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D RAGON 1 18

SPECIAL ATTRACTION

48 additions and corrections New pieces of type for those who have the book 35 26

Publisher Mike Cook Editor-in-Chief OTHER FEATURES 8 The future of the game — Editorial staff How we’ll tackle the task of a Second Edition AD&D® game Roger Moore 12 Arcana update, part 1 — Kim Mohan Art director and graphics Explanations, answers, and some new rules All about Krynn’s gnomes — Roger E. Moore Subscriptions 18 Finishing our series on the demi-humans of the ™ world Georgia Moore Advertising 26 A dozen domestic dogs — Stephen Inniss Mary Parkinson Twelve ways to classify man’s best friend Contributing editors The role of books — John C. Bunnell 31 Reviews of game-related and SF literature Katharine Kerr This issue’s contributing artists 35 The Centaur Papers — Stephen Inniss and Kelly Adams Robert Pritchard Everything two authors could think of about the horse-folk Bob Maurus 58 The Wages of Stress — Christopher Gilbert Roger Raupp How to handle obnoxious people and make it pay Tom Centola Marvel Bullpen David Trampier Ted Goff Joseph Pillsbury DEPARTMENTS

3 Letters 88 Convention calendar 93 Dragonmirth 4 World Gamers Guide 86 Gamers’ Guide 94 Snarfquest 6 The forum 89 Wormy

COVER Robert Pritchard’s first contribution to our cover is an interesting piece of artwork — and that’s always the main factor in deciding whether or not to accept a painting to use. But Robert’s choice of a title didn’t hurt a bit. The name of the painting, of course, is “Birth of the Blues.”

2 NOVEMBER 1985 One monster we can’t defeat

No matter how strong you are, you can’t keep it from attacking you again and again. No magic item has any effect on it. No matter how good your armor class is, it Copy service Why is the service only available to RPGA scores a hit sooner or later — and when it members? Because we don’t have enough time or hits, it hits everybody. Dear Editor, people to handle requests from the entire reader- The monster goes by many names. We’ll I’m a bit confused. In answer to George ship of the magazine. Because Penny is the only Embley’s question (issue #101) as to whether or person who deals with the requests, and also call it Increasing Costs — but don’t expect not he could get a copy of the astral article in happens to be the head of the RPGA Network to find it under “I” in any of the rule issue #67, you said no, unless it was published in organization. And because RPGA members books. It does show up in a book, but it’s a future Best of DRAGON. deserve some special treatment in return for their the kind used by accountants, not gamers. However, in issue #83 you said it was possible membership fees. If you’d like to find out about Okay, enough of the cute lead-in. What to order copies of articles not reprinted in the more ways in which RPGA members get special I’m edging toward telling you is this: Prices Best of DRAGON series or not still available as treatment, write to the above address for mem- are going up. Effective on Feb. 1, 1986, all back issues. I checked the list of issues available bership information. — KM new TSR products will cost more than they in #101, and issue #67 wasn’t listed as available. Why couldn’t Mr. Embley order the article from would under our existing (soon to be DRAGON Magazine, simply paying the price former) price structure. Many existing stated in issue #83? Or is this service no longer Flail followup products, including DRAGON® Magazine, available? will also carry higher price tags. Chad P. Culotta Dear Dragon, The magazine’s single-copy price will be Shreveport, La. In the clerical spell holy flail (issue #100), it $3.50 starting with the February issue states that “any non-bladed weapon” is trans- (#106). The AD&D rule books and other I did speak a little hastily in issue #101. I formed by the spell into a magical flail. Does this products that now cost $12.00 or $13.50 will include any weapon that is much larger than a thought the photocopying service offered by TSR become $15.00 items. Standard-sized mod- had been discontinued (it has been a long time flail that is non-bladed like a javelin, staff, spear, ules will be $8.00 instead of $6.00, and since issue #83), but I was only partially right or even a lance? Does it work on magical non- about that. Penny Petticord, the Coordinator of bladed weapons or not? special, larger modules will be $12.00 or the RPGA™ Network, informs me that the service If the answer to the preceding question is yes, $15.00, depending on the page count and is still available — but only to members of the can the spell be used to an advantage? For in- number of components in the product. RPGA Network. stance, if a cleric fights someone who is using a Practically every other item that’s produced If you’re a member, you can order photocopies + 5 lance, can’t he cast the spell to transform the or published by TSR, Inc., will also go up of any article from an out-of-print issue of lance into the less powerful holy flail? Does the in price. weapon transformed by the spell have to be listed DRAGON Magazine, as long as the article does I’m not going to waste any precious space NOT fall into one of these categories: 1) It has as a weapon, or can anything that can be used as with verbal contortions intended to con- been reprinted in a Best of DRAGON® Maga- a weapon (rock, bottle, etc.) be transformed? zine anthology; 2) It was written by Gary Gygax; Joey Garcia vince you that higher prices are a Good 3) It is a work of fiction; or 4) It is an article that Bronx. N.Y. Thing. You’re all intelligent enough to does not specifically pertain to a TSR® game. realize why price increases are occasionally The reason for restriction 1 should be obvious: Instead of using the term “non-bladed necessary — and “occasionally” is the right Why would you want to pay for one article when weapon,” we should have specified that the spell word here. The cover price of the magazine you can buy it, plus lots of others, for the same or only works on weapons usable by a cleric. That has been $3.00 ever since issue #37, five less money? The reason for restrictions 2 through rules out everything except a club, flail, hammer, and a half years ago. The price of the 4 is that the authors of those articles have re- mace, staff. lasso, sap, or staff sling — no lances, AD&D rule books has not gone up since tained ownership of the copyright to their materi- spears, rocks or bottles allowed. those books were first published. But now als, and as such we are not authorized to The spell will not fail to function when it’s cast the time has finally come when we cannot distribute copies. For the same reason, we cannot upon a magic weapon, but it won’t offset or and will not honor requests to photocopy art. reduce any powers the magic weapon already continue to absorb all of the Increasing The cost of the service depends on what you had. However, the spell will bestow upon the Costs that continually attack companies in want: $4.00 for a module from the center of the weapon any special powers that are part of the the publishing business. We have to ask you magazine, $2.50 for any single article, or $1.00 magic. If it’s used on a horseman’s mace + 4, for to absorb part of the blow for us — that’s for any single new monster or magic item — instance, the weapon is still + 4 to hit and on what friends are for, right? regardless of how many pages the module, ar- damage, and for the duration of the spell the We can’t stop the monster from getting in ticle, or monster takes up. The postage and mace will do extra damage to undead and “any its licks, but we can keep you from being hit handling charge is $2.00 for an order of $15.00 or creature of a greatly different alignment than that while you’re surprised, Armed with this bit less, plus $1.00 for each $10.00 (or portion of the cleric,” as it says in the text. This extra thereof beyond that: $3.00 for an order of $15.50 damage is 1 point per level of the cleric who cast of advance warning, you still have several through $25.00, $4.00 for an order of $25.50 the spell, not per level of the character wielding weeks to pick up existing products at their through $35, and so on. (Don’t worry if you the weapon — and note that the extra damage current prices, and I hope lots of you do ordered some copies recently under the previous only applies when the magicked weapon is just that. Bad news is never easy to take, or pricing structure; those prices will be honored wielded by a cleric. Thus, it’s pointless to cast the to deliver, but we figured you’d rather know until after this magazine is distributed.) spell on a enemy’s weapon — and it’s downright about it now than find out the hard way on Requests should be sent to RPGA™ Network, dumb to even try doing it if the enemy is a cleric the first of February. P.O. Box 509, Lake Geneva WI 53147, along “of a greatly different alignment.” — KM with a check or money order payable to the RPGA Network. You must be an RPGA member to qualify, and must include your membership number in your order. Any requests from non- Too expensive? members will be returned. Penny tries to fill requests within 6 weeks of the time they are Dear Dragon, received, but don’t panic if it runs a little longer I have a question about the automaton in than that. Creature Catalog III (issue #101). Why is the cost

D RAGON 3 for materials and labor so high? If you were replenish their spells. The figures — 1,000 gp per which will have 50 hit points when it’s done. That making one out of a suit of plate mail or the like, hit point and 1 day per hit point — are not comes out to 1,000 gp per hit point (at least), and if you are using an armorer to assemble the outrageous when you compare them to the cost of which is what any golem costs. It takes a mini- automaton, why would it take him 1 day per hit making a golem, either from scratch or with the mum of 3 weeks to make a clay golem, which is point to assemble it? use of a manual of golems. It takes a lot less time less time than it takes to build our example Charles Bartz and gold to make an automaton that’s 5 or 6 feet automaton that has only 25 hit points. But a clay Troy, Mich. tall, which would have an average of about 25 hit golem can only be made by a cleric of at least points, than it does to make most of the golems in 17th level, whereas a cleric only needs to be 12th The cost and construction time of an automa- the . level to make an automaton. All things consid- ton were set high to keep clerics and magic-users The only kind of golem a cleric can make from ered, we think the cost in gold and time for an from continually rooting around in garbage piles scratch is one of clay It costs a minimum of automaton is a fair price to pay for the benefits and churning out these constructs every time they 50,000 gp to construct and enchant the golem, received. — KM The World Gamers Guide

If you live outside the continental GW = ® game; small in number or non-existent, as a United States and Canada, you can be MSH = MARVEL SUPER HEROES™ way for them to contact other game- included in the World Gamers Guide by game; SF = STAR FRONTIERS® players who would be interested in cor- sending your name and full address, plus game; TS = TOP SECRET® game; responding about the activities that they your gaming preferences, to World T = TRAVELLER® game; enjoy. Unfortunately, we cannot extend Gamers Guide, DRAGON® Magazine, RQ = RUNEQUEST® game; this service to persons who live in remote P.O. Box 110, Lake Geneva WI 53147 R = RINGWORLD™ game; ST = STAR areas of the U.S. or Canada, or to U.S. USA. TREK™: The Role-Playing Game. For military personnel with APO or FPO Abbreviations in parentheses after a space considerations, only the first three addresses. Each eligible name and ad- name indicate games in which that per- preferences given can be printed. dress that we receive will be published in son is especially interested: The World Gamers Guide is intended three consecutive issues of DRAGON® AD = AD&D® game; DD = D&D® for the benefit of gamers who live outside Magazine; to be listed for more than game; CC = CALL OF CTHULHU® the continental United States and Can- three issues, you must send in another game; DQ= DRAGONQUEST™ game; ada, in areas where nearby gamers are postcard or letter.

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DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O. Box 110, Lake Geneva WI 53147, the business telephone number is (414)248-3625 DRAGON Magazine is available at hobby stores and bookstores throughout the United States and Canada, and through a limited number of overseas outlets. Subscription rates via second-class mail are as follows: $30 in U.S. funds for 1 year (12 issues) sent to an address in the U.S., $36 in Canadian funds for 1 year (12 issues) sent to an address in Canada. Payment in full must accompany all subscription orders. Methods of payment include checks or money orders made payable to TSR, Inc., or charges to valid MasterCard or VISA credit cards. Send subscription orders with payments to. TSR, Inc., P.O. Box 72089, Chicago IL 60678. A limited quantity of back issues are available from the TSR mail order department, P.O. Box 756, Lake Geneva WI 53147. For a copy of the current catalog listing available back issues, write to the mail order department at the above address. The issue of expiration of each subscription is printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. All material published in DRAGON Magazine becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. DRAGON is a registered trademark for the monthly adventure playing aid published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be repro- duced from it in whole or in part without first obtaining permission in writing from the publisher Copyright ©1985 TSR, Inc. All Rights Reserved. Second-class postage paid at Lake Geneva, Wis., and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva WI 53147. USPS 318-790. ISSN 0279-6848.

4 NOVEMBER 1985

this takes away from the essence of role-playing. Which takes more personality: playing a charac- ter going into a dungeon, fighting it out individu- ally and making individual decisions such as “which door?” or how to avoid a monster; or, making mass-combat battlefield decisions? The latter takes away the flavor of role-playing, and changes the D&D and AD&D games into games. Saying the supple- ment is part of a role-playing game is like saying games such as Blitzkrieg are actually role-playing I would like to comment on Sam Swanson’s dones is the type in which the DM is a nice guv. games. (Aren’t the players role-playing generals?) letter in issue #l0l. What I have to say deals not The DM is nice because he cheats to help out the Now, some may say that miniatures take away so much with what he says as why he seems to be characters. Instead of killing the PC, the DM lets the flavor of role-playing characters. Miniatures, saying it. Sam describes a game in which “play- the PC live by cheating on his (the DM’s) die representing a 1:1 scale, are helpful in keeping ers balk and complain” or “walk out.” I have rolls. arguments over enemy placement and player played the AD&D® game as both player and DM But Mr. Mentzer erroneously states that this is placement from occurring. True, one could then for years, and I have seen such lack of communi- more fun. First of all, this type of campaign all ask if Squad Leader isn’t a role-playing game. cations break down a campaign faster than you too easily degenerates into the type of campaign That could be the basis for an interesting article can say “wish spell.” The unfortunate thing is where players don’t fear death. The players do or forum item. that such antics can be avoided if everyone would incredibly stupid acts, knowing that the DM will Why not try something simple when battles are just show everyone else a bit of consideration. I save them. While this may be some fun initially, fought, in which players play minor roles (unless offer the following advice to anyone out there it quickly wears thin. they happen to be high-level PCs commanding who is suffering from this problem. Furthermore, when a DM cheats to help squads). Roll d6: 1-3, they lose; 4-6, the other The DM’s primary responsibility is to run the players, it is not nearly as much fun for the better side loses, with applicable modifiers. Meanwhile, game world. This does not necessarily involve players. Typically the DM will end up helping the players have fun and inflict casualties in a paying homage to the all-powerful dice, nor does the players whose characters deserve to die. wonderful hack-and-slash routine. it involve killing off every player character in Therefore, the better players don’t get the benefit There has been only one circumstance in which sight. Fairness should be the goal which all DMs of their superior play. It also stifles creative I have used massive war game rules, and that was strive for. Personal bias should not play a big role solutions to problems that players find themselves when a 12th-level fighter was the highest and in the decision-making process, unless the DM in. Instead of relying on their wits, the players most respected character in a village, though wants the campaign to deteriorate. learn to rely on the DM’s “kindness” to save somewhat of a recluse. He was voted to lead the As for the players, the best advice comes from their characters. Additionally, the poorer players village into battle against the invading (150 the Players Handbook. It says, “Cooperate with won’t ever learn that their poor play would hurt orcs against 70 0-level, able-bodied villagers). the and respect his decisions; if their characters. Without the sharp lesson of Otherwise, unless PCs are of highly noticeable you disagree, present your viewpoint with defer- death, the DM can’t show the players that fool- levels or influence, PCs should have fun and role- ence to his position as game moderator.” Remem- ishness has its own reward. play, not roll-play. Even then, they should role- ber that the DM is trying to keep things both Perhaps the worst result of DM cheating is that play instead of move markers and roll dice. (Even interesting and exciting. If you walk out or cheat, the players’ victories are tarnished. It’s not in the Conan books by Howard, the Cimmerian you will spoil the fun for everyone. As for those difficult for players to comprehend when they slay fought beside his troops in almost all battles.) few players out there who really are being obnox- the dragon and they only have one hit point left Brian Hook ious or irritating (and I know they do exist), a that perhaps the DM had something to do with it. Pinellas Park, Fla. word of caution to them: Beware! Even if your This can only take away from the players’ fun DM is the most gracious, patient, benevolent and their sense of accomplishment. * * * * individual you could ever imagine, there will Besides being less fun for the players, cheating come a time when he or she is pushed too far. DMs are cheating themselves. If a DM knows In a letter which appeared in issue #l0l, Frank This usually takes a toll on the characters. (You that his players will survive every encounter, Mentzer tried to show that the revised dragons in are attacked by three dozen nycadaemons — there’s no sense of excitement for the DM. If the the D&D Companion rules are a challenge to what do you do now?) DM has a truly tough encounter for a special parties of high-level characters. To prove his So the next time your gaming group reaches item, and the DM knows it’s a fair battle, then point, Mr. Mentzer described a situation in for the real swords, remember that this is a game. it’s just as exciting for the DM as it is for the which a group of 25th-level characters are system- It’s supposed to be fun. Don’t deprive yourself of players. And it’s not all that difficult to make atically decimated by a huge red dragon from the the satisfaction which a well-run campaign can balanced encounters. Mr. Mentzer’s excellent Companion rulebook. Unfortunately, the combat provide. article (“Plan it by the numbers,” issue #l0l) is a he described is unrealistic when you consider the As to the fudging issue, this is another matter great aid for the DM. If the DM is worried that types of equipment and abilities available to of finding out what works best for your group. an encounter is too tough, he can always playtest characters of this level. When the players running Just don’t fight over it. Personally, I have fudged it beforehand. DMs should put in the extra time. these characters are reasonably intelligent and both for and against my players from time to time This will let the players and the DM have more creative, the dragon becomes a relatively easy and, although they know this, they haven’t fun, and more unpredictable and exciting times kill. Picture this: complained yet. They have been left hanging by will be had by one and all. As the 25th-level characters (which Mr. Ment- their teeth, having a blast all the while, because Thomas E. Wolff zer describes as “wearing +5 everything and they know better than to get mad while looking Edina, Minn. armed with the mightiest weapons known to for a good time. man”), consisting of a magic-user, 2 clerics, a David Gaw * * * * thief, and 3 fighters, make their way towards the College Station, Tex. mountain lair, a dark shadow suddenly blocks the This letter is on the issue of role-playing. sunlight. A huge red dragon (with maximum hit * * * * Throughout the issues of DRAGON Magazine points) descends towards the adventurers. Gain- (starting with #72), there have been several ing complete surprise, the great wyrm swoops I feel compelled to respond to an idea that has articles on how to successfully and realistically down and flies off with 3 characters in its claws circulated in recent forum articles, and has now role-play certain characters. Role-playing align- and mouth. The trapped characters are the been championed by ments and clerics have made up the majority of magic-user, the thief, and a fighter. The mage, (DRAGON@ issue #l0l). This idea is that some- such articles, but there was also a section on realizing that this situation could be slightly how for a campaign to be fun, the DM must character background by Katherine Kerr that has dangerous, decides to cast one of his three 9th- cheat on his die rolls. As Mr. Mentzer put it, “I most likely helped develop characters’ personali- level spells. He casts his shapechange and as- make up results regularly, to keep the game fun.” ties. So, role-playing is usually based upon an sumes the form of a spectre. In this shape, he (DRAGON #l0l, p. 17.) I contend that DM individual being that moves and works on its slips out of the dragon’s grasp and energy-drains cheating does not make a game more fun; quite own. 2 hit dice from the beast in the process. The the contrary, it makes the game less enjoyable for Lately, TSR, Inc., has come out with the dragon is mad now! It drops the 2 characters the players. BATTLESYSTEM™ and War Machine rules for from its claws and looks for other victims. The The type of cheating that Mr. Mentzer con- the AD&D and D&D® games respectively, but (Turn to page 16)

6 NOVEMBER 1985

The future of the game What the Second Edition books will be like by Gary Gygax ©1985 E. Gary Gygax. All rights reserved.

With the recent publication of Unearthed Arcana and now , many of the Astute Readership, as well as those others so benighted as not to subscribe to these Worthy Pages, have many ques- tions to ask about what is coming in the future for the ADVANCED DUNGEONS & DRAGONS® game. Here are the plans I have projected as of this writing. While certain things might change over the course reduced to optional status, or used only as where it belongs — something modern or of time, the overall projection should be NPCs, as your DM decides is best for his or futuristic. That is not fixed yet, and it could reasonably accurate. her campaign. Bards will be rewritten to go either way. The new Monster Manual A Second Edition is a major undertaking. allow a player to start a bard character as a will be the key. If there is nothing about There are corrections to be made, parts to bard, and the current system will be re- psionics therein, then you can count on the be meshed, material to be deleted or moved in toto. whole being removed from the AD&D game shifted, and new rules and information to Any brand-new classes? Sure. I hope to system. If you find references to monsters be included in such a work. The first ques- get the mystic completed as a second sub- with such ability, then it will remain in the tion, then, is when does this undertaking class of cleric, and likewise the savant to Second Edition. begin? We anticipate starting the prelimi- make a second sub-magic-user. Finally, the Now. . . the DEITIES & DEMIGODS™ nary work in mid-1986. The scope of the new bard class will have a sub-class, the Cyclopedia, recently retitled Legends & project is such that it will certainly require jester Lore by others as a sop, or bowing to pres- two to three years to complete. When it is There are bound to be a few other addi- sure from those who don’t buy our products finished, we will have fewer, but thicker, tions to the players’ book. For instance, I anyway. (For those Candid Enthusiasts who tomes for your amusement and edification. have discovered that I neglected to include a do not read between my lines, as they say, I It is important to add that this task does not fairly common medieval weapon in both the do not particularly approve of the retitling preclude later supplements, changes, and Players Handbook and Unearthed Arcana of the work!) Anyway, whether it is under yet new editions (a Third, perhaps a Fourth — Zounds! What slipshod research on my one title or the other, the work will be re- someday). The AD&D game system is vital. part! vised, expanded, and generally improved to It grows, changes, and develops with con- Rest assured that anything major will be conform to the new high standards of the tinuing play and fresh ideas. One day it previewed in these pages first, unless it is so other books in the system. might attain the point where the rules can late a development that we will be unable to “So, Graybearded Windbag,” you say, be graven in stone, but I don’t see that do so. I hate to say it, Understanding Read- “What is the point of all this preamble?” likelihood for some time. ers, but the new sub-classes do fall under Fair enough! I’ll not take offense, merely First subject for the Learned Editors will that heading. I just don’t have enough time give you the information. Statistics on certainly be the Monster Manuals (I and II) to be able to do them as quickly as is desir- deities are given only as a minimum guide- and the ® Tome. The three able. It is most likely that they’ll premier in line for the power of the individual in ques- books will be edited for errors and omis- the Second Edition. tion when he, she, or it is encountered for sions, re-illustrated in part, color plates Now we have a hefty pair of tomes taken whatever reason on the Prime Material added (also useful as painting guides), and care of, a Second Edition Players Handbook Plane. Those individuals who have had the certain entries deleted. Thereafter, all and a Second Edition Monster Manual. foresight to acquire the WORLD OF worthwhile new monsters found in modules, What’s next in line? ™ Fantasy Game Setting will DRAGON® Magazine, etc., will be in- Pulling apart Unearthed Arcana and understand what I am (eventually) getting to. serted. An index will be compiled. Frank Oriental Adventures to make up the new In the above-referenced work, the various Mentzer is desirous of restructuring the book for players will automatically put the sorts of deities are detailed in a manner that order in which information is given. I am Harried but Diligent Editors onto the track I believe the new edition of L&L, shall we desirous of presenting creatures by region of the Second Edition Dungeon Masters say, should follow. (or plane, subterranean, and similar cate- Guide. Knowing what the new book for The players’ section of that work (the gorical means) so as to make the work serve players will be likely to contain gives a good Guide) gives information on what clerics as a reasonable random encounter reference insight into what the new DM’s book will and worshipers of each deity should know as well. It is hoped that we will have all of cover. Of course the new-treatment of the — color of robes, special interests or re- this accomplished in 1986, but do not hold Elemental Planes, printed right here in quirements, usual location of places of me to that as a sworn statement or promise. DRAGON Magazine some time ago, will worship and type of ceremony, and so forth. Next? The Players Handbook and por- be there. More planar details will certainly The DM’s section (the Glossography) has tions of Unearthed Arcana and Oriental be included as well. Gone will be random the “hard data.” Standard and non- Adventures, in all probability. The informa- encounter materials and monster XP lists. standard powers are given, and these are tion needed to be a player of the game Psionics . . . a subject I sidestepped in typically far greater than the material in should be contained between the covers of both commentaries on the expanded new L&L. Additionally, the statistics of these one book. We will do so! Monks as a PC editions. Quite frankly, I’d like to remove beings are given for DM knowledge only. type will certainly be moved to an oriental- the concept from a medieval fantasy role- Deity powers are great, special information themed campaign section. Assassins will be playing game system and put it into a game is detailed regarding each, and the extra or

8 NOVEMBER 1985

special spells gained by their clerics are also books will be big, and their prices will be stated. that too, comparatively speaking. Sure, the If the DM considers the power of plane- new edition of Monster Manual will cost tars and solars as stated in Monster Manual less than all three books of creatures now II, there can be no question as to the abili- being sold — but the beginner doesn’t buy ties of those who command them. Statistics all three. See the point? Entry to the AD&D must be considered in this light and as a game system will be difficult and costly. yardstick for deity comparison only. The None of us desire a shrinking, incestuous revised L&L tome must give more informa- system. What can be done? tion regarding clerics and followers of each If Players Handbook is made to contain deity. A separate DM section should then only general information on generating deal with the minimum powers of each characters and how to play them, it be- deity, along with a solid list of the standard comes quite a small work indeed. Perhaps powers typical for each deity. Spells usable with careful study and preparation, it could only by such beings should be there too! Of be in the 128-page range. Character infor- course, the whole is to be expanded by mation of specific nature could then be inclusion of new material. An extensive handled in special works which detailed the section of non-human deities should be four basic sorts, with sub-classes, weapons, given, so demi-humans and humanoids are armor, spells, and so on. No! Not more represented. That should do nicely. books again! Why not? A one-volume edi- What we have, then, when all of this is tion could be offered for the adepts, while completed, is a set of four books once again: those desiring to learn could enter by pick- Players Handbook, Dungeon Masters ing up but one or two small books. That is Guide, Monster Manual, and Legends & being considered, Loyal Enthusiasts, and Lore. Each is far larger than now, but the you got it directly from tie. This sort of needed information is all under the cover of system would also enable us to add more the appropriate tome. While this plan is information from time to time without seemingly fine, I foresee one special diff- going through a major effort — no Ump- culty, so I’d better confess it to you now. teenth Edition, no new big bucks to lay out We are all what must be known as “hard to get the new data! core” gamers. The four books are quite As usual, your good offices are appreci- acceptable, even a benefit, to us. But to an ated. If you have helpful advice, go ahead uninitiated person, especially one interested and fire it off. I do not promise to reply, but in beginning without benefit of experienced the suggestions and comments will be read players, it will be a big drawback. The and considered as we begin this project.

10 NOVEMBER 1985

Arcana update, part 1 Repairs, reasons, and even more new rules by Kim Mohan with ideas and aid from Gary, Frank, and Jeff

Now, don’t get a bunch of swelled heads typesetting changes. “Errors” that require Racial Preferences Table or anything, but you people are very good explanation or justification will be explained Now that there’s so much more genetic proofreaders. or justified in this article. Are we going to variety in the half-, it’s sometimes diffi- We spent a few months working to pro- address every point you’ve spotted? Well, cult to generalize about this race. In the duce Unearthed Arcana, and it took you a not right away. Since Gary and Frank and matter of their reaction toward other racial fraction of that time to find many of the Jeff and yours truly sat down in late August types, we’ve reasoned that half-elves of dark errors that we carefully concealed inside to deal with the original batch of “I found a descent would certainly feel differently (in those 128 pages. (I said many, not all. No- mistake” letters, a few new questions have most cases) than other half-elves do about body’s that good.) come in. Be patient, and we’ll try to do this the races in the AD&D game multiverse. Okay. . . we didn’t hide the errors — again within an issue or two so we can get So, we produced an extra line for the Racial they hid from us. What difference does it the book really fixed up. (What? More Preferences Table (p. 12) for dark half-elves make? Anyhow, the way I figure it, leaving mail? More “you guys messed up” letters? and we changed the current half-elf line in things in the book that needed fixing was Aaarrgh....) the columns for the six strains of full- actually a wise business move on our part. blooded elves. Now we get to use up page space in the Comeliness Frank’s rationale for the new line goes magazine to acknowledge and correct those The list of penalties and bonuses on page like this: Half-elves of dark elf ancestry have things, plus spend some money to make 6 now includes valley elves, wild elves, and attitudes toward other races similar to those corrections to the book itself before we print dark elves. Note that dark elf males and of pure dark elves, but slightly mollified; any more copies. (What? We didn’t need dark elf females are listed separately, unlike most reactions are one increment more this to fill? We don’t like spending money? any other race. Also, valley elves and wild favorable. However, they share the full- Okay, I won’t make any more business elves are not “of the same race” for pur- blooded cousins’ antipathy toward all half- decisions.) poses of effective comeliness; this concept lings, and are tolerant of half-orcs. Yes, we will fix the book. We can insert only applies to vis-a-vis humans Once dark half-elves were split off as a corrections and supplementary material in and gray elves vis-a-vis high elves. separate entry on this table, that necessi- lots of spots without having to redesign tated a new look at how all other half-elves large chunks of type, and we’re going to do Character races view full-blooded elves. The revised table as much of this kind of repair as possible. A half-elf player character can operate in now says that non-dark half-elves view dark But all you proofreaders who already have any class not specifically prohibited to all elves and wild elves with antipathy, and the book — don’t despair. On pages 48 and half-elves, so long as the PC comes from a they feel goodwill toward other elves. 49, you’ll find a collection of all the pieces strain of elven stock for which that class is of type we’ll be plugging into the text, plus legal. In concrete terms: Only a half-elf of Alignment requirements some new information that we’re going to dark, gray, or high elf descent can become a A cavalier does not have to be good (as try to squeeze in somehow. With a photo- cavalier or a paladin. A half-elf of wild elf originally specified), but must be of a non- copier, scissors, tape or glue, and a dexter- descent cannot become a cleric, a ranger, or evil alignment when beginning in the pro- ity of 6 or higher, you can fix your own a magic-user. fession. A thief must be of a non-good book page by page. Or you can simply The last sentence in the text introducing alignment to begin with, but may switch to fasten these sheets of corrections and addi- Table II (p. 8) now refers to good later on (just as some cavaliers turn to tions on the inside back cover for easy refer- a “hill dwarf assassin” instead of a “dwar- evil). Likewise, an assassin must be aligned ence, if you don’t want lumpy pages. ven assassin,” since the book says it is possi- toward evil as a beginning character, but Other errors (and here I use the term ble for gray dwarves to be multi-classed may become neutral or even good later in very loosely) can’t be tended to by simple assassin characters. his or her career. (For an example of a non- evil assassin, think of James Bond. As Gary put it, “Assassins kill people as the result of orders or directions from someone else. That makes James Bond an assassin, even if he’s not evil.“) The footnotes added to the entries for the druid and ranger are only to allow for the very rare occasions when a half-elf or elf wants to become a druid/ ranger. Thieves created using the rules from the Players Handbook were allowed to be neu- tral good at the start of their careers. Among other things, the above changes to the alignment rules explain how a medium- or high-level good-aligned thief PC could be present in an ongoing campaign. You didn’t think we were going to make all those good thieves — and guilds — change alignment, did you?

12 NOVEMBER 1985 Character Classes tables certain magic items upon attaining a certain Table I now lists a druid’s maximum experience level (potions at 2nd, weapons at number of hit dice as 15, making the entry 3rd, armor at 5th, etc.; see p. 20), peaking conform with the text about the Grand at 10th level, when a barbarian can use Druid on pp. 16-17. “most magic items available to fighters.” In Table II, the entry for an assassin’s use Not so, says Gary, who points out that of a shield now reads “yes,” with a note “high-level barbarians weren’t all that explaining that a shield is prohibited when viable before.” This is a good example of the character is in the act of committing an what sometimes happens to rule text after assassination. An assassin can carry and use the publication of official material in a shield while battling with the guard out- DRAGON Magazine and before it comes side the duke’s bedroom, but does not bene- out in final form. The final rules for the fit from a shield during the round(s) in barbarian class are different in many ways which he actually attacks the duke. from what was published in DRAGON® issue #63 (July 1982). In fact, a followup The Cavalier piece indicates that the seed of change had Change the heading on Cavaliers Table I germinated ‘way back then. Gary had this (p. 15) to read “10-Sided Dice for Accum. to say at the end of an article on the barbar- Hit Points” — as stated on p. 12 and ian in issue #67: strongly implied on p. 14. “In all truth, the sub-class is not too The age of a beginning player-character powerful. It is, in fact, under-powered cavalier is determined as for a cleric of that unless some very good rolls are gained in race — 500 + 10dl0 years for an elf, the areas of strength, dexterity, and 40 + 2d4 for a half-elf, or 18 + 1d4 for a constitution. To have real prospects for human. long-range play, the character must have The retainers of a cavalier, although they 18, 16, and 17 respectively. That is why are themselves cavaliers, are non-player they are given 9d6, 7d6, and 8d6 for characters and as such cannot have their those categories. A low-level barbarian own groups of retainers; only player- has a better than average chance for character cavaliers have the opportunity to survival without such high rolls, but at gather such a retinue. higher level he or she is not going to do well unless strength, dexterity, and con- The Fighter stitution combine to give high hit points, “Why take weapon specialization away low armor class, and superior punish- from the cavalier and give it to the fighter?” ment potential.” asked someone. Well. . . when weapon specialization was first mentioned, in DRAGON® issue #66, it applied “only to fighters, excluding all sub-classes.” Then along came the cavalier article in issue #72, which described how “weapon specializa- tion” worked for that class (which was, at the time, a sub-class of fighter). The use of the term “weapon specialization” in issue #72 was inappropriate. The cavalier’s abil- ity to get real good with certain weapons isn’t the same as the weapon specialization that an ordinary fighter can acquire. The distinction is made clear in Unearthed Arcana, where the cavalier’s skill is de- scribed in terms of “weapons of choice,” and the “weapon specialization” label only appears where it belongs — in the section on The Fighter. The cavalier didn’t lose anything; all we did was polish up the nomenclature a bit. Multi-classed fighters cannot use weapon specialization; this special skill is the prov- ince only of humans and demi-human, single-classed fighters.

The Barbarian The age of a beginning player-character barbarian is 14 + 1d4 years. (To keep things in their proper places, this rule and the one above for the age of a cavalier should be slipped into page 74 between the sections on “Creating the Player Character” and “Character Abilities.“) Some readers expressed concern that the barbarian class was made too powerful by the stipulation that a barbarian may use

D RAGON 13 The “9d6 system” for ability scores first 22) should say that barbarians of level 6-10 in pick pockets, open locks, and find/ described in the barbarian article evolved get 3/2 attacks per round, not 2/3. Some- remove traps. Second, a thief-acrobat does into Method V for character generation (see times it’s hard to notice when two charac- gain the ability to “decipher magical writ- UA p. 74). The system requires that the ters get transopsed like that. ings and utilize scrolls” at 10th level, just as player select the class of the character before regular thieves do (see Players Handbook, rolling for ability scores — and you only get The Thief-Acrobat p. 27). And for virtually every thief- one roll for each specific ability. If the bar- Some of you pointed out that the dexter- acrobat, advancement in the abovemen- barian misses an 18 on the best-3-of-9 roll ity adjustments for pole vaulting (Table III, tioned thieving skills does not stop when for strength (which is more than 80% likely p. 25) were given in percentages, although they split away from the main profession to to happen), he’s out of luck. Because the the Thief-Acrobat Function Table lists pole become thief-acrobats. A thief-acrobat with chance of it happening is so small, it’s un- vaulting distances in feet. This is a good 17 dexterity acquires 7th-level ability in reasonable to expect a barbarian to have an example of something that should have been pick pockets, open locks, and find/remove 18 strength in order to remain viable at changed between the official and final ver- traps when he reaches 7th level as a thief- higher levels. One way to build some power sions, but wasn’t. The original thief-acrobat acrobat; one with 18 dexterity can gain 8th- into the class, then, is to gradually give the article in issue #69 had the same figures in level ability in these skills at 8th level, and a barbarian access to magic items as the the same places, and to the best of our 19 dexterity allows 9th-level ability when character rises in levels. Experience, in this recollection no one called the problem to the character reaches 9th level. (Since the context, represents the barbarian’s experi- our attention at that time. Well, here’s the minimum dexterity for a thief-acrobat is 16, ence in learning to suppress his inborn fix. Change the entries in Table III to 1‘, these benefits apply to the majority of all detestation of magic, and learning how to 2’, and 3’ respectively. characters who could qualify for the class.) use magic items to his benefit even if he The text on pole vaulting (p. 23) has been When does the split from thief to thief- may not understand or appreciate the force changed to reflect the newly discovered fact acrobat actually occur, and when must a that powers them. that the distance of a vault depends on the character decide which path to pursue? The Contrast this with the barbarian’s atti- length of the pole, not the height of the decision must be made before the character tude toward magic-users, which never really vaulter. A 6th-level dwarven thief-acrobat accumulates more than 42,500 experience softens. A magic item can (usually) be with 18 dexterity can make a 9-foot vault, points — and it can be made as early as the controlled by the possessor, but a magic- but only if he tries it with a 6-foot (or start of the character’s career. But a thief user is like a magic item with a mind of its longer) pole. We changed the rule after cannot “split off” until attaining the 6th own — and it’s asking too much for a bar- hearing from a high-level thief- level of experience, and may do so at any barian to put up with that sort of thing. acrobat who tried to make a 15-foot vault point between 20,001 and 42,501 experi- (For the same reason, a barbarian probably with a 7-foot pole and fell . . . short. ence points. After the switch, and the requi- wouldn’t be too crazy about owning an Nobody brought up the issue, but we site six weeks of training, the character is intelligent sword, even if he was able to decided to do something to help out thief- effectively a thief-acrobat of 6th level, keep- control it.) acrobats. First of all, every thief-acrobat can ing all the experience points and hit points The Attacks Per Melee Round Table (p. and does achieve 6th-level skill (not just 5th) accrued in the thief class and needing to get

14 NOVEMBER 1985 D RAGON 15 to 45,000 experience points to qualify for ciate the simplicity and speed that the new dwarves, dark elves, deep gnomes, half- 7th level. Note that an early decision can be system delivers. In fact, it’s so simple that it orcs, and half-elves of dark descent. As Jeff changed; a 1st-level thief who decides to can easily stand this little bit of complexity: points out, “An assassin in a good-aligned become a thief-acrobat is not committed to Allow a saving throw versus death magic for race tends to be a loner” — and who wants doing so, and could later elect to advance as a stunned pummeling victim to escape a loner for a player character? a 7th-level thief instead of branching off. being knocked out. If the save is made, the The list of allowable multi-class combina- But once you switch, if you switch, there’s victim is stunned for 1 - 10 more segments tions is pretty liberal, but it doesn’t permit no going back. (counting from the time that the second every matchup that’s theoretically possible. stun occurred) but remains conscious. This For instance, a PC hill dwarf can be a cleric Other stuff “save versus knockout” applies whenever or a thief, but not a cleric/thief; a surface No character with exceptional strength an already stunned victim is stunned again. gnome can be a cleric or an assassin, but (18/01 to 18/00) has the ability to use a two- Think of the Quiver of Ehlonna (p. 102) not a cleric/assassin. Monster Manual II handed sword in one hand or do anything as a specialized sort of bag of holding, not a mentions that wild elves can be druid/ of similar nature. The main factors here are quiver of whatever you want. The quiver fighters, but that combination is not open to the size and mass of the weapon and the will only give forth an arrow or other player characters of that race. Three-class wielder, not the wielder’s strength. The two- weapon upon command if that particular combinations are only permitted for elves handed sword is not necessarily too heavy item was placed within it. The quiver is and half-elves, and only if all three classes for a powerful fighter to swing about with magical because of how many weapons it are among the “basic four” (cleric, fighter, one hand, but its bulk and shape make it holds, not because of any ability to create or magic-user, thief). In no case can a player impossible for the fighter to use with normal otherwise magically produce the weapons. character be a member of a class and one of effectiveness. (If Bruno the Slow insists on that class’s sub-classes at the same time. trying, let him swing it at a hefty penalty to NEW RULES! both his hit chance and damage result. Armor for multi-classed thieves Either he’ll get the idea, or he won’t last Multi-class possibilities With one major exception, multi-classed long anyway.) With all the new racial strains available characters may use any armor and weapons As noted on page 7 of the book, a player- for player characters, it’s high time we had available to any one of the classes in ques- character cleric can be of any alignment — some once-and-for-all definition of which tion without affecting the character’s per- including true neutral, which had previ- multi-class combinations are permissible for formance. The exception is a multi-classed ously been available only to members of the the various demi-human races. Jeff came up thief’s use of armor when attempting to druid sub-class. What we didn’t say is that with Character Race Table III (see page 49) perform thieving functions or acrobatic any non-evil cleric should be treated the to define who can become what. skills. same as a good cleric for purposes of deter- All combinations including the thief class When attired in anything other than mining the success and outcome of attempts also apply to the thief-acrobat split class, so leather armor, a thief is required to apply a to turn undead. that an elf (for instance) could begin as a modifier to any attempt at using one of the Consider magical barding to be effec- cleric/fighter/thief and later become a cleric/ class’s special skills. As it is, Thieves Table tively weightless for the purpose of deter- fighter/thief-acrobat. II (p. 22) is sufficient for single-classed mining encumbrance, the same way that A note of caution regarding multi-classed thieves, who have a limited selection of magic armor is treated. assassin characters: Combinations with the armor. However, fighter/thieves and cleric/ The simplified rules for weaponless com- assassin class are given as permissible for thieves can use any of the armor types bat given in Appendix Q not only can, but several racial types, even though we have available to fighters and clerics, as long as should be used in place of the pummeling, reservations about some of them. (In partic- they accept the consequences. Indeed, a grappling, and overbearing rules in the ular, Frank isn’t crazy about non-dark elf fighter/thief can wear plate armor — but he DMG. You can use the original rules if magic-user/assassins.) We’d recommend shouldn’t expect to get very far up the wall you’ve gotten used to them and you like limiting multi-classed assassins to only those he’s trying to climb. them, but we think most people will appre- races with a disposition toward evil — gray We’ve expanded Thieves Table II to account for the armor types a multi-classed thief can wear, and we’ve drawn up Thief- wyrm incapable of flight. The thief throws his two Acrobats Table V to set forth the armor + 5 daggers but misses with both of them. The modifiers for thief-acrobat abilities. If a fighters spend this round drinking their potions of character’s modified chance of success is storm giant strength. Round 2 is over. The dragon has 40 hit points left. 0% or lower, the indicated activity cannot (From page 6) The dragon is getting desperate now. It uses its be successfully performed. It may still be thief has a ring of feather falling and is saved breath weapon on the three lighters. They all attempted, but the effort will certainly fail from harm. The fighter falls 600’ to his death. make their saving throws (with their + 5 rings of — with possibly perilous consequences: If a (He would have survived if the old falling damage protection, they can’t fail!) and take 80 points of thief wearing plate armor fails to open a system had been used.) Seconds after hitting the damage each. They each have over 40 hit points lock, he won’t necessarily get hurt, but if ground, a raise dead followed by a heal spell from left. Another hit by the breath weapon will kill the same character tries to walk a tightrope, clerics restore him to perfect health. The the two them, but they’re not worried. They know that he’d better have his insurance paid up. other 2 fighters both hit the dragon with + 5 the dragon won’t survive this round. They charge Only cleric/thieves, fighter/thieves, and arrows fired from + 5 bows (they can’t miss). into combat with their + 5 two-handed swords. Round 1 is over. The dragon has lost 64 of its 160 By some miracle, two of them miss. The one that triple-classed thief characters can use metal hit points. hits does 20 points of damage. The cleric with the armor (except for elfin chain, which can be The dragon now begins attacking the charac- + 4 mace and gauntlets of ogre power also hits, worn by any thief fortunate enough to ters on the ground. It lands on top of one of the doing 14 points of damage. At this point, the acquire a set). Illusionist/thieves, magic- clerics, doing 40 points of damage. The cleric mage decides to end the combat and casts another user/thieves, and others are restricted to doesn’t even try to avoid this attack, choosing magic missile spell. The dragon dies, evil is leather, studded leather, padded armor, or instead to strike back at + 4 to hit and do double conquered, and the heroes start looking for elfin chain, just as a single-classed thief is. damage (with her gauntlets of ogre power and a treasure. A thief attired in anything other than + 4 mace, she needs a 4 to hit). She isn’t worried The Companion-level dragons are powerful leather, studded leather, padded armor, or about the damage she took; she has 43 hit points monsters and would be an excellent challenge for left. Meanwhile, the magic-user hits the monster characters of levels 12-14. Against 25th-level elfin chain does not receive the thief’s cus- with his magic missile spell; twelve magic missiles characters, however, they are hopelessly out- tomary bonus to hit and damage when strike the monster. At the same time, the other classed. attacking from behind. . . . cleric scores a hit with his staff of withering, Richard Silva destroying the dragon’s wing and rendering the West Roxbury, Mass. . . . .And that’s all — for now.

16 NOVEMBER 1985

All about Krynn’s gnomes The smallest and rarest demi-humans of all by Roger E. Moore

Of the demi-humans of Ansalon, gnomes the gnomes native to Krynn, unless other- taught them and strayed from neutrality. are the smallest and rarest. Though similar wise specified. They were filled with petty desires and uses in many ways to gnomes elsewhere, the for their skills. In his anger, Reorx cursed differences between them are striking and History them, reshaping their bodies and minds. As profound. As with other aspects of the DL 5, Dragons of Mystery, details the their desires were petty, then so, too, would DRAGONLANCE™ saga, the gnomes of origin of the gnomes. The god Reorx, hav- be their new stature. As their uses for crafts- Krynn have evolved into a special people ing forged the world, took a number of men manship were petty, then so would they use with their own characteristics. with him over the seas to learn his crafts them for eternity, never achieving the great- Throughout this article, all references to and help him complete his work. Unfortu- ness of purpose that other races would gnomes should be taken as applying only to nately, these people misused what Reorx know, regardless of what they developed.

18 NOVEMBER 1985 Reorx’s workshops were located far ermind community is thousands of years old often drilled through the rock itself to lend across the sea to the east of Ansalon. When and is the most highly developed of all additional reinforcement. In truth, Mount the Greygem escaped, the gnomes went gnome cities on Krynn. Nevermind could withstand a direct hit with west after it in a fleet of ships, landing on The city of Mount Nevermind is built a kiloton-level nuclear weapon and still the eastern shores of Ansalon and hurrying around the central shaft of the volcano, survive largely intact. The possibility that it after it on foot. The gnomes who finally leading up to a ceiling just below the floor might escape a second Cataclysm has not caught up with the Greygem at Gargath’s of the main crater. The crater itself has a been ignored by its builders. kingdom (as noted in DL 5) were changed central lake that freezes over in the winter- The slopes of Mount Nevermind have into dwarves and . The rest of the time. Gnome engineers long ago excavated been extensively terraced, and a strange gnomes hurried on after the newly escaped the ash and rock from the volcano’s throat irrigation system directs water from the Greygem until it sailed over the seas to the and smoothed out a main floor roughly 400 main crater down the slopes and into the west, over Sancrist Isle. yards across. The main floor formed the main city inside the mountain. The terraces At Sancrist, most pursuing gnomes gave base of the Inner Hall (as it came to be are carefully farmed and tended by the up the chase. They were content to settle known), and a horizontal shaft was exca- Agricultural Guild, which also maintains down, rather than risk another ocean voy- vated leading to the outside world at the fungi-growing farms and herds of cave- age like the first, which had proved to be base of the mountain (the Outer Hall). dwelling goats and sheep in the undercity. highly dangerous. The rest of the gnomes The central shaft itself is a narrow funnel Additional food is provided by raising do- built ships and sailed on out of sight, with over 1050 yards high and 800 yards across mestic animals in the surrounding country- the best wishes of their fellows. Eventually, at the domed ceiling. Illumination from side, and from game caught by the Hunters many gnomes who had been scattered thousands of lanterns, fires, candles, mir- Guild. Research is being conducted into across Ansalon during the chase migrated rors, and old glass globes with continual creating artificial food, but the results have west to Sancrist; only a few gnomes now light cast within them illuminate the Inner universally been poisonous. A committee is remain on the main continent. Hall. The overall effect of the Inner Hall is still looking into the matter. Throughout their history, the gnomes stunning, much like the effects of the largest Mount Nevermind is governed by an have concentrated on scientific and techno- cathedral or cave chamber upon tourists. elected oligarchy of clan leaders and guild logical development to the limits that such Mount Nevermind is a scene of frantic, masters, who serve their positions for life. are allowed within a magical universe. They nonstop activity and noise. Everywhere one Methods of election vary from guild to guild have working steam engines and steam- looks are gnomes hurrying from place to and from clan to clan; some use closed powered ships, clockwork mechanisms to place, whistles blowing, gears turning, ballots, debates, seniority, and contests, keep time, ore-refining plants that make steam blasting, horns sounding, lights flash- while some positions are actually hereditary. high-grade steel, and such mundane items ing, mechanical carts rolling — an un- Several hundred clans dwell within the as screws, pulleys, drive shafts, toothed earthly scene for a fantasy world. As noted mountain, and there are perhaps fifty major gears, coiled springs, music boxes, and in Dragons of Winter Night, gnomes have guilds and a host of minor ones present. mechanical toys. developed catapults (“gnomeflingers”) to The government is so heavily laden with Two notable events ocurred following the allow rapid access from the Inner Hall to bureaucracy that few major decisions are escape of the Greygem. The first was the the various levels of the city, of which there actually rendered in the Grand Council. arrival of the knights of Solamnia on San- are thirty-five in all. Hundreds of staircases, Most of the decisions are made by guilds crist, as detailed in Dragons of Winter ramps, pulley elevators, ladders, and the and clans who go off on their own tangents, Night (pp. 286-288). As a result of this like also cross from level to level. Wheeled regardless of the wishes of the rest of the contact, the gnomes now possess the for- carts mounted on rails encircle the city on community. Everyone insists upon regula- mula for a poison gas that incapacitates its many levels, powered by steam engines and tion and doing things by the book — but victims. More importantly, the gnomes have providing quick travel across a single level. this process is so tedious and time- allied themselves with Solamnia’s govern- In an emergency, gnomes could move consuming as to try the patience of even a ment and are now important trade partners through the huge ventilation shafts cut into gnome. with this kingdom. The knights, ever suspi- the mountain, though the steam-driven fans Each major guild is organized around a cious of magical forces, are pleased to deal would make the going difficult. particular area of interest. One will find a with a race that carries the banner of tech- Beneath the main city is an enormous Mathematics Guild, Philosophers Guild, nology, and Solamnia has profited greatly network of tunnels and mines that spread Mechanical Engineering Guild, Weapons from this contact. out in all directions. Called the “undercity” Guild, Education Guild, and so on, ad The second major event was the Cata- by visitors, this tunnel system is as ancient infinitum. Coverage of the physical and clysm, which produced tremendous earth- as the city itself but is more dangerous. technological sciences is very heavy, but quakes that enlarged the size of Sancrist’s Monster lairs and unfriendly subterranean only two guilds (the Agricultural and Medi- mountainous northern half, where the races have been encountered, though gnom- cal Guilds) have anything to do with the life gnomes lived. A number of gnomes were ish technology has managed to isolate or sciences. Scientific guilds without immedi- killed by landslides and tunnel collapses, barracade most of these hazards. Several ate application, such as astronomy, are but overall, the seismic activity was wel- engineering missions are investigating ways usually small and lack a say in the affairs of come. With vastly increased living space, to harness the geothermal energy from live the community. The Acquisitions, Military, the gnomes were little inclined to travel magma encountered deep in the earth, and and Foreign Relations Guilds regularly elsewhere. Many small groups of gnomes have set up research stations here and there train and employ gnome thieves and assas- now make their homes in the northern in the undercity. A number of tunnels also sins (and even gully dwarf thieves on occa- Sancrist mountains, being occupied with serve as dumping sites for regular and for sion). Clerical gnomes (when some existed) mining and gem-hunting. hazardous wastes, and unpleasant things belonged to the Priests Guild, which was may be encountered there as well. the first and only guild to become com- Mount Nevermind Each level is well separated from all pletely extinct. Their functions were largely The largest settlement of gnomes exists in others and from everything else by a thick absorbed by the Medical and Philosophers the immense tunnel complexes beneath layer of rock. The tunneling is superbly Guilds. Mount Nevermind, an extinct volcano on engineered and reinforced, in remembrance Sancrist Isle that is also the tallest mountain of the earthquakes that occurred during the Social practices there. A recent census of the community Cataclysm and which still strike on rare The largest gnomish community away indicates that fifty-nine thousand gnomes occasions. Some areas of the city are built from Mount Nevermind has only a thou- live there, give or take a few hundred com- with shock-absorbing ceilings reinforced by sand inhabitants. Most others average 200- ing or going at any time. The Mount Nev- enormous steel springs, and steel rods are 400 citizens, and are found in mountainous

D RAGON 19 or rough, hilly regions. Each of these small to humans, gnomes appear compulsive, Technology towns is organized similarly to Mount nervously active and driven, and intensely Many referees view the introduction of Nevermind, though fewer guilds are present curious. They are serious, unused to social technology into their fantasy game cam- and some guilds perform multiple functions pleasantries, and uncomfortable with emo- paigns with great misgivings. The technol- (e.g., the Medical Guild might also take tional displays. Their happiest moments ogy of the gnomes, however, has little care of agricultural needs). come from their work. overall effect upon the cultures of Krynn. Sages (as per the Dungeons Masters This is not to say that a gnome is a stick Dwarves care little for such innovation; Guide) are very common in any gnomish in the mud. Gnomes can be as adventurous elves are repelled by technology; kender community Gnome sages have no magical as any other race, though many are content cannot appreciate its use beyond their thrill spell capabilities, but are otherwise as de- to stay home and tinker with their engineer- of seeing it work; and, goblins and gully scribed. Sages compile volumes and vol- ing and mechanical projects. Like dwarves are too stupid to use it consistently. umes of information, guesses, facts, figures, Theodenes, the gnome in DL 7, Dragons of Gnomes have technology — but their innate speculations, and philosophical doodles on Light, adventuring gnomes are generally incompetence is such that anything that their guild committee’s selected topics. This unable to learn from previous experience, their technology can do, magic can usually pure research is sometimes (though rarely) and tend to repeat the same mistakes. Yet do more cheaply, quickly, and efficiently. helpful to future generations, but all of it is they often succeed in developing a quirky When a gnome sets out to invent some- carefully labelled, archived, and cared for solution to a problem that carries the day thing, it’s a good bet that the invention will by gnomish librarians in their massive for their fellow adventurers. Adventurer initially be at least thirty times larger than bookrooms. Sage gnomes almost never gnomes tend more to become general necessary, will make ten times the noise it travel, preferring to devote themselves to handymen, jacks-of-all-trades (and masters should, will have many totally redundant lifelong study of a given subject. of none). Anything and everything will features, and will fail miserably (if not A gnome has three sorts of names. One is draw their attention and cause them to disastrously). Some tinkering will gradually the gnome’s true name, which is actually a reach for their notebooks or tool belts. It reduce the less favorable aspects of the massive history of the gnome’s entire family was a gnome adventurer who first invented device, though it may not always be safe tree of ancestors extending back to their roller skates (with 3‘-diameter wheels), when turned over for public use. Numerous creation by Reorx. This history is com- though he used them to descend a mountain fail-safe devices, warning signals (bells, pacted into a single, enormous word that slope and was not seen again. He’d forgot- horns, chimes, and whistles), and redun- can easily fill a large book. In fact, the ten about brakes. dant safety features may be added to fix any complete names of every gnome born on One important belief that gnomes have equipment malfunctions, though these are Sancrist are kept by the Genealogy Guild in concerns the Life Quest. At birth, each usually added after numerous accidents the main library at Mount Nevermind. gnome is assigned a Life Quest by the Guild with the device have occurred [as with the Interestingly, this record forms the only subcommittee to which his-or her family gnomeflingers described in Dragons of continuous history of the world since the belongs. A Life Quest is exactly that. A Winter Night). Age of Dreams, though it says little about gnome assigned to study screws will spend Worse yet, gnomes are not well organized any race other than the gnomes. years and years experimenting with differ- in their research. They regularly reinvent Though each gnome can easily remember ent thread sizes, metals, screwdriver types, the wheel, as the adage goes, because they his complete name, or at least the first few etc., and is unlikely at any point to have his aren’t aware of advances in other fields of thousand letters of it, gnomes have devel- committee formally declare his Life Quest science and technology in other guilds. oped a shortened form of address for each to be completed. Completion of a Life Whole projects are redesigned from scratch other which takes merely half a minute to Quest means that the gnome has performed at any given failure point. Worst of all, they recite; this shorter name is simply a listing so well that all that could possibly be known have difficulty conceiving of simple things. of the highlights of the gnome’s ancestors’ about the subject he was exploring is now Their minds whirl along through time and lives. Humans and other races who deal known. In this event, the gnome’s soul and space, overlooking the clean design, the with gnomes have developed even shorter all the souls of his forefathers (who will easy system, and the cost-effective program. names for them, consisting of the first one likely have shared the same Life Quest) are Show takes first priority over substance; or two syllables of a particular gnome’s guaranteed a place beside Reorx, wherever action is confused with accomplishment; the name. Gnomes find this abbreviated name he may now reside. means outweighs the end result. A gnomish to be very undignified, but realize they have The Life Quest is almost always highly cigarette lighter would look like an Edsel to put up with it. specific and is usually related to a techno- with fins. It is worth saying a few words about logical device or process. In some cases, The humans of Ansalon would use tech- gnomes’ relations with other races. In areas highly unusual magical devices will be nological devices more widely if they only where gnomes are known to exist, they are studied in order to develop technological knew that such things existed. Because generally not well liked. Their technological items that can replace their functions. gnomes are so rare and communicate so bend makes them very alien to people ac- Gnomes like to acquire interesting things little with the outside world, their discov- customed to magic, and their poor grasp of and may steal them, though not for the eries go largely unnoticed. Then, too, be- social relations puts off most potential same reasons as kender do. Gnomes will cause gnomes make things far more friends. War was narrowly averted in one deliberately take things that might provide complicated and dangerous than they could area after a gnomish digging machine valuable information if taken apart, melted be, humans are inadvertently discouraged plowed through a sacred elven grove, and down, examined under a lens, and studied from learning too much. similar episodes seemed doomed to repeat by a committee. A gnome at a royal corona- It is worthwhile pointing out the sorts of themselves across Ansalon at regular inter- tion, for instance, might become fascinated technology that gnomes do not have. They vals. The humans on Sancrist have man- by the unusual blue sheen of the queen’s know nothing about atomic energy, though aged to adjust to the gnomes by embracing silver crown. He will be obsessed with the they are aware of the existence of ores like their good points and avoiding contact with idea of taking the crown, bringing it into a carnotite. They don’t use electricity, though them whenever possible otherwise. smithy, chipping at it, melting it down, the Weather Guild has several committees performing tests on the metal, questioning studying lightning. Gunpowder is as yet in Personality the people who forged it, and so forth. a very impure form; the Chemistry Guild Being an immediate racial descendant of Think of the great advances in metalwork has become discouraged from experiment- humanity, gnomes are much like humans in that could be made! He could write a paper, ing with it to any great degree, following outlook. The influence of Reorx, however, advance his Life Quest, and start his own the destruction of one of its laboratories in has altered their personalities and percep- committee on the refining of metals. Only the undercity of Mount Nevermind. (This tions in a number of areas. When compared he has to get the crown first. . . . problem is largely due to poor research

D RAGON 21 methodology.) The complete lack of oil fan at the inner end of the corridor. Unfor- painfully send a gnome inventor off into the deposits on Sancrist Isle has greatly hin- tunately, the fan was steam-powered, and Great Unknown. What sort of damage dered the development of hydrocarbon fuels the boiler tended to force heated water back could a napalm-loaded tank do if it were to like kerosene and gasoline, though the through its pipes into the lower terraces, blow up? Especially if the inventor was Chemistry Guild has managed to refine killing the plant life there. The whole prob- sitting inside the tank . . . very small quantities of imported oil for its lem has been referred to a committee for The referee should assign a reasonably own curiosity. further evaluation, and the lighting system cautious chance for a particular device to Beyond these blind spots, technology has has been disconnected. A similar system in work, and a reasonable time for assembling progressed (in fits and starts) at a fairly the Inner Hall has never been activated. the necessary parts. The overall effect of a steady pace, and could be roughly com- Among other devices currently being particular device should not exceed that of a pared to the state of technology in America developed at Sancrist Isle are: the silent, low-level magical spell with the same overall and western Europe in A.D. 1850 (without folding, automatically repeating crossbow; effect. For instance, a small-sized flame- gunpowder). This comparison is poor in the net-throwing arrow (as per p. 316, thrower (of “cigarette-lighter” quality) some ways because gnomish technological Dragons of Winter Night); and; the spring- might produce an effect like a firefinger development tends to be uneven and ba- loaded, blade-throwing, two-handed sword . There’s no reason why a persistent roque. Solamnic visitors to Mount Never- (which comes apart under normal use and gnome should not have two or three work- mind often ponder a bit of folk wisdom first may harm the owner). The archives of ing (if slightly dangerous) devices with him uttered by Heikmann Sester, one of the Mount Nevermind are filled with hundreds on an adventure. more cynical lords who governed the hu- of other ill-fated inventions, though there Could a human make a better flame- man colony on Sancrist. “If there’s any are always gnomes willing to continue try- thrower? The referee should disallow most possible way to ruin a perfectly good idea,” ing to develop them further and make them attempts to successfully use gnomish tech- he declared, “a gnome will find ten of workable. nology, since it does tend to be very baroque them.” (This is now known as Sester’s Despite the hundreds of false starts, some and over-built. Who knows what would Law.) Lord Sester is also credited with the research has enormous potential, if it could happen if you pulled the trigger on a quote: “If you want something broken, give be properly handled. Projects which have a gnome’s flame-thrower? You might have it to a gnome.” broader scope include the robot (composed forgotten to adjust the fluid-intake valve or The influence of Sester’s Law upon of clockwork mechanisms of unusual size), make sure the back tanks were properly gnomish inventiveness can never be under- the submarine (actually a sunken boat on pressurized. The gnome could take days estimated. A Solamnic knight once wanted wheels, with snorkle devices for the crew), and days trying to explain the device’s a suit of armor that could be removed the steam cannon and compressed-air gun operation to you. Referees might allow a quickly in case the wearer fell into deep (currently too large and dangerous to be of base 50% chance of a malfunction occur- water. The gnome he hired returned to much use), the airplane (a pilot-propelled ring if anyone but a gnome uses one of his Mount Nevermind, formed a subcommittee glider; this project-is the second most dan- technological devices, increasing this chance in the Armorers Guild, and spent six gerous one in operation), and blasting dust dramatically to as high as 95% if the device months researching the problem. What (gunpowder; this is the most dangerous is a weapon and potentially dangerous to came out was a suit of field plate armor project of all). And, of course, there is the the user in some fashion. Overall, one is with a 12-inch-long, 6-inch-wide release bar little committee in the Flight Mechanics better off using a wand of fire — but try mounted on the chest, painted bright, Guild, composed of three or four gnomes convincing a gnome of that! glossy yellow, with an unreadable label inspired by the tale of the gnome who first done in microscopic red print, detailing the captured the Greygem (as noted in DL 5). Religion effects of striking the bar. When the release Having established connections with the The only deity that the gnomes recognize bar was struck, it undid all of the catches on Astronomy Guild, they are quietly tinkering is Reorx. Though they have no formal the armor’s chest, shoulders, and waist. with space flight. After all, the first mortal religious services or clerics among them, the Unfortunately, the release bar was very creature to set foot on another heavenly gnomes still have a healthy respect for easy for opponents to strike at in combat, body was a gnome. . . . Reorx and have no doubt at all (unlike instantly leaving the armor’s wearer with no How much will a player character gnome others in the post-Cataclysm world) that the chest protection. Furthermore, the release know about high technology? What sorts of god exists. Reorx is thought of as an usually bar rusted quickly when exposed to the technological devices can a gnome adven- large gnome who epitomizes their love of elements and wouldn’t work after a few turer carry around? These questions are building, creating, inventing, and tinker- days. To make things worse, the pieces of best handled by the referee, but the follow- ing. A few philosophers go so far as to the armor were strung together with wire ing guidelines should help. declare that the universe is guided by the (to make it easy to pick them up again). A gnome PC from Krynn should have a machines of Reorx, and that the sun and The wired pieces dangled from the waist particular field of interest selected by the moons of Krynn are constructs in the mech- and entangled themselves in the wearer’s player, as per the information in this article. anism which powers the universe. legs. The suit was quickly retired to a store- The player should then make up a list of Before the Cataclysm, clerics of Reorx room in Mount Nevermind, where it re- five or ten items that the gnome is trying to were fairly common among the gnomes; it sides with several dozen other interesting develop within his field, and the items is very possible that following the Third but unused designs. should be ordered from least complicated on Dragonwar, such clerics will again appear Finally, there is the story of the lighting up. A Weapons Guild gnome who is inter- among them. Gnomish records show that system of Mount Nevermind. The gnomes ested in weapons projecting burning oil the old clerics vanished at the time of the ran long steel rods down the length of the might wish to develop a simple device like a Cataclysm, much to the irritation of the rest Outer Hall and placed the ends in a magma cigarette lighter at first (useful for lighting of their people. The loss of the clerics led pool. The rods soon began to glow bright pipes and campfires), but ultimately wishes directly to advances in medical science and yellow-orange, as was hoped, but the tem- to create a flame-throwing tank. the development of new alarm and protect- perature made the Outer Hall into the The referee then takes the list and makes ive systems, to compensate for the spells the world’s largest toaster oven. A cooling his own notes on it. What possible afteref- clerics had once provided. Gnomes are system using water pumped from the top of fects could come from a malfunctioning rather disdainful of clerics at present, be- Mount Nevermind was installed next to the cigarette lighter? How much damage would lieving themselves to be above spellcasting, heated rods, which made part of the corri- the gnome take if it exploded? A referee and feeling that clerics are an untrust- dor unbearably hot and part of it frigid. with a streak of rudeness will look forward worthy lot if they can disappear just any- The cooling system also produced heavy to PCs who wish to build large, potentially time they feel like it. Nonetheless, clerics fog, which was cured by installing a giant dangerous devices that could quickly and would soon be accepted into the ranks of the

22 NOVEMBER 1985 gnomes if they were to return. their movements are quick, and their hands Gnomes who are new to adventuring Additional notes on gnomish religious are slender, deft, and sure. They have often bring larger weapons with them in the feeling appear in the sections concerning the rounded ears and often large noses. mistaken belief that they can be easily used Life Quest (under “Personality”) and the Gnomes sound much like humans in (as Theodenes does in DL 7, Dragons of Priests Guild (under “Mount Nevermind”). vocal range and pitch, except for having a Light; he can only use his short trident as a more nasal voice. They speak very intensely weapon). Unless they are adventurers, Krynn gnomes as PCs and rapidly, running their words together in gnomes rarely carry weapons of any sort Though gnomes are common to most unending sentences joined by connectors except incidentally (such as daggerlike tools, AD&D-game universes, the gnomes native like and, so, anyway, but, or, therefore, hammers, a handful of stones, a clublike to Krynn are not likely to be found else- then, and so forth. Gnomes are capable of pipe, etc.). Strange weapons of questionable where other than on Sancrist Isle and in speaking and listening carefully at the same value are always being invented, like the their few communities across Ansalon. time. If two gnomes meet, each will babble yo-yo, though others show more promise. However, because Krynn gnomes have away at the other until they’ve both finished Slingshots and switchblades of varying sizes tinkered with powerful magical and techno- their say, often answering questions later in have been developed, and some gnomes are logical devices, there is a chance that groups their dialog as part of the same continuous working on a dust-cannon, which is a of them have transported themselves to sentence. Gnomes have learned to speak compressed-air gun firing powder into other universes, where they won’t initially slowly and distinctly when around other opponents’ faces. The possibility of making appear any different from the “usual” sort races; in a manner which some people find a compressed-air pellet gun has been dis- of gnomes present. both condescending and irritating. If fright- cussed, but current designs are unworkable. Gnome PCs may be of any alignment, ened, startled, or depressed, a gnome may Hand-held and light crossbows, slings, though as a race they have a pronounced speak in much shorter sentences. short bows, javelins, darts, and melee weap- leaning toward lawful neutral and (to a Gnomish standards of personal health are ons which may be hurled (like hammers and lesser degree) lawful good. Their initial exceptional; apply a -5% modifier to the hand axes) may be used as missile weapons. characteristics, classes allowed, and special disease and parasite infestation tables on p. Large seige engines and catapult-type de- abilities are as per surface gnomes (see the 13, DMG, and a -1 modifier to the oc- vices are well-known and used for a variety Players Handbook and Unearthed Arcana), curence and severity rolls on p. 14 to all of purposes (like gnomeflingers). The given the changes below. gnome PCs and NPCs. This benefit van- knights of Solamnia use gnomish artillery Krynn gnomes have minimum intelli- ishes after a gnome has been outside his engines and engineers on a regular basis. gence and dexterity scores of 8. Die rolls of home community for longer than one week. Gnomes are not the snappiest dressers on 2d6 + 6, giving a range of 8-18, may be The medical benefits are regained after Krynn, and would easily qualify as the used to generate these two statistics. staying home for one month or more. worst, were it not for goblins and gully Krynn gnomes have no spellcasting abil- Gnomes involved in certain major indus- dwarves. Gnomes will wear almost anything ity other than allowed for cleric charac- trial operations may develop “industrial that is relatively clean, but seem to have a ters (i.e., no illusionists). No gnomish cler- diseases” from smog and other working special taste for gaudy, baggy, mismatched ics will exist prior to the Third Dragonwar, hazards. Mild respiratory and eye infections clothes. Scarves and shawls are much used, though a referee may allow a few to come will be fairly common, but will clear up and they enjoy hard leather footwear (not into being should a good cleric encounter quickly if an affected gnome is put in fresh liking to go barefoot). In their research them and give one or more a Medallion of air for 1-4 days. Industrial accidents, noise areas and laboratories, gnomes tend to be Faith. All gnomish clerics who worship and visual pollution, and other problems rather disordered in appearance and prefer Reorx will be lawful neutral in alignment. may temporarily or permanently disable a wearing easily cleaned smocks and suits. Gnomes may otherwise be fighters, thieves, gnome, leading to early retirement from Gnomes on adventures usually carry a thief-acrobats, and assassins, and may mix active pursuits. few regular clothes with them, and invari- classes as per “usual” gnomes. Psionics are ably have writing implements and paper for unknown among them. Possessions taking notes. Gnomes with senses of humor Krynn gnomes have enhanced combat A gnome character starts with the local will bring items like water pistols to test out abilities against certain larger-than-man- equivalent of the normal starting money on their friends. Items acquired for their sized individuals (as noted in the Players given in the Players Handbook, p. 35, research value will often fill a gnome’s Handbook), but they have no combat bo- usually in Solamnic currency. They may pockets, especially those gnomes who have nuses against goblins, orcs, kobolds, and purchase any items listed in the Players developed thieving talents. other humanoids, as they have no racial Handbook that are normally available to Hobby items are commonly carried as enemies. Infravision, magic resistance, adventurers, as these can be easily made in well. A gnome’s hobby often has a great aging, and underground-detection skills are the gnomish or human communities on deal to do with his work; to anyone else but as per gnomes everywhere. The languages Sancrist Isle. Gnome metalsmiths can make the gnome, the hobby is the gnome’s work. that Krynn gnomes know vary, though the any of the armors listed in Unearthed Ar- A gnome assigned to develop better cata- majority know their racial tongue, common cana (p. 26), though they are unfamiliar pults may make miniature catapults; a speech, Solamnic, Ergothic, and Qualinesti with elfin chain mail as yet. They can man- gnome who works with steel refining may Elven. Other languages may be learned as ufacture any known weapon in the AD&D putter around with making small items appropriate. All gnomes can read and write system for at least standard prices. Gnomes from samples of his refined steel. whatever tongues they have learned to can wear any sort of armor (as long as it is Gnomes keep pets, though rarely for speak. Krynn gnomes do not communicate scaled down for their size), but can only use long. Town gnomes keep them for amuse- with burrowing mammals. the smallest shields. ment or curiosity, and adventurers have Any weapon that is 2’ or less in length them for company in the wilderness. Pets, Appearance and weighs at most 50 gp may be used one- however, are often poorly chosen as the Gnomes average 3’ in height and weigh handed by a gnome (e.g., dagger, hand axe, gnomes know so little about the animal about 45-50 lbs. Females are as large as horseman’s flail, knife, horseman’s mace, kingdom, and they assume that anything males. All gnomes have rich brown skin, horseman’s military pick, sap, spiked buck- can be domesticated if you catch it when it’s straight white hair, china-blue or violet ler, and shortsword). Clubs and jo sticks are small. Thus, one sees gnomes with saber- eyes, and surprisingly even, cavity-free also one-handed gnomish weapons, though toothed tiger cubs, immature stirges, and teeth. Males have soft, white beards and jo sticks are rarely seen. Weapons up to axebeak chicks. Once the “pet” reaches mustaches; females are beardless. Both 5½’ long and 90 gp weight, and having a adulthood, the predictable thing happens, sexes develop facial wrinkles after age 50. space requirement of less than 5’, may be and the “pet” either leaves on its own or is Gnomes are very short and stocky, though used two-handed. captured or killed by other gnomes.

24 NOVEMBER 1985

A dozen domestic dogs Twelve ways to classify man’s best friend by Stephen Inniss

Domestic dogs are not well represented in official AD&D® game according to shape or build (fighter, normal, and runner) and four material. The war dog and the halfling’s guard dog, both described according to size (very small, small, medium, and large). For the in the Monster Manual, are the sole representatives of this wide- purpose of this article, these size categories supersede the normal spread and highly variable animal. This is unfortunate, since dogs statistical designations of S, M, and L; however, note that a “large” definitely have a place in the campaign, particularly a campaign dog, in this classification system, is still size M (in AD&D game involving lower-level player characters. Dogs can be useful allies or terms) for considerations such as the amount of damage it suffers formidable opponents, depending respectively on the inventiveness from an attack. Movement rates, hit points, attack damage, and of the players and the intelligence and imagination of the DM; with sizes for the dogs in these categories are given below. their keen senses, even the smallest dogs are the of thieves — PCs and NPCs alike — and a war dog is more than equal to the Very small Small Medium Large average hired swordsman or first-level fighter. Many other uses will (11-20 lbs.) (21-40 lbs.) (41-80 lbs.) (80 + lbs.) doubtless suggest themselves to the thoughtful referee or player. Fighter Dogs may be employed as scouts, guards, or hunters, and are almost Move: 9” 12” 15” 12” as useful and much less demanding than hirelings or henchmen. It Hit Dice: 1-3 hp 1-4 hp 1+1 2+2 follows, then, that these most ancient, ubiquitous, and multiform of Damage: 1/1 -2 1-3 2-5 2-8 domestic animals should be treated in more detail. Size: S SSM

Normal DOG, Domestic Move: 12” 15” 18” 15” Hit Dice: 1-2 hp 1-3 hp 1 2 FREQUENCY: Common Damage: 0-1/1 1-2 1-4 2-5 NO. APPEARING: Varies with masters Size: S S S M ARMOR CLASS: 7 (better if armored) MOVE: See below Runner HIT DICE: See below Move: 15” 18” 21” 18” % IN LAIR: Varies with masters Hit Dice: 1-2 hp 1-3 hp 1 2 TREASURE TYPE: Nil Damage: 0-1/1 1-2 1-4 2-5 NO. OF ATTACKS: 1 Size: S S S M DAMAGE/ATTACK: See below SPECIAL ATTACKS: Hold The size classes are broad, to keep down the number of different SPECIAL DEFENSES: Nil classifications. Similarly, the build classes cover broad ranges. MAGIC RESISTANCE: Standard Fighter dogs are those with massive bodies and outsize jaws and INTELLIGENCE: Semi- heads, enhanced resistance to pain, and relatively short legs. Runner ALIGNMENT: Neutral dogs are long-legged and long-bodied, with narrow deep chests, SIZE: S to M; also see below large eyes, and long muzzles. Normal dogs are the majority, those of PSIONIC ABILITY: Nil wolflike or houndlike build. LEVEL/X.P. VALUE: very small or small (any), I / 5 + 1/hp Not all the different breeds can be placed in this system, although medium (normal or runner), I / 10 + 1/hp the majority fit in one category or another. The few exceptions can medium (fighter), I / 20 + 2/hp be easily handled by the DM. A breed like the basset hound is a large (normal or runner), I / 20 + 2/hp medium normal dog, for instance, but is 3” slower because of its large (fighter), II / 35 + 3/hp short legs. Toy or lap dogs are not accounted for at all in the above system. These move at 9”, have one hit point each, have no effective The many different breeds of domestic dogs can be divided into attack against creatures weighing more than 30 pounds (against twelve different categories for AD&D game purposes: three classes smaller creatures they can bite for O-l points of damage), and weigh 10 pounds or less. Like toy dogs, very small dogs are given two damage ranges. The larger figure is for damage against creatures weighing less than three times the weight of the dog (60 pounds or less), and the smaller one is for creatures larger than that. This reflects the fact that while these dogs can kill or weasels, or each other, they can’t do much damage against larger creatures. The different categories of dogs are further explained below. Very small fighter: Dogs of this type are bred to attack vermin such as rats, or to drive weasels, foxes, or even badgers from their burrows. Some of the terrier breeds fit this category. Small fighter: Dogs of this type are much like their smaller breth- ren. They may also be used in dog fights where there are weight categories. Medium fighter: Dogs of this type may serve as guards, or fight other animals in such “sports” as dog fights, bull baiting, badger

26 NOVEMBER 1985 baiting, or bear baiting. Examples would be the boxer, the bull terrier, or the Staffordshire terrier. Large fighter: These are generally huge beasts of the mastiff type, bred to guard and attack, or for use in hunting large and dan- gerous animals such as boars or lions. Rottweilers and bull mastiffs are typical examples. Very small normal: These may serve in any number of ways. Some, like Shetland sheepdogs, may be drovers’ or herdsmen’s dogs, while others may be employed as burglar alarms, or are kept simply as pets. Still others are used to harass and delay large game for hunters, or are raised for the cooking pot, or to attack small animals. Small normal: Dogs in this category are as various as their smaller cousins. They include the smaller hounds, herding dogs such as the border collie, the small spaniels, and some of the larger terri- Dogs are generally slower swimmers than humans are. Small or ers. Typical village scavengers are of this size. very small breeds swim at 6”, and medium or large dogs swim at 9” Medium normal: This is by far the largest category, including regardless of body form. Water dogs are 3” faster, but the major dogs that serve almost every conceivable purpose. Among them are difference between them and other dogs is their inclination to enter drovers’ and herdsmen’s dogs such as collies, old English sheepdogs, water and their more water-repellent fur. Water dogs will last longer and German shepherds; most of the hounds, including foxhounds in cold water — four times as long as humans, and twice as long as and coonhounds; sled dogs of various types; fast, light guard dogs ordinary dogs. such as Doberman pinschers; and most of the pointers, setters, Dogs bred for digging ability (some of the small or very small retrievers, and spaniels, as well as many others. breeds) can burrow as rapidly as badgers (3“). Other dogs of small Large normal: Dogs in this category are heavily built, but less so or very small size dig at 1”) and larger dogs can excavate burrows than the fighting breeds. They include the biggest hounds, such as but have no burrowing movement per se. the bloodhound, drovers’ and herding dogs that also serve to protect Dogs have keen hearing, and any breed gains a 20% bonus to its the herd or flock, draft dogs, and rescue dogs such as the St. chance of detecting hidden or invisible creatures by sound, as appli- Bernard or Newfoundland breed. cable. This bonus may be halved or doubled according to the condi- Very small runner: These are miniature versions of the other tions. Most dogs are allowed a similar bonus of 20% because they running dogs, and are kept as pets. The Italian greyhound is typical. can detect otherwise hidden objects or creatures by scent. Most dogs Small runner: Small running dogs are usually set on rabbits and can detect and identify people for a considerable distance downwind. hares. An example is the whippet. The scenting bonus is increased to a basic 30% for tracking and Medium runner: Most dogs built for speed are of this type, the pointing breeds and is reduced to 10% for running breeds (the latter optimum size for running; greyhounds, salukis, and Afghan hounds hunt primarily by sight). An ordinary dog can track as an onyx dog are examples. Over long distances other canids might be superior, can (DMG, page 144), while tracking breeds are allowed an addi- but nothing canine can beat one of these in a sprint. These dogs tional 20% chance and running breeds track at a 10% penalty. usually pursue jackals, coyotes, gazelles, hares, and other speedy In strong light, dogs do not see as clearly as humans do (the run- animals. ning breeds are exceptions to this rule), and no dog perceives colors. Large runner: These dogs are somewhat slower than their smaller However, a dog’s night vision is superior to that of a human — cousins, but their greater size and strength allows them to attack about as good by moonlight as it is by daylight, and as good on a larger game. Borzois, Irish wolfhounds, and Scottish deerhounds are moonless night as a human’s would be under a full moon. examples of the type. The morale of an unaccompanied dog is as described for monsters on page 67 of the DMG, but all dogs are of the largest size for pur- Special characteristics poses of this calculation. Dogs with their handlers are treated as Many of the qualities that dogs may be bred for, such as distrust henchmen when morale is determined. In its lair a dog gains a 20% of or acceptance of strangers, cold or heat tolerance, sociability, bonus to morale (“every dog is a lion in his own back yard”), and ability to live on vegetable food, presence or absence of a loud bark, morale may be affected by training, as shown below. Fighting and so on cannot be rendered into AD&D game statistics. Some of breeds gain a 10% bonus under all conditions. the breed differences that can be expressed in game terms are in- cluded in the discussion below. Training In combat, some dogs grab and hold on. The hold is inflicted if Dogs can be trained to attack on command, and ones so trained the dog scores a hit with a roll of 16 or better, and it may then do gain 10% to morale. Dogs may also be taught the hold described damage equal to half the normal bite damage each round thereafter above. with no roll “to hit.” Opponents so held are considered to be held by Dogs that have not been trained to track do so at a penalty of - one leg, with appropriate combat penalties (DMG, page 67). Fight- 20%) even if they are instructed via speak with animals, and they ing breeds do this naturally, and others may be taught the move. A may forget the object of the search and track something that smells determined dog cannot be removed unless it is stunned or killed. more interesting. Dogs can be trained to point out hidden creatures, just as pointing breeds spot game for hunters. A dog’s ability to detect hidden crea- tures is not increased by training.

Equipment Dogs may be outfitted with armor, with specifications similar to those for horse armor (barding) as decribed by Gary Gygax in DRAGON® Magazine #74 and in Unearthed Arcana.

Maximum Armor type speed AC bonus Leather or padded armor 15” 1 Studded leather, ring or scale mail 12” 2 Chain mail, banded mail 12” 3 Plate mail 9” 4

D RAGON 27 Only large dogs can carry plate mail, and only medium or large Fighting dogs are one size class slower than normal or running dogs can carry metal or partly metal armor at all. Small dogs are dogs, the very small fighting dogs moving at 20/10/5. Dogs carrying restricted to leather or padded armor, and very small dogs cannot packs move at half the daily rate shown above. Skijoring is riding on carry armor. A spiked collar provides AC 6 versus bites from other skis that are pulled by relays of dogs. A dog’s movement rate is little animals (which instinctively are aimed for the throat). affected by forests, marsh, or snow; all of these conditions are inter- preted as one terrain class better in assessing the difficulty of the costs terrain for dogs. Sleds can only travel where there is good, firm A few of the costs related to domestic dogs are listed in the Players snow, which counts as normal terrain. Handbook. The prices given below are to the same scale. coursing hound ...... 50 gp Dog breeds draft dog/sled dog ...... 10 gp Like those of medieval times, the breeds of dogs in an AD&D dog-fighting/bear-baiting dog . . . . .30 gp game world are likely to be less distinct from one another and less food dog...... 3 gp uniform within themselves than breeds of the real and modern herding dog ...... 20 gp world, since they are likely to be defined more by their functions ratter...... 10 gp than by their ancestry. Planned, long-term breeding programs will collar, normal...... 3 sp be relatively rare. Nevertheless, it is likely that each country-sized collar, spiked ...... 5 sp area will have its own set of dog breeds, adapted to local conditions, dogsled...... 50 gp and that in less civilized areas each tribe will have one or more dis- The prices for dogs given here are for those that have already tinct breeds of dog. Spaniels, setters, and pointers will be relatively received any necessary training. The cost of dog armor is one-fifth rare, since there is less of a demand for these in a world without that of equivalent human armor. Rations for dogs cost the full hu- guns. Nevertheless, they will find some employment with those who man amount for large dogs, half of that for medium dogs, one- go hawking or (more commonly) with those who hunt birds using quarter for small dogs, and one-eighth for very small dogs. nets. Similarly, the retrievers will be fetching nets and fishing gear (and the occasional fisherman) rather than downed waterfowl. Travel Demi-human and humanoid species may also have suitable breeds The following daily movement rates, in miles, are typical of dogs of dogs if they haven’t other animals on hand. Dwarves, for in- and dog-drawn conveyances. These figures are to be compared to stance, are likely to have heavily built and loud-voiced fighting dogs those on page 58 of the DMG. to guard their mine sites and treasure troves. Elves, if they haven’t Terrain type got the cooshee dogs described in Monster Manual II, will probably Normal Rugged Very rugged have swift running breeds of medium size, silent and canny scouts Dog, medium 60 40 20 and hunters. Orcs might keep vicious fighting dogs of the largest size Dog, small or large 45 30 15 — animals as ugly and bad-tempered as the orcs themselves. Only Dog, very small 30 20 10 the humanoids of chaotic alignment and low intelligence are unlikely Dogsled 40 25 10 to have dogs; an ogre might well forget a dog’s usefulness on a hun- Skijorer 60 40 20 gry day and eat it.

28 NOVEMBER 1985

The role of books Fiction for gamers to get something out of Reviews by John C. Bunnell

THE SILVER CROWN The True Game itself was introduced to Joel Rosenberg readers in a trilogy to which this one is the Signet 0-451-13531-8 $2.95 prior sequel. One of Tepper’s most winning By now, most of the positive things have literary traits, however, is that she has re- already been said about Joel Rosenberg’s strained herself from explaining the rules. Guardians of the Flame series. So what is Characters in these novels do not stand left to talk about now that the third volume around talking about their culture (unless is out? Answer: the fact that Rosenberg’s asked, and then only in believable snippets). novels represent the end result of taking the They act, and often act decisively. advice in all those DRAGON® Magazine Mavin, however, is something of a cul- articles about making one’s campaign more tural outcast. She is one of few females of realistic. childbearing age in her tribe, and she resists Readers of the previous books in the the idea of becoming the village broodmare. series already know that Rosenberg has Her strong will is what pushes her the rest created an extraordinarily effective game of the way into exile, and then into intrigues world. Karl Cullinane and his friends used that form the basis of the novels. to be fantasy gamers in our world, but now Tepper does go to some length to define are willing residents and reformers in the and to justify the nature of shapeshifting game world where they were sent by Arthur abilities, which are neither effortless nor Deighton, game master and mysteriously entirely without risk. The explanations devious master wizard. Deighton’s presence don’t impede the story’s progress, though, in this novel is brief and chiefly serves to and they do provide enough material for foreshadow at least one more book, but his ambitious game masters to adapt it to their influence on the fantasy realm’s events individual campaigns (as an NPC class, seems to be much more pervasive. perhaps, or possibly an extension of certain Karl’s colony has a fairly simple- druidic powers). sounding mission: rid the world of slavery. Meanwhile, Mavin’s adventures are However, Rosenberg has envisioned all soundly plotted, though rather brief, and kinds of detailed complications in the as- the author has a way with dialogue that signment, and his writing and plotting show though, since his series is such a good ex- makes it both believable and faintly musi- it. For instance, his slavers are only part of ample of what a game world can be like. To cal. These are stories that are not especially a complex economy, and disrupting the that end, The Silver Crown could almost be ambitious, but it’s refreshing to find a series slave trade has economic effects. Also mak- considered a reference book — if it weren’t in which the universe isn’t threatening to ing life difficult is a gradual technological such entertaining reading, too. fall apart every third chapter. (One last escalation begun by Karl’s group: They’ve note: the third Mavin book is scheduled to introduced primitive guns and explosives, appear before this review is published, but which are now starting to be copied by THE SONG OF MAVIN MANYSHAPED after it’s gone to press. Some people write enemy wizards, and which make the colony THE FLIGHT OF MAVIN unreasonably fast. . . .) something of a target. MANYSHAPED There are also personal grudges to be Sheri S. Tepper settled. Ahrmin, master slaver and all- Ace 0-441-77523-3 and THE SECRET COUNTRY around sleazy personality, has been bested 0-441-24092-5 $2.75 each Pamela C. Dean several times by Karl’s forces. He’s harder It takes a certain degree of self-confidence Ace 0-441-75739-1 $2.95 to kill than Darth Vader, though, and keeps to feature the name of a trilogy’s central The Secret Country starts out with the reappearing at strategic moments to character in the titles of the books. For premise of a juvenile novel: Five children threaten Karl’s life. acknowledged immortals — Doctor Who, playing games in the back yard accidentally Then, there are the internal politics of the Conan the Barbarian, or Tarzan — it’s find themselves drawn into a world where colony, which are by no means as uncompli- expected, but in the hands of a relatively magic works. However, the maturity and cated as they would be in many RPG cam- new writer, it sounds a trifle presumptuous. deftness with which author Pamela Dean paigns. The population is growing, largely Just who is Mavin Manyshaped, anyway? handles the idea quickly turn the book into through emigration, and since Karl and his Not surprisingly, the answer to that one is a tale that will delight all ages. associates have introduced a town-meeting “whoever she wants to be” in the most Dean’s characters have obviously read the form of democracy, affairs can easily be- literal sense possible. Mavin is the most kinds of books her novel initially resembles come unpredictable. skillful shapeshifter in the history of the — stories by E. Nesbit and Edward Eager. All this really does sound rather as if Joel lands of the True Game, and she is capable But they’ve also been exposed to more Rosenberg were reading DRAGON Maga- of transforming herself into nearly anyone contemporary fantasy as well. It shows in zine, following the advice of many of the or anything she encounters. It is the former the pattern of their game, a sort of pre-SCA articles on refining campaign environments, ability which sets her apart, since, accord- medieval drama set in, of course, the Secret and plugging the results into his novels. ing to long-established tradition, no shape- Country Those speculations don’t really matter, shifter can take the form of another human. As the story opens, however, they have a

30 NOVEMBER 1985 BRIDGE OF BIRDS divided confusion. Tanis Half-Elven is Barry Hughart caught between Kitiara, his human lover Del Rey 0-345-32138-3 $2.95 and one of his deadliest enemies, and Laur- “My surname is Li and my personal ana, the elven princess whom he also loves. name is Kao, and there is a slight flaw in Laurana, meanwhile, is rapidly becoming my character. You got a problem?” entangled in the political and military webs Number Ten Ox (so called because he is of the allied forces opposing the evil dracon- the tenth child in his family and as strong as ian invaders. And the war itself is escalat- an ox) definitely has a problem. His ing, as good dragons appear to counter evil seventh-century Chinese village has been dragons and the shadowy Queen of Dark- struck by a plague which threatens to wipe ness sends out emissaries in search of the out its entire population between the ages of key to victory. eight and thirteen. Only the wisdom of the That key is Berem, the Green Gemstone very old philosopher, Li Kao, offers any Man, who is strangely immune to being chance of discovering a cure, and the cure killed, at least by normal means. But, in the old man proposes takes Number Ten Ox order to prevent what seems to be certain and Li Kao on a desperate race across destruction, Laurana and her allies must get China in search of a legendary ginseng root. Berem deep within the sanctum of the But that’s only the beginning, because there Queen of Darkness without being detected. is also a small matter of a lost goddess con- Meanwhile, the enigmatic Raistlin may or nected to the mystery. may not have found the power to defeat the In Bridge of Birds, Barry Hughart has Queen on his own. created a positively breathtaking novel that Like the trilogy’s second volume, the is part high adventure, part dazzling pano- concluding book follows several plot threads ramic grand tour, part intricately woven at once, as members of the original band of web of riddles, and part constantly amusing adventurers take different routes toward social commentary There is something their destinations. Unlike the second book, indefinably right about the world Hughart however, Dragons of Spring Dawning does presents, and readers are likely to finish the not lapse into rambling asides like an ab- book swearing that the entire tale must have sentminded Dungeon Master. Readers problem. Ruth, Ellen, and Patrick have really happened. travel smoothly and economically between moved to Australia, so Ted and Laura are The novel is crafted with the same intri- episodes, and the tale as a whole may well staying with the wrong cousins for the sum- cate attention to detail that is associated be the fastest-paced of the three books. mer, cousins who seem to lack the vivid with fine Oriental antiques, both with re- In some ways, it is also the darkest in imaginations needed for appreciating the gard to plot and to its presentation of an- tone. Unlike some novelists, Weis and Secret Country’s wonders. To make matters cient Chinese culture. That’s an even more Hickman do not guarantee that all of the worse, Laura has been breaking windows impressive achievement when Hughart’s major characters will be gathered around a and dishes; she is going through an awk- narrative approach is taken into account: he fire to reminisce at book’s end, and several ward phase. tells the story in the voice of Number Ten of the adventurers endure a high degree of Yet strange forces seem determined that Ox, and not once does Ox drop out of physical and emotional pain as events rush the game of the Secret Country should go seventh-century character in any of his toward the climax. In this regard, no one on. So, by some inexplicable magic, the two often complicated memoirs. character dominates the story, though nar- groups of cousins find themselves together Other novelists have explored the world rative focus is loosely centered on Laurana. in what turns out to be the Secret Country of the samurai and told tales of oriental- Only one serious objection can be made to itself, where the inhabitants quickly mistake style dragons, but no one has — until now them for their imaginary counterparts. — given the ancient East the same grand Dean’s prose captures a delicate balance scope and depth of reality often found in between modern teenaged sophistication Western-based fantasy. Barry Hughart has and wide-eyed, childlike wonder, and her ably met that challenge, and at a time when characters are people one might easily meet players of RPGs are becoming more and next door. Her plotting is also laced with the more interested in oriental campaigns, unique blend of logic and persistent irra- Bridge of Birds is all the more valuable as a tionality that goes with growing up. There thoroughly realized vision of those lands. are myriad political intrigues, magical Even if it weren’t, though, it would still be persons and beings in great variety, and an unforgettable reading experience. assorted prophecies and mysteries with obscure meanings. To complicate matters still further, DRAGONS OF SPRING DAWNING scientific-minded Patrick doesn’t believe in and magic (“I don’t want to explain it, I want TSR, Inc. 0-88038-175-2 $3.50 to know what to do about it”), and he isn’t The appearance of Dragons of Spring above trying to prove that the entire se- Dawning really deserves two reviews. By quence of events is a product of the chil- itself, the book is a strong climax to a dis- dren’s collective imaginations. tinctive and intriguing trilogy. But now that All this is great fun and just plausible this first trilogy in the DRAGONLANCE™ enough to be thought-provoking. Dean Chronicles is complete, it’s also possible to keeps the game framework firmly in mind, step back and examine the framework on but leaves many of the details of the design which the saga was contructed — with unexplained — more than enough to prom- results that are both familiar and startling. ise a sequel. And if the sequel is anywhere The story picks up almost exactly where near as enjoyable as The Secret Country it Dragons of Winter Night left off, with the will be well worth the wait. forces of good in a state of somewhat

D RAGON 31 the generally excellent characterization: granted to Tolkien’s tales of Middle Earth. Thotharn — and goes merrily off in its own there seems no real justification for the But, within the genre, it’s now quite safe to direction. There is no glue to bind the emotional hold Kitiara possesses over Tanis, say the Margaret Weis and Tracy Hickman different tales together, no thread running no side to her personality that would ex- have produced a trilogy that should at last through them to give them a sense of be- plain his attraction to her. (One possibility satisfy the old demands for “something to longing in the same book. does come to mind, but it’s not one that read after the Ring books.” A better bridge Again, the caliber of the writing in Magic Weis and Hickman can adequately explore between the old classics and today’s more in Ithkar is generally quite high. But though in a saga aimed at school-aged audiences.) modern fantasists would be difficult to the portrait of a major trading center is Aside from that flaw, the book does an imagine. enough, in its various incarnations, to make admirable job of drawing together the the collection worth reading, it isn’t enough strands of a complicated plot and of holding to justify its rather lackluster trade paper- the attention of readers attracted by the MAGIC IN ITHKAR back presentation and the resulting higher earlier books. Only two other relatively and Robert Adams, eds. price tag. minor matters are worth mentioning. Fans Tor 0-812-54740-3 $6.95 of the inept mage Fizban will be pleased to Predictably enough, the success of the find him again in good form here, but Thieves’ World series has given rise to more THE GADGET FACTOR should not bank on his return in the series anthologies based on the shared-world Sandy Landsman set to follow this one. And, it should be concept. The first of what promises to be a Signet Vista 0-451-13536-9 $2.50 noted that the final spell Raistlin casts ap- bookshelf full of imitators is Magic in Yes, this one is a young adult novel. Yes, pears to be the reverse of a spell not listed as Ithkar, which offers to do for wizards what the paperback cover is a bit silly. And yes, reversible in the Players Handbook — a its predecessor in the field did for thieves. the librarian or bookstore clerk is liable to contrast to the authors’ usually strict adher- Unfortunately (and despite the best efforts give you a strange look when you ask for it. ence to the AD&D® game’s rules of magic. of some very good writers), the results But, the fact is that it’s also a fascinating All that has been stated should be more aren’t all that impressive. tale about computer games and scientific than enough to persuade readers of the That’s not to say that the collection accidents, not to mention a story that tal- previous books that Dragons of Spring doesn’t have some very good stories. Lin ented and gifted (TAG) students and their Dawning is worth picking up. Those who Carter’s “The Goblinry of Ais” illustrates families might do well to read. have waited for all three volumes of the the importance of properly framing wishes, Narrator Mike Goldman is thirteen years trilogy to appear before passing judgment, Elisabeth Waters’s “Cold Spell” demon- old, and as the story begins, he’s skipped however, have an even better reason to try strates an ingenious way to cope with live years of school and enrolled as a college the DRAGONLANCE Chronicles. Put curses, and Andre Norton’s own tale is an freshman. (This is easily the most unlikely simply, Weis and Hickman have produced a effective twist on a very old story indeed. idea in the entire book, and though this sort novel that openly seeks to emulate the Other contributors include such well-known of thing is much rarer now than it used to grand pattern established in J.R.R. writers as C.J. Cherryh, Nancy Springer, be, it does happen.) His roommate, Worm, Tolkien’s works, and their trilogy generally and Ardath Mayhar, and none of the stories has not skipped as many years ahead as succeeds in capturing the spirit and scope of in the anthology can really be called less Mike has, though he is also younger than that form. than well-crafted. the average college freshman. Both are That last word should be taken quite The problem is simply that the stories do fascinated by computers, and they rapidly literally. The DRAGONLANCE Chronicles not truly mesh into a single setting in the become deeply immersed in the prospect of are parallel to Tolkien’s trilogy in form, but distinctive way necessary for Ithkar Fair to programming their own computer game on not to any major degree in content. The qualify as a shared world. Each merely the college’s extensive hardware. worlds of Krynn and of Middle Earth are takes the few common background details As might be imagined, the two become so very different in origin, geography, political established — the fair geography, the ruler- interested in the game that it starts to domi- and magical makeup — but they are both ship of the priests of the Three Lordly nate their lives. Then, just as the college worlds, and the scope of Weis and Hick- Ones, the mysterious evil of the followers of administration begins to realize that it can’t man’s creation is as broad as Tolkien’s was. cope with its boy geniuses, Mike acciden- The comparison extends fairly directly tally invents the mathematics of time travel into the structures of the two trilogies as and gets pulled into the world of advanced well. Like The Lord of the Rings, the three scientific research, where it becomes more books of the Chronicles are really one long than probable that his formulae will be novel. Both trilogies, too, are too large in abused. scope to truly focus on a single protagonist, Landsman handles all this with a breezy, but instead feature a group of heroes united likable style that makes the scenario seem in pursuit of a single goal. And both are perfectly plausible, and he plays very fair also, in part, travelogues and guides to the with his computer programming. This is worlds in which they are set. not a novel about superhackers who do More specific parallels and likenesses impossible feats of electronic magic. He might be cited, but to do so would both does make it clear by implication that he stretch the premise and miss the point. doesn’t entirely approve of the educational What Weis and Hickman have done is to system in which Mike and Worm are func- recapture some of the epic flavor of tioning, but even so, the novel doesn’t come Tolkien’s classic, something no other writers across as overly moralistic. The Gadget in the genre have quite attempted. That Factor moves quickly, but it leaves room for (don’t worry about the resemblances) isn’t readers to come up with their own answers stealing; it’s homage, just as the Star Wars to some of the questions Landsman raises. and Indiana Jones movies are homage to And many gamers, especially younger ones, the old Saturday afternoon movie serials may see bits of themselves in Landsman’s It’s much too soon to guess whether the characters. DRAGONLANCE books will become That last possibility, all by itself, is worth literary classics — and it’s probably wishful the funny looks from the clerks and librari- thinking to imagine that they will ever ans. But, it’s by no means the only reason garner the academic respect that has bee for reading The Gadget Factor.

32 NOVEMBER 1985 D RAGON 33

The Centaur Papers Two manuscripts become one very long article by Stephen Inniss and Kelly Adams

Editor’s introduction would expect, neither author had any idea Centaurs are probably the least under- Coincidence is a funny thing. of what the other one was doing. stood of the semi-human races, despite their A while back, we received two manu- We contacted the authors and asked for close association with humans. Perhaps scripts within days of each other, both from permission to combine the best features of their rarity is to blame, but it is more likely western Canadian writers and both about each article into one large one, and they that because the majority of scholars are centaurs. Each article was well written and kindly agreed. Herewith, we present virtu- human, their writings have been influenced contained much valuable information that ally everything you could ever want to know by human prejudice against the horse- corresponded well with and complemented about centaurs, from two who seem to know people. Centaurs, claim the sages, are a the information in the other article. As you the most about them. — RM wild, rude, and barbarous people, living in

D RAGON 35 woodland far from human civilization. makes the creatures superior hunters. Cen- There are some less favorable effects of a They are not very bright, and are prone to taurs possess only slightly better hearing centaur’s weight, The bones and tissues of drunkenness and violence. They are slaves than the human race, but use what they large creatures are proportionally weaker to impulse and instinct; even when they have with greater efficiency: they will attend than those of smaller ones (strength does mean well, they are untrustworthy. There is to a small sound that a human would nor- not increase as quickly as weight) so that a some truth beneath these slanders, but they mally ignore. centaur will take + 1 on each die of falling hardly give an accurate picture of centaur Coloration follows the patterns found in damage it suffers. life and manners. domestic horses, with the most common color being a brown bay (brown body with Birth and aging Anatomy dark head hair and tail), and the least com- The equine body carries the reproductive The unique structure of the horse-people mon being true appaloosa and palamino organs. The fertility period of the females is lies behind many of their differences from (unless one counts the albino, which is monthly, but conception is most likely in other intelligent species. A centaur is most extremely rare). As with horses, head-hair spring or early summer. The gestation time simply described as a creature with a hu- color and tail color are the same in most is 11 months, but pregnancy is not so bur- man trunk, arms, and head, with a horse’s cases. It is not uncommon, though, to see a densome for a female centaur as it is for a body and legs. The human portion of a centaur with white and black head hair (in human woman, and birth is easier and safer centaur’s body merges with the equine at the case of a piebald or a skewbald), a phe- for both mother and child. There is usually what would be the neck of a horse, the nomenon that never occurs among humans. only one foal, but twins are possible. The lower human back fading into horse shoul- The upper and lower parts of a centaur umbilicus is so attached that a centaur’s ders and the human belly meeting the generally correspond in color and build so navel is on the upper torso. equine chest, so that the hominid navel is that a stocky, red-haired centaur is stocky At birth, a foal’s human portion is almost level with the withers. The lower, and reddish in both hominid and equine roughly equivalent in growth to a 4-year-old equine body stands about 15 hands high, halves, and a thin, black-haired centaur is child. A newborn centaur is at first covered with a range of 14-19 hands, the largest thin overall and has black fur on the lower with a coat of fine hair, with a few longer ones being quite rare. torso and legs. Hair color does not have to strands on head and tail. Within two The rest of a centaur is proportionately match skin color. Pinto coloring, for in- months, it will lose its downy covering and large so that an average one stands over a stance, does not extend to a centaur’s skin, begin to grow fur on the lower torso and head taller than a human of the same sex. and some tropical centaurs are solidly black legs. Centaurs can stand within an hour of Those in lands distant from the horse- or brown above, though their lower bodies birth, and by the time they reach the age of people may confuse them with giants or are striped black and white. Most centaurs two years can run as swiftly as a grown ogres, and in this they are not too far tend to show a certain resemblance to local man. Most learn to talk by their first birth- wrong. A large centaur may weigh as much human and equine populations. day. Mothers kneel down to nurse their as a small giant, and few centaurs weigh Centaurs can touch the ground with their young (their mammary glands are on the less than an ogre does. The hominid ele- fingers without bending their knees. The upper torso, just like humans), and must do ments of centaur anatomy are within the region of the withers and lower hominid so often; young centaurs have great appe- human range, however, and not truly giant- back is of marvelously sound and flexible tites. In some societies, the diet of the infant sized. The joining of apparently disparate construction, with powerful muscles, strong is supplemented with milk from domestic elements in a centaur is not superficial; it ligaments, and an odd but effective set of animals. Centaurs are not fertile either with forms a harmonious and coordinated whole vertebrae. The rest of the centaur body is humans or with horses. that looks entirely natural to the accustomed also surprisingly flexible, much more so Centaurs have a slightly extended life- eye. than that of a horse. It is not difficult for a span compared to humans, as the following The upper torso and limbs of a centaur centaur to braid his or her tail. table shows (see p. 13, DMG). are larger and somewhat coarser than the Centaurs have two hearts, one in the human average. The same applies to the upper body and one in the lower. Each is Child ...... 0-14 years head and facial features. With their high- about three times the size of a human heart, Young adult ...... 15-19 years bridged noses, powerful jaws, and broad and they beat together in a slow but power- Maturity...... 20-40 years teeth, centaur faces have a definite equine ful rhythm. There is also a pair of lungs in Middle age ...... 41-75 years cast. Centaurs have more hair than the each chest cavity, though the lower pair is Old age...... 76-95 years average human. The females have long mostly a bellows for the peculiar but effi- Venerable ...... 96-135 years thick hair, and the males sport abundant cient upper respiratory system. The chests body hair and unusually heavy beards as of a centaur expand and contract in unison. Centaur children are called foals; specifi- well. Male centaurs rarely go bald in old or The overall construction of the centaur cally speaking, a male child is a colt and a middle age. body is such that it is less vulnerable to female child is a filly. Mature adult males Centaur voices are more powerful but injury than that of a human. Most of the are stallions; mature females are mares. have the same range as human ones. Cen- major organs, such as those of the digestive Adult status in a herd is usually granted taurs lack the infravision and keen hearing system, are carried underneath the lower at the age of seventeen for females and of demi-humans, but overall, centaurs have torso, where they are less easily reached by nineteen for males. Centaurs age gracefully, senses superior to humans. They can detect an enemy and well protected by less vital remaining active and healthy until the last the scent of another equine (any horselike tissues. Many, such as the liver and kid- year or two of their lives. creature, including pegasi, unicorns, and neys, are proportionally smaller than in normal horses) if that creature has passed humans (as is common in larger creatures), Diet within twenty yards of the centaur’s current and are therefore less likely to be hit. The Though they weigh six times what hu- location within the past hour. This ability is area that appears to correspond to the vul- mans do, centaurs need only four times the negated by rain or strong winds, or by the nerable human abdomen is mostly com- nourishment. Larger creatures eat less, presence of overpowering odors such as posed of fat and muscle, with equivalents of pound for pound, than smaller ones, as any skunk musk. A male centaur can scent a the human windpipe, jugular vein, and human that has been host to halflings is well female in heat up to one mile away on a such buried deep within it. All this makes it aware. Still, finding enough food can be a clear day; the mare is equally sensitive. difficult to score a telling blow on a centaur. serious problem for the omnivorous centaur Centaurs are more sensitive than humans to It also explains why damage from a small (see “Hunting and farming,” below). other smells, but not so much so that it has weapon is so much less serious than that Though they have powerful jaws and any real effect. Centaur vision is better at done by a weapon that reaches the vital high-crowned molars, centaurs are not picking out movement, and this generally areas of such a large creature. suited to eating such coarse and abrasive

36 NOVEMBER 1985 fare as grass, twigs, tree bark, or leaves. human and equine aspects. The stomach is The true nature of centaur psychology This does not prevent them from consum- relatively large, as in humans, so that meals and its relation to human ways of thinking ing large amounts of fresh or dried alfalfa, can be taken more infrequently and in are best seen by less partisan races. If dandelions, raw turnips, peas (along with larger amounts than with horses. Centaurs asked, an elf will point out that (like hu- the pod and vine), various seedy and bitter can eat meat and other fatty foods because, mans) centaurs are rough and boisterous, fruits and berries, acorns, and a broad unlike horses, they have a gall bladder, coarse of manner and feature, dimwitted, range of other foods unpalatable or undiges- which aids in the breakdown of fats. On the unappreciative of subtle jokes and song, tible to humans, as well as less difficult fare. other hand, centaurs have a fully developed that they eat and drink to excess, and that Grains, particularly oats, are eaten as a horselike caecum (equivalent to the non- they are impatient and irascible. A dwarf staple food. Fresh milk, cheese, and milk functional appendix of humans) which might add that (like humans) centaurs are products may be taken in great quantities, permits the digestion of rough, fibrous unruly, shortsighted, and short of memory, especially by young growing centaurs. foods. With such a system, it is not surpris- that they are unable to devote themselves to A healthy adult centaur eats roughly the ing that centaurs actually enjoy tough a task, and they quail before difficulties. following amounts (by body height in foods, or those with exceptionally bitter or Other nonhumans give similar reports, and hands): sour flavors, as well as foods humans enjoy. so the similarity of centaur and human minds can be regarded as established. It is under 12 hh...... 14-16 lbs. Behavior and psychology the ways in which centaurs and humans 12-13 hh ...... 16-19 lbs. Though centaurs are quite similar to differ that are of interest. 13-14 hh ...... 19-22 lbs. humans in outlook, the major physical Centaurs are self-willed to the point of 14-15 hh ...... 22-24 lbs. differences between the two create signifi- stubbornness, and some are even more 15-16 hh ...... 24-26 lbs. cant differences in behavior. Humans tend individualistic than uncivilized humans. 16 + hh...... 26-28 lbs. to overstate these and confuse real differ- They have little regard for custom and ences between centaurs and humans with precedent, and have few laws. Often, they In an ideal centaur diet, approximately those associated with the usual centaur way are seen as liars because they are apt to 50% of the above must be concentrates, of of life. Most commentators are townsmen, abide more by the general spirit of an agree- which 30% should be meats and 70% oats, and do not realize how similar the horse- ment than by its particular terms, and will barley, maize, split beans, and other vegeta- folk are to human nomads and tribesmen. abandon it altogether if keeping it seems bles. The remaining 50% of the diet should They are also prejudiced by the physical harmful to themselves or others. Few cen- be bulk: hay, alfalfa, chaff, bran, sugar beet appearance of centaurs. Observing their taurs are good either at ruling or being pulp, oat straw, and the like. In an average half-bestial bodies, they attribute to them a ruled. They do not practice slavery and are day, a centaur must drink 5-12 gallons of beastly nature as well. A centaur’s ready themselves rebellious as slaves or serfs. Like water or other fluids, depending upon its reply to this would be that centaurs do elves, they are unlikely to treat others differ- size. Fair quantities of salt are also desired. indeed partake of the nature of both man ently because of higher or lower station. The digestive system of a centaur is and horse, combining the best aspects of Such behavior is often offensive to other suited to this varied diet, and has both both. races, and combined with a centaur’s casual

D RAGON 37 contempt for law and tradition, and its prefer direct and earthly things, such as expensive a habit, there might be a good natural stubbornness, this trait has proved food and drink. They are lusty, their games number of four-legged alcoholics. Centaurs unfortunate on more than one occasion. involve running or wrestling rather than are attracted to a number of other drugs as Perhaps the same bulk and strength that thinking, and their jokes are more often well, most notably tobacco. Though smok- make centaurs so independent also give practical than verbal. Gold and jewels are ing is not uncommon, most prefer to chew them the security to deal openly with the considered for their looks rather than for cured tobacco leaves, which are considered world. Centaurs are poor liars, and poor at what they can buy, and are easily traded for a great delicacy. discovering a lie. Literally big-hearted, they something more directly appreciable if their From their earliest years, centaurs are frown on such traits as jealousy and dishon- novelty wears off. accustomed to standing on their own four esty, and place great value on an open and Modesty is an intangible for which cen- feet, and they do not enjoy riding or being generous character. This does not mean that taurs have no use, and they enjoy amusing carried. They are particularly suspicious of thieving is unknown in centaurs, but it does themselves by embarrassing non-centaurs. boats, and would certainly only trust to an mean that if they practice banditry, it will Because they are so large, centaurs have no animal to pull them somewhere as a last be entirely aboveboard, and the victims will room to be shy. They have no discomfort resort. The need to keep their feet firmly on probably not lose more than they can af- regarding nudity, and prefer to remain the ground and to be able to move swiftly ford. Centaurs are generally too good- uncovered whenever the climate permits. means that centaurs dislike unstable natured to plot serious harm except in Breeding is a natural part of life; although a ground, heights, and dark or enclosed warfare. mare and stallion will usually carry on such spaces. They do not like any sort of uncer- Misunderstandings sometimes arise, activities in private, they are not disturbed tainty, preferring to control as much of their however, from centaur concepts of owner- or shocked if they are watched. situation as possible. ship, which differ from those of humans. The human view of centaurs and their Humans have a number of stories illus- Centaurs have a low regard for money, and drinking habits is a distorted one, due to the trating the violent nature of the horse-folk, give or take it freely. Also, while they un- fact that the most commonly seen centaurs but centaurs are in fact no more violent derstand ownership of individual items well are young males who are in town on holi- than other races. What makes them seem so enough, they do not recognize claims of day, squandering their money at the wine rough is that they often overestimate the land ownership unless the land is actually in merchant’s, brawling, and staggering up robusticity of non-centaurs. Horseplay is use. They have little regard for national and down the streets and in and out of common with centaurs, and they are baffled boundaries. Centaurs are known to break houses and shops. The behavior of these when others are reluctant to join in their down fences and destroy or deface bound- fiery young stallions away from their band games. ary markers, if they find such things on is hardly typical, but the fact remains that A centaur’s faults are likely to be those of land they are accustomed to wandering centaurs appreciate drink more than hu- excess — too much love for food, drink, or over. mans do, and are strongly affected in pro- other pleasures, too emotional a response, Intangible and abstract things have little portion to their weight. Once drunk, a too volatile a mood. In this, even sophisti- hold on centaurs, not for lack of under- centaur remains so for a long time — a cated centaurs resemble some human primi- standing but for lack of appreciation. They result of its large size. If it were not so tives, acting without thinking and trusting to strength instead of wit. As centaurs are fiercely independent and prideful creatures, affront can be taken in all the manners common to humans (e.g., suggestive comments regarding ancestry, insults regarding family relations, etc.), as well as a few common only to centaurs. Any insult regarding a stallion’s virility is suffi- cient reason for an immediate duel, possibly even a fatal one. A stallion is also very protective of his hindquarters, and is apt to kick first and ask questions later. It is decid- edly unwise to pat a male centaur on the rump unless he knows you very well. Rude remarks about one’s tail, as noted else- where, can also prove hazardous.

Society and communities Assertions that centaurs are completely lawless are false. Nonetheless, it is true that most centaurs know little permanent organi- zation larger than bands of less than a hun- dred adults. This may be just as well, as any adult is allowed a say in tribal deci- sions, and usually has a long one. Few things are settled without shouting and confusion. Fortunately, the majority of a herd will usually follow the advice of one or two individuals best informed in the matter, most often either the warchief or the matri- arch or both. The warchief is simply the most skilled and popular warrior, whose advice has been useful in the past. The rest of the centaurs will follow his lead in war, and he settles disputes over cattle or quar- rels between males that might otherwise come to a duel.

38 NOVEMBER 1985 The matriarch is simply the most re- permanent structures, with heavy logs or their herds so that the pasture will be sweet spected female, often the chief cleric of the planks set solidly on stone foundations. and full when they return. They are con- tribe as well. The others turn to her for These buildings are long and rambling, temptuous of humans, who seem unable to judgment in more serious matters, such as with high ceilings, wide doorways and large use an area without overgrazing it or mov- where to seek water in a drought, whether rooms. They are well ventilated (drafty is ing more often than need be. Grassland to wage war, or how to settle a dispute the term most humans would use) and have centaurs also hunt, and gather whatever between households. It is in the nature of hard clay or wooden floors, strewn with wild plants and fruits are available. They centaur life that males less often live to gain sand or straw. Storehouses, forges, smoke- may tend plots of grain and vegetables, wisdom and lore, and so the opinion of the houses, and barns are separate structures, visiting them only a few times between matriarch carries great weight. Centaur usually of similar design. Centaurs of the planting and harvest, but much of their tribes of more than a hundred members plains live in sod huts or in large tents, grain they get in trade or warfare. tend to fragment due to a duplication of depending on the permanency of the settle- Sylvan centaurs are fewer but more civi- leaders, so there will seldom be more than ment. If a blacksmith shop is not available, lized, as their contacts are more with elves one warchief and one matriarch in a herd. the centaurs will trade for such services than men. They depend on hunting, but As with human nomads, there are nearly from others with pelts, leather items, wood- they also grow crops and keep livestock. twice as many females as males in many work, food goods (such as grains), or their Their fields are small but very well kept, centaur communities, due to the hazards of own considerable labor capacity. usually pastures or hayfields for their herd the wilderlands. Still, because centaurs are There is little furniture even in perma- animals or small plots of oats or vegetables. polygamous, there may be some males with nent centaur homes; usually only a few high Their livestock they keep well hidden, for no wives and others (the most wealthy or tables (centaurs eat standing up) and a few what little they have they can ill afford to otherwise popular) with many. Centaurs straw mats for comfortable resting are lose. Visitors, seeing the lush and carefully being as they are, this presents fewer prob- present. Any other possessions are kept managed fields close at hand, may be for- lems than might be imagined, The custom clear of the floor, hanging on the wall or given for mistakenly concluding that the of polygamy persists in more settled re- resting on high shelves or in cabinets. Cen- rich grasses in them are intended for the gions, where there may be large numbers of taurs will go to considerable trouble to centaurs themselves. unattached males as a result. decorate their abodes; tapestries are not Centaurs keep few domestic animals Most centaur males attend to herding, uncommon, and any member of a house- other than cattle, sheep, or sometimes warfare (necessary and otherwise), hunting, hold might decide to carve a post or paint a goats. They are often uneasy in the pres- and destruction of dangerous predators. wall of the dwelling in leisure hours. Deco- ence of horses, and regard them in much Females perform many basic crafts of the rative floor coverings are unknown, since the same way humans regard monkeys, community, from weaving to smithwork, these would be soiled with mud and dust in though with less interest. They find the calling on the stallions of the herd to help short order. sight of horses pulling burdens or carrying with the heavier and simpler tasks. Young Centaurs of the plains and grassy hills are riders disturbing at first, and are angered at fillies may wander, but females with young primarily pastoral, and, like all centaurs, any mistreatment of them. The thought of children remain near the settlement or are expert in determining when to move eating horseflesh is abhorrent to them, just encampment, and the rest of the tribe is very protective of them. Some centaur bands are dangerously close to extinction, with fewer than eighty members to set against the hundreds of humans, demi- humans, and humanoids. Because they are polygamous and have flexible mating cus- toms, the centaurs can afford to lose a few males, but childbearing females and their foals are precious. Strangers, even friendly ones, are likely to count fewer children than there are, the balance having been hidden. Centaur mares are considered equal despite their protected status. This is partly in the nature of centaurs, but the major reason is probably that female centaurs are more nearly equal to males in strength and speed than is so with humans. Female centaurs are as likely to have potter’s wheels, smithies, looms, and the like from their mothers, just as males are likely to have received cattle or other livestock from a father. The females hold most of the dwell- ings in a community, but the lone males may construct places of their own if they do not live with a parent or sister. Though small bands of centaurs are often nomadic, larger communities may build homes, rather than seek shelter in caves or under trees. The largest such communities may consist of about 100 individuals, with 20-30 homes. Centaur villages, whether temporary or permanent, are haphazard affairs. Houses and tents are placed at the whim of their owners, and new buildings erected without reference to any overall plan. Centaurs of the forest usually build

D RAGON 39 as many humans would not sample a stew if all else fails. Unfortunately, farming sup- istered by the matriarch and is executed by they saw a monkey’s hand floating in it. ports the greatest number of inhabitants on the herd warchief. As the rules are unwrit- Most centaurs like cats, and use them to any rich, tillable land, and so centaurs have ten, a discussion of them can only be gen- keep storehouses clear of rodents. However, retreated into the still uncleared forests or eral at best. they dislike dogs, which they find annoying. onto land that is more difficult to plow. In a few herds, it is a crime to insult The sound of barking is unpleasant to cen- Centaurs are well suited to hunting, frequently any individual herd member. If a taur ears, and they react strongly to having gathering, and herding, activities that per- centaur is convicted of this, the maximum their heels nipped. mit them to take advantage of their speed sentence is tail shearing. Cropped tails are Finding food enough to support a herd is and range. It does not matter so much that often much in evidence after council meet- a time-consuming task. Some groups of they need more ground if they can cover it ings, unless this rule has been temporarily centaurs have a large area of land which is more swiftly. If they tend fields, they are suspended. carefully farmed, providing the bulk of a less dependent on them, since if they cannot The drawing of a weapon against a herd herd’s nutritional needs. The older colts (led grow or gather enough vegetable food, they member by an outsider, except in self de- by the best hunters from among the stal- can always trade for it with the surplus from fense, is a crime punished by expulsion lions, or even by exceptional mares) also go their herds, or raid the granaries of hostile from the herd environs. Use of a weapon by on regular hunting forays during the greater settlements. There is a price to be paid for one herd member against another carries a part of each year. this safer and more prosperous lifestyle, in maximum sentence of permanent expulsion While a centaur farmer is stronger than a terms of isolation, but with their mobility, from the herd environs, unless the offense human and needs no beast of burden, he is centaurs can make contact with other races was premeditated (which they rarely are). still not four times as good at farming, as is as they please. Attempted murder of a herd member is necessary. Though centaurs can eat rougher In areas heavily populated by centaur punishable by a maximum sentence of food, they must work longer hours and hold tribes, annual or biannual festivals may be sterilization. Murder of either a herd mem- more land than smaller farmers would, to held, in which each herd sends a group of ber or an invited guest of the herd is pun- feed themselves adequately. Worse, the representatives made up of its finest ath- ishable by death. farmland that supports one centaur can letes, artists, warriors, and leaders to the The breeding of underage herd members support four or more of almost any other Gathering of the Great Herds. This is held with other underage herd members is usu- intelligent race. They are threatened not in whatever area the Stallion of the Great ally punishable by tail shearing, but not by only by starvation, but by sheer numerical Herds happens to call home, and consists anything worse. However, the breeding of aggression by human, demi-human, and both of a week-long political meeting as well underage herd members by full herd mem- humanoid tribes. as an athletic and artistic contest among the bers is a crime punishable by sterilization. Finally, settled centaurs lose an important best the centaur race has to offer. At every A full stallion caught breeding with a filly advantage over potential enemies unless third Gathering an election is held, with (underage female) will be castrated forth- their fields and houses are well-hidden: that each herd having one vote, to elect a new with, the only recourse being a decision by of mobility. Centaurs less tied to a locale Stallion (the capitalized form denotes the the herd stallion saying that the situation can always flee before superior numbers if Stallion of the Great Herds). The candi- (drastic decline in population, etc.) necessi- dates are chosen from amongst the very best tates early breeding. of the herd warchiefs. The votes are then Hoarding of food or supplies needed for cast and the winner is the warchief with the herd survival is punishable by expulsion or greatest number of votes. restrainment from breeding for as much as In the past, it has occasionally occurred five years. Surprisingly (especially consider- that two stallions of equal merit have re- ing the drives of a normal stallion), if it is ceived an equal number of votes. The tradi- decided that a particular stallion has com- tional procedure to determine the winner in mitted a crime and cannot breed any mares, such a situation is by a pull-off, in which the he almost certainly will obey the decree. two centaurs are harnessed together and Perhaps the fact that castration awaits the must attempt to pull the other across a line. breaker of such a decree has an effect, but Once the Stallion of the Great Herds is that is difficult to say. elected, it usually follows that his entourage Although centaurs do not lie, they find of females increases in number and that his nothing wrong in “not telling the whole particular herd grows in status, receiving truth.” Such editing allows a centaur to better prices from the other herds for its avoid situations that could be dangerous to goods, etc. The Stallion is empowered to life or limb, and is quite acceptable as long make certain (often minor) decisions re- as the guilty party is not caught. This, of garding the affairs and policies of the entire course, applies only to normal situations; in centaur population, as well as being re- a court of herd law, the telling of a partial quired to settle disputes between herds and truth is serious indeed, and is usually pun- to handle interpretations of the herd law ished by the shearing of the offender’s tail. that can not be taken care of by the lesser A centaur would never, except in dire situa- herd stallions. tions, avoid the full truth when talking to a Although all centaurs are of a generally friend unless that truth would cause need- independent nature, they will risk every- less emotional harm. thing for the benefit of the herd. This ap- parent contradiction has confused Appearance and grooming researchers for many years, but it makes Like many humans, centaurs take great good sense for the survival of the race. A pride in their personal appearance. Many centaur who one day stands in direct oppo- decorate the upper torso with paint, and sition to his herd stallion will the next day wear carved trinkets of ivory, of bone (such give his life to save that same stallion. as from giant or ogre teeth), or of precious metals. Clothes, usually only worn to pro- Centaur law tect the upper torso in cold weather or as a Herd law is an unwritten code that varies handy place from which to hang tools, are from herd to herd. Justice is usually admin- elaborate and brightly colored, and look as

40 NOVEMBER 1985 if their primary purpose were decoration. A metal shoes despite a substantial material to create the many planes and material shiny coat of fur brings high status, and culture. The latter should not be a problem universes was drawn. In this universe of even the poorest centaurs take care to comb unless the centaur strays beyond the thought existed pure forms representing all their hair. Males are, if anything, worse vaguely medieval-Europe culture in which basic things, whether they be chairs, trees, than females in this regard, having a beard most AD&D campaigns are set, but the humans, or horses. It is possible that some to attend to as well. former will be hard to avoid. A centaur will of these pure thought-forms mixed together The tail of a centaur, both among the be able to tell if a shoeing is improperly when the first gods were created, and this stallions and the mares, is an object of pride done, though what might be done about it produced a centaur deity (Skerrit), who often bordering on vanity. A long, flowing is another matter. then proceeded to create the race of cen- tail, with or without braiding or other deco- If all shoes stay on, reshoeing will be taurs in his own image. Centaur herds were ration, is the envy of the rest of the herd. required once every 4-6 weeks because of then established on a multitude of worlds, “Muddy-tailed” is a common centaur hoof growth and the wearing of the shoe as were humans and other creatures. expression for anything ugly or poorly kept. itself. A centaur will know immediately if a Whatever their genesis, centaurs have Pulling a centaur’s tail is a grave insult, and shoe is thrown, but unless it is reattached or existed from the time of the earliest records. to make degrading comments regarding the the other shoes removed, movement will be Once they were common, and sizable com- length, color, fullness, etc., of a centaur’s awkward. In cities and along hard roads, munities farmed the rich river lands, but tail is a sure way to start a fight. On the there is a 1 in 6 chance per week of throw- with the multiplication of humans, human- herd level, many stallions who commit ing a shoe. On rough or rocky ground, the oids, and other hazards, their numbers have crimes are punished by having their tails chance is 2 in 6, and elsewhere there is a 1 been reduced, and they have been driven docked (as noted elsewhere above). There in 8 chance per week of losing a shoe. out onto the plains and into the hills and are only three greater punishments: banish- forests. Now they have begun to grow again ment from the herd, castration, and death. Origin and history in number, especially in peaceful alliance Male centaurs have a unique custom Sages have debated for ages on the origin with humans or demi-humans. which bears mention. If a compatriot at of centaurs. Were they the result of magical If centaur fighters and rangers (see be- arms is also a good friend, a centaur will cut experimentation by an ancient mage? Not low) are present, they may be either indi- a small piece of his tail hair and bind it to a likely. Could they have come from the mat- viduals trained in dealing with leather thong (or whatever material is avail- ing of a human and a horse? Jesters think non-centaurs, or those who have broken able). When worn by a friend, this signifies so, but this, too, is not likely. Learned with centaur fighting methods to take up that the individual will be protected to the clerics and sages have conferred with their foreign ways. Other centaurs than the rare utmost by the giver of the token, and that centaur equivalents to seek an answer to character-class types have begun to appear the giver will avenge his death if ever it this question, and the following hypothesis in the outside world. Those knowledgeable should come to that. Usually, this act, called seems most reasonable. in herb lore are well known, and more “sharing the tail,” occurs with each centaur Sages believe that there existed a universe accessible than their elven colleagues. Cen- giving the other the token as described of pure thought, from which the earliest taur farriers are much in demand, as they above. On very rare occasions, such tokens gods originated and from which the energy are often highly skilled in their craft. have been shared between centaurs and those of other races, in which case the non- centaur will use any available body hair of sufficient size to be seen. The sharing of the tail occurs only between two comrades at arms, and is perhaps the strongest commit- ment a centaur can make. A centaur values its hooves almost as much as its tail. The race is very protective of legs and “feet,” and individuals are apt to be upset if a stranger touches either. In the same manner, centaurs insure that their hooves are well looked after and usually find a partner in the herd who is willing to coop- erate both with hoof care and grooming. Some centaurs, especially adventurers, hire their own squires to look after such details. Hooves should be trimmed by a knowl- edgeable person once every two months. This is sufficient on soft ground, but gallop- ing about on stony surfaces is an invitation to disaster. Continual movement over paved or rocky ground will wear down the hoof faster than it can grow. In addition to the minor discomfort from this, there is a 1% cumulative chance per day of hard-road travel of developing an injury that will keep the centaur off his or her hooves for 1-4 weeks. This time cannot be shortened, unless some sort of regeneration magic is used, since cure wounds spells will not repair the hoof’s nonliving nail-like mate- rial. The solution is to wear horseshoes. Good farriers are hard to find, though there are many poor and mediocre ones. Many lands will have poor shoeing cus- toms, and some may be entirely ignorant of

D RAGON 41 Religion Skerrit is the major deity of the forest centaurs, as he is of many of the sylvan peoples. The horse-people often adopt non- centaur gods as well, particularly human or elven ones. Of those listed in the Legends and Lore volume, members of the Greek, Celtic, and American Indian pantheons are most appropriate, particularly Pan, Diony- sus, Poseidon, Hastseltsi, and Silvanus. Of those in the WORLD OF GREYHAWK™ Fantasy Setting, Obad-hai is an obvious choice, but Ehlonna, Fharlanghn, and Olidammara are also suitable. Centaurs also have various minor deities and demi-deities of their own. These in- clude Naharra (goddess of fertility and love), Fanthros (god of the sky and weather), Brilros and his sister Linroth (twin demi-deities of strength and speed), and others concerned with health, singing, cattle, and other important aspects of cen- taur life. The few evil centaurs in existence tend to worship one or another of the de- mon or devil lords. Centaur clerics and druids are greatly respected in the commu- nity. Centaurs spend considerable time in worship, but do not fashion expensive tem- ples or altars. Religious ceremonies feature singing, dances (often wonderfully com- plex), contests of skill, and a concluding feast.

Interspecies relations In the world outside the herd, a centaur will more often than not be hampered not only by limited charisma (see the section on centaurs as characters), but also by the general reaction of humans and others toward his race. Centaurs: preferred (P) Dwarves: neutrality (N) Elves: goodwill (G), or preferred (P) for wood elves and less believable than accounts of centaur interest in precious metals, but in any case Gnomes: neutrality (N) violence and drunkenness are tales of the it has prevented a complete souring of Half-elves: tolerance (T) abduction and rape of human women by relations. Halflings: neutrality (N) centaurs. These probably have more The small demi-humans, gnomes and Half-orcs: antipathy (A) to do with human fears and preoccupations halflings, are not disliked or distrusted by Humans: neutrality (N) than centaur behavior, but they may have centaurs, as they are less numerous and The reaction of centaurs to other races is some basis in a centaur’s idea of a joke. To greedy than certain other races. However, the same in most cases, except that centaurs carry off a woman (and later release her the attitude of these people toward centaurs tolerate (T) the smaller and less aggressive unharmed) would be just the sort of rough is somewhat cool. The small folk are even gnomes and halflings, and the centaurs hate jest that is considered the height of wit and more distrustful of centaur size and strength (H) half-orcs and their kin. humor among centaurs. Despite occasional than are the tall humans or the short but Many intelligent creatures are intimi- incidents, centaurs can and do exist peace- powerful dwarves. Too often, centaurs have dated by the size and careless strength of fully with humans, though this is most likely trampled gardens, caved in burrows, or centaurs, and by their apparent wildness where the two lead largely separate lives thrust smaller folk aside by main force. and lawlessness. As more than one human and where the humans involved are not That such incidents are the result of care- has remarked, centaurs don’t just step on farmers or townsmen. lessness rather than malice does not make corns — they break toes. The more flexible Dwarves and centaurs regard one another them any less traumatic, and they are not and tolerant groups are able to see that they with mixed feelings, but perhaps because forgotten. Halflings in particular are wary usually mean well, and harm others only by they seldom meet there is no open hostility. of centaurs and will usually hide and wait accident, but such understanding peoples Dwarves are scornful of the centaur disincli- for them to go away. are rare. nation to hard work, and centaurs dislike It is elves, particularly wood elves, that Despite their similarities, or perhaps dwarves for their greed and lack of humor, get along best with the horse-people. They because of them, humans and centaurs do but neither bears the other any lasting are similar in their individualism, their love not always get along well. Centaurs think of grudge. Centaurs have never succumbed to of feasting and drinking, and their apprecia- humans as greedy, touchy, and by nature gold fever and tried to raid a dwarven set- tion of nature. Centaurs are less fine- tyrannical and servile. Humans are less tlement, as many other races have. This tempered than elves, quicker to take offense than pleased to see centaurs on the horizon may have more to do with the relative sizes or to forget a quarrel, and more apt to be because of their reputation for violence, as of dwarf and centaur populations than it rowdy and bawdy. For this reason, they seen in many stories. Even more common does with the centaurs’ merely passing associate most closely with the more rustic

42 NOVEMBER 1985 wood elves, though most elves have a liking occasions when they meet them. Pegasi are most will balk at the idea of a saddle. On for centaurs and are willing to overlook on good if somewhat distant terms with rare occasions they will consent to carry their faults. Perhaps because of their long centaurs. human foot soldiers. Those centaurs trained lifespans, it is in the nature of elves to re- Like all intelligent quasi-equine beings, in them are very good with siege weapons, gard other races as children, and so while centaurs are at continual war with worgs, since they need no draft animals to draw centaurs are regarded affectionately as winter wolves, werewolves, and the like. them onto the field. stubborn and overactive but basically good- Few natural predators will attack a full- Valuable as they are, the horse-folk are natured children, humans or certain others grown centaur, though large packs of wolves difficult to find in numbers unless there is a are seen as spoiled, sullen, and ill-mannered or particularly hungry big cats are some- major humanoid threat. If recruiters know children. For their part, centaurs prefer the times a danger. Griffons and bulettes are a where to look, though, they may be able to tolerant and unaggressive elves to the greater threat, as they are harder to kill and find small groups of unattached young greedy and oversensitive sorts. more avid in their pursuit of equine flesh. males, eager for action, pay, and the pres- There is one race of elves that does not Centaurs will always slay such animals if tige that comes with it. Another problem love centaurs, though the horse-people have possible, and griffon feathers and bulette with centaur troops, but one that is less long forgotten it. In ancient time, when the teeth are popular decorations with centaur easily solved, is that they are difficult to elves drove from their number those of evil warriors. keep in order and likely to charge before the disposition, the centaurs aided the elves of proper moment. They are also next to light, the better-natured elvenfolk that Centaurs and warfare useless on either side of a long siege because remain in the sunlit lands. The elves of Centaurs are superior in many sorts of they eat so much and tend to lose interest in darkness, the , have not forgiven or common labor because of their strength and a contest if inactive for more than a few forgotten this. Only one of their generations ability to carry large loads. Most sought days. passes for each five of centaurs, and the after by some human societies, though, are drow are unwearying in hate. Few drow centaur troops. have even seen a centaur, but it is said that A charge of centaur cavalry is much Centaurs as characters the dark elves plot for them a revenge no feared, and their archers are famed for the less horrible than that they would visit on power of their bows. Where they are allied Despite certain limitations, the centaur the elves and faeries of the upper world. with ‘the halfling folk, they can carry the character is a workable and enjoyable alter- It is the humanoids and other evil hu- smaller ones to battle in large panniers so native to the standard set of humans and manlike races that present the most obvious that the halfling archers are not in danger of demi-humans. If properly handled, the race threat to centaurs, particularly the more being overrun by heavier troops. Centaurs does not unbalance a campaign. On the numerous and well-organized ones. Giants, are often employed as scouts in conjunction contrary, a centaur is a valuable addition to trolls, and ogres are generally too rare or with elven or halfling riders, a combination the group he or she joins. The benefits of a too poorly organized to be more than occa- that permits stealth or speed as necessary. centaur’s unique characteristics go as much sionally dangerous. Centaurs may outweigh Though they are good mounts, centaurs will to the party as a whole than the individual. them, can often outfight them, and can usually only carry a friend, and even then For example, a centaur’s size and speed certainly outrun them. Gnolls and bugbears are a more serious problem, as they are more numerous, but the real danger is from humanoids of lawful alignment: orcs, ko- bolds, goblins, and hobgoblins. These races hate and fear the powerful and swift horse- people, all the more so for their association with elves, and they find centaur slaves intractable. They have therefore carried out a campaign of extermination, killing and eating any centaur they can catch. These creatures are more difficult to avoid than the occasional band of giants and ogres, and with their organization are more dangerous than a rabble of gnolls, which might not have the persistence to hunt down a centaur tribe. While centaurs hate these humanoids with a passion and intensity matched only by that of the dwarves, they have never waged extended wars against them. They are not so well organized as humans, or so long-lived and foresighted as elves, nor do they have the iron determination of the dwarves. Worst of all, they are less numer- ous than any of these peoples. Nevertheless, the bitter strife between centaur and hu- manoid accounts for the reaction of cen- taurs to half-orcs or to even faintly orcish-looking humans. Most half-orcs dislike centaurs, if for no other reason than that a centaur is difficult to bully. Satyrs are particularly well disposed toward centaurs, and often ally themselves with centaur tribes. For reasons not fully understood, titans are also especially friendly toward centaurs on those rare

D RAGON 43 may be used to good effect. One of the provided for this by giving centaurs broad, tures of less than one hit die can attack more unfortunate situations in AD&D strong backs (see section on movement, either twice with a weapon, twice with each gaming comes when a party must flee from below, for information on encumbrance hoof, or once with the weapon and once a swift and dangerous foe. Too often devils values). There is also the possibility of with each forehoof. Skill in hoof use does take the hindmost, the shortest-legged or hitching oneself to a wagon or cart, which not count as a weapon proficiency. otherwise slowest members of a group. may double the amount that can be moved. Centaurs may also kick out with their With a centaur present and cooperative, Their great weight makes centaurs one rear hooves. This attack replaces all normal however, small demi-humans need no strength class better at forcing stuck doors attacks during a round. Each hoof inflicts 1- longer fear abandonment, and the wounded than are other beings of the same strength. 8 hp damage, but is at -2 to hit targets. This may live to fight another day. On a cen- Even a 13-strength centaur opens doors on attack requires no weapon proficiency to taur’s back these bold adventurers can make a 1-3, and an 18/00 strength centaur can learn, and a double-hoofed kick may be a strategic withdrawal at maximum speed. force a lock or stuck door as easily as a hill made twice per round. When not carrying fellow adventurers, giant can. In most cases, a centaur uses weapons centaurs can use their great carrying capac- Strength is determined with 9d6, the best just as any other character would. A cen- ity in transporting equipment or treasure. three scores being retained and the rest taur does damage equivalent to a human They are hardier than mules for this pur- discarded. A total of less than 13 should be mounted on a medium warhorse if using a pose, and more polite in their refusal to be rerolled. The remaining ability scores are lance, scoring 2-7/2-12 hp damage with overburdened. Lastly, centaurs are very determined in the same way as for other bonuses for charging as applicable. The-y good at opening doors and impressing large characters in the campaign, with the follow- may use bows while running, just as a foes. Even those DMs who feel compelled to ing adjustments: intelligence - 1, wisdom -2, human can shoot from horseback, with a -2 follow the official rules closely may at least constitution + 1, charisma -2. In addition, penalty to hit. Finally, a centaur’s weight wish to include centaurs as NPCs. maximum and minimum ability scores must can be used to good advantage if he or she be observed, as shown below: uses a lasso (see Unearthed Arcana). Classes and statistics Note that the use of front hoof attacks Warrior centaurs may be fighters or Ability Males Females requires that the centaur have at least 50% rangers. In either event, advancement is Strength 13/18(00) 13/18(90) of his height in clearance space above his limited as follows. Centaurs of 16 strength Intelligence 3/13 3/13 head; that is, a 9’ tall (approximately 17- or less are limited to the 6th level of fighter Wisdom 3/14 3/14 hands-high at the withers) centaur requires or ranger ability; those of 17 strength may Dexterity 3/16 3/17 about 13’6” vertical space for his front hoof reach 7th level, and those of 18 or better Constitution 13/19 13/19 attacks. strength can advance to a maximum of 8th Charisma 3/12 3/13 Centaurs, like mounted riders, can level. charge an opponent with a thrusting Centaurs may become clerics or druids if The unmodified charisma score should be weapon. At least 50’ of relatively level they have exceptional ability scores. As recorded, since the penalties and limits to space is required to build up speed for this clerics, they are limited to 3rd level, and charisma apply only to dealings with non- form of attack. Such charging makes de- those in the druid subclass may reach 2nd centaurs. The large size and unusual ap- fense difficult, thus raising the centaur’s level. Centaurs can never be magic-users of pearance of centaurs accounts for their armor class by one, but can result in double any kind. They can be multi-classed fighter/ limited appeal to other intelligent creatures. damage if a hit is successful. The victim of clerics, fighter/druids, or ranger/clerics. Females are seen as less threatening, and so the charge can only do normal damage, A centaur character starts off with one are not quite as limited in charisma. unless he has set a weapon. Setting a extra hit die of the appropriate sort. Thus, weapon takes one round and is only possible fighters will have 2d10, rangers 3d8, and Combat abilities with pointed weapons of greater than 2’ in clerics and druids 2d8 at 1st level. This Unlike humans or demi-humans, a cen- length. It simply means the weapon is posi- extra hit die is retained, so that a 4th-level taur can inflict lethal damage without the tioned with its business end pointing in the centaur fighter will have 5d10 hit points. help of a weapon, striking an opponent with direction the charge is coming from, doing All centaurs have two virtually indepen- its two forehooves for 1-6 hp damage each. double damage if it hits the charger. dent types of physical strength. First, there Using both a weapon and hooves in the is the strength inherent in the human part same round, however, requires special Movement of their body, which is consistent with nor- practice and training. Normally, only cen- The movement rate of a centaur is in mal human strength. This strength score is taur warriors have the time to train, though most respects like that of a medium war- used for determining damage from hand- other adults do have some combat training. horse (18“), with all the advantages and held weapons attacks, and for granting Just as they do not have the hit dice of other disadvantages that implies, but a centaur additional encumberance carried. Feats adult centaurs, fighter or ranger characters has the advantage of intelligence and hands performed by the hands, such as bending do not in the beginning have the ability to as well as a more flexible body. Normal bars apart, would also be determined by strike as ordinary centaur warriors do, with movement is at 18”, and a centaur gets the this first strength score. both weapons and hooves. They have opted bonus for quadrupedal movement if he or Second, there is the strength of their for a more difficult but ultimately more she charges (p. 66, DMG). The rate of 18” equine halves, which is the same as a horse rewarding path, and differ from ordinary can be maintained under loads of up to of similar size and constitution. This second centaurs in much the same way as a monk 4000 gp in encumbrance, plus bonuses for type of strength is often ignored by humans, character differs from a man-at-arms: strength as applicable, and a centaur can who are then surprised at what centaurs can weaker at first, but with greater potential still move at 9” while carrying up to 6500 do. Few humans could even budge a for development. gp plus bonuses. Armor may impose an thousand-pound block of stone, but with A centaur character may strike with the upper limit on movement rate regardless of proper harness most centaurs could move it forehooves at any point at which a weapon other considerations, as explained below. about with relative ease by dragging it attack would normally be allowed. This Though they are able to enter typical along the ground. Weights of up to one ton attack consists of a thrust with each hoof, dungeon areas, centaurs are not ideally (for a large, 17-hand-high stallion) can be so and may not be divided between two oppo- adapted to moving around in buildings and moved. nents. It does not allow the character to use diggings made by humanlike races. They A traveling centaur is likely to need one his or her strength bonuses to hit or dam- cannot move faster than 6” up or down or two hundred pounds of food in order to age, though these bonuses do apply to any stairs, and are plagued by a host of other survive for any length of time in areas hand-held weapon attacks. Thus, a 2nd- problems. Narrow passages, tight turns, where no food can be found. Nature has level centaur fighter battling against crea- steep slopes, low ceilings, and collapsing

44 NOVEMBER 1985 stairs are just a few of these annoyances, not Dexterity adjustments and shield use will allow only a 5% chance that a centaur will to mention crowded bars, polished floors, modify the armor classes listed. Shields have some minor skill associated with min- and small pottery shops, and to say nothing have their usual values, but they are less ing, the sea, or city life. Otherwise, reroll of such horrors as ladders and rope bridges. useful for centaurs than for humans, since until something more probable is indicated. Centaurs may be prevented from entering there is more unprotected space along each If a character does have an unusual skill, or leaving an area by local law, physical flank. No magical armor found will even fit then it must be attributed to the often unu- fact, or nervous inhabitants. No inn will a centaur’s upper torso. Magical rings and sual history of adventurer types. Common give a room to a centaur anywhere other bracers offering protection will be of great sense and imagination are required in ex- than in a local stable or barn. help here. plaining such a past. Experience on the Outdoors, however, centaurs can handle Armor for a centaur is very expensive, water, for instance, is probably with barges themselves as well or better than donkeys or costing almost thrice the normal cost of on a river. Treat any result of “armorer” as mules. If unencumbered by a rider, they horse barding. Plate barding can run as “farrier” (blacksmith), a much more likely can move as far as a light riding horse in a high as 3000 gp, chain barding up to 1000 profession in a centaur herd. day, or as far as a human would, whichever gp, and leather up to 300 gp. The above When traveling on hard surfaces, cen- is greater (p. 58, DMG). Movement over prices assume a normal-sized centaur. The taurs surprise opponents only on a 1 n 6 marshy or snow-covered ground can be price is high to allow for special materials chance, because of the sound of their tricky, though, particularly over the latter; needed to make the armor light enough to hooves. Straw slippers or cork glued to the while humans can resort to skis and snow- wear. A centaur of 18 or better hands in bottom of horseshoes will be effective in shoes, there are no equine equivalents. height can wear lower quality plate barding, achieving normal chances for surprise, but Climbing is next to impossible, indoors costing as little as 900 gp. One of 17 or will require daily replacement. It is a mea- or out. With the help of a crane (or a sling better hands can wear lower quality chain, sure of centaur woodcraft that they can around the rump and a rope to grasp), a with a price of as little as 500 gp. surprise opponents normally in most natu- short cliff might be ascended, but under no ral terrain. circumstances can a centaur actually pull Other considerations The cost of living is high for a centaur. his or her unsupported weight up using only Centaurs are allowed a bonus on saving Feeding, clothing, and otherwise caring for the arms. Going hand over hand up a rope throws against poison similar to that al- a being that weighs between one-quarter or chinning on a branch or ledge is impos- lowed dwarves (i.e., + 1 for every 3½ and one-half ton is not always a simple sible unless the feet can get a purchase so as points of constitution). They gain this bo- matter. The cost of food will be about four to support some weight. The best a centaur nus because of their size and hardiness. times that spent by other characters. Cloth- can manage is to hang, and that only with This resistance does not extend to any other ing is not always needed, but may be re- difficulty and for a very short time. Cen- saving throws other than against death or quired because of inclement weather or taurs can swim much better than they can paralyzation magic. local custom. Vests and shirts in cool climb, but are not swifter in the water than Centaurs are larger-than-man-size for weather, with the addition of a blanket in a human. determination of weapon damage. Up to very cold weather, should prove sufficient, Though centaurs don’t always like to be twelve attackers may engage a centaur foe and items of such a nature are not too ridden, a few don’t mind carrying close at once, if stabbing and thrusting weapons friends, and warriors may carry an armed are used or if overhand chopping weapons rider with a second spear or lance. Centaurs are employed on a first strike. A centaur are easier to ride than horses, since there is surrounded by orcish halberdiers is in seri- an upper torso for the rider to grasp. This is ous trouble! just as well, since most centaurs object to Whatever their ability scores, no centaurs saddles. A centaur may alter a harness so as will have psionics. If under attack from a to be able to pull a cart or wagon if he or mind blast they are treated as humans (p. she so desires. Getting personal transporta- 78, DMG). tion, rather than providing it, will be trou- Disease is, as always, a problem. In blesome and expensive for centaurs. Most monthly health checks, exposure to a hu- land conveyances will not carry a centaur in man or equine carrier of disease is 50% comfort, if they can carry one at all, and likely to be significant. small or unstable watercraft will be unsuit- Centaurs have, at best, rural back- able. A rowboat or canoe with a centaur in grounds, and so will know only alignment it will have very little freeboard, if it does and centaur languages in addition to the not sink outright. Common tongue — and they may not be particularly fluent in the latter. Those cen- Armor taurs dwelling in remote sylvan areas might Most centaurs go unarmed, since the have learned elven instead of Common, and hide, size, and structure of the centaur body any centaurs with the capacity to learn is such that it has a base armor class of 5. another language will likely learn elven if it Centaurs may wear armor, with results is spoken in their environment. Centaurs similar to those given for horse barding by can learn other languages than those they Gary Gygax (DRAGON® issue #72 and start with, if their intelligence score permits Unearthed Arcana), presented again here. (p. 10, Players Handbook). Normal human armor is, of course, of no Centaurs are regarded as lower class, if use. they have any class at all in human eyes. This is the result not only of their appear- Type of ance, but of their rustic and unsophisticated protection AC Weight Move upbringing. Because of this, they do not None 5 — 18” automatically attract followers of any sort. Leather or padded 4 170# 18” At the DM’s option, other centaurs might Scale, ring, studded be attracted, however. leather 3 280# 15” Certain secondary skills are unlikely, Splint, banded mail 2 390# 12” given the background of the average cen- Plate mail 1 550# 9” taur. If skills are randomly determined,

D RAGON 45 difficult to come by. Any covering specifi- If centaur characters are included in a cally designed for the centaur body, how- campaign, they are necessarily considered ever, will be costly — two or three times the to be persons for purposes of such spells as price of similar human garb. charm person and hold person. (They are Some typical prices for goods a centaur surely persons if troglodytes and lizard might want are listed below. men, which are also affected by these spells, Leather armor/barding ...... 315 gp are classified as persons.) Chain armor/barding ...... 975 gp A centaur can be resurrected only Plate armor/barding ...... 2700 gp through the use of a rod of resurrection Vest (with pockets)...... 5 sp (treat one as an elf for number of charges Food, merchant’s meal ...... 4 sp used), and one may otherwise return to the Food, rich meal ...... 4 gp campaign (although perhaps in different Rations, iron, 1 week ...... 20 gp form) by use of a reincarnation spell or a Rations, standard, 1 week . . . . .12 gp wish spell if it is killed. Horseshoe...... 5 cp Many of the available magical items in a Shoeing, per hoof...... 5 sp campaign will be useless or of dubious value to a centaur, for one reason or another. Such items include potions of climbing or potions of levitation, any substance that must be applied over a character’s whole body surface (a centaur needs 3-5 times the amount that a human would). Other less than desirable magic items for a centaur include a ring of water walking (nearly useless if the centaur wants to carry anything), magical boots, belts, robes, and cloaks (none will fit), most magical flying items, and any magical armor (all of which is assumed to be tailored for humanoid frames) except shields. On the other hand, a centaur will cer- tainly get more use out of such items as magical horseshoes than any humanoid character would — particularly horseshoes of speed, possession of which makes it much more practical for a centaur to wear heavy armor.

The material in this article is based on the information available in the AD&D® game books, and on the Greek legends from which other fictional centaurs are derived. The numerous centaurs and centaurlike beings of modern and fantasy were also a source of inspiration, as was information on horses and humans of the factual world.

46 NOVEMBER 1985 (This page was left blank so that the Unearthed Arcana corrections on the following two pages can be removed from the magazine without damaging the rest of the contents.) UNEARTHED ARCANA additions and corrections Page 6: Page 23:

Half-orcs: -3 strength, dexterity, and practice to improve. A successful pole vault Dwarves, gnomes, dark elf males: -1 requires at least a 30’ running start and a pole at least two-thirds the Halflings*, humans*, wild elves, valley elves: 0 length of the distance to be vaulted. The pole is dropped when the Half-elves*, sylvan elves*, dark elf females: + 1 vault occurs. The vaulter can land on his or her feet atop a surface of Gray elves*, high elves*: + 2 1/2’ less height than the maximum height of the pole vault, if so de- *— Treat the indicated pair on each of these lines as being of sired, assuming such a surface exists. Otherwise the vaulter lands, the same race for purposes of effective comeliness; e.g., tumble-rolls, and is on his or her feet in 1 segment. Non-thief-acrobats halflings are just as attractive (or repulsive) to humans as cannot effectively pole vault. humans are to each other, and vice versa. Page 29: Page 18: Speak With Plants Quest The Fighter Spell Immunity Rainbow Spike Growth Raise Dead The scope of the fighter class is expanded in two major respects. Sticks to Snakes Spike Stones First, fighters are able to employ any and all of the new weapon types Tongues True Seeing detailed in this book. Second is the benefit of weapon specialization, described below, which is available to all single-classed (but not Page 44: multi-classed) fighters and rangers. While the staff/treant will initially be of largest size and greatest num- Page 22: ber of hit points, each 8 points of damage it accumulates actually re- duces it by 1 hit die. The staff begins at 12 hit dice and 96 hit points, Fighter 7-12 ...... 3/2 rounds Barbarian 6-10 ...... 3/2 rounds Page 74: Ranger 8-14 ...... 3/2 rounds Cavalier 6-10 ...... 3/2 rounds CHARACTER AGE Paladin 7-12 ...... 3/2 rounds A barbarian player character will be 15-19 (14 + 1d4) years old at the Page 107: start of his or her career. The starting age for a cavalier player charac- ter is the same as for a cleric of that race — 500 + 10d10 for an elf, A stunned opponent will be so affected for 1-10 segments, during 40 + 2d4 for a half-elf, and 18 + 1d4 for a human. which time no actions may be taken. Any spells in the process of be- ing cast are lost. If an opponent that is already stunned is stunned by Page 102: a later attack, the opponent must save versus death magic to avoid being knocked unconscious for 1-4 rounds. A stunned opponent de- round, i.e. “an arrow + 1,” “an arrow + 3,” “a javelin,” etc. —so long fends without benefit of dexterity or shield, and is + 4 to be hit. as that item was previously placed in the quiver.

Page 8:

level in the ranger class, but a half-elf ranger with the same ability scores can rise as high as 11th level in the class. A hill dwarf assassin is restricted to the level limits shown on the table, since a hill dwarf cannot be both a multi-classed character and an assassin.

Page 12:

HALF-ELF* (½E) Dark descent T N N G A A N A A A N ** A A A T N Any other N N N A GGGA G N T P N N T A T

HALFLING Hairfoot (HH) N TTA T T N N T N T N P P P N T Stout (SH) T G G A TTN N T T T N P P P N N Tallfellow (TH) N T T NG G T T G N T G P P P N N

HALF- (½O) N H H N A A A A A A H A N N A P T

HUMAN (H) N N N N N N N N N N N T N N N N P

* With regard to the reactions of races other than elves, half- Copyright ©1985 TSR, Inc. elves are considered as a specific racial type. However, elves will react to half-elves as if the half-elf were either a half-elf or a Permission is granted to photocopy these pages full-blooded elf of the same racial type as the half-elf’s non- for personal use only. human ancestor, whichever is the more negative reaction.

* * Preference for half-elves of dark descent, hatred of all other Page 13: half-elves. Assassin as thief yes5

5: An assassin cannot use a shield during a melee round in which the character is engaged in the act of assassination.

48 NOVEMBER 1985 Page 7: Half- Page 7: Alignment Page 12: Maximum No. Page 15: 10-Sided Elves Requirements of Dice for yes¹ Any non-evil at start Hit Dice Accum. yes¹ Lawful good only 10 2 Hit Points yes Any 9 yes True neutral only³ 9 Page 25: Pole yes Any 15 Any non-lawful 9 Vaulting 2 - yes Any good4 8 2 +1’ yes Any 10(+1)³ +2’ Any 11 yes Any non-good at start 10 +3’ yes Any non-good st start 10 yes Any evil at start 12 Page 30: Any lawful 6 yes Any neutral 17(+1) Monster Summoning II 1: If of dark, gray, or high elf descent 3: Possibly with good tendencies 10 Otiluke’s Resilient 2: Except for those of wild elf descent 4: Possibly with neutral tendencies Sphere

CHARACTER RACE TABLE Ill.: MULTI-CLASSED CHARACTER OPTIONS

Race CF CR CM Cl CT CA DF DR DM DT FM FI FT FA RM MT MA IT IA CFM CFT CMT FMT DWARF, Gray X x x x x Hill X X Mountain X X ELF, Dark x x x x x X x x x x x x x x x Gray/High x x x x x x x x x x x x x x x x x x x Valley/Wood x x x x x x x x x x x x x x x x x x x Wild X GNOME, Deep X x x x x x x x x Surface X x x x x X HALFLING, All XXXXX HALF-ORC X x x x x

Column headings are abbreviations for all possible multi-class combinations for player characters: CF = cleric/fighter, IT = illusionist/thief, etc. An “x” under a column heading indicates that this combination is possible for a character of the race in question. A half-elf uses the entry for the strain of elf from which the character is descended. Note that this table enumerates all the possible class combinations for player characters in the game, but does not imply that they must all be permissible. Some of these combinations may be disallowed by the Dungeon Master in his or her campaign.

THIEVES TABLE II

Effects of Armor on Thief Functions Studded or Ring or Scale or Thief Function No armor¹ Elfin Chain Padded Chain Banded Plate Mail Plate Armor Pick Pockets + 5% -20% -30% -40% -50% -75% -100% Open Locks - -5% -10% -15% -20% -40% -80% Find/Remove Traps - -5% -10% -15% -20% -40% -80% Move Silently + 10% -10% -20% -40% -60% -80% -100% Hide in Shadows² + 5% -10% -20% -30% -50% -75% -110% Hear Noise - -5% -10% -20% -30% -50% -70% Climb Walls + 10% -20% -30% -40% -90% -99% -99.9%

General note: No dexterity bonuses apply to thief functions (though penalties do) when wearing armor other than simple leather. 1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices. 2: Assumes that armor worn is covered by another garment. Elfin chain mail is light and thin, and can be worn under normal clothing. All other types of armor except simple leather are stiff and/or bulky, and can only be covered by a full body cloak.

THIEF-ACROBATS TABLE V

Effects of Armor on Thief-Acrobat Functions Studded or Ring or Scale or Thief-Acrobat Function No armor¹ Elfin Chain Padded Chain Banded Plate Mail Plate Armor Tightrope Walking + 5% - -10% -40% -70% -90% -100% Pole Vaulting +1’ -½’ -1' -4’ -8’ -12’ -18’ High Jumping +1’ -½’ -1’ -4’ -8’ -12’ -18’ Broad Jump, Standing + ½’ - -½’ -3’ -5’ -7’ -10' Broad Jump, Running +1’ - -½’ -5’ -10' -15' -20’ Tumbling, Attack + 2% -5% -10% -20% -20% -30% -50% Tumbling, Evasion + 4% -5% -10% -30% -60% -70% -70% Tumbling, Falling +5’ - -5’ -10’ -30’ -50’ -70’

General note: No dexterity bonuses apply to functions (although penalties do) when wearing armor other than simple leather. 1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.

D RAGON 49 (This page was left blank so that the Unearthed Arcana corrections on the preceding two pages can be removed from the magazine without damaging the rest of the contents.) D RAGON 51

54 NOVEMBER 1985 Welcome to TSR PREVIEWS, where you 17 Baltron’s BEACON OCTOBER HIGHLIGHTS REVISITED can find the latest information on what’s AD&D® Game Adventure new from TSR, Inc. Each installment of TSR by Philip Meyers AD&D® ORIENTAL ADVENTURES PREVIEWS lists all products that TSR will be Battle your way into the ruined tower that Handbook shipping in the same month as the issue of holds the secret of the Black Flame, defeat by Gary Gygax DRAGON® Magazine in which it appears. its deadly guardians, and return with its After this month, your AD&D® game will Since this is the November 1985 issue, the dark secret...before the wizard returns! never be the same again . . . . ORIENTAL following items will be shipping in Novem- Product No. 9152 ADVENTURES is here! With official Samu- ber. It takes a few weeks from our shipping Suggested Retail Price: $6.00 rai, Ninja, and Wu-Jen character classes, date for items to arrive in your local store, Oriental magic, martial arts, and an expan- so these products will probably not reach sion of the WORLD OF GREYHAWK™ set- your store until sometime in mid-Decem- CHALLENGE OF THE ‘DRUID’S GROVE ting covering the Oriental lands of Oerth, ber. . . . Just in time for Christmas! ONE-ON-ONE™ Game Book #4 you know it’s going to be the hottest item This time, we’re also going to describe a by around! few products that we shipped in October. One player becomes a powerful Arch- Product No. 2018 They should be arriving in your local store druid, and one player becomes a High Wiz- Suggested Retail Price: $15.00 just about now, so watch for them! ard. The one that returns with the magical On the page following this premier in- secret of the Druid’s Grove will gain power stallment of TSR PREVIEWS is another new beyond belief? SAGA OF OLD CITY feature. TSR PROFILES will feature all your If you haven’t checked out the ONE-ON- GREYHAWK™ Adventures Book 1 favorite TSR creators in the months to ONE Game Books yet, this is the one to by Gary Gygax come — game designers, artists, editors, look for! A unique diceless combat system You got a taste of GREYHAWK Adven- magazine staff, and others. We’ve chosen and hidden movement give these books in- tures in Dragon® Magazine #100 — now to start off with our #1 game designer (also credible replay value — and you can take the first part of the incredible adventures of our President, our Chairman, and soon to them anywhere! Gord is in your store! Don’t be left out of the be our top novelist) . . . Gary Gygax! Product No. 8464 hottest adventures around! Suggested Retail Price: $5.95 Product No. 8240 Suggested Retail Price: $3.95 TlTLES SHIPPING IN NOVEMBER CN3 CONAN® TRIUMPHANT! X10 RED ARROW, BLACK SHIELD CONAN® Game Adventure Plus the latest DRAGONLANCE® adven- D&D® Expert Campaign Adventure by Kim Eastland ture, the first D&D® Master Rules Set ad- by Conan® must pit sword against the sor- venture, a new STAR FRONTIERS® rules Out of the sands of the mysterious Sind cerous might of those who would release accessory, and the incredible AMAZING® Desert rides The Master of the Desert No- the sleeping demon from its tomb! Based Stories Books! mads and his army of dervishes, threaten- on the new novel Conan The Triumphant by ing to conquer all the civilized lands of the Robert Jordan. world! You are diplomats and generals who If you like powerful barbarians, evil wiz- SCHEDULE CHANGES must recruit allies, organize armies, and di- ards, and hack-and-slash adventure, the rect the course of the war. Travel to all the CONAN® game system is for you. The BARBAROSSA™ game and the TER- countries of the Expert Set game world, Product No. 7403 RIBLE SWIFT- SWORD™ game, announced meet with national leaders, and go on Suggested Retail Price: $6.00 last month as new SPI™ game releases, quests and missions to win support. A have been delayed. They will now ship in unique strategic (an expansion of CONAN™ and ©I985 Conan Properties, Inc. January 1986. the D&D® Companion Set War Machine rules) and counters allows you to run the entire war! Unless otherwise noted: Recruit your own force of soldiers, then ® denotes registered trademarks owned by TSR, inc. prepare to face The Master and his Legion ™ designates other trademarks owned by TSR, Inc. of Doom in a climactic confrontation using ©1985 TSR, Inc. All Rights Reserved. the BATTLESYSTEM™ Supplement! Product No. 9160 Suggested Retail Price: $10.00

D RAGON 55 GARY GYGAX

There is a persistent rumor at TSR, Inc., that Gary Gygax never sleeps. President of TSR, Inc., is a full- time job all by itself. Chairman of the Board is a full-time job, too. Then there’s President of the Dungeons & Dragons Entertain- ment Corporation in Beverly Hills. And Co-Executive Producer of the DUNGEONS & DRAGONS™ Cartoon Show. That’s enough to keep three ordinary mortals busy. On top of that, there’s the new Oriental Adventures hardcover rulebook for the AD&D® game system and the first novel in the GREYHAWK™ Adventures epic series and regular articles for DRAGON® Mag- azine and . . . “I’m always working on new pro- ducts,” Gary told us.

1970, he left his job to try to make a liv- ing at his hobby. “There were too many boundaries in in- “Currently, I’m working on three surance,” he said. “All I really wanted to do boardgames, the rest of the GREYHAWK was write and design fantasy games.” Adventures novels, a new role-playing The early years were hard. He paid the game, several short stories, a children’s bills by repairing shoes in his basement. He book series, and various entertainment pro- brought in a few more dollars by writing, jects for film and TV.” editing, and typing rules for games such as Gary frequently gets up at five o’clock in TRACTICS™. Then, in 1971, Guidon the morning to hit the typewriter before Games published the CHAINMAIL™ rules coming into the office to handle the myriad for medieval miniatures, complete with the details of the far-flung TSR, Inc., operation. Fantasy Supplement. That was the begin- “The writing is the fun part, the reward for ning of the DUNGEONS & DRAGONS® doing everything else,” he said. game. Gary has been a writer and a game de- decided to borrow $1,000 on a signer for most of his life. He learned how life insurance policy, and together he and to play chess when he was six years old. By Gary formed a partnership called Tactical the time he was 12, he was designing min- Studies Rules in October 1973. In January iatures rules for toy soldiers with his best 1974, the first edition of the DUNGEONS & friend Don Kaye (now deceased), who later DRAGONS game was released. It was not dreaming and striving for helped Gary found TSR, Inc. Gary had built an instant success. In fact, it took almost a higher aspirations. His ad- a huge collection of 54mm and 70mm fig- year for the first thousand copies to sell. vice for would-be game designers ures. The collection decreased because of Tragedy struck the next year, when Don had and entrepreneurs: “There is no his unique method of resolving battles. a fatal heart attack. But the company they such thing as a free lunch. Be pre- “We used to use ladyfingers (small fire- had formed went on. pared to stick by your guns. When crackers) to simulate explosions. . . . Light The second printing of the D&D® game you’re convinced you have the right game, the fuse, and BOOM!” was 2,000 copies. Those sold out in only idea, or story, start it now. Or else you’ll By the early 1960s, Gary had grown five months. The third printing of 3,000 never do it.” much more sophisticated as a game de- copies also took five months to sell out. By signer. He became active in fandom and 1976, the company was booming, and it Selected Bibliography got involved in play-by-mail DIPLOMACY™ hasn’t stopped since. (not counting D&D® or AD&D® games) games. He designed DIPLOMACY variants, In 1983, Gary founded and became Pres- ALEXANDER THE GREAT and also wrote house rules and variants to ident of the Dungeons & Dragons Enter- BATTLE OF ARSOUF the early games from The Game tainment Corporation in Beverly Hills, BOOT HILL Company. Gary also continued to design California, which led to the highly success- CAVALIERS & ROUNDHEADS miniatures games — but stopped using la- ful DUNGEONS & DRAGONS™ Cartoon CHAINMAIL dyfingers for playtesting. Show, and various other entertainment pro- DON’T GIVE UP THE SHIP In 1965, Gary founded the Lake Geneva jects in the works. He travels regularly be- DUNKIRK Tactical Studies Association, a wargaming tween his two jobs — but he writes and LITTLE BIG HORN and miniatures club. He designed games designs wherever he is. TRACTICS as a hobby while making a living as an in- Gary is a man who has achieved many of WAR OF EMPIRES surance adjustor in Chicago. And then, in his early dreams, but he has never given up WARRIORS OF MARS

56 NOVEMBER 1985 D RAGON 57 58 NOVEMBER 1985 HIS DEVICE IS NOT ILLEGAL, Hale reassured himself for the tenth time. He taped the flat vibrator assem- The Wages bly over his rib cage and rebuttoned his shirt to check for a bulge. Nothing showed. He doubted that police moved very fast in matters of Social Health anyway. Shaking his head of Stress to dispel the lingering guilt, Hale switched on the signal generator to produce what he’d finally discovered was the by Christopher Gilbert “Obnox” tag: 1500 Hz for 1.5 seconds. This marker designated, Hale hoped, those who were to be his special prey. Holding his breath, Hale flicked the detector’s switch; immediately the vibrator buzzed like a trapped insect against his ribs. Perfect, he thought, and permitted himself a brief laugh of self-delight common to inventors. Greed wasn’t in him: he only needed enough cash to pay off his mother’s indenture debt and buy them both tickets back home to New Zealand. It would be a matter of weeks now. The Obnox tag was embedded in the organic flurry of body signals continuously broadcast from all citizens. Neighborhood receivers boosted all data to Social Health’s headquarters, where the computers monitored each per- son’s physiological stress and accordingly shifted funds from account to account, minute by minute, day by day. All routine in 2007. But Hale Romathon had found a loophole. Hale was short, scaled down, well-muscled but slightly stooped from years of hunching over electronic work- benches. Standing now, with his hand under his shirt on the gain control, he walked about the apartment engrossed in studying the detector’s range and sensitivity, forgetting that it was 3 A.M. He was light on his feet, but his shoes squeaked. Zenia emerged, rumpled and blinking, from her bed- room. Pulling her robe together, she stared at her 36-year- old son. Zenia had recently turned “old,” and her expression in the last month had become sad and heavy, but this scene made her smile. “Dancing the night away, dear?” she asked. Hale stopped abruptly, embarrassed, and removed his hand from under his shirt. “Oh. Sorry. I guess I woke you? Believe it or not, Mother, this is rational behavior.” “It’s OK. Everything wakes me these days. Does this have something to do with that disk you made me smug- gle out of work?” “Don’t think about it. You don’t want to know. Let’s have breakfast.” Hale prepared hot cereal with cinnamon and butter, pampering his mother while she related the family prob- lems back home: her sister was very sick, and there was fierce rivalry among the rest of her relatives for control of the family ranch, which was close to bankruptcy. Hale was fairly indifferent to it all but saw that Zenia’s Display, a two-inch square panel pinned to her robe, was flickering into yellow-orange, very unlike her. “I have to go home!” she said plaintively. “But I’m trapped here until I pay off that infernal debt. Oh, Haley, I made such a mistake moving here!” Illustrations by Tom Centola

D RAGON 59 Hale could see it was getting bad for her. “You had to Hale was getting annoyed. Casually holding the chair try it. I’ll get you back home soon, I told you, remember? up to obscure his own Display, which was in the yellow, he I’m resourceful.” said, “Unfortunately, the rules limit what I can do for Zenia gave him a long, melancholy look and said, you, sir. You’ve had the chair seven months. Would you “How? All those wonderful technical jobs you used to like me to arrange for repair?” have, and now you’re working at that complaint window The man snorted now. “You’re no help, Shorty. ‘New for such terrible wages . . . I just don’t understand what’s chair,’ I said! Don’t you know your job? Where’s your happened to you.” supervisor?” Hale’s heart thumped at the word “Shorty,” He winced at her criticism but said only, “I’m working and his internal rage grew. on something.” But he answered, “Mr. Fantuzzi will be in at two, sir. I They ate in silence for a few minutes, until Zenia said, do feel I know my job, but I’ve only been here three “I’m sorry. I’m being awful. Why don’t you come home months; I may have missed some fine points.” early tonight? I invited Vedo. We could all have a nice The man saw Hale’s bright orange Display then, grim- dinner, just the three of us.” aced, and shut up. Even an Obnox had some sense. Satis- Hale tensed. Vedo, for reasons he could not tell her, had lied, Hale began preparing the repair forms. Stress become a sore subject. The Display on his shirt edged suffered from an Obnox earned bonus credits, and fault toward yellow. Zenia saw it, said a standard “excuse me,” was automatically assigned. The entire exchange had and the matter was dropped. earned him at least sixty dollars; just that much closer to The next morning Hale did extra preparation for the New Zealand. strain he knew lay before him. Nestled in the cocoon-like After work Hale headed for a certain Doyle Street tav- relaxation pod loaned to him by Social Health, he began ern where emotions ran high. He circulated among the with ten minutes of pranayama yoga breathing. Then he noisy crowd nodding to a few acquaintances and observ- activated the feedback devices; visual displays and gentle ing the glowing panels worn on everyone’s chest. The auditory signals guided him as he dropped into a deep, lights were kept fairly high in here, which was one reason hibernation-like relaxation state. He fine-tuned his EEG Hale liked it: his Display wasn’t so obvious. into the restorative high theta range. Using muscle and He waited for the telltale buzz against his skin and soon cardiac feedback, he made himself limp as a sleeping baby, located the first Obnox, a thin baggy man who sold shares lowered his blood pressure, and stabilized his heartbeat. in real estate. Chattering like a hyperactive weasel, the Finally, it was time to go to work. man spread his literature on a table and jabbed at para- graphs: “It’s all here, see? Seventeen per cent you’ll get! You look like a smart guy, don’t you know a bargain? Trust me!” He moved even closer to Hale, talking louder I f one is looking for aggravation, Hale had found, one and faster. Hale kept nodding, feigning interest while his doesn’t have to look very far. Since leaving his bio-engi- temples pounded from the onslaught. neering job, Hale had tried working as an attendant in the Finally, the man noticed Hale’s shimmering orange huge government food automats, coping with impatient Display. “Touchy, huh? You’re not gonna buy? Cripes, and demanding customers; for a few weeks he’d sold this is costing me. Who needs you?” With a sneer he women’s shoes in a very busy shop. Each position had swept up his papers and went off to find another prospect. provided the frustration and aggravation he sought, but at Hale did likewise. His detector led him to a good-look- generally low density. He’d finally settled on part-time ing woman who liked to talk politics. Hale would never work at the Dispute Resolution window at Fleer’s Multi- have taken her for an Obnox — at first. But as she kept Store. correcting him and dismissing his opinions, his anger Hale’s fourth customer today was a grossly fat man grew; as she left (she was tall), she patted his head and wearing a soiled beret and an expression of childish fury. said, “You’ll see the light someday, little fellow.” He He approached carrying a bent Hungarian Sipp chair closed his eyes and contained his rage. That was where his before him. Hale’s vibrator went off. Obnox. Here we go. profit lay. “This chair is no good. Look how it bent!” the man He took on three more of them, but it was like absorb- said, eyebrows raised and quivering. “Besides, it gives ing poison, and Hale knew he’d better stop for now. No only five positions! It should have eight like the Rupert wonder there was a movement to identify the Obnoxes. chairs.” He began walking home, slowing his heart rate, smooth- Hale examined everything and began, very politely, to ing out his breathing to minimize the stress afterload. explain store policy to the 250-pounder. The man broke It wasn’t perfect, however, because something else was in, breathing hard: “Look, the fabric got all stained too! on his mind now. Vedo. He had to challenge him tonight. It looks awful. I want a different chair!” Hale was skilled at drawing out a person’s repellent qualities, but this one needed no drawing out. “Sir,” he said, “stains aren’t covered under warranty, which in any W hen Hale entered his apartment, Vedo and Zenia case expired last month. And the bending is rather exten- were huddled at the table over picture books of New sive —” Zealand, with Zenia giving the tour. His mother had met “So my kid spilled juice on it. And the metal’s cheap. this amiable 20-year-old several weeks ago at a travel Not my fault.” agency. Vedo was full of questions about New Zealand,

60 NOVEMBER 1985 and Zenia was delighted to describe her homeland. He Vedo described his method, which consisted mainly of was polite, sleek and unruffled, with Mediterranean color- baiting half-drunk men in taverns. “I’ll say something like ing. She’d brought him home several times. ‘I’m just a kid. Tell me about women.’ and then let them In the kitchen Hale gobbled down some leftover turkey run on. I hate getting advice from old sots, so I begin to patties and considered how to confront Vedo. He some- get annoyed, very annoyed. They usually notice my Dis- what liked the youth, especially his air of inner control. play eventually and back off, or a friend might warn He seemed to think before he spoke. What he thought them. Until then, my credits pile up.” about, however, was a matter of concern. Hale wanted to Hale smiled faintly. “Is that so? Now I see why you’ve trust him. But there was something . . . been asking questions about Social Health. You knew Two nights ago, when they were all watching a very Zenia works there.” tense drama on the screen, Vedo had said something dis- Vedo looked away and shrugged, apparently embar- turbing: “It seems to me a person could make a bit of rassed. “Your mom’s great, but . . . I admit it. When I extra cash by becoming aggravated a lot on purpose. The found out she’s a stress counselor, I got curious, yeah. I’d other guy would get blamed for it. Credits could build up never tell her, though. She’s a true believer. But you seem fast. Stress couldn’t be all that dangerous.” to have your own mind. What do you think of my idea?” Hearing that, Hale had simply stopped breathing. Hale handed Vedo’s paper back. He had never told Zenia had said with maternal sincerity, “Oh, it is, Vedo. anyone about his stress-baiting activities; his own satisfac- It’s very dangerous in the long run, otherwise I wouldn’t tion had always sufficed in this as well as other accom- have my job. Please don’t even think of such a thing. It’s plishments. But now something tugged at Hale. He’d not worth it.” Standard Social Health line. Hale hadn’t never had a son and would have scoffed at the suggestion even trusted himself to say anything. that he had paternal instincts. However, he reflected later, Besides that, Vedo had referred to the Social Health that probably explained it. stress monitoring at least twice in the last two weeks, too On impulse Hale said calmly, “Your methods are primi- much for coincidence. Hale didn’t like being made ner- tive, Vedo. If you’re going to do this, you might as well vous by a 20-year-old kid, but suddenly he felt like an learn to do it right. At least don’t make the mistakes I animal with his foot poised over a trap. Vedo said he did.” worked as an accountant, but he’d never shown ID; he The youth stopped walking and stared at Hale, mouth could be police, a Social Health investigator, anything. agape. “What do you mean . . . you don’t do this too?” So this night Hale invited Vedo for a walk. Hale nodded, annoyed that he enjoyed the moment. “I Hale’s apartment was on the fringe of the great metro- made $1750 this way last month. This month will be politan center; the glow of city lights perpetually blotted higher. There are lots of little things you learn — standing out the stars. They strolled through the cool night making in the sunlight so they’re less likely to see your Display, small talk while Hale worked his nerve up. He wasn’t knowing exactly what your sore points are, and seeking good at confrontation. As they approached a well-lit inter- out people who rub you wrong that particular way. The section, Vedo drew out a folded piece of paper from his key, though, is to maximize the imbalance. If you’re jacket pocket. Handing it to him, Vedo said in a rather annoying somebody while they’re provoking you, it formal voice, “I’ve got something to tell you, Hale.” Hale’s thoughts flashed: a summons? Subpoena? War- rant? Aware of the glowing of his Display, Hale unfolded the paper. It appeared to be Vedo’s monthly Social Health statement and showed $208 worth of stress credits depos- ited to Vedo’s account. In bold print below was the phrase Hale knew so well: STRONG RECOMMENDATION FOR STRESS CONTROL COUNSELING. Hale was puzzled; these documents were very personal items which people seldom revealed to each other, even to their spouses. In essence it stated where one stood in rela- tion to society: whether one was among those who suffered or among those who caused the suffering. “Two hundred and eight dollars!” Vedo said proudly. “How about that? The thing is, I intended it! Listen, I’ve got to tell someone. I hope you’ll keep it quiet. I’m work- ing on a way to beat this whole system. I’ve figured out what sorts of reactions register strongest with their com- puters — anxiety, anger, that sort of thing — and I’m learning to maximize them, just the opposite of what we’re taught.” Hale hadn’t even remotely expected this. “Clever idea,” he said guardedly. “Suffer for pay, is that it? Pretty hard on your longevity.” He was buying time, to think.

DRAGON 61 balances out and nobody gains.” days.” Vedo listened intently, then said, “That’s right! Hey, I “Just working hard. Doing what I have to.” can’t believe my luck! You’re way ahead of me. Zenia “Are you angry at something? I know that face, Haley.” doesn’t know, does she?” “Angry? I don’t get angry. That’s a —” “Not a bit, nor does anyone else. Let’s keep it that “You don’t get angry, you get even. I know.” way.” She knew him too well. He was glad she didn’t have Vedo extended his hand. His eyes were wide, sparkling; access to his Social Health records. “Mother dear, I said he’d lost his reserve. “Don’t worry. I’m honored. How I’ll get us out of here soon, and I will. Maybe two weeks. about making me your apprentice?” You can start packing.” Hale could see that Zenia was Hale grimaced. “Slow down, Vedo. I’m not a school. looking strained herself; the frown marks between her I’ll pass along a few tricks to you, sure, but I’m going to brows had deepened. She worried him. be very busy piling up funds and hope to be gone with That night Hale met briefly with Vedo, accepting the Zenia within a month.” help Vedo was able to arrange. In gratitude Hale revealed Vedo paused for a moment, then said quietly, “I can his Obnox detector. Examining the vibrator device, Vedo reciprocate. My company is very large and gives me cer- seemed quite fascinated. “Obnoxes don’t even officially tain privileges. For instance, I know Zenia needs to make exist yet, and here you are just about harvesting them!” a lot of calls to New Zealand. That gets expensive. I could Hale chuckled. “That’s right. Imagine the pandemo- . . . facilitate those calls. There are other ways I could nium if Social Health admitted it. Lists published in the help.” papers, maybe big O’s on people’s chests . . . I don’t Hale shrugged. “Maybe. We can talk about it tomor- know what would happen. But don’t worry. You’re not row. But why would you want to learn to do something one.” like this? You have a good job. Stress tears your guts up if you’re not careful.” “I guess I like to find flaws and loopholes in things. Excitement. Beating the system, maybe. What about T wo days later Hale came home to find Zenia crying, you?” sitting in the dark at the kitchen table. Hale rubbed her “Something similar. I was designing prosthetic systems shoulders while she talked. for Benton; I turned 35. My head was swimming with “It’s getting so bad, Haley . . . I want to go home! At electronics and physiology, and suddenly all I wanted to work today they gave me an unscheduled review. They do was listen to music. So I did; I quit. This stress-baiting said I’m slipping! It’s so unfair. . . .” got started as a hobby, probably because Zenia worked for “Are you slipping?” Social Health.” Zenia sobbed; Hale fetched the tissues and sat next to “And now you’re an underground expert on simulated her. “I didn’t think I was! Sure, I’m worried about home, suffering.” but all week now they’ve been penalizing me for little “That’s what the system rewards! It’s all backwards, things like late reports, tiny errors. I don’t know why! I you know. It started as a way to compensate workers in lost a bonus, I have to take remedial training — I’ll never high-stress occupations, and grew too fast. But we’re stuck pay off my debt now!” with it now. You fish where the fish are. Let’s get back.” Her face had a puffiness which obscured her character and frightened Hale. His determination hardened. Obnox detector or not, he’d have to step it up. They needed more money, fast. H ale’s next few days were both exhilarating and debili- Retreating to his workshop, he studied manuals far into tating. No longer worried about Vedo, he put his attention the night. He had a new device to build. toward accumulating stress credits as never before. What had once been a diversion was now serious. He sought out Obnoxes, got what he could from each, and went on to the next. He endured being degraded, proselytized, A s a high-stress-risk person, Hale was entitled to special harangued, and frustrated, persisting until the person individual counseling sessions on request. At 2 P.M. the noticed Hale’s glaring Display and apologized and next day, he entered Social Health’s massive headquar- retreated. ters, welcomed by relaxing music which drifted like bland Each night he came home a little more exhausted. He perfume through the air. Zenia worked at a branch office, spent hours in the relaxation pod using all its feedback which Hale naturally avoided. He considered most stress devices and every body control skill he had, but even so he counselors earnest and harmless, helpful but also easily had difficulty relaxing. His blood pressure hadn’t been fooled. Approaching the door to the public counseling below 140/90 in days. Adrenaline was flooding his body, section, he put on his tense manner. and his nervous system seemed to be in permanent buzz. “Stress is going to catch up with you, no doubt about it,” the counselor told him with patient kindness. “You’ve been lucky so far, but you know there are ulcers and heart disease in your family. I just looked at your current record F inally, Zenia said to him, “You’re looking very . . . what have you been doing? Aren’t you worried at all strained. What’s wrong? You haven’t smiled or laughed in about your health?”

62 NOVEMBER 1985 Hale acted contrite and a little dim, as usual, giving helpless little gestures. “I just can’t help myself. I try to relax, I really do, but people get me so annoyed.” She sighed; she’d been over it so many times with him. They spent half an hour discussing his “current life stres- sors,” all fictional, followed by fifteen well-monitored minutes of deep relaxation while his serum cortisol and catecholamines were assayed through a capillary skin patch. Hale faked trying to relax, concentrating on memo- ries of his old landlord, an infuriating and devious old devil. Luckily the EEG could not specify the content of his imagery. The counselor’s face showed he wasn’t doing well. He kept squirming and acting self-conscious until she finally said, “Would you feel more comfortable if I left you alone?” He nodded weakly. “Thanks. Performance anxiety, I think.” Ten seconds after she left he stepped quickly to her terminal. He knew it was low security, no voice ID, just nice anonymous keys. Coughing intermittently, he entered several codes which he’d gained from Zenia’s disk, and then requested the schematic for the Model III Stress Display. It was unclassified! He smiled. Typical trusting, non- larcenous Social Health. Coughing some more, he acti- vated the printer and set it buzzing. Meanwhile, he searched the desk and the corkboard on the wall, and then with a sharp sigh located what he’d hoped he’d find: the computer maintenance schedule. That told him the rest of what he needed. He hid the printer output in his shirt and returned to his recliner, suppressing his grin. The counselor returned and gently removed the teleme- try sensors from Hale’s skin. Scanning his record on the wall screen, she shook her head in dismay. “Hale, this is terrible! And commotion there?” “Didn’t you hear me coughing? Getting over a cold. I’m sorry. I’ll go home and practice more.” “Really, you have to! Your indicators are higher than ever. The cortisol levels, the CA’s, your heart signs . . . isn’t there something you need to talk over?” “I’m just a tense guy, I guess.” “You know, all those compensation funds you’re accu- mulating won’t help you when your body starts breaking down. Won’t you consider our Group Interaction train- ing? Or at least go through the Mind/Body Harmony program again?” “Groups make me nervous. I’ll think about it. Thanks.” His duty done, Hale shook hands politely and left.

T hree days later Hale had the alternate circuitry pre- pared, barely in time for the scheduled computer mainte- nance shutdown at 4 A.M. He arranged his tools and test instruments very neatly on his workbench, memorizing their positions because he had only two minutes to make the switch. He watched the clock; at the proper moment he placed the Display under the microscope and opened the case. Everything inside was as he expected. Working with

D RAGON 63 rapid but deliberate movements, he slipped the adjustable this whole system is a real insult although I have been damping circuit into the case, made the necessary connec- over in Richmond and people never mind waiting because tions, used his oscilloscope for the final adjustment, then the shelters are so top notch you know those brown and replaced and resealed the cover. I am now a criminal, he gold ones with the seats . . .” She continued her seamless thought. monologue without perceptible breaths. Hale saw her There was a twinge in his gut then. He knew it was the problem: she neither sensed nor needed feedback. ulcer coming back; he’d known it for days. Also his heart Several times he tried to interrupt, to inject a few was having premature contractions now and then. Little words, and each time he failed, his frustration mounted. warning messages. His relaxation skills weren’t remedy Babblers like this made Hale furious. After nearly five enough for what he’d been doing, and he knew his reserve minutes, he could take no more. was getting very thin. “Have to go now,” he said abruptly, as if hanging up on He returned to his bed and flopped down, taking long, someone, and then he just walked away fast. Vedo hurried slow breaths. As sleep arrived he was strolling into the behind. After they rounded a corner, Hale slumped onto a peaceful foothills of New Zealand, seeing them misty and step, leaned back, and closed his eyes. “She was awful,” glowing green after a spring rain. he moaned. “On and on and on . . . did I ask for her fifty-five favorite opinions? I can’t handle those people! Excuse me while I calm down.” He slowed his breathing and slackened his muscles all over. His heart slowed, neck H ale had been dodging Vedo, but the next morning the and shoulders unclenched; he could nearly feel his adrenal youth showed up with some documents which Zenia glands shutting down. Finally, he opened his eyes. needed on New Zealand property law. Vedo had also “That’s better. Now, that encounter was a lesson,” he arranged for free shipping of some heavy belongings and said. “What did you notice?” had paid in advance for the purchase of Hale’s magnifi- “Well, I saw your jaw tensing, things like that,” Vedo cent sound system. He’d kept his end of the bargain. said. “But you seemed to stay calm enough. Your Display Feeling guilty, Hale dug into his files and with a wry stayed pretty low.” smile handed Vedo a handwritten sheet. “Here, this is Hale smiled broadly and tapped his Display. “I was in a something you might like: the weighted stress index. This rage! My heart rate probably hit 120! But what did this is the basis for compensatory payments. The more you Display show? Greenish-yellow, maybe? Around a three? learn to duplicate that pattern, the more dangerous for How do you figure that?” Vedo looked puzzled. “It’s you; therefore, the more money you’ll make. Come on, rigged, Vedo! Last night while the computers were shut let’s go for a walk.” off, I added a little damper circuit to my Display. Social Vedo studied the sheet as they went out, and Hale Health still gets the true data, but my Display is now muf- described it: “Cardiac stroke volume counts for about fled.” 30%) so it pays to practice making your heart thump. But Vedo looked stunned; his thick eyebrows rose. “You did watch out for aneurysms. Muscle vasodilation and periph- that? Altered your Display? That’s serious business.” eral vasoconstriction are both around 10%. Respiration, “Yes. Serious. I know. But I’ve got to get out of here thoracic gasping, 15% — easy to fake, too. Blood pressure soon. Zenia’s frantic to get back to her family. She’s crum- rise, 18%. Remember our implants pick up both systolic bling, her work’s suffering. And I’m feeling my limits, and diastolic. Neck muscle tension counts for about 8%. too. How’s your stress recovery skill, by the way? Been Et cetera . . . get the idea?” practicing?” Vedo nodded and nodded. “I’m amazed. It’s just what Vedo shrugged. “I could do better.” I needed. I’ve been working in the dark up to now. How “Don’t neglect it. I mean it; don’t get cocky. That’s the did you ever get this?” only safe way to play this weird game. Apply for a relaxa- “‘By being devious. It doesn’t matter. Remember, fear tion pod; learn all you can from the stress counselors. Just doesn’t pay as well as anger. Unexpressed rage is best, if don’t let them find out how good you are.” you can work that up. Figure out what aggravates you Vedo seemed uneasy, and said, “You’re really leaving most and go find it. Also, the program is oriented to peaks soon then? Too bad. Off to an unmonitored society. I’ll rather than duration of stress, so rapid recovery isn’t miss you.” much noticed.” “Same here. You’ve been a big help. But you’re com- “You’ve got it all figured out,” Vedo said with wonder. ing over tonight, aren’t you? I’ll give you some more tips “Can you really produce all these reactions?” on relaxation, plus a lesson on the Obnox detector you’re “I can enhance them; it’s much easier with the proper inheriting.” stimulus — wait, I’ll show you. Here comes an Obnox.” Vedo lit up. “Hey thanks! I’ll be there, around seven.” They were nearing a woman wearing a garish orange sack They parted. Hale wearily went to work at the com- dress and too much makeup. She was standing by a transit plaint desk. As each Obnox appeared, he drew out their bench. Hale stopped. “Excuse me,” he said, “we’re trying to worst qualities and kept his reactions to himself. With his find the car for Woolsey Circle. Is this —” Display damped, they had no way of knowing his feelings; He got no further. Putting her shopping bag down to there was no limiting factor now except his tolerance. He free her gesturing hand, she began to talk: “It’ll come was feeling a flushing in his face and neck, the signs of along in about twenty minutes I don’t know why they’re high blood pressure overcoming his medication. And the so far apart and usually late anyway don’t you know — twinges in his stomach were growing sharper.

64 NOVEMBER 1985 Hale went home earlier than usual that evening and T he next morning Hale sat staring at the interroga- was surprised that Vedo hadn’t arrived. “Oh, he said he tor’s scuffed shoes and responding sullenly to the question- had to do some errands tonight,” Zenia said. “You know, ing. From time to time he shivered, thinking of the I saw him at work today! Isn’t it a small world?” imprisonment awaiting him. He did not cope well with Hale set down his coffee cup very carefully. He said, in confinement. a tight voice, “What do you mean you saw him at work?” They permitted him a brief phone link with Zenia, also Vedo worked six miles across town and had never men- in custody. Hurt and angry, she turned aside Hale’s tioned any connection with Social Health. attempts at apology: “For shame! Haley, this is so typical “Well, I was talking to someone in Systems Develop- of you! Don’t you see? You and getting even — you’re ment, and Vedo was on the screen, in the background, making a career of revenge! And don’t you dare say you just walking by.” did it for me. You’ve prostituted yourself!” “Did you ask him what he was doing there?” “Mother, let me work on this. I’ll get you home yet,” “That’s why I phoned him tonight! He said something Hale said, then broke the connection. He had to think; about his company doing an audit.” there had to be a way out. “Audit? He doesn’t do audits — he said he’s in Pro- To the interrogator he said, “I want to talk to Vedo, if curement! How did he act?” that’s his real name. Bring Vedo in.” Zenia frowned. “Act? Actually, a bit uneasy. In a hurry “There’s no need. This isn’t his function.” maybe.” Hale repeated his request in response to all further “When did he mention he couldn’t come by tonight?” questions, until finally an hour later Vedo appeared, hold- “Well, at the end. Why? Why all these questions, ing himself straight in his grey and gold State Corps uni- Haley?” form. As he received Hale’s glare, one of his eyelids “Let me think,” he said. He retreated to another room quivered, betraying his nervousness. and started thinking. The more he thought, the worse he “My apprentice, huh?” Hale said in a voice that stung. felt, until finally he came out and said to his mother, in a “The one thing I cannot forgive you for is putting that job chilly voice, “Let’s get our travel permits now. Tonight.” pressure on Zenia. That was your doing, wasn’t it?” “Now? But I’m not even —” “Partly, yes. I’m sorry for that,” Vedo said stiffly. “Right now. We may have to pack fast. Something’s Besides a guard at the door, two new men were in the come up.” room, very alert. Hale guessed that they were Vedo’s They rushed through the quiet evening to the all-night superiors. The less imposing of the two, a short, cheery- Federal Document booth; inside, Hale entered his identi- looking man, spoke then. fication numbers and his proposed destination. He “Mr. Romathon, it is fascinating to at last meet you in expected that Zenia’s application would be blocked person. I have been following your progressive defeat of because of her indenture debt, but he knew a good docu- what seems to be our quite vulnerable system. I am ment man who could change names in a pinch. He Donald Aronson, deputy administrator of Social Health.” pressed his thumb into the print pad and inserted his pass- The man carried his authority quite well; Hale felt defer- port. ence in spite of himself. The screen flashed a red he’d never seen before: “I, too, apologize regarding our treatment of your APPLICATION DENIED. TRAVEL RESTRICTION 281 — mother, but the truth is we wanted to know what loopholes FEDERAL AUTHORITY, JURISTICTION 04. NOTIFICATION you would find under pressure. There are few people who REQUIRED. YOU ARE BEING DETAINED. think like you do.” Hale grabbed his mother to shove her out. Too late. The other officer folded his arms then and said sternly, The heavy glass doors hissed shut. Hale slumped against judge-like, “Modifying your Display for personal gain is a the wall as Zenia kept crying, “What’s happening? What’s very serious offense. By misrepresenting your emotions, happening? Tell me, Haley!” In the few minutes before you have been cheating your fellow citizens and subvert- the police arrived, he began to tell her about it. ing the system. We consider you a threat to the health of They were fairly gentle, considering Hale’s surly man- society.” ner, and obviously well-briefed; one of the officers imme- Hale stood then, so abruptly that he startled the guard. diately removed Hale’s Display and pinned on a “All right, if that’s so, then consider this: there are lots of replacement. He then reached under Hale’s shirt on the ambitious fellows in prison, very curious and ambitious left side, located the Obnox detector, and untaped it. fellows.” He paused, watching them all. “Even though I “Why is this thing vibrating?” the officer asked, made a poor choice of apprentice, I have realized that I brusque, suspicious. “What is it, anyway?” Hale decided like to teach. And I will teach. Do you follow?” not to tell him; he was not unkind. Mr. Aronson nodded. “Go on.” “It’s something like a radar detector,” he said, and “You’re right that your system is quite vulnerable. Now quickly turned it off. if a corporation, say, becomes concerned about security, As the police drove them away, Hale spotted Vedo what would be the best type of consultant for them to behind a large oleander bush. Their eyes met without hire?” expression. Vedo flashed a smile and whispered briefly to Mr.

D RAGON 65 Aronson, who did not smile. He said, “Such a corpora- her get no reward at all. If someone’s headed for a heart tion would, I believe, want to hire a reformed criminal of attack, you reward him with money. What kind of a sys- some sort, and that does not seem to be the case here. tem is that?” Social Health is an idealistic organization, and you, Mr. Mr. Aronson leaned forward. Now he said gently, “I Romathon, are a cynical man. As to your threat, we cer- assume you know its history. It was never intended for tainly would not enjoy seeing you hold prison seminars on general use, but please continue. Given what you’ve just what you do so well. But there is always solitary confine- said, what would you suggest?” ment.” Still ready for a fight, Hale was caught off guard. He Hale sat down to think. He felt tremendous anger com- said, “Well . . . you mean, what would I do? I’d change ing, and for once he wasn’t sure he could control it. it! The person who can walk into a room and make every- In the ensuing silence Vedo bent and whispered again to one feel better, the person who spreads calmness instead of his boss, who after a moment shook his head. “He does stress — that’s who I’d reward! The computers could have a strong background in physiological electronics, but handle it. Don’t you see? I’ve become the grotesque logi- I disagree that he has a lot to offer us, as you put it, Vedo. cal extension of a system with backward priorities. It’s no Skill is nothing without motivation, and the fact remains good!” that this is a cynical man. I see no reason not to recom- Mr. Aronson clasped his thick hands together with mend the proper prison term.” deliberation and then said blandly, “With another sort of Hale could hold back no longer. Something exploded in reward system, you would have proceeded quite differ- him. He slammed his palm on the table and said fiercely, ently in your quest for fast money, correct?” Hale nodded “This hypocrisy stinks! Why shouldn’t I be cynical about slowly. He was confused. Then Mr. Aronson stood and such a cynical system? It rewards only suffering! Don’t offered a handshake. “Very interesting. Some of us have aggravate your fellow man, we’re taught. Don’t annoy. been thinking along similar lines. We may yet get some- Don’t cause stress. Is that the highest moral command- where. In any case, Mr. Romathon, it appears that you’re ment in our society? To protect our arteries? What about a cynic with a reason, which is a different situation alto- the good people? My mother, even, before all this — she gether. Perhaps you can help us after all.” used to radiate such human goodness and benevolence Hale looked at Vedo, saw his beaming face, and real- you could warm yourself in her presence! Yet people like ized he’d won.

66 NOVEMBER 1985 D RAGON 67 68 NOVEMBER 1985

This editorial was sparked by a few recent letters which CONTENTS were critical of DRAGON® Magazine because the writers believed we did not use material from foreign contributors. One reader offered to handle correspondence from Canada ARES Log ...... 70 to better our awareness of writers from Up There. Another wanted to know if we ever used articles written by British OF NOBBLES AND MEN gamers, and implied that the magazine was only written by PaulVernon ...... 71 Americans for Americans. Galactic ranchers in TRAVELLER® In point of fact, we are quite aware of our foreign readers gaming and contributors, particularly the Canadian ones (because of our high circulation there). Much of the material that you STARQUESTIONS have been reading in this magazine (and in the ARES™ Sec- Penny Petticord ...... 74 tion) was created by Canadian gamers. If they will forgive Questions answered on the GAMMA me for naming them, some of our excellent contributors WORLD® game from the Great White North include Bruce Barber, Scott Bennie, Gregg Chamberlain, Alex Curylo, Ed Greenwood, THE SAURIANS Scott Hutcheon, Stephen Inniss, Dan Proulx, Edward Simba- list, and Paul Suttie. ARES™ Magazine counted Jon Mattson, Jeffrey Bouley ...... 75 Ken Ramstead, and Dave Stover among its own authors. The A new race enters the Frontier brilliant chess-piece cover paintings that so many of you liked on your DRAGON Magazines were done by yet another TANKS AGAIN! Canadian, . The above list was culled from Alex Curylo ...... 78 only a few issues of the magazine; many other Canadian More on vehicle combat contributors were left out from lack of space. Less material has been received from overseas writers A SUPER-POWERED because of the low circulation of the magazine beyond North SEMINAR! America. Nonetheless, we have an article in this ARES Sec- Roger E. Moore ...... 80 tion from a veteran British gamer, Paul Vernon, whose mate- The ® 18 designers’ forum rial has appeared in a number of gaming magazines. We receive letters and articles from Australia, Sweden, New THE MARVEL®-PHILE Zealand, Norway, West Germany, France, Ireland, Italy, Saudi Arabia, Hong Kong, Japan, and a dozen other countries. If ...... 82 we like it, we’ll publish it. VOX populi Please feel free to contribute! This has always been your magazine.

ARES™ Section 103 THE SCIENCE-FICTION GAMING SECTION

Editor: Roger E. Moore Editorial assistance: , Eileen Lucas, Georgia Moore, Patrick Lucien Price Graphics, design, and production: Kim Lindau, Roger Raupp All materials published in the ARES Section become the exclusive property of the publisher upon publication, unless special arrangements to the con- trary are made prior to publication. Unsolicited manuscripts are welcome, but the publisher assumes no responsibility for them, and they will not be returned unless accompanied by a stamped, self-addressed envelope of sufficient size and volume. ARES is a trademark of TSR, Inc.’s science-fiction gaming section in DRAGON® Magazine. All rights on the contents of this section are reserved, and nothing may be reproduced from it without prior permission in writing from the publisher. Copyright © 1985 TSR, Inc. DRAGON, STAR FRONTIERS, GAMMA WORLD, AD&D, BOOT HILL, and GEN CON are registered trade- marks of TSR, Inc. Copyright © 1985 TSR, Inc. All Rights Reserved. All Marvel characters and the distinctive likenesses thereof are trademarks of the Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group. Copyright © 1985 Marvel Comics Group, a division of Cadence Industries Corporation. All ON THE COVER Rights Reserved. Two Saurian mercenaries raid a Sathar TRAVELLER is a registered trademark of Game Designers’ Workshop. convoy in this issue’s cover art by Roger CHAMPIONS is a trademark of . VILLAINS & VIGILANTES is a Raupp. Turn to p. 75 for more details. trademark of Fantasy Games Unlimited.

70 NOVEMBER 1985 Of Nobbles and Men Adventuring on Tarsus in TRAVELLER® gaming

by Paul Vernon

[The following article may be used as a killed, the animals are skinned, their ers (also used for the Harvest End cele- supplement to the Tarsus module for carcasses dressed, and the meat and brations), guest rooms, a play/school GDW’s TRAVELLER® game, though it is hides taken to a pre-designated rendez- room for the ranch children (who are not official material. — Editor] vous point to be picked up by shuttle. usually too isolated to attend a normal The ranches themselves consist of two school), and a sick bay fitted with an sections: a mobile component of grav autodoc. Tarsus (UPP B-584620-A) is an agricul- vehicles used to harvest the nobbles, Ranch buildings vary in style from tural, non-industrial world in the Dis- and a ranch compound where the ultra-modern modular constructions to a trict 268 subsector of the Spinward ranchers, their families, and workers wide range of classic reproductions. Marches. Harvesting nobbles (large live. A typical ranch compound, as Hermann Kohl’s ranch house, for exam- migratory grazers) is the primary occu- shown here, consists of the ranch house ple, is built in the style of a small Rhine- pation of 10% of the planet’s 2.332 mil- proper (I), a powerhouse (2) and fuel land castle of Terra/Sol, and is a popular lion inhabitants, and an important sector tank (3), 2-3 dwellings for the resident tourist attraction. of the Tarsan economy. There are over workers and their families (4), a large Many ranchers also use their land- 4000 nobble ranches circling a vast vehicle port (5), a shed housing agricul- holdings to grow crops and tend the expanse of stepland named Nob Plain, tural machinery (6), a greenhouse area more usual types of domestic animals, the average distance between them growing the ranch’s vegetables (7), and making their ranches almost totally self- being 50 km. 2-3 barns (8), all set on a 1-square- sufficient in foodstuffs. Nobble ranching is regulated by the kilometer landholding. The mobile component of a typical Ag Market, which awards a finite num- In addition to living accommodation ranch would consist of two large refrig- ber of contracts per year, each for 100 for the rancher’s family (ranching fami- erated grav trucks, two smaller grav animals. The nobbles are culled while lies tend to be large, often with 4 or trucks, four standard air/rafts, four grav the vast herds are on the move, and as more generations living at a ranch), belts, and one bunkhouse vehicle. they average 20 km/hour, this is done as ranch houses have a number of other Although Tarsus imports most of its quickly as possible so that the carcasses features. These include a mess hall and manufactured goods, a company called may be efficiently processed. Once recreation area for non-resident work- Firbright Aircars TLC, based at the plan-

D RAGON 71 et’s capital, includes all the above in the sufficient for 166 hours. Grav genera- Standard Air/Raft (TL 10) small range of vehicles it manufactures tors produce 1.216 Gs. This vehicle has provision for 4 pas- from imported components. Weapons: None sengers (including the driver) and Refrigerated grav trucks are used to mounts no weapons. carry the dressed nobble carcasses to Height: .75 m (turret .75m) the rendezvous point and ensure that General-Purpose Grav Truck (TL 10) Width: 1.75 m they arrive in good condition, while the This vehicle has provisions for the Length: 4.2 m smaller grav trucks are used to carry driver and one passenger, including Volume: 9.184 cubic meters the nobble hides after transporting the cramped sleeping/living accommoda- Weight: 7.076 tons slower air/rafts to the harvest area. The tions. It mounts no weapons. Price: Cr 109,688 latter vehicle is commonly found in Height: 2 m Movement: other areas of Tarsus, carrying a wide Width: 4 m Maximum 157 kph/131 cm variety of goods. Length: 9.35 m Cruise 117 kph/98 cm The nobbles are shot from the air/ Volume: 67.32 cubic meters NOE 39 kph/33 cm rafts, which are enclosed rather than Weight: 75.09 tons Movement effects on fire: No fire open-topped due to the often inclement Price: Cr 1,094,013 possible weather on Tarsus. They have fittings Movement: Armor: Chassis (all faces) 1; turret (all enabling them to tow agricultural Maximum 238 kph/198 cm faces) 0 machinery when not involved in har- Cruise 178 kph/148 cm Target size DMs: + 1 Low, + 1 High vesting. Air/rafts are fairly common NOE 59 kph/49 cm Equipment: 50-power radio, Drive-Aid throughout Tarsus, especially in those Movement effects on fire: No fire computer/autopilot, cargo capacity of 4 areas having no roads for ground possible cubic meters vehicles. Armor: All faces 1 Power plant: 0.8-megawatt fusion Finally, the bunkhouse vehicle is basi- Target size DMs: + 3 Low power plant, consuming 1.2 liters of fuel cally a ten-man version of TRAVELLER Equipment: TL 10 avionics, 50-power per hour; fuel capacity is 200 liters, Book 3’s pre-fabricated cabin built onto a radio, Drive-Aid computer/autopilot, sufficient for 166 hours. Grav genera- grav-sled. It is used to house the harvest- cargo capacity of 50 cubic meters tors produce 1.13 Gs ing party, and doubles as accommoda- Power plant: g-megawatt fusion power Weapons: None tion for temporary ranch workers at plant, consuming 13.5 liters per hour; Another vehicle sometimes encoun- other times. fuel capacity of 2300 liters, sufficient for tered on Nob Plain is the G-Carrier used The specifications for these Striker 170 hours. Grav generators produce by the Tarsus Defence Force, whose vehicles are as follows: 1.198 Gs. Striker specifications are as follows: Weapons: none Refrigerated Grav Truck (TL 10) This vehicle has provisions for the driver and one passenger, including Bunkhouse Grav Truck (TL 10) G-Carrier, TDF Model (TL 10) somewhat cramped sleeping/living This vehicle has provisions for the This vehicle has a crew of 2 (driver accommodations. It mounts no weapons. driver and one passenger, living accom- and gunner) and provisions for 10 pas- Height: 2 m (plus l-m turret cabin) modations for ten persons, and mounts sengers (with cramped living accommo- Width: 5 m no weapons. dations for 8). It mounts a heavy laser Length: 12.5 m Height: 2 m rifle (as per a laser rifle, but does 6D Volume: 125 cubic meters Width: 6 m damage) on a pintel mount on the chas- Weight: 135.665 tons Length: 11.625 m sis deck. No fire control is fitted, but the Price: Cr 1,595,230. Volume: 125.554 cubic meters weapon is stabilized. Movement: Weight: 16.415 tons Height: 2 m Maximum 259 kph/216 cm Price: Cr 271,810 Width: 5.6 m Cruise 195 kph/162 cm Movement: Length: 10 m NOE 65 kph/54 cm Maximum 262 kph/218 cm Volume: 112 cubic meters Movement effects on fire: No fire Cruise 196 kph/163 cm Weight: 51.77 tons possible. NOE 66 kph/55 cm Price: Cr 873,992 Armor: Chassis (all faces) 1; turret (all Movement effects on fire: No fire Movement: faces) 0. possible Maximum 190 kph/158 cm Target size DMs: + 4 Low, + 1 High Armor: All faces 1 Cruise 143 kph/119 cm Equipment: TL 10 avionics, 50-power Target size DMs: + 4 Low NOE 48 kph/40 cm. radio, Drive-Aid computer/autopilot, 5- Equipment: TL 10 avionics, 50-power Movement effects on fire: None ton (1 cubic meter) refrigeration plant radio, Tarsus standard model communi- Armor: Chassis (front and rear) 28; using 1.5 megawatts, Tarsus standard cator and keyboard/viewscreen, Drive- chassis (sides) 20; belly and deck (all) 15 model communicator with keyboard/ Aid computer/autopilot, field kitchen Target size DMs: + 4 Low, 0 High viewscreen (used to track nobble herds Power plant: Z-megawatt fusion power Equipment: Laser sensor (6 +), 5000- via satellite), cargo capacity of 100 cubic plant, consuming 3 liters of fuel per power radio, Tarsus standard model meters. hour; fuel capacity of 500 liters, suffic- communicator with keyboard/ Power plant: 18-megawatt fusion ient for 166 hours. Grav generators viewscreen, 5-power target-acquisition power plant, consuming 27 liters of fuel produce 1.218 Gs. radar (all-weather), thermal image, per hour; fuel capacity of 4500 liters, Weapons: None image intensification, map box, Drive-

72 NOVEMBER 1985 Aid computer/autopilot, 6 prismatic membership, the PCs are unofficially nated an area bordering Nob Plain as aersols, sealed pressurized environment hired to kidnap the man and transport having a 78% probability of containing with life support for 12, 5 tons of cargo him off-planet. Given the delicate nature lanthanum deposits. Not wanting to capacity. of the operation, it is unlikely that the draw attention to the fact by performing Power plant: 6-megawatt fusion power PCs will be told the true identity of their a ground survey, thus causing the value plant, consuming 9 liters of fuel per employer until after the mission. of the ranch which occupies the site to hour; fuel capacity is 4000 liters, suffic- 3) Imperial intelligence has recently soar, the mining company which carried ient for 444 hours. Grav generators discovered that a nobble ranch is being out the survey has decided to buy the produce 1.159 Gs. used as a cover for a Sword Worlds ranch beforehand. The PCs are hired to Weapon: Use TL-13 laser’s direct-fire spying operation, being a staging post encourage the rancher to put the prop- characteristics given on page 31 of for operatives between the Imperium erty up for sale. The base chance for Striker Book 3 and their home planets. For the same this to occur is 13 + on 2D, DM + 1 per reasons as in the second scenario above, Cr 500,000 damage which the ranch The Drive-Aid computer/autopilot the Imperium does not want to become vehicles or buildings sustain. Alterna- fitted to the above vehicles is a hand officially involved, and the PCs have tively, the PCs could be hired by the computer (with diagnostic capability to been hired to ensure that the base rancher to protect her property from a warn of potential malfunctions) which ceases operations, while at the same group of company employees who want can be programmed to maneuver the time obtaining as much information as the land for some unknown reason. vehicle to a preset destination. possible concerning Sword Worlds 6) Due to a drought which recently The price of a complete set of ranch- intelligence. reduced the sizes of the nobble herds, ing vehicles is 6.5 million credits, which, 4) The PCs are contacted by one or the number of contracts has been cut coupled to the value of ranch buildings, more patrons whose relatives have dis- for a period of four years. As the con- landholding, and power plant, gives appeared without trace in the Startown tracts are allocated on an area basis, this nobble ranches an average value of 10 area of Tarsus. A number of clues lead has resulted in two neighboring ranches MCr. Upkeep and maintenance costs Cr them to a seemingly ordinary nobble having to compete for 5 contracts per 300,000 per standard year, and wages ranch which turns out to be a cover for year between themselves. Increasing average Cr 40,000 per harvest. The an illegal transplant clinic using organs tension and Tarsus’ low law level has led average number of harvests each ranch from kidnapped donors. To liven things to a “Lincoln County” range war makes per standard year is 5.76 at Cr up, one or more PCs could be kidnapped between the two ranches. PCs could be 186,000 per contract, giving a profit of as they are nearing their goal. hired by one or the other as gun hands, Cr 540,960 per standard year — a 5.41% 5) Computer analysis of the data from or they can attempt to play off both return on the initial investment. The an orbital geophysical survey has desig- ends against the middle. best-run ranches can make up to Cr 630,000 per standard year, while others make as little as Cr 250,000.

Tarsus adventures In addition to the adventure given in the Nobble Ranch section of GDW’s Tarsus boxed module, ranches can serve as a background for a wide variety of other actions. Some ideas for game scenarios on this interesting world appear below. 1) A miserly ranch owner spends much of the ranch’s profits on personal anagathics. Despairing of inheriting the ranch through natural causes, the own- er’s heir this middle-aged grandson) hires the characters to help the old man on his way — or the PCs might defend the old man from hired assassins. 2) The former right-hand man of the leader of an Imperium-based criminal organization has retired to a Tarsus nobble ranch. His true identity has just been discovered by the Imperial authori- ties, who would like to question him concerning his previous activities. Unfortunately, no extradition treaty exists between Tarsus and the Impe- rium. Not wanting to prejudice attempts to encourage Tarsus to seek Imperial

D RAGON 73 StarQuestions Questions, answers, and advice on the GAMMA WORLD® game by Penny Petticord

This column takes another look at ter, such as collision with an aster- however, are specific for certain the GAMMA WORLD® science- oid, close passage of a comet, pollu- creature types, and the substances fantasy game. If you need some tion of the world’s water supply, are harmless to all others. Since the answers to help your gaming cam- epidemic disease, or even an alien net effect of tossing a fungicide at a paign, write down your questions invasion. fungus is that the target has taken and mail them to StarQuestions, If you have the time to do extra 12d6 points of damage, and no other Dragon Publishing, P.O. Box 110, design work, you could expand the creature in that area is affected Lake Geneva, WI 53147. frontiers of your campaign to (regardless of exactly where the sub- include exploration of colonies on stance has landed), the game Q: How quickly can a vibro blade or the Moon (Tycho Center, DRAGON* mechanics specify an automatic hit vibro dagger cut through duralloy? issues #86-87) or on Mars for ease of play. A: Since there is no force field (POLYHEDRON™ issue #26). Charac- Q: With the mutation involved, a vibro weapon can punch ters might find an abandoned space- wings/gas bags, one can fly at 100 meters per action through duralloy in the time it takes port on Earth with a functioning turn, but the fastest speed that flying to complete an attack (one Action shuttlecraft, discover how to operate NPCs can reach is 36 meters per action Turn). However, carving a hole in a it, and visit one of these other turn. Was this an error? large duralloy-armored vehicle or worlds. A: No. The flying species listed (such vault, or creating an opening of spec- Q: The legend on the “Outdoor Adven- as the Lil) cannot fly as fast as ified dimensions which will require ture Map of Pitz Burke” shows that the mutated full-sized characters with careful cutting, could take between symbols for “Craters” and “Radiation” wings. NPC humanoids or mutated 2 and 12 Action Turns, at the GM’s are exactly alike, Was this an accident? humans of normal size who have the discretion. A: No. Most of the craters were cre- wings mutation can fly at 100 meters Q: What suggestions would you have for ated by nuclear blasts during the per Action Turn. designing “high level” adventures for Social Wars, and are thus compara- Q: Where do the GAMMA WORLD mod- well-equipped and experienced adven- tively strong radiation sources. Note, ules take place in North America? turing groups? however, that the craters on the map A: Module GW1, Legion of Gold, is A: If you’ve run out of lost ruins to are named; the pinkish areas that set somewhere in the southeastern explore, you could get the characters are not named are simply other Wisconsin/northern Illinois area. involved in some large-scale world sources of radiation. Module GW2, Famine in Far-Go, does events, such as the consolidation of Q: I cannot figure out what the Range not have a specific location, and can villages into nations, redevelopment Ruler that came with modules GW3 and be placed anywhere the GM desires of civilization, and clearing of new GW4 is used for. relative to the individual campaign . A: It is meant to be used with figures world. Module GW3, The Cleansing If you already have some settle- for comparing movement rates with War of Garik Blackhand, takes place ments large enough to be political weapon and attack ranges. This can in the western United States, near entities in your campaign, they help to determine if, for example, a Yellowstone Park and the Grand might have (or only threaten to have) character’s movement rate might Tetons. Module GW4, The Mind Mas- a war, with the player characters on take him out of range of a mutant ters, starts somewhere along the one side or the other, and adven- attack before such could take effect. Mississippi River north of Memphis. tures directed toward sabotaging However,, since it is not in scale with Iac South is on the Illinois side, just enemy equipment, spying out weap- any of the maps that come with the across the river and a bit north from onry and military capability, or con- GAMMA WORLD game or modules, Cape Girardeau, MO (called “Kap fronting teams of elite military the Range Ruler’s use is limited to Gurdo” on the module map). If you forces as well-equipped as the tabletop gaming. compare the module map with a characters. road atlas, you can also identify the To restore the suspense that is Q: Why do fungicide and herbicide River (“Hio River”), Jackson, MO sometimes lost with a too-powerful attacks always hit their targets when (“Jakson”), and Carbondale, IL (“Lake party, try designing the adventure thrown, but frag grenades require a roll Carndale”). with built-in time limits, so that char- to hit the target? acters will not have time to return A: All creatures within the blast Q: What city is “Sanjo” on the North home and cure injuries or re-equip radius are attacked individually by a America map? It appears to be in themselves. For example, perhaps frag grenade, so it is important to California. the characters can be called upon to know its exact location. The deadly A: “Sanjo” is the GAMMA WORLD avert an impending worldwide disas- effects of fungicide and herbicide, game version of San Jose, California.

74 NOVEMBER 1985 The Saurians A new race for STAR FRONTIERS® campaigns

by Jeffrey Bouley

[The Saurians are presented here as an hundred thousand Saurians now live Saurian races and work throughout the Frontier, but NPC race, though players may use them The Saurians evolved from a highly nineteen Saurian starships (with over as player characters if the campaign adaptive creature that Humans have five hundred thousand colonists aboard, referee so allows it. It is assumed that called a land dragon. This creature was in stasis) remain in solar orbit at The- the Saurians are very rarely seen, so found in a variety of habitats on Kischen seus. Finding space for these beings is they have little overall impact on events and developed into the four known still a problem, though plans are under- in the Frontier. The Saurians’ history races of Saurians: the Kavak, the way to ship them to Lossend (Timeon). may be altered to fit the circumstances Kamier, the Talsoi, and the Vanar. of a particular campaign. — Editor] The Kavak: These Saurians have The Saurians hail from the planet Kis- green scales, a long tail, and a short, chen, an oceanic world many light-years curved horn protruding from the top of Appearance and structure from the Frontier. For a time they lived their skulls. The horn varies in color in peace, enjoying profitable trade with Saurians are bipedal reptilian human- from one Saurian to another, from white nearby races. Soon, however, the Sathar oids that stand 2.1 meters high. Each of to green; it is light-colored at birth and became aware of the Saurians and them has two hands, each with three darkens gradually as the Saurian grows regarded them as both a threat and a fingers and an opposable thumb. Each older. This horn can be used as a challenge to be overcome. foot has four toes; feet, as well as hands, weapon, causing 1d10 damage. How- The Sathar descended in waves on the are webbed. Saurians have small scales, ever, for every .1 meter by which the unsuspecting planets, destroying whole as per their reptilian ancestry, but they opponent is shorter than the Saurian, populations in the process. The Sauri- are warm-blooded as mammals are. reduce the chance to hit by 5 (to a mini- ans, unused to full-scale war, fought Saurians are omnivorous and have mum of a 10% chance). bravely against the worms, but to no rather flat teeth. The Kavak evolved from a grasslands- avail. With their defenses decimated and Being semi-aquatic creatures, Saurians dwelling dragon that used the horn for racial destruction imminent, the Saurian feel at home both above and below defense and the green coloration for governments prepared dozens of star- water. As part of their aquatic adapta- camouflage (allowing them to approach ships to transport hundreds of thou- tions, Saurians have a gill slit on each prey more easily). sands of citizens on a large-scale exodus side of their throats which filter oxygen The Kamier: While the other races of to new worlds. To save as many beings out of fresh and salt water. Saurians also Saurians have small but visible scales, as possible, all of the starships were possess underwater vision of exceptional the Kamier have the appearance of filled to capacity with passengers placed quality. smooth skin, their scales being visible in stasis. Saurians still have certain physical only under magnification. Coloration is The majority of the computer-guided defenses inherited from their prehis- green to green-brown, and this variety vessels were launched in the direction of toric ancestors. One of these is the set of of Saurian also sports a large crest of the Frontier, although ships were sent claws on fingers and toes. Although red or orange skin that runs from the out in many other directions. The Sauri- these claws have degenerated, they can base of the neck to the tip of the skull. ans had earlier intercepted radio signals still be used to some effect. When a The claws of the Kamier are more devel- from the Frontier that were part of a Saurian uses its claws, consider the oped than those of the other Saurians, plan by the Pan-Galactic Corporation to attack to have punching damage but add doing + 2 hp damage to punching dam- contact other sentient races, in hopes of 1 hp extra damage. The tail can also be age, as opposed to the 1 hp damage cited developing more interstellar trade. The used as a weapon; it has a -10 to hit any above. In addition, the tail of a Kamier is Saurians did not send all of their ships in target, but it does 2d10 damage on a covered with horny spikes which add 2 that direction, though, lest the signals strike. hp damage to tail attacks (4-22 hp). prove to be a Sathar trick. The internal structure of a Saurian is Another unique feature of the Kamier is The main body of Saurian starships similar to that of a Human, with the its snout, which is much shorter than eventually entered the Theseus system functions and positioning of a Saurian’s those of the other races, being almost and were boarded by alerted UPF ves- organs approximating those of a flat. sels. Only a few thousand Saurians were Human’s. The respiratory system is The Kamier evolved from a swamp- brought out of stasis at first, until space adapted for air and water breathing, dwelling land dragon that had to con- could be found on other worlds on and no Saurian organ corresponds to a tend with particularly dangerous swamp which they could settle. At present, two Human appendix. predators. The head crest, which resem-

D RAGON 75 bles a native marsh plant, was used to help the Kamier with concealment. The Talsoi: A Talsoi has beige to dark brown scales, a heavy tail ( + 1 hp to tail damage), and a horny ridge running from its extended snout to the tip of the tail. They developed from the forest- and plains-dwelling land dragons, that used the coloration for camouflage to improve their hunting skills. Tolsoi enjoy freshwater rivers, seas, and lakes. The Vanar: Vanar are bright to dark green and have a very narrow, whiplike tail (1d10 + 1 hp damage). They are descendants of the land dragons that were native to the jungles and rain forests of Kischen. Vanar have thin limbs and are lighter than other sorts of Sauri- ans. Senses Saurian senses are roughly equivalent to those possessed by Humans. They have a slightly more acute sense of vision and, as noted before, can see well under- water. Saurians do have a more acute sense of smell than humans, about equal to a Vrusk’s. Speech Saurians are able to speak in the same manner as Humans, and many can com- municate in Pan-Galactic, Human, and Kavak Talsoi Yazirian languages with ease. Saurians tend to lisp, though their hissing voices their racial types, and a may have bonuses for rage in combat). A wrong are distinctly unlike those of the Sathar. svik members of all four races within it. done to a Saurian will not be forgotten When angered, Saurians hiss loudly and may compete with each other over by any of them, and making amends can bare their teeth. Svika business or personal matters, but violent be difficult (or impossible, depending on Society and customs crime among them is almost unknown; the offense). Should the offending party they are too aware of their own near- make an appropriate apology, the Sauri- Saurians stress two beliefs above all extinction as a race from the Sathar’s ans will grudgingly accept it and con- others in their society: individuality and attacks. tinue with the business at hand — the freedom of choice. Saurians detest Saurians are extremely touchy about though forgetting about the incident will dictatorships and prefer very loosely comments regarding them as a species. take months or years. structured governments, having an Any insult against a single Saurian is The horrifying losses that they took in uncaring attitude for authority, though easily taken as a slur against the race as their war with the Sathar have made they will obey it if convinced it is for the a whole, even if the Saurian in question Saurians a militant race. They tend to common good. Their belief in self- belongs to another svik. Saurians tend to purchase large quantities of arms, and reliance made it hard for the Saurians to be overprotective of their fellow clan groups of them have expressed interests accept the aid of the UPF at first, though members, even as they recognize the in creating their own military force, they really had little other choice. Sauri- importance of standing on one’s own with which to raid Sathar bases and ans in the Psycho-Social field will not two feet. This causes such stress for ships. Saurians hope to someday locate hypnotize unwilling beings; only the them that they will not willingly discuss the Sathar homeworld and destroy it; most evil and vile of Saurians would do it with someone of another species, such they also wish to return to their old so. as a Human or Yazirian. homeworld of Kischen and retake it Saurian have large) extended families. Saurians are something of a paradox from the Sathar. For cultural reasons, Because their young develop so rapidly to other races, as they are both gentle Saurians have a marked fondness for (reaching adult size in five years), and kind as well as vengeful and brutal. weapons that others see as archaic “nuclear families” would be short-lived. Among friends and their svik, a Saurian (swords, pole arms, crossbows, etc.). Education and socialization of the young is pleasant, cheerful, and absolutely Saurians have from three to four are handled within each clan, or svik, loyal. But in the presence of a hated names. The first two are the common which may consist of hundreds of indi- enemy such as the Sathar, a Saurian’s and svik names, comparable to a first viduals living within the same general rage and fury can be frightening and last name. If the Saurian performs area. Saurians are interfertile despite (although Saurians do not receive any an important deed, he or she may

76 NOVEMBER 1985 kind. A Saurian will receive a + 15 bonus in his favor to resist the control, depending on the exact nature of the mind-affecting power. In addition, a Saurian has a + 15 bonus to any roll enabling him to notice the control attempt (or to a normal Intuition roll if the noticing roll is not normally allowed). Note that if experience is used to increase this resistance, the bonus to notice the attempt will not automatically be increased (and vice-versa). Each abil- ity must be given experience separately. Miscellaneous information

Average size: 2.1 m tall Average mass: 100 kg (male), 90 kg (female)* Average lifespan: 240 years Reproduction: Heterosexual; oviparous Body temperature: 26°C *— Vanar are 15 kg lighter. Saurians have the following ability modi- fiers, regardless of sex and racial type. STR/STA: + 10 DEX/RS: -10 INT/LOG: +0 PER/LDR: +0 Saurians walk at 10 m/turn, run at 30 m/turn, and move at about 5 km/hour. Racial reaction modifiers follow. receive an honorific to signify this tain social, political, and family matters, accomplishment. The most important of the Saurians find the former to be rude, Saurians’ all names, however, is the tarish satimu insulting, and pushy. Fights between reaction to reaction (“sacred name”). According to Saurian individuals of the two races have tended race Saurians to race religious beliefs, the tarish satimu is a to turn into widespread brawls as clan Human -5 0 part of the owner’s very soul. Only the members from either side are drawn Dralasite 0 +20 individual Saurian and his svik will ever into the conflict, and even in the short Vrusk 00 know the Saurian’s sacred name. Should time that Saurians have been in the Yazirian -10* -15* someone somehow discover a Saurian’s Frontier, several remarkable feuds have S’sessu** -5 -20 tarish satimu, it is considered an insult developed. When it happens that a Yazir- Zethra*** 0 -5 of the most terrible kind, and the Sau- ian and a Saurian become friends, how- *— If favorable reaction is gained, dis- rian will try to regain his honor through ever, they become friends for life. card the use of this modifier on future a duel of some sort, often to the death. Saurians dislike S’sessu greatly (see rolls regarding the individuals in ques- This practice has eroded under contact DRAGON® issue #96), because of the tion. with the races of the Federation, though latter’s similarity to Sathar and amoral **— See DRAGON issue #96. sacred names are still considered very business practices. S’sessu dislike Sauri- ***— See DRAGON issue #84. important. ans in turn. Other races are generally friendly toward the Saurians, despite Concluding notes Attitudes their touchiness, but some Humans are slightly nervous around Saurians, partic- All Saurians encountered in the Frontier Saurians are respectful of the other ularly if they have an aversion to rep- will be able to speak Pan-Galactic, since races, but they particularly enjoy and tiles. This reaction is fortunately rare. they were hypno-trained in its use after are fascinated by Dralasites. They they were released from stasis. They respect Vrusk for their drive, but find it were also taught some of the common hard to make friends with them; the cultural idiosyncracies and customs in Vrusk are too practical and structured. Special abilities order to integrate them into society. Saurians find Humans fairly easy to get Some Saurians have remained aboard along with. Because of their nervous structure, their old starships, which are hull size Yazirians are another matter. Though Saurians have a pronounced resistance 16-20, and are using them as transports Yazirians and Saurians are alike in cer- to hypnotism or mind control of any in their own commercial dealings.

DRAGON 77 Tanks again!

More material on STAR FRONTIERS® vehicle weapons by Alex Curylo

[“Tanks a lot!” DRAGON® issue #99) Clarifications be aimed at where you think your target will be, but this subtracts two levels proved to be one of the most popular The vehicle MG only fires bursts of 20 from the firer’s GM skill. STAR FRONTIERS* articles we’ve run in bullets apiece. This could have been Cyberlinked weapons all fire at the a long time. Alex Curylo, the author of deduced from the charts (the vehicle MG same time. Weapons not able to aim at the piece, sent us a few corrections, has 400 rounds of ammo, but only 20 the gunner’s target will miss automati- clarifications, and bits of new material shots), but should have been stated cally, but still fire and use ammo. to add to the original article. These are explicitly. given below. — Editor.] Reading the descriptions of the sprayer, one gets the impression that Extensions one multipurpose sprayer fires smoke, The dimensions given for oil and paint oil, and paint. This is not so. Each type jets assume that the vehicle is traveling of sprayer is a separate weapon, but all Corrections at its turn speed. If the referee wishes are the same size and cost. Also note the extra work, he can assume that The power econopack holds 250 SEU, as that sprayers on jetcopters and certain traveling slower widens and shortens stated in the article, not 500 SEU (as air vehicles will have their jets broken the slick, and traveling faster extends stated on the charts under “Ammuni- up by the rotor wash, making them and narrows it. No more than 50% alter- tion”). ineffective at best. ation of either length or width should be Mines from a minedropper weigh 5 kg The ranges given on the charts for allowed. apiece, not 25 kg as given on the charts cannons and howitzers are both for The question of applicable weapons under “Ammunition.” indirect fire. Both weapons can also be skills was basically left untouched in the The heavy version of the guided used in the direct-fire role; a cannon has article. Obvious extensions of Expanded missile weighs 45 kg, not 60 as given on the range of a vehicle rocket launcher, Rules weapons use the same skills as the same chart. and a howitzer has the range of a vehi- used for their smaller cousins. Cannons Bombs cost 500 Cr (light) and 1000 Cr cle recoilless rifle. and howitzers use Projectile Weapons (heavy), not 50 and 100, respectively, as The programmed guided missile can- skill; if either is used as an indirect fire given on the ammo chart. not be used to hit a moving target. It can weapon, use the new Military skill of Indirect Fire. (This skill could also be used to fire mortars, rifle grenades, and other indirect-firing weapons.) Flame- throwers use Flame Weapons skill. Bombs use Dropped Weapons skill, which is applicable to anything dropped from a moving air vehicle. Sprayed weapons and minedroppers don’t require a weapon skill; add 5% per Tech- nician level of the driver to half of his DEX for an attack roll if these weapons are being aimed at a pursuer. For greater consistency with these rules and official game rules, guided missiles should use skill-oriented rolls also. The wire-guided missile should then have a base chance to hit equal to the gunner’s DEX, + 5% per level of Guided Missile skill. The programmed missile should have a base chance to hit of 35%, + 10% per level of Guided Mis- sile skill. Note that absolutely no one without at least one level of Guided Missile skill has any chance at all to hit with these weapons.

78 NOVEMBER 1985

Ever wish you could meet the top super- One super-game predated even the ers, the project was given to Greg Gor- powered game designers all at once? If V&V game: Superhero: 2044, by Zocchi den. With an enormous pile of hand- you were at the GEN CON® 18 conven- Games. George MacDonald, a college written notes, a complete set of DC tion this August and went to event student in the late 1970s, was interested comics from 1955 to 1983, and Mayfair’s #100054 on Saturday night (August 24), in the game and in the V&V system best wishes, Greg was turned loose. “I then you got your wish. which came after it. He developed his worked fast,” he said. He began work in The seminar was held on the upper own system of hero gaming, which May, 1984, and the game was released level of the MECCA Convention Hall in received its first big push at the 1981 exactly . Milwaukee, Wisconsin. Present were Origins convention on the west coast. dozens of eager gamers, a handful of There, 2000 copies of the CHAMPIONS Headaches and heartburn heroic game designers, and yours truly game system (hand-stapled, at that) were as moderator. The topic was super- sold to excited gamers. Produced by What sorts of problems did the design- powered hero games: their past, Hero Games, the CHAMPIONS system ers encounter when they were develop- present, and future. has been expanded-to link it with role- ing their games? The designers’ panel included playing systems for modern spies, Roar- ’s worst problem was and Jack Herman, creators of the ing Twenties adventurers, and other “this guy right here” (pointing to a VILLAINS & VIGILANTES™ game from universes. poster of Superman™²). The problems FGU; Ray Greer from Hero Games Jeff Grubb was in college, too, when inherent in trying to balance the powers (makers of the CHAMPIONS™ game); he and his friends got tired of their of Krypton’s™² finest son within a game Greg Gorden, designer of the DC usual AD&D® game and came up with system that included ™² were enor- HEROES game from Mayfair, Inc.; and, their own Marvel Universe™1 hero game. mous. Stupendously powerful heroes our very own Jeff Grubb, creator of the The group’s characters were developed would have to fight moderately power- MARVEL SUPER HEROES™1 game from as a minor branch of the Avengers™l, ful villains to a draw; relatively powerful TSR, Inc. The panel was asked questions naming themselves the “Junior and weak characters would have to be from the moderator, and the answers Achievers.” When Jeff came to TSR, Inc., able to adventure together on a regular appear below. the TSR-Marvel link strengthened and and comfortable basis. Greg hit upon The past work began on the infamous “BOOT using a logarithmic scale for measuring HILL® revision,“ the code name for the powers (and, indeed, everything else), How did the super-games get started? Marvel project. The MARVEL SUPER and used a hero-point system similar to Jeff Dee and Jack Herman were soph- HEROES game was developed to get new the JAMES BOND 007 game (from Vic- omores in high school when they devel- people into the gaming market. Its easy- tory Games) to help out the weaker oped the earliest version of the to-learn mechanics and fast set-up time characters. VILLAINS & VIGILANTES game. They were seen as the perfect counterpoint to Attempts to keep the Marvel Universe attempted to rate the various comic- the V&V game’s medium-level complex- heroes and villains true to the comics book heroes using rules from the Em- ity and the high-complexity CHAMPIONS were one of Jeff Grubb’s biggest head- pire of the Petal Throne game, but hit system. DC HEROES is viewed as about aches. He finally settled on general rank- upon their own rules system which was as complex as the V&V or CHAMPIONS ings for super-powers, avoiding a lot of further developed after exposure to games. number-crunching and arguments over 1 1 various GEN CON conventions in 1978- The DC HEROES game began in 1980 whether Thor™ or the Hulk™ was the 79. The V&V game has gone through a as a Marvel Universe game, but was stronger. The magic system has also number of revisions since then, and is developed for DC Comics after TSR, Inc., been a problem, as it is difficult to the oldest major super-powered hero picked up the Marvel license. After define an accurate system that fits the game in print. going through a variety of game design- Marvel Universe’s magic. Jeff developed

1 ™ signifies a trademark of the Marvel Comics Group. © 1985 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. ™2 signifies a trademark of DC Comics. © 1985 by DC Comics. All Rights Reserved. The DNAgents are the property of Mark Evanier and Will Meugniot, and are produced by Eclipse Comics. The Elementals are the property of , and are produced by Comico. ’s THUNDER Agents are produced by Deluxe Comics.

80 NOVEMBER 1985 the Karma system to let heroes make the The DC HEROES game is expecting to panies involved. Both Hero Games and rolls they needed to make in order to have modules on the Teen Titans™2, the Fantasy Games Unlimited have included succeed; this system was also similar to Brotherhood of Evil™2, Ambush Bug™2, statistics in their products allowing the JAMES BOND 007 game’s system. and Blue Devil™2. Sourcebooks on conversions from the V&V game to the The high complexity of Hero Games’ ™2 and the Crisis on Infinite CHAMPIONS game and back, and CHAMPIONS game led to many prob- Earths™2 should also be appearing. Inc.’s SUPERWORLD game has lems in play balance. New powers had to also joined the list of conversion-linked be tested and retested, and rules had to The audience strikes back games. be rewritten. (The current, third edition Conflicts between how characters of the rules, says Ray Greer, is the final The audience got a chance to ask their perform in comic books and how they one.) Ray noted that the high complexity own questions before the seminar was are defined in game terms were dis- of the CHAMPIONS game was still desir- over. The hottest topic turned out to be cussed by Jeff Grubb and Greg Gorden. able: “You can never have enough game conversions. The licensed games that they created source material.” Another problem was Many people expressed an interest in were designed to allow for a variety of that everyone on the Hero Games staff buying modules which could be adapted actions and combat results on the part had another job; game design had to be for a variety of game systems. The major of their respective heroes and villains. done in their spare time, and spare time stumbling block here lay in the realm of Thus, Spider-Man™1 can beat up all the was hard to find. licensing; some contracts might not X-Men™1 on some days, and Wonder Jack Herman and Jeff Dee had had no permit conversion of one super-powered Wornan™2 can beat Superman in arm- previous experience with game design game system to another. A game module wrestling on others. Both designers still when they put the V&V game together. with conversion statistics for several felt that keeping up with the “state of Play balance and power abuse were games at once might also cost several the (comic) art” was exhausting. critical problems; how does a game dollars more than a regular module. The At the end of the seminar, the panel master keep a very powerful character great differences between the Marvel agreed to try another get-together like and a very weak character happy on the and DC universes were cited as a prob- this again next year. All in all, it proved same mission? This problem was put lem in converting between those two to be a very enlightening experience for into the game master’s realm, and advice game systems as well. everyone involved. I’ll take Greg Gor- was given on how to keep all of the For the most part, players are on their den’s advice and allow more time for the players busy with useful tasks on game own in converting licensed characters to game designers to poll the audience next adventures. other game systems. The question will time, and I’ll take Jeff Grubbs advice The future still be explored, however, by the com- and not ramble so much. ‘Nuff said. What’s coming for these games in the future? True Believers in the Marvel Way will see an assortment of new modules cov- ering urban bad guys (Concrete Jungle), New York City (Faultline), technology and battle suits (Weapons Locker), and the Beyonder™1 (Secret Wars II™1). An expansion of the MARVEL SUPER HEROES game is also under close consid- eration, and may appear in 1986. In the months to come, V&V gamers will see some licensed modules for the DNAgents™, the Elementals™, and the THUNDER Agents™. Jeff and Jack noted that one module should be coming out for the V&V game every month (if eve- rything works out right), and that a comic book based on the V&V game would be produced by Comico (with art by Jeff Dee). The comic would feature original heroes and villains. CHAMPIONS gamers can look forward to modules giving information on super- agents, neutral characters with super- powers, a fantasy bestiary that can be applied to hero gaming, and an organiza- tion that recovers the fruits of villainous technology. A CHAMPIONS comic book will appear through Eclipse Comics next June, featuring the heroes and heroines from the rules books and supplements (as on the CHAMPIONS II cover).

DRAGON 81 The MARVEL®-Phile Vox populi

by Jeff Grubb

I’d like to thank Peter Sanderson for starting with the historic flight of the monstrously complex jobs to help with making this month’s column both possi- Fantastic Four™ 25 years ago. He is also the GEN CON® 18 convention, by giving ble and enjoyable. the co-writer (with Mark Gruenwald) of a few talks, meeting with fans, and gen- Okay, you ask yourself, who is Peter the Official Handbook of the Marvel erally proving to be indispensable dur- Sanderson and how is he involved with Universe™, both in its original incarna- ing the four days he was there. One of the possibilities of and enjoyment found tion and the deluxe edition that is these talks involved creating characters in the MARVEL®-Phile? currently available. (They’re up to Clea for the MARVEL SUPER HEROES™ role- Well, Peter writes the Marvel Saga™, as I write this.) playing game. Peter and I took sugges- the history of the Marvel Universe™, Peter took time off from both of these tions from the floor and, by careful examination, cobbled together a grab- bag of characters we haven’t covered before. The audience was most inter- ested in new and powerful characters, particularly Armadillo™, Count Nefaria™, and Hyperion™ of the Squadron Supreme™. So, for those who were there (and for those who didn’t make it there), here are the official Marvel-approved versions of the 1985 GEN CON Grab-Bag!

ARMADILLO™ Antonio Rodriguez™ Ex-criminal, now professional wrestler Fighting: EXCELLENT (20) Agility: GOOD (10) Strength: INCREDIBLE (40) Endurance: REMARKABLE (30) Reason: TYPICAL (6) Intuition: TYPICAL (6) Psyche: TYPICAL (6) Health: 100 Karma: 18 Resources: TYPICAL Popularity: 0 Known powers: BODY ARMOR: Armadillo’s body is cov- ered with a thick hide and armor plates, providing Amazing protection from physical and energy attacks, and Excel- lent protection from heat-, fire-, acid-, and cold-based attacks. CLAWS: Armadillo’s hands and feet end in long claws of Incredible material strength, capable of rending concrete. They inflict Incredible damage on the Hack & Slash chart.

All Marvel Characters, their likenesses, and MARVEL SUPER HEROES are TUNNELING: Using his powerful claws, trademarks of the Marvel Comics Group. Copyright 1985 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Armadillo can burrow through soil and

82 NOVEMBER 1985 rock at a rate of 1 area/round. He may per round against any targets, and these do this through material of up to targets did not need to be in the same Remarkable strength without difficulty. area as Nefaria. Armadillo’s story: Antonio Rodriguez LASER BEAM: Count Nefaria could fire a is an American citizen with a criminal laserlike beam of light from his eyes or record, whose wife Maria fell ill with a hands, inflicting up to Unearthly mysterious disease. After failing to find damage at line of sight range. a cure through legitimate doctors, Rodri- BODY ARMOR: Nefaria had Unearthly guez turned to Dr. Karl Malus, a crimi- protection from most physical and nal scientist whose research had energy attacks, and Monstrous protection produced the Fly™ and the new from fire-, cold-, and acid-based attacks. Goliath™. Malus offered to help Maria if Armadillo would become the recipient Count Nefaria’s story: Count Nefaria of super powers and serve as Malus’s was at the above level of power for henchman for an undetermined time about one hour, during which time he afterwards. Rodriguez agreed, and stood off the combined might of the Malus combined Rodriguez’s genes with entire Avengers™ force, including Thor™ those of an armadillo, transforming the and the Vision™. Before this time, small-time criminal into his present Nefaria’s abilities looked like this: form. Armadillo’s first mission was to F AS E recover the comatose body of the new EXCE EXCE GOOD GOOD Goliath, Malus’s last servant, from the R I P compound of the West Coast Avengers™. INCR REMA REMA While Rodriguez’s armored form easily Following this super-powered period, up dealt with the defenses of the com- to the time of his death, Count Nefaria’s pound, the Armadillo was stopped and abilities were: captured by Captain America™. Anton- io explained that he was engaged in F A SE crime only to help his wife. FEEB FEEB FEEB POOR of Liberty took pity on Armadillo’s fate R I P and, accompanying Rodriguez back to REMA TYPI REMA Malus, forced the scientist to cure Maria This is how it happened: and promise to turn himself in. Count Luchino Nefaria was an Italian Armadillo has since joined the Unlimited nobleman whose ambition brought him Weight Class Wrestling Federation. into the criminal organization known as the Maggia™. Nefaria quickly formed his COUNT NEFARIA™ own “family” within that group and, his Count Luchino Nefaria, now role in the Maggia concealed, master- original X-Men™, and Nefaria went to deceased minded criminal operations for several prison, losing all remaining status with Ex-leader of Maggia family and years. This lasted until he attempted to the Maggia and being replaced by his terrorist frame the Avengers, who were spoiling daughter as his family’s leader. Follow- his American operations. The Avengers ing Nefaria’s escape from prison, he took Fighting: EXCELLENT (20) foiled Nefaria’s plan and revealed the over the North American Air Defense Agility: EXCELLENT (20) Count’s criminal activities. Nefaria was Command in Cheyenne Mountain, intent Strength: UNEARTHLY (100) deported and lost much of his standing on holding the world hostage with the Endurance: UNEARTHLY (100) within the Maggia. nuclear weapons under his command. Reason: INCREDIBLE (40) Nefaria’s wife had previously died in This plot was foiled by the new X-Men, Intuition: INCREDIBLE (40) childbirth, leaving him with a daughter, though at the cost of the life of John Psyche: REMARKABLE (30) Giuiletta. Nefaria sent his only child Proudstar, Thunderbird™. Health: 240 away for her own protection, and she With the failure of this scheme and his Karma: 110 grew up believing herself to be Whitney complete rejection by the Maggia, Resources: FEEBLE Frost, daughter of a Wall Street finan- Nefaria came up with a plot to enhance Popularity: 40 cier. After his initial defeat by the his own powers. Working with Klaus Avengers, Nefaria revealed to his daugh- Sturdy, a scientist who assisted the first Known powers: ter her true background and coerced Baron Zemo™, Nefaria recruited SPEED: Count Nefaria had the powers of her into joining him in crime. She Whirlwind, Living Laser™, and the crim- the Whirlwind™ (see MH AC 2, became his second-in-command and, inal Power Man™ (who became known Avengers™ Assembled!), magnified a later, his successor in the Maggia, as as Smuggler™ and later the new Goliath), hundredfold. He could move up to 30 Madame Masque™. and used Sturdy’s equipment to enhance areas/round in the atmosphere and Nefaria returned to America with a their powers. This group, the new could generate a whirlwind that acted as blackmail scheme that involved sealing Lethal Legion™, took on the Avengers. a force field of Unearthly strength. He off Washington, DC, with an impenetra- However, the power increase was only could also make up to 5 multiple attacks ble dome. This plot was foiled by the temporary; as the villains’ individual

D RAGON 83 powers failed, their powers were gained by Count Nefaria, raising his abilities and granting him the super-human powers listed above. The super- powered Nefaria mortally wounded Sturdy, so his process could not grant powers to others. What Sturdy did not initially tell Nefaria was that his power gain was temporary as well, and that the Count would rapidly age as a result of the treatment, dying in three days. When told this by a dying Sturdy, Nefaria went mad and attempted to destroy New York City, but was stopped by the Avengers. Nefaria quickly aged to a wizened old man, kept alive by life support systems in Avengers Mansion, while the Avengers sought a cure for his condi- tion. Madame Masque rescued her father from Avengers Mansion; with the help of the Ani-Men™, she captured Tony Stark™ to find a cure for her father’s wasting disease. Stark (as Iron Man™) and Madame Masque battled, but Nefaria was accidently crushed to death in the fight by a Jupiter Landing Vehicle that Masque used against Iron Man. With Nefaria’s death, Masque again took control of the Nefaria family of the Maggia. HYPERION™ Leader of the Squadron Supreme Former — Mark Milton, cartoonist Fighting: UNEARTHLY (100) Agility: UNEARTHLY (100) Strength: UNEARTHLY (100) Endurance: UNEARTHLY (100) Reason: EXCELLENT (20) Intuition: AMAZING (50) Psyche: INCREDIBLE (40) WEAKNESS (ARGONITE): Argonite is an Hyperion grew to manhood, eventually orange, radioactive isotope of lead taking the identity of Mark Milton, a Health: 400 which seriously effects Hyperion’s abili- cartoonist, and used his powers to help Karma: 110 ties. Argonite will negate Hyperion’s mankind. With the help of other super- Resources: MONSTROUS flying and nuclear vision powers, and powered individuals, Hyperion formed Popularity: 80 weapons made of argonite will negate all the Squadron Supreme to combat injus- Known powers: body armor for that attack. Other tice and evil. Some of the Avengers trav- attacks would still have to deal with his eled to the Squadron’s Earth, first by BODY ARMOR: Hyperion has Unearthly Unearthly protection. The mere pres- accident, but later to free the world of protection from all forms of physical ence of 5 grams of argonite will inflict the domination of the Serpent Crown™. and energy attacks, including the effect Excellent damage on Hyperion every Later visitors included the mighty of heat, cold, acid, and the vacuum of round. Thor and the Defenders™, who joined space. Hyperion in a battle against the rest of Hyperion’s story: Hyperion has no FLYING: Hyperion may fly up to 30 areas the Squadron, which had been pos- memory of his origins or anything that per round, though he normally flies only sessed by the Overmind™. Following this occurred to him before he was five. He 10 areas per round in the Earth’s battle (and the return of the Defenders assumed he was an extra-terrestrial since atmosphere. to their own Earth), the Squadron, led no one on Earth came anywhere near his by Hyperion, has decided to take a hand NUCLEAR VISION: Hyperion’s eyes can power level. (He has a dimensional coun- in turning its world into a utopia. (Check project beams of X-ray and heat radia- terpart who was created by the cosmic out the Squadron Supreme Limited tion, inflicting up to Monstrous damage gamesman, the Grandmaster™, to resem- Series for more information.) on targets up to 10 areas away. ble him.) Realizing his great powers,

84 NOVEMBER 1985

86 N OVEMBER 1985 D RAGON 87 will feature a number of activities. Guests of honor include author Vonda N. McIntyre and artist Ilene Meyer. Registration fees are $16 until December 31, and $20 thereafter. For more information, contact: Rustycon III, P.O. Box 47132, Seattle WA 98146.

BRIDE OF PANDEMONIUM, Jan. 18 This event will be staged at the Ryerson Poytechnical Institute in Toronto, Ontario. DRAGON CON, Nov. 1-3 Movies, seminars, workshops, and This third annual convention will include 17 This convention will be held at the Inter- miniatures competitions will be featured. games, a figure and diorama contest, an auc- national Inn in Orlando, Fla. Prizes will be Contact: The Quetors’ Society, Unicon II tion, and open gaming. Gifts certificates will given for the winners in the six-member Preregistration, L.A. Pittenger Student be awarded. For more details, contact: teams of the AD&D®, Starfleet Battles, Center Box 279, Muncie IN 47306. Dungeon Parties, Inc., P.O. Box 67, Stn. F, Civilization, and Diplomacy tournaments. Toronto, Ontario, Canada M4Y 1N1, or Films, open gaming, a dealers’ room, and a CONTACT, Nov. 15-17 telephone (416)924-1989. costume contest will also be available. This convention will be staged at the Air- Registration fees are $12. For more details, port Sheraton Inn in Evansville, Ind. Guests CHIMERACON III, Jan. 25-26 telephone (305)352-6778. of honor include author Jack L. Chalker and This convention will be held at the RPGA™ Network coordinator Penny Pet- Carolina Union at the University of North DEF CON ‘85, Nov. 2-3. ticord. Panels, an art show and auction, and Carolina in Chapoel Hill, NC. Guests of This gaming convention will take place in comet gazing will be among the featured honor include Orson Scott Card, Manly Middleton, New York. Activities will in- events. Registration fees are $12. Contact: Wade Wellman, Allen Wold, M. A. Foster, clude role-playing tournaments, wargaming RCSFA, P.O. Box 3894, Evansville IN and C. Bruce Hunter. Special events include events, an RPGA™ Network meeting, auc- 47737, or telephone (812)858-5419. an “Outer Limits” cantina, a writing tions, door prizes, and much more. Dealers workshop, a trivia bowl, an art show, panels, and game masters should feel free to inquire. NOVOCON, Nov. 23 and readings. Registration fees are $6 until For more information, please send a self- This one-day gaming event will be held at November 15, or $3 per day thereafter. For addressed, stamped envelope to: Chris the University of Akron in Akron, Ohio. more information, send a self-addressed, Arndt, RD #2 Box 318, Pine Bush NY Miniatures battles and role-playing and stamped envelope to: ChimeraCon III, 12-A 12566 board games are among the planned ac- University Gardens, Chapel Hill NC 27514, tivities. For more details, contact: Conven- or telephone (919)967-5347. DOCTORCON, Nov. 2-3 tion Lords, P.O. Box 7411, Akron OH This mini-convention will be staged at the 44306. DUN DRA CON, Feb. 14-17 Ramada Inn (SW Freeway) in Houston, This gaming convention will take place at Texas. Activities include tournaments, FANTASY FAIR, Nov. 30 the Airport Hyatt in Oakland, Cal. panels, contests, and costume parties. This one-day convention will be staged at Seminars, a painting contest, and a flea Registration fees are $6 for a one-day the Manatee Civic Center in Manatee, Fla. market are among the scheduled events. membership and $10 for a two-day member- All sorts of science-fiction games will be Fore more information, contact: Dun Dra ship. For more details, send a self-addressed, scheduled. Registration fees are $3 at the Con, c/o T. O. Green, 386 Alcatraz Ave., stamped envelope to: Doctorcon, P.O. Box door. Fore more information, contact The Oakland CA 94618 540906, Houston TX 77254-0906. Time Machine, 3320 Manatee Ave. W., Bradenton FL 33505, or telephone ORCCON, Feb. 15-17 ROCK CON XII, Nov. 2-3 (813)748-4879. This gaming convention will take place at This convention will take place at the the Los Angeles Airport Hyatt Hotel. Ac- Wagon Wheel Resort on Route 75 in TROPICON IV, Dec. 6-8 tivities will include role-playing tour- Rockton, Ill. Featured events include a This science-fiction convention will take naments, war games, seminars, and an auc- selection of historical miniatures activities, place at the Holiday Inn in Ft. Lauderdale tion. For more information, contact: Orc- an official RPGA™ AD&D® tournament, West, Fla. Guests of honor include Robert con, P.O. Box 8399, Long Beach CA 90808, board games, an auction, an expanded Bloch, Lee Hoffman, and Gary Alan Ruse. or telephone (213)420-3675. dealer area, and a flea market. For more in- Activities will include panels, films, an art formation, contact: Cliff Wilson, c/o Black show, and a banquet. Registration fees are WISCON 10, Feb. 21-23 Hawk Hobby Distributors, 14225 $15. For details, contact, Joe Siclari, c/o This science-fiction convention will be Hansberry Road, Rockton IL 61072. South Florida Science Fiction Society, 4599 staged at the Concourse Hotel in Madison, N.W. 5th Ave., Boca Raton FL 33431. Wis. Guests of honor include Chelsea Quinn WINTERCON GAMEFEST ‘85, Nov. 2-3 Yarbro amd Suzette Haden Elgin. Activities This gaming convention will be staged at EVECON 3, Dec. 27-29 include films, a masquerade, and an art the Dearborn Civic Center, just southwest of EveCon will be staged at the Holiday Inn show and auction. For more details, contact: Detroit, Mich. A large variety of gaming in Gaithersburg, Md. Featured events in- WisCon 10, P.O. Box 1624, Madison WI events and an exhibitors’ area are planned clude science-fiction and fantasy gaming ac- 53701, or telephone (608)251-6226 (days) or for this year’s convention. For more infor- tivities, videos, movies, music, singing, dan- (608)233-0326 (evenings). mation, contact: Wintercon Gamefest ‘85, cing, and an art show. Also planned are a c/o Metro Detroit Gamers, P.O. Box 656, Friday Night pool party (with waterfall) and WAMCON ‘86, Feb 28 - Mar. 2 Wyandotte MI 48192. a Saturday masquerade. Registration fees This event will be held at the Sheraton Inn are $10 until December 1, and $15 Coliseum in Hampton, Va. Guests of honor UNICON II, Nov. 8-10 thereafter. For more details, contact EveCon will include Judson Scott, A. C. Crispin, This convention will take place at the L. A. 3, P.O. Box 128, Aberdeen MD 21001. and Tracy Hickman. Two- and three-day Pittenger Student Center on the Ball State registrations are available. For more details, University campus in Muncie, Ind. Guests RUSTYCON III, Jan. 17-19 send a self-addressed, stamped envelope to: of honor will be David Gerrold, Nancy To be staged at the Executive Inn in Seat- WamCon, P.O. Box 2223, Poquoson VA Springer, and Buck and Juanita Coulson. tle, Wash., this science-fiction convention 23662.

88 NOVEMBER 1985 D RAGON 89 90 NOVEMBER 1985 D RAGON 91 92 NOVEMBER 1985 D RAGON 93 94 NOVEMBER 1985 D RAGON 95 96 NOVEMBER 1985