as “second-rate.” Most powerful bards do not normally possess (from with the law. Such games gain the outlaw guilds are anxious to make a successful “Open locks,” “Find/remove traps,” “Hide in infamy, but also place him at great risk— outlaw bard join their ranks, just to re- shadows” or “Move silently”) he will but risk and thrills are the things most ceive a cut of the profits. Outlaws, with choose as a bonus (it begins with 10 points desired by outlaws. the bards wanderlust, rarely feel comfort- assigned to it). Once picked, this skill can- The outlaw bards make full use of all able in something as rigid and inflexible as not be changed. their skills to “earn” money, while avoiding a thieves’ guild, and the powerful guilds Increased practice: Outlaws get much the law at the same time. They have more dislike the outlaw’s love of unnecessary more of an opportunity to practice their highly developed thieving skills than other risks and thrills. rogue talents than ordinary bards, and bards, for they practice and use the dex- Secondary skills: Gambler, or other therefore advance more quickly in exper- terous arts more often, and the morsels of appropriate to the character’s background. tise. At first level, the outlaw receives 35 magical knowledge that they pick up can Weapon proficiencies: Outlaws may points (instead of 20) to distribute between mean the difference between a successful use any weapon. his thief skills, and gains an extra 20 (in- heist and capture. These abilities, plus Nonweapon proficiencies: Bonus: stead of 15) every time he advances a their support from the commoners (who Disguise, Fast-talking*, Information gath- level. All other rules regarding advance- have the most to gain from the generous ering*. Recommended: Appraising, Beg- ment apply normally. exploits of some outlaws), can often give ging*, Forgery, Jumping, Local history, Underworld contacts: Being more crimi- these bards an edge over their thief Looting*, Observation*, Rope use, Set nally aware than other bards, the outlaw counterparts. snares, Tightrope walking, Trailing*. is an expert at finding contacts among Role: Outlaws are sometimes burglars Equipment: Many outlaws carry a set local thieves. Given an hour in a seedy who work with thieves’ guilds for personal of thief’s picks, and other gear usually only tavern, and four or five gold pieces for profit, or occasionally, are members in possessed by thieves. Because their activi- drinks and bribes, an outlaw can find a wilderness-based bandit gangs. Many ties require agility and fast movements, contact—typically a thief of levels 1-4. This more, however, are freelance thieves; they outlaws dislike wearing bulky armor, as do contact can lead the bard to other rogues, show loyalty to no one but themselves. thieves. Studded leather armor is the take him to the local thieves’ guild, ex- change information about possible “jobs,” or even buy stolen goods to fence at a later date. Entertaining: Using a combination of singing, instrument playing, storytelling, and bawdy jokes, the outlaw can entertain and influence the reactions of others. This ability functions as the Influence reactions of the true bard (CBH page 16). Special hindrances: Outlaw bards may only keep as much treasure and equipment as they can carry.

86 JANUARY 1993

games, with a game auction, a miniatures con- test, and guest speakers Lawrence Simms and Lester W. Smith. Registration: $12 preregis- tered, and $15 at the door. Send an SASE to: Strategic Games Society, Office of Student Development, 3rd Floor Student Center, Carbon- dale IL 62901-4425; or call Joel at: (618) 529- 4630.

VISIONCON ‘93, Feb. 5-7 MO This convention will be held at the Quality Inn l indicates a product produced by a company other than TSR, North in Springfield, Mo. Activities include Inc. Most product names are trademarks owned by the RPGA™ Network events, war games, miniatures- Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not painting contests, an art show, a dealers’ room, This column is a service to our readers be construed as a challenge to such status and a costume contest. Registration: $10 until Jan. 15; $15 at the door. Send an SASE to: worldwide. Anyone may place a free listing 1992 ™ Convention for a game convention here, but the follow- VISIONCON ‘93, 1375 S. National, Springfield Jan. 8-10 WI MO 65804; or call: (417) 863-1155 Monday ing guidelines must be observed. This gaming convention, sponsored by the through Saturday 3-8 P.M. In order to ensure that all convention RPGA™ Network, will be held at the MECCA listings contain accurate and timely infor- Convention Center in Milwaukee, Wis. Events WARCON ‘93, Feb. 5-7 TX mation, all material should be either typed include role-playing, board, and miniatures This convention will be held at the Memorial double-spaced or printed legibly on stand- games, with a benefit tournament for the Mil- Student Center, Texas A&M University in Col- ard manuscript paper. The contents of waukee Zoo. Registration: $16 ($10 for Network each listing must be short and succinct. lege Station, Tex. Events include role-playing, members). Write to: WINTER FANTASY™ Con- board, and miniatures games, with a dealers’ The information given in the listing must vention, RPGA™ Network, PO. Box 515, Lake room, anime, 24-hour open gaming, and a include the following, in this order: Geneva WI 53147. 1. Convention title and dates held; games auction. Registration: $12 preregistered, $15 at the door. Write to: MSC NOVA, Box J-l, 2. Site and location; WINTER GENESIS VI, Jan. 16-17 CA 3. Guests of honor (if applicable); Memorial Student Center, Texas A&M, College This convention will be held at the Hacienda Station TX 77844. 4. Special events offered; Convention Center in Fresno, Calif. Events 5. Registration fees or attendance re- include role-playing and miniatures games, with DUNDRACON XVII, Feb. 12-15 CA quirements; and, anime, a miniatures contest, and a swap meet. This convention will be held at the San Ramon 6. Address(es) and telephone number(s) Registration: $20. Dealers and judges are wel- where additional information and confirma- Marriott in San Ramon, Calif. Events include over come. Write to: PAL Publishing, 5415 E. Wash- 120 game events, seminars, a dealers’ room, a tion can be obtained. ington, Fresno CA 93727; or call: (209) 456-1668. painting contest, computer gaming, and a flea Convention flyers, newsletters, and other Make checks payable to PAL Publishing. mass-mailed announcements will not be market. Registration: $25 until Feb. 1; $30/ considered for use in this column; we weekend or $15/day at the door. Write to: DUN- CONSTITUTION ‘93, Jan. 29-31 VA DRACON, 1125 Nielson St., Albany CA 94706. prefer to see a cover letter with the an- This convention will be held at the Quality nouncement as well. No call-in listings are hotel in Arlington, Va. Guests include Jay Tum- GENGHIS CON XIV, Feb. 12-14 co accepted. Unless stated otherwise, all melson. Activities include RPGA™ Network dollar values given for US. and Canadian This convention will be held at the Marriott events and role-playing games. Registration: Southeast in Denver, Colo. Activities include conventions are in U.S. currency. $10/preregistered or $15/at the door. Write to: WARNING: We are not responsible for gaming, RPGA™ Network tournaments, auctions, CONSTITUTION, 1737 Seaton St. NW, Washing- a figure-painting contest, and miniatures events. incorrect information sent to us by conven- ton DC 20009; or call James at: (202) 986-7904. tion staff members. Please check your Registration: $15/weekend. Write to: Denver convention listing carefully! Our wide Gamers Assoc., PO. Box 440058, Aurora CO GAMICON GAMMA, Jan. 29-31 IA 80044; or call: (303) 665-7062. circulation ensures that over a quarter of a This convention will be held at the Wesley million readers worldwide see each issue. Foundation in Iowa City, Iowa. Guests include Accurate information is your responsibility. ORCCON 16, Feb. 12-15 CA Erick Wujcik. Activities include role-playing and This convention will be held at the Los Copy deadlines are the last Monday of miniatures games with RPGA™ Network events. each month, two months prior to the on- Angeles Airport Hyatt. Events include all types Registration: $15. Write to: Legends, 2054 8th of family, strategy, board, role-playing, minia- sale date of an issue. Thus, the copy dead- St., Coralville IA 52241; or call: (319) 339-8701. line for the December issue is the last tures, and computer gaming, with flea markets, Monday of October. Announcements for PANDEMONIUM 10, Jan. 30-31 an auction, a dealers’ area, seminars, demos, North American and Pacific conventions This convention will be held at the Ryerson Hub and special guests. Write to: STRATEGICON, P.O. must be mailed to: Convention Calendar, Cafeteria in Toronto, Ontario. Activities include Box 3849, Torrance CA 90510-3849; or call: (213) DRAGON® Magazine, PO. Box 111, Lake over 100 events, two auctions, dealers, and RPGA™ 326-9440. Geneva WI 53147, U.S.A. Announcements Network games. Prizes will be awarded to tourna- for Europe must be posted an additional ment winners. Write to: PANDEMONIUM, c/o 17b SHEVACON ‘93, Feb. 19-21 VA month before the deadline to: Convention Wales Ave., Toronto, Ontario, CANADA M5T 1J2; This convention will be held at the Ingleside Calendar, DRAGON® Magazine, TSR or call: (416) 597-1934. Red Carpet Inn in Staunton, Va. Events include Limited, 120 Church End, Cherry Hinton, roles-playing, miniatures, and historical games, Cambridge CB1 3LB, United Kingdom. CYBERCON IV, Feb. 5-7 c o with parties, videos, filking, workshops, panels, If a convention listing must be changed This convention will be held at the Lory a costume contest, a dance, an art show, and an because the convention has been can- Student Center on the Colorado State University auction. The guest of honor is Allen Wold. celled, the dates have changed, or incor- campus in Fort Collins, Colo. Guests include Registration: $22 until Jan. 31, $25 thereafter; rect information has been printed, please Bruce Sterling. Activities include role-playing children: $10. Write to: Susan Shiflett, 15 E. contact us immediately. Most questions or games, a costume contest, two video rooms, and Johnson St., Staunton VA 24401; or call: (703) changes should be directed to the maga- open gaming. Registration: $3/day or $5/ 885-5530. zine editors at TSR, Inc., (414) 248-3625 weekend before Jan. 30; $5/day or $7/weekend (U.S.A.). Questions or changes concerning thereafter. Write to: Bill Keyes, Box 412 LSC, HURRICON ‘93, Feb. 26-28 FL European conventions should be directed Colorado State University, Fort Collins CO This convention will be held at the Okaloosa to TSR Limited, (0223) 212517 (U.K.). 80523; or call: (303) 493-3652. Island Holiday Inn in Fort Walton Beach, Fla. Guests include George Alec Effinger, Margaret indicates an Australian convention. EGYPTIAN CAMPAIGN ‘93, Feb. 5-7 IL Weis, , David Dorman, and Larry indicates a Canadian convention. This convention will be held at the Univ. of Elmore. Activities include game tournaments, an indicates a European convention. Southern Illinois Student Center in Carbondale, art show, video rooms, lectures, panels, filking, Ill. Events include role-playing and miniatures

DRAGON 89 open gaming, an auction, a dance, a concert, a call: (508) 987-1530. be judged; get the list before entering. Write to: USAF Space Command demo, and a “Winterfest” Metalcraft Miniatures and More, 926 N. 9th St., for Beauty and the Beast TV fans. Registration: B-CON ‘93, Feb. 27-28 IL Elwood IN 46036. $25 until Jan. 31; $30 at the door. Write to: This convention will be held at Bradley Uni- Bards Tales Bookshop, 109D Race Track Rd., Ft. versity in Peoria, Ill. Events include role-playing, CALCON 8, March 19-21 Walton Beach FL 32547; or call: (904) 862-7323. board, and miniatures games, with game demos, This convention will be held at the Marlbor- prizes, dealers, miniatures, speakers, and art- ough Inn in Calgary, Alberta. Events include JAXCON ‘93, Feb. 26-28 FL ists. Registration: $3/day or $5/weekend prere- role-playing, war, miniatures, and board games, This convention will be held at the Radisson gistered; $5/day or $7/weekend at the door. with a comic-book convention, computer gam- Inn at the Jacksonville International Airport in Write to: B-CON Registration, c/o The Medieval ing, an auction, and dealers. Registration: $10 Jacksonville, Fla. Events include all types of College Soc., Bradley Univ., 425 Sisson Hall, until March 1; $15 at the door. Visitor and day games, a miniatures-painting contest, a flea Peoria IL 61625. passes are available. Write to: CALCON 8, Box market, a dealers’ area, a snack bar, and door 22206, 401-9 Av. SW, Calgary, Alberta, CANADA prizes. Registration: $12/weekend until Jan. 12; CON OF THE NORTH '93, Feb. 27-28 MN T2P 4J6; or call Paul at: (403) 281-1574. $18/weekend thereafter. Single-day rates vary. This convention will be held at the Landmark Write to: JAXCON, PO. Box 4423, Jacksonville Center in St. Paul, Minn. Events include fantasy, VILLECON ‘93, March 19-21 MO FL 32201; or call: (904) 778-1730. war, miniatures, and adventure games, with an This convention will be held at the Northwest RPGA™ Network tournament. Registration: $15/ Missouri State Univ. Conference Center in NOT-A-CON V, Feb. 26-28 SC weekend or $10/day. Write to: CON OF THE Maryville, MO. Events include many RPGA™ This convention will be held at Daniel Hall on the NORTH, PO. Box 18096, Minneapolis MN 55418. Network role-playing events, plus board games, campus of Clemson University in Clemson, S.C. dealers, and contests. Registration: $7 preregis- Events include role-playing and miniatures games, CONTENTION ‘93, Feb. 27 MD tered; $10 at the door. Write to: Brad Monger, with miniatures contests and open gaming. Regis- This convention will be held at Anne Arundel 517½ W. 7th St., Maryville MO 64448; or call: tration: $3 preregistered; $5 at the door. Write to: Community College in Arnold, Md. The special (816) 582-8174. Larry Fountain, 807 College Av., Apt. 11, Clemson guest is author Robert Frezza. Activities include SC 29631; or call (803) 654-8902. role-playing, board, and miniatures games. GMs SIMCON XV, March 25-28 NY are welcome. Registration: $8 at the door, events This convention will be held at the University TOTAL CONFUSION VII, Feb. 26-28 MA fees average $2 per event. Write to: CONTENTION of Rochester’s River campus in Rochester, N.Y. This convention will be held a the Best West- ‘93, c/o John Appel, 456 Old Quarterfield Rd. Apt. Events include board, miniatures, and computer ern Plaza hotel in Marlborough, Mass. Events D-5, Glen Burnie MD 21061. games, with a movie room, a dealers’ room, and include role-playing, board, and miniatures a miniatures-painting contest. Write to: SIM- games, with RPGA™ Network events, a MINIATURES-PAINTING CONTEST & CON, CPU #277146, Univ. of Rochester, Roches- miniatures-painting contest, and a costume GAME DAY ‘93, Feb. 27 IN ter NY 14627-7146; or call: (716) 275-6186. competition. Registration: $23/weekend or $9/ This convention will be held at Metalcraft day preregistered; $10/day at the door. Club Miniatures and More in Elwood, Ind. Activities ADVENTURERS’ INN VI, March 26-28 CA rates are available. Write to: TOTAL CONFU- include role-playing and war games. There is no This convention will be held in the Angels SION, PO. Box 1463, Worcester MA 01607; or entry fee. Fifteen categories of miniatures will Camp at the Calaveras Fairgrounds. Activities

90 JANUARY 1993 include role-playing and strategy games, a Write to: KNIGHT MARCH, 12 King St. E., Co- costume contest, a movie room, medieval food, bourg, Ontario, CANADA K9A 1K7; or call: (416) If you write and dealers. Registration: $20 until Feb. 28; $25 372-4245, (705) 741-6079, or (613) 234-9437. to us at thereafter and at the door. Write to: ADVEN- Label TURERS’ INN, PO. Box 391, Mokelumne Hill CA DRAGON® 95245; or call: (209) 286-1545. Important: To ensure that your convention Magazine, listing makes it into our files, enclose a Your please label CONNCON ‘93, March 26-28 CT self-addressed stamped postcard with your This convention will be held at the Danbury first convention notice; we will return the the outside of Hilton & Towers in Danbury, Conn. Events include card to show that your notice was received. your enve- role-playing, board, and war games, with RPGA™ You might also send a second notice one Letter! lope to show Network-sanctioned events. is the guest week after mailing the first. Mail your listing of honor. Other activities include miniatures, board as early as possible, and always keep us what your letter contains — a and war games, a banquet, and dealers. Judges are informed of any changes. Please avoid letter to the editor, “Forum” sub- welcome. Write for preregistration fee information sending convention notices by fax, as this mission, request for guidelines, to: CONNCON, P.O. Box 444, Sherman CT 06784- method has not proved to be reliable. gaming article, short story, art- 0444. work, cartoons, or subscription ONEONTACON ‘93, March 26-28 NY correspondence. This ensures This convention will be held at the Hunt that the letter you send gets to Union, on the SUNY College campus in Oneonta, N.Y. Events include role-playing and miniatures the right person. In the United games, with a dealers’ area. Registration costs States or Canada, write to: vary, but students receive a minimum $1 dis- DRAGON Magazine, P.O. Box count. Preregistration is advised. Write to: 111, Lake Geneva WI 53147, Gamers’ Guild, c/o Student Activities, State University College, Oneonta NY 13820. U.S.A. In Europe, write to: DRAGON Magazine, TSR Ltd, KNIGHT MARCH I, March 27-28 120 Church End, Cherry Hin- This convention will be held at the Pine Ridge Room of the Northumberland Mall in Cobourg, Give us the word! ton, Cambridge CB1, 3LB, Ontario. Events include role-playing, board, and What do you think of this magazine? United Kingdom. miniatures games, plus many RPGATM Network- What do you like best or want to see sanctioned events, miniatures and art competi- changed most? What do you want to tions, workshops, a silent auction, and speakers DRAGON is a trademark of TSR, Inc. see next? Turn to “Letters” and see ©1990 TSR, Inc. All Rights Reserved. including and Lawrence Simms. what others think, then write to us, too! Registration: $8/day or $12/weekend (Canadian). MILLIONS OF AMERlCANS SUFFER FROM A SERIOUS HEALTH PROBLEM. DENIAL.

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92 JANUARY 1993 DRAGON 93 94 JANUARY 1993 “Forum” welcomes your comments and opin- the AD&D system. (“Really Good Bad Guys,” I regularly DM at national conventions in ions on role-playing games. In the United States from #184, and “Secrets of the Masters Re- Britain, and I was amused as well as perturbed and Canada, write to: Forum, DRAGON® Maga- vealed,” from #177, come immediately to mind.) by a comment from a male gamer, overheard by zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. Steven Roemer my husband at the European GEN CON® game In Europe, write to: Forum, DRAGON Magazine, Calgary, Alberta fair last year: “Oh, no—I’ve got the woman DM. TSR Ltd, 120 Church End, Cherry Hinton, How should I play?” If women gamers are seen Cambridge CB1 3LB, United Kingdom. We ask As the DM of a long-standing FORGOTTEN as needing their own magazine and support that material submitted to “Forum” be either REALMS® campaign, I am faced with a dilemma from other women, it will only reinforce the neatly written by hand or typed with a fresh that leaves me bemused and in search of a opinions of players like that. My aim is to be ribbon and clean keys so we can read and solution. Perhaps your magazine or one of your accepted as a good player and good DM on my understand your comments. We will print the readers will be able to find me that solution. merits regardless of my sex. My feeling is that complete address of a contributor if the writer The party of PCs in my adventure contains most male players and DMs agree with me. requests it. two adept and inventive wizards of 7th level, (Incidentally, my husband’s advice to the player both able to cast fourth-level spells and, more was to play well!) specifically, both in possession of the fourth- I also cannot see why male perceptions of I thought I would never say this: My AD&D® level spell stoneskin. women characters and NPCs are of any rele- campaign has died. I started playing the AD&D Herein lies the bugbear of my campaign. vance. I have played male and female charac- 1st Edition game back in 1985, and I was a During each (and every!) rest period in game ters. At the moment, our gaming group has steady player until about three months ago. time, the mages insist upon casting that spell on three new players (two female!), all playing Lately I realized that I no longer enjoyed the every member of the party, thus giving each characters of the opposite sex. Having more game. The preparation of an adventure for my member of the group immediate and indefinite female characters and NPCs is not going to players became tedious and bothersome, more protection from 4-7 physical attacks. This bricks encourage more women to play. Surely the an irritating exercise than a hobby. All the up a number of interesting and potentially problem is that many women are unaware of adventures seemed repetitive, including many exciting plot avenues that my campaign could the game’s existence. This is probably due to the prepared ones. I had a terrible thought one day: take. Surprise attacks by marauding brigands fantasy book market being aimed at male read- A bunch of guys can only get together and are now cynically giggled at. Drow warriors ers. Most young gamers become interested in impersonate gnomes or whatever running with poisoned crossbow bolts, hoping to capture gaming after enjoying fantasy books. This is the around in creature-filled mazes for so long PCs and take them to the underground cities rationale behind the DRAGONLANCE® and before it becomes old news. Many would say it they call home (and the next section of the FORGOTTEN REALMS® books, none of which was the fault of the DM for not keeping the adventure!), are now loudly mocked with the are likely to appeal to females. Would it help if campaign fresh. In my case, I tried everything: confidence of an indestructible super hero. The there were more women fantasy authors as the SPELLJAMMER®, RAVENLOFT®, and single, final, most powerful undead guardian well? In my opinion, yes it would. FORGOTTEN REALMS® settings; my own set- warrior in the dungeon (the one every DM is For me, the joy of role-playing lies in enjoying ting; psionics; character-class kits; etc. I spent a really proud of) is now shattered into a shower the company of other people who have a com- great deal of money and time in the process. My of bony shards before it even gets an opportuni- mon interest, and an active imagination. Sex, game was still dead. ty to smell the party’s breath! age, race, creed, etc. are immaterial. As a Re- I am not putting down the AD&D game, These are three sad examples out of many. gional Director for the RPGA™ Network in although I realize it sounds that way. I enjoyed Despairing, I put the following argument to the Europe, one of my priorities is to find ways of the game for seven or so years, and I met sev- PCs: A mage’s most valuable protective spell is getting more women interested in role-playing eral new friends in the process. Nor am I put- stoneskin. A mage simply would not cast it on because they usually play very well. I also want ting down role-playing games. I have purchased anyone and everyone. Otherwise, what advan- to promote role-playing as a family activity that a new game that has literally captured the tage would wizards have? Mom, Dad, and children can play. The majority imagination of myself and my players: the The group’s answer: “Why not? We’re not of gamers will always be male students, but I CHILL* rules from Mayfair Games, Inc. I am stupid, and we want the best possible chance of hope we can reduce that from 90% to about utterly fascinated by the conflict between SAVE completing the adventure and staying alive. 70% of all gamers. (Societas Argenti Viae Eternitata, a.k.a. The Besides, there’s no rule against it!” I do not want to be listed in a separate direc- Eternal Society of the Silver Way) and the dread- I just can’t keep sending hordes of bandits at tory. I do not want a separate magazine/ ed Unknown. Before playing this game, I put my them before any major encounter takes place in newsletter. I do not believe many of the female AD&D campaign to rest, once and for all. order to wear out the offending spells. Likewise, players I know want such things. (If I’m wrong, Thankfully, TSR has produced an excellent end- there is a believable limit to the number of I know they will write and say so.) I would like all, be-all adventure that could be used to finish times you can plant a dispel magic zone directly to see more women playing, because I believe the epic story of a handful of heroes: Vecna in front of a “final confrontation chamber.” they can play well and improve the whole game Lives! After you witness a battle between Iuz Opinions, comments, solutions, please. for men as well. Maybe in Europe we are lucky, the Old and Vecna, and you save the world as Robert J. Letts as most men accept women players without any we know it from total evil, what is there left to Walsall, West Midlands, U.K. problem. Women DMs are also more common—I do for an encore? am no longer a minority of one at I speak well of the AD&D game. I believe it is I feel I must reply to Clarissa Fowler (“Forum,” conventions. a positive thing, and I will remember it as one of DRAGON issue #183). I am the first to admit So, good luck, Clarissa—but consider the the happy activities from my younger years. I that women gamers are in a minority, but wider effects of what you are trying to do. still plan to renew my subscription to DRAGON creating a separate directory and gaming maga- Sally A. Haynes Magazine. The artwork is fabulous, and many of zine is hardly likely to encourage male gamers Selly Oak, Birmingham, U.K. the articles can be used for games other than to treat us as equals.

DRAGON 95 As a female AD&D game player and DM, I feel that we’ve slaughtered or routed the jermlaine, much more like the warriors we typically see as it is time that someone raised the issue of the how are we gonna’ get in their little tiny lair to PCs, and thus is a more worthy opponent for artwork on TSR products. I find it impossible to gain all their swell treasure?” “Don’t worry, our hero. pick up almost any TSR game supplement, rule- Don—I just found a potion of diminution!”) Sure, Perhaps TSR’s intention for magic frequency book, magazine, etc. without being regaled with I know the challenge is to fight the remaining was best illustrated in this simple table as it the usual parade of semi-naked women, clad (if bane midges and their rodent allies in diminu- originally stands. Perhaps our PCs should also the term is appropriate) in the regulation chain- tive form, but the whole episode is too con- have only a 5% chance (roughly) of gaining a mail bikini or variant and usually very little else. I trived. Why not make the players have to think requisite item per level. But magic this rare can cite numerous examples from the about a way to get at the treasure—or, better might leave many players cold, so I believe DRAGONLANCE saga’s women, all of whom are yet, just leave the little shattered guys to their upgrading the NPCs’ matrix to be a more equita- remarkably well-endowed. I also find in the latest own devices and forget about their paltry ble solution. issue of DRAGON Magazine (issue #182) that you hoard? The players probably won’t, though, Back to Fighter’s Challenge. Any 4th-level plan to add insult to injury by introducing a because they just might find a piece of magic character that completes this module, or even quasi-“girlie” calendar. The illustration chosen to that could prove vital to the success of their its main goal, will gain much more magic than promote this product is a case in point. mission. seems reasonable. If the scenario’s small town I am driven to wonder why any woman would Then there’s the sheer volume of magic and and its environs are typical of the rest of the wish to expose herself to the rigors of medieval monetary booty waiting to be won. Any single realm, there could easily exist specialty shops combat in this way. Are we meant to conclude character that completes this module—even that sell magic curios and weapons openly in the that acres of cleavage are a better defense after rewarding any accompanying NPCs as larger towns and cities. Magical items would be against the male adversary than functional henchmen, and even after accepting the mere so plentiful, in fact, there could be many such armor? Will we soon see a new category for 10% of the town’s recovered gold (that is, all the shops—a practice the DMG specifically discour- “vital statistics” on the adventure sheets of town lays claim to and asks the PC to recover)— ages. Of course, the standard response is that female characters? I am not so naive as to will have a magical and monetary treasure the DM can eliminate any magic that he wants, suppose that these illustrations are employed in hoard that would make Monty Haul blush! And out of hand. In my opinion, he shouldn’t have the interests of realism alone. this from the same folk who discourage such to. The system itself should provide a consistent Before I am accused of prudishness or trying rampant wealth distribution in other sources standard of magical frequency that promotes to spoil peoples’ fun, let me explain that I am such as the DMG. equity between monsters, PCs, and NPCs. The not proposing to become the Mary Whitehouse It is my personal rule of thumb that a charac- operative words here are consistent and equity. of gaming. Nor am I some “uptight feminist” ter not accumulate more than one permanent If such a standard existed, even a simple one as prone to paroxysms of rage over uncovered magical item per level of experience. This can outlined above, designers could design products female beauty, and I accept that fantasy role- be augmented by the occasional limited-charge that were much easier for the DM to customize playing is generally a male-oriented province. item and the more-common perishable item in a likewise consistent manner. However, I do think that the exploitation of (e.g., a potion, scroll, etc.). This would yield These criticisms refer to Fighter’s Challenge as male to increase profits can only be maybe 1-3 items, total, for a 1st-level character an example only; my intent is not to single out detrimental to the reputation of role-playing as about to advance to 2nd level and about 12-16 the author or any one module. Rather, this a serious hobby. It is hardly surprising that for a 10th-level PC. Even this might be too module is indicative of an inherent design trend there is a lack of female gamers, or that the generous for, at this rate, the average 2nd-level in most of TSR’s products that dates back to the playing of AD&D games draws criticism from character would probably have more magical AD&D 1st Edition game and that, alas, the narrow-minded sectors of society, when the items than the player running him has pairs of AD&D 2nd Edition game failed to correct al- kind of art that you choose to represent your shoes, and no one would claim that shoes are a though the intent is clearly there. Any response products is inevitably going to increase their rarity in our society! However, this seems to me would be appreciated. skepticism. a fairly balanced way to keep the level of magic Malcolm Wolter Come on, TSR. If you really want to be taken under control so that the DM can create excit- Houston TX seriously, as you claim, stop trivializing both the ing adventures that encourage more reliance on women in your campaigns and the campaigns the PCs’ personal abilities rather than PCs as themselves, and try to clothe your female char- walking gods thanks to their huge arsenals of * indicates a product produced by a company other acters a little more adequately. If you are fearful magical items. than TSR, Inc. Most product names are trademarks of losing sales, remember that concealment is At least one TSR source gives even more owned by the companies publishing those products. often more exciting than blatant display—but, stringent guidelines when it comes to distribut- The use of the name of any product without mention after all, it is not that sort of fantasy you are ing magical items to characters. The Monstrous of its trademark status should not be construed as a supposed to be catering to. Compendium (Volume 11, in the “Adventurers” challenge to such status. Amaryllis Roy subsection under the heading “Men,” gives any Derby, U.K. NPC a mere 5% chance per level to possess an item requisite to his class. Thus a 10th-level Is it just me or is there a serious imbalance in fighter has only a 50% chance to own a magical the amount of treasure laying about in most of sword. Huh? How many 10th-level warrior PCs TSR’s (sorry, guys) published adventures? For have you ever heard of that possessed only one What’s a SASE? example, check out HHQ1 Fighter’s Challenge, a magical sword, maybe none? new AD&D module that’s designed for one Any NPCs using this latter system will clearly A SASE is a self-addressed, stamped character (preferably a fighter, level 2-4). The be, item for item, no match for a group of envelope. If you send a submission adventure yields no less than three different “reasonably balanced characters” outlined to DRAGON® Magazine and hope pairs of magical boots to the tenacious treasure- above. To correct this, I have given the NPC for a response, include a SASE with seeker! Oddly, the resourceful adventurer could adventurers from the Monstrous Compendium also find two identical long swords useful a +5% bonus to their chance to have requisite your letter, gaming article, short against lycanthropes and shape-changers (a magical items. This bonus is applied only to the story, or artwork. Make sure the fairly rare item according to the treasure tables “Adventurer” subsection and does not accrue to SASE is large enough (and has in the and many other any of the other subsections that say “See Ad- Dungeon Master’s Guide), enough postage) to allow the return magical treasures are conveniently placed to aid venturer table” —soldiers, for example. Further- the questing warrior overcome specific obsta- more, any chance over 100% is the stated of your material if necessary. Cana- cles and opponents that are later encountered. chance to have an additional item of that type. dians and residents of other coun- This is an acceptable plot device if used spar- Thus, 15th-level warrior automatically has one tries should enclose international ingly and with justification (the potion of un- magical sword, for example, and a 50% chance postal coupons, available at their lo- is on the corpse of the last to own another magical sword. This weapon dead control cal post offices. We are not respon- adventurer who knew of the lurking undead may be wielded as a secondary weapon for menace in the ruins, or the wizard loans the those warriors able to fight with two weapons; sible for unsolicited submissions; be character a particular, rare item that the mage it may be a backup weapon kept with the fight- sure to enclose that SASE. knows will be needed to complete the geas, er’s other gear in case his current one is lost, etc.). However, in this adventure, nearly every stolen, or (gods forbid) broken. Or the extra DRAGON is a trademark of TSR, Inc. challenge has an accompanying item that ren- sword may be back at the keep, locked up in ©1990 TSR, Inc. All Rights Reserved. ders the adventure almost anticlimactic. (“Now the lord’s armory. The point is, this fighter looks

96 JANUARY 1993

wearer takes no damage if the save suc- ceeds (see DMG, page 179). An anti-magic shell hedges out the effect, though it also shuts down all other magical items and effects within the spell’s radius. The statistics for character drag ons in , pages 37-39, don’t match the summary informa- tion at the back of the book, nor does it match the description in the boxed set. Specifically, the summary information does not by mention the psionic abilities listed on page 39—which give a 30th-level dragon 20 sciences and 35 devo- tions. Meanwhile, the boxed set If you have any questions on the games opt to become an advanced being by de- gives the Dragon of Tyr a psionicist produced by TSR, Inc., “Sage Advice” will claring his intention and switching to the level of 20 (or 25, depending on answer them. In the United States and psionicist class.) Note that a character which section you read), the ability Canada, write to: Sage Advice, DRAGON® cannot return to his old class once he to cast spells and use psionics si- Magazine, PO. Box 111, Lake Geneva WI switches (see PH, page 45). No multi- multaneously, and regeneration at 53147, U.S.A. In Europe, write to: Sage classed character of any type can become 10 hp a round. Also, the hit-dice Advice, DRAGON Magazine, TSR Ltd., 120 an elemental. listings are widely different in all Church End, Cherry Hinton, Cambridge Character dragons and avangions have three places, and the burrowing CB1 3LB, United Kingdom. We are no similar requirements, except that they movement rate of 6 listed in the longer able to make personal replies; have to be defiler/psionicists or preserver/ boxed set is not mentioned in either please send no SASEs with your questions psionicists, respectively. section of Dragon Kings. Finally, the (SASEs are being returned with writer’s footnote on the jumping movement guidelines for the magazine). In DRAGON® issue #177, “Sage rating in the supplement reads: This month, the sage answers your Advice” said that details on how the “now has a ‘jumping’ movement rate questions about one of TSR, Inc.’s newer Dragon of Tyr stores magical energy of 5 (should be 6)”. What does this products, the Dragon Kings rules supple- would be included in Dragon Kings, mean? Is the jumping rate 5 or 6? ment for the DARK SUN” campaign set- but I can’t seem to find it anywhere. The mismatch within the Dragon Kings ting, plus one bonus question on You also said that details on how the book is an editorial error. The text on world-specific vs. generic adventures. Dragon’s defiler magic affects ani- dragons got changed in one section of the mals would be included in the book, book, but not in the other—this kind of but I can’t find that either. thing happens more often than anyone In the Dragon Kings hardbound for When I was writing the column for issue would like. Here are my unofficial sugges- the DARK SUN setting, it is said that #l77, there were plans to describe the tions for resolving the contradictions: dual-classed clerics cannot become Dragon’s ability to store magic, but that Use the psionic powers listed on page . Does this mean that changed and the details remain unreveal- 39; this gives the Dragon of Tyr six disci- cleric/psionicists or any other class ed. It is even possible that the Dragon has plines, 20 sciences, 35 devotions, and five combined with a cleric/psionicist no such power at all—it could be just a defense modes. Use the powers listed in cannot become an elemental? Do the myth that has sprung up to help explain the boxed set (see the “Monsters of Athas” same rules apply to preservers and the Dragon’s massive power. section in the Wanderer’s Journal). Pick defilers metamorphosing? Check out rules on defiling psionic en- the additional 10 sciences and 11 devo- I looked very carefully through Dragon chantments on page 44; this is how the tions yourself, and assume that the Kings looking for whatever passage you’re Dragon’s spells kill people and animals. powers listed in the Wanderer’s Journal asking about. I’m not sure I found it, and Tim Brown also has hinted that the Drag- are the ones the Dragon uses the most. neither is Tim Brown, Dragon Kings au- on might have a special life-sucking spell Note that the five defense modes listed in thor. Do yourself a favor and include a or psionic ability that simply produces the Wanderer’s Journal under the Telepa- page number whenever you ask for a defiling damage over wide areas. The thy discipline do not count toward the rules clarification. It’s the only way I can details of this spell—if it exists at all—are Dragon’s total number of powers (see the be sure I’m clarifying the rule you’re actu- unrevealed. Complete , page 14). ally asking about. Use the hit-dice listings from the supple- I assume you’re referring to the text on Do character dragons and avan- ment at the back of Dragon Kings. This page 56, which says a character elemental gions take damage from defiling matches the table on page 37 at every level must be a human cleric/psionicist, level psionic enchantments? Is there any except 21, where the dragon should get 20/20 (see the Prerequisites section). The defense from these attacks? +20d4, not + 10d4. Note that the Dragon character must commit to becoming an According to the rules on page 44, every of Tyr has nearly maximum hit points for elemental immediately upon reaching 20th living creature—except the caster—within a 30th-level dragon (250 out of a possible level as a cleric (2,700,000 xp), and cannot 30 yards of a defiling psionic enchantment 254, assuming no Constitution bonuses). have any other classes. If the character takes the listed damage. Dragons and The burrowing movement rate seems to quits the cleric class to follow a class other avangions are powerful, but they are alive have been dropped by mistake; I’d add it than psionicist, or takes up the psionicist and are subject to this kind of defiling at 27th level. class before reaching 20th level as a cleric, damage. The parenthetical note about increasing he cannot become an elemental. This is Since psionic enchantments have a magi- the jumping movement rate to 6 probably the intent behind the line: “No multi- or cal component, there are all sorts of ways was an editor’s note that accidentally dual-classed cleric can opt to become an to get protection from this effect, and two found its way into the book. Since most elemental.” on page 56. (The cleric must be such ways follow. A scarab of protection movement rates in the AD&D® game are single classed and 20th level, then he can grants the wearer a saving throw, and the evenly divisible by three, somebody proba-

98 JANUARY 1993 bly wanted the listing changed. I don’t see shown in the summary, not as described in snatches, plummets, and wing buf- any reason not to leave the jump rating at the text on pages 42-44. fets? Do dragons and avangions use 5, which is how it is listed in the Wander- Avangions are preserver/psionicists. special spells that have no material er’s Journal, but go ahead and increase it They retain the psionic powers they had components the way Monstrous Com- to 6 if it makes you happy. as 20th-level psionicists and gain one addi- pendium dragons do? This would The Dragon of Tyr’s regeneration power tional science and one additional devotion seem essential for high-level avan- and ability to use spells and psionics simul- at each level, just as dragons do. gions, who have no appendages. taneously are unique to it—it’s a special Each new property of an avangion’s aura The DM, of course, has the final say, but beast, even as fully matured Athasian is cumulative, as described on page 44. I suggest that any dragon that can fly be dragons go. The exact reasons this dragon allowed to make snatches and plummets. is so special are unrevealed, but they Can avangions and dragons hurt Just apply the MC formulas to the Dragon might be uncovered in an upcoming DARK each other with physical attacks? Or Kings claw and bite ratings. Use the tail— SUN game product or novel. does their immunity to weapons— attack ratings from Dragon Kings. I’m considerable immunity in the case inclined to think that Athasian dragons are The statistics for character avan- of avangions—prevent this? Can a not built in quite the same way as dragons gions in Dragon Kings, pages 42-44, dragon’s breath weapons hurt an are on other worlds, and I suggest that don’t match the summary informa- avangion? you disallow wing buffets. Likewise, I tion at the back of the book. Are the Although avangions and dragons are don’t think Athasian dragons should kick. various effects of the avangion’s characters, their status as advanced beings Dragons and avangions use the same aura cumulative or do the various allows them to use table 48 on page 69 of rules for spell-casting as other characters powers replace each other? If they the DMG. Any dragon or avangion counts do, including casting times, and various replace each other, can an advancing as a +4 weapon simply by virtue of its hit components. It is unclear exactly how they avangion opt to forego a higher- dice. Avangions of 28th level and above accomplish this, especially in the case of level effect to keep a lower-level are immune to a dragon’s physical attacks, high-level avangions. Note that while an one? Do avangions have psionics? since the equivalent of a +4 weapon is the advanced being can’t launch spells any Except for the hit-dice column, the sum- limit for creatures. However, a dragon’s more quickly that any other spell-caster mary section is correct. The hit dice breath weapon inflicts both fire and abra- can, the DM should assume that they column should read: 21st-level 20d4 + 10; sion damage; avangions of any level are always have some way to complete any 22nd-level 25d4 + 10; 23rd-level 29d4 + 10; not immune to either attack form and can other requirements. Avangions, for exam- 24th-level 32d4 + 10; 25th-level 35d4 + 10; be affected. ple, can be assumed to flutter their 26th-level 39d4 + 10; 27th-level 44d4 + 10; wingtips to complete somatic components. 28th-level 50d4 + 10; 29th-level 58d4 + 10; Can dragons use the various forms Both dragons and avangions can be as- 30th-level 68d4 + 10. Avangions gain new of dragons’ special attacks as listed in sumed to have some way to get at material movement rates, and other powers as the Monstrous Compendiums such as components if that optional rule is in

DRAGON 99 effect. Material components might be user isn’t just hurling objects around (as in set’s Rules Book says Athasian manipulated psionically, plucked from a the Ballistic Attack power); instead, he bards don’t learn wizard spells, but pocket dimension, regurgitated from the “programs” a missile to return to him if it the Ranis Inika character on page gut, or whatever. Advanced beings are misses. As such, it augments the user’s eight of the source- powerful enough to bend the rules a little ability in using missiles rather than grant- book does have spells. I don’t get it. bit when necessary. ing the user a wholly new ability. You are the victim of a gross error. Ranis Inika has no spell list, but she can manu- The descriptions of two of the new In DRAGON issue 178, you said facture any of the poisons shown on the psionic powers in Dragon Kings gladiators use the paladin/ranger table on page 36 of the DARK SUN Rules seem a little odd to me. The Teleport advancement table, but page 14 of Book and has the following thief abilities: Object power on page 142 is listed Dragon Kings says gladiators reach PP 65; OL 55; FT 65; MS 70; HS 70; DN 45; as a Psychokinetic devotion, but 20th level when they earn 3,000,000 CW 90; RL 20. shouldn’t it be Psychoportive since xp, and that’s what fighters need for it has Teleport as a prerequisite? 20th level. Why does TSR, Inc. spend so much Also, Return Flight on page 146 is Gladiators do use the paladin/ranger time and energy producing so darn listed as a Psychometabolic devo- table. The figure in Dragon Kings should many game worlds? There must be tion, but wouldn’t it be better as a be 3,600,000. This is official and came at least 10 of them if you count the Psychokinetic devotion? straight from Tim Brown, Dragon Kings softcover books. Why don’t you Although it is not common for a power author and director of product research concentrate on something for those to have a prerequisite from another disci- and development at TSR, Inc. of us who play on our own game pline, there are several precedents in the worlds—like a good old-fashioned Metapsionic discipline. Teleport Object was What do you do with an Athasian adventure or two? placed in the Psychokinetic discipline wizard’s or cleric’s wild talent if he With something like 3,000,000 + AD&D because it involves manipulating objects; opts to become an advanced being game players out there, variety is a must. Psychoportation involves personal move- and quits his original class to be- That’s why TSR, Inc. cranks out so many ment by the power’s user. If that doesn’t come a psionicist? Does he keep the game worlds. One or two of them might satisfy you, change the Teleport Object power? What happens to the charac- be allowed to retire gracefully, but each of prerequisite to Telekinesis. ter’s PSPs? them has a cadre of dedicated fans who You have a better case with the Return The easiest way to handle this is to let the scream very loudly when their favorite Flight devotion. Since the user is manipu- character keep the wild talent and PSPs in a world gets ignored. (Here’s good news for lating an object, it sure seems to belong in separate pool. “Sage Advice” discussed the readers who fall into this category: TSR, the Psychokinetic discipline. I suspect it details in DRAGON issue #184. Inc. soon will start a “Classics” line that was placed within Psychometabolism to will feature a product for each world once maintain game balance and because the Page 36 of the DARK SUN boxed a year.) Actually, there have been plenty of pure adventures published in the last two years. Here’s some examples right off the top of my file cabinet: Wizard’s Challenge (TSR product #9359), Haunted Halls of Evening- star (#9354), Treasures of Greyhawk (#9360), and Rary the Traitor (#9386). Wizard’s Challenge has the virtue of being generic—the set-up does not depend on any particular AD&D game setting, but it is designed for one-on-one or small-group play. The other products are designed for normal groups, but are set on particular worlds. This shouldn’t be an impediment to DMs who have developed their own worlds, however. Any commercial sce- nario can be dovetailed into a homespun campaign. The premises behind some of these scenarios might not fit your particu- lar campaign, but not every generic adven- ture will either. You shouldn’t ignore a packaged adventure just because you’re not interested in the world logo on the front cover. Smart game shoppers read the back-cover copy, or ask another gamer or a store employee about what’s inside be- fore deciding what to buy.

Here it comes!

Wondering what TSR is about to do next? Turn to “TSR Previews” in this Tissue and find out!

100 JANUARY 1993

102 JANUARY 1993 DRAGON 103 104 JANUARY 1993 DRAGON 105

108 JANUARY 1993 DRAGON 109 110 JANUARY 1993

©1992 by Robert Bigelow Photos by Mike Bethke Taking a look at new rules sets

Reviews 5938 Carthage Ct. Thunderbolt Mountain Cincinnati OH 45212-1197 Miniatures 656 E. McMillan Minifigs Cincinnati OH 45206-1991 1/5 Graham Rd. Southhampton, England, SO2 OAX 1020 Battling Bronze Dragon * * * * ½ The Battling Bronze Dragon is an 11- 10-463 T’Char: Dragon of Flame and piece, 25-mm scale lead kit. The figure Fury * * * *½ measures over 250 mm from nose to tail This lead kit consists of 12 parts that claw and has a wingspan of 125 mm. The assemble into a dragon scaled for 25 mm body is covered by scales that resemble figures. The figure measures over 300 mm small overlapping circular shields with long and over 80 mm high. The base is a flattened edges. Both wings have spiny two-piece casting formed in a “U” shape, leading edges that form the basis for the whose surface resembles a rocky crag leathery supports. This dragon is in an with an abundance of stones randomly attack position. spread as if by a rockslide. Please remem- Flash on the tail and the wing spines ber to check the holes before assembly as were easily cleaned with a hobby knife. it can be difficult to line up the dragon’s Mold lines and marks on a number of legs so they fit in the base. surfaces were camouflaged or easy to The dragon is covered by rows of irreg- remove and do not detract from the minia- ular scales except for the stomach and ture. Arm- and wing-joint surfaces are chest; these areas are covered by overlap- smooth but are slightly undersized, so ping V-shaped center split plates. The they require some filling and bracing wings are heavily veined and supported by during assembly. Most joint lines blend in thin bones. The wings taper to an edge well when reasonable care is taken. even though they are thick. The usual The biggest problem with this miniature spinal ridges have been replaced by hair is its stance. The figure is not quite bal- that appears to be waving in a breeze—the anced when fully assembled, and could fall hair begins behind the head and ends easily. I recommend bending the left-foot halfway along the tail. The paws and feet I want to thank Chris Osburn for paint- joint and gluing the right foot flat. We bent have only three claws instead of four. ing the knights for Milton Bradley’s the tail, and it broke, so use care. This There were several small problems with BATTLEMASTERS* game, Eric Petersen model is impressive and would make a this model that required time and pa- for painting the T’Char figure from Ral good addition to any collection. Its price is tience. There were mold marks and flash Partha and Signal Corps from not bad at $26.95, and the figure is highly on many of the sockets and joints. Careful Lance and Laser, Tina Druce-Hoffman for recommended. filing and cleaning was required on the painting the bronze dragon from Thun- back hairs, upper head, tail, and paws. derbolt Mountain Miniatures, and Fred Gap filler is needed as some of the joints Hicks Jr. for painting the Milton Bradley didn’t mesh (quick-drying adhesive is footsoldiers. Miniatures’ product ratings highly recommended). The tail did not go together quite right, and we decided our * Poor tail fit and looked better in its present ** Below average location. *** Average This is a very good miniature but will **** Above average require some work to reach its potential. ***** Excellent Muscle detail is excellent, and it is a strik- ing miniature when finished. This is not a

112 JANUARY 1993 novice-level kit, but it is still recommended ing with the rules book and using this to at $20. help clarify the game system. These battles use single figures or very small numbers Lance and Laser Inc. of units but give a good feel for the rules. P.O. Box 14491 l A series of sheets with colored punch- Columbus OH 43214 outs. These give you the ability to build a small tower, house, and sheds. They also 022 Dwarf Signal Corps **** give you stand-up illustrations of different This three-piece lead set is scaled in 25 weapons that may be purchased for the mm and comes equipped with signal flags. system. Bases are included for these color- The main component is a telescope mount- ful stand-ups. The set also contains a varie- ed on a wood-grained stand fitted with ty of battle templates for use in finalizing small wheels. The telescope is set with a damage, and two abbreviated turn-sheet focusing eyepiece. The miniature has cards for game use. The last item is a molded fittings where the real ones would template for making movement trays for be and is accurate except for the mold large numbers of figures. These trays lines through the front and rear of the allow you to pick up and move large model. The observer is an unarmored groups of single figures without fuss. dwarf who is hunched slightly while l A set of 12 different spell cards that squinting to look into the telescope. detail the limits of spells and magical items The signal man has his flags set in a in the basic set. The fronts of the cards signal. The flags have a diagonal line en- have the color wheels for the schools, and graved to assist in painting There is a the backs look like scrolls. mold line on the middle of the figure, but l The Battle For Maugthrond Pass. This it is easily removed. 15-page scenario book starts out with I highly recommend this set and plan on what you need and moves through a brief getting more of them. This is a very good history and actions that set the stage for buy at $3.95 per set. the battle. This history is vivid, with he- roes and individuals mentioned. The book Inc. then details complete armies, most of 3431-C Benson Ave. which are included with the set or could Baltimore MD 21227-1072 be picked out of figures at home. A turn sequence, victory conditions, and points Games Workshop Ltd. are all printed on a sheet that can be cut Chewton St. out or photocopied. Colored layouts of the Hilltop, England battlefield are shown, and ways of making Nottingham, NG16 34Y scenery are discussed. It also gives a list of tactical tips to help the players do well. a little magic thrown in for spice. This

0120 WARHAMMER FANTASY l Armies List. This 18-page compendi- book allows quick fighting with different BATTLES boxed set ***** um of units for each of the different races figure types and several monsters. Several years ago, in a review of Games will allow you to set up for battles. This l Miniatures. There are 104 plastic Workshop’s Siege Book, I said I liked the book details the components of each army, figures in the set. These figures are scaled book but not the WARHAMMER FANTASY profiles and movements of those compo- for the larger Games Workshop scale and BATTLES system itself. Now Games Work- nents, their allies, and war machines with include individual slotted bases. There are shop has completely redone the original game, and the new boxed game contains everything you need to play:

l Nine six-sided dice and artillery and scatter dice. The artillery die is used to determine whether you hit after you guess the range. If you don’t roll a hit, the arrows on the scatter die tell you what direction you are off while the artillery die tells you the distance and whether you misfire. Misfiring can damage your weapon.

l A special issue of WHITE DWARF* Magazine that is actually a catalog. There are some good paint jobs on the figures, and it is a chance to see if you have missed any products.

l A painting guide that contains more ads and some painting tips. The tips are good, but remember you don’t have to use Citadel materials. The guide also empha- sizes cleaning plastic models and letting the miniature dry before moving on to the next step, which I mention here in case you decide not to read the book.

l A sample battle sheet that runs through a short battle as an introduction to the rules and allows you to see exam- ples of the rules. It also emphasizes start-

DRAGON 113 20 elf archers, 20 elf spearmen, 32 goblin go elves and goblins are very good for plastic until the magic supplement comes out. spearmen, and 32 goblin archers. The elf figures. This means you will have to buy the sup- spearmen are high elves wearing long l Bestiary. This 96-page booklet with plement to get the most out of that aspect voluminous robes with scale mail over color cover and inside facing sheets acts as of the game. them, from shoulders to feet. They wear a combination atlas and race guide. A two- Aerial combat, siege weapons, and mon- pointed shoes and broad belts with over- page map that shows details of the Old sters all have a place in the rules book. lapping disks and jeweled buckles. Plates World and gives an overview on most of Musicians and generals play a part in rise from these belts to protect their the rest of the world. A brief history of keeping up morale, so there is a good chests. Their heads are covered by high each race is followed by a discussion of reason to purchase those figures now. helmets that are slightly pointed on top racial subtypes. Each race has a full set of Small unit and skirmish rules, buildings, and flared at the bottom, with nose guards statistics and some deviants so that differ- and daemons finish the book. and cheek protectors. The shields are ences may be incorporated. A monster The game states that there are excep- molded separately and are of large kite section gives a description of intruding tions to the rules and that every game may design. The elf archers are the same beasts, statistics, and special information have subjects not covered by the rules. It height (35 mm) as the spearmen, but are so you can influence a battle or run skir- encourages you to work together to reach from a different clan. They also wear long mish conflicts. There is even a section on a compromise, and thus gives its players a robes, but their chain mail comes only to Chaos warriors. This book alone is worth high compliment. their hips. Quivers hang on their right about 20% of the price. The box set is well worth the money it hips and are embossed with a bird’s wings. l Last, but not least, is the rules book costs. I am hard pressed to find any seri- Flowery unarmored sleeves end in bracers that holds the set together. This book is 95 ous flaws, although there may be some at the wrists. Fingers and hands are bare, pages long and includes a full-color center lurking in the big battle rules. The system and their left hands clutch large bows. that shows available troops and a guide will take time to learn and play, and my They have no chest plates, and their hel- for painting skeletons. The painting meth- highest compliment is that I’m going to mets are notched for their ears. The hel- od used is only good with Citadel have to get another set. This is a full box mets’ insignia looks like a sword with a products, so it will not be useful to those and a great value at $55. diamond or jewel in the hilt. There is little gamers who don’t own those products. flash on either style of figure, but you’ll The rules contain a brief explanation of Milton Bradley Company need to take care in removing them from the WARHAMMER game and a contents Springfield MA 01101 the sprue. list. There is a section on building assem- The goblins are not nearly as formidable bly. The next section contains a terrain MB4210 BATTLEMASTERS * * * * * in appearance as the elves. The spearmen generator for fantasy battles and guide- When Milton Bradley introduced the wear tunics belted at the waist with a lines for placement. Sequences and proba- HEROQUEST* game, it was the first time wide belt and fur-topped boots with over- ble victory points are also discussed. The that a novice-level game included minia- lapping protectors. Their right hands hold next section gives statistics and character- tures. But they pushed it heavily and spears with tasseled heads and their left istics and explains each concept through brought a whole new group of people into hands could hold the separately molded examples or charts. This includes unit the hobby. Milton Bradley has again round shields. There are several different definition, turns, movement, and combat. teamed up with Games Workshop to pro- designs on the shield faces, and the backs Combat is dice based, with morale and duce a game that could do the same for look like grained wood. The goblins have maneuvering almost as important as unit miniatures gaming. It is called BATTLE- no helmets and have big grins on their type. Unit weaponry is based on majority MASTERS and is usable by novices and faces. The archers measures 23 mm to the of weapons held by the figures. Even long-time gamers alike. top of their tall pointed caps while the mixed groups fit under this rule. Psycholo- The box bottom lists the extensive con- spearmen are 18 mm high. The archers gy and morale rules help fight the suicide tents of the box: 103 unpainted plastic are wearing tunics belted at the waist, low tactics used by many gamers. A variety of figures, a portable combat board, cards, boots, and have bare arms and legs. Quiv- different allowable movements which dice, tokens and unit bases. The map is ers hang from their left sides, and they are make the game much more realistic. Un- 4½’ X 5’ and is about the same thickness posed as if they just released arrows. fortunately, gunpowder rears its ugly as a vinyl tablecloth. The board has pre- There is no flash on these pieces, but take head, but it is not the disaster it could be. printed terrain features—rivers, woods, care removing them from their sprue. The Magic is present but is extremely limited plowed fields, and roads—all overprinted

114 JANUARY 1993 with 145-mm hexes made to hold the unit on the legs, shoulders, and shields that men-at-arms wearing light plate over chain bases and facilitate movement. Tiles allow came off with a knife. and armed with poleaxes and shields. you to place obstacles or fords in the The 10 Chaos archers have mohawk They are wearing turbans around their rivers. Also included is a five-piece tower haircuts, boots, and loincloths. They hold helmets and have fairly detailed faces. that goes together well. The tower can be bows in their left hands, and their right Gauntlets, plumes, and face protectors detailed by using filler along each corner hands are back as if firing. Their only finish these figures. The 10 bowmen and and the bottom section of the roof, and other clothing is shoulder plates and five crossbowmen are identically dressed cutting open the windows. Use basic shields strapped to their chests. There was in breastplates, tights, and boots. All are model primer after cleaning all the plastic little flash on this group. wearing cloth-wrapped helmets with parts, as the hard plastic holds the paint The 10 beastmen are typical of Games plumes. The archers wear jackets over well. The tiles, cards, and markers are Workshop, kind of pointy-eared minotaurs their padding but the crossbowmen have colorful and well printed. complete with a ridged spine, long hair, no jackets. The mechanics are simple. Movement is and horns. They wield large axes and This set is a must. Not only is it ex- determined drawing cards. When the card carry round shields, while small shields tremely playable, but it has a number of of a unit is drawn, that unit may move and protect their stomachs. Short swords hang pieces that are nice to have. The units in fight. It is possible for a side to be attacked from their belts. this game are made ‘in groups three or five several times without a move, but it may The 10 Chaos footknights are in plate and can be mounted to a large, slotted defend. Strategy includes trying to cover mail with chain underneath. Their helmets movement base. These bases have a back objectives with single units, as you never are horned in a squared pattern with panel for unit identification and are made know when the units will move. Movement skulls embedded on the tops. Long capes so the figures can face different direc- is unimpeded by any preprinted terrain, and fall to the ground from armored shoul- tions. When not using this game as manu- only the hedge tiles may be used strategical- ders, and they are armed with poleaxes factured, you can form the units into ly. Mounted units have cards that allow and large kite shields. 10-man groups, freeing the extra stands to them more than one hex movement, but The heavy knights on both sides ride mount other figures that use slotted bases. they are few and far between. identical horses which measure 44 mm YOU can place figures in marching columns Combat is straightforward: The only long, and 38 mm tall. The horses come in or fighting lines, although you may have to modifiers in combat are the ditch and the two parts that fit together well and will cut the sides slightly. With the addition of three-story tower. Attacks are made using need only minimal filling. The animals velcro to the bases and box, these also will multi-strike dice according to the attack have metal barding with rivets clearly make great carriers. With work, the tower value on the bases. Skulls designate hits molded, plates protecting the head and can become a very passable border post. for the attacker, and shields for the de- back, spikes in the forehead plate. They There are also a number of different fender designate cancelled hits. When the have simple saddles with blankets and press-on stickers for shields and flags that unit absorbs its maximum hits, it is re- wide belly straps. The knights are held on extra adhesive for guaranteed adhesion. moved from the playing field. The winner the horses by pegs that fit into holes in the This set is highly recommended for is the last player with units remaining on saddles. The Chaos troops wear their hair everyone. The price varies, starting at the field. long spilling through the skulls on the tops, $28.95. This set has been released to the The game also contains over 100 very of their helmets. They carry ornate lances “mass market” and the large chain stores usable 25 mm hard-plastic figures split in their right hands and arrowhead shields often get a much higher discount than into two armies. The army of Chaos has an in their left hands. There was little flash single stores because they buy by the ogre champion. He stands 58 mm to the present. thousands. You have to decide where to spike at the top of his helmet and comes in The lord knights wear winged helms get the game, but remember that without two halves. He is armed with a giant mace, and medallions of office on their chests. your local hobby shop our hobby might is bare from the waist up and has a shield Long capes stretch to their horses’ backs not exist. The best recommendation I can on his belly. The figure does have a sepa- while their right hands hold simple lances give is that I plan to get another set for ration line running up both sides that will and their left hands hold shields. All their myself. need filling after gluing. horses have hair over their hooves. Next up are the six wolfriders. The The nine imperial knights ride cloth- I wish to add something that applies to wolves each come in two halves with the barded horses that otherwise match head entirely on one half. Fur detail is closely the descriptions of the heavier all rules sets with templates, counters, etc. shallow on the bodies and heads, but the barded horses. The knights wear simple I firmly suggest that you photocopy and legs are relatively smooth. A mold line plate secured by rivets. Simple lances are keep the originals, and laminate the copies runs up the back, but can be filled. Furred secured to the pivots on their right sides you’ll use. You may lose parts, and wear and tear will always take its toll. As long as saddles for the one-piece goblin are mold- with kite shields on their left arms. Slight ed on. The goblins are wearing leather trimming is all that is needed to prepare you have the originals, you can recopy the and chain mail armor, and are armed with these figures. components. This will ensure many years of enjoyable gaming. a spear and shield. There is flash around The imperial army has fewer types of You can contact me at Friend’s Hobby, the body and shield but it cleans easily. troops. The “big gun” on this side is the The wolves stand 25 mm high and 40 mm, mighty cannon. The gun carriage resem- 1411 Washington St., Waukegan IL 60085 or call M, W, Th, F 2-10P.M. or S&S 10A.M.- long while the goblins are only 20 mm tall. bles wood that is banded and plated. The 5P.M. at (708) 336-0790. There are ten 18½-mm-high goblin wheels have a molded metal hub and ground troops who are armed with metal plates for holding the wheel shape. swords and shields. They are one-piece * indicates a product produced by a company other The barrel is straight and has several bas- than TSR, inc. Most product names are trademarks castings with evil grins and wide pointed relief features including a dragon. The owned by the companies publishing those products. ears, dressed in chain with long coats and solid barrel has a hollow spot at the bot- The use of the name of any product without mention belts. Their heads are bald, and a thin tom that is very evident. Green putty and of its trademark status should not be construed as a layer of flash surrounds several of the a sharp knife took care of both problems. challenge to such status. bodies, but this was easily removed. One crew is wearing breastplates with an The orcs are dressed like mongrels. The embossed sign and is lighting the cannon wear chain-mail surcoats and are armed with a burning brand. The other is with large swords and round shields. They dressed more simply and carries a swab are in a wide stance and have some flash and water. The infantry consists of 15

116 JANUARY 1993

Rhino’s Armor, Tiger’s characteristics are listed in parentheses. roughly conforming to the characteristics Claws In addition to fine native steel, bamboo of a normal club. Certain of them, such as was a primary material used in Indian the curved sticks, may be associated with Continued from page 39 weapons. Bows, arrow and quarrel shafts, a martial-arts form. Talwar: This was a heavy, broad-bladed, and the hafts of javelins, spears, maces, Crossbow: Bows were the most curved sword sometimes forged and other weapons were often made of common missile weapon available in India, from solid steel. Some had bamboo. and it is up to the DM whether or not considerably lighter blades, and these crossbows will be available. function exactly like in AD&D Arquebus (bandukh torador): Dagger (bich’wa, , games. Both styles of talwar are among the Matchlock weapons may be allowed in khanjarli, pih-kaetta): Many different most common swords encountered in Indian adventures if the DM allows. They types of daggers, in a multitude of exotic Indian adventures. The talwar was often would be used for hunting or adventuring shapes, can be found in Indian adventures. used as a sacrificial weapon. more than for warfare, for which the bow Although of strange appearances or Zaghnal: The zaghnal is a one-handed predominated. construction, most of them nonetheless pick, usually fashioned entirely of steel, Battle axe (tungi): A great variety of function like normal daggers. However, with a broad, sharp, beaklike piercing axes both double and single-headed, with peoples of certain regions, cults, or head. Even though it was only about heads in all possible shapes, were used martial-arts disciplines may favor one type 1½‘-2’ long, it was also heavy and had throughout the subcontinent. They ranged of dagger over another. great punching power. Give it a + 1 attack from the dual-purpose weapon/tools of Dart: Indian darts were often of steel bonus vs. chain mail, which it was primitive tribesmen to the ornate weapons and could even be found in royal arsenals. designed to penetrate. Many zaghnal were of aristocrats. Hand axe (): Many varieties of decorated with brass, silver, or other Bow: Long or short, composite or self, hand axes could be found. In rustic areas, precious metals and had beautifully etched bows were available throughout India, most of these doubled as tools. heads and hafts, sometimes adorned with although perhaps not all in the same areas. Javelin: Bamboo-hafted, steel-headed images of animals or monsters. Long and short bows were often of javelins were used for both hunting and bamboo, while composite bows were warfare. Many weapons popular in typical AD&D lacquered with a wood core, horn on the Knife: The sort of variety found in campaigns were used in India, but some belly side, and sinew on the back. Bows daggers also applies to knives. In addition, have been slightly modified, and all will be were also sometimes made of steel in the many sorts of elaborate parrying knives crafted and embellished so as to have a shape of an Indian composite bow. were used. DMs can allow such wholly distinctive appearance. After each Club: All forms of clubs, sticks, curved available weapon, names for similar sticks, and canes can be found used as weapons that conform to the same weapons in an Indian adventure, all

Scissors katar

Table 3 Indian Weapons & Statistics

Weight Speed Damage Item cost (lb.) Size Type factor S-M L Arrow, mail piercer* 1 gp/20 ** S P - 1-6 1-6 Bagh nakh 2 gp 1 SS1 1-4 1-3 Buckler, spiked 3 gp 3 M P 4 1-3 1-2 Chakram 1 gp ½ S S 2 1-4 1-3 Gada 1 gp 6 M B 6 l-8 1-4 Hora 1 gp ½ S B 1 l-3 1-3 Katar 5 gp 1 S P/S 2 2-5 1-4 Khandar One-handed 25 gp 10 MS5 1-8 1-8 Two-handed 25 gp 10 M S 7 l-10 l-10 Kora 11 gp 4 M S 4 2-7 2-7 Kukri 3 gp 2 S S 3 2-5 2-5 Madu 6 gp 5 MP 4 1-4 1-3 Pata*** 30 gp 6 M P/S 6 l-8 1-12 Peshkabz* 3 gp 1 S P 2 1-4 1-3 Talwar 15 gp 5 M S 6 2-8 2-8 Zaghnal* 14 gp 5 S P 5 2-5 2-7

* This weapon gains a + 1 bonus to attack chain-mail-clad targets, in addition to any other modifiers. * * These items weigh little individually. Ten of them weigh one pound. * * * This weapon inflicts double damage when used from the back of a charging mount.

118 JANUARY 1993 implements to be used either for an attack penetrating chain mail. In games, such swords are the most common general type or to defend against a single frontal attack picks are entirely of steel, have reinforced of sword found after the talwar (q.v.) type If the parrying option is chosen (Player’s heads, and are + 1 to attack in an Indian adventure. Handbook, page 100), parrying knives give chain-mail-clad opponents. They cost 16 Long: Thrusting swords with more an additional + 1 bonus to armor class. gp, weigh 10 lbs., have speed factor 8, and emphasis placed on the tip than the edge Parrying knives cost at least 4 gp. are only half as likely to break as standard are the least frequently encountered type Lance, light: Light lances were used in picks. Because they are of higher quality of sword in Indian campaigns. India, mostly in the western and central than normal, many will be embellished, Scimitar (): Curved swords of regions. One notable type made use of a and 90% of magical picks in an this general type are commonly found in hollow steel haft and had an armor- Indian-style milieu will be of this type. the Indian milieu. piercing steel head. Staff (lathi): Staff-fighting was a Short (choora, adya katti, zafar takieh): Mace: Maces usually had flanged steel common fighting form in India, and As with axes, short swords carried by heads, and some had guarded and spurred various types of modified staves can be rustics or tribesmen will usually also hilts similar to that of the khandar (q.v.). A found, almost always of cane or bamboo, function as tools. footman’s mace fitted with such a hilt and sometimes weighted. costs 16 gp, and if it is used two-handed, it Spear (vita): Naturally, many types of Bibliography gains + 1 to damage. spears were used. One spear, the vita, was Draeger, Donn F., and Robert W. Smith. Morning star: Morning stars were equipped with a 5’-long tether, allowing it Asian Fighting Arts. Tokyo: Kodansha popular, being high-damage weapons. to be hurled at an extreme close range, International Ltd., 1972. Indian weapons of this type have large usually by a horseman, and then Harding, David, ed. Weapons. New York: heads and profound spikes, doing either reclaimed. St. Martin’s Press, 1990. bludgeoning or piercing damage, Swords: Perhaps more so than any Ward, Geoffrey C. The Maharajas. whichever is most beneficial to the user. other weapon type, a great variety of Chicago: Stonehenge Press, Inc., 1983. Some reflect a high level of craftsmanship, swords can be found in the Indian milieu. Wilkinson, Frederick. Arms and Armor. being entirely of steel or having hollow Almost any type or variation is possible New York: Grosset and Dunlap, 1971. steel heads. Indian morning stars are within the exotic plethora that existed. considered to be of higher quality than Many of these had specific names but are ones in a Western-style campaign, and the much like existing sword types (see former are more expensive, too, costing 20 below). Some, however, have no unique Moving On? names, despite their singular appearances. gp. If you are changing your address, tell Pick: All-steel fighting picks were Some large swords Bastard (ram ): us immediately. The Post Office will popular in India and its environs, in both had hollow iron tubes for hilts, or not forward second-class mail without one-handed styles, such as the zaghnal alternating sections of tubes and hollow prior notice, and we cannot replace (q.v.), and the more typical two-handed iron balls. Generally, swords were not any issues that are lost in this manner. varieties. Piercing weapons tend to be bigger than the bastard type, and the Please send us your address change most effective against armor in any case khandar (q.v.) was probably the most as soon as possible (with your most (as per Table 52, page 90, formidable that would be normally Player’s recent mailing label) so that you won’t encountered. Handbook). miss any issues! Many picks were designed especially for Broad: Heavy, one-handed hacking

DRAGON 119 NEW PRODUCTS FOR can be used either to introduce the This valuable screen contains all the essential DRAGONLANCE® saga setting to a charts necessary for quick and easy reference JANUARY SPELLJAMMER® campaign, or to introduce during play of the exciting D&D® game The elements of spelljamming to a Krynn-based package also contains a 32-page module, Escape PHBR8 The Complete Book of Elves campaign. from Thunder Rift, that links the introductory AD&D® game accessory $10.95 U.S./$13.50 CAN./£5.99 U.K. D&D® boxed game, the Rules Cyclopedia, and by Colin McComb TSR Product No.: 9409 the Bywater area introduced in the novel, The The glorious world of elvenkind shines from Tainted Sword. these pages! 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Published by the RPGA® Network, this second MARVEL SUPER HEROES™ and all Marvel characters and $18.00 U.S./$21.50 CAN./£10.99 U.K. the distinctive names and likenesses thereof are trade- volume of the ultimate magical-item index picks marks of Marvel Entertainment Group, Inc. and are used TSR Product No.: 9431 up where Volume 1 left off. The listings contain with permission. illustrations of the items, plus prices, SJR7 experience-point values, and a reference to the AD&D® game SPELLJAMMER® original source for each item. accessory $10.95 U.S./$13.50 CAN./£6.99 U.K. by Jean Rabe TSR Product No.: 9421 This 96-page book continues the series of accessories detailing the of TSR’s DMR1 D&D® game Dungeon Master™ campaign worlds This accessory further ex- Screen plores Krynn’s sphere, which was first men- D&D® game accessory tioned in the SPELLJAMMER® boxed set This by Teeuwynn

120 JANUARY 1993