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Winning Races: Tieflings Secrets of Bael Turath by Mike Mearls Illustrations by Tyler Jacobsonr
Winning Races: Tieflings Secrets of Bael Turath By Mike Mearls Illustrations by Tyler Jacobsonr When the humans of Bael Turath struck their deal with the lords of Hell, they earned more than a dra- matic change to their appearance. As part of the pact, they learned new fighting techniques, mastered dia- bolic spells, and received a stockpile of weapons and armor forged in the depths of Hell. Although Bael Turath fell, many of the techniques used by its warriors remained. Bael Turath had many enemies, and to this day tieflings have a reputation for duplicity, wrath, and evil. Many of the specialized fighting schools faded from memory, stamped out by their enemies or lost in the chaos of the empire’s col- lapse. A few persist to this day, though, passed down from one generation to the next as a reminder of what was and, perhaps, what might be again. TM & © 2009 Wizards of the Coast LLC. All rights reserved. November 2009 | DRAGON 381 31 Winning Races: Tieflings THE CRIMSON LEGION Crimson Fire Paladin’s Wrath Tiefling Racial Power Prerequisite: Paladin, warlock, divine challenge You stand against your foes, unleashing a howling battle cry The warriors of the Crimson Legion were paladin/ power that seems to howl from the depths of Hell. Encounter ✦ Divine warlocks who worshiped Asmodeus and entered Benefit: Against a creature marked by your divine Minor Action Close burst 5 into diabolic pacts. Their combination of arcane and challenge and under your Warlock’s Curse, you use Target: Each enemy in burst divine magic made them formidable opponents. -
The Concept of Self and the Other
Tel Aviv University The Yolanda and David Katz Faculty of the Arts Department of Theatre Studies The Realm of the Other: Jesters, Gods, and Aliens in Shadowplay Thesis Submitted for the Degree of “Doctor of Philosophy” by Chu Fa Ching Ebert Submitted to the Senate of Tel Aviv University April 2004 This thesis was supervised by Prof. Jacob Raz TABLE OF CONTENTS TABLE OF ILLUSTRATIONS................................................................................................vi INTRODUCTION...................................................................................................................... 1 ACKNOWLEDGEMENTS ....................................................................................................... 7 I. THE CONCEPT OF SELF AND THE OTHER.................................................................... 10 Introduction ............................................................................................................................ 11 The Multiple Self .................................................................................................................... 12 Reversal Theory...................................................................................................................... 13 Contextual Theory ................................................................................................................. 14 Self in Cross‐Cultural Perspective ‐ The Concept of Jen................................................... 17 Self .......................................................................................................................................... -
Dragon Magazine Within the Last Cherie Knull Tually Has Been with Us Since Last October, Year
January 1981 Dragon 1 Dragon Vol. V, No. 7 Vol. V, No. 7 January 1981 Publisher. E. Gary Gygax Editor. Jake Jaquet Assistant editor. Kim Mohan Good-bye 1980, hello 1981. And hello to a tain aspects of role-playing and the benefits Editorial staff . Bryce Knorr couple of new (and pretty, I might add, if I derived therefrom. He and his wife, who is Marilyn Mays won’t get accused of sexism) faces here at the typist and a behind-the-scenes collab- Sales & Circulation . Debbie Chiusano Dragon Publishing. New, or at least rela- orator, have been responsible for more Corey Koebernick tively new, to our sales and circulation de- than a dozen short articles and stories pub- Office staff . Dawn Pekul partment is Debbie Chiusano—Debbie ac- lished in Dragon magazine within the last Cherie Knull tually has been with us since last October, year. Roger’s name is on the alchemist and Roger Raupp but this has been our first opportunity to astrologer NPC articles in this issue, and in Contributing editors . Roger Moore formally welcome her in print. The most Dragon issue #44 he became the first Ed Greenwood recent addition to our organization is author to have two creatures featured in Marilyn Mays, added just last month to our Dragon’s Bestiary in the same magazine. editorial staff. Let’s hear it for the new kids This month’s contributing artists: on the block! With the start of a new year, it seems appro- Morrissey Jeff Lanners priate to reflect a bit on the past year and Roger Raupp Kenneth Rahman We’re also happy to welcome two other look ahead a little to the future. -
Drow of the Underdark
™ 95726720_Ch00.indd 1 2/22/07 3:03:16 PM Shadowborn Warrior . .52 Clothing . .98 Spider Companion . .52 Tools . .101 Contents Spiderfriend Magic . .52 Artifacts . .103 Introduction . 4 Staggering Critical . .52 Surprising Riposte . .52 Chapter 5: Chapter 1: Umbral Spell . .52 Monsters of the Underdark . 105 All About the Drow . 7 Vermin Trainer . .53 Adamantine Spider . 106 A Day in the Life . .7 Verminfriend . .53 Chwidencha . 108 Society and Culture . .9 Versatile Combatant . .53 Draegloth . .110 Law, Tradition, and Government . .10 Ambush Feats . .53 Dragon, Deep . .114 Drow Psychology . .13 Gloom Strike . .54 Elf, Albino Drow (Szarkai) . .118 Religion . .15 Sickening Strike . .54 Goblinoid . 120 Rites and Rituals of Lolth . .15 Terrifying Strike . .54 Husk Vermin . 126 CONTENTS TABLE OF Servants of Lolth . .17 Venomous Strike . .54 Kuo-Toa . 129 Lolth . .19 Divine Feats . .54 Lizard, Giant . .133 Houses of the Drow . .20 Divine Intercession . .54 Quaggoth . 136 Structure and Composition . .20 Lolth’s Boon . .54 Shunned . .140 House Authority . .21 Lolth’s Caress . .54 Spider, Monstrous . .141 House Interaction . .21 Profane Agony . .54 Troll . .145 Duties and Benefi ts . .22 Vile Feats . .55 Venom Ooze . .148 Family Units . .24 Unspeakable Vow . .55 Drow Life . .26 Vow of Decadence . .55 Chapter 6: Leisure . .27 Vow of the Spider Queen . .55 Campaigns and Adventures . 150 Arts and Crafts . .27 Vow of Vengeance . .56 Drow Campaigns . 150 Technology and Magic. .28 Weapon Style Feats . .56 Drow Cities and Environs . 153 Love . 29 Despana School . .56 Sample Drow . 160 War . 30 Eilservs School . .56 Anybys Velifane . 160 Death . .31 Inlindl School . .56 Keveras Lorakythe . -
D&D Player's Basic Rules V0.2
Player’s Basic Rules Version 0.2 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Design Team: Christopher Perkins, James Wyatt, Rodney Kuntz, James Ward, and Don Kaye Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Drawing from further development by Bruce R. Cordell J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Producer: Greg Bilsland Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Kolkowsky, Melissa Rapier, Shauna Narciso Heinsoo Graphic Designers: Bree Heiss, Emi Tanji Interior Illustrator: Jaime Jones Playtesting provided by over 175,000 fans of D&D. Thank you! Additional Contributors: Kim Mohan, Matt Sernett, Chris Dupuis, Tom LaPille, Richard Baker, Chris Tulach, Miranda Additional consultation provided by Horner, Jennifer Clarke Wilkes, Steve Winter, Nina Hess Jeff Grubb, Kenneth Hite, Kevin Kulp, Robin Laws, S. John Ross, the RPGPundit, Vincent Venturella, and Zak S. Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, Jefferson Dunlap, Anita Williams Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom Release: August 12, 2014 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. -
PSCS Chapter 3
Planescape campaign setting Chapter 3: Factions Factions Project Managers Ken Marable Gabriel Sorrel Editors Jeffrey Scott Nuttall Gabriel Sorrel Sarah Hood Writers Christopher Smith Adair Christopher Campbell Sarah Hood Julian Kuleck David Spencer Rob Scott Gabriel Sorrel Layout Sarah Hood 1 The coins hit the table loudly, snapping Tethin from his doze. “Sold! To the man chewing on his feet...” muttered the middle-aged human that was his companion for the evening, a Xaositect called Barking Wilder. Tethin glanced around the tavern and frowned at the indications of its closing. He had spent most of the day with the Xaositect, who had been given high recommendations from his contacts in the Cage. Barking Wilder supposedly had a knack for finding the dark of things, even prophecies, from whatever madness he lived in. Tethin had carried out the instructions exactly as he was told, Factions approaching the strange man with a bowl of clean water, dropping three copper pieces into the bowl, and placing it before the Xaositect while asking his question. The odd human seemed to acknowledge Tethin's request, nodding as he dipped his fingers into the water and began tracing lines across the wooden table. Thinking the Xaositect meant to communicate through the trails of water, Tethin had quickly sat at the table, taking out his writing instruments and sketching the patterns down. Several hours later, Tethin had long ago given up attempts to decipher any meaning from the “writings”, and the Xaositect seemed to have lost interest in his bowl, now nearly empty. Tethin was considering why the man was called Barking Wilder when he hadn't made a single bark, hardly a noise at all in fact, the entire day as the sound of clattering coins broke him from his musing. -
Dungeon Magazine #125.Pdf
#125 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM Joachim Barrum THE THREE FACES OF EVIL By Mike Mearls Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hid- den below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? An Age of Worms Adventure Path scenario for 3rd-level characters. Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 1 DUNGEON 125 Supplement Theldrick Ragnolin Eva Widermann Dourstone Eva Widermann Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 2 DUNGEON 125 Supplement The Faceless One Grallak Kur Eva Widermann Steve Prescott Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 3 DUNGEON 125 Supplement Steve Prescott Horshoe Area 17 Caverns 5 ft. Area 14 Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 4 DUNGEON 125 Supplement Caves of Erythnul 12 N KKKK 13 A G 18 A 14 17 15 16 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Grimlock Cavern 19 up 18 20 down N 21 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. -
Seas of ZEITGEIST a Fantasy Role-Playing Supplement by EN PUBLISHING 7 Rutland Court, Balaclava Road Southampton, Hampshire England SO18 6RX
ZEITGEIST Rules Supplement Seas of ZEITGEIST A Fantasy Role-Playing Supplement by EN PUBLISHING 7 Rutland Court, Balaclava Road Southampton, Hampshire England SO18 6RX From the Pen of Ryan Nock Evocative Cover Illustration by Edward Moran Stunning Cartographic Displays by James Hazelett Jonathan Roberts Masterful Interior Illustrations by Brian Lindahl ShenFei EN Publishing is and artists of history an imprint of with Layout and Graphic Design by Eric Life-Putnam EN World. Please visit Thoroughly Playtested for Maximum Enjoyment by www.enworld.org Jason Boss, David Braught, Josh Brzinski, Ted Brzinski, Sam Coman, Neil D’Cruze, Francis Dickinson, Robert M. Everson, Michael Gallogly, Matthew J. Hanson, Michael Hart, Michael Iachini, Tom Jones, Laura Kertz, Gene McDonald, James Robert Parks IV, Cathy Perez, Romana Perez, Hamid Raoof, Bryan Rennekamp, Tyrone Shekelberg, Judson Stowe, and Eugene Zaretskiy Ably Produced and Facilitated by Russell Morrissey Sample file Dungeons & Dragons, the Dungeons & Dragons Compatibility Logo, D&D, Player’s Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Handbook, Player’S Handbook 2, Dungeon Master’S Guide, Monster Manual, Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information Monster Manual 2, and Adventurer’s VAult are trademarks of Wizards of the Coast on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, in the USA and other countries and are used with permission. Certain materials, including 4E and does not endorse this product. References in this publication, D&D core rules mechanics, and all D&D characters and their Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder distinctive likenesses, are property of Wizards of the Coast, and are used with permission Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks under the Dungeons & Dragons 4th Edition Game System License. -
Prelude Part 1 Station Station: in All the World of the Drow, There Is No
Prelude Part 1 Station Station: In all the world of the drow, there is no more important word. It is the calling of their, of our religion, the incessant pulling of hungering heartstrings. Ambition over rides good sense and compassion is thrown away in its face, all in the name of Lloth, the Spider Queen. Ascension to power in drow society is a simple process of assassination. The Spider Queen is a deity of chaos, and she and her high priestesses, the true rulers of the drow world, do not look with ill favor upon ambitious individuals wielding poisoned daggers. Of course, there are rules of behavior, every society must boast of these. To openly commit murder or wage war invites the pretense of justice, and penalties exacted in the name of drow justice are merciless. To stick a dagger in the back of a rival during the chaos of a larger battle or in the quiet shadows of an alley, howeveI, is quite acceptable, even applauded. Investigation is not the forte of drow justice. No one cares enough to bother Station is the way of Lloth, the ambition she bestows to further the chaos, to keep her drow "children" along their appointed course of self imprisonment. Children? Pawns more likely, dancing dolls for the Spider Queen, puppets on the imperceptible but impervious strands of her web. All climb the Spider Queen's ladders; all hunt for her pleasure, and all fall to the hunters of her pleasure. Station is the paradox of the world of my people, the limitation of our power within the hunger for power. -
KING KONG IS BACK! E D I T E D B Y David Brin with Leah Wilson
Other Titles in the Smart Pop Series Taking the Red Pill Science, Philosophy and Religion in The Matrix Seven Seasons of Buffy Science Fiction and Fantasy Writers Discuss Their Favorite Television Show Five Seasons of Angel Science Fiction and Fantasy Writers Discuss Their Favorite Vampire What Would Sipowicz Do? Race, Rights and Redemption in NYPD Blue Stepping through the Stargate Science, Archaeology and the Military in Stargate SG-1 The Anthology at the End of the Universe Leading Science Fiction Authors on Douglas Adams’ Hitchhiker’s Guide to the Galaxy Finding Serenity Anti-heroes, Lost Shepherds and Space Hookers in Joss Whedon’s Firefly The War of the Worlds Fresh Perspectives on the H. G. Wells Classic Alias Assumed Sex, Lies and SD-6 Navigating the Golden Compass Religion, Science and Dæmonology in Philip Pullman’s His Dark Materials Farscape Forever! Sex, Drugs and Killer Muppets Flirting with Pride and Prejudice Fresh Perspectives on the Original Chick-Lit Masterpiece Revisiting Narnia Fantasy, Myth and Religion in C. S. Lewis’ Chronicles Totally Charmed Demons, Whitelighters and the Power of Three An Unauthorized Look at One Humongous Ape KING KONG IS BACK! E D I T E D B Y David Brin WITH Leah Wilson BENBELLA BOOKS • Dallas, Texas This publication has not been prepared, approved or licensed by any entity that created or produced the well-known movie King Kong. “Over the River and a World Away” © 2005 “King Kong Behind the Scenes” © 2005 by Nick Mamatas by David Gerrold “The Big Ape on the Small Screen” © 2005 “Of Gorillas and Gods” © 2005 by Paul Levinson by Charlie W. -
Available for Download at Dungeonsanddragons.Com
Player’s Basic Rules Version 0.2 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Design Team: Christopher Perkins, James Wyatt, Rodney Kuntz, James Ward, and Don Kaye Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Drawing from further development by Bruce R. Cordell J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Producer: Greg Bilsland Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Kolkowsky, Melissa Rapier, Shauna Narciso Heinsoo Graphic Designers: Bree Heiss, Emi Tanji Interior Illustrator: Jaime Jones Playtesting provided by over 175,000 fans of D&D. Thank you! Additional Contributors: Kim Mohan, Matt Sernett, Chris Dupuis, Tom LaPille, Richard Baker, Chris Tulach, Miranda Additional consultation provided by Horner, Jennifer Clarke Wilkes, Steve Winter, Nina Hess Jeff Grubb, Kenneth Hite, Kevin Kulp, Robin Laws, S. John Ross, the RPGPundit, Vincent Venturella, and Zak S. Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, Jefferson Dunlap, Anita Williams Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom Release: August 12, 2014 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. -
Video Puppetry: a Performative Interface for Cutout Animation
Video Puppetry: A Performative Interface for Cutout Animation Connelly Barnes1 David E. Jacobs2 Jason Sanders2 Dan B Goldman3 Szymon Rusinkiewicz1 Adam Finkelstein1 Maneesh Agrawala2 1Princeton University 2University of California, Berkeley 3Adobe Systems Figure 1: A puppeteer (left) manipulates cutout paper puppets tracked in real time (above) to control an animation (below). Abstract 1 Introduction Creating animated content is difficult. While traditional hand- We present a video-based interface that allows users of all skill drawn or stop-motion animation allows broad expressive freedom, levels to quickly create cutout-style animations by performing the creating such animation requires expertise in composition and tim- character motions. The puppeteer first creates a cast of physical ing, as the animator must laboriously craft a sequence of frames puppets using paper, markers and scissors. He then physically to convey motion. Computer-based animation tools such as Flash, moves these puppets to tell a story. Using an inexpensive overhead Toon Boom and Maya provide sophisticated interfaces that allow camera our system tracks the motions of the puppets and renders precise and flexible control over the motion. Yet, the cost of pro- them on a new background while removing the puppeteer’s hands. viding such control is a complicated interface that is difficult to Our system runs in real-time (at 30 fps) so that the puppeteer and learn. Thus, traditional animation and computer-based animation the audience can immediately see the animation that is created. Our tools are accessible only to experts. system also supports a variety of constraints and effects including Puppetry, in contrast, is a form of dynamic storytelling that per- articulated characters, multi-track animation, scene changes, cam- 1 formers of all ages and skill levels can readily engage in.