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Playing Favorites

he TSR online areas see a lot of activity. I spend far too I suspect that many gamers are like me in this respect, much time there myself, chatting with friends and keeping enjoying a variety of settings as much as having a passion for an eye on the message boards. One topic that never fails to one in particular. The reason you don’t hear from us more draw responses (and flames) is that of favorite game world. often on those message boards is that it’s hard to be a parti- Depending on which topics you read, you might get the san when you don’t have a single favorite. What’s the point of impression that all ® setting players are embittered jumping in on an argument between those who love Toril and 30-somethings with a deep and abiding scorn for anything those who love Oerth if you agree with them both? new. And you might think that fans of the ® It’s also hard to get a good feel for how many gamers like campaign are all 14-year-old boys who want to grow up to be a particular setting based on the responses of a relatively small Drizzt Do’Urden. You might think that those who enjoy the group, even one as active as that online. At a guess, there are ® setting are incomprehensible, cant-spewing power dozens, maybe hundreds of people who are fairly active in the gamers. TSR message boards. Considerably more of you are reading Naturally, you’d be wrong on all counts. this right now, so let’s hear what you think. Put fans of two different teams together, and you Write me a letter. Tell me whether you have a favorite set- generate rivalry. You can even put fans of two different soft ting or like several of them about equally. More importantly, drinks together and sit back to watch the sparks fly. It’s only tell me what makes you like each setting so much. Send your human nature, really. We like to think that what we like most letter to “Favorite Setting” in care of the magazine address. is the best, and we’ll find things to disdain in those who have We’ll print the most interesting ones in “D-Mail” or “Forum” different tastes. (depending on which is more appropriate for the particular Among gamers, perhaps because we love our favorite letter), so be sure to include your full name and postal address, settings passionately, the rivalry can become more than a little even if you send your letter via email. Let us know whether fierce, sometimes downright nasty. That’s a shame, since we’re you’d like your full address printed or just your name; we’ll all playing essentially the same game, speaking the same print only your name, city, and state otherwise. language. We just have different accents. My favorites if I had to choose? I’ll tell you after the letters I’m one of those people who has a hard time picking a come in. favorite anything. It’s even harder for me when it comes to gaming because I love a lot of different game systems, even different settings within the same system. Part of my problem- if it is a problem-is that I have a short attention span. Give me a ® game for a few weeks, and I’m ready to try the Dave Gross BIRTHRIGHT® setting for a change of atmosphere.

Publisher Editor Associate Editor Art Director Pierce Watters Dave Gross Chris Perkins Larry Smith

Editorial Assistant Advertising Director Production Manager Advertising Manager Subscriptions Manager Bob Henning Roger Mangelson Judy Smitha Sharon Whiting

Printed in the USA

DRAGON #241 3 November 1997 Volume XXII, No. 4 Issue #241 Great Excavations Steve Berman Indiana Jones look out! New kits, spells, and proficiencies for making your next dungeon crawl a journey through time. Page 20

Chronicle of Cerilia Carrie A. Bebris and A timeline of the BIRTHRIGHT® campaign, with new material for your AD&D® game. Page 28

Legacies of the Suel Imperium Roger Moore Five races spawned by the ancient sorcerers of the GREYHAWK® setting, now available as player characters. Page 38

Modron Magic The modrons are on the march again, and just look at their new toys! Page 56

4 NOVEMBER 1997 Columns

3 ...... The Wyrm’s Turn Wyrms of Everyone plays favorites. the North 6 ...... D-Mail In your own words, questions, comments, and Hoondarrh the Red Rage lacks criticism of the recent issues. neither cunning nor power. Page 70 8 ...... Forum Cavalier remarks about the AD&D game, and an argument for changing the 10% XP bonus. Arcane Lore Robert S. Mullin 14 ...... Sage Advice More sorcerous tomes from three Direct from the mailbag, your questions and the of the most notorious ancient Sage's answers. wizards in “Greyhawk Grimoires II." Page 75 96...... Cons & Pros If you haven’t made it to a convention lately, you’re missing some great gaming. Dungeon 108...... Role-playing Reviews Mastery They’re not Mousetrap, but these oddball games are sure to amuse. Let the Spirit of the Age determine 120...... The Current Clack the personality of your NPCs. Our brave reporter dares to write the D-words. Page 82

Campaign Classics The evil Yikaria weave their wicked plots from "The Roof of the World.” Other Material Page 88 98 ...... Knights of the Dinner Table 100 ...... DragonMirth . 102 ...... Gamer’s Guide 104 ...... Floyd 116 ...... TSR Previews

62 Innkeeper’s Solution Steven Piziks A tale of familiar problems.

DRAGON #241 5 nothing more than cooking, cleaning ™ Game Support and changing diapers? Whatever the Dear Dragon Magazine, author’s intentions, that is the distinct I wish to compliment DRAGON Magazine impression I had after reading the article. on issue #237. I used most everything in The article also sends the message it in my dungeon, even the article on that “motherly” chores are the exclusive Lupins of the ™ setting. I hope province of women. I don’t know about that you folks are back on track after the the other readers of this magazine, but buy-out by the and in my home most of these chores are that you continue to produce useful equally shared by me and my wife (who quality articles for DRAGON Magazine. I is a mother). I will, however, admit that might even subscribe if I can scrape up my wife works harder in the home than the moolah. Issue #237 is a great issue. I do-a fault which I might never com- Another thing, I read the piece on the pletely eradicate. ALTERNITY game and was excited about it. In the generally male-dominated Then my local sage of gaming told me hobby of role-playing games, that you weren’t going to release we often hear the complaint that not Alternity until '98 because you wanted enough women play the games we so to “get it right.” Well, here is some unso- lf you have a comment, opinion, or ques- enjoy. Well, can you blame them? If you licited and possible unwelcome input on tion for the editors of DRAGON® Magazine, were a woman, would you wish to role- it (sorry): play with a bunch of clods who tend to we’d love to hear from you. 1. Help would-be ALTERNITY DMs by In the United States and Canada, send think of you as nothing more than a including everything necessary to star Ietters to “D-Mail,” DRAGON Magazine, Mother NPC or at best a scantly clad bar- system and planet creation. Hopefully 1801 Lind Avenue S.W., Renton, WA, USA. barian princess? this would cut the paperwork and math In Europe, send letters to “D-Mail,” DRAGON Women deserve more than this. It is to a minimum. Magazine, TSR Ltd., 120 Church End, little wonder so few of them sit around 2. Can it possibly allow conversions Cherry Hinton, Cambridge CB1 3LB, United our gaming tables. And for the nay- from fantasy AD&D in terms of charac- Kingdom. You can also send email to us at sayers, who would contend that there ters and worlds already created and [email protected]. really is little interest for roleplaying using, for instance, the Worldbuilder’s among women, I suggest you access Guide? Male Chauvinist Article? one of the online role-playing chat areas Thanks for the good work. Keep it up, Dear Dragon Magazine, or MUDs and see how many women are because I am an avid fan and DM. I write with mixed emotions. While roleplaying there. Chances are you’ll Mark C. Runyon the article by Lawrence Wenzel on find as many or more women there than Columbia, MO Mother NPCs in issue #238 did provide you will find men. DRAGON the occasional chuckle, it also gave me I think Magazine has a duty As you should see by the time this issue reason to pause and reflect on the mes- not only to provide quality articles for hits the stands, we’re back to our regular sage it really sent to the reader. use in our games but also to promote shipping schedule. (And there was much The type of mother portrayed in the the hobby in general. More than half the rejoicing!) In fact, with the help of our article shares more in common with the population is female, and if we continue extended family, we’re planning to improve to alienate them with chauvinistic idyllic June Cleaver than with any ‘real” DRAGON Magazine even more in the com- modern mothers. In fact, most mothers attacks we can never hope to attract ing months. Scraping up the “moolah” for a would probably be offended by the more than a few to this great hobby. subscription should be easier than ever, too. stereotypical treatment they received in You should know better. (Check out the new subscription prices in the name of humor. Sincerely, this issue.) A close examination of the article Steve Stewart Yes, after the “recent unpleasantness," the reveals an underlying lack of respect for Davenport, IA TSR product schedule adjusted to take best women in general. It totally ignores the advantage of our expanded resources and many valuable contributions women So far, nobody’s mom has complained make sure that the ALTERNITY game arrives make in modern society and regulates about “.” Should we be with the fanfare if deserves. You’ll see the grounded for it? We’d like to hear what oth- them to the role of mere servants. Are ALTERNITY game Player’s Handbook in May mothers or women in general good for ers think on this topic. of 1998, followed by the Gamemaster

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6 NOVEMBER 1997 Guide in June. The latter should answer most Tell Me What To Write! or all of your questions about star system cre- Dear Dragon Magazine, ation, keeping things simple enough that you I haven’t written a game article before, needn’t worry much about the math. but I want to contribute to the magazine. For an advance look at the conversion The problem is that I don’t know what to rules between the AD&D and ALTERNITY write about. Can you give me some ideas games, check out this past summer’s Tale of so I can write articles for you? the Comet, the boxed AD&D game adven- Joe Gamer ture by Thomas Reid. Those rules also appear Everywhere in the World in the appendix of the Gamemaster Guide. This question has been appearing fre- Article, Anyone? quently again, so here’s the short answer and some advice for prospective contributors. Dear Dragon Magazine, No, we won’t tell you exactly what to Let me start out by congratulating write. You should always choose a subject the staff of DRAGON Magazine for a very that interests you. If you love playing wiz- nice issue, namely, DRAGON Magazine ards, for instance, then maybe you’ll want #238. The “Ancient Enemies” and to design some new spells-but make sure “Dungeon Mastery: Campaigns of they’re spells you’d like to use in the game! Intrigue” articles were great. I’m sure my If you think it’s fun, chances are good that players will love them and the pain the others will feel the same way. two articles bring to their characters. Beyond that advice for first-time contrib- Anyway, in the party I DM, there are utors, the other important thing about arti- two sets of two characters that do not cles for the magazine is that they should be like each other. One is an - com- immediately useful to most players. From bination, and the others are a very mas- the letters we’ve received over the past year, On the Cover culine paladin and an Amazon warrior. I new spells, magical items, kits, races, equip- like the roleplaying this creates, but “Music hath charm to sooth the ment-anything that players can use in the savage ”— or so cover artist sometimes it takes too long or interferes game-are the most popular parts of the with game play, and sometimes it is R.K. Post seems to believe. magazine. Articles with these elements are a When pressed for a statement ignored when it would have an effect good way to start out. on the situation. Could you print an arti- about this painting, Randy replied, That’s not to say we don’t want articles “It’s always best to let sleeping cle or three dealing with this? I’m sure aimed at the DM, too. We still want I’m not the only DM out there with this lie.” “Dungeon Mastery” articles and what we The warrior in this painting is problem. I would also like to see mater- call “idea generators,” articles-especially ial for the little races- and none other than staff illustrator well-researched ones-that give readers a . (for another view gnomes, possibly even some races from starting point for creations of their own the Complete Book of , like pix- of Todd, check out the cover on imagination. this year's DRAGON Magazine ies or fremlins. I like these races a lot, Remember to read a copy of the writers and I don’t see much material for them. Annual.) When asked about the guidelines (available at www.tsrinc.com or model for the bard, Randy just Thanks for printing this letter (if you by sending an SASE to “Writers Guidelines” do), and curses on your soul (if you smiled and walked away. at the magazine address) before sending in Randy is currently busy creat- don’t). an article query. And always send a query ing images for the new ALERNITY™ David Liepmann rather than a full manuscript. Via Email game and illustrating several We look forward to seeing plenty off first- upcoming PLANESCAPE® setting time article queries this winter. What choice did we have but to print this products. letter? Will one of our freelance authors please send in the articles David is requesting before we bear the full brunt of his wrath? And while we’re on the subject of article submissions:

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DRAGON #241 7 edition AD&D® game. I’ve roleplayed chance if he were set up against a tons of characters with attitude prob- comparable-level cavalier fighter. The lems, not expecting or receiving one iota playing field has been evened at last. of compensation in game terms. I also feel the disappearance of cer- The second point I would make is that tain cavalier abilities perfectly appropri- under the second edition rules, cavaliers ate. Some benefits-like the ability to are not prevented from specializing in raise certain attributes-were inexplica- any way. Mr. Beyers seems to have for- ble or overpowering to begin with. gotten the distinction between “classes” Other abilities were redundant; why and “kits.” According to the Complete make a special “weapons of choice” rule Fighters Handbook, where the cavalier kit just for cavaliers when you already have is discussed, any single-classed warrior specialization rules in place? can specialize (which is a slight change Now the character kits are more Forum welcomes your comments and from the core rules, allowing only single launching points for roleplaying and opinions on role-playing games. In the classed fighters to specialize). There is characterization, less goody-laden grab- United States and Canada, write to “Forum,” nothing anywhere prohibiting a fighter or bags for drooling power-gamers. The paladin who takes the cavalier kit from newfound flexibility of the kits has also DRAGON® Magazine, 1801 find Avenue S.W., Renton, WA 98055, USA. You can also specializing. However, I consider this a been a boon to my game. There is an write to [email protected]. bad thing, not a good thing. Despite the order of mage knights on my world that All material should be neatly typed or fact that the cavalier no longer has the now has a simple explanation in charac- handwritten. You must give us your full name same variety of bewildering abilities, he ter creation terms: they are simply wiz- and mailing address if you expect your letter still has his old weapon bonuses. If you ards with -the cavalier kit. to be printed (we will not consider a letter sent add to that the specialization that any The Combat & Tactics has further anonymously), but we will withhold your warrior can take, once again we have a expanded the options available to - name if you ask us to do so, and we will not rules-exploitative killing machine. rior PCs. No longer do you have to resort print your full address unless you request it. In the meantime, it’s not the cavalier to kits to carve out a “forte” for your char- kit that is collecting dust, as Mr. Beyers acter; you can craft your character to be Cavalier Rebuttals suggests. It is the good old-fashioned a good warrior in one of a large variety of l would like to address the issue of the fighter. With all the bells and whistles combat forms-such as the old cavalier’s cavalier kit and warriors in general in you can have playing the cavalier kit mounted combat. Further, a warrior now response to Bruce F. Beyers’ letter in and some of the other more extreme has as many options in combat as a high- kits in the Complete Fighters Handbook, level cleric or mage; this helps bring back DRAGON Magazine #238. In his letter, Mr. Beyer decries the fact that the cavalier nobody is willing to play a regular the storytelling aspect and banish the has been taken down a few notches fighter anymore. While the CFH went a hack-and-slash side of combat in the between its first- and second-edition long way toward giving the warrior a AD&D game. incarnations. One of his chief complaints little variety of options, it ended up The warrior has finally come into its is that the cavalier cannot specialize. circumscribing the path that a warrior own light. It’s time to explore new char- My first response to this complaint is would have to take if he or she wanted acters and new role-playing horizons that the first-edition cavalier was a play- to be good. instead of dwelling on old ones. thing for power-gamers. Cavaliers— The best and latest treatment of the Alan D. Kohler along with barbarians-were frequently warrior classes is the PLAYER’S OPTION 855 Hubbard called “fighters with tons of special abili- rules. Under the Skills & rules, Pocatello, ID 83201 ties and attitude problems.” players have a great degree of flexibility [email protected] XP Bonuses With all the bells and whistles you can One subject which has never been satisfactorily explained is the concept of have playing the cavalier kit . . . awarding bonuses to characters with a high ability in their nobody is willing to play a prime requisite. These characters already enjoy benefits to their class, whether regular fighter anymore. they are bonuses to attack and damage, Their “attitude problems” were offered extra spells, or increased chances to as a counter-balance for the impressive in deciding what abilities their charac- employ class skills. The characters have array of abilities that they receive. ters have. Fighters still have the upper more “natural ability” than others of the However, the failed on ground when dealing with weapon spe- same class. This should not also translate that note: all cavaliers and barbarians I cialization, but other classes can obtain into the ability to learn faster. A fighter saw in play were little more than killing such abilities-at the cost of other abili- who is stronger, for example, does not machines. The supposed “counter- ties common to the class. learn to wield a weapon better than balance” served merely to be an eternal In addition, all the kits in S&P are bal- another simply because he is stronger. thorn in the party’s side. I was glad to anced. You can make a barbarian-fighter, In fact, quite the opposite should see them go with the coming of the 2nd- an acrobat-fighter, or an explorer-fighter happen. The warrior who knows he and expect him to have a reasonable lacks physical strength must develop

8 NOVEMBER 1997 skill at arms if he wishes to survive bonus spells based not on willpower For Alexander Fontenot, who wrote against powerful opponents. The and intuition, but on the potential to about multi-classed humans: First, a well- with average manual dexterity refines convert followers, which has a direct researched and informative letter! While his craft, using safe but secure tech- influence on the power of the charac- I agree with your comments, I would like niques to ensure the same results as ter’s . It might be a tiny influence, but to inform you (and any other readers) of those with nimbler fingers. a tiny influence multiplied by a world my method of play. I like to allow pretty The character with higher abilities of priests is a measurable force among much what the player wants. To do this can also learn to make the most of the divine powers. The gods have good without causing too many unbalancing those abilities. A powerful fighter can reason to reward those priests who can side effects, I have adopted a simple learn when to rely on his power to over- influence the most people to their cause. modification to the Skill & Powers rules. During initial character development, if a player wishes to pick multiple classes, he Bonuses to experience points should may. The key is that the number of char- acter points he receives is the average be based on Wisdom —for every class. for the chosen classes. He may then spend those points anywhere in the cho- whelm an enemy’s defenses, and a This system forces min/maxers to sen class abilities. Once in play, any char- rogue can learn to judge whether his make a difficult choice and might acter, regardless of class, may search out agility and speed are enough to escape change the seemingly inviolable order a teacher of at least two levels higher in from pursuit. Characters with high abili- of similarly descending ability scores in rank to teach a specific skill. The only ties sometimes learn when to capitalize characters of the same class. It also pro- exception to this is spellcasting, which on their gifts and when they must rely vides an advantage to an ability score must be chosen at the initial character on their skills alone. that seemingly offers little benefit to generation as a racial ability. In this It seems that these (or any) characters characters other than priests. manner, a starting fighter/thief would would benefit from resourcefulness, Lloyd Brown have 48 points (rounded up) for class dedication, and insight. Clearly these 3863 Walsh Street abilities. I have found this method rea- qualities are a function of Wisdom. Jacksonville, FL 32205 sonably evens out the power of having Experience points might come from multiple classes. skillful gaming on the part of the player, Fear of Death As to your mentioned problem com- but a mechanism already exists for For Kevin McMahon who wrote binations, the solution lies more in my awarding experience points for good about the fear of death, I fully agree, setting than in the rules. In my world, to roleplaying- the DM’s option to award having seen too many campaigns go become a paladin, the character has to XPs during play for good ideas. awry due to a GM’s desire not to ruin have adventured and proven himself to The character should also have a the game by killing a favorite character. his god. Then, around 5th level, his god chance to improve from practicing his My personal interpretation of the would grant him paladinhood if he has craft. For this reason, bonuses to experi- game is that it should be challenging; proven himself. The bard is a similar ence points should be based on Wisdom- each treasure is offset by certain risks. case; I still use the 1st-edition rules for for every class. DMs can give a 10% The greater the treasure, the greater the the bard class. A bard-in-training is much bonus to XP for characters with a Wisdom risk. All characters should know in their too busy to devote himself to the fanati- of 16 or greater, as is the basis with most hearts that sneaking into the dragon’s cal following of a god that paladin train- prime requisites now, or use a “stepped” cave will end in death unless the ing requires, and vice versa. In this fash- method, allowing a 5% bonus for a endeavor is carefully planned and exe- ion, both the paladin and the true bard Wisdom of 13, and 10% bonus at 16. cuted. If there is a foul-up, chances are are rare and powerful characters, and by If Wisdom is the basis for experience that a character will die. If a player force of character point restrictions, will points, suddenly min/maxers are in a doesn’t want a character to die, feel free be naught but single-class characters. quandary. Does the fighter take the high to offer up such adventures that do not All in all, a point that I see argued Dexterity for everyday AC benefits, or have that inherent risk, such as body- everywhere gamers voice their opinions: does he start with a high wisdom to go guarding the fifth heir to the throne on each campaign is the artwork of the rul- up in levels faster? DMs might begin to his trip to the baths.... ing GM. All rules are optional, and if the see PCs with an Intelligence of 13 The key, I think, and most of my play- players and the GM can’t work out a or 14, while their highest ability score is ers would agree, is not to have healing reasonable compromise that satisfies placed in Wisdom. Which is more valu- magic available-it’s to let the players both parties, find a new group. The able: an extra hit point for nine levels know the risks. That way they will actu- whole idea of this venture is not to bog based on a slightly higher Constitution, ally have an incentive to think as ourselves down in endless reams of or a bonus to experience points at every opposed to hacking through the plot. rules and options but to enjoy playing a single level? It is hard to decide. My campaigns run from 0-10th level in game (heaven forbid!) Please, rules Priests already get a benefit for hav- a low-magic version of the RAVENLOFT® lawyers and GMs all, if naught else, ing a high Wisdom score, and a very campaign, and while characters do die, remember that! potent one at that: additional spells. the players enjoy the challenge of the David DeKeizer DMs can leave the benefit as it is, mak- high-risk, convoluted plot-style games. Havelock, NC ing clerics a powerful force. Or, DMs For those who care not for that style, [email protected] might change the cleric’s prime requisite feel free to play risk-free, monty-haul to Charisma, with the priest earning games. Just don’t expect me to play!

10 NOVEMBER 1997

of frost resistance activated. I think that the temperature in the area is raised to 65°, so heat can affect a person carry- ing it, but he insists that it is always 65° regardless of the outside temperature. Which one of us is right? You have encountered that most dan- gerous and irksome of beasts, the rules lawyer. Show no fear or uncertainty by (they can sense that and will charge, fangs and claws deployed). Look your rules lawyer in the eye and say: “Within lf you have any questions on the games levels of turning ability. I’m wondering the field a cube of frost resistance produced by TSR, Inc., “Sage Advice will which undead are considered to be in generates, the temperature is always at answer them. In the United States and the aforementioned category. And how least 65º Fahrenheit, but it can be higher. Canada, write to: “Sage Advice,” DRAGON@ should DMs deal with special or cus- A cube of frost resistance offers no protec- Magazine, 201 Sheridan Springs Road, tomized undead? tion against heat or .” lake Geneva, WI 51347, U.S.A. In Europe, If the undead creature’s description write to: “Sage Advice," DRAGON Magazine, lists any detrimental effects from sun- How is the favor of Ilmater spell TSR ltd., 120 Church End, Cherry Hinton, light, a specialty priest of Lathander (from Faiths & Avatars) supposed to Cambridge, CB1 3LB, U.K. You can also gains the bonus levels; the description’s work? The second form of this spell email questions to [email protected]. Combat section usually lists such allows the priest to transfer his hit We are not able to make personal effects. The undead creatures from the points to someone else, while absorb- replies. Please send no SASEs with your MONSTROUS MANUAL™ tome that fall into ing the damage that this person has question. this category include banshees, spectres, suffered. What happens if the caster This month, the Sage considers some vampires, wights, and wraiths. The priest doesn’t have enough hit points remain- queries taken straight from the mailbag. retains his extra power even against ing to handle all the damage the recipi- exceptional individuals that can resist ent already has suffered? Can casting What happens when a Rogue charac- sunlight. For example, a Patriarch this spell ever reduce the caster’s hit ter violates his alignment restrictions? vampire (see Van Richten’s Guide to points to less than zero? What happens a thief becomes lawful good or a Vampires) remains more susceptible to when the recipient is at negative hit bard loses neutrality? All of their class turning by specialty priests of Lathander points or is suffering from a special abilities are skills, not granted powers, so despite its special resistance to sunlight. damage effect, such as a bleeding what happens to them? wound from a sword of wounding? The DM is free to impose any penal- Are the hiding properties of a cloak The spell caster can never give the ties he deems appropriate. I recommend of elvenkind added to a Rogue’s or recipient more hit points than he cur- that a thief who becomes lawful good rangers Hide in Shadows skill, or are rently has; however, if the campaign suffer no immediate effects, but the thief they used instead of the skill? uses the optional rule for hovering at should not be allowed to gain any fur- The cloaks power to hide its wearer death’s door (see Chapter 9 of the DMG), ther experience in the thief class. A bard operates independently of any conceal- the caster can reduce his hit points to as who loses his neutral alignment also ment skill the wearer might have. It is little as -10 and transfer them to the should no longer be able to gain experi- not cumulative with any form of the recipient. That is, a priest with a total of ence and should immediately lose his Hide in Shadows skill. only 10 hit points could actually transfer 20 points to the recipient. In any case, whenever the caster Are the hiding properties of a transfers enough hit points to bring his total to zero or less, he must make a cloak of elvenkind added to a successful System Shock roll or die. If the Rogue's or ranger's caster’s System Shock roll succeeds, he loses consciousness and remains so until magical healing restores his hit Hide in Shadows skill . . .? points to a positive number; nonmagical healing has no effect on the caster. ability to memorize spells. While a bard’s Likewise, if the recipient has less than 0 spellcasting ability is not a granted The item description for the cube of hit points when the spell is cast, both the power, it does require a certain state of frost resistance reads: “... it encloses an caster and the recipient must make mind that the bard loses along with his area 10’ per side, resembling a cube of system shock rolls as noted above. If the neutral alignment. force. The temperature within this area is always 65 degrees F.” Does this mean recipient makes a successful System According to Faiths & Avaturs and to that no heat-based attack can raise this Shock roll, he regains consciousness and the FORGOTTEN REALMS® Adventures book temperature? A player I know was can function normally, though he still specialty priests of Lathander are trying to do this, saying that during a forgets any spells he had memorized. especially effective in turning undead battle close to molten lava his character A wound from a sword of wounding affected by sunlight-gaining four was not harmed because he had a cube prevents the recipient from benefiting

14 NOVEMBER 1997 from the spell; any hit points transferred Hit usually works as a default A spell immunity spell does not func- are simply lost. Otherwise, the spell casting level, but check the creature’s tion with any other form of magical pro- heals any special effects from wounds description to be sure. A creature’s tection, including itself. It doesn’t matter so long as they are purely physical. That casting level is either its Hit Dice or the what form the magical protection takes. is, the spell mends broken bones and minimum level required to cast its most The DM might want to designate certain cures dizziness but does not cure powerful innate ability, whichever is exceptions, such as magical armor or diseases or neutralize poisons. The spell higher. A brownie, for example, func- bracers of defense, but anything that also does not restore severed limbs, but tions as a 7th-level caster-it can employ provides a universal saving bonus it does halt bleeding from such cata- the fourth-level Wizard spells dimension (such as a ring of protection) or which ren- strophic hits. door and confusion, and a Wizard must ders the user immune or partially resis- be at least 7th level to cast these tant to a specific attack form (such as a A few of the more unusual character spells. Table 7 in the Spells & Magic ring or warmth or a ring of fire races available to players-such as optional rule book lists caster levels for resistance) should interfere with spell minotaurs, , and most Athasian many types of monsters. immunity,

Which of the following defensive Does the know alignment spell priest spells work cumulatively with each other: bless, protection from evil, work on sentient magical items, aid, chant, prayer, strength of one, defensive harmony? Or can they all such as swords? function together? I am experiencing abuses by PC priests who can cast these spells together. Two priests can trans- races-can regenerate damage thanks Does the know alignment spell work form a party into an unbeatable killing to Constitution scores of 20 or more. on sentient magical items, such as machine. What are the limits on this power? Can swords? Generally speaking, a creature or it regenerate the character back from Sure, both the wizard and priest ver- character cannot benefit from multiple death (provided the damage wasn’t sions of the know alignment spell work defensive bonuses from similar sources. from fire or acid)? If so, is the character on both creatures and objects, so long I suggest allowing protection from evil to required to make a Resurrection as they actually have alignments and so work with anything else on your list. Survival roll or lose a point of long as no outside force interferes with Chant and prayer can work together, but Constitution? the spell. A nondetection spell, for exam- only when there are two different cast- No, a character with a very high pie, defeats know alignment spells. ers of the same sect (see spell descrip- Constitution score can’t regenerate back tions); otherwise, I’d treat bless, aid, from death-once dead, a character As you pointed out back in issue chant, prayer, and defensive harmony as effectively has no Constitution score at #228, the fourth-level priest spell spell progressively more powerful versions of all. Note however, that a character hov- immunity doesn’t work if the recipient the same effect-only the most powerful ering at death’s door (see the optional also uses other forms of magical pro- works for any recipient. Note that a sin- rule in Chapter 9 of the DMG) is still alive, tection. Does this mean that the spell gle character could enjoy the offensive albeit unconscious. Characters with high recipient cannot benefit from any form benefits of a prayer spell along with the Constitution scores cannot regrow lost of magical protection, or just not from protective benefits of defensive harmony, limbs, but the DM might allow them to magical protections relevant to the cur- and that aid still grants temporary hit reattach lost limbs if the severed mem- rent use of the spell immunity spell? For points even when other spells render ber is pressed onto the stump. example, does a ring of protection +1 the combat bonuses it provides moot. Strength of one is a purely offensive spell that increases its recipients’ Can magical effects Strength bonus to damage; it works with other offensive bonuses according to generated through the principles outlined above. innate magical abilities . . . be dispelled? Skip Williams has recently traded the bitter winters of Wisconsin for the fault lines, Can magical effects generated count against a spell immunity effect vs. volcanoes and other uncertain geological through innate magical abilities, such magic missile spells? Or do only those features of the Pacific Northwest. as a monster’s ability to haste itself, be spells and items directly linked to the dispelled? If so, should the’ creature’s current spell immunity effect apply, Hit Dice be used as the ability’s casting such as a ring of fire resistance when level? used with spell immunity effect vs. fire- Such effects can be dispelled, spells? One final question: Can a provided the effect has a duration character benefit from more than one longer than instantaneous. A creature’s spell immunity effect at a time?

16 NOVEMBER 1997

eneath the ground we walk upon are buried lives. There lie whole Archeological Adventures cities lost to the ages, ancient tombs hidden for centuries, and ruined shrines waiting to be discovered by those greedy by or curious enough to explore them. The Steve Berman past is still alive, waiting to be found by illustrated by anyone willing to dare the ruins. Archeology, the study of ancient objects, peoples, and sites, is a natural Priests advice on security for those artifacts addition to any AD&D® setting. Though Many AD&D game priests are likely to found. The unscrupulous are, after all, most campaigns are set in a fantasy world involve themselves in archeology. Every drawn to a successful expedition like often representing a pseudo-medieval faith has its own account of the history of vultures to carrion. To those driven by age, there is no reason to ignore the times the world and the origin of its religion. avarice, ancient sites often hold trea- and cultures from the past. Indeed, they Eventually, adventurous members of the sure, but not always the sort that thieves can provide some of the greatest excite- flock, whether laymen or clergy, seek to are used to stealing. Sure, there might be ment the game has to offer. authenticate the stories by searching out precious gemstones and metals, but evidence. For example, let’s say that the some collectors will pay more for a stat- Why Dig Around? Essence of Lireme is a powerful religion in uette made of carved stone if it has a Why introduce archeology and expe- the campaign world. According to the profound historical significance to folks ditions for relics and ruins to your cam- faith, the goddess once visited the today. If that statuette is the first known paign? The answers are simple: to ancient city of Pompere and shed a few idol of the water god Tryphonis, then expand the variety of adventures and to of her tears upon the temple altar. For any still-existing cult of the god will deepen the setting’s history. Adding hundreds of years, followers made desperately want it. Most will be willing archeological quests to your game pro- pilgrimages to the city to view what she to pay quite handsomely. Others might vides a reason why all these ruins exist left behind, which became known as her try to take the item through force or and why so many people are eager to Essence. Tales say that when her priests stealth. Smugglers and fences will wish visit them. Such adventures allow a DM began to charge a few coins to see the to play a role in any expedition in the to reveal more of his game world. Sure, tears, the goddess punished the city with hopes of making a sweet profit off the the characters may have traveled the “winds of sand and a of rubble.” traffic of artifacts. Indeed, except for lands, but do they know what happened The city was buried and forgotten in time. famed explorers, such Rogues might on that battlefield a thousand years Now, centuries later, wouldn’t followers have the most contacts with , ago? Who built those ruins recently of Lireme wish to seek out the fabled city buyers, and archivists. uncovered from the desert sands? Have and discover the temple where the Bards naturally will be interested in the explorers learned the tragic mis- Essence was kept? Who knows what lost the remains of the past, as the songs takes of a culture now long-dead, or are prayers and knowledge could be found demanded by audiences are nearly they doomed to repeat them? and shared with the rest of the devout. always old tales passed down from gen- For players, joining an archeological A priest may seek out a forgotten eration to generation. Minstrels desiring expedition provides the opportunity to shrine, buried or hidden away by the inspiration or seeking source material explore something many often neglect: ages, seeking to reopen it and awaken for new verses and compositions would the cultural background of a character. the locals to the god. Such missionary be well-advised to take part in an That dwarven thief might be proud of expeditions would be dangerous not only expedition. his mining talents and his ability to drink because of whatever might be found in anyone under the table, but what about the ruins but also because of the chal- Warriors his heritage? He might join the search lenges of dealing with the customs and Most. warriors find themselves part of for the lost dwarven city of Khuldane mannerisms of the locals, who may not an expedition due to promise of pay. hoping to find , but instead he might be primitive, harmless, or friendly. During peaceful times, a soldier might experience an epiphany walking in the Other times, priests might accompa- find himself out of work and thus with- halls of his ancestors, in the very rooms ny expeditions simply because they fear out food or shelter. Many caravans hire where they held court, planned battles, that, without the presence of their such men as guards to ensure safe pas- and sang songs of triumph and tragedy. church, important religious objects and sage, and an expedition is no different. Rather than merely ransack the site, sites might be ransacked. They must be Indeed, besides brigands along the way, wouldn’t the thief desire to learn some present to enforce moral values and see dangerous creatures might well be of his people’s ancient ways as a means that no sacrilege is done. encountered in the ruins; the scholars of connecting himself to what was once will need a hired sword to protect them so grand? The chance to roleplay an Rogues while they investigate. Rangers could be awakening-an awareness of a charac- Characters of the Rogue class are in great demand when the expedition ter’s ancestors-is too wonderful to pass easily the most likely to join an archeo- must pass through an inhospitable up. Considering how much potential logical expedition, though their desires wilderness like a desert or arctic waste; history lies behind the culture of any PC, can vary greatly depending upon align- their expertise could well be responsible it is no great trick to entice a character of ment and background. Good-aligned for the success of the mission. any class to take part in archeological rogues might be hired to circumvent any Some warriors might seek to join an explorations. traps within the ruins and to provide expedition simply to discover more

DRAGON #241 21 Table 1: Archaeological finds Roll 1d100 Item During Dig Notes for the DM 01-04 Bone Fragments Ancient remains may be useful spell components for necromancers. 05-13 Pottery Shards If an entire work can be recovered, then a mending spell might repair and yield a valuable artifact. 14-17 Dry or Rotted Leather Adversely affected by the site’s climate; could have originally been used with steeds or storage. 18-19 Colored Glazed Bricks Limited value to collectors of bricks. 20-23 Arrowheads Might be bone, stone, or metal depending on the Age of site. 24-29 Clay Seals or Tablets Might bear an incomplete incantation or legend. 30-34 Hand Weapon Blade Might be bone, stone, or metal depending on the Age of site. 35-39 Pages of Manuscript Could be rolls of papyrus or vellum torn from a book. 40-45 Mosaic Tile Work Might be part of a larger design; could even be a part of a map or puzzle. 46-50 Tableware Carved from wood or bone, or fashioned from metal. 51-59 Broken Statue Might be made of stone or bonze; could be the remains of a golem. 60-63 Wax Sealed Clay Urn Might hold ancient grain or spices. 64-67 Clay/Terra Cotta Figurine Perfect for enchanting or may hold a trap. 68-71 Implements or Tools These may have been used by any tradesman (such as a physician, stonema- son, etc.). 72-73 Whole Manuscript A sheaf of tied parchment or a complete tome; contents could be anything imaginable! 74-77 Remains Might be a desiccated/mummified corpse or simply a complete skeleton. 78-83 Ancient Coins Would be valued for their age rather than for their metal. 84-85 Mummified Animal The sacred or beloved animal of the culture. 86-89 Stone Vessels Fashioned from semi-precious stone (alabaster or lapis lazuli, for example). 90-91 Oracle Bones Carved/inlaid bones thrown to predict the future. 92-93 Religious Artifact Might be of a dead/lost god or of an earlier version of the icon of a present-day cult. 94-95 Coffer of Wood or Stone Could hold treasure or trap. 96-97 Complete Statue Such art objects are usually made of marble or bronze. 98-99 Burial Mask Might have religious significance or be made of precious metal. 00 Magical Item! Roll again on this table to determine the nature of the object; a roll of 01-17 indicates an item once enchanted but now destroyed. about their race’s or culture’s past. (This arcane, hiring out as part of an expedition world and are often associated with uni- is especially true with the demihuman can be most profitable. Often, archeologi- versities and other centers of learning. races.) Though they be militant in cal sites need the use of magic in deci- Not all chapters of the guild are peaceful; nature, warriors might still hold a great phering old writings and revealing hidden sometimes bitter rivalries over an archeo- deal of pride in their society and want to rooms. Since some distant cultures would logical find turn into fierce intrigue or see the past (in some cases more consider knowledge as the ultimate even open conflict. Most guildhouses glorious than the present) rediscovered. wealth, ancient libraries and archives claim that they are interested not in the could be as well protected as treasure collection of artifacts for profit, but rather Wizards troves. A wizard’s talents would be in the study and cataloging of the past. While one might have talent to use demanded when dealing with the strange This claim, however, is not always true. magic, a true mage combines skill with wards left behind as guardians. Most maintain a certain level of nobility knowledge. Knowledge is the primary in the pursuit of knowledge and turn treasure to entice a mage into joining an The Archivists Guild aside prospective members who show archeological expedition. Who can guess Characters are not alone in their pur- obvious greed. Perhaps what most sepa- at what esoteric and eldritch practices suit of the past. There exists an alliance rates one guildhouse from another is were performed when the world was that also seeks out such knowledge. their philosophy. Each tends to develop a young and magic fresh to the land? Members of the Archivists Guild vary certain school of thought regarding the Of course, the arcane arts might well from sages to merchant-princes. Though past and how earlier cultures lived. Some be quite different in the old days (see the guild is not affiliated with any one might take a more religious view, that the “The Concept of Ages,” below). Evidence religion, it is not uncommon to find world was created by the gods, while oth- of ancient magic might be unrecogniz- priests of differing faiths as part of a ers take a more humanistic approach. able or unusable, but still it can provide guildhouse. The guild’s symbol is a bro- Members who sell finds for profit much inspiration to the workings of ken hourglass with the sand released, without guild authorization are dis- modern magic. symbolizing how one can reach the missed, and word of such deeds circu- For those mages seeking to earn a bit essence of time through its remains. They lates quickly among all of the different of coin to further their pursuit of the hold chapters in major cities across the guildhouses.

22 NOVEMBER 1997 One earns membership in the guild by both arms and implements, and jewelry; tains secretly be at the behest of a nomination. The main perk is that the finally, ironcraft is developed. In a fantasy bronze dragon seeking a fossilized guild sponsors archeological expeditions. world, however, one must also consider ancient eggshell to prove its claim to the To be considered for nomination, a per- the development of magic. While the lordship of such beasts? son must have proficiency in ancient his- three Ages of tools can still exist, there Depending on what Age to which the tory and knowledge of at least one also might be an Age of Wild Magic, in archeological find dates back, the sort of ancient language. which the powerful forces of the arcane artifacts found can vary from chipped The archivist guild trades in certain were first tapped; an Elemental Age, when stone arrowheads to worked pottery all objects that aid in the exploration of the only magic prevalent was that of the the way to simple steel blades. Imagine ruins and the recovery of artifacts. four elements; and finally the Age of a dwarven explorer discovering one of Nonmembers pay a steep fee for the Traditions, where the different schools of the earliest hammers used in the forging same objects. One can obtain anything, magic (Alteration, Conjuring/Summoning, of iron. Even though the object is not from scrolls of comprehend Ianguages, etc.) were discovered and adopted. magical, it would be priceless to any dig, and mending spells to shielded A DM should consider the preceding dwarven community as a link to their lanterns, to special brushes and shovels Ages (or those of his own devising) when past and the pride of their race’s accom- for the delicate unearthing of finds. placing magical items or spells in any plishments. Or consider the discovery by archeological site. A wizard might find a a human expedition of tattered scrolls Ancient History truly unique incantation carved on stone revealing elven magics used in the birth Ancient history is pretty much knowl- tablets he has unearthed, but the spell of dryads. Would not the fey races want edge gained from two sources: surviving could well be unrecognizable or “primi- such things kept from falling into uneth- documents that have been translated tive” to the mage’s thinking due to lost ical hands? Would not the elves desire over the years, and religious documents concepts of thought (such as an alter- to reclaim a fragment of their past? and stories. Written or transcribed men- ation spell based on a fantasy version of tion of the antediluvian past would be the Greek “humors” theory, or any other Discovering a Site highly rare and certainly valuable. Of ancient philosophy). Only after much Most ancient sites are found quite by course, the reader is at the mercy of the research and experimentation could the accident. Sometimes a construction crew author’s pen (or chisel); the work can be spell be adapted. uncovers some unusual remains while highly spurious if not outright false. DMs should also keep in mind that making renovations on a city. Most urban Remember that most ancient historians non-human races would have their own dwellings are built on the remains of far were actually travelers and thus had no historical Ages reflecting the course and older cities, and it is not inconceivable to real scholarly training. The same can be accomplishments of their own race. Thus, discover ruins as one digs down. The filthy true with legends and religious stories. elves could have a Dawn Age, a carefree winding sewers might well lead to a Some of the actual facts might have time when they were simple hunter/ buried marketplace where treasures been lost over the years of constant gatherers and first learned their ties with abound. retelling and embellishment. Opposing nature. Next might come a Treeshape Age, Other remains might be found by wan- religious groups are sure to rewrite the when the elves learned how to sculpt liv- derers or explorers. Sometimes weary record of history to agree with the the- ing plants to form breathtaking homes travelers seeking shelter in a cave might ology of their faith. and defenses. Finally, elven development find pieces of artifacts used by the land’s The concept of prehistory as real- reached the point where their smiths inhabitants ages ago. In cold regions, fos- world historians understand it might be could work the rare metal mithril. Other silized remains lie locked in ice. unknown in a fantasy world. Fantasy his- possible Ages include a Schism Age when Not to be overlooked are the ever- torians might envision ancestors as being the developed a separate identity. present maps and literature of fantasy more primitive in culture (such as man- All these could be closely tied into the campaigns. Explorers and treasure- ners, clothing, possessions, and inven- elven religion. hunters often use such resources as the tions) than on the evolutionary scale. Dwarves might have an Age of Stone, groundwork for their exploits. Ancient Fossil remains could be considered a when they would see themselves borne maps may turn up as part of libraries or number of things other than what they of the rock and first taught to mine. Next the holdings of monasteries, drawn on are: necromantic experiments gone awry, came the Age of the Forge, wherein iron- the walls of caves or worked as inlaid tiles for example, or the bones of a creature craft was discovered and mastered. on a ruin’s floor. Literature includes pas- from the Elemental Plane of Earth. Living Finally there might be an Age of Valor, sages from old sagas and poetry. Either prehistoric finds, such as dinosaurs and defined by their massive campaigns to may hold clues to the location of lost neanderthals, might be seen merely as hold their underworld homes from cities, forgotten shrines, or abandoned more monsters that lurk the land. marauding goblins and . The last trade routes. would hold great interest to warrior The most important thing to remem- The Concept of Ages explorers who wish to recover ancient ber about archeological adventures is In real-world history, we consider devices and relics that would provide that the past holds more wealth than sim- there to be different Ages of human great morale to the dwarven nations. ple gold. Ideas and dreams that had been development. Loosely, they are the Stone Not only would demihumans and lost for centuries yield the most treasure. Age, Bronze Age, and iron Age. These are humanoids have their Ages, but so too A good DM will coax his or her players differentiated by the use of materials in would other intelligent creatures. Why into realizing the value of exploring the development: at first, humans can use not include Hatchling, Ironscale, and Long sites of ancient cultures. A good player only primitive stone tools and weapons; Slumber Ages for dragons? Could that will incorporate the findings into the next comes the working of bronze in well-funded expedition to the moun- workings of his character’s personality.

DRAGON #241 23 Table 2: Archpeolpgist Thief Skill Adjustments

Pick Open Find/Remove Move Hide in Detect Climb Read Pockets Locks Traps Silently Shadows Noise Walls Languages -15% +5% + 10% -5% -5% - +5% +5%

New Kits Weapon Proficiencies: Required: flute instrument and wish to make use Archeologist None. Recommended: Because there is of his musical instrument proficiency to often limited room while exploring figure out how it was played; the DM Description: Archeologists are Warrior ruins, most archeologists are proficient considers this a valid request for the +3 or Rogue adventurers who travel the with one-handed melee weapons such bonus. world exploring ancient ruins. They as the short and long swords. A whip Rogues also gain a +5% bonus when could be loners seeking a personal chal- might also be used by dramatic charac- using their Find/Remove Traps and lenge to discover the past, or they might ters whose players have seen all the Open Locks skills upon the workings of work with an array of other interested Indiana Jones movies. their specialized culture/race. Warriors parties. Some choose such a lifestyle for Secondary Skills: Mason, miner, or with this kit may take proficiencies from personal profit, others for the pursuit of trader. Miners especially foster an inter- the Rogue group without penalty. knowledge or to improve their under- est in buried ruins. Special Hindrances: As this kit is standing of their own race or culture. No Nonweapon Proficiencies: Required: more one of exploration and discovery matter what their ethics, archeologists Ancient history, excavations (new). than of martial endeavors, Warriors brave the dangers of lost civilizations Recommended: Directional sense, lan- new weapon proficiencies much and may encounter anything from guages (ancient), looting (taken by slower than other fighters, at the rate of unsafe tunnels and excavations to unethical archeologists), observation, one every four levels. guardian beasts and ingenious traps. reading/writing, relic dating (new), The drawback for Rogues is a matter These are not the sort of folk who stonemasonry. of reputation: thieves that steal and deal with present threats; an archeolo- Equipment: Archeologists tend to plunder from archeological sites will gist is more interested in dealing with travel lightly; there is nothing more become known far and wide, and the the remains of the past. An adventure in frightening than being trapped under only ones that will associate with them which a maiden needs rescuing from some fallen debris and being unable to are greedy merchants and other thieves the maw of a beast would not entice this move in metal armor. Archeologists looking for spoils. They suffer a -2 on character, but mention how the monster therefore usually wear nothing more reaction rolls with learned folk (such as blocks the passage to a lost city and the encumbering than studded leather. other archeologists, sages, and scholars). archeologist is already checking his gear Excavating sites and recovering relics Those rogues who choose to value sites in preparation for the journey. As such requires a variety of tools, from picks as places to further knowledge become characters must be ready for anything and shovels that need a pack animal to disliked by collectors and traders, suffer- and thus require a keen mind, good light brushes for removing dirt from ing a -2 on reaction rolls when dealing reflexes, and a strong arm, an archeologist finds, and wrappings to protect a find. with such individuals. PC-whether Warrior or Rogue-must Those archeologists without infravision Wealth Options: 3d6 × 10 gp have a minimum Strength, Dexterity had best be prepared with a good light and Intelligence of 13. An archeologist source, such as a lantern. character can be of any alignment. Bibliotaph Skill Progression: For rogues with Description: Most learned men value Role: Archeologists are often at odds this kit, Find/Remove Traps and Read the written word, but a bibliotaph with typical adventurers. Those of a Languages are the most useful. hoards it. Bibliotaphs are priests and more ethical nature wish that sites Special Benefits: An archeologist, at wizards who have become obsessive remain as they were found and consider any time during the beginning of his about collecting and guarding books, intruders and looters to be the lowest of career (in game terms, no later than 3rd scrolls, and tomes. Their entire life has thieves. Those archeologists of a more level) may choose to specialize in a spe- meaning only in relation to the number sinister bent are rivals to both their ethi- cific culture or race. Demihuman types of volumes they have acquired and kept cal fellows as well as common adven- must be specified; one cannot specialize locked away for their eyes only. What turers: they seek to reach a site before in all dwarves but must choose in hill or might begin as a career hunting down anyone else and grab the treasures for mountain or even gully dwarves. This knowledge soon turns into a passionate their own sakes. specialization grants additional insight desire to acquire text after text, regard- There is no reason why archeologists when dealing with any such remains or less of the subject matter, the rarity, or need be only humans. In fact, it seems ruins the character happens across. On the worth of such volumes. likely that many will be either dwarves or applicable proficiencies (ancient history, Priests may choose this kit. Such men halflings of Stoutish blood. Such demihu- ancient language, excavations, relic dat- and women tend to worship gods of mans have the most experience with ing, etc.) he gains a +3 bonus to his roll. lore or knowledge. Such deities are exploring underground where most The DM may also grant this bonus to rarely more than Lesser Powers and ruins lie buried. Such races have a other proficiencies depending on the may be as miserly as their followers. The natural talent for deducing unsafe condi- immediate situation. For instance, an various acts of worship may not be held tions. Multi-classed fighter/thieves would archeologist specializing in wood elves in an open temple but rather in the pri- be tremendously popular archeologists. may happen across an ancient wooden vate holdings of the cult. All this secrecy

24 NOVEMBER 1997 further instills a devotion to the written Nonweapon Proficiencies: Required: Second Level: Dictation* word in the bibliotaph. Reading/writing, screed lore (new). Third Level: Secret page Wizards of this kit are rarely special- Recommended: Ancient history, lan- Fourth Level: Diary* ists; such men and women are privy to guages (ancient), languages (modern), Fifth Level: Read baned letters** far too much knowledge to limit them- spellcraft. Sixth Level: Distant diary* selves to any one school of thought. They Duties of Priest: Guidance. A biblio- * from the Wizards often seek out the rarest of spells simply taph priest believes he has been ** new spell listed below because such incantations are often kept charged by the god to ensure the sur- in the pages of the rarest of books. vival of tomes and lore (this may or may New Spells Most bibliotaphs are human simply not be a delusion). As such, he does Read Baned Letters because that race feels the nagging everything in his power to defend his (Abjuration) library from intruders and thieves. voice of time the most. A collector is Level: 5 Spheres of Influence: Major: All, aware of his finite life span, but still he Sphere: Learning Divination, Guardian, Learning, and tries desperately to hoard as much as Range: Touch Summoning. Minor: Enchantment, possible during his years. Elves may Components: V, S, M experience some level of the thrill col- Protection. Casting Time: 1 round Special Benefits: Mages with this kit lectors feel, but their extended life spans Duration: Instantaneous tend to make such pursuits seem frivo- gain a bonus of +5% to learn a spell (but Area of Effect: one book, scroll, etc. lous. But there are rumors of elven bib- this bonus will never increase the Saving Throw: None liotaphs who have spent centuries chance over 99%). This spell exists in both priestly and Priests gain access to a new sphere caching writings from countless cultures. wizardly forms. It is used when the Such a thought is tantalizing to adven- called Learning, which deals with the caster must read a document or object turers, maddening to other bibliotaphs. accumulation of knowledge, books, and that is suspected to be cursed (as in A bibliotaph character must have a lore. (This is opposed to magical learn- some magic scrolls) or trapped with a minimum Intelligence of 13 and a ing through the Divination sphere). spell such as explosive runes or sepia Wisdom score of no more than 15. This Because of their stubborn, obsessive snake sigil. The caster merely touches the latter restriction reflects the short- nature, bibliotaphs are naturally resis- document, and the words are revealed tant to Enchantment magic. They gain a sightedness of the character who cannot to his thoughts safely, without triggering see past his own obsession. +1 on all saves against such spells and, any protective magic attached to them. Role: Bibliotaphs are usually found whenever commanded to perform an The dweomer upon the words is in no locked away in their libraries or monas- action that would be against the welfare way dispelled; it will activate, as accord- teries, but they are sometimes encoun- of their collections, they are entitled to ing to the spell, when the document is tered traveling the land, searching for another, immediate saving throw at +5 read normally. more writings to steal and lock away. At to resist. If successful, the spell is broken. The document need not be open and Special Hindrances: Because of his lower levels, such men and women are apparent; the priest may read the baned forced to be involved personally. As they lack of social skills, a bibliophile suffers letters of a rolled scroll or closed book. progress in power and rank, they can a -1 penalty to his loyalty base and However, no special understanding is hire a network of rogues and under- reaction adjustment when dealing with imparted by the spell, so if the writings handed merchants to help them acquire anyone not interested in books (such as are in a language unfamiliar to the cast- the tomes they so desperately seek. sages, scribes, and other bibliotaphs). As er, he simply sees an image of the script Some of the most powerful bibliotaphs the character becomes progressively in his mind, nothing more. Thus, a tablet more a recluse, this penalty worsens by have not stepped foot outside their with the confuse languages dweomer -1 for every 2 levels of ability gains (so domiciles in years. Like one of their trea- (the reverse of comprehend languages) sured manuscripts, they have become a -2 at 3rd level, -3 at 5th, and so forth). remains unfathomable- to the caster. Wealth Options: 5d4 x 10gp prisoner of the collection. Note that the casting of this spell also Bibliotaphs tend to be Neutral in align- does not ensure that any real informa- ment; their obsession may have originally tion is learned. A cursed scroll may sim- been noble (the safeguarding of knowl- ply be gibberish upon a rolled piece of edge for generations), but soon the desire Below is a listing for the Sphere of parchment and would be revealed as to hoard overcomes any altruism, and Learning, as well as two new spells. Both such. Also, this spell does not allow the thus Good alignments soon develop into are available to Priests and Wizards of caster to read a passage written with illu- more Neutral ethics. There are some Evil this kit. sionary script. bibliotaphs, but such men and women Sphere of Learning The material component for the tend to become so vicious in the acquisi- Priest version of this spell is the caster’s tion of books that they draw notice of All of these spells deal with learning holy symbol laid upon the document or authorities and may find themselves or books. Several Wizard spells have a object to be read. The material compo- thrown into dungeons without even so priestly counterpart in this sphere, and nent for the Wizard version is a small, much as a page to comfort them. these are listed below. Except for a wire-wrapped glass lens that is clutched Weapon Proficiencies: Required: change in spell level, the characteristics in the caster’s hand, which he lays upon None. Recommended for pries&/wizards: and effects are identical. Comprehend languages, the document. Otherwise, the spell dagger or staff. First Level: description is the same for both Wizards Secondary Skills: Scribe. copy* and Priests.

DRAGON #241 25 Page Guardian Table 3: New Proficiencies (Conjuration/Summoning) Proficiency Group #Slots Relevant Ability Check Modifier Level: 5 Excavation General 1 Wisdom -1 Sphere: Guardian Relic Dating General 2 Intelligence - 2 Range: Touch Sacred Legends Priest 1 Intelligence -1 Components: V, S, M Screed Lore Priest, Wizard 1 Intelligence -1 Casting Time: 5 Duration: See below Area of Effect: 1 book, scroll, or item Thereafter, the magic fades away after a tales of a single religion. This knowledge bearing words number of days equal to the caster’s is not the same as the theology and Saving Throw: None level, leaving the books unprotected but practices that are gained with the reli- The page guardian is a rare and intact. gion proficiency. The character, when potent spell used to protect an entire Notes: Page guardian is restricted to confronted with a question or evidence library by casting the spell on a single bibliotaphs. of the faith’s past, may roll this profi- volume within it. When the spell is cast, The material component is a special ciency to recall a specific event or leg- whenever a creature other than the ink made from rare components that end that has relevance. For instance, caster approaches within 100 feet of the cost 500 gp. A virgin hawk feather must when an ancient idol is discovered, a document, a page guardian is conjured be used to draw the single sigil that the successful proficiency check might forth from the script to attack the intrud- document bears as of this spell’s reveal that the statue resembles a ers. The spell can lay dormant for years dweomer. long-forgotten paramour of the god- until being triggered. Page Guardian: Int Average; AL N; AC dess, and the character could retell A page guardian is normally a nonde- 0; MV 9; HD 5; THAC0 13; #AT 1; Dmg some of the important stories about script figure whose lower 1d10; SA Special; SD Special; SZ M; ML them. limbs fade off to wispy trails. However, if Fearless (20); XP Special (depending on Additional proficiencies can be cho- this spell is cast upon a page that fea- special abilities and defenses). sen to gain knowledge of the sacred tures illustration, the page guardian’s legends of other religions. appearance mimics that of the most New Proficiencies prominent drawing. Excavation Screed Lore A page guardian adopts some of the The character with this proficiency A rare proficiency, screed lore offers dweomer from the writings from which has learned the techniques for the care- expertise in the care and collection of it rises. Thus it may possess special ful unearthing of a site or ruin. This books, tomes, scrolls, and the like. This attacks and defenses depending upon process involves shoring up crumbling proficiency is crucial to librarians, sages, the exact nature of the document. If a foundations, choosing the proper tools, and scribes. A check would be required page guardian rises from a scroll of pro- and protecting exposed finds. Without whenever the character handles a par- tection, then the page guardian is invul- the proper use of this proficiency, deli- ticularly delicate or worn manuscript. nerable to the same force that the scroll cate finds may be destroyed by crude This proficiency also allows a collection would ward off. For instance, a page and reckless digging. Characters with the to be searched and a specific volume guardian spawned from a scroll of protec- excavation proficiency can ensure that found. Failed rolls indicated problems tion from swords would suffer no damage the structural details of a dig are left from the annoying (a torn page or lost from a long sword, no matter what its intact so that further visits to the excava- book) to the disastrous (an entire scroll enchantment. If a guardian rises from a tion site can still yield useful knowledge. crumbles to dust at the slightest touch) spellbook, then it can cast up to five ran- depending on how badly the check fails. dom spells, launching each spell but Relic Dating This proficiency also provides some once from the tome. The DM must adju- This proficiency proves useful when- knowledge of the safeguards used in dicate what abilities are gained by the ever the character comes upon an protecting books. This knowledge cov- page guardian should this spell be cast object of questionable age. He can use ers not only mundane traps, like poison upon other magical books, such as this skill to gain an educated guess as to painted along the edges of the pages, those that increase characteristics or a when the item was made. There is no but also magical means of safeguarding manual of the golems. roll necessary for those objects fash- libraries. The character can attempt a A common fallacy among opponents ioned in the last 20 years (the age of roll at a -5 modifier to notice any evi- of the page guardian is that the creature these will be obvious to the character), dence of such traps. can be damaged by the destruction of unless it has been altered through non- the source writing. This is untrue, magical means to appear much older; in because when the guardian rises, it that case, a successful proficiency check automatically absorbs any enchantment reveals the fraud. This proficiency can upon the document; it erases clean that be combined with ancient history to Steve Berman, when not writing articles which it springs from. give more accurate information as to to fit DRAGON® Magazine themes perfectly, A page guardian attacks until all intrud- the past of a relic. is currently busy with his first fantasy novel. ers within sight are slain. However, it does not leave the in which its Sacred Legends source writings are located. If no foes A character with this proficiency is are left, the guardian slowly fades back well-learned in the myths, stories, and into the writings that spawned it.

26 NOVEMBER 1997

by Carrie A. Bebris and Ed Stark illustrated by Albrecht Dürer

ccording to bards and historians of the land, to under- References stand Cerilia (the world of the BIRTHRIGHT® campaign This timeline includes events from the following sources: setting), one must first understand its history. The struggles and BIRTHRIGHT™ : Atlas of Cerilia, Rulebook triumphs of Cerilia’s people, no matter how far in the past, still Campaign Expansions: Cities of the Sun, Rjurik Highlands, shape the land today. Havens of the Great Bay The most critical event of Cerilian history is the War of Domain Sourcebooks: Roesone, Endier, Tuornen, Medoere, Shadow, which culminated in the battle at Mount Deismaar. llien, Talinie, Ariya, Binsada, Khourane, Baruk-Azhik, Tuarhievel, The evil god Azrai, who had already chased five human races Halskapa, Stjordvik, Hogunmark from the southern continent of Aduria, threatened them once BIRTHRIGHT Accessories: Blood Enemies more in their new home of Cerilia. The resulting war involved BIRTHRIGHT Novels: The Iron Throne, War, The Hug’s Contract, all those who lived on the continent: the five transplanted The Falcon and the Wolf human races (the Andu, Masetians, Rjuven, Brechts, and Vos), a sixth human race that had migrated from across the Sea of The calendar most commonly used in Cerilia today, Dragons (the Basarji), and Cerilia’s native peoples (elves, Haelyn’s Count (HC), takes as its starting point the at dwarves, halflings, and humanoids). Yet the mortals’ strength Mount Deismaar. Two other calendars in common use are alone could not stop Azrai: In , the good gods them- Masetian Reckoning (MA), which takes as its starting point the selves had to take physical form and battle their evil brother. first arrival of humans in Cerilia (in -515 HC); and Michaeline The resulting cataclysm destroyed all the gods. As their Reckoning (MR), which commences with the death of Michael divine essences rained down, they landed on the human Roele, the last Emperor of Anuire (in 973 HC). The elves of champions who had fought at their sides. Some of these cham- Cerilia have their own calendar, which takes as its starting pions absorbed so much divine essence that they became point the birth of Queen Tuar (in -3205 HC). All dates listed Cerilia’s . Among them was Haelyn, who here are given in Haelyn’s Count; approximate ascended as the new god of noble war. dates are given in italics.

28 NOVEMBER 1997 The Scepters of Old Oak The lords finally agreed to meet at scepter of old oak as well? None now -2911 HC the Old Oak, the center of the know. Lluabraight and Tuarhievel could The elves of Cerilia came before all Aelvinnwode and a hallowed place have once, but these. scepters were other humanoid or demi-human races, where they could discuss their differ- once the basis of the individual elven or so the legends say. They awoke out of ences. The “discussion” became an kingdoms’ power. They may still exist, the elements and joined together-at first “argument” which came near to becom- enduring as the elves endure, though out of fear of the new world, then out of ing a “battle.” But then, whatever forces they are now lost from history. joy for finding others like them. Sidhe created the elves in the first place According to legend, a scepter of old Braelachheim united them, and they stepped in. oak would have the following powers. lived in the Aelvinnwode, the first nation Legend has it that the ground shook It would be intelligent, with a special of Cerilia. When the other, “lesser” races underneath the elves and cast them purpose directed at ruling an elven appeared (dwarves, kobolds, and goblin- about like dolls. Only seven elven lords kingdom. Its wielder would gain +5 kind), the elves dominated them or remained on their feet but then light- toward the success of any domain forced them into hiding. The Golden Age ning, out of a clear sky, struck the Old action used to directly benefit his elven of the Elves lived on under the trees of Oak and all were cast upon their faces. kingdom, and it would automatically the Aelvinnwode. When the seven lords looked up, they increase the loyalty of his provinces by After centuries of uncontested domi- saw the center of their empire shattered one grade. In an elf’s hands, the scepter nance, the elves faced challenges from and smoldering. The Old Oak was dead. would be a +3 weapon, causing these “lesser” races. The elves had But something drew the seven lords 1d6/1 d6 damage (double against gob- grown great indeed, but the others to the cloven tree. Amid the smoldering lins and kobolds). If a command word grew plentiful. The goblins arose ash, each found a stick, blackened by were spoken, the scepter would release against their elven lords and battled the lightning but still strong. Each took a part of the lightning still stored inside them. Other humanoids did the same. up a piece of the Old Oak and, within a it, once per day, as a lightning bolt spell The elves fought back and blamed each day, led a portion of their people out to cast by a 6th-level wizard. other for their failings. a new part of Cerilia, to form the seven Finally, it is rumored that each In time, certain elves arose among elven kingdoms. scepter had one additional power, the throng and declared themselves No one knows which forest domains unique unto itself. None know what any lords of their people. These lords took these became, but it has always been of these special powers are, but they charge of the battles against the said that the first among them was the would be guarded jealously by the humanoids at first, but then sought to Aelvinnwode. The Coulladaraight may scepter’s wielders. rule their people as well. Soon, external have been another, as well as dark For more information about the his- conflicts ceased as each lord fought for Tuarn Annwn and hidden Cwmb tory of Cerilia’s elves, see the Tuarhievel dominance. Bheinn. Did Rhoubhe Manslayer have a domain sourcebook.

The Chronicle of Cerilia -3700 to -515 -1435 Rise and fall of human empires in Dwarven-elven peace accords. Aduria. Time Unknown -1200 Elves spring from the union of earth, -3515 Ghaelfyd of Sielwode befriends air, fire, and water. Founding of Baruk-Azhik. Tarazin the Gray. -16294 -3500 -800 Sidhe Braelachhiem unites elven tribes Founding of Lluabraight. Brechts in Aduria begin explorations of what eventually will be known as the -3205 by land and sea to find a new home, Aelvinnwode into one nation, initiating hoping to flee the Shadow. the Golden Age of elven culture. Birth of Tuar, future queen of Tuarhievel. -515 -15705 to -11205 -2968 to -2911 The Flight from Shadow and arrival Dwarves emerge from the depths of of humans in Cerilia; the Brecht explore the earth, only to be dominated by the Massive goblin uprising during which the western seas. elves; dwarves eventually retreat into Sidhe Braelachhiem is killed; individual the mountains again. powerful elves proclaim themselves -515 to -465 lords over portions of the forest; end of Andu settle most lands now recog- -4905 Golden Age. nized as Anuire. Elves enslave the primitive kobolds and goblins of the Stonecrown -2910 to -2749 -508 Mountains, teaching them civilization. Humanoid Wars. Tuar manages to Mhor Maglan begins rule of Mhors in secure a haven for the elves (later Mhoried. -3905 to -3705 known as Tuarhievel); she is declared -503 The kobolds rebel, retreating into the queen. mountains south of the Aelvinnwode Maltos Sariya founds city of Saria, and building impenetrable underground -2249 where Ariya now stands. warrens. Tuar constructs Thorn Throne in Tuarheivel.

DRAGON #241 29 The Ghost-Ship But, upon nearing the Cerilian coast, the a major trade center. The first wave of -20 HC magics either went crazy or attracted Brecht settlers reaches the Great Bay of The Basarji did not come to Cerilia the attention of some powerful Cerilian Brechtür. They settle what will later from Aduria, and many believe they entity and the ship foundered. Only a become Müden, Massenmarch, and Kiergard. were not fleeing any war or Shadow in small party of survivors escaped, and their homeland but came simply as they told the tale of the wizard-king -192 explorers and settlers, eager to find a refusing to leave the ship without his Local clans elect first jarl governor of new land for their people. Whatever “treasure.” Skapa Hjarring. the case, the Basarji settled along the Many believe that the wizard-king southern coast of Cerilia about the was able to partially save the ship by -190 same time as the other human races placing it under some strange geas. Death of the Old High Druid Sigvar; came from Aduria, and they fought Though he and most of the crew died Njarl Sunbow succeeds him. The Brecht against the Shadow alongside their fighting in the magical storm, the ghost encounter the elves of the Coulla- human cousins. ship returns to the world of the living daraight. Despite initial fears, the two The Basarji came across the Sea of every so often, during the greatest of sides agree to delineate borders. Dragons, and dragons have always storms, and tries to land on Cerilia’s Danigau is settled by the second wave been a part of their legends. Some southern coast. So far, it has always of refugees. believe that dragons may have driven failed, but the ghost-ship has been spot- -183 ted several times, just off Cerilia’s south- them from their homeland, while oth- Halskapa founded. ers believe that the tales of Cerilian ern coast. The undead wizard-king dragons drew the first Basarji explorers stands at the helm, lighting the way -182 to Cerilia. Whatever the case, the with his spells as his undead crew Lluabraight stands as the only Basarji of old may have known more strains at the rigging, screaming for a remaining elf nation in Rjurik. about dragons than they would tell. release from their half-life. It should not surprise anyone then to Legend has it that, if the ship can be -166 believe that (as legend has it) one boarded by a living man, it can be guid- The Mhora raze Kar-Durgar. Basarji wizard-king brought a unique ed into a safe harbor and the man will -115 item across the Sea of Dragons to his gain the treasure of an ancient Basarji lrboudans migrate to Saere Sendiere new home. An orb of dragonkind may king. However, other legends state that from Irbouda. have made the journey on his fast ship the wizard-king will slay any would-be to the coast of Cerilia. But it never made savior, rather than give up his powerful -105 the landing. orb. lrboudan tribesmen form empire The wizard-king, eager to arrive in For more information about the over Zikala, Sendoure, Rohrmarch, and the new land (perhaps to try out his orb Basarji’s colonization, see the Cities of lands that will eventually become on a Cerilian dragon, which were more the Sun campaign expansion and the Binsada. Ariya domain sourcebook. plentiful in those days), used powerful -100 magics to provide wind for his vessel. Azrai corrupts Vos and sways elves to take battle out of elven forests and into -478 -350 to -250 human lands; decline of elven culture is accelerated. First humans reach Tuarhievel; elves Brecht explorers cross the land bridge and humans agree to share the forests. but find themselves embroiled in the -50 human-elf wars. Andu overlords -400 The third wave of Brecht colonization enslave many. Some flee north and dis- begins. Some settle in the northern First Rjuven settlements in northern cover the Krakkenauricht. Cerilia. lands, merging with the Rjuven people. -250 Danigau’s population swells. Others explore Thaele and venture as far east -400 to -200 The Brechts try to sail north past Wars of humans and elves. Humans as Svinoy Island, but find the climate Andu; initial attempts fail. The smaller inhospitable. begin clear-cutting forests and driving ships founder in the Sea of Storms; oth- elves away; elves establish the gheallie ers that attempt to anchor for provisions Sidhe (“Hunt of the Elves”) knighthood. -20 disappear. Tales of hideous creatures in Wars of the Deretha (5th tribe of Andu) Basarji colonization by sea, from the great northern woods reach old Djapar to Cerilia, begins in earnest. and Spiderlord. Founding of city of Ilien. Brechtür. Tarazin the Gray attacks Elins. Wars of Müden’s population increases in the the Mhora (3rd tribe of the Andu) -249 third wave of Brecht colonization, set- tlers push into Mountains of the Silent against the goblin kingdom of Kar- Rjuven druids found first temple at Watch. Durgar (Caer Duirga). Odemark in Halskapa. -350 to -310 -220 -10 Khinasi clans displace lrboudan tribes Human-elf vs. humanoid war in Rjuven wars with the elves begin. Rjurik. in Binsada and neighboring lands, mark- -200 ing end of Old Binsada. Skapa Hjarring in Halskapa known as

30 NOVEMBER 1997 -2 Shadowstrike destroyed in the cataclysm, the sword Opening of the War of Shadow. The 34 H.C. of Wjulf’s ancestors absorbed some of third wave of Brecht colonization ends Wjulf, first king of Hogunmark, was the dying god Reynir’s essence- with the War of Shadow. Most Brechts a hero of the battle at Mount Deismaar. enough to imbue it with intelligence fight under Anuirean or Basarji banners. He fought in the great War of Shadow and a blood ability. Brecht warships help to turn the tide with an heirloom sword called Shadowstrike is therefore now an against Vos raiders. The Great Bay Shadowstrike, which his ancestors intelligent long sword +3 vs. undead and region holds firm against invasion. brought from Aduria when they fled to shadow creatures. It has a neutral good 0 Cerilia. The sword was passed down alignment, an intelligence of 12, semi- Battle of Mount Deismaar; Masetians through the centuries from father to empathic communication capabilities, all but exterminated; Tuar recognizes son until it came into Wjulfs posses- an ego of 11, and the ability to detect true nature of Azrai and sways most sion. evil in a 10’ radius. Its special purpose is elves to ally with humans, then vanishes Shadowstrike was forged of a metal to defeat scions of Azrai and their min- during battle; Tuarhievel is named in her called viikmer that is found only in the ions, and its special purpose power is honor. western region of Aduria. During Azrai’s the healing blood ability. The sword attempt to overtake Aduria, the Rjuven can heal its wielder of 246+7 hp dam- 1 to 435 people discovered that weapons con- age per day (all at once or as needed); Thorn Throne of Tuarhievel sits structed of this silver-purple metal were it can also cast (as a 7th-level priest) empty while power figures squabble more effective against shadow crea- remove paralysis, and either cure disease over rightful ruler. tures than were standard weapons. or cure blindness, once per day. Currently, Shadowstrike rests in a 2 Viikmer weapons receive a +3 bonus place of honor in the treasury room of First Rjurik nations are founded. against undead and creatures born in the Shadow World. Hogunmark’s palace complex in 8 Already a powerful weapon because Veikanger. For more information about Karn Aglondier becomes ruler of of the viikmer, Shadowstrike became the sword and King Wjulf, see the Ilien, vassal of Diemed. Saria sacked, even more so at the battle of Mount Hogunmurk domain sourcebook. then rebuilt by Basarji as Ariya. Deismaar. When the gods were 9 Nurida el-Deyir experiences a vision, empire as equals to the Anuirean campaign, visits Anuirean lords in begins preaching Avani’s faith in Ariya. realms. Grevesmühl and Müden. 10 29 53 Rohrmarch founded by Brecht Faroud el-Mesir founds Mesire. King Wjulf of Hogunmark dies; his refugees and Masetian survivors. daughter Breyana ascends as queen. 34 12 Hogunmark founded; Wjulf chosen 60 Founding of City of Anuire. as first king. Death of Roele; his son Boeric Roele becomes Emperor. Anuirean overlords 10 to 40 38 Roele unifies Anuire, dominates east- in some Brecht lands involve Brecht Danigau repels Anuireans in Wierech ern Brechtiir and southern Rjurik; priests leaders in government, Some win popu- three times. The Count of Danigau of old gods battle priests of the new; sur- larity and respect. announces that further attacks will force viving Masetians flee to islands near him to “cleanse Cerilia of the Anuirean 61 Ajari Deeps. pestilence.” Anuireans relent. Cities of Aaldvika and Veikanger founded in Hogunmark. 14 40 Rjurik defeat Anuireans at Battle of Crevesmtihl, Müden, Massenmarch, 70 Dankmaar. and Dauren all bend to Anuirean over- Mhor Endira swears allegiance to 15 lords. Kiergard is in anarchy. The rest of Boeric Roele, formally incorporating Roele wages war on Rjurik but is the southern Brecht realms are under Mhoried into Anuirean Empire. Anuirean occupation. Djapar breaks off repelled; Baruk-Azhik seals gates and 71 retreats underground. contact with the Basarji; Roele conquers the Saere Siendere. Birth of Thendiere Mhoried, illegiti- 22 mate son of Mhor Endira and Emperor Battles between Anuireans and 49 Boeric Roele. northern Rjurik end in stalemate. Nurida el-Deyir reaches the Docandragh. 81 24 Rise of the Serpent’s power; first men- Halskapa achieves status as the most 51 tion of him in the Docandragh. powerful Rjurik realm. Roele’s campaign to conquer Vosgaard fails. 83 25 Emperor Gladian Roele allows found- Jankaping, Halskapa, Svinik, Rjuvik, 52 ing of Talinie. Stjordvik, and Hjalsone join Roele’s Roele flees Vosgaard after a failed

DRAGON #241 31 The Wounding of Tarazin had protected him, Witt gathered up as 550 886 H.C. much blood as he could, filling his Serpent curses surviving Masetians. The full tale of the battle between waterskin in the process. 556 Tarazin the Gray and Witt Hoffstugart is Over the course of several centuries, Mhor Ulmaeric, a powerful sorcerer, epic that cannot be rendered in its Witt, or one of his ancestors, has had ascends to Mhoried’s throne. entirety here-so let us focus on a leg- cause to bathe in Tarazin’s blood. end that arose after the battle, when According to legend, the blood renders 568 Witt leaned panting against a broken the wearer completely invulnerable to Ulmaeric deposed by his sister, boulder and Tarazin, bewildered and normal and, possibly, magical damage Princess Fhiliera. trailing blood from many deep wounds, for a duration equal to 1 d6 turns. If any of the blood exists today, however, it 574 fled north, toward the Drachenaurs and The Order of the Sun founded in has been lost. Witt Hoffstugart’s his current lair. Djafra. Witt, it is said, gathered up some of remaining heirs, if there are any, have the scales and blood of Tarazin, to no knowledge of this magical element’s 681 to 708 prove that he had indeed fought the whereabouts. Clan Wars () in Hogunmark. beast and driven it from its long-time It has been speculated that all home. But, in his weariness, Witt stum- Cerilian dragon blood bears special 700 to 800 bled and fell, rolling through a puddle properties. Invulnerability, immortality, Height of the Anuirean Empire’s of Tarazin’s dark and steaming blood magical prowess-all these things might power and expansion. and over a nearby cliff. be gained by a person able to cover 734 By all rights, the Brecht warrior himself in dragon’s blood. Of course, it Birth of el-Arrasi. should have died from the fall, but he is unlikely that any Cerilian dragon will arose, as bewildered as Tarazin before sit still and allow anyone to extract 755 him, completely unharmed. The enough blood to bathe in, but that is Rashid doune el-Arrasi defeats brother wounds he had sustained during his how legends are made. Eirat in battle for succession. For more information about Cerilian battle with the dragon still troubled 756 dragons, see the BIRTHRIGHT campaign him, but he suffered no damage from El-Arrasi ascends to the throne of setting. Tarazin the Gray is detailed in the fall. Reasoning that Tarazin’s near- Ariya. and obviously magical blood DRAGON Magazine issue #218. 762 Emperor Alandalae takes Iron 85 255 Throne, opens campaign against the Founding of Nurida and el-Deyir. Baruk-Azhik reopens contact with Basarji. Founds Lectis Magna on Saere outside world. 110 Sendiere. Civil war in Müden. Quelled quickly, it 300 764 leads to the eventual establishment of Founding of Khourane. El-Arrasi organizes Basarji Federation; Treucht and Berhagen as separate Basarji revolution begins. realms. 370 Hjalsone conquered by Anuireans 781 117 and renamed Dhoesone. El-Arrasi sacks Lectis Magna. Uprising in Massenmarch. Assisted by renegade Mtidenites, the remaining old 375 784 Dwarf-city of Kheleb-lzhil sealed. families of Massenmarch rise up against Alandalae killed in Basarji campaign their Anuirean overlords. Massenmarch’s 436 at Battle of the Asarwe; Caercuillen overlord brutally puts down the rebellion. Goblin invasion of Tuarhievel repelled becomes emperor and ally of el-Arrasi Massenmarch begins slide into anarchy. by generals from House Llyrandor; following Battle of Kfeira; Basarji 208 Thorn Throne accepts Fhilerwyn Revolution ends with Anuire keeping only Suiriene. Basarji rename them- The Gorgon defeats Raizhadik, drag- Llyrandor as ruler, though he refuses title selves “Khinasi,” meaning “people under on of Kal-Saitharak. of “king in favor of ‘prince” so as not to equate himself with Queen Tuar. the protection of el-Arrasi.” 229 Gorgon launches invasion of Anuire 479 785 Khourane struggles to reestablish that is repelled along the line of the Battle of the Iron Cape; Anuireans itself as a nation. Maesil. attempt to invade Halskapa. 245 491 787 Diyab el-Falai’a emerges as victor for Orhan of Ariya converts to Avani’s Britter Kalt slays the Sinister and throne of Khourane. faith. becomes the Vampire. 253 502 788 City of Ber FalaTa founded. Appearance of Dusk Man in Halskapa, Gorgon’s second invasion of Anuire is raises troops of orogs and gnolls to con- halted in the pass of Caerlinien, in Cariele. 784 to 885 quer three Halskapan provinces. Golden Age of Ariya.

32 NOVEMBER 1997 796 950 1032 Death of el-Arrasi; assassinated by an Death of Emperor Hadrian, beginning Halskapa and the remaining Rjurik agent of the Serpent; body (in stasis) dis- of Boeruine’s rebellion. realms declare independence from the appears. Empire. 958 798 Battle of Sorrows Field, end of civil 1038 Diyab el-Falaïa is assassinated; son war with Boernuine. Mhor Caelwyn leads army to aid Yezeed ibn Diyab el-Falaïa succeeds him Cariele against Thurazor. as ruler of Khourane. 955 Founding of Besdïam. 1050 812 Mhor Oervyn fortifies Torien’s Watch. Eldracht Hoffstugart of Müden leads 973 Death of Michael Roele, end of 1050 rebellion against Anuire. Empire; Anuire abandons. Suirienean Fulda Geissen of Grabentod marries 813 colony; the Sorcerer appears in northern Kurrel of Drachenward; Kurrel dies in Prince Eldracht killed by Tarazin the Rjurik and begins carving out what is the same year. Drachenward and Gray. now the Realm of the White Witch from Grabentod nearly go to war. The Hag Hogunmark and Lluabraight. appears in Kordan. 833 Chenghas Zaran brings Binsadan 975 to 1100 1051 nomad clans to aid of Ariyan ruler Jamal Civil wars rack Anuire, shattering Appearance of the Lamia in Besaïam. I against Aftane; Jamal refutes Empire. Brechtür regains its indepen- Chenghas Zaran any territorial reward. dence. Anuireans retreat from Rjurik, 1063 Avans and Boeruines conclude treaty Chenghas Zaran conquers western Khinasi. ending the worst of Anuire’s civil wars. Ariya, founding modern Binsada. 976 865 Müden and Massenmarch achieve 1075 Sefra pillaged and destroyed by Vos First accounts of the Hydra in the true independence from Anuirean over- raiders. Harrowmarsh. lords. The other Basin States soon fol- low, though the war is bloody in 885 to 985 1100 Kiergard. The realms of the Overlook Anuirean influence completely ban- Height of Khinasi power. and the Western Reaches gain indepen- ished from Rjurik lands; King Hjafolen of 886 dence in the coming decades. Berhagen Halskapa forges early with new Tarazin wounded by Witt Hoffstugart, becomes an independent state. Rjurik domains. removes lair to Drachenaurs to avoid 980 humans. 1118 Fatima bint el-Arrasi founds theocracy Appearance of the Basilisk in Djira. 911 in Ariya. Death of Rhuobhan, King of 1122 982 The. Diabolyk destroyed by the Innishier, and ascension of King Aftane attacks Ariya and seizes four Gorgon. Rhynnwyd. northern provinces, beginning century 920 of warfare. 1134 Appearance of the Sphinx in the Bair Müden, Treucht, and Berhagen 999 el-Tehara; residents sack lrbouda and become “free states” under Anuire. Both Death of Aedan Dosiere, Regent of flee. Brecht and Anuirean leaders rule in Anuire. these realms. 1136 1011 922 Brecht League is founded. All major Appearance of the Lamia in Besaiam. realms are represented, though Müden Transformation of Garrilein Suliere contributes only naval forces. into Seadrake. 1013 Orog encroachments in Baruk-Azhik 925 1137 begin. Brecht “exploration army” moves into Founding of the Nuridian Temple of “unoccupied” lands to the east. Conflicts Sarma. 1024 Prince Fhilerwyn of Tuarhievel mar- with Vos tribes begin. 926 ries Ibelcoris, outlaws gheallie Sidhe, Massenmarch and Rheulgard 1140 opens trade with humans. The Sielwode Tsarevic Basil Zariyatam unites Vos become “free states.” Treucht is ruled by condemns stance and threatens war. tribes and defeats Brecht League at the guardians from both Massenmarch and battle of Lake Ladan. Brecht forces flee Mtiden. A strong army remains in 1030 north and west, strengthening Müden Kiergard. Founding of Sendoure. Stjordvik and Rjuvik declare indepen- dence from the Empire. and Grevesmühl. 938 1140 Birth of Michael Roele. 1031 Svinik declares independence from The Vos overrun the realm now known as Rzhlev. The forces of Müden the Empire.

DRAGON #241 33 The Overlord’s Head and Massenmarch. But the Gorgon had Sideath becomes uninhabitable due to a magical disaster. 1320 H.C. anticipated the Swordhawk’s actions. Karl Bissel, the Swordhawk, served He had counted on his overlord’s arro- 1294 the Gorgon faithfully as spy, general, gance and appointed a newer, more Birth of Prince Fhileraene of and assassin during the Kiergard cam- competent ruler for Kiergard in the old Tuarhievel. paigns. Shut out from what he believed one’s absence. The Swordhawk barely his rightful reward, he took over escaped Kiergard with his life. 1304 Massenmarch and declared himself an Sometime during the debacle, the Rise of Karl Bissel in Massenmarch. enemy to the Gorgon and his minions. new overlord of Kiergard (a sorcerer, it Acting secretly as an operative of The Gorgon seems to have little regard appears) caused the head of the old the Gorgon, Bissel assassinates leaders for the threat presented by Bissel, how- overlord to be animated. Resting on the of Massenmarch and Kiergard, causing ever, and has tried to have him Swordhawk’s pike, it cried down mock- anarchy in both realms. Müden tries removed from his usurped throne on ingly at its killer, taunting Bissel amid to assist the remaining nobles in only three known occasions. his failure. Massenmarch. The first occurred right after the Normally, the Swordhawk would 1305 have had the head burned or otherwise Swordhawk began his rule. The Gorgon Dantaverah el-Sharaf, the Tyrant, destroyed to end its taunts, but he rea- sent messengers to Kiergard, ordering claims regency over Binsada his newly-appointed overlord to bring soned that the greatest torture was to Bissel back into the Gorgon’s fold. allow it to remain alive. The Swordhawk 1313 Apparently, the Gorgon did not mind keeps the head of the old overlord of Kingdom of Famenna conquered by the Swordhawk’s impertinence, since it Kiergard as a trophy now, and never Pipryet Vos. might garner him a new kingdom. travels anywhere without it. The head, 1315 The overlord, bloated with his own dismayed at its continued existence, still Erdrand the Great ascends throne of importance, went to Massenmarch bitterly reviles the Swordhawk at times, Talinie. Facing Zikalan expansion, Ariya along with a sizeable retinue. They road but, most often, acts as a fairly compe and Binsada ally. to the old capital of the realm, only to tent advisor to the ruler of find it in flames. They began to scour Massenmarch. It finds existence boring 1320 the country, looking for the Swordhawk. and painful, and gains relief only in The Gorgon’s armies conquer The Swordhawk, however, found activity. If that means working for its Kiergard. An overlord (other than Bissel) them first. most hated enemy, it will do so. is appointed. Bissel names himself the Ignoring the overlord of Kiergard’s If the head of Kiergard ever fell into Swordhawk and makes himself ruler in banner, the Swordhawk attacked other hands, it might prove valuable to Massenmarch. immediately. He slew the overlord’s an enemy of the Swordhawk. It knows retainers and personally captured the all of Bissel’s plans (or nearly all) and 1327 man he saw as the Gorgon’s favorite has been with him for centuries. Still, it Completion of Ber Dairas in Binsada. over him. The overlord pled for his life, is very evil and angry, and might betray 1331 any possessor out of sheer habit and offering to surrender Kiergard to the Dantaverah el-Sharaf assassinated, spite. Swordhawk but Bissel just smiled and elsharafs broken in Binsada. beheaded the man. For more information about Riding into Kiergard with the over- Kiergard, Massenmarch, and the 1334 lord’s head on a pike, Bissel believed Swordhawk, see the Havens off the Great Founding of Kvigmar. he, not the Gorgon, would rule Kiergard Bay campaign expansion. 1342 Western Merasaf conquered by Iron drive the Vos out of Berhagen and nego- 1271 Hand orogs; northwest Vos provinces tiate an uneasy peace. The dwarves of Gorgon invades Tuarhievel, armies secede, form Yeninskiy. Daikhar Zhigun help the people of repelled. Grevesmühl, and a cautious friendship 1345 develops. 1272 Erdrand II becomes Thane of Talinie; Endier declares itself a Free City, inde- first Rashid queen begins rule in Binsada. 1198 pendent of Diemed. Goblin-army from Medeci stormed by Vos hordes; Spiderfell pillages eastern Diemed. 1347 Medec falls. Erdrand’s wife Clarice becomes 1278 regent after Erdrand II’s death. 1225 Lehoene Aglondier proclaims llien Clarice, the Apostate Queen, marries Death of the Sandpiper. free of Diemed. Halloravant. 1230 1292 1356 Minotaur claims the Maze. Jarod Dannis wins Battle of Ice Morik von Luftar lands on the 1258 Haven, ending three centuries of chaos Krakenstaur and observes no inhabi- and warfare in Talinie; puts three-year- Richard Endier begins clearing the tants. Other explorers follow in the next old son Edrand on throne. The Gorgon Spiderfell, wins the lands now known as few decades; many disappear along attempts to invade Tuarhievel; Prince Endier in a riddling contest with the Spider. with their ships. Fhilerwyn is killed and the province of

34 NOVEMBER 1997 1372 1436 1461 Barony of Ghoere created from old Llaeddra ascends to the throne of Rhuobhe Manslayer kills Telaena states of Ghieste and Bhalaene. Lluabraight. Tuor, regent of Tuornen. 1388 1439 1462 The Serpent seizes control of Ulrich Graben “returns” to Grabentod Alamie invades Tuornen, held at Mairada. and names himself the new king. Local Haes; Braedonnal Tuare of Tuornen kills pirates and other inhabitants seem to Jerem Alam. 1396 accept his claims after some initial dis- Sultanate of Djira conquered by sension. He begins raiding the northern 1464 Aftane and Djafra, Black Spear Tribes waters of the Great Bay. Gilgaed Tuor rises to rule of Tuornen. add chaos. 1440 1471 1397 Colin Shaefpaete reveals himself as King Fjerdinand of Halskapa slain by Ber Faldïa fends off an attack by the the Island Mage and closes the the Dusk Man, son Bervinig assumes Black Spear Tribes. Zweilunds to outside incursions. His throne. 1402 ships, once confused with the pirates of 1473 Ghoere marches on Ilien, but is Grabentod, begin raiding on their own. Brun Szareh disappears in Spiderfell. defeated by Axlea Aglondier. Coronation of Graybeard in Mourton Enlien sent to Braeme to rule in Baruk-Azhik. Diemed’s name. 1406 Birth of the Harpy; Djiran capital falls 1441 1476 to gnolls. Turanda becomes Mage of Merasaf. Thane Thalia of Talinie also installed 1442 as leader of Northern Temple of 1410 Haelyn, beginning theocracy. Birth of Daen Roesone. Last known sighting of the Leviathan. 1443 1478 1414 Death of Duke Vandiel Diemed; Sphinx mounts foray into Binsada, Daen Roesone returns to eastern Diemed. Roesone recognized; Gunnar overthrows leading to el-Reshid leadership in the Sorcerer to wrest control of what is Binsada. 1444 now the Realm of the White Witch. 1417 Baron Noered Tuorel comes to power in Ghoere. First human settlement con- 1479 Berric Alam of Alamie inherits throne Axlea Aglondier declares Ilien’s neu- after Kaeduric Alam’s death. structed in Tuarhievel, within one mile of Thorn Throne. trality. 1420 1447 1480 Berric Alam attacks supporters of The Royal Navy of Müden declares brother Dalton Tuor. Basilisk and Black Coronation of Aziza el-Mashil in Khourane. war on piracy in the Great Bay region. It Spear Tribes hold power in Djira. scores some initial successes before the 1420 to 1423 1447 to 1450 pirates switch to more cautious raids. Roesonian war of independence. War of Brothers in Alamie. 1481 1421 1450 Refugees from Djafra spill into Transformation of Chimera. Plague year in Ariya. Khourane. 1423 1453 1482 Dalton Tuor defeats Berric Alam in Brun Szareh has vision of Ruornil, Braedonnal Tuare banished from Alamie’s War of Brothers; Tuornen wins begins gathering faithful in eastern Tuornen. King Snorri Snidilsson of freedom. Diemed. Stjordvik dies; his wife, Queen Ljorrah ascends throne. 1424 1480 to 1500 Medoere declares independence Ruornil’s faithful migrate to eastern 1483 from Diemed. Diemed. Pact of llien recognized by all south- ern coast kingdoms. 1430 1457 Dalton Tuor’s death, daughter Ghoere invades and occupies Elinie. 1484 Telaena inherits Tuornen. Dajel Aglondier ascends to throne of 1458 Ilien. 1432 Death of Emira Aziza el-Mashil in Pyotr Tusilov deposes Tsar Lenski, Khourane. Coronation of Farid bin Aziza 1485 claims Ust Atka as Raven. el-Mashil. lbelcoris of Tuarhievel marries the human Baron of Dhoesone. 1433 1459 Birth of Gaelin Mhoried. War of Ghoere and Mhoried, start of 1487 Gaelin the Restorer’s reign. Rhuobhe harries Elevesnemiere in Tuornen. Appearance of the Boar of

DRAGON #241 35 Thuringode. The Swordhawk’s armies 1499 power to become new Baron. suffer large numbers of casualties trying Ohlaak Brynjolfsson (now known as Heidrek Bern takes generalship of to capture or destroy it. A secret power Ohlaak the Dragon) disappears as a Stjordvik’s armies. (later identified as the Fae) arises in child. Treucht. 1516 1501 Suris Enlien, daughter of Dalien, has 1489 Mhor Gaelin steps down in favor of vision of Ruornil. Egris Enlien killed by The fortress of Adlersburg in Wierech his son, Mhor Daeric II. his brother Dalien. Suris kills Dalien and is built, ostensibly to watch over the declares theocracy of Medoere. Dieman expanding empire of the Gorgon. The 1502 invasion of Medoere defeated at Tieren armies of Danigau drive the last of the House Tuarlachiem sponsors revival Keep. Urga-Zai goblins out of Danigau’s west- of gheallie Sidhe in Tuarhievel. ern provinces. Death of Daen Roesone. 1518 1504 The Magian appears from across the 1491 Guilds gain power in Djafra; Hjolvar Sea of Dragons and conquers Pipryet. Soleme Aglondier inherits llien after founded by King Uldviik; Fulgar wrests The Royal Navy of Müden launches an brother Dajel’s death. control of province of Yvarre in Rjuvik invasion of Grabentod. King Albrecht from the jarl Norvlad. Destruction of Graben is captured and brought to 1492 Adlersburg in Wierech. Müden as a hostage. Braedonnal Tuare returns to Tuornen. Baruk-Azhik dwarves suffer major 1505 1520 defeat vs. orogs. The Sphinx begins attacking Khinasi Manticore comes to power in Madrik; trade routes. the Sphinx takes three provinces from 1493 the Tarvan Waste in the Carnegauan Incorporation of Chimaeron. Dalien 1506 Appearance of el-Sheighül in Black Massacre; secret summit between King Enlien inherits Braeme, persecutes Bervinig of Halskapa and the Siren Ruornites. Spear Tribes. 1521 1494 1508 Death of Emir Farid bin Aziza el- Queen Ljorrah of Stjordvik dies; son The White Witch rises to power after Varri succeeds her. her uncle Gunnar’s untimely death. Mashil of extreme old age. Coronation of Kalilah bint Farid el-Mashil in 1522 1495 Khourane. Death of Grimm Graybeard in Baruk- Death of High Lord Daegendal of Azhik. Huljim Ironhand, jarl of Namverg Rhuannach. 1509 Thuriene Donalls becomes Thane of province in Stjordvik, dies; Council of 1497 Talinie. Freemen takes over rule of Namverg. Founding of the Siren’s Domain when 1523 Siren defeats Dusk Man. 1511 Moeren Aglondier, son of Dajel, Prince Fhileraene of Tuarhievel out- 1498 deposes Soleme and wins Ilien. lbelcoris rages fellow nobles by taking a human Halskapan delegation into the Siren’s of Tuarhievel and Dhoesone is assassi- woman, Savane, niece of the Mhor, as realm is slain. nated; son Fhileraene ascends throne of his consort. Tuarhievel while his half-sister Fhiele 1524 takes power in Dhoesone. Emira Kalilah bint Farid el-Mashil of 1512 to 1523 Khourane lost at sea. The gheallie Sidhe gains strength in Tuarhievel; Fhileraene re-establishes 1524 friendly relations with Sielwode. Current date. 1512 Viborg in Rjuvik falls to Fulgar. 1513 Carrie A. Bebris is an editor for the BIRTHRIGHT setting line and author of the Rise of the Red Kings of Aftane. Hogunmark domain sourcebook. Ed Stark is Dalien Enlien outlaws worship of Ruornil a designer for the BLRTHRIGHT setting; his cred- in Braeme. its include Legends of the Hero-Kings, 1514 Havens of the Great Bay, and King of the Appearance of el-Sirad and founding Giantdowns. They wish to acknowledge all of Mour el-Sirad. Lord-Prince Gerad of the designers and editors Of BIRTHRIGHT prod- Ariya defeats pirate lord Bédize. Bard ucts for their contributions to Cerilia’s history. Crisoebyr meets Tarazin the Gray. Zhullik the Scarlet Baron leads invasion of Taelshore kingdoms, is killed in Battle of lnnsmark by Thrakkazz, who seizes

36 NOVEMBER 1997

by Roger Moore

illustrated by R.K. Post

he AD&D® game constantly expands as players and DMs alike invent new (PC) races for new role- playing challenges, broader game appeal, and improved cam- paign flavor. Several AD&D campaigns offer players a choice of unusual PC races, such as the mul, half-giants, and thri-kreen of the ® world or the dracons, xixchils, and lizard men of the ® campaign. (Not to mention and half-dragons of the ™ setting.) The GREYHAWK® campaign, like all others, is open to the development of new PC races. However, any races added should maintain the campaign’s overall flavor, which is partic- ulary humanocentric. Humans are the true shakers and movers of this setting; demihumans and humanoids hold second place, and monsters like dragons, beholders, and so forth come in a distant third. Dragon and xixchil PCs would be out of line, but races related to humans, demihumans, and humanoids would be quite at home. This article presents five such PC races for the GREYHAWK campaign: derro, Lerara tribesmen, skulks, jermlaine, and dopplegangers. Each race is also connected directly to the his- torical background of that campaign’s Flanaess. Some back- ground information given here might need to be altered if these races are used in non-GREYHAWK campaigns. The format used here for presenting these new races is a modified version of that used in PHBR10 The Complete Book of Humanoids. Any sort of class other than those listed for each race is not allowed for that race. Kits are suggested only and should be modified as necessary to fit the circumstances of the PC's home environment and the DM’s campaign. For instance, the agriculture proficiency in an underground homeland might apply solely to the growing of giant fungi, and the riding pro- ficiency could apply to taming giant lizards or similar subter- ranean creatures. The DM is free to replace inappropriate pro- ficiencies with logical and appropriate ones. Thieving Skill Racial Adjustments for rogues are given as per the Player’s Handbook, Table 27. There are a few caveats to adopting this material into game play. Characters from these races are best added to a cam- paign in a manner logically consistent with that campaign’s set-up. A skulk or derro played as a popular, crusading, law- ful-good priest of Rao, for instance, is unlikely, illogical, and probably inappropriate for most campaigns. Far better is a neu- tral but shifty skulk or derro thief who acts as a scout for adventuring groups in the , for huge amounts of pay. The DM, as always, is the final arbiter of what works and what doesn’t for a particular campaign, but players, too, should carefully consider how their characters fit into the larg- er picture of the campaign’s story line. Alignment presents an important problem in role-playing these particular PC races. Nearly all of these races, as non- player characters (NPCs), are evil in the main and extremely hostile to humanity, even though they are pre- sented here as deriving from one branch of humanity itself, the Suloise. (They are not

DRAGON #241 39 fond of the Suloise, either, generally approved the creation of a new subject race vivors of the cataclysm. The derro continue treating them as any other humans.) of beings to serve as miners, delving into the this evil practice to this day. Despite this, PCs of the five new races earth in search of precious metals, gems, Humans and dwarves of all worlds here are best played with non-evil align- and magical compounds sought by the would be horrified to learn of the truth of ments, though not necessarily good wealthy and politically powerful wizards of derro ancestry, that our world Oerth is alignments. Certainly, the PCs can have the empire. The race was bred from human responsible for their creation. The dwarven conflicting attitudes about the humans and dwarven prisoners and slaves by means priests of Fortubo know this today, and they and demihumans who usually form the that do not bear description here. This new rarely share it even with their followers bulk of an adventuring party. These PCs race was called the thurgamazar, Suloise for though they act upon it to destroy their dis- can be outcasts or marginal members “little miners,” but they became more popu- tant, wicked kin. It is suggested here that this of their home societies, giving them the larly known as dwur-rohoi, “twisted knowledge never leave our Circle, lest our freedom to act in concert with adventur- dwarves,” a term used by a Flan slave of the world serve as a lightning rod for the wrath ers who might be seen as enemies of Suloise who saw the new race at work. of those elsewhere whom the derro have the outcasts’ kind. A derro thief might Dwur-rohoi was corrupted over the cen- tormented. not like the humans in his party, and the turies to dwurroh, then to derro. - letter from Otto to humans might not like or trust him, The creation of this race produced a folrowing the defeat of the Falcon, either, but they can certainly work permanent rift in the Suloise pantheon. 22nd of Reaping, 582 C.Y. together for the group’s survival and Fortubo, the industrious god of stone, met- ultimate goals. als, and mountains, was so outraged at the Ability Score Adjustments: Initial In addition, my own experience has horrific mistreatment of the captive dwarves ability scores are modified by a +1 to been that avoiding the use of evil char- used by Suloise wizards to create the derro Dexterity, +1 to Intelligence, a -1 to acters promotes group cohesion, keeps that he withdrew his favor from nearly all Strength, and a -1 to Wisdom. good relations between players, and his human followers. Clerics of Fortubo were Thieving Skill Racial Adjustments: prolongs campaign life. The Chaotic apparently later responsible for instigating Pick Pockets +5%; Open Locks +5%; Neutral alignment, because it often con- numerous anti-imperial revolts among the Find/Remove Traps +5%; Move Silently flicts with group goals and cohesion, can empires few dwarven slaves, free workers, -; Hide in Shadows -5%; Detect Noise be problematic, too. The DM should and merchants. Fortubos efforts to destroy +30%; Climb Walls -10%; Read consider the kind of campaign desired the derro and punish the Suloise who creat- Languages -15%. and the maturity of the players involved ed them were seen favorably by the dwar- Class Mixing: A derro PC may when making decisions on what is ven gods and Berronar. They soon become a fighter/image-savant, fighter/- allowed for play. gave Fortubo his hammer-artifact Golbi and thief, or thief/mage-savant. Single- Abbreviations from “Suggested joined forces with him in the Flanaess to classed derro with extremely high ability Kits”: PHBR1 = The Complete Fighter’s destroy enemies of the dwur-folk. Fortubo is scores in their prime requisites may gain Handbook, PHBR2 = The Complete Thief’s the sworn enemy of the derro and their additional levels above the given racial Handbook, PHBR3 = The Complete Priests patron deity Diirinka, whose origin I do not maximums, as per Table 8 in the Handbook, PHBR4 = The Complete know but which I suspect lies in the Suel ” Guide. Wizard’s Handbook, PHBR10 = The Imperium’s time. Derro PCs cannot be priests under Complete Book of Humanoids, S&P = The derro gained a great streak of pos- any circumstances. Savants are the PLAYERS OPTION™ Skills & Powers. sessiveness from their dwarven progenitors, derro NPC equivalent of priests, their but they craved magic and knowledge, not wizards’ powers granted part by the Derro gold, perhaps as a result of their Suloise My dear Mordenkainen, ancestry. The Suloise blood in them gifted Your inquiries into the origins of the the derro with extraordinary magical ability, Derro derro following the recent discovery of them and the dwarven resistance to magic was Starting Ability Score Range: beneath our city streets will be satisfied in magnifiedfurther as well. But the derro tem- Ability Min. Max. part by the account herein, taken from my perament was most fully formed by their Strength 3 17 personal investigations. The heroes who last cruel mistreatment at the hands and spells Dexterity 12 19 month saw to the defeat of the serpentine of the surface-dwelling Suloise. Constitution 3 18 Falcon and her derro followers saved us all Their slavery came to an end 1,000 years Intelligence 9 19 from an unspeakable fate. ago, when the Baklunish Rain of Colorless Wisdom 3 The creation of the derro, the only ser- Fire slew the Suloise above ground but Charisma 3 8 (18)* * Derro PCs have a maximum Charisma of 8 vant race of the Suloise whose generation failed to penetrate the deep mines dug out to any beings but other derro, as they are so was publicly known and debated, is an by the derro over their centuries of enforced hated and distrusted. especially ugly page in our fragmentary his- servitude. Derro regard the Rain not as a dis- tory of the Suel Imperium. References to aster but as their deliverance and a blessing. Class Restrictions: their creation and uses appear in several There in the subterranean darkness they Class Max. Level buried libraries in the eastern end of the Sea survived and prospered, looting the many Warrior of Dust; I have made copies of some of these ruins above them now buried deep under Fighter 10 if you wish to examine them, though as the ashen desert we call the Sea of Dust. In Wizard usual I do not wish to reveal the exact loca- imitation of their former masters, the derro Mage-Savant 12 tion of my sources. began taking slaves of every sort from Specialist 13 Approximately 1,800 years ago, after neighboring races in the underworld, but Rogue much debate, the Suloise Imperial Congress especially from human adventurers or sur- Thief 15

40 NOVEMBER 1997 derro deity Diirinka. The mage-savant is small round ears, and distinctively egg- Society & Religion: A typical derro PC a variant type of derro savant whose like eyes that are entirely white, with no originates from an underdark tribe, all powers do not spring from Diirinka but pupils or irises visible. It is often said that members of which share a common are learned as per normal wizards; to true dwarves, a derro looks like a tribal name, origin, history, dialect, and mage-savants may become specialist small ugly human, and to humans a culture. A derro tribe is most often an wizards. derro looks like an ugly dwarf. extended family of relatively healthy Suggested Kits: Kits reflecting com- Habitat: The majority of derro on members (weak ones having little bat, secrecy, and an outlaw existence Oerth inhabit vast mines, caves, and chance of surviving the hostile under- are appropriate for derro. Very few derro tunnels beneath the Sea of Dust, and dark and abusive fellow derro) whose choose solitary careers; even an assas- they hold scattered pockets in the cav- tribal name is taken from that of their sin works as part of a team. Derro value ern network below the Hellfurnaces. A tyrannical savant leader or patron deity. magic and knowledge, which may affect major enclave of them is rumored to lie A tribe divides if its number greatly kit choice. The underdark is considered under the location of the old Suel capi- exceeds 40, with the two new tribes the place of a derro PC’s origin, which tal, now called the Forgotten City. They soon acting in all ways independent of will affect the proficiencies available. have spread farther eastward into the each other. Certain tribes can grow to 10 Fighter- myrmidon, outlaw (PHBR1); times this number or more under an mine rowdy, sellsword, tribal defender extremely powerful leader, such as one (PHBR10); assassin, beggar, outlaw, with an artifact or special magical abili- scout, smuggler, soldier, spy, thug (SW). ty. Males and females generally have Wizard-academician, militant wizard equal rights in a tribe to own property. (PHBR4); hedge wizard, humanoid to choose careers, and to receive scholar, outlaw mage (PHBR10); (chaotic) justice. assassin, outlaw, scholar, scout, Most derro tribes take slaves, smuggler, soldier, spy, thug (S&P). nearly always humans caught in Thief-adventurer, assassin night raids on the surface world bandit, beggar, bounty hunter, (“open hunting”). Orcs and burglar, cutpurse, fence, scout, dwarves are also enslaved on smuggler, spy, thug (PHBR2); occasion, and adventurers of any tramp, tunnel , , race are so vulnerable. Such pris- shadow (PHBR10); assassin, oners are treated barbarically. beggar, outlaw, scholar, scout, Derro and humans can inter- smuggler, soldier, spy, thug breed, always producing more (S&P). (fertile) derro as offspring. Derro Hit Dice: Derro PCs receive Hit and dwarves can also interbreed, Dice by class. but their derro offspring are Typical Alignments: Most den always sterile males of great are chaotic evil, but some are neu- strength (STR 6+). Derro PCs should tral evil, chaotic neutral, or true neu- not partake of such practices. tral. The major patron deity of the derro, Natural Armor Class: 10. Diirinka, was the first derro slave created Age Categories: Starting Age = 25 + ed by the Suel Imperium. An extremely 2d4 years; Maximum Age Range = 170 powerful spellcaster, Diirinka concealed + 2d20 years; Average Maximum Age = his talent from his masters and slowly 191 years; Middle Age = 85 years, Old gained in knowledge and skill, passing Age = 113 years, Venerable = 170 years. his knowledge on secretly to the derro Average Height and Weight (male/ Flanaess, however, and some have most loyal to him. He gained godhood female): 44 + 1d8/43 + 1d6 inches; 95 moved into foreign lands south of the through some means unknown even + 4d8/90 + 5d6 Ibs. Sea of Dust. Major conflicts between now, then gained greater powers fol- Movement Base: 9. derro and other inhabitants of the cav- lowing his theft of magic from an Appearance: A typical derro stands erns under the Hellfurnaces have deity, Ilsensine. To escape the illithid about 4’ tall, with short, thick limbs and become quite frequent in the last five god, he betrayed his deified “brother,” dextrous fingers. The derro appears to centuries. Diinkarazan, the second derro created be a very short human with an unusual- Derro have also used spells or magi- by the Suel Imperium and nearly as gift- ly large head; a high forehead, thick cal devices to travel to other worlds, ed a spellcaster as Diirinka; the results of hairless brows, and a receding hairline such as Toril of the FORGOTTEN REALMS® this misadventure are detailed in are also common. The skin is rough, campaign, where they have colonies DMGR4 , page 65. white with blue undertones, with scat- beneath Faerun (particularly in the Derro savants rarely perform reli- tered tufts of coarse hair. A derro’s hair Savage North). A dwarven subrace very gious rites like the priests of most other is straight and rough, pale yellow and similar to derro, the Theiwar, lives on races, which leads many to believe that often cut raggedly into a sort of lion’s Krynn of the ® campaign, derro worship no one but perhaps them- mane. Facially, a derro has a small hair- but it is unrelated to true derro and has selves. Diirinka supplies his savants with less chin, a long thick mustache (on different origins and language; true magical knowledge and ability largely males only), protruding cheekbones, derro are as yet unknown on Krynn. out of his hatred for other races, particu-

DRAGON #241 41 humanity, making derro his instru- Poison is commonly used among but it would apply to a mage-savant ments of revenge. A derro PC cannot derro tribes. A derro PC of non-good casting a spell from a scroll or wand he have either Diirinka or Diinkarazan as a alignment may, with the DM’s permis- has picked up. patron, as this causes a magical link sion, start the game with a vial of non- Derro are normally nocturnal, and between the deity and character that lethal poison (2d4 uses) for use on hand PCs start the campaign on a nocturnal produces extremely destructive behav- weapons or missiles. This poison cannot cycle (sleepy in day, alert at night). The iors and beliefs in the derro; another be replaced unless the derro purchases DM may apply minor penalties (e.g., -1 deity, if any, must be selected. more from other sources. The poison to attack rolls and saving throws) if a Every 20 years or so, all savants are can induce weakness, paralysis, pain, or derro PC operates out-of-cycle; an notified by Diirinka to begin a Uniting other disabilities in a foe, but cannot attempt to permanently change to a War, an all-out war against all other cause hit-point damage or instant death. diurnal cycle takes 5d6 days. races in their local underdark. This The use of poison is regarded by many Derro are considered “persons,” not serves to unite the derro against all creatures and societies as an evil act monsters, and are thus affected by other beings and create the sort of meriting severe punishments, so this charm person and hold person spells, as havoc in which derro revel and prosper. advantage can quickly turn into a disad- well as by such spells also affecting A few derro groups have turned to vantage. monsters. the worship of other deities. These rene- Derro PCs and NPCs have the same The derro of the GREYHAWK campaign gades (“traitors”) are hunted down by abilities as dwarves to detect grade and are regarded as wicked abominations Diirinka-worshiping derro at every slope, new tunnel construction, sliding by all dwarves aware of the derro’s ori- opportunity. The Suloise goddess Beltar walls and rooms, stonework pits and gins, and derro are greatly despised by (ruler of caves, pits, and hidden malice) traps, and approximate depth under- anyone having had dealings with them. is usually the secondary patron of ground. (See Player’s Handbook, Chapter Derro are attacked on sight by all dwar- choice. Several tribes of derro devoted 2, “Dwarves.“) ven, gnomish, and human priests of to Beltar are concealed in caves under Special Disadvantages: All derro are Fortubo. (Fortubo is fully described in the Rakers, the Griffs, and the Corusk nauseated by direct sunlight touching DRAGON Magazine issue #88, in “Gods of mountains on or near the Thillonrian their skin, losing 1 hit point per hour of the Suel Pantheon,” page 9-11.) A recent Peninsula of the Flanaess. (Information exposure and suffering a -2 to all com- derro-aided attempt to conquer the City on Beltar appears in DRAGON® Magazine bat rolls, defensive adjustments, and of Greyhawk left many people there issue #89, pages 21-22, “Gods of the saving throws while exposed. Hit-point with a hatred for derro as well (see Sue1 Pantheon.”) losses are slow to heal if curative magic WGA3 Flames of the Falcon). Languages: Derro PCs know their is not used; only 1 hit point per day Unlike true dwarves, derro have no own racial language, called Derrosh (a maximum will be healed by complete Constitution-based bonuses to saving language with ancient Suloise and rest, so a derro left outdoors will lapse throws against poison, wands, staves, Dwarvish roots). They also start know- into a coma and die after a few days of rods, and spells. ing the common tongue, dwarvish, a condition resembling heatstroke. All Weapon Proficiencies: All derro PCs orcish, and the drow version of elvish. spells and magical powers that duplicate must take a proficiency in dagger. Other Other languages can be learned in the prolonged sunlight (such as continual weapons likely to be learned from their usual fashion. light) have this same effect, though the tribal days include the light repeating Special Advantages: From their dwar- light spell, flashes of bright light, and crossbow (3’ long, uses hand-cocking ven ancestry, derro each have 30’ normal bonfires, torches, and lanterns lever, 120 yards max. range, two sepa- infravision. (Note: The MONSTROUS do not. rate shots fired per round, six-bolt MANUAL™ tome has a misprint giving A derro’s 30% magic resistance is capacity, 1d3 hp damage, can be them 3’ infravision.) In addition, a derro generally useful and does not affect a poisoned), hook-fauchard (two-handed has keen hearing, granting all the pow- savant or mage-savant’s ability to cast polearm, 6-7’ long 1 d4 hp impaling ers of the blind-fighting proficiency with- spells, but it does apply to all beneficial damage, 1-in-4 chance of pulling out taking up any proficiency slots. spells offering that derro healing or pro- man-sized or smaller creature off bal- A derro has a resistance to magic of tection. It applies even if that derro is ance requiring entire next round to 30%, which must be checked first before attempting to cast a spell on himself. regain balance, can be used to disarm any saving throws against magical attacks Moreover, this magic resistance must be opponent with attack roll vs. AC 6), or effects are made. This has distinct dis- checked the moment a derro picks up, spiked buckler (small shield with central advantages, however, as noted below. dons, or activates any magical device spike causing 1 d4 hp impaling damage, A mage-savant PC, like an NPC savant, other than a weapon, armor, , no penalty for use as second weapon, has an innate ability to comprehend lan- shield, girdle, or gauntlets. If the magic shield good vs. one opponent and guages and read magic at will, as per the resistance applies, then the device does reducing users AC by one), and hooked wizard spells. (It is the surfacing of these not function. Thus, a derro who drinks a aklys (short heavy hooked club on long powers earlier in life that determines magical potion or dons a magical ring leather thong, thrown up to 30’ for 1 d6 whether a derro becomes a savant or might find the item does not function at hp damage plus hooking on victim, mage-savant.) The mage-savant can use all. If the item is put down, then picked allows user to pull victim off-balance as either power during a round while per- up again in the following round, magic per hook-fauchard on 1-in-8 chance). forming another activity, such as reading resistance is checked yet again, as many The, spiked buckler and hooked aklys a magical scroll to cast a spell, or hearing times as this is done. This does not apply are usually used together. The children a command given in a foreign language to a mage-savant using his spellbook to of derro leaders other than savants and while fighting. memorize spells for the following day, student savants also learn to use the

42 NOVEMBER 1997 short spear (two-handed) and military start. The derro PC could have a few Derro are omnivorous, eating a wide pick (one-handed). The use of other small (10 gp) gems and some minor variety of underdark flora such as fungi small weapons, such as the short sword, coins dating back to Suloise Empire (which they dislike except as spice) as , or hand axe, is possible but rare. times, worth 10-100 times their face well as meat from subterranean fish, Though savant NPCs can use nearly value to collectors. amphibians, reptiles, and mammals. any weapon, single-class mage-savant Role-Playing Suggestions: Derro Many derro eat underdark insects and PCs are limited to standard wizard NPCs are normally violent and abusive arachnids, cooked or raw, and consider weapons. Nearly all learn the dagger toward those they see as their under- them a delicacy. first, and perhaps darts (possibly poi- lings, such as children and slaves; in the Derro have no specialized unarmed soned) later. presence of clearly powerful and dan- combat techniques. Without weapons, Derro NPC combat tactics usually gerous beings, they are obedient and they fight in a desperate, unorganized focus on disarming foes, preventing fawning. Otherwise, they have no inter- manner, maddened by their fears of enemy spell attacks, frustrating and con- est in anyone’s viewpoint but their own. injury and capture. fusing victims, and causing pain and As a group, derro NPCs share a Specific game details on the derro multiple wounds. They are accustomed strong belief in their supposed racial vary from source to source, particularly to capturing foes alive, usually for use as superiority, a profound hatred for between references from the 1st and slaves. Derro PCs may use similar tactics humanity, and a sort of free-floating 2nd Editions of the AD&D game. Derro to capture enemies for questioning or paranoia about the world at large, originally had ultravision to 120’ (or imprisonment. believing that plots are constantly being even farther outdoors, under starlight), Nonweapon proficiencies: Derro PCs hatched against them by all others. Even which seems illogical for an under- should start out with a complete lack of non-evil derro PCs could be violent, ground race until one remembers that skills reflecting elements of high, polite unpredictable, lacking in guilt, human- some underground regions in the civilization (e.g., dancing, etiquette, her- hating, secretive, or paranoid. Flanaess have outcrops of tumkeoite, a aldry). Other skills may be disallowed by Derro have a mentality and magical mineral that gives off ultraviolet the DM if not appropriate to a derro’s intensely dislike operating on their own, light as it decays (see AD&D module origin underground or the campaign’s even in extreme circumstances. “Safety #9021 D3 Vault of the Drow). nature (e.g., airborne riding, astrology, in numbers” is their byword, even for References: #2016 charioteering, navigation, weather PCs. A derro PC, outcast from his former II, “Derro,” page 42; #2140 MONSTROUS sense), or may be modified to fit the tribe, is likely to quickly identify his MANUAL tome, page 96, “Dwarf, Derro”; campaign circumstances (herbalism as adventuring group as a replacement #9061 S4 The Lost Caverns of Tsojcanth, applied to underdark plants, not surface “tribe,” becoming obedient to a strong “Derro”; #9292 WGR1 Greyhawk Ruins, flora). Hunting and survival proficiencies leader and learning the group members’ “Derro”; #9302 WGA3 Flames of the are common. ways of doing things. At the same time, Falcon, “Dwarf, Derro”; #1064 From the Starting Possessions: A typical derro the derro might engage in endless petty Ashes: Atlas of the Flanaess, “The of either sex wears loose trousers made quarrels with peers over the division of Beauteous Cones of the Baklarran,” from poor-quality hides, fur, or woven treasure or supposed insults. It would pages 66-67, and Campaign Book, “The materials, dyed red and brown. Over this not be wrong for a derro PC to come Honeycombed Halls of the Diirinken,” is worn leather armor studded with cop- across as a bit of a fanatic, unthinkingly page 37; #2128 DMGR4 Monster per and brass (AC 7). An ornamental but following the orders of a strong group Mythology, “Gods of the Underdark,” fully functional dagger called a secari is leader and expressing extremist views page 65 (Diirinka and Diinkarazan); nearly always carried, a tradition dating on various political, racial, or religious DUNGEON® Adventures issue #20, “The back to the derro’s days of servitude matters. It is possible that a renegade Ship of Night,” pages 6-25. under the Suloise. (Miner-gang bosses derro PC will be hated and hunted by his each wore a secari as a symbol of rank.) former tribe for many years. Lerara Thicker armor equal to chain mail (AC 5) Derro by nature crave magic, either Mordenkainen of the Circle, greetings. made from thick hides or exoskeletons as spells or devices. They also love It has been too long since I lust heard taken from underdark monsters is worn knowledge, usually for the sake of pro- from you. Your query is not unwelcome, but by tough, experienced derro. Footwear moting or enriching the derro at the events of late leave me little time to remi- varies from none to thick short boots, expense of others. Small magical nisce about my childhood, Still, here is a depending on the terrain and tempera- devices like wands or potions are brief sketch of my origins and people. ture. Thin gloves made from animal hide sought by most derro, even if magic The folklore you quote is nearly accurate. are commonly used. resistance sometimes interferes with The Suloise ‘tribes’ who entered the Flanaess Mage-savants cannot wear armor their use. after the Ruin of Colorless Fire were actually while casting spells, though true savants Derro PCs work best in underdark a number of once-prosperous noble families can wear up to studded leather and cast environments, away from urban set- and their retainers. Being on holiday, they spells. (True savants can do this with the tings. They may also function well at escaped the burning of Zinbyle, the ruined indirect assistance of their deity, night outdoors, but must get to shelter city in the Sea of Dust recently found by Diirinka, while mage-savants must learn by dawn to avoid sunsickness. explorers from the Yeomanry. After the Rain magic on their own.) Other Information: Derro may gain died away, the survivors lived in barbarism, Starting money for a derro PC is wild psionic talents, but cannot be scavenging for food and stealing from the determined by class, but cash should psionicists (as per PHBR5 The Complete frocks of goat-herders in the foothills of the largely be converted into possessions of ), as they are mentally bordering Crystalmists. It was in such a con- equivalent value before the game’s undisciplined. dition a decade after the disaster that the

DRAGON #241 43 great wizard Slerotin found them, mistaking would elect a governor among them, who ground and gave thanks to the gods, every them at first for actual savages. served until voted out or dead. The Lerara one of them, for I was free, forever free. Slerotin heard the entreaties of the might still live in such a manner, but I have I have rambled far too long. I have much Suloise survivors, who could offer him noth- never gone back to see the truth of it. to do these days to insure the safety of ing but gratitude in return for helping them My childhood was not a happy one. My irongate from and cross the Crystalmists to the rich lands of the father a minor noble, wanted a son and manage my own projects as well. lf you are Flannae and demihumans. I believe he gave had me sent away when I was a year old. determined to learn more of the Lerara, you them his aid purely to sate his own ego, for You have heard from dear old Cobb Darg must send agents among them or go there he was never known for his charity before, that I was sent to a “convent,” but he is gild- yourself: The rediscovery of the Passage has but perhaps I wrong him. in any event, ing lead. I was sent to serve the Mother. attracted many explorers to the Yeomanry, Slerotin summoned his power and opened a Mordenkainen, you cannot in your worst and with the end of the Greyhawk Wars great tunnel directly through over 70 nightmares conjure up a horror like the ooz- many soldiers are looking for work there, leagues of solid rock. in this way did the ing, glowing Mother, who still haunts every too. You could do no worse than to join the Suloise enter the FIanaess with Slerotin, moment of my sleep. I was an acolyte, if that growing flood and send adventurers into the meeting some of their own kind who had is the right word, an assistant at the rituals in Passage to explore its depths and the imper- earlier crossed the Kendeen Pass (later which the Mother’s appetite for life energy ial ruins in the Sea of Dust beyond. Be sure, destroyed by a volcano) and settled along was sated on sacrifices of the weakest of my however, that such groups are prepared for the Javan River. The “tribes” in time became people. I watched the old and the crippled trickery, as the Lerara are sure to take them organized clans and noble Houses. They to meet the Mother personally, which will be grew in strength, preyed upon Flan and your heroes’ doom. If by chance these olve and dwur alike, and ran afoul of the adventurers actually destroy the Mother, I Oeridian hordes. You know what would be amazed beyond words, though I followed then. fear the task will kill the heroes first. Seventeen Suloise “tribes," in&ding If even this is not enough for you, be the local goat-herders, braved the aware that when I fled from my people, I Passage of Slerotin to reach what is took with me one item from the trea- now the Yeomanry. An 18th group, the sures left by them in the Cavern of the Lerara, entered late. Further delayed Mother. That item was a notebook by a fight between several nobles, written by the hand of Slerotin him- the Lerara were trapped within the self, the Last Mage of Power of the Passage when it was sealed. This lit- Suel imperium, left behind by him tie group of only 100-120 adults, but recovered by the Lerara as they with children and animals in tow, went through the Passage. In return was forced to adapt to this dark for a favor— and a telling favor it will land, thinking they were aban- be, for my adopted city is in great doned by the gods and cursed. peril in these evil days, thanks to the I was able to determine some Scarlet Brotherhood— you may exam- years ago that I was actually born on ine this notebook for a short time and 7 Needfest 333 C.Y. At the time of my delve its many secrets. I guarantee that birth, the Lerara had formed a stable of it will be worth your while to do so. barbaric community of about 3,800 I trust I will hear from you shortly. adults, with four smaller communities Yours sincerely, scattered along the central part of the Elayne Mystica, Free City of lrongate, Passage and in nearby tunnels. The Lerara 3 Growfest 585 C.Y. had become exceedingly conservative, unwilling to take great risks in the danger- Ability Score Adjustments: Initial ous environment they inhabited. A father’s ability scores are modified by a -1 to word was law in each family, and women and the diseased Constitution and a +1 to Strength. and children were kept close to home-that and the malformed be cast into the Mother’s Thieving Skill Racial Adjustments: being whatever dead-end tunnel the family amoeboid embrace, and I saw them all die. Pick Pockets -; Open Locks -10%; held as its own-to tend fires, cook, make I wake up every morning to the memory of Find/Remove Traps -; Move Silently pots, and so forth. Hunters traveled in large their screams. +5%; Hide in Shadows -; Detect Noise groups, braving armed only At the age of 16, I could take no more. I +5%; Climb Walls -; Read Languages with crude spears and javelins. escaped the “convent” and fled through var- -10%. A new nobility of sorts formed among ious caverns, running as far as I could get Class Mixing: Lerara can be the family heads who oversaw the growing from the Mother and my people. I had dual-classed like any other humans, but of mushroom crops and the training of expected to die, but instead I discovered an they cannot be multiclassed. Lerara hunters. were further supported exit to the bright surface. Oh, that glorious, have lost their ability to become pal- by distilling poisons from certain fungi, then awful sun! It blinded my weak eyes, burned adins, druids, or bards from their low trading these to the treacherous drow in my white skin, and terrified me beyond Charisma. See “Class Restrictions,” exchange for better weapons, food, tools, words. But the upper world-such light, above, for other notes. clothing, and trained armorbacks (what you color, and beauty, such smells, such open- Suggested Kits: Leraran PCs begin would call giant millipedes). The nobles ness and grandeur and life! I fell to the their careers either in an underground

44 N OVEMBER 1997 environment (the Passage of Slerotin) or among them. Most Lerara have receding Lerara having just escaped from it to the sur- chins and very small ears, a few having Starting Ability Score Range: face. All suggested kits and proficiencies minor deformities such as one less fin- Ability Min. Max. should be modified if necessary to ger or a few extra toes. Their eyes, how- Strength 6 18/00 reflect these origins. Leraran nobles in ever, have grown slightly larger and Dexterity 3 18 Mother-dominated society employ have a disturbing aspect when staring. Constitution 3 16 many adventurer-types for their own Elayne Mystica has altered her appear- Intelligence 3 18 ends, usually against the drow or rebel- ance considerably through her use of Wisdom 3 18 lious Lerara; an asterisk (*) indicates a kit magic, taking on a youthful, “pure Charisma 3 12 (18)* that likely works for the nobles. Suloise” look, so she is not a typical * Lerara have a maximum Charisma of 12 to Fighter-barbarian (must have hunting Lerara in any sense. any beings but other Lerara, as they are unused to anyone but themselves. proficiency), beast rider* (uses giant mil- Leraran NPCs rarely bathe and so lipede), outlaw (against nobles) (PHBR1); have a dirty, unkempt look. They wear a Class restrictions: barbarian, bandit (Robin Hood type, wide variety of clothing. Commoners Class Max. level* working against evil groups), rider* (including most hunters, warriors, and all Warrior (giant millipede), scout*, sharpshooter, women and children) wear crude clothing Fighter Unlimited soldier*, spy” (S&P). All Leraran nobles and foot wrappings made from skins and Ranger Unlimited** are actually barbarian fighters of high furs stitched together by tribal women, Priest charisma who have proven their skills at while Lerara nobles (all of whom are Cleric Unlimited*** political combat as well as personal males) wear leather boots and other fin- Wizard combat and hunting; they have few if ery gained in trade with the drow under Mage Unlimited any “polite” proficiencies. the Hellfurnaces. Gloves and hand wrap- Specialist Unlimited Ranger-barbarian, bandit (Robin pings are common. Jewelry is usually Rogue Hood type, working against evil groups), crude but popular; nobles wear the best Thief Unlimited rider*, scout*, sharpshooter, soldier*, necklaces, rings, amulets, etc., often * Lerara, in their stagnant Mother-dominated society, rarely achieve any level above 6th in any spy* (S&P). cast-offs traded to them by the drow, class. They have normal chances for advance- Priest -none in Mother-dominated who are glad to be rid of their “junk.” ment if taken out of this realm. ** Rangers, being good aligned, do not exist in society. In distant groups with little con- Common warriors wear a peculiar Mother-dominated society, but they could exist tact with Mother or nobles: barbarian, dark-gray platelike armor over their in other Lerara groups underground or on the surface. outlaw (PHBR3). chests, arms, and thighs; the armor *** Priests do not exist in Mother-dominated Wizard -anagakok, savage wizard* plates are made from the exoskeletal society, but they could exist in other Lerara groups underground or on the surface. The (PHBR4). back plates of giant cave millipedes, Mother is not a deity-yet. Rogue-assassin*, bandit, bounty woven together with ropelike strands of hunter*, scout*, smuggler (with drow fur and hair from other creatures. A full the main community, which was never contacts, not sanctioned by nobles), suit of this armor grants a base AC 6. formally named, now has an adult pop- spy*, thug (PHBR2). Shields are sometimes used. ulation of 5,400 with 11 surrounding Hit Dice: Leraran PCs receive hit dice Habitat: Nearly all Lerara inhabit the smaller “towns.” The Lerara are still con- by class. northern reaches of the vast servative, tradition-bound, and patriar- Typical alignments: Most Lerara are cavern-and-tunnel system under the chal, governed by wealthy male nobles true neutral or neutral evil, but some are Hellfurnances, along the Passage of under an elected governor. The goats lawful evil, chaotic evil, lawful neutral, or Slerotin. The Passage was once hidden survive of the original livestock brought chaotic neutral. Few are good in align- but is now open, its ancient magical seal into the Passage centuries ago. Giant ment, given the influence of the Mother gone. It extends from hex S5-141, where millipedes are their steed of choice. over most of this folk. the Crystalmists border the Sea of Dust, Since the discovery of the Passage of Natural Armor Class: 10. to hex 05-134, leading out onto the Slerotin in 577 C.Y., an increasing num- Age Categories: Starting Age: 14 + grasslands of the Yeomanry. The Mother ber of adventurers and treasure-hunters 1 d4 years; Maximum Age Range = 70 + and the heart of Lerara culture are locat- have reached Leraran society. Unlucky 2d12 years; Average Maximum Age = ed in deep tunnels in hex Q5-137. outsiders have been sacrificed to the 83 years; Middle Age = 35 years, Old The Lerara’s territory is lit by ani- Mother, a monstrous amoeboid entity Age = 47 years, Venerable = 70 years. mal-fat candles and glowing fungi, the that glows pale white in its great cavern Average Height and Weight (male/ only fires being those for cooking and chamber, where most Lerara worship it. female): 56 + 248/55 + 2d6 inches 130 heating, tended by the women. The tem- The Mother has never left its chamber + 4d12/110 + 4d10 Ibs. perature of the Passage is cool, about since it was found in 221 C.Y., nor has it Movement Base: 12. 56° F, growing warmer within one mile ever actually communicated with the Appearance: The Lerara, once an of either end of the Passage. A light draft Lerara, but it is definitely evil and attractive people, have degenerated blows from the western end of the tun- appears to have gained strength from thanks to a combination of inbreeding nel, in the hot daylight in the Sea of the sacrifices made to it. (The DM must and environmental pressures over the Dust, to the eastern end in the determine the Mother’s actual statistics last thousand years. Though certainly Yeomanry; the breeze reverses as the and powers.) The Suloise word for human in appearance, they are almost Sea of Dust cools at night. “mother” is murma, and the Mother is albinos, having chalk-white skin, very Society & Religion: Elayne Mystica’s referred to by the Lerara as se-Murma, pale blue eyes, and rough, silver-white description of Leraran society and gov- “our Mother.” A group of six old men hair. Many true, pink-eyed albinos live ernment is accurate in 585 C.Y., though

DRAGON #241 45 function as “priests” (zero-level humans Lerara forever loses the special ability to not use actual currency, instead barter- without spell powers), attempting to see in near-darkness, instead seeing ing for needed goods or receiving goods interpret the possible meanings of the normally in all ways for a human (see in payment for work rendered. They random ripples and vibrations seen in Table 63 in the Player’s Handbook). long ago gave all their real money, in the Mothers ooze. Though the Mother is A Lerara is very likely to be badly Suloise Imperial currency, to the Mother not a deity, it might give telepathic sunburned given any skin exposure to as a gift. A giant millipede steed is worth advice or offer its secretions as potions direct sunlight longer than 10 rounds (1 30 gp to them, but it has little use and poisons. turn). For every turn following the first, a beyond the underdark. Languages: Leraran PCs speak a cor- Lerara suffers 1 hp of burn damage. At A commoner Leraran PC (including a rupt form of ancient Suloise mixed with the DM’s option, given the placement of hunter, warrior, or any female PC) may words borrowed from the drow. Leraran the burn (arms, back, chest, legs), the PC start the game with primitive clothing, Suloise is 50% understandable to any- could also suffer a loss of 1 point of equipment, and weapons of up to 20 gp one who speaks true Suloise (which is Dexterity per turn after the first. Each total value, regardless of the PC’s class. At extinct in the Flanaess today), but it is lost Dexterity point can be regained with the DM’s option, the PC may also gain barely understandable to anyone speak- a full day of rest; hit-point losses can be one better item, likely an heirloom or ing a modern Suloise-descended lan- regained by either curative magic or stolen treasure, such as a small gem, a guage (e.g., Lendorian or the Cold rest. A hit-point loss of 50% or more steel weapon, a shield or partial suit of Tongue). Leraran PCs also know the from sunburn causes the PC to make a metallic armor, a minor potion, or the like. drow’s language (a corrupted form of system-shock roll to avoid falling into a Role-Playing Suggestions: Leraran elvish) and can speak a crude form of coma and dying within 1 d4 hours unless NPCs have little interest in the world common, learned from contacts with given immediate curative treatment, beyond their warren, though they know surface people after the Passage of such as a cure disease spell. it exists from their own legends. The out- Slerotin was discovered in 577 C.Y. Weapon Proficiencies: Commoner side world is said to be either heavenly Special Advantages: A Lerara’s Lerara, including the hunters and war- or hellish, depending on which Lerara or light-sensitive eyes are able to use a sin- riors, use handmade spears with legend one believes. gle candle flame or phosphorescent fun- stone-tipped heads, stone axes (treat as One PC role would be that of an out- gus to see within a 50æ radius. A torch war hammers or footman’s maces), clubs, cast (heretic, criminal, refugee) who has illuminates a radius of 150’ for Lerara. daggers, javelins, and an assortment of fled Leraran society through the Passage This light-intensifying vision is ruined other primitive weapons. Mounted Lerara of Slerotin into the Yeomanry, there to (becoming the same as for normal always use long spears and javelins. be found, possibly in a bad state, by humans) once a Lerara is exposed to Some missile weapons (but no hand-held other adventurers. A PC might also be a anything brighter than a torch, such as a ones) are dipped in a paralytic poison scout, hermit, or outcast who meets up light spell or a campfire. Ten rounds of that the Lerara know how to make. with an adventuring band in the under- later exposure to darkness enable the Leraran nobles (and lucky hunters) dark, where the PC’s visual skill and Lerara’s eyes to regain their great often use well-crafted weapons received knowledge of the region can be an asset light-gathering ability. (See Table 63 in in trade from the drow under the to the other PCs. The PC might hate the the Player’s Handbook.) Hellfurnaces; some have a magical Mother, and thus guide PCs away from Special Disadvantages: As men- weapon or two as well. Such drow-made contact with the other Lerara. tioned above, a Lerara’s eyes are highly weapons include any that the drow Other Information: The game statis- sensitive to light. A Lerara is blinded by themselves would use (long sword, short tics for a giant cave millipede follow: full daylight or a continual light spell, suf- sword, dagger, hand crossbow, etc.) plus Climate/Terrain: Subterranean (in caves fering a -4 to attack rolls, a +4 to armor any the drow would take from the bod- below Hellfurnaces); Frequency: Rare; class, and a +2 penalty to initiative rolls, ies of their enemies, so a wide range is Organization: Nil; Activity Cycle: Any; as well as various penalties to saving possible for the well-to-do. Diet: Carnivore; Intelligence: Non- (0); throws as determined by the DM. Lesser Nonweapon Proficiencies: As the Treasure: Nil; Alignment: Neutral; No. penalties may be applied in less- Lerara have an organized society, most Appearing: 2d4; Armor Class: 4; than-full daylight. An extremely bright sorts of proficiencies can be found among Movement: 12; Hit Dice: 4; THAC0: 17; light in darkness will also tem- them, though in a primitive state and No. of Attacks: Nil; Damage/Attack: Nil; porarily blind a Lerara (1d2+2 rounds), modified for underground life. The Lerara Special Attacks: Nil; Special Defenses: who saves against such attacks at a do no blacksmithing of their own, and Nil; Magic Resistance: Nil; Size: H (13’); -2 penalty thanks to the lack of eye their “fine arts” are quite limited and bar- Morale: Average (8-10); XP Value: 10 pigmentation. baric (often with an evil, downbeat touch). (inoffensive); can carry up to 300 It takes 5d4 days for a Lerara to Some proficiencies are not used in the pounds at full speed, 450 at one-half adapt to surface sunlight, given constant underdark (e.g., airborne riding astrology, speed, and 600 at one-third speed. exposure to the outdoors, leaving him charioteering, navigation, weather sense), Leraran PCs have normal chances for with only a -1 penalty on attack rolls and so should be modified or replaced. gaining psionics, and they may become and a +1 penalty to Armor Class. These Hunting and agriculture (fungi) are com- psionicists if the DM allows, using penalties cannot be negated because of mon proficiencies among them. PHBR5. Like humans, Lerara are omniv- the lack of eye pigmentation unless the Starting Possessions: A Leraran orous. They have no specialized Lerara uses a pair of slit-opening, noble PC, who must be male, may start unarmed combat techniques. stained-glass, or smoked-glass goggles, the game with the equivalent of 50 gp The ultimate fate of Slerotin is which restrict the Lerara’s vision to the of equipment, as appropriate to a primi- unknown. Lerara PCs might be interest- immediate front. A “sunlight-adapted” tive underground existence. Lerara do ed in seeking out Elayne Mystica for her

46 N OVEMBER 1997 knowledge of Slerotin if they are track- he alleges were taken from the body of a Suggested Kits: Skulk PCs begin their ing down Slerotin’s legend. skulk he had slain in the Grandwood. careers in an underground or wilderness References: #1015 W ORLD OF Among them was a dried, forked serpent’s environment. Kits and proficiencies GREYHAWK boxed set (1983, tongue, treated to avoid decay. Such things should be modified to reflect these ori- Glossography, pages 27-28, “The Lost are used by priests of Syrul as holy symbols. gins. Kits reflecting secrecy, stealth, and Passage of the Suloise,” and A Guide to Can skulks become true priests, or do they a criminal or outlaw existence are appro- the World of GREYHAWK Fantasy Setting, merely revere and seek to emulate this priate; direct combat and civilized inter- page 8, "A Brief History of Eastern Oerik”; treacherous Power? Did Syrul and not actions should be avoided, as skulks are DRAGON Magazine issue #139, “Lords & Suloise wizards create skulks, for her own cowardly, barbaric, and widely hated. Legends: A miscellany of magic-users,” deceitful purposes? I should like to explore The only kits available apply to sin- page 18 (Elayne Mystica). this question further, but I have too many gle-class skulk thieves; multiclassed irons in the fire nowadays. . . . skulks gain no kits. Skulk -from a letter to Mordenkainen Thief-assassin, bandit, bounty I was startled that you would ask me from the priestess Johanna, hunter, scout, smuggler, spy (PHBR2); about troubles with skulks in Faerun, as I’ve formerly of Almor, City of Greyhawk, assassin, outlaw, scout, smuggler, spy not heard about them of late. Are they trou- Wealsun 20, 585 C.Y. (S&P). bling your City of Greyhawk? If so, they like- Hit Dice: Skulk PCs receive Hit Dice by ly reached your world from our own. The class. skulks who lurk beneath Calimshan far to Typical alignments: Most skulks are the south of have been there for chaotic evil, but some are neutral evil, millennia-l could not say exactly for how chaotic neutral, or true neutral. long-and if is likely they’ve migrated Natural Armor Class: 10. through long-lost gates to many worlds. Age categories: Starting Age: 14 + We’ve determined that these skulks 1d4 years; Maximum Age Range = 60 evolved ages ago from human cap- + 2d10 years; Average Maximum tives of the drow under Calimshan, Age = 71 years; Middle Age = 30 slave who remained in the years, Old Age = 40 years, Underdark after being freed from Venerable = 60 years. their servitude by a giant lizard Average height and weight (claimed to be an of (male/ female): 59 + 2d6/56 + lbrandul by priests of that deity as 2d6 inches; 110 + 3d12/80 + if their words could be trusted). I 3d12 lbs. would write more on this, but we Movement base: 12. are preoccupied with certain politi- Appearance: A skulk appears cal matters that you might find of to be human about 5-6’tall. He interest, namely . . . is completely bald and hairless, -from a letter to Mordenkain with light-gray leathery skin, from Khelben “Blackstaff" graceful limbs, normal ears, soft Arunsun, facial features, and pink (FORGOTTEN City of Waterdeep, Ches 12, 1369 D.R. REALMS campaign) or blue (GREYHAWK campaign) eves. A skulks skin magi- K.'s letter. M., thank you for forwarding cally changes color to fit his background His comments puzzle me greatly. O. and I, when seen by any viewer. Facially and working with colleagues in Leukish, have in body posture, a typical skulk NPC has strong evidence that skulks were deliberate- of a shifty, cowardly, untrustworthy, creepy ly created during the second millennium look. Either gender initially appears sex- the Suel Imperium, probably to serve their less. Clothes, jewelry, and armor are Thieving Skill Racial Adjustments: masters as House or Imperial assassins. You worn only in the security of a skulks lair, Pick Pockets -20%; Open Locks -; Find/ recall my investigation of the little-known if at all, as they block the camouflage, S.D, Remove Traps +5%; Move Silently +30%; Eight-House War of around 1100 which trackless movement, and silent move- could have sparked the inception of the Hide in Shadows +85%; Detect Noise -; ment abilities. Climb Xalls -; Read Languages -. skulks’ use within the empire. It is wholly Habitat: Skulks are found throughout Class Mixing: Though mostly human, reasonable that they could have gotten out the temperate and tropical regions of the skulks have been mutated so much that of the control of their creators and spread Flanaess. They usually inhabit those they can gain multiple classes like demi- throughout the empire thereafter, despite regions settled by Suloise fleeing the humans. Skulks can be thief/fighters, the best efforts of all to command or exter- ruins of their empire, as the skulks fol- thief/clerics, thief/mages, or thief/illusion- minate them. Still, I fail to see how they are lowed the tribes who passed through the ists. Skulks cannot become paladins, connected with the alleged reports of skulks Passage of Slerotin. (Some were trapped druids, or bards because of their low in Faerun. We are preparing our notes on with the Lerara, but they left and soon this matter, but a final paper will not be Charisma scores; their cowardice and spread through the Hellfurnaces’ under- ready for many weeks. bent toward evil also preclude their dark.) Skulks are particularly fond of the I should point out that two years ago, a becoming rangers. They cannot have any lands of the former Great Kingdom, as single class except for that of the thief. hired adventurer brought some items to me the chaos in this realm favors their activ-

DRAGON #241 47 Skulk emerge at night to raid civilized commu- By lifelong training, a skulk can move nities. Skulks are masters of camouflage, through a forest or underground setting Ability Score Adjustments: Initial concealment, trickery, and escape. They without leaving a definite trail behind it. ability scores are modified by a +2 to prefer hit-and-run raids but also like to If someone like a ranger uses the track- Dexterity, a -1 to Strength, a -1 to sew confusion and discord while com- ing proficiency to follow a skulk, the Wisdom, and a -4 to Charisma. mitting their crimes, by leaving false tracker’s base Wisdom score is reduced Starting Ability Score Range: clues implicating other parties. This to one-third its former value for purpos- Ability Min. Max. chaos allows skulks to continue raiding, es of the proficiency roll; fractions are Strength 3 18* stealing, and murdering. rounded down. Thus, a ranger with a Dexterity 6 18 Skulks and dopplegangers have a Wisdom of 14 would have an effective Constitution 3 18 peculiar ability to instantly recognize Wisdom of 4 before modifiers are Intelligence 3 18 one another for what they truly are. applied using Table 39 from the Player’s Wisdom 316 How this is possible is not known, and Handbook. (Note that nonrangers still Charisma 3 14 even skulks and dopplegangers admit have the -6 penalty applied to their * nonpercentile they have only a peculiar, instinctive tracking proficiency rolls after this reduc- certainty as to each other’s identity. tion to one-third Wisdom is made.) Class Restrictions: Skulks and dopplegangers are generally Special Disadvantages: Skulk NPCs Class Max. level unaware of their true origins, yet they use no armor, , shields, or cloth- Warrior harbor no animosity toward each other ing, being unable to tolerate the result- Fighter 2 and even cooperate at times. ing loss of camouflage power, silent Priest Skulk NPC clerics of the Flanaess movement, and trackless movement. Cleric 2 most often worship Syrul, the Suloise Skulk PCs should also adhere to this Wizard goddess of deceit and treachery. It is guideline. Mage 4 speculated that Syrul had something to Skulks are normally nocturnal, and PCs Illusionist 6 do with the creation of the Flanaess start the campaign on a nocturnal cycle Rogue skulks, through her various agents, (sleepy during the day, alert at night). The Thief Unlimited though no such proof exists. A connec- DM may apply minor penalties (e.g., -1 to tion between Syrul and the FORGOTTEN attack rolls and saving throws) if a skulk ities. Almost none are known among the REALMS campaign deity lbrandul is sus- PC operates out-of-cycle; an attempt to Baklunish lands, Tiger and Wolf Nomad pected, but no evidence of such a link is permanently change to a diurnal cycle territory, , the Barrens, the known. It is entirely possible that skulks requires 5d6 days. Thillonrian Peninsula, or the southern developed independently on each world Skulks, being nearly human, are jungles; they prefer the fringes of tem- at about the same time, as the skulks of affected by charm person and ho/d per- perate, well-populated, civilized areas Oerth have pale blue eyes (like their son spells. Magical items that affect where ruins, sewers, tunnels, caves, Suloise ancestors) and those of Toril humans alone (such as potions of human dense forests, and other terrain allow have pink eyes (as they developed from control) have a 50% chance to affect them to hide. subterranean humans who had become skulks as well. Skulks are also known from the albinos). If attacked by any will-force spell or Underdark of Calimshan, in Faerûn (the Languages: A skulk PC begins the power simulating fear (e.g., cause fear, FORGOTTEN REALMS setting), where they game knowing common and two other fear, scare, emotion fear), or fear caused appear to have developed independently. languages often spoken in the campaign by dragons’ auras), a skulk must take a See “History” for details. region, usually demihuman tongues -6 penalty to his saving throw. Failure Society & Religion: Skulk NPCs have (elvish, dwarvish, etc.) or a human dialect produces a random result, either imme- little true society. They usually move (in the Flanaess: Nyrondese, Keolandish, diate flight (50%) or immobility (500%), about in loose family bands, each led by etc.). None of them now speak their orig- regardless of the actual situation. a strong male skulk. Their oral traditions inal language, Suloise. Skulks are too cowardly to ever use and histories paint them as superior Special Advantages: An unclothed poison, though this can be seen as an beings who are unjustly persecuted by skulk has the ability to freeze into immo- advantage, of course. jealous humans. Humans are their bility in an instant, its skin taking on Weapon Proficiencies: Skulk NPCs favored targets; demihumans and background coloration as camouflage. like small, easily carried, one-handed humanoids are considered beneath con- This renders the skulk 90% likely to be stabbing weapons, like knives, daggers, tempt. Skulks also have an extremely unnoticed by passers-by who are not or short swords. (These alone can be high level of self-preservation, meaning staring directly at the skulk when it tried used for backstabbing.) Hand axes and they are cowardly in the extreme and will to blend into the background. (The other light weapons might be learned, sacrifice anyone or anything to flee and thief’s score for hiding in shadows, with but only after at least one of the above survive. Cases of fleeing mothers leaving the 85% racial bonus for skulks, simu- weapons is mastered. Skulks dislike their children behind are common. lates this ability.) heavy or complicated weapons, prefer- Despite their sociopathy, they rare fight Thief abilities given here also simulate ring to move about unencumbered. one another over loot, instead stealing the general skulk skills at silent movement Skulk PCs should also consider these desired items from each other in secret. and backstabbing. A skulk that successful- guidelines. Nocturnal in nature, skulks hide in ly moves in silence imposes a -3 penalty Nonweapon proficiencies: When caves or forests by day to sleep, then to opponents’ surprise rolls, and it can selecting proficiencies for this race, attempt to backstab if surprise is gained. remember that nearly all skulk NPCs are

48 NOVEMBER 1997 cowardly, greedy, selfish, unwilling to race’s great cowardice and its special and usually identified as part of the work, uncivilized, and parasitic. They powers. This is not illogical in a magical Crystalmists chain. This society of wiz- won’t learn agriculture or brewing, for world, especially if deities are involved. ards, the Inheritors of the Red Gloom, instance, since they prefer to steal their This also keeps players from trying to was at constant odds with the Suel food, and etiquette is out of the ques- get around the drawbacks of the race to Imperium. The Inheritors closely fol- tion. Survival skills like weather sense, abuse its special powers. lowed the teachings of the Suloise deity direction sense, rope use, and disguise References: #2012 ® tome, Pyremius, who represented selfish per- are good choices. Skulks have almost no “Skulk”; #2107 MC5 MONSTROUS sonal achievement and the gaining of entertainment skills, being so self-con- COMPENDIUM® GREYHAWK Appendix, “Skulk”; power at all costs. The particular meth- cerned and paranoid as to not want an #9516 FORGOTTEN REALMS Faiths & Avatars, ods approved of by Pyremius to gain audience, but singing is still possible. pages 71-75, “Ibrandul.” power (fire, poison, and murder) later Starting Possessions: Skulk PCs start became divine portfolios under his con- with only one weapon each (player’s trol, and many of the Inheritors were-as choice) and nothing else. they are now-evil fire elementalists (as Skulk NPCs covet many fancy and per the Tome of Magic) or dual-classed expensive items they see, dragging mage-thieves trained in assassination them back to secret lairs where the (use the assassin kit from PHBR2 The items are used and abused until they Complete Thief's Handbook). The fall apart. Clothing, for instance, is Inheritors often worked in concert with liked by both sexes, with furniture the great red dragons of this region and jewelry also being popular. known as the Fiery Kings, against Role-Playing Suggestions: A whom the Suel Imperium fought skulk is likely to be prone to var- many wars. (See DRAGON Magazine ious phobias, fears, and para- issue #230, page 8-16, “The Orbs noias because of its cowardice. of Dragonkind.“) This should be considered in Certain gnomes, corrupted by role-playing this race. It would their masters, secretly wished to thus be unlikely for a skulk to pursue the teachings of Pyremius take a forward (point) position themselves to achieve a greater in a party, though it might command of magic. The Inheritors serve as an unreliable rear would have none of this, but the guard. A skulk might also be wicked gnomes managed to estab- prone to be secretive, tell lies or lish priests of Pyremius among their evasions, avoid direct confronta- own kind through prayer and devo- tions, and save itself first when fac- tional acts. They eventually escaped ing danger. their masters and took up residence in One good starting situation for a the mountains immediately next to what skulk PC would be for it to be aban- is now Jeklea Bay. There they conducted doned as a child by parents fleeing hideous experiments on captive Suloise vengeful humans. The PC is raised later citizens, some of them Inheritors who by human captors who bring out a were kidnapped by the gnomes or their somewhat better nature in the barbaric agents. child. The skulk’s abilities and memories One result of these experiments was of how other skulks behave will certain- the creation of a slave race that served ly color its actions and attitudes, though Jermlaine as spies and guards for the evil gnomes. it need not be evil. I don’t know where they came from, but This race, though minute in size, was Other information: Skulks are omni- this poison-gas spell is gonna send them extraordinarily clever and capable, com- vores, like humans, and eat the same right back there. bining features of the Suloise captives things humans eat. They can never - unknown adventurer, somewhere with flesh from the gnomes themselves. develop psionic abilities or become deep under the Hellfurnaces (It is said that the deity Pyremius served psionicists. If unarmed, they attempt to as the model for this race’s facial flee, avoiding weaponless combat The actual history of the jermlaine is appearance.) The gnomes were them- unless trapped and desperate; in the lat- complex. Details are currently unknown selves destroyed by spellcasters of the ter case, they out in a panicked, to all residents of the Flanaess, except for Suel Imperium about the year -1,600 random manner. certain high priests of Pyremius. It is gen- C.Y., almost 2,400 years before the pre- It is suggested that a skulk PC who erally believed that jermlaine are related sent day in the Flanaess. However, their becomes wholly fearless by some to minor goblinoids like mites, snyads, servant race survived and scattered, means gradually loses all special abili- and gremlins, but this is not the case. spreading throughout the mountain tun- ties, evolving within a week’s time into a Jermlaine were originally gnome nels and caverns. These creatures are regular human thief who happens to slaves of a secret society of Suloise wiz- today called jermlaine, which is Oeridian look like a visible skulk with gray skin. ards who dwelled in caverns under the for “troublemaker”; the word is the same This would suggest that some form of Hellfurnaces, which in the ancient days in the singular or plural form. Jermlaine magical connection exists between the of the Suel Imperium were less volcanic have numerous other names, the print-

DRAGON #241 49 Jermlaine Movement Base: 15. Jermlaine nor- though this is an extremely limited “lan- mally move about by running on their guage.” Jermlaine have no concept of Starting ability score range: short but speedy legs. They have reading or writing, but they are capable Ability Min. Max. tremendous reserves of energy and can- of drawing pictures to describe what Strength 2 8 not imagine or tolerate simply walking. they have seen or wish to do. Dexterity 13 19 Appearance: A jermlaine is about 15” Jermlaine do understand a number Constitution 8 14 tall, humanlike in form but with long of other languages perfectly well, Intelligence 3 18 muscular limbs covered with baggy skin, though they cannot speak them clearly Wisdom 3 a smooth pointed head, over-large ears, because of the size and shape of their Charisma 3 :(18)* and a big belly. The skin is gray-brown vocal organs. Up to two extra languages * Jermlaine PCs have a maximum and warty, looking like dirty rock; the may be understood at the game’s start, Charisma of 8 to any beings but other joints are swollen a bit, and the limbs such as common and the racial lan- jermlaine. Their size, peculiar lan- have a twisted look. Fingernails and toe- guages of dwarves, drow, gnomes, orcs, guage, and reputation hinder their nails are thick, dirty, and clawlike, but goblins, or similar subterranean crea- leadership abilities when applied to the fingers are very thin and dexterous. tures found in the DM’s campaign. other races. Wrinkles on the forehead make it Additional languages may be learned Class Restrictions: appear the jermlaine is wearing a point- (but not spoken or written) as per the Class Max. level ed, skin-colored cap. Random tufts of usual rules. Priest rough hair appear on the lower arms, Special Advantages: Jermlaine have Cleric 2 thighs, and sides of the head. A typical infravision to 30 feet. Their senses of Rogue jermlaine looks like a miniature angry hearing and smell are extremely keen. Thief 16 old man with a huge beer belly, a comi- They can detect invisible or hidden crea- cal look undone by its nasty behavior. tures within 30 feet of them using these able ones including bane-midges, Habitat: Jermlaine are especially latter two senses alone, but cannot jinxkins, and gremlins (“gremlin” being a common in the vast network of caverns detect ethereal, out-of-phase, or astral modern corruption of “jermlaine”). and tunnels under the Hellfurnaces, beings. Even if blind, a jermlaine can Ability Score Adjustments: A player where they originated. They also appear accurately identify an individual person must choose to run a jermlaine PC in many smaller underground regions or monster by its odor (if within 30 feet) before ability-score dice are rolled. and ruins across Oerth, even in arctic or voice (if within hearing range) if such Strength is then rolled using 2d4, and tropical areas. Thanks to their clev- a being was ever encountered before. Dexterity is 2d4+11, and Constitution is erness and small size, they have spread General classes of beings (humans, 244+6. Other ability scores are rolled to numerous other worlds by gates, spell- drow, ropers, bulettes, etc.) can be iden- using 3d6 without modification. jammers, and other means; adventurers tified instantly, so a jermlaine can sniff Thieving Skill Racial Adjustments: in the underdark of Faerun, for instance, the space under a door to see if any Pick pockets -30%; open locks -20%; are unhappily familiar with them. being awaits on . At the find/remove traps +5%; move silently Jermlaine are often found in association DM’s option, however, some dissimilar +40%; hide in shadows +45%; detect with , giant rats, or osquips, sharing creatures might smell exactly alike. noise +30%; climb walls -35%; read their tunnels and combining their Their gnomish ancestry makes languages-(nil, skill cannot be learned). attacks and defenses. jermlaine somewhat resistant to magic. Class Mixing: A jermlaine PC may Society 8 Religion: Jermlaine live in They use Table 9 from the Player’s become either a single-classed thief or a clans, groups of interrelated, extended Handbook for determining their cleric/thief; all other classes are barred. families ranging in size from a dozen to saving-throw bonuses against magic Suggested kits: A kit can be received about 50 members. A clan includes based on their Constitution scores. This only if the jermlaine PC is a single-classed about 4d4 small families, each led by a bonus does not apply to poisons, but it thief. male elder, The strongest and cleverest does affect saving throws against Thief-scavenger, shadow, tunnel rat of the elders becomes the clan chief, by wands, staves, rods, and spells. (PHBR10). common vote of the elders. Females Thanks to their small size and quick- Hit Dice: Jermlaine PCs receive hit teach their children many methods of ness, any attack that would inflict dice by class. ambushing and humiliating “giants” half-damage to a victim who makes a Typical alignments: Most jermlaine (humans, demihumans, etc.). saving throw against it will have no are neutral evil, but some are lawful evil, Each clan inhabits a cunningly hidden effect at all upon a jermlaine PC who chaotic evil, and true neutral, and a few and heavily defended lair, a series of saves against it. are lawful neutral. tiny, filthy tunnels near a larger under- In addition, jermlaine who are able to Natural Armor Class: 7, because of ground area. Jermlaine tunnels are move silently cause opponents to apply their small size and swift movements. about 1 foot in diameter, with a wide a -5 penalty to their surprise checks. Age categories: Starting Age = 2 + variety of minor treasures and furnish- The ability to remain undetected 75% of 1 d3 years; Maximum Age Range = 24 + ings inside the individual family cham- the time is reflected in the thief skill 3d6 years; Average Maximum Age = 35 bers, which can be several feet across. scores given for this PC race. years; Middle Age = 12 years, Old Age = Languages: Jermlaine PCs begin the Jermlaine PCs cannot gain the special 16 years, Venerable = 24 years. game speaking their own language, magic-draining ability of evil jermlaine Average height and weight: 10+2d4 which sounds like the high-pitched twit- elders (who are always NPCs). This is a inches; 1 d6+4 pounds (same statistics tering and squeaking of rats. They can gift from the deity Pyremius. for either sex). communicate with rats in this manner, Jermlaine can carry diseases, but

50 NOVEMBER 1997 they get sick only if such illnesses are jermlaine PCs with care, remembering Other information: Jermlaine cannot caused by magic (e.g., cause disease). The their small size, living conditions, and become psionic. Their unarmed combat DM must decide if the diseases a habits. Agriculture, herbalism, and brew- techniques consist of punching and slap- jermlaine carries can be communicated ing are possible, though these would ping, one another in clan disputes- to other party members; the game apply to underdark food crops like blows that are ineffective when used mechanics for diseases carried by rats is fungi. As with most races here, etiquette against beings larger than rats. suggested for use here. is hopelessly unlikely. Underground sur- Jermlaine are omnivores and enjoy Special Disadvantages: The tiny size vival skills like hunting are good choices, much the same food that humans and and low Strength of a jermlaine PC will but not astrology, charioteering, naviga- rats would eat (though in small certainly work against it in many circum- tion, weather sense, etc. Fire-based skills amounts). They can eat rotting food, car- stances, particularly in combat and issues are possible, and a general weapon- rion, or garbage without discomfort, and of encumbrance. These events must be making skill could cover all weapon a jermlaine PC could easily live off the handled by the DM. Note that nearly all with which jermlaine are familiar. scraps from the rest of the party’s meals. magical items and normal weapons are Starting Possessions: Jermlaine PCs Fungi, molds, insects, arachnids, and too large for jermlaine to use. start the game with no money at all, dead humanoids, adventurers, or mon- The eyes of a jermlaine are weak. As a though they can have several tiny spears sters (especially lizard meat) is also result, it will be half-blinded by direct sun- and darts. The only clothing most eaten. Jermlaine have a great weakness light or continual light spells, suffering a -2 jermlaine know is a loincloth or kilt held for sugar, candy, and dried fruit-a nice penalty on attack and saving-throw rolls. up with a piece of string or a thin leather role-playing hook. A jermlaine is considered a “person” belt. They do not wear hats or shoes. In the ADBD 1st Edition game, for purposes of the charm person and hold Jermlaine have no use for armor, shields, jermlaine could throw their darts only person spells, and so is affected by them. or helmets, which would be too small out to 12’. This was changed to 120 Jermlaine cannot read or write, nor and thin to affect their armor class or yards in AD&D 2nd Edition statistics, can they learn to do so. They also can- deflect attacks. Miniature armor would about equal to medium range for a not speak normal human or demihu- also encumber them and slow them longbow. Obviously, jermlaine can now man languages. They can use writing down, which jermlaine cannot tolerate. throw things very fast and hard. implements to draw pictures, however. At the DM’s option, each jermlaine References: #9019 D1 Descent info Weapon Proficiencies: Jermlaine PC begins the game knowing the loca- the Depths of the Earth, “Jermlaine”; #2012 NPCs regularly manufacture needlesharp tion of 1-3 minor, hidden treasures in FIEND FOLIO tome, ‘Jermlaine,” pages darts of wood or bone, each about 3-6 the local area. These valuables can 53-54; #2103 ® inches long; which they can hurl up to range from a single bag of small gems, Volume Two, “Jermlaine”; #2140 120 yards thanks to their relatively dropped by a fleeing adventurer, to sev- MONSTROUS MANUAL tome, “Gremlin, strong arms and lightning-fast eral scattered bodies slain by underdark Jermlaine.” motions (short range: 0-40 yards; medi- monsters, each corpse holding a valu- um range: 41-80 yards; long range: able item that might be unusable to the Su-Doppleganger 81-120 yards). These darts cause 1-2 hp jermlaine but valuable to someone else. I confess I was not particularly interested damage. Jermlaine also use miniature This knowledge can be used to bargain in the rumors about “albino dopplegangers” wooden pikes, each about 18 inches with other party members or NPCs, or at first until the body of one was unceremo- long, often made with metal tips (1-4 hp kept in reserve until needed by the PC, niously deposited at the gate of my estate. If damage). Lastly, they can make their such as a potion. was brought to me by adventurers hoping I own miniature swords, which inflict dam- Role-Playing Suggestions: Jermlaine would need if for “spare parts,” probably in age as daggers (1-4/1 -3). These swords PCs function best as scouts, spies, and some necromantic research they must have can be used to cut straps, chop ropes, or saboteurs in subterranean environ- imagined all wizards perform. I gave them stab foes. It takes a full day to make one ments. They cannot speak, write, or each a gold piece to be rid of them, then weapon of any type. read, which will challenge their players was about to have the carcass incinerated A jermlaine may also carry a leather to find ways to communicate well with when I was struck by the body’s blue eyes. I club, with which it can strike at a prone their adventuring parties. Additionally, knew perfectly well that albino creatures human, demihuman, or humanoid who these PCs might frequently cope with have pink eyes, and common dopple- lacks head protection like a helmet. the drawbacks of their small size and gangers have gray eyes. Yet, despite its ivory Each strike against an AC 10 head has a low Strength scores. This can add a mild- skin, this was certainly a common dopple- cumulative 2% chance of knocking the ly comic element to the game, regard- ganger’s corpse-or so I thought until I victim unconscious for 2-8 rounds. The less of a jermlaine PC’s alignment. noticed other peculiarities about if. I then DM should adjudicate the likelihood of It is suggested in AD&D 2nd Edition bad my golems bring the body at once info a jermlaine getting that close to a game descriptions of jermlaine that they my main study, where I set about making a victim’s head. have a deeply rooted sense of inferiority most thorough examination, the resulfs of Groups of jermlaine often use nets, over their height, and they feel a need to which were astonishing. . . . trip cords, pits, acid and flaming oil humiliate larger beings (whom they call Dopplegangers presently inhabit many poured through murder holes, and other “giants”). Jermlaine NPCs certainly enjoy worlds, and they were known to many “dirty tricks.” These do not require profi- harassing large beings for the feeling of ancient societies. If is generally believed that ciencies to learn, but do require coordi- power it gives them, so they are perfect they were artificially created to serve as spies nated clan preparation and ambushes. if tiny bullies. Anyone who teases a and assassins in one or more very ancient Nonweapon Proficiencies: Players jermlaine for his height is begging for wars fought among humankind; a wizard should select proficiencies for their trouble. or demigod is usually thought to have been

DRAGON #241 their creator. Following that war, the Ability Score Adjustments: Initial Average Height and Weight: 65 + dopplegangers are assumed to have infil- ability scores are modified by a +1 to 2d6 inches; 160 + 6d8 pounds trated humanity at large and spread out Intelligence. (unchanged form; same statistics for across the multiverse. Such spare bits can be Thieving Skill Racial Adjustments: either sex). Su-dopplegangers can gleaned by any researcher from libraries, None possible. assume other humanoid shapes of vari- divination spells, and so forth, but little hard Class Mixing: None possible. ous sizes, as per the Su-doppleganger information besides that . . . . Su-dopplegangers can take only the Table. They are very dense, and their The doppleganger family contains sever- fighter class, using its experience-point weights remain unchanged regardless al subraces native to certain worlds, such as table for gaining levels. However, the of the forms they assume (a possible the greater doppleganger of Faerûn and the fighter class here is modified as per the giveaway to others). uran doppleganger I wish to announce to Su-doppleganger Table and other sec- Movement Base: Variable; see the Academy today that the Flanaess has its tions in this article. PCs of this race do Su-Doppleganger Table. own variation, which I shall henceforth call not need to be trained in order to reach Appearance: A su-doppleganger, in the su-doppleganger, or Suloise dopple- a new level, as they effectively train its unchanged form, is a vaguely man- ganger This su-doppleganger is at the root themselves once they begin their like figure about 6’ tall, with hairless of the “albino doppleganger” rumors we careers. chalk-white skin of thick, leathery tex- have heard. ture. Its limbs are almost bone-thin, with From my researches, I believe that the a prominent backbone and ribs visible. su-doppleganger is a near-perfect duplicate A “naked” su-doppleganger appears of the common, “true” doppleganger. completely sexless, with long fingers However, it was developed entirely and toes, pointed ears that stick out from Suloise humans-perhaps vol- from the head at a 45° angle up, unteers perhaps not— shortly and light blue eyes. The 1 before the Rain of Colorless Fire. seems almost blank, with a No written evidence exists of its slash for a mouth and a flat, creation by Suloise wizards or broad nose. the Imperial government, but A su-doppleganger prefers my divinations and analyses to assume the identity and indicate that the su-dopple- form of persons who cannot ganger was most likely cast magic as the designed by wizard/ priests su-doppleganger cannot do in the service of Syrul, the so, either. Warriors, rogues, deity of lies, treachery, and merchants, and minor deceit. It is my supposition that nobles are most often imitat- su-dopplegangers were intend- ed. Any specific human, demi- ed to infiltrate the Imperial gov- human, or humanoid individ- ernment in its latter days, as the ual within the height restrictions war with the Baklunish grew more given in the Su-doppleganger fierce and chaos spread across the Table can be imitated, so long as its empire. As you are aware, noble house- mind can be read to complete the dis- es in the Suel Imerium frequently strug- guise with numerous personality details. gled for control of the throne using every Details like hair, skin and eye color avenue possible to them, and artificial races moles and birthmarks, scars and non are said to have been engineered before in the empire. It is possible that su-dopple- gangers were actually created by the last Suggested Kits: None possible. Su-Doppleganger emperor as a weapon against the Baklunish, Hit Dice: Doppleganger PCs receive Starting Ability Score Range: but the Suloise were as great an enemy to 10-sided hit dice by class; see the Su- Ability Min. Max. themselves as they were to any other race, doppleganger Table. Strength* 3 18 and the truth of the matter is now lost to us. Typical Alignments: Most su-dopple- Dexterity* 3 18 I presume that a handful of su-dopple- gangers are true neutral, but some are Constitution* 3 18 gangers spread out from the ruined empire neutral evil, chaotic neutral, lawful neu- Intelligence 6 18 after the Rain of Colorless, though a few tral, or neutral good. Wisdom 3 18 may have left earlier, either on missions Natural Armor Class: Variable, as per Charisma** 3 18 * These ability scores do not change, regard- against the Baklunish or sensing the disaster the Su-doppleganger Table. Su-dopple- less of the shape the su-doppleganger assumes. that would soon engulf their realm. They gangers have an extremely durable and ** This ability score could vary within a range of plus or minus 2 points, depending on the almost certainly travelled among groups of flexible hide that toughens as they learn physical handsomeness of the identity assumed. normal humans, their identities concealed. to better manipulating their form. The DM should adjudicate this change It is not unreasonable to conjecture that Age Categories: Starting Age = 16 + Class Restrictions: they have spread to the very corners of our 1 d8 years; Maximum Age Range = 150 Class Max. level world and likely beyond. . . . + 5d6 years; Average Maximum Age = Warrior -from a speech by an unnamed wizard, 168 years; Middle Age = 75 years, Old Fighter 8 given in Rauxes about 220 C.Y. Age = 100 years, Venerable = 150 years.

52 NOVEMBER 1997 bleeding wounds, voice quality, limps, Su-doppleganger Table deformities, missing limbs, scales, and even the short tail, horns, and hooves of Level HD AC MV Size Range Accuracy a satyr can be imitated with perfection Dmg 1 1 8 12 1d6 66-78 80% and changed in one round to another 2 2 7 12 1d8 60-84 84% form entirely. The physical symptoms of 3 3 6 13 1d10 54-90 88% a disease (flushed skin, rashes, pock- 4 4 5 13 1d12 48-96 92% marks, etc.) can be imitated, but the imi- 5 5 4 14 2d6 48-96 94% tated disease is not real and cannot be 6 6 3 14 3d4 42-102 96% transmitted. 7 7 2 15 2d8 42-102 98% Unlike other dopplegangers, su- 8 8 1 15 4d4 36-108 99% dopplegangers do not feel impelled to kill Level: Fighter level. the persons they imitate. Instead, each HD: Hit dice (lo-sided). will select a reasonable subject of wealth AC: Maximum Armor Class possible. (“Softer” ACs can be taken if circumstances or influence, study the person by ESP for require it.) a week, then assume the identity of the MV: Maximum movement rate. victim and travel far away to seek its for- Dmg: Maximum damage done in hand-to-hand combat with weapons made tune. The su-dopplegangers will take with from the doppleganger’s body. it any papers or monies it is able to steal Size Range: The minimum and maximum sizes possible for the various from the victim to carry on the assumed humanoid forms the su-doppleganger can assume, measured in inches. Weight identity. If discovered, the creature flees remains unchanged. Players should carefully consider the height and race of a sub- and assumes a new identity. It is reason- ject being imitated; a 1 St-level su-doppleganger could not imitate a short gnome or able to look at them as wayfaring huge , for instance. con-men rather than murderers. Accuracy: The probability that a person well familiar with an imitated subject will A su-doppleganger can reshape its be fooled by the su-doppleganger’s impersonation. This score is checked once per flesh to imitate the appearance of day of close observation. A su-doppleganger can accurate imitate only a limited close-fitting clothing and nonmetallic number of human, demihuman, or humanoid subjects it has studied; use its armor. It prefers not to imitate robes, Intelligence score as the upper limit of identities it can assume at any particular time. cloaks, large hats, etc. These it will sim- If the limit is reached but a new identity is learned anyway, the oldest of the previ- ply own and use to further its disguise, ous roles is permanently forgotten. though many items of real clothing may also be owned and often used. A su-doppleganger can also reshape either gender of a particular race, and do prefer to gain enough power, money, the flesh on its hands to create weapons can become pregnant in female form (but and influence to have others do all the of iron hardness, though it cannot do cannot cause another female to become hard work for them, of course-but don’t this anywhere on the rest of its body. pregnant). The child of a su-doppleganger we all? Only one-handed weapons of up to is always another su-doppleganger to be Languages: A su-doppleganger PC medium size can be imitated. Each lovingly raised and secretly trained in the starts the game knowing common and weapon can have an edge or sharp use of its many powers. five other human, demihuman, or point, but it cannot hurl or fire missiles, Evil su-dopplegangers frequently pay humanoid languages. These languages as from a bow or gun. (The exceptions homage to Syrul, but even good ones should be worked out between the DM here would be a spear-throwing stick have an inclination to give this deity its and player to fit the campaign circum- (atlatl) or a sling, but not a bow, cross- due for playing a part in the creation of stances. The PC does not have to admit to bow, or firearm. The latter three can be this race (as per su-doppleganger folklore). actually knowing such languages, of imitated but will be nonfunctional and Su-dopplegangers and true dopple- course. Additional languages may be appear entirely nonmetallic.) Weapons gangers have a peculiar ability to learned at the rate of one every even- with chain links, like the flail, are not instantly recognize one another for numbered level (2nd, 4th, 6th, 8th), well copied and so are also avoided. what they are. They leave each other because of the su-doppleganger’s con- Habitat: Su-dopplegangers may be entirely alone, not rendering aid to each stant mind-reading abilities. The DM found in any civilized region on Oerth, other unless it is in their own best inter- should approve of each language select- nearly always in cities in positions of rel- ests. Su-dopplegangers will willingly aid ed to ensure it fits logically within the ative wealth, comfort, and power. They others of their kind, however, as they campaign (sahuagin-no, -yes). prefer human cultures but are also have a sense of kinship and are aware Special Advantages: The su-dopple- found in demihuman and advanced that they are a secretive and persecuted ganger possesses a permanent ESP humanoid lands. Su-dopplegangers are minority. Su-dopplegangers and true power, usable at will, but it can read only most common in the Flanaess, but are dopplegangers are also able to identify one being‘s mind at a time within a 30’ still less common here than true dopple- skulks on sight, and the latter can iden- radius. The su-doppleganger can move gangers, which are themselves rare. tify the former, but again they tend to about and defend itself while mind-read- Society & Religion: Su-dopplegangers leave each other alone unless it is to ing, but cannot attack or activate a mag- are entirely integrated into the human, their benefit to cooperate on a task. ical device. A su-doppleganger PC is demihuman, and humanoid societies Unlike normal dopplegangers, assumed to know most of the surface they inhabit. They have no true society of su-dopplegangers have few objections thoughts of its comrades at any particu- their own. A su-doppleganger can imitate to work (moderate work, that is). They lar time of day, but the player should not

D RAGON 241 53 constantly press the DM or other players power reveals their true shapes, but a actors who seek to blend in completely for this information, as this will instantly detect enemies spell or power will not with their adopted societies, playing out reveal the character’s identity (and indicate their actual nature, though it the roles they choose and switching annoy the players and DM, too). Most will logically indicate any su-dopple- roles when they are found out. (One surface thoughts are simply irrelevant, ganger planning to attack the person might stay with a group, of course, if it and the su-doppleganger will have read using the detect enemies power. realized it was not going to be killed or many, many minds in its life, finding the Because they are so attuned to persecuted for its duplicity.) thoughts of most people quite mundane. human shapes, su-dopplegangers can- Any player using a su-doppleganger The DM should pass along any unusual not create unusual functional PC should carefully consider possible or especially interesting thoughts a appendages such as extra arms or legs, problems such as what equipment the su-doppleganger PC uncovers during the an extra head, wings, large fins, gills, and PC should take, what equipment or tools course of a day, but there is nothing the like. Minor items like claws, horns, it can imitate (50’ of rope? nope), and wrong with telling the player, “Nothing fangs, webbed fingers, long fur, and so possible giveaways that the PC is not new today.” forth are possible, however, and these what it claims to be. (The use of metallic If a critical bit of information is might have minor game effects (damage armor can be problematic if the PC required in a crisis situation (the location from horn butting, claw or bite damage, changes size abruptly, for instance.) It is of a key during a chase, for instance, or improved with webbed fin- reasonable to have a list of “alter-egos” the identity of a spell about to be cast by gers, cold resistance with fur, etc.). that a su-doppleganger PC can draw an enemy wizard), the victim should Weapon Proficiencies: None possi- upon to imitate at the drop of a hat, up make a saving throw vs. spells to see ble. As noted earlier, a su-doppleganger to the limit of its Intelligence score (see whether the su-doppleganger PC pries creates iron-hard constructs from its Su-Doppleganger Table). the information from his mind in one hands, imitating the shape and form of Other Information: Su-dopple- round. Only characters protected by hand-held weapons. gangers are never psionic. They are spells or items that specifically block A su-doppleganger obviously cannot omnivores who will eat anything that scrying, ESP, or telepathy are immune to hurl a weapon it has made from its own normal humans eat. Regardless of the this mind-reading. body. Standard hurled or missile identity they assume, they cannot dupli- The special ability of changing body weapons (throwing axe, longbow and cate class-based abilities such as spell- shapes is detailed in “Appearance,” above. arrows, firearm, etc.) may be picked up casting, multiple attacks (even as a fight- Because their bodies are so mal- and used, but a nonproficiency penalty er), thief skills, etc. leable, su-dopplegangers are not slain is applied (-2 to attack rolls). This race is the most problematic of by having their heads or limbs cut off (as Nonweapon Proficiencies: Nearly the five presented here because of its from a vorpal weapon); they simply form any nonweapon proficiency can be mind-reading and shape-changing pow- a new head or limb from their bodies. learned. Su-doppleganger PCs start with ers. Logic is required in working out However, the loss of any significant limb four nonweapon proficiencies and gain unforeseen events in a campaign involv- or body part prevents the su-dopple- a new one every odd level above the 1st ing such a character, but the DM and ganger from gaining any experience (at 3rd, 5th, and 7th). players should look upon the role-play- points or advancing in levels again, until Unlike other races in this article, ing as an entertaining challenge. that being has received a regenerate su-dopplegangers are quite likely to pos- References: #2009 Monster Manual, spell. (Putting on a ring of regeneration sess polite, refined skills like etiquette or “Doppleganger”; #2103 MONSTROUS will not do.) Once the regenerate spell heraldry, as they have a strong taste for COMPENDIUM Volume 2, “Doppleganger”; has been received, the PC may gain civilized life and a profound dislike of #2140 MONSTROUS MANUAL tome, experience and levels again. crude, unwashed barbarism. They choose “Doppleganger,” page 60; #1109 A su-doppleganger PC receives a +4 their proficiencies to enhance the roles FORGOTTEN REALMS City of Splendors, bonus to all saving throws because of its they play and to increase their chances “Doppelganger, Greater” [variant magical nature. It uses the THAC0 and for acceptance into society and eventual spelling]; #2158 MONSTROUS COMPENDIUM saving-throw tables for fighters. seizure of power, security, and wealth. Annual, Volume Two, “Doppleganger, Su-dopplegangers are immune to all A su-doppleganger can imitate a Greater,” page 43; POLYHEDRON® Newszine sleep and charm spells, but they can pre- particular proficiency (with only a -2 issue #72, “Know Who Your Friends Are,” tend otherwise if circumstances allow penalty) if it is reading the mind of a per- pages 8-9, and “Doppleganger, Uran,” (for example, if one reads an attacking son with that proficiency. The proficiency page 10; DRAGON Magazine issue #80, wizard’s mind and knows what spell is is swiftly forgotten once the mind- The Psychology of the Doppleganger,” being cast). They do not truly sleep, but reading stops. The DM must adjudicate pages 7-8. need to rest like any other being; they these circumstances. can lie awake with eyes closed, fully Starting Possessions: Su-dopple- alert while reading the minds and ganger PCs begin the game with 5d4 × 10 dreams of those around them. (50-200) gp each. They are assumed to Special Disadvantages: Su-dopple- come from middle- or upper-class back- Roger Moore extends his heartfelt gangers can make only one melee grounds, those being the backgrounds of thanks to everyone who participates in the attack per round, unless using a weapon the persons they are imitating. discussions taking place in TSR’s many that normally has more than one (e.g., a Role-Playing Suggestions: Su- WORLD 0F GREYHAWK® folders online. Special longbow). dopplegangers give no indication that thanks go out to Steve Wilson, Fred Su-dopplegangers are affected by they are anything other than what they Weining, , and Jay Hafner. hold person spells. A true seeing spell or appear to be. They are consummate

54 NOVEMBER 1997

by Monte Cook illustrated by R.K. Post

arsheva Longreach, a renowned planewalker, once said enchantment allows them to create spells and devices unique that as strange and alien as the forces of chaos seemed to them. (A body’s likely to encounter a modron with magical to her, the forces of order seemed equally strange-if not items, but he might not even realize that the modron’s got stranger. Upon close examination of some of the most visible them, since they seem “built in” -lenses of detection, eyes of embodiments of order, a body would probably agree. See, the minute seeing, slippers of spider climbing, gauntlets of ogre power, creatures in question are the modrons. armor of blending, bracers of defense, etc. Modrons also use more The modrons, known to some graybeards as modrontificus obvious items like wands, rings, weapons, and similar devices.) rigidilus and to others as those annoying geometric bashers, So now, since the modrons have begun their march, a are inhabitants of Mechanus, at the center of the Planes of canny blood might start to expect seeing them in his own kip. Law. Some primes refer to the plane as Nirvana, although it’s Those that do can learn a little something about the new kinds pretty difficult to imagine why. of magic they might be carrying from the following few pages. Modrons are creatures of blind order, each taking on a dif- Remember, any bit of additional knowledge on the planes is a ferent geometric shape that signifies its place within the rigid little bit more of an edge a body’s got to keep himself alive. hierarchy. A few modrons go against this hierarchy, and these outcasts are called rogues. Rules for creating rogue modron Modron Magical Items PCs can be found in the Planewalker’s Handbook. Within some of the workshops and laboratories of Most of the modrons’ goals are insular and nigh indecipher- Mechanus, a body’ll find the most interesting things. Clockwork able to non-modrons. For example, beyond the reasoning of tools and gear-driven machines the likes of which no one’s anyone else, the modrons believe that it is important for them seen anywhere else. Unlike some such devices created by occasionally to march around the Outer Planes. Apparently they some mad prime inventor or even a few ingenious gnomes, are marching about these planes, called the Great Ring by these items work with such precision that there’s never any many, to gather information-but no one knows for sure. Like chance of mechanical failure-if a body treats them right. clockwork, the modrons go on this grand walkabout at set Examples of modron devices include gear-driven machines intervals. ‘Course, chant is that they’ve suddenly started a new that clean other objects (clothes, floors, etc.), open and close Great March out of the standard pattern. It’s simply not the right doors, print books, and more-not to mention, of course, time for them to be marching. Now, modrons violating standard incredibly accurate clocks. Below are a few examples of more procedure is a little like a Lower Planar fiend giving out flowers powerful items, useful to planewalking adventurers. and candy, so folks are more than a little confused (more infor- These items are created by modrons called septons. Until mation can be found in The Great Modron March, an adventure now, magical item creation wasn’t among their known duties- anthology available now). which just goes to show that even straightforward cutters like One thing that outsiders can understand (at least to a point) the modrons still have a few mysteries to them. is the advancement of modron magic-a special type of sor- Almost all modron magical items are activated by a specific cery, the secrets to which only they are privy. In the heart of command word. This word may be the true name of the device the plane of ultimate law, the modrons of ancient in question. (Want to know for sure? Ask a gray- times discovered a kind of magic that they call beard, berk!) Truphysik. This highly focused sort of

56 November 1997 Clockwork Sling with a set of metal gears on the draw unwanted attention toward the This device can be used only by mod- end, each connected to a two-foot-long wielder. rons. Most folks agree that it looks like a blade. There are four blades in all. XP Value: 1,500 XP Value: 4,500 tiny catapult mounted on the top of the When activated, the gears begin to modron, with a small bowl-like reservoir spin rapidly and powerfully. This, in turn, Crystal of Clear Focus for additional missiles below it. When makes the blades whirl in a deadly blur. This clear magical gem is actually used, it’s affixed to the modron’s body, The spinsword has no magical bonus, but meant for creatures other than mod- preferably near the top. Like a miniature it inflicts 2d6 hp damage against small rons. The modrons that created it did so catapult, it lobs stones or other small and medium sized creatures, and 3d4 hp in order to provide others with an objects through the air with great force. damage against large opponents. For insight into the modron (i.e., “correct”) It even loads itself up to five times determining what creatures can be way of thinking. Such an act of benevo- before five more stones or bullets must struck by the weapon, treat it as a +2 lence is uncommon among the mod- be placed into its reservoir. enchanted sword. rons, but a body can assume that some In battle, the modron can use the The weapon can cut through 2” of of them believe that getting others to clockwork sling in addition to other wood per round, and even ½” of stone- see their way of thinking is ultimately attacks or actions (although if in close although each round of cutting through logical and helpful to modron goals. combat with a foe, firing into a melee stone presents a cumulative 5% chance Anyone gazing into this crystal for a presents the same sorts of problems as of destroying the spinsword. If a canny full round, taking part in no other action, always-see the Combat section of the blood stops cutting, waits a round, and falls into a short meditative trance during DUNGEON MASTER® Guide). then starts again, the chance for blade that time. The very next round (and only The clockwork sling functions as a destruction goes back down to 5%. Non- the next round), the character is 20% magical weapon although there is no magical shields and armor struck by the more likely to succeed in a desired action. bonus to the attack roll (for determining clockwork spinsword must make a saving Thus, thief skills have a 20% increase, what creatures can be struck, treat it as throw vs. crushing blow or be destroyed. and attack rolls gain a +4 modifier. a +1 weapon). The damage it inflicts is Anyone wishing to use the spinsword Likewise, saving throws, ability checks, identical to that of a normal sling, with a must devote a proficiency slot toward its and any other action gains the bonus. +2 bonus to the die roll. use, because it is so unlike any other Only success or failure is modified by the XP Value: 900 XP Value: 3,000 weapon. Since it is so crude in its use, it meditation. For example, attack rolls gain is impossible to specialize in the use of a bonus, but damage rolls do not. Clockwork Spinsword the spinsword. The crystal can be used three times Despite its name, this weapon isn’t One drawback is that the spinsword each day. really much of a sword. Instead, a makes a great deal of noise while XP Value: 800 XP Value: 2,500 spinsword is really a three-and-a-half-foot activated. This loud, sound may

DRAGON #241 57 Delay Fire Crossbow The lens of protection provides anyone retrieving dropped metal objects if the These devices are small, one-use looking through it complete protection clamp is attached to a length of rope. weapons. Delay fire crossbows were cre- from gaze attacks and sight-based dan- XP Value: 275 XP Value: 1,000 ated for use in a modron retreat. They can gers. This includes the blinding effects of be readied and placed into the ground, fir- a light spell, and even a blindness spell. It Mirrorball ing on their own and providing cover for also protects against spell effects such as Some folks like these things more the user’s escape. Once set, the crossbow eyebite or even horrible sights that might for how impressive they look than for their launches its quarrels either one or two cause the viewer to go insane. In fact, the actual usefulness. The modrons, however, rounds later, depending on the desire of modrons developed the lens so that they focus entirely on the device’s function. the user. Each crossbow fires three bolts at could safely view chaotic events without A mirrorball is a 4-inch silver sphere a time (and then can’t be used again harming their psyches-modrons are that floats and bobs around its owner. The because the magic consumes the device always looking for ways to avert the hor- surface of the sphere is highly reflective. and it fails apart). The bolts each attack a rible afflictions that cause some of their The magic that powers the device keeps random target within range and within a number to go rogue. the mirrorball maneuvering so that the 45° firing arc with a THAC0 of 10. The problem with the lens is that owner can see what’s behind him within Characters aware of the crossbows and rarely does anyone have more than one. a 180° arc. Even though the mirrored sur- doing nothing but attempting to avoid the This leaves most creatures with one eye face is curved, no significant distortion is attack gain a -4 bonus to AC that round- left exposed-although one-eyed crea- presented, so as long as a cutter glances of course, then the bashers’ve broken off tures, like monodrones and nonatons, into the sphere occasionally, he has virtu- pursuit and the crossbows’ve still done are perfectly safe. Two-eyed creatures ally 360° vision. The constant bobbing of their job even if they missed. have only a 50% protection from the the mirrorball comes from the device’s Delay fire crossbows are extraordi- above stated affects and spells. If the attempt at always showing a complete narily effective when used in large num- 50% protection fails, then the effect view of what’s behind the owner without bers, half set to fire in one round, the should be handled normally (with saving blocking any forward visibility. rest firing in the next. throws, if applicable). Chant has it that one in ten of these XP Value: 500 XP Value: 1,500 XP Value: 2,000 XP Value: 6,000 items has an additional magical func- tion. These special mirrorballs reflect Flying Harness Limb Extensions spells from their surface like a ring of This contraption is incomprehensible These odd devices don’t look like spell turning. This effect can apparently when a body sees it the first time. A canny much, but they really work. The modron be triggered anywhere from 1-10 times basher can study it for a while, however, straps the contraptions to his wrist or each day, depending on the individual and eventually tumble to its use (DMs ankles (assuming such terms apply). Ten device. may wish to require one or more times each day, they can be commanded Normal Version Intelligence checks). Once the canvas to telescope outward with small hands or XP Value: 500 XP Value: 1,500 wings are unfolded, any medium sized feet on the end, effectively extending the Spell-Turning Version creature can be strapped into this device limb(s) as needed. Each can extend up to XP Value: 1,200 XP Value: 4,000 (he must have help from at least one 30 feet. Once the desired extension is other individual). Upon command, the reached, they remain that length until Truebridge omithoptic machine begins to flap its fully retracted. When not activated, this modron wings and fly like a bird. It moves at speed The arm extensions have hands on the device looks like a square plate of 18 and has a maneuverability class of C. end that the modron controls. They are refined steel, about 18” to a side, and The flying harness is particularly frag- fairly dextrous and strong able to manip- about an inch thick. The plate weighs ile in the air. If it sustains 1-10 hp in com- ulate small objects and even wield approximately 12 Ibs. When activated, bat, the character must land immediately. weapons (use the same value as the mod- more steel plates, apparently imbedded (A modron, an alchemist, or an inventor ron’s). To use them, the modron’s real in the original, begin to extend out, and is needed to repair the damage.) More hands must be free. The leg extensions then plates extend out from them, so than 10 hp damage destroys the harness allow a modron to walk through deep liq- that eventually, the whole thing is 3’ and sends it and the character within uids or step over hazardous substances. wide and anywhere from 5’ to 30’ long crashing to the ground. Strangely, when Non-modrons can use these items as (depending on the command given by on the ground, the harness can take a well, but at half their normal Strength or the user). good deal more punishment (twice as Dexterity scores. The weight of the device does not much in fact). Any creature of size M can XP Value: 2,200 XP Value: 7,000 change, but it retains a great deal of use this device, modron or not. strength-the entire truebridge, no mat- XP Value: 750 XP Value: 2,500 Magnetic Clamp ter what the size, has the durability of a Lens of Protection This device allows modrons to attach one-inch thick steel plate. It can support things like bags, sheaths, quivers, etc. to up to 1,000 Ibs. or more safely. Modrons Most cutters’ve noticed that modrons themselves easily and cleanly. It’s simply in the past have used these magical often have special lenses over their eyes. a magical stone that is attracted to items to create small bridges, erect low While some of these simply aid the bash- metal with a Strength of 9, with a sturdy barricades or defensive walls, or as lad- ers in their normal vision, some give metal clamp that can hold most any- ders to scale vertical surfaces, because extended capabilities. (As noted above, thing that could fit in a cutter’s hand. the truebridge can be commanded to many modrons are equipped with lenses Non-modrons can use such a device form small handholds on its side. of defection or eyes of minute seeing.) as an aid in climbing a metallic wall or in XP Value: 1,000 XP Value: 3,000

58 N OVEMBER 1997 Winch of Giant Strength The benefit given by the spell is that This spell creates a weapon extraordi- This is a tiny set of powerful gears all actions committed to at the casting of narily useful to the modrons, particularly with a rope and wheel (to wind the rope the spell gain a bonus of +3 (or +15 per- as they make their Great March through around) connected. The rope is thin but cent) to any applicable rolls. In the so many other, potentially hostile planes. very strong. Once put in place, the winch example, if the door is assumed to be Upon casting the spell, the wizard cre- cannot be moved again by any force barred, the caster gains a +15 percent to ates one or more arrows of pure white unless the proper command word is his bend bars/lift gates roll. Then on the energy. Such arrows can be placed into given. With another command word, second round, he gains a +3 to attack any kind of bow, including a crossbow. the winch automatically begins pulling and damage rolls as he strikes the The arrow must be used within the in the rope with the strength of a hill guardian. On the third round he gains a time span of the spell’s duration, or the giant. This is useful not only for hoisting +3 to his Dexterity as he makes an abil- arrow disappears and the spell is wasted. heavy objects into the air also, but for ity score check to leap over the pit. It must be fired from a bow or crossbow opening locked or stuck doors (in effect, Of course, the above plan is based on to be used (throwing it simply doesn’t pulling them off their hinges), and other many assumptions. The only thing that work). When fired, it has a range com- matters. Modrons not known for their can cause a deviation from the declared mensurate with the weapon that great strength utilize this device to per- plan is a failure to perform a stated launched it, and it always strikes the form feats otherwise beyond them. action that then prevents the following potential target. The effects of the XP Value: 1,300 XP Value: 4,000 actions from being attempted. If the arrow depend on the targets ethical bend bars/lift gates roll fails, the charac- alignment. Modron Spells ter is stuck outside the room, and must If the character is Chaotic, the orderly Modron magical skills aren’t limited try again. If successful, the spell takes energies of the arrow inflict great pain, simply to creating enchanted items. The him into the room to attack the guard inflicting 1d8+2 hp and the forcing the modrons have developed new spells but then wears off before he reaches the target to make a saving throw vs. para- that they can use to make the most of pit (and since the spell is over, he’s no lyzation or be stunned for 1d3 rounds, their learned knowledge. While there is longer obligated to leap over it). If his unable to act. no known school of magic that focuses blow against the guard missed in the If the target is of Lawful alignment, on the modrons’ Truphysik, the spells second round, however, he still has to the arrow’s magic doesn’t harm him but that they’ve developed with their insight attempt to jump over the pit, because sustains him, healing 1 d6 hp damage (if into the craft are unique and useful (if, the guard being alive doesn’t preclude the character is hurt) and raising morale perhaps, a little odd). this. It might mean that the guard by a +2 bonus for the next 1d10+5 attempts to stop the caster or continues rounds. Set the Path to attack him from behind, but the caster Neutral targets struck by the arrow 2nd-level wizard spell can’t do anything about that. fall under the sway of the forces of law Range: Caster Further, if (after casting the spell) the for a short time. In effect, such charac- Components: V, S, M above caster discovered that the ters are charmed (as a charm person or Duration: 3 rounds portcullis was already raised, or there charm monster spell) to think of any Casting Time: 2 was no guard, he still must spend the Lawful being as a friend for 3d10 Area of Effect: Caster round miming the action he had set out rounds. Saving Throw: None to do. The absence of the opportunity to High level wizards can create more Much of the modron way of thinking take a stated action is not the same as a than one arrow of law with this spell. involves the clarity of order. Set forth a failure. If circumstances or the action of For every five levels of the caster, he can good plan, don’t deviate from it, and another force the caster deviate from his create one arrow, rounding down. everything will work out. The modrons’ stated course, he still makes all possible Therefore, casters of levels 5 to 9 create foes often use this sort of thinking attempts to do what he planned in the one, 10 to 14 create two, and so on. The against them, since they’re not good at order that he planned it-even if the additional arrow(s) can be created at any reacting to unforeseen circumstances. action is impossible or nonsensical. time during the spell’s duration, but none Nevertheless, this spell allows a mod- Casters cannot put contingencies in the last beyond the end of that time limit. ron to set forth a course of action and plan (“if I kill the guard, then I jump over The material component for the spell then follow through with focus and skill. the pit”) and must specify the order in is a normal arrow-although only one is When cast, the wizard states what his which actions will be taken. needed, even if more than one arrow of actions will be in the next three rounds. The material component for this spell law is created. Once the magic is set into motion, he is a small, perfectly straight iron rod that cannot deviate from this plan no matter is three inches long. Correlate Data what happens, and no matter what he 4th-level wizard spell wishes. For example, the caster might say True Arrow of Law Range: Caster that on the first round, he opens the 3rd-level wizard spell Components: V, S portcullis blocking entrance to the next Range: Touch Duration: Instantaneous room and goes in. The second round, he Components: V, S, M Casting Time: 4 attacks the guard inside the room. On the Duration: 1 round/level Area of Effect: Caster third round, he leaps over the pit in the Casting Time: 3 Saving Throw: None middle of the room and reaches the far Area of Effect: Special As the modrons go about their Great wall, where the object of his desire rests. Saving Throw: Special March, they are presented with a great

DRAGON #241 59 deal of information. A body’s got to pre- Harmony campaign can just as easily bring mod- sume that they’re on the walkabout to 5th-level wizard spell rons to a prime world. While not as gather as much of the chant as they can, Range: 10 yards/level destructive or murderous as fiends, so they’ve got to be able to both Components: V, S, M modrons are cold and utterly heartless. observe and bring together vast Duration: 1 round/level If someone gets in their way, they won’t amounts of information as they pass Casting Time: 5 hesitate to eliminate them. Modrons through an area. This spell aids them in Area of Effect: 5,000 cu. ft. might come to a prime world like Athas, this goal. Saving Throw: Negates Krynn or Aebrynis to establish an obser- When cast, correlate data allows the This spell utilizes the harmonious vation post (information is important to wizard to bring together every detail aspect of the force of law. Essentially, the modrons), obtain a magical item or that he has experienced in the last 24 everything within the spell’s radius artifact on Toril or Oerth, or eliminate hours-every sight, every sound, every becomes harmonious, calm, and peace- some chaotic stronghold on Mystara. bit of chant that he’s heard . . . every- ful for the duration. Strong winds die Most of the time, however, the modrons’ thing. Not only is this information then down, earthquakes are calmed, and motivations are completely incompre- stored away in his memory so that he even intelligent creatures cease all vio- hensible to humans and demi-humans- can recall any of it with perfect clarity lent actions. so who knows why they might come? but also he can gain insights about what All beings of greater than animal In the adventure anthology The Great he has experienced. Intelligence are allowed saving throws vs. Modron March, Prime Plane PCs can be When the spell is finished, the wizard spell (modified by Wisdom) to resist the incorporated in many ways. Any charac- should make an Intelligence check. If spell’s effects, although the DM may wish ter who’s accidentally blundered through successful, he learns something from to adjudicate based on the beings inten- a portal and found himself in Sigil can be what he has perceived. The actual reve- tions. Only the truly aggressive, angry, or used in the first adventure of that prod- lation is up to the DM. The DM should driven of creatures may wish to resist the uct, and since all of the scenarios in the feel free to provide the caster with what- spell, depending on the situation. A crea- book are more or less linked a DM can ever he wishes, but the amount by ture leaving the area of effect retains its then use the product to take some Prime which the wizard made the Intelligence calm demeanor for 1 d4 rounds. Material characters on a wild ride check by should indicate the amount of Calmed creatures will not take violent through the planes. information (roughly). action unless threatened. They also make Alternatively, a powerful wizard could For example, if the caster has just only slow, simple movements-most (75 send the PCs to the planes to find the spent the last 24 hours locked within a percent) actually sit or lie down on the modrons for some reason-maybe even prison cell in a mighty fortress, watching ground peacefully. During the duration of to get hold of some of the secrets of the the guards come and go, he might learn the spell, all affected are pleasurably magic discussed in this article. ‘Course, that the cell that he is in has a structural relaxed. If any targets are calmed for the when the PCs show up and find them- weak spot on the floor (perhaps he entire duration, they’re fully rested and selves following the modrons around the observed that his captors avoided this even have a 50 percent chance each to planes on their Great March, that just spot when they brought him his meals). heal 1 hp (if hurt). makes things all the more interesting. Just the right amount of pressure in just Only the spell’s relatively small area Of course, extra-planar adventures the right spot might be what he needs to of effect is calmed. Earthquakes and aside, the magical items and spells in escape. harsh weather still occur outside the this article can be used in any campaign Or, if traveling through a wild wood- area, but their effects cannot be felt without ever mentioning anything land, the caster might observe that there within the spell’s domain-trees blown about the modrons. Perhaps they’re the are just a few too many birds and other over and falling into the area of effect province of a group of lawful wizards small animals than there should be in fall harmlessly to one side, and tumbling who gained the knowledge from a this forest. The exact percentage of boulders sent in by an avalanche come rogue modron long ago, or it was some- increased animal life indicates that a to a gentle stop. how passed on to them by the modrons black dragon must have recently moved The material components for the in some ancient pact. Ultimately, the into the area (probably making its lair spell are two tiny, silver gears that fit idea of law-based magic, as opposed to near the river the caster saw a few hours perfectly together. chaos magic, should fit into virtually any ago, which was almost certainly the fantasy setting. type which would create an underwater Modrons in Other Settings cave system upstream about two or In terms of worlds other than the three miles), making some of the area’s PLANESCAPE settings, the modrons are large predators its own prey. extra-planar entities that come from the Basically, the information can be as plane of Mechanus. Though Prime Sages have discovered that there is actu- detailed as the DM wants and can Material settings like the FORGOTTEN ally a modron below the status of the mono- assume huge leaps in logic (and even REALMS® or GREYHAWK® settings won’t be drone, that being the montedrone. This knowledge that the caster doesn’t know affected much by the modrons march- creature writes role-playing games for TSR. or doesn’t remember learning, like what ing around the Outer Planes, they can sorts of rivers create underwater caves). still make interesting encounters for PCs Alternatively, the DM can limit the infor- of any world. mation to just what the caster directly Gates, rituals, and other devices to observed. bring fiends into a Prime Material

60 NOVEMBER 1997

hawk screamed high overhead. Rab felt a pang of fear, and the squirrel on his shoulder tried to hide under his wide- brimmed straw hat. Her claws pricked his skin, making him wince. “What’s the matter?” Darek asked, glancing back at him. “You look like you’re ready to climb the nearest tree.” fear fear fear hide hide run hide Rab shook his head, then gently reached up and took the squirrel from his shoulder. She was a depressingly ordinary red squirrel with bright black eyes and a bushy tail. At the moment she was badly frightened. “It’s all right, girl,” he whispered soothingly, stroking her soft coat. She was surprisingly light. “Everything’s going to be fine.” He looked up at Darek. “It’s the familiar bond. She’s scared of the hawk.” Darek looked up at the clear blue sky and the hawk circling above them. “You watch. With my luck, I’ll get one of those for a familiar, now that you have a squirrel. We won’t even be able to stay in the same room together. If I don’t bond with the dragon, that is.” Rab glanced uneasily at Darek, who was still staring Steven Piziks up at the sky. The hawk circled once more, then glided out of sight. The bright sun continued beating down on the scrubby foothills, and uncertain puffs of hot air carried the smell of slowly cooking grass as they walked. Sweat trickled down Rab’s face. He was glad he had remembered to wear a hat. Both he and Darek were just over sixteen, but that was all they had in common physically. Rab was short and stocky with dust-brown hair, muddy hazel eyes, and two front teeth that stuck out much too far for his taste. Rab had also been pudgy as a child, something adoles- cence had helped with but hadn’t cured entirely. Darek, on the other hand, had skimmed through puberty with hardly a snag. His hair was so black it was almost blue, and it contrasted pleasingly with large, pale gray eyes. He was almost a head taller than Rab, and his body was filling out after a brief bout with adolescent skinniness. His ready grin and easy laugh combined with his looks to make him popular with almost everyone in the village. Rab, however, comforted himself with the fact that catching a girl’s eye invariably made Darek blush and stammer. It was, as far as Rab was concerned, a saving grace in their relationship. “Are you still sure you want to do this, Dare?” Rab Artwork by Chrz’stina Wald asked, still hugging the quivering squirrel. “Trying to bond a dragon-” “My dad hung around a wolfs den until he bonded Bloodtooth,” Darek said stubbornly. The king raises griffins so his children always bond with one of them. I don’t see why this is any different.” “Yeah, but my dad says the bond is better if you just wait and let it happen. Bloodtooth is mean to almost everyone. Dad thinks its because the bond was forced.” “So he should have waited for a mouse?” Darek snorted and continued up the game trail. “Waiting around is an innkeeper’s solution. It’s not mine.” Rab opened his mouth for a sharp reply, then decided it wasn’t worth an argument and bit his tongue. The

DRAGON #241 63 words: however, left a sour taste in his mouth as he “It’s awful quiet,” Rab whispered. “Have you noticed followed Darek up the trail. there aren’t any birds around? Or rabbits? “What’s it like, Rab?” Darek asked suddenly, without Dare’s eyes shone with excitement. “I’ll bet its turning around. “Bonding, I mean.” because the dragon scared them away. Let’s go!” Rab looked down at the squirrel in his arms. She He slipped quietly up the trail. Rab went after him, stared back at him for a moment, then squirmed away fighting an increasing anxiety. The squirrel shifted rest- and scampered up to his shoulder, where she chattered lessly for a moment, then suddenly bolted down his at him and poked her warm nose into his ear. It tickled, body to vanish into the undergrowth. and Rab tried not to laugh, his sour mood forgotten. run hide run hide fear fear fear FEAR free safe safe nice comfort free Rab caught a glimpse of brown grass rushing past his “She likes me,” Rab said. “I can’t describe it better than nose before the safety of a tree appeared ahead. His that.” heart was pounding hard enough to leap out of his “Have you picked a name for her yet?” chest, and his claws dug lightly into dry bark as he “No.” scrambled up the trunk and hid in a small hollow that “At least you’ve got one now.” Darek picked a burr off smelled of damp moss and lichen. his shoe and threw it away. “A familiar, I mean. Everyone “Hey,” Darek called in a low voice. “Are you coming or else seems to find theirs by the time they’re fifteen. It what?” wasn’t so bad being late, because you were late, too. Rab blinked and the world snapped back into focus. Now I’m the only one left, except for the little kids.” “Weird. I was actually inside my squirrel’s head.” He “I only got my familiar two days ago,” Rab reminded turned to face Darek. “She’s scared of something, Dare. him. “You’ll bond.” Really scared.” “Damn right I will.” Darek flashed a grin over his Darek grinned. “I’ll bet it would be something to get shoulder. “I’m going to bond me a dragon.” inside the head of a dragon!” There was that word again. Rab shivered despite the The trail made a bend around the hill and passed oppressive heat. “Look, Dare-we don’t even know if the close to a clump of bushes. Behind them, Rab could cave is still there. It’s been, what, three years? There make out the dark outline of the cave’s entrance. He might have been a cave-in or something. And even if swallowed. Darek had found the place when they both there hasn’t, just because Caidin says he saw a dragon in were ten, and the two of them had spent many hours the hills doesn’t mean there is one-or that it would lair pretending they were smugglers or pirates. As they grew up in that old cave. You-” older, however, the games had lost their appeal. Neither Darek rounded on him. “So that’s how it is, is it? You he nor Darek had visited the cave in a long time. don’t care now that you got your familiar, do you? We’ll Darek crept closer. “Look!” he hissed, pointing to the get back in time for your bonding celebration tonight-a big ground. Only a blind man would have missed the fact one because your dad’s the innkeeper-and I’ll have noth- that something large had flattened the grass and gone ing. Not that my dad would care if I did come back with a through the bushes into the cave. The track also familiar, even a dragon. You don’t care about me at all.” appeared out of nowhere, indicating that whatever made Rab came to an indignant halt and the squirrel dug the trail could fly. As if to prove the point, a great sigh her claws into his shirt. “That’s not true, and you know blasted from the cave’s interior with a noise ten times it,” he said hotly. “I’m out here helping you look for a louder than the bellows at the village smithy. Rab’s heart familiar, aren’t I? Is it my fault I bonded before you did?” began to pound again, and he could feel the squirrel Darek pursed his lips and looked away. “I guess not. shivering in her mossy hollow. Come on. The cave isn’t much farther.” monsfer monster big fear hide run run run HIDE What’s his problem? Rab wondered as they continued “Dare,” Rab whispered hoarsely. “Dare, you don’t have climbing the trail. Is something happening at home? to do this. Let’s go back. Maybe your dad’ll tell us where Rab tried to carry on with this line of thought, but he that den is, and you can get a wolf like Bloodtooth. Or was halted by the realization that he barely knew Darek’s maybe that hawk we saw earlier will bond with you. Or father, although Darek knew his. Rab and Darek spent maybe-” more time around the inn than at the smithy. The few “I’m going in,” Darek whispered back. “It sounds like times Rab did visit, Darek’s dad invariably warned them the dragon’s sleeping. Dad told me all about the time he not to get too close to the forge. And Darek’s mother bonded with Bloodtooth. He said he called to her with wasn’t well. Hadn’t been for as long as Rab could remem- his mind over and over, but it didn’t work until she was ber. Darek said she had never really recovered from asleep. I’ll have a dragon familiar in no time at all.” A giving birth to him. hard, determined expression set his handsome features. A hot wind stirred the scrubby forest, and the squirrel “Are you coming with me? drove her sharp little claws deeper into Rab’s shoulder. A Rab licked his lips. “l-l don’t-” sense of unease quietly stole over him, sending the other “Fine. You wait here. That’s the innkeeper’s solution, thoughts away. isn’t it? Just wait for everything to come to you. I’ll do wait wait uncertain little fear little fear this alone.” And he was gone before Rab could reply. “The cave’s just up ahead.” Darek stopped and Rab chewed his thumbnail, torn between fear and gestured. “I remember that big rock.” loyalty. Now what? What if the dragon wakes up? No one’s

64 NOVEMBER 1997 ever tried to bond a dragon’ before, let alone force-bond one. “But tonight,” he said, “is Trista’s night, not mine. So I What if it doesn’t work? He glanced around nervously, as if propose a toast to my eldest grandchild. May she and an answer might be written on the bushes. C’mon, Rub. her new familiar soar forever through clear blue skies. To Dare shouldn ‘t be in there by himself. A real friend wouldn’t let Trista!” him go in there alone. A real friend- “To Trista!” shouted the crowd. Cups and tankards A loud snort broke his chain of thought. Rab froze. clattered as Rab beamed at his granddaughter. She Not a sound emerged from the cave. Rab didn’t even grinned at him in return. dare to breathe. Then a low, throaty chuckle made the Youth, he thought with a twinge of nostalgia. Well, I had very ground tremble, and Darek started to scream, a wail my turn. Now it’s hers. He glanced proprietarily around the of bone-chilling horror. common room, already feeling as though he’d lost an old Rab bolted. He ran until his lungs burned and his legs friend. The stout wooden walls and scarred oaken bar throbbed. Derek’s scream tore down the hill after him, had been a part of his life for as long as he could remem- shrill and terrified. Rab ran and ran, but he couldn’t out- ber. It’s the right choice. I become fired so easily nowadays, run that scream. It wasn’t until he was halfway to the and I know Nola’s not getting on well, though she fries to hide village that the horrible noise came to an end. if. She drink that pain tea more than is really good for her. When he returned half an hour later with a group of Shouts of laughter bubbled around a table as some- frightened villagers armed with axes and pitchforks, the one told a joke. It seemed to Rab that most of the village cave was empty. had decided to attend Trista’s bonding celebration. The common room was crammed with people, and the rafters were positively overrun with familiars. There were no carnivores, however-Rab had a firm rule about that. Trista and her eagle, as guests of honor, were the single “A toast, good innkeeper!” Red Gus called with a wave exception, though the huge bird was definitely making of his cup. “A toast for the young lady and her new the other familiars restless. Chika, Rab’s squirrel, familiar!” remained uncharacteristically quiet on her perch above Rab waved at the man, then topped another tankard the beer barrel. from the huge barrel behind the bar. He handed the uncertain uncertain hush hush hush hide tankard to Delia, his daughter-in-law. She added it to her “It’s all right, girl,” Rab said, giving her a quick pat on collection and slipped expertly into the crowd. Only then the head. “Trista’s eagle will behave.” did Rab take up his customary mug of apple cider and Chika chattered at him, obviously unconvinced. She call for quiet. moved a bit stiffly now but was still as bright-eyed as the The common room fell silent. Near the fireplace, a day he had bonded her over fifty years ago. blonde girl in her mid-teens looked expectantly at Rab And what a day that was. and stroked the feathers of a handsome brown eagle At that moment the main door opened. Rab glanced gripping a perch hastily cobbled together from a pair of around worriedly. The inn was full to capacity, and he axe handles. Bonding gifts lay heaped one table, and the doubted there was room for newcomers. He might have rest were crowded with celebrants and well-wishers. The to- scent of fresh-baked breads and sweetmeats mixed with The cider mug fell from his nerveless fingers and shat- the more familiar smells of ale and woodsmoke. tered with a pop on the flagstone floor. The newcomer, “I would indeed like to call for a toast,” Rab boomed, oblivious to Rab’s reaction, ran a nervous hand through sending a wink to the girl. “But first, I have an announce- glossy black hair and let gray eyes wander over the ment to make.” He licked his lips, surprised at how ner- crowd before he headed toward a miraculously empty vous he suddenly felt. This is my last night as innkeeper.” chair. Rab stared in disbelief, then blinked hard and A storm of startled comments arose, and Rab put up a looked again in case he had been mistaken. But there hand to calm it. was no mistake. The newcomer was Darek, and he didn’t “All right, all right. It shouldn’t be a surprise to any of look a day over sixteen years old. you. My father left this place to me when he retired lf can’t be, he thought. It can’t. twenty-five years ago, and its time I left it to my son. At Rab shoved with single-minded determination through one time, I had thought to leave the inn to Keyne, my the common room without taking his eyes off Darek, oldest-” he lifted his mug to a chunky, muscular man who was staring around the inn from the vantage point who waved in return “-but he wanted to be a butcher. So. of his chair. Alric and Delia have been running the place in everything Its not Darek, Rab thought. If’s just a stranger with a but name for a long time, and I’ve already discussed it strong resemblance. Yes, that’s if. And fhuf means there’s no with them. The inn is theirs.” reason to talk to him, so why don’t you go buck to the bar, get Rab raised his cup again, this time to Alric and Delia, a drink, and go lie down? who joined hands and smiled self-consciously. But his legs still carried him forward, and he eventual- “As for me,” he continued, “I’m old, I’m fat, and I’m ly found himself standing next to the stranger’s chair. done.” Darek-no, the stranger-brought his head around and A wave of laughter and applause. Rab waited for it to their eyes met. Rab swallowed. They were the same pale die down. gray eyes he remembered.

DRAGON #241 65 “Are you tke innkeeper?” the newcomer asked. Darek looked up and nodded. “I guess I figured they’d “Darek?” Rab blurted. “Dare?” be dead, especially Mom.” He paused. A moment passed while the stranger stared at Rab, “And the cave?” Rab prompted. who began to feel very foolish. Then the young man Darek shrugged. “I went inside and saw a dragon.” leaped from his chair in an attempt to bolt for the door, “Just like that? but Rab managed to snag his arm. “Just like that. Big green, and five times as big as a “It is you,” Rab almost hissed. “Darek Smithson.” horse. It-she-was asleep. I was so scared I could hardly “Let me go,” Darek almost begged, eyes flicking about breathe, but I called to her with my mind and put all my the room. energy into it, like Dad said he did with Bloodtooth. “Dare, its me-Rab. Don’t you recognize me?” He man- Nothing happened for what felt like a long time, then aged a grin. “I can’t be that fat.” she opened one eye and gave this growling kind of “Rab?” Darek blinked. “I-oh Gods, it really is you. No laugh. I almost fainted.” one else calls me Dare.” He sank numbly back to his “I remember that laugh,” Rab said. “I dreamed about it chair. “I thought-l was hoping-you’d be dead by now.” for months. So then what happened?” Rab licked his lips, uncertain what to say. He found his “She took me,” Darek replied simply. “As her familiar.” heart was pounding and there was an odd taste in his Rab stared at him, stunned. “What?” mouth. “She took me as her familiar. I felt her mind invading “Is there a place we can talk privately?” Darek asked mine, and I couldn’t keep her out. That’s when I started suddenly. to scream. I screamed until finally she ordered me to Rab cocked his head toward the kitchen door. “Out stop, and I had to. Then she told me to climb on her back,” he said. “Follow me.” back. She knew you were there and that you had Darek nodded and got to his feet. They made their probably gone for help. We flew away. You can’t way to the kitchen and out the back door. imagine what my life has been like since then.” This isn’t happening, Rab thought. I must have drunk “Impossible,” Rab said flatly, not wanting to believe it. some of Nola’s tea, and it’s giving me strange dreams. Any “Only humans take familiars.” moment now Darek’ll disappear, and a purple horse will want “That’s what I thought, but it’s not true. Any intelligent, to engage me in conversation. But when he glanced over thinking creature can. Did you know that there’s a kind his shoulder, Darek was still there. of fish that breathes air? They take familiars, too. Smaller Outside, the sun had already set and a yellow harvest fish, usually.” moon hung heavily over the rear courtyard. The air was Rab shifted uncomfortably on the hard bench. “So crisp and slightly chill after all the bodies in the common how are you still so . . . so ...” room. Voices and laughter filtered out of the inn. Rab lead “So young?” Darek laid his hand next to Rab’s on the Darek to a bench beneath a maple tree, noticing the youth- bench. It was still smooth and supple in contrast to Rab’s ful, flexible ease with which Darek moved. He reached out gnarled, brown-spotted one. Rab felt a pang of jealousy. to touch the young man’s shoulder. It was warm and solid. “The familiar ages at the same rate as the Master. You “I’m real, Rab,” Darek said quietly. know that. How’s your squirrel, by the way? Ever give “Dare.” Rab found a slight catch in his voice. “Dare, her a name?” what’s going on? You-you’re dead.” “Chika,” Rab said. “It’s her favorite word. Her only “I wish I were. ” word, really.” “But what happened? Darek flashed his grin and Rab was suddenly “You don’t want to know, Rab.” Darek shifted on the transported back to his youth, to when he and his best bench. “Gods, look at you. A grandfather, I’ll bet. And the friend explored smuggler’s caves and pirate coves. inn is yours?” “I like it,” Darek said. “The name, I mean.” “It was. I’m retired now.” Rab paused, then exploded Rab snorted. “You still say ‘I mean’ all the time. I’d into words. “Dare, what’s going on? It’s been fifty years. forgotten about that.” I’m old. I have six grandchildren, and some days my “Dragons don’t change much,” Darek pointed out. bones ache so much I can hardly get out of bed. Then “Neither do their familiars.” you come sliding into my inn looking not a day older “But why would a dragon want a familiar?” than . . . than-” his voice dropped to a whisper “-than “I tried to kill myself less than a month after she bond- the day we found the dragon.” ed with me,” Darek replied, ignoring the question. “I’ve “I know. I’m sorry.” Darek looked away. tried it more times than I can count, in fact. But every “Dammit, Darek,” Rab almost shouted, “what happened?” time I do, she stops me. She sees everything I do, just like “All right, all right. Gods, I was stupid, you know?” Darek you can see through Chika’s eyes, and she used to know sighed and closed his eyes. “My biggest dream come true. my thoughts until I learned to hide them. She can’t hear This would show everyone, I thought, especially Dad. He what I hear, though. Dragons are deaf, did you know used to brag all the time about how he bonded with that? They’re sensitive to vibrations-she felt our footsteps Bloodtooth, and-Rab, are my parents still ...? outside the cave long before I even came in-but they Rab shook his head. “Your mother passed away about can’t hear. They can’t even understand the concept. Of a year after-you know. Your father about fifteen, twenty hearing I mean.” years back.”

66 NOVEMBER 1997 Rab nodded. “Interesting.” Then he fixed Darek with Rab looked at the knife in his brown-spotted hand, his best grandfather stare. “But you changed the subject. then at Darek’s back. “I can’t.” Keyne, my oldest son, used to do the same thing when Darek turned and looked at him with pleading gray he was your . . . when he was young. Why would a eyes. “Please, Rab. I’ve seen death and other more horri- dragon want a familiar? ble things, and it’s not ever going to stop. I asked my Darek looked away again. “Scouting.” Mistress once how long dragons live. She just looked up “Scouting?” A cold tension stole over Rab. at the sky and said, ‘When the sun stops rising, that day “Listen, all humans-and a few other creatures-have I will stop living.‘” an inner spark of magic, right?” He held up a hand when “But . . . but she’ll see me and make you stop me,” Rab Rab started to interject. “I’m not changing the subject. I’m hedged. “Isn’t she watching right now? explaining. Anyway, it’s what lets us bond with a familiar. Darek shrugged. “Probably. But she can’t hear us. All The spark, I mean. Except dragons don’t have one. They She can see is that I’m talking to an old man. She’s get their power by eating creatures that do. Humans, intrigued by the human need for talk, but soon she’ll especially.” grow bored and order me to do something else. That’s A chilly breeze wafted by, and Rab shivered. He why you have to move now. I’ll turn my back so she watched in silence as Darek stood up and restlessly can’t see.” He did so, and Rab looked down at the knife paced the courtyard. Chika slipped out of a little opening in his hand. Rab had made for her in the kitchen door and climbed “I can’t do this, Dare,” he said, setting the knife on the up to Rab’s shoulder. He scarcely felt the pricking of her bench. claws or her warm, light weight on his shoulder. Darek Darek jumped up and rounded on him. “No, of course didn’t seem to notice her at all. you can’t,” he snarled. “Innkeeper’s solution-just sit and “The problem is that humans are dangerous,” he wait until it’s too late. Remember that?” continued. “You’ve heard stories of the hero who slays a The old words stung, and Rab clenched a fist. “I dragon or of armies that bring one down? Many of them remember capturing a squirrel,” he snapped, “instead of are true-humans are both predator and prey. So when being captured by a dragon.” my mistress needs more power, she has to make sure it’s The blood drained from Darek’s face. He stared at Rab safe to attack. You know-no armies nearby, no warriors for a moment, then sagged down to the far end of the who could ride to the rescue. She likes small towns or bench, head bowed. Chika’s sharp ears picked up a faint, villages best.” irregular tapping, and Rab realized that tears were hitting “No,” Rab whispered. the wooden bench. Rab’s brief flare of anger faded and Darek looked unhappily at the old innkeeper. “Yes. he felt instantly sorry. She’s looking at this village-my home village. She sent “Dare,” he said, putting a quiet hand on Darek’s me to see what the defenses are like. So far, I haven’t shoulder. “Dare, I didn’t mean that.” seen anything that could stop her.” “I’ve been sixteen my whole life,” Darek said. His voice “Can’t you reason with her?” Rab said hoarsely. “Get was thick and uneven. “I never have anyone to talk to. her to look somewhere else?” I’m alone every day, except for her.” He looked up at Rab Darek shook his head. “Would you listen to Chika if and swiped at the saltwater on his face. “Help me, Rab. she tried to persuade you not to chop down a certain And help the village. It used to be my home too. I don’t tree when you needed it for firewood?” want to watch her burn it down and make me sift “I can’t imagine her even trying.” through the wreckage for coins while she tears up the “Exactly.” Darek stopped pacing and suddenly knelt in corpses. Please, Rab. She’s even hiding in the same cave front of Rab, who felt something cold and hard slip into as before, so it’ll be easy to find her once you’ve helped his hand. Rab glanced down. The object was a knife. me.” “Rab, are you still my friend?” Rab struggled to his feet. Chika still clung to his shoul- Rab looked at him, bewildered. “Of course I am.” der. “I need time to think, Dare. Please understand. I’ll be “Then help me,” Darek pleaded. “And help yourself.” . . . I’ll be right back.” “What? “Don’t take too long,” Darek called after him softly. “It’s the only way to save the village,” Darek said. He “She’s hungry. And she’ll feed tonight.” got up again, leaving the knife in Rab’s hand. “It can be Rab headed for the back door. l’m old, dammit. The done. My mistress was in a hoard-fight once, with anoth- younger ones should deal with this. This isn’t fair. He almost er dragon that had a familiar, a kid maybe ten years old. ran into the kitchen, trying to get away from Darek, My mistress breathed fire on him. The kid, I mean.” He wanting to immerse himself in something normal, some- laughed, a dry sound that reminded Rab of dead sticks. thing familiar. “You probably thought my screaming was bad. Anyway, When he entered the kitchen, the noise level from the when its familiar died, the other dragon just fell flat on its common room told Rab the party was still in full swing, face, stunned. My mistress didn’t kill it-she said they though the cookroom itself was quiet. It smelled of don’t do that-but it took me two days to gather up all its onions and bread dough, and the old flagstones were treasure. It didn’t move once in all that time.” He sat smooth under Rab’s feet. Heat left from the day’s baking down on the bench with his back to Rab. “The familiar’s soaked into his bones, but it didn’t soften his brittle death is the master’s wound. You know that.” nerves. He suddenly realized how happy he had been

DRAGON #241 67 just a few moments ago. Now he only felt scared. Scared weren’t really a family.” He yawned cavernously, then and alone while other people enjoyed themselves. looked at Rab. “I want to know about your family, Rab. Is this how Darek feels? he thought. Is this what the last Who they are, what they’re like. Would you tell me?” fifty years have been like for him? “If you want.” “Trista’s so happy,” said a voice. “And so proud. An “Yes.” eagle!” “All right, then.” Rab looked at the sky over Darek’s Rab turned and saw Nola resting on a stool near the head. The stars were coming out in hard, bright points. “I fireplace. Her familiar, an aging gray cat, gazed into the met Nola-my wife-when she came to the inn asking my dying coals. father for a job.” Out of the corner of his eye, he could “Yes,” Rab said absently. “So proud.” For a moment he see Darek’s eyes droop. “I was eighteen then, almost two considered telling Nola everything, wanted to tell her years after the cave.” everything. But she wouldn’t understand. He wasn’t sure Darek’s shoulders went limp. Rab took another sip of he did. He tried to imagine thrusting a knife into Darek’s warm, bitter cider. back, feeling the warm blood gush over his hands. “Nola was-is-beautiful, and it was more than a Keyne does it a dozen times a day to animals that don’t month before I could screw up the courage to talk to her. want to die, while Dare is looking for death. He shuddered. I A year later, I screwed up the courage to ask her to still can’t But if I don’t, that dragon is going to slaughter us all. marry me.” Me, Nola, Trista. Everyone. The owl hooted again. Rab kept talking, talking about “I think I’m going to bed,” Nola continued. She ges- his wedding and Keyne’s birth and the year Alric almost tured at a cup lying next to a small herb packet on a ran away from home, until Darek slumped sideways and nearby table. “I had to take my pain tea, and its making slid bonelessly off the bench. His breathing slowed, me sleepy.” became ragged, then stopped altogether. Rab came over to her and leaned down to kiss her on A lump rose in Rab’s throat. His voice broke, and the the forehead, feeling a sudden, familiar swell of love. She narrative trailed off. He looked down at Darek for a long had always been there for him. Chika clambered down moment, then bent over with creaking joints and gently his arm to the table and sniffed animatedly at the herb rearranged Darek’s limbs. Again, Chika’s sensitive ears packet. “Then good night. I’ll be in later.” caught the irregular tapping of tears, though now they He gave her a hand up, but Nola waved away further were dropping on courtyard stones. She poked her soft help and limped slowly toward their bedroom, a pantry nose into Rab’s ear and snuffled softly, echoing the sor- they had converted when it became clear that Nola row he felt, though Rab knew she didn’t understand it. could no longer manage the stairs. Rab watched her go. Rab sighed and touched Darek’s smooth cheek with At that moment, Trista’s eagle screamed, a high, free one gnarled finger. Why are you crying now, old man? he sound. Chika froze in fear on the table. thought, brushing the tears away. Dare died over fifty years danger danger danger hide hide hide ago. You both know that. “It’s all right, girl,” he said, picking her up and stroking He straightened and sent a quick glance toward the her soft coat. “Everything’s going to be fine.” Except it isn’t, hills before going back inside to find Keyne. Tonight the because I can’t kill my best friend. innkeepers solution would need some help from the Rab glanced into the common room full of friends and butcher. family, then set Chika back on the table. As he did so, his hand brushed the herb packet and knocked it to the floor. He stared at it for a long time, then glanced into the common room again. But maybe I can give him what he wants. Steven Piziks is an English teacher in southern Michigan, A few minutes later he was back outside with a mug where he lives with his wife and newborn son. His short stories of heated cider in each hand and Chika on his shoulder. have appeared in Marion Zimmer Bradley’s Fantasy Darek was still sitting on the bench. Magazine and in Sword and Sorceress, and he just sold his “Have you decided?” Darek asked hopefully. first novel. When not writing, he plays the folk harp, dabbles in Dammit, I look at him and could swear I was sixteen again. professional oral storytelling, and spends more time online “I thought you might like a drink. It’s getting chilly.” than is probably good for him. This story is dedicated to Ted “What is it?” Reynolds, who was tired of seeing stories that portray dragons Rab drew back his lips in a half-smile. “It’s an old as misunderstood, persecuted beings and wanted to see a truly family recipe. We call it Innkeeper’s Solution.” evil dragon instead. Darek looked at him for several moments, then accept- ed the cup and drained it in one draught while Rab took a sip from his. The cider tasted strongly of cinnamon but left a bitter aftertaste. An owl hooted in the background, and Darek set his mug aside. “My dad hated me,” Darek said. “Did you know that? He blamed me because Mom was always sick. I guess I should feel sad that they’re both dead, but I don’t. We

68 NOVEMBER 1997

by Ed Greenwood

illustrated by Storn Cook

ost folk who dwell up and down something on the isle where Hoondarrh Sword Coast. There he devoured many the Sword Coast have heard of the lairs that makes dragons sleep and then creatures, growing in size, cunning, and Red Rage of Mintarn. That may make the awaken revitalized, in new bodies-and strength, until a fateful night in the Year venerable red dragon Hoondarrh one of that the Red Rage of Mintarn is really of Fire and Frost (600 D.R.), when he the most famous wyrms in history- Angkarasce the Mighty in a younger swooped down on a human expedition though most folk think he’s no more body of a different breed, but with the struggling in the snows to find a pass than a fancy-tale concocted to scare same fell old wisdom and sorcery. through the Spine of the World, and children. Growing as confused as the bards devoured the lot of them. On the body Yet the Sleeping Wyrm of Skadaurak and sages of the North? The best way to of one expedition member, the wizard is very much alive. Few villages may be learn the truth (something Volo never Tharilim of Calimport, was an enchanted torn apart under his talons these days, did) is to follow the known life of gem: an emerald as big as a human fist, and fewer ships burnt to ashes, as the Hoondarrh down the years. With the Ongild (named for the Halruaan wiz- rich and satisfied Hoondarrh begins his ’s aid, we can trace the career ard who had enchanted it). This gem has second Long Sleep, but his relative of a dragon whose toll of slain adven- the powers of a ring of regeneration, and absence from the scene doesn’t make turers still rises with each passing it empowers anyone bearing it to cast him dead or a mere legend. decade. four 7th-level wizard spells as if the The confusion surrounding Hoondarrh Hoondarrh was born somewhere in bearer were an 18th-level Wizard is due largely to his connections with two the eastern Sword Coast North in the (Elminster believes they are delayed blast other famous dragons: Skadaurak, whom late summer of the Year of Scorching fireball, prismatic spray, reverse gravity, and he slew to gain his present lair; and Suns (460 D.R.). The first hatchling of a spell turning), which return by themselves Angkarasce the Lost, whose hoard whose parents quarreled, leaving 24 hours after casting. The Ongild is still Hoondarrh seized. (Angkarasce was a one dead and the other sorely wounded, lodged somewhere in Hoondarrh’s white dragon whose sorcery and wealth Hoondarrh was always large, vigorous, innards, walled away in a canker, and were unmatched in the early days of and aggressive. He slew and devoured he can call on its powers even today. human settlement of the Sword Coast, his fellow hatchlings, and soon he grew At the time, the Ongild’s powers both and who wore a cloak of splendid leg- bold enough to challenge his remaining astonished the dragon and gave him ends because of it. He is long dead, con- parent. fresh confidence. After experimenting sumed by his own sorceries as he sought Hoondarrh lost that fight but escaped with his new-found magical might (slay- to enspell himself into immortality.) with his life, fleeing westward into the ing at least one young dragon in the Some say Hoondarrh is Skadaurak, or chaos of chill mists, icebergs, and deso- process), he set forth to challenge his his son; others believe that there is late islands that cloak the northernmost surviving parent.

DRAGON #241 71 He won the battle this time and North. For years he flew far and wide, Such a Sleep may be interrupted by any found himself owner of a small hoard in battling dragons wherever he found number of preselected alarm conditions. a crumbling mountain cave-just as an them, but not bothering to pursue those Its maker, Saldrinar of the Seven Spells, horde boiled down out of the north. who hid or fled. He was searching for used it to live far beyond his normal Hoondarrh swooped into their midst, the right lair, learning all the while who span, to a time in which safe and secure slaying and devouring at will. At first he dwelt where in this vast land of snows alternatives to lichdom had been mas- simply lost himself in the exultation of and mountains and endless forests. tered, and escaped into one of them killing, but then he undertook either to The growing settlements of men fas- (Elminster will say no more of this, obliberate or to lessen it so cinated Hoondarrh. After destroying a beyond the curt advice: “Even diligent that no orcs reached his new-won lair. few with almost casual ease, he discov- readers should always be chasing some He succeeded in the latter goal, but ered that lying hidden and watching the secrets”). his repeated attacks attracted the notice deeds of men (with the aid of a long- By use of this enchanted jewel, of another wyrm, Naroun the Great range wizard eye spell gleaned from one Skadaurak also sought to live on until White Ghost, a legend among orcs for of his orbs) was far greater entertain- magic to rival that of Netheril rose again his habit of gliding along very low above ment-and alerted him to when herds of among the ambitious, creative, ever- the snows, snatching up prey with his livestock would be driven north into his striving human wizards, and he might talons as he came upon them. Naroun waiting jaws. find a sorcerer who’d enspell him into attacked the intruder, and the white From this time spent lying on moun- immortality in return for the magic he’d wyrm and the red cartwheeled across taintops overlooking Waterdeep and amassed. During his extended slumbers, the sky for two days before the Great other human cities, dates Hoondarrh’s the Red Terror of Mintarn had become a White Ghost died in a collision with a love of pranks, bold deceptions, and legend of the dim past, with most folk mountain-peak, and the bloody, sorely- treachery among humans and demi- believing him long dead if they remem- wounded Hoondarrh could collapse on a humans. Occasionally he grew restless bered him at all. nearby ridge, to heal. or hungry, and erupted from his rests They were not far wrong. When he He lay there for days, twitching feebly, into wild flights of slaughter and devour- dug his way out of his mountainside as the Ongild did its work-only to be ing, usually ranging up and down the cavern and shook out stiff, long-unused rudely interrupted one morning when islands off the Sword Coast from the wings to fly inland to find food, the ridge slid out from under him in an Moonshaes to the Nelanther. The big, Skadaurak found instead an old red avalanche that carried him down into a brawling red dragon became a familiar dragon of unusual size and vigor plung- cramped bowl valley-and laid bare one sight in coastal skies-a sight that ing down out of the sky at him. side of a long-buried cavern crammed evoked terror. He flapped hastily aloft-straight into with sparkling gems and heaps of Often Hoondarrh wheeled above spell after rending spell, followed by the ancient coins. The bones of a dead drag- ships of cowering men bellowing with teeth and talons of Hoondarrh himself. on were stretched out atop all this sky-shaking laughter at their terrified The younger red dragon tore apart his wealth, and Hoondarrh thrust them antics, and sparing them-but when he sleepy rival and descended without aside to claim the pile as his own bed. became enraged, he’d attack the delay to examine the newly-revealed lair. From magical items among the hoard, strongest castles with his talons and It seemed perfect, and it even came as he lay there healing, Hoondarrh spells, bringing mighty fortresses crash- furnished with a respectable hoard; learned the bones were those of the leg- ing down into ruin. much smaller than that of Angkarasce, endary Angkarasce the Lost. Many of the Thankfully, Hoondarrh usually flew but even more rich in magic. Hoondarrh magical items buried under the resting inland when hungry. In his explorations, explored it and soon found the Slow Hoondarrh were metal orbs that stored Hoondarrh had discovered the great fun Gem. Since acquiring the fabled hoard of spells, and from them the red dragon of flying low over the Shaar with jaws the Lost Dragon, Hoondarrh had been gleaned a roster of spells he could cast, to agape to scoop up wild horses and other too rich to care about mere wealth, but augment the four spells of the Ongild. roaming herd beasts by the ton. Orc here was something that made him Hoondarrh realized he had at a single hordes occasionally provided him with hungry again. To live forever . . . stroke become richer than most dragons more local gluttony, but the red dragon First he needed to make this lair as ever become-and that the riven cavern, hunted the Coast itself for food less and secure as any lair could be. He set to raked by the howling storm winds of less often. work enlarging it and ferrying his wealth winter, was no longer a suitable lair. He What Hoondarrh was still seeking, as hence, and so he spent two solid years had to find or make a better home, a the centuries passed, was a lair. He found before being attacked by adventurers. place to keep safe his new-found hoard. it one spring day in the Year of the Their fate was no grander than to be Elminster believes that gaining this Singing Arrows (884 D.R.), when the great a quick meal, but their attempt reminded truly awesome hoard early on kept red wyrm Skadaurak awakened from a Hoondarrh that the grasping little annoy- Hoondarrh largely free of the gnawing Long Sleep in his cavern on the island ances known as men were perhaps his hunger for wealth that dominates most that bore his name (the northernmost of deadliest foes. He set about delving out red dragons, replacing it instead with a the two islands northwest of Mintarn). caverns all around his true lair, and flying desire for security. Skadaurak had been sleeping for far afield in search of wizards and arti- It is known that when the red dragon almost 1,000 years, employing Saldrinur’s sans, employing spells to spy such folk was healed, he brought down the roof Slow Gem, a Halruaan magical item that out and communicate with them from a of the cavern to bury the hoard once plunges its wearer into temporal stasis of safe distance. more. Then he set forth on a long and a set duration (usually two or four cen- On the island north of Mintarn, bloody exploration of the Sword Coast turies, though the user may set any time). several “false lairs” came into being:

72 NOVEMBER 1997 newly-dug caves baited with excess watching intruders get maimed in his be an increasingly accomplished caster treasure and well furnished with traps traps before he devours them, and also of the many spells he’s inherited from installed by the mages and dwarven likes to gather magic items of any sort,. his various hoards, knowing how to stonecutters Hoondarrh had hired. from gather belts off heather falling to rods of combine magics to devastating effect. These artisans were given free rein in lordly might -and gains a fairly steady developing fiendish waiting deaths for flow of such baubles from the adventur- Hoondarrh’s Lair human-sized intruders. ers he’s lured into his waiting claws. Only The Red Rage maintains at least two A special team of mages were even Hoondarrh knows the ways around all of sleeping-caverns stocked with food- paid their own weights in gems to the traps on his island, and the traps that producing deepspawn and treasure- acquire some of the beasts known as in turn guard those ways around. one on a remote island near the deepspawn, and so arrange the rearing In the meantime, he undertakes Icepeak, and another somewhere inland of these strange monsters that they spat decade-long sleeps, using the jewel in the mountains of the Sword Coast forth rothé, horses, and cattle. The wrought by Saldrinar. Between slumbers, North. His main lair on the isle of ‘ were installed in caves on the he entertains himself by watching from Skadaurak, however, is a vast complex neighboring island, to furnish Hoondarrh afar the activities of men (in particular, in of subterranean rooms-in fact, a with everyday food. the city of Waterdeep). He rewards recently-built “dungeon.” It has no less When he was satisfied that the humans and others whose jests, pranks, than three shafts where a large red defenses of his lair were strong (a con- treacheries and intrigues amuse him by dragon can fly in and out with wings clusion reached after two unsuccessful paying them handsomely-though he’ll spread; one of them turns back to angle pirate raids and a stealthy dragon attack hunt anyone who dares to steal from almost straight up into a mountain that ended in bloody disaster for the him clear around Toril if need be. Always peak, and there end in the main trea- mercury dragon attempting it), the Red he seeks word of wizards working on sure cavern. Rage sent away the last of his artisans. magics concerned with eternal life or The rest of the island is honey- Sealing his cavern with boulders and enhanced longevity. combed with trap-filled false lairs. Some spells, Hoondarrh fared forth across Though the Red Rage suspects the of these are even home to a few bold Faerûn, spending a leisurely two sea- elves of Evermeet and the human mages brigands, whom Hoondarrh suffers to sons hunting down and devouring all of of Halruaa and Thay have progressed in live because they amuse him with their his former employees he could find, to such studies beyond all others, he fears furtive diggings, and have learned not keep his secrets as safe as possible. He’d to approach lands bristling with power- to dare any open assault on his main forgotten that humans could write ful, well-organized mages, and-thus far- caverns. From time to time he snatches things down and so pass trouble on only tries to pry into goings-on in those one up and dumps the man in Baldur’s down the years. places by hiring spies. Gate or Waterdeep or Athkatla, to bab- One winter day in the Year of the Ambitious adventurers are advised ble tales of the vast and rich lair that Empty Hand (896 D.R.), the folk of that Hoondarrh the Mighty pays well, sprawls through the very heart of the Mintarn were startled by the thunderous but he has a habit of devouring agents isle of Skadaurak, and so lure more arrival of a huge red dragon in the who fail him, irritate him, or whom he adventurers hence. meadows above their harbor. Desperate thinks are learning too much about him Though Hoondarrh is not known to to protect their meager livestock, they or his lair. They are further warned that possess any sentient servants, his lair tremblingly took up arms-but they were his isle boasts a collection of traps seems alive with golems and - astonished when the dragon let it be unsurpassed in all Faerûn, and has like automatons of various sorts-and known he’d come to bargain: if they claimed the lives of even powerful even with captive monsters who are paid him a gold piece per inhabitant per mages who prudently sought only to kept ravenously hungry. year, he’d let them all live, and even pro- escape it soon after their arrival. tect them against pirates. Now a venerable wyrm of increas- Hoondarrh’s Domain They accepted-as the elders mut- ingly lengthy sleeps and lessening From his lair, Hoondarrh roams tered, what else could they do?-and energy, Hoondarrh dreams of a mate Faerûn more or less at will, avoiding received another surprise when the and offspring-and becomes increasingly magic-strong realms such as Evermeet, dragon told the crew of the first tribute- impatient for the achievement of Thay and Halruaa. He also largely ship to stop by his other isle on their immortality, for he dare not allow him- avoids combat with other dragons, way home, and take for their own not self intimacy until he is secure in its ever- though he’ll humble or cripple a persis- more than two cows each. lasting protection. tent foe. If pressed, he’ll try to “flee” out Sages have debated the motives A fighter of almost unmatched expe- over the Sea of Swords and trick his foe behind the unusual kindness of rience and cunning, the Red Rage of into diving at him before using a wing- Hoondarrh for years, but according to Mintarn is known to have defeated foes bind spell-so they’ll plunge helplessly Elminster, the Red Rage dealt with the as formidable as a quartet of beholders under the waves and drown. folk of Mintarn as he did solely to gain a who sought his treasure and tried to He enjoys roaming the backlands and reputation. As he happily raided coastal trick him into a prepared killing-ground the Shaar, chasing down food-but his shipping and lands, the folk of Mintarn with news of immortality spells they domain is the coastal islands up and told all whom they traded with of his were willing to trade. down the Sword Coast. He delights in toy- vast wealth and trap-guarded lair . . . and Hoondarrh also possesses a knowl- ing with ships south of Mintam, and only the greedy adventurers started to come. edge of the lay of the land of western his Long Sleeps have kept humans from Such visitors provide Hoondarrh with Faerûn (as seen from the air) matched abandoning water travel in the region. entertainment and magic. He enjoys by no other living being, and is said to

DRAGON #241 73 The Deeds of Hoondarrh awaited encounter . . . preparations he Mirror Fireball The favorite prey of Hooondarrh is a suspected were more than matched in (Evocation) creature who’s tried to cheat or outwit thoughtfulness by his counterpart. Level: 5 him. He is contemptuous of most good- The meeting finally occurred in the Range: 30 yds. + 10 yds./level aligned dragons, and delights in surprising Caraww, a large but shallow cavern in the Components: V wyrms of all sorts with the strength and rising hillsides just west of Rassalantar. Duration: Instantaneous variety of his own magic. If he’s not sleep- The gaping-mouthed cave had long been Casting Time: 1 ing at the heart of his lair, Hoondarrh known as a of bears and the occa- Area of Effect: 40’ radius spends most days farscrying events in sional leucrotta, but no one had suspect- Saving Throw: 1/2 western Faerûn- and so is almost never ed that a dragon made its lair there. This spell brings into being a burst of surprised by events or intruders. When Elquaern left his bodyguard flame that explodes into a sphere of roil- Currently Hoondarrh has his eye on and grimly scrambled up a bracken- ing fire. It deals 9d8 hp damage to all certain ambitious rising mages in Tethyr cloaked slope into the Caraww, a seem- creatures in contact with it who fail their and among the noble families of ingly-solid side wall of the cavern faded saving throws (those who succeed are Waterdeep. Surely some of them will away like smoke to reveal a mound of assumed to have dodged or found agree to develop spells to keep a drag- loose coins and the head of a green cover, and the damage they take is on young and vigorous for extra years, dragon peering around it. More of reduced to 9d4 hp). in return for financial sponsorship and Elquaern’s patron, who introduced her- A mirror firebull ignites all combusitble timely magical aid-if only he can trust self as Galarrdratha, became visible as materials within its blast radius, and melts any of them, and find a way to make the sorcerer stepped forward. All pleas- soft metals such as copper and gold. that trust binding. antries ceased abruptly when the drag- It bursts out of empty air without Over the last four decades, the Red on calmly asked Elquaern what treach- warning, at any point within spell range Rage has thrice sent illusions that he can eries he intended, citing the suspicious that Hoondarrh desires-but almost details of his enchantments-details that speak through, in the shapes of attrac- always in the path of a gout of fire tive humans, to meet with selected indi- a dragon could not help but notice breathed out by the dragon, so as to viduals of rising magical power. In such seemed intended to give an informed sandwich foes between the breath guise he always purports to represent human some measure of control over weapon and the fiery blast. any wyrm casting them. this or that fictitious dragon and Hoondarrh’s Fate requests that the mage develop specific The proud young Hunabar wasted no draconic-assistance spells (a magic to breath on a reply but activated a spell Very few dragons have managed to swiftly heal torn wings or to regenerate trigger enchantment that cloaked him in attain immortality, but if no one slays scales) in return for wealth and his pro- multiple defensive magics, then let fly at the Red Rage of Mintarn in the next 30 tection or at least spellhurling aid. Galarrdratha with two magical rods. years or so (and he practically goads Hoondarrh feels that anything so blunt Their fury caused the illusory wyrm no sorcerers and adventurers to do so), he as a of his goal of immortality damage, accomplishing little more than stands a good chance of becoming can wait until he’s addressing a trusted sending stone shards slashing about the some sort of ghost dragon. He’s only a ally with whom he’s worked successfully cavern-but Elquaern’s defenses saved few spells away from being able to put for a decade or more. him from any harm, so the watching such a disembodied essence into control One prospect rejected the offer with a Hoondarrh used a spell of his own to of a dragon-like mechanical construct or frantic whirlwind of fearful and angry bring down the ceiling of the Caraww. zombie dragon body . . . but he is pro- spells. Another, obviously but shyly smit- No more has been heard since of ceeding cautiously for fear that the Cult ten with the attractive agent, cited over- Galarrdratha the green dragon, or of of the Dragon will learn of his state and whelming present pressures of work Elquaern Hunabar, but the much- swoop in at a crucial moment to seize and oppressive local politics, requesting enlarged Caraww is sometimes used by control over him. that he be contacted later. Subsequent shepherds seeking shelter for their flocks overtures yielded a variety of excuses, against driving storms. Hoondarrh’s dis- but never a definite acceptance or creet inquiries continue . . . as does his refusal. Eventually Hoondarrh allowed use of aliases. Ed Greenwood insists there is no truth to himself a snarl, then moved on. Hoondarrh’s Magic The third wizard, Elquaern Hunabar the rumors that he entertains buxom (of the noble Hunabars of Waterdeep) The Red Rage of Mintarn commands swordswomen and wild-haired wizards at accepted the offer and set to work. a vast arsenal of spells gained from his his home. “I’d not be the during fool who Three spells were duly produced, but the hoards, and over a score of portable described Elminster’s hair us wild to his Red Rage detected a flaw in one magic items his spells can trigger, to give face,” he says, “and all others, without him magic well beyond the spell levels a enchantment, and suspected that the exception, meet me up at the cottage.” others also contained deficiencies- venerable red dragon can normally small, covert weaknesses. He requested attain. a face-to-face meeting of dragon and One spell he’s known rarely to be mage. Several times the offer was without is a mirror fireball. His favorite politely accepted, but then delays were attack is to breathe fire at foes from one always requested. Hoondarrh made direction while casting a mirror fireball to thoughtful preparations for the long- burst at their backs.

74 NOVEMBER 1997 that saved him. While his conspirators were summarily executed, Jaran, the most dangerous of the lot, was simply banished from the Great Kingdom and forbidden to return. His name was stricken from the official Royal History of Aerdy, and no citizen of the Great Kingdom would speak his name on penalty of death. In effect, Jaran ceased to exist in the eyes of Aerdy historians. Thereafter, Jaran departed the Great Kingdom, taking on the name of the Black One, for his failure to seize the crown left him in a dark mood. For approximately 25 years, he wandered the Flanaess, never remaining in one GREYHAWK® Grimoires II place for very long due to fear (and paranoia) that the Aerdy Overking would change his decision and send by Robert S. Mullin assassins after him. But in CY 541, he illustrated by Michael L. Scott came upon a secluded valley north of the Grand Duchy of Geoff, an unclaimed territory he could call his own. he original “GREYHAWK® Grimoires” was born in Rauxes, the capital city of Before long, the local elves, gnomes, article in DRAGON Magazine #225 the Great Kingdom, to a noble family. He and primitive humans proclaimed him detailed the spell tomes of , is a cousin, in fact, to the Overking him- their leader, and gave him a new name: lggwilv, and Acererak; three Oerth wiz- self-though which Overking is a matter the Exalted One. In return for their loyalty, ards who are well known to GREYHAWK of conjecture. (Some scholars say the Jaran promised to protect them from the enthusiasts but, for some reason, were House of Rax, others say the House of outside world. Thus, the valley was overlooked in the spell department. This Naelax. This history assumes the latter.‘) renamed the Valley of the Mage, a article introduces a second trio of Oerth It is said that Jaran’s aptitude for magic name that remains to the present day. spell books, this time featuring the works was apparent at a young age. Due to his But the story of the Exalted One does of Jaran Krimeeah, Keraptis, and Slerotin. lineage, he received magical training not end there. In CY 570, Tysiln San, a Jaran Krimeeah is better known as from the best instructors in the land-the drow female exiled from Erelhei-Cinlu, the Mage of the Valley, a figure who Court Wizards of Aerdy. But Jaran was captured in the Dim Forest by a remained a complete mystery until the Krimeeah was ambitious, even when patrol of valley elves and brought release of the GREYHAWK Adventures book compared to other wizards, and these before the Exalted One to receive judge- and WG12 Vale of the Mage. aspirations soon changed the course of ment. In an unexpected turn of events, Keraptis is best known from S2 White his life forever. Tysiln fell madly in love with the Mage Plume Mountain, a classic adventure if In CY 516, Jaran attempted to usurp of the Valley and immediately swore there ever was one. the Malachite Throne, but the attempt fealty to him. Recognizing the boon of Finally, there is Slerotin. This mage did not go as planned. It seems that his such a woman at his side, the Exalted received only brief mention in the backers, though loyal, had no real One decided to test her in various ways, Glossography booklet (page 27) in the power, so when the coup attempt was so as to gauge both her loyalty and her original World of GREYHAWK boxed set, but made, it was quashed almost as soon as ability. In the end, Tysiln passed all of as the Suloise Empire’s last Mage of it began.2 the Exalted One’s tests and was accepted Power, he seemed worthy of inclusion in It is common knowledge that the into his realm as his apprentice, lover, this article. Naelax Overkings are afflicted with an and most trusted advisor. With her loy- inherited madness, an insanity that has alty intact, he eventually named her First Exalted Dweomercraft long plagued the folk of the Great Protector, charging her with the respon- Legend has it that Jaran Krimeeah Kingdom and its neighboring countries. sibility of valley security. (or Jason Krimeah [sic], as some histori- But on the day that Jaran Krimeeah was In the years that followed, Jaran and ans refer to him), the Mage of the Valley, to receive sentence, it was this madness Tysiln conducted numerous magical

1. The Valley of the Mage entry in From the Ashes last Overking from the House of Rax died prior to cy Libram notes a rivalry between Shanadar Vantros states that Jaran is a distant relative of the House of 446 (the year lvid I ascended to the Malachite and another mage. Astute readers may have real- Rax. According to his character profiles in both Throne), more than 140 years ago. Thus, it should ized that Jaran is that rival. However, a time line GREYHAWK Adventures and Vale of the Mage, the be apparent that Jaran simply isn’t old enough to be error crept into the article’s previous paragraph, Overking to which he is related was still in power related to the House of Rax when it ruled. Given making the rivalry impossible. The paragraph when Jaran resided in the Great Kingdom. The Vale this, it is likely that Jaran is perhaps 100 years old should read: “... for the next 60 years, the libram....” of the Mage profile notes his use of potions of longevi- and that he is a cousin to one of the Naelax’s Thus, the next sentence in the paragraph should ty, but it also states: “he appears to be about 40 Overkings (probably lvid Ill). read: “But in CY 512, Acererak’s Libram ...” These years old, but his actual age is more than double 2. In the original GREYHAWK Crimoires article, the adjustments make the time line in Acererak’s that.” Even if he is triple that age (120 years old), the fifth paragraph in the “History” section of Acererak’s Libram compatible with Jaran Krimeeah’s time line.

DRAGON #241 75 present location of Exalted Dweomercraft is unknown, it has been whispered in some quarters that the Exalted One will look fondly upon those who return the book to him, and with much ire on those who would knowingly keep it from him. Appearance This tome is simple in form and design, measuring roughly 20” long, 14” wide, and 6” thick. The white vellum pages are bound to a single piece of thick black leather that forms the spine and covers. Silver corner pieces adorn the covers and a silver key-lock clasp holds the book closed when not in use. Finally, the title of the work, written in drow script, is pressed into the front cover and inlaid with silver. Contents Exalted Dweomercraft contains the following wizard spells: burning hands, change self, charm person, chill touch, detect magic, grease, read magic, unseen servant; continual light, darkness, 75’ radius, ESP, glitterdust, know alignment, Melf's acid arrow, ray of enfeeblement, spectral hand, summon swarm, web; experiments together, combining his Mountains to overwhelm the Grand fireball, flame arrow, hold person, lightning expertise with Aerdy methodology and Duchy of Geoff and the Earldom of bolt, monster summoning I, protection from her knowledge of drow magical tech- Sterich, and sorely press the staunch folk normal missiles, spectral force, unmask**, niques. One such experiment resulted in of the Yeomanry, some few humanoids vampiric touch; detect scrying, dimension the manufacture of a tome of magical and giants saw the Valley of the Mage door, enervation, Evard‘s black tentacles, ice lore entitled Exalted Dweomercraft. as an easy target as well. Though storm, improved invisibility, monster sum- At the time, Exalted Dweomercratf was repulsed, two gnomish border commu- moning II, Tysiln’s wondrous carriage*; their crowning achievement, for it con- nities-Barkburg and Roothome, respec- monster summoning Ill, passwall, reflec- tained the pair’s favored enchantments. tively-suffered considerable losses to tion**, summon shadow, wall of force; anti- It was a work they expected to aid them both manpower and property, most of magic shell, flesh to stone, true seeing; in protecting the valley from unwanted which occurred when the giants began delayed blast fireball, exalted eye**, reverse visitors. But as happens so often, desires collapsing the gnome warrens with gravity; demand, incendiary cloud, symbol; can go awry. thrown boulders and similar “artillery.” Jaran’s prismatic blade: shape change. The Exalted One distanced himself With the Exalted One and his troops from the daily process of ruling his little focused on the invasion from the south domain, charging such things to his First and west, their attention on the eastern Protector and her subordinates, and to border lapsed, enabling an unknown the leaders of the various communities assailant to penetrate the valley’s Spell Notations and settlements throughout the valley. In defenses. And so it was that in CY 584, Throughout this article, the follow- fact, there was a period of time when he Exalted Dweomercraft mysteriously van- ing notations apply: wasn’t present at all, preferring an extradi- ished from the Exalted One’s citadel. CWH Indicates a spell detailed in Handbook. mensional abode over his citadel in the Upon discovering this, the Mage the Complete Wizard's heart of the valley. Even in CY 580, when ordered his subjects to search the valley S&M Indicates a spell detailed in a group of Bisselite necromancers high and low, leaving no rock unturned, the PLAYER’S OPTION™: Spells & Magic invaded the valley in an attempt to usurp but in the end, no trace of the book or book. his control, he displayed only mild inter- the thief was found. ToM Indicates a spell detailed in the of est, leaving his subjects to deal with the Shortly thereafter, the tome appeared Tome Magic. problem. But when the Greyhawk Wars briefly in the city of Hookhill, but van- *Indicates a new spell detailed in came to pass, he could no longer afford to ished again just as quickly. By the end of this article. look the other way, to ignore his promise CY 584, rumors of the book surfaced as ** Indicates a spell that originally to protect the denizens of the valley. far north as Chendl, as far east as appeared in WG12 Vale of the Mage. When hordes of humanoids and Dyvers, and as far south as Niole Dra, *** Indicates a new version of an giants swept down from the Crystalmist but none could be confirmed. While the existing spell.

76 NOVEMBER 1997 Tysiln’s Wondrous Carriage The glow produced by the carriage As with a prismatic sphere, creatures (Evocation, Illusion/Phantasm) extends to a distance of 30 feet in all with fewer than 8 Hit Dice or levels who Level: 4 directions (but not through solid barri- gaze upon the prismatic blade are blinded Range: 10 yards ers), and can be seen up to 100 yards for 2-8 turns due to the colors. Components: V, S, M away in dim light, 500 yards in com- Obviously, the caster is immune to all Duration: 1 hour/level plete darkness. It is a soft, non-blinding effects of his own prismatic blade, and Casting Time: 4 glow that allows reading, inspection of need not worry about accidentally Area Of Effect: Special small items, and the like, and which harming himself. The blade cannot be Saving Throw: None negates any magical darkness with passed to another creature, however; This spell creates a translucent force- which it make contact, without harming attempting to do so causes the creature energy vehicle that glows with a ghostly, the vehicle itself. Magical darkness cast to be affected as if hit by the blade. emerald light. The vehicle forms any- directly upon the carriage automatically While the blade is in effect, the caster where within the spell’s range, as fails to take effect, as will a dispel magic, cannot cast other spells, save for those desired by the caster. Also, the caster but a disintegrate, limited wish, or wish will that are verbal only, nor can he perform may determine what the vehicle will destroy the vehicle and the horses at actions that require both hands. (He can, look like, but it must be some type of once. Also, spells and magical devices however, execute actions that require carriage, wagon, buggy, or the like. that can absorb or destroy force energy only one hand). Thus, the caster may create a fancy (e.g., wand of force) will affect the car- A prismatic blade can be destroyed by cabriolet, a stagecoach, a covered riage. The carriage cannot pass through the same spells that bring down a wagon, or even a chariot, but it must be magical barriers of any sort, but is not prismatic sphere, and as each spell a representation of an actual wagon-like harmed by such magic if contact is negates a color, the blade’s efficiency is vehicle in both size and appearance. made. Other magical attacks and effects reduced accordingly. Note that such Accompanying the carriage is a team will not harm the vehicle or horses, but spells must be directed at the blade of four illusory horses, and like the vehi- can affect its passengers, as noted itself. Unlike prismatic sphere, however, cle, the horses shed an eerie green radi- above. If the vehicle is destroyed or the these spells need not be cast in any spe- ance, but all must be of the same type spell’s duration expires while it is mov- cial order to be effective. Likewise, a rod (e.g., prancing horses, draft horses, etc., ing, passengers suffer 1d4 hp damage of cancellation will destroy a prismatic as the caster desires). per 5 steps of movement (round to near- blade on contact. At the caster’s mental command, the est whole) due to inertia. Thus, if the carriage will move (up to MV 30), vehicle is moving at maximum speed The Pyronomicon though he must be a passenger in order (MV 30) when the spell ends, its passen- Nearly 1300 years ago, in a time to do so. If the caster vacates the car- gers suffer 6d4 hp inertial damage. when the Flan tribes still dominated riage thereafter, it will come to a halt, The material components for this eastern Oerik, the archwizard Keraptis but not so quickly as to harm or eject spell are a of the vehi- rose to power in the lands abutting the any remaining passengers. This move- cle to be created (carved from a green southern Rakers, and while most histori- ment rate can be maintained over any gemstone worth at least 500 gp) and a ans agree that the mage’s kingdom terrain, so long as there is room to lock of green-dyed horse hair from the encompassed what is now known as the accommodate the carriage; it cannot type of horse the spell is to create. Bone March, a few scholars believe the pass through solid matter. Furthermore, territories that later became Ratik and the ride will always feel smooth, as Jaran’s Prismatic Blade the Pale were part of this empire as well. though the vehicle were traveling on a (Conjuration/Summoning) Yet, as is well documented in the little paved road, even if moving over rough Level: 9 known Legend of Keraptis, the archwiz- terrain. Range: 0 ard was a cruel man, so brutal in fact The caster need not concentrate to Components: V that, near the end of his reign, he maintain the spell, though one round of Duration: 1 round/level demanded his tormented subjects turn attention is required to make the vehicle Casting Time: 7 over to him one-third of their newborn move, change speed or direction, or Area Of Effect: Special children as part of their taxes. The peas- stop. Otherwise, the caster may perform Saving Throw: Special ants did not take this atrocity lightly, other actions, including spellcasting, This spell condenses the colors and and under the leadership of the high reading, or the like. powers of a prismatic sphere into a priest Gethrun Shoiraine and his ranger Due to the carriage’s force-energy sword-shaped blade, which appears in followers, the kingdom of the tyrant- composition, passengers are partially the caster’s hand. The caster may use mage was sundered. shielded from outside attacks, receiving the prismatic blade as a weapon, attack- During the resulting chaos, Keraptis a +4 bonus to their AC and saving ing at his normal THAC0 and without and his gnome bodyguards escaped to throws. Note that the force energy proficiency penalties. On any successful the south, but in his haste to evade cap- employed to create the vehicle is not hit, the target is affected as if contact ture, Keraptis was forced to leave behind equal to a wall of force, so even if the had been made with a prismatic sphere. several objects of particular value. vehicle is entirely enclosed (e.g., a stage- Thus, the target suffers 70-140 hp dam- Among them was The Pyronomicon, a coach, carriage, etc.), occupants never age, must save vs. poison or die, save vs. huge tome devoted to the lore of receive more protection than the +4 petrification or be turned to stone, save Elemental Fire, which Gethrun claimed as bonus, though it will negate magic mis- vs. wand or go insane, and save vs. his share of the spoils. siles directed from a source outside the magic or be transported to another Despite his inability to use the spells carriage. plane. it contained, Gethrun retained the book

DRAGON #241 77 abode exactly one week before the Midsummer festival, and in a spectacu- Jar, fiery display that lit up the night sky over an area some 100 miles in diame- ter, Foltyn and his island were wiped clean from the face of Oerth. Although there is no record indicat- ing which Fire Elementalist made off with the tome, it eventually found its way to in CY 403, and into the possession of the sage Warfel II, the head of a generations-old family of scholars. When Warfel II died some years later, The Pyronomicon was passed on to his eldest child, Warfel III, who passed it down to his eldest child who, in turn, passed it on to the next generation, thus quieting the tome’s storied existence. So it was until CY 576, when a new wrinkle appeared in the tapestry that is The Pyronomicon’s history. Warfel VI reported that, while poring over an old adventure journal, the very shadows within his study began to coalesce and solidify at a frightening pace, eventually leaping off the walls as twisted and deformed gnomes. With no reason to expect an attack in his very home, Warfel was quickly overwhelmed by the diminutive invaders and rendered some 50 odd years before turning it In CY 189; a large and powerful band unconscious. Upon waking, he found over to the elves of the Gamboge Forest. of adventurers from the Great Kingdom, that his entire abode had been ran- The elves, in turn, held the tome for having learned of the legend, pushed all sacked, but upon further inspection, more than 500 years, until the coming the way to the great wyrm’s lair intent nothing had been taken, save for The of the Oeridians. on dispatching the dragon once and for Pyronomicon. The Oeridians, in their efforts to sub- all, but when they entered the place, it This strange twist of fate did not end due all who would stand against them, was completely empty. Apparently, there. Elsewhere in the city, and at roused the ire of a great red wyrm that Harak col Hakul Deshaun, crafty even roughly the same time Warfel’s home had been lairing near the border where by dragon standards, had already relo- was assaulted, a trio of powerful magi- the Rakers, the Gamboge, and the Flinty cated to parts unknown; an assumption cal items (a sword, a hammer, and a tri- Hills meet. It seems that a large Oeridian based on the fact that, without a corpse dent, respectively) mysteriously van- force lured the dragon out and away or sign of struggle to say otherwise, the ished from the magically-protected from its abode while a much smaller dragon could not be presumed dead. vaults of their owners. In place of each unit emptied out the place. In its And with the disappearance of the drag- weapon was a taunting riddle daring the rage, Harak col Hakul Deshaun-as the on, so too did The Pyronomicon vanish owners to retrieve the items from a hid- Oeridians later named the dragon, from the chronicles of men. den location beneath haunted White which loosely translates to “he who The Pyronomicon’s absence from Plume Mountain. Even more shocking comes with fire and fury”-rampaged recorded history lasted roughly 200 than the weapons’ theft was the individ- across the countryside, destroying any- years before turning up again circa CY ual claiming responsibility. The archwiz- one it found. Eventually, its wrath fell 390. This time, the owner was Foltyn, a ard Keraptis, thought to have died more upon the elves of the Gamboge, and capable Water Elementalist residing on than a millennium before, had appar- when all was done, Harak col Hakul a small island along the east coast of the ently returned, for the riddles bore his Deshaun was the new owner of The Nyr Dyv. Though brilliant within his spe- personal symbol. Pyronomicon. For generations thereafter, cialty, Foltyn was not known for his Not surprisingly, Warfel assumed the the land within 50 miles of Harak’s lair common sense, and he foolishly theft of The Pyronomicon was linked to was carefully avoided by humans and announced to the world his intention to the theft of the weapons, so when demihumans alike, and in time, the destroy The Pyronomicon before the adventurers were recruited in order to legacy of Harak col Hakul Deshaun Joint Courts of Urnst during Richfest, recover the weapons, the sage made became little more than myth. This situ- when both Luna and Celene were full. sure that they kept an eye out for The ation could not last forever, of course, Needless to say, it seemed like every Pyronomicon as well. But of those few and soon enough, the abandoned lands powerful Fire Elementalist in the intrepid adventurers who escaped White were reclaimed and settled anew. Flanaess descended upon Foltyn’s island Plume Mountain with their lives, none

78 NOVEMBER 1997 indicated that The Pyronomicon was In any case, the spells it contains are The material components for this there, or even Keraptis for that matter. as follows: affect normal fires, burning spell are a bit of charred wood and a Consequently, as of CY 585, the location hands, dancing lights, detect magic, fire drop of water, both of which are con- of The Pyronomicon remains a mystery. burst (ToM), Keruptis’ fantastic famulus*, sumed. Keraptis’ flaming missiles**: read magic; Appearance flaming sphere, pyrotechnics; explosive Keraptis’ Fhming Missiles The Pyronomicon is a massive, heavy runes, fireball, fireflow (ToM), flame arrow, First-Level Wizard Spell tome measuring a full 3’ long, 2’ wide, Melf’s minute meteors; conjure elemental- This spell is identical to the 1st-level and 1’ thick. The covers and spine are kin (fire elemental-kin only) (S&M), fire wizard spell magic missiles, except that constructed of thick but supple red drag- aura (CWH), fire charm, fire shield (warm the missiles are fiery in nature. onhide, and its vellum pages-which are version only), fire trap, wall of fire; conjure affixed to the spine in some mysterious elemental (fire elementals only), Keraptis’ Keraptis’ Fhnecone fashion that cannot be discerned with- flamecone***; proofing vs. combustion Fifth-Level Wizard Spell out dismantling and thereby destroying (S&M); Forest’s fiery constrictor (TOM), phan- This spell duplicates the 5th-level wiz- the book-are stained a deep, fiery tom stalker***; delayed blast fireball, Malec- ard spell cone of cold, save that it inflicts orange. In contrast with the page col- Kethls frame fist (TOM); incendiary cloud; fiery damage. The material components oration, the inscriptions set down there- elemental aura (fire only) (TOM), meteor for the spell are a pinch of pure sulphur in are bright yellow and written in swarm. and a spark or flame. cuneiform style. Keraptk Fantastic Famuhs Stamped into the center of the front Phantom Stalker cover and inlaid with red-tinged (Conjuration/Summoning) Sixth-Level Wizard Spell Level: 1 glassteel is Keraptis’ personal symbol: A fiery version of the 6th-level Range: 0 an encircled and snake-entwined capital wizard spell invisible stalker this spell 3 Components: V, S, M letter K Oddly enough, the tome fea- summons a creature called a phantom Duration: 1 hour +1 turn/level tures no lock or clasp to prevent the stalker (MC14 Fiend Folio appendix for Casting Time: 1 overly curious from perusing its con- statistics and material components). tents. Area Of Effect: 30’ radius Obviously, The Pyronomicon’s great Saving Throw: None Slerotin’s Manifesto bulk does not lend itself very well for use This spell creates a specialized type of According to Suloise folklore, Slerotin as a traveling spell book by most spell- unseen servant. The sole purpose of the was the last Mage of Power of the Suel casting creatures, as it approaches 100 fantastic famulus is to prevent flames from Empire, and when the Rain of Colorless spreading within the area of effect. Any Ibs. in weight. Still, one of the more inter- Fire destroyed the kingdom during the esting aspects of the tome is that it is pro- flame of campfire&e or less that begins Age of , it was Slerotin who led the to spread beyond its usual confines is tected by several hundred “layers” of anti- Suloise people out of the Sea of Dust immediately snuffed by the famulus, fire/heat enchantments which render it and into the lands of the Flan. The same before any extensive damage can occur. completely immune to such forces, even account also states that, in order to facil- For example, the flame of a candle would direct exposure to the plane of Elemental itate the migration, Slerotin opened a not be put out by the famulus, but if the Fire itself. In fact, these dweomers are so magical tunnel through the Hellfurnaces, candle fell over and ignited a stack of potent, they extend to anyone touching and once his charges were through, he papers, the famulus would extinguish the the tome with bare flesh. sealed it with a spell that would last a resulting fire before it could grow into an millennium. inferno. Fires that are larger than a camp- Contents Although some historians question fire are not affected by this spell, but Many scholars believe Keraptis was the validity of that particular tale-due small fires touched off by such blazes are (or is, assuming the reports about his mostly to their inability to believe that a extinguished. The famulus cannot affect return are true) a Fire Elementalist, for single wizard could possess the magical magical fire. the contents of the book are devoted might necessary to open a tunnel When cast, the area of effect is cen- exclusively to the study of elemental fire. through the Hellfurnaces-there is one tered on the caster, but he has the In fact, half of the tome deals with the source that seems to confirm the story: option to make the area remain station- nature of the elemental plane of Fire and SIerotin’s Manifesto. its denizens. Several additional chapters ary or move with him. Once the decision The existence of Slerotin’s Manifesto is made, however, it cannot be changed. provide a thorough examination of the was but a rumor until CY 326, when it City of Brass (including a fairly accurate The fantastic famulus cannot undertake was discovered in the Hool Marshes by the tasks of a normal unseen servant; it is map of the city; see ALQ4 Secrets of the of band of warriors from the Yeomanry. capable only of extinguishing flames. As Lamp) and its inhabitants. The remaining (How the Manifesto found its way into such, it is typically used to protect the pages detail an extensive selection of the Hool Marshes remains a mystery.) casters library or a similar location where fire-based spells. Add to that the books Needless to say, the warriors didn’t combustible items are stored. Otherwise, appearance and Keraptis’ choice of resi- know what to make of it, and gave it to it conforms to the characteristics of a nor- dence, and the assumption that he was a a Keoish merchant in exchange for mal unseen servant. Fire Elementalist seems to ring true. trade goods.

3. This symbol poses an interesting correlation between Keraptis and the Acererak, a connection that suggests the two mages may have been acquainted, for with the exception of the initials they used, their symbols are identical down to the last detail. This seems to imply that they were influenced by a mutual experience, as the symbols are too similar to be dismissed as coincidence. Perhaps they were part of a forgotten wizard society whose members all used the same serpentine con- figuration in their personal symbols, or maybe both wizards received magical instruction from the same teacher. The debate continues.

DRAGON #241 79 the tome’s authenticity, but nothing more. If the situation changes, you will be informed.” The history of Slerotin’s Manifesto ends there, but with the coming of the Greyhawk Wars and the subsequent fall of Onnwal, most scholars assume the book is now in the hands of the Scarlet Brotherhood. if this is the case, then the Manifesto has come full circle, having returned to the Suel people. If not, then there is no telling where and when it will turn up next. Appearance Slerotin’s Manifesto is an odd-looking tome, being 2’ long, 1’ wide, and 3” thick. The covers and spine consist of the thick, mottled green hide of a com- mon . The pages, also troll skin, are sewn together with troll hair and attached to the spine via troll sinew, and the words thereupon are written with troll blood. in fact, close examination reveals that the entire tome is made of troll parts; there is no lock, clasp, edging. Although the books materials approach the macabre, their use was a stroke of genius on Sierotin’s part. Due to many permanent enchantments, the troll parts have retained their regenerating ability (though it won’t become an actual troll). Thus, unless subjected to fire or acid, the Manifesto always repairs itself when damaged, which has enabled it to The merchant, who recognized the error, however, the Manifesto was mis- endure the passage of time. Manifesto for what it was, immediately placed and ended up it in a forgotten headed for Niole Dra where he expected warehouse in Safeton’s Wharf District. Contents to sell the tome to the local Wizards’ Slerofin’s Manifesto remained stored Slerotin’s Manifesto is divided into Guild for a hefty profit. Unfortunately, he away until CY 524, when the elven three distinct sections, each devoted to a never completed the journey, for he was wizard/thief Sylvanon Sunshimmer separate topic, though the entirety of slain by bandits while skirting the edge finally caught up to it after tracking it for the work is written in the Ancient Suloise of the Dreadwood, and the Manifesto more than a century. Using magic to boi- language. was stolen. ster his thief talents, Syivanon easily The first section functioned as a per- For more than a century thereafter, penetrated the warehouse and made sonal log, and gives a highly detailed the Manifesto’s history became a jumble off with the tome. Unfortunately for chronicle of Sierotin’s involvement in of confusion, for it seemed to zig-zag Sylvanon, his victory did not last, for two the Suioise migrations. Although the sec- across the central Fianaess due to a months later, an unknown thief stole it tion provides much insight into the trials series of thefts, trades, and monetary from his quarters while the elf was out and tribulations the Suel tribes faced, the transactions. This randomness ended in for his evening meal. bulk of it is tedious reading to anyone CY 441 when the book came into the For several decades thereafter, save the most resolute historians. possession of Linia Hoistreth, the Lady rumors maintained that the book never The second portion of the tome Sage of Safeton. Already a specialist in left the Wild Coast region, though there involves various techniques for building Suloise history, Linia found the is evidence that it was in Highport for a stone constructs (e.g., stone golems, cary- Manifesto to be an indispensable com- time. Despite all this, its next confirmed atid columns, etc.), though most of the ponent to her work. In fact, much of appearance was not in the Wild Coast at information takes the form of general what present-day scholars know of all, but in the city of Scant in Onnwai. observations regarding the subject. SIerotin’s Manifesto is due to the Lady Confirmation came in CY 577 via Archmage However, this section closes with a Sage’s meticulous notes. Bigby, a longtime resident of Scant. In a complete formula for the construction of Linia owned the book until her death report to the Circle of Eight, Bigby stated: a shape-shifting (MONSTROUS in CY 492, whereupon her library (includ- Slerotin’s Manifesto does indeed exist MANUAL™ tome, pages 165 and 171). ing the Manifesto) was donated to the and is held in the temple of Wee Jas The final section contains a large but locale Sages’ Guild. Due to a inventory here in Scant. I was given leave to confirm fragmentary selection of spells, suggesting

80 NOVEMBER 1997 that the Manifesto was not Slerotin’s pri- Casting Time: 1 round three separate wish spells to return it to mary source of spells, despite the inclu- Area of Effect: 10 cubic feet/level a normal wall. No other spell or force sion of one spell of his own devising. Saving Throw: None can harm such a protected area. They appear in the following order: By means of this spell, the caster can Materials subjected to this spell are detect magic, detect secret passages and alter the molecular structure of nonmag- impervious even to spells like disinte- portals (S&M), magic missile, read magic; ical, inorganic matter so as to make it grate or earthquake. continual light, vocalize (CWH) web; impervious to harm from both physical An area affected by Slerotin’s fortitude alacrity (TOM), dispel magic, far reaching I and magical attacks. spell will radiate strong magic if detected. (TOM), bands of Sirellyn (S&M), dispel The caster is able to affect up to 10 The material components for this magic, explosive runes, infravision; dig, dila- cubic feet of material per level of experi- spell are a diamond of at least 1,000 gp tion I (ToM), divination enhancement (TOM), ence, though the matter in question must value, one ounce of powdered steel or ultravision (S&M); conjure elemental, far be of the same general type. For exam- other strong and hard metal, and a drop reaching III (TOM) passwall, stone shape, pie, a stone wall could be rendered invul- of water. These components are neces- transmute rock to mud: augmentation II nerable to damage, but not an iron door sary for every 10 cubic feet to be forti- (TOM), disintegrate, greater sign of sealing set into the wail. A second casting would fied, but the quantity of components (S&M), trollish fortitude (S&M); prismatic be necessary to include the door. Note should be modified if lesser amounts of spray, teleport without error: an antipathy/ that if several doors exist in the same material are to be affected. sympathy, prismatic wall, sink; foresight, wail, several fortitude spells would be meteor swarm, prismatic sphere, Slerotin’s needed. Furthermore, the frame, hinges, fortitude* locks, etc., are protected only if they are of the same material as the door. Slerotin’s Fortitude Slerotin’s fortitude can be removed “GREYHAWK Grimoires II” is dedicated to (Alteration, Abjuration) only by a full wish. However, more than everyone who supported the original Level: 9 one fortitude can be cast on a single area “GREYHAWK Grimoires” article in DRAGON Range: Touch so as to make it more difficult to bring Magazine issue #225, especially those Components: V, M down. Thus, a wall that is under the whose encouraging letters appeared in sub- Duration: Permanent effects of three fortitude spells requires issues.

DRAGON #241 81 The Spirit of the Age

by Jon Pickens

fascinating new tool for creating a The Lingo ing the first. What drives the pattern of society is that only three cohorts affect a fictional world is the field of study A generation is made up of a cohort society at any one time (the fourth called generation analysis. This is, in of individuals; those born in a roughly cohort being the youngest generation, short, the study of the way each 20-year timespan. (Strauss & Howe use a dependent on the others and thus succeeding generation in a society 22-year span, but I have rounded it unable to affect the society as a whole). devlops its own attributes. This disci- down for simplicity.) The members of a At any time, the dominant spirit of a pline seeks to understand how each single cohort have the same concerns generation will be that of its leader generation affects the following ones and are driven by the same mix of cohort (roughly the 40- to 60-year-olds). and how the patterns formed by these intellectual concepts and social issues. Lesser influences are contributed by its generations define the nature and For example, in the time of Galileo, the elder cohort (60+ years) and young course of an entire society. Pretty heady question of whether the heavens adults, or rising cohort (20 to 40 years stuff for all of us amateur world-builders! revolved around earth was a major old). The pattern formed by the com- A recent and fairly accessible work in issue; everyone was familiar with the this field is the book Generations by debate, regardless of which side they bined interplay of the three oldest cohorts determines the overall pattern William Strauss and Neil Howe. The favored. Those in different cohorts (such of the society (which in this article I call book, which is available in libraries and as flower child vs. beatnik) may have dif- The Spirit of the Age). Sample societal the better bookstores, outlines a basic ficulty understanding each other. They patterns based on the dominant (leader) theory and applies it in fascinating detail just don’t speak the same language. to thirteen generations of American his- cohort are given in Table 1. tory, from the Puritan settlements to The Four Cohorts The historical cycle of generations follows a four-stroke pattern, as each of . According to Strauss and Howe, a the four cohorts becomes dominant. This article simplifies and summarizes human society at any given time is strat- Each cohort’s dominant period follows enough of the theory to define some ified into four cohorts. Their order and naturally from that of the previous lead- basic terms, sketch the basic genera- function in a society determines the tional patterns, and then apply those character of that society. The cohorts ership cohort. Strauss and Howe name these cohorts as follows: Idealist, patterns to the NPC trait list found in the appear in the same repeating cycle, with Reactive, Civic, and Adaptive. The odd DUNGEON MASTER® Guide. By the time we the fourth cohort ultimately regenerat- are done, the NPCs of a certain age group (cohort) that we roll up will have the salient characteristics that mark their Table 1: Generational Cultures generation; that is, the Spirit of the Age. Type Effect Example (Not only that, the computer program- Idealist Flowering Culture & Rhetoric Ancient Greece mers in the audience can add the final Reactive Pragmatic Management William the Conqueror table presented here as a new filter for Civic Civic Institutions & Flowering Technology Ancient Rome their character generation programs.) Adaptive Genteel Mediators Star Trek: Next Generation

82 NOVEMBER 1997 Table 2: Age Groups and Generational Characteristics Cohort Types Place Age Function Idealist Reactive Civic Adaptive Elder 60+ Stewardship Visionary Reclusive Busy Sensitive Middle 40+ Leadership Moralist Pragmatic Powerful Indecisive Rising 20+ Worker Narcissistic Alienated Heroic Conformist Young 0+ Dependent Indulged Criticized Protected Suffocated cohorts are active, the even ones are The last is the young age group, which is parent. As they advance into early adult- passive. The Idealist and Reactive dependent on the others. The character- hood they tend to be centered upon cohorts (the first two) are most con- istics of the young do not have any themselves (narcissistic) and concerned cerned with issues of morality and of impact until they become the next rising with their own inner development. By ideas, while the Civic and Adaptive cohort. Each cohort changes as it ages, as the time they become leaders, they tend cohorts (the last two) are most con- is discussed in the next section on the life to be moralists, guided by the intellectu- cerned with issues of society and of cycle of the cohort (Table 2). al lessons they have absorbed and pragmatic results. assimilated. Their intensity heightens to In the Idealist period, the spirit of the The Life Cycle of the Cohort a visionary archetype as they reach the age is adventurous. As in the spring, Each generation’s cohort, as it passes age of stewardship. new ideas, concepts, and philosophies through the stages of dependency, The Reactive young tend to be overly sprout; new intellectual life is every- working, leadership, and stewardship, criticized by their Idealistic parents, who where. The clash and clamor awakens has its own characteristics. This section measure them against “the way things the society to new possibilities. summarizes the attributes of each gen- ought to be.” This treatment results in In the Reactive period, the ideas that eration as it ages. Note especially how young adults who feel lost or alienated, became dominant in the Idealist period each cohort attempts to correct what it and have a need to find their own way. are tested by the harsh sun of experi- considers the excesses both of the pre- By the time they become leaders, they ence. The strong ideas survive; the weak vious generation and its own previous have found their way, which is based on . Order is imposed upon the previ- stage of development. practical realities and what their experi- ous babble of ideas. In youth, when dependent, the typi- ence shows to work, rather than the In the Civic period, the whole society cal Idealist is indulged by the Adaptive ideals of the previous generation. In the reaps the rewards of this consolidation. Everyone pulls together, and great social and structural projects are conceived and brought to fruition. In the Adaptive period, the emphasis cools from the rapid expansion of the society to its maintenance and the exploration of its more esoteric nooks and crannies. The society’s energies are diverted into complex art, high fashion, and labrynthine social rules as the great passions that drove the previous expan- sions wither before the gentility of excruciatingly correct manners and Byzantine diplomatic maneuvering. Ultimately, decadence or outright decay sets in, sowing the seeds of the next great moral renewal by the following Idealist generation. The Cohort’s Role in Society Societal functions, according to Strauss and Howe, are organized by age; that is, members of each age group have a characteristic task. The oldest age group represents the elders, who act as advisors to the leadership cohort. Second is the middle age group, who provide active leadership in the society. The third group is the rising age group, who are the young adults of the society. They provide most of the societal drive as they prepare to become the future leaders.

DRAGON #241 83 Table 3: Combined Age Group/Cohort Chart

Idealist Reactive Civic Adaptive

Elder Sensitive Visionary Reclusive Busy

Middle Moralist Pragmatic Secular Powerful Indecisive Spiritual

Crisis Awakening Rising Alienated Heroic Conformist Narccissistic

Young Protected Suffocated Indulged Criticized

Current Baseline 1980-2000 2000-2020 7940- 7960 7960- 7980 stewardship years, they tend to with- The Idealist society has sensitive and The second type of crisis is a spiritual draw, becoming reclusive as the dynam- tolerant elders. These support the moral- awakening that usually occurs between ic Civic generation takes over the leader- ist leadership. The workers tend to alien- the Adaptive and Idealist generations. ship position. ated and the young protected. A typical This might trigger such events as a The Civic young are protected by the society of this type is Ancient Greece. Children’s Crusade or the founding of a Reactive parents, in contrast to the criti- The Reactive society has visionary wave of new monastic orders. Table 3 cism the latter received in their youth. As elders, pragmatic leadership, heroic work- illustrates the process of rising genera- workers, they are imbued with the best ers, and suffocated young. The Normans tions and includes Strauss and Howe’s guidance the pragmatic Reactive leaders who conquered England under William baseline for our own “real world” cycle. and the visionary Idealist elders can give the Conqueror are a typical example. Note: Crises may not happen, or may them; their role models are of the heroic The Civic society has reclusive elders, happen at the “wrong” time, which can mode. By the time they reach leadership powerful leaders, conformist workers, modify the cycle. Strauss and Howe dis- positions, they are the most powerful and indulged young. Ancient Rome at its cuss the “mistiming” of the American and forceful of the generations, united in height provides a typical example. Civil War, which causes their model to purpose and vision. As they move into The Adaptive society has busy elders, skip a beat-and a generation-with sig- stewardship positions, they remain indecisive leaders, narcistic workers, and nificant implications for WWII. unusually active in public affairs. criticized young. This mature society is The Adaptive young are suffocated by beginning to show cracks in the pave- Applications to World-Building the dynamic Civic parents. As workers, ment, and a simpler age has become How can we apply this to fantasy they become conformist. In reaction to much more complex. The Federation of world-building? their own experiences, they tend to Star Trek: The Next Generation and the In the DUNGEON MASTER Guide, Table 70 indulge their children, the next genera- Byzantine Empire are examples. lists primary and secondary character tion of Idealists. While their society runs Table 3 summarizes these periods traits to be assigned to NPCs. To apply smoothly at this stage, by the time they and adds two crisis points, which are dis- generation theory to the primary traits, reach the leadership age, the mature cussed below. we must identify which traits are domi- adaptives tend to be indecisive, a condi- nant in a cohort and which are much tion partially remedied by the activity of Crisis Points rarer. The method is first to construct a the Civic elders. As they move into stew- At certain times, crises arise that chal- matrix, then to weight the chances for ardship positions, the Adaptive elders lenge the society as a whole. To a great the traits that should be dominant in a develop a great sensitivity and under- degree, the nature of these events flow cohort of a given age of society. standing that allows the next great from the character of the previous gen- Table 4: provides a fully constructed wave of Idealism to flower. erations. The four-stroke cycle has two basic matrix. This is the structural core of alternating crisis points. this article and has been provided so The Structure of Society First, a secular crisis usually occurs readers can easily see how our master As a cohort ages, it moves upward and between the Reactive and Civic genera- table (Table 5) has been put together, to the right on a timeline graph of suc- tions. This is a crisis of society, often and tell at a glance how the final per- ceeding generations. Each cohort’s domi- from deep divisions in the body politic. centages were weighted. nant traits at a given age help define the These might lead to events such as the Since there are 20 basic traits, each nature of the current society. The genera- American Civil War or the signing of should start with an average weighting tions take the name of the cohort in the the Magna Carta, which redefined the of 5%. A strongly dominant trait should middle (leadership) age category. Thus, relationship of the king and barons in have double weighting, so a 10% the Idealist age has moralist leaders. medieval England. weighting has been given for the most

84 NOVEMBER 1997 dominant traits on the list. Important but Table 4: Percentage Weightings of NPC Traits by Generation less dominant traits have been given a weighting of 7% or 8%, while a trait that Trait Idealist Reactive Civic Adaptive is very uncharacteristic of the cohort has Argumentative 8 532 been given a rating of 3% or less. Arrogant 385 2 Starting with the cohort of Idealists, Capricious 5 2 1 8 the traits from the DMG list that should be Careless 5 2 1 10 most stressed are curiosity and optimism, Courageous 7582 for this cohort is the soul of exuberant Curious 10 5 25 inquiry. These weightings are thus set at Exacting 2 10 53 10%. The next most important traits (set Friendly 5 2710 at 8%) are argumentative, opinionated, and Greedy 2510 8 violent, since we also want these to be Generous 2 5 10 5 times of passion and turbulence. Not to Moody 2528 be forgotten are the traits courageous and Naive 7 351 naive at 7%, since we also want to make Opinionated 8 355 these traits important. Optimistic 10 1 10 2 The more neutral traits for this cohort Pessimistic 2 8 2 8 are capricious, careless, friendly, suspicious, Quiet 25210 and uncivilized. While these may not be Sober 2573 uncommon in this cohort, they are not Suspicious 5 10 5 3 really what this particular cohort is about. Uncivilized 5 8 53 The remaining traits are recessive; Violent 8 3 5 2 we really don’t want to see much of Table 5: NPC Generational Traits Table (d100) them in our Idealist cohort. These are arrogant at 3%, and exacting, generous Idealist Reactive Civic Adaptive greedy, moody, pessimistic, quiet, and Argumentative* 01-08 01-05 01-03 01-02 sober at 2%. Some might raise an eye- Arrogant* 09- 11 06-13 04-08 03-04 brow that arrogant doesn't join argumen- Capricious 12-16 14-15 09 05-12 tative, opinionated, and violent; however, Careless* 17-21 16-17 10 13-22 this cohort is one of open inquiry. New Courageous 22-28 18-22 11-18 23-24 ideas are exploding in all directions, and Curious 29-38 23-27 19-20 25-29 none has yet been adopted as the wave Exacting* 39-40 30-37 21-25 30-32 of the future. Likewise, notice that both Friendly 41-45 38-39 26-32 33-42 generous and greedy are recessive; the Greedy* 46-47 40-44 33-42 43-50 Idealist cohort is the least materialist of Generous 48-49 45-49 43-52 51-55 the four cohorts. Moody* 50-51 50-54 53-54 56-63 Having walked through the first part Naive* 52-58 55-57 55-59 64 of our matrix, the traits of the last three Opinionated* 59-66 58-60 60-64 65-69 cohorts are generated in a similar Optimistic 67-76 61 65-74 70-71 fashion. The entire percentage-weight Pessimistic* 77-78 62-69 75-76 72-79 table has been included so that the Quiet 79-80 70-74 77-78 80-89 basic structure of the final table is appar- Sober 81-82 75-79 79-85 90-92 ent. Readers who want to tweak the Suspicious* 83-87 80-89 86-90 93-95 weightings themselves should feel free Uncivilized* 88-92 90-97 91-95 96-98 to construct their own tables. Violent* 93-00 98-00 96-00 99-00 Finally, to make a playable table, we simply convert the percentage weight- * These are “negative traits” for those using optional systems that use positive ings to 1d100 dice rolls, and voilá, we and negative traits as part of the character-building process. have our master table, Table 5, which is the one we will use for making up NPCs. Inquisition (as we see it from modern (The practice of killing the prisoners and times): Using Table 5 letting God sort them out is a matter of It looks as though this can be safely record.) The young adults are fired with The first step to using this table is to classified as a Reactive society. The zeal to destroy the heretics (or rescue chose a point in the cycle that matches great moral teachers of the past (the the victims), while the youngest cohort the local society in the campaign set- elders) have sorted out the issues of is raised strictly according to rules man- ting. This means matching the local moral rectitude. The current leadership dated by the leadership, as they apply leadership cohort (the 40- to 60-year- is left the task of separating the heretical the wisdom of the elders. (Note that not olds) with the appropriate model from goats from the righteous lambs. They all Reactive societies will be this repres- generation theory. are more concerned with practical sive, but this model was chosen in order For example, consider a fantasy results (like the cleansing of the flock) to most dramatically illustrate the point.) country that mirrors Spain during the than with such abstract ideals as justice. Next, let’s look at our newly devel-

DRAGON #241 85 Table 6: Simple Demihuman Cohort Spans cohort’s past. Decide how a cohort member is likely to modify his behavior based on those mistakes. Factor in the Rising Middle Elder’ impact of the cohorts from the previous Dwarf 55 110 167 and succeeding generations. Finally, Elf 75 155 233 assign a key word to describe the Gnome 45 90 133 cohort’s most striking characteristic. Half-Elf 27 56 83 22 44 67 Making Fantasy World History 1. These values are from Player’s Handbook Table 12, Old Age column Of course, generational differences are useful not only for detailing a specific Table 6A: Modified Demihuman Cohort Spans character, but for generating the history of an entire country in a fantasy game Rising Middle Elder’ world. The following is a brief (80-year) Dwarf 832 167 250 outline of a Viking culture for a fantasy Elf 117 233 350 world. Exact dates can be determined Gnome 67 133 200 and dropped into place to match the Half-Elf 41 3 83 125 timeline elsewhere. Halfling 33 67 100 Let’s say our settlement, Norwald, has been founded on a new and savage 1. These values are from Player’s Handbook Table 12, Venerable column continent by an expedition that quit its 2. Interestingly, this value is so far above the dwarf adventurer starting age as to make adventuring the equivalent of running away from home. This possibly indicates an extremely conservative culture with homeland, Vinland, after a dispute with exceptionally long apprentice periods, or perhaps an expected period of travel/questing before returning the king. The kingdom is in an Idealist to settle down as a full member of society. 3. Use the human norm age of 20 in human societies. Cultural ambiguity has always been a hallmark period. of the half-elf. These individuals fare even worse in elven cultures, where their much shorter lifespans leave Although the disagreement was noisy them even more culturally isolated. and almost came to blows, the elder advi- sors prevented actual bloodshed. in this oped Inquisition generation gap: Don values match the Strauss and Howe gen secular crisis, only a few of the moralist lead- Luis Alphonse (age 48) and his son erational model at the 60-year mark, ership accompanied the soon-to-be Jarl of Enrique (age 28) are so close that we’ll this is a reasonable starting point.) Norwald. The majority of the colonizing even give them the same basic trait roll The divisions between youth and expedition were young alienated warriors of 80. Luis is a Reactive, so his basic trait worker, worker and leader have been- and their families. A few eider statesmen is Suspicious (column 2, roll 80). worked out from the Old Age value and went with their kin. Great pains were taken However, Enrique, in the next younger rounded as necessary. The results are to make sure that the children would survive cohort, is a Civic, so his basic trait is summarized in Table 6. the journey. Sober (column 3, roll 80). Thus, where Nothing prevents a DM from creating An exceptionally hard early winter killed Don Luis would impatiently call out the a model more suitable to his campaign the eiders, most of the leadership, and many guards and demand an interrogation, world. For example, the DM might of the young. The first years were very hard. his son would be more likely to weigh assume that the demihumans generally Over time, the few leaders who survived as the factors he can see and carefully fade rapidly through the elder stage, elders become known to current history as think through a reasoned decision. He is and base the Demihuman Cohort table the greatest warriors and wisest councilors in also quite likely to play the hero’s role on the Venerable age values from Table the history of Norwald. by defying his father if he thinks Don 12 instead of the Old Age values. The Norwald and Vinland then entered a Luis is wrong. No wonder they don’t Further, the adventurer’s starting ages Reactive period. in the old country, the always see eye-to-eye! given on Table 11 of the Player’s some of the visionary eiders wanted to Handbook can be factored in, although expand the new settlements, while others Fantasy World Longevity in this case, the concept of a cohort wanted them to become a source of profit Many races in fantasy literature and must be understood as more culturally and power under the king. The second gaming are exceptionally long-lived. Elves driven than strictly age-driven. These group of eiders viewed this as necessary measure their years by the hundred, and variations of human cohort values are because the lands usually raided by Vinland creatures such as or ancient drag- given in Table 6A. had begun reorganizing their lands for ons may measure theirs by the thousand. In the case of an individual with a defense by building forts and mobile Even the human norms in the Player’s magically extended span, the most prac- detachments of knights to drive off the Handbook are shaded on the heroic side. tical solution is to freeze the cohort Vinland raiders. In the case of long-lived races, the behavior at the elder stage, treating the The pragmatic king, more greedy and simplest way approach cohorts is to sim- individual’s further development as a intolerant than those of the previous genera- ply extend the the cohort age span in unique case. tion, spent most of his time playing political proportion to the racial lifespan, based Those interested in following up the factions off against each other and looting on the human norms. Assume that the effects of aging on an entire human the country for his own benefit. The Jarl of elder period starts at the Old Age cate- cohort past the 100th year should try Norwald, however, organized his settlement, gory from Table 12: Aging Effects in the the following: Project what general mis- recruited disaflected people from the home- Player’s Handbook. (Since the human takes and excesses are likely, given the land, and took great strides toward making the new settlement prosperous.

86 NOVEMBER 1997 The king reacted badly, and a series of The elders remained active, recalling the forces should read The Hero in History by pirate raids against Norwald ships escalated glories of previous days, developing the art Sidney Hook, which covers the other into a full-scale invasion of the new land. of rune magic, and constructing immortal side of the issue.) The strengthened settlement successfully ballads and stories. They spent much time resisted the king. With the death of the king with the young while the rising adult war- Further Reading in battle came hard news: The other king- riors were away . . . Those wanting a more detailed look doms Vinland had been raiding were send- at generational theory (and a fascinating ing a large force to conquer the mother From this point, the history can be trip through 13 generations of American country. The warriors of Norwald sailed to continued through as many generations history) should look for the book, the rescue, and for the next three years as desired. Random campaign event Generations, by William Strauss and Neil shielded Vinland from a series of expedi- tables, such as those in the BIRTHRIGHT® Howe, published by William Morris 8 tions aimed at its destruction. Legacy of Kings campaign, can be used to Co., New York, 1991. The Jarl of Norwald was offered the help generate details, or the DM can crown of Vinland, but refused, returning to make up his own. Another helpful Bibliography the new land. A surviving nephew of the old source is the book Setting Up A Bath, Tony. Setting Up A king took the crown but, jealous of the Earl, Wargames Campaign by Tony Bath, Campaign. Research Group. began plotting the conquest of Norwald. which has many additional ideas. 1973. This resulted in another war that, in a cli- Naturally, not all countries will be in BIRTHRIGHT®: Legacy of Kings campaign mactic battle, left both rulers dead and both the same generational cycle at the same setting, #3100. TSR, Inc. 1996. lands exhausted. time. This can be used to predict the Hook, Sidney. The Hero in History. The next generation (Civic) was one of probable outcomes of past wars. For Transaction Publications. 1991. rebuilding. The discredited elder warlords of example, what would happen if a Strauss, William and Neil Howe. Norwald were dismissed by a younger gen- Reactive culture went to war with an Generations. William Morris & Co., New eration tired of war and soon retired from Adaptive culture? Visionary elder states- York, 1991. the scene. Since the original JarI’s line had men, pragmatic generals, and heroic sol- been extinguished in war, the leaders of the diers against busy elder statesmen, inde- new generation of Norwald warriors creat- cisive generals and narcissistic soldiers. ed a Council of Jarls. I’ll take the Reactives, thank you. The mother country remained a king- (Those of you now fully convinced of Jon Pickens may not know everything, but dom and went back to its usual raiding the inevitability of impersonal historical- he sure knows where to start looking for it. practices. Trade between the two turned to rivalry, although no further fighting broke out. The period was ending when the estab- lishment of mines in a chain of mountains near Norwald led to the discovery of a king- dom of dwarves, locked in a subterranean struggle with the outposts of a large under- ground empire of drow elves. By the next generation (Adaptive), expo- sure to dwarven culture revealed some curi- ous parallels between the dwarven deities and those worshiped by the humans. New quasi-religious orders sprang up, as well as berserker cults based on the wolf bear, boar, and wererat (a spiritual awakening). At this time, new wars between the coun- tries south of Vinland gave the mother country some respite, as well. The new berserker cults of Norwald began suppIyng warbands to the contending kingdoms. These bands quickly developed reputations for ferocity unequaled in the period. Over time, some bands lost their mystical trap- pings and turned into well-equipped, hard- bitten mercenaries, while others became the stuff of legend. While the Norwald leaders didn’t exactly approve of the young generation going off to fight wars in foreign lands, they were divided about how to deal the changes in their society. Much of their time was spent wrangling over land rights and the status of clan and family.

DRAGON #241 87

The Roof of the World

by Wolfgang Baur illustrated by R. Ward Shipman

he yikaria, better known us the yak- Yak are aloof from the concerns of sul- rifices, he has taken careful steps to Tmen, are powerful villains of Zakhara, tans, caliphs, princes, and , but build a realm despite his . The old- always working behind the scenes to they are shaped by the demands of est and strongest yak-men serve as his destroy the Enlightened rulers of the Land of power and of their ancestry, just as governors and vassals: the Seven Sages. Fate. Now their homeland has been much as is the Grand Caliph in Huzuz. Many of the younger yikaria become explored, described, and charted-at no little Just because the communities of the monks who serve in the Forgotten God’s peril to the sages, barbers, and storytellers Enlightened ignores the yikarian moun- temples. Yak-men are loyal to their involved-and their plots and schemes may tain strongholds doesn’t mean that the elders, and all learn early about the be unmasked and their villainy revealed far yikarian emperor ignores his lowland treachery and deceit of the Enlightened. beyond Zakhara’s boundaries. cousins. The Yikarian Empire lies northeast of This article describes the homeland of the the Haunted Lands, between the eastern yikaria and provides rules and setting infor- Provinces of the World-Pillars jungles and the Bahr Al-Kibar, the Great mation for introducing the yak-men to the The yikaria are an entire race of Sea. The desolate plateaus and valleys BIRTHRIGHT®, FORGOTTEN REALMS®, GREYHAWK®, abominations, all descended from the of the World-Pillar Mountains are not and PLANESCAPE® campaign settings. Note that Forgotten God, a long-lost sorcerer heavily populated; their expanses are this article uses concepts introduced in the whose forever altered him roamed primarily by snow leopards, “Scions of the Desert" article by Jim Parks and all his progeny. While the Forgotten mountain goats, and small herds of (DRAGON® Magazine issue #232). The yak- God was cursed by his rejection of the musk oxen. A few yeti, humans, and men are described both in the Loregiver’s teachings and his blood sac- yak-men prosper in the harsh climate. boxed set and in the MONSTROUS COMPENDIUM® The provinces are larger than Anuirean Annual, Volume Two. provinces because of their relative infer- tile terrain. The empire of the yikaria lies high in The eight provinces of the yak-men the World-Pillar Mountains. Although are shown on the map (page 91). Each only one in a long line of Zakharan province is ruled by a governor empires, it has lasted longer than appointed by the Forgotten God any other, its dynasties’ succession itself; each is expected to tithe one- ensured by devotion to an undying fifth of its income to the Gate of god, a power whose name the Heaven each year. Failure to do so yikaria alone know. All others call this results in the harsh punishments, divinity the Forgotten God. Its small including deaths by impalement, but stable empire has lasted for 900 quartering, and pressing for minor years. infractions, and the razing of entire Ruled by an emperor and his invisible towns for major offenses. The Emperor but influential consort, the Lands of the is not a lenient ruler.

DRAGON #241 89 The listing of the provinces accompa- and cast bronze. Dwarven and human (some believe he created them). In addi- nying the map assumes that the DM has slaves create spearpoints, arrowheads, tion to his responsibility for teaching granted regency and bloodline powers and armor for sale to Kara-Tur to the young yikaria how to wield magic, he to the rulers of the Land of Fate (see east and to the Free Cities to the south- creates magical toys and diversions for “Scions of the Desert”). west. Desert tribes sometimes serve as the amusement of the Emperor during The high plateau of the Enlightened intermediaries, carrying great shipments the mid-winter festival. Ring province leads down by several of goods. Some say that the al-Badia The Elder is said to be the Forgotten mountainous passes to the coastal low- give the yikaria slaves in exchange for God’s first son (MYk/P14/NE). He rules lands of Red Goat and Sun’s Eye. these goods, but nothing can be proven. the Enlightened Ring, the rich-mineral Towering above it all are the ramparts of but dry plateau immediately surround- the Gate of Heaven; despite its altitude, The Governors ing the Gate of Heaven. His slaves are the imperial province retains vegetation Each province of the Yikarian Empire largely dwarves, who toil long years and bearable temperatures for almost is ruled by one of the Seven Sages, the underground without seeing the light of five months of the year. The city of long-bearded yikarian sons and daugh- day. Nathong rests at an elevation of nearly ters of their enigmatic god. These hon- Mother Millstone is the keeper of the 7,000 feet, yet its gardens are among ored governors live in great castles, greatest temple of the Forgotten God, the most pleasant of the empire. The where they command small armies of and is the god’s highest-ranking priest blessing of the Forgotten God is generally invisible servants and oversee the (FYk/P19/NE). She rules the Yaks Horn credited with keeping Nathong green administration of the various provinces. (the driest mountain terrain) as well as and livable. Less generous souls claim The Seven Sages have a great love of the Lowlands near the Haunted Lands; that it is the magic of the Emperor’s secrecy. They are never referred to by none of the rivers she governs runs for blood sacrifices that keep the palace cli- their real names, but only by nicknames: more than a few months, but the mud mate (and incidentally that of the sur- the Mountain Prince, Old Goatbeard, the flats bordering the Haunted Lands are rounding mountains) temperate. Little Fox, the Cloud Wizard, the Elder, home to strange monsters and peculiar The World-Pillar Mountains are Mother Millstone, and the Coral Princess. magical materials. Rumors say that among the highest mountains of Toril, When traveling to visit one another, they Mother Millstone has found a way to ranging from 7,000 to 17,000 feet high, ride enormous, night-flying rocs, the bet- harness the spirits of the desert. with passes in the 4,000 to 5,000 feet ter to hide from enemies. They prefer to The Coral Princess rules the ring of range. The cold heights are moderated keep their appearances, conflict, and mountains around the small natural har- by the warm sea breezes off the Great alliances shrouded in darkness. bor called Pearl Bay. Her seat of govern- Sea. Rainfall is heavy in the northwest- The Mountain Prince is an old, ment is Lipo, a small town that profits ern lowlands, creating the Blackwash scarred warrior who often marches at from trade between the Empire and the fens at the meeting of the River Ruin the head of the yikarian armies (MYk/ cities of the barbaric north. Remarkably, and the Foreigners Sea. The River Ruin F15/NE). He rules the Bronze Falcon she is an albino, and untested as a wiz- is dry for half the year, running fast and province, where the threat from the ard, but her skills at disguise and blood- strong only during the rainy season and eastern jungles is greatest. He taught the theft are described as exceptional the spring runoff from the peaks. As a emperor the art of swordcraft, and is (FYk/P10, M10/NE). She is the most lib- result, the fens are brackish, and their believed to have his confidence. eral of the yikarian governors, so many water level is determined as much by Old Goatbeard is both a priest and a pilgrims come to her, seeking interces- the tides as by the river. The river itself is rogue, and a master shapeshifter (MYk/ sion with the Forgotten God at Lipo’s used to float goods down to the Great P12, M12/NE). He rules the Red Goat grand temple, the Shrine of the Jade Sea in the spring; caravans bring slaves province, where herds are plentiful. He is Monolith. and trade goods up the dry riverbed in best known for keeping a large number the dry seasons, using it as a makeshift of courtesans and courtiers at a small Sacrifices to the Yak God road. Their tracks are washed away but excellently-built palace on the A few sages claim that the Forgotten each winter and spring. shores of the ice-cold Lake of the God is a sorcerer who has overcome a Prophets, barbers, merchants, and Emerald Eye, where water sacrifices are divine curse by gathering his own group of spies-gossips all-claim that the yak- often held. A few of the yikaria also followers, and that he has shaped those men have also established a small trad- know that he often smuggles goods followers into his own image. Others claim ing post in the eastern jungles, at the through the Blackwash, much to the that the Forgotten God is in the same mouth of one of the great rivers that annoyance of the Coral Princess. category as Shajar, Ragarra, and Kiga, the flows down from their mountain fortress- The Little Fox is the youngest of the forgotten gods of Nog and Kadar. es. Any such outpost would be far from Seven Sages and a warrior of the high- The Forgotten God’s worshippers call their strongholds and in much wetter, est peaks outside the Enlightened Ring on the mercy of the Sages by ringing more forested terrain than they are used (FYk/F12/NE). The eyries of the marrashi huge temple bells, before the great to, but it would provide a way to reach clutter the Ghost Leopard peaks; they storms that rage in the high mountain an entirely new set of targets-those of are invaluable as scouts over the peaks. The temples are the homes of the the Foreigner’s Sea and all points east foothills near the River Ruin. yikarian monks, who sometimes inter- and south. The existence of such a fort is The Cloud Wizard is the greatest sor- cede between the yikaria and the cruel merely conjecture, however, and thus cerer among the governors (MYk/M16/ whims of the governors. The storms are does not appear on the map provided. NE). He rules Fiend’s Wing from a palace said to be the sure sign that they are Yikarian trade goods include yak but- carved into a cloud-island mountaintop, travelling from one stronghold to anoth- ter, fine rugs, excellent incense, bells, and his is a close ally of the marrashi er on their enormous steeds.

90 NOVEMBER 1997

The expansion of the empire is in of the Lotus Throne, he serves as the part driven by the yak-men’s relentless High Priest of the Forgotten God search for sacrifices, for they constantly (MYk/P10, M10/NE), and his decrees are make offerings to their god in the “man- backed by all the strength of the yikarian ner elemental”: these offerings are ancestors and of their empire’s founder. either burned, drowned, buried alive, or His nobles comprise the Lotus Court; the thrown off a mountaintop, depending greatest of them are the Lords of the on which elemental form is being Nine Heavens. However, only two of observed. Some say that these sacrifices these Lords amount to much more than allow yak-men temporary access to ele- toadying lackeys: the emperor’s consort, mental magic; others claim that the sac- and his greatest general. rifices merely strengthen the Forgotten The emperor’s invisible consort is God’s hold over his followers. Tamalynda, a High Lady of the marrashi, a fiendish archer whose arrows cause a Strongholds and Sanctuaries wasting disease (See Assassin Mountain Yikarian cities are unlike cities in the or MONSTROUS COMPENDIUM Annual, Volume lowlands; they are not small, scattered One for details of the marrashi and their buildings or even tightly-packed collec- arrows). Called the Whisperer, she is a tions of two and three-story buildings. wellspring of deception, pride, and mis- Instead, they contain enormous white- trust. Her troops are the Forgotten God’s washed stone buildings, with long hall- enforcers in the highest peaks. She ways leading off into individual rooms- serves as the Forgotten God’s lieutenant but without private quarters. It is as if in his absence. the yikarian castles were fused into their Just as the imperial consort sits at the surrounding villages. Emperor’s right, a great warlord called Of course, some divisions exist; just the Storm King sits at his left. As the as not everyone can enter every room Imperial Warlord, the Storm King is the of a human household, so some areas Emperor’s adviser, imperial executioner, of a yikarian stronghold are reserved for and, often, the successor to the throne. yikarians alone, or for the exclusive use Many such warlords have tried to hurry of priests, or for the members of the rul- along their succession through rebellion, ing council. Human slaves have their poisonings, or palace coups, but the own quarters, generally in the lower lev- Storm King seems content to bide his els; yikarian priests live and work in the time and serve loyally. He often rides to temple proper, sleeping there at night. quell uprisings among the various Craftsmen and workshops have their provinces, or spirits himself away on own quarters of the town, but space is secret missions to the south or east. The still shared among all the members of a Whisperer’s followers quietly spread the given trade or guild; often rival mer- word that the Storm King’s seeming lack chants use the same workspace at dif- of ambition is a fault in any potential ferent times of day. Yak and goat herds claimant to the throne. The Storm King are led through the halls to the butcher’s seems indifferent to the consorts rumor- quarter, but no individual owns the sta- mongering, which makes her all the bles; if anyone is fool enough to ask, more nervous. most yikarians (and their slaves) would When the Emperor or the Court travel, reply that all these things belong to the they are always accompanied by a cloud Forgotten God, or that the Gods chosen of marrashi. The Emperor and the Storm emperor rules it for him. Disputes are King always ride enormous griffons; The resolved by the ever-present priests. Emperors nobles follow in flying chariots The provinces without temple hold- of bone, pulled by enslaved djinn. The ings are called Strongholds. Those with emperors entourage never numbers less temples (generally at the highest point than 30 nobles and 1,000 servants. of the structure) are called Sanctuaries. In either case, their tall walls and maze- The Heart of the Empire like interior are completely unlike any The Lotus Emperor rules from the other human or humanoid architecture. imperial city of Nathong (pop. 7,000 yikaria, 34,000 human slaves, 8,000 The Emperor dwarven slaves, 1,000 marrashi, 100 of the Lotus Throne dao), a city that some claim sails above The Emperor of the Yikaria is a young the highest peaks, among the clouds. yak-man, ritually sacrificed to the Temple Perhaps this was true in a distant age, of the Faceless God once every 20 years. when the Forgotten God himself ruled Called the Lotus Emperor or the Emperor the empire, but the city has not left its

92 NOVEMBER 1997 present high plateau for at least 500 artillerist/sappers. These troops are dis- ships that will carry the yak-men south years, when the earliest maps mark it at persed throughout the borders, primarily into the Free Cities-but no one outside its present location. Nevertheless, it is an in the Bronze Falcon, Ghost Leopard, the Lotus Court really knows where impressive city-from a distance, Nathong and Yaks Horn. In addition, 900 elite these ships will someday travel. appears to be a mountain in its own yikarian Faceless Guards watch over the right. On closer inspection, it is a single pass to the Gates of Heaven. The The God Without a Face gigantic building, filled with hundreds of Faceless Guards are named for their Though the Lotus Emperor is the halls, thousands of rooms, deep tunnels, blank masks, in imitation of their god; greatest ruler of the Yikarian Empire, all and high-flung bell towers. their ranks are entirely composed of yak-men also owe allegiance to a great The Emperor’s Quarters (never called yikaria. Though they fight on foot, they power-their blank and faceless elemen- a palace, though certainly one in size) are every bit as powerful in the field as tal god. The Forgotten God of the yak- occupy a quarter of the city, and several elite knights-and they have spellcasting men is more than a distant deity or an thousand dwarven slaves work there, ability as well. especially strong specimen of the race; it attending on the Emperors pleasure and The Yikarian navy is small but pow- is a demi-god of unimaginable age and increasing his wealth. The Tower of the erful; it includes two galleases and three might, with a keen interest in its off- Faceless God is the highest point of the dhouras, all based in the city of Lipo. springs’ affairs. In short, the Forgotten Emperor’s Quarters; the great bronze bell They patrol the coastal waters against God is not above meddling. at its peak is said to weigh two tons. smugglers, and they ferry young yikaria Zakharan sages believe it gains its The marrashi have a tower of their to the barbarian lands to the north, as power entirely through the success of its own, where the Queen-Consort resides, well as to secret landing places all along offspring. The greater its domain and the and where the archers perch and prac- the Free Cities of the Northern Coast, as domains of its seven greatest vassals, the tice. Disobedient slaves are brought to far south as Qudra. The larger of the two greater its magical and divine powers the Whisperer’s Tower to be trans- galleases is reserved for the emperor’s grow. The most convincing speculation formed into servants of the crown. personal use, and it rarely leaves harbor maintains that the god was born entirely The Emperor’s army of warrior except on short jaunts to the island of through blood sacrifice; thus the yikarian monks is almost 5,000 strong, contain- the Cloud Wizard. Currently, however, stress on sacrifices in the “manner ele- ing 1,800 human heavy infantry, 800 twelve new keels have been laid in the mental.” Darker rumors claim that it human archers, 400 yeti auxiliaries, 500 Lipo shipyards; many slaves mutter and devours many of its offspring to marrashi archers, and 400 dwarven complain that they are building the very strengthen its own divine blood.

DRAGON #241 93 The Forgotten God is powered by the belief and sacrifices of lands. In the early years of the empire, Yikarian demi-god the Forgotten God’s followers. If it were they seized the World-Pillar Mountains, 12th-level Sorcerer, 12th-level Priest, ever stolen, it would have 40 irreplace- driving out or enslaving all the dwarves 18th-level Warrior able charges, and each function of the who once ruled those peaks. Now the INTELLIGENCE: Genius staff would require 1 charge to use. yikaria turn their eyes to the south, ACTIVITY CYCLE: Day across the Haunted Lands to the Cities of ALIGNMENT: NE Allies and Enemies the Pearl. The yikaria have ancient MOVEMENT: 9 Rumors fly constantly about an magic at their disposal, as well as a SIZE: L (10’ tall) alliance between the Brotherhood of divine ancestor, but they don’t rely on ARMOR CLASS: 4 base, -4 with armor Fire and the Forgotten God, and specu- divine intervention to achieve their HIT POINTS: 131 lation about a Kadarosto link to the aims. Their emperor has a great plan, SAVES AS: F18 Forgotten God is common currency in each step of which brings his people THAC0: 3 (fists) or 2 (staff) the Ruined Kingdoms, with some going closer to their goal. NO. OF ATTACKS: 1 (fists) or 3 (staff) so far as to suggest that the City Most The greatest hope and weapon of the DAMAGE/ATTACK: 2d10 or 1d8+8/ Sinister was built by the god himself. yakmen are their young, for these are 1d8+8/1 d8+8 More probable is a link between the the troops that will occupy and rule the SPECIAL ATTACKS: Spells Everlasting and the Yikarian Empire; north. Once they reach the age of matu- SPECIAL DEFENSES: +1 or better both groups employ the marrashi, but rity (12 for most yikaria, 14 for the more weapon to hit no more details are known of their pos- conservative), all male yikaria go on the MAGIC RESISTANCE: 20% sible connections. Hallong (literally, “begging bowl,” a sort MORALE: 19 (Fearless) Closer to home, it is clear that the of extended reconnaissance of their XP VALUE: 33,000 yak-men influence many events in the lowland enemies). The best weapon of Strength 20 the Ruined Kingdoms and the northern the young is their ability to shapeshift Dexterity 14 Free Cities; the Ruined Kingdom’s cur- and assume the guise of any humanoid Constitution 19 rent evil leanings are at least partly the creature. No yak-man may return from Intelligence 20 result of centuries of yikaria influence. the Hallong without either stealing some Wisdom 18 The sha’ir Badiat bint Malin of powerful magic or using their special Charisma 15 Kadarosto is believed to be a frequent magic jar power to replace a person of Spells (Wizard): fire truth: hold portal, ally; this may be the source of much of high station (and learning all the secrets phantasmal force, sleep; ESP, pillar of sand*, the tension between her and the of his city, scouting it in the secret name shatter, wizard lock; haste, invisibility 70’ Khedive Aman al-Qasi, who has sworn of the Faceless God). radius, lightning bolt, vampiric touch; fire allegiance to the Great Caliph at Huzuz, However, despite their unity, the yak- shield, ice storm, sunfire*, stoneskin; death and pretends to take his vow seriously men lack one powerful advantage that smoke*, domination, passwall, teleport; when others seek to impose their plans all Zakharan nation share: numbers. chain lightning on his suzerainity. Their population is small and likely to Spells (Priest): bless, command, cure light The yikaria are surrounded by ene- remain that way in the semi-arid heights wounds (×4), detect good, detect magic; mies among the cultures of the southern of the World-Pillar Mountains. enthrall, heat metal (×2), hold person, silence realms and the mysterious East. They Despite this limitation, they are a 75’ radius, speak with animals, withdraw; dis- stand alone as a bulwark against the threat because of their greatest magic: pel magic (×2), meld into stone, speak with armies of the north; if a landing or colo- the yikarian magic jar. This special ability dead, stone shape, protecfion from fire; cure nization were ever attempted by allows any yak-man to commandeer the serious wounds (×2), neutralize poison, Calimshan or other realms, the yikaria body of any creature he can hold still for reflecting pool; raise dead, true seeing; blade would be the ones to fend it off on the two turns. Every governor receives barrier weather summoning northern edge of the Free Cities, just as monthly reports from these spies within Spells marked with an asterisk (*) are Qudra would be the Land of Fate’s bul- enemy nests; their information, as might from the Arabian Adventures rulebook. wark in the south. be expected, is crucial to maintaining and expanding the yikarian web of The Forgotten God has a blank face. The Imperial Dream influence. A possessed spy might enter It seems to speak normally, yet no Though the yak-men dream of con- an adventurer’s life at any time. mouth appears when it does, and its , their feuds with neighbors on all spellcasting is entirely silent (no verbal sides keep them from entering the Yak-Men of Cerilia component is necessary for any of its Zakharan heartland in any great num- Most abominations are solitary indi- spells). It wears long robes in most tem- bers. Nevertheless, they infest the heart viduals because they are too evil and ple statues, but it rarely appears among of the Great Caliph’s court, and their self-centered to share power with poten- its descendants. The only exceptions are plots bear constant watching. If princes tial rivals-even if those rivals are their when appointing a new governor or and adventurers don’t stay on their own offspring. A few exceptions exist choosing a new Lotus Emperor. guard, one of their trusted servants may (the of the Stonecrowns, for The Forgotten God carries a magical be the next to become an unwitting example, is said to be the bastard son of staff tipped with an egg-sized fire opal, pawn, reporting to distant masters the Gorgon), but, for the most part, called the Staff of the World Pillars. This beneath the Roof of the World. abominations sire no children. staff combines all the functions of a ring The yak-men are largely united, On Cerilia, the yak-men are all the chil- of regeneration, a staff of withering, and a actively working toward a common dren of awnsheghlien. In their case, the chime of interruption. It has no charges but goal: the complete conquest of the low- first yak-man was an Adurian awnshegh

94 NOVEMBER 1997 New Realm Spell day when they will out of the tirelessly to restore their trapped god to mountains to establish their rule for all the power that is rightfully his. Blood Leech time. Until then, they prefer to remain in To this end, the yak-men have recruit- (Invocation/Evocation) their mountain retreats, undermining ed the aid of human helpers; their spies Regency: 2 RP/level or HD of target the nearest regents. and agents are responsible for the Gold: 1 GB recent wars across Greyhawk’s normally Required Source: 5 Yak-Men of Tol-il tranquil soil. The foremost of these Duration: Permanent If you have access to the AL-QADIM spies are the monks of the Scarlet This powerful magic allows a wiz- setting materials describing the World- Brotherhood, whose lawful and evil ard of 9th level or higher to steal a sin- Pillar Mountains, placing the yak-men ways are amenable to subversion by the gle point from a target regent’s blood- beyond the Shining South is the best- yak-men’s body-snatching. line strength and add it to his own. their empire should be difficult to reach, The spell’s target must be known to more myth than reality to most inhabi- Yak-Men of the Planes the caster, and the spell may not tar- tants of the realms. Another option is to The yak-men rule over the genies get a creature that has been the target place the empire in the High Country called the dao; out on the planes they of a previous blood leech, even one east of Rashemen; this at least makes rule the Great Rift of the Dao as well, the cast by another caster. The target is the yak-men vaguely accessible through better to oversee the activities of their entitled to a saving throw against Thay or Rashemen. Indeed, it creates genie servants. Their elemental empire is death magic; if the saving throw suc- the possibility that the yak-men played an extension of the realm of Elemental ceeds, the spell has no effect. If the some role in encouraging the Tuigan God Grumbar, Lord of Earth (see Lund of saving throw fails, the target loses one Horde to come over the High Country Fate); indeed, the yak-men oversee much bloodline point immediately and per- into the Realms, perhaps to conquer and of Grumbar’s realm. manently. The spell can be cast from rule as the yak-men’s puppets, perhaps The power of the yak-men on the ranges up to 20 miles. simply to make a later conquest by the planes is even greater than it is on the In addition to the gold and regency yikaria themselves easier. Prime. Everywhere they go, yak-men are requirements, the spell requires a If someplace further east is desirable, accompanied by dao bodyguards. In pinch of bloodsilver to cast. consider placing the Yikarian Empire in addition, they command elemental the highest reaches of the A Ling Shan, magic on the plane of Elemental Earth the great mountain chain just east of that they cannot access in Zakhara. caught on the southern side of the Straits Raurin, the Dust Desert. If there is a Over the course of centuries, the yikaria of Aerele after the explosion of Mount more remote and inhospitable part of grow mountains where once there were Deismaar. The bloodline is rarely passed the Realms, it is hard to imagine. none, increasing the size of their empire on, however, presenting the constant Though few would seek out the empire, by the simplest and most potent of danger of the line dying out. great heroes or those on their way to or methods. Growing mountains is the Though the Yikarian Empire was from Kara-Tur would have to pass magic of the yak-men sha’irs, a special- founded by an awnshegh, not all yikaria beneath the yak-men’s gaze. ized set of savants found only on the carry the blood-taint themselves. In any case, outside the Land of Fate elemental planes. In addition to having Generally, the more powerful a yak-man the yikaria’s activities are restricted to crysmal-like gen, they are on close is, the more likely he is to carry the taint increasing their power base in Thay and terms with the xorn, the azer, and the of Azrai. The Forgotten God carries the infiltrating the Southern Kingdoms of wind walkers. What plans these planar True blood of Azrai, with the Bloodform Unther, Chessenta, and Mulhorand. yak-men have, few can guess. (Minor, yak), Divine Aura (Great), They do no more than keep a watchful Invulnerability (Great), and Long Life eye on the tribes of the Endless Waste DM Notes (Major) blood abilities. The Emperor has and the civilized portions of Kara-Tur. The yak-men are excellent long-term a Great bloodline, and the Invulnerability opponents in these settings because of (Major) blood ability. Yak-Men of Oerth their ability to possess others, working The governors and the general have High in the Crystalmist Mountains, through catspaws while remaining Major bloodlines. Each governor has above the realms of the drow and the behind the scenes, allowing them to insti- some variation in blood abilities, but they kuo-toans, the empire of the yak-men gate plots while leaving their flunkies to share some traits of the founder of the exists in solitary splendor. Few know of take the fall. For additional information line in common. Several governors have their existence, fewer still of their origin. on yikarian plots, consult the City of either the Invulnerability or Long Life abil- Some claim that the yikaria wandered to Delights and Ruined Kingdoms source- ity, but none have the Divine Aura. The Oerth from the elemental planes; on boxes, both of which include adventures yak bloodform is no longer counted as a Oerth, the truth is that they are the featuring these strange monsters. blood ability for blooded yak-men-it is a warped and twisted remnants of the defining characteristic of the race. Suloise mages who survived the Rain of In addition to their blood abilities, the Colorless Fire. Cloud Wizard, the Storm King, and the On Oerth, the Forgotten God is not an Emperor are masters at magical blood- abomination or a god of outland priests. Wolfgang Baur claims to be the most theft, stealing regency from the regents Instead, he is , the long-lost Teutonic game writer in the Pacific and scions of the North using the blood god of Suel magic and mysteries whose Northwest. His first reaction to the idea of leech spell. Slowly, they sap the northern temple is described in WG4 The Forgotten yak-men was, “That’s stupid!” He takes it all kingdoms’ strength, preparing for the Temple of Tharizdun. The yak-men work buck, now.

DRAGON #241 95 Cons & Pros Policies

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96 NOVEMBER 1997 91. Who inadvertently brought the Red Death to Gothic Earth? Answer: Imhotep.

92. How many levels are there in the Iron Citadel, which stands In the ring of fire surrounding Ur Draxa? Answer: Six.

93. Four cryptknights guard the tomb of Martek. They will not attack a group of The Arcane Challenge adventurers who carry one of these. Answer: Star gems.

answers by 94. What two magical substances are unique to ? Here (after a suspenseful month of Answer: Blipdoolpoolp. Answer: Cinnabryl and vermeil. waiting) are the final 25 answers to last Note: Even if you don’t have a copy of Note: After considerable debate, argu- year’s trivia competition. Do you enjoy Dl-3, who else could someone with that ment, and discussion with the designers these questions? Would you like to see name serve? and editors on the SAVAGE COAST® project, more? Send us a letter to let us know. the answer committee decided to also 84. What island lies between Aridia accept as correct. 76. In what region does the town of and Inferno in the lo’s Blood Island Pommeville lie? Chain. 95. In this adventure, PCs begin at 0 Answer: Vosgone. Answer: Basilisk. level and select a class during play. Note: Pommeville was featured in Note: The lo’s Blood Island Chain is the Answer: . Cleric’s Challenge. setting for Council of Wyrms. If you know your mythology, it shouldn’t have been Art Questions 77. Who is the king of the centaurs liv- too hard to find the answer. 96. Who is this? ing on the Island of Evermeet? Answer: Drelnza, daughter of . Answer: Gwyon Ironhoof. 85. Before Abalach-Re was killed in Note: You can find this charming vam- battle against Sadira of Tyr, what city did pire in S4 The Lost Caverns of Tsojcanth 78. What’s the first thing the Dancing she rule? (which, by the way, is pronounced soj’ kon). Man says? Answer: Raam Answer: “Baphomet.” 97. What is this (the monster, not the Note: We didn’t mark against anyone 86. Which regular customer at the product)? who included the rest of the Dancing Welcome Wench Inn is actually an agent Answer: Astral dreadnought. Man’s message, but all we needed was of the Viscount of Verbobonc? Note: This question was tricky. The the first word. Answer: Elmo. monster made its on the Note: He lives in the village of cover of , but it wasn’t 79. Where was Edralve exiled to after Hommlet, and he’s not ticklish. named or given stats until it was used on a failed coup? an AD&D collector card. If you have sharp Answer: The surface world. 87. What class and level was eyes, you might have picked it out of the Note: Edralve was another of the Castanamir when he retired to his island? PLANESCAPE Monstrous Compendium Appendix slavelords. A bit of extrapolation was nec- Answer: 18th-level mage. Two, but the illo in that book is not instant- essary to get this answer, but not much. ly recognizable as the same creature. 88. In what village did the cult of the 80. Who destroyed the arch-lich reptile god take hold? 98. Where is this (in what dungeon)? Vecna? Answer: Orlane. Answer: The Hidden Shrine of Tamoachan. Answer: Kas the Bloody-handed (his lieutenant). 89. If you and a noyan seek shelter 99. When is this (what year in the from a buran in your yurt, where do you DRAGONLANCE SAGA timeline?) 81. This city is the capital of Talinie. live? Answer: 352 A.C. Answer: Nowelton. Answer: The Horse Plains (or the Note: I’m afraid that we were sticklers Note: As anyone who plays in the Endless Waste, or the steppe). on this one and counted wrong any BIRTHRIGHT setting could tell you. answer that did not include “A.C.” Krynn 90. What race of petitioners are found has had a slew of year 352s; we needed 82. Who is the twin brother of Zeboim in Semuanya’s Bog? to know which one you meant. and son of Sargonnas? Answer: Lizard men. Answer: Nuitari. Note: Semuanya’s Bog is in the 100. Why is this dragon angry? Outlands; the answer is in the PLANESCAPE® Answer: Its egg (or treasure) has been 83. Googlaboorp is a priest of what campaign setting. stolen. deity?

DRAGON #241 97 98 NOVEMBER 1997

100 NOVEMBER 1997 DRAGON #241 101 102 N OVEMBER 1997

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Bubblegum Crisis* game 188-page softcover book R. Talsorian Games, Inc. $24 Design: Benjamin Wright, David Ackerman-Gray, Ray Greer, George MacDonald, Steve Peterson, and with Michael MacDonald, William Moss, Christ Pasquarette, F.E.A.R. Co. Ltd., Trauma Team Japan, Tateno Tsuneo, Nobuaki Takerube, Tano Akira, Hiyoshi Miyako, Yamamoto Tsuyoshi, Suzufuki Taro, Nakajima Sonomi, and Usuki Teruaki Editing: Janice Sellers Illustrations: Benjamin Wright, David As long-time readers of this column spend an entire afternoon with the Ackerman-Gray, Mark Schumann, and have probably figured out, I’ll play just Mouse Trap* game, trying to figure out Alex Okita about anything: fantasy games, science- cool new ways to get the little man to Cover: uncredited fiction, horror, cyberpunk-you name it. I back-flip into the washtub. like card games. I like military simula- But being a regular sort of guy-albeit I gotta admit, the appeal of anime- tions. I like poker, parcheesi, mah jongg, a guy who considers an afternoon with Japanese animation, heavy on violence, and charades. I’ve even been known to Mouse Trap time well spent-l have my sexuality, and surrealism-eludes me. own prejudices. There are certain types Folks in the know have assured me that of games I plain won’t play because- Bubblegum Crisis, the series upon which Role-playing games’ rating well, for no good reason, actually. this RPG is based, ranks among the bet- Yeah, I know . . . ter examples of anime art. In the inter- Not recommended shame on me. But I’m trying to reform. As part of my reha- ests of enlightenment, I got a hold of a tape and gave it my full attention. Can’t May be useful bilitation, we’ll be taking a look at three games that I’d ordinarily toss in the say I was impressed. The Knight Sabers, the series’ protagonists, struck me as a Fair closet and never look at again-not because they’re no good, mind you, but rather uninspired cross between the Power Rangers and the Smurfs. I found Good because the subject matter tends to make me yawn. Anyway, consider this the adventures predictable and deriva- month’s column an invitation to re- tive, the animation lifeless and flat. Excellent examine your own biases. If there’s a Considering how much I disliked the Mouse cartoons, I was surprised by my thumbs The BEST! game you’ve been avoiding, be it Trap or mahjongg, give it a try. If I can do up reaction to the game. If you’re an it, you can too. anime fanatic, I suspect you’ll like it a lot more than I did-and I liked it quite a bit.

108 NOVEMBER 1997 The self-contained, entry-level game- To resolve an action, the gamemaster whose name, by the way, refers to “a decides a Difficulty Level for the task at bubblegum bubble which is about to pop hand which in turn suggests a Target . . . an impending mess that will be hard Number. For instance, if a PC wants to to handle”-combines clever mechanics, a translate a coded document, the flashy setting, and an interesting premise: Difficulty Level might be Exceptional, the battlesuited good guys (the Smurfy Target Number 12. The player adds the Knight Sabers) vs. bad guy androids (the relevant stat level (Intelligence, which Boomers) in 21st Century MegaTokyo. we’ll say is 5) to the relevant skill rating Getting your Knight Saber up and (Languages, 3) and a 3d6 roll (in this snarling involves a trip through the case, 7). If the total exceeds or equals the Fuzion System, R. Talsorian’s brand new target number, the action succeeds (15 set of universal rules, adaptable to RPGs beats 12, so the document’s translated). as diverse as the Champions* and Mekton Combat involves a host of modifiers, Z* games. Thanks to the sharp writing including range, line of sight, and dam- and generous number of examples, the age class. Normally, faced with combat rules for character creation-in fact, the mechanics this complicated, I’d be bang- rules for everything-are a snap to ing my head on the table. But since follow. You begin by consulting a series Bubblegum Crisis is essentially a combat of “Lifepath” tables that cough up game-you could conceivably stage an virtually every aspect of your PCs per- adventure with nothing but combat-the sonality. A roll on the Worldview Table, detail is justified. If, by the way, it’s for instance, determines if your alter occurring to you that the Fuzion System ego’s as benevolent as Mr. Rogers (“I like isn’t a heck of a lot different from a half- Hong Kong Action almost everyone”) or as nasty as Darth dozen other RPG systems you could rat- Theatre* game Vader (“People are scum and should be tle off the top of your head-well, you 160-page softcover book wiped out”). The Value Tables give you wouldn’t be wrong. It is, however, less Event Horizon Productions $20 role models (a teacher, a brother) and cluttered than most, making it easy to Design: Gareth-Michael Skarka, Aaron goals (money, honor, power). grasp and more than adequate to han- Rosenberg Aaron Sturm, Scott Thompson, Players averse to random rolls may, if dle the demands of the premise. David Sturm, J. Christopher Haughawout, they like, select specific entries from the The “2033 Sourcebook” section Matt Harrop, and John R. Phythyon Jr. tables, but it’s more fun to roll. I came up posits 21st Century Japan as an urban Editing: John R. Phythyon Jr. with a moody middle-class guy who nightmare “plagued by corrupt govern- Illustrations: Cinema City Entertainment hates his relatives and believes that “No ments, greedy corporations, pollution, Co. Ltd., Golden Princess Amusement one understands me.” Which, come to overpopulation, violence, and technology Co. Ltd, Mandarin Films Ltd., Magnum think of it, isn’t much different from my run rampant.” Despite all this scary stuff, Films Ltd., Seasonal Films Ltd., Shaw real-life self. the setting doesn’t seem particularly Bros Ltd., and Eileen K. Skarka To generate statistics for your moody threatening; for every creep like the BU- Cover: uncredited relative-hater, you distribute a pool of stat 128 (a railcannon-carrying Boomer) we points among several basic attributes, have a Japanese Smurf with a goofy I like kung fu flicks-Asian action including Strength, intelligence, Reflexes, name like Sylia Stingray. And though films emphasizing and mys- and Willpower. The gamemaster deter- well-described, the setting’s not nearly ticism, with stars like Bruce Lee and mines the number of stat points to be as rich as the future portrayed in, say, Jackie Chan-even less than anime. distributed, a number he can boost or the Shadowrun* or Cyberpunk* game. But Although I appreciate low-budget crap- decrease depending on how powerful that’s not the fault of the designers. It’s pola as much, maybe more, than the he believes the PCs need to be to sur- the fault of the source material, car- next guy, the slapstick violence and free- vive the adventure he has in mind. A set toony in the most literal sense. for-all nonsense bores me silly. A couple of secondary stats (Luck, Resistance, Evaluation: Bubblegum Crisis favors of times, I’ve tried to watch Enter the Endurance) are derived from the basic simple adventures as opposed to intricate Dragon, one of the genre’s alleged clas- attributes; Luck, for example, is the sum campaigns. Accordingly, it works best in sics, but my eyes glazed over some- of the intelligence and Reflexes scores. bite-size chunks along the lines of the where around the 300th flying . The player also receives a pool of cam- short scenarios presented at the end of So I looked forward to Hong Kong paign points to spend on skills (Animal the book; “Return of the Killer Dolls” fea- Action Theatre, a modestly packaged RPG Handling, Forgery, Languages) and tal- tures an investigation of a mysterious covering the entire spectrum of kung fu ents (Ambidexterity, Direction Sense, plane crash, “Brother Boomer” pits the flicks, with about as much anticipation as Intuition). Those unwilling to invest the PCs against a Boomer-controlled space a tax audit. Wrong, Swan Boy. Hong Kong 20 minutes or so required to create PCs station. Once I got into the spirit of the Action Theatre turns out to be a stunner, from scratch may opt instead for ready- thing, accepting Bubblegum Crisis on its easily one of the year’s best games. to-play templates like Entertainer, own two-dimensional, intentionally light- I never heard of lead designer Scientist, and High-Tech Vigilante. All weight terms, I had a pretty good time. I Gareth-Michael Starka, but he’s my told, Bubblegum Crisis PCs are remark- can’t say Bubblegum Crisis changed my kinda guy, a fellow who bends over ably similar to their cartoon counter- mind about anime. But it changed my backward to do things differently, parts: feisty, versatile, and tough to kill. mind about anime-based games.

DRAGON #241 109 refines his ideas to the bare essentials, Strike. He also receives a Gunplay rating, then buffs them till they shine like jew- which encompasses sub-ratings for Gun els. Case in point: the remarkably novel Type, Weapon Damage, and Weapon character creation system. These aren’t Speed. A combat turn comprises a four- PCs in the conventional sense; rather, step sequence: declaration of intent, they’re “actors” who take on different speed rolls, attack/defense rolls, and “roles” depending on the nature of the damage assessment. Resolving a com- adventure. In Adventure One, for bat action (or, for that matter, a non- instance, the PC might be a Veteran Cop. combat action) involves Difficulty In Adventure Two, he might be a Wise Ratings and Ability Totals. In essence, Old Wizard. the gamemaster sets a Difficulty Rating It works like this: The player begins for the intended action (Easy is 10, by determining ratings for his actor PC’s Impossible is 40), then computes an basic attributes-Toughness, , Speed, Ability Total by adding the PC’s relevant Cool, Chi (a measure of spirituality)-with skill rating to any pertinent situational random die-rolls. The PC receives no modifier (the PC might be penalized skills; rather, he receives a number of -5 or so if he’s got a broken arm). points in three specialty categories: The Ability Total is subtracted from Cthulhu Live* game Physical, Mental, and Social. Prior to the the Difficulty Rating; the resulting num- 154-page softcover book start of an adventure, the player chooses ber must be equaled or exceeded by a Chaosium, Inc. a particular role for his PC, then spends 1d20 roll for the action to succeed. $17 his specialty points on whatever skills Throughout, numbers and formulas are Design: Dan DePalma, Robert are appropriate for the role. In an kept to a minimum, keeping the focus McLaughlin, Scott Nicholson, and Cyndy adventure where he’s a Veteran Cop, he squarely on the battle itself. As a conse- Schneider (based on the Call of Cthulhu* might be skilled in Driving, Computers, quence, Action Theatre combat is a blur game by Sandy Petersen and Lynn and Law. Playing a Wise Old Wizard in a of activity: savage, outrageous, and Willis) subsequent adventure, he might be lightning-fast. Editing: Janice Sellers skilled in Slight of Hand, Acrobatics, and Action Theatre has no game world Illustrations: Robert McLaughlin, Michael the Occult. Hong Kong Action Theatre per se. Instead, we’re offered three gen- Tice, H.P. Lovecraft Historical Society, PCs, then, never die. Instead, they’re res to investigate, representing the Revisionist Historical Society, and Steve endlessly recycled, giving players unlim- design team’s favorite types of films. Gallacci ited opportunity to experiment with a The Gunplay genre emphasizes armed Cover: Bob Berta variety of archetypes. combat and organized crime. Martial As if that weren’t innovation enough, Arts, arguably the best-known category, One of the dorkiest things I’ve ever Skarka embellishes the PCs with a host concentrates on brutal man-to-man con- done was allow myself to be talked into of nifty touches. Following an exceptional frontations, often featuring tournament participating in a live-action RPG. Ten performance in a adventure, a PC earns competitions or historical settings. The years later, I still cringe at the memory of Star Power points which can be spent on Bizarre Fantasy genre mixes horror, fan- wandering around a public park in a spontaneous script rewrites. If, for exam- tasy, and science-fiction, where combat- bath robe, brandishing a sword made ple, a PC finds himself in a dangerous ants project bolts of mystic energy and out of a cardboard tube, looking for a situation, he spends a few Star points reside in mansions that float in the sky. dragon, which, as I recall, was played a and-ta da-a-a-a!-turns out, it’s all just a Each genre comes complete with back- fat guy wearing a blanket. Not only was dream. High levels of Chi can be ground details, key features, and role- it no fun, it was humiliating, and thank swapped for spells along the lines of playing tips. Best of all, each includes a God my wife-to-be- didn’t see me, or I’d righteous demon fist and mountain pair of engaging, ready-to-play scenar- still be single. dancing. And every PC gets his own ios. My favorite: the Bizarre Fantasy But along comes Cthulhu Live and Signature Move, an action or trait that episode titled “Creatures of the Dark Air,” really, what choice do I have but to try distinguishes him from run-of-the-mill where the PCs face a squadron of live action again? After all, Chaosium nobodies. Sample Signatures: Sacrificial grotesque spirits in a gloomy castle. publishes bad games about as often as Buddy (an NPC companion who, at an Evaluation: If the gods are feeling Michael Jordan buys hair brushes. And opportune moment, conveniently dies benevolent, they’ll see to it that Hong Call of Cthulhu, the brilliantly executed to save the PC), Theme Music (like the Kong Action Theatre gets the audience it H.P. Lovecraft horror game upon which Mission: Impossible tune; it beefs up the deserves. Elegant, evocative, and as Cthulhu Live is based, happens to be my PC’s Cool rating), and Tag Line (“I’ll be exciting as a roller coaster ride over a all-time favorite RPG. back” or “Make my day,” which boost cliff, Hong Kong Action Theatre is a start- So I spent a night digesting the rules, skills rolls when artfully grunted). to-finish delight. Having consumed the another night preparing a scenario, then Of course, a martial arts game has to scenarios, I’m ready for some sequels. coaxed some friends and neighbors have a combat system, and Action While I’m waiting, I just might give Enter over for an evening of what I cryptically Theater serves up a doozy. As part of the Dragon another shot. (Information: referred to as “a game that’s sorta like the character creation process, the PC Event Horizon Productions, 1219 Laura Sherlock Holmes in the Twilight ” I receives a fixed number of points to Ave., Lawrence, KS 66044.) won’t keep you in suspense. They loved spend on martial arts maneuvers, such it. And I adored it. In fact, I adored it so as Head Butt, Feint, Grapple, and Nerve

110 NOVEMBER 1997

much that it made me dismiss my farmers into zombies. “Horror in the attribute-like Forces (Corporeal, Ethereal, earlier experience with live action as an Asylum” takes place in a spooky hospital Celestial), skill-like Resources (Artistry, unfortunate fluke. loaded with mad scientists and experi- Survival, Tracking) and spell-like Songs So what makes Cthulhu Live a win- ments gone haywire. Each scenario pro- (charm, possession, projection). Action ner? Three factors: vides copious staging tips for creating an resolution involves 3d6 rolls, with two of 1. Regular Folk. The game is set in a authentic atmosphere. To simulate a the dice determining success or failure, world not unlike our own. Actually, it is shock treatment, for instance, the the third determining the degree (spec- our own, circa 1920, meaning that the gamemaster is directed to strap a crony tacular success, disastrous failure). A roll players don’t have to strain their brains into a chair, then flick the lights on and of 1-1 -1 indicates divine intervention; a absorbing a lot of background material. in off while the screaming crony throws roll of 6-6-6 results in a visit from Mr. a sense, the less they know, the more fun himself against his restraints. A mad sci- Horns. In Nomine’s most impressive they’ll have, as much of the game entists laboratory can be suggested with achievement is not its vivid setting nor its involves investigation into the Cthulhu a few bottles of herbs, some hand-writ- imaginative mechanics, but its respectful, Mythos and the gradual revelation of the ten notes, and—I came up with this one even reverent treatment of a sensitive Mythos’ horrible truths. And because the myself—a cauliflower () positioned in subject. Ambitious, chilling and absolutely, players are portraying lawyers, private a tray of cherry gelatin (gore). Elsewhere, positively not for children. Or Jerry eyes, and other everyday types, no elabo- the book provides detailed instructions Falwell. rate (or embarrassing) costumes are for manufacturing Cthulhu monstrosities required, though fashion plates are free to from odds and ends available at the Tales of the Jedi Companion, adorn themselves to their hearts content. local Wal-Mart. You can make your girl- by George R. Strayton with Peter 2. Easy Rules. To keep things moving friend into, a Hound of Tindalos with tal- Schweighofer. , Greg along, most live action games-the cum power and black cream make-up, or Gordon, , Matt Hong, Bill Star Wars five-Action Adventures* and transform yourself into a vile Crawling Smith, Simon Smith, Paul Sudlow, and International Fantasy Gaming Society* One by attaching rubber fishing worms Eric S. Trautmann. , $25. games, to name two-employ stream- to your face. Didn’t I hear somewhere that George lined mechanics. Cthulhu Live takes this Evaluation: Drawbacks? A few. Cthulhu Lucas released some spruced-up ver- approach a step further, stripping the Live requires, as many as 10-15 partici- sions of the old Star Wars films a couple systems to the bone. A PC, for instance, pants, making it tough to pull off for play- months back? Doesn’t matter. When I has ratings for only four attributes: ers with a shortage of pals. (I could only need a fix of Luke Skywalker and com- Dexterity, Education, Constitution, and round up eight participants for my pany, I turn to West End, who’ve been Power. After the player calculates his , and though we got through the the semi-official keepers of the flame for PC’s Sanity Points (a measure of mental scenario, it was a struggle I wouldn’t want close to a decade. West End’s Star Wars* stability) and buys a few Skills- to repeat.) Though most of the rules are game supplements are not only loaded Anthropology, History, and First Aid are simple, the combat system, which relies with nifty RPG stuff, but serve as the last among the options-his character is on a deck of homemade combat cards, is word in Lucas lore. Tales of the Jedi is the pretty much done. awkward. And because so much of the latest volume in West End’s hardback Action resolution uses neither dice game is improvised, the gamemaster has series, which also includes such must- nor tables. Instead, the gamemaster arbi- to be quick on his feet, conversant in haves as Han Solo and the Corporate trarily decides a difficulty level, then Cthulhu mythology, and a strong story- Sector and Dark Empire. compares this to the PC’s relevant skill or teller. I you’re still on board, you’ll find Tales, covering the era existing 4,000 attribute rating. If the rating equals Cthulhu Live to be a great way to spend a years before A New Hope, examines Jedi exceeds the difficulty level, the action weekend, a theatrical extravaganza that powers, exotic planets like Alpheridies succeeds. For example, if the gamemas- captures the flavor of the RPC and does- and Ossus, and the Sith, a race of creepy ter decides that recalling the middle n’t take itself too seriously. As a convert, aliens. name of Henry VIII’s first wife is Difficulty I’m thinking about putting together a sce- If all you know is the movies, then 16 and the PC has a History rating of 12, nario for this years convention circuit. brother, you don’t know nothin’. the attempt fails; that’s about all there is Watch for me. I’ll be the guy in the to it. Sanity losses are resolved in a simi- bathrobe. Nemesis, by Richard , Rick Ernst, lar fashion. Even your brain-dead little and M. Alexander Jurkat with Catherine brother should be able to understand Short and sweet D’Avella, Shirley Madewell, Chris Pallace, rules this elementary. (Incidentally, In Nomine* game, by Derek Pearcy James Parks, and Bernard C. Trombley. although the C’thulhu Live rules derive (based on the original French game by New Millennium Entertainment, $16. from the Call of Cthulhu role-playing Croc). , $25. Conspiracy X Game Master’s Screen, by M. game, familiarity with the RPG isn’t nec- Give the Steve Jackson crew credit for Alexander Jurkat. New Millennium essary. The Cthulhu Live rulebook con- guts. In Nomine tackles a volatile premise Entertainment, $15. tains everything you need to know.) head on: the Judeo-Christian concepts of Still waiting for the official X-Files role- 3. Terrific Scenarios. The second half good and evil, heaven and hell, God and playing game? Just in case it never gets of the rulebook contains two lengthy, Satan. The battleground is the universe here, I suggest you check out the detailed scenarios that take the itself-here, poetically known as the ConspiracyX* game (reviewed in Dragon® gamemaster by the hand and walk him Symphony-with angels and Magazine issue #232), a paranoia- through every step of the proceedings. as the primary combatants. Players take drenched RPG that Scully and Mulder “The Ooze” stars a puddle of crud from the rolls of lesser servitors, aligned with would be proud to call their own. These outer space with a penchant for turning good or evil; points are allocated to two supplements maintain the high

112 NOVEMBER 1997 standards of the original game. Nemesis attitudes derive from homelands Dragon® Magazine issue # 224) didn’t die presents an in-depth study of the Grey, a selected by the players; Highland PCs when Wizards of the Coast unceremoni- race of extraterrestrials who’ve infiltrated are nomadic and spiritual, Pythean ously cut it loose. Instead, it drifted into our planet to pursue a sinister Human Empire PCs are rigid and violent. The the loving arms of the small but enter- Breeding Program. An eyebrow-elevat- imaginative magic section features prising Rubicon Games. Spherewalker ing adventure titled “Grey Matter” spells like liquid energy and mind wipe. Sourcebook, Rubicon’s first Everway rounds out this first-rate effort. The A set of cards, bound into the rulebook, sourcebook, brims with information Conspiracy X Game Muster’s Screen con- represents Divine Powers that enable vital to players and gamemasters alike. sists of an attractive eight-panel screen players to modify the rules; the Formatted as a alphabetic encyclopedia, packaged with another excellent adven- Probability Manipulation card allows a the book tackles topics as diverse as bell ture called “Night of Rage,” loaded with player to switch the position of the ones walking pyramid lizards, and winterwa- supernatural surprises. (Information: and tens on any percentile die roll, the ter, Though nothings covered in depth, New Millennium Entertainment, 15 Inspired Attack card doubles the dam- the crisp writing and classy production Ledgewood Drive, Albany, NY 12205.) age of a successful melee attack. makes the book a cover-to-cover treat. Stumbling blocks: the underdeveloped Also note that Rubicon has published a Of Gods and Men* game, by Jeffrey campaign world and the clunky nine- new run of source cards, 90 in all. With Konkol. Non Sequitur Productions, $25. step combat round which relies on imaginative text and quality art, the ADVANCED DUNGEONS & DRAGONS® has power points, attack foci, and speed fac- cards compare favorably with those in pretty much cornered the market in fan- tors. I don’t foresee a stampede of play- the original boxed game. (Information: tasy role-playing with products like the ers abandoning AD&D for Of Gods and Rubicon Games, PO Box 2931, Seattle, Earthdawn* and Middle-earth* games Men, but its an interesting alternative WA 98111-2931.) gobbling up whatever chunks of the for the open-minded. (Information: Non audience remain. So any small press Sequitur Productions, 1513 North 69th Claim-Jumper* game. No credits publisher who puts out a new fantasy Street, Wauwatosa, WI 53213.) given. The Grail, Inc., $22. game must either be nuts or have one In this clever , reminis- heck of a good idea. Of Gods and Men, a Spherewalker Sourcebook, by Greg cent of the Clue* game, players move meticulously detailed RPG that’s been Stolze. Rubicon Games, $20. Spherewalker poker chips around a colorful terrain quietly winning converts for a while Source Cards. No credits given. Rubicon map, searching for the right combina- now, is mostly a good idea. The PCs are Games, $2 per 10-card pack. tion of key cards that will lead them to culture-based; that is, their traits and The Everway* game (reviewed in buried treasure and victory. A black vel- vet pouch holds the solution; guess wrong, and you’re out. So what’s a game like this doing in a role-playing column? Well, as the designers point out, the 4” × 4” modular tiles that make up the terrain map happen to be perfect for miniatures. A gamemaster can arrange these 16 Lake, Mountain, Prairie, and Settlement tiles to represent just about any outdoor area of his choosing, which is much preferable to sketching out maps on paper, especially if you’re a lousy sketcher. A board game and an RPG accessory, all in one-what a deal! (Information: The Grail, Inc., 914 Park Ave., Laramie, WY 82070.)

Rick Swan, the author of The Complete Guide to Role-Playing Games (St. Martin’s Press), has designed and edited nearly 50 role-playing products. You can write to him at 2620 30th Street, Des Moines, IA 50310. Enclose a self-addressed envelope if you’d like a reply.

* indicates a product produced by a company other than TSR, Inc. Most product names are trade- marks owned by the companies publishing those products. The use of the name of any product with- out mention of its trademark status should not be construed as a challenge to such status.

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greater than anyone imagined, and their raids of terror threaten to destroy a king- dom. This adventure is the second of three parts that can be played alone or as part of the MONSTROUS ARCANA trilogy. $9.95 U.S./$12.95 CAN./£5.95 U.K. TSR Product No.: 9550 ISBN: 0-7869-0718-5

The Last Tower: The Legacy of Raistlin A DRAGONLANCE®: FIFTH AGE™ Dramatic Supplement By Skip Williams This addition to the DRAGONLANCE: FIFTH AGE game explores the mysteries of Wayreth Tower, where Raistlin faced the NEW FOR NOVEMBER $20.00 U.S./$27.00 CAN./£11.99 U.K. mystical ordeal of the Soul Forge. TSR Product No.: 3126 The Book of Priestcraft $20.00 U.S./$26.00 CAN./£11.99 U.K. ISBN: 0-7869-0655-3 TSR Product No.: 1149 A BIRTHRIGHT® Campaign Setting ISBN: 0-7869-0538-7 By Rich Baker, , Duane Maxwell, and Ed Stark A PLANESCAPE® Deluxe Adventure The Book of Priestcraft presents the Tales of Uncle Trapspringer By Monte Cook unique, mysterious priests of Cerilia, A DRAGONLANCE Novel When greed as faith, whose temples and religions move and By Dixie Lee McKeone and the faithful discover the secrets of shape the world. This book is perfect for Uncle Trapspringer, the most famous resurrection, not even Sigil is safe. This priest heroes, players of Rjurik druids and legendary of them all, in his deluxe adventure presents an explosive and Anuirean clerics. All character levels. first novel length exploit. plot that’s sure to send shock waves $5.99 U.S./$6.99 CAN./£4.99 U.K. through the entire multiverse. TSR Product No.: 8387 $29.95 U.S./$39.95 CAN./£18.50 U.K. ISBN: 0-7869-0775-4 DUNGEON® Adventures #65 TSR Product No.: 2631 Cover by ISBN: 0-7869-0711-8 NEW FOR DECEMBER Pages of Pain ❖ The Ice Tyrant Elminster in Myth Drannor LANESCAPE by Chris Perkins A P Novel A FORGOTTEN REALMS® Novel by A SAGA® System adventure for the By Ed Greenwood The innermost thoughts and musings heroes of the FIFTH AGES setting, com- The eagerly awaited sequel to the of the most famous denizen of the plete with AD&D® game conversion best selling Elminster: The Making of a PLANESCAPE multiverse are now available notes throughout. Silvanesti elves Mage. in paperback. Here, for the first time, is challenge the might of the dragon $19.99 U.S./$25.99 CAN./£13.99 U.K. the story of the ever-silent and mysteri- Gellidush-only the heroes can make TSR Product No.: 8575 ous Lady of Pain, the matron of Sigil. the difference between defeat and ISBN: 0-7869-0661 -8 Interspersed with her own words is a victory. story that takes place within perhaps her Four From Cormyr greatest tool-the Maze, where threats to ❖ Knight of the Scarlet Sword by A FORGOTTEN REALMS Adventure Sigil are incarcerated for all eternity. By John Terra $5.99; CAN $6.99; £4.99 U.K. Something is rotten in the town of Four From Cormyr consists of four TSR Product No.: 2627 Bechlaughter, but by the time the unrelated adventures for player charac- ISBN 0-7869-0671 -5 heroes discover their true foes, it ters, all set in the kingdom of Cormyr. might be far too late. Each of these adventures provides the Scalders DM will all the information needed for a ™ Kicker Pack #7 ❖ The Unkindness of Ravens variety of adventures in the same gen- by Jason Kuhl By Bill Olmsdahl eral setting. Armies of terrifying Scalders use their The legend warns not to kill the $20.00 U.S./$27.00 CAN./£1.99 U.K. ravens that roost in the manor. Pity knowledge of fire and water to shift the TSR Product No.: 9531 balance of power in the DRAGON DICE™ someone already has slain one . . . ISBN: 0-7869-0646-4 game toward neutrality. These red and Plus two SideTrek adventures for green “Steam Dancers” add a scorching the AD&D game! Night of the Shark touch to the fray! Each pack contains 8 An AD&D MONSTROUS ARCANA™ randomly assorted dice of varying rarity $4.95 U.S./$5.95 CAN./£2.95 U.K. Adventure drawn from an entirely new set of dice TSR Product No. 8114-11 By Bruce R. Cordell found only in this release, plus expanded The fury of the evil sahuagin is rules.

116 NOVEMBER 1997 $6.95/CAN $10.95/f4.99 U.K. was set on Krynn, the world of the TSR Product No.: 1501 DRAGONLANCE® saga. Now, in the conclu- DRAGON® Magazine ISBN 0-7869-0687-1 sion to the Lost Gods trilogy, the intrepid adventurers from these vastly different Annual #2 Sea of Blood worlds join forces on the planes to res- FEATURING An AD&D MONSTROUS ARCANA cue a god, and return their worlds to sta- Adventure bility once and for all. The Magic of Myth Drannor By Bruce R. Cordell TSR Product No.: 8583 by Ed Greenwood The evil of the sea-devils knows no $5.99: CAN $6.99: £4.99 U.K. The spells and magical items of bounds. Their trail of death and destruc- ISBN 0-7869-0726-6 lost Cormanthor, revealed at last. tion leads beneath the waves and into the heart of their watery kingdom. This Dragonwyr adventure is the last of three parts-it NEW FOR JANUARY by Christopher Perkins can be played alone, or as the conclu- College of Wizardry A new challenge awaits in this sion of a trilogy that began with Evil Tide An AD&D Accessory sequel to last year’s “Wyrmsmere.” A and Night of the Shark. It also ties directly By Bruce R. Cordell Dungeon” Adventures special. to The Sea Devils MONSTROUS ARCANA The wizards’ guild is a powerful insti- accessory. tution in the major cities of most fantasy Hark the Herald TSR Product No.: 9560 campaign worlds. In spite of its impor- by Steven Brown $12.95: CAN $16.95; £7.99 U.K. tance, little is known about these myste- A new character role for the SAGA ISBN 0-7869-0772-X rious and exclusive organizations. system and the AD&D game. College of Wizardry explores the sur- The Dragons of Chaos prise-filled world of wizards, illusionists, Pox of the Planes A DRAGONLANCE Classics Anthology conjurers, and necromancers. by Ed Bonny Edited by and Tracy TSR Product No.: 9549 The hags and their arcanaloths are Hickman $17.95; CAN $22.95: £10.99 U.K. a powerful force in the multiverse. For fans of The Dragons of Krynn and ISBN 0-7869-0717-7 The Dragons at War, this new short story Villains of Gothic Earth anthology features brave heroes, dark JAKANDOR™: Island of War! by James Wyatt villains, differing races, and all varieties An AD&D Campaign Setting Monstrous enemies for any setting, of dragons from TSR’s most popular fan- By Kirk Botula, Dale Donovan, and perfect for the RAVENLOFT® campaign. tasy world-Krynn. Edited by Margaret Weis and , this volume STEEL & BoNE™: A self-contained AD&D Cry highlights familiar and beloved charac- campaign, usable by itself or as part of by Jason Asbell ters and fills in some intriguing gaps of any existing campaign setting. Driven Converting BIRTHRIGHT War Cards to lost history in the DRAGONLANCE Saga. from their homeland by a dishonorable the AD&D ™ rules. TSR Product No.: 8382 enemy, the fierce and proud people who $5.99: CAN $6.99: £4.99 U.K. call themselves the Knorr have made a Founding Greyhawk ISBN 0-7869-0681-2 new life on the fertile island of Jakandor. by But now they are embroiled in another The co-creator of the AD&D game Tribes of the Heartless Wastes war, forced to battle hordes of undead returns with a tale of the earliest days A BIRTHRIGHT Campaign Expansion soldiers and the cowardly necromancers of his own campaign setting. By Ed Stark who created them. The savage lands of the brutal Vos, TSR Product No.: 9511 laid open at last! This campaign expan- $19.95; CAN $26.95; £12.50 U.K. PLUS sion is the last of the five to flesh out the ISBN 0-7869-0371-6 Bazaar of the Bizarre: Magical continent of Cerilia, first described in the Cups & Flasks BIRTHRIGHT boxed set and continued Cult of the Dragon Arcane Lore: Fantastic through Cities of the Sun, The Rjurik A FORGOTTEN REALMS Accessory Phantasms Highlands, and Havens of the Great Bay. It By Dale Donovan Campaign Classics: DARK SUN® contains new rules, new spells, and At long last, here is the definitive Campaign Psionics details about the cultures of the frozen authority on this infamous clandestine Dragon’s Bestiary: Arctic tundra! organization. Long have its members Monsters $20.00; CAN $27.00; £11.99 U.K. skulked behind the scenes, serving their Dungeon Mastery: Talk of the TSR Product No.: 3147 undead dragon masters and furthering Town ISBN 0-7869-0773-8 their own twisted agendas. Everything Ecology of the Shambling about the organization’s history, activi- Mound Tymora’s Luck ties, agendas, secret temples, and pow- Rogues Gallery: Finder’s Band A FORGOTTEN REALMS Setting Lost erful NPCs can be found in this book. Gods series, Novel #3 TSR Product No.: 9547 On Sale in November by and $19.95; CAN $26.95: £12.50 U.K. $5.95 U.S./$6.95 CAN. /£3.95 U.K. Finder’s Bane was set in the FORGOTTEN ISBN 0-7869-0371-6 TSR Product No. 8114-13 REALMS” universe. Fistandantilus Reborn

DRAGON #241 117 Heroes of Hope The DOUBLE DIAMOND Dragon® Magazine #242 A DRAGONLANCE: FIFTH AGE Dramatic TRIANGLE SAGA™ Novels Supplement Spells & Magic This nine-volume serial adventure Cover by Tony DiTerrlizzi By Duane Maxwell Hope fuels the legacy of the departed begins in Waterdeep, then travels to the uncharted Utter East. After the first ❖ The Laws of spell Design gods-the gift to perform mystic miracles three volumes in January, the saga con- by Ted Zuvich through the faith and compassion of At last, an advanced course in per- one’s spirit. The unfolding saga of tinues with a new story each month. Dragons of a New Age takes heroes on a sonalizing, altering, and creating Book 1 spells for the AD&D game. quest to find the ancestral crown of the sea elves and reaches a fateful show- The Abduction ❖ Learn More About Magic down in the land of the red ravager, By J. Robert King by Lachlan MacQuarrie Malys. Someone has kidnapped the fiance of the Open Lord of Waterdeep Breaking down-and breaking $19.95 U.S./$26.95 CAN./£12.50 U.K. out-the spellcraft proficiency. TSR Product No.: 9546 on the eve of their wedding. Now the ISBN: 0-7869-0707-X lord, Piergeiron the Palidinson, must ❖ Mage Construction find out who-but nothing is quite by Michael Lambert The Soul Forge what it seems . . . TSR Product No.: 8634 Better building through magic- Classics Hardcover Novel $1.99; CAN $2.99; £1.50 U.K. how to make the most of your spells By Margaret Weis ISBN 0-7869-0864-5 when constructing your keep. The is over, and once again Raistlin bids his companions Book 2 Plus "Bazaar of the Bizarre," farewell. As he journeys onward, he "Dragon's Bestiary," "Ecology of the pauses for a moment to look back on The Paladins By James M. Ward & David Wise Mongrelman," "Wyrms of the North," his life, on his own personal wars, and Lord Piergeiron has fallen ill, but "DragonMirth," "Role-Playing on the harrowing Test he had to go his loyal retainers prepare to rescue Reviews," "Sage Advice," and more! through to advance to the next rank of his abducted fiance. But their quest High Sorcery. This is the story of the cru- lies far beyond Waterdeep. $4.95 U.S./$5.95 CAN./£3.95 U.K. cible that shaped Raistlin into the great- TSR Product No.: 8635 TSR Product No. 8114-12 est mage in all of Ansalon. $1.99; CAN $2.99; £1.50 U.K. TSR Product No.: 8379 ISBN 0-7869-0865-3 $23.95: CAN $30.95; £14.99 U.K. Mortal Consequences ISBN 0-7869-0645-6 A FORGOTTEN REALMS Novel, Netheril Book 3 #3 The Mercenaries By By Ed Greenwood The startling conclusion to the A shadowy figure hires a group of Netheril Trilogy, set in the Arcane Age™. unemployed pirates to aid him on a Mortal Consequences follows the bar- dangerous mission. But the mission Unless otherwise noted: has a hidden purpose, and some- barian Sunbright as he battles a long- ® designates registered trademarks owned by forgotten foe and finds his lost love in a TSR, Inc. where behind the scenes it connects ™ designates trademarks owned by TSR, Inc. to the kidnapping of a young bride most unlikely place. With the certainty © 1997 TSR, Inc. All Rights Reserved. of doom looming over the Netherese from Waterdeep. Empire, will Sunbright survive to help TSR Product No.: 8636 create a new future for his people? $1.99; CAN $2.99; £1.50 U.K. TSR Product No.: 8573 ISBN 0-7869-0866-1 $5.99; CAN $6.99; £4.99 U.K. ISBN 0-7869-0683-95

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rent Clack © 1997

TSR: Moving into in the echoing halls of Lake Geneva. This summer, Flying Buffalo (Scottsdale, the New House (Clack tests this possibility by seeing AZ), which has taken over the series, Wizards of the Coast has bought TSR, whether DRAGON® Magazine’s editor lets brought out 14 new Lost Worlds booklets moved the staff from Lake Geneva to the previous sentence state those former ($5.95 each) by hard-working designer Renton, and set up their offices and names.) Alfred Leonardi. In addition to Zombie, cubicles. Some recent developments: Notes from the Field Bugbear, Pirate, Medusa, and other fun 1. The GREYHAWK® setting, one of the companions, six dinosaur books let you original AD&D® campaign worlds, is The publisher of the Warhammer* and pit your fighter in plate armor against the probably coming back in 1998. Warhammer 40,000* miniatures games, likes of Triceratops, Pachycephalosaurus, GREYHAWK creator Gary Gygax might par- (Nottingham, England), and Tyrannosaurus Rex. (Rick@flyingbuf- ticipate in ways yet to be determined. is a publicly traded company, so it falo.com; www.flyingbuffalo.com) 2. Both the FORGOTTEN REALMS® and the releases sales figures each year. The One of the unsung heroes of TSR, RAVENLOFT® settings will receive strong Workshop’s August 1997 Annual Report Acquisitions Editor , kept the support, as will the DRAGONLANCE® SAGA™ shows tremendous health, though per- company’s schedules running smoothly rules system. The PLANESCAPE® and centage increases didn’t quite keep pace for years. During the TSR buyout, Heard BIRTHRIGHT® settings and the DRAGON with 1996’s explosive growth. Sales in left the company to remain in Wisconsin, DICE™ game will receive support while 1997 were 58.4 million pounds sterling where his wife, Beatrice, holds an excel- management gauges their profitability. (U.S. $105 million), up 30% from 1996. lent job as a manager for Abbott Some long-dormant AD&D campaign Pre-tax profits were 11.1 million pounds Laboratories. Heard has a new project to settings, such as SPELLJAMMER™ and DARK ($20 million), up 25.5% from last year. keep him busy: On August 12, Beatrice SUN™, might receive occasional new sup- Following the Workshop’s 1996 move to gave birth to Noel Heard, 7 Ibs. 11 oz. port-one product a year, say-to test direct distribution in North America, Parents and son are doing fine. continued demand. The AD&D line will 1997 sales here showed spectacular ([email protected]) emphasize products usable in any cam- jumps: $16 million in the US (up 42%) paign, such as the Tale of the Comet and Can. $4 million in Canada (up boxed set and the new JAKANDOR™ island 109%). The Report’s summary con- setting. cludes-Clack is not making this up- 3. Yes, a new AD&D campaign setting “The inexorable march to total global Freelance game designer Allen Varney will appear based on Dominia, the world domination goes on.” (US office: 3431-C ran gaming programming at this year’s of Magic: The Gathering*. But it won’t Benson Ave., Baltimore, MD 21227-1072) World Science Fiction Convention in Sun require Magic cards to play, and it won’t Terry Amthor, creator of the Shadow Antonio, TX and it went real well. Send affect the core AD&D rules. No publica- World campaign setting published by news to [email protected]. tion date has been set. Iron Crown Enterprises, sells new sup- 4. An AD&D 3rd Edition? Maybe. plements for the setting by mail-order Nothing has been decided. through his Eidolon Studio. First up is Emer Atlas I. Check the Web (users. * indicates a product produced by a company 5. Wizards president other than TSR, Inc. Most product names are trade- has reversed TSR’s long-standing policy aol.com/terbob/) or send a self- marks owned by the companies publishing those addressed stamped envelope (SASE) to products. The use of the name of any product with- that aims products toward younger out mention of its trademark status should not be players. An advisory Code of Conduct Eidolon Studio, Box 57083, Washington, construed as a challenge to such status. has replaced the restrictive Code of DC 20037-7083. Ethics, which was closely based on the Remember Nova Games’ clever Lost 1953 Comics Code. New products will Worlds* booklets that let you fight face- target the broad gaming audience. The to-face fantasy battles? You know, you baatezu and tanar’ri may possibly choose a maneuver and call out its num- regain their former names, “devil” and ber, flip to the page your opponent calls, “demon,” once spoken only in whispers and see the result of your maneuver?

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