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Dwarves

Features Issue #245 Volume XXII, No. 8 The Heart of the Forge ...... 22 March 1998 The secrets of dwarven craft—and of dwarven life itself— begin at the forge. Departments Mindstalkers ...... 36 Bruce R. Cordell Wyrms of the North ...... 50 No denizens of the are more awful than the . . . and no warriors more deadly than those dwarves Lhammaruntosz, the “Claws of the coast,” is a who hunt them. bronze dragon with an eye for business. Little Rascals ...... 44 Rogues Gallery ...... 65 Steve Berman Four new rogue kits for your dwarven PCs, including the From the pages of Crucible: The Trial of Cyric the delver, the hoardsacker, the scurr, and the talebearer. Mad, here are three powerful new characters for your campaign. Fiction: “Honest and True” ...... 56 Troy Denning Bazaar of the Bizarre ...... 70 The seraph of lies must find a publisher before Cyric the Kevin Melka Mad enforces the most literal of deadlines. Not all artifacts are magical, but no less precious are these “Dwarven Relics.” Best Behavior ...... 82 Christopher Perkins Ecology of the Steeder ...... 76 Dwarven etiquette? Yes, there is such a thing and here is Johnathan M. Richards the definitive guide on its finer points. A clever applies his knowledge of the four sphinxes to gain a Iittle profit.

Columns About the Cover The Wyrm’s Turn™ ...... 4 We first noticed Matt Wilson’s stunning artwork on cards for D-Mail™ ...... 6 : the Gathering and on the cover of The Duelist #20. Forum ...... 10 Here he shows us what might have been had Saint George been a trifle shorter. Sage Advice ...... 16 Out of Character ...... 20 Conventions ...... 90 DragonMirth ...... 92 Gamer’s GUide ...... 94 Staff Floyd ...... 95

PUBLISHER Pierce Watters — EDITOR Dave Gross Roleplaying Reviews ...... 100 ART DIRECTOR Larry Smith — ASSOCIATE EDITOR Chris Perkins Re:Views ...... 105 EDITORIAL ASSISTANT — PRODUCTION MANAGER Knights of the Dinner Table . l ...... 106 Roger Mangelson — ADVERTISING DIRECTOR Bob Henning TSR Previews ...... 108 ADVERTISING MANAGER Judy Smitha Profiles ...... 112

# DRAGON 245 3 DRAGON® Magazine (ISSN 0279-6848) is published monthly except November (twice monthly) by TSR, Inc., 1801 Lind Avenue S.W., Renton, WA 98055, United States of America. Periodical postage paid at Renton, WA, U.S.A., and additional mailing offices. Postmaster: Send address changes to DRAGON Magazine, P.O. Box 469086, Escondido, CA 92046, U.S.A. USPS 318-790, ISSN 0279- 6848. The postal address for all materials from the United States of America and Canada except subscription orders and change-of-address notices is: Dragon® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055. U.S.A.; telephone (425) 226-6500; fax (425) 204-5928. Distribution: DRAGON Magazine is available from game and hobby shops throughout the United States, Canada, the United Kingdom, and through a limited number of other overseas outlets. Distribution to the book trade in the United States is by Random House, Think About the Future Inc., and in Canada by Random House of Canada, Ltd. 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4 MARCH 1998

The ™ Setting Dear DRAGON Magazine, My favorite game world is a bit off the beaten track—I’m a fan of the LANKHMAR setting! “Lankhmar?” people ask me, puz- zled. “Never heard of it.” That’s a shame. Lankhmar is a campaign set- ting based on the works of Fritz Leiber, detailing the adventures of Fafhrd and the Gray Mouser. The novels alone are a treasure hoard of adventure ideas for DMs who are stuck in a rut. The setting itself is just as good; Lankhmar is the most detailed fantasy city in TSR’s roster, What I like most about the setting is its low-power feel. Spells take ten times as long to cast, eliminating the “toss a fireball at the biggest one” strat- THANKS FOR THE GREAT RESPONSE to other settings. This is what I believe egy and causing the PCs to lean more our recent calls for more letters! While we sets all of the different game worlds toward fighters and thieves. Magical can’t print every one of them, we keep apart. The gods are what fuels the items are a rare and precious com- your comments in mind when compiling power of the clerics in the game. modity as well, and they are jealously future issues. Keep ’em coming! Without them, Krynn loses one of the guarded by their owners. These two This month, let’s take a look at your things that makes it unique. factors alone mean that few PCs will favorite AD&D® game campaigns. Second, Krynn has death knights, ever become all-powerful, a situation draconians, and . These are all that usually leads to player boredom The ® Setting unique to Krynn, though the death and eventually to campaign death. Dear DRAGON® Magazine, knights and kender have popped up Also important are the vibrantly In response to your question about in other worlds recently, due to their alive setting and memorable NPCs. favorite campaign settings, mine is growing popularity. Draconians are Lankhmar is a living, breathing city if the DRAGONLANCE setting. It has been great monsters, their like unseen in run properly, from the rowdy nights at my favorite since I began roleplaying any of the other game worlds). the Silver Eel tavern to the strange way back in 1989. I got started by Third, Krynn has a unique and rich ones in the Plaza of Dark Delights. reading the DRAGONLANCE books that history (through the various books), And who would quickly forget an were out at the time, then I started including the creation of the Knights encounter with the mysterious Sheelba searching for all of the DRAGONLANCE of Solamnia and the Conclave of of the Eyeless Face, the resourceful game material I could find. I’ve been Hisgh Sorcery. The addition of the Thieves’ Guild, or even Fafhrd and the DMing it ever since. Knights of was nice as well. Mouser themselves? Not to mention I am, of course, referring to the All of these points add up to a cam- such oddities as Nehwon ghouls, the classic AD&D setting, not the new paign world with a lot of potential for cloudy form of Hate, or even a brush FIFTH AGE™ stuff. The book that started against the razor-sharp edge of the Slayer’s Guildhouse. ... Krynn has a A few players shake their heads in disgust after reading the player’s guide. “Look at those spellcasting unique and rich history ... times!” they exclaim. “Magical items that rare? No demi-humans? Yuck!” the Fifth Age (Dragons of Summer adventure. I would like to see more And they rush back over to their Flame) was a good read, although sourcebooks and adventure material ® game. It’s true— many questions were left unan- published for the DRAGONLANCE setting, Lankhmar is not for the power-gamer swered. The new trilogy is OK, but especially information on the different nor the Monty Hauler, but the setting, again it leaves a lot of Summer Flame’s storylines and time periods seen in in my opinion, is beyond compare. questions unanswered, as well as pos- the books. Please print my full address; it gets ing quite a few that must be answered Will TSR ever release the music of really boring out here in Japan, and I’d in the last book. Krynn on CD? There is plenty of it in welcome a chance to correspond with What makes the DRAGONLANCE set- the various books and game material like-minded individuals. ting my favorite? The first and most to warrant releasing one. I’d be more Derek Winston noticeable element is its unique pan- than interested in buying one. OPS/OEM theon of gods and the fact that there S. DeMink USS Independence (CV 62) are only 21 of them, not so many as in Lee’s Summit, MO FPO AP 96618-2760

6 MARCH 1998 The GREYHAWK® Setting Dear DRAGON Magazine, I love Oerth. I’ve been running a game in the GREYHAWK setting for six years. It only recently ended with my move to Fayetteville, but I expect to start another campaign before too long. It was my first game world, and it has accumulated a lot of personal history: a civil in the Horned Society (a few years before the Greyhawk Wars), a colony of Kzinti in the Pomarj, a dwarven war under the Griff Mountains, the Isle of St. Cuthbert, and even The Dragon Scourge, when hundreds of evil drag- ons were summoned to a mountain by an ancient artifact. TSR created a few adventures and supplements for the world and then left it alone. The beauty of this is twofold. First, it’s considerably cheaper to keep up with. The FORGOTTEN REALMS setting, in my opinion, has grown ponderous in all of its supplements, adventures, and novels. Second, the lack of extra stuff forced me to fill in the gaps with what I wanted. The Pomarj is fully mapped out in my world (one of our campaigns focused on it back in 1984-1985, and most of the locations were good enough to keep, including the Mountain of Dragons). When I needed ideas, I either made up my own or borrowed from generic modules or DUNGEON® Adventures. The Viscounty of Mistmoor and the Dwarven Kingdom of Dorthazak (the latter formed from DUNGEON Adventures’ “Train of Events,” in issue #44, and “The Iron Orb of the Duergar,” in issue #46) are the most prevalent. I even found a place for The Keep on the Borderlands between the Shield Lands and the Bandit Kingdoms. The players themselves have even taken a role in charting out parts of my Oerth: The Frost Barbarians became a Viking land and the Snow Barbarians a Celtic society, the city of Fax (on the Wild Coast) had a prominent temple dedicated to Athena (before the Greyhawk Gods went to second edition), and the last evil temple to Wee Jas lay in the northern lands. All of this has allowed me to create a world to my own tastes and to the tastes of my players. When From the Ashes came out a few years ago, I was delighted that nothing in that boxed set or its supplements conflicted

# DRAGON 245 7 drastically with anything we’d made beholders for instance, who are cer- First, in general, I greatly enjoy the up. When I heard that TSR was reviv- tainly fearful and respectable oppo- “D-Mail,” “Forum,” and “Sage Advice” ing the GREYHAWK setting I was both nents. Then put them to war against sections and—like many others— excited and leery. I had wanted more just one kind of fiend, say the tanar’ri. encourage their expansion. information on Oerth for a long time, Just that one race of fiend could wipe Second, keep up with the “Ecology but at the same time I worry that the out every beholder in existence with- of” articles. These are both highly more published about GREYHAWK, the out breaking the slightest sweat. The entertaining reading and extremely more likely that the spots I treasure fiends are the ultimate foes. useful for DMs. will be changed significantly enough Three, I’ve been a DM for only four Third, “Knights of the Dinner Table” to require a complete revision of my years, and in that time my local gam- is one of the best comic sections your campaign. (And yes, I know rules of ing crew and I have had many an all- magazine has ever produced. Now, any kind are optional, but I like to night heart-pounding session in other unto some specific statements regard- stick to them.) settings, but once we started playing ing issue #242. In a nutshell, GREYHAWK is my , it was hard to go back. Of In my opinion, Mr. Ragonese (in his favorite , and I’d love course, we still like the occasional letter in “D-Mail”) is off-base in his com- to see more about it published. adventure in one of the other worlds, plaints regarding his criticisms of the However, I hope TSR won’t overpro- but the multiverse is so mind- apprentice mage Rautheene. His com- duce publications for it. The world’s bogglingly wondrous that my players ments seemed rude and sexist, with charm is its versatility. It can be differ- find it hard not to jump through any terms like “two-bit floozie.” ent things for different DMs and play- portal they come across, just to hear In “Forum,” I enjoyed the com- ers because, unlike in the FORGOTTEN the description of what’s on the other ments of Chad Dukes and James REALMS, not every centimeter of the side. (That’s proven to be a bad idea Thompson. The only thing I can say world is mapped and described. on a number of occasions.) regarding the clack about cavaliers, Greyhawk allows the DM to act like PLANESCAPE is also a world of humans, multi-classed characters, etc. we used to when the game was young. extremes. The plane of Limbo is so is that the beauty of the AD&D system It forces us to be creative and imagina- chaotic that it actually has pure chaos is that everything is optional. Hey, if tive. That’s what the game originally swirling through space. Mechanus is you and your players like something, required, and it’s where I have the most so lawful that it’s a giant, mechanical use it; if you don’t, chuck it. Is this so fun as a DM anyway. It’s what attracted machine. Instead of dealing with evil hard for people to understand? me to AD&D in the first place. wizards and goodly priests, the play- I especially enjoyed the articles by If you print this letter, please ers deal with tanar’ri and aasimons, or Lachlan MacQuarrie and, of course, Ed include my full name and address. I’d slaadi and modrons. The Outer Planes Greenwood. I do, however, have one love to hear from other GREYHAWK DMs represent the alignments so well that negative comment about Michael out there. my players can usually tell where they Lambert’s article, “Mage Construction.” Andy Miller are within a few minutes, just by the Perhaps I just can’t stand high-magic 5406 Maryland Drive way the environment looks and feels. worlds running amok with hordes of Fayetteville, NC 28311 The player characters in a PLANESCAPE wizards, but I can’t abide the idea of a campaign are quite a bit more power- “Mage Construction Company.” It The PLANESCAPE® Setting ful than the usual character, but it’s all seems to go against the fundamental Dear DRAGON Magazine, balanced by their surroundings. The mystery magic represents. I have a veritable library of AD&D typical power gamer gets his sword +5 Well, now I’ve had my two cents’ products from all worlds and play and or the robe of the archmagi, but he’s worth. I look forward with continued enjoy all of them, so the question of a going to have to fight off some incred- interest to the influence the WotC pur- favorite setting is hard to answer. ibly powerful foes with it. chase of TSR has had and hope the After many hours spent staring at the I wrote this letter because I know fundamental essence of the magazine ceiling considering the pros and cons you’ll get tons of letters praising the remains the same. of each setting, I have come up with FORGOTTEN REALMS and RAVENLOFT® set- Matthew Fagan this answer: PLANESCAPE is the best. tings, and I think PLANESCAPE needs Toms River, NJ Why? Three reasons. (The rule of someone to open the eyes of DRAGON [email protected] three, of course.) Magazine readers to the wonders of One, sure you can foil the plans of the PLANESCAPE setting. the mysterious in the FORGOTTEN Noah Stacey REALMS campaign or defeat an entire The Lady’s Ward, Sigil Send your letters of comment to clan of giants in the GREYHAWK setting, “D-Mail,” DRAGON® Magazine, 1801 but it all seems insignificant compared Lind Avenue S.W., Renton, WA to braving a terrifying layer of the All About issue #242 98055, USA. Send your email to abyss and defeating an Abyssal Lord. Dear DRAGON Magazine, [email protected]. All material should Why, such an act will probably save First let me say that I’ve been a long be neatly typed or handwritten. an entire prime world or two. time fan of both DRAGON Magazine and Include your full name and mailing Two, the fiends are the most dread DUNGEON® Adventures, and I applaud the address if you expect your letter to and popular of foes. The challenge new scheme of DRAGON Magazine. I’ve be printed, and let us know how they pose is unparalleled. Let’s take a been reading through issue #242 and much of it you’d like printed. powerful prime world monster, like have a few things to say.

8 MARCH 1998

Game Balance by Tolkien On the subject of Monty Haul vs. more balanced campaigns, and the relative strength of magic in a world, I’d like to call attention to an excellent (if well-worn) example of a successful low-magic, low-treasure adventure: the writings of J.R.R. Tolkien. I submit that anyone who wants to run such a game should read The Hobbit and with an eye to how the author treats magic and treasure. Tolkien’s world is filled with mys- teries and magic and riches—but by the end of the books, not that much of it has fallen into the hands of the psychologically to degrade their com- Villainous Slavers “PCs.” I’m writing from memory here, modity: inhumane discipline (whip- I was surprised and upset to read but if I’m not mistaken, there were ping, beating, etc.) is often the only Timothy Eccles’ letter concerning the only three noteworthy “treasures” (in means to keep a strong-willed human moral status of slavery (in “Forum,” the usual AD&D® game sense) discov- being from exerting his right to free- issue #242) and feel his comments ered throughout the story. At no time dom. Second, if slaves were so pre- require a response. did the “PCs” walk away with wag- cious and valuable a commodity, why Mr. Eccles takes an amoral view, onloads of stuff; their situations did were they routinely packed head-to- arguing that slavery is merely a busi- not allow for it. Most of the wealth toe aboard slave ships, dying in their ness venture with “a useful economic acquired came as gifts from allies. own excrement? function,” and the slaver merely a Magical items are even less com- Finally, the practice of slavery is “businessman” fulfilling a putatively mon. The items owned by the adven- recognized to have an insidious and “acceptable” societal need. This ratio- turers by the end of the books included: profound impact upon the moral char- nalization is bogus and offensive, and five magical swords, seven elven acter of the practitioner. Thomas it defies common sense. Perhaps, as a cloaks, one magical horn, a pendant Jefferson, who knew first hand, wrote resident of London, Mr. Eccles is not of unknown properties, an enchanted in “Notes on the State of Virginia”: sufficiently familiar with the historically phial, one staff, and a box of blessed “The whole commerce between mas- recent example of slavery in colonial dust. This spread among eight surviv- ter and slave is a perpetual exercise of and pre—Civil-War America. Slavery ing members of the Fellowship, plus the most boisterous passions, the was not accepted by the majority of Bilbo: about two items per person, most unremitting despotism on the with a couple mostly or completely left out. Also note that there were no ... the practice of slavery is recognized “anonymous” items: everything had a history, an explanation, perhaps a to have an insidious and profound name; most were unique. As for the party’s own magic, it impact upon the moral character contained one spellcaster. Referred to as a wizard, in game terms he would of the practitioner. have been more of a mage/priest judging by his known abilities—none of which was particularly high-level by one part, and degrading submissions Americans; the practice was imposed AD&D® game standards. The party’s on the other.” upon the colonies by the British, and did have some priestly abilities, Whether it be outright slavery or American slave owners became (often but they could be attributed almost as similar modern-day problems such as rather uncomfortably) dependent much to the herbalism and healing third-world sweat shops which pro- upon slave labor to keep otherwise proficiencies—and perhaps even some vide goods for industrial nations, eco- unsustainable plantations in opera- psionic ability—as to clerical magic. nomic profitability is no rationaliza- tion. The abomination of the practice Now consider the “PCs’” oppo- tion for a “business” practice which so was long recognized but tolerated for nents: lots of goblins, , wargs, and obviously degrades human life. The decades as a skeleton in the American trolls; giant spiders; one red dragon; participants in such systems are, with- closet. one balrog; nine undead warriors; out question, villainous, and it is Mr. Eccles’ contention that the human mercenaries; traitors among frankly irresponsible to make rational- slave dealer is not necessarily a “vil- their own allies; and a fair number of izations suggesting the contrary, even lian” due to a supposed concern for friends-turned-enemies-by-misunder- within the context of a game. the quality (health) of his commodity, standing. With, of course, a demigod- Kevin R. Messner also fails pathetically. First, slavers and necromancer-tyrant lurking behind Champaign, IL slave owners did in fact have a strong the scenes—a foe the heroes fought practical reason both physically and

10 MARCH 1998 and destroyed without actually meet- paladin and bard class to a single something new just because it might ing him! That’s a lot of trouble to go to class, but I don’t see why a PC of any unbalance his or her game. I say, give for what they came away with—espe- race couldn’t become one. I still keep it a try. More then half the time, I’ve cially considering that one party magic split as it should be. Humans, found that things that appear to be member and numerous NPC friends elves, and half-elves are the spellcast- overpowerful only slightly affect a died—permanently. (The only resurrec- ers, and that’s that. However, any of campaign or affect it not at all. tion occurred by the direct interven- them can become specialists. What Mike Walko tion of the powers, only because the keeps an from becoming a necro- [email protected] character still had work to do.) One mancer or invoker is beyond me. person did gain a kingdom and a So, at this point, DM’s are either queen, but at the expense of retiring retching at my sacrilege of the rules or A Few House Rules from adventuring altogether. beginning to see new ideas. But one I am an amateur DM and pretty There were other prices to pay for question remains. Why play a good at it, I think. I have attempted to success. They saved the world but human? Fair enough. I mean, I’ve stick to the “rules” that I found in the also doomed the nonhuman races to basically changed everything in AD&D few books I have read, but I have decline. Three of the heroes were that made humans unique. I will found that a few changes make the required to leave their world entirely answer this in two ways. First off, in game more realistic. as a consequence of their triumph. Yet Skills & Powers, humans gain 10 bonus One change was letting PCs’ prime requisite ability scores improve as they rise in level. When a character is originally rolled, we add a 1d100 roll. ... humans have the benefit of Each time the character rises a level, we roll 1d100 again and add the sometimes-overlooked advantages. result to the PC’s prime requisite ability score. The reason behind this none of them regretted their actions CPs to spend on anything they want. practice is that a character grows bet- or would have done any differently. Anyone who uses Skills & Powers ter at the abilities he uses. “Practice So: limited magic, limited treasure, knows this is a tremendous asset. makes perfect,” right? A weightlifter one great story. Considering the The second reason to play humans steadily grows stronger, and a student AD&D game parallels Tolkien’s setting requires more roleplaying on the part steadily grows smarter. in many ways, it surprises me how of the DM. To the best of my knowl- Also, I borrowed an idea from few DMs seem to follow his example, edge, humans are accepted by every David Eddings’ books in the Belgariad and how often the Monty Haul cam- race in the AD&D world. Sure, they saga and changed the Drasnian secret paign becomes a problem. might be seen as childlike by the elves language to Thieves’ Cant. I have seen Jo Ann Spencer or carefree by dwarves, but they’re real-life examples of such a language Address Withheld still accepted. There is no race that in the form of “street signs.” The seeks to undermine the humans. For “speakers” use configurations of the Human Skills & Powers example, in an elven town, a dwarf of fingers to form letters, and they can I’ve been DMing and playing gnome is more likely to be watched or do it quite rapidly. It is confusing to AD&D for about the last seven years. I outright banned from the city just on the eye, and often you can’t even tell that they’re doing it. I believe it is real- just started reading DRAGON Magazine appearance before a human is. with issue #240 and am now com- Second of all, humans have no evil istic and much cooler than substi- pelled to put in my two cents on this alter egos seeking to destroy them at tuding slang terms for real ones. whole human multiclass thing that’s all times. I’m speaking mainly of the Finally, I have done away with the been discussed the past couple of drow, duergar, and malenti, but there wizards’s ability to cast spells flaw- issues. First off, let me say that I now are others as well. Humans have no lessly. As hard as spells are said to be, why do you never see a wizard fail to exclusively use the PLAYER’S OPTION natural enemies. line, which will be apparent from what And third, humans have the bene- cast one? Sure, getting a knife in the I have to say. Now, where to begin? fit of sometimes overlooked advan- gut cuts one short, but spells are sup- Level limits: I don’t use level limits in tages. Here is just one example. If a posed to be complex and confusing. I my campaign. In fact, I shy away from party is low on funds and its two fight- have made a percentage system that a lot of the traditional AD&D rules. I ers have recently died in battle, I bet allows for human error and bad luck. see no reason why an elf or a you the human fighter has a better It also allows a wizard to cast his spell can’t be just as devoted to his class as chance of coming back before the successfully under extreme duress a human. They even live longer than elven fighter does. Of course, none of (like missing components, silence, humans. They have the time to learn, this matters if a DM doesn’t take etc.). The chance of failure goes and level limits don’t really make advantage of a human’s abilities or higher with spell level, and high sense to me. doesn’t use the costs listed in the Intelligence adds a bonus. Rarely does a wizard have less than a 95% chance Class Restrictions: I’ve had both ® Guide to raise or resur- elven and dwarven paladins in my rect characters. to cast his spell, but there is that campaign world, and pretty soon a So I guess what I’m saying is that chance. If a spell fails, then the caster dwarven fighter/druid will be joining balancing is still a must roll on the “miscast magic” that odd cast of PC’s I still limit the DM’s job, but he shouldn’t disallow tables. This brings into play strange

12 MARCH 1998 effects and the chance that good or ill I do not use level limits in my as all the other characters. For can come from making a mistake games. I have found that in low-level instance, use a powerful enemy, say when using powerful spells. All of the games, they don’t even come into an evil priest that frequently sends gathered energy from a failed spell play, so they are useless. In high-level lower-level priests to torment the must be used in some way, but since games, they are too paralyzing. But, if party. The evil priests can turn the pal- the wizard couldn’t control it, only you do not give players some reason adin/bard. I can hear the other play- random chance shows what happens. to play humans, generally they will ers now, “Some mighty character he Effects range from “nothing happens” not. My solution is to give all human turned out to be! He keeps running to “caster saves vs. death.” Of course, characters a 10% bonus to experience away at every fight we get into!” To scrolls are governed by the same points. We also use Skills and Powers cast any wizard spells, he couldn’t rules. Oh, yeah, priests don’t get off which allows humans to purchase a wear armor, which makes him an the hook, either. They are just as sub- 5% bonus. Combine that with a high easy target as long as the DM doesn’t ject to failure. prime requisite, and a human can give any magical protective items. A I would like to know whether any- have up to a 25% bonus to experi- group of goblins in trees throwing one feels there are reasons not to use ence points. That will act as suitable darts could prevent him from any these ideas or whether there are offi- motivation. This also reflects humans’ spell casting. If he wears armor, he is cial rules that support them. short life span and their nature to do nothing but a paladin with fewer hit Rob Garret as much as quickly as possible, while points and a few minor powers. He Midway, TX demihumans are longer lived and not doesn’t gain priest spells until high nearly in such a rush. It is simple, and levels, and when he does, they are More House Rules it works. For us, that is the best kind of puny in comparison to his other abili- I would like to address some of the rule. Humans can be multi-classed ties. As with any priest or paladin oldest debates in the AD&D game. and demihumans can be dual-classed character, a little intervention from the These would be level limits, multi- in my games. Elves for instance, as deity can greatly influence the charac- class characters, and dual-class char- used in an explanation for level limits, ter’s actions. An avatar could pay the acters. have been said to not have the drive character a visit to give him special First of all, everyone has their own to do one thing exclusively for their restrictions, duties, and quests. The way of doing things, and what might long lives. Well, that would indicate point is no game is truly balanced; it is work well for one group doesn’t work that they are doing something else the DM that ultimately balances the at all for another. I have read letters then. If they are doing something else game. from several DMs with some very besides frolicking in the fields, then I hope this helps some people out, good ideas and some ideas that I they must have chosen a new profes- although I am sure it will upset a few don’t like, but this does not make sion to pursue. Wham! A dual-class elf. (or more). I am not saying this is the them right or wrong. As for me, I like As for humans, they can become best way to do things, but these are to open as many options to the play- bards (very close to a thief/mage) and ideas worth addressing. You should ers as is possible. I bend, break, or paladins (close to a fighter/priest). So be warned that letting players have ignore many of the rules having to do why not let them play a thief/mage or free run of any rules leads to prob- with character creation. a fighter/priest. It may be abnormal in lems. Always use your judgment first your world to have such human com- and the rules second. I once made the Question of the Month binations, but who ever said player mistake of letting players use the Should some weapons in the characters were normal? Complete Book of without AD&D® game remain clearly superior to Many DMs will not allow any of restriction. Try running a game with a others, or should the rules be adjusted this for fear of having too powerful minotaur, a pixie, a thri-kreen, a to make a greater variety of weapons characters. I have news, this is not a kobold, and two humans in the party! attractive to PCs? new problem for DMs, especially if I know how things can get out of you are using the PLAYERS OPTION hand. The question of the Month isn’t books. (The Spells and Magic method I would love to hear other solutions the only topic we’d like to see you for customizing priest characters is from DMs and players alike. discuss in “Forum.” Send your opin- subject to a lot of abuse but still is Tom Kretschmer ions on roleplaying games to quite useful.) An experienced DM will 704 Fourth Street find ways of making the game bal- Laurel, MD 20707 “Forum,” DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA anced. [email protected] 98055, USA. Send email to Lets take the example of the pal- [email protected]. All material adin/bard. (As if alignment would should be neatly typed or handwrit- allow this, but that’s another discus- ten. You must include your full name sion.) Unless the player could explain and mailing address if you expect in detail how such a combination was your letter to be printed (we won’t possible, I wouldn’t allow it. If the print a letter sent anonymously), but player gave a sound argument, I we’ll withhold your name if you ask would let one such character join the us to do so, and we won’t print your game. There are plenty of weaknesses full address unless you request it. that can be exploited to keep the paladin/bard on the same power level

14 MARCH 1998

attack penalty when attacking the caster. (Magic resistance does not apply to the penalty.) Finally, note that dispel evil works against “evil enchant- ments,” automatically dispelling spells such as charm person and magic jar if cast by evil creatures. (To be effective against magic jar, dispel evil must be cast on a creature whose life force has been displaced by the magic jar caster.)

Is the illusory double created by the 6th-level wizard spell mislead the equivalent of a spectral force image of by the caster? If not, what is its equiva- lent? Specifically, I want to know whether the illusory double can be THIS MONTH, THE SAGE PAUSES to time by +2. made to attack in melee (causing illu- elaborate on some old advice before dis- Back in issue #242, you said you sory damage, etc.). cussing a few spells, magical items, and use the monster table for the non- The duplicate image looks, sounds, other topics. existent monster summoning VIII smells, and feels just like caster. spell as an alternate list for the mon- However, the only thing the image Thanks for all the information on ster summoning VII spell. When do can do is leave the scene. The caster bladesong and bladesingers in issue you do so? decides which direction the duplicate #244, but I’ve got a few more ques- When the spell summons one 8th- goes, and how fast, but the caster tions. The Complete Book of Elves says level monster instead of one or two can’t make the image attack. a bladesinger can attack and parry in 7th-level monsters. The table in the same round, without wasting any question would be more correctly When dealing with a shadow additional attacks. What does this labeled: “Monster Summoning—8th- mage (from the Spells & Magic book), mean, exactly? Characters using the Level Monsters.” Most DMs I know a DM has to consider all kinds of sav- bladesinger kit gain a defensive allow the caster to choose what kind ing throw bonuses and penalties. For bonus when casting spells. Does the of monsters she will conjure with the example, a shadow mage imposes a character’s Dexterity score add to monster summoning VII spell (that is, -4 penalty to opponents’ saving this bonus? The kit description also 7th- or 8th-level monsters). throws when casting spells in total says a bladesinger can cast spells darkness. Likewise, opponents gain a one-handed. Can spells with material Can a dispel magic spell send away +2 saving throw bonus vs. a shadow components be cast this way? a monster summoned with a monster mage’s spells in bright light. What When a character chooses to parry summoning spell? If so, what’s the happens when the light conditions with his bladesinging ability, he gains dispel evil spell for? surrounding the shadow mage and the normal parrying bonus to defense Yes, any spell can be dispelled the target are different, such as when and can still make his normal allot- unless it has an instantaneous dura- the shadow mage is in total darkness ment of melee attacks. According to tion or its description specifically says and the target is in bright light? the optional rule in chapter 9 of the it cannot be dispelled (or includes When in doubt, the light condition Player’s Handbook, parrying grants a some other special note about dispel around the target determines the saving character an Armor Class bonus equal magic). The main advantage to a dispel throw modifier. to half his level (warriors gain an extra evil spell is that it works without a die point of bonus), but the character roll; dispel magic has only a 50% In my campaign, there is a female can attempt no other actions while chance of working on another caster’s elf mage of 12th level who wears a parrying—so the bladesinger’s parry- spells, adjusted for the relative levels ring of wizardry. Her ring doubles 1st- ing ability is potent indeed. Note that of the two casters (see the dispel magic through third-level spells. I am using no character can have an Armor Class spell description). the Spells & Magic rules concerning better than -10. Only evil creatures or creatures spell points, and I’m wondering what A bladesinger must follow all the summoned by evil casters are subject effect the ring has. normal rules for spellcasting, which to dispel evil. An evil creature from The ring’s “doubling” function pro- means no defensive Dexterity bonus another plane, however, need not vides extra slots of fixed magic. The when spellcasting—even when using have been summoned to be forced character gains her normal allotment bladesinging. (DMs might find it pru- back to its home plane by dispel evil of spells at each affected spell level dent to disallow Dexterity bonuses (another advantage for dispel evil), before spending any spell points. The during bladesinging parries as well.) though if the creature has magic resis- 12th-level mage in your example A bladesinger can cast any spell he tance, the spell could fail. Also note would gain four 1st-, four 2nd-, and knows one-handed, even if it has that while a dispel evil spell lasts, any four 3rd-level spells for free. The char- material components; note that one- creature that could be affected (that is, acter chooses these spells and then handed spellcasting increases casting sent home) by the spell has a -7 can spend her spell points normally.

16 MARCH 1998 The Wizard’s , A nightmare lasts one night. Only spell reveal when used on a cursed Volume 2, page 311, indicates that the first nightmare received during any item? This issue came up in a past when a permanency spell is cast in con- particular night has any effect on the game. The specific items in question junction with an enchant an item spell, recipient. are dust of sneezing and choking and the caster has only a 5% chance of los- cloak of poisonousness. The item ing a point of Constitution. Volo’s Guide When using the new psionics sys- descriptions in the DUNGEON MASTER® to All Things Magical indicates that a tem from the Skills & Powers book Guide are not very clear about this. point of Constitution is lost every time how do you determine a creature’s The description in the DMG for the permanency is cast, even with an MTHAC0? dust says the item appears to be enchant an item spell. Which is correct? Use Table 77: THAC0s & MTHAC0s either dust of appearance or dust of Is the reference in Volo’s Guide specific to calculate MTHAC0. Most creatures disappearance, and the description to the FORGOTTEN REALMS® setting or should use the Wild Talent line. for the cloak of poisonousness says should it be used generally? Creatures with highly developed psion- that as soon as it is actually donned, The material in the Wizard’s Spell ic abilities, such as mind flayers, should the wearer is stricken stone dead. Compendium is a correction to the per- use the psionicist line. In either case, a Two player characters fell to these manency spell description and applies creature’s “level” equals its Hit Dice. items. The party used an identify throughout the AD&D® multiverse. spell, and the items were assumed to

The description for the mace of disruption (and many other item What does an identify spell reveal descriptions) says that the mace damages any non-good creature that about a cursed item? touches it. Does this count only if the creature willingly touches the mace, I just purchased Of Ships and the be beneficial. My ruling as the DM or if its skin merely comes in contact Sea have and can’t find an explana- was that the identify spell revealed a with the item? I can see a potentially tion for some of the movement rates false result, and the detect magic spell absurd weapon in the form of 10 tal- of the ships. Most of them has a sin- revealed mixed results (a possible ismans of the sphere on a stick. gle number, and this is easy to under- clue that something was not right). The creature must try to pick up, stand. However, several have three Only a more extensive investigation handle, or examine the item to suffer different rates, like 18/6/12. What is on the item would reveal the exis- damage. Nothing happens if someone each number for? tence of a curse. pokes the creature with the item or The ships with three movement You seem to have handled things throws it at the creature. The foregoing, numbers have both sails and oars. As pretty well. A detect magic spell gener- of course, doesn’t make a collection of noted on page 13 in Of Ships and the ally indicates magic of the enchant- 10 talismans of the sphere any less Sea, the first number is the movement ment school or magic of whatever absurd. (One hopes you were merely rate under sails and oars, the second school the cursed item is imitating; for exaggerating to help make your point.) number is movement under sails only, example, illusion/phantasm in the and the third number is movement case of dust of sneezing and choking There is disagreement on the under oars only. Note that wind (because it imitates dust of disappear- proper workings of the sleep spell strength and course relative to the ance) or possibly divination or abjura- within my new gaming group. I have wind affects movement under sail tion (if the dust seems to be dust of always played that the spell caster (with or without oars). appearance); note that the DM decides designates the targets (as long as what the dust seems to be. they are within 30 feet of each other) I am starting a PLANESCAPE® game, Generally, an identify spell should and then rolls the dice and starts with and my character is an aasimar. give a false indication when used on a the targets that have the lowest hit I’ve looked in the Planewalker’s cursed item—usually revealing a dice. My group claims that it has an Handbook, but I can’t find a move- power (or magical bonus) the item area of effect and affects all targets ment table. Could please help me so merely seems to have. In the case of a within that area starting with the my character can move and not stay cloak of poisonousness, an identify spell lowest-Hit-Dice creature. Which in one place? probably indicates a powerful magical interpretation is correct? If your character is a Signer, it bonus of some kind. Note that many The DM’s interpretation is “correct.” might be best to just wait in one place DMs require an identify caster actually The spell description, however, and let the multiverse come to him. to wear or use the item being probed gives the spell an area of effect (a 30- Perhaps that approach doesn’t suit (the spell description merely requires foot radius), and the spell description you. Here are movement rates for all that the caster touch the item); any- also says the weakest creatures in the the races listed in the Planewalker’s one putting on a cloak of poisonous- area are affected first. Handbook: aasimar 12; bariaur 15; ness—even for purposes of an identify genasi 12; githzerai 12; half-elf 12; spell—is instantly slain, which makes What is the duration of the night- human 12; modron 15; 12. the item’s power pretty obvious. In mare spell (the reverse of the 5th-level other cases, a cursed item won’t wizard spell dream)? Is there a limit to What does an identify spell reveal reveal itself until the user is actually the number of nightmares a single indi- about a cursed item? What school of under stress or in danger. For exam- vidual can receive in one night? magic will a wizard's detect magic ple, a wizard could examine a pair of

# DRAGON 245 17 boots of dancing without suffering any field of force (the warhammer being between an intelligent sword and its harm, perhaps falsely determining consumed in the process). owner. Were does the swords intelli- that they were boots of striding and To determine speed factor, just use gence come in to it? springing, and nobody would be any the speed factor of something similar Add the sword’s Intelligence rating the wiser until some poor sap wears to the “created” weapon. A spiritual to the sword’s Ego value (calculated them into combat. hammer, for example, has the same from Table 119 in the DMG). Compare Groups who are really wary of speed factor as a warhammer (4), a the result to the wielder’s personality cursed items use commune or contact rainbow has the speed factor of a com- score (calculated according to the other plane to confirm that their magical posite short bow (6), and a magic stone Weapons vs. Characters section of items are indeed beneficial before has the speed factor of a dart (2). If Appendix 3 in the DMG). trusting them. Note that these two your campaign uses the optional rule spells can help determine an item’s that gives lower speed factors to mag- What happens to monsters (or exact bonuses or charges (or at least ical weapons, any magical bonus that player characters) that are immune narrow down the range of possibilities). a created or enchanted weapon has to normal weapons when they fall off reduces the speed factor. If the spell of cliffs, are crushed under things, or Some spells “create” weapons doesn’t grant any combat bonus, suffer other natural damage. If they (rainbow and flame blade for exam- speed factor is still reduced by 1; no are hurt, can’t creatures with blud- ple), while other spells modify existing weapon can have a speed factor of geon attacks hurt them? A giant’s objects to act as weapons (i.e., magi- less than 1. swing can be the equivalent of a 40’ cal stone and shilleIagh). Do any of fall. the following attack roll and damage I was just wondering (perhaps I Usually, a creature that takes a fall modifiers apply to these “created” have misinterpreted the rules) how or is caught in a cave-in is hurt. A fall weapons: Strength, specialization, bonus damage from Strength works or natural disaster isn’t a weapon, and non-proficiency, or racial (elves & when a character wields two immunity to weapons doesn’t apply. )? What are their speed fac- weapons. The way it stands, a fighter Giants can hurt almost anything, tors? I’m a little vague on these with two short swords causes quite a not because they can deal as much points, because some spell descrip- bit more damage due to Strength than damage as a 40’ fall, but because they tions are more specific than others an equally strong guy with a two- function as fairly potent magical about which modifiers to apply. handed sword. Not that I’m all that weapons; see the DMG Chapter 9 Generally, bonuses, or penalties for concerned about damage, but I’m a “Immunity to Weapons” and Table 48: Strength and weapon skill (racial or powerlifter, and it just doesn’t sound Hit Dice vs. Immunity. otherwise), don’t apply to spell effects like a guy could get more Strength that manifest themselves as weapons. into two different blows than a guy Is it possible to advance THAC0s Bonuses or penalties from spells such who swings a weapon with both beyond the levels set in the High- as bless and prayer apply. As do hands. I mean, a man with two Level Campaigns book? That is, if a bonuses or penalties from attack weapons gains his Strength bonus 20th-level character has a magical angle (rear, higher, etc.). twice, where Gond the two-handed weapon or a Strength bonus or both, Spells that merely enchant normal sword wielder has it only once. can that character’s THAC0 be weapons work just like other magical The rules are officially silent on the reduced below the set level? weapons. For example, shillelagh takes matter, which leads most referees to The THAC0 limits from the High- a normal cudgel (club) and makes it assume a character gains the full Level Campaigns book are unadjusted magical; a shillelagh wielder handles Strength bonus for each weapon. THAC0s; any combat bonuses the the weapon as well (or as badly) as he In the interest of play balance, I use character gains, from whatever would handle a normal club. Beware a house rule that requires a character source, still apply. Note that the of effects that seem to enchant with two weapons to divide his FORGOTTEN REALMS campaign setting weapons rather than create them; for Strength between the weapons. Say has its own set of THAC0 limits, but example, spiritual hammer uses a Gond has a Strength score of 18/00— the same principle applies. warhammer as a material component he has a +3 attack bonus and a +6 but actually creates a hammer-shaped damage bonus. If Gond uses two weapons, his player must decide how Need Advice? much of that bonus Gond uses for Send your questions about the games each weapon. If he puts it all into the produced by TSR, Inc. to “Sage Advice,” primary weapon, the second weapon Skip Williams reports that he has not DRAGON® Magazine, 1801 Lind Avenue has no bonuses from Strength at all. If yet suffered the indignity of having a S.W., Renton, WA 98055. In Europe, Gond has multiple attacks, he still character whose sword was smarter than write to: “Sage Advice,” DRAGON enjoys whatever bonuses the player the character was—except, possibly, for a Magazine, TSR Ltd., 120 Church End, has assigned to that weapon for every light-fingered elf named Lucky Bruce who Cherry Hinton, Cambridge, CB1 3LB, U.K. attack Gond makes with that weapon. “safeguarded” a paladin’s holy sword for You may also email your questions to The rule is not official, but try it out a short time. The sword and the elf didn’t [email protected]. The sage cannot and see how you like it. speak to each other. (That’s Bruce’s story, make personal replies; please include no and he’s sticking to it). SASE with your questions. I’d like know how you work out the Ego points in an Ego battle

18 MARCH 1998

much I beat the proficiency check by (her artistic ability proficiency score minus the d20 roll). Certain famous Stevie Nicks songs, like “White Winged Dove,” might require beating the score by 15. When I make an outstanding roll Cathleen might let me decide, or decide for me, what song it is that Hope discovers and how it happens. As Hope’s repertoire of songs grew, it became interesting to decide which song she would sing on which occa- sion. Now when I want to have Hope use music to influence the mood of the party, NPCs, or monsters, Cathleen encourages me to select an appropri- ate song, and she modifies my chances for success by 5% or 10% depending on how well she feels the song fits the mood I’m trying to set. This idea of having characters try to compose music based off popular Musical Roleplaying artists works easily in both the SAGA® and ALTERNITY® systems. In SAGA, the best way to accomplish this would be by with an Aura Action. Flip the top card of the Fate Deck and check its aura. If it is white, the composition is of high ONE OF THE THINGS I’ve enjoyed might hear a certain bard that sounds quality. If the aura is red, it is an aver- most about roleplaying with my wife like Ani Difranco, while if we were age composition. If a black aura Cathleen is her use of music to more in the mood for a band that comes up, the composition is below enhance the roleplaying experience. sounded like The Eagles, we might average. A card from the suit of Several sessions between us have hear they were playing at The Wicked Dragons would indicate writer’s block started off with Cathleen playing a Inn. Associating a bard with a real- or an absolutely terrible composition, song from a CD, using it as a plot ele- world musician immediately gave us and the specific card the hero used to ment for whatever story she has an image of a bard’s style and person- define his or her Nature would indi- planned. Perhaps the song will be ality. Of course, I immediately wanted cate a masterpiece! In the ALTERNITY something a musician has written and to select a real-world musician to use game, I would require the character to dedicated to one of my characters, or as a model for my PC bard, Hope. After invest in a new specialty skill under simply the music going on in the back- some discussion, Cathleen agreed I the broader Entertainment skill called ground during a bar scene. It helps could use Stevie Nicks as the voice of musical composition, which I would create atmosphere and set the mood my bard Hope, and Fleetwood Mac as price at 1 or 2. Then for a given ses- for the story. the “sound” for Hope’s band. sion it simply requires making a skill Cathleen eventually started associ- Cathleen ruled that I didn’t know all check, and the level of success deter- ating the music of specific real-world Fleetwood Mac songs right off the bat, mines the success potential of the artists with several bards in her cam- that some of her hit songs would have song. To get a big hit I might require a paign, and this helped those bards to be composed later in the life of my step penalty of 2 or 3 steps. The nice take on more life. We learned that if character. I got to choose two hit songs thing, of course, about using real- we went to an inn called The Rep we to start with, so I chose “Rhiannon” and world music for characters in ALTERNITY “Gypsy.” We then designed a system is that you don’t have to explain elec- for monitoring Hope’s progress in writ- tric guitars and synthesizers. Have a DM Tip? ing new songs. Once per roleplaying If you’ve done something like this Share your expertise as a DUNGEON session, I make a proficiency check and have an additional twist on it, MASTER by writing to: "Out of Character," against Hope’s artistic ability (composi- write in and tell us about it! DRAGON® Magazine, 1801 Lind Avenue tion) proficiency, and we use this roll to S.W., Renton, WA 98055. In Europe, help set the background for the ses- write to: "Out of Character," DRAGON sion. If I roll badly, then I roleplay Hope Magazine, TSR Ltd., 120 Church End, as being in a bit of a slump, and this Cherry Hinton, Cambridge, CB1 3LB, might influence her mood, particularly The main reason Peter likes the idea of U.K. if this happens for several sessions in a using real-world artists for his bard char- You may also email letters directly to row. If I make the proficiency check, acters is so that Cathleen won’t expect Peter at [email protected]. the quality of Hope’s latest composi- him to try to sing like Hope! tion will be commensurate with how

20 MARCH 1998

The Dwarven Smithy by Wolfgang Baur illustrated by , Dan Burr, and Diesel

THE RHYTHM OF THE FORGE is as steady as the beat of a dwarven pulse; without it, the dwarves would find themselves without a center or pur- pose. Certainly the dwarves are justly proud of their stonework, their mines, and their carved halls. But their forges are home to their secret hearts, where earth, fire, and sweat combine to turn raw iron into tools and works of art. According to dwarven legend, All-Father crafted the bodies of the first seven dwarves at his great forge and gave them souls by blowing onto his creations to cool them. When the first dwarves woke, Moradin had left just two tools for his children: a hammer and an anvil. With these the first seven lords of the dwarves crafted the relic called the Axe of the Dwarvish Lords, the first dwarven weapon. They sang as they worked, keeping time with the rhythm of hammer and bellows, and this song gave the Axe its magical powers. At home under the caverns of the mountain or under the dome of the sky, equal parts earth and air, fire and water, the dwarves are an ele- mental people. More importantly, dwarves can shape earth and metal with an ease that humans can onIy envy. The dwarves’ confidence comes from their belief that the forge and hammer that Moradin gave them are simply symbols of his larger gift: mastery over the elements. The forge combines all four elements, so it is the purest symbol of Moradin's legacy. Anyone who understands the dwarven forge holds the key to under- standing dwarven identity. The dwarves are reluctant to share their secrets with strangers, preferring to keep their knowledge well-hidden in the secre- tive darkness of the earth. But it is possible to break the seal set on dwarven secrets and visit the smoky realm of the dwarven forge.

DRAGON #245 23 The Dwarven Smithy The village smith in most human and halfling settlements is a crude craftsman, working iron with hammer and tongs, and keeping two or three apprentices to pump the bellows. The smiths in large arsenals and royal armories might employ more smiths to hammer metal, or they might use animals to pump the bellows instead of employing apprentices, but the fun- damental principles are no different from those used by the village farrier, cooper, or blacksmith. A dwarven forge is significantly dif- ferent from a human forge. More than just a workplace, the dwarven clan forge is also a telinom — a sacred area. In addition, the dwarves’ forges rely not only on hammers and muscle power but also on the natural strength of water and wind. In fact, the dwar- ven forge-priests are fond of describ- ing all ironwork as a fusion of the four elements: water, earth, air, and fire. Water The most obvious use of water in a smithy is in the quenching process, when a smith slakes the hot metal by plunging it into cold water. But there is another, less obvious, use of water in the service of the forge. Just as human millers use water wheels to grind grain, most dwarven smiths construct water- wheels to power their forges. They har- ness this power in several obvious ways at the forge, but the influence of the waterwheel is felt in all but the smallest dwarven communities. The waterwheel provides three great advantages for the dwarven forge: it keeps the bellows pumping, it hammers out the rough forms of wrought iron, and it turns lathes to make rounded metal bars. In all three cases, an overshot wheel is the pre- ferred form of power. An overshot wheel is simply a waterwheel that takes water from a trough into buck- ets on the wheel; the weight of the buckets drives the wheel down (see the adjacent diagram). A successful overshot wheel requires a fall of at least 10 feet. Some blacksmiths prefer to use pitchback wheels, which send the water into an overshot wheel in reverse; pitchback wheels require a slightly smaller fall than overshot wheels, usually 8 to 10 feet or so. In cases where the fall of water isn’t large enough for an overshot or pitch- back wheel, an undershot or even a

24 MARCH 1998 horizontal waterwheel can be used. Undershot wheels are vertical like overshot wheels but are powered by paddles in the stream rather than by buckets of water; they require a small fall of a foot or so. Horizontal wheels provide even less power than under- shot wheels, as they simply float and rotate gently in the current. No fall is required. To lift the hammer, the wheel is part of a triphammer mechanism (see adja- cent figure). The wheel’s peg presses down on the end of the triphammer, lifting the heavy iron head.1

Air to deal with the differing properties The anvil is graded by its weight Of course, the waterwheel that dri- and shapes of hot and cold metal. All rather than size, with a general- ves a triphammer can just as easily be the basic forms of the tools men- purpose anvil usually weighing about attached to a lathe or the forge’s bel- tioned here are shown in the diagram 100 to 200 Ibs. Jeweler’s anvils may lows. To turn a lathe, the waterwheel below, but many of these tools, espe- weigh as little as 50 Ibs., and anvils for could be used directly, but this process cially tongs and hammers, come in a heavy work could weigh as much as results in a very slow lathe—too slow wide range of specialized types as 800 Ibs. The pointed end of an anvil is for the pace of dwarven metalwork- well. Finally, every smithy contains fire called the beak or horn; it is used to ers. To speed it up, a series of toothed tools, such as pokers, shovels, rakes, a bend iron bars and sheets without gears are applied to the rotation from watering can, and a slice (resembling breaking them. The top surface is the waterwheel’s axle. The metal a spatula, a slice is used to lift and called the face and is used for ham- cylinders that a lathe turns out can move fuel around hot metal). mering and for cutting. The far end of provide the raw workstock for every- Equipping a complete workshop can the anvil is called the heel or tail; it thing from chains to ballista bolts. cost hundreds or even thousands of usually contains two holes, one to To pump bellows, the dwarven gold pieces. hold a hardie, and one called the waterwheel has a peg that lifts the bellows, opening it and filling it with air. A weight on top of the bellows then compresses them on the down- stroke, forcing air through the coal used to fire the forge. A proper set of bellows is crucial to reaching the high- est possible temperature for working difficult metals like iron, platinum, and mithril.2 Slightly different bellows can also force air into the deepest dwar- ven halls. Either way, the bellows pro- vide the breath of life to both the dwarves and their smithy.

Fire and Earth In addition to water power, dwarves use a wide range of both simple and sophisticated smithing tools. The most important tools in any forge are the anvil, tongs, hammers, mandrels, chisels, brushes, hardies, punches, fullers, flatters, an apron, and a swage block. Hammers, chisels, and hardies are made in two varieties

1. In reality, this mechanism was discovered in the 11th century and applied throughout Europe by fullers, smiths, and even millers. In a fantasy campaign, it could easily be a secret of the dwarves, unknown to other races and one of the reasons for the dwarves’ reputation. 2. Iron melts at 1,539° C, platinum at 1,773° C, mithril at 1,904° C, and adamantite at 2,280° C.

# DRAGON 245 25 Table 1: Ironworks Equipment Costs Typical Forge A typical forge’s layout is shown on Item Cost (gp) Efficiency (SU) Anvil 100 - the following page, with the temple and forge grouped closely together Forge Tool Set 200 - near a water source, in this case an Geared Bellows 80 +1 Lathe 200 +1 underground river. The forge areas are as far as possible from the living Mandrel, large 90 - quarters, because of the smithy’s heat, Mandrel, small 35 - noise, and smoke. Dwarves under Swage Block 150 +1 Triphammer 700 +3 attack always make their last stand in Wheel, horizontal 200 -1 the forge, fully supported by priestly firepower and their faith. In this Wheel, overshot 2,000 +2 respect the forge resembles a castle’s Wheel, pitchback 1,500 +1 keep among humans; when every- Wheel, undershot 750 - thing else collapses, it is where the dwarves gather strength and regroup pritchel hole that serves as a recess for a sheet of metal suitable for making a in the face of an attack. metal to fall through when a punch is breastplate, a shield, a plate, or hel- The forge is run by the master being employed. Contrary to popular met. Fullers are hammer-like tools smith. This title is sometimes passed belief, it isn’t the hammer that rings used before flatters in the process of down from generation to generation, during ironworking: it’s the anvil. All turning bars to sheets. but more often it is decided by merit. dwarven smiths prefer an anvil that Those interested in how black- Custom on this matter varies from rings to one that clunks or clanks, and smiths use these tools to sculpt sheet clan to clan. Other titles in the forge’s an anvil that produces a sweeter tone iron, bars, wire, blades, armor, tools, hierarchy include (in descending will command a higher price. No one horseshoes, and so forth will find that order) the journeyman smith, the likes to work metal with noise when most good public libraries have a vol- apprentice, the stoker, the smelter, the they can work metal to music; a large ume on practical blacksmithing and miner, and the gate warden (who dwarven settlement sometimes rings metalworking. oversees the transport of the miner’s with an entire chorus of anvils. ore and coal into the forge). The mandrel, also called a smith’s Ironworks The master smith is responsible for cone, is used to size rings correctly The parts of a dwarven ironworks producing the flow of trade goods and to make them truly circular. are simply a means to an end: creat- that are the enclave’s economic life- Dwarven mandrels generally have a ing sheet metal, wire, nails, tools, line. Without these valuables to barter long groove that allow the tongs free horseshoes, and other goods. To mea- for grain, produce, and wool, the play when putting a ring into place. sure the effectiveness of any iron- dwarves would soon be reduced to Mandrels vary in size from a foot high works can be measured in game eating only what they could hunt or and 20 Ibs. for an armorer’s mandrels terms using the smithy unit (SU). Each gather from the wilds. The trade used for making chain and ring mail smithy unit is the equivalent of a sin- goods coming from a typical forge to a 100-lb. mandrel of four feet in gle village smith and two apprentices include jewelry, cut gems, intaglio, 3 height for general use. working all their metal by hand. sturdy farming tools, cutlery, nails, A swage is a tool used to create Some player characters might wish kitchen pots and other implements, identical curves for rings, round bars, to build ironworks of their own or chains, weapons, armor, and so on. and other cylinders. A swage block is might desire to sell an ironworks that Each dwarven hold generally special- used to create identical cups and they have captured from brigands or izes in the metals that it can smelt in bowls and to form flat iron into grace- humanoids. Building this elaborate a nearby mineworks. ful curves matched to exact sizes. The forge requires both the engineering latter weigh anywhere from 100-700 proficiency and one of the smithing High Holidays Ibs. As you can imagine, relocating a proficiencies (armorer, blacksmith, or Dwarven enclaves open their smithy is an adventure in itself, requir- weaponsmith), and the task could forges to visitors twice each year, dur- ing block and tackle and at least two take as long as a year. ing the dwarven High Holidays. oxen for moving even a small shop. Note that a waterwheel and trip- During these days, any peaceful visi- The hammers are used for most of hammer function together; either item tor is received with open arms, some- the basic blacksmithing techniques, alone provides no additional benefit to thing as rare among dwarves as forest including thinning, cutting, bending, the ironworks. Thus, a triphammer dri- fires among the elves. On the High and upsetting (tapping the end of a ven by a horizontal wheel provides a Holidays, the gates are left open, all piece of iron, thus thickening the bar). +2 benefit (+3 for the hammer, -1 for dwarves wear their best finery, Hardies provide the cutting edge the wheel), whereas a triphammer dri- whether armor or embroidered tunic, when a hammer provides the force for ven by an overshot wheel provides a and the forge lies quiet and still, cutting metal; sates (or sets) perform +5 overall benefit (+3 and +2). tended only by a young dwarf who the same function as a hardie but cut keeps the embers glowing. The from above rather than below. Flatters 3. Typical construction times for weapons Closing of the Forge and the Kindling do what you’d expect from the name; and armor are provided in the Complete Dwarves Handbook and the Complete Fighter’s of the Hearth are ceremonies con- they flatten a bar or lump of iron into Handbook. ducted with great ceremony by the

26 MARCH 1998 highest-ranking priest of Moradin at and the links were finer than a spi- Hammer Chants the start and end of the festival. der’s web—but they withstood the Though the blacksmith’s tools are The feasting of the High Holidays hardest blows from a judge’s testing similar to those humans use, the begins with the midday meal; until warhammer. The dwarves stood in sacred side of the dwarven forge is then, everyone is busy preparing shocked silence when the master readily apparent to even a casual food, gifts, finery, and embellish- smith judged the elf the victor. The visitor: dwarves are very noisy when ments. With the sound of a single bell judge—a dwarf named Ulfgar—was they work. The songs they sing are or a strike of the great gate with a banished from the clan, but he left the songs of praise for the keeper of the hammer, the festival’s beginning is next day with the elven smith and first forge, lusty work songs, or even announced. Clan elders judge compe- wandered with him for years. Some incantations in the Old High Church titions in hammer-throwing, cooking, stories say that Ulfgar learned the art Dwarvish that only the priests fully brewing, smithwork, tapestries, and of hammer chants from the elven understand. The chants keep the song, and the victors are given small smith and that they forged the first rhythm steady when a team of smiths rings or bracers as a token of the Singing Hammer together; other sto- is using multiple hammers on a single honor they have won. ries claim that just the reverse hap- piece of iron. When combined with Even nondwarves may enter these pened, and a single line of elven the chant of a dwarven priest or mas- competitions, though the dwarves smiths still passes on the dwarven ter smith, the hammer chants used aren’t above a little bias toward the secrets from father to son. Could there every day at the forge are themselves local favorites. Tales tell that, at one be hammer chants or similar forging magical. In fact, blacksmiths are often such yearly competition, an elven songs among the elves? Certainly the double as bards among the dwarves. smith arrived at the gates of dwarves deny it, and the elves merely The most basic of these chants Hammerkeep, seeking shelter among smile at the question . . . though they functions much like combine, the first- his people’s ancient rivals and claim- don’t deny the truth of the story. level priest spell that adds effective ing to be lost in the wooded slopes of At the end of the festival, visitors levels to the priest. The dwarven ver- the high peaks (and thus we know it is are shown to the gate; small stone sion is the basic hammer chant, after a legend, for surely no elf was ever guest houses outside the enclave lie a which all the others are named. Other lost in a forest). The elf was taken in short stumble away. The great doors dwarven chants resemble the cooper- and fed, and he chose to show some creak shut at sunset, and the enclave ative magic spells from the Tome of of his fine elven chain, with links as returns to its noisy work, deep Magic. The listings below are just a small and delicate as jeweler’s work. It beneath the mountain’s heart. sample of the diversity of hammer was the product of five years’ labor,

# DRAGON 245 27 able to him. Upon completing the hammer chant, the group can immedi- ately begin another chant, which then gains the benefit of the increased effective level provided by the ham- mer chant. If a hammer chant is attempted dur- ing battle, the chanting dwarves lose all Armor Class bonuses for shield or Dexterity while chanting. If any of them loses his concentration (when struck a blow, or distracted by noise or magic), the hammer chant ends immediately. The material components of the hammer chant are a hammer, an anvil, and a forge’s fire. Hammer chants must be conducted in a forge conse- crated to the dwarven gods; human or elven smithies, makeshift forges, and abandoned holdings are unsuited to the successful completion of this chant. Miner’s Chant (Chant) Level: 0 Sphere: Elemental (Earth) Range: 0 Components: V, S, M Duration: 12 hours Casting Time: 1d4 turns chants; many more are commonly Saving Throw: None Area of Effect: 1d6 dwarves Using this chant, up to seven dwar- found in dwarven strongholds, includ- Saving Throw: None ing spells that mimic the functions of ven priests and/or dwarven black- While not strictly a smith’s chant, fortify, unearthly choir, and focus from smiths, armorers, or weaponsmiths the miner’s chant is often conducted at the Tome of Magic. These spells are not may combine their abilities so that the forge by a forge-priest before a granted to nondwarves, despite per- one of them casts other chants at an group of miners goes off to the tun- sistent rumors that the steelskin chant enhanced level. If no priest is present, nels and begins a day’s work. The was originally part of the worship of the chant may still be completed chant is an invocation of blessings Flandal Steelskin of the gnomes. successfully, but the casting time dou- and protection, but it also hardens Casting these spells takes much bles. The target of the spell is usually and improves the miner’s tools, longer than ordinary spellcasting, and the master smith (granting him the increasing their effectiveness and hammer chants are rarely employed power to lead other magical chants) decreasing the chance of their becom- effectively in combat (though the or the highest-ranking priest. All ing blunted. Miners operating under dwarves argue that the priest spell dwarves taking part in the hammer the influence of the miner’s chant can chant is simply a corruption of the chant must have the Singing non- operate without fatigue and dig 50% magic the first dwarves found). These weapon proficiency. faster while they do so. spells all belong to a special school of The highest-ranking priest or mas- The material component of the their own, that of Chants. They ter smith stands at the forge, ham- miner’s chant is a chunk of ore for any mering out time on the anvil, while include a few zero-level spells, which metal. can be cast be a 0-level caster. See the the others work the bellows and tend Forge-priest sidebar for more details. to other forging tasks. The dwarf who Stainless keeps time is the leader of the chant (Chant) and becomes the focus of the chant’s Hammer Level: 1 magic. The leader gains one effective (Chant) Sphere: Protection level for each three levels or Hit Dice Level: 0 Range: 0 Sphere: All of the dwarven smiths chanting at Components: V, S, M Range: Touch their work, to a maximum gain of six Duration: Permanent Components: V, S, M levels. While the priest gains no addi- Casting Time: 3d4 turns Duration: Special tional memorized priest spells, the Area of Effect: 1 lb. metal Casting Time: 1 turn priest may gain access to additional Saving Throw: None Area of Effect: One dwarf chants that were previously unavail- This chant grants any metal an

28 MARCH 1998 enduring bright shine, (akin to chrome) Eversharp Hammer Chants and protects the metal against corro- (Chant) Note that zero-level chants may sion and decay. However, it is rarely Level: 2 be cast by nonpriests. used because of its cost. Imbuing metal Sphere: Alteration with a stainless chant requires the sacri- Range: 0 Zero Level fice of a weight of platinum equal to Components: V, S, M Hammer the weight of metal to be protected. Duration: Permanent Miner’s Chant Thus, a 4 lb. long sword requires the Casting Time: 1 hour sacrifice of 1,000 gp worth of platinum Area of Effect: 1 weapon First Level (100 pp) to protect the blade. Once pro- Saving Throw: None Stainless tected, no rust, acid, or decay, even This chant magically enhances and Suregrip that produced by a rust monster or maintains the sharpness of a single black pudding, can destroy the edged weapon, which must be kept Second Level weapon. Even the strange black metals on the anvil for the entire duration of Eversharp of the drow are rumored to gain the spell’s casting. However, the spell Moradin’s Metal greater resistance to sunlight when does not provide any other benefit; Steelskin treated with this chant. the weapon can still rust, break, pit, Stoker’s Chant In the FORGOTTEN REALMS® setting, crack, and melt, and eversharp chants this spell is a requirement for the suc- do not grant any bonuses to attack or Third Level cessful application of the everbright damage rolls. Once protected, the Bellows Breath treatment (everbright and other weapon need never be sharpened. Bloodiron smithing secrets are described in The material component is a pin Dark Alloy Volo’s Guide to All Things Magical), made of silver (10 gp value). which is a secret of the dwarves of Fourth Level Faerûn. Other races of the Realms Moradin’s Metal Ashen Steed have attempted to reproduce the (Chant) Pech Chant secret but have failed because they Level: 2 lack the secret of dwarven chants. Sphere: Elemental (Earth) Fifth Level The use of this chant is generally Range: 10 yards Secrets of Stone reserved for clan heirlooms, chief- Components: V, S, M Tempering tain’s weapons, and other important Duration: Permanent metalwork. Naturally, metals not nor- Casting Time: 1 turn/oz. Sixth Level mally subject to corrosion—such as Area of Effect: 1 oz./level Anneal Clan Spirit gold, mithril, and platinum—are not Saving Throw: None Purifying Fire treated with this spell. This chant creates a mass of The material component of the unworked metal from nothing. The Seventh Level stainless chant is simply the sacrificed metal appears on top of the forge, Masterwork platinum. and most dwarven smiths believe that the metal is a direct gift from Moradin Suregrip or Verdagain, the Keeper of Secrets Area of Effect: 1 dwarf (Chant) under the Mountain. The chant works Saving Throw: None Level: 1 only once each year, during the dwar- When this chant is completed, the Sphere: Guardian ven High Holidays. It is usually affected dwarf gains complete immu- Range: 0 employed to create a small quantity nity to any normal attack by cut, blow, Components: V, S, M of adamantite or mithril, which is used projectile, or similar impact. Magical Duration: Permanent at the dwarfhold during the course of weapons and spells still have their Casting Time: 3d4 turns the year. In many dwarfholds, the normal effect, but all mundane Area of Effect: 1 lb. metal metal created by this chant is used weapons are turned aside. Saving Throw: None only to create sacred objects, and it According to some dwarves, This chant makes a weapon or may not be given to outsiders in any objects can also be protected by steel- shield stick to its wielder’s hand until form. skin chants of longer duration (4d6 he voluntarily releases it, making it The material component is a strand hours casting time), but this protection impossible for the wielder to be dis- of hair from the beard of the eldest does not apply to an object’s wearer armed by an opponent or to drop the dwarf of the clan. or owner. Armor protected by steelskin weapon. Even spells like fumble have does not melt in a dragon’s breath or no effect against a hero using a Steelskin crack under a giant’s blow, but it weapon protected by the suregrip (Chant) provides no additional protection to chant. Level: 2 its wearer. The suregrip chant’s material com- Sphere: Protection The chant blocks 1d3 attacks, plus ponents are a scrap of spiderweb Range: Touch one attack per three effective levels of from any sort of spider and a thin rib- Components: V, S the caster. This limit applies regardless bon of zinc/tin alloy. Duration: Special of attack rolls; whether the attack Casting Time: 1d4 turns would have hit or not, the spell’s

# DRAGON 245 29 The Forge Priest Special Benefits: All forge-priests special metal called forge-gold, which The forge-priest is a mature or may use the chants described in this a knowledgeable smith can alloy with elderly dwarf who maintains and article and may lead other dwarves mithril or even adamantite to make passes on the dwarven traditions of in their use. A dwarven priest with it workable at lower temperatures. craftsmanship and worship. However, the forge-priest kit gains access to Mithril or adamantite alloyed with a dwarven PC can never begin as a these spells as if they were regular forge-gold can be worked in an member of the forge-priest kit; mem- priest spells. Members of any other ordinary forge without the need for bership in the society of forge-priests class gain access to these spells as if dragon bellows, silver tongs, or the is only offered to settled or legendary they were a priest three levels lower other specialized tools required for smiths with long years of practice at than their actual level; that is, a 9th- high temperature metalwork. the forge. When membership is level fighter could access as many The material component is a drag- offered, a tempering vigil must be chants as a 6th-level priest. If this on’s fire-sac, the portion of its lungs withstood by the candidate. If the tem- drops the forge-priest to below first that generates its breath weapon, pering is successful, any previous kit level, the dwarf must conduct a ham- shaped into a set of bellows. The com- benefits, status, and hindrances are mer chant with enough helpers to ponent is not consumed by the cast- lost, and the new kit is adopted. gain the effective level required for a ing of the chant. given chant. Forge-priests also gain a Role: The forge-priest makes Bellows Breath metal items, teaches chants and the +1 bonus to saves vs. fire. art of ironwork to younger dwarves, Special Hindrances: Forge-priests (Chant) and arranges the affairs of the are forbidden from casually destroying Level: 3 stronghold’s forge and temple. They metalwork of any kind, even cursed, Sphere: Elemental (Fire) are invariably the most capable evil, or broken metal. Instead, they Range: 0 smiths at any dwarven stronghold. must either repair, sanctify, or purify Components: V, S, M Secondary Skills: Blacksmith any such metalwork. In addition, Duration: 8 hours Weapon Proficiencies: War- forge-priests must serve as leaders of Casting Time: 1-6 turns hammer, throwing hammer their community, shepherding other Area of Effect: 1 fire Bonus Nonweapon Proficiencies: dwarves through the world’s trials. Saving Throw: Special Singing, access to Chants Wealth Options: Forge priests gain By creating a wind to fan the flames, Recommended Non weapon Profic- no additional money when they are this chant dramatically increases the iencies: Armorer, Blacksmith, Leather- accepted into the society that this kit size of any existing fire. worker, Weaponsmithing represents. In many cases, they are Bellows breath also enhances any Equipment: Smith’s hammer, asked to donate money to build or other fire spell, increasing that spell’s tongs, forge refurbish a shrine, forge, or temple damage by +1 point per die. Distinctive Appearance: Leather when they join the brotherhood of The chant’s magical wind scatters apron, beard and hair tied back away forge-priests, but this is not necessary ashes and might put out a fire or dis- from embers, sparks and flame. for impoverished dwarves or those pel the target fire spell, as determined Usually smeared with soot, coal-dust, who do not seek fame or status as by a turning attempt against “Special” and sweat. forge-priests. rolled by the highest level priest partic- ipating in the chant. (If only smiths are using the chant, they have no chance potency is reduced by one for each Stoker’s Chant to succeed.) If the check succeeds (turn possible attack in a round. These (Chant) or destroy), the fire stays lit and its heat attacks inflict no damage on the Level: 2 increases to the level required to forge chant’s recipient. The chant’s effects Sphere: Elemental (Air) mithril and adamantite. If the check last until the chant’s recipient is Range: 0 fails, the fire is blown out. attacked and the magic is invoked. No Components: V, S, M The material components of this more than a single steelskin can ever Duration: 1 round/level chant are a raven’s feather and a be active on a single dwarf at the Casting Time: 1-3 turns small leather set of bellows. same time; repeated castings have no Area of Effect: 1 dwarf additional effect. Saving Throw: None Bloodiron Repeated rumors that a dwarven The stoker’s chant is just as often (Chant) armorer somewhere has enchanted used among smelters as among Level: 3 armor with steelskin have proven false smiths, but is included here as an Sphere: Necromantic, Charm time and again, but the story persists example of another type of dwarven Range: 0 among the gullible. Less scrupulous chant. The stokers are dwarves who Components: V, S, M smiths sometimes sell armor that they feed the fires that release metal from Duration: Special claim is protected by this magic. ore. This chant allows them to double Casting Time: 3d4 turns Dwarven priests and smiths seldom the heat in their smelter, increasing Area of Effect: 1 lb. metal employ this chant for the benefit of the speed with which they process Saving Throw: None anyone but dwarves of their own clan. ore. All functions of the smelter hap- This spell creates a magical thirst for The material component of this pen twice as quickly. blood in a weapon, giving it the ability chant is a pouch of steel filings, which When used by a cantor of 9th level to inflict great wounds on any creature must be scattered over the recipient. or higher, the stoker’s chant creates a it strikes. Whenever a blow is struck

30 MARCH 1998 with a bloodiron blade, it inflicts an Dark Alloy Ashen Steed additional +2 hp damage by keeping (Chant) (Chant) the wounds it causes from closing Level: 3 Level: 4 properly. The spell lasts until the Sphere: Sun Sphere: Summoning weapon is blooded in combat and then Range: 0 Range: 0 resheathed; if not resheathed after a Components: V, S, M Components: V, M battle, the bloodiron weapon requires Duration: Permanent Duration: 1 day/level the user to make a Wisdom check Casting Time: 3d4 turns Casting Time: 2d6 turns every round it is held. If the check fails, Area of Effect: 1 oz. metal Area of Effect: 1 the wielder is compelled to attack the Saving Throw: None Saving Throw: None nearest living creature, friend or foe. This spell transforms an ordinary This chant captures and forms the Wounds caused by bloodiron do not piece of iron into metal with a number forge’s smoke into a magical steed. regenerate (giving the chant its other of unusual properties. The material The caster(s) must prepare a smoking name, “trollsbane”). Bloodiron chants becomes invisible in sunlight and fire source to create a plume of smoke, have no effect on blunt weapons or on glows when unsheathed in conditions which is then captured in a bottle or magical weapons of any kind. of darkness, whether that darkness is other sealable vessel. This vessel must Dwarves often cast bloodiron on magical or natural. The metal created be opened within 24 hours per effec- crossbow bolts, creating deep wounds by a dark alloy chant, called dunchalcor tive level of the chanting group. that are difficult to heal. The spell is (and known simply as “dark steel” in When the vessel is opened, the especially popular among warriors of the FORGOTTEN REALMS® setting), is often smoke pours out and forms a smoky Abbathor, the dwarven god of greed. used to make secret runes for dwar- steed, which takes a form depending The material component is the iron ven shrines. The metal is also used as on the caster’s effective level. The to be affected, plus the blood of the filligree in special weapons, denoting type of steed depends on the level of lead chanter. Casting bloodiron a weapon’s maker, its bearer, or even the caster: requires that the forge-priest to cut its special powers. Dunchalcor is a Caster Level Steed himself with the weaponed to be necessary material component in the 1-3 Pony enchanted; giving his blood to the pech chant 4-6 Don key bloodiron magic causes 2d8 hp dam- The material component of the 7-9 Giant Lizard age to the forge-priest. This damage dark alloy chant is an ounce of mithril 10-12 Smoke Wyvern

# DRAGON 245 31 Each form has an AC of 5 and 7 hp silently, until the last of the dwarves words must be chanted both by the plus 1 hp per level of the caster. If an who chanted them into the mine has initiate and by a single master forge- ashen steed ever loses all its hit fallen asleep. Then they return, priest; that is, a dwarven priest of 9th- points, it disappears. The smoke unseen, to the Plane of Elemental level or higher or a smith with at least wyvern flies at a speed of 24, and the Earth. nine slots of smithing nonweapon smoke dragon flies at 36. None of the The material component for a pech proficiencies. If the saving throw is ashen steed creatures can attack, and chant is a pick-axe made of finest successful, the tempering succeeds none has any special abilities; the steel and inscribed with runes of dark and the initiate becomes a forge- wyvern cannot sting and the dragon alloy metal (200 gp). priest. In addition, completion of the cannot employ a breath weapon. The chant grants an additional slot of pony and donkey can carry only the Secrets of Stone smithing proficiency and a +1 bonus holder of the bottle, but the lizard, (Chant) to all saving throws against fiery wyvern, and dragon can carry a num- Level: 5 attacks. If the chant fails, the initiate ber of additional creatures equal to Sphere: Elemental (Earth), Summoning loses a point of Strength permanently the number of chanting smiths and Range: Touch and may not attempt the chant again priests who help cast the chant. Once Components: V, S, M until at least 10 years have passed. it arrives, the ashen steed lasts for a full Duration: Special The material components are a day or until dispelled. Casting Time: 3d6 turns silver axe (100 gp), a flawless iron The material component for ashen Area of Effect: 1 stone hammer (25 gp), and a small golden steed chants vary, but all include a Saving Throw: None anvil (500 gp), all of which must be stone vessel inscribed with the chants This spell hastens the slow-moving melted down during the course of the runes. In addition, the chant requires a spirits of the earth to provide informa- vigil. pony’s shoe, a donkey’s halter, a giant tion about an underground area. lizard scale, a wyvern’s stinger, or a When chanted successfully, secrets Anneal Clan Spirit dragon’s scale. of stone allows the cantor(s) to learn (Chant) who or what has recently passed Level: 6 Pech Chant through a tunnel, pass, or mountain Sphere: Guardian, Summoning (Chant) range. Since stone has no concept of Range: 0 Level: 4 time, it cannot relate how recently the Components: V, S, M Sphere: Elemental (Earth), Summoning creatures have passed, but it can pro- Duration: Permanent Range: 0 vide complete descriptions and num- Casting Time: 1d4 days Components: V, S, M bers. In areas where the spirits have Area of Effect: 1 item Duration: Special encountered dwarves before, they Saving Throw: None Casting Time: 2d6 turns pass along their information by cover- This chant calls up an ancestor of Area of Effect: 1 mine ing a nearby wall or stone with dwar- the dwarven clan to give an item Saving Throw: None ven runes describing recent activities. intelligence and possibly magical The chant is favored by miners far In areas where the spirits have never power. Each ancestor can be more than by smiths, for it summons met dwarves, they form pictures annealed to an item only once, and a group of pech—pale-eyed miners instead of runes. dwarven forge-priests keep careful from the Elemental Plane of Earth— The spell’s duration is a single day, records of which spirits have been into a dwarven mine to assist the or until the bound spirits answer three called upon, and which clan has the workers there. The pech chant sum- questions, whichever comes first. The right to call upon the next available mons as many pech as there are min- material component for secrets of stone spirit. ers chanting: no more, and no fewer. is a geode, a type of hollow stone If the chant is completed, the sum- The pech triple the mine’s output as filled with a crystalline lining. moned spirit enters the item and long as they remain working, and grants it the ability to answer ques- because they are expert miners, no Tempering tions (as per a speak with dead spell). unexpected explosion, flooding, or (Chant) Once all questions have been collapse occurs while the pech assist Level: 5 answered, the spirit is free to leave the the dwarves. However, the pech can Sphere: Necromantic item at any time. If it has been well- create a siege tunnel, breach a dam, Range: 0 treated, a successful Charisma check or engage in combat, if so commanded Components: V, S, M by a dwarf of the spirit’s clan indicates by the lead cantor. As soon as they Duration: Permanent that the spirit remains in the item for finish any destructive stonework, the Casting Time: 1d12 hours another year. If the spirit is mistreated, chant ends and the pech return to the Area of Effect: 1 dwarf it leaves at once. The longer it stays, Plane of Earth. Saving Throw: None the more likely it is that the item will If the pech are asked to perform This chant tempers the soul of a display additional powers. For each only peaceful work, the chant only single dwarf, making him a forge- decade that the item is inhabited, the lasts as long as at least one of the priest and initiating him into the DM either chooses an ability or rolls dwarven miners is still chanting; as greater mysteries of the societies on the accompanying table to deter- soon as a dwarf stops chanting he among dwarves. The ceremony of the mine what ability the item gains. If the falls asleep. The pech remain by the tempering chant itself requires a vigil same result appears more than once, dwarves’ side, working steadily and held in a temple of Moradin, and the the effect is cumulative. If the item is

32 MARCH 1998 abandoned, it neither gains nor loses abilities until it is again used.

Clan Spirit Abilities 1d100 Ability 1-3 Detect evil at will 4-6 Continual light once/day 7-8 Prayer once/week 9-11 Sanctuary once/day 12 Heal once/year 13-20 Gives advice once/month 21-22 Bearer’s Movement rate increases by 2 23 Passwall once/month 24 Stone shape once/month 25-26 Bearer never feels fatigue 27-28 Bearer never sleeps 29-30 Bearer’s beard doubles in length 31-35 Bearer gains one addi- tional slot of blacksmith nonweapon proficiency (NWP) 36-40 Bearer gains one addi- tional slot of armorer NWP 41-45 Bearer gains one addi- tional slot of weapon- smith NWP 46-50 Bearer gains one addi- tional slot of miner NWP 51-55 Bearer immune to poison 56 Bearer immune to intoxi- cation 57-60 Bearer gains perfect direc- tion sense 61-65 Stone tell once/day 65-70 Bearer gains +2 to attack and damage giants 71-75 Bearer gains +2 to attack and damage humanoids 76-80 Bearer gains +1 AC bonus 81 Bearer gains +1 bonus to all saving throws 82-83 Resist fire once/week 84-85 Resist cold once/week 86-90 Bearer cannot lie 91 Bearer gains true sight 92 Regenerate 1 hp/hour 93 Holy word 1/year 94 Summon earth elemental 1/year 95 Summon fire elemental 1/year 96 Assume badger form once/month 97 Speak with animals at will 98 +4 to attack rolls with crossbow 99 +4 to attack rolls with battle axe 100 +4 to attack rolls with war hammer

# DRAGON 245 33 Masterwork (Chant) Level: 7 Sphere: Creation Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1d6 months Area of Effect: 1 forge Saving Throw: None The masterwork chant represents an enormous effort by a team of smiths, working in shifts for months under the direction of a master smith to create an item of such perfection that it becomes imbued by magical power, as if the masterwork item had been enchanted. This chant permits the creation of magical metal items of up to +1 per two extra slots of the rel- evant nonweapon proficiency of the master smith. Thus, an armorer with only the base proficiency or one extra slot of proficiency cannot create a masterwork at all. However, an armorer with three slots (two for the base level of skill, plus one extra) of the armorer proficiency can create a suit of chain mail +1, plate mail +1, and so on. For items without “pluses,” a masterwork can yield an item of 1,000 XP value per two extra slots of the relevant nonweapon proficiency (usually Records describing the use of the Range: 0 blacksmithing). Magical spells that anneal clan spirit chant indicate that Components: V, S, M nullify or destroy a normal magical annealed spirits have created other Duration: Permanent item (wand of negation, ’s effects as well; the preceding table is Casting Time: 1d4 hours disjunction, etc.) have no effect on only a guide. Area of Effect: 1 item items produced by a masterwork Each time an item transfers owner- Saving Throw: None chant. ship, the new owner must make a This chant destroys the magical When the months of effort are fin- Charisma check. If the check succeeds, power of a metal item by bathing it in ished, the master smith must make a the item retains both the annealed cleansing flame. The chant alters the nonweapon proficiency check using spirit and its powers. If the check fails, color of the forge-fire from orange to his blacksmithing, armorer, or the annealed spirit leaves the item an odd mix of orange and purple; this weaponsmith proficiency score, as forever, sometimes leaving behind a change indicates that the chant has appropriate. If the check succeeds, the single minor power as a sign of its succeeded. No matter how flammable masterwork is a success; if the check long habitation. Items whose spirits an item might be, it does not burn fails, the work is fatally flawed and have been bound for long periods of while held in the purifying fire. must be started over. In either case, time are revered as holy relics by The chant functions just as a dispel the attempt is so exhausting that the many dwarves, and a clan will go to magic does, but it disenchants the master smith cannot attempt another great lengths to keep such precious affected item completely and without masterwork chant for 10 years. objects in the family. They are never the need for a percentage die roll to The material component for a mas- sold or bartered away. determine success. A purifying fire terwork chant are a miniature hammer Summoning the spirit of a clan chant always removes all charges or and anvil made of mithril (worth 1,000 ancestor and chanting it into an item enchantments from an item; it cannot gp). requires the cantor(s) to add a bone of selectively remove harmful powers the ancestor to the forge’s fire. while retaining beneficial ones. Magical Smith’s Tools The material components for puri- Blacksmiths generally forge and Purifying Fire fying fire are coke and phlogiston reforge their own tools, reworking (Chant) (from the Plane of Fire) or fire elemen- them when they wear out or when Level: 6 tal essence, both of which are con- they need strengthening. Some of Sphere: Elemental sumed as fuel for the spell’s fire. these magical tools have become

34 MARCH 1998 standard items among the dwarves, The Stronghold Anvil The Silver Tongs including the items described here. This anvil, first created within the These tongs always remain spotless, Any of these can be forged or made by fortress for which it is named, no matter how much coal dust, smoke, a ironmonger priest or a chanting is always made with a beak and soot surrounds them. A pair of company of smiths, using of the spe- resembling the face of the silver tongs is required to cific chants listed below. Creating these master smith at the hold work at the high tem- items is not the same as a wizard cre- that produces it, but it is peratures used ating a magical item, and confers no always named for the forge when forging experience points—but also runs no risk of its birth. For instance, a strong- mithril or of losing Constitution. The experience hold anvil made at Hammerkeep point values reflect the XP gained by would be called the Hammerkeep making the item, not merely finding it. Anvil. The iron cast for the anvil is always The Biting blessed by adamantite; Whetstone the hold's ordinary iron or This whet- best forge- bronze tongs melt at stone is made of a priest, and the these extreme temperatures. The marbled greyish-green resulting block of required chants are masterwork and stone, and often resembles a iron is cooled by the long form of steelskin. stone adze or hoe in shape. The water drawn from an XP Value: 250 GP Value: 100 whetstone protects every underground river. weapon sharpened on it as if In use, the anvil's The Bearded Hammer it had been subject to an magic adds four This hammer is famous for the eversharp chant. Creating the levels to any chant tone is creates with every blow; when stone requires a masterwork and an conducted at that forge, combined with the ringing of an eversharp chant, and a flawless piece and adds +1 smithy unit to the anvil, the hammer produces a of stone. ironworks where it is used. two-note chord. In addition XP Value: 100 GP Value: 500 Even when no chants are con- to its sweet sound, the ducted nearby, it adds an addi- hammer reduces the The Dragon Bellows tional slot of smithing proficiency time and improves the Dragon Bellows are special, golden to any dwarf using it. Thus, a odds when creating a mas- bellows that are made larger than dwarf without any smithing pro- terwork. Any smith working normal bellows and lined with a fire- ficiency at all could work metal with one, dwarven or no, can finish a resistant leather. They operate twice on a stronghold anvil as if he metalworking project in half the usual as quickly as normal bellows and had the basic proficiency. time. Any dwarven master smith infuse a forge's fuel with phlogiston Making the anvil requires attempting a masterwork chant (the substance that permeates the a hammer chant, a master- reduces the time required by 1 month work, and the successful (to a minimum of 1) and gains a +2 annealing of the clan bonus to the final proficiency check. spirit of a Master Creating the hammer requires a Smith. The hammer chant and a masterwork, using annealed spirit only mithril created with a Moradin’s might metal chant. Only a dwarven master smith over 300 years old can create a bearded hammer. XP Value: 5,000 GP Value: 4,000

Wolfgang must have been a dwarf in a former life: the beer, the Plane of Elemental Fire), stoking the refuse to work with grumbling, the horned helmet, and fire to temperatures high enough to ironworkers who it con- the secretive projects conducted in melt mithril. Creating these bellows siders incompetent or the depths of the earth were our first clues requires fire-resistant leather or a disrespectful. Even if the to the truth. dragon’s fire sac and a competent tan- chants are all conducted properly, the ner. The required chants are master- stronghold anvil functions only if the work and ashen steed. They add +2 smiths using it gain the approval of smith units to any forge lucky enough the master smith whose spirit resides to have them. within the item. XP Value: 800 GP Value: 1,000 XP Value: 1,000 GP Value: 2,000

DRAGON #245 35

by Bruce R. Cordell illustrated by Mark Nelson

DWARVES DWELL BENEATH THE EARTH, claiming kinship end, select groups of dwarven warriors and priests (and with stone. No one disputes the magnificence of dwarven even a few “thieves”) are trained specifically to hunt and subterranean cities, the ingenuity of aquifer dams designed slay illithids. The members of these elite sects possess spe- and crafted by dwarven engineers, nor the dwarven tenac- cial skills, items, and (depending on your campaign world) ity as demonstrated by extensive mines filled with prospect- even wild psionic talents that increase the odds of achiev- tors in the deep earth. Deeper yet than the dwarven works, ing this goal. The dwarves call such groups caradhaker (ka- however, creep dreadful dwellers of the sunless land. RAD-ack-er), which loosely translates into the common Threats and banes move in lightless corridors that pre- tongue as “mindstalker.” vent the dwarves' true dominion over the hard and unyield- A caradhaker is a dwarf who has devoted significant ing realm their personalities resemble. Dwarves know one time training in the ways of fending off, tracking down, and such threat as the caradhak (ka-RAD-ack) in their own secret ultimately cutting down members of the hated race. tongue. To the world above, caradhak are better known as Most dwarven communities cannot boast a true corps of illithids, the deadly mind flayers. caradhaker, because it is a sect that has only A few dwarven clans actively work to recently spread from the community of overcome the caradhak threat. To this, dwarves that founded it.

DRAGON #245 37 A Brief History of the be unlearned, and the secret pass- exceptions. First, many dwarves with Caradhaker Sect words and signs used by fellow mem- this kit wear their hair shaved on top Among the knowledgeable, the bers to identify each to the other are except for a long queue, reminiscent dwarven caradhaker discipline is also not easily forgotten. What’s of the githyanki hair style. (Dwarven noted for its resemblance to the tenets more, the sect actively seeks out those beards remain inviolate, of course). held by githzerai and githyanki illithid- among the flock who have been lax Secondly, experienced caradhaker hunting parties: cleanse illithids and in accomplishing their duty. A special often wear one or more shrunken, their kin fully from on, below, and quest (to destroy a particular mind mummified illithid heads on their har- between all the worlds of creation. In flayer infestation, for instance) is nesses as a mark of their dedication fact, the caradhaker sect was born given to those dwarves whose devo- and as proof of past victories. soon after a dwarven adventurer tion is found wanting. Those carad- Special Benefits: A mindstalker named Kulthuven rescued a githyanki haker who accomplish the quest are rechannels the usual dwarven racial illithid hunter from a grisly fate within once again back in good standing hatred for orcs, half-orcs, goblins, and the confines of an illithid food pen. with the sect. Those who do not per- hobgoblins into a hatred for illithids, Dwarven history records the form the quest, for whatever reason, gaining a +1 bonus to hit and damage githyanki survivor’s name as Kairoth are marked as rogues, no better than in melee against illithids. of Tu’narath. In gratitude, Kairoth the illithids themselves, and they are Additionally, if the DM uses psionic shared with Kulthuven his knowledge treated as fair game by all other mind- rules in the campaign, the strict of illithid ways, his illithid-taking skills stalkers. Such rogue caradhaker usu- caradhaker training and discipline and spells, and even a few astral- ally live only a short time as a fugitive adds an additional chance (check) for forged magical items. Kulthuven from their vengeful kindred. the character to awaken any still- quickly gathered other dwarves who Role: Caradhaker sometimes work slumbering psionic wild talents shared his fierce hatred for illithids, in groups when an illithid community within the trainee’s mind. (See the and to them he passed on this strange is discovered. Far more often, mind- “Caradhaker Psionics” sidebar if you new lore. After much study and mod- stalkers work apart from the other use psionics rules; otherwise see eling of the skills, mental disciplines, dwarves in the sect. In such cases, the “Evolved Caradhaker Proficiencies.”) If and magical items of the grateful lone caradhaker travels abroad in a mindstalker elects to make the addi- githyanki—as well as a strong dose of search of other dwarven halls, seek- tional check to uncover a latent wild pure dwarven innovation—the carad- ing to pass on illithid-slaying skills to talent, add a +10 percent bonus to the haker sect was born. uninitiated communities of dwarves. character’s overall chance of success. Of course, a mindstalker does not Rules for psionic wild talent and The Caradhaker only pass along his or her skills but psionics in general can be found in (Mindstalker) Kit also seeks to apply them whenever either The Complete The caradhaker bearing embodies possible. Mindstalkers are not averse or in the PLAYER’S OPTION™: Skills & measured patience and calm confi- to traveling with adventuring compa- Powers book. dence—a demeanor that follows natu- nies of mixed race, because such com- Special Hindrances: Mindstalkers rally from their secret skills and strict panies have a reputation for covering lose the standard dwarven racial physical and mental disciplines. large areas. The caradhaker realizes ability of a +1 attack bonus against Mindstalkers are at their calmest and that, sooner or later, the group wilt orcs, half-orcs, goblins, and hobgob- most confident when an encounter encounter illithids and deal with them. lins because of their mind flayer focus. with mind flayers is imminent, and Secondary Skills: If secondary skills Additionally, if the DM uses psionic they are violently competent in the are used in the campaign, a mind- rules in the campaign, those dwarves midst of an illithid encounter. stalker should have the hunter skill. who do manage to awaken a mental Requirements: A mindstalker can Weapon Proficiencies: Mind- psionic wild talent compromise their be of any character class normally stalkers can choose any weapon physical integrity to a small degree. available to dwarves but must have a appropriate to their class standards Instead of gaining +1 to saving Wisdom of at least 12 and an and restrictions. throws vs. magical attacks and poison Intelligence of at least 9. Bonus Nonweapon Proficiencies: for every 3½ points of Constitution, The caradhaker sect cares not Illithid sense, lucid buffer (see caradhaker with psionic wild talents whether its members are male or “Caradhaker Proficiencies”). gain only +1 to these saving throws female; however, the sect sometimes Recommended Nonweapon for every 6 points of Constitution. pursues illithid spoor into dwarven proficiencies: Direction sense, under- Thus, a caradhaker with psionic pow- communities where female warriors ground navigation (see The Complete ers gains a maximum of +3 to saves are an anomaly. In such cases, gender Book of Dwarves), illithid track, cerebral for an 18 Constitution. If the DM tensions can cause a community to blind, read qualith. allows a player to use the advanced spurn the help offered by the carad- Equipment: At the DM’s option, a Caradhaker proficiencies instead of haker. Female mindstalkers who caradhaker may start the game in wild talents for a non-psionic cam- remain grounded in the discipline of possession of or with access to one of paign, the same penalty described the sect are well armored against this the new magical items described in above also applies. sort of bias. “Caradhaker Magical Items.” Wealth Options: A mindstalker Those who take up the training to Distinctive Appearance: Mind- starts the game with wealth appropri- become a caradhaker are devoted for stalkers appear and dress as appropri- ate to his class, level, and clan. life. The skills, once learned, cannot ate to their class and clan, with two

38 MARCH 1998 Caradhaker Proficiencies Caradhaker Proficiences The non-weapon proficiencies Proficiency Slots Ability Modifier introduced below are available only to lllithid Sense 1 Wisdom -4/-1 dwarves who take the mindstalker kit. lllithid Track 1 Wisdom +2 They should not be available to char- Lucid Buffer 2 n/a n/a acters not steeped in caradhaker lore Cerebral Blind 2 Wisdom -2 and training, although the DM is free Read Qualith 2 Intelligence -3 to adapt these proficiencies to rrakkma Blast Feedback 4 Wisdom -2 githzerai (“Rrakkma” is the special Nausea 4 Wisdom -3 name githzerai use to identify their Anti-Mucous Bulwark 5 Wisdom -3 own bands of illithid slayers) and illithid-killing githyanki hunting parties, since since caradhaker lore descends Mindstalkers with the illithid track- If the DM uses psionic rules from from skills originally possessed by ing proficiency can follow mind flay- The Complete Psionics Handbook, an these ancient illithid-hating races. ers across most types of terrain. illithid (or other psionic creature) must Besides the Modifier listed above, all use the contact power upon a victim Illithid Sense the modifiers listed on Table 39: to “open” his or her mind before any (1 slot, Wisdom -4/-1) Tracking Modifiers in the Player’s other power can subsequently affect lllithid sense gives the Mindstalker Handbook also apply. the victim. A mindstalker with lucid a chance to integrate subtle clues— To track an illithid, a caradhaker buffer automatically penalizes the spoor, “tunnel vibrations,” and even must first find the trail. lllithid sense is contact power score by -4 when an psychic emanations—that indicate the ideal for discovering the track; however, illithid (or another psionic creature) presence of illithids within 200 feet. if mind flayers have been through an attempts to use contact against the This proficiency functions passively; area within the hour (or if an eyewit- mindstalker. Mindstalkers save against whenever a caradhaker comes within ness report or other strong evidence is illithid mind blasts as described above. 200 feet of an illithid in an under- available), an illithid track proficiency If the DM uses psionic rules from ground setting, the DM secretly rolls a check is rolled to discover the trail. A either PLAYER’S OPTION: Skills & Powers or check at the -4 modifier. If successful, failed check means that no track is the ® campaign setting (or as the character becomes aware of near- found. described in the lllithiad MONSTROUS by illithid activity, but not the distance If the trail is found, additional ARCANA book), an illithid (or other or the direction. Once a check is failed, checks are made if the terrain signifi- psionic creature) can use any of five the DM does not roll for another pas- cantly changes, a second track (of any psionic attacks to “open” the mind of a sive check for a minimum of 1 hour, or creature type) crosses the first, or the victim to further uses of other psionic until the DM deems that some obvious caradhaker resumes tracking after a powers. A caradhaker with lucid clue of illithid presence has been over- halt to rest, eat, fight, etc. buffer reduces his MAC (Mental Armor looked by the character. A mindstalker Once a tracker fails a proficiency Class) by -4 to resist having his mind can also choose to make an active check and loses a trail, another check opened by psionic attacks from any check for signs of illithid activity (no can be rolled after spending at least creature. Mindstalkers save against more than 1/hour). The conscious one hour searching the area for new illithid mind blasts as described above. check takes a full 3 rounds to accom- signs, or after a successful illithid plish but is made at only a -1 modifier sense proficiency check. If more than Cerebral Blind to the character’s Wisdom. one mindstalker is following a trail, a (2 slots, Wisdom -2) For example, the DM might tell the +1 bonus modifier is added to the When the illithid attempts to use caradhaker’s player (after secretly most adept tracker’s check. ESP, charm, or suggestion in a non- checking against the player’s illithid psionic campaign, or if an illithid sense proficiency), “Something tickles Lucid Buffer successfully “opens” the mind of a the back of your mind—a stray, clam- (2 slots, n/a) caradhaker (either with contact or my draft from up the tunnel to the left Lucid Buffer functions differently with a successful psionic attack in a smells of garlic. In other words, there depending on how the DM handles psionic campaign), the mindstalker be illithids here!” illithid psionic abilities. can attempt to trigger cerebral blind If the DM treats illithid psionics as with a successful proficiency check Illithid Track spell-like powers (as in the MONSTROUS before the illithid can actually make (1 slot, Wisdom +2) MANUAL™ book), a character with the use of the power (or use the sec- Normally, non-rangers find it diffi- lucid buffer proficiency automatically ondary psionic science or devotion cult to track creatures even with the gains a +4 to saving throws to resist upon the victim). If the proficiency tracking proficiency (since non-rangers an illithid’s mind blast, suggestion, check fails, the power (or secondary suffer a -6 penalty to their proficiency charm, and ESP powers. This saving psionic effect) works normally. check). Thankfully, caradhaker devel- throw applies only when those pow- If the proficiency check succeeds, a oped their specialized version of track- ers are used by an illithid, illithid-kin complex mental blind comes to the ing designed specifically to find illithids. (ulitharids, vampiric illithids, alhoons, surface of the caradhaker’s mind. The This proficiency in no way confers the urophions, neothelids, or elder ) blind is a mental maze incorporating ability to track other types of creatures. or similarly “psionic” creatures. both linear and analog elements,

# DRAGON 245 39 Caradhaker Psionics used the lucid buffer proficiency can- motivations of the illithid are affected If your campaign employs psionics not use this power, but a failed lucid by this power, and the illithid itself rules, then use these abilities rather buffer proficiency check still allows remains oblivious to the reasons for than the evolved caradhaker profi- blast feedback to be used. Basically, its sudden change in appetite. ciencies. Do not use both. the illithid’s own power is redirected The following new psionic powers back at it, catching the mind flayer in Anti-Mucous Bulwark are usually available only to carad- its own mind blast. All creatures nor- (Psychokinetic Devotion) haker dwarves with wild psionic tal- mally affected by the blast, including MAC: 4 ent. Dwarves of this sect that awaken the individual with this , PSP Cost: 8/4 a wild talent as a result of taking the are stunned for 3d4 rounds (as is Range: 0 mindstalker kit must choose at least standard), but the attacking illithid Area of Effect: Individual one of their psionic powers from also suffers the same effects. Much of a mind flayer’s physical among those described here before (and psionic) integrity is tied up in its acquiring powers from other sources. Brain Nausea hideous mauve skin and the thin The powers listed below appear in (Telepathic Devotion) layer of mucous that glistens thereon. a streamlined Player’s Option™: Skills & MAC: 5 Not only does the mucous serve to Powers format. However, they are also PSP Cost: 4/2 keep the illithid’s skin moist but it also compatible with the psionics system Range: 0 is tied in with its psionic strength and form The Complete Psionics Handbook— Area of Effect: 40’ radius magic resistance, to some degree. with the following modifications: To affect another mind with a Thus, this power can significantly hurt ❖ Add 6 to the MAC score for each psionic power, one must normally any illithid. psionic discipline to convert it to a “open” the mind of the target to be When this power is successfully Power Score. Thus, a power with a affected either with psionic combat triggered, the mindstalker creates an MAC of 6 has a Power Score of 12. against another psionic creature or invisible psychokinetic field that coats ❖ To determine the Preparation with a successful psionic attack the dwarf. This field does not interfere Time for caradhaker powers, divide against a nonpsionic creature. Brain with any other energy—physical, mag- the initial PSP cost by 10 (any result nausea is more subtle—it does not ical, or psionic—but the field is less than 1 translates as 0), rounding require an illithid’s mind to be destructive to illithid mucous. down. Thus blast feedback has a opened, and it affects all illithids with- When an illithid makes a success- Preparation Time of 0. in the area of effect. ful physical attack against a creature Brain nausea causes all creatures with an active anti-mucous bulwark, Blast Feedback within the radius of the effect to pre- the illithid loses 1d10 hit points, 1d10 (Telepathic Devotion) fer not to eat a brain while the power PSPs, and 1d10 percent of its magic MAC: 6 functions. For most creatures, this is resistance (MR). (An illithid’s MR never PSP Cost: 6/3 on par with their natural inclinations drops below a base 18 percent.) Range: 0 anyway, but this anti-brain preference Cumulative damage, PSP drain, and Area of Effect: Individual goes against what an illithid would do MR drain occurs for every round an Blast feedback is useful only if presented with a tasty brain. Since illithid remains in contact with a against an illithid’s mind blast (note this is a subconscious alteration of being using this power. An illithid that that mind blast and psionic blast are tastes creatures affected by this runs across a creature with this power not the same). When a Mindstalker power are not likely to realize it. usually chooses to avoid pressing a with this power falls victim to a mind An illithid affected by brain nausea physical attack. blast, a successful MTHAC0 check for is 95% likely not to extract and eat the Unless an illithid is killed through this power establishes a feedback brain of a victim after a successful the use of this power, its magic resis- loop with the individual illithid that mind blast or while engaged in melee. tance and PSPs return at a rate of 3 first attacked. Blast feedback doesn’t The illithid still might decide to capture points per hour. trigger unless the mind blast pene- the victim for later use in a slave gang, trates the victim’s higher brain cen- employ other powers on the victim, or ters—a Mindstalker who successfully merely retreat from caradhaker foes, feeling inexplicably sated. No other hundreds of similar but subtly different cessful save vs. paralyzation at a -4 writing is fiendishly hard to grasp; full mental pathways that confuse the penalty). As soon as the dwarf’s mind is meaning comes only to those able to illithid for 1d4+1 rounds. While the closed, the illithid is similarly freed from follow each of the four lines with a illithid is confused, it can take no other staring helpless at the cerebral blind. tentacle or other appendage simulta- action; however, neither can the dwarf neously. Each line modifies the mean- do anything but mentally “hold” the Read Qualith ing of the other lines; the complete blind in place, possibly giving his or (2 slots, Intelligence -3) meaning is clear only in the gestalt her compatriots a few free rounds of As described in The Illithiad, mind presented by all four lines together. action. flayers use a system of writing based Mindstalkers believe that to kill the In a psionic campaign, cerebral on texture and touch called qualith. To illithids, they must understand the blind gives the caradhaker up to five the eye, qualith resembles four paral- illithids. Thus, some labor to under- chances to close his mind (with a suc- lel striated lines. To the non-illithid, the stand the illithid “alphabet.” Those with

40 MARCH 1998 the read qualith proficiency can run four fingers along the striated lines to attempt to understand the message contained therein. A successful profi- ciency check allows a basic under- standing of a passage or distinct mes- sage; fine inferences and nuances can- not be appreciated by non-illithids. Each separate message or passage requires an additional proficiency check to decipher. Evolved Caradhaker Proficiencies In non-psionic campaigns, the men- tal disciplines of the mindstalkers take the form of “evolved proficiencies.” Of course, these proficiencies are much more expensive than usual and thus not easily acquired. Furthermore, if a mindstalker in a non-psionic cam- paign takes even one of these evolved proficiencies, he or she immediately accrues the Constitution penalty described above under special hin- drances in the mindstalker kit. Blast Feedback (4 slots, Wisdom -2) This evolved proficiency is useful only against an illithid’s mind blast—it has no effect against other illithid spe- cial powers. When a Mindstalker with this proficiency falls victim to a mind blast, a successful proficiency check for Blast feedback triggers deeply ingrained neuronal pathways in the caradhaker that sets up a feedback loop with the individual illithid that first attacked. Blast feedback doesn’t trigger unless the mind blast pene- trates the victim’s higher brain cen- ters—a Mindstalker that successfully caradhaker releases a natural combi- and eating the brain of a victim after used the lucid buffer proficiency can- nation of pheromones. This subtle a successful mind blast or while in the not use this power, but a failed lucid chemical change causes all creatures midst of melee. Of course, the illithid buffer proficiency check still allows that come into physical contact with might decide to capture the victim to blast feedback to be used. Basically, the dwarf subconsciously to prefer not place him or her into a slave gang, use the illithid’s own power is redirected to eat a brain, for the creature’s taste other powers on the victim, or merely back at it, catching the mind flayer in preferences have been altered. For leave after a brief encounter with its own mind blast! All creatures nor- most creatures, this is on par with caradhaker foes, feeling inexplicably mally affected by the blast, including their natural inclinations anyway, but “full.” No other motivations of the the individual with this proficiency, this anti-brain preference goes against illithid are affected, and the illithid are stunned for 3d4 rounds (as is stan- an illithid’s nature. Since this effect is a itself does not realize that it is taking dard); however, the attacking illithid subconscious alteration of appetite on any course of action other than what suffers the same effect. a biochemical level, affected creatures it would have “naturally” decided. are not likely to realize what has hap- Brain Nausea pened to them. Of course, illithids can Anti-Mucous Bulwark (4 slots, Wisdom 3) be affected by this proficiency only if (5 slots, Wisdom -3) Brain nausea allows a caradhaker they make physical contact with the Much of a mind flayer’s physical consciously to change his pheromone dwarf, due to their inability to detect integrity is tied up in its hideous biochemistry through mental disci- odor (see The Illithiad). mauve skin and the thin layer of pline and biofeedback techniques. An illithid affected by brain nausea mucous that glistens thereon. Not only When the proficiency is triggered, the is 95% likely to refrain from extracting does the mucous serve to keep the

DRAGON #245 41 illithid’s skin moist but it also is tied in theft. Additionally, rrakkma githzerai the bolt slows and falls to the ground with their powers of mind and even and illithid-killing githyanki hunting in front of the barrier. If the barrier is their magic resistance, to some parties possess items similar to those removed (the door is opened, etc.) any degree. (See The lllithiad MONSTROUS described below. time thereafter while any illithid ARCANA tome for a full explanation of remains within one-mile of the arrow, this intricate relationship.) Thus, this Desh (Urlamp) the bolt automatically relaunches power has significant potential to These magical lamps look similar itself and seeks the nearest illithid, harm an illithid. to standard dwarven oil lamps, even if different from the illithid ini- When this proficiency is triggered although only 23 desh currently exist. tially targeted, resolving its attack as successfully, the Mindstalker con- Close scrutiny reveals the following described above. A path bolt can nego- sciously takes control of his own bio- message inscribed upon the lamp’s tiate up to three barriers in this fash- chemistry to a limited degree through base in Dwarvish, “In Darkness, Light.” ion before its magic is permanently biofeedback techniques. Through This inscription is the command word expended. If a path bolt is picked up effort of mind alone, the dwarf exudes that causes the lamp to illuminate an while it is “pausing” before a barrier, an oily, alkaline sweat over his or her area centered on the lamp’s wick like its magic is also expended. entire body for a period of one turn/ a light spell but in a 30’ radius for two The reason these items are called level. A dwarf using this power looks hours. The urlamp (as it is called in the path bolts is that while homing on as if it has just completed a mighty common tongue) can be used in this illithids, the missile leaves behind a task and is drenched from head to fashion once in every 24-hour period. glowing phosphorescent trail that foot in strange-smelling perspiration. The holder of the lamp can extinguish fades away after two turns. Before the Because the sweat can get in a the lamp before its natural expiration, trail fades, illithid hunters can follow it dwarf’s eyes and slick his palms, the but this still counts as one full use. The to their prey. Of course, an illithid that caradhaker suffers a -1 penalty to light can also be extinguished by dark- suddenly receives a surprise crossbow attacks while coated, but that is a ness, dispel magic, and similar spells. bolt in its chest with a glowing trail small price to pay for a barrier that W/hat makes the urlamp exceptional leading back to the archer might well acts like a powerful detergent against is that it is enchanted to confuse the follow the trail in reverse or dispatch illithid mucous. sight of any illithid or illithid-kin that servants to extract its vengeance. When an illithid makes a successful comes into its illumination. lllithids Once used, a path bolt loses all physical attack (such as a tentacle within 30 feet of the lamp become enchantment, becoming a normal, if strike) against a dwarf with an active blind, functioning just as a creature well-fletched, crossbow bolt. anti-mucous bulwark, the illithid suf- moving in complete darkness (-4 to XP Value: 2,000 GP Value: 1,000 fers 1d10 hp damage and lowers its hit foes, etc.). Blinding an illithid star- magic resistance (MR) by 1d10 per- tles it sufficiently so that it breaks off Malgari (Bolts of Deprivation) cent. (Note that an illithid’s MR never an attack for 1d4 rounds if it makes a These powerful magical bolts drops below a base 18 percent.) save vs. petrification—or causes the appear much as normal bolts appro- Moreover, cumulative damage and illithid to flee the radius of the priate for use in crossbows, except for MR drain occurs for every round an urlamp’s illumination if it fails a save. a special caradhaker design along illithid remains in contact with a dwarf XP Value: 850 GP Value: 2,000 their shafts. Bolts of deprivation (as they using this power, as might happen are called in the Common tongue) are when an illithid attempts to attach its Kulgari (Path Bolts) normally discovered in quivers of 12. tentacles to a victim in preparation to A quiver of 12 enchanted path bolts Against most targets, the bolts of depri- draw out the brain). As might be (as they are known in the Common vation act as one-use bolts +1, but expected, an illithid that runs across a tongue) is a mighty boon for a mind- against illithids malgari are more use- caradhaker with this proficiency usu- stalker or any who seek to find or ful. Each bolt is magically enchanted to ally chooses to avoid pressing a phys- harm illithids. When a path bolt is fitted destructively interfere with an illithid’s ical attack. Of course, this doesn’t stop to a crossbow string and fired in a ran- magic resistance (by neutralizing a a caradhaker from attempting to dom direction, it instantly homes on portion of a mind flayer’s psychoactive punch or make overbearing attacks the closest illithid within a one-mile body-covering slime). against an illithid so as to bring its radius as swiftly as a normal bolt shot Each bolt of deprivation that success- anti-mucous bulwark into play. from a crossbow. If no illithids are fully hits an illithid causes the illithid Unless an illithid is killed through within a one-mile radius, the path bolt to lose 3-18% (3d6) of its magic resis- the use of this power, its MR score simply fires normally. If there is an tance for a period of 1 turn. Multiple returns at a rate of 3 percent per hour; illithid within one-mile, the path bolt bolts have a cumulative effect upon however, hit points return at their nor- forsakes any normal course or non- an illithid’s magic resistance total (i.e., mal rate. illithid to find its true target, even if three bolts that strike the same illithid this requires the arrow to make sharp each for a 9% MR reduction drain the Caradhaker Magical Items turns, navigate stairs, or fly down illithid of 27% MR); however, a mind The items introduced below are wells or shafts. flayer’s magic resistance regenerates usually available only to caradhaker. It If no barriers intervene, a path bolt back to full (90%) after one turn. is certainly possible that items of flies from the darkness to attack the XP Value: 2,000 GP Value: 1,000 caradhaker manufacture have fallen target illithid with a THAC0 of 10 (likely into the hands of non-mindstalkers as surprising the illithid far more than gifts, via mishap, or even through harming it). If a barrier does intervene,

42 MARCH 1998 Ashek Kuldell (Serving Axe) Furthermore, in melee against illithids the chime holder, as it in no way con- Ashek Kuldell is a unique magical and their kin, Ashek Kuldell severs one ceals those it mentally protects from item. The haft of the axe is carved of tentacle from an illithid target on a normal senses. Fortunately, the chime ironwood, and its blade is forged of natural attack roll of 19, and on a nat- of hiding functions for its full one turn an ore originally brought by Kairoth ural 20, the axe severs two tentacles. duration even if its holder moves from from the rocky remains of an unhal- Each tentacle severed inflicts an addi- where it was initially struck, but crea- lowed god adrift in the Astral Plane. tional 1d8 hp damage upon the tures that were not within 20 feet of Such esteemed origins also invested illithid and forces it to roll against the chime when it was struck are not Ashek Kuldell with sentience; it has an morale at a -3 penalty or flee from psionically veiled if they come into the Intelligence of 13 and an Ego of 21. Its the conflict. area of effect afterward. The chime of special purpose is the eradication of Ashek Kuldell responds to its wield- hiding can be sounded 3/day. all things illithid. Anyone wielding er’s desire to shed magical light that is XP Value: 1,000 GP Value: 1,500 Ashek Kuldell who is not hunting equal in all respects to that shed by illithids must check Ego against the the urlamp described above, with all axe any time the wielder’s combined the abilities and restrictions of that Wisdom and Intelligence drops below magical item. 20 (see the intelligent weapon rules in XP Value: 4,000 GP Value: 20,000 Bruce once worked in biopharmacy the DUNGEON MASTER™ Guide); if Ashek and chemistry. Artificial DNA synthesis Kuldell gains mastery, it forces the Chimes of Hiding offered hints of fulfillment, but Bruce wielder toward the nearest subter- A chime of hiding is a hollow silver abandoned science for fantasy in ranean access to hunt and kill illithids. tube about six inches long. When it is October, 1995 and is now living happily If this requires a journey of many days struck, it sends forth psionic vibrations ever after. You can view his website at or weeks, so be it. that act as “white noise,” preventing http://www.execpc.com/~cordell. Ashek Kuldell is a battle axe +3. Its illithids, elder brains, and other psionic power is anathema toward illithids: creatures from psionically detecting against illithid kin (ulitharids, vampiric any creatures initially within 20 feet of illithids, alhoons, urophions, neothe- the chime when it was struck for one lids, or elder brains) the axe inflicts full turn. A dull thunk is also audibly double damage, and against true noticeable when the chime is struck illithids, the axe causes triple damage. and could serve to draw attention to

# DRAGON 245 43 Four New Rogue Kits for Dwarves

by Steve Berman illustrated by Pamela Shanteau

THAT DWARVES LOVE GOLD as much as the stunning sight chambers, and cold rations that underground exploration of a mountain, this “truth” is often exaggerated by those brings. The promise of returning valuable items from the who have not spent much time in their halls. Dwarves have distant past keeps delvers hunting the most treacherous of a saying about greed: “To sit at Abbathor’s table” refers to old tunnels. those who suffer from a consuming lust for the royal metal Delvers foster a network of like-minded merchants and (gold). Certainly some dwarven thieves have earned a seat scholars interested in their findings. Dwarven priests and at the avaricious god’s table, but not all dwarven rogues are aristocracy tend to be on good terms with delvers; so greedy. Here then are four daring rogue kits for dwarves they might not care for the dusty trappings of the delver’s who are motivated more by adventure and risk—or even calling, but whatever is brought back may better cement (or civic-mindedness—than by a lust for gold. refute) the dwarven faith in a deity or a family lineage’s claim to greatness. Delver delvers might find some solace in the Description: A delver is a dwarven rogue who seeks the company of the other player characters, but to non- secrets of his people’s past. Some explore ancient ruins in dwarves, it seems that the delver often speaks too much of the hopes of discovering artifacts that can illuminate mys- archaic times when his kin first learned to shape stone, teries of dwarven history. A broken piece of pottery painted telling tales of discovering the shine of gold, and recounting with scenes of some centuries-distant battle is priceless to a the thrill of battles waged generations gone. At times, no delver. Some delvers are more sinister, seeking the riches one else can understand the delver’s personal quest. that the ages have buried away. Delvers may be of any alignment open to Rogues. Their A delver needs to be not only agile but also hale and philosophy of archaeology is dependent on this nature and hearty to survive the rigors of exploring old tunnels. Such determines whether a delver views history as a legacy to be characters must have a minimum Dexterity of 11 and a cherished or as a sort of scholarly treasure map. Strength and Constitution of no less than 13. Weapon Proficiencies: A delver learns to use weapons Role: These rogues are a driven lot, forsak- that can easily be wielded one-handed so ing the comforts of a tavern, a full mug, that in tight situations he may still fight. Required: None. Recommended: Dagger,

44 MARCH 1998 dart, hand axe, hand crossbow, short swords, sling. Nonweapon Proficiencies: Bonus: Excavations*. Required: Ancient history, mining. Recommended: Ancient lan- guages, appraising, blind-fighting, endurance, local history, mountaineer- ing, relic dating*, rope use. * The excavations and relic dating proficiencies are described in the arti- cle “Great Excavations,” appearing in DRAGON® Magazine issue #241. Skill Progression: Delvers should consider bettering their skills at Find/Remove Traps, Open Locks and Read Languages. All these skills would come most handy while exploring ancient ruins. Special Benefits: Due to their expe- rience spent exploring the oldest tun- nels and halls, a delver has a better knack for determining the stability of a subterranean passage. On a roll of 1-5 on 1d6, the delver can determine unsafe conditions. He can also detect stonework traps, pits, and deadfalls (all used by dwarven architects in the defense of their homes) on a 1-5 on a 1d6. Whenever applying their proficien- cies toward an archaeological find, a delver adds a +1 bonus to the roll. This Hoardsacker from which they steal but also because bonus can reflect anything from Description: Hoardsackers are not of the blatancy of their acts. Certainly shoring up the support beams in any interested in petty theft. These rogues these daring dwarves want others to old tunnel (mining roll) to restoring are nearly obsessed with the notion of know that they are thieves but not some broken shards of pottery to uncovering lost treasures stolen from stealers from dwarves, only robbers of reveal important ruins on the glaze. dwarven hands by dragons. To a the great hoards of dangerous wyrms. The player can describe whatever rea- hoardsacker, the grandest of endeav- Hoardsackers never pass up the sonable action the PC takes to gain ors is to sneak into one of the beast’s opportunity to boast of their profes- this bonus, but the action must involve lairs and “recover” dwarven treasures sion and the fine distinctions between dwarven design to earn the bonus. from the wyrm’s centuries-old mound it and common thievery. Delvers cannot read most magical of loot. Word of a hoardsacker’s visit to a scrolls, as can some rogues. They can village will bring out the local youths employ only those protection scrolls Needless to say, hoardsackers tend to be some of the more overconfident who are eager to hear of his tales and that are scribed in dwarvish script dwarves a person could meet in a tav- wonder if his next theft is to happen (ancient or modern). Delvers gain this ern. Some truly believe in the service nearby. The rogues often take advan- ability at 4th level and use it with no of reclaiming ancient wealth and tage of such renown by using the chance of failure. returning it to its rightful families and attention to secure cheap lodgings Special Hindrances: Delvers are lands. Others are no better than the and even sometimes henchman for a utterly uninterested in current affairs. drakes who stole the treasure initially particularly harrowing adventure. When not exploring ruins, they are and keep their own caches of buried A hoardsacker can find his services either resting from their latest excur- loot from others. much wanted by his kin when they sion or acquiring supplies for the next Hoardsackers tend to be fairly learn of ruins once belonging to long- task. These rogues rarely settle down; charismatic ne’er-do-wells who enjoy dead dwarves. There may not be any their lives are tied to old maps and the attention that the boasts of their dragons slumbering in the ancient rumors of buried strongholds. Their larcenous tasks bring. The kit requires tunnels, but something might have poor social skills mean they suffer a minimum Dexterity and Charisma gathered a great deal of treasure, and +1 penalty on all reaction rolls with scores of 13. a hoardsacker would be most useful any folk not similarly interested in the Role: Most “sensible” dwarven in learning what creatures prowl the past (so sages, archaeologists, and the rogues consider the profession of halls. Wizards too often have dealings like would find common ground with hoardsackers too risky, not just with these rogues, not for material delvers). because of the dangerous “victims” wealth discovered but to have a Wealth Options: 5d4 x 10gp hoardsacker bring back some dragon

# DRAGON 245 45 endeavor. Some believe that the activ- ities of hoardsackers are the true cause for recent attacks on dwarves by dragons. When dealing with any old or venerable dwarf, a hoardsacker suffers a +2 on all reaction rolls. A hoardsacker cannot reach the 6th level of ability without robbing an adult dragon’s lair of treasure equiva- lent to 5,000 gp. To reach the pinnacle of his craft, 12th level, the hoardsacker must survive a grand theft from an ancient wyrm’s hoard worth at least 20,000 gp. Wealth Options: 4d4 x 10gp Scurr Description: Most individuals see a scurr as a dwarven buffoon hired to entertain the human aristocracy much like any other jester. But this common stereotype is a facade purposefully cultivated by the dwarves, for scurrs are actually trained spies who use their place in court to overhear secrets and statecraft and report back what they have uncovered to their fellow dwarves. A scurr must have a minimum score of 15 in Dexterity. Because of the need for quick thinking among such spies, a remains or moltings prizes as material Special Benefits: As part of the scurr must also have an Intelligence of components for spells and magical hoardsacker’s natural confidence, he no less than 12. creations. receives a +1 bonus on saving throws Scurrs rarely resemble the average There are no additional alignment vs. dragon fear. As he increases in dwarf. Some shave their beards and restrictions for hoardsackers other experience, this bravado swells, and heads to appear less like their kin as than the normal for the rogue class. the bonus increases by +1 for every well as more comical. The clothing is Weapon Proficiencies: It is not so three levels of ability (+2 at 3rd level, not the dour earth tones usually worn much that weapons can aid the trade +3 at 6th, etc.). but rather bright colors with bells or of a hoardsacker—after all, common After encountering his first dragon sewn colored stones. At first glance a blades mean little to a dragon’s hide— of a particular type and surviving, a scurr may be taken for a Stout halfling as it simply is best to be armed for hoardsacker is entitled to a +1 bonus with rough features. emergencies. Studded leather, elabo- against breath weapons from that Role: The life of a scurr is not an rately decorated with spikes and styl- type of dragon breath weapon. easy one. For most of the time, the ized scales, is often specially ordered At 6th level, the hoardsacker may dwarf must be performing, a lively by hoardsackers, who can wear any instill those around him with courage engaging act that is certain to present type of armor while suffering the stan- while facing a dragon, granting them the image of a unassuming fool. But dard penalties to thief abilities. a bonus against dragon fear. He must ail the while, he must keep his eyes Required: None. Recommended: club, first speak to the intended recipients and ears open, gathering as much dagger, short sword. of the benefit for a number of rounds information for his true masters as Nonweapon Proficiencies: Required: equal to his current saving throw possible. A scurr learns to be in the Alertness, drake lore (new). Recom- bonus (four rounds for a 7th level right place at the right moment, to mended: Appraising, intimidation, loot- hoardsacker). Afterward, one individ- happen upon talks of state and pass ing, mining, rope use. ual per level of the hoardsacker may by secret meetings. Skill Progression: A hoardsacker gain +1 on their saving throws vs. the Not every court with a scurr is a should emphasize the skills of Move fear aura of dragons. This bonus lasts despotic one. Many are allied with Silently, Hide in Shadows and Open only for a single encounter but may dwarven lands but still need watching. Lock, since these are the most vital for be instilled in the same individuals If the role of the scurr was ever uncov- his trade. These skills traditionally again and again. ered, it would be quite detrimental to allow the hoardsacker to sneak into a Special Hindrances: Most older the dwarf-human relations—not to dragon’s den and loot it of the most dwarves consider the burglary of mention the scurr’s hide. precious of treasures quickly. dragons’ hoards to be a foolhardy Scurrs maintain a secretive guild in dwarven lands. Prospective members

46 MARCH 1998 are taken away from their families as youths when they show promise. They are taught over the years to hone their Dexterity, learn human tongues, and practice larcenous arts to become better spies. Nearly all scurrs encountered attend a human court. A campaign with a scurr player character should include a strong element of courtly intrigue, but there is no reason that the scurr character cannot be away from the grand halls on occasion. Perhaps he is part of a noble’s travel- ing entourage. Or his secretive role might have been discovered, and thus he is forced to flee, whereupon he meets the other player characters. Still, the character’s role is one of intrigue and diplomacy, and this should not be forgotten lest the char- acter become nothing more than an agile thief. Because of their secret diplomatic cause, scurrs are lawful persons in nature. Most tend to be lawful neutral, keeping their emotions from being swayed by the events of the human court. Some are lawful evil saboteurs purposely placed in a regime to bring about its downfall. Weapon Proficiencies: A scurr a scurr to be the true rogue he is. and all dealings with their kin. Even must have skill with small, easily con- Thus, in terms of roleplaying events, when the truth is learned, most cealed weapons, as most court jesters most people discount a scurr charac- dwarves still have trouble accepting never bear arms. A jester’s scepter ter as a threat (but note that this situ- the scurr’s diplomatic role and suffer a may be used as a makeshift club. ation can also be a hindrance, as the +1 reaction roll penalty. Of course, a Armor other than padded armor worn character’s actions and voice are scurr’s superiors and fellow guild underneath a scurr’s colorful outfits rarely considered important, even members do not suffer such prejudice is impossible to conceal. Required: when they are). against the character. Dagger. Recommended: club, dart, sap, Because of their training in agility, if Because of their focus on informa- short sword, sling. a scurr has the space to prance about tion-gathering and diplomacy, the Nonweapon Proficiencies: Bonus: and use his tumbling proficiency, he normal racial hatred for the goblinoid Tumbling. Required: Intrigue (new pro- may add to the success of any dexter- races gives no combat bonus to ficiency), modern languages, signal- ous skill or roll that immediately fol- scurrs; thus, a scurr gains no attack ing*. Recommended: Cryptography, lows his antics. After succeeding in his adjustment against such creatures. dancing, disguise, juggling, musical tumbling proficiency check, a scurr Finally, the greatest hindrance to instrument, observation, reading/writ- gains a +2/+10% bonus on any the scurr is his permanent exile from ing. Dexterity-based action that immedi- his kin. A scurr is denied the company Skill Progression: Scurrs would be ately follows. This can be a thieving of fellow dwarves while he practices well advised to increase all of their skill (the scurr rolls underneath a char- his trade. Indeed, it most likely that he thieving skills at a steady rate rather acter and cuts his purse), a missile will never see the grand halls of his than specialize in one or two areas. attack, an attempt to leap over a pit, or homeland ever again. This can be an Most of their thieving talents will any Dexterity-based proficiency. embittering experience, ripe for role- prove quite useful at court. Special Hindrances: Whenever a playing. Special Benefits: A scurr begins the scurr encounters a dwarf who is igno- Wealth Options: 5d4 x 10gp campaign with an additional learned rant of the character’s actual role as a language. This is always the tongue of spy for the dwarven nation, he faces Talebearer the area he was currently or last significant prejudice. Dwarves who Description: Like human bards, a assigned to, most often a human lan- aren’t “in the know” consider scurrs to few dwarves travel the land seeking guage, perhaps a regional dialect. be pathetic wastrels who injure their adventure, telling stories to their kin- Due to the buffoonish facade culti- race’s deep pride by cavorting for the folk of past glories and current tales. vated by scurrs, most folk tend to sake of a human entertainment. A +4 These are the talebearers, and they underestimate them, rarely considering penalty on reaction rolls hampers any serve their fellow dwarves not only by

# DRAGON 245 47 Special Benefits: Much as a human bard, a talebearer has a talent for history and identifying objects of importance. However, the talebearer’s area of expertise involves dwarvish history and culture. Thus, while exam- ining anything of dwarven make and origin, the talebearer has a 5% chance per level of experience of identifying the item’s past. The tale- bearer will know the artisan/maker of the item as well as much of its history. Magical items with a known history can be identified as enchanted, but exact abilities remain unknown unless they are prominent in the item’s known history. As rogues, talebearers can read magical scrolls. They gain this ability at 6th level. Because of the dwarven innate resistance to magic, there is still an additional 20% chance that the magic will not be released even if the scroll is properly read. At 8th level, a talebearer can try to influence his audience through his words. With a successful storytelling proficiency roll and a full evenings time, up to a dozen listeners may be affected as per an enthrall spell. Note that this is not truly a magical effect, amusing the common folk but also by find themselves enthralled by a tale- but listeners are entitled to a saving preserving their culture and heritage bearer’s stories, for dwarven history is throw vs. spells to resist the effect. through the spoken word and often rich. One might hear of the deeds of Talebearers should be careful when through their own heroic deeds. brave humans, of the quarrels with trying to influence others with this tal- Needless to say, a talebearer must the fey folk, and even a humorous bit ent; misuse adversely affects dealings have an Intelligence and Charisma of on how the Stout halflings truly with those who resist the effect, and at least 12, in addition to the required received their names. they might consider the talebearer Dexterity of 9 as a rogue. Talebearers are by nature kind- manipulative and untrustworthy. Role: Talebearers are among the hearted. They are almost always neu- Finally, because of their interaction most beloved fellows to their kin. tral good in alignment, though they with the common dwarves, sharing the They are not treated as rogues by may choose any alignment available tales of their ancestors, a talebearer most dwarves; some might consider to rogues. receives a -2 reaction modifier bonus them troublesome rascals, but none Weapon Proficiencies: Talebearers when dealing with any dwarf of middle deny they can tell an engaging story. are not renowned for their martial or lower class. He is also welcome, To most other dwarves though, a tale- prowess. Many will not even wear among dwarves, to reimburse any bearer represents the mouth of the armor, as it tends to present an vio- expense of less than 1 gp through the past, someone who can bring back lent image in other folks minds. use of his storytelling proficiency. the old days as if they happened only Required: None. Recommended: Any Special Hindrances: As mentioned yesterday. allowed by the rogue class. earlier, talebearers are not great war- Talebearers are constantly wander- Nonweapon Proficiencies: Required: riors. They are not cowardly, however, ing the land. This not only allows Ancient history, storytelling (new profi- but they know they are much more them to see as many of their kin as ciency). Recommended: Ancient lan- likely to diffuse a hostile situation possible, but also keeps their ears guages, etiquette, local history, modern through words rather than arms. They open for happenings among the languages, persuasion, reading/writ- begin their career with only a single dwarvish people. Some talebearers ing, singing, survival (hills, mountains). weapon proficiency; thereafter they join adventurers who explore ancient Skill Progression: Talebearers tend learn new skill at arms at the same ruins not far from dwarven lands, in to focus their talents on the skills of rate as the wizard class. hopes that the band might uncover Read Languages and Pick Pockets. Because of their focus on dwarven more of their history. The latter is especially useful for enter- history and culture, applying their pro- A talented talebearer rarely ends tainment purposes as tricks of leg- ficiencies to other races is less effective, up paying coin for his room and erdemain and sleights of hand fall suffering a +1 penalty on all such rolls. board. Even members of other races under that skill. Wealth Options: 2d6 x 10gp

48 MARCH 1998 New Proficiencies New Proficiencies Drake Lore: This is a rare skill, as Proficiency Group Slots Ability Check few humanoids have managed to Required Modifier amass much information on drag- Drake Lore Wizard 2 Intelligence -1 onkind. Still, some have cobbled intrigue Rogue 2 Charisma -2 together enough stories and myths Storytelling General 1 Charisma and even truths to be useful. With this proficiency, a character can immedi- Player’s Option Information ately determine the age of any dragon Slots Initial Rating Relevant Ability Score from a sighting of at least one round. Drake Lore 4 5 Intelligence/Knowledge He can also determine the type of Intrigue 4 5 Charisma/Leadership beast from its spoor. In any diplomatic Storytelling 5 6 Charisma/Leadership dealings with drakes, a successful dragon lore roll adds a -2 bonus to reaction modifiers. The DM may even storytelling, the audience reacts favor- Smell Fumes (5): The ability to allow this skill to be used to under- ably (-1 bonus on reaction rolls) scent a whiff of harmful gases within stand a smattering of dragon tongue, towards the storyteller. A failed roll 100 yards of the source. This includes allowing a language proficiency check means that the audience grows bored natural gases (such as carbon monox- at a -6 penalty. or, at worst, offended. A character ide or blackdamp encountered in min- Intrigue: The proficiency is well- might also use this proficiency when ing) as well as poisonous and magical practiced in the haunts of the aristoc- he hears mention of a legend or myth vapors. racy (courts, temples, and universities). to see whether he has any knowledge Value Precious Metals (5): The Through the use of this skill, a charac- of the story behind such a tale. dwarf can tell the quality (within 10% ter can learn the current politics of the of its value) of a vein of precious area and practice some subversion to Skills & Powers Options metal simply by touch and glance. gain his own political agenda. Whenever If using the character point system This ability also extends to worked he has dealings with another person for of development detailed in PLAYERS gold art objects. purely political matters, he must OPTION: Skills & Powers, here are some attempt a proficiency check. A suc- additional advantages and penalties Optional Penalties cessful roll gives the character a hint available to dwarven rogues. Deep Dwelling (5): The character is from the DM on the result of his used to living underground, amid machinations. He might learn that he Optional Advantages mine tunnels and carved chambers. has succeeded in securing the loyalty Beard Cache (3): The character Life aboveground is unnerving, leav- of another’s underling or barred sports a long, full beard that has been ing the character feeling unprotected. another from rising in station. A failed specially groomed to allow a small All initiative rolls by the character in roll often gives misinformation; the hiding spot within it, able to hold such conditions are at a +1 penalty. character might think he has achieved something no larger than a small vial Scoundrel Reputation (3): Other some success but in actuality has or bauble. rogues consider the character untrust- fallen from a superior’s grace or insult- Immunity to Single Poison (5/10): A worthy, and all dealings with such folk ed the wrong person and hindered his dwarven rogue may become immune suffer a +1 penalty on reaction rolls. schemings. In all instances of a char- to a specific poison. First he must have acter using this proficiency, the roll some resistance to poison already (at should be made secretly by the DM. least +2 on saving throws). For 5 Storytelling: This is the skill of points, the character is completely telling tales that can serve to enthrall, unharmed to exposure to a single rare Steve Berman might enjoy carousing entertain, and even educate an audi- poison. For 10 points, the poison may as much as any dwarf, but he cannot ence. With a successful proficiency be a common one, and the character grow a decent beard, handle more than check, characters can engage listeners gains an additional +1 bonus to saves two beers, or swing an axe to save his life, in anecdotes, narratives, and yarns. vs. all poisons of its general type so he has to pay to get into all the best For a period of 24 hours after the (ingested, injected, or contact.) dwarven-run establisments.

Thieving Skill Adjustments Pick Open F/R Move Hide in Detect Climb Read Pockets Locks Traps Silently Shadows Noise Walls Languages Delver -5% +5% +5% - -5% - - - Hoardsacker -10% - - +10% +5% +5% -5% -5% Scurr - +5% -5% - - +5% -5% - Talebearer +5% - -5% - - +5% -10% +5%

If the additional thieving skills from the PLAYERS OPTION: Skills & Powers rules are used in the campaign, consider that the delver and hoardsacker kits would have a +5% bonus to Tunneling and the scurr has a +5% bonus to Bribe skill rolls.

# DRAGON 245 49

The Claws of the Coast

by Ed Greenwood illustrated by Storn Cook

LHAMMARUNTOSZ, the “Claws of the human observers or the named dragon purely from its name. It also explains Coast,” is a famous and often-seen itself. Such names are usually added some of the confusions between one bronze dragon who seems to like the to over the years as sounds strike the dragon and another, as sometimes company of humans far more than dragon’s fancy, until many become bards inadvertently merge the deeds most wyrms—even given the small but overly long and well-nigh unpro- of two or more dragons, to feed the persistent numbers of adventurers nounceable. Some dragons guard flames of growing legend. who seize the opportunities provided “secret syllables” of their name to con- The name “Lhammaruntosz,” for by encounters with her to launch found hostile magics, or use a short example, echoes the famous name of attacks on the wyrm. Her name brings form or even nickname (such as “Mist Lhammarar, a smallish and much to the fore something the Old Mage or “Bloodbror”) exclusively. scarred copper dragon legendary for would like summarized before further Often a well-developed draconic his aggressiveness. Lhammarar was revelations concerning Faerûnian name includes an echo or fragment of ultimately dragged down beneath see print: how dragons are the name of a famous ancestor, or an waves and slain by a dragon turtle named. unrelated wyrm the naming dragon during a fierce storm; it’s not known if desires to claim as a relative, or to be he ever mated, and Lhammaruntosz is Draconic Names thought of as sharing characteristics certainly no blood relation to him. Her Volo’s notes include some specula- with. For obvious reasons, such name also echoes that of her mother, tions on the naming of dragons, but it “namesake” dragons are usually Tauntzoth, who in turn used the name has been left to briefly to set deceased, though there have been of a male grandsire of gigantic size things straight. cases where dragons seeking to “call and reputation. Dragons are vain creatures—in out” ancient wyrms have taken on most cases, too vain ever to change very similar names so as to enrage The Claws of the Coast their names when assuming new the missing wyrms into appearing. Lhammaruntosz is a bronze she- identities, regardless of how many This habit accounts for name dragon who runs a merchant shipping foes they acquire or how ridiculous a syllables (endings, in particular) line along the Sword Coast. She’ll reputation they develop. Draconic thought of as belonging to one gen- often appear when one of her vessels names begin with a “usename” der, but in use by a wyrm of the other is endangered, which suggests she bestowed on them as a hatchling by a sex. Adventurers are cautioned never magically farscries their progress. She parent, sibling, or (if orphaned) either to try to guess the gender of a dragon preys on pirates and others who cross

# DRAGON 245 51 her business interests, and her depre- masquerading as one of her fleet) for the Art was strong, and to this day dations alone have made the apart at sea, and to have sent her Lhammaruntosz swiftly regenerates Nelanther passable to shipping in sailors to forcibly persuade other ship lost limbs and organs. (In game terms, recent years. Reports of her fleet vary captains to refrain from unauthorized this means the Claws of the Coast wildly depending on who’s doing the use of her banner—unless, of course, automatically regains 2 lost hit points telling, but most sources agree she they plan to turn ownership and per round whenever she is hurt, with owns over two dozen cogs and car- administration of their boats over to two modifiers: the scales of her hide avels and has buyers and cargo-escort her. (At least five terrified ship are slower to replenish themselves, agents operating on more than a captains have done just that, includ- leaving her with visible scars and dozen other vessels. ing the well-known sea merchant vulnerable spots in her hide (-4 AC The kindly and inquisitive dragon Essegn Anarvible of Neverwinter.) penalty to these spots only, until they Lhammaruntosz avoids combat with One of the High Captains of Luskan heal); and once in every seven-hour other dragons whenever possible, but is thought to have crossed swords with period, she can by silent force of will she reportedly possesses very power- the Scaly Eye ships in the past, but he trigger a “healing burst”—an awaken- ful magical items that can cause seems to have made his peace with ing of body powers rather than a for- acid-ball explosions in midair to harm the dragon. Dark rumors of the con- mal spell—that restores 6d4 hit points). draconic foes. frontation and feud between Rethnor Tauntzoth regenerated even faster Lhammaruntosz often delivers “fast Redcloak and Lhammaruntosz abound, but couldn’t resist augmenting her mail” messages and small items by fly- but hard facts on this topic have powers with ever-greater spells until ing them from one of her agents (on a proven as hard to grasp as smoke. her body grew a wild and endless suc- ship just put out to sea) to another (on cession of spare limbs, wings, headless a ship nearing port), dropping them on The Rise of necks, and tails, becoming a clumsy a line as she passes over the ship. She Lhammaruntosz thing that was obviously “the Curse of holds one end of such a “dropline” in The Claws of the Coast was a the Unseen” come down upon her. her jaws; its other end sports a hook to hatchling of the crazed she-dragon This process accelerated for some sea- catch in rigging or to be caught and Tauntzoth of the Rocks, who dwelt in sons, until her body ultimately col- secured for crew, and close above the a cave on the bare, windswept lapsed into a boneless mass. hook is a mesh bag that can hold Finback, tallest of the Whalebones. In the final years of her life, the small, cloak-wrapped bundles of valu- Savage and cunning, Tauntzoth slew quickening and uncontrollable growth ables. “Mother Wyrm” (as her crews or drove away all others of her kind as of her body made Tauntzoth a vast have dubbed her) prepares and loads she grew older and spent her days and horrifying monster, a cavern- such lines by means of unseen servant winging far and wide across the filling mass of writhing flesh that was spells. Sword Coast North, slaying all large continually exuding new extremities. The sailors who crew Mother creatures who defied her or whose It also made her ache (or “burn,” as Wyrm’s fleet love the protection a looks she didn’t like. she often howlingly described it) with dragon owner can provide and are Increasingly Tauntzoth became continual hunger. proud of flying her “Scaly Eye” banner, convinced that a mysterious over- Her solution was near at hand: her though most other Coast sailors think dragon, whom she dubbed “the daughter, the mistrusted and thor- their tales of a bronze dragon fighting Unseen” because she could never find oughly cowed object of her experi- for them, towing them away from any trace of him, was stalking her, ments. Strengthened regeneration shoals, or dropping messages to them intending to enslave her and force her magics made permanent by the are so much wild fancy. Merchant to bear his offspring—dragons who most powerful spellcastings allowed rivals aren’t so quick to scoff. would be born alive and whole, and Rauthra to survive being eaten more would eat and tear their ways out of or less continuously. The Scaly Eye her, killing her horribly. The young dragon spent at least The Scaly Eye banner, often seen on No evidence for the existence of two centuries as a chained, partly- ships docked up and down the Sword the Unseen has appeared outside devoured prisoner of her mother—and Coast, is a long blue pennant display- Tauntzoth’s mind, but to her, every decades thereafter as an abandoned ing a single staring eye weeping a creature was an agent of her “Dark prisoner, kept from a death of despair spreading fan of tears, above which Doom,” except her own offspring and starvation only by her regenera- arches an eyebrow. Both the tears and (whose fathers she slew)—and, to her, tive magics and her hunger to see the the brow, if examined closely, can be they were rebels and potential rivals world outside her cave. With increas- seen to be made of shaped representa- better slain anyway. One of the last of ing frustration she awaited the failure tions of dragon scales. The artwork, these unfortunate children seems to of spell after spell until she could burst reputed to be that of Lhammaruntosz have been Rauthra, the future the last of her chains and win freedom herself, is impressive, not crude or Lhammaruntosz, who spent her for- at last. amusing. mative years spreadeagled and help- This cruel rearing has left its scars; It’s a measure of the growing repu- less in her mother’s lair, anchored imprisonment and personal restraint tation of the Claws of the Coast that down by an extensive web of spell- are threats that make Lhammaruntosz certain vessels have recently been reinforced chains and manacles. go berserk even today, some six cen- seen flying false Scaly Eye banners; Tauntzoth developed spells dealing turies after she first flew out of the the bronze dragon is known to have with regeneration, experimenting with Finback and left the horror of her torn one such ship (a pirate vessel them on her hapless daughter. Her gift mother’s lair forever. The old northern

52 MARCH 1998 ballad “The Wandering Wyrm,” This, in turn, allowed her to build a Eye fleet serve as the family she never believed to have been the work of the family to oversee and be part of: her had—and that her mistrust of other halfling minstrel Aldersound Bucklebar, merchant fleet, the ships of the Scaly dragons will probably ensure that she recounts a few incidents of her wide- Eye, which began to sail sometime never does have a draconic family.) ranging explorations of Faerûn at this around 1361 D.R., but only grew to Lhammaruntosz is gifted with a time. prosperity and reputation after the remarkable sense of direction and dis- The Claws of the Coast spent almost Year of the Staff (1366), after her bat- tance, honed by her years of wander- four centuries wandering about tles against pirates earned her the trust ing, and she can find her way to small Faerûn, fighting off and fleeing from all of merchant clients. Two keys to the and specific locations, even unfamiliar the hostile dragons whose domains success of the Scaly Eye were the two ones, in the dark and in poor weather, she inadvertently entered. She owes sisters Draeth: two fat and unlovely, with a minimum of fuss and delay. her survival to her regenerative powers but very astute, women from Leilon, She’s often come out of the driving and her swiftness to flee; never inter- Astlarthe and Dlareen. They brought rain of a howling storm, low over the ested in fighting for territory and pos- the bronze dragon enough honest storm-tossed waves, wings beating sessed of very little personal pride, news and opinions of human doings powerfully among the wind gusts and Lhammaruntosz never lingers to and intrigues to fascinate her with the the lightnings, to check on one of her destroy a foe but simply strikes to strivings of humans, and to make her ships. Stricken vessels are promptly defend herself, end an immediate want to be involved in such things towed (all Scaly Eye ships are problem, and be on her way again. continuously. The Draeths, though equipped with long, stout cables for She has shown a whimsical side and much crippled with arthritis, remain this purpose, consisting of three ropes an impulsive desire to aid lone, belea- the most trusted, high-ranking, and braided to each other to form one guered creatures—and her “swoop important agents of the Scaly Eye. extra-thick length, which is anchored from the sky” rescues earned her fame Based in Neverwinter and Mintarn to “keel-trunks” set in the deck, and in human lore and several outstanding respectively, they deal in cargoes and carried wrapped around the inside of aid-debts owed to her by such diverse special handling agreements for their the deck-rail) or abandoned, their folk as the mage Malchor Harpell, sev- “Mother,” and can count on her per- crews snatched aloft after lashing eral senior Harpers, and the priest sonal protection and financial support themselves to one another. Tolgar Anuvien of Goldenfields. Her in all they do. Beyond a hunger for the Lhammaruntosz is also developing attacks substantially weakened the company of young and handsome a shrewd sense of human nature and Broken Bone horde in 1024 D.R., men, they seem to lack vices and knows when she’s being lied to. The and she was the mysterious “wyrm weaknesses—and after encounters swindles and covert ways of merchants gliding by night” that plucked the ship- with some watchful Harpers and a cer- are becoming almost second nature to wrecked explorer Havilar Culdorn tain enraged bronze she-dragon, her, and she’s learned to hold her (founder of the Blackbacks Trading Luskanite rivals have learned not to try tongue in patience, to test would-be Coster, forerunner of many of the slaying them. allies and business partners, and to set wealthy trading houses of present-day Today, Lhammaruntosz is a bronze aside personal feelings when a long- Amn) from the waves of the Sea of dragon of what humans call “very old” time ally turns sour, or long-term Swords after the pirate-shattering years, sleek in build but often battered treachery is revealed. This calmness Battle of Blazing Sails in 1211 D.R. in appearance. Her craggy face is and understanding of others led to the homely for a dragon and always “Mother Wyrm” nickname (coined as a The Claws of the Coast seems somehow more kindly than result of her rescues) sticking, even in Lhammaruntosz seems to have majestic. The works of her mother the face of the fiercer “Claws of the ended her wandering only recently, have left her with a fear and mistrust Coast” moniker, which grew out of tav- taking the “resting lair” (an open-to-the- of magic, but also with the determina- ern-tales of her tearing apart pirate elements, hoardless sleeping spot) of tion that no one will ever be able to vessels to defend ships of her fleet. A the old green dragon Skarlthoon. easily overcome her defenses and slightly less respectful (or more Known as “Snarljaws” because of her harm or enslave her with magic again, unfriendly) variant of this, much heard temper, Skarlthoon died in 1348 D.R. of so the Claws of the Coast gathers all among sailors, is “Mother Claws.” some disease that ate away her scales the magic she can, while avoiding Velsaert reports that the key to and then the flesh beneath, covering both unnecessary spellcasting and all Lhammaruntosz’s character is her her with creeping moss. The Claws of magical experimentation. understanding of humans, but the Coast then seems to have fought Lhammaruntosz finds it hard to Elminster says her attentive, mother- some unknown dragon to the death trust anyone and keeps her own com- like caring for other creatures—many and gained its inland lair; Elminster pany; any need to share a small area other beings, not just a chosen few believes that this hidden hold must lie with other sentient creatures for more partners or allies—is what sets her apart somewhere south and east of than a few hours will make her irrita- from most wyrms. She hates pranks Secomber, in the broken land that ble, suspicious, and constantly on her and deceptions of all kinds and is marks the edge of the High Moor—and guard. At the same time, she feels a always analyzing folk and situations. that its lingering magic is enough to need to be accepted by a friendly Her actions may seem to occasionally make the wandering Lhammaruntosz group of beings who share a common be born out of imprudence or igno- feel secure. (She chose the Sword Coast purpose. (It is fair to say, Elminster and rance, but it is a mistake to assume so— from Neverwinter to Velen as her the “Dragon Sage” Velsaert of Baldur’s she has almost always thought (and favorite haunt.) Gate agree, that the folk of her Scaly prepared) several steps ahead.

# DRAGON 245 53 Lhammaruntosz’s Lair The Deeds of to use their abilities against not only Mother Wyrm has two homes—a Lhammaruntosz the hostile world but against fellow hidden inland hoard-lair whose Lhammaruntosz doesn’t need to Cult members, and rise from the lower whereabouts are unknown, and a eat much, but her childhood starva- ranks to rulership of the Cult. At least “resting lair” in a bowl valley in the tion has given her a loathing of two of them (Elminster smilingly heights of Orlumbor. She visits the hunger. She prefers to eat lightly but refused to furnish names) covet inland lair only when she needs to often and to vary her diet greatly, Lhammaruntosz’s regenerative pow- take shelter from severe winter firmly deciding to try new things and ers, seeing them as a means to virtual weather, retrieve magic, or hide and never to adopt any “favorite fare.” immortality for either humans or think or heal; she is almost always to From day to day, Lhammaruntosz weredragon-humans. be found on Orlumbor or on the wing, busies herself aiding, defending, and Whether or not what aids her can somewhere above the Sword Coast. watching over the sailors, agents, and be made to aid anyone else is a mys- She visits coastal agents and infor- merchants who serve under the Scaly tery “best left to the gods,” Elminster mants often, even alighting on the Eye banner. She seldom undertakes commented, “because it’s a rather cer- coastal rocks near Lathtarl’s Lantern expeditions away from the Sword tain bet that no mortal knows.” every few days to talk to the gruff old Coast these days and prides herself on If Lhammaruntosz eludes the retired fisherman lnglas Pholdaruk, being very well informed as to coastal clutches of all the folk who want to whom she pays so well that he’s been news and events. Word of strange get their hands on her powers, she able to hire spies in many nearby vil- magic or armed bands engaging in still risks treachery at the claws of any lages to keep a very close watch over open conflict brings her immediate dragon she dares trust enough to travelers, , and local doings. interest—and often a “go and see” mate with; Elminster sees the chances As he put it, “I never thought I’d flight. Some folk are of the opinion of her developing any such trust as become someone important in my that her presence and habit of swift being extremely unlikely. This would fireside years—but bless old Mother response have kept forces of Luskan seem to indicate a long and lonely Claws, I have!” from infiltrating or openly attacking life, with eventual destruction at the Several Cult of the Dragon agents Neverwinter, and has kept Leilon safe hands of a magically-powerful foe and ambitious adventurers have from brigandry without its citizens lift- who can shatter her regenerative searched in vain for the inland lair of ing more than a few fingers in their powers. The usual candidates for such Lhammaruntosz. She may keep its own defense. villainy (such as the Brotherhood of entrance choked by a rockfall, for it’s the Arcane, Red Wizards, Zhentarim, doubtful it has any defenders to keep Lhammaruntosz’s Magic and the Phaerimm) are all likely to see folk out when she’s not there. Nor do Little is known of the spells wielded Mother Wyrm as a useful slave-steed, elaborate traps seem to be her style. by the Claws of the Coast; they seem and to try to magically control her What is certain is that it must hold to be both minor and familiar. She mind rather than destroy her utterly. some impressive magic items, even employs her natural abilities because Mother Wyrm has swiftly (such as polymorphing into other produced such things from time to creature forms) very sparingly. On time, as conflicts dictate, and used several occasions, however, she has them to telling effect. unleashed an “acid-ball wand” in Ed Greenwood grew up glorying in the aerial battle. Elminster says this is an great fantasy epics of masters from Lhammaruntosz’s Domain old Halruaan weapon more often Tolkien and Dunsany to Leiber and From Orlumbor, Lhammaruntosz used by the wyrm Malaeragoth (and Zelazny. He’s always wanted more stories ranges up and down the Sword Coast, he’ll give us details of this particularly of his favorite heroes and villains, so he avoiding the immediate vicinity of wicked wand with that dragon’s created the FORGOTTEN REALMS® as a place and Baldur’s Gate, but chronicle next month). to tell them in. going so far as to perch beside the walls of Neverwinter and Velen on Lhammaruntosz’s Fate occasion. Hardened against the rav- The Cult of the Dragon is increas- ages of exposure by her regenerative ingly interested in the Claws of the powers, the Claws of the Coast thinks Coast because of her interest in nothing of hard landings or of simply human society, her profitable ship- stretching out on bare rock islets to ping fleet (which could be turned to wait out a storm, even when ice and enriching them, were she to become a snow cloak her resting form thickly. dracolich under their control), and— Mother Wyrm doesn’t think of this most importantly—her regenerative territory as her exclusive domain, as powers. most wyrms do; she’ll ignore or per- Certain individuals within the Cult haps calmly greet and pass other are secretly researching a means of dragons who treat her the same way, magically achieving weredragon- fighting only those who offer her hood (that is, acquiring the means to battle, or attack her property, the temporarily take on fully-powered Scaly Eye folk, or her friends. dragonic shapes, when desired), so as

54 MARCH 1998

“THE TRUTH BELONGS TO THE FAST, Malik. Are you fast?” So spoke Cyric the All on the Eve of Disaster, and in my Anguish, I could not answer. My tongue lay in my mouth as stiff as a corpse, and my thoughts bub- bled through my mind like rivers of tar, and for that I was punished most terribly, as you shall see. But know also that the One came to me in my need, that he branded my face with the Searing Iron of His Honest Glory, and that he did this so that the Divine Flame of Truth would always shine over the path of men. I am the Seraph Malik el Sami yn Nasser, once a famed merchant of Calimshan and now Favored of the One himself, and this is my tale, in which I relate my struggle to publish an Honest and True account of how Our Dark Lord saved Faerûn (again). Praise be to and True Most Mighty Cyric the All! ❖ ❖ ❖

The office of Still Harbor Press was as a tomb, cold and still and full of the soft rasp of scribes scratching their parchments. I sat near the entrance of the drafty room, my new Seraph’s horns concealed beneath my turban, waiting for the master sage to finish my hum- ble volume, An Honest and True Account of the Trial of Cyric the Mad, or How Our Dark Lord Saved Faerûn (Again). He was poring over the last page, using some pittance of magic to hang it in the empty air before his face, so that I could neither watch his eyes devouring my luminous words, nor read his delight with such an astonishing tale, nor discern how far his offer might go toward restoring my battered fortune. I could only sit on the bench and try not to squirm, for Troy Denning book printers are all as greedy as dwarves, and the slightest show of eagerness will cause them to reduce their bid by a thousand bicenti. Nor was it easy to appear so indifferent, as I lacked even two coppers for a bowl of gruel and felt so hungry that I feared I would pass out. At last, Bowden Boniface flicked his magic stylus, and the page slid down to his desk corner and fluttered into place atop the rest of my manuscript. The old man turned to stare out the window and did not look in my direction, a common trick used by merchants who wished to appear more reluctant than they were. I stepped over and reached across his desk, as Artwork by Matt Wilson though to retrieve my manuscript. “If you have no interest in my tale,” said I, speaking above the rumble of my empty stomach, “I am sure many book printers will gladly pay five or six thousand—” Bowden slammed his hand down on my manu- script, causing the scribes behind him such a start that they smeared their work and filled the room with hisses and curses. He paid them no attention and hushed me with his finger. I obliged him with a quiet smirk, for it was never easy to part with so much gold, and I was glad to give him all the time he needed. The book contained over five hundred pages neatly written in my own hand, chronicling the search for the Holy Cyrinishad and how these events caused the Great Circle of Twelve to place

# DRAGON 245 57 Cyric on trial for his very godhood. As this story has “I won’t publish this offal!” The old man ripped been fully recorded in The Trial of Cyric the Mad, there is free. “It’s a sin that even I had to read it!” no use repeating it here, except to say the book exposes He grabbed a handful of pages and flung them the One’s enemies for the jealous liars they are! into the air, setting them afire one after the other. At last, Bowden met my gaze. “Never have I read This was too much. I had spent two years writing The anything like this—this thing of yours.” He tapped my Trial of Cyric the Mad, tanning my own parchment and manuscript, which was so far removed from the drivel pilfering quills from the Meisarch’s peacocks and mix- he usually read that he could not think what to call it. ing ink from my own blood, and I was not about to “And to call it ‘An Honest and True Account’ is the abide my books destruction at the hands of a mere most remarkable claim of all!” paltering sage! I flung myself across the table and “Also the truest,” I said, and indeed it was, for I had hurled Bowden to the floor and pounded his head lost the ability to lie. This was the accident of a against the planks as he deserved. treacherous truth spell Mystra had cast on the “I will show you sin!” I cried. “If you cannot recog- Pavilion of Cynosure and my own misfortune in being nize talent in this world, Cyric will show it to you in summoned there at the wrong time—but of course the next!” Bowden knew this, having just read The Trial of Cyric The scribes gasped and seized me with a dozen the Mad. “No doubt, you intend to pay handsomely hands, and all that follows happened in a blur: my for such an important work.” hands came free of Bowden’s throat, and I felt myself Instead of answering, Bowden flipped my manu- being lifted, and I kicked and clawed at my captors, script over. He fanned through the pages more quickly and my turban came undone in the struggle and than my eye could follow, then plucked one out and revealed my Seraph’s horns. tossed it into the air, where it hung suspended of its Though the horns were only two years old and not own accord. yet an inch long, they were enough to convince the “‘Let them keep their temple to Oghma the Unknowing, scribes they had a demon upon their hands. They their shrines to Deneir the Prattler and Gond of the rushed me out the door and pitched me into the street Forgestinking Breath’!” He was quoting from the page beneath a lumbering barrow wagon, and it is a won- in the air. “What audacity!” der I rolled free with no more than a torn burnoose. “The words are not my own.” Though my reply “Dogs and sons of dogs!” I jumped up to charge was modest, I perceived by his florid face that my my attackers, and they slammed the door in my face. candor might be worth an extra ten percent. “I am “Let me have my book!” only reporting what the One said.” I tried the latch and found it locked. “Thieves! Bowden flipped to another passage. “And I knew her Plagiarers!” Though neither of the Blessings the One to be one of the Harpers, a band of meddling fools . . .’” He had bestowed on me as his Seraph involved great tossed the page into the air beside the first. “What gall!” strength, I kicked the door with all my might. “Return “As you know, I have no choice except to tell the my book! I will give you the count of three. One . . .” truth.” Such was their fear of Our Dark Lord that the door By now, several scribes had drifted to the front of opened at once. “Still Harbor Press does not plagia- the office, and I saw by their furrowed brows that rize,” sniffed one of the scribes. “Nor do we publish Bowden rarely grew so fervent. He snatched up his offal. If you want to see this filth in print, go see Aldo stylus, and a tiny flame appeared on the tip. Manley and pay for it yourself!” I frowned. “What is that for?” Out came a whirling cloud of parchment, blasting Bowden turned another page. “‘Adon screamed and me in the face and scattering yellow pages across the flung his arms up before his eyes, for he had seen Mystra’s muddy street. I gathered up an armful and saw that true face, and now he recognized her for the murdering even these sheets were singed and charred. trollop she was.’” He tossed the last page into the air. I whirled on the closed door. “You do not know “Blasphemy!” who you are dealing with!” I swept up another bundle He touched his stylus to the corner, and the whole of pages. “Cyric will avenge this insult!” And here, page burst into flames. Mystra’s treacherous truth spell compelled me to add, “In the name of the One!” I cried, and even the “If the whim seizes him!” scribes gasped at the old man’s low act. “Have you Now, any city as filthy and large as Waterdeep is lost your wits?” filled with screaming lunatics, and it is the custom in “Sacrilege!” He touched the stylus to a second such places to give these madmen a wide berth. The page, which vanished as quickly as the first. passersby parted around me as I scurried about gath- “Stop!” ering pages and ranting against my treatment and I snatched at the stylus, but in my half-starved threatening all manner of godly retribution, and per- condition was too slow to catch it. Bowden touched haps they even gave me more distance than usual on the flame to the third page, which erupted in a blaz- account of my Seraph’s horns and the dizzy manner ing sheet of orange, taking with it ten hours of eye- in which my hunger caused me to stagger. It was not dimming toil and forty lines of genius. long before I had recovered all but a few pages of my A scribe caught Bowden’s arm. “What are you muddy manuscript, and I spied one of these last stuck doing?” to the wheel of a passing barrow.

58 MARCH 1998 I darted after the wagon, crying, “And you especially, narrowed in suspicion. I raised my brow and smiled Bowden Boniface, will curse the day you met me!” as an old woman might, and Ruha stared at me until I was answered by a chilling voice from behind. my chest became as heavy as an anvil. “And why is that, Malik?” Finally, the witch looked toward the dark archway. When I spun around, it was to see my worst night- “Is that the way he went?” mare emerging from the crowd: a Harper witch swad- I nodded, and at that moment my selfish belly dled head-to-toe in dark cloth, her face hidden behind betrayed me with a ghastly rumble. Ruha’s gaze a black veil, her slender frame concealed beneath a snapped back, and she furrowed her brow. heavy Bedine aba. “Malik!” she hissed. “What are you doing here?” “Ruha!” Considering that I was hiding from her, this Still clutching my manuscript, I turned to dive under seemed an odd question indeed, and I perceived at the barrow, and these quick reflexes were all that once that she was only trying to divert my attention saved my life. A streak of golden magic blasted the while she prepared a spell. wagon above my head, then the street erupted into a I leapt to my feet, crying, “As if you didn’t know!” clamor of screaming voices and bellowing draft ani- She lunged at me. I hurled my sewing in her face, mals. I scrambled out the other side and rushed down then felt her jambiya slash my writing arm. My fingers the nearest alley and gave no thought to the pages I went limp. was trailing behind, for I had long ago learned never to “Harper shrew!” allow Ruha a second attack. During the One’s trial, she In my fury, I grabbed a handful of aba with my had hounded me all across Faerûn and nearly caused good hand and spun toward the window and sent my ruin a dozen times, and I should not have been sur- her crashing out into the squalid alley. prised to discover her in Waterdeep. Indeed, her pres- Any other time, I would have run like a coward, as ence explained the trouble I had encountered already, Ruha well knew. But in mangling my writing hand, as only a Harper’s interference could have caused a she had made me so angry that I pulled my dagger learned sage like Bowden Boniface to spurn my book. from beneath my dress and dashed over between the “Malik!” window and the door, and there I was waiting when By the sound of her voice, she was at the mouth she rushed back into the room. Instead of back- of the alley, less than fifty steps behind. I hurled stabbing her as was sensible, I lashed out and took myself into the nearest doorway, crashing through her high in the shoulder. She dropped like a goat the flimsy door just as a web of sticky netting covered beneath a butcher’s sword. it behind me. Thinking to rid myself of this harrier forever, I I found myself in the chambers of a seamstress, a picked up her knife and stepped across her body, and withered old woman who sat at the window with her that is when the harlot grabbed me where no work across her lap. The room smelled of fresh bread, stranger should touch. She gave a merciless twist and and despite my fear of the hell-hag hounding me, my a brutal pull, and every man knows what anguish I mouth began to water. felt then. It was all I could do to pry her fingers loose “Is there another way out?” I demanded. and stumble away. She began to gasp out one of her She pointed to an archway in back. harpy’s spells, which returned me to my good senses “Good.” I dumped my jumbled manuscript into a on the instant. basket by her side, then jerked the quilt from her I kicked the chair into her face, then took up the hands. “Stand up and take off your dress.” basket where I had tossed my manuscript and scram- The seamstress’s jaw fell. “I will have none of that, bled through the window, fleeing with all the speed sir!” She snatched a long hairpin from the bun atop of any man who had just escaped a sure and certain her head. “What do you take me for?” death. “Don’t be silly, old woman.” I slapped the hairpin ❖ ❖ ❖ aside, then pulled her to her feet. “I am interested in the wrapper, not the present.” An hour later, I reached my lodgings in the Red I grabbed her shawl and draped it over my horns, Bucket Inn, which was surely the most disreputable then pulled her dress off and slipped it over my own lodging in Waterdeep. The place was so filthy that shoulders, for one of the Seraph’s Blessings Cyric had even the rats ate elsewhere, and the patrons were so granted me was the ability to elude pursuers, provided detestable that not even the beggars spoke to them. I could effect a small change in my appearance. But it had two qualities I valued above all else: a bed I pushed the old woman toward the dark archway. that cost only a silver taran a week, and a clientele “Go as fast as your legs will carry you! There is a that never intruded upon the affairs of others. When I harpy coming through the door, and she will slay entered the common room still disguised as the anything in her path!” seamstress, no one uttered a word, and when I tore By now, Ruha had arrived outside and was using off the shawl and used it to bandage my arm, they her curved jambiya to cut through the web. I picked only looked away and pretended not to notice my up the old woman’s work and sat down to sew. Seraph’s horns. Leaving the old woman’s dress to An instant later, the witch burst through the door. smolder in the fire, I took a table in the corner and She turned to me at once, her kohl-rimmed eyes sat down to assess the damage to my book.

# DRAGON 245 59 The harm was worse than I feared; twenty pages “Forgive my ignorance, Mighty One, for I have the were missing, and Bowden Boniface had scorched foresight of an ass and the wits of horsefly, but what another fifteen into an unreadable mess. do you care? No one will believe their lies after read- “May a nest of wasps sting out his eyes!” I hissed. ing the brilliance of my account.” “And may that meddling Harper choke on a scorpion!” The One rolled the black suns beneath his brow. “The sage I can do.” The words came not in one “That’s not how the truth works, Malik.” voice, but in a thousand, all as deep and rasping as a “It is not?” This was a revelation to me, as I myself grinding stone. “But not the witch.” had always been blinded by the radiance of the I looked up to see a grinning skull across the table. One’s truth. “But a fact is a fact!” Beneath his brow burned two black suns, while a film Cyric shook his head. “Let us say you are walking of crimson membrane covered his bony face and a beside a stream and find a diamond as large as your black tongue wagged between his teeth, and his fist. What would this be to you?” body was nothing but an undulating mass of vein “A great fortune, of course.” and sinew. “But if a small boy finds the diamond, he may “Mighty One!” I began to shiver, for the air always throw it into the water. To him, it is only a rock.” grew as cold as ice when Cyric appeared. “You have Here, Cyric began to devour the second half of the been watching?” pheasant. I let a cry slip my lips, but in his infinite The One did not deign to answer my question. “Ruha mercy, the One ignored this outrage and continued to is one of Mystra’s favorites. If I touch her, it will set off a eat. godswar—you know that. Why do you keep asking?” “Whoever says a thing first and loudest makes it “Every man has his dream, Mighty One.” so.” Cyric spoke while he chewed, so that I saw the “I have already made you my Seraph. What more waste of all that food rotting in his mouth before he do you want?” swallowed. “You must publish your account before I cringed at his sharp tone. “Nothing, Most High. Oghma’s scribes finish theirs.” Serving you is all I ask.” Here, Mystra’s accursed truth I did not suggest that the One use his magic to spell caused more words to well up inside me and print the book, for he had nearly started a godswar spill from my lips, “Though I fail to see why I cannot when he tried something similar with the Cyrinishad do it with a decent meal in my belly and a handful of many years before. gold bicenti in my purse.” “How long do I have?” I asked. The One’s eyes grew as hot as black fire. “I forgive “Not long. They will be ready to print in five days.” that, but only because you are not the master of your “Five days! It will take five days to replace what is own tongue.” lost!” “Thank you, Mighty One.” I bowed my head at the “The truth belongs to the fast, Malik.” The One ges- One’s mercy, for who knows better than a Seraph not tured at me with the scorched tip of a wing, all that to trouble his god with such piddling requests? “I will remained of the succulent pheasant between us. “Are not allow such an idea to pollute my thoughts again.” you fast?” At that moment, the innkeeper appeared unbidden “I would be faster, had the witch not done this to and placed a tankard of sweet-smelling ale before the me.” I raised my bandaged arm. One and a whole roast pheasant on the table. I was The One glared at my wound. “Are you asking me much amazed, for the only meat the fellow had ever to heal that?” served me were the worms in my gruel. “Never, Mighty One!” I hid my hand beneath the The One looked up at the innkeeper, who stood table, for it would have been a great affront to ask by the table like a wide-eyed child. “Do you expect Cyric himself to wield the filthy magic of healing. “But me to pay?” I must rewrite everything I lost, and the wound will “Never!” The fellow turned his miserly eyes in my make this difficult—as will my hunger.” direction. “I’ll charge the meal to Malik.” “Only if you let it, Malik. We both know that.” I was too shocked to object, as I had not smelled Cyric was speaking of my second Seraph’s anything so delectable in years—nor tasted so much Blessing, which was the ability to suffer any pain and as gruel in days. Still, I knew better than to serve still do all the One required. “All the same, it will take myself before my god; I kept my hands folded in my time to replace what I lost,” I said. “The witch’s treach- lap and awaited his invitation. ery cost me thirty-five pages.” Cyric tore the pheasant in two and began to “Are you certain?” devour his half with a great crunching of bones. I “I know what is missing from my own book.” fixed my gaze on what remained and smacked my “Not the book, you fool!” The One’s palm struck lips many times, but the One took no notice. me so quickly that I never saw his hand move; I only “Malik, your debacle at Still Harbor Press has felt something strike my temple, and my whole head caused me a problem.” The bird’s juice squeezed out began to throb. “The witch! How could she have between the One’s naked teeth and spilled down his known you would go to Still Harbor Press?” bony chin. “Oghma’s scribes are writing their own ver- I perceived the One’s meaning at once. “That harri- sion of my trial. If you do not print your book soon, dan! She has poisoned every press house in the city they will beat you to press.” against us!”

60 MARCH 1998 “You are sure she did not come across you by appealing to his sense of fairness, which was as lack- chance?” asked Cyric. “She isn’t here on other business?” ing in him as knees were in a cobra. I bowed my I shook my head, for now it was the One playing head to show some dismay. the fool. “If she happened upon me by chance, how “I beg your forgiveness, Mighty One. What I meant do you explain the reaction of Bowden Boniface? Any to suggest was—uh—er—” I had intended to say no sage who reads my book will be instantly struck by one would take the book seriously if Aldo Manley its truth and brilliance.” Here, the One’s eyes dimmed printed it, but instead I felt a great up-welling in my doubtfully, and so I added, “And if my narrative does chest, and Mystra’s accursed truth spell compelled me not awe any reader, then the splendor of its subject to say, “Even if I wanted to, I could not pay Aldo will.” Manley to print a single copy.” The heat returned to the One’s eyes. “I see what “Come now, Malik. You are a persuasive fellow.” you mean.” The One leaned forward, so that his black eyes were “Ruha is the cause of all our trouble,” said I. “She inches from my face. “You can convince him to give has warned every press house in Waterdeep against you credit.” my account. As long as she lives, I will never print The “I do not think so, Mighty One. He made it very Trial of Cyric the Mad.” clear that he requires payment in advance.” I did not say what the One should do about this, “Has he read the book?” Cyric did not wait for a as he was a god and should have been able to see it response, for being a god, he knew the answers to himself. He fell silent and quaffed down the ale and his own questions. “He will make an exception—if The licked the tankard clean with his long black tongue, Trial is as good as you claim.” leaving not a drop for me, then turned and hurled the “But Aldo Manley does not care whether he prints empty cup at the counter. pure gold or pure offal!” “More!” The One only continued to lean upon his bony The tankard struck the inn’s sole serving wench in elbows and glare into my eyes, and I perceived that the head, and before the poor girl dropped dead, the he was growing weary of my objections. innkeeper was at the One’s side with a refill—no doubt “I c-can always inquire, Most High.” charged to my bill. No one said anything about the “Now you sound like a Seraph.” Cyric grew consid- death of the wench, for only a fool would condemn erate and leaned back, wrapping his fleshless fingers the Lord of Murder for doing what comes naturally. around the tankard of ale. “Go ahead and sell your Cyric waved the innkeeper away, then returned his book, if you can. As long as you are first to press, I black gaze to me. “I have told you, I can’t touch the care nothing for what you make. But if you cannot witch. If you want her dead, do it yourself—and if you beat Oghma’s scribes, you must pay Aldo Manley.” can’t, go see this Aldo Manley.” “I will!” So loud was my exclamation that several “Aldo Manley!” I cried. My rebuff at Still Harbor patrons dared look in our direction. “You shall not be Press was not the first time I had heard Aldo Manley’s disappointed!” name, for I had blundered into his office my first day “That would be best. You know what awaits if I am.” in Waterdeep. He was a swindler who convinced I nodded, for Our Dark Lord had always made people to pay him to print their books, and he had plain that if I ever failed him, he would consider it a wanted 3,500 gold bicenti to print mine. “My Lord, betrayal of my devotion and damn me to the punish- think what you are saying!” ments of the Faithless. Cyric regarded me coldly. “No, Malik. Think what “Good.” The One drained the tankard of half its you are saying. I do not care whether you make a contents, then pushed what remained across the copper on this book—that is not what matters.” table to me. “Do not forget, Malik. Five days.” “It matters to me!” This spilled from my mouth ❖ ❖ ❖ before I could think, but I did not care if it angered the One. “I have sacrificed everything for you. I Though it caused me insufferable pain to hold the deserve a profit!” quill in my injured hand, my Seraph’s Blessing made it “Deserve, Malik?” The One glared at me. “Have I not possible to write as quickly as before, and I labored always cared for you? Did I not punish the prince for every night to rewrite the missing pages, and every giving you these?” He reached across the table to rub day I devoted myself to finding a printer whose mind my Seraph’s horns, though I have no idea why—he the witch had not already poisoned against me. I wan- had planted the seeds in my brow himself, as a sign dered from press house to press house, begging the of his great Favor. “And did I not also punish your sages to read but a single page of my manuscript and faithless wife for her part in the deception?” see if its brilliance did not draw them onward like a “Only because they were distracting me when you bull by its nose ring. The kindest insisted that they did not wish it! And when the Caliph paid for their never looked at uninvited manuscripts and had their funerals with my fortune, you did nothing!” scribes pitch me out. Others wasted my time by read- The One recoiled as though struck. “Surely, you do ing the whole account before they hurled it back in not value your grimy treasure above your own god?” my face, spewing a hundred epithets too foul to The ice in Cyric’s voice brought me to my senses, repeat here. The cruelest read the first page as I asked, and I perceived that I would never win him over by then shook their heads and pushed the manuscript

# DRAGON 245 61 away, claiming that my writing had not drawn them “A humble chronicler,” I corrected, cracking the on like any creature at all, save perhaps a turtle on a door to peer outside. When I saw the witch scanning leash. These liars I abused as they deserved, swearing the crowd before the office, I perceived that it was they would soon know the wrath of Cyric the All! too late to leave, and that I had no choice but to turn And all during these trials, I had to keep a constant and introduce myself. “I am the Seraph Malik el Sami watch for the witch, as she had wasted no time in find- yn Nasser. I am sure you have heard of me.” ing a healer and coming after me again. I spied her “Hasn’t everybody?” The sage glanced at the many times, skulking through the streets, searching woman and rolled his eyes, then reached for my every face for mine, and once she had even hurled a manuscript. “I’m Hardwyn Hod. Lets have a look.” stinking web of magic at my head. On account of this I left the door and passed my book over, and if my narrow escape, one night I demanded of the innkeeper hands were trembling, it had nothing to do with the little bottle of poison he kept for unruly customers. Hardwyn Hod. The shadow of failure was looming I pushed a netmender’s through the cork, so large in my mind, and I could think only of the endless that the point would always be wet with venom, then torments awaiting me in the realm of the Faithless. sewed a small pocket inside my burnoose sleeve to Hardwyn laid the bundle on his desk and began to keep my weapon handy. If Ruha ever trapped me read, his gaze flying over my pages as fast as a fal- where I could not flee, I would be ready. con. I stood by his desk in case he produced a flask So it was that I passed four-and-half miserable of acid or a torch or any of the other things that days, never going to bed at night until I had rewritten sages use on manuscripts they do not favor. eight lost pages, then arising early the next morning After a time, Hardwyn looked up from his reading. to visit another ten or twelve press houses. But Ruha “This is good!” he said, and I saw at once that I had had always been there before me; no sage ever misjudged the man. He motioned at a chair. “Have a offered anything but mockery and abuse for my seat. Devona will bring you something.” book, and so I found myself late on the last day still And now, the smile Devona gave me was as lacking a printer. I decided to try one last press house charming as it was practiced. “Whatever you like, before going to Aldo Manley, for regardless of what Malik. Champagne?” Her tone became a breathy purr. the One said, I knew that such a thief would never “Or something more potent?” grant me credit. I turned north toward Soothsayer’s It is fortunate that I am a man of strong will, for Way, heading for a small press house across the after so many years of loneliness and hardship, her avenue from Aldo Manley, and I was only steps short offer tempted me greatly—yet I knew better than to of my goal when I glimpsed a dark-robed figure yield, as Ruha never failed to appear at the worst shadowing me across the street. possible moment. Cursing Ruha for the meddling witch she was, I My answer came in a cracked voice, “Perhaps some- shoved aside an old man and ran for the corner, but I thing to eat—and a flagon of milk to wash it down.” had hardly taken two steps before a sharp hissing Devona’s brow rose. “Milk? Like from a cow?” filled the air. I hurled myself into Soothsayer’s Way “Or a sheep or a goat. It is the same to me.” and saw a net of hissing snakes sail past my head, She looked to Hardwyn, who laughed and passed then rolled to my feet and scuttled around the corner. her a coin, By the time Ruha reached Soothsayer’s Way “Don’t stand there! You’re looking at Black Tiger’s behind me, I had already pulled up my hood and next iconoclast!” He patted her comely flank. “Get the used my Seraph’s Blessing to vanish into the crowd. I man his milk!” glanced back to make certain the witch was not look- Devona did as he asked, though she paused at the ing in my direction, then dashed across the street to door to don a cloak over her flimsy gown. Hardwyn my destination, Black Tiger Folios. returned to his reading, stopping often to heap well- When I opened the door, I was assailed by such a deserved praise upon my manuscript, and I saw that stench of sweet smoke and musky perfume that my Hardwyn Hod was a man of great vision, and that his head began to spin. At the front desk sat a pipe- office was hardly the den of iniquity I had thought, sucking sage who wore more gold than a caliph, and but a bastion of liberty and free thought that would draped over his shoulder was a young woman in a do great honor to my humble account. flimsy gown. Behind them sat a dozen florid-faced No sooner had I perceived all this than Hardwyn scribes scratching furiously at their work, and none of stopped reading. “That’s it,” he said, shaking his head. these people were paying any attention to the wan- “I’ve read enough.” ton giggling that came from beyond a curtain in Such a lump formed in my throat that I nearly back. I saw at once that I had made a tragic mistake. choked, and I began to fear that I was wrong about At the sound of my entrance, the sage looked up the man. “But you have read only seventy pages!” and took the pipe from his mouth. The young woman “That’s all I need to.” His voice was as calm as a well. undraped herself from his shoulders and smirked at “This will sell. We’ll put some 'cuts of Devona and a my gaping jaw, and if she cared that I could see skeleton inside; on the cover, maybe have her kissing a through her gown like a window, she did not show it. skull. It’ll do great in Skullport, Luskan, places like that.” The sage’s eyes dropped to the bundle tucked Though I could not see what woodcuts of beneath my arm. “What do we have here? An author? Devona had to do with the One’s trial, the shadow

62 MARCH 1998 of fear vanished from my mind, and my thoughts thirty-five hundred. That’s all I have.” To prove this, he turned from the torments of the next life to what I pulled the entire drawer from his desk and placed it might earn in this one. next to my manuscript. “How much?” “The book is yours!” I cried. Hardwyn withdrew two small purses from his “Good.” Hardwyn waved his scribes forward, then drawer and tossed them on the desk. “Fifty lions. turned to Ruha. “Your business here is done. Perhaps Twice what I usually pay.” you should leave.” Of course, this was a great insult—but I could hardly “I can’t do that.” contain my excitement, as this was the first offer of Ruha whirled around, placing my body between any amount I had received. I took a breath and forced herself and Hardwyn’s scribes. Though my poisoned a scowl upon my face. needle was free of its bottle, I did not dare attack; the “I am looking for a hundred times as much.” I witch was holding her jambiya so tightly to my throat reached down as though to gather up my manuscript, that her death throes would open my gullet. but then Mystra’s spell welled up inside me, and these I looked to Hardwyn’s scribes, praying they would terrible words spilled from my lips: “Unfortunately, I distract the witch. “Save me!” must take any offer, as I am too pressed for time to Hardwyn nodded, and the scribes started forward, go elsewhere.” and the witch surprised us all by standing her ground A stunned look came to Hardwyn’s eye, and for a at the sage’s desk. moment he just sat there in confusion. After a time, he “There is no need to shed blood.” She ignored the finally shook his head and reached into his drawer. “I’ll men around her and continued to look at Hardwyn. go seventy-five.” He dropped a third purse beside the “Perhaps you would like to print Malik’s book at no cost?” first two, then gave me a toothy grin. “I wouldn’t want “I am not in the habit of murdering my authors,” my new iconoclast to feel abused.” Hardwyn said, though he was intrigued enough to I perceived at once that he would have given me have his scribes hold their attack. at least five hundred, which was only a tenth what I “Nor am I in the habit of killing them,” Ruha wanted but a thousand times better than paying Aldo replied. “But I must take Malik back to answer for his Manley, and that is when the door opened. I glanced wickedness, and he will have no use for your gold in over to see Devona backing into the room, the hood a sealed cell.” of her cloak pulled up and her arms held out before “Harper hag!” I cried, and it did not matter that her body so that they were hidden from my sight. Ruha pulled her knife against my throat so tightly that Had I not been so distracted by my anger at Mystra’s she drew a runnel of blood. “Do not think you can accursed spell, I might have sensed that something cheat me out of my fortune!” was wrong and reached for my poison—but as mat- I looked to Hardwyn. “You cannot believe a word ters were, I only pushed Hardwyn’s paltry purses back she says! If she cares so little about my book, why across the desk. has she poisoned every press house in Waterdeep “If you do not want me to feel abused, then stop against its brilliance?” doing it,” I said. “My book is a true account. We both “Against its brilliance?” Ruha sneered. “Why would I know it is worth far more.” do that? All the decent sages are laughing at you. “True account?” Hardwyn scoffed. “A peahen like They would not print your book if Khelben himself you couldn’t survive the first chapter!” begged it!” “You might be surprised,” said a familiar voice. Only my fear of dying unpublished—and of the tor- “Malik is as hard to kill as any beetle.” ments that would accompany such a failure—kept me Ruha had barely spoken before I whirled to face from jabbing her with my needle. her, but by then she had already thrown off Devona’s The witch’s gaze returned to Hardwyn. “What is cloak and pressed her jambiya to my throat. your decision? It makes no difference to the Harpers “What’s this?” Hardwyn stood, upending his chair. if you keep your gold, and it is no good to Malik.” “Who is she?” “That is for me to decide!” I protested, speaking to “A meddling Harper.” As I spoke, I pulled my hand Hardwyn. “We have a bargain!” into my sleeve and began to work my netmender’s Hardwyn ignored me and peered past my shoul- needle free of its bottle. “She has come for my book.” der, trying hard to read the expression behind Ruha’s “She has?” Why Hardwyn seemed so greatly aston- veil. “Why don’t I think this is a gift? You want some- ished, I do not know. “Then it really is a true story?” thing in return. What?” “I would not call anything Malik writes ‘true,’” spat “Not much—only a single page,” she replied. Ruha. “But he is guilty of all he describes, yes.” “Several sages have told me that Malik reveals the Hardwyn’s eyes dropped to his desktop, and I Cyrinishad’s location in his book.” saw the value of my manuscript increase a thou- Though Hardwyn had not read that far, his eyes sandfold, and in my heart, I recanted every vile grew as round as saucers; he knew as well as anyone thing I had ever said about Ruha. that the Cyrinishad was the lost history of the One’s “Perhaps now you will pay my book’s worth,” I rise to godhood. said to Hardwyn. “My price is five thousand gold.” “One page,” said Ruha. “That is not much to ask for “Five th-thousand?” Hardwyn gasped. “I’ll give you so much gold.”

# DRAGON 245 63 “The shrew is lying!” I gasped, giving no heed to scattered over the floor. Instead, I saw Ruha’s slender the pressure of Ruha’s blade against my throat. “The figure slithering out from beneath the heap. secret of the Cyrinishad’s location is worth a thousand “Stop her!” times the pittance you are paying!” Fearing the witch would cast another spell before To my horror, Hardwyn shook his head. “This is the innkeeper’s poison killed her, I grabbed one of not a question of money, Malik.” the small purses Hardwyn had first offered me and Seeing that the greedy sage was about to betray flung it into her head. me, and that it would be better to die the rich author The impact knocked Ruha to her belly, and the of an unabridged book than to anger the One by let- pile tumbled after her like a great forty-legged spider ting Ruha steal the most important page in the and swallowed her up. account, I pushed the needle up between my fingers Hardwyn Hod lay on the floor next to his overturned and prepared myself to feel the sting of Ruha’s knife. chair, my manuscript still clutched to his chest and his But this was not to be, for even as I gathered my hands covered with burns from the witch’s magic. He courage, Hardwyn returned his gaze to the witch. pushed himself up, then raised his forearm to stare at “This is a question of integrity. Ruha is asking me to the torn scrap of purple aba pinned there by the broken censor one of my writers—” end of a netmender’s needle. Already, the appendage “I am asking you to consider the evil you would had turned into a black and bloated thing, and I could unleash,” she countered, and I could feel by the ten- see the dark venom racing up toward his heart. sion of her body against my back that Hardwyn had “In the name of Milil!” he cried. “The witch has poi- surprised her as much as he had me. “Do you know soned me!” what would happen?” Whether the scribes heard this is impossible to say, “I can’t concern myself with that,” Hardwyn said. for they were already assailing Ruha with such a Seeing that witch was about to grow unreasonable, maelstrom of blows that I thought she might never he reached down to gather up my manuscript. “My rise—though I knew better than to think I would be responsibility is to the truth.” that lucky. “Your responsibility? You do not know the meaning Hardwyn rolled to his knees and raised his hands, of responsibility!” Ruha fixed her dark eyes on the as though to place my manuscript on his desk. For a sage, then hissed a breathy incantation and, with her moment, it appeared that he would succeed, but then free hand, flicked a sparkle of glass at my manuscript. a great cry erupted from his lips and he collapsed, Tiny forks of magic began to crackle over its pages, slumping forward so that his head fell to rest on the and the witch said, “I warn you, do not touch that very pages he had given his life to defend. book until I have the page I want.” No man can imagine the anguish I felt then, for it Hardwyn hesitated, and in that moment I saw that would have been no greater were I the one dying. My Ruha would succeed with fear where she had failed fortune was at hand, but what good would it do me with temptation. now? I had killed my only sage, and I knew I would “Hardwyn, pick up the book!” I urged. “She cannot never find another so late in the day—especially if the stop you without freeing me!” witch was not lying about what the other press houses As I spoke, I was also reaching around to jab the thought of my book. I cursed Fate for a teasing harlot witch’s thigh, but I was not the only one moving, nor and Ruha for a meddling coward, then swung my legs the fastest. Even as my right hand moved, Hardwyn to the floor and shoved Hardwyn Hod’s drooling was grabbing my manuscript, and the witch was lung- corpse off my book. ing past me on the left, and the scribes were flinging There was but one thing to do. The office of Aldo themselves on her back. Manley stood just across the street, and I could feel My needle found nothing but empty air. Cyric’s deadline pressing down on my chest as heavily From somewhere beneath the writhing heap on as a kneeling camel. I threw my manuscript into the the desk came a sharp crackling, then an acrid smell drawer of gold and rushed outside. and Hardwyn’s voice crying out in shock. I glimpsed a The afternoon shadows were already so long that it streak of Ruha’s purple aba and leapt into the fray, seemed dark, and Soothsayer’s Way was crowded with thrusting my netmender’s needle down through the clerks and scribes bustling home for their evening tangle into her soft flesh. meal. I stepped into the street and started across, for a There was a surprised grunt, so muffled and quick good Seraph never shirks the call of his god. that I hardly heard it, then Hardwyn’s chair flipped over backward, and the whole mass of tangled flesh followed. Being on top of the pile, I pushed off and landed more or less where I had been standing; the rest of the heap thumped softly to the floor. Troy Denning lives in Lake Geneva, Wisconsin, where The drawer of gold, anchored by its great weight, he takes great pleasure in inflicting Malik’s misadventures remained on the desk, but my manuscript was gone. I on the Alliterates, a group of fellow writers and designers crawled onto the top and peered over the other side, who have all had experiences similar to those of Malik in expecting to find a mass of parchment pages Waterdeep.

64 MARCH 1998 only in terms of what those events mean to them, and they can be quite surprised (and often unreasonably angry) when mortal servants express concern over more mundane matters— such as their own happiness or safety! Those who would walk with gods will suffer for the privilege, as many faithful champions have learned. Once a suitably unscrupulous mer- chant of Calimshan, Malik el Sami yn Nasser is one of Cyric’s most faithful servants. After learning of the Cyrinishad’s disappearance, he left at once to search for the sacred book, entrusting his beautiful mansion (and his lovely wife) to the care of another man. Cyric rewarded Malik’s loyalty by making him the Seraph of Lies. (Being a seraph is largely honorary; a seraph is merely a special servant of The Heroes of the his god, and any changes to his appearance or abilities are strictly at Trial of Cyric the Mad the whim of his deity.) Malik’s mortal nemesis is the witch Ruha. Outcast by the superstitious Bedine nomads as a young girl, she by Troy Denning learned to control her magic from the illustrated by Rags Morales desert hermit who raised her, then used it to keep the Zhentarim from enslaving her people. Today, she is THEY HAVE ANSWERED THE CALL of except himself, he began to foster his favored of the goddess Mystra and a duty and stood shoulder-to-shoulder creed of strife and betrayal only valued Harper. with the mightiest gods of Faerûn. among his faithful, and soon the A common thief turned royal They have sacrificed their fortunes Church of Cyric was devouring itself ranger, Avner of Hartsvale gave his and their lives in the line of duty, mas- from the inside. life in the service of his queen. During queraded as beggars and madmen, At first, the other gods of the the Trial of Cyric the Mad, he became dwelled seasons upon seasons in the Realms were content to stand aside a pawn in a struggle between Lord cold wilderness. They have crossed and watch. But when an eerie calm Death and the God of Thieves, and the breadth of Faerûn in a single ride began to settle over Faerûn, the gods now he is the undying symbol of their and lain helpless upon the altars of of blight—Tempus the Warlord, Shar strife. dark gods, braved insufferable tor- the Nightbringer, and Talos the ments in the name of faith, gazed into Destroyer—accused Cyric of neglecting the naked eyes of oblivion and never his godly duties. They called him to blinked. They are the champions of stand trial before the Circle of Twelve, the Crucible, the unwavering mortals charging that his madness threatened Troy Denning is the author of who answered their gods’ call and the very Balance upon which the sur- Crucible: The Trial of Cyric the Mad. He found themselves pawns during the vival of Faerûn depended. elevated Cyric to godhood in book three Trial of Cyric the Mad. Crucible: The Trial of Cyric the Mad is of , the New York Times Cyric, Prince of Lies, rose to god- the story of that trial—and of the mor- bestseller Waterdeep (written under the hood during the Time of Troubles, tal pawns who walked with the gods pseudonym Richard Awlinson), and intro- earning his power through cunning, during those events. Many loyal wor- duced Avner in the Twilight Giants trilogy. murder, and savage betrayal. Never shipers dream of serving their deities He first wrote about Ruha in The one to rest on his laurels, he sought on such quests, but the reality can be Parched Sea and again later in The still more power by creating the less than rewarding. The gods are Veiled Dragon. He is also the author of Cyrinishad, an evil artifact so insidious incarnations of “pure ideas”—of intan- the first five books of the DARK SUN® series, that anyone reading it became con- gible concepts (love, death, beauty, the Prism Pentad. vinced that Cyric was the only god justice, etc.) that must ultimately worth worshipping. When the Prince remain mysterious to every mortal. of Lies made the mistake of reading Deities tend to see things from only his own book, he fell prey to his own one perspective—their own. More deceptions. Unable to think of anything often than not, they interpret events

# DRAGON 245 65 16th-level mage

STRENGTH: 16 DEXTERITY: 17 CONSTITUTION: 15 INTELLIGENCE : 18 WISDOM: 16 CHARISMA: 16 AC: 7 THAC0: 15 HIT POINTS: 44 ALIGNMENT: NC SPECIAL ATTACKS: Spell Use SPECIAL DEFENSES : Nil MAGIC RESISTANCE : Nil SIZE: 5’5”

Weapon Proficiencies: Dagger (jambiya), sling.

Nonweapon Proficiencies: Agriculture; animal handling; cooking; direction sense; etiquette (Bedine); healing; herbal- ism; reading/writing; riding, airborne; riding, land-based; seamstress; survival (desert).

Commonly Memorized Spells: Unlike Heartland sorcer- ers, Bedine witches seldom have access to exotic spell com- ponents. They shape their magic from the elements that rule their lives: wind (also air), sun (also flame), sand (also dust and rock), and (most preciously) water. They are so adept at using these elements that they can usually create an equiv- husband soon fell victim to an army of Zhentarim invaders. alent to any Heartland spell. (To acquire this talent, the spell- She joined forces with a Harper who had come to help the caster must be raised and trained by a Bedine witch.) Bedine fight the invaders, and her magic proved invaluable The spells Ruha knows are too numerous to list, but she in driving the Zhentarim away. After the battle, many grate- is 75% likely to know common spells involving (producing, ful sheiks vowed to welcome her into their tribes. utilizing, or affecting) sun (also flame) or sand (also dust and The sheiks’ hospitality proved no match for the ancient rock). She is 50% likely to know common spells involving superstitions of the Bedine, however, and Ruha soon felt as wind (also air), but only 25% likely to know those involving alone and isolated as ever. She left Anauroch to join the water. Her spell progression is 5/5/5/5/5/3/2/1. She most Harpers and has since become one of their most valuable often has these spells ready: affect normal fires, burning hands, agents. move sand*, sand quiet*, sand slumber*; dust curtain*, pyrotech- nics, sand shadow, stinking cloud, whispering wind; clairaudi- Equipment: Ruha’s desert robe, or aba, serves as her ence, fireball, gust of wind, Me!f’s minute meteors, sunscorch*; spell book; she has embroidered her spells inside. She rides conjure sand lion*, dig, hallucinatory terrain, polymorph other, a hippogriff mount, Silvercloud, which she recently inherited polymorph self; globe of invulnerability, move earth, summon from a friend in the Waterdeep Guards. wind dragons*; forcecage, sun stone*; river of sand*. *From the Arabian Adventures rulebook. Magical Items: Ruha carries a jambiya +3, given to her by her mentor on her twelfth birthday. Appearance: Ruha is in her early 30s. With dark sultry eyes, a dusky complexion, and sable hair, she is quite beau- Role-playing Notes: If PCs encounter Ruha, she will be tiful—though she hides her beauty behind a veil, headscarf, too busy on Harper business to take much notice of them. and long Bedine robe. Although Ruha will not turn her back on those in need, she expects people to take care of themselves and looks down Background: Born to the desert nomads of Anauroch, on those who don’t. During the time of Cyric’s trial, she won Ruha has not had an easy life. She began to suffer visions the favor of Mystra, who is 90% likely to disapprove of any of the future at an early age, prompting her superstitious supernatural mistreatment the witch suffers. During those tribesmen to banish her into the care of an old witch. Ruha same events, she became the solemn enemy of Malik el returned to her people many years later, marrying into a Sami yn Nasser and will look kindly upon anyone who tribe that did not know of her visions. Unfortunately, her informs her of his whereabouts.

66 MARCH 1998 10th-level thief

STRENGTH: 11 DEXTERITY: 16 CONSTITUTION: 15 INTELLIGENCE: 16 WISDOM: 10 CHARISMA: 10 AC: 8 THAC0: 16 HIT POINTS: 40 ALIGNMENT: NE SPECIAL ATTACKS: -1 to enemy’s surprise SPECIAL DEFENSES: Vanish, endure pain MAGIC RESISTANCE: Nil SIZE: 5’6”

Weapon Proficiencies: Dagger, whip, sling, dart.

Nonweapon Proficiencies: Animal handling (camel, horse); appraising; disguise; languages, modern; riding, land-based (camel, horse).

Special Attacks: On the first round of combat, Malik’s enemies suffer a -1 modifier to surprise (even when a sur- prise roll is not normally made), reflecting Malik’s talent for looking harmless in even the most dangerous situations. Background: Malik el Sami yn Nasser was born to a Special Defenses: Cyric has granted Malik two Seraph’s hard-working merchant in the city of Najron, near the blessings. Endure pain allows Malik to ignore any pain that mouth of the River Ice in Calimshan. When his father van- would otherwise prevent him from accomplishing Cyric’s ished during a long caravan journey, Malik inherited the will. This blessing does not prevent damage nor enable him family business and became a frequent visitor to the to do physically impossible tasks, only to continue despite Caliph’s palace. When word arrived at the palace that his agony. For example, if he lost a leg, he could not run, but Cyric’s most sacred book, the Cyrinishad, had been stolen, he could hop. Vanish allows Malik to elude pursuers, pro- Malik happened to be there. A devout follower of Cyric, he vided he can slip out of sight momentarily. When Malik could not refuse the Caliph’s request that he help search for wishes to vanish, make a Hide in Shadows roll; if successful, the missing tome. Malik cannot be found again for one full turn. He may Malik managed to lay hands on the Cyrinishad, attracting attempt to vanish once per round. the attention of both Cyric and Ruha. In gratitude for Malik’s service during the days that followed, Cyric made Divine Affliction: Malik was accidentally exposed to a the hapless merchant his Seraph of Lies (ignoring Malik’s truth spell cast by Mystra herself. As a result, he can no protests that Mystra’s spell prevented him from lying). longer tell a deliberate lie, either by deed or implication. However, he is free to say nothing and let others draw their Equipment: Malik carries a small dagger at all times. own conclusions. Magical Items: Malik’s horns cannot be removed by any Thieving Skills: Pick Pockets 85%; Open Locks 72%; means. Otherwise, they have no special powers. Find/Remove Traps 65%; Move Silently 88%; Hide in Shadows 68%; Hear Noise 30%; Climb Walls 95%; Read Roleplaying Notes: The PCs might encounter Malik when Languages 50%. they become involved in Cyric’s machinations. Malik always works for Cyric’s cause—though he also attempts to make a Appearance: Malik is short and pudgy, with bulging eyes tidy profit on the deal. Generally, he attempts to manipulate and a soft round face that belies his ruthless nature. He has others through flattery, fawning, or intimidation. If the PCs a pair of one-inch Seraph’s horns growing on his brow, cross him, he threatens them with Cyric’s curse, though this which he customarily conceals beneath a turban or hat. rarely results in any immediate harm. Should the situation turn dangerous, Malik uses his Seraph’s blessing to vanish.

# DRAGON 245 67 8th-level thief/9th-level ranger

STRENGTH: 18/80 DEXTERITY: 18 CONSTITUTION: 18 INTELLIGENCE: 16 WISDOM: 17 CHARISMA: 18 AC: 0 THAC0: 12 (+2 Bonus to melee and missile) HIT POINTS: 89 ALIGNMENT: NG SPECIAL ATTACKS: Always surprises, fly, teleport SPECIAL DEFENSES: Already dead—bestows partial spell immunity, and Return (see below) MAGIC RESISTANCE: 5% SIZE: 5’10”

Weapon Proficiencies: Dagger, broadsword, scimitar, long bow, short bow, sling, lance.

Nonweapon Proficiencies: Firebuilding, set snares, sur- vival (mountain), tracking.

Special Attack: Always surprises foes on the first round; fly In recognition of Avner’s loyal service, Kelemvor sent the (MV 30, class C); teleport with 100% accuracy twice per day. youth’s spirit to reside with Torm the True. Mask complained, pointing out that the youth had never prayed to Torm, only Special Defense: Avner is truly dead (not undead). His to him, and demanding that Kelemvor punish the youth as condition bestows immunity to wizard spells below sixth one of the Faithless. Instead, Kelemvor claimed Avner as his level in the Enchantment/Charm and schools own Seraph of Death. Later, when events surrounding and to all priest spells in the charm sphere. Spells that Cyric’s trial forced Kelemvor to reconsider Masks request, he specifically affect undead do not affect him. Raise dead, rein- insisted that Avner be given a chance to redeem himself. carnate, or resurrection can return him to life (with all mem- Mask named an impossibly difficult task (detailed in Crucible: ories of his dead life). If reduced to 0 hit points, Avner turns The Trial of Cyric the Mad), declaring that if Avner could suc- gaseous and returns 24 hours later. ceed, the youth would become the Seraph of Thieves. For once, Mask was as good as his word. Thieving Skills: Pick Pockets 80%; Open Locks 77%; Find/Remove Traps 65%; Move Silently 80%; Hide in Equipment: Avner carries a full set of thieves’ tools, Shadows 66%; Hear Noise 30%; Climb Walls 95%; Read including dagger, lockpicks, and soft-soled shoes. Languages 45%. Magical items: Leather armor of the Seraph +4 (Hide in Appearance: Avner appears as a young man in the peak Shadows at will, no penalty to thieving abilities); scimitar of of health. He has shadowy wings on his back, and he usually speed +4 (create 10’ circle of darkness at will); shortbow of the dresses in black leather. His gray eyes have no irises or pupils. night +4 (no penalty for firing in darkness); arrows of slaying +3, one for each creature he expects to meet. Background: Avner grew up an orphan of the streets. He supported himself (and others) as a common thief, growing Roleplaying Notes: Avner is unhappy in Mask's service. so skilled and bold that he often robbed the Lord Mayor’s He obeys the letter of the Shadowlord’s commands but mansion. Eventually, Avner and his fellow orphans were often ignores the spirit in favor of his own sense of fairness. adopted by a firbolg scout named Tavis Burdun. Under He is not fond of thieves but sometimes provides assistance Tavis’s guidance, Avner gave up his thieving and became a to those who must steal to survive or help others. Those royal scout in the army of Hartsvale. He died defending who commit heinous acts during their thefts are more likely Queen Brianna’s newborn infant from a tribe of fomorian to meet him as a haunting angel. half-giants (as detailed in the Twilight Giants trilogy.)

68 MARCH 1998

following the pandemonium wrought by the Graystone Gem 3,000 years ago. It is unknown who created this magnificent helm, covered with gold and silver inlays of dwarven warriors and accented in precious stones. It was given to Agate by a mysterious smith upon his coming of age. Many say the helm was crafted by Reorx as an icon for the dwarven people of the time. While the helm does not radiate magic, the polished mithril gleams brightly in even the dimmest of light. Despite its apparent lack of enchant- ment, it is said that even the keenest of magical weapons could not scratch the surface of the helm. The Helm of Agate Thorwallen is probably best known for the love and loyalty associated with its legend. Carrying the huge responsibility of being the first chieftain of Thorin, Agate could not afford to leave his charge to fight in the Graystone Wars. In his stead he sent his wife Briggit Slatebrim to lead the forces of Thorin. During the Time of Light it was not unusual for dwarven females to par- ticipate in battle. As a symbol of strength and love, Agate gave the helm to his wife to protect her and to remind his troops that their leader is with them in spirit. Dwarven legend says that Briggit, with the shining helm, returned victo- rious from the Graystone war with Dwarven Relics limited losses to her troops. All good fortune and praise in this case was given to the mithril helm. by Kevin Melka In later years, to the despair of the chieftain and his wife, the couple pro- illustrated by Bob Klasnich duced no heirs. Following Agate’s death, the helm passed to the next chieftain of Thorin, and so the tradi- THE MAGNIFICENT WORKS of the Helm of Agate Thorwallen tion continued until the coming of the dwarves are famous across the lands of (DRAGONLANCE® Setting) Second Dragon War. When Thorin virtually all campaign settings. While History: A full-faced was sealed off from the rest of not always imbued with magical pow- dwarven helm crafted Ansalon, the Helm of Agate ers, the greatest relics of dwarven from the purest of Thorwallen mysteriously dis- craftsmen are the physical representa- mithril, this item has appeared. It is thought that a tions of both the soul of the artist and been the focus of small group of dwarves, not the philosophies of the dwarven race many dwarven tales wanting to be isolated from as a whole. over the centuries. the rest of Ansalon, took Items of distinction are usually Agate Thorwallen the helm and left Thorin given to great kings and warriors, but was the first chieftain before the gates were many of them become lost or fall into of Thorin, the earliest sealed. Accounts are heard obscurity among the waves of history. civilized center on of the helm’s appearance Legends concerning these fabulous Ansalon for the every few centuries, but works of art are passed down to dwarven people. never has it been returned dwarven apprentices perfecting their Agate’s exploits as a to the dwarven people. craft, but it is the adventurer who warrior and a states- Despite its obscurity on present most likely discovers one of these man earned him the title of chieftain day Krynn, traditions surrounding the dwarven relics.

70 MARCH 1998 Helm of Agate Thorwallen are still Dwarven legend tells a tale of two other dwarves. Exile from a clan and popular among the dwarven race. The dwarven clans locked in a bloody con- even banishment from all dwarven gift of an ornate helm to a loved one flict. Tired of senseless bloodshed, society have resulted from boastful leaving for war is still an honored cus- priests of Moradin from both clans and then failed attempts to mar the tom. When a dwarven warrior falls in petitioned their deity to put an end to Anvil. The only thing worse than fail- battle and his remains (for some rea- the hostilities. In reply, Moradin sent ing at Moradin’s Anvil is refusing the son) cannot be returned for proper his faithful servants a polished steel challenge once the priests sanction funeral rites, comrades often endeavor anvil and a blacksmith’s hammer. the test. to return his or her helm instead. The dwarven priests believed a There are currently 11 scratches on Craftsmanship: The temples of the portion of Moradin’s essence resided Moradin’s Anvil. The most obvious of Helm of Agate Thorwallen are deco- within the anvil, and that only by the these marks, a deep gouge in the per- rated with circles of large precious will of the dwarven god could the sur- fect surface, was made by the dwarf sapphires, agates, and rubies. For rea- face be scratched. The nearly impervi- Jonto Delvestone. In the days prior to sons known only to the craftsman, the ous anvil served as a symbol to all the fall of Myth Drannor, Jonto inside of the helm is encrusted with dwarves that only the will of Moradin brought all the warring leaders of hundreds of smooth-cut diamonds. could mar his own work, including the Great Rift together to put an end to The remaining exterior is a mural of dwarves themselves. Henceforth, their centuries of conflict and squab- dwarven warriors engaged in combat declared the priests, no dwarf should bling. To the war chieftain’s surprise, with their greatest enemies from the strike a blow to mar another dwarf; all they were brought not to a negotia- Time of Light: ogres and dragons. The disputes of any consequence to the tion table but before Moradin’s Anvil. carvings of dwarves are inlaid with dwarven people would be settled at Only Jonto, with the encouragement gold, while their enemies are in silver. Moradin’s Anvil. of the priests, was able to mar the While not magically enchanted, the In the instance of the relic’s surface. By the will of mere sight of the helm is inspiring to war-locked dwarven Moradin, Jonto put an end any dwarf. In addition, the helm pro- clans, the two chieftains to all dwarven strife in vides a -2 AC bonus to any dwarf were brought before the the Great Rift and who wears it. (The helm fits the aver- anvil to face a test brought about a age dwarf’s head). The burnished sur- called the Judgment of new era for his face of the helm is not blinding to Moradin. The priests race on Faerûn. opponents but a beacon that acts as commanded each of the Craftsmanship: an inspiration to all dwarves fighting leaders to strike the Moradin’s Anvil is along side it. anvil with all his might, made of fine steel, Value: To any dwarf on Krynn, this using nothing but the ordi- reflecting even the renowned helm is priceless. The nary blacksmith hammer. most superficial graze mithril used to craft the helm is worth Moradin would favor the chief- of its surface. The hammer thousands of steel pieces. While the tain who could scratch the anvil’s used to strike the anvil is of common gold and silver inlays are more deco- surface with one blow. If neither dwarf quality, much like those found in the rative than valuable, the sapphires, could mar the anvil’s smooth exterior, possession of any dwarven black- agates, diamonds and rubies that it was decreed that Moradin sided smith. The only difference is the carv- encrust the piece are worth a king’s with neither dwarf. To pursue the con- ing of a warhammer on the handle, ransom. Should the helm fall into the flict or disagreement further would be the most common symbol of Moradin. hands of some sinister looter, all to risk the wrath of Moradin himself. Moradin’s Anvil does not radiate attempts to remove the gems from Each mark on the surface of magic of any kind, but most theorize the helm meet with failure. Only the Moradin’s Anvil tells a story of the the reason for this is its unearthly con- most skilled dwarven craftsmen has dwarven people. The keepers of this struction. The fact that no item other any hope of prying the gems from great relic over the centuries have than a specific hammer can so much their mithril settings, lending credence been the highest ranking priests of as scratch its surface lends credence to to the myth that the helm was created Moradin on Toril, Oerth, Cerilia, and the claim. If the anvil has other magi- by Reorx. select portions of the Outer Planes cal powers, they are unknown to the where followers of the dwarven deity dwarven community. The priests of Moradin’s Anvil can be found. Since the largest follow- Moradin who safeguard the anvil do (FORGOTTEN REALMS® Setting) ing is on Toril, Moradin’s Anvil is typi- so with their very lives, and none may History: Since the influence of the cally found on Faerûn. touch it but the most powerful of the dwarven god Moradin is far Moradin’s Anvil is a great symbol Soul Forger’s clergy. reaching, it is unknown exactly where of unity and strength for the dwarven Value: The worth of this item to the Moradin’s Anvil originated. While it people, who revere and awe this ves- dwarven race is incalculable. Many might have spent time in the hands of sel of even a portion of their god’s believe the strength and singularity of dwarves across the Multiverse (with essence. Even the most courageous the dwarven race comes from the the possible exception of Krynn), the dwarven warrior or chieftain feels anvil. Legend says that if it were ever most numerous accounts of this dwar- apprehension at the thought of being lost or destroyed, all dwarven races ven relic place it on the Toril continent tested at Moradin’s Anvil. Those who across the Multiverse would plunge of Faerûn, in the hands of the dwarves fail the trial of Moradin’s Anvil are into a great civil war from which few of the Great Rift. never again seen in the same light by would survive.

# DRAGON 245 71 Tomes of Gideon the provisional thanes, and the High a mysterious dwarven elixir that (BIRTHRIGHT® Setting) Priest of Moradin. All penned originals allows them to stand the test of time History: In the beginning, the and copies are heavily guarded, and hold the scribes’ ink to the page. dwarves of Kuldarzik (their name for though copies of the tomes are More detailed lore may go into the Cerilia) were serene and diligent, not allowed to leave the secret location. crafting of a tome, but it’s a secret concerning themselves with the pas- No originals or copies of the tomes heavily guarded by the Rinsparr clan. sage of time or affairs in domains out- have ever left the borders of Baruk- While not as exquisite, copies of side of their mountain kingdoms. In a Azhik. original volumes are made of more time long before the gods died at The Tomes of Gideon deal strictly sturdy and conventional materials to Mount Deismaar, a group of wise with dwarven history. Only in rare stand the wear and tear of hundreds, dwarves lead by the sage Gideon instances are entries concerning the if not thousands, of readers over the Rinsparr decided to keep a chron- outside world recorded. Events years. Original copies of the Tomes of icle of the dwarven peo- such as the destruction at Gideon are used only in rare ple. Gideon believed Mount Deismaar instances. Duplicates are made from the dwarven view of and the death of older copies of the same tome, never history needed to be Michael Roele the original. preserved for future have been docu- Value: Outside dwarven realms, the generations. mented, but from Tomes of Gideon, while still valuable, At first these a dwarven per- are useless to most non-dwarven chronicles were spective. readers. Written in the most ancient of compounded in a The Tomes of dwarven languages, only members of single volume, Gideon are much the Rinsparr clan and select other written exclu- revered by all thane families can translate the tomes sively in an dwarven nations properly. ancient dwarven throughout the A stolen volume can be pillaged for script. In later years world of Kuldarzik. its gold and precious stones, which one volume became many, and soon Dwarven history has are roughly valued around 5,000 gp. the Tomes of Gideon were created. It become more significant with the A thief of one of the tomes would is believed that Moradin, the creator coming of other races over the past invite the wrath of every dwarf on of the dwarves of Kuldarzik, personally millennia. Copies of original volumes Cerilia should one of the tomes be watches over the Rinsparr clan and penned by Gideon are used as teach- despoiled in any way. At best, a quick their work. ing tools by many dwarven clans. death would be afforded to anyone The Rinsparr dwarves have always Families of importance across the removing even one volume from the been the keepers of the sacred tomes, domain often send their children to sacred halls. and the writers of dwarven history. study from the sacred tomes. Clans of Even two millennia after the chroni- lesser nobility might wait years to Banner of Courage cles began, descendants of Gideon have the opportunity to read the (GREYHAWK® Setting) still pen the archives of the dwarven tomes. Unless a dwarf can read the History: During the height of the people. The Rinsparr clan travels to ancient tongue of his people, a Suloise Empire, the dwarves of the each of the various dwarven holdings Rinsparr translator must be present to Crystalmist Mountains were small and once every two months to learn of the interpret the writings. insignificant compared to the rest of latest happenings of the land. Craftsmanship: There are currently Oerth. Numbering less than a thou- The “Rinsparr Observers,” as they 24 volumes of the Tomes of Gideon, sand, this xenophobic race lost little are called, record pivotal events for the all constructed with the same dwar- when destructive magic shook the Tomes of Gideon. These journals are ven elegance and workmanship as lands to the west, but afterwards thou- then given to the head of the clan who the first one made by Gideon himself. sands of Suel and Oeridians crossed transposes what he (or she) feels is The tomes are each 12 inches wide their territory in search of new lands most important into ancient dwarven and 18 inches high, and they are to conquer. The dwarves of the script. In addition to the observers, between three and four inches thick. Crystalmist raised an army in defense there are elders, scribes who pen the The binding of the tomes are sewn of their territory, and at its head was actual text of the tomes; transcribers, with gold wire, set with precious the Banner of Courage. who make a duplicate of the elder’s gems, and decorated with intricate Woven in threads of gold, silver, work to be viewed by others; and pro- carvings that indicate the contents of and electrum, the Banner of Courage tectors, who defend the Rinsparrs and each volume. A tome’s cover is carved is a symbol of strength, unity, and their work from harm. by hand from the oldest of trees in the workmanship for dwarven warriors The Tomes of Gideon are located province, typically oak or maple, and craftsmen alike. No dwarven somewhere deep in the heart of carved with artistic and distinctly army lead by the banner has ever met Baruk-Azhik, unknown to most resi- dwarven designs. ultimate defeat. They might have dents of that domain. Outside the The pages of the tome are made been slaughtered to the last dwarf, Rinsparr clan, the only ones who from the leathery hide of the varl- but in the end the followers of the know the true location of all the horns, a species of deer common to Banner of Courage have fulfilled their tomes is the Overthane of the land, the provinces of Baruk-Azhik. Both duty, either by holding a position long cover and pages are then treated with enough to allow reinforcements to

72 MARCH 1998 arrive, or by destroying their oppo- Numbering over 700 giants (pri- this ageless banner gains a +4 bonus nents utterly. marily fire giants, but hill and fomorian to Morale, and those allowed to study The banner’s superior craftsman- giants as well), the colossal force the relic intently sometimes become ship is studied by young apprentices, wiped out two entire clans before the blacksmiths of legend. and it is considered the greatest com- dwarves could gather their forces in modity ever to be born from a defense. As the giants made their Book of Kemalok Kings dwarven forge. advance into more populated (DARK SUN® Setting) The exact origin of the areas, the dwarves rallied History: At the height of the Green Banner of Courage is behind the Banner of Age, the dwarves of Athas were unknown. Its creation dates Courage and repelled among the most powerful races of the back to a time when the the attacking giants Tablelands. From their majestic city of Suel Empire was young, with Cleft lronrock him- Kemalok, the dwarves grew strong and even the oldest of self carrying the symbolic and prosperous in the years prior to dwarves can only specu- dwarven relic. the coming of Rajaat and his evil fol- late who crafted the relic Craftsmanship: Spun lowers. It was during this peaceful and why. One legend from gold, silver, and elec- time the writings of the Book of that has held rum threads, the Banner of Kemalok Kings were begun. firm over the Courage is so finely woven A personal journal written by the years is that as to appear as cloth from king of the dwarven people, the book the banner as little as a few feet away. is a combination of historical events was made The banner is primarily gold, with and vital insight into the dwarven by an old silver and electrum threads. A bright race. In a time when historical docu- dwarven silver badge on the banner depicts an ments were nearly nonexistent, the smith known as “the First Blacksmith.” anvil surrounded by five brilliant, Book of Kings was one of the few The tale of the First Blacksmith is seven-pointed stars. While the signifi- chronicles of Athas to survive the rav- an old one told by the dwarven clans cance of the anvil is apparent in rela- ages of the Cleansing Wars. No single of Oerth. The tale is mostly regional, tion to the dwarven people, the stars item on Athas contains as much rare adhering to western portions of the are not. No reasonable explanation history than this dwarven relic. Flanaess, where the banner has most has ever surfaced to account for the Following the death of Rkard, the often appeared in the past. Legend presence of the stars, or their strange last of the dwarven kings, at the says this dwarf was the first to learn configuration. hands of Borys of Ebe two millennia the secrets of the forge by the gods, The superior craftsmanship of the ago, the fallen monarch was placed in and it was he was taught the rest of banner is also a significant part of the his sacred crypt along with the Book the dwarven race the blacksmith’s dwarven blacksmith community. of Kemalok Kings. At that time, it was craft. It is said that before the Never before has any dwarven relic decided that until the threat of the sor- Blacksmith could teach his fellow exhibited such exquisite detail. The cerer-kings on Athas was ended, no dwarves what he had learned, he had banner is put on display for black- monarch would rule the dwarven race to create an item that would capture smiths and their apprentices once since he would likely be threatened by the spirit of dwarven loyalty and every decade, and dwarves from the Champions of Rajaat. Should devotion. After meeting with several across the Flanaess come to view it. knowledge from the book ever be failures, the First Blacksmith finally With permission from the Council of required, the elder guardians of created the Banner of Courage. Clans, a dwarf considered to be a Kemalok would consult the ancient Currently, the Banner of Courage “master blacksmith” can make a writings. lies in the hands of the lronrock Clan, request to privately study the banner. Like many other races following located deep in the heart of the This session lasts no longer than an the Cleansing Wars, the dwarves of Crystalmist Mountains. The head of hour, and the blacksmith never Athas lost considerable knowledge, the clan, an honored, battle-scarred speaks of what he or she learned history, and warrior named Cleft Ironrock, guards from the experience. tradition to the banner in the best interests of all Value: Like any relic of this magni- dwarves on Oerth. Cleft is the head of tude, the dwarves consider it priceless the Council of Clans for the dwarves from a monetary standpoint. An of the Crystalmist, and his clan was assessment of the banner’s worth has chosen by the council a thousand never been determined. Few outside years ago to guard the sacred relic. the dwarven race have ever seen the The last time the Banner of relic, except from across a battlefield. Courage saw the light of the sun was As far as anyone can tell, the banner during the ferocious Greyhawk Wars. is not magical. Its expert craftsman- In the midst of the chaos that sur- ship and great care has allowed it to rounded the lands to the north and stand the test of time. east, the fire giant clans of the The Banner of Courage’s primary Crystalmist decided to challenge their value is to inspire dwarves in combat dwarven rivals for supremacy of the and give heart to the dwarven art of region. metalworking. A dwarf fighting under

# DRAGON 245 73 the harsh conditions of the world. vacated, and the location of the book the contest is held between the four Among these was the ability to trans- is unknown. Since undead and shad- largest settlements of the realm of late the Book of Kemalok Kings. For ow creatures were altered during Erackinor: Istor’s Forge, Stonefall, nearly a millennium, the relic gath- Rajaat’s brief release from the Hollow, Berronar’s Side, and the Rift. The ered dust in the tomb of Rkard, its it is possible the relic may now reside dwarves of these communities set knowledge useless to those it was cre- on one of Athas’s mysterious dimen- forth their hearts and souls to produce ated to help. sions: either the Black or the Gray. the most exquisite, original, and Following the death of King Kalak Craftsmanship: The Book of detailed piece of workmanship, which and the liberation of Tyr, an Urikite his- Kemalok Kings is not of exceptional in turn wins them the Prize of torian by the name of Er’Stali sought construction, though it was made to Erackinor. The Prize remains with the out the elders of Kemalok in the city of stand the test of time. It is thought by winners for the entire century, where- Kled. Er’Stali told the elders he had some dwarves that the book stolen by upon Moradin reclaims the item to uncovered ancient records in the the wraiths is actually a copy of the award it to the new winners. library of the sorcerer-king Hamanu original, which has likely turned to An exquisite brooch said to contain that allowed him to learn parts of their dust over the centuries, though no mystical powers, the Prize of Erackinor ancient written language. With this one knows for sure if this is the case. is considered, by planar dwarves and knowledge, he could translate por- The book taken by the followers of those Prime Plane dwarven craftsmen tions of the Book of Kings and learn Borys is constructed of braaxt hide who know of its existence, the most more of the ancient language. The and thick, leather-like pages of distinguished object of the entire Urikite was sincere in his intentions unknown origin. It has a dwarven race. Created by and became the first non-dwarf ever nondescript look to Moradin in a time when the to set eyes on the age-old text. it, being no larger dwarven race was young, Unfortunately, Er’Stali studied the than a tome the prize is presented by book for only a short time before it found in any the dwarven god him- was stolen by a psionicist named sorcerer-king’s self to the winner of the Maetan, who took the book to Urik. library. The contest. It is one of the At the same time, Rikus and his Tyrian book defi- few times Moradin army were mobilizing to engage the nitely shows leaves the company of forces of King Hamanu approaching its age, and if his sacred soul forge at the newly freed city-state. returned to the heart of Solania. The While in Kled, the dwarves told the dwarves it purpose of the contest, as Rikus of the Book of Kemalok Kings would likely be far as the petitioners of and asked him to recover it. Rikus re-copied in an Erackinor are concerned, is to agreed, and in return he was granted effort to preserve the prove that their community is the the title of a Knight of Kemalok and knowledge contained within. most skilled. While an individual wins was given two artifacts to help him in Value: Following its theft from Kled the prize, the entire settlement glows his quest: the Belt of Kings and the the Book of Kemalok Kings has in the pride of the victory. Hence, a Scourge of Rkard. However, on his become well known. While focusing rather bitter rivalry between the four way to meet the approaching army primarily on the lives of the dwarven communities has developed. Rikus was attacked by a dozen race through the ages, the Book of While the Prize of Erackinor is an wraiths who were former followers of Kings does present information on exquisite piece of work, it symbolizes Borys of Ebe. other incidents and events from the for the perseverance of the dwarven Recognizing Rikus as a Knight of past—details on things such as the spirit in the pursuit of perfect crafts- Kemalok, along with his possession Time of Magic, the War-Bringer, and manship. Like Moradin’s Anvil, the the Scourge, the wraiths agreed not to even knowledge on races lost to Prize contains a fragment of the Soul kill Rikus if he brought them the Book Athas during the Cleansing War. Many Forger’s own essence, and those who of Kings so they could use informa- of the sorcerer-kings and other pow- wear the prize are touched by the tion within to find their former master. erful parties are interested in the god’s own fiery passion for craft. Spells placed on Rikus by the vile book, foremost being the Shadow- Those who are not eventually driven wraiths forced him to complete this King of Nibenay who is always hun- mad by the possession of the prize task, and in the end the wraiths took gry for ancient lore regarding the become some of the wisest and most possession of the dwarven relic. scorched world. respected dwarves on the Outer Despite the loss of the Book of Planes. From these dwarves Moradin Kings, the learned Er’Stali was able to Prize of Erackinor typically chooses proxies to travel the transcribe what he had read, preserv- (PLANESCAPE® Setting) planes or toil with him at his soul forge. ing a portion of the ancient work. History: Once every hundred years Entries into the contest for the cov- Er’Stali died nine years later in Kled, (or however a dwarf measures time eted Prize are judged by past winners, and it is unknown how much of the on the Outer Planes) the dwarves of if any still live; otherwise, a handful of text was copied. Also unknown is the the fourth layer of Mount Celestia, the Moradin’s proxies serve as judges. In location of the Book of Kemalok great craftsmen of the Electrum recent contests, the deciding vote has Kings since the wraiths took posses- Heaven, hold a grand contest to see come from former winner Istor, ruler sion of it. The crypt containing the who is the finest artisan of the Outer of the settlement Istor’s Forge, who undead warriors has since been Planes. Sponsored by Moradin himself, holds great respect in all of Erackinor.

74 MARCH 1998 In all cases lstor chose well, not once castle. At first Ran refused the request, The Sarcophagus of Ran is shaped selecting his own settlement, because and as a reward for his arrogance was like any common coffin, with the other dwarves presented superior transformed into a dwarven exception of its ornately carved lid work. It is a mark of Istor’s reputation under Strahd’s control. and solid stone construction. The lid is that his own people do not resent his Ran served Strahd for centuries, completely covered in dozens of bas- choices, keeping their trust in his wise and following the completion of the relief scenes of a harmonious dwar- discrimination. repairs and improvements, the vam- ven community. It is thought that Craftsmanship: The Prize of pire lord incapacitated Ran and left these are scenes from Ran’s life prior Erackinor is a large gold and electrum him in the sunlight to die. Somehow, to Ravenloft, reflecting the peace brooch that glows with the light of the Ran survived and made his way deep finally achieved by the dwarf who soul forge. None but a true dwarf (in underground. Desolated at his undead entombed himself within the body and spirit) can touch it and not state and finally free to act as he Sarcophagus. No body lies within the be driven mad. wished, Ran decided to create a tomb Sarcophagus, and the dwarves of The Prize of Erackinor is crafted of for himself, a prison in which to lock Ravenloft say that Moradin himself golden leaves, a weave of electrum away the monster he had become. reached inside to collect the body and encircling it, and a crystalline center Wanting nothing more than to end spirit of Ran. All attempts to contact that glows with an deep amber light. It his tortured existence, Ran searched Ran beyond the grave have failed, is said if the winner gazes deeply into the Barovian mountains for the hard- fueling belief in this speculation. the heart of the brooch, he can see est stone he could find. After months Value: The Sarcophagus of Ran has the spirit of Moradin as he forged the of searching, he came across a large relatively little monetary value. It is dwarven race eons ago. block of gray-black stone his dwarven often sought by cursed individuals Value: In all the Multiverse, the skills could not identify. Regardless, who believe it can somehow end their Prize of Erackinor is the most cher- the rock was more dense than any afflicted state. Tales of the coffin’s sup- ished among dwarven craftsmen and stone he had ever encountered, and posed power have reached the ears of those who value dwarven arts above over the next century he carved what nearly every domain in Ravenloft, pri- other virtues. The brooch has never would one day be known as the marily through tales told by the been successfully stolen or removed Sarcophagus of Ran. in an effort to locate the item. from Erackinor, and only a handful of With his tomb constructed, Ran Some believe the sarcophagus to planars outside of Mount Celestia found a dwarven adventurer traveling be an escape from the cursed have seen it. It is clear, to any dwarf through Barovia who sympathized domains of Ravenloft, but none can asked, that the Prize of Erackinor has with this plight. Ran convinced his prove it. The Sarcophagus of Ran mysterious magical powers. While kinsman to bury him in the sarcopha- appears every few decades, then just that may be true, none have ever gus. Ran’s new companion was not as quickly disappears. It is common been documented or revealed to any the most tight-lipped of dwarves, how- knowledge in Vistani circles that but the contest victor. Stealing the ever, and he spoke carelessly of his Strahd seeks the sarcophagus and will prize means risking the wrath of the strange bargain over ale with the pay handsomely for it—or punish hor- dwarven god himself, and that is Barovian villagers. Fearful the dwar- ribly any who dares to withhold its something few are willing to chance. ven vampire would rise from his secret from him. As for the entries into the various grave, the villagers tortured the dwarf contests, they are typically collected to learn the location of Ran’s grave, by Moradin and granted to his proxies then attempted to unearth the sar- across the planes, to be used to fur- cophagus. Following hours of digging, ther the Soul Forger’s own purposes. the sarcophagus and its contents were When tiring of the human race, Kevin Occasionally, the items are given back nowhere to be found. Since then, the likes spending time with his German to craftsman, accompanied by some Sarcophagus has reportedly appeared shorthairs puppies and riding his harley special quest from the dwarven god. throughout Ravenloft, remaining only into the sunset. so long to provide a dire or hopeful Sarcophagus of Ran omen before vanishing once more. (RAVENLOFT® Setting) Craftsmanship: Despite originally History: During a time when the being carved for a dwarf, the Demiplane of Dread was young, a Sarcophagus of Ran can accommo- dwarven stonecutter by the name of date any under seven feet Ran Stonewalker was transported by in height. The relic’s surface is of pol- the mists to Barovia. Ran was not ished gray-black stone of unknown wicked nor malicious and, for a time, origin. The stone’s unusual consistency, wondered why he had been whisked texture, and near invulnerability sug- away to the accursed land. It was then gest that the demiplane itself might he met . have created it—although for what After the events that brought Strahd purpose remains a mystery. The few and his domain to Ravenloft, the dwarves and stonecutters to examine depraved vampire needed a master the coffin cannot agree on how it was stone smith to aid in the restoration created or that it is even magical in and renovation of his magnificent nature.

# DRAGON 245 75 “What trick is this?” he snarled at his mentor. “Where is my steeder?” “In time, Gundarr, in time. Watch, for even now she comes to greet you.” As he spoke, several of the eggs pulsed, as the creatures within pushed against their tight prison walls with their legs and bit at them with their mandibles.2 One egg split open, revealing the gangly newborn form within. It was a giant spider, nearly two feet in diameter once it stretched out its eight hairy legs, each still dripping with slimy egg fluid. Orange-tan bands circled its appendages at the joints, and its eight eyes glinted glossy black in the torchlight. Otherwise, the creature’s body was a dark gray, matching both the stone around it and the skin of the two duergar who watched it. It raised its first set of legs high and opened its mandibles, ready to strike. by Johnathan M. Richards Other eggs were breaking open. The newborn spiderlings crawled into illustrated by Phil Robb their new environment, the black and gloomy Underdark that would be the whole of their world for their entire GUNDARR CROOKNOSE walked down required an outpouring of resources lives. Gundarr watched them spill the twisting passageways of the over many years, and each duergar forth with resentment and hostility. By Underdark, trailing behind his mentor, community could afford to keep only all the gods of battle, he expected a Mordik, and the human slave they a limited number in their stables. fully-grown battle mount, not some had brought along for the menial Therefore, steeders were reserved for tiny weakling fresh from the egg! work. The slave, a ragged man cap- the toughest and most deserving of “We’ll save the biggest three tured by the duergar months ago, car- the duergar warriors, and he, Gundarr, females,” said Mordik. “The others go ried a torch and a pile of sacks. He had proven his valor as a fighter time into the pot.”3 Gundarr drew his sword shuffled along, weak from hunger and and time again. and started for the spiders, eager to the demands of his present masters. The trio turned a final corner, and spill some blood. “Wait,” Mordik cau- Gundarr reached up and slapped Mordik raised his hand to signal them tioned, “They’ll do your work for you.” the slave on the head absently as they to stop. “There,” he said to his pupil, As if obeying Mordik’s command, walked, spurring him on to faster pointing to the end of the cavern one of the newly-hatched spiderlings speeds. “Move along, slave,” he grum- ahead of them. “We’ve come just in rushed at the first-born. As if sensing bled, but his mind wasn’t really on it. time.” the motion,4 the first-born spun Today was the day: he’d receive a Gundarr pushed the slave to one around and met her enemy head-on. mount of his own, and begin his train- side and peered ahead, eager to spot Their legs intertwined as they grap- ing as an elite kavalrach — a spider- his mount. Instead, he saw only a pile pled for position, each spider trying to rider. It was an honor bestowed upon of several dozen eggs, each about a 1 impale the other with its wicked few duergar, for steeder mounts foot in diameter. fangs.5

1. Female steeders lay clutches of 10-40 eggs careful to allow only as many steeders as they able to pinpoint the source of the movement. This at a time, usually hidden in the backs of their bur- can use for mounts to survive beyond hatchling specialized sense allows the spider to “see” rows. The eggs are webbed together in an egg stage. The others are slain and eaten. around it in areas with little or no light, and sac, which protects them from the elements and Since female steeders grow to be larger than makes sneaking up on one next to impossible small predators. Unlike many spiders, this is the the males (this is true of most spider species), the unless some magical means of becoming ethere- only time steeders use webbing. The female duergar prefer to use females as mounts. A few al is used. Invisible creatures cannot escape detec- guards the egg sac until they hatch (usually males are kept alive at all times to ensure future tion from a steeder (or any other spider, for that about seven weeks), although sometimes the generations—while also used as riding mounts, matter). eggs are taken by the duergar and used as food. they are usually held back from battle. Many male steeders end up as beasts of burden, haul- 5. This is common after a hatching. It’s 2. Like many spiders, the steeder is born with ing carts back and forth through the streets of a nature’s way to ensure that only the strongest “egg teeth,” special ridges along its pedipalps (the duergar city. When strapped to a cart, the male and fastest steeders survive. Out of the original small leglike appendages on either side of its steeder is unable to perform the lengthy leaps for batch of eggs, only about half survive the initial mouth) that assist it in cutting its way through the which steeders are renowned. feeding frenzy. The newborn spiders stop fight- egg. These are lost during the steeder’s first molt. ing only after there are enough dead to feed 4. Spiders have fine hairs growing over their those still alive. After feeding, the survivors each 3. In addition to being used as riding mounts, legs. These hairs, called trichobothria, are each set go their separate ways and seek out a lair of their steeders serve as a food source for the duergar into a pit with nerve endings on all sides. In this own, lest they be attacked by one of their sib- that raise them. Keeping a full-grown steeder way, the slightest movement in the air shifts the lings the next time he or she gets hungry. takes time and effort, and the duergar are position of the trichobothria, and the spider is

76 MARCH 1998 # DRAGON 245 77 As more spiders crawled out of mentor. “How am I to ride something “What will I do here for a year?” their eggs and joined the battle, that small into battle?” demanded Gundarr. He and Mordik Mordik, Gundarr, and the slave “You’re not ready to ride into battle, had taken Gundarr’s mount to a small watched carefully. Gundarr,” cautioned Mordik. “By the side cavern, sealed off from the rest of “All right, that one, that one, and, time you are, your steeder will be big the duergar tunnels by a series of let’s see . . . that one over there,” said enough, never fear. All kavalrachni metal bars hammered into the floor Mordik, pointing out the toughest begin with a newborn. You will be no and ceilings. Access was through a fighters. Gundarr waded into the different. Now grab that sack, and let’s barred cell-door. The room inside was struggling spiderlings, cutting left and go.” cramped. From the rear of the cavern, right with his sword, leaving a pile of Gundarr gave his mentor a mur- a slow but steady dripping foretold a bodies in his wake. Only the three sin- derous glance, and stooped to pick up year of cold, wet, misery. gled out by his mentor were spared. one of the two sacks filled with the “I have already explained. You will The slave dragged the bodies to the dead spiderlings. The slave toted the bond. She will learn to tolerate you. In side and started sorting them, obvi- other on his back. Gundarr slapped return, you will no doubt learn to sleep ously unnerved by the way their legs him in the side of the head for good lightly.” Mordik chuckled to himself. kept twitching, even after death. measure on his way past, but felt no “You will also have time to practice The first-born had killed her oppo- better for it. His mood was as black your mental disciplines, to master the nent. Using her front pair of legs to and evil as the Underdark that had meditations you have been taught in keep the enemy at bay, she had set spawned him. order to boost your psionic potential.” her four back legs firmly in place on ❖ ❖ ❖ “What about food?” the cavern floor and used her remain- “Every two weeks, the slave will be ing pair to flip her foe onto its back. sent to feed your mount.” Then she leapt upon it. Her vicious Later that night, the two duergar “Every two weeks? What about mandibles slashed open the creature’s sat in a warrior’s den, drinking tall me?” unprotected underbelly. Blood spurted mugs of ale distilled from poisonous “There is a small pool of water in from the wound, staining the cold g’shnakki mushrooms. “How long the back of the cell, and I believe some stone floor. The spiderling kicked fee- until she can be ridden?” Gundarr of the fungus in your cell is edible.” bly, and died. Only then did the first- asked of Mordik. “I wish to begin Gundarr scowled. “I do not laugh, born spin to face the two duergar and training at once!” Old One.” the human. “Fool, you are in training!” laughed “Good. Kavalrachni must be a Gundarr had finished his carnage Mordik. “For the next year, you will hearty lot. Surely the thought of rough- and was wiping the milky blue spider remain close to your new mount. You ing it for a year isn’t souring you on blood from his blade, a dark scowl on will feed her. You will take your own the idea? If you lack the courage, I can his face. Mordik helped to drag the meals in her cavern. You will sleep in find another to take your place . . .” dead over in a pile. The slave gingerly her presence. In time, she will learn not Gundarr’s scowl deepened. He approached the first-born’s kill, as if to to try to eat you. The two of you will bared his teeth, but said nothing. take it. The creature immediately form the bond necessary if you are to “Good. I leave you to it, then. Good assumed the fighting stance. When work together as one unit. After a year, luck, Gundarr. See you in a year— the wide-eyed human made no move when she has molted twice and grown unless you beg for release before to back off, the steeder attacked, large enough to support a rider,7 only then.” And with that, Mordik swung fangs open wide to devour this new then will you ride your steeder.” the door closed and latched on a thick prey. The slave screamed and “A year? I wish to ride now!” padlock. Gundarr watched him leave, backpedalled out of range. “Should I find someone with more equal parts hatred and determination “No, leave that one,” called Mordik. courage to make it through a year of burning in his eyes. He ground his “She’s earned it.” The slave backed hardship?” teeth. His hands clenched and away even farther, behind Gundarr, Gundarr growled deep in his throat unclenched into fists at his side, as if eager to be away from the living and slammed his fist down hard on the he could feel Mordik’s throat in their steeder. The steeder returned her table. “I will be a kavalrach!” he snarled. iron-hard grasp. It was almost a relief attention to her prey and started “Question my courage again, and I’ll rip when the steeder attacked him, slam- feasting.6 Nearby, her two surviving the beating heart from your body!” ming him face-first into the bars. He sisters each did the same. Mordik chuckled into his ale. whirled around in time to grasp the “You didn’t say I’d be getting a ❖ ❖ ❖ creature’s mandibles, already poised newborn,” grumbled Gundarr to his to pierce his midsection. Blood pooled

6. Steeders have no poison attack, but this skeletons, carapaces, and any clothing, armor, pulling out of a glove. The new layer of exoskele- does not mean that they have no venom. Like all and items carried. These items might be found in ton underneath is somewhat softer (the steeder spiders, the steeder has venom glands leading to a “wild” steeder’s lair; those domesticated by drops to AC 5 for a full day immediately after its fangs, and while weak enough to prevent it duergar or other species tend to have such valu- molting), but hardens quickly. from being used in battle, after the prey has been ables taken from the lair. Treasure means noth- Steeders molt twice a year for the first two slain the venom is coated over the victim’s body. ing to a steeder in any case. years of life. After that, they continue to grow but It begins to dissolve the softer tissues of the prey, at a slower rate, molting once a year for several liquefying them so the soupy mixture can be 7. Steeders continue to grow throughout their years, then every second or third year after that. sucked back up by the steeder. The process is a lives. Like all arachnids, they have hard exoskele- Male steeders live for about 35 years, and slow one, and steeders do not like to be inter- tons which do not grow in size. Instead, once the females occasionally reach 50, although this is rupted during feeding. creature becomes too large for its exoskeleton, it rare—they are usually slain in battle before that. After the victim is dissolved, all that remains molts: the exoskeleton splits down the middle are the harder structures: bones, teeth, exo- and the steeder shrugs out of it like a hand

78 MARCH 1998 in his torn palms, spilled to the floor. Spear still tapping a tattoo upon had ceased tapping and the steeder The pain kept him focused. He devoted the stone floor, Mordik stepped up to was no longer receptive to advances. the whole of his attention to wrestling the steeder, then slid over to her side. Unable to reach its own back with its the creature off him and subduing it There was a crackling of mental energy mandibles or any of its legs—it leapt.10 without causing it permanent dam- as Mordik used his innate enlarge The creature landed on the cavern age. His brain shifted focus: gone ability to increase his size. His body, ceiling. Gundarr was not so lucky. He were thoughts of Mordik, replaced by armor and spear expanded equally in fell off the beast in midair, landing hard thoughts of survival, of how best to all directions until the steeder’s body on his side and rolling over a few times sleep without being devoured during reached just above his knees. He before coming to a stop. The spear the next year. straddled the beast, then reduced in went clattering down the corridor. Battle had always been good for size until he was sitting comfortably “It’s a good thing she was fed last Gundarr’s peace of mind. on the creature’s back, on the part week,”11 said Mordik, shaking his head where the cephalothorax meets sadly, “or you’d be spider food right ❖ ❖ ❖ abdomen. He tapped the same about now.” Gundarr groaned and rhythm on the creature’s back as he looked up at the steeder on the ceil- “Now watch,” said Mordik to his sat there. “And that’s how you do it,” ing, front legs raised straight out in the apprentice as. he slowly approached he said to his student. defensive stance as if concerned that the steeder. He carried only a metal “An animal friendship spell would the young duergar would somehow spear, which he held upright as a staff. have been much easier,” said Gundarr. follow her up to the ceiling and attack. As he neared, the creature turned to “Only if you want to be dependent Her body touched the cavern ceiling, face him, keeping her eyes on him.8 upon a spell each time you wish to her six other legs bent well beneath The duergar started tapping with ride a new mount. And if you have the her, ready to spring her forward into the butt of his spear. He set up a proper materials, and the hour to cast pitched battle. Her deadly mandibles rhythm, repeating it over and over as the spell. You won’t always have were spread wide open, ready to deal he closed with the steeder. She in turn those luxuries in the heat of battle. maximum damage to any who would remained transfixed, allowing his No, it's best to get them used to being oppose her. Her hair stood on end, approach.9 ridden without spells. Train them eagerly sensing any motion her glis- She had grown in the past year, once, and they’re yours for life. Now tening black eyes might fail to detect. molting twice as she outgrew her own you try it.” The steeder was otherwise motion- outer skin. Now about four feet in Mordik dismounted and passed the less. diameter, it was time to begin her spear to his student. If he was going to “Fetch the spear. We are done training as a riding mount. learn to ride his steeder, this was the today,” suggested Mordik. Gundarr Gundarr had grown as well, not in first step. Gundarr took the spear and sighed, dusted himself off, and com- stature but in maturity. He was no started pounding it on the ground. plied with his instructors command. longer the impatient hothead eager “Not too hard or too fast,” cau- The steeder remained on the ceiling, for the immediate gratification of his tioned Mordik. “You must get it just observing them both. desires. The year spent in isolation right, if you want her to remain still had hardened him, focused him. while you mount. Break the rhythm, ❖ ❖ ❖ Months of forced combat in close and she’ll turn on you as you quarters and a limited food supply approach, no matter how well you’ve “The day has come for the crea- had burned off any excess fat, leaving bonded. Slow down. That’s it.” ture’s first saddle,” Mordik informed only layers of rock-hard muscle. His Gundarr slowed the tempo and his student. Their human slave stood gray eyes were colder, more intense. made it successfully to the steeder’s hunched over under the weight of an They darted all around him, constantly side. He enlarged, climbed on, then elaborate leather construction. taking in his surroundings as if to grinned with pride. “Got it!” he said, Numerous straps hung down from all make up for a year of the same old reducing back to his normal size. directions. “Saddles are an important sights. He stood straight and proud. “Tap!” shouted Mordik. “Don’t for- part of a kavalrach’s equipment,” He was a survivor. get to tap!” It was too late. Gundarr Mordik continued. “Without them, the

8. Steeders have eight eyes. Two of them are midsection. That done, the male scrambles to safe- Duergar take advantage of these abilities by rather large and face forward. The other six are ty, since he’s performed his function and is now constructing elaborate saddles for their mounts arranged in a semi-circle, three on either side, expendable, at least in the eyes of the female. which enable them to remain seated even while around the top of the steeder’s cephalothorax. The duergar take advantage of the prepro- the steeder is bounding through the air or walk- These simpler eyes are only used to detect move- grammed courtship rhythm, known instinctively ing upside-down along a cavern ceiling. The sad- ment, whereas the larger two provide eyesight to all steeders, to allow them to get close enough dles are equipped with numerous straps keeping equivalent to that of a dwarf (including 60’ to mount one. Of course, this only works on the the rider in place; once strapped in (a process infravision). females. which takes 2-4 minutes, depending upon the experience of the rider), it is virtually impossible 9. The rhythmic beating plays a part in the 10. Steeders combine the attributes of several to dislodge the duergar from his steeder. The sad- steeders’ courtship rituals. The male beats on the types of spiders. While being predominantly a dles do have a “quick-release” system, allowing ground with his pedipalps, declaring his interest in giant version of the tarantula, they differ from the duergar to dismount relatively quickly (in one the female. As he approaches, he shifts the object that species in their leaping ability. Steeders can round) if the need arises. of his tapping from the ground to the female’s leap up to 240 feet in any direction from a stand- carapace, then interlocks his front legs with hers, ing start, once every three rounds, even while 11. Like most spiders, a steeder can go for rears up, and hooks his legs over her fangs. Once mounted. This, plus their ability to stick to any weeks or even months between meals. Due to the she’s in position, he transfers sperm from his pedi- surface if even one of their eight feet is touching liquefied nature of their food, they can go for up palps (placed there earlier, well before the it, allows them to escape from nearly any deadly to a year without water. Duergars feed captured courtship dance began) to a seminal receptacle in situation. Steeders move at half-speed when slaves to their steeders every two weeks or so. an epigastric furrow underneath the female’s walking along walls or ceilings.

# DRAGON 245 79 steeders are as dangerous to us as with a leather cord wrapped around It did little good. Control prod in his they are to our enemies.” his wrist to prevent it from being left hand, Gundarr sent his steeder “I remember well,” replied Gundarr, dropped and lost.14 straight into the center of the mass of thinking back to when he had been “What about weapons?” asked goblins, sword cutting a bloody swath first thrown three years ago. Gundarr, eager for battle training. through them. Two swipes of his “These saddles are expensive and “Weapons come later,” replied blade brought down as many goblin difficult to make. Only the larger Mordik. “We start with controlling the slaves. After passing through them, he steeders, those big enough to ride into steeder’s movements. In battle, this prompted his mount to leap to the battle, wear one. No need to waste must become fluid. You must direct ceiling, in part to protect him from time and resources on a smaller sad- your steeder without conscious goblin retaliation, but mostly to dle when the creature won’t last long thought. We’ll spend the next few practice the maneuver. The remaining in battle. Plus, she’d soon grow out of months practicing control, so put goblins ran in different directions. It it when she molted. Now give it here, away thoughts of weapons training was pointless, though, for the locked slave.” The human complied quickly. until then. No, don’t give me that look. gate was the only way out of the Although a foot and a half shorter “Now then, hold your prod in your arena. From his vantage point looking than the slave, Mordik held the heavy off hand, freeing your weapon hand. down, Gundarr smiled a wicked smile. saddle without effort. We’ll begin with the basics. To move Now this was training! he thought. Gundarr knew that there would be your steeder forward, use your prod ❖ ❖ ❖ no trouble saddling the steeder. She here. To turn, a quick jab here, on the had spent the last four years in the side. That’s right, like that . . .” company of the two duergar and their Gundarr was ecstatic. The thrill of human slave and no longer consid- ❖ ❖ ❖ battle was upon him. He sent his ered them a threat.12 Under Mordik’s steeder speeding along the cavern ceil- instruction, Gundarr plopped the sad- Gundarr led the half-dozen goblin ing, above the pool of water. Gundarr dle upon her back, then crawled slaves into the battle arena and locked knew a slip on his mount's part would underneath to tighten all of the fas- the gate behind him. “Go to the far plunge them both into the water— tenings. “From this day forward, she’ll side of the cavern,” he commanded. which could easily mean his mount's wear the saddle every hour of every “There you will find a chest. Open it.” death16—but he had complete faith in day,” said Mordik. “It will be a second Warily, the goblins did as com- her abilities. Three more kavalrachni skin to her. It won’t be removed until manded. Once they were halfway followed him, mounted on their own she molts—and then she’ll be fitted across the cavern, he signaled to his steeders—his strike team. He had made with a saddle one size larger.”13 steeder, and she approached him, it to a position of command within the When it was in place, Gundarr allowing him to mount.15 Gundarr elite spider-riders, and gloried in the approached and mounted easily. He secured himself into the saddle, feed- prestige and honor it brought to his no longer used the rhythmic pound- ing the leather straps through the name. No longer was he Gundarr ing trick to approach the creature—she metal rings attached to his drab plate Crooknose: now he was Gundarr had long ago accepted him. They mail armor specifically for that pur- Kavalrach, Strike Team Leader! were a team now, rider and steed. pose. They passed the underground Now that she was saddled, their train- “There are weapons inside the pool, rounded a corner, and found ing would continue, advancing to the chest,” continued Gundarr. “Arm your- their prey: a group of svirfneblin next stage. selves. I offer you your freedom returning home from their patrol. One Mordik showed Gundarr how to today, slaves!” of the lead/members looked up at the strap himself in, and demonstrated The goblins looked up, astonished last minute, perhaps catching a the quick-release function. “Tomorrow, at what they were hearing. glimpse of movement, but it was far your real training begins,” he said with “The key to the gate is on my belt,” too late. Gundarr’s steeder was a smile. said Gundarr. “To earn your freedom, already in flight, landing on the lead you need only kill me and take the key svirfneblin and biting down with her ❖ ❖ ❖ from my lifeless body.” He smiled evilly. fangs. The little svirfneblin tried to Across the cavern, the blood rushed squirm free, but she had him in her Gundarr rode his steeder into the from the goblins’ faces. As the mounted first pair of legs, from which there was battle arena and faced Mordik, duergar sped across the cavern floor, no easy escape.17 mounted on a much larger beast. they hurriedly snatched up weapons The other steeders in Gundarr’s Each had a metal prod in his hand, and tried to organize a hasty defense. strike team dropped down from the

12. Steeders in the wild are solitary creatures saddled if they are large enough for battle train- rachni and their mounts do can be taught to rec- and do not form lasting relationships with other ing. The exceptions to this rule are the males, but ognize several hand signals. These usually consist beings, not even their mating partners. (More they are usually kept confined to prevent their of the following commands: come here, remain times than not, the female will attempt to devour escape and/or death at the hands of one of the where you are, attack that enemy, fetch that object. the male immediately after mating.) The female Underdark’s many dangers. will guard her egg sac until the newborns hatch, 16. Steeders breathe through holes in the but from that point on, they’re on their own. A 14. In a pinch, these control prods can be used sides of their abdomens, so they will never will- rider/mount “partnership” must developed slowly as a weapon, causing damage as a club. All duer- ingly enter water, as it is much easier for a over the course of many years. gar spider-riders are considered proficient in their steeder to drown than a humanoid—it doesn’t do use—this is, in effect, a bonus weapon proficiency. a spider any good to hold its head above water, 13. This, of course, is the simplest way to and it is unable to close off its air-intake holes. A determine if an encountered steeder is wild or 15. Steeders are intelligent creatures, and those steeder immersed in water drowns in 1d3 domesticated—domesticated ones will always be that go through the years of training that kaval- rounds.

80 MARCH 1998 cavern celling and attacked as well. Mordik had led the kavalrachni to “You served me well in life,” The disorganized svirfneblin had little their mounts at the first sounds of bat- Gundarr said to his faithful steeder. time to react before being overpow- tle, and they flanked the enemy. The “Now, in death, you shall serve me ered. Some broke ranks and tried to strategy worked well, for the steeders one last time.” flee, but ran straight into Mordik and were able to maneuver on the ceilings She was delicious.18 his own band of kavalrachni, who had out of the range of the svirfneblin war- approached the svirfneblin party from riors’ weapons and position them- the other direction. With nowhere to selves to best advantage before strik- turn, they did their best to make a ing. Gundarr’s steeder had killed six of stand, but between the steeders’ the deep gnomes before the sheer Johnathan M. Richards admits that he wicked fangs and the duergars’ equally number of them swarmed over her; he isn’t really that big a fan of spiders, wicked blades, they didn’t last long. had been forced to jettison himself although he does have nearly twenty The blood of the Deep Gnomes from the steeder’s saddle and fight his years’ worth of Spider-Man comic book splattered on his battle armor, Gundarr way back to safety. His sword was slick lovingly stashed away in his library closet. gave a throaty roar and voiced his with the blood of his enemies, and his pleasure. “Useless gnomes!” he cried. muscles ached from the hours of end- “Worthy only as food for our mounts! less combat, but at long last it seemed Let’s see if the pitiful weaklings had that the enemy had been driven back. anything of value.” He dismounted The svirfneblin attack had done great and began looting the nearest corpse, damage to the duergar community, looking for the gems he knew the but not as much as they had hoped, Deep Gnomes often carried. The other and they were forced to retreat. duergar followed suit. Gundarr’s Gundarr looked over the battle- steeder, meanwhile, chose a svirfneblin field, picking his way past dead duer- corpse and began to feed. gar and svirfneblin both until he found what he was looking for. ❖ ❖ ❖ There she lay, his first steeder, legs still twitching This wasn’t supposed to happen! in death, pierced a dozen thought Gundarr as his sword swung times over by the Deep left and right, cutting a swath among Gnomes’ sharp picks. his enemies. For years, his band of duergar kavalrachni had preyed upon the nearby races of the Underdark with virtual impunity. None could stand against the steeders and their duergar masters. Until now, that was. None of the duergar had expected an attack from a bunch of svirfneblin, especially since they had been histori- cally more interested in mining than in combat. The attack and sheer num- bers of the invading svirfneblin force had taken the duergar community by surprise, and the earth elementals summoned to aid the Deep Gnomes certainly didn’t help the duergars any.

17. A steeder’s first attack in combat is with its will show a number of differences in the steeder’s MORALE: 11 13 front legs; if successful (requiring an attack statistics. No doubt this is a result of trying to XP VALUE: 120 975 against AC 10, adjusted for magic and Dexterity generalize the listings for the giant water spider, only), the sticky pads on the steeder's feet prevent flying spider, giant trap door spider, and steeder The steeder works well no matter which set the prey from escaping. A victim can escape by into one listing in the MONSTROUS MANUAL book. of statistics are used, although “purists” should making a Dexterity or Strength check at -10. One While this saves space and allows a greater vari- note that the ones from attempt can be made each round, but the steeder ety of monsters to be included in its pages, it Volume 2 are probably more “accurate.” The receives an automatic bite attack for 1-8 hp dam- doesn’t accurately reflect the steeder’s statistics Intelligence rating of “Low (5-7)” should be used, age each round the victim is held. While held, the as shown in the earlier work. For those interested however, as steeders are intelligent enough to victim is at -2 to attack and damage rolls. in the comparison, here are the differences serve as riding mounts, a fact agreed upon in Due to special hairs on the steeder’s pedi- between the steeder’s statistics: both works. Also, if using the statistics from the palps and feet, the creature is able to taste what MC2 MM MONSTROUS MANUAL book, disregard the movement it touches. Once a steeder has tasted something INTELLIGENCE: Non- (0) Low (5-7) rate. Steeders cannot move In webs and have a good in its forelegs, it usually won’t let go until it TREASURE: Nil C movement rate of 12; this is mentioned in the has killed its victim. ALIGNMENT: Neutral Chaotic evil description of steeders on page 327. NO. APPEARING: 2-20 1-8 Body parts from steeders can be used in the 18. A few final words about the steeder: the MOVEMENT: 12 3, Web 12 creation of slippers of spider climbing and boots of creature is listed in both the MONSTROUS MANUAL™ HIT DICE: 4 4+4 striding and springing. They are not used in creat- book (under “Spider,” on pages 326-327) and in THAC0: 17 15 ing cloaks of arachnidia because of the steeder’s the MONSTROUS COMPENDIUM Volume Two (under SIZE: M (4’ high, L(8’-12’ lack of a dangerous venom and its inability to “Dwarf, Duergar”). A quick perusal of these works 8’ long) diameter) travel over or to produce webs.

# DRAGON 245 81

The Secrets of Dwarven Etiquette

by Christopher Perkins illustrated by

THOSE WHO KNOW DWARVES speak of their gruff yet The Eighth Axiom of Etiquette, “Never come between a friendly demeanors, their mining expertise, and their pen- dwarf and his weapon,” inevitably spawned what some chant for working things out of stone and metal. However, dwarves refer to as the Unsung Twelfth Axiom: “Never dwarven culture is rich with protocol, and the slightest mis- come between a dwarf and his ale.” Some dwarven kings step in etiquette can often lead to embarrassment, harass- insist on adding new Axioms to the Eleven handed down ment, and sometimes discord. Simply put, there are certain through generations, but these faux Axioms are often for- behaviors and rituals one must follow in dwarven society gotten and seldom universal. lest one be ridiculed or shunned. Observing and following dwarven customs and protocols Greetings & Salutations requires the dwarven etiquette non-weapon proficiency (see The shabby dwarf strode up to the iron gates of Corundin, a sidebar). Anyone possessing dwarven etiquette is well- dwarven outpost in the Rankar Mountains. There he stood versed in dwarven cultural observances and protocols. before the armored dwarven gateminder and barked, “I am Non-dwarves who have spent little or no time among soci- Anar, son of Tarmok, loyal servant of King Strohm. I return with eties of dwarves but have the dwarven etiquette NWP suf- news of the cursed derro and their march toward Glimmershale. fer a -2 penalty to dwarven etiquette proficiency checks. Stand aside, and let me enter.” The dwarven sentinel nodded once and placed a gloved hand The Eleven Dwarven Axioms of Etiquette on Anar’s right shoulder. “Hail, Anar. Corundin welcomes you. Dwarves who are raised in dwarven communities are My sister will be happy when she hears you have returned.” raised to embrace the eleven Dwarven Axioms. Variations of these exist in every dwarven kingdom from Dwarven salutations generally vary, but etiquette dic- Hammerhold to Aundaraun, usually chiselled into the great tates that greetings should be polite, succinct, and respect- pillars that support the vaulted ceilings of the magnificent ful. Strangers are afforded similar treatment unless they are dwarven halls. Children are made to recite these axioms by outwardly hostile or undeserving. Friendly salutations bor- their fathers, and those who fail to pick up on them are der on boisterous, with dwarves patting each other on the labeled dunces and forced to learn them by carefully chis- back and speaking highly of one another’s families. It is elling each axiom into a rectangular slate tile. The tiles are poor judgment for one dwarf to react angrily to another then mounted to the walls of the dwarfling’s cave as firm dwarf for no reason, and such anger is contagious and reminders. almost certainly reciprocated. Greeting a dwarf by insulting his good name or his family invites curses and two-fisted 1 “Be loyal and honorable to your king.” violence, as most dwarves will not allow his honor to be 2 “Honor your clan, your family, and your ancestors.” sullied or his clan defamed. Even feigned insults are 3 “Stand by your word.” frowned upon, as dwarves find no humor in mockery. 4 “Never forget when you’ve been wronged.” Dwarves do not shake hands as humans do. When 5 “Never turn your back on a friend in need.” greeting or bidding farewell to a dwarf, an individual places 6 “Anger and pride are both good for the spirit.” his or her right hand on the dwarf’s right shoulder. For par- 7 “In the hearth, the woman is always right.” ticularly emotional greetings or departures, this is done 8 “Never come between a dwarf and his weapon.” while simultaneously using one’s left hand to grasp the 9 “Never make light of another dwarf’s beard.” dwarf’s right forearm. This is called the binding. 10 “Never make light of another dwarf’s livelihood.” Dwarves consider the shaking of hands a “human ges- 11 “Honor those who have honored them- ture” but take no great offense. selves.” Placing one’s hand on a dwarf’s left

# DRAGON 245 83 The Etiquette Proficiency proficiencies for racial sub-species. makes the dwarf an outcast, and exile is the worst punishment most The general etiquette proficiency For example, a character could have dwarves can imagine (worse than (see the Player's Handbook, page 80) the etiquette (wood elf) and etiquette imprisonment or death). is based on a character’s Charisma (high elf) proficiencies. This division is The “standard protocol” is for score and covers basic understand- based on the likelihood that wood young dwarves, male and female, to ing of the proper forms of behavior elven culture is distinct from high defer to their closest elders. Younger and address, particularly involving elven culture, each with its own set of brothers obey older brothers, while nobility and persons of rank. protocols. Likewise, a mountain the eldest brother obeys his father Unless otherwise noted, a charac- dwarf with the etiquette (mountain and uncle. This structure of obedience ter with the general etiquette profi- dwarf) proficiency would not neces- works equally for the women, who ciency knows the proper forms of sarily know the correct code of con- defer to their sisters, aunts, and moth- behavior and address for his own duct in hill dwarf society. However, ers. The individual clan structure is race only. Thus, an elf with the eti- because the two “distinct” societies typically patriarchal, with a grandfa- quette (elf) proficiency would know are arguably similar (dwarves are ther-like figure making decisions for the rules of etiquette governing elven dwarves, after all), the DM may allow the good of the entire clan and his society. Knowing the rules of dwar- a character with the etiquette (moun- sons or nephews keeping their respec- ven or human etiquette requires the tain dwarf) proficiency to grasp the tive families in line. Before an enter- elf to invest a second proficiency slot. fundamental rules of hill dwarf soci- prising dwarf strikes out on his own, Depending on the campaign, the ety by imposing a -2 penalty to his he is required to win the favor and DM could require separate etiquette hill dwarf etiquette rolls. blessing of the Clan Father dwarf. To leave without pledging one’s unwa- vering faith to his clan in the presence shoulder is done only when one +3 for turning one’s head 90 of the Clan Father is poorly regarded, wishes to convey grim or ill tidings. degrees to the left and defying the wishes of the Clan Dwarves who desire no formal or +4 for defaming a dwarf’s family or Father is punishable by exile. close acquaintance typically nod once clan as a succinct sign of acknowledge- +5 for making light of (or tugging Dwarves are lawful good and loyal to their clans. Clans earn honor ment that doubles as a gesture of on) a dwarf’s beard respect. A dwarf who wishes to ignore through heroic deeds, loyal service to another merely turns his head 90 Clan Status the king, and great achievements. Whether this entails building a great degrees to the right. At worst, this is Gronmir both loathed and admired bridge across a chasm or slaying a considered an affront. Turning one’s the child’s tenacity. The clumsy rockling deep dragon, the honor bestowed by head 90 degrees to the left is an insult followed him from one end of town to the such accomplishments bolsters clan and tells the recipient that he is other, begging to know the truth about pride in the eyes of the community. unworthy even to stand in the pres- the Battle of Unther’s Rift. The fact that Dwarves are expected to acknowl- ence of the gesturing individual. This Gronmir himself had not fought in that edge the achievements of other clans, is often a precursor to violence. battle was not lost to the lad, but Gronmir and a clan with a particularly distin- Dwarves do not wave. The halfling carried the shield of his brother who died guished lineage is placed atop a tendency to wave at everything and at the Rift, and with it carried fame. everyone makes dwarves roll their Born proudly on the shield was the pedestal and becomes the model that other clans eyes and clutch their warhammers. crystal tear symbol of the Shimmerdelve strive to emulate. Recalling tales of clan honor requires Lastly, pulling a dwarf’s beard clan. Other dwarves nodded once as a successful local history NWP check. (even playfully) during formal and Gronmir walked by, the beardless splinter It is considered fine etiquette to informal greetings and farewell bid- of a dwarf nipping at his heels. dings is guaranteed to incur lifelong compliment a dwarf by recounting animosity. A dwarf’s beard is not to be Dwarves are proud by nature, but some tale of how his clan achieved “greater glory,” perhaps by telling a tugged. Complimenting another’s no proud dwarf was ever born to a gloriously-spun tale of how the clan beard, however, is sure to to leave an disgraced clan. Family honor is the endearing impression. most important thing to any dwarf, purged the caverns of drow during the Great Rockfall 200 years ago. Since it and one would sooner die than watch is impossible to retain all of one clan’s Dwarven Greetings— his or her clan sink into disrepute. accomplishments, dwarves generally Reaction Modifiers: Dwarves are protective of their imme- -3 for complimenting a dwarf’s diate family and relatives regardless regard members of other clans with utmost respect. In this way, dwarven beard of the distance separating them. For clans may share in each other’s -2 for speaking well of the dwarf’s that reason alone, kingdoms of honor, and the community remains in family or clan dwarves never fail to unite against high spirits. A clan that graced with a -1 for kindly addressing the dwarf common enemies, because the clans long line of heroes will often sing the by name and/or clan tend to be spread throughout these praises of a clan whose accomplish- +1 for turning one’s head 90 kingdoms, and one clan always ments are more modest and, in so degrees to the right stands together. doing, reaffirm its own sense of pride, +2 for any insult or mockery A dwarf who defies his family honor, and integrity. toward the dwarf defies his clan. Defying one’s clan When a dwarf dishonors his clan,

84 MARCH 1998 he is placed under close observation Using Reaction Modifiers roll of 19+ always indicates a hostile and coerced into redeeming himself in reaction. some fashion. If the dwarf continues A character who understands the Reaction rolls are never made for to disgrace himself and his family, he correct protocol for introducing one- player characters; players roleplay is cast out before the honor of the self to a dwarf (or any other creature) their characters’ reactions as befits entire clan is sullied by his misdeeds. can diffuse an otherwise hostile the situation. When used to govern In extreme situations, all recognition encounter. Normally, NPC reactions the reactions of NPCs, the random of this dwarf is erased from community are determined by the DM based on roll allows for some unexpected lore, to the point where no dwarf will the actions of the player characters. results. For instance, if a character speak of the individual or recount (if a character walks up and yanks a playfully yanks on a dwarven NPC’s instances of his dishonor. The Clan dwarf’s beard, the befuddled dwarf is beard, a reaction check is rolled Father may even instruct his daugh- likely to cleave the character in two with a +5 penalty (see Dwarven ters to strike the name from the stone with his axe.) Greetings—Reaction Modifiers in this tablets that chronicle his family’s However, there are instances article). If the character is acting in a lineage. when the DM doesn’t know how an NPC should respond, in which case “Friendly” manner, the DM rolls 2d10 Dwarven Clanspeak— he may wish to roll 2d10 and consult and consults the first column of Table Reaction Modifiers: Table 59: Encounter Reactions in the 59 in the DMG. If the DM rolls a 3 and applies the +5 reaction penalty for -4 for recalling some great accom- DUNGEON MASTER® Guide (DMG) page 140. In the case of dwarven culture, such a heinous breach of etiquette, plishment of the clan the dwarf’s reaction is still “indiffer- -2 for speaking highly of one hon- there are several modifiers that can ent.” Instead of drawing his axe in a orable clan member be applied to this roll. Positive modi- predictably irritated manner, the +2 for mentioning the name of an fiers (+1, +2) count as penalties, dwarf instead raises an eyebrow and exiled clan member worsening the NPCs’ reactions, while casually remarks, “Haven’t you got +4 for questioning or challenging a negative modifiers (-2, -1) actually something better to do?” clan’s honor work in the PCs’ favor. A modified

Gender Roles of the women to humble them. They nobility (such as the queen, if there is Lir and her husband were elderly, hav- laud their husbands, sons and broth- one). However, an invisible hierarchy ing lived in the kingdom of Vundarak for ers for their strength, dedication and does not permit women to address nearly four centuries. Across the chiseled pride; they also chastise them severely members of the male nobility or marble table in their home sat a guest, for laziness, boorishness and (some- males of high standing without first Chalystra of Clan Rockdust, who sought times) infidelity. In the hearth, the seeking permission from their wives to procure one of Pomar’s finely-crafted women command the men, and or daughters. Breach of this protocol is warhammers for her son’s twenty-fifth dwarven etiquette dictates that no considered a disgrace not only to the birthday. male dwarf may rightfully belittle or offending female, but to her immedi- “I want to buy a hammer for Tharkax, oppose the “women of the hearth.” ate family as well. It is common prac- my son. I know that such a weapon Dwarven men are expected to be kind tice, regardless of social standing, for would make him both happy and proud. and faithful to their wives, sisters and a dwarven woman to petition other I have some uncut amethysts. May I dis- daughters, no matter how abrasive dwarven women for the “privilege” of cuss a fair price with your husband?” and shrewish their demeanors. A speaking to their respective mates. “Yes,” replied Lir as her husband fussed male dwarf harming a female dwarf is Male dwarves of any status may impatiently. “You may. But do not tire almost unheard of, for the hearth (the speak freely to anyone within their Pomar with your haggling. Offer a fair home) is where the men learn humility. own community, male or female, price, and my husband may oblige you.” This is ingrained early in a dwarven including members of the nobility or male’s childhood; even the most royal family. Most dwarven realms and commu- churlish males bend before the iron Within the male patriarchy, women nities are governed by a single ruler will of their female counterparts have no voting rights in matters that who is almost always male. (Dwarven (which explains why so many men affect the community at large. (A dwar- queens are rare. A queen rules only so spend long hours working in the ven queen would be an exception.) long as it takes for one of the dead mines). The king and his male subjects are the king’s heirs to reach the age of 100 There is no inequality among ones responsible for the community’s years, at which time he is deemed old dwarven females. (This is not true of protection and continuance. (Certainly and wise enough to take his mother’s the males, who sometimes prize their female dwarves contribute in more seat on the throne.) Dwarves of both stature above one another.) The subtle ways.) The perception is always genders support this patriarchy and women are usually “hearthkeepers,” maintained that the men are “in con- honor their liege with loyal, humble devoted to their families in every con- trol” and the women support them, service. However, males do not “rule ceivable regard, and they share many even when the truth is otherwise. the roost,” so to speak. In fact, within of the same responsibilities. In dwar- individual homes, the females usually ven culture, a female of any clan can Dwarven Gender Conduct— hold sway. speak freely to any other female Reaction Modifiers: Dwarven males are typically dwarf within the community, includ- -4 for behaving kindly to a female haughty and proud, and it is the duty ing female members of the ruling dwarf in her own hearth

DRAGON #245 85 -2 for behaving kindly to a female border on hostility, but it is considered a corner and pick at one's food is dwarf within the community poor etiquette for a dwarf to leave unbecoming. To take one's meal +2 for offending a female dwarf any meeting genuinely upset. Even away from the table into another within the community two dwarves who refuse to see “eye to chamber is unforgivable (and never +4 for offending a female dwarf in eye” can part on equal terms and look tolerated by the family matron). “Table her own hearth forward to their next meeting. talk” revolves around storytelling, and Dwarven males are blunt and every dwarf seated at the table is Civility and Lack Thereof forthright fellows; the females are afforded a chance to speak regardless Horgaht appraised each facet of the equally forthright but often more sub- of age. A dwarf who refuses to talk gem through his crystal eyepiece. tle with their words. Dwarves who are during the meal is regarded as an Diardun waited impatiently, tapping his evasive and conniving rarely fit well in ingrate. Even a dwarf who is not hun- iron boot on the cavern floor and sighing dwarven society and usually strike out gry can still sit at the table and share every once in a while to remind the elder on their own. To the elves, humans stories with his family and friends; dwarf of his impatience. and halflings, dwarves lack any mod- there is simply no excuse for anti- “Your workmanship is improving, icum of social grace. However, social behavior at the dinner table. Diardun,” Horgaht spoke smugly. “Nary a dwarves measure their social interac- It is impolite to make light of one’s scratch on this one. Granted, it’s not the tion very differently from these other food or to question the talents of finest emerald I’ve ever seen.” races. Politeness is always tempered those who have prepared the meal. Diardun's face flushed as he snatched with severity and directness. A dwarf (Complaining about rations is accept- the gem out of Horgaht’s hand. doesn’t waste words finagling over able, but slighting a specially prepared "You wouldn’t know a emerald from a the price of a battle axe; if the price is meal is poor etiquette.) The gods smile lump of coal!” Diardun spewed. “Well unreasonable, he’ll bid the vendor a upon those who stuff their bellies and might a piercer strike some sense into you!” stern farewell and look somewhere frown upon dwarves who cannot see Horgaht smiled broadly as the ill-tem- else. Haggling with the dwarf is toler- the value of a cooked meal. Dwarven pered gem cutter stamped off. ated only if the dwarf doesn’t feel like custom entails clashing one's fork and he’s being played for a fool. knife together three times after finish- Some dwarves have gained ing a meal—a thank you to the chef enough wisdom in their years to Dwarven Civility— for a job well done. appreciate civility. They cast off imper- Reaction Modifiers: tinence like a wet blanket and have -4 when confronting a dwarf in a Dwarven Table Manners— neither the time nor energy to harbor grim but polite manner Reaction Modifiers: resentment to others of their kind -2 when confronting a dwarf in a -4 for recounting an interesting (and other civilized demihumans of stoic but non-threatening manner tale around the dinner table their acquaintance). However, many +2 when confronting a dwarf rudely -2 for clashing one’s utensils three dwarves actually prefer to hold or belligerently times after a good meal grudges. Gripes and grudges are cus- +4 when confronting a dwarf in a +2 for complaining about a pre- tomary in dwarven society, and a gleeful, prankish and chipper manner pared meal dwarf without at least one gripe or +4 for refusing to tell stories during grudge is worthy of suspicion. Disdain Table Manners a meal at the dinner table is embedded deep in dwarven culture, Kiska was barely 30 years old, but she and jaded dwarves are accorded a fair had the spirit of a cantankerous 300 year- Dwarven Faux-Pas measure of respect. Grumbling, grind- old delve-mother. She sat at the table, too Dwarven faux-pas are rarely unfor- ing one’s teeth, and snarling are sure- close to the embrous hearth for her taste, givable, but they do cast a dim light fire ways to win another dwarf’s admi- and stared appallingly at what her sister on the unwary perpetrator and often ration or, at the very least, respect. Dara had prepared. affect how other dwarves deal with Many dwarves are perceived as “gruff” The stuffed mushrooms heaped upon them in the future. Below is a list of by outsiders because their anger is her plate looked like shriveled derro some of the worst faux-pas; the DM contagious. Scowling at unfamiliar heads with yellow slime trailing out of should apply reaction penalties (+1 to passers-by is as common and well- their withered grey necks, and she said so, +5) depending on the severity of the regarded as a broad smile greeting a loudly, to the astonishment of her brother “infraction.” familiar face. It should not be mistaken Tarmeel. ❖ Mucking up a dwarven legend or for aloofness or actual disdain. Instantly, Kiska felt a sudden jolt heroic tale. Forgetting the name of a Dwarves who are perpetually dour against the back of her head as Dara dwarven hero is bad enough; mistak- are respected, but those who fail to slapped her. “Would you rather scrub the ing one dwarven hero for another is enjoy themselves or take light of their soot off the walls?” inquired her sister. just wrong. To begin recounting a tale periodic stoicism are inapproachable Kiska saw that her father was staring and then not finish it is extremely rude. and friendless. Thus, dwarves try very at her disapprovingly, so she curled her ❖ Calling a dwarf "What’s-His-Name” hard to cast aside their inbred anger nose, drew in her sour face, stabbed one or forgetting his name altogether. A in the company of friends and family, of the derro heads with her fork, and dwarf’s pride stems from his name and reverting to their gruff demeanors reluctantly gulped it down. that of his clan. To forget a dwarf’s when confronted by strangers and name is to forsake his friendship. distant acquaintances. Dwarven trans- Most dwarves eat around the fires ❖ Failing to braid one’s beard actions and merchant relations can of their hearths. To stand morosely in before attending royalty, community

86 MARCH 1998 DRAGON #245 87 Table 1: Dwarven Insult Generator Military Advisor. Of course, the tale is The insult is a common element of dwarven culture. lnsults spoken between untrue. Nevertheless brazen dwarves seeking advancement have often friends of equal standing are commonplace and actually encouraged. Insulting stood before their kings in times of a dwarf of higher station is unwise unless the recipient has a “stone hide” (refer- strife and berated them only to be ring to his or her ability to deflect aII manner of disparagement). Insulting a thrown out of the royal hall. (There are dwarf of lower station is simply rude and unnecessary. exceptions to this rule. In the kingdom Dwarves insult each other in contests of one-upmanship and on social occa- sions. Building insults that are accepted within the protocols of dwarven eti- of Granitemantle, the dwarves have an annual "Shout at the King" contest in quette isn’t difficult, provided one directs the insults solely at the dwarf in ques- which the dwarves with the loudest tion. Making fun of a dwarf’s family or clan is not funny—at least, not to the voices stand before the sealed doors of dwarves. Also, certain terms are so insulting that they almost invariably result the palace and scream their lungs out. in a physical attack. (Fighting words are marked with an asterisk.) If the king can hear them through the Before one can hurl insults, one must know how to build them. Below is a 10’ thick stone doors, he honors these sample table of piecemeal dwarven insults. Simply choose one word from each loud fellows with a meal in the palace column (A, B, C) and string them together. One may choose freely from the lists that evening.) of descriptive adjectives and nouns to form an apt descriptor of the individual, ❖ Spending or collecting coins of or one can simply roll randomly and hope for the best! non-dwarven mint. Dwarves who are Roll 1d100 Column A Column B Column C accustomed to traveling on the sur- 01-04 incompetent anvil-dropping armpit face have overcome their loathing for 05-08 unweened bunyon-brained breadcrumb non-dwarven currency, but they usu- 09-12 bulbous willow-waisted natterling ally keep one dwarven coin with them 13-16 cantankerous cave-slinking gasbladder at all times for luck. ❖ 17-20 drooling donkey-eared carbuncle Lying about one's name and 21-24 beardless* fish-catching pixie* refusing to divulge the name of one's 25-28 fungular toe-biting clan. Dwarven thieves are known to 29-32 gibbering nib-chewing fuzzpot wield disguises instead of warham- 33-36 repugnant rust-minded thumb-basher mers, and they are often shunned for 37-40 babbling moss-bearded* gas spore their duplicity. A dwarf who cannot 41-44 reeking porridge-faced pestie stand and speak his name or declare 45-48 friendless* hearth-hating* pebble* his clan cannot be trusted. ❖ 49-52 pompous axe-breaking* shard Cursing any of the dwarven gods. 53-56 dangling nose-picking osquip Dwarves have a deep spirituality, and 57-60 slothful gnat-ridden rockrunt they are cautious and wise enough not 61-64 unhoned tree-climbing* stench kow to anger their gods for fear of incurring 65-68 tentacled sliver-witted ledge lizard an immortal’s anger and enmity. On 69-72 warty pech-skulled smudge-rubber the other hand, it is perfectly well for a 73-76 dainty* lantern-lugging snake’s egg dwarf to invoke a god's name to curse 77-80 witless elf-kissing* tunnel worm someone else as in “By Moradin's 81-84 craftless chasm-hearted rust monster beard, you’re a foul wretch!” ❖ 85-88 rickety crystal-breaking goblin-spawn* Failing to acknowledge another 89-92 gemless slate-carving mole dwarf’s deeds or prowess. Whether he 93-96 barbed milk-drinking stalactite is a bridge builder or mindstalker, a 97-00 moldy tool-snatching* mushroom dwarf likes to hear his name and deeds spoken of with respect. When a dwarf introduces himself by name events, dwarven weddings, or reli- ❖ Sipping from another dwarf’s and clan, the worst affront would be gious ceremonies. Some dwarves tankard. Dwarves do not share drinks to reply, “And what do you do?” Even braid their beards on a daily basis as a (although they’ve been know to buy if the individual being addressed matter of pride, and also to circum- rounds for others). Drinking from knows nothing of the dwarf or his vent any possible breach of etiquette. another dwarf’s mug is a great way to deeds, the best reply would be, “You An unkempt, unbraided beard is fine start a fight. carry a proud name. Please tell me of for everyday life, but braiding is sym- ❖ Shouting at the king. Unlike elven your great deeds.” Dwarves who trav- bolic of celebration and is expected in and human nobles, dwarven kings are el beyond their kingdoms carry word large public gatherings. known for their accessibility to the of their own deeds with them and are ❖ Letting one who slanders your common folk. One of the great dwar- eager to gain a reputation. clan go unpunished. Whether the ret- ven legends describes the time Yagard ribution consists of verbal beratement Stonesplitter screamed in King Galvan’s or physical assault, a dwarf must retal- ear for three days straight, condemning iate against any remark or action that the monarch for refusing to strike hard slanders his or her family’s honor. into duergar territory. The king was so Chistopher Perkins is a dainty, anvil- ❖ Borrowing another dwarf’s beard impressed with the dwarf’s tirade that dropping pestie who prefers weak iced comb. This just isn’t done. he appointed the weaponsmith Chief tea to strong dwarven ale.

88 M ARCH 1998

ball, costume contest, 24-hour anime room. Contact: Texas A&M University, MSC Student Programs Box J-1, College Station, TX 77844. Email: [email protected]. edu. Website: http://cepheid.tamu.edu/aggiecon. The Delve of Destiny II March 26-29 Online Events: IRC-based AD&D® tourna- ments, web-based games, reviews, interviews, special chats, special guests, MARCH and LIVING DEATH™ tournaments, and a giveaways, contests, and a whole slew CONVENTIONS LIVING DEATH interactive event. Artist of websites and information for you to Guest of Honor: Jason Alexander peruse. Registration: free. Contact: MegaCon '98 Behnke (L5R/Tempest). Other activities: http://members.tripod.com/DoDII/. All new “Lords of Gaming” contests, March 13-15 FL Egyptian Campaign '98 Expo Center, Orlando FL. Guests: vendors, artists, auction, demonstra- Julie Bell, John Byrne, Tony Daniel, tions, computer gaming and more. March 27-29 IL Joseph M. Linsner, George Perez, Don Registration: $30 pre-reg; $40 at door Southern Illinois University, Rosa, William Tucci, Boris Vallejo, Mark for weekend. All events free. Contact: Carbondale, IL. Events: RPGA Network Waid, and Steve Bryant. Events: role- Heleen Durston, c/o Multigenre, Inc., events, AD&D game, Shadowrun*, playing, RPGA® Network, miniatures 2432 Steiner Rd., Lakehurst, NJ 08733- Battletech*, Warhammer 40K*, Empire gaming, comic book artists, CCGs, 3437. Email: info@multigenre. com Builder*, Diplomacy*, Axis & Allies*, Magic, anime, LARP, comics, and gaming deal- or [email protected]. Website: http:// Star Fleet Battles*, Car Wars*, and many ers room. Other activities: board gam- www.multigenre.com. other board, miniature, card, and role- ing, fantasy art show and auction. playing games. Contact: Egyptian Contact: P.O. Box 3120, Winter Park, FL Midsouthcon 17 Campaign 1990, c/o S.I.U.C. Strategic 32790. Email: [email protected]. March 20-22 TN Games Society, Office of Student Website: http://www.edgeglobaI.com/ Grand Veranda Hotel, Memphis TN. Development, Third Floor Student megacon. Events: gaming, panels, dealer’s room, Center, Carbondale, IL 62901-4425. video room, masquerade, art show, Email [email protected]. Website: Westward-Ho III auction, filking, and more. Regi- http://www.siu.edu/~gamesoc. stration: $30 at the door. Contact: March 14 TX Con-spiracy 8 Best Western Hotel, Midland TX. Midsouth Science and Fiction Events: historical, fantasy, science- Conventions, Inc. P.O. Box 11446, March 28-29 IL fiction, miniatures, Magic: the Gathering*, Memphis, TN 38111. Grace Roper Lounge at Rockford open gaming dealers area. For more College, Rockford, IL. Events: roleplay- information write to: Westward-Ho III, AggieCon XXIX ing, card, board, and possibly minia- P.O. Box 9805, Midland, TX 79708. March 26-29 TX tures games. Registration: $3 at the Texas A&M University. Guests: door, or free entrance with last year’s Gamer’s Con IV Robert Asprin, Kerry O’Quinn, Joe R. button. Contact: Theresia Conner, Rockford College, Campus Box 120, March 20-22 NJ Lansdale, Thomas Knowles, Darlene Four Points Inn, Route 70 East, Bolesney. Events: dealer’s room, art 5050 E. State Street, Rockford, IL Cherry Hill, NJ. Events: RPGA Network show, panels, gaming, charity auction, 61108. Email: [email protected]. events, including first-run LIVING CITY™ Rocky Horror Picture Show, masquerade

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90 MARCH 1998 APRIL charity auctions, seminars, dealers’ CONVENTIONS room. All proceeds go to local chari- Advertisers’ Index ties. Registration: $20, event fees $1-3, Organized Kahn-fusion XXIII demos free. Contact: Ken Ritchart, P.O. Blizzard ...... IFC, 1 April 4 PA Box 19232, Boulder, CO 80308-2232. Del Rey ...... 21, 55 Vigilant Fire Company, Columbia, Email: [email protected]. Franklin Mint ...... IBC PA. Events: Over 35 games, open Website: http://www.bengames.org/ Gamer’s Guide ...... 94 gaming, dealers, and other activities. ~whitet/bencon/. KenzerCo ...... 93 Registration: Varies from free to $7. MPG ...... 19 Contact: M. Foner’s Games Only Havoc XIV Pro Fantasy ...... 13 Emporium, 230 S. Eighth Street, April 25-26 MA Reality Simulations ...... 43 Leymoyne, PA 17043. Email: maygam@ Fort Devens Gymnasium, Ayer, RPGA® Network ...... 11,69 postoffice.ptd.net. Mass. BGBoston, Inc.'s 14th annual TSR ...... 5 wargaming convention. For general TSR/ALTERNITY® ...... BC Minicon 33 information contact: Peter Mancini at TSR/PLANESCAPE® ...... 15 April 10-12 MN 200 Bedford Road, Apt. 17A, Woburn, White Wolf ...... 9,89 Radisson Hotel, South Minneapolis, MA 01801. MN. Guests of Honor: Gardner Dozios, tournaments, AD&D game, Call of Dave Langford, and John M. Ford. MAY Cthulhu, BOOT HILL™, Paranoia*, board Events: Art Show, Parties, Dealer’s CONVENTIONS games, miniature events, war games, Room, SF Seminars, Gaming. For more nonstop Dawn Patrol, TCGs, and the information contact Minicon 33, AgamemCon always exciting Wham-A-Thon. Other Minnesota Science Fiction Society, Inc. May 22-24 CA events: Seminars, dealer’s area, game P.O. Box 8297, Lake Street Station, Burbank Airport Hilton and demonstrations, and strategic breaks Minneapolis, MN 55408. Convention Center, Burbank, CA. for lunch and dinner. Registration: $20. Guests: David Eagle, Stephen Furst, Contact: Bruce Rabe, Summer Revel, Noahcon Joshua Cox, Jeffery Willerth, Mark P.O. Box 779, New Munster, WI 53102. April 17-19 OH Altman, Stephen C. Smith, Richard Elyria Holiday Inn, Elyria, OH. Over Herd. Events: dealer’s room, parties, art ManaFest 98 25 hobby dealers. Events include: show, masquerade, video room, pan- June 12-14 CA Warhammer 40K and AD&D tourna- els, and more. Contact: Agamemcon, South San Francisco Conference ments. Contact: Matrix Games and 24161-H Hollyoak, Laguna Hills, CA Center, San Francisco, CA. ManaFest Diversions, 5384 East Lake Road, 92656. Email [email protected]. offers three days of gaming, covering Sheffield Lake, OH 44054. Email: collectable card games, classic and [email protected]. Games on the Horizon II modern boards games, roleplaying May 29-31 IN miniatures. Activities include tourna- Dudley Bug Ball 1998 Days Inn, Portage, IN. Guests: Ken ments, special events, demonstra- April 18 ❁ Whitman, Lester Smith, Tony Lee and tions, prizes, a game flee market, and Dudley College of Technology, . Events: roleplaying, CCG’s, an exhibit hall filled with game manu- Dudley, West Midlands, UK. From LARP, miniature games, board games, facturers. For more information con- 10:00 A.M. to 11:00 P.M. Tournaments guest Demos. Other activities: RPGA tact ManaFest, P.O. Box 170436, San include AD&D West Midlands Open, (LIVING CITY, LIVING DEATH, and others), Francisco, CA 94090-6703, or email Magic: the Gathering, Call of Cthulhu*, NASA car, Battletech and Magic tourna- [email protected] Chivalry & Sorcery*, Traveller*, plus many ments, charity auction, guest signings. others. This is a premier independent Registration: $15 Pre-registration until competitive games convention in the May 1st, $20 at door. For more infor- heart of the UK, is sponsored by the mation contact Games II, P.O. Box Black Country Role Playing Society. 1602 Portage, IN 46368 or email con- Contact: Steve Turner at 94 Laurel man1 @gte.net worldwide web: http:// * indicates a product produced by a company Road, Dudley, West Midlands, UK. www.geocities.com/TimesSquare/ other than TSR, Inc. Most product names are Email [email protected]. Dungeon/6825 trademarks owned by the companies publishing those products. The use of the name of any prod- uct without mention of its trademark status should Ben Con '98 JUNE not be construed as a challenge to such status. May 22-24 CO CONVENTIONS Denver Doubletree Hotel. Events: RPGA Network tournaments, including Milwaukee Summer Revel decathlon and LIVING CITY (Ravens Bluff June 5-7 WI and Procampur), LIVING JUNGLE™, LIVING The Inn Towne Hotel, 710 Old World DEATH, Threads of Legend, and Virtual Third Street, Milwaukee. Guests: Gary Seattle. Other events: LARPs, Puffin’ Gygax, Janet Pack, . Events: Billy, TCGs, war, miniature and board All first-run roleplaying events, includ- games, artists, authors, game designers, ing LIVING CITY and LIVING JUNGLE™

DRAGON #245 91 92 MARCH 1998

94 MARCH 1998 # DRAGON 245 95 96 MARCH 1998 # DRAGON 245 97 98 MARCH 1998 # DRAGON 245 99 (BRP) system. Distinguished by literate text, some amazing art, and elegant rules, RQ and other BRP games (Stormbringer*, Worlds of Wonder*, *, *, Ringworld*, Thieves World*) started racking up a long shelf of industry trophies, later augmented by Stafford’s superb non- BRP game, Pendragon*. But , like the other 1970s publishers, faced change in the ’80s: periodic cash-flow crises, a 1984 staff shakeup, and the 1985 sale of the high-flying RuneQuest to , which soon piloted it straight into the ground. Yet what most strongly trans- formed Chaosium was the landmark Cthulhu Isn’t success of its bestselling, most highly acclaimed BRP game: the first horror What He Used To Be RPG, Sandy Petersen’s Call of Cthulhu* (1980). Derived from the “Cthulhu Mythos” © 1997 stories of Providence horror writer Howard Phillips Lovecraft (1890-1937), CoC has sold well over 100,000 copies in five American editions, plus many THERE WERE GIANTS IN THE EARTH TSR but kept it a recognizable, func- thousands overseas. Masterminded by in those days, or so it seemed in tioning unit. Jackson broke with Chaosium partner Lynn Willis and adventure gaming. Of course, at the Metagaming and started Steve longtime line editor Keith Herber, CoC’s hobby’s vigorous dawn in the mid- Jackson Games in 1980. FGU has incomparable 1980s scenarios (Musks 1970s, most game publishers actually dwindled to a single store in Arizona, of Nyarlathotep, Horror on the Orient were doing well to occupy a tiny office where owner Scott Bizar hangs on Express, The Great Old Ones, and dozens instead of their parents’ garage. tightly to such venerable trademarks more) seduced a whole new cult of Compared to today’s Wizards of the as Villains & Vigilantes*, Bushido*, and Lovecraft enthusiasts and remade Coast and Games Workshop, those Space Opera*. Metagaming and Judges Chaosium as “the Cthulhu company.” primeval precursors resemble the Guild joined the multitudes of Dead But Herber’s departure in 1993, shrew-like Mesozoic mammals that Texas Game Companies; GDW suc- compounded by cash-flow problems evolved, eons later, into us. Yet in the cumbed much later, in 1996. Avalon and the card-game fad, blighted minds of gamers, the early companies Hill has soldiered on, but its publicly Chaosium’s CoC support. In King of bestrode the universe. traded parent company, Monarch Chicago (1994) staging of horrific What titans! SPI, pumping out two Avalon, has lately hit hard times and scenes, formerly a strong point in the to four wargames a month; Game looks ripe for takeover. line, is unimaginative or absent. Designers’ Workshop, whose sprawl- Of the other mid-’70s game pub- (“Something vast and loathsome rises ing Europa* board games simulated lishers that once loomed so large in from the sea.” Eek.) Low page count, most of World War II’s European the- our imaginations, only Flying Buffalo colorless art and player handouts, blah atre at division level; TSR, just starting and a few other shoestring operations layout, a lack of menace (King of to ramp up AD&D with the first hard- survive. And one more, my favorite: Chicago features the first Cthulhoid cover ; Metagaming, Chaosium, founded by monster you can kill with a flashlight)— releasing Steve Jackson’s classic early in 1974. these came to typify the line. games (Ogre/GEV*, Melee*, Wizard*) in Oakland-based Chaosium has won Fans have also come to expect its popular Microgame format; FGU more awards than anyone else in the sloppy proofreading and occasional and , publishing in virtu- gaming industry. Starting with the bad writing. An all-too-typical excerpt ally unedited form any RPG or module fantasy wargames White Bear and Red from Minions (1997) produced out-of- anyone sent them; and towering over Moon* (1974) and Dragon Pass* (1975), house but published by Chaosium: “As them all, the remote and fog- Stafford presented his marvelous the investigators enter the clearing enshrouded peak of Avalon Hill. mythic world of , domain of they perceive the Deep Ones, wheez- Like tracers of light from a burst fire- legendary heroes and shamanistic ing and squatted together like whop- work (to switch metaphors abruptly), god-cults. Glorantha manifested far ping toads. Under the light of the stars they all raced away on twisting paths. more dramatically in RuneQuest* little of their scabrous hides are visible Bad management sank SPI, and TSR (1976), a pioneering roleplaying [...] One of the three is seen to scoop swallowed it; over 15 years later, game (designed by and the farmer’s whimpering spaniel up history repeated tragedy as comedy, others) that provided the nucleus of from the ground and cram the terri- when Wizards of the Coast swallowed Chaosium’s staple “Basic Roleplaying” fied animal greedily past its mouth of

100 MARCH 1998 split and twisted fangs. With its fore- waterfront. He turns up plenty of arms pushing away from its fishlike weird history; did you know that face, the Deep One scrapes the dan- homeless people set up a colony, gling leash from in between its teeth “Hotel Bastille,” in the basement of the and peels back, in fleshy rolls, the New Orleans Police Department? extraneous fur from the dog.” And yet.... Recall Arkham Unveiled’s Still, shouldn’t we expect a 17-year- first edition (1990). New Orleans lists old game line to lose vigor? Yes, if it two dozen nonplayer characters; weren’t for the counterexample of Arkham gave over 100, plus block-by- Pagan Publishing. In the last seven block building descriptions, a town years, John Tynes’s small Seattle com- directory, four full scenarios, five pany has produced the best CoC sup- pages of handouts, a huge map, and a plements since Chaosium’s golden 1928 issue of The Arkham Advertiser. age: Walker in the Wastes, Coming Full These two supplements show the dif- Circle, Grace Under Pressure, and above ference between a guidebook and a all, the sensational Delta Green (1996) campaign setting. by wide agreement the finest cam- Still, as a guidebook New Orleans paign supplement ever published. does the job. Rick says anyone near a Even a routine ghoul-hunt like Realm decent university can dig up all these of Shadows (1997) becomes, with city maps, prices, and museum hours Pagan’s imaginative presentation, a strange cultures, hybrid or inbred or for free. I don’t know; I’d hate to try handsome and evocative expedition devoted to voodoo—remote oil rigs locating a plantation map (page 40), a into fear. (Contact Pagan at PaganPub and Indian burial mounds in the photo of St. Roch’s Cemetery (page @aol.com; www.tccorp.com/rev.) gator-haunted bayou—and behind the 16), or a detailed description of a Since Herber’s acclaimed “Lovecraft French Quarter’s iron grillework, a bayou oil-drilling rig (page 52). And Country” supplements (1990-93) pervasive, festering corruption . . . Call of Cthulhu, in particular, needs off- Chaosium has apparently lost the For many years Call of Cthulhu sup- beat stuff you never find in ordinary vision that Pagan still displays. Three port consisted of short scenarios inter- guidebooks: exact library hours, recent Chaosium CoC products embody spersed with long scenarios and, for a arcane bookshops, and where to buy a paradox: Good in themselves, they change of pace, really long scenarios. dynamite. That’s all here, along with suffer in comparison to their illustrious The editors treated campaign source- pleasing period photos. A short sec- forebears—so that their very virtues books—locations, monsters, equip- tion explains the basics of voodoo, convey, to those with long memories, ment—like you’d treat (say) an abysm though here you’re better served by a faint disappointment. of shrieking and immemorial lunacy, GURPS Voodoo or the like. an eldritch contradiction of all matter, In the books sole scenario, The New Orleans force, and cosmic order. (That’s how “Twilight of the Fifth Sun,” we get a Guidebook Lovecraft introduced his top-billed tour of many N’Awlins hotspots, plus a Call of Cthulhu 1920s supplement baddie in “Call of Cthulhu.”) CoC truly dreamy (pun intended) Mardi 96-page softcover book sourcebooks finally arrived a few Gras ball and the first Cthulhu Mythos Chaosium, Inc. $16.95 years ago. Unfortunately, they were spell ever cast by—not in, but by —a Design: Fred van Lente accompanied by Chaosium’s produc- conga line. For all its colorful scenery, Additional material: James Cambias, tion problems, so books like Keeper’s the adventure’s straightforward plot Owen Guthrie & Toivo Luick, Kevin Compendium and Ye Booke of Monstres won’t stymie a novice, let alone expe- Ross, Chris Williams proved only barely worth the wait. rienced CoC investigators. Ideal for Editing: Janice Sellers The recent Cairo and London tournaments, it’s a laid-back, low- Illustrations: Earl Geier, M. Wayne Guidebooks also drew lukewarm praise threat intro to the Big Easy. Miller from regular DRAGON® Magazine reviewer Evaluation: Like the city it presents, Cover: Scott Baxa Rick Swan (see “Roleplaying Reviews,” New Orleans Guidebook charms us with “With the possible exception of issues #227 and #235). Rick praised atmosphere and flavor. But it’s for Innsmouth, Massachusetts, [1920s] these supplements for their depth of tourists, not residents; this Guidebook New Orleans is the center of Cthulhu mundane research but wondered doesn’t delve deeply enough for a full worship in the United States, and where the monsters were. The New campaign. Oh, for the days of quite possibly the entire civilized Orleans Guidebook does a bit better in Kingsport and Return to Dunwich! world” (page 54 of The New Orleans the spook department, with its Zobop By the way, the “Fifth Sun” of the Guidebook). A major flashback scene sect (sort of a voodoo Mafia), La Santa scenario’s title refers to a catastrophe of Lovecraft’s 1926 story “The Call of Hermandad witch-hunters, lightless from Mayan legend. In this scenario Cthulhu” takes place in New Orleans. catacombs under the Vieux Carre (uh, it’s just a passing reference, but the Could there be a likelier place to wor- wouldn’t those be underwater?), and idea leads us smoothly to A Resection ship that inhuman entity? The moist the Esoteric Order of Dagon’s annual of Time, Sam Johnson’s modern-day air lying thick as gumbo—chicory cultist convention. Fred van Lente also CoC adventure centering on the coffee and beignets, Faulkner and conveys the distinctive atmosphere of ancient Central American culture of Jean Lafitte—the lassitude of drawling Bourbon Street, overgrown planta- the Maya. Do I hear snores? Wake up! Big Easy citizens from half a dozen tions, graveyards, and the rickety

# DRAGON 245 101 A Resection of Time: players come to feel like Indiana The Strange Case of Jones, or at least like an Indiana Jones Kyle Woodson whose mind is snapping like a brittle Call of Cthulhu* modern-day twig. scenario 64-page softcover book (SPOILER WARNING! Next up: Chaosium, Inc. $11.95 secret plot details of A Resection of Design: Sam Johnson Time. Non-keepers, skip ahead to the Editing: Lynn Willis paragraph labeled “Evaluation.“) Illustrations: Paul Carrick, Drashi This being Call of Cthulhu, Woodson Khendup has discovered things about the Maya Cover: Scott Baxa that sane people were not meant to My home town of Austin, Texas know. This scenario’s twist is that the has become a center of Mayan epi- player characters have also discov- graphic scholarship—or, to say it in ered these things—but they don’t English, deciphering ancient Mayan remember! Woodson and all the hieroglyphics. This subject is at least investigators went down to the 30 times more interesting than you Yucatan a few years back and had a think, and Sam Johnson knows it. In run-in with “cocaine smugglers.” These the modern-day scenario A Resection were, in fact, those ever-popular insec- of Time, Johnson’s hapless scholar, tile experimenters, the mi-go, who Kyle Woodson, refers often to real- selectively edited the investigators’ The Dreaming Stone world Mayan experts here in Austin, memories to conceal their presence Call of Cthulhu* Dreamlands scenario which in my view automatically ups (the “resection” of the title). During 64-page softcover book Resection’s Cool Factor a notch. the suspenseful adventure, the play- Chaosium, Inc. $11.95 The Maya have shown up in Call of ers receive handouts describing their Design: Kevin Ross Cthulhu before (see Doug Lyons’s “The tormented nightmares, and eventually Editing: Shannon Appel Pits of Bendal-Dolum” in Cthulhu all memory returns in a vivid, sanity- Cover and illustrations: John Snyder Classics), but only to provide scenery: blasting finale. Additional art: Jason Eckhardt, stepped pyramids, human sacrifices— This neat but impractical practical Drashi Khendup, Earl Geier the usual Hollywood backdrop. In joke reveals Resection’s ancestry as a I really like The Dreaming Stone Resection this fascinating culture tournament module (Texi-Con ’92). In and think it long overdue—but I might comes alive, metaphorically speaking. tournaments, you can mess freely be alone. It’s set in the Dreamlands, Easing us into an archaeologist’s with the psyches of pregenerated the enchanting fairy-tale world seen mindset, Johnson smoothly tells just characters, but in a campaign this in Lovecraft’s “Dream-Quest of enough about the Mayans’ mysteri- kind of retroactive continuity revision Unknown Kadath” and other tales ous hieroglyphs, so that educated (“retconning,” as they say in comic- inspired by Irish fantasist Lord players can spot the weird anomalies book fandom) doesn’t fly. Dunsany (1878-1957). Conventional that sent Kyle Woodson down to Also, tournament adventures wisdom has it that the Dreamlands Belize; following his trail there, they sometimes rely heavily on canned, tales are early work, but Lovecraft can decode the unspeakable history carefully staged scenes that roll scholar S.T. Joshi dates “Dream-Quest” in the murals of the El Cacao temple onward regardless of player actions. to 1926-27, after HPL wrote “The Call complex. By puzzling it all out them- For all its considerable virtues, of Cthulhu.” “Dream-Quest” is my own selves instead of just rolling dice, Resection has too many of these, favorite Lovecraft story, but I’ve never including a couple of pitched battles met anyone who agrees. specifically choreographed so investi- Call of Cthulhu purists are skittish gators can only stand in the crossfire about the Dreamlands setting, as they and watch. How can you feel like might be about the distorted and Indiana Jones then? You might as well monstrous anatomies spawned by be one of the mi-go’s brain cylinders— manifold fission from the abominable, which, by the way, this adventure lets quivering gray protoplasm of Abhoth. you become! The Dreamlands explicitly tie into the Evaluation: A Resection of Time fits Mythos, but they’re so—so whimsical. awkwardly into an ongoing Call of There you can ride an elephant cara- Cthulhu campaign, but it’s pretty sharp van through the perfumed jungles of as a one-shot. In more prosperous Kled, climb a mile-long golden rope to times, Chaosium might have done up the floating marble city of Serranian, its two dozen handouts in vintage or jump to the Moon on a cat’s back. style, on appropriate paper stock. But Granted, the Dreamlands includes such luxuries must have proven plenty of nightmares: cloudbeasts and unprofitable in the past, so we should Leng spiders, nightgaunts and just be glad that Resection’s imagina- Nyarlathotep, and colossal dholes tive story and excellent historical burrowing through the dire Vale of grounding recall the best days of CoC. Pnath. But perhaps Lovecraft fans feel

102 MARCH 1998 that once you’ve ridden a cat to the Lengite ship-captain, finding the trans- on the Web and let the six people on Moon, any sense of cosmic horror is formed Byron Humphreys, or tensely Earth who want to roleplay citrus fruit pre-emptively blown. talking with their Cthulhoid nemesis, download them. You’re not out a Chaosium hasn’t helped much. Four investigators must be as wary as in nickel, and you’ve saved landfill space. editions of its perfunctory Dreamlands any waking mission. Even in the For instance, take John Tynes’s supplement fail to offer any vision of Dreamlands, CoC demands mature Puppetland* (1995). This short, surreal what to do there. Now stalwart designer caution. storytelling game by Pagan Publishing’s Kevin Ross, once called Grand Evaluation: The Dreaming Stone is founder casts the players as finger, Archivist of the CoC Circle, has taken a more than a pretty good adventure; hand, shadow, and marionette decent shot in the longest published its a demonstration of how to adven- on the shores of a lake of milk and Dreamlands scenario to date. (It ture in the neglected Dreamlands. The cookies. The megalomaniac Punch has works with fifth-edition CoC and any scenario goes wrong in encrusting its killed the gentle human Maker. With Dreamlands edition.) dream-fantasy with obsolete random six brutal Nutcrackers called Punch’s The Dreaming Stone, named for a encounters and gratuitous Christian Boys, he has become Puppet Town’s nasty artifact, practically throws imagery, but it still establishes a char- cruel tyrant. The players seek Punch’s waking-world investigators down the acteristically Lovecraftian atmosphere estranged mate, Judy, who caught the Seven Hundred Steps to Deeper amid gaudy wonders. With Stone’s far- Makers last tear in a silver thimble and Slumber. Trapped in the Dreamlands, ranging storyline, a good keeper can use it to restore the Maker. Stories the PCs search for the dream-form of might make willing dreamers out of last exactly one hour by the clock; their insufferable rival, occultist Byron even the most haughty Cthulhu players may speak only in character, Humphreys. But when they reach the Mythos devotees. expressing their actions as puppet dia- River God’s temple, and golden-spired Yet though Stone compares well logue; the “puppet master” narrates all Thran, and the Yellow Manticore inn with some other recent Call of Cthulhu action in the past tense, as if reading in Hlanith, they must face all the products, its poor layout, skimpy art- from a children’s book. Puppetland did angry citizens that the overbearing work, and lousy proofreading make it hit print last year in the late British Humphreys has annoyed. Then it’s off one more data-point on a disappoint- magazine arcane, but you see it's not a over the world’s edge to the Dark Side ing graph. After almost five years of socko commercial idea. Yet it intrigues of the Moon; experienced investiga- well conceived but decrepitly executed and disturbs me, and I’m glad it exists tors might have visited this forbidding releases, Chaosium’s flagship line at www.tccorp.com/rev/rIpuppetland. land in “The Pits of Bendal-Dolum,” needs a graphic overhaul and a vision- html. mentioned above. Here stands the ary line editor to restore the glory days I’ll praise three more Web RPGs, mansion of lunar autocrat Vredni of the 1980s. However feebly those not because you’ll like these specific Vorastor. (Roleplaying challenge! tentacles twitch now, the occasion gem games—chances are you won’t—but to Vorastor “combines the cruelty and like A Resection of Time shows there’s show how the Internet fosters creativ- bloodlust of Vlad the Impaler with plenty of eldritch life in them yet. ity in obscure niches. Remember, if the mocking wit of Marlowe’s these three bore you, there might be Mephistopheles, tempered with the Veddy British WWW RPGs others out there you’ll love! brooding melancholy of a Byronic I can’t claim familiarity with the The Skool Rools* by Phil Masters anti-hero.”) And I haven’t even men- dozens, even hundreds of home-brew (www.taynet.co.uk/~gdx/users/ tioned the jousting tournament, the paper RPGs that amateur designers masters/index.htm). In this abbreviated River God’s Pearl, over-friendly gob- have self-published on the World Wide RPG, Masters (designer of Kingdom of lins, the dungeon, and even archaic Web. The few I’ve seen strike me as Champions and several GURPS supple- random-encounter tables. knockoffs of popular games or ments, including the forthcoming You see why a true-blue Cthulhu fan attempts at the One True Universal GURPS Discworld) satirizes the British might sneer. Purists, stop sneering. The System. More power to them; I believe Public School system, without which Dreaming Stone presents many creepy that if you can’t find a rules system “the British Empire would certainly not encounters: larvae of the Outer Gods, a you like among the hundreds pub- be where it is today.” Acidulous rules, narcotic fungus garden, Vorastor’s lished, you never will until you design laced with misspellings, pit “bold noble sadistic child-wife Lucerna, the mock- your own. A good list of these games and fearless BOYS (cheers cheers ing Whisperer in the Windmill, and is “Coron’s Sources of Free Role cheers)” against “countless masters, much more. Behind it all lurks a major Playing Games and Settings” (www. swots, creeps, toadies, bullies, parents, Mythos nemesis, whose handiwork geocities.com/TimesSquare/Alley/ lessons and SKOOL DINNERS.” BOYS occasionally surges forward to destroy 1557/freerpgs.htm). Note that these characteristics include Branes, Lying, a few Sanity points. For instance, imag- are tabletop RPGs with free download- and Digestion; MASTERS include Kane, ine fighting off a small, wretched black able text rules, not Internet computer Order, Paranoia, and Sanity. The game figure covered with fur, then searching games. bemuses and sometimes puzzles this its corpse and finding the tatters of a The Web RPGs that most interest American reader, but it assuredly con- Vermont drivers license. me have offbeat, esoteric, or incredi- veys the authors personal experience. Stone also displays its CoC roots in bly uncommercial premises. The The Drones* by Ian Crowther, subtler ways. Players who charge medium is ideal: If you published your Sheila Thomas, and Victoria Uren through it hacking and slashing, as in a Orange: The Ripening game on paper, (www.granta.demon.co.uk/drones/ routine fantasy, face certain doom. you’d waste thousands of copies and index.html): Subtitled “A light-hearted Whether negotiating with a treacherous lose your shirt. Instead, post the rules after-dinnerish roleplay game,” this

# DRAGON 245 103 unauthorized roleplaying game barely Honeymoon in Space) by George Griffith Theatre (dolls that act out the future) rubs the serial numbers off Jeeves and (1857-1906), and “the destruction of or the Jangler Pod (half the time it Bertie Wooster, the most famous London, as seen by a variety of heals you of any injury, the other half creations of comic novelist P.G. authors around the turn of the century. it shreds you alive). Wodehouse (1881-1975). In the See London succumb to volcanoes, You know, White Wolf staffers make game, as in Wodehouse’s hilarious snow, fire, Yankee commercialism, and big claims for their products, but I think stories, upper-class British twits strive other disasters.” their production staff must be way over- to win boat races, purloin their aunts Rowland intends Forgotten Futures worked. Most WW supplements have fish steamer, extricate themselves to “ensure that the stories will stay in dull, pour-it-on-the-page layouts; from undesirable fiancees, and bet on circulation into the 21st century, and maybe the art relates to the text, maybe the annual Fat Uncle sweepstakes. introduce them to a new generation of not. Technomancer’s Toybox at least Character statistics include The readers.” Aside from the game’s real manages to match the pictures to the Readies (wealth), The Old Grey Matter, virtues, this worthy mission makes words, but it still suffers in comparison Appearance, and Vim & Vigour. Forgotten Futures a must for any fan of to, say, a typical FASA equipment book, “Fighting in Drones is very rare and science fiction’s early history. where every gadget is illustrated. not usually encouraged. There’s the What, that doesn’t include you? Aliens Predator* Customizable Card occasional scuffle, such as happens . . . Fair enough—it’s a big world. Why not Game, by Precedence Publishing (John when Pingo Bottle was debagged and fire up your Web browser and look for Myler, Ran Ackels, Paul W. Brown III, tied to the chandelier last Tuesday an RPG that suits your own interests? David Hewitt, Ted Kraver). HarperPrism, week.” If you’re not a Wodehouse fan $8.95 (60-card starter), $2.95 (15-card yet, find one of his books and become Short and Sweet booster). Aliens kill everything that one. Technomancer’s Toybox, by Bill moves, the Predator stealthily picks off Forgotten Futures* by Marcus Bridges, Phil Brucato, Brian Campbell, armed opponents for their Honor Rowland (www.ffutures.demon.co.uk/ Roger Caudreau, Angel Leigh McCoy, value, and Colonial Marines try to res- index.htm): A very substantial and Judith McLaughlin, and John R. Robey. cue civilians without dying. If you need admirable shareware RPG from one of White Wolf Game Studio, $15. This col- more explanation of this exciting Britain’s top designers, based on the lection of magickal equipment for three-player trading card game, you British “scientific romances” popular a Mage: The Ascension* will undoubtedly don’t watch many movies. Aliens century ago. Five separate releases, dis- prove popular—gadget books always Predator is easy to learn, flexible in its tributed on disk, contain simple but ser- do—but I can’t think of a game that variety of scenarios, and fast-playing viceable rules, the complete text of two needs it less than Mage. When a depending on the scenario. Play loca- or more stories, a worldbook based on Virtual Adept can bend reality to his tion cards, move your characters from the stories, adventures, maybe a char- Awakened will, should he really spend card to card (decoy tokens allow hid- acter design spreadsheet, and pictures time fiddling with a Trusty Wrist-Unit den movement), roll a six-sider to fight in .GIF format. Note that these games Rote Processor (TWURP)? But okay, I (but don’t get too close to the acid- are (cheap) shareware, not free. see how Doc Eon’s Lemurian Lightning blooded Aliens!), then play equipment Release I, The A.B.C. FiIes, adapts Gun and the flying car Chitty Chitty— and character cards when you “search” Rudyard Kipling’s 21st-Century airship whoops! I mean “Vrum Vrum Boom”— the location. utopia. Release Ill, based on Arthur can add flavor to a Sons of Ether The beauty of Aliens Predator is the Conan Doyle’s Chronicle. And a Storyteller who’s run- way each side obeys slightly different series, includes the complete novels ning dry of ideas can boost his rules that encourage its characteristic The Lost World and . Technomancers with Black Helicopters, strategies. Aliens attack-attack-attack, Other Forgotten Futures releases use the Scout Drones, Plastiskin, and Cephalic breed-breed-breed; the Predator hangs “Carnacki the Ghost Finder” tales of VCRs. But beware of bringing in reality- back, equipping himself, then carefully William Hope Hodgson (1877-1918), mangling devices like Zelly’s Eternal stalks his prey. Buy the three semi- “Stories of Other Worlds” (A.K.A. fixed starters; that’s really all you need for an endlessly replayable, adrena- line-pumping game Bravo!

Allen Varney ([email protected]) has written for over a dozen RPG lines. Most recently he contributed a section to Biohazard Games’ first Blue Planet sup- plement, Archipelago.

* indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any prod- uct without mention of its trademark status should not be construed as a challenge to such status.

104 MARCH 1998 Re: Views Date: Thu, 19 Nov 97 13:22:00 PDT From: lester smith To: DRAGON Magazine

Big Eyes, Small Mouth* Game The book is chock full of artwork, In combat, personal initiative is de 96-page, 9” x 6”, perfect-bound book with a picture on nearly every page. mined by adding a 1d6 roll to Attack $13.95 None of that art is bad; much of it is Combat Value (ACV), with the highest c/o Mark MacKinnon, 176 Janefield quite good; and it all evokes the anime result going first and counting down. Ave, Unit #300, Guelph, Ontario, Canada spirit. The character sheet shows some Unless a character has a special ability to N1G 2L6. inventiveness as well, being distinctive conduct more than one attack at a time, Website: http://www.angelfire.com/biz/ without being gimmicky. each combatant can make one attack at guardiansorder The writing is appropriately light and his or her initiative. Each can also make Design: Mark MacKinnon friendly, in a matter-of-fact sort of way, one defense roll when attacked, which Editing: Karen McLarney making for an easy read. It’s fairly simple means that being targeted by multiple Illustrations: Aimo, Karen McLarney, to create a character in this game, and the attackers really sucks. Melee damage is a Sean McLeod, Theodore Serafica, Paul options are open-ended. Although it only flat rating equal to the attacker’s ACV, Wynns takes about five minutes to design a PC, with a damage bonus added from any If you like anime (Japanese anima- there is plenty of room for individuality. weapon. Ranged weapon damages are flat tion), then you should certainly take a ratings, as well. If the attacker rolled a 2 look at the Big Eyes, Small Mouth RPG. to hit, the target gets no roll to defend, In a hobby where, all too often, games and another 1d6 roll is made to see if seem to be published without a clear extra damage is done: 1-3 means double vision of their topic or audience (fantasy damage; 4-5 means triple, and 6 means games with combat rules so intricate they an instant kill (which, while brutal, is at would put General Colin Powell to sleep, 1:216 odds). comedy games with text as dense as ency- My only real complaint with the sys- clopedias, serious games that “seriously” tem involves weapon damage. As things wimp out when it comes to mechanics, stand, there is no reason not to just pick and generic systems that sometimes the largest, most damaging weapon. stretch just a bit too far), BESM stands Weapons don’t cost anything—they’re out as an example of a product that knows chosen as part of the character concept— its subject and treats it right. and they don’t penalize initiative or First, the layout of the book shows movement for their bulk. I play with a forethought. The introduction gives a house rule that holding a weapon simply quick history of the genre, followed by a doubles your normal damage rating. That short introduction to roleplaying, then lets is more in keeping with the tone of the the reader know that the rules here are fast rest of the rules. Players should also be and simple. Next comes character cre- warned that combat can run on for a ation, with a seven-step flowchart to keep while without any blows being landed if players right on track: from initial concept two combatants are skilled in both attack and discussion with the GM; through gen- and defense. Still, the result it feels right eration of stats (body, mind, and soul), for anime combat, with hefty blows being attributes (skills and special abilities), and narrowly dodged or blocked. The action defects; to final details and polish. After is definitely bigger-than-life. that comes “Combat and Other Actions,” For fans of anime, then, I highly rec- detailing dice use in the game (2d6 vs. a Players are asked to envision their char- ommend the Big Eyes, Small Mouth related stat) and the choreography of com- acters first, then choose stats and abilities, RPG. It is just about perfect for what it bat (again, with a simple flowchart to using the game mechanics to represent sets out to accomplish. Even if you aren’t keep things moving). The final chapter those characters. The result is unique an anime fan, I recommend that you give discusses the universe of anime, the role characters without intricacy of rules. the game a look anyway. It might just of players and game master, and various BESM’s dice mechanic is simple, but introduce you to a whole new world of settings and themes for adventures. there are enough options to make it feel adventure. Finally, there is an extensive “Resources” like a game. Normally players roll 2d6 section, with glossary, bibliography, news- vs. one of a character’s three stats, group and web addresses, a thorough determined by which ability is being index, and bios of the people involved in tested. (Acrobatics tests Body, for the project. Throughout, tables and charts instance.) Modifiers might apply for are clearly laid out, for easy comprehen- particularly easy or difficult tasks, but a 2 sion and reference. always succeeds and a 12 always fails.

# DRAGON 245 105 106 MARCH 1998 # DRAGON 245 107 intrepid human explorer sets out to find the truth. What began as a research project soon becomes a race against time, as an undying avenger defends the secrets of the elves. $5.99/$6.99 CAN TSR Product No.: 8579 ISBN: 0-7869-0735-5

MONSTROUS COMPENDIUM® PLANESCAPE® Appendix III A PLANESCAPE Campaign Accessory By The third volume created for the PLANESCAPE campaign, this MONSTROUS COMPENDIUM appendix contains a mul- titude of creatures from the Inner Planes—17 extreme worlds, including Fire, Earth, Water, Air, Smoke, Ooze, and more. Select specimens from the Astral and Ethereal Planes round out the ranks of this new horde. Most are revealed here for the first time. NEW FOR The Doom Brigade $21.95/$28.95 CAN MARCH A DRAGONLANCE® Novel, The Chaos TSR Product No.: 2635 War ISBN: 0-7869-0751-7 Shadowborn By and Don Perrin A RAVENLOFT® Novel An intrepid group of draconian engi- By William W. Connors and Carrie neers (whose exploits were depicted in A. Bebris The Dragons of Krynn and The Dragons Shadowborn: The name brings ter- at War anthologies) must unite with ror to the hearts of the undead, for it is the dwarves, their despised enemies, the family that has pledged to reclaim when the Chaos War erupts, for with- the Demiplane of Dread for the forces out an alliance, doom is assured. of light. Yet Alexi Shadowborn himself $6.99/$8.99 CAN suffers from a curse. Its relentless force TSR Product No.: 8380P dogs his footsteps even as he sets out ISBN: 0-7869-0785-1 to eradicate the ranks of the undying. The shadows of the dead might yet Cormanthyr: Empire of Elves stop Alexi from stepping into the light. A FORGOTTEN REALMS® ARCANE AGE™ $5.99/$6.99 CAN Campaign Expansion TSR Product No.: 8074 By Steven E. Schend ISBN: 0-7869-0766-5 In centuries past, the great forest of Cormanthor spread across the entire Heartlands, a seemingly endless expanse of leaf and bough. In those Wings of Fury days, elves ruled supreme in the for- A DRAGONLANCE: FIFTH AGE™ est, and their culture reached its Dramatic Supplement zenith. Now, thanks to the ARCANE AGE By campaign setting and the Cormanthyr Wings of Fury provides a wealth of sourcebook, adventurers can experi- detail about the mightiest creatures of ence the marvel and mystery. Krynn—the dragons. In the accompa- $24.95/CAN $32.95 nying adventure, the epic climax of TSR Product No.: 1165 the Dragons of a New Age adventure ISBN: 0-7869-0761-4 cycle, the heroes gain the aid of pow- erful Good dragons and pit themselves The Lost Library of Cormanthyr against the great Red Dragon: Malys A FORGOTTEN REALMS Novel, Lost herself! The heroes’ success or failure Empires, Book 1 determines the future of Krynn. By $21.95 U.S./$28.95 CAN The Library of Cormanthyr—was it TSR Product No.: 9551 a myth or a piece of lost history? An ISBN: 0-7869-0722-3

108 MARCH 1998 revealing that the past holds the secrets for saving the kingdom’s future. DRAGON® Magazine #246 $6.99/$8.99 CAN Henchmen TSR Product No.: 8572P Cover by Michael Sutfin ISBN: 0-7869-0710-X ❖ Kicker Pack 8: Treefolk The Wizards Three By Ed Greenwood A DRAGON DICE® Accessory The trio meets again, this time By Bill Olmesdahl to trade a few “minor magics.” The newest race for the DRAGON DICE game combines the awesome strength ❖ A Few Good Henchmen of Earth and the tender mercies of By Christopher Perkins Water with the Treefolk expansion. Dozens of ready-to-play hench- This race is guaranteed to sway the bal- man to open doors and check for ance of power on the fragile world of traps for your player characters. Esfah. $6.95/$10.95 CAN ❖ The Wizard's Companion TSR Product No.: 1515 By Lloyd Brown I I I ISBN: 0-7869-0703-7 This is not your father’s homon- culous. Customize your magical Relics and Omens creation. A DRAGONLANCE Anthology Edited by Margaret Weis and ❖ The Omega Variant NEW FOR APRIL By Bill Slavicsek The Chaos War is over, and the A solo module for the new gods have vanished, taking magic The Illithiad ALTERNITY® game, including every- with them. New heroes, monsters, and thing you need to experience your An AD&D MONSTROUS ARCANA™ quests arise as the new world takes first STAR* DRIVE™ adventure. Accessory shape, at once familiar but strangely By Bruce R. Cordell different and fantastical. ❖ The Ecology of the Flumph Inside this lavishly illustrated tome, $5.99/$6.99 CAN By Johnathan M. Richards readers will find detailed information TSR Product No.: 8386 Yes, we really did it. on mind flayer society, psychology, ISBN: 0-7869-1169-7 anatomy, and history. New psionic Plus “Bazaar of the Bizarre,” disciplines round out this “Complete “Wyrms of the North,” “Forum,” Guide to the Illithids.” “DragonMirth,” “Roleplaying $19.95/$26.95 CAN Reviews,” “Sage Advice,” and more! TSR Product No.: 9569 ISBN: 0-7869-1206-5 $4.95 U.S./$5.95 CAN TSR Product No. 8115-04 Reunion An AL-QADIM® RPGA® Adventure By Jackie Cassada and Nicky Rea ALTERNITY® A villain’s greed leads to the Science Fiction destruction of an entire tribe of desert Roleplaying Game nomads. In this collection of three Limited Edition popular AL-QADIM® tournament adven- Player’s Handbook tures, your heroes try to rescue the Although the full release of TSR’s remnants of the tribe and convey new sf roleplaying game was them safely to a secret oasis. MARVEL SUPER DICE™: Avengers* delayed, the company decided to $9.95/$12.95 CAN A MARVEL SUPER DICE Game do something special for the people TSR Product No.: 9584 By who attended GEN CON® 1997. The ISBN: 0-7869-1196-4 Slugging it out with Kang the Limited Edition is a full-color, hard- Conqueror* and the Absorbing Man* is cover book containing all the rules Cormyr: A Novel part of the everyday routine for Earth’s a player needs to create any type of A FORGOTTEN REALMS Novel mightiest heroes, the Avengers*. This sf hero. If you want to own a col- By Ed Greenwood and set features a new game, Time’s lector’s item or just get an advanced As Azoun IV lies dying from an Tempest, and new battle zones and view of the new game, then this is assassin’s ambush, the political and battle options. Or add these dice to the product for you. There are still magical forces struggle to determine your next MARVEL SUPER DICE game. some copies left, but they’re going the country’s future. In the face of $8.95/$12.95 CAN fast and supplies are extremely lim- impending catastrophe, the history of TSR Product No.: 6921 ited. You can order one by going to Cormyr and its ruling family unfolds, ISBN: 0-7869-0700-2 the TSR website—www.tsr.com.

DRAGON #245 109 ALTERNITY® Player’s Handbook the Shadow Rift. Through it comes a OUBLE IAMOND The D D Hardcover Rules Book sorcerer-fiend so powerful that he RIANGLE AGA T S ™ Novels By Bill Slavicsek and Richard enslaved an entire race and drew it into his native plane of Shadows. It is AVAILABLE NOW Baker This book contains all the rules nec- up to the heroes to prevent this new essary for creating characters in any evil from finding its way into the wel- Book 1: The Abduction contemporary to far-future science- coming arms of the dark powers. By J. Robert King fiction setting. Much like the AD&D® $22.95/$29.95 CAN game, ALTERNITY presents information TSR Product No.: 1163 Book 2: The Paladins on character creation, weapons and ISBN: 0-7869-1200-6 By James M. Ward & David Wise equipment, combat, and more. Which future do you want to play? The NEW FOR Book 3: The Mercenaries Player’s Handbook helps you answer MAY By Ed Greenwood that question. $29.95/$39.95 CAN Dungeon Builder’s Guidebook Book 4: Errand of Mercy TSR Product No.: 2800 By Bruce R. Cordell By Roger Moore ISBN: 0-7869-0728-2 The Dungeon Builder’s Guidebook provides both beginning and experi- NEW FOR MARCH enced Dungeon Masters with useful information on constructing terrifying Book 5: An Opportunity underground dwellings. Includes 32 for Profit pages of map templates, a random By Dave Gross dungeon generator, tables for stock- Landing on the shores of the ing dungeons with tricks, traps, and Utter East, the pirates hired in The treasure, and guidelines and tech- Mercenaries face fiendish perils and niques for making your dungeons the mystery of their employer’s true more realistic—and more deadly. identity. $19.95/$26.95 CAN $2.99; CAN $3.99 TSR Product No.: 9556 TSR Product No.: 8638 ISBN: 0-7869-1207-3 ISBN #0-7869-0868-8 For Duty & Deity NEW FOR APRIL A FORGOTTEN REALMS Adventure By Dale Donovan Book 6: Conspiracy The goddess Waukeen made a deal By J. Robert King with a fiend, and the deal went sour. Now, for the first time, the dark Since then the goddess, stripped of most Evermeet: Island of Elves secret behind the abduction is of her power, has been a prisoner. It’s revealed, and the searchers realize A FORGOTTEN REALMS Novel up to a stalwart band of heroes to find their quest is only half-begun. By and liberate her. The danger is mortal, $2.99: CAN $3.99 In ancient times, the elven god but the rewards are divine! TSR Product No.: 8639 Corellon Larenthian defeated Malar $13.95; $18.95 CAN ISBN #0-7869-0869-6 the Beastlord, breeding in Malar an TSR Product No.: 9574 undying hatred for all things elven. ISBN: 0-7869-1234-0 NEW FOR MAY Millennia later, when Evermeet is cre- ated as an elven refuge, Malar has his Return of the Eight Book 7: Uneasy long-awaited target. Thousands of A GREYHAWK® Adventure years of plotting culminate in the final By David Cook with Peter Archer By Roger Moore conflict, in which the vengeful The paladins and mercenaries The Greyhawk Returns series brings Beastlord and his cohorts attack the join forces to defeat an attacking back the first AD&D campaign! The Island of Elves. army of fiends. When a powerful city of Greyhawk declares its indepen- new weapon comes into their $21.95/$27.95 CAN dence, but to withstand future threats, TSR Product No.: 8578 hands, they suspect their leader’s the Circle of Eight must be made ISBN: 0-7869-0713-4 plans for the weapon are less than whole again. GREYHAWK Adventures feature infamous dungeons, ruins, honorable. Can they undermine his The Shadow Rift hidden motives while fending off and fabled sites with independent the fiendish army? A RAVENLOFT Adventure/Accessory adventures that can be customized to $2.99: CAN $3.99 By William W. Connors, Cindi challenge your players’ heroes. TSR Product No.: 8640 Rice, and John D. Rateliff $13.95; $18.95 CAN ISBN: 0-7869-0870-X In the wake of the Grand TSR Product No.: 9576 Conjunction, a gaping, mist-filled hole ISBN: 0-7869-1247-2 appeared in the center of Ravenloft:

110 MARCH 1998 ALTERNITY® Gamemaster’s Guide 1999 DRAGONLANCE Calendar UNGEON Hardcover Rules Book The 1999 DRAGONLANCE Calendar D ® By Richard Baker and Bill features twelve stunning illustrations Adventures Slavicsek from popular DRAGONLANCE artists, as Issue #67 All the rules, guidelines, and ideas well as biographies of the artists who needed for Gamemasters to create helped create the world of Krynn. It Cover by David O. Miller and run campaigns in contemporary also includes calendar notes, major ❖ Witches Brew to far-future settings. Modeled after Krynn holidays, and birthdays of pop- By Steve Johnson the AD&D DUNGEON MASTER® Guide, this ular characters. The search for rare ingredients book contains information on cam- $12.99/$16.99 CAN leads the heroes to Woody Glen, a paign design, adventure creation, TSR Product No.: 8899 town plagued by a foul witch and combat resolution, roleplaying awards, ISBN: 0-7869-1193-X her goblin minions. What dread and much more! scheme has Morda concocted? An $29.95/$39.95 CAN Champions of Esfah AD&D® adventure for levels 3-5. TSR Product No.: 2801 A DRAGON DICE Accessory ISBN: 0-7869-0729-0 By Bill Olmesdahl ❖ Training Ground This expansion to the DRAGON DICE By Rick Maffei game introduces legendary heroes for The Netherese wizard Orokoth A FORGOTTEN REALMS Novel all the races of Esfah, ready to restore built his Training Ground to test the By Elaine Cunningham peace to the war-torn land. mettle of apprentices. Are you a Drow princess Liriel and her $12.95/$18.95 CAN match for the wizard’s gauntlet of human companion Fyodor become ISBN: 0-7869-0730-4 magical traps? An AD&D FORGOTTEN entangled in webs of war and intrigue TSR Product No.: 1513 REALMS® adventure for levels 5-8. as they pursue a quest for power—a goal that brings terrible responsibility MARVEL SUPER DICE™: Clash Game ❖ Falls Run and unimaginable temptation. Two games in one, featuring the By James Wyatt $5.99/$6.99 CAN Uncanny X-Men* and the spectacular The terror begins on a haunted TSR Product No.: #8557P Excalibur! You get the original MARVEL train, but it doesn’t end there. Visit ISBN: 0-7869-0698-7 SUPER DICE game, plus an entirely new a town that gives new meaning to game with adventure rules. All person- the phrase “dead of winter.” An Tales from The Infinite Staircase alities are featured on colorful cards, AD&D RAVENLOFT® Masque of the Red A PLANESCAPE Adventure and new battle zones have been Death adventure for first-level PCs. Anthology added so that the game is different By Monte Cook every time you play. Contains every- ❖ Uzaglu of the Underdark An anthology of eight separate but thing necessary for a two-player game. By Christopher Perkins linked adventures, Tales from the $19.95/$26.95 CAN An undead myconid king and Infinite Staircase takes adventurers to TSR Product No.: 6922P his gruesome minions guard the exotic locales throughout the planes. ISBN: 0-7869-0701 -1 Underdark against intruders. Can A crossover product with FORGOTTEN you defeat this fungal fiend? An REALMS, this is a great introduction to AD&D adventure for levels 5-10. PLANESCAPE for players unfamiliar with the setting. ❖ The Little People Unless otherwise noted: By Matthew Adkins $19.95/$26.95 CAN ® designates registered trademarks owned TSR Product No.: 2632 by TSR, Inc. How do you make a leprechaun ISBN: 0-7869-1204-9 ™ designates trademarks owned by TSR, Inc. cry? Take away all his powers, lock ©1998 TSR, Inc. All Rights Reserved. him in a cage, and threaten to sell A SAGA Companion him for a warm pair of socks and a A FIFTH AGE Dramatic Supplement, tankard of ale. An AD&D SideTrek By William W. Connors * indicates a product produced by a company for character levels 1-2. other than TSR, Inc. Most product names are At the heart of the DRAGONLANCE: trademarks owned by the companies publishing FIFTH AGE game is the art of story- those products. The use of the name of any prod- ❖ Eye of the Storm uct without mention of its trademark status should telling. This book answers rules ques- not be construed as a challenge to such status. By Lance Hawvermale tions and offers new ideas for hero Dark clouds are gathering over creation, alternate suggestions for Lonethistle, but here there is no magic use, and tips for introducing shelter from the storm. An AD&D plot twists. Get the most out of SAGA SideTrek for character levels 6-8. roleplaying! $14.95/$19.95 CAN TSR Product No.: 9566 $4.95 US./$5.95 CAN. ISBN: 0-7869-1197-2 TSR Product No. 8203-03

# DRAGON 245 111 HAVING WRITTEN 15 NOVELS, includ- wanted to do ourselves, but that ing the “Prism Pentad” for the DARK everybody kept saying would ruin SUN® setting (1991-93), Troy Denning game balance.” And how well did DARK has distilled his philosophy of writing SUN turn out? “It did what we wanted it to a single doctrine: “Grab the reader’s to, and it has attracted a devoted fol- attention in the first line and hold it ’til lowing. When I go to conventions, it’s the last. Everything else is technique.” still what people want to talk about. That said, the technique has Talking Brom into being the lead artist proven challenging. Take Denning’s early was very fortunate for us; he PLANESCAPE® hardcover Pages of Pain would sketch weird creatures and set- (1996). The editor assigned it to him in tings and equipment, and we’d work good-news—bad-news terms: “I want them into the game.” On the other you to write a hardback. The bad hand, Denning considers Athas’s ubiq- news is, its about the Lady of Pain.” uitous psionics “too cumbersome as is. Denning recalls the difficulty. “It had I don’t think every creature and NPC to be from the Lady of Pain’s view- must have it; if we redid the set, I would point—which is something of a prob- give all PCs their wild talents, but oth- lem, since (as every PLANESCAPE player erwise psionics would be a rare thing.” knows) she never speaks—and (this Denning went freelance again in was the really good part) the reader 1991, writing the bestselling ‘Pentad’ must know less about her at the end and the FORGOTTEN REALMS “Twilight of the book than he does at the begin- Giants” trilogy (1994-95), among oth- Troy ning, and nobody knows anything ers. Then, because his Waterdeep had about her at the beginning.” depicted the apotheosis of the humans Denning Would you cry defeat? Denning Midnight and Cyric, he had the chance rose to the task, showing his charac- to write about them again in his newest Troy Denning co-created the DARK SUN® teristic desire to improve his craft. book, Crucible: The Trial of Cyric the Mad. campaign setting and has written 15 Pages of Pain “really made me rethink It continues the story told in Waterdeep’s novels, including the new FORGOTTEN the way I approach stories, and for sequel, Prince of Lies (1993) by James REALMS® paperback, Crucible: The Trial of Cyric the Mad (February, $5.99). that reason alone it was worth writ- Lowder. That book ended when Cyric, ing. It also ended up being a much the god of strife, went insane; Crucible deeper book than I had ever written takes place a few years later, when before, which I think was a result of Cyric’s madness begins to take its toll in the extreme approach I was forced to unexpected ways. The gods try Cyric for take. Those who have [read it] seem failing in his godly duties. to think it’s my best work. It was Denning says, “One of the problems certainly the most challenging and— in writing stories about gods (especially forgive the pun—‘painful’ to write.” a lot of gods) is that their perspective is Though Denning’s novels have so much larger than that of mere mor- won him many fans, and he has tals. The story gets muddled, and the formed lasting friendships with some motivations get lost. To avoid this, I of his readers, he started as a game wrote the whole story from the view- designer. Joining TSR in 1981, he was point of Malik el Sami yn Nasser, a promoted a year later to Manager of humble, Cyric-worshipping merchant Designers, then moved to the book who gets swept up in events. I think the department. After two years managing approach worked out well.” the Pacesetter game company and a Denning will soon start work on his stint at Mayfair Games, Denning went sixteenth novel, a FORGOTTEN REALMS freelance and wrote TSR’s third “Avatar book called Faces of Deception. As with Trilogy” novel, Waterdeep (under the the rest, he will bring to the project house name Richard Awlinson). In everything he has: “One of the things I October 1989 he rejoined TSR as a love about fiction writing is that just senior designer, co-creating the setting when you think you understand it, you for which he is still best known: the find a whole new level. My biggest wasted desert planet of Athas—the goal is to keep learning more about world of the DARK SUN setting. my craft, both so that it will always Denning says that he, Tim Brown, stay interesting to me, and so that and envisioned “a world those who enjoy reading my books for experienced DMs that would push will always find more inside than they the AD&D® game to its limits and let expect.” people do things like play half-giants and thri-kreen and superstrong charac- ters—in short, all the really neat stuff we

112 MARCH 1998