Running Head: ORALITY in DUNGEONS & DRAGONS 1 The

Total Page:16

File Type:pdf, Size:1020Kb

Running Head: ORALITY in DUNGEONS & DRAGONS 1 The Running head: ORALITY IN DUNGEONS & DRAGONS 1 The Pictures are So Much Better: Cross-Media Trends and Orality in Dungeons & Dragons Nicholas J. Mizer COMM 663 Texas A&M University Running head: ORALITY IN DUNGEONS & DRAGONS 2 “It reminds me of one time where I saw some children talking about whether they liked radio or television, and I asked one little boy why he preferred radio, and he said, ‘Because the pictures are so much better.” -Gary Gygax (Schiesel, 2008, p. 1) Running head: ORALITY IN DUNGEONS & DRAGONS 3 THE PICTURES ARE SO MUCH BETTER: CROSS-MEDIA TRENDS AND ORALITY IN DUNGEONS & DRAGONS Introduction Despite having over thirty years of history with which to work, the academic study of role-playing games (RPGs) has been overwhelmingly synchronic. There is an acknowledged world of difference between the pulp-fantasy influenced original Dungeons & Dragons game of 1974 and its MMO1-derived edition released in 2008, but very little understanding of what those changes actually entail. Many of the changes to RPGs are best understood when examined in light of changes to related media such as film, video games, and literature, each of which have their own dynamic histories that intertwine with the history of RPGs. This paper documents changes in the form of tabletop role-playing games since their invention in 1974 and correlates that development with a shifting relationship to fantasy in other media. Although many role-playing games have played important roles in the history of the medium, Dungeons & Dragons (D&D) will provide the case study for this analysis. D&D serves as an excellent focus for two main reasons: as the first role-playing game it provides the greatest time depth in which to study changes to the medium; further, D&D has consistently been the most popular RPG and is the natural choice for establishing a baseline understanding of the medium as a whole. After providing a brief overview of the Dungeons & Dragons and the nature of RPGs I will summarize the relevant work of two authors, Daniel Mackay and Walter Ong. Mackay has the distinction of being one of the few researchers to consider the cross-media dimensions of 1 Massively Multiplayer Online,” a computer game type exemplified by Blizzard’s popular World of Warcraft. Running head: ORALITY IN DUNGEONS & DRAGONS 4 role-playing games, although his study tends to emphasize questions of content, rather than those of form addressed in this current study. Ong, while not a game researcher, has developed a robust theoretical framework for understanding media forms. His work on the characteristics of orality will help to illuminate the often underappreciated implications of RPGs' dynamic relationship with orality. Because Ong leaves room for varying degrees of “residual orality” in media it is possible to describe the game as more oral at some points in its history than at others. Following this literature review I will present a quantitative analysis of references to other media in Dragon magazine, a popular hobby publication, from 1975 to 2004. Changes in both the frequency of these references and the specific media referenced provide insight into the cross-media dynamics of this time period. Changes in the frequency and balance of these cross- media references provide a guide for understanding changes to the form of the game itself. Tracking these changes in form can prove a complicated endeavor, because the way players used the game varied between regions, and even between various groups of players in the same area. This variability cannot be dismissed, but the current analysis relies on materials published by the game manufacturers, TSR and Wizards of the Coast for an understanding of the predominant trends. These rulebooks and adventure modules provide, at a minimum, data on prescriptive recommendations for game play. More optimistically, they can also be taken as generally suggestive of the medium as practiced by the majority of players at any given time. Adventure modules offer an especially rich picture of the medium because they are more closely connected with the actual performance of the game. Where rulebooks provide a generalized framework of how the game can be used to create and experience narratives, adventure modules provide blueprints for a specific set of adventures. As the medium has changed, the nature of Running head: ORALITY IN DUNGEONS & DRAGONS 5 these blueprints has also changed, reflecting different models of how players could use the medium to generate narratives. The evidence suggests that as D&D developed players increasingly drew on other media to aid both their understanding of the game and to provide models for negotiating the narratives they created through the medium. In this process a shift occurred in which players relied increasingly on visually-oriented media, promoting a gradual decrease in the residual orality present in the original form of the game. This shift affected nearly every facet of game play, but the specific areas addressed below are changes to the negotiation of the game world, the narrative structures produced through play, and the development of characters within that narrative structure. A Brief Overview of Role-Playing Games History of the Medium Role-playing games derive from a combination of miniature war games, fantasy literature, and oral storytelling. Miniature war-games, first documented in 1811 as a training tool for the Prussian military, involve the use of small figurines or tokens that represent military units or individual soldiers in the simulation of tactical warfare (Mackay, 2001, p. 13). These simulated skirmishes are mediated through the use of rules quantifying the relative strengths of opposing forces and typically use dice to simulate the vagaries of chance in determining the outcome of battle. In the twentieth century amateurs took an increasing interest in this form of play, and in 1915 H.G. Wells produced Little Wars, the first war game designed for amateur recreation. This adaptation proved highly succesful, and war gaming developed into a popular hobby over the course of the next forty-five years (Mackay, 2001, p. 13). Running head: ORALITY IN DUNGEONS & DRAGONS 6 For most of the history of these games, players re-enacted famous battles from various historical periods, but it was the medieval setting that would prove most influential to the history of RPGs. In 1968 a group of war gamers gathered together in Minneapolis-St. Paul to play “little medieval games, a very dull period of war games” (Fine, 1983/2002, p. 13). The leader of the group, Dave Wesley, modified the standard rules of the game to give each player individual goals and strengths by having them play the roles of specific knights or kings (Fine, 1983/2002, p. 13). One of the players in Wesley’s games, Dave Arneson took this concept to another level: I was the first one to come up with a violation of the basic concept of warfare of the period. We were fighting an ancient game. Very dull again. And I'd given the defending brigands a Druid high priest, and in the middle of battle, the dull battle, the Roman war elephant charged the Britains and looked like he was going to trample the army flat, the Druidic high priest waved his hands and pointed this funny little box out of one hand and turned the elephant into so much barbeque meat (Fine, 1983/2002, pp 13-14). Thus was fantasy introduced into this new, more personal type of wargaming. Arneson went on in 1970 to start what is generally recognized as the first role-playing campaign, Blackmoor. The primary innovation of Arneson's campaign was the introduction of the “dungeon crawl,” in which players took on the roles of individual heroes exploring an underground labyrinth (Fine, 1983/2002, p. 14). At this point Arneson's innovation was limited to his own circle of players, and their form of play had not been fully systematized into a fully organized set of rules. This systematization came about as Arneson began corresponding with a fellow member of the Castles and Crusades Society (a medieval war gaming enthusiast club), Gary Gygax (Fine, 1983/2002, p. 14). Gygax and Arneson collaborated on a set of rules for this new type of play and in 1974 they published the new game through Gygax's gaming company, Tactical Studies Rules (TSR). The full title Running head: ORALITY IN DUNGEONS & DRAGONS 7 was Dungeons & Dragons: Rules for Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, and it consisted of three booklets: Men & Magic, Monsters & Treasure, and The Underworld & Wilderness. The verbose subtitle hints at how new this concept was within the gaming community, as they had no ready words to afford a simple description. The concept took hold fairly quickly, however, and Gygax and Arneson began expanding and modifying the rules with new releases. Depending on how one tallies these releases, there have been as few as nine or as many as eighteen editions of D&D. Major edition changes under the original published, TSR occurred in 1978 with the introduction of Advanced Dungeons & Dragons (AD&D) and Basic D&D, and in 1989 with the second edition of AD&D. After TSR went bankrupt in 1997, another gaming company called Wizards of the Coast purchased the rights to D&D. Wizards has issued two major editions to the game: Third Edition in 2000 and Fourth Edition in 2008. Some of the specifics involved with these successive releases will be discussed below, but essentially each release of the game represents changes to the medium and how it is used to create narrative and ludic experiences. The Invisible Rules of Play The release of the original D&D, which have been affectionately labeled “the Little Brown Books,” established a basic framework for RPGs that has remained fairly stable even to the present day.
Recommended publications
  • Dragon Magazine #158
    S PECIAL ATTRACTIONS Issue #158 Vol. XV, No. 1 9 Weve waited for you: DRAGONS! June 1990 A collection of lore about our most favorite monster. The Mightiest of Dragons George Ziets Publisher 10 In the D&D® game, no one fools with the dragon rulers and lives for James M. Ward long. Editor A Spell of Conversation Ed Friedlander Roger E. Moore 18 If youd rather talk with a dragon than fight it, use this spell. The Dragons Bestiary The readers Fiction editor Barbara G. Young 20 The gorynych (very gory) and the (uncommon) common dragonet. Thats Not in the Monstrous Compendium! Aaron McGruder Assistant editor 24 Remember those neutral dragons with gemstone names? Theyre 2nd Dale A. Donovan Edition now! Art director Larry W. Smith O THER FEATURES Production staff The Game Wizards James M. Ward Gaye OKeefe Angelika Lokotz 8 Should we ban the demon? The readers respondand how! Subscriptions Also Known As... the Orc Ethan Ham Janet L. Winters 30 Renaming a monster has more of an effect than you think. U.S. advertising The Rules of the Game Thomas M. Kane Sheila Gailloreto Tammy Volp 36 If you really want more gamers, then create them! The Voyage of the Princess Ark Bruce A. Heard U.K. correspondent 41 Sometimes its better not to know what you are eating. and U.K. advertising Sue Lilley A Role-players Best Friend Michael J. DAlfonsi 45 Give your computer the job of assistant Dungeon Master. The Role of Computers Hartley, Patricia and Kirk Lesser 47 The world of warfare, from the past to the future.
    [Show full text]
  • Dungeonsglragons COMPUTER PRODUCT Lleroes Oftlle LAJYCE
    Advit°iced Dungeonsglragons COMPUTER PRODUCT llEROES OFTllE LAJYCE A DRAGONLANCE™ Action Game STRATEGIC SIMULATIONS,INC. CONTENTS I. Background & History ............................................ 2 HEROES OF THE LANCE A. The DRAGONLANCE® Saga Program Creation : U.S.Gold Ltd B. ADVANCED DUNGEONS & DRAGONS® Game Design & Co-ordination : Laurence H. Miller II. The Action Starts ..................................................... 3 Programming Team: Alan Bridgeman, Matt Ellis, Graham Lilley, A. Preparing for Play Teoman lrmak, Anthony Scott. B. Loading The Game C. IBM version differences D. Cassette/Disk version differences Product Manager: Jerry Howells Production Co-ordination : Bob Kenrick Ill. Playing The Game ................................................... 5 Based on the module: DL 1 Dragons of Despair A. Movement Original U.K.Manual : Laurence H. Miller B. Ranged Combat/Dodge Manual adapted by SSL Louis Saekow Design: LOUIS Hsu Saekow, David Boudreau, Pete Gascoyne C. Close Combat Box Art: Jeff Easley D. Screen Displays E. Menus and Sub-Menus Original Graphic for Title Screen : Clyde Caldwell F. Winning the Game Game developed by : U.S. Gold Ltd . & Strategic Simulations, Inc. G. IBM Keyboard Commands U.S.Gold Test & Development Team : Paul Sutton, H. A Note to ST Hard Disk users Charles Cecil & Mike Dixon IV. Characters ............................................................. 13 SSI Testing & Development Team: Chuck Kroegel, Dick Vohlers, Tanis Half-Elven Cyrus Harris, Graeme Bayless, Zane Wolters, John Bruning, Caramon Majere Robert Daly & James Kucera Raistlin Majere Sturm Brightblade ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON LANCE and the Goldmoon TSR logo are trademarks owned by JSR, Inc., Lake Geneva, W.I., USA and Riverwind used under license from Strategic Simulations, Inc., Mountain View, C.A., USA Tasslehoff Burrfoot © 1988 Strategic Simulations, Inc.© 1988 TSR, Inc.
    [Show full text]
  • Ral Partha Advanced Dungeons & Dragons Miniatures
    Ral Partha Advanced Dungeons & Dragons Miniatures www.DnDLead.com Ral Partha AD&D miniatures are easily identifiable as such for they are stamped "TSR mfg. by Ral Partha," along with a production date. There is no stamping, however, to help determine just what a figure actually is. ADVENTURERS (Blisters w/ 1 male & 1 female) 11-051 Zulkir Szass Tam 11-001 Fighters with 2-Handed Sword 11-052 Mourngrym Amcathra 11-002 Clerics with Staff and Warhammer 11-053 Midnight 11-003 Magic-Users with Crystal Ball 11-054 Lord Manshoon 11-004 Rangers with Longsword and Bow 11-055 Manxam the Beholder 11-005 Thieves with Shortsword and Sling 11-056 Shaeri Amcathra 11-006 Dwarf Fighters with Warhammer 11-057 Elminster 11-007 Elf Magic-Users with Magic Items 11-058 Khelben "Black Staff" Arunsun 11-008 Gnome Thieves with Dagger 11-059 Dove Falconhand 11-009 Adventuring Mages 11-060 Florin Falconhand 11-061 Suul the Lich 11-010 Paladins 11-062 King Azoun of Cormyr 11-011 Half-Elven Rangers 11-063 Vangerdahast War Wizard 11-012 Halfling Fighter Thieves 11-064 Lord Soth (Mounted and on Foot) 11-013 Bards 11-065 Tanis 11-014 Kender Rogues 11-066 Goldmoon 11-015 Savage Warriors 11-067 Fizban 11-016 Rogues 11-068 Drizz't 11-017 Mercenary Warriors 11-069 Raistlin 11-018 Wilderness Warriors 11-070 Caramon 11-019 Wandering Sorcerers 11-071 Kitiara 11-020 Elf Militant Wizards 11-072 Laurana 11-073 Lord Gunthar 11-021 Berserker Barbarians 11-074 Silvara 11-022 Oriental Fighters 11-075 Gilthanas 11-023 Bounty Hunters
    [Show full text]
  • Dragonsofflame-Manual
    COMPUTER PRODUCT DRAGOJVS OF FLAME A DRAGONLANCE Action Game © 1989 TSR. Inc. ©1989Strategic ~~ · - S- imu-lati-ons-, lnc_. ___ ~ · -------~-TS-R, _lnc_. ___. _.,_,.,.,_., = - STRATEGIC SIMULATIONS, INC: CONTENTS I.·Introduction ... ... .... ................. ............................................... ............... 1 The Action Starts ..................................................................................... 1 The Situation ........................................................................................... 1 The ADVANCED DUNGEONS & DRAGONS®Game ..................................... 1 The DRAGONLANCE®Saga ....................................................................... 1 II. Characters ... .. ... ... ... ... ........ .. ..... ..... .. .. .... ........ ...................................... 2 Goldmoon .... ................................................................................ ........... 2 Riverwind ......................... ....................................................................... 3 Raistlin Majere ... ..... ... .............. ............. ... ................................................ 4 Caram on Majere ............................... ...... .... ..................... .... ... .................5 Tanis Half-Elven ....................................................................................... 6 Sturm Brightblade ..... .. ............ ......................... ...................... .................7 Tasselhoff Burrfoot ...................................................
    [Show full text]
  • Dragon Magazine #216
    Issue #216 Vol. XIX, No. 11 SPECIAL ATTRACTIONS April 1995 Bazaar of the Bizarre Steven Miller Publisher 10 We liked this article so much, we made TSRs Games TSR, Inc. Dept., hire Steven. Associate Publisher Brian Thomsen Fuzzy Reviews Spike Y. Jones 16 Read these (serious) reviews of plush-animal Editor-in-Chief miniatures rules. (No, we really are serious. Could we Kim Mohan make up something this goofy?) Associate editor Dale A. Donovan April Fools Faxions Tim Beach 22 Add these faxions to your PLANESCAPE campaign. Fiction editor Barbara G. Young We mean it, go ahead, please . Bards on the Run Editorial assistants Wolfgang H. Baur 30 We just cant seem to stop printing these silly songs. Michelle Vuckovich We know its sick and wrong, but were hooked. Its Art director an illness, really. Larry W. Smith Production FICTION Renee Ciske Tracey Isler Dead Mans Curse Roy V. Young 82 Read this excerpt from a book you cant buy until August. Subscriptions Janet L. Winters (Whose idea was this?) U.S. advertising Cindy Rick REVIEWS U.K. correspondent Eye of the Monitor David Zeb Cook and U.K. advertising 63 Carolyn Wildman Turn on your monitor, rev up your hard drive, and open fire on the bad guys in Doom II. DRAGON® Magazine (ISSN 0279-6848) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, Inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S.
    [Show full text]
  • Dragons of Hope by Tracy Hickman
    Skullcap Sample file 1984TSR. Inc All Rights Reserved Official Game Adventure Dragons of Hope by Tracy Hickman TABLE OF CONTENTS Prologue 2 Wherein the tale is told, and the story is explained. Chapter 11: The Way 6 In which the heroes attempt to find safety and shelter for the refugees of Pax Tharkas. Chapter 12: The Outpost Mines 14 In which the heroes discover remnants of the once-mighty dwarven kingdom, and once again encounter the Aghar dwarves. Chapter 13: Skullcap 20 In which the tomb of Fistandantilus is found, and the mysteries of the Dwarfgate War revealed. Epilogue 27 Wherein shadows of events to come cast their shadows, and the fate of the refugees is revealed. APPENDICES 28 Here are the tools of the story. That which is new is explained, as are encounters governed by fate alone. Appendix 1: Monsters, Creatures, and Men 28 Appendix 2: Character Cards 31 and Inside Cover Appendix 3: Combined Monster Statistics Chart Inside Cover Appendix 4: Random Encounter Chart Sample file Inside Cover CREDITS Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Dis- tributed to the toy and hobby tfade by tegional distfibutots. Distrib- Development/Editing: Michael Dobson uted in the United Kingdom by TSR(UK)Ltd. Graphic Design: Elizabeth Riedel ADVANCED DUNGEONS & DRAGONS, AD&D, DRA- Cover Art: Keith Parkinson GONLANCE, and PRODUCTS OF YOUR IMAGINATION are trademarks of TSR, Inc. Interiors: Keith Parkinson and Larry Elmore Cartographers: Dennis Kauth and Elizabeth Riedel This adventure is protected under the copyright laws of the United Typography: Marilyn Favaro States of America.
    [Show full text]
  • Amber and Iron
    Amber and Iron Margaret Weis ///imothy Tanner was not a bad man, just a weak one. He had a wife, Gerta, and a new baby son, who was healthy and cute. He loved both of them dearly and would have given his life for them. He just couldn't manage to stay faithful to them. He felt wretchedly guilty over his "tomcatting" as he called it, and when the new baby arrived he promised himself that he would never so much as look at another woman. Three months passed, and Timothy kept his promise. He'd actu ally turned down a couple of his previous lovers, telling them he was a changed man, and it seemed that he was, for he truly adored his son and felt nothing but gratitude and love for his wife. Then one day Lucy Wheelwright came into his shop. Though he came from a family of tanners, Timothy had been appren ticed to a cobbler and now made his living making leather shoes and boots. "I want to know if this shoe can be mended," Lucy said. She placed her foot on a short-legged stool and hiked up her skirt well past her knees to reveal a very shapely leg and more beyond that. "Well, Master Cobbler?" she said archly. Timothy wrenched his gaze from her leg to the shoe. It was brand new. He looked up at her. She smiled at him. Lowering her skirt, she bent over, pretending to lace her shoe, but all the while providing him a view of her full bosom.
    [Show full text]
  • Heroes of the Lance
    COMPUTER PRODUCT ,.fr\ t t 6.iii;id;[c) 1$Ia& lG (o6"u"oD lrlF! ^!nd*''!d q5, EEI tr+," STBATEOIC SilTIULITTIONS, INC. HEROES OF THE LANCE Program Creation: U.S.Gold Ltd Design & Co-ordination: Laurence H. Miller Programming Team: Alan Bridgeman, Matt Ellis, Graham Liley, Teoman lrmak, Anthony Scott. Producl Manager: Jerry Howells Production Co-ordination: Bob Kenrick Based on the module: DLI Dragons ot Despair Original U.K.Manual: Laurence H. Miller Manuatadaptod by SSt Louis Sa€kow Design Louis Hsu Sa€k@. David Boldr€au. peteGascoyn€ Box Art: Jeff Easley Original Graphic for Title Screen: Clyde Caldwell Game developed by: U.S. Gold Ltd. & Strategic Simulations, Inc. U.S.Gold Test & DeveloDment Team: Paul Sutton. Charles Cecil & Mike Dixon SSI Testing & Development Team: Chuck Kroegel, Oick Vohlers, Cyrus Harris, Graeme Bayless, Zane Wolters, John Bruning, Roberl Daly & James Kucera ADVANCED DUNGEONS DRAGoNS, AD&D, DRAGoNLANCE and the TSR logo are trademarks owned by TSR, Inc., Lake Geneva, W.1., USA and used under license from Strategic Simulations, Inc., Mountain View, C.A,, USA. @ 1988 Strategic Simulations, Inc. @ 1988 TSR, Inc. A Rights Reserued. prinrfd mare,urrnd 1*"mpanyins rhe ompurer prosamr. ur rhe ddompdryrnBflonp) dNr\dr cas*nes.li:.l",:dlyl,::ll oknh<d lt:,herem. de copynghred and,nctude proprielary informdron betongin{ lo StBieg,; {mutdton\, Inc dnd rrK. In. ao one permnred ro give o, @pic\ ot rh^ handbmt. 's rI any orhel di.ampanv;! mareaat dnd rhe c,'mpurer prc8ram\. on rhe aeonpdning fl,'ppv dn|. .' case e, .' t,\l'ns\ oi rhr proaiam\ ih; di,k, ,,, .,*,erre.
    [Show full text]
  • Chronicles Volume Three
    620_96208_DrgSpDawnHC_2.qxd 7/29/03 12:08 PM Page i ® CHRONICLES VOLUME THREE OF Margaret Weis and Tracy Hickman Poetry by Michael Williams Cover Art by Matt Stawicki Interior Art by Jeffrey Butler ™ 620_96208_DrgSpDawnHC_2.qxd 7/29/03 12:08 PM Page 2 The Everman hy, look, Berem. Here’s a path. How strange. All the times we’ve been hunting in these woods and we’ve never seen it.” “It’s not so strange. The fire burned off some of the brush, that’s all. Probably just an animal trail.” “Let’s follow it. If it is an animal trail, maybe we’ll find a deer. We’ve been hunting all day with nothing to show for it. I hate to go home empty-handed.” Without waiting for my reply, she turns onto the trail. Shrugging, I follow her. It is pleasant being outdoors today, the first warm day after the bitter chill of winter. The sun is warm on my neck and shoulders. Walking through the fire-ravaged woods is easy. No vines to snag you. No brush to tear at your clothing. Lightning, probably that thunderstorm which struck late last fall. But we walk for a long time and finally I begin to grow weary. She is wrong—this is no animal trail. It is a man-made path and an old one at that. We’re not likely to find any game. Just the same as it’s been all day. The fire, then the hard winter: The animals dead or gone. There’ll be no fresh meat tonight.
    [Show full text]
  • TSR-9130-DL1-Dragons-Of-Despair.Pdf
    Official Game Adventure Dragons of Despair by Tracy Hickman TABLE OF CONTENTS PROLOGUE THE TALE A massive chair floats amid soft white The history unfolds, wherein the heroes join in the story of the world of Krynn. light. The gold of its delicately carved frame gleams warmly. To the right of the Chapter 1: The Road Travels East . , . 2 chair, an ornate stand strains beneath a Wherein darkness spreads over the land, and your players move toward the ancient huge crystal globe. To the left of the city chair, another stand holds a large book. Chapter 2: Lost City of the Ancients . , . 12 Between the stands, an old man in bril- Xak Tsaroth, the great city, appears before you, swallowed by swamp. liant white robes nods on a glistening Chapter 3: Descent into Darkness . 19 throne. One hand rests on the globe, Beneath the buildings of Xak Tsaroth lies the greater city and its lost glories. while the other lies poised on the book. Chapter 4: Lair of the Dragon . 24 The face looks as though the eyes Khisanth herself, known also as Onyx, lies in the heart of the ruins, hoarding both closed only a moment ago. Yet the man treasure and knowledge of the old ways. does not move, nor does the thoughtful Epilogue ...................................................29 expression change. For this is Astinus Here the curtain falls on this part of the epic. Yet the tale continues: here greater of Palanthus, Lorekeeper of the World. deeds to come cast their shadows. Astinus ranges across the face of the world, searching out the bravest APPENDICES deeds of men, recording the acts of Here are the tools of the story.
    [Show full text]
  • Goldmoon Said Softly. the Day's March Had Been Difficult, but the Reward at the End Was Beyond Their Dreams. the Companions St
    E lf “I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a high cliff over the fabled city of Qualinost. Four slender spires rose from the city’s corners like glisten- ing spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness. —Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight Elves are a magical people of otherworldly grace, living females are about the same height, and males are only in the world but not entirely part of it. They live in marginally heavier than females. places of ethereal beauty, in the midst of ancient forests Elves’ coloration encompasses the normal human or in silvery spires glittering with faerie light, where range and also includes skin in shades of copper, soft music drifts through the air and gentle fragrances bronze, and almost bluish-white, hair of green or blue, waft on the breeze. Elves love nature and magic, art and eyes like pools of liquid gold or silver. Elves have no and artistry, music and poetry, and the good things facial and little body hair.
    [Show full text]
  • Dragons of War by Tracy and Laura Hickman
    )~ gr v Sample file Sample ayce TM Official Game Adventure Dragons of War by Tracy and Laura Hickman TABLE OF CONTENTS Prologue 2 Wherein the Tale is told, and the story expounded thus far. The Knights of Solamnia 3 Wherein the Order of the Knights is rehearsed and their greatest weakness exposed. Chapter 10: Winter Councils 5 Wherein journeys across land and water to the heroes' destiny are recounted. Chapter 11: The Last Bastion 14 Wherein dark armies break like waves against battlements. The war is begun and the hand of destiny is set into motion. Chapter 12: The Tower 18 Wherein the heroes tread forbidden halls and find battle joined within. Epilogue 26 Wherein destinies are fulfilled and the shadows of fate lengthen. Appendices Sample file 27 Here are given supplements to the tale. The new and unusual are explained, as are encounters governed by fate alone. CREDITS Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Dis- tributed to the toy and hobby trade by regional distfibutors. Distrib- Editor: Mike Breault uted in the United Kingdom by TSR UK Ltd. Cover Art: Keith Parkinson ADVANCED DUNGEONS & DRAGONS, AD&D, Interior Art: Diana Magnuson DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks of TSR Inc. Cartography: David Sutherland III Typography: Linda Bakk This adventure is protected under the copyright laws of the United Keylining; Colleen O'Malley States of America. Any reproduction or other unauthorized use of the Tom Darden material or artwork contained herein is prohibited without the express written permission of TSR Inc.
    [Show full text]