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36 86 Dragon’s Bestiary
Johnathan M. Richards A small
menagerie of new Aquatic Creatures.
54
Sunken Treasures
Steve Berman
COLUMNS
How to salvage that soggy swag. THE WYRMS TURN . . . . . . . . . . . . . . . .4
D-MAIL . . . . . . . . . . . . . . . . . . . . . . . .6
64 FORUM . . . . . . . . . . . . . . . . . . . . . . . . 1 0
SAGE ADVICE . . . . . . . . . . . . . . . . . . . .18
Fiction OUT OF CHARACTER . . . . . . . . . . . . . .24
Dedrak's Quest
DRAGONMIRTH . . . . . . . . . . . . . . . .100
CONVENTION CALENDAR . . . . . . . . . 102
Tracy Hickman ROLEPLAYING REVIEWS . . . . . . . . . . .106
KNIGHTS OF THE DINNER TABLE . . . .112
PREVIEWS . . . . . . . . . . . . . . . . . . . . . 114
70 PROFILES . . . . . . . . . . . . . . . . . . . . . .120
STAFF
Publisher Wendy Noritake Executive Editor Pierce Watters
Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker
Production Manager John Dunn Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha
ON THE COVER
Mark Nelson graces our cover with his vision of a fabulous undersea encounter.
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For the past couple of years, the mail Warcraft: Orcs vs. Humans. SUBMISSIONS: All material published in DRAGON
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kind words have threatened to go to our my own most memorable blunder, far responsibility for such submissions can be assumed by the
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DRAGON is a registered trademark of TSR, Inc. Registra-
ory (hes getting on in years, you know), gamed and shared meals, movies, and a tion applied for in the United Kingdom. All rights to the
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superlative Planet Busters game in issue Beyond any of the other reasons, obtaining permission in writing from the publisher. Material
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#64. After playing the game for three however, Im truly sorry for the mistake the opinions of TSR, Inc. Therefore, TSR will not be held
accountable for opinions or misinformation contained in
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the problem and printed the victory and he has a sword. ® designates registered trademarks owned by TSR, Inc.
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4 • AUGUST 1998
Keep in Touch!
To share your opinions on this issue of the magazine,
post a letter to "D-Mail, DRAGON® Magazine,
1801 Lind Avenue S.W., Renton, WA 98055, USA.
Send email to dmail@wizards.com.
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Include your full name and mailing address if you expect
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( We'll assume city and state otherwise.)
Had I realized I was sending a small Mystara: I loved it. It gives great ideas
I loved the Warriors of the Wind arti- flying horde of 650-1,400 XP monsters for playing these characters, as well as
cle in DRAGON® Magazine #244 and knew at the party, I would have definitely their abilities and powers, that the Sav-
that the new flying races would add reduced the difficulty of the encounter. age Coast supplement didnt have room
much to my campaign. But tell me, am I Rest assured that I will examine the next to go into. I ask for many more of this
the only one who thinks that the XP for new monster from your magazine more type of article: new character races rather
the fainil are out of wack? carefully before I introduce it into my than classes.
I set up a short adventure to intro- campaign. This point brings up my next com-
duce the race in my campaign, and they Michael Smith ment: the taltos. Im not saying its not a
ended up nearly slaughtering a solid, denamike@minot.com cool concept, but I dont like what I call
experienced group of 6th-level 1925 9th st NW Minot, ND barbarian-types. You know, tribe sys-
adventurers. Needless to say, my tem, earth goddess, etc. Plus, Id have a
gaming group was none too pleased Fool! You are only the first to fall at the hard time keeping track of abilities,
with the outcome of what I had touted hands of our cunning scheme to slay over- which, in my opinion, are too powerful.
earlier as a new and exciting oppo- weening heroes everywhere. The fainil will What havoc would a shapechanger
nent for the afternoons gaming ses- not be underestimated again! We shall sweep wreak on the RAVENLOFT setting? I cant
sion. I was left wondering how I could over the sunlit lands and . . . really comment on Heroes of Cerilia
have so badly miscalculated the Uh, nevermind what Chris says. Dave all that much, as I dont play in the
encounter, so I went back to the article here. We just did the math again, and youre BIRTHRIGHT® campaign, nor do I use the
to re-examine the fainil. right, Michael: Those pesky fainil are tougher Skills & Powers supplement. Some of the
It quickly became apparent to me than we credited them. Please relay our abilities might be interesting as gifts
that they are more deadly than other apologies to your PCs. Those that are still from a god in other settings.
270 XP monsters and are underrated in alive, that is. One thing I cannot stress enough:
bring back the old Wyrms of the
North headings! Even though I dont
ask for many more of this type of article: new play in the FORGOTTEN REALMS® setting, I
character races rather than classes. enjoyed the depictions of the dragons
names in the fashion they used to be!
I enjoy the fiction in every issue, as it
experience points. This is what I calcu- A New Reader brings you back to the real reason for
lated: 2 HD (base); flies, +1; immunity First of all, Id like to say that, as a new roleplaying: the story.
to any spell (electricity), +1; high intelli- reader (since issue #243), you guys are Bookwyrms: I guess we could do
gence (high to supra 13-18, +l; magic doing a great job. Even though I dont without, only because its not all that
resistance (50 %), +l; spells, level 2 or play in most of the worlds you cover interesting to many people. But it is only
lower (darkness, etc.), +1; missile (The MYSTARA® and RAVENLOFT® settings two pages, so I can bear it.
weapons (hand crossbows), +1; poison are my campaigns), its great reading Now to two of my favorite sections:
(drow sleep), +2. Thats 10 HD and and provides me with new ideas. Rogues Gallery and Bazaar of the
1,400 XP, not 270! And that doesnt On to the new look of issue #247. I like Bizarre. I enjoy Rogues Gallery
include the magical items you men- the new look of the letters columns. because it describes NPCS from various
tioned they might have. Even if we Having the font size smaller makes books and comics. I have one request:
allow the disadvantages the fainil have room for more letters and more com- feature the RAVENLOFT novel Shadowborn
against light and fighting on the ground ments from readers or, in the case of in an issue this year. Im pretty sure
to subtract a couple of HD, thats still Sage Advice, more questions. many RAVENLOFT fans would love to
650 each. Next, to the article Rakasta of know Alexi Shadowborns stats, as well
6 • AUGUST 1998
as what exactly Ebonbane is. And Profiles I have found interesting, to hear from someone who has only recently
Now, Im sorry to say this, but you though I would like to see one done on picked up the magazine. As a reward for your
guys are really pulling from the bottom William W. Connors. kind attention, well put some Ravenloft arti-
of the barrel in this issues Bazaar of the What I would like to see: cles in the October issue, and well devote an
Bizarre. Come on, work tools? These Ravenloft material: Maybe some entire issue next January to psionics.
could be helpful only to someone run- features on the various domains? Even See? It pays to write us a letter.
ning a campaign where the characters though Domains of Dread is out we still
are some sort of professionals. I think dont know enough about some Another Cheer for Robin Hood
that this section would be more enjoy- domains. Several well-known but I was delighted to be reminded of the
able if you started running one or two underdone domains are Barovia, television series Robin of Sherwood
magical items with histories per month, Dementlieu, Richemulot, Nova Vaasa, (HTV/Goldcrest) in your #247 editorial.
or the space could easily be used for Sithicus, and the various Clusters. That was a program I viewed avidly. In
more articles. Psionics: What happened to them? particular, the series included-to my
Give Them Pidgins was useful but We had Mindstalkers a few issues ago, memory-the best handling of main
not excitingly so. but then poof! Gone again. I think character death I have ever seen. I dont
On to the comics: I always laugh when psionics should be kept separate from want to spoil anything for people who
I find one in an article. Theyre actually the Core Rules of the AD&D® game, if have not seen it, but suffice to say that
funny, unlike many of the serious only because they arent very flavor-cor- the consequences of the death were
comics you find in the paper now. rect in many campaign settings. How- played out to the full within the plot;
Knights of the Dinner Table is a great ever, I think the system presented in The rather than a quick fix, the event was
show of what could actually happen at a Complete Psionics Handbook should be used and took several episodes to
roleplaying session, and the new strip, considered as generic psionics, if only cover fully
Nodwick, is hilarious. How many because its easier to understand than I discovered (the musical group)
times has a character recruited a hench- the Skills & Powers version. Clannad through the series, as I expect
man and sent him to his death? How Character Races: Even though we many people did, and I share your
differently would he feel if the hench- have the handbooks for the various appreciation of the well-rounded villains
man were a humorous character but races, which have their sub-races, I and a capable Marion. However, there
also useful? would like to see more features on the are other things you mentioned that did
Finally, the technical sections of lesser-known races and sub-races, as not stick in my mind, and one that you
DRAGON Magazine. I enjoy the product well as setting-specific races. Mystaran did not mention that did: Herne the
reviews, even though they usually dont Shadow Elves and Alfheim Elves would Hunter. Herne was a somewhat
concern TSR products. I would like to make good candidates for an overhaul. ambiguous character, half a dream, who
see more RAVENLOFT, GREYHAWK®, and Historical Magical Items and Arti- guided Robin so that he might guide his
FORGOTTEN REALMS products reviewed, if facts: Magical items from campaign set- band of merry men. By analogy,
at all possible. The Previews section tings that have histories, intelligence, Herne might have been the hand of the
gives insight at whats coming in the and powers beyond their normal ken. Dungeon Master, giving clues and
next few months, and more information John Talisant nudging the instincts of the PCs through
than is presented in the TSR catalog. 171 Bay Terrace a riddle from the lips of an apparition. I
Staten Island, NY 10306 would recommend a viewing; it is
unparalleled television of its genre.
Were used to most of our correspondence Brian OCarroll
coming from long-time readers, so its great Aylesbury UK
DRAGON 250 • 7
So Be It!
Greetings from the Netherlands, where
roleplaying is very popular.
Since the acquisition of TSR by Wiz-
ards of the Coast, AD&D is back with a
vengeance. There are new products for
our campaign worlds, and Ive noticed
that Wizards takes a very professional
approach to the market. And if this
means that we have to pay some extra
money for your products, so be it! As
long as the quality remains high-but I
think that wont be a problem.
I would also like to give my support
for the comeback of the GREYHAWK® cam-
paign. Its one of my favorites, next to
the FORGOTTEN REALMS and DARK SUN®
settings, although I think its a pity that
there will not be many new products for
the DARK SUN campaign. I read some-
where that DARK SUN was meant to be a
world for experienced gamers, but
according to Troy Denning, the psionic-
rich lands of Athas are a bit overpow-
ered. I do not agree; a good DM can
balance psionics. Furthermore, it truly is
a unique world, without the same
boring dragons, wizards, kingdoms,
elves, dwarves and magic.
What I like most about the FORGOTTEN
REALMS setting are the many interesting
NPCS described in the Heroes and Vil-
lains Lorebooks. I would like to see similar
products for the other campaigns.
I heard some rumors that there are
plans for a campaign world in the Magic:
the Gathering* multiverse. I strongly give
my support to this idea. Dominia has
many interesting features like a good
storyline, a great history and colorful
people not to mention the many legends
that have a big impact on important
events in the story.
Also, DRAGON Magazine is an excellent
place to give more information on
certain topics like castle building, role-
playing in general, and other important
issues, although I would like to see more
information about NPC-roleplaying and
storytelling, which is a problem for
many DMs including myself.
Joris Vellekate
The Netherlands
Method I Purists In my opinion, this rarity is crucial. I rolled up by that person (i.e., only as
Some thoughts prompted by previous have no real problem with the idea of long as they remain novices).
letters in Forum (which, by the way, one character class (e.g., the paladin) On the subject of novice players: Chad
is one of my favorite sections of being more powerful than other classes, Dukes (in issue #242) made some good
the magazine). as long as it doesnt make them redun- points. I recently had the good fortune of
On cavaliers: To me, these are fighters dant. The PC-generation procedure expanding our AD&D® group with the
roleplayed as knights, noble or ignoble. ensures that most warrior-types rolled addition of three very keen beginners. (It
Just as an assassin (in 2nd-Edition game up continue to be fighters, pure and sim- had dwindled to three veteran players.) I
terms) is a fighter or thief roleplayed as a ple. As rare beasts, paladins and rangers love the way they play the game, and I
professional killer, a cavalier PC is sim- should be special (which, by the by, is marvel at how differently they experi-
ply a fighter who is (or aspires to be) a one reason why I would also allow them ence monsters that the veterans see as
knight but for some reason is free (or weapon specialization). If the DM oper- AC-this, HD-that. On the other hand, I
obliged) to roam around seeking adven- ates an absurdly generous rolling-up do my best to make it impossible for
ture rather than dancing attendance on method like Methods IV and VI, then no even the more experienced players to get
his or her liege lord. So ditch the doubt the more power-minded players so wised-up that they get bored. They do
not read any material I might wish to
use, and Ive accumulated so much that
I t'snewmore important to spark and sustain a
player's interest in the game than to
they havent got a hope of knowing the
spells, monsters, or whatever it is they
enforce persnickety rules. encounter. When staging encounters, I
never call a monster by its official
name unless I know for certain that one
separate class or kit, and substitute will begin to neglect the no-frills fighter or more PCs know what it is. To inject a
weapon and nonweapon proficiencies, a class. So, before you get the extra dice little dose of realistic confusion, the peo-
suitable character background, and role- out, think long and hard about what ple in my world might use different
playing. Presto! Problem solved. youre doing. names for the same monster, or the same
On fighters vs. paladins and rangers: The only time we bend our own rule names for different monsters, or even
Maybe Im naive, but most of the game is in the case of novice players. Its more specific names in a generic way For
imbalance owing to seemingly over- important to spark and sustain a new instance, they might call on the PCs to
powerful classes stem from excessively players interest in the game than to wipe out some goblins, but the term
generous methods of rolling up the PCs enforce persnickety rules. With a begin- goblin might mean hobgoblin, xvart,
in the first place. In my 15 years of play- ner, therefore, I briefly describe what the or even two-legged humanoid smaller
ing and DMing, my friends and I have four basic classes do, their weaknesses, than a troll. So even when the PCs have
always stuck to the plain vanilla Method strengths, and so forth, and try to gauge a name for what theyre about to hunt
I (roll 3d6 six times). If the scores are which class the player feels most com- down, the players can never be sure.
really low across the board (say, nothing fortable with in terms of the underlying When veterans and novices sit at the
higher than 10), the player simply starts concept. If, say, the wizard class clearly same gaming table, some thought
again. Once a viable character is rolled, appeals to the novice, we then roll up a should be given to ensuring that neither
however, thats it: time to tool up and wizard PC using Method III (Method I, type of player spoils it for the other.
sally forth. Ive run, played with, or then assign the scores where you wish). From the veterans point of view, this
DMed over 200 characters rolled up in No special classes are offered, and it is entails an obligation to let the novice
this manner, and only four have been made plain that this generous method player experience whatever awe, won-
paladins and three rangers. applies only to the first two or three PCs der, and bafflement the adventure holds
10 • AUGUST 1998
in store. If the veteran is playing a 1st- throw. Even high-level characters must damage prey alone. The poison is a sec-
level PC who knows as little as the beware the tiny poison needle, for if they ondary method of securing food and
novices character, then game-related fail a saving throw, the old rusty trap safety.
knowledge gathered elsewhere by the might end years of heroic deeds. A 28th Based on this reasoning, a size T crea-
veterans other PCs must be kept out of level wizard might be able to kill a small ture might generate a poison that causes
the game. If the veteran exclaims (or has dragon with a power word, but the damage equal to a good weaponabout
his PC exclaim) something like Gnolls! poison needle stands a 35% chance of 1d8 hp damage. A larger creature, or one
Ha! then that player is playing totally taking him out. known for lethality, might produce
out of character. If youre the kind of DM The presence of instant kill poisons venom that inflicts 2d8 or 3d8 hp dam-
who rewards good roleplaying (i.e., in a world where characters are expected ageenough to kill most 0-level charac-
playing in character), then you should to survive a fall of nearly any height is ters and real-world size S or M creatures.
feel free to punish the opposite by odd. In the real world, as the DMG Fantastically poisonous creatures might
deducting experience, certainly as points out, most snakebite victims sur- generate poison worthy of 6d8 or 8d8 hp
a last resort. vive. Death by animal venom is rare. damage.
On a possible 3rd Edition: Well, from the Accidental poison, although more likely, To carry this example further, poison
above, you can probably guess my rec- is still not a frequent event. Even murder damage might be similar to the hit dice
ommendations. Rule to keep: Method I. by poison is less common than other of the creature in question, with a greater
Rule to scrap: any other method of rolling means. or lesser toxicity based on the creatures
the PCs ability scores! Also, poison is the only form of dam- needs. The wyvern, with fearsome bite
Craig Hilton age to come in such a unique format. attack, relies less on his poison and
London, England Poison has one effect if a save is made, might inflict 5d8 hp damagecaused
mostly by quantity, not potency. A cobra,
Plike
oison damage should carry a range, just
weapon damage.
on the other hand, might inflict 3d8 hp
damagemore than his hit dice because
of its lethal nature. The cobras average
damage becomes 14 hp, or only 7 hp if
the victim saves.
Poison another if it fails, yet another if it is taken Thus, even a successful saving throw
The subject of poison has seen many the wrong way (ingested vs. injected). can result in death, but the poison would
interpretations in the AD&D game. Onset time varies by type as well. Some have to be extremely potent. More likely,
Sometimes it seems that every author standardization is needed to keep every if a victim suffers an extreme dose of
who uses it has his own slant on how poison from being unique. Certainly an poison (as indicated by a high damage
deadly it should be and how it should arrow affects its target differently than a roll), or more than one dose from the
affect characters. staff, but damage is 1d6 either way. same source in a short period of time,
As it currently stands, poison is far too Poison damage should carry a range, the victim suffers some damage as the
deadly. At low levels, a dwarven cleric just like weapon damage. Instead of poison courses through his body.
with maximum Constitution (the best relying solely on the resistance of the tar- Poisons lethality is not removed, just
saving throw situation at low levels) has get, damage might be affected by the lessened.
a saving throw vs. poison of 5. Thats effectiveness of the delivery. When a To standardize onset times, the poison
outstanding compared to a gnomish, weapon hits, the dice determine how damage comes at a steady pace: 1 hp per
human, elven, or half-elven rogue, well the target was struck. Rolling high round (or one every other round if the
warrior, or wizard, whose saving throw indicates that a substantial blow hit the target saves). Characters have no idea
is a 13 or 14. target. Low damage means the target how dangerous a poison is until it runs
Unfortunately, the dwarf is likely to avoided a serious wound. The same can its course. The continuous damage sim-
fail a save starting at dice roll number 4. apply to poison if we assign a range to ulates the gradual introduction of the
For the duration of three levels worth of poison damage. poison through the bloodstream and its
adventuring, the dwarf goes against the The damage range can depend on the effects on the different parts of the body.
odds if he has to make a total of four sav- size and potency of the venomous crea- The continuous poison damage is still
ing throws. Other characters arent so ture, or the effectiveness of the man- very dangerous but in a different way:
lucky. The humans and others (except made toxin. A creature that uses venom the afflicted character may not cast spells
clerics) are likely to fail the very first to kill prey typically has a less effective while suffering damage.
time! Considering how often giant spi- dose than one that relies on poison for Poisons that dont kill can also be sim-
ders, snakes, and other poisonous mon- defense. Some creatures are notorious ulated with this method. Paralytic poi-
sters are found in published adventures, for producing venom that is much more sons, for example, might cause 2d6 hp
its a wonder any characters ever make it lethal than needed to kill a creature their paralytic damage for effectiveness,
past the lowest levels. own size. A large creature with other for- but they dont inflict actual damage.
To complicate matters, many poisons midable attacks might need a lesser toxi- When the indicated paralytic damage
kill their victim if he fails the saving city if its teeth and claws can seriously exceeds the characters hit points (at 1
12 AUGUST 1998
hp/round), he succumbs to the effects of ification is the issue of the longbow. 3. It takes far less time to train a cross-
the poison. When the English defeated the French at bowman than a longbowman.
In the case of non- lethal poisons, the Agincourt, the French horses were dev- The inaccuracies begin with the cross-
DM might need to record the duration, astated by the English archery because bow at Agincourt. Knights specialized in
or he can use the same dice roll in they were not armored and the yeomen mounted combat, not missile combat.
rounds. A 2d6 paralytic poison would had a tremendous rate of fire. Most of The French knights at this battle did not
paralyze a character for 2d6 rounds. the dead knights either broke their necks use crossbows, but the mounted lance
Reducing the lethality of poison keeps falling off their horses or drowned in the and sword. The French did have men at
DMs out of the situation of removing mud. Thus, you cannot conclude that arms using both crossbow and longbow
poison monsters from low-level adven- the longbow has uncanny armor pene- at this battle, but they were deployed
tures because they’re killing off all of the tration based on the performance of the poorly behind the knights and first
characters. The DM doesn’t have to English troops at Agincourt. battle of infantry.
fudge a saving throw to keep a character Modern bow hunters, using com- Kant then makes some extremely
alive during an exciting game because of pound bows with steel tips better than erroneous statements about polearms:
a single randomly encountered giant those any medieval warrior could have “Polearms were just glorified Swiss-
spider. Standardizing poison rules keeps possessed, still need to move within 30 army knives tied to the ends of sticks.
DMs from keeping notes or memorizing yards of their targets, unarmored ani- After Alexander the Great’s pikemen,
a full description of every single differ- mals like deer, to have a good chance of polearms have never advanced, with the
ent source of poison in the campaign. All getting the penetration they desire. possible exception of the halberd, which
he has to do is remember a simple dam- The second major point I’m trying to is really only good for chopping off the
age range, just like remembering a make is to not read every letter in ends of pikes.”
monster’s bite damage or hit dice. “Forum” and assume it is based on hard As a professional armorer and
Lloyd Brown III evidence. Look up the truth for yourself. weaponsmith, with 17 years of experi-
Jacksonville, Florida If you want to check out my facts, go to ence in reenacting medieval-style bat-
tles, I can safely say that these statements
W hen there is a need to penetrate armor, the are totally untrue. The sword is indeed a
versatile weapon; you can carry it just
sword cannot beat a polearm. about anywhere, and it will deal out a
good amount of damage. However,
An Axe To Grind the library reference desk and ask for when there is a need to penetrate armor,
M. Kant in his letter on weapons in issue help finding bow hunting magazines; the sword cannot beat a polearm. It is
#248 has demonstrated that he has not they do exist. Also, find a friend who true that you need sufficient room to
handled an axe before. I have. True, it needs some wood cut and take a few wield a polearm, but under the right
was just chopping down trees, not trying swings with an axe to see how easy a conditions a 6’ bladed polearm is proba-
to use one in a fight, but that is tricky solid blow is with little training, though bly the most versatile weapon to be
enough. If the blade doesn’t hit squarely, you should have someone with experi- found.
it bounces; a two-inch sapling barely has ence to help avoid cutting yourself. History demonstrates the devastating
its bark greened by a chop that is slightly Charles Stucker effect of polearms. The Dacian Falx
off true. Worse, if you misjudge the dis- Seabrook, TX caused the Romans under Trajan to add
tance to the bole, then you either miss iron crossbars to their already excellent-
entirely and throw yourself off balance, Another Riposte quality helmets. Scandinavian axes
or you hit with the handle. In the first I’m writing in response to M. Kant’s let- hewed through helm and mail. The
case, you can hit yourself-typically ter in “Forum,“ issue #248. Kant begins Swiss used their halberds at the Battle of
painful though seldom hazardous. by declaring, “Some weapons should Sempach to devastating effect on Ger-
Recall what I said about the blade turn- remain clearly superior to others simply man plate armor. The mounted lance has
ing earlier? The same applies if you acci- because some weapons are clearly supe- been used effectively from ancient times
dentally hit yourself, and that is what rior to others.” Kant then tries to support on into this century. The statement that
you hope for, because every time I have this statement using mostly false infor- Kant makes about the halberd being
seen someone cut himself with an axe, mation. Though making a few valid “really only good for chopping off the
he was badly injured. statements about the weapons con- ends of pikes,” is one of the myths of
When a tree is down, if you want to cerned, the letter is full of inaccuracies. military history. Though polearms are
strip the smaller branches, you use a Kant makes a few good points in that: excellent at penetrating armor, using
machete instead of a hatchet. Why? The 1. Polearms can be cheaper to make them to try and hack off pike heads is a
machete is easier to use. than swords; great waste of time. Tests have shown
My point is that the way an axe is 2. It was more practical for England to that a wooden shaft made of inferior
“built and weighted” does not “[force] enlist peasant yeomanry skilled with the quality soft wood and held in a station-
one to use it correctly” longbow rather than train longbowmen ary battle stance, can survive in excess of
The next point which might need clar- from scratch; 30 blows from an axe or great sword.
14 • AUGUST 1998
Make the shaft of quality hardwood, Proficiencies Revisited having a high Charisma, is also good at
have an experienced pikeman wield it In response to the Forum letter about singing as well as endurance, blind-
evasively, and it takes even longer to nonweapon proficiencies by Lloyd fighting, and so on. Or perhaps a cleric
break. A unit of halberdiers deployed to Brown III (in issue #247), I think they who, through being extremely dextrous,
cut a path through pikes could spend make much more sense than the existing makes simple collection pots for her
half an hour hacking away and achieve systems. While I enjoy the customized temple as well as knowing the adventur-
little. Even if they broke off a few pike- character creation and the subabilities in ing proficiencies of religion, spellcraft,
heads, the jagged ends of the shafts PLAYERS OPTION books, our group does and the other standards. Normally, I
could still be used quite well as a not use the CP system for NWPs. (It is would not pick singing or pottery, since
weapon. It is true that the shafts of too statistically unlucky for dice rolling, they are not very useful when bashing
polearms were sometimes partially pro- since the numbers start off very low.) things up in a dungeon crawl.
tected by metal lappets. This would be Instead, we start with the Players Hand- The only things I would disagree
to ward off long-term damage, and not book slot method but use the PLAYERS about is that bonus slots should start on
due to the particular fear of an enemy OPTION subability scores for success an ability score of 14, rather than 13, and
cutting the shaft apart with one blow. checks. maybe not allowing bonus slots on
Each weapon can be superior in one The old way, however, while giving Constitution, since this already adds the
situation and inferior in another. A good more balance to the dice rolling, is limit- bonus of extra hit points at high ability
DM should take such variables into ing in terms of what proficiencies are levels. (But to each his own.)
account to make a wider array of selected. I become frustrated when I If anything, I think it is the proficiency
weapons more useful to the player play a big dumb fighter and must pick system that should be considered if you
character. the same few proficiencies that ensure go ahead with a 3rd Edition of AD&D.
Joe Piela survival while adventuring, since the Lizzi Plant
Tallahassee, FL character has no bonus proficiencies for Address Withheld
Intelligence. It would be nice if I could
have a big dumb fighter who, through
Unless otherwise noted: ® designates trademarks owned by TSR, Inc. designates trademarks owned by TSR, Inc. © 1998 TSR, Inc. All Rights Reserved.
* indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any prod-
uct without mention of its trademark status should not be construed as a challenge to such status.
16 • AUGUST 1998
Need Some Help
With Your
Game?
Send your questions about the games
produced by TSR, Inc. to
"Sage Advice," DRAGON® Magazine,
1801 Lind Avenue S.W., Renton, WA 98055.
In Europe, write to: "Sage Advice,"
DRAGON Magazine, TSR Ltd., 120 Church
End, Cherry Hinton, Cambridge,
CB1 3LB, U.K.
You may also email your questions to
thesage@wizards.com.
The sage cannot make personal replies;
please include no SASE with your questions.
By Skip Williams
This month, the Sage ponders questions noon, the next sunset, or any other daily assigned an item hit points, as discussed
about spells and magical items from the cycle to the list. Its also all right to set a in Chapter 6 of the DMG, one could
AD&D® game, including the ever irksome daily cycle with a minimum period of allow a damaging attack to inflict
stoneskin spell. time in between, such as the next dawn reduced damage to the item even after a
or dusk (whichever is farther away), or successful item saving throw.
The description for the necklace of the next noon, but never twice in any
prayer beads says that each bead can be eight hour period. The Skills & Powers and Spells & Magic
used once per day. At what level of Items in the campaign might renew books include some abilities that are
magic are the spells cast? Also, the on the same cycle, or the cycle can vary available to just about everybody
karma bead description says that it from item to item. The former has the except thieves. Is there some reason
allows the priest to cast spells as if four virtue of being easy to remember, but thieves cant get bigger hit dice? (Even
levels higher (with respect to range, the latter adds variety and mystery wizards can have this one.) What about
duration, etc.). Is this a constant effect? priest or warrior THAC0 advancement?
If not, what is its duration, and what Can a wall of force or similar barrier Warriors exceptional Strength or hit
happens if a necklace of prayer beads has stop a sphere of annihilation? point adjustment? Ive also noticed that
two or more karma beads? Are the A sphere of annihilation would bore a thieves cant get extra character points
results cumulative, or does it allow the hole through a wall of force or any other by choosing disadvantages as other
function to be used once a day per physical wall (such as a wall of stone, wall classes can. Are there any disadvan-
karma bead? or iron, or wall of ice). A sphere of annihila- tages thieves can choose?
Spell-like effects from a necklace of tion stops moving if it hits an antimagic I cant think of any good reason why
prayer beads (or from any ring, weapon, shell. Technically, a prismatic wall or pris- thieves cant choose some of these abili-
or miscellaneous magical item) function matic sphere would destroy a sphere of ties; their character-point values and
as though cast by a 12th-level character. annihilation, as it destroys any unat- effects when selected for thieves are as
A karma bead functions continu- tended item of less than artifact power follows:
ously-all the wearers spells get the that touches it. Some DMs prefer to Bigger hit dice: 10 CPs for d8.
casting level boost. Spell-like abilities grant a sphere of annihilation artifact-level Better THAC0 advancement: 15 CPs for
from items the wearer uses dont get the resistance to destruction in this manner, warrior THAC0.
boost. There is no special effect if a par- but the sphere is still sent to another plane Warrior Exceptional Strength: 5 CPs.
ticular necklace of prayer beads has more if it touches a prismatic effect with the 7th Warrior Constitution Adjustment:
than one karma bead. layer intact (as would an unattended 5 CPs.
artifact in a similar situation). Thieves can select disadvantages as
If an item has a special power usable follows:
once a day (say, a heal spell), how long Do item saving throws reduce damage No Armor: +5 CPs.
does it take to renew that power once it received or negate it entirely? Limited magical item use: +5 CPs for
is used? Is it 24 hours after use? At the Most item saving throws are all-or- each barred category. See S&P, page 48,
next midnight or dawn? None of the nothing propositions. The item either for the list of categories; note that a thief
above? makes a successful saving throw and (or any other character) who already has
This is entirely up to the DM. Any of survives whatever event made the sav- claimed 5 CPs for not wearing armor
the methods you suggest make fine ing throw necessary, or it fails and is cannot gain 5 more CPs for not using
renewal times; you could add the next destroyed. I suppose if the DM has magical armor.
18 • AUGUST 1998
Is the lightning from a call lightning spell on the road last night. The spell could attacks and slays it. The DM has every
magical, or does the spell just control indeed fail if the cloaked man was reason to withhold experience for such
normal lighting? How do you handle actually a woman (because the caster hollow victories.
saving throws and the effects of magic really didnt really meet any cloaked
resistance in regard to this spell? men). The spell would certainly fail if the What is the guiding principle of the
Lighting generated with a call light- caster had encountered several cloaked teleport spell? Is the caster moving a set
ning spell is magical. Creatures struck by people on the road (there would be no mass a set distance to a certain locale
lightning from the spell are allowed sav- way to determine which person was the within logical parameters? If the caster
ing throws vs. spell with any appropri- intended target). is facing north, will the caster then
ate adjustments for race and Dexterity. Note that a mostly erroneous descrip- appear facing north? Does the casters
Items subjected to the spell make item tion could still allow the spell to succeed volume have to be considered at the
saving throws against lightning. Magic so long as the errors didnt render the points of departure and arrival (thereby
resistance works against lightning from casters choice of targets unclear. For creating a vacuum in the area left
the spell according to the rules for magic example, the Scarlet Pimpernels real behind and a breeze in the area
entered)? Does the caster or the spell
20 AUGUST 1998
spell, hit or miss. If a giant throws a the original AD&D game), regenera- The charm monster spell affects 2d4
boulder or a wizard casts a fireball a tion (from a ring of regeneration, a high levels or hit dice of creatures, but always
group containing a character using Constitution score, or a shapechanged at least one creature, regardless of level
stoneskin, does the character still lose a character in troll form). or hit dice; see the first paragraph of the
charge from his stoneskin? Noto both questionsin every case. spell description.
If the recipient of a stoneskin spell is Only binding or 10 minutes of time stops
caught in an area-effecting attack, the the bleeding. Only rest heals the dam- Would it be unfair to limit the metamor-
creature loses a charge from the stoneskin age. The first line of the sword of wound- phose liquids (a first-level wizard spell
no matter where the attack was actually ing description is quite specific about the from the Tome of Magic) to simple liq-
aimed. inability of regeneration to heal damage uids? Im having a problem with player
In the standard AD&D rules, a giants the sword inflicts (but see the next ques- characters wanting to replicate things
boulder-throwing attack is not an area tion). Note that shapechange could pro- like Greek fire, the mystics nonmagical
attack, and a giants boulder would not vide regeneration, but not if the DM healing potions, and so on.
drain a stoneskin charge unless actually decides an assumed forms regeneration No. Its okay to treat any complex,
aimed at the stoneskin recipient. If you power is magical in nature. herbal, or alchemical mixture as too
complex for the spell to duplicate, just as
22 AUGUST 1998
Have a DM Tip?
Share your expertise as a Dungeon Master
by writing to:
Out of Character, Dragon® Magazine,
1801 Lind Avenue S.W., Renton, WA 98055.
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You may also email letters directly to
Peter at mavra@wizards.com.
By Peter Adkison
DMing as an Artform
24 AUGUST 1998
Crabmen
T he seas are not only a setting for
high adventure but also another
source for heroes. While aquatic
elves have already been covered as a
Ability Score Adjustments. Crabmen
are strong and hardy (receiving a +1
bonus to their Strength and Constitution
seasons. On sand and in shallow coastal
waters, they subsist by scavenging car-
rion and gathering algae, only occasion-
ally capturing live prey. They make
character race (in the Complete Book of scores), but they are somewhat slow-wit- seasonal homes in sea caves on the coast,
Elves and PLAYERS OPTION: Skills & Pow- ted, socially backward, and unattractive sometimes extending the natural cav-
ers), here are rules for playing crabmen, to other races (-1 to Intelligence and erns into extensive burrow complexes.
koalinth, locathah, malenti, merfolk, Charisma). Languages. Crabman. When speak-
pahari, selkies, and vodyanoi in the ing other languages, crabmen can be
same format used in the Complete Book of Ability Score Range very difficult to understand because of
Humanoids. Like all humanoid charac- Ability Minimum Maximum the hisses and clicks they insert even
ters, members of these races face preju- Strength 8 18 when speaking another language.
dice as well as physical limitations when Dexterity 3 17 Roleplaying Suggestions. It usually
trying to interact with surface dwellers. Constitution 9 18 requires extraordinary circumstances to
They are also shackled by superstitions Intelligence 3 13 bring a crabman character in contact
that can hinder them in an adventure. Wisdom 3 15 with a party of humans and demihu-
Following the familiar aquatic Charisma 3 17 mans for even a short mission. Some
humanoids is a new demihuman crabmen are very inquisitive, but even
the liminal, crossbreeds of humans and Class Restrictions they tend to distrust the out-of-shell-
merfolk. Liminals are not subject to the Class Max. Level people and steer clear of them.
limitations of humanoid characters but Warrior Crabmen are primitive by human
still do not entirely fit in to land- Fighter 12 standards, living in the equivalent of a
dwelling culture. They are described in Priest hunting-gathering society. They have no
the same format as the other demihu- Shaman 9 concept of money, and while they like
man races in the Player's Handbook, with Crabmen may be multiclassed as shiny metal, they cannot distinguish
optional rules for using them with the fighter/shamans. between different silver-colored metals.
PLAYER'S OPTION: Skills & Powers system They often work metal into elaborate
of character reaction. Hit Dice. PC crabmen receive hit dice sculptures, incorporating driftwood,
Two additional pieces of information by class. seashells, and other scavenged items
are included for each race: maximum Alignment. Crabmen tend toward into the overall designs. PC crabmen are
functioning depth and vision. Maxi- neutrality. PC crabmen may be of any likely to bewilder their companions with
mum functioning depth is the normal alignment. their complete disregard for human
maximum depth at which members of Natural Armor Class. 4. Crabmen standards of value.
each race can go about their normal cannot wear armor. Special Advantages. Crabmen are
activities, as described on pages 76-77 of Background. Crabmen are humanoid amphibious, able to move on land (MV
Of Ships & the Sea. The entry for vision crustaceans native to seacoasts in tem- 9) or underwater (MV 6) with equal ease,
provides a multiple to normal human perate to tropical climes. Unlike their and to breathe either air or water at will.
underwater vision, which is shown on smaller crustacean cousins, crabmen Crabmen can attack with their claws
Tables 39-41 in Of Ships and the Sea. have only three pairs of limbstwo legs twice per round, inflicting 1-6 hp dam-
Sahuagin, as described in The Sea Devils, on which they walk upright, two short age with each hit.
can see about three times farther than arms with small claws for manipulation, Special Disadvantages. Crabmen can-
humans underwater, so they have a and two longer arms with thick, heavy not use weapons or wear armor. They
vision multiplier of 3 (as do the malenti, claws. They have a hard exoskeleton are completely different from humans in
described below). This multiplier is covering their entire body, extended into physiology and mentality, and they are
applied not only to actual vision ranges a large shell on their backs. Males tend somewhat xenophobic. The normal
but also to depth modifiers. For exam- toward bright red or orange coloration, social hindrances that face humanoid
ple, in clear water humans lose one sur- while females are usually red-brown, characters should be even more prob-
face condition category per 50 feet of green, or black. They have two eyestalks lematic for crabmen.
depth-from Clear Day to Overcast, for that can extend a foot out from their bod- Monstrous Traits. Monstrous appear-
example. For sahuagin, the category is ies or retract completely inside their ance, difficulty communicating.
shifted every 150 feet of depth. For shells. They also have four feelers, two Superstitions. Crabmen are very reli-
pahari, with a vision modifier of 2.5, the very long and two short, that they use to gious and inclined to see omens from
condition category is worsened every assist their weak eyes in sensing their their deities just about everywhere.
125 feet of depth. All of the races environment. They have been known to Weapon Proficiencies: None. Crab-
described in this article use the Marine reach sizes as large as 10 feet tall, but 7-8 men cannot use weapons in their claws.
Creature column on Table 42: Under- feet is their more common stature. Nonweapon Proficiencies: Alertness,
water Hearing Ranges in Of Ships and Crabmen live in tribes that migrate ancient history (crabmen), animal lore,
the Sea. from beach to beach with the change of artistic ability (sculpture, woodcarving),
28 AUGUST 1998
blind-fighting, chanting, danger sense, dwelling hobgoblins. They stand about its ability and proficiency scores. If a
direction sense, eating, fortune telling, 6 6 tall, with sleek, muscular bodies. koalinths Strength, Dexterity, or Consti-
hiding, intimidation, local history, nat- Their fingers and toes are webbed, and tution score drops to 0, it dies.
ural fighting, poetry, religion, survival they have gill slits in their necks. Their Monstrous Traits. Appearance.
(aquatic), weather sense, weaving, skin is light green and covered with Superstitions. Koalinth fear fire and
whistling/ humming, wild fighting. patches of dark green, aqua, or blue hair. have a number of superstitious beliefs
Available Kits: (Warrior) tribal Their faces have been compared to about giant squid.
defender, wilderness protector, (priest) seals, and large male koalinth have Weapon Proficiencies: Awl pike, har-
oracle, wandering mystic. enlarged noses like elephant seals. Male poon, javelin, military fork, partisan,
Average Height and Weight: Height: koalinth also share the aggressive behav- ranseur, spear, spetum, and trident.
96/84 + 2d12. Weight: 200/180 + 4d12. ior and loud bellow of elephant seals. Nonweapon Proficiencies: Chanting,
Age: Starting Age: 3 + 1d4. Maximum Koalinth, like surface-dwelling hob- close-quarter fighting, direction sense,
Age Range: 15+2d4. Average Maximum goblins, live in a rigidly organized, mili- hiding, intimidation, looting, religion,
Age: 20. Middle Age: 7 years. Old Age: 10 taristic society. Their tribes are fiercely and wild fighting.
years. Venerable: 15 years. territorial and war with each other and Available Kits: (Warrior) tribal
Maximum Functioning Depth: 500: with other aquatic races when their terri- defender, pit fighter, sellsword, (priest)
feet. tory is compromised. They make their shaman, witch doctor, oracle, war priest,
Vision: x1.25 homes in caverns in shallow waters, wandering mystic.
Note: The adventure Back to the ranging from subarctic to tropical seas. Average Height and Weight: Height:
Beach, by Willie Walsh (DUNGEON ® Languages. Koalinth speak a dialect 72/68 + 1d8. Weight: 140/120 + 4d10.
Adventures #50), presents an excellent of the hobgoblin tongue and may learn Age: Starting Age: 14 + 1d6. Maximum
portrayal of crabman culture and human languages of locathah, merfolk, Age Range: 50 + 1d20. Average Maximum
reaction to these creatures. sahuagin, and even aquatic elves. Age: 60. Middle Age: 25 years. Old Age: 33
Roleplaying Suggestions. As with air- years. Venerable: 50 years.
Koalinth breathing hobgoblins, some koalinth Maximum Functioning Depth: 450
These aquatic hobgoblins are suitable for grow tired the constant warfare that feet.
use as PCs in any campaign. characterizes their culture and leave Vision: x2
Ability Score Adjustments. Koalinth their tribes, often joining adventures or
receive a -1 penalty to their initially gen- other wanderers. Others find their way Locathah
erated Charisma scores. into the wider undersea world through Since locathah can barely move on land
mercenary work. Mermen and locathah and suffocate quickly, they are not suited
Ability Score Range have both been known to hire koalinth to regular land-based campaigning.
Ability Minimum Maximum mercenaries to help them fight against They work best as NPCs. PC locathah
Strength 6 18 sahuagin and other threats. Some of are possible only in an underwater cam-
Dexterity 6 18 these mercenaries also find homes in paign.
Constitution 5 18 adventuring bands. Ability Score Adjustments. Locathah
Intelligence 3 18 Any koalinth, male or female, pacifist receive a -1 to their initially generated
Wisdom 3 18 or mercenary, has been raised in what constitution scores and a +1 to their
Charisma 3 14 amounts to a boot camp. The discipline Intelligence scores.
of military life is a part of koalinth
Class Restrictions upbringing, integral to their identities. Ability Score Range
Class Max. Level Even those who have renounced the Ability Minimum Maximum
Warrior warfare of their culture still think of life Strength 3 17
Fighter 11 in military terms: conversations are Dexterity 6 18
Priest attacks and counter-attacks, journeys are Constitution 3 17
Cleric 9 marches (even underwater!), and sur- Intelligence 8 18
Shaman 7 prises are ambushes. Wisdom 6 18
Witch Doctor 7 Special Advantages. Koalinth breathe Charisma 3 17
water and can swim at a movement rate
Hit Dice. PC koalinth receive hit dice of 12. They have no movement or attack Class Restrictions
by class. penalties when in water and receive Class Max. Level
Alignment. Koalinth tend toward swimming as a bonus proficiency. Warrior
lawful evil alignment. PC koalinth may Special Disadvantages. Koalinth can Fighter 10
be of any alignment but are usually law- function fairly well on land, moving at a Priest
ful neutral. rate of 9. A koalinth can survive on land Shaman 3
Natural Armor Class. 10. for a number of days equal to its Consti- Specialty* 7
Background. Koalinth are marine tution score, but every two days out of Rogue
creatures closely related to surface- water causes it to suffer a -1 penalty to Bard 10
DRAGON 250 29
* Locathah specialty priests worship in water, and they receive swimming as scores but suffer a -1 penalty to Consti-
Eadro, described in Monster Mythology. a bonus proficiency. Locathah breathe tution.
water.
Hit Dice. PC locathah receive hit dice Special Disadvantages. Locathah can Ability Score Range
by class. barely move on land, being unable to Ability Minimum Maximum
Alignment. Locathah tend toward support their weight. They move at a Strength 3 18
neutrality. PC locathah may be of any rate of 1, which represents a crawl Dexterity 6 19
alignment. locathah cannot stand upright out of the Constitution 7 17
Natural Armor Class. 6. water unless aided by magic such as fly Intelligence 8 18
Background. Locathah are fish-like or levitate. After 10 turns out of the water, Wisdom 3 18
humanoids native to tropical and sub- locathahs gills become so dry that they Charisma 7 18
tropical waters. Their skin is covered in begin to suffer damage at the rate of 1
fine scales, ranging from ivory to pale point per round. Immersion in water Class Restrictions
yellow, becoming more orange near the stops this process but does not restore Class Max. Level
ears and spine. Their heads are very fish- lost hit points. A spell such as air breath- Warrior
like, and their hands and feet are ing or watery air prevents this effect. Fighter 12
webbed. Monstrous Traits. Monstrous appear- Ranger 15
Locathah migrate seasonally, ventur- ance, bestial odor (above water). Priest
ing into cooler subtropical waters in the Superstitions. Locathah fear fire and Cleric 8
summer, where they breed, and return- lightning, as well as being out of the
ing to their elaborate castle-like lairs in water. Hit Dice. PC malenti receive hit dice
tropical climes during the winter. They Weapon Proficiencies: Lance, cross- by class. In addition, they receive 2
area a hunting and gathering society, the bow, trident, short sword. bonus hit points at first level.
males hunting large fish and the females Nonweapon Proficiencies: Agricul- Alignment. Malenti tend toward
gathering aquatic vegetation. Their tech- ture (aquatic), ancient history (locathah), chaotic evil alignment. PC malenti are
nology is basically stone age, though animal handling (eels and jellyfish), ani- assumed to be rebels and outcasts from
they use metal items they scavenge from mal lore, animal training (eels), artistic sahuagin society and may be of any
shipwrecks or collect as tolls from sur- ability (coral carving, jewelry-making), chaotic alignment.
face-dwelling fishers. blind-fighting, bowyer/fletcher, chant- Natural Armor Class. 6
Languages. Locathah, common, mer- ing, craft instrument, danger sense, Background. Malenti are a mutant
man, koalinth, sahuagin. direction sense, eating, fortune telling, for of sahuagin, born when a sea elf
Roleplaying Suggestions. Locathah gaming, herbalism, hunting, local his- community is located within 100 miles of
tend to be almost druidic in their outlook tory, mining, musical instrument their sahuagin lair (see The Sea Devils,
on the world. They see everything in (conch), observation, poetry, religion, pages 12-16). Though they are sahuagin
terms of balance; even the sea exists in a sea-based riding (giant eel), singing, sur- in every other way, they look exactly like
balanced tension between profound vival (aquatic). sea elves. Most malenti are fed to the
peace and furious rage, between life-giv- Available Kits: (Warrior) tribal sharks at the instant of hatching, but
ing beneficence and horrific slaughter. defender, sellsword, (priest) shaman, some are occasionally reared as scouts
While not as protective of their natural oracle, wandering mystic, (rogue) and spies to aid the sahuagin in their
environment as selkies, locathah are con- humanoid bard. warfare against the aquatic elves.
cerned to maintain ecological balance in Average Height and Weight: Height: Languages. Sahuagin, aquatic elf,
their territorial waters and might 60/60 + 1d12; Weight: 140/140+6d10. common.
become involved in adventures to pro- Age: Starting Age: 15 + 1d4. Maximum Roleplaying Suggestions. Most
tect that balance. Age Range: 50 + 2d12. Average Maximum malenti either are the victims of infanti-
Locathah can be infuriating in their Age: 65. Middle Age: 25 years. Old Age: 33 cide or else are so completely indoctri-
loyalties because of their neutrality. They years. Venerable: 50 years. nated in the sahuagin worldview that it
are as likely to cooperate with sahuagin Maximum Functioning Depth: 1,000 is impossible to imagine them being
as with sea elves (though they are smart feet. anything but bloodthirsty assassins,
enough to deal cautiously with sahua- Vision: x2.5 according to their training. However,
gin), and they might shift their alliances mythology is full of heroes who were
as the balance of power changes. They Malenti meant to be the victims of infanticide,
are intelligent and thoughtful, and often Malenti, like aquatic elves, can venture and it is possible that a malenti child
take longer than humans to weigh situa- out of the water for days at a time. This might survive to adulthood against all
tions and assess the possible outcomes pains and weakens them, however, and odds. A player wishing to play a malenti
before acting. for that reason they are best suited for a PC should be encouraged to describe
Special Advantages. Locathah can completely aquatic campaign. some outrageous way in which his char-
move in water at a rate of 12. They have Ability Score Adjustments. Malenti acter survived in infancy. (Perhaps he
no movement or attack penalties when receive a +1 bonus to their Dexterity was fed to the sharks, but one of the
30 AUGUST 1998
sharks was a wereshark who sheltered a 15 radius, attacking such creatures mal handling (sharks), animal lore, ani-
the child for his own purposes.) Of with only a -2 penalty. They see under- mal training (sharks), blind-fighting,
course, some malenti leave sahuagin water as well as sahuagin do, or about close-quarter fighting, danger sense,
society upon discovering that their three times as far as surface-dwellers. direction sense, eating, endurance, eti-
sahuagin fellows really believe them to Malenti have retractable claws on quette, fast-talking, hiding, hunting,
be disgusting freaks, and these malenti their hands and feet, as well as powerful intimidation, languages, local history,
have been known to join or form malenti bites, allowing them up to 5 natural natural fighting, observation, religion,
communities. A PC malenti could also attacks per round. They inflict 1-2 hp sea-based riding, survival (aquatic),
come from such a community. damage with their hands, 1-4 with their voice mimicry, wild fighting.
Regardless of their history, malenti are feet, and 1-3 with a successful bite. Available Kits: (Warrior) tribal
outcastsnot only from sahuagin life When fighting in the company of other defender, sellsword, wilderness protec-
but from every aquatic culture. No one sahuagin, malenti may enter a blood tor, (priest) oracle, war priest, wandering
will ever treat a malenti with dignity or frenzy as described in The Sea Devils. mystic.
respectat least, that is what malenti Special Disadvantages. Malenti are at Note that malenti rangers, while they
believe. They are complete loners, trust- a disadvantage when out of the water. A must take the humanoid wilderness pro-
ing no one and relying on no one. This malenti can survive on land for a num- tector kit, do not receive tracking as a
certainly makes them excellent spies, ber of days equal to its Constitution bonus proficiency. They receive sur-
scouts, and assassins, but they tend to score, but every two days out of water vivalaquatic instead of survival
have difficulty fitting in even in adven- causes the creature to suffer a -1 penalty woodlands but otherwise conform to the
turing bands. Cooperation and team to its ability and proficiency scores. If a kit description presented in the Complete
spirit are foreign concepts to a malenti, malentis Strength, Dexterity, or Consti- Book of Humanoids.
and the idea of friendship is impossible tution score drops to 0, the creature dies. Average Height and Weight: Height:
to comprehend. Monstrous Traits. Bestial eating 50/50 + 1d8. Weight: 85/75 + 2d12.
Special Advantages. Malenti can habits. Age: Starting Age: 20 + 1d4. Maximum
swim at a movement rate of 18. They Superstitions. Malenti fear magic and Age Range: 150+2d20. Average Maximum
breathe water and suffer no movement dread failure. Age: 170. Middle Age: 75 years. Old Age:
or attack penalties underwater. Weapon Proficiencies: Trident, net, 100 years. Venerable: 150 years.
Malenti share the keen senses of other spear, dart, javelin, crossbow. Maximum Functioning Depth: 1,500
sahuagin. They can detect the presence Nonweapon Proficiencies: Acting, feet.
of invisible creatures underwater within alertness, ancient history (sahuagin), ani- Vision: x3
DRAGON 250 31
Merfolk because they are so insular. They do not
Ability Score Range
Since merfolk can barely move on land care about good or evil; they care only Ability Minimum Maximum
and suffocate quickly, they are not about their communities and their race, Strength 3 18
suited to regular, land-based campaign- and they prefer to be left alone. Merfolk Dexterity 3 17
ing. They work best as NPCs. PC mer- adventurers are often frustrated by this Constitution 3 18
folk are possible only in an underwater head-in-the-sand attitude and leave their Intelligence 3 18
campaign. communities to face threats or explore Wisdom 3 17
Ability Score Adjustments. Merfolk regions that their kinsfolk would prefer Charisma 3 18
have no ability score adjustments. simply to ignore.
Mermaids, by far the more creative Class Restrictions
Ability Score Range gender, are more likely to leave their vil- Class Max. Level
Ability Minimum Maximum lages, at least in part to escape their Wizard
Strength 3 18 menial role in merfolk society. Mage 14
Dexterity 3 18 Special Advantages. Merfolk swim at Elementalist 14
Constitution 3 18 a rate of 18. They have no movement or Rogue
Intelligence 3 18 attack penalties when in water and Bard 15
Wisdom 3 18 receive swimming as a bonus profi-
Charisma 3 18 ciency. Merfolk breathe water. Hit Dice. PC pahari receive hit dice by
Special Disadvantages. Merfolk can class.
Class Restrictions barely move on land, inching along at a Alignment. Pahari tend toward
Class Max. Level rate of 1. After an hour out of the water, chaotic good alignment. PC pahari may
Warrior merfolk begin to dehydrate, losing 2 hit be of any good alignment.
Fighter 12 points per hour. Immersion in water Natural Armor Class. 7
Priest stops this process but does not restore Background. Pahari are aquatic
Shaman 3 lost hit points. nymphs similar to merfolk, native to the
Specialty* 7 Merfolk suffer double damage from tropical seas around Arabian lands such
Rogue fire and are instinctively terrified of it. as Zakhara. In natural form, they look
Bard 9 (female only) Monstrous Traits. Monstrous appear- similar to mermaids, with the upper
* Merman specialty priests worship ance, bestial fear. body of a beautiful woman changing to
Eadro, described in Monster Mythology. Superstitions. Merfolk fear fire. the body of a bright tropical fish below
Weapon Proficiencies: Crossbow, tri- the waist. They can also change into two
Hit Dice. PC merfolk receive hit dice dent, javelin. other forms: a foot-long tropical fish or a
by class. Nonweapon Proficiencies: Alertness, normal-seeming human woman.
Alignment. Merfolk tend toward new- animal handling, animal lore, animal Pahari live in small communities,
trality. PC merfolk may be of any align- training (fish), bowyer/fletcher, danger dwelling in homes made of shells and
ment. sense, direction sense, gaming, hunting, coral in shallow coastal waters. They are
Natural Armor Class. 7 local history, mining, religion, survival fascinated with the surface world, and
Background. Merfolk are the most (aquatic). Females only: Artistic ability braver pahari often venture onto land in
common of the aquatic humanoid races, (shell carving, tapestry weaving), chant- human form to experience life up on the
found throughout temperate ocean ing, poetry, singing, weaving. shore. They have been known to take
waters. They have the upper torso of a Available Kits: (Warrior) tribal human husbands but, being faerie crea-
human, with light skin and brown hair. defender, (priest) shaman, oracle, wan- tures, invariably outlive their mates and
Below the navel, their bodies taper into a dering mystic, (rogue) humanoid bard. return, heartbroken, to their undersea
long, fish-like tail covered with green to Average Height and Weight: Height: communities.
silver scales. 60/54 + 1d12. Weight: 145/80 + 8d10. Languages. Pahari, common, fish,
Merfolk live in sedentary communi- Age: Starting Age: 15 + 1d4. Maximum nereid, dolphin, reef giant, whale,
ties, dwelling in passages carved into Age Range: 90+2d20. Average Maximum zaratan.
cliffs or coral reefs. They herd fish and Age: 110. Middle Age: 45 years. Old Age: 60 Roleplaying Suggestions. Adventur-
hunt larger fishes, and they are fiercely years. Venerable: 90 years. ing pahari are usually young women
protective of their territory. They are Maximum Functioning Depth: 1,100 who are insatiably curious about the
generally not friendly with surface feet. world around them. Often they are
dwellers or other aquatic races, keeping Vision: x2 pahari who have fallen in love with a
to themselves and refusing trade. land-dwelling adventurer and join him
Languages. Merman, locathah, com- Pahari on his travels. They savor all the strange
mon. Ability Score Adjustments. Pahari PCs elements of life on the land, enjoying the
Roleplaying Suggestions. While the receive a +2 to their Intelligence scores, a food, the dancing, and sailors songs.
locathah are almost druidic in their con- -1 to their Wisdom scores, and a -1 to They throw themselves into life with a
cern for balance, merfolk are neutral their Dexterity scores. passion that is to be admired, especially
32 AUGUST 1998
considering that most such pahari have Selkies indefinitely All PC selkies are assumed
only heartbreak to look forward to when Ability Score Adjustments. In human to fall into this category. The human
their husbands age and die. form, selkies are very attractive. What- forms of selkies are unique to the indi-
Pahari are passionate about the ever their form, they have winning per- vidual, tending toward rich tan skin,
preservation of their aquatic homes, and sonalities. They tend to be small and black or gray hair, and bright-colored
use all their powers to oppose evil crea- lithe, however, and are not the strongest eyesemerald green or light blue. They
tures who threaten their communities. of folk in either form. PC selkies add 1 to live to about 80 years.
Special Advantages. Pahari can their Charisma scores and subtract 1 Languages. Selkie, common.
change freely among their three different from their Strength rolls. Roleplaying Suggestions. Most selkie
forms. In natural form (half-human, adventures are movitated by sheer
half-fish), they swim at a rate of 18. In Ability Score Range curiosity about the "overworld," and
fish form, they swim at 24. In either Ability Minimum Maximum move about in human guise to learn the
form, they have no movement or attack Strength 3 17 customs of their land-dwelling neig-
penalties when in water. Pahari receive Dexterity 3 18 bors. Such characters will be inquisitive
swimming as a bonus proficiency. Pahari Constitution 3 18 in the extreme and very imitative of
can breathe water or air with equal ease Intelligence 8 18 human mannerisms and customs.
in their natural form but can breathe Wisdom 6 18 Other selkies are moved to spend
only in water while in fish form and only Charisma 8 18 more time on land out of concern for
in air while in human form. their environment. These selkies try to
Pahari have a magic resistance of 5% Class Restrictions pass as humans to influence the policies
per level, up to a maximum of 25% at 5th Class Max. Level of human communities with regard to
level. A pahari of 3rd level or above can Warrior the selkies' native habitat. they tend to
bestow water breathing with a kiss, at will, Fighter 8 possess a crusader mentality and are
which lasts for a day. Ranger 8 only as friendly with the overworlders
Special Disadvantages. Pahari are Wizard as they need to be to accomplish their
peaceful and unaccustomed to using Mage 10 goals.
weapons, and therefore can never learn a Priest Special Advantages. In their natural
weapon proficiency. Any attacks with a Shaman* 5 form, selkies can move in water at a rate
weapon are made with the appropriate Rogue of 36. They have no movement or attack
non-proficiency penalty, depending on Bard 12 penalties when in water and receive
the paharis class. Selkies may be multi-classed as swimming as a bonus proficiency.
Monstrous Traits. Transformation fighter/mages, fighter/shamans, or Selkies in their natural form do not
ability. ranger/shamans. breathe water, unlike other aquatic races.
Superstitions. Pahari look to the sea * Selkie shamans worship Surminare, They can hold their breath for very long
for signs and omens. described in Monster Mythology. periods, however: a base of 45 minutes,
Weapon Proficiencies: None. Pahari plus twice the characters Constitution
do not learn the use of weapons (see Spe- Hit Dice. PC selkies receive hit dice by score. Modifiers from the Players Hand-
cial Disadvantages, above). class. book apply to the addition, not to the
Nonweapon Proficiencies: Pahari Alignment. Selkies tend toward neu- base. Thus, a selkie character with a 15
may select any appropriate nonweapon trality with strong leanings toward Constitution could normally hold her
proficiencies, including those listed in good. PC selkies may be of any align- breath for 75 minutes (45 + [15 x 2]). If
the Arabian Adventures rulebook. ment. she were exerting herself, the time
Available Kits: Pahari are free to select Natural Armor Class. 5 (10 in human would be reduced to 60 minutes (halv-
human kits appropriate for wizards or form). ing the addition). If unable to get a good
bards. At the DMs discretion and Background. Selkies are a race of gulp of air, her time underwater would
depending on the campaign, pahari may shapechanging humanoids native to arc- be reduced to 60 minutes normally or 53
be required to use Zakharan kits from tic and subarctic waters. In their natural minutes (45 + [15/2], rounding up) if she
the Arabian Adventures rulebook. form, selkies are nearly indistinguish- were also exerting herself.
Average Height and Weight: (in nat- able from normal seals. They do have Special Disadvantages. Humans tend
ural form) Height: 60 + 1d12. Weight: 125 hands (with webbed fingers) instead of to view selkies with a great deal of fear
+ 8d10. fore flippers, and their legs remain some- and superstition, confusing them with
Age: Starting Age: 50 + 5d6. Maximum what separate, though still very well- seawolves and other horrible lycan-
Age Range: 250 + 2d100. Average Maxi- adapted for swimming. Most selkies can thropes. Any selkie whose true nature is
mum Age: 350. Middle Age: 125 years. Old take human form once a month for no discovered by a human community is in
Age: 167 years. Venerable: 250 years. longer than a week. Certain rare selkies, life-threatening danger.
Maximum Functioning Depth: 700 through exceptional abilities or simply Selkie PCs, unaccustomed to using
feet. exceptional desire, are able to assume weapons, receive only half the initial
Vision: x2.5 their human form at will and maintain it number of weapon proficiencies they
DRAGON 250 33
would normally receive based on their Hit Dice. PC vodyanoi receive hit dice Special Advantages. Vodyanoi
class. Any bonus proficiencies from their by class. In addition, they receive 8 addi- breathe water and can swim at a move-
kit are received normally, however. tional hit points at first level. ment rate of 6. They suffer no movement
Monstrous Traits. Transformation Alignment. Vodyanoi are normally or attack penalties underwater, being
ability, taste for raw fish, suseptibility to chaotic evil. PC vodyanoi may be of any native to the aquatic environment.
intoxicants. chaotic alignment. Vodyanoi have huge claws and pow-
Superstitions. Selkies tend to fear fire Natural Armor Class. 2. erful jaws like their land-dwelling
and heat. Background. Vodyanoi are a rare and cousins. They can attack with both claws
Weapon Proficiencies: Sword, trident, mysterious race, aquatic relatives of and a bite in a single round, inflicting
harpoon, cutlass. umber hulks. They are most common in 3-12 hp damage with each successful
Nonweapon Proficiencies. Natural deep freshwater lakes but are occasion- claw attack and 1-10 hp damage with a
fighting, navigation, poetry, singing, ally found in saltwater as well, usually successful bite.
storytelling, weather sense. living in caves near the edge of a conti- Vodyanoi have the ability to summon
Available Kits: (Warrior) sellsword, nental shelf or deep trench. They appear electric eels. A vodyanoi can attempt this
tribal defender, wilderness protector, similar to their land-bound cousins but summoning once per day, with a chance
(wizard) hedge wizard, humanoid are slightly larger, reaching as tall as 10 of success equal to 10% + 5% per level;
scholar, (priest) shaman, (rogue) feet (and nearly 7 feet wide). Their slimy 1d4 eels per level of the vodyanoi
humanoid bard. green skin covers enormous muscles. respond to the summons if successful.
Note that selkie rangers, while they Their long arms end in webbed claws, as Special Disadvantages. Vodyanoi are
must take the humanoid wilderness pro- do their shorter legs. Their faces have lumbering brutes, though gifted with
tector kit, do not receive tracking as a two small, black eyes and large average intelligence. They are large crea-
bonus proficiency. They receive sur- mandibles that allow them to bite tures and suffer damage appropriately.
vivalaquatic instead of survival through shark hide or even clam shells. Their claws make them incapable of any
woodlands, but otherwise conform to Vodyanoi are solitary, living and hunt- sort of fine manipulation, and their bulk
the kit description presented in The Com- ing alone at points where shallower makes it impossible for them to wear
plete Book of Humanoids. waters meet the deeps. They are no more armor. They disdain the use of weapons
Average Height and Weight: Height: monsters, however, possessing average other than their natural armament.
60/54 + 1d12. Weight: 145/80 + 8d10. human intelligence. They may gather Vodyanoi move at a crawl (MV 3) on
Age: Starting Age: 15 + 1d4. Maximum periodically to meet and matelegends land and suffer the effects of dehydra-
Age Range: 90 + 2d20. Average Maximum tell of great vodyanoi meeting grounds tion if they remain out of water for more
Age: 110. Middle Age: 45 years. Old Age: deep in the ocean trenchesand they than an hour. Each hour after the first
60 years. Venerable: 90 years. can communicate with each other over that a vodyanoi remains out of the water,
Maximum Functioning Depth: 1,500 tremendous distances in their low, rum- the creature loses 1 point of Constitution
feet. bling language. and must make a Constitution check or
Vision: x2 Languages. Vodyanoi speak a dialect suffer 1d8 hp damage.
of the umber hulk language. They are Monstrous Traits. Monstrous appear-
Vodyanoi capable of learning common, sahuagin, ance, size, monstrous appetite.
Ability Score Adjustments. Vodyanoi locathah, merman, and triton. Superstitions. Vodyanoi have a super-
receive a +2 to their initial Strength and Roleplaying Suggestions. Most stitious fear of large whales.
Constitution scores, and a -2 to their vodyanoi are bloodthirsty marauders Weapon Proficiencies: None.
Dexterity and Charisma scores. who prey upon other undersea commu- Nonweapon Proficiencies: Alertness,
nities to take what they want. A few have animal noise, blind-fighting, chanting,
Ability Score Range renounced this evil existence and taken close-quarter fighting, danger sense,
Ability Minimum Maximum up a more peaceful lifestyle. These direction sense, eating, endurance,
Strength 14 20 unusual vodyanoi often live as hermits intimidation, looting, natural fighting,
Dexterity 3 12 in deeper waters, while some find their survival (aquatic), wild fighting.
Constitution 13 20 fulfillment in an adventuring life. Available Kits. (Warrior) pit fighter,
Intelligence 3 18 Though reasonably intelligent, the sellsword, (priest) shaman.
Wisdom 3 18 vodyanoi are not profound thinkers. Average Height and Weight: Height:
Charisma 3 12 They tend to see even complex situations 108/102+1d12. Weight: 800/750 + 8d10.
in simple terms and value physical Age: Starting Age: 12 + 3d6. Maximum
Class Restrictions prowess over intellect or culture. Even Age Range: 150 + 1d100. Average Maxi-
Class Max. Level vodyanoi who join an adventuring band mum Age: 200. Middle Age: 75 years. Old
Warrior remain loners at heart, always valuing Age: 100 years. Venerable: 150 years.
Fighter 12 their own interests more than the con- Maximum Functioning Depth: 1,300
Priest cerns of any group. feet.
Shaman 3 Vision: x2.5
34 AUGUST 1998
Liminals Skills & Powers for Liminals bonus does not apply in fresh water or
Liminals are descended from ancient Liminal PCs begin with 30 character out of the water.
unions between humans and merfolk. points to spend on racial abilities. The Depth sense (5): The character can
Unlike the other sea races, they are not basic character point cost for liminals is determine her approximate depth
considered humanoids and do not suffer 25 points, which purchases the abilities underwater on a 1-4 on 1d6.
the disadvantages of humanoid charac- listed below, leaving 5 character points Fast swimmer (10): Described in the
ters. Liminals appear similar to humans, for nonweapon proficiencies or addi- main text as a standard ability
with rich golden-colored skin and light tional abilities. Speak with animals (10): Once a day,
brown or blond hair. They have gill slits Liminals Special Abilities: Animal the liminal can use the speak with ani-
in their throats and bright-colored eyes companion, fast swimmer, trident mals ability, as a priest of the same level.
of yellow, blue, or green. Their fingers bonus, liminal racial abilities. This ability works only with aquatic
and toes are partially webbed. If the player wishes to create a cus- animals, however.
Liminals are insightful and outgoing, tomized liminal character, abilities may Tough hide (10): Taking after the
receiving a +1 to Wisdom and Charisma. be chosen from the list below. Abilities merfolk ancestry this liminal has tough
However, they are frail, suffering a -2 cost either 5 or 10 character points. skin. The character has a natural armor
penalty to Constitution. Animal companion (10): Described class of 8. If the liminal wears armor
Liminal characters can be fighters (up in the main text as a standard ability. that would improve his AC to better
to 14th level), rangers (up to 15th level), Close to the sea (5): Liminals with than 8, this ability has no effect. If the
mages (up to 12th level), thieves (limit this ability heal faster when totally character wears armor that gives him
12th level), or bards (no level limit). Lim- immersed in salt water. When this char- an AC of 8 or worse, he may add a +1
inals may be multi-classed as fighter/ acter is underwater, he heals 2 hp dam- bonus to her Armor Class.
mages, fighter/thieves, ranger/mages, age overnight rather than the 1 point Trident bonus (5): Described in the
or mage/ thieves. normally healed by other races. This main text as a standard ability.
Liminals can breathe in air or water
and receive the swimming proficiency as
a bonus. They swim at their full normal involving interaction or mediation partners Strength score by 1 for every 2
movement rate (a base of 12). Their max- between the cultures of the land and sea. points sacrificed by the other.
imum functioning depth is 700 feet, and Liminals learn from an early age that set- l Lent health, transferring hit points
their underwater vision is 1.5 times tling down on land or sea is fatal both to from one partner to the other on a 1-to-1
human vision. Liminals must keep their the individual and to the race. Liminals basis. The receiving partner cannot have
gills damp and are particularly suscepti- are encouraged to marry only other limi- more hit points than his or her normal
ble to dehydration while on land. Limi- nals, to protect the existence of their race maximum.
nals must drink twice as much water in a and to maintain their cultural identity. A The first two uses of this power last
day as other characters or suffer penal- liminal who marries a human can no only as long as the couple holds hands.
ties for dehydration. longer rely on other liminals for help. Liminal marriages are so close that
Liminals receive a +1 bonus to their Liminals worship an androgynous couples who are separated by more than
attack rolls when using a trident, the pre- deity called Eqaa. The ultimate ideal of one mile slowly waste away. Each part-
ferred weapon of their race. their religion is the unification of two ner loses 1 hit point per day of separa-
Liminals are close with the animals of half-breeds into two whole, complete tion (due to loss of sleep and appetite)
the sea, being somewhat outcast from beings through marriage. The bond of until they are reunited or killed.
the society of other demihumans. Limi- marriage is thus vitally important to all Liminals rarely survive the death of
nals have the innate ability to bond with liminals. Married liminals have a special their spouses. If one partner dies, the
aquatic mammals (dolphins, otters, bond similar to that between a wizard other immediately loses one half his or
seals, etc.), befriending one such animal and a familiar: they can communicate her normal maximum hit points. These
at a time as a pet. This pet must be a telepathically at a distance of up to one hit points can be recovered normally.
mammal of Size M or smaller. The limi- mile and always know each others exact Starting age for liminal characters is 15
nal must spend one month with the ani- location within the same distance. If sep- +1d4; maximum age is 90+ 2d20. Limi-
mal while it is still young, after which arated beyond that distance, each part- nals reach middle age at 45 years of age,
the animal becomes completely loyal, ner still knows the general direction in old age at 60, and venerable at 90. Height
following the character everywhere (in which the other is located. is 62/56+1d12; weight is 145/80+8d10.
the water) and obeying simple com- When a married liminal couple joins
mands. Liminals may have only one hands, one partner can lend power to the
such pet at a time and must wait 100 other, granting one of the following
days after the death of one pet to gain effects:
another. Choice of companions is always l An increase of 1 level in spell effects James Wyatt is the author of The Maze of
subject to the DMs approval. and the like, at no cost to the supporting the Morkoth, an undersea adventure
Liminals tend to adopt the roles of partner. appearing in DUNGEON Adventures #70,
merchants, diplomats, and other roles l Shared strength, increasing one available in September.
DRAGON 250 35
T
he sea elves of Krynn are distant
cousins to the land-dwelling Qua-
linesti, Silvanesti, and Kagonesti
elves. They include two distinct groups:
the Dargonesti, or deep elves, and the
Dimernesti, or shoal elves.
The two groups grew apart from each
other over the centuries, and the
Dimernesti tend to consider their deep-
sea cousins somewhat primitive. Sea
elves inhabit the southern Courrain
Ocean and the Sirrion Sea near Ansalon.
Sea elves can magically assume the
forms of sea creatures. The Dimernesti
assume the form of sea otters, while the
Dargonesti assume dolphin form. This
ability is an inherent form of alteration
magic that the sea elves retained even
after the departure of Chaos and old
forms of magic from Krynn.
Sea elves often use their animal forms
to observe the surface world without
drawing too much attention to them-
selves. There are many legends of heroes
being aided by sea creatures who later
turned out to be helpful sea elves.
Sea Elf Heroes of nature, beauty, and magic. They are Sea elf heroes have a maximum
If the Narrator allows sea elf heroes in very quick and graceful, even out of the Strength and Endurance of 8. Armor,
the game, use the following information. water. Their tendency for quiet speech shields, and missile weapons are rare
Unless the campaign is set entirely stems from the fact that sounds carries underwater. Sea elves have a maximum
underwater, sea elf heroes need a good more easily through water; sea elves are code of C in Agility, Dexterity, and
reason to leave their home and adven- not used to having to speak up in order Endurance. Most sea elves favor thrust-
ture on land. Perhaps the hero is marked to be heard. ing weapons or weapons adapted for
by a special destiny, has ties with the sur- Sea elves are simultaneously fasci- use underwater, like the trident or the
face world (such as falling in love with a nated and repulsed by the surface world. net. They wear armor of animal hide or
land-dweller), or is merely curious to see They have difficulty with ideas like stairs tough, woven kelp, decorated with
the world above the waves. and ladders (none are needed under shells and coral.
water). They tend to dislike heights and
Description find direct sunlight too bright. Dim, Advantages
Sea elves resemble their land cousins indoor surroundings are the most com- Sea elves can breathe water as if it were
with their slender bodies and excep- fortable for them on land. They get along air. They can also breathe air without dif-
tional grace and beauty. They have sleek best with other elves, although they look ficulty. A sea elf hero can use alteration
blue skin, ranging from pale to dark. down on their land-cousins somewhat. magic to assume a single sea creature
Their hair is typically green, silvery, pale Sea elves also get along fairly well form at will. While in animal form, the
blue or (rarely) blond. Eye color is usu- with humans who understand the sea, hero has the Physique, Coordination,
ally dark, from deep blue or green to like sailors. They dislike minotaurs and Damage and Defense of the animal, but
black. Their ears are delicately pointed other pirates who bring violence to the normal Intellect and Essence. All cloth-
like those of land elves. Sea elves have seas. Most sea elves share the haughty, ing and equipment carried by the sea elf
webbed fingers and toes and strong, superior attitude of most elves toward vanishes in animal form, reappearing
lithe bodies adapted to swimming. They other races. when the hero returns to elf form.
usually wear clothing woven from Dimernesti assume the form of sea otters
undersea plants, decorated with shells, Requirements (Ph 3, Co 7, Dmg +l, Def -2) while Dar-
coral, and pearls. To qualify as a sea elf, a hero must have gonesti assume dolphin form (Ph 8, Co
minimum score of 6 in Agility, Dexterity, 15, Dmg +4, Def -3).
Roleplaying and Perception. Sea elves have very Sea elf warriors use the trident and net
Sea elves tend to be shy and quiet. They sharp sense and must have an ability in battle. Using these weapons gives a
share their land-dwelling cousins' love code of at least "B" in Perception. sea elf a trump bonus no matter what
DRAGON 250 37
card is played. Sea elves also gain a typically entangle an opponent in their one could actually claim to have spoken
trump bonus for all Perception actions net, then strike with their trident while to one. The sea elves used their animal
underwater. the enemy is helpless. forms to observe the surface world from
time to time, remaining hidden.
Disadvantages History of the Dimernesti The War of the Lance brought the sea
Although sea elves can breathe air, they The true origin of the sea elves is lost in elves to the attention of the surface
are uncomfortable being away from the the currents of the River of Time. Not world again. Dargonesti elves helped
sea for long periods of time. After some even the eldest Dimernesti or Silvanesti save some of the Heroes of the Lance
time on dry land, a sea elf becomes elf can say for sure when the sea elves when their ship was destroyed in the
sullen and possessed of a powerful urge separated from their land-dwelling maelstrom at the heart of the Blood Sea
to return to the sea. The Narrator may cousins to live beneath the waves. of Istar. They brought the Heroes to the
decide when this sea-longing sets in, but Most scholars believe the legend that ruins of Istar and told them of the return
three days or more away from the sea is the Graystone of Gargath is responsible of the legendary sea dragons. A Dargon-
generally a good guideline. Once the for the creation of the sea elves. When esti elf named Apoletta and her human
longing sets in, no card the sea elf plays the Graystone escaped Gargaths tower husband Zebulah then returned the
is considered trump unless the action and moved across the face of Krynn, its Heroes to the surface world to continue
directly aids the elf in returning to the light touched elven sailors from Sil- their journey.
sea. A short time (as little as a day) spent vanost along with elves dwelling along After the War of the Lance, the sea
in the sea ends the longing and restores the shore of the Sirrion Sea. These elves elves returned to obscurity, until the
the elf to normal. were filled with a great longing for the Summer of Chaos. The unleashed power
Additionally, sea elves are not used to sea and dived beneath the waves, where of Chaos caused the seas themselves to
dealing with outsiders. No card played they were transformed into sea elves, boil, endangering the sea elves and other
on a Presence action by a sea elf counts able to breathe water as easily as air. The ocean life. But the coming of Chaos and
as trump, unless the Presence action sailors became the deep sea-dwelling the climax of the Chaos War were noth-
involves another elf (land- or sea- Dargonesti, while the shore-dwellers ing to the sea elves compared to the rise
dwelling). became the Dimernesti. Some scholars of the dragon overlords and the coming
doubt the truth of the story or offer other of Brine in the Age of Mortals.
Half Sea Elves theories about the origin of the sea elves. The sea dragon Brynseldimer (Brine)
Half sea elves can and do exist. They All that can be said for certain is the sea first appeared in Dimernost around 26
tend to be stockier and more broadly elves have lived in the oceans of Krynn S.C. He used his steam breath to boil alive
build than sea elves. Their skin is usually since the Age of Dreams. any elves who opposed him and
similar to their human parent, strongly For millennia, the sea elves lived in smashed the coral towers of Dimernost
tinged with blue. Half sea elves have the isolation. They did little to involve them- with his mighty tail. Only the power of
ability to breathe water like their elven selves in the affairs of the surface world. the legendary Crown of Tides, in the
parent. They must meet two of the three The Dimernesti traded sporadically with possession of the Dimernesti Speaker of
ability requirements for sea elves, but their cousins in Silvanost while the Dar- the Sea, was able to keep Brine from con-
they do not gain any of the other advan- gonesti preferred the solitude of the trolling all of Dimernost. As it was, the
tages or disadvantages. This permits half deep and were rarely seen, becoming a sea dragons reign of terror was virtually
sea elves to live away from the sea for legend among surface-folk. unchallenged. The Dimernesti were able
long periods of time. Although many The Cataclysm forever altered the face to hold their own, but their position was
half sea elves feel a longing for the sea, of Krynn. When the fiery mountain quickly weakening and it was only a
they suffer no penalty for it. crashed into Istar, areas of land sank matter of time before they were forced to
beneath the waves, and much of the surrender to Brine. Calls for help sent to
Net Attack shore was claimed by the sea. The Silvanos went unanswered: The sea
Difficulty: Average (8) undersea quakes and violent currents elves were on their own.
Action Ability: Dexterity created by the disaster killed many sea Help arrived in the form of heroes
Opposition Ability: Agility elves. The survivors withdrew farther from the surface world, aboard the ship
Sea elves (and many other sea-dwelling from the surface world, blaming land- Narwhal. These heroes sought the Crown
races) use nets in combat. A net is a Light dwellers for the Cataclysm. They took of Tides and fought against Brine, slay-
melee weapon that does no damage but many of the undersea ruins as their own, ing the sea dragon in a mighty battle.
instead can be used in an attempt to including those that now form the outer The grateful Dimernesti agreed to loan
entangle. Targets caught in a net cannot areas of Dimernost in the Sirrion Sea. the heroes the Crown and renewed their
defend; armor adjustments to damage During the Shadow Years following ties with the surface world. Dimernost is
still apply, but not shields. Entangled tar- the Cataclysm, the sea elves were all but safe from the threat of the sea dragon,
gets must spend the next minute of bat- forgotten, save by their elven cousins in but new dangers have begun to arise in
tle untangling themselves. Should a hero Silvanost. they became the stuff of leg- Brine's place, and the Dimernesti will
be entangled, getting out requires an end to the other races of Krynn. Sailors need the aid of their surface allies if they
average Agility action. Sea elf warriors told tall tales of spotting a sea elf, but no are to survive and rebuild.
38 AUGUST 1998
The Sunken Land of Dimernost Dimernost is an entire undersea city, The difficulty in exploring the ruins is
The undersea world of the Dimernesti is built around the 200 tall Tower of the that they lie close to the Tin-Arian Peaks,
a place of incredible beauty and danger. Sea. The city radiates out from the Tower which were once the heart of Brines
Sunlight filters through the waters of the in concentric rings, out toward the kelp domain. Although the sea dragon is no
Courrain Sea and glimmers off the deli- farms that ring the entire city like a jun- more, his various minions and other
cate coral towers of Dimernost. Brightly gle of sea-plants. Within the kelp-farm deadly sea creatures live in the sea-caves
colored fish swim among the buildings ring lie various sea-farms where the and crevasses in the mountains. These
and undersea plants, growing in a riot of Dimernesti raise jellyfish, oysters, crabs, include lacedons (sea ghouls), sea hags,
colors, waving in the gentle currents. and other shellfish, as well as the giant sharks, giant octopi, and other creatures.
Some of this legendary beauty has sea horses they use as riding beasts. The Many who explore the Sunken Peaks do
been scarred by the damage caused by broad open marketplace lies between the not return to tell the tale.
Brine. Many of the coral towers lie in farms and the central areas of the city
ruins, and portions of the kelp fields are itself. Dimernesti traders and artisans are Personalities
scattered and torn. But the Tower of the beginning to fill the brightly colored Speaker of the Sea Nuqala (Dimernesti
Sea still stands in the heart of Dimernost, stalls of the market again. female adult, vigilant demeanor, Master)
and the friends of the Dimernesti, the The Dimernesti have begun to rebuild leads the people of Dimernost. Her
dolphins and sea otters, still frolic their shattered homes. Those driven father, the previous Speaker, was killed
between the remaining buildings. away by Brines rampages are slowly in one of Brines first attacks. Nuqala
The domain of the Dimernesti lies returning. Several thousand sea elves does her utmost to be a good leader for
some 500 miles from the shores of Ansa- live in the city and surrounding area. her people and has devoted all of her
lon. It includes some surface islands in The ruins found near Dimernost date energies to protecting and rebuilding
the Courrain Sea. Beneath the waves, the back to the days of the Cataclysm. The Dimernost. She wears the Crown of
Dimernesti holdings include the capitol sea elves make occasional forays into Tides (described in Heroes of Hope), giv-
of Dimernost, the towns of Santhost and them to gather useful materials and ing her great power over the sea that she
Markost, ruins of Faerkel and Rabinai, goods they can trade with surface uses to defend her people.
the Roost (an ancient Kyrie site), the dwellers. The sea elves have little use for Kellishion (Qualinesti male adult,
Endless Hall, and numerous sea elves gold or silver, but they know how highly fierce demeanor, Hero) is Nuqala's
throughout the Tin-Arian Peaks (known surface people value the metals. Magical bodyguard and consort. He came to
as the Sunken. Peaks to surface- items are sometimes found in the ruins Dimernost years ago searching for a
dwellers). as well. peaceful haven from the endless wars of
DRAGON 250 39
the surface world. He found a new home The Dimernesti face threats from about the arts of sorcery. Nuqala is con-
and a new love in Nuqala, but peace has Brines remaining minions, particularly sidering allowing some of her people to
eluded him. Kellishion continues to use the lacedons and sea hags living in caves go to the Academy of Sorcery, but she is
his skills as a warrior to aid Nuqala in in the Tin-Arian Peaks. These and other reluctant to allow any able-bodied sea elf
protecting the Dimernesti and his new creatures also pose a threat to shipping to leave Dimernost at such a critical time.
home from attack. Kellishion is Dimer- and trade through the area, so Nuqala
nosts prime ambassador to the surface has a strong interest in seeing the mon- Mysticism
world, since he understands their ways. sters wiped out, or at least made less of a Like most of the people of Ansalon, the
Alteration magic allows Kellishion to threat. Rumors of Brines lair hidden Dimernesti feel the gods abandoned
spend most of his time living beneath the somewhere in the Tin-Arian Peaks them in their hour of need. A few priests
sea with his chosen people. draws adventurers to respond to the of the traditional sea elf godsPaladine,
Veylona (Dimernesti half-elf female Speakers call for aid. They hope to find Branchala, and Chislevcontinue to try
young adult, inquisitive demeanor, the sea dragons hidden treasure horde, to work their miracles for their people.
Novice) is Nuqalas young half-elf ward. containing goods looted from undersea Some of these priests instinctively
She is headstrong and inquisitive, insa- ruins and shipwrecks. tapped into the power of mysticism.
tiably curious about her surface-world Once the Dimernesti renewed their con-
heritage. Nuqala is teaching Veylona the Undersea Magic tact with the surface world, they learned
arts of leadership and diplomacy, but Like the other people of Krynn, the sea of the Citadel of Light and the spheres of
Veylona often sneaks away to learn more elves lost the powers of High Sorcery mysticism. This confirmation of faith
about the world above. and clerical magic following the Chaos was enough to allow many sea elf mys-
War. Cut off from contact with the sur- tics to explore the nature of the inner
Current Happenings face world, the sea elves have only power they had tapped into, and mysti-
The death of the sea-dragon Brine (as recently learned of the new magical arts cism is now blossoming among the
detailed in Heroes of Hope) freed the of sorcery and mysticism. Some sea elves Dimernesti.
Dimernesti from the dominion of the developed spontaneous talents in a Animism allows sea elf mystics to
dragon-lords. The grateful elves have mystical sphere in addition to their communicate with and command the
renewed contact with the surface-world inherent shape-shifting ability, but these creatures of the sea. Alteration augments
and have begun to trade again, making individuals are rare and only barely ade- the Dimernestis natural shape-shifting
forays to the surface. quate to make up for the loss of the cler- ability, allowing mystics to take on the
The Dimernesti have much of value to ics of the true gods. form of other sea creatures. Healing is
trade with the surface. In addition to With the death of Brine, Dimernost is one of the most common mystical
plentiful seafood, kelp, shells, and simi- once again open to the surface world, spheres, used to help the Dimernesti
lar goods, the sea elves also have access and the Dimernesti are beginning to recover from the damage done by Brine
to stores of treasure from the sunken learn something of the new magic. and to protect the sea elves from harm.
ruins in their domain. Gold, silver and Mentalism allows the Dimernesti to
other goods are traded for steel, pottery, Sorcery communicate with their undersea allies,
and other goods the Dimernesti cannot The arts of sorcery are slowly being the dolphins and whales.
make for themselves under water. Sil- introduced to the Dimernesti. Sorcerers
vanost remains isolated, and Malys dis- from the Academy of Sorcery have trav- Magical Treasures
courages sea-trade near her domain, but eled to Dimernost aboard trading ships, The one kind of magic the sea elves have
some ships are willing to make the jour- and the first sorcerers are just beginning in abundance is the magical treasure
ney, especially with the immediate threat to appear among the sea elves. Naturally, found in undersea ruins and left over
of Brine removed. hydromancy is the school of greatest from the previous Age. These items
Nuqala seeks to create ties of trade interest to the Dimernesti, giving sea elf served as the sole magic at the
and friendship for the Dimernesti to help sorcerers the ability to command the Dimernestis command following the
them rebuild and grow strong again. waters of their home. Aeromancy has departure of Chaos and many of them,
Trading with the surface-folk is part of uses in dealing with surface-dwellers, particularly the Crown of Tides, are
this plan. Additionally, the Speaker of such as creating bubbles of breathable air deeply treasured.
the Sea hopes to make contact with the under water. Pyromancy and electro- The Crown of Tides is detailed in
Dimernesti's scattered elven cousins. mancy are all but useless in the undersea Heroes of Hope. It grants the wearer great
Envoys and messages to the Silvanesti domain: Fires do not burn, and water power over the sea. The crown is worn
have received no reply thus far. Nuqala conducts electricity far too readily, mak- by the Speaker of the Sea for all official
also plans to use the magic of the Endless ing it unpredictable and difficult to con- business and is used to defend Dimer-
Hall, on the outskirts of Dimernesti trol. The other sorcerous schools find nost from outside dangers. The power of
domain, to create a magical passage to their uses beneath the waves. the crown kept the sea dragon Brine at
the domain of the Dargonesti in the Sir- Surface-world sorcerers who travel to bay for years until help was able to
rion Sea and to renew relations with the Dimernost find no lack of willing and arrive. The crown is perhaps the most
shoal elves deep-sea cousins. interested students eager to lean more powerful magical item known to the
40 AUGUST 1998
Dimernesti, but it is by no means the
only one.
Coral Dolphin
(Item of Distinction)
These enchanted statuettes of dolphins
are carved from fine, white coral, small
enough to fit in the palm of the hand.
Once each day, upon a command from
its owner, the statue becomes a real dol-
phin (Co 15, Ph 8, In 5, Es 7, Dmg +3, Def
-2) that obeys all of the commands of the
person who animated it. The dolphin
remains for up to an hour, then returns to
statuette form. If the dolphin is killed, it
returns immediately to statue form and
cannot be summoned again for a week.
If the statue is broken, the items
enchantment is destroyed.
Land-and-Sea Ring
(Item of Distinction)
These magical rings are made of braided
bands of silver and gold. They were first
created and used by Silvanesti sailors in
past Ages. The wearer of the land-and-
sea ring is able to breathe water and air
equally well, and can operate above or strikes like a weapon at the wearers a pearl of power reduces the cost of any
below the surface of ocean. The command. This is a normal melee attack spell by 4 points. This does not affect the
Dimernesti have discovered some of for +4 damage. difficulty of the spell. Only one pearl can
these rings from time to time. The rest be used at any given time.
might still be held by the Silvanesti. Sea Octopus Mantle
elves have discovered that wearing a (Item of Renown) Shell Shield
land-and-sea ring also prevents them Similar to a manta cloak (above), an octo- (Item of Renown)
from suffering from sea-longing when pus mantle appears like a cloak made up This shield is made from half of a giant
they are away from their home waters. of wide strips of leather with a hood. clamshell, the same size as a target
Underwater, the cloak allows its wearer shield, decorated with mystical carvings
Tanglenet to breathe normally. The eight leather and trimmed with coral. The shields
(Item of Distinction) strips of the cloak may be used as tenta- enchantment makes it as harder than
These enchanted nets are used by cles under the wearers mental com- steel, providing a -7 defensive bonus.
Dimernesti warriors. They provide a +2 mand, able to stretch up to twice their
bonus on all entangle actions with the normal length and grasp objects with a Courrain Conch
net and increase the difficulty of escap- Strength of 8. The wearer can use the ten- (Item of Fame)
ing from the net by +2. Legends tell of tacles to grapple opponents in combat The Courrain Conch is a large,
magical nets with greater bonuses and with the same Strength. enchanted conch shell. It is pale pink,
other powers, but such items have been Once per day, an octopus mantle can blue, and white on the outside, bril-
lost to the Dimernesti, if they truly exist. emit a dark cloud of ink that obscures liantly iridescent on the inside. The shell
vision. A challenging Perception action is aids in the use of the Animism sphere on
Manta Cloak required to see anything through the ink sea creatures, providing a +6 bonus for
(Item of Renown) cloud, which lasts for a minute before all such actions, as well as 6 mysticism
This garment appears to be an ordinary dispersing. points for any such use of animism. The
cloak of slick leather colored white, gray, holder must blow into the conch to use
or tan. Underwater, a manta cloak allows Pearl of Power it, creating a clear note that can be heard
the wearer to breathe normally and (Item of Renown) for a great distance under water (out to
swim much like a manta ray. The cloak Pearls of power are perfectly formed artillery range). The Dimernesti use the
ripples like leathery "wings" as the pearls found in a variety of colors. They conch to herd fish as well as to command
wearer swims, doubling swimming provide magical power to their holders. sea-creatures to protect Dimernost in
speed. the cloak also has a tail spine that A sorcerer or mystic holding or wearing times of need.
DRAGON 250 • 41
Undersea Creature Chart A sorcerer or mystic touching the
Undersea Animals pearl can reduce the difficulty and/or
Name Co Ph In Es Dmg Def Special Abilities spell point cost of any spell by 10 points.
Dolphin 15 8 5 7 +3 -2 None The caster may split the reduction in any
Eel, electric 6 4 1 1 +2 -1 Lightning way desired, such as 5 points to each or
octopus, giant 6 24 1 1 +18 -2 Camouflage all 10 points to either difficulty or cost.
Otter, sea 7 3 2 1 +1 -2 None Dimernesti sorcerers and mystics use the
Seal 5 5 2 1 +1 -2 None Mother of the Sea in the defense of
Shark 12 18 1 1 +4 -2 None Dimernost, allowing them to cast very
Squid, giant 3 36 3 1 +34 -3 Crush powerful spells without exhausting
Whale, common 6 27 3 4 +20 -4 None themselves.
Whale, killer 8 20 5 6 +12 -3 None
Whale, sperm 4 40 4 4 +25 -5 None Undersea Creatures
The underwater world holds many dif-
Undersea Races ferent creatures, from simple sea life to
Name Co Ph In Es Dmg Def Special Abilities legendary beasts like the kraken, able to
Ghaggler 5 4 5 5 +4 -3 Spit (acid) drag an entire ship to a watery grave.
Locathah 7 5 4 5 +4 -2 None The sea also has many magical creatures,
Merfolk 9 4 5 5 +4 -2 None from the enchanting sirines to sea hags,
Sea elf 6 4 5 6 +2 -2 Alteration (self) sea dragons and different types of
Sea elf hero 8 6 7 8 +4 -2 Alteration (self) undead. Narrators can use the creatures
Sirine 8 8 6 8 +2 -4 Hydromancy, described here as adversaries in adven-
charm song, tures that take place on the waves, in the
alteration (self) depths or along the shore of the seas of
Thanoi 6 8 3 4 +8 -3 Immune to Krynn.
cold/ice
Undersea Animals
Undersea Mounts All of the undersea animals described on
Name Co Ph In Es Dmg Def Special Abilities the table are identical to their real-world
Eel, giant 24 12 2 2 +12 -2 None counterparts. Many of them are domesti-
Hippocampus 12 18 5 6 +2 -3 None cated by the Dimernesti and other
Seahorse, giant 9 10 2 2 +1 -3 None aquatic races, and dolphins are particu-
lar friends of the sea elves.
Undersea Monsters
Name Co Ph In Es Dmg Def Special Abilities Undersea Races
Kraken 5 54 10 9 +54 -4 Crush Ghagglers are large, undersea versions of
Leviathan 4 6O 6 8 +40 -8 None goblins. They are around six feet tall and
Sea Hag 7 14 7 6 +5 -3 Charm, have tough, horny, hairless skin and
hydromancy pointed ears. Ghagglers can spit acid at
Troll, sea 6 24 4 7 +14 -4 Regenerate opponents in melee combat, inflicting 6
points of damage. Locathah are fish-like,
primitive humanoids. They live in
Trident of the Waves whether the wielder is normally capable nomadic bands and ride giant eels as
(Item of Fame) of using mysticism or not. mounts. Merfolk have human upper
The Trident of the Waves is made of bur- The Trident was wielded by Nuqalas bodies and fish-tails. Sirines are beautiful
nished steel with a shaft of bone or ivory, father, the previous Speaker of the Sea, in female humanoids with magical abilities.
smoothly spiraled like a narwhal horn. It battle against Brine. When the sea They prefer solitude and deal harshly
is decorated with inset pearls. The dragon killed the Speaker, he took the with intruders. Thanoi are walrus-men
trident is immune to the corrosive effects trident back to his lair. Nuqala hopes to found in the icy waters of Krynn. They
of salt-water. The trident provides a +11 recover the trident some day. are fierce and savage warriors.
damage bonus. This bonus is doubled
against all Evil sea-creatures to +22. Mother of the Sea Undersea Mounts
Additionally, any character wielding the (Item of Glory) Most aquatic races prefer to swim, but
Trident gains an automatic trump bonus The Mother of the Sea is a giant pearl of they do use special mounts for long
to all Presence actions against Good sea- power (see above) a foot in diameter. It trips. Giant eels are domesticated and
dwellers. The wielder also gains the abil- rests at the top of the Tower of the Sea in ridden by the locathah. Sea elves domes-
ity to use the animism sphere of Dimernost. The pearl serves as a sort of ticate and ride both the hippocampus, a
mysticism on sea-creatures only, battery of magical power. creature part-horse and part-fish, and
42 AUGUST 1998
the giant seahorse, which is large Passage to the Blood Sea Dimernesti in Other Settings
enough to carry a saddle and rider. Speaker Nuqala hopes to use the magic DMs can use much of the material
of the Endless Hall to create a passage presented here for sea elves in an
Undersea Monsters between Dimernost and the Blood Sea, AD&D® campaign. The sunken realm
Many different monsters live in the dark allowing the Dimernesti to renew con- of the Dimernesti can appear in the
depths of the sea. The kraken and tact with their distant cousins, the Dar- temperate waters of any ocean, along
leviathan are described in the Book of the gonesti. Finding the means to create the with most of the treasures and crea-
Fifth Age. Sea hags are evil creatures that portal can involve heroes searching the tures, translated into their AD&D
look like hideous crones draped in sea- undersea ruins for key magical items equivalents. With few changes, the
weed. They live in undersea caves and and lost lore. Once the portal is created, Dimernesti would fit well into the
use their magical powers to lure swim- heroes can be selected to explore beyond FORGOTTEN REALMS® setting.
mers and sailors to their doom. Sea trolls it and guide a sea elf envoy to speak with With some more adaptation, the
are identical to land trolls except they the Dargonesti. Veylona will almost cer- Dimernesti can work in other AD&D
can breathe water and it is difficult to tainly insist on coming along and will settings as well. The undersea realm
apply fire to stop their regeneration! probably sneak out and follow the would make an interesting locale for
heroes anyway if she is forbidden to go. the Demiplane of Dread in the
The Undead The heroes must discover what has RAVENLOFT® setting (particularly in con-
Most aquatic undead are from drowned become of the Dargonesti and the Blood junction with the SAGA® rules system
sailors and pirates. Lacedons are sea Sea since the Chaos War. The calming of for RAVENLOFT presented in DRAGON®
ghouls, with the same paralyzing ability the maelstrom has changed the region. Magazine #240). By emphasizing the
and hunger for human flesh as their Who knows what ruins from Istar the role of the Speaker of the Sea and creat-
land-dwelling cousins. Sea wights are maelstrom spewed forth before it was ing a royal bloodline Dimernost, the
likewise the same as normal wights, and sealed? How will the Dargonesti greet sea elves can become an unusual addi-
are often found in command of lesser their cousins, especially when the shoal- tion to a BIRTHRIGHT® campaign.
undead like lacedons and zombies. elves are escorted by surface-dwellers? SPELLJAMMER® DMS can even use the
material in this article as the basis for
Adventures Beneath the Waves The Lost Treasures of Dimernost an entire water-covered world, where
Narrators can use the following ideas to Treasures like the Trident of the Waves sea elves and other aquatic races fight
send their heroes into the mysterious and other magical items were lost by the against lacedons, sahuagin, sea drag-
and dangerous waters of Krynn. Dimernesti during Brines reign of terror. ons, and other evil creatures. Such a
Most of these items have probably found world might have once had land
Brine's Lair their way into the sea dragons treasure masses that were sunk by some great
The lair of the sea dragon Brine lies hid- trove, but others have been lost when disaster, or it might have been settled
den somewhere in the Sunken Peaks. emissaries to the surface world or other by aquatic races from other worlds
Adventurers may be drawn to search for undersea races failed to return, or with long ago. The inhabitants might never
the lair by legends of the vast treasure explorers lost in the ruins. have encountered air-breathers before,
horde Brine gathered from sunken ships Heroes can quest to find these lost in which case the arrival of the player
and undersea ruins. They might also be treasures and return them to Dimernost, characters can come a quite a shock!
emissaries of the Speaker of the Sea, perhaps just in time to use the treasures Sea elves are found on the continent
asked to locate treasures stolen from the powers to avert disaster. of Taladas as well. Much of the mater-
Dimernesti by Brine (such as the Trident ial from this article can simply be trans-
of the Waves, above). Exploring the Ruins planted to create a sea elf civilization
Searching for Brines lair requires The undersea ruins near Dimernost hold on the far side of Krynn.
braving the hazards of the Sunken treasures and lore lost since the Cata-
Peaks, which include hostile sea crea- clysm. Magical treasures found there Steve Kenson is the author of many RPG
tures and the remains of the sea dragons would have great value in the Fifth Age. books, including the upcoming AVENGERS:
minions, including lacedons, sea hags The treasures of the ruins are guarded by Masters of Evil adventure book for the
and water-trolls. If the heroes find the hostile sea creatures and the undead MARVEL SUPER HEROES® Adventure
lair, it may be protected by traps. In its forms of some of the people caught in Game. He hasn't explored too many real
depths they find a fabulous treasure the cities when they were sunk by the undewater places and tends to prefer wad-
hoard, but also the broken remains of Cataclysm, cursed by the gods to guard ing pools.
several large shells-dragon eggs that their treasures forever. The Roost, in par-
have recently hatched. Does Brine have ticular, might hold strange secrets, since
young? And if so, where are they? it is a former hold of the Kyrie.
Nuqala will certainly want the heroes to
investigate further.
DRAGON 250 43
I
nformation on sailing vessels and Table 1: Ship Types
warships from the 14th to 19th Ship Type Base Move/Hour Emergency Move Seaworthiness
Brigantine 14/6* 12 65%
centuries appears below. Although
Carrack 7 7 75%
designed in accordance with the naval Cutter 11 15 55%
systems found in Of Ships and the Sea, Fluyt 12 6 75%
this information is completely compati- Frigate 7 9 70%
Galleass 4/7* 10 65%
ble with the core rules for ships found Galleon** 8 7 90%
in Chapter 14: Time and Movement of Lugger 13 20 55%
the DUNGEON MASTER® Guide. Addition- Pinnace 5 8 70%
Sloop 7 12 70%
ally, rules for cannon warfare appear at
the end of this article. DMs can freely * When a slash separates two numbers, the first represents the speed of the ves-
bypass these rules and still use the ves- sel while under sail, and the second represents the speed of the vessel while
sel information; they are not mutually rowed.
inclusive.
**The galleon stats listed in the DUNGEON MASTER® Guide represent an earlier
Step lively! The salt road beckons, incarnation of that vessel. The stats above detail an 18th century galleon.
and your campaign will never be the
same again.
Carrack Fluyt
The Ships The carrack is a three-masted ship Also called a flyboat, this Dutch ves-
highly valued for its capacity for large sel became the most important mer-
Historically, nautical vessels have come amounts of troops or cargo. Developed chant ship in northern waters during
in many different variations. The ships somewhere around the 15th century, the 17th century. It is designed to carry a
below represent a few of the major this ship was the first square-rigged large amount of cargo for a minimum
designs and classes of ships. Within vessel to sail the seas. Although once cost. A flat-bottomed boat with a high,
each of these vessel types, individual seen as the immediate predecessor of ornate stern, this ship is narrow in rela-
naval powers made their own modifi- the galleon, the carracks design tion to its great length. The fluyt has
cations. For example, a Dutch galleon, emphasizes defense rather than maneu- straight sides both fore and aft, and a
while resembling an English vessel of verability or armament. The aft and very wide bow. Generally, these vessels
the same model, might have very differ- forecastles of this vessel are essentially possess one or two masts with light rig-
ent specifications in armament, rigging, small fortresses with many archery and ging. Because of this, the fluyt requires
and cargo and personnel capacity. Like- gun slits. This design makes the vessel only a very small crew to operate.
wise, the following ships represent a highly resistant to boarding. Carracks Fluyts are nearly 200 feet long and
baseline upon which a DM may build, are usually 160 feet long with a 45-foot have a beam of 30 feet. Their narrow
making these vessels faster or slower, beam. Because they often make trans- beams and simple rigging make these
more or less maneuverable, and oceanic journeys, carracks have hold ships somewhat unsteady in rough
stronger or weaker in combat-as befits capacities of 700 tons of cargo. weather. Thus, they usually sail near
the needs of the campaign. coastlines and other areas of civiliza-
Cutter tion. These ships can carry up to 800
Brigantine The cutter is a medium-sized, single- tons in their vast holds.
The brigantine is a two-masted vessel masted, gaff-rigged vessel that was
with square rigging on the foremast used widely in the 18th century to Frigate
and fore-and-aft rigging on the main- patrol coastal waters or to deliver mes- Armed with 30 guns across a single
mast. Equipped with both oars and sages. Fast and maneuverable, these gundeck, this large vessel often escorts
sails, this highly maneuverable vessel ships possess armament consisting of trade convoys or supplements the fire-
was favored by pirates in the Mediter- up to 12 light cannons. Despite their power of larger warships in a fleet. A
ranean Sea. (In fact, the vessels name versatility, cutters perform poorly in fully-rigged, three-masted frigate is
comes from the same root as brig- adverse weather and cannot withstand slightly less maneuverable than a cutter,
and.) Brigantines are generally 120 feet a concerted attack from most warships. but the ship makes up for this with
long with a beam of about 20 feet. They Cutters are 40 feet long with a beam greater stability.
can carry 100 tons of cargo. Some pirate of 15 feet. Although they usually stay Frigates are 140 feet long with a beam
captains outfit their brigantines with within easy sailing distance of the coast- of 35 feet. Though these vessels do not
rams. This addition, along with the ves- line, these vessels have a small area have extensive holds, they can store up
sels natural maneuverability, makes below decks in which the crew can to 200 tons of cargo. In addition to nor-
the brigantine extremely dangerous at sleep. Cutters have no hold to speak of mal crew quarters, frigates also contain
close range. and can carry only five tons of cargo. barracks for 200 marines.
DRAGON 250 • 45
Table 2: Ships
Draft Length Beam Cost (gp) Construction Size Crew Passengers Cargo Cannons
Brigantine1 2 120 20 25,000 2 VL 50/30/15 60 100 L,M
Carrack 5 160 45 50,000 5 H3 60/30/20 300 700 All
Cutter 1 40 15 10,000 1 M 6/4/2 25 5 L
Fluyt 3 200 30 40,000 3 H 20/15/7 20 800 -
Frigate 4 140 35 45,000 4 H 40/20/10 200 200 L,M,H
Galleass2 5 140 30 40,000 4 H 150/95/41 100 150 L
Galleon 6 160 45 75,000 6 H 75/45/25 350 500 All
Lugger 1 45 15 15,000 1 M 10/5/3 5 10 -
Pinnace 4 130 25 35,000 3 VL 40/20/10 100 100 L,M
Sloop 2 100 30 25,000 2 VL 30/15/5 50 60 L,M
1. A brigantines crew includes 30 rowers; 10 rowers constitute a skeleton crew, and the minimum number of rowers is 5.
2. A galleasss crew includes 120 rowers; 60 rowers constitutes a skeleton crew, and the minimum number is 30.
3. H represents a new size class of ships: Huge. Huge ships are vessels over 140 feet long, which means that the Very
Large category starts at 101 feet and ends at 139 feet. The addition of a new size category changes the Hull/Crippling
Points of several vessels detailed in Of Ships and the Sea. To modify the Hull/Crippling points of vessels in Of Ships and
the Sea that fit in this new category, simply multiply their Seaworthiness rating by 5. Thus, a Huge dromond has 40
Hull/Crippling Points and a Manta has 90.
Draft, given in feet, is the minimum amount of water necessary to float a vessel. A ship with a 4 draft needs at least 4
feet of water in which to float. If a ship travels in an area of less depth than its required draft, it must make a Seaworthi-
ness check or run aground.
Beam, given in feet, is a measurement of a ships width at its most extreme point. A ship with a 20-foot beam mea-
sures 20 feet at its widest point.
Construction is the amount of time needed to build the vessel in months.
Crew represents the number of sailors and rowers on board a particular vessel. The first number in the column indi-
cates the maximum number of crew a ship can support. The second number is the average number of crew needed to
operate the ship, and the third represents the absolute minimum number of crew needed to operate the ship.
Passengers details the maximum number of extra personnel (those people not involved in operating the ship) a ship
can carry. Marines count as passengers.
Cargo is the total amount of weight a ship can carry, measured in tons. Vessels can substitute one passenger for every
ton of reduction. Thus, a ship with a 200-ton cargo hold could carry 200 additional passengers if it jettisoned all its
cargo.
Cannons details the type of mounted weapons a ship can carry. See Table 4: Armament for more details.
Galleass used for this purpose during the 16th low beak head like a galley, instead of
The galleass is an attempt to combine and 17th centuries. Because of their the usual high forecastle. This low
the superior seaworthiness and arma- basic galley design, galleasses usually design makes the ship much more sea-
ment of a galleon with the speed and stay near coastlines. There are no quar- worthy and maneuverable, as ship-
maneuverability of a galley. Despite ters for crew or marines, but each galle- builders had discovered that high
many attempts at perfecting the galle- ass normally transports 100 marines forecastles caught the wind and forced
ass, it never really gained popularity as when on a military expedition. Galle- a ship to veer off its course.
a warship. Early versions had the ships asses are 140 feet long with beams of 30 Galleons possess multiple decks
guns mounted below the oarbank, feet. Their hold can store up to 150 tons along which protrude gunports and
requiring rowers to pull their oars out of of cargo. barracks for up to 150 marines, making
the water and hold them above the guns them premiere warships; this was espe-
for the cannons to fire. Later vessels of Galleon cially true during the 18th century,
this type mounted up to 35 guns along Built similarly to a carrack, the galleon when the largest of these ships could
the rails of the topdeck. However, these was first created by the English in the fire up to 100 guns at a time. Because of
were only light cannons, as heavier 16th century and later adopted by the the variation in armaments among
armament unbalanced the galleass. The Spanish navy. This ship represents one these ships, they are divided into differ-
galleass has three masts and a lower of the greatest achievements of nautical ing rates: The lower the rate, the larger
deck fitted with oars. design. The galleon has four masts and more powerful the vessel. The sta-
These vessels are much more useful square rigged except for the mizzen- tistics given in Table 2 represent a stan-
as freight carriers, and were widely mast, which has a lateen riggingand a dard 5th-rate galleon.
46 AUGUST 1998
Although they function as men-of- Pinnace AD&D Core Rules Statistics
war, galleons are often used for explo- Another Dutch-built vessel, the pinnace Table 1 lists the information necessary
ration, due mostly to their superior appeared at the beginning of the 17th to use these new vessels with the rules
seaworthiness and available space. The century. This vessel sports three masts that appear in the DMG.
average (5th rate) galleon has two decks and a beakhead, and it can carry up to Tables 2 and 3 offer general and com-
and stretches out 160 feet in length with 24 medium cannons. Historically, the bat-related statistics compatible with Of
a 45 beam. Its hold can store up to 500 frigate soon replaced the pinnace as the Skips and the Sea. A summary of the
tons of cargo. preferred midsize warship, but mer- information follows the tables. Inter-
chants continued to use the Dutch ves- ested persons should consult Of Ships
Lugger sel for commercial sailing. and the Sea directly for more detailed
Similar to a brigantine, the lugger is a The pinnace is 120 feet long with a information.
smaller, more maneuverable vessel beam of about 25 feet. It can store up to
used by pirates and smugglers. This 100 tons in its cargo hold. Galleons
ship lacks the formidable ram and mass The galleon statistics in Tables 2 and 3
of a brigantine, but it makes up for these Sloop represent a 5th-rate galleon. To simulate
faults with speed and maneuverability. The sloop is one of the smallest war- varying rates among galleons, make the
Additionally, a lugger does not require ships. This vessel has two masts and following modifications:
a large crew, thus freeing up more per- usually carries 18 medium cannons. Increase a galleons draft by 1 foot, its
sonnel for boarding actions. Fairly maneuverable and seaworthy, length by 10 feet, its beam by 2 feet, its
Luggers are 45 feet long with beams sloops often patrol coastal waters and cargo capacity by 50 tons, its passenger
of 15 feet. Although a luggers hold can assist larger warships in battle. and marine complement by 20, and its
store only 20 tons of cargo, many pirate Sloops run 100 feet long with beams number of cannons by 5 for every rate
captains fill it with additional brigands of 30 feet. In addition to their crew com- better than 5th (to a maximum of 1).
to increase the size of boarding parties. plement, these vessels have room to Likewise, decrease these stats by the
It is not uncommon for a lugger to transport up to 60 marines. Sloops have same amount for every rate below the
accompany a brigantine on a raid. holds capable of storing only 50 tons of 5th (to a maximum of 8).
Additionally, the speed of the lugger cargo. Thus, a 4th-rate galleon has a draft of
makes it a perfect vessel for blockade 7 feet, a length of 170 feet, a beam of 47
running. feet, a cargo capacity of 550 tons, and 85
cannons.
DRAGON 250 • 47
Table 3: Ship Combat Statistics
Defense Hull Can.
Move Seaw Pursuit Man. Size RF Class Mar Points Type
Brigantine 36/20/16 14 1d6+14 1d6+9/1d6+10 VL 0(2) A 60 42 10/L
Carrack1 21 18 1d6+6 1d6+3 H 0 A 300 90 20/H
Cutter 15 12 1d6+4 1d6+8 M 0 C 25 18 12/L
Fluyt 12 14 1d6+5 1d6+4 H 0 A 20 70 -
Frigate 18 17 1d6+6 1d6+6 H 2 A 200 85 30/H
Galleas 24/8/16 17 1d6+8 1d6+2/1d6+3 H 1 A 100 85 35/L
Galleon 24 19 1d6+8 1d6c4 H 0 A 350 95 80/H
Lugger 15 14 1d6+5 1d6 +12 M 0 C 5 21 -
Pinnace 18 15 1d6+6 1d6+5 VL 1 A 100 60 24/M
Sloop 15 16 1d6+5 1d6+7 L 0 A 60 48 18/M
1. Because they are built to withstand boarders, carracks force a -3 penalty to all enemy vessel rolls on Table 27: Board-
ing Action Results in Of Ships and the Sea.
Move details the speed of individual ships in tens of yards per melee round. The numbers separated by slashes rep-
resent the speed of vessels equipped with both sails and oars. The first number is a ships speed under both sails and
oars. The second number is a ships speed under sails only, and the third number shows a ships speed under oars only.
Seaw(orthiness) indicates the stability and durability of a vessel-the higher the number, the more seaworthy the
vessel. To make a successful Seaworthiness check, the DM simply rolls a d20, comparing the result with the ships rat-
ing. If the roll is greater than the Seaworthiness value, the ship founders or grounds.
Pursuit represents a ships ability to use its speed to catch or avoid enemy ships. A vessels pursuit rating equals 1/3
its current movement rate. The entry on Table 3 is the typical value for each vessel.
Man(euverability) indicates the overall maneuverability of a ship. Vessels possessing both oars and sails have two
Maneuverability ratings. The first (lower) number is the crafts maneuverability when moving under sail, even if the
ship employs its oars. The second number is the vessels maneuverability under oars.
RF, or ramming factor, refers to a vessels ability to use its mass as an effective ram. Most ships possess numbers
between 0 and 4 to indicate overall ramming ability. Vessels with ratings of 0 are not designed to ram other ships; how-
ever, their captains can still attempt to ram See page 46 in Of Ships and the Sea for ramming rules.
Defense Class shows how much protection against missile fire a ship offers its crew and passengers. Most large sail-
ing ships provide Class A defense; the vessels have superstructures that give reasonable concealment, but leave sailors
exposed. Large rowing vessels feature Class B defense; fewer people must brave missile fire to man the sails, but a vol-
ley of arrows can inflict considerable casualties among their rowers. Class C ships tend to be fairly small, though their
crews can find some cover under the decks and rigging. Class D ships have no decking and very little rigging to pro-
vide cover from missile fire. Class X vessels are both open and very small.
Mar(ines) is the number of marines a ship can hold. (See OSAS, page 65, for details.)
Hull Points refers to the amount of damage a ship can withstand before cracking apart or becoming crippled.
# Can./Type indicates the number of mounted weapons on board a vessel. They are divided into three categories:
light (L), medium (M), and heavy (H). Note that these numbers represent the maximum armament of that craft. Ships
that can mount more than 1 type of armament (see Table 2) have the option of mixing their cannon types, but they can
never have more than their maximum number.
For example, a ship that has 20 heavy cannons can mount 10 medium and 10 heavy cannons.
Cargo Capacity Modifications For example, the DM wants to calculate maneuvers such as ramming and
The ship statistics detailed in this arti- the modified handling of a pinnace car- boarding. Rather, cannon-armed craft
cles tables represent craft operating at rying 30 tons of cargo. The DM checks turned their gun ports toward their
maximum efficiency. Such vessels han- the overall capacity of the ship on Table enemies and fired until one smoking,
dle quite differently when loaded down 2 (100 tons) and determines that more holed ship raised the flag of surrender.
with heavy materials. To account for than one-quarter of the pinnaces cargo Because of this, ship design became
this difference, simply apply the follow- capacity is in use. Therefore, the DM broader and heavier, and the great
ing modifiers to the ships pursuit and reduces the ships overall movement naval powers of the world built grand,
maneuverability rolls (see Table 3): rate (taking into account wind condi- multi-decked vessels capable of carry-
tions and any other modifiers to move- ing a great deal of firepower and with-
Cargo hold is . . . Modifier ment before the modification) by 2. standing attacks from heavy artillery.
Thus, frigates and higher-rate galleons
More than 25% full -1
became the warships of choice for the
More than 50% full -2 Cannons in Naval Combat
European navies of the 18th and 19th
More than 75% full -3 The use of cannons changed the face of
centuries.
Completely full -4 naval combat. Opposing vessels no
longer had to engage in close combat
48 • AUGUST 1998
The Guns
Cannons were typically forged of iron
or brass. Most navies preferred brass for
their mounted weaponry, as the metal
did not rust. However, the less-expen-
sive iron guns were far more prevalent.
Iron guns require an Item Saving
Throw vs. Corrosion (14) for every
month they are out at sea. They suffer a
-1 cumulative saving throw penalty for
every month at sea after their first.
Table 4: Armament summarizes the
relevant game information for these
weapons. DMs should feel free to mod-
ify the particulars of the table to fit their
individual campaigns.
The caliber of cannons varied widely
throughout various navies, ranging
anywhere from 2-lb. to 50-lb. guns.
Despite their names, the poundage of
such guns referred to the weight of their
shot, not the weapons themselves.
Heavier guns simply fired heavier shot.
The cannons themselves weighed sev-
eral tons.
In the AD&D game, mounted
weapons fall into four categories: light
cannons, medium cannons, heavy can- tainers on their person (one-pound of all cannons on the ship. Then, add
nons, and mortar. Warships mount light horns) and near their cannons. How- this total to the current weight of the
cannons on the rails of their top decks. ever, such substances are notoriously ships cargo to determine the fraction
Cannoneers use these weapons as anti- inflammable or unstable. Thus, incendi- of the ships cargo capacity currently in
personnel devices, firing light shot at ary and heat-based attacks-like flam- use. Finally, modify the crafts perfor-
boarders or rigging. Light cannons can ing torches, Greek fire, and fireball mance based on the Cargo Capacity
also fire 2-lb. shot (see Artillery, below spellscan wreak great damage on Modifications section.
for more details). Finally, mortar guns ships carrying powder. If gunpowder is For example, a DM wants to deter-
fire high-caliber shot to devastating exposed to fire, it must make an Item mine how a sloops 10 medium cannons
effect-although their range is limited. Saving Throw (as oil) against Normal will affect its performance. The DM
Because of their weight, medium and or Magical Fire (depending upon the refers to Table 4 and discovers that
heavy cannons, a well as mortar guns, type of attack). If it fails, the powder medium cannons weigh 2 tons each,
must sit on a vessels lower decks. The explodes in a 15-radius, causing 3d6 hp then multiplies the weight of each can-
heavier the cannon, the lower the deck damage (and Hull points) per pound of non by the number of cannons and
upon which it must be mounted. This powder. In addition, exploding powder comes up with 20 (10 cannons x 2 tons =
weight often slows ships, but it grants can set off chain reactions if any other 20) tons. The DM then checks Table 2 to
them greater firepower. containers holding the substance lie find the total cargo capacity of a sloop
within the blast radius. These exposed (40 tons) and discovers that the medium
Gunpowder powders must make Item Saving cannons take up half of the sloops total
Cannons require gunpowder or its Throws or else also explode. Ships from cargo capacity. Finally, the DM applies a
magical equivalent. This allows a DM highly technological or magical soci- -2 modifier to the ships final Pursuit
to regulate the use of cannons, as he can eties may have protection that negates and Maneuverability rolls, as per the
modify the price and availability of or modifies these Item Saving Throws. Cargo Capacity Modifications rules
such substances. As a general rule, gun- above.
powder or magical powder costs 300 gp Cannon Weight
per pound. A pound of powder is suffi- and Craft Performance Cannon Shot
cient for 10 light cannon, 6 medium can- To simulate the effect that cannons As mentioned previously, cannon
non, 4 heavy cannon, and 1 mortar shot. have on the performance of ships, first ammunition comes in varying calibers.
Generally, artillerists keep supplies of find the weight of each cannon (see The lightest iron balls fired by mounted
gunpowder (or its equivalent) in con- Table 4) and multiply it by the number weapons weighed two lbs. Usually,
DRAGON 250 • 49
Table 4: Armament
Crew THAC0 Range Caliber Weight Cost
Nautical Glossary
Type
Cannon, Small 2 12 -/1/2/- S, B, C, 2 350 lbs. 1,000 gp DMs and players alike can use this glos-
Cannon, Medium 3 14 10/20/30/40 12,16 2 tons 3,000 gp sary to add depth to game play. While
Cannon, Heavy 4 16 20/30/40/50 24,36 4 tons 6,000 gp too much jargon can confuse and over-
Mortar2 6 17 30/40/50/60 50 8 tons 9,000 gp complicate an encounter, a few well-
placed nautical terms can set the mood
1. The cost listed here refers to iron weapons. Multiply the cost of these arma-
for an entire evenings adventures.
ments by three for the brass versions.
Abaft: Toward the stern of a ship rela-
2. Ships cannot mount more than three mortars on any given ship, as these tive to some other object or position (i.e.,
weapons are bulky and have a tremendous kickback. Anytime a vessel fires abaft the mizzen mast).
more than one mortar in a given round, it must make a Seaworthiness check. Abeam: On a bearing or direction at
right angles to the fore-and-aft line of a
Crew refers to the amount of personnel necessary to operate the armament. ship.
THAC0 is a function of the armament itself and not the operator. Cannon Aboard: In or on board a ship.
targets are effectively AC 0. Mortar targets are effectively AC 4. About: Across the wind in relation to
Range indicates the maximum firing range of each weapon. These ranges the bow of a sailing vessel.
are subdivided into minimum, short, medium, and long categories (all numbers
Aft: At or toward the stem. (The adjec-
are in tens of yards). For example, a Medium Cannon can not hit unless it is at
tival form is after, ie the after gangplank.)
least 100 yards away from its target. At medium range, a weapon suffers a -2
attack roll penalty. This penalty increases to -5 at long range. Aground: Resting on the bottom. If
Caliber details the types of shot a particular weapon can utilize. Thus, a done purposefully, a ship takes the
Medium Cannon can fire 12-lb. and 16-lb. shot, but it can not fire 2-lb. or 50-lb. ground, when done accidentally it runs
shot. See the Cannon Shot section for more details. aground.
Ahead: The forward movement of a
ship (to sail ahead) or any distance
artillerists loaded light cannons with Old Salts manning a medium cannon directly in front of a ship on its current
anti-personnel shot. This type of fire once every 4 rounds. Thus, they can heading.
ammunition came in three forms: fire twice in a lo-minute combat round. Ahoy: The standard hail by which a
(S)hrapnel, sharp fragments of metal ships crew attracts the attention of a
that formed a curtain of death when Running Cannon Combat crew on another ship.
fired; (B)ar shot, small iron balls joined Using the core rules, cannon battles Aloft: The area above or overhead of
by an elongated metal bar; (C)hain shot, occur just as regular combat. To sim- the ship-including anywhere about the
small iron balls connected by flexible plify the bookkeeping, the DM upper yards, masts, and rigging of ships.
chain. These guns inflict damage in a 5 should use group initiative for each Amidships: In the middle of a ship.
radius. vessel in the battle. If the DM wishes, Sometimes shortened to midships when
Heavier iron ball shot proved quite he can allow PCs to make saving given as a helm order.
effective in smashing the hulls of throws vs. breath weapon to reduce Anchorage: An area off a coastline
opposing vessels. Although loading cannon damage by half. that provides secure holding for anchors.
such ammunition into a cannon and If the DM uses the rules found in Of Apostles: The two large bollards fixed
preparing the weapon to fire took valu- Ships and the Sea, cannon combat occurs to the main deck of square-rigged ships.
able combat time, the damage potential during the Action phase as an artillery Astern: The backward movement of a
of high caliber cannon shot turned the attack. Because cannons and mortars ship or the hinder part of a vessel.
tide of many a naval battle. Refer to are mounted weapons, a vessel can Athwart: A direction across the line of
Table 5: Ammunition for the exact com- bring only one half of its armament to a ships course.
bat statistics of caliber shots in the bear in any combat. Thus, a 1st-rate Backstays: Long support ropes run-
AD&D game. galleon can fire 50 of its guns in one ning from all mastheads above the lower
round, then-if it wins a subsequent masts to the sides or stem of a ship.
Crew Experience and Rate of Fire Maneuvering phase-fire the other 50 Ballast: Additional weight carried in a
Of Ships and the Sea gives information guns as it brings the other ports to bear ship to give it more stability.
relating to the overall experience of a and allows the recently fired cannons Bare Poles: The condition of a ship
vessels crew. If the DM wishes, he can reload. Such tactics are particularly when it trims all of its sails in the face of
modify the rate of fire for cannons and effective if an enemy vessel has inferior extreme winds or storms.
mortars according as follows: Landlub- firepower. Battens: Thin, flat pieces of wood used
bers add 2 rounds to their rate of fire, to stiffen sails.
Scurvy Rats add 1 round to their rate of Batten Down the Hatches: Securing
fire, Mariners subtract one round from the hatches by means of gratings and tar-
their rate of fire, and Old Salts subtract 2 paulins that are kept in place by the
rounds from their rate of fire. Thus, six addition of battens.
5 0 • A U G U S T 1 9 9 8
Beakhead: The space in a ship of war Table 5: Ammunition
immediately foreward of the forecastle, Caliber Damage (DMG) Damage (OSS) ROF Bonus
used as a lavatory. Also called a head. Shrapnel 1d4 3/- 1/2(5) -
Beam: The measurement of a ship at Bar 1d4+1 4/- 1/2(5) -
its widest part. Chain 1d4+3 5/- 1/2(5) -
Berth: A place to sleep on a ship or a 2-lb. 1d6+1 6/1d3 1/3(3) -
place to moor a vessel when in a harbor.
12-lb. 1d8+4 -/1d6 1/4(2) +1
24-lb. 3d8+4 -/2d4 1/6(1) +2
Board: The name given to each tack of
36-lb. 4d8+6 -/2d6 1/8(1) +3
a ship when it sails against the wind. 50-lb. 5d8 + 10 +4
-/3d6 1/10(1)
Bollard: A large post of wood or metal
sunk in the quay to which a vessels Damage (DMG): The die range indicates the amount of damage a weapon
mooring lines are fastened. inflicts if the DM uses the naval rules found in the Dungeon Master Guide, or if
Boom: A spar used to extend the foot the weapon fires that type of ammunition at creatures (see Table 35: Artillery
of a sail in a square rigged vessel or a vs. Creatures in Of Ships and the Sea). Note that in the core rules, these
permanent spar at the foot of the main- weapons inflict damage in a 5-radius.
sail in a fore-and-aft rigged ship. Also a Damage (OSS): This value refers to the naval combat rules found in Of Ships
floating barrier at the mouth of a harbor. and the Sea. The number before the slash indicates the missile factors that a
weapon adds to any missile attacks. Note that only ammunition fired out of
Bow: The foremost end of a ship.
light cannons functions this way. Shot from medium cannons and heavier
Bowsprit: A spar carrying its own sail
weapons only strike a vessel itself, as these armaments are mounted on the
that projects over the bows of a vessel. lower decks, making it impossible for artillerists to aim at enemy crew. The die
Brace: Moving the yards of a square- range after the slash indicates how much damage the shot inflicts if it strikes a
rigged vessel so as to present the opti- ship itself.
mum amount of sail for the desired ROF: This indicates how often the weapon can fire. The first number indi-
maneuver. cates the weapons rate of fire in one-minute rounds. The number in parenthe-
Bulkhead: A vertical partition divid- ses is the weapons rate of fire during ten-minute combat rounds (found in Of
ing a ship into separate compartments. Ships and the Sea).
Bulwarks: The sides of a ship above Bonus: This bonus applies to all rolls on Table 22: Artillery Effects in Of
Ships and the Sea.
the upper deck built to protect mariners
from high seas.
Burthen: A term used to describe the Cutting his painter: A sailors Gaff: A spar whose lower end runs up
measure of a ships carrying capacity, expression that refers to the clandestine and down the mast of a fore-and-aft
based on the number of tuns of wine a departure of a ship in harbor, or, in refer- rigged vessel.
hold could store. ence to an individual, to depart ones Galley: A ships kitchen.
By the Head: A term that describes a life. Gangway: the movable passageway
ship that draws more than its normal Deck-house: A small cabin or hut on by which sailors and passengers
depth of water foreward, with its bow the upper deck of a ship. embark or disembark.
lying deeper than its stem. Draught: The minimum amount of Gunport: A hole cut into the side of a
By the Stern: A term that describes a water necessary to float a ship. warship used to fire broadside guns.
ship that draws more than its normal Draw: A sail draws when it is full of Gunwale: The piece of timber that
depth of water aft. wind. runs along the top of a ships side.
Cabin: A sleeping compartment. Drive: A word used to describe when Gybe: To swing across. Used when
Canvas: A cloth properly woven of wind and sea push a ship leeward. the boom of a fore-and-aft rigged vessel
hemp. The name derives from the greek Fathom: A unit of measurement used swings across as the wind crosses the
word kannabis, which means hemp. to determine water depth. A fathom is stem of the ship.
Capstan: A cylindrical barrel fitted on roughly 6 feet. Halyards: The ropes and tackles used
large ships for heavy lifting work, par- Fetch: To arrive, especially after a to hoist and lower sails.
ticularly lifting anchors. hard storm. Handsomely: A term meaning grad-
Castles: Fighting platforms erected at Fitting-out: The preparation of a ves- ually and carefully, as in the phrase
each end of a warship, forecastles at the sel right before it sails out to sea. Lower the boom handsomely.
fore and aftcastles (or sterncastles) at the Fore-and-aft rig: Rigging that Heave-to: To turn a ship into the
aft or stem of a ship. stretches out along the length of a ship. wind with her sails shortened, so that
Cast off: To release a rope so that a Foremast: The mast nearest to the the vessel makes no headway. Sailors
ship may sail out to sea. bow. use this tactic to hold their position in
Coxswain: A name for the helmsman Freeboard: The vertical distance the face of very strong winds.
and senior member of a ships boat. between the waterline and the upper Helm: The handle or tiller that con-
Crows Nest: A look-out station on deck of a ship. trols the rudder.
the foremast, originally made from a Furl: To gather up the sails and secure Hold: The interior cavity of a ship.
barrel. them to the mast or yard. In irons: A term that describes a ship
DRAGON 250 • 51
by punching holes in its hull below the
waterline. Also known as scuttling.
Spar: A term that refers to any
wooden support used in a ships
rigging.
Square-rigged: A term that describes
any ship that has its principal sails
extended on yards suspended at the
middle horizontally from the mast.
Starboard: The right-hand side of a
ship when looking at its bow.
Stern: The after end of a vessel.
Tack: Sailors word for food.
Tack: To change the direction in
Offing: The safe which a sailing vessel moves to bring
distance between a the wind to its opposite side. This zig-
ship and the land. zag course allows the ship to sail
Overhaul: against the wind.
To pass another Tiller: A wooden bar that fits into the
vessel. Sailing round head of the rudder.
ships do not Transoms: The horizontal timbers
overtake each fixed across the sternpost of a vessel to
other but rather give it a flat stem.
overhaul each other. Trim, to: To set the sails so as to make
Pinch: To sail a vessel so close best use of the wind.
that is temporarily helpless and drifting. to the wind that she loses speed. Windward: The side from which the
Jib: A triangular sail set before the Pipe down: The order usually given wind blows (opposite of leeward).
foremast. by the boatswain (in the form of a whis- Yard: The spar fastened horizontally
Jury: Any temporary object used to tle from a pipe) to indicate that all or diagonally to the mast from which
get a disabled ship back to port; for hands should turn in for the night. the sail is set.
example, a jury rig or a jury mast. Pitch: A mixture of coal and tar used Yardarm: The part of a yard that
Keel: The lowest continuous timber to seal gaps between planks. extends past the top comer of a square
that runs the length of a ship at its center. Pitch: To ride the water so that a sail. Sailors were often hung from the
Lateen sail: A triangular sail laced to wave lifts the bow of a ship and then yardarms as punishment.
the long yard. Lateen sailed ships were the stem, so it tilts successively back-
often used in the Mediterranean Sea. ward and then forward.
Lee: The side of a ship away from Poop: A raised deck aft of a ship.
the wind. Port: The left hand side of a ship
Leeway: The sideways drift off a set when looking toward the bow. Keith Strohm works in the TSR core
course occasioned by the wind. Powder-Monkey: A ships boy who AD&D group as a designer and editor, but
List: A prolonged leaning of a ship to carries gunpowder to the guns. some days hed rather be a powder-monkey.
one side or another. Quarterdeck: The afterpart of the
Mainsail: The principal sail of a upper deck before the poop.
vessel. The mainsail of a square-rigged Quay: A projection along the bound-
ship is the lowest one on the mainmast. aries of a harbor provided for ships to
Mast: A vertical pole that supports lie alongside.
the sails. Quoin: A wedge pushed under the Bibliography
Mizzen: The aftermost mast of a breech of a cannon to elevate or depress
three-masted ship (or a two-masted the muzzle. Dear, Ian. The Pocket Oxford Guide
ship if the foremost mast is the Reef: To reduce the area of a sail by to Sailing Terms. Oxford: Oxford
main mast). rolling up part of it and securing. University Press, 1976.
Muster, to: To assemble all crew Rig: The arrangement of a ships Hartman, Tom. The Guinness Book
on deck. masts and sails. of Ships and Shipping. Middlesex:
Number One: A Royal Navy collo- Rigging: The system of ropes used to Guinness Superlatives, Ltd., 1983.
quialism referring to the First Lieu- support the masts and handle the sails. Svensson, Sam. Sails Through the
tenant. In common parlance, the First Rudder: The vertical plate beneath Centuries. New York: The MacMillan
Lieutenant is referred to as Jimmy-the- the waterline used to steer a ship. Company, 1965.
one. Scupper: To sink a ship deliberately
52 AUGUST 1998
Physiology embryo and helps it survive to term. Optional Rule:
The mechalus are a technologically Most mechalus couples bear four to five Direct Interface Bonus
advanced people who colonized the children in their youth, around age Mechalus interface filaments grant a
entirety of their star system prior to thirty, which is considered the optimal -1 step bonus not only to Computer
human contact. This humanoid species time for reproduction. Science skills (due to direct interface)
made a conscious effort to alter their Mechalus life expectancy is about the but also to all skill checks that require
physiology. Genetic engineering and same as that of humans, though they the use of a computer interface. These
cybernetic implants on the molecular normally maintain good health and skills include Vehicle space, air, land
level are now a natural part if mechalus active lifestyles until death. (PL 6 and higher vehicles), System Op,
biology. With biomechanical parallels of and Armor Op (for PL 7 and higher
their nervous systems, the mechalus are Cybernetics armor).
doubly shielded against neurotoxins and All mechalus are born with a nanocom-
nerve gasses. Without their mechanical puter, its data storage area, and an extra very nature is friendly to the integration
systems, their bodies would succumb to data storage area. This nanocomputer is of machine and biological systems. They
the biowarfare agents still lurking on thoroughly integrated with the biologi- can integrate more cyberware into them-
Aleer's surface. Without their biological cal functions. The extra storage provides selves than can other races (1.5 times as
side, their machine side would lack both room for growth and for fault-tolerant much as a human), partly because the
sentience and the ablility to process min- data mirroring. All mechalus have built- implants they receive are tailored to their
erals to metalseventually collapsing in reflex devices and a selection of data special metabolisms. But they can still
from an inability to repair itself. The tendrils (the equivalent of NIJacks) to suffer adverse effects from an excess of
mechalus are neither flesh nor machine; match various hardware types. These cyberware. Any mechalus who installs
they are symbiotes. components allow them to use programs enough cyberlware to suffer cykosis
stored in their neural slots. The becomes a blood-hungry warrior of the
Symbiosis mechaluss biological nervous system is old Credo tradition, losing most higher
The typical mechalus stands about 1.8 little more than a backup system for its reason and reverting to violence. Some
meters tall and weighs about 90 kilos. mechanical and electrical relays. non-mechalus mistake this condition for
While at first glance they appear human, Data tendrils are given to mechalus cykosis. In most cases, this means that
closer inspection reveals some major dif- children as a coming of age present. In the hero becomes a supporting cast
ferences. Veins of circuitry are interwo- the biotechnical world of mechalus member under the GMs control.
ven with flesh and blood, and mechalus anatomy, computer and storage facilities
hair combines protein strands with cable arent implanted surgically. Instead, they Interfaces
filaments. Unlike humans who have grow and then regrow according to spec- To many humans, the mechaluss most
undergone surgery to install cybernetic ifications detailed from within their disturbing physical features are their
enhancements, a mechaluss form is bodies. These specifications change interface adapters, small tentacle-like
completely naturaleach is born with throughout their adult life; they only prehensile wires that the mechalus use to
this synthesis of flesh and biomechanics, replace a few external components. The link themselves directly to various digi-
not altered through surgery. The secret is process of regrowing or updating a sys- tal systems. The wires are compatible
in the life cycle of their inorganic side: tem is called a flash-upgrade (for soft- with most computer systems, and since
the mechalus nanite cycle. ware) or a flesh-upgrade (for hardware), the Rigunmor Star Consortium stays on
In fact, all mechalus are symbiotes, and it can be undertaken by a mechalus top of technical trends, there are very
depending on both mechanical and bio- at any stage of its life. The flash-upgrade few systems that a mechaluss hardware
logical systems. Their mechanical side is a simple matter of downloading and cant access. They know the location of
has never taken over because the species reformatting the code for a particular
cannot reproduce without biological biomechanical system. The flesh- Ghost Skins
help. Mechalus reproduce sexually upgrade process is much more involved Many Credo warriors have an
much as mammals do; the biological and takes from 1-4 weeks. It requires a implanted body temperature regulator,
components of both parents form the special mineral diet and deliberate infec- called a ghost skin. This implant
nucleus that grows into another tion with upgrade nanites, much as reduces the mechaluss skin tempera-
mechalus. But the biomechanical side of human life extension treatment requires ture to match the surrounding ambient
the species is passed down strictly viruses to complete gene therapy. The temperature. As a result, IR sensing
though the maternal side. When a upgrade process prevents adults from cannot detect them. This cyberware
female mechalus reaches child-bearing becoming outdated or surpassed by costs 4 skill points and has a cyber tol-
age at about 23, the mothers processor younger models; most mechalus erance size of 2. The costs for Ordinary,
and self-repair nanites fashion copies of undergo a flash-upgrade every year. Good, and Amazing versions of the
themselves for later use, a process that material (which provide a -1, -2, and
requires almost two years. When the Overload -3 bonus to Deception stealth, respec-
mother becomes pregnant, this mechani- Mechalus are naturally immune to the tively) are $1,500, $3,000, and $4,500.
cal seed joins the fertilized biological human condition called cykosis; their
DRAGON 250 55
input/output ports on most machines, society, and the founding of city-states sailors and explorers, always finding
their nanocomputers keep internal led to their first great wars. These wars new sources of ore for their smelters.
schematics of most devices, and they can led to the intense development of metal- Finally there came Oldurreg, a splinter
match processor and bus clockspeeds lurgy; Aleer, the mechalus home planet is state founded by refugees from Megar-
using an internal processor as easily as a rich in silver, iron, titanium, tungsten, rin. Living high on the central Ota
human increases or decreases his breath- gold, and tin. The mechalus soon learned plateau and along the coast of the Otean
ing. They carry communications proto- to forge bronze and iron-and-around sea, the Oldurreg are famed as miners
cols for all major hardware systems, 6,000 years ago-to master electricity and as the most stubborn of the
updating these on a regular basis. For the Though the mechalus learned to com- mechalus, as immobile in their opinions
mechalus, bits of code are no more inter- mand electricity early in their develop- as their mountains. Oldurreg are consid-
esting than vitamins are to humans. ment, they remained an agricultural ered slow but stable among the
While its true that computers are very society. At first, they used metal/acid mechalus.
intolerant of spiking and surging power, batteries for simple tasks such as anodiz- By the end of the millennium, those
the mechalus interfaces work within the ing jewelry, rustproofing iron, and even four nations had colonized the entire
parameters of the machines they merge generating light. Soon, however, they planet and controlled 90% of Aleers
with. When plugged in, the mechalus began building simple static charge land mass. The remainder was split
runs device driver daemons in the back- weapons, able to kill with a single mas- among various client states, the polar
ground; these let it manipulate the sys- sive shock. As their mastery of electricity cap, and neutral states conducting pre-
tem directly. A mechalus linking into a grew, their weapons improved. By 5,000 carious balancing acts among the greater
new machine can write appropriate code years ago, the mechalus had learned powers. The nations fought occasional
and communication protocols by mak- how to generate electricity from both sta- naval wars and diplomatic struggles, but
ing a successful Computer Science pro- tic charges and batteries; their metal- they also devoted great effort to agricul-
gramming skill check, much as a human workers even learned how to capture ture and science. Electricity-generating
might adapt to the quirks of a new type lightning for later use. Their use of elec- waterwheels and windmills were in
of car. tricity remained sophisticated through- place by the middle of the period.
The mechalus interface fails only in a out their later development. From the third millennium to first mil-
few special cases. A secure computer lennium BC, the mechalus entered an era
might not have an input device, it might Progress Level 2: The Long Wars of retreat from progress. Religious strug-
have proprietary input devices, or it Throughout the fourth millennium BC, gles and questions of proper govern-
might have the input jack locked by a the mechalus formed four great ment preoccupied them in a brief period
password. As long as the mechalus has empires-bodies that, unlike human like the human Renaissance from -182 to
the tools to juryrig a solution or find the nations, remained stable for thousands -230, but it didnt last. But by the end of
password, it can still gain access to the of years. Pesh, Leenest, Megarin, and the period, in -230, Oldurreg, beset by
system. In all cases, the mechalus is lim- Oldurreg each controlled one of the internal discontent, unified its warring
ited by the software running on the com- planets six great continents. The remain- princes by declaring war on Megarin,
puter and can do anything that could ing two continents were contested by launching a war of conquest that soon
eventually be done with a keyboard, smaller nations and provided a place for engulfed all other nations.
mouse, or data tendril. the larger nations to fight proxy wars. The intractable stubbornness of the
Pesh was the earliest empire to form, Oldurreg kept the war going well
History founded by priests of the Mechaluss beyond any reasonable duration. The
For most of their history, the mechalus sky-god Ositan. Considered inventive war dragged on for the next 400 years,
were a warrior race engaged in constant but dishonorable by the other nations, with ever-increasing stakes: losers were
battle. They didnt just stumble upon Pesh remained a capital of learning, enslaved, massacres became policy, and
their present pacifism; they earned it scholarship, and industry. Ositans total war against civilian targets was
during centuries of slaughter and eco- priesthood had been the first to discover common as early as 150. This constant
cide. After generations of war, the electricity, and their knowledge quickly struggle had its price: mechalus institu-
mechalus lost their taste for killing just spread to other nations. tions were changing to meet the chal-
over 350 years ago. (All of the following Leenest was next, a confederation of lenges of institutionalized warfare.
dates appear in Galactic Standard for- city-states from the river-valleys. In time,
mat.) Ironically, a species bred for war it grew to dominate the surrounding Progress Level 3: Decline of Tyants
now campaigns for peace. mountains and their hydroelectric During the years from 295 to 1,100 AD,
power, but its strength remained firmly the mechalus institutions governing the
Progress Levels 0 and 1: Electric Youth grounded in its large population and fer- great nations slowly reduced the role of
The mechalus followed an unusual path tile agriculture. the Jowh (tyrant). Nations were ruled
of technological development. Within the Megarin traded by sea with Pesh but more often as a diffuse collection of like-
past 20,000 years, they began using stone also contested Peshs control of the vital minded citizens; civil councils replaced
tools and herding animals. By 8,000 years trade routes between the mines of Ota monarchies. The mechalus simply
ago, they had created an agricultural and Megarins armories. Its people were refused to give their lives for the pride or
56 • AUGUST 1998
ambition of any one ruler, but they
fought savagely for any cause their
whole society took to heart. By 826 AD,
Megarin armies were drafted by national
custom, rather than from the retinues of
the tyrants and their lords.
Pesh followed Megarm into changing
its imperial heritage; it deposed its entire
ruling class in a decade of bloody civil
unrest. Oldurreg remained the only
holdout, retaining its feudal system
while tightening control through the use
of labor camps and reprisals against any-
one questioning the Tyrant of Oldurreg.
More and more, however, the true power
in Oldurreg lay in the hands of the
bureaucrats and secret police chiefs,
rather than any individual.
DRAGON 250 • 57
Fallout computers. After stripping aleerin mili- refused to comment.
The annihilation of the Oridin gave tary vessels of their weaponry, in 2195 However, the Pegont spent little time
the aleerins pause. For almost 200 years, they left in the Aleerin stellar fleet, a grieving for their wandering half. They
they had clawed their way onto a dis- slower-than-light set of lightships head- believed the fault of the genocide lay in
tant planet and destroyed its native ing out toward the galactic rim on a a system that allowed charismatic lead-
population. Suddenly, their culture was 1,000-year voyage. ers to make decisions for the people,
rudderless. Their victory produced a Those who remained on Aleer still felt and in the Warriors Credo software
radical change in aleerin culture. They the impact of the Kiscaes departure for developed during the Wars of Unity,
put aside their warlike ways and began decades, as the fleet slowly sailed out of which demanded blood for blood. The
debating their Warriors Credo, the self- communication range. In 2214, Aleer pegont didnt want to give up their bio-
defense implants, and all the arma- lost contact with the fleet, but despite logical side; on the contrary, they
ments of war. persistent follow-up, no one has ever believed that the mechalus integration
The debate split the mechalus into been able to establish whether the of biological and machine elements was
two camps: the radical Kiscae (Nega- Kiscae fleet was destroyed or simply entirely compatible with peace, that
tionists) and the more practical Pegont stopped answering. The mechalus have each side balanced the other. They
(Those who Remember). The uncom- never discussed the destination of the worked for change, slowly driving the
promising Kiscae were the radical paci- Kiscae fleet with human visitors; the old Warriors Credo out of the main-
fists, those who swore that their own fleet has never been found by human stream, though they retained the under-
biological components were incompati- survey ships. It might have been lying hardware. In the final touch to
ble with peaceful existence. Shedding destroyed or it might have settled a heal the wounds of war, mechalus set-
the last remnants of organic life, the nearby planet. Few humans even know tlers established a permanent colony on
Kiscae sought to become one with their of the story, and the mechalus have Oridin in 2161.
and in biomechanical defenses gave its the distant past. Perhaps the oridin were were rarely more than shadows in the
citizens a numerical and technological carried to their planet by a Precursor forests, and even they were dying out.
edge. In 1888, the Megarin began the race, or perhaps they were the result of a The plague-ravaged oridin were inca-
final offensive in what they called the secret colony founded by a nation des- pable of launching more than sporadic
War of Unity. Leenests capital, Bog- perate to survive the Wars of Unity. The attacks against the aleerin occupation of
darin, fell to General Thetors First Army truth will probably never be known, their world. By 2145, the oridin genocide
12 years later, and the planet has been since the oridin didnt survive. was complete. The last known oridin
unified ever since. The two species hated each other from died in the Nestor Hills that year. Scat-
the moment of first contact; oridin tered reports of remnant populations of
Progress Level 6: Interplanetary War zealots overran the aleerin ship and oridin continue to this day, but no physi-
Around 1901, Thetors renamed Unified slaughtered all hands. A strange slow- cal evidence has ever materialized.
Aleer Army (UAA) expanded its reach motion war followed for the first decade In many ways, the aleerin culture
across all of the Agemac planets in sys- thereafter, as the aleerin ships bom- never recovered from the genocide.
tem ships powered by solar sails and barded Orod with biological weapons.
with solar laser engines. After almost 70 Thetor was unwilling to attempt a con- Progress Level 7: Contact
years of exploration by robot surveyors, quest on the ground so far from home; In 2281, humans from the Rigunmor Star
the aleerins finally sent astronauts to indeed, there was much to do on Aleer, Consortium entered the Colee system.
visit nearby planets, starting with the unifying the planet and rebuilding its Rigunmor diplomats were astounded by
planet Orod, which was known to har- ravaged cities and factories. Until his the thousands of lightsail system ships
bor the right conditions to sustain car- bodys death in 2020, the UAA main- traveling throughout the system, and by
bon-based life. Filled with expansionist tained a quarantine of the planet while the computer and electronic marvels
fervor, the aleerins made contact with the rest of the system was settled. they saw when they made contact with
the oridin, a second sentient species The second aleerin landings, in 2039, the Pirsk, the vessel where the Rigun-
within their own star system, in 1966. were a massive effort; remembering the mors and the aleerins met to negotiate
The oridin were not nearly as techni- risks of starting a war they couldnt fin- the terms of their shared future. The
cally advanced as the aleerin, but they ish, the aleerins had spent years building Rigunmors spared no expense to
had built cities and formed several pri- an armada to carry more than 100,000 demonstrate the advantages of an
marily theocratic cultures. Physically, the UAA troopers to Orod. The landing par- alliance, offering exclusive trading
oridin resembled the aleerins them- ties met no resistance; the biological rights, access to Rigunmor stardrive
selves, but without any biomechanical weapons had done their work. The dead technology, and even the colonization
enhancements. Their genetic and physi- lay everywhere. rights to several nearby systems.
cal similarity has never been properly The aleerin armies found city after city In retrospect, its clear that the Rigun-
explained, though some aleerin legends deserted. The few scattered survivors in mors, normally hardheaded traders,
hint at contact with starfaring races in the hills and in Orids fernlike forests could have driven a much harder bar-
58 AUGUST 1998
gain, but the awesome sight of such an holds: being sent out as explorers, or sur- Pidgin Aleerin
advanced alien species seems to have veillance machines, or in new factories. The following list of mechahlus terms
overwhelmed the Rigunrnor negotiators. Among modern aleerins, the Pesh are and phrases is meant merely as an
To the amazement of the Rigunmor dele- suspect for a number of reasons, primar- introduction to the subject. The inter-
gation, prepared for months of arbitra- ily because of their religion and their ested student should consult the near-
tion, the aleerins signed a commercial way of waging war. First of all, the Pesh est Rigunmor Grid for a more through
agreement after only a few days. believe that the fully mechanical treatment of the topic.
Though the aleerins hid it well, they mechalus aboard the Kiscae Fleet (see
were still recovering from a century of Fallout) are blessed; their transforma- Ammunition Potal
incredible internal turmoil and were tion was something holy, and those left Atmosphere Liie
quite vulnerable at the time. They had no behind can only console themselves with Battery Kiel
war fleet. The Rigunmor proposal to the thought that at least some mechalus Change Kileer
incorporate Aleer within the Rigunmor achieved this state. Chuff Rifle Charega
sphere of influence met no resistance. Worse, the Pesh use robots in war, a Driveship Merefalta
The aleerins even accepted the name that tactic that mechalus view the way most Drivespace Meree
humans gave them: mechalus. Shedding 20th-century humans view putting Electronic Eshta
their old name seemed another way to weapons in the hands of children. It can Interface Nist
forget the past. be done, but it isnt right. Robots are not Lightship Pinfalta
capable of winning through guile, or Nanite -chi
2501: Current Prospects superior will, or the sheer rightness of Negationist Kiscae
The mechalus unique abilities and tech- their cause. The Peshhard pressed in Pacifism Fentrit
nology have contributed to the Star Con- the great wars-simply dont care. Pistol Char
sortiums growth as an interstellar While mechalus have accepted the Planet Ylor
power, and in return the Consortium has human name for them since first contact, Programmer Kindota
rewarded them with planets of their they have their own names as well. Rigunmor Rigum
own, rich contracts, and preferred seats Among themselves, they refer to about Robot Iolite
on several commodities exchanges. 50 primary sometimes overlapping Ruler (obsolete) Jowh
Rumors abound that the mechalus are groups, such as the Peshtar, Megarin, the ship Nileer
the force behind the Consortiums ability United, Creedans, and sometimes Wit- Stadium, or Grid Aleer eshtal
to fend off determined Grid attacks by nesses. They seem content with human- Stranger Orod
VOIDCORP and even Insight during the itys name for them and rarely provide Star Seno
Second Galactic War. Even the most paci- additional information; they see Starfall Temere
fist mechalus, it turned out, didnt con- mechalus as a trading name used by systemship Falta
sider Grid warfare a form of violence. As others, just as humans call citizens of Those who Remember Pegon
long as the mechalus contain the specters other nations by names they prefer. Pacifism Marvega
of their violent past and remain at the The mechalus believe in Occams Vacuum Na
heart of the Rigunmor technical elite, razor as applied to personal relation- victory Thetor
they will thrive. ships; that is, the simplest solution is Wanderer Geshlor
always preferred. They are loyal to a few Where is the ...? Petopo...?
Culture & Society close friends and efficiently ignore
More than any human culture save the everyone else. Humans find this attitude receive instruction from older mechalus,
Nariac, mechalus culture relies heavily a little off-putting, since the mechalus fight prize bouts, and eventually
on machinery and computers. The place no value on chit-chat or small talk. undergo the initiation rights that grant
mechalus make extensive use of robots This efficiency extends to family life. them full standing as an adult. Though it
in limited applications (primarily manu- The mechalus never marry and dont is rarely discussed with outsider, this ini-
facturing and exploration), and they are raise children, though they do take tiation seems to revolve around a test of
adept at building them. However, they mates for the year or more required to worthiness through combat against an
consider consider the employment of bring a child to term. Once the child is elder, then a recitation of the rights and
robots in any task dishonorable-or at born, its parents give it over to the com- responsibilities that adults enjoy Off-
the very least, incredibly rude-because munity, which raises all children com- world mechalus have established similar
robots can be irresponsible, and poor munally in a group parenting process. Grid arenas in other star systems with a
programming can result in disaster. The Special emphasis is placed on computer large mechalus population.
very thought that robots can perform the and Grid technology, with young When it comes to matchmaking, the
work of an aleerin is insulting, because it mechalus training their skills against mechalus are anything but romantic.
implies that the biological sides of the elders in the aleer eshtal. The aleer eshtal They choose mates because it is the logi-
workers are unimportant. Aleerins are is a not a real place but a site on the cal thing to do. To the mechalus, repro-
loathe to give offense in this way, and so mechalus Grid set aside for virtual com- duction is an ordinary consequence of
only use robots in jobs that no one yet bats. There, young mechalus train and their biological side, just as war is grim
DRAGON 250 • 59
and dirty work for the unclean, and Government & Politics referendum. Since the mechalus usually
exploration of the galaxy is necessary but Mechalus government is based on con- agree quickly, these decisions are
hazardous work. sensus politics and group action; indi- prompt. Politician is a part-time occupa-
The mechalus consider themselves vidual efforts are rewarded, but rebelling tion for a mechalus, and it is considered a
superior to unshaped species like the against a decision that has already been somewhat shameful profession at that.
weren or sesheyans; they respect the made is almost unknown. At its heart, This is not to say that there arent
Nariac and the Thuldans because they at mechalus government consists of a dis- mechalus capable of command or who
least aspire to be more than what crude tributed system of efficiency-monitoring wield considerable authority. Many do,
nature made them. They consider mem- expert systems and feedback-linked law even while holding down a secondary
bers of other stellar nations foolish for enforcement. Literally dozens of parties job such as janitor, writer, or gardener. In
forgoing the obvious benefits of biologi- are part of the Aleerin system, though most cases, they deny that they hold
cal engineering. only four command more than 10% of such authority, at least in public.
At the same time that most mechalus the electorate. For example, the Tradi- Mechalus who live among humans are
are unromantic, devoted members of tionalists (23%) believe that things more likely to admit to such ambitions.
their communities, they see a certain should stay pretty much the way they Even so, false modesty and false humil-
appeal in breaking free. The Credo war- are, while the Biometricians (18%) ity run deep in the mechalus spirit.
riors and the independent contractors believe that perfection of economic mod- Finally, theres the matter of crime and
who leave Rigunmor space have a cer- els and profit analysis in the Rigunmor punishment. The mechalus legal system
tain cachet, because they turn their style will ultimately lead to mechalus depends on retribution, much like many
backs. The mechalus might not approve success throughout the galaxy Small human systems, but it does not imprison
publically, but they are privately titil- groups of militant Creedans (about 2%) the criminal. A petty criminal (and crime
lated by anyone who breaks free of their agitate for more aggressive policies. rates are low among the mechalus) is
roles and attempts to forge his or her Other than that, there are no elaborate usually forced to make restitution to his
own path. elections, no scandals, and few hot-tem- victim, paying a blood price for injuries
pered debates. To anyone but a political and damages. This custom is similar
analyst and economist, mechalus gov- enough to the Rigunmor criminal justice
ernment is dull. system that it attracts little notice in the
Instead of Star Consortium. The same cant be said
depending on a for the pacifism implants, which the
heirarchy of rulers, mechalus reserve for cases of treason,
the mechalus tech- murder, rape, piracy, kidnapping, bat-
nocracy relies on tery, extortion, and psionic assault.
local experts to make In the case of severe crimes, the felon is
local group decisions fitted with a simple restraining device
for most matters. The that disallows all sudden motion. This
leader in any given implant, called a warden, primarily
field is agreed upon affects movement and striking, but effec-
by his followers, tively cuts STR and DEX in half. While
and that leader is the implant remains attached to the
given temporary criminals central nervous system, he is
authority to solve drugged, passive, and content, unable to
a particular commit crimes and sometimes even
problem. A rotat- unable to care for himself. The implanted
ing set of advisors criminal usually becomes a beggar, a
and judges (which ward of the state, or an indentured ser-
the mechalus trans- vant, depending on the degree of inca-
late into Standard as pacitation and the ruling of the
magistrates) pro- magistrate for the case. The warden
vides guidance to destroys itself after a duration chosen by
larger groups, lead- the magistrate at the time of sentencing.
ing construction and A few criminals have attempted to
production teams or remove a warden, generally without
rendering and exe- success; a surgeon with the Medical Sci-
cuting verdicts in ence-surgery skill and the cybernetic
criminal cases. Plane- surgery skill rank benefit must make a
tary and system-wide complex skill check of at least 6 successes
decisions are made by and often more. Failure results in brain
brief Grid debate and death for the implants carrier.
The Cult of Thetor nanite construction of a mechanical copy. Mechalus in the AD&D® Game
The mechalus are not a deeply religious The nanites copy each cell, destroying it The mechalus are a poor addition to
people, though they find the Insight reli- in the process, called iolification. The last many campaigns because of their
gion attractive. They are offended by the of these devices known were taken away heavy reliance on advanced technol-
anti-technological notions of the Hatire by the Negationists aboard the Kiscae ogy However, they do fit in as visitors
and many Old Earth splinter groups, but Fleet, but sometimes a gridpilot claims to to the PLANESCAPE® setting, especially in
for the most part they find human have found schematics of the device tech-heavy regions such as the lawful
notions of religion irrelevant to their among the datacores of Pesh or some plane of Mechanus and the modrons.
lives and their culture. Since deities are older source, inevitably involving files PCs tight consider the mechalus sim-
not an active part of the universe they that require a dozen data format trans- ply a new type of modron, or an experi-
perceive, why waste any time on them? fers to decode. Such claims are never ver- mental fusion of modron and human
The most important belief system of ified, and surely any such device would forms.
the mechalus has been driven under- be rejected by the mechalus themselves. In other campaigns, the mechalus
ground for hundreds of years: the Credo These few believers of the Creed who are best used as a individuals, perhaps
of War. The Credo was a statement of remain active today are known variously creations of a strange god, perhaps
belief about the honor of war and the as the Thetites (as they call themselves) summoned by a spell gone awry. The
glory of combat; it was widely rejected or Creedans (as others call them); they mechalus make good creations for the
by the mechalus after their defeat of the are convinced that mechalus appease- research of a mechanically-inclined
oridin and their adoption of pacifistic ment of humans has been nothing but a wizard like Halaster of Undermoun-
principles, but it has held on in isolated disaster. They believe that abandoning tain in the FORGOTTEN REALMS® cam-
groups, generally those on the fringes of their traditional ways after the orodin paign setting. They can also provide
mechalus society. genocide was a terrible mistake, and additional far-future characters in the
It wasnt always so. Their strongest they preach a doctrine of re-armament Expedition to the Barrier Peaks or Tale of
leader, Thetor, is now widely regarded and rebellion, seeking to establish a sov- the Comet adventures.
by mechalus historians as an aberration ereign mechalus state. To them, the fight
of their nationalist youth. Thetor was a for independence is sacred duty, and any The mechalus are recognized as the
programmer, visionary, and general who blood shed is a sacrifice to the cause. unquestioned masters of computer and
first programmed and promoted the To humans, the Warmongers resemble Grid technology; they are the front line
Credo during the Wars of Unity on a cross between a terrorist group and a defenders of Rigunmor Grid sectors
behalf of his home nation, the Megarin religious cult; in fact, they are neither. against hostile tampering. In fact, their
BioMetric Republic. The Credo is a technological implant, a skill at manipulating the Grid is so
In the end, Thetors warlike implants particular view of the world dictated by advanced, only the best of Insight and
led the mechalus to genocide, and the certain hardware and software. While it VoidCorp can match them. For the
backlash has reinforced their aversion to was useful during the Wars of Unifica- Rigunmors and those lucky enough to
strong leaders of any kind. Anyone seek- tion, most modern mechalus consider secure mechalus labor from the Consor-
ing personal power is considered the Credo implants outdated relics of a tium, mechalus technology provides a
immoral at best and criminal at worst. past they would rather forget. However, powerful source of efficiency and protec-
Mechalus are masters at passive resis- rogue, overcybered mechalus can revert tion. But the mechalus are also masters
tance to dangerous demagogues, a cat- to fearsome berserkers; this Credo reac- in other technologies. Two items found
egory that includes most human heads tion is also sometimes triggered when a nowhere else are the mechalus lightship
of state, corporate executives, and reli- mechalus accidentally kills an intelligent and the chuff rifle.
gious leaders of all stripes. Thetors being. The fact that the credo sponta-
physical body is known to have died in neously resurfaces from their mechani- Lightships
2020, but his followers claim his spirit cal lineage at times is deeply disturbing The mechalus were a spacefaring culture
was recorded and implanted in the to most mechalus. While it is unusual to long before humans arrived. The
Aleeran Grid. Occasional sightings of a profess Creedan beliefs, it is illegal to mechalus explored and settled their
Grid shadow tattooed with an hourglass, actually harbor the Credo implants. Any entire star system well before humans
the symbol of the cult, give new life to mechalus caught with this software is arrived. Their vehicles were lightships,
the legend every few years. Whether exiled from Rigunmor space. spacecraft powered by solar wind and
Thelors consciousness survives is lightsails. Lightsails are aluminum and
largely a matter of faith for Creedans. Spacecraft & Weapons plastic foils that permit a lightship to
The story has some basis in reality, The mechalus are regarded as the finest capture the solar photon flux for propul-
because the Creedans have always been designers of medical and biological soft- sion. While photons have no rest mass,
the keepers of the machinery that trans- ware in the STAR*DRIVE universe. they do have mass while in motion, and
formed a mechalus into a fully mechani- Mechalus in-system explorers, trans- thus momentum. When the light collides
cal being, or iolite. These machines ports, and battle craft are state of the art, with the reflective sail material, the pho-
operated by the careful use of magnetic and their computers rival the best pro- ton pushes the sail forward when it is
imaging of each individual cell, then duced by VoidCorp and Insight. reflected. The total force on the lightship
DRAGON 250 • 61
Lightship Travel Timetable deployed after orbital insertion, the
Destination Duration With Solar Laser Typical Payload spacecraft simply spins to unfurl the
(days) (days) (kg) sails. Though speed and individual pay-
Geshlor 530 84 8,300 load capabilities of lightsail ships vary
Orod 290 33 10,800 by as much as a factor of five, the values
Gontis 500 107 5,000 given below are fairly typical. They rep-
Blagieur 900 159 1,500 resent a middle of the line ship, a twelve-
blade heliogyro operating both with and
is proportional to the sails area, and the lightships have spread throughout the without ground-based laser acceleration.
ship can be steered by tilting the sail with Star Consortium. However, by treaty
respect to the solar wind. they are forbidden from being piloted Chuff Weapons
To follow an inward spiral, the light- outside RSC borders, manufactured for The chuff rifle is the standard small arm
ship slows down and starts to fall export, or sold to anyone but Rigunmor of the mechalus. It operates on the same
toward Agemac, assuming a tighter, citizens. Since all lightships require a principle as the air rifle, but the chuff
faster, elliptical orbit around the star. For direct pilot neural interface, the odds of rifle is as far advanced beyond the
an outward spiral, the photon pressure one being pirated or stolen are slim. human air gun as the Vulcan cannon is
accelerates the sail, moving it away in a beyond the Gatling gun.
larger, slower, orbit around the star. LightSails While the chuff rifle has an effective
The lightships can make the trip from Mechalus lightsails are made from sim- range comparable to a rifled small arm;
Aleer to Orod in roughly 300 days, less ple materials like aluminum and plastic, the weapon itself is lighter. Chuff rifles
when powered by solar lasers fired to using extremely sophisticated manufac- are made especially to interface with
accelerate them from the ground. turing processes. Aluminum is cheap, mechalus feedback mechanisms; they
Although they are much slower than does not oxidize readily, and provides feel awkward in human hands, and all
other system craft, lightships carry rea- reflectances of 85-88%. All lightsails are nonmechalus suffer a +2 step penalty
sonably-sized payloads much more spun by special factories in Aleeran high when using them without a cyberlink.
cheaply than gravitic induction system orbit. The sails are typically about a A chuff rifle is an extremely stealthy
ships. A mechalus system trader isnt micron thick and constructed from a thin weapon: it emits no smoke, flash, or
burdened by a stardrives cost and size film of aluminium backed by a plastic burn residue, and it makes very little
and because its flight is remotely lining. The lining makes the sail strong noise when fired (less than a silenced
piloted, it requires no onboard crew. The enough to survive folding and packing slug-thrower--the chuff of the name).
lightships are so efficient that their use for launch, landing, and redeployment, Furthermore, chuff rifles dont emit
has even spread beyond the Agemac sys- and it prevents wrinkling. The problems enough heat to be tracked by IR sensors;
tem, and now traders throughout the of meteorite punctures and electrostatic they are cold weapons.
Rigunmor Star Consortium hire them for charging have been solved by the appli- The chuff rifles standard round is par-
transhipping any nonperishable cargo. cation of grounding seams, repair alytic, using tailored toxins to target the
By hitching rides on fortress ships or nanites, and self-sealing material. nervous system and lock the voluntary
other large ferry ships, the mechalus The solar sail vehicle must be rigged muscles. If the targets armor fails to
with four main design criterion in mind, entirely stop the primary damage of the
performance, rigidity, stabilization and attack, hes been exposed to the toxin
Paratoxin Result Table control. The mechalus use heliogyro and must attempt a Constitution feat to
CON feat Effect sails, which operate using the same prin- resist its effects: Use the table below to
Amazing No additional damage ciple as helicopter blades. The twelve determine the toxins effects; all damage
Good d6s blades of the heliogyro stay rigid and in on this table ignores armor effects. In the
ordinary 2d4s the same plane due to rapid rotation. The days before the death of Thetor and the
Failure 3d4s heliogyro also solves the problem pre- rise of mechalus pacifism, chuff rifle
Crit Failure d4m sented by launching by rolling the sail rounds were far more toxic, killing their
blades up. When the sails must be target by stopping the victims heart or
62 • AUGUST 1998
destroying his neurotransmitters. Even The Agemar System Homeworlds
the modern paralytic toxin can some- Aleer (Nileer) O r o d
times have a deadly effect, as repre- Primary Agemar Aleer Agemar
sented by the Critical Failure result on Planetary Class Class 1 Class 4 Class 1
the Paratoxin Results Table. Gravity G2 (0.98g) G2 (1.05g) G2 (1.1g)
A chuff pistol has a decent chance to Radiation R1(8 rem/yr) R2 (4 rem/month) R1 (2 rem/yr)
pierce a flak jacket or CF coat, and a rifle Atmosphere A2 (N,O,CO2,Cl) A0 (trace) A2 (N,O,CO2,Ne)
can pierce assault gear or a battle jacket. Pressure P3 (0.91) PO (trace) P3 (0.96)
To get through something heavier Heat H2 (19.1° C) H2 (-27.9° C) H2 (8.4° C)
requires a chuff launcher-unless you OrbitaI Distance 0.71 AU 0.71 AU 0.86 AU
first weaken the armor with acid rounds. Diameter 5,910 km 2,132 km 7,571 km
Chuff rifles are made in both single- Year (Earth days) 218.5 days 218.5 days days
shot and fully automatic versions; pistols Day (standard hours) 27.04 hours 14.1 hours 31.8 hours
are single-shot only Pistols can fire only Axial Tilt 19.4° 12.9° 7°
standard rounds; the WP and EMP Density 1.05 0.87 1 . 0 4
ammunition are made only for the older, # Satellites 1 (Nileer) None N o n e
large caliber chuff launchers.
While chuff rifles typically fire para-
lytic rounds, they can fire another type of they shatter on impact and burn in an other worlds in Rigunmor space, includ-
ammunition as well, the acid round. oxygen atmosphere. ing the second worlds of Agema, Afsha,
This ammunition really isnt acid at all, The earlier chuff rifles often loaded Condree, Colet, Drochi, Galvy, and
but it contains nanites that attack and focused electro-magnetic pulse (EMP) Maray and seventeen colony worlds and
break down all organic compounds and round, burning out electrical compo- holdings. They are widely settled
armoring compounds for a limited dura- nents. These rounds do damage only to throughout Rigunmor, Concord, Orion,
tion. Each shot permanently reduces the targets with electrical components: Insight, and StarMech space.
targets armor by 1/d4-1/d4+1 points, cyberware, robots, body tanks, and Mechalus are the dominant life forms
depending on whether the shooter machinery such as e-suits or computers. on their home planets, but they are the
achieved an Ordinary, Good, or Amazing The mechalus themselves are somewhat only members of their genus. All other
success. The targets armor degrades at shielded from such pulses by their plants and animals are domesticated and
one point per round until the full effects redundant biological and mechanical carefully controlled, or are weeds and
are felt. For example, someone in a d4+1 systems and take only half damage from pests that have found niches in Aleers
armor vs. LI who is hit by an acid round these weapons. Many human machines heavily bioengineered environment, The
that inflicts 2 points of damage to his are less secure. mechalus see no reason why plants and
armor winds up with armor equal to animals shouldnt be perfected just as
d4-1 after two rounds pass. A rifle caliber The Mechalus Homeworlds they have been. Most surviving species
acid round can destroy body armor The mechalus homeworlds orbit the star exhibit astounding rates of growth, little
entirely, given enough hits. At that point, Agemac, a K-class star just out of the G or no aggression, and a range of special-
a victim is vulnerable to paralytic rounds. range and cooling. The system is ized traits useful to industry.
However, its just not effective to use unusual in that it has two easily habit- The mechalus have no respect for any
acid rounds on an armored vehicle; it able planets, Orod and Aleer. Aleer is life form unable to survive on its own;
takes too many shots and too much time smaller and warmer than Earth, with a environmental and ecological world-
to destroy heavy plating. It takes hours thinner atmosphere that most humans views are simply aberrations in their
to destroy armor plate, even after it is hit consider acrid because of its high levels eyes. They see those who hold such
by hundreds of acid rounds. Treat objects of chlorine gas. Its gravity is very close to views as foolish sentimentalists unable
of Good or Amazing toughness, like cars Earth-normal. The mechalus have inhab- to face up to harsh realities, and often
and buildings, as immune to these ited Aleer for as long as the species has treat them the way humans might treat a
rounds. On the other hand, a hit on a existed (according to the fossil record) mentally retarded person, gently but
typical small arm renders it useless in but have only relatively recently colo- always condescendingly.
short order (2d8 rounds). nized Orod, the planet which was once
Modern chuff weapons are designed home to the systems second sentient
to incapacitate, not kill. Older models species. Orod is larger but colder than
from the 21st and 22nd century turn up Aleer, with less seasonal variation.
occasionally, and these are much dead- The system is also home to a hot gas Wolfgangs most recent work has been edit-
lier, built to a larger caliber that can fire giant named Geshlor, a hothouse planet ing the STAR*DRIVE campaign setting. He
larger toxic flechettes, white phospho- named Fontis, and a sterile icy rock keeps hoping that hell grow a mechalus
rous rounds, and even electromagnetic named Blagieur at the systems edge. interface tendril to learn new software more
pulse (EMP) rounds. The white phos- In addition to their home system, the quickly (and improve his Quake II scores).
phorous rounds are especially deadly, as mechalus have colonized more than 20
DRAGON 250 • 63
Sunken Remains Copper dissolves in sea water, so that which remains sub-
Sunken ships are usually discovered by accident. Local fisher- merged for long is destroyed utterly
men often know of such sites, because their nets become stuck Iron is also ruined by sea water. Wrought iron rarely is recov-
on the remains. Divers looking for sponges or pearls might also ered intact, as sea water seems to attack it the worst. Cast iron
find a wreck. Of course, underwater races such as merfolk and corrodes, developing layers of graphite around a pitted metal
sea elves almost always know of any wrecks, and their maps core; this effect can fool a person into believing the object is
may include such as marks of reference. Of course, these crea- mostly intact until it is handled and breaks away. Most looters
tures are also likely to have picked most such sites clean of any do not realize that iron and steel rust faster after being recov-
treasure! ered from the ocean, as the metals are exposed to more oxygen.
The condition of any wreck depends on the nature of the Pewter is normally unaffected by sea water, but if it comes
water in which it lies. Salt, considered a preservative on the into contact with iron, the pewter begins to pit and dissolve.
surface world, actually works against submerged wrecks, cor- Tin, like some other common metals, tends to collect coral,
roding metal and making the water rich with marine life. barnacles, and also a green patina.
Fresh-water shipwrecks are generally found in better
condition. Precious Metals
The bed on which the ship finally rests also influences its rate Gold remains mostly unaffected by seawater. The metal does
of decay Soft mud and sand can preserve a wreck. The deeper not attract the growth of barnacles or coral. Though it might be
the remains, the less fresh oxygen reaches it, and the fewer mottled when in contact with other metals, by itself gold
organisms survive--though some old sailors warn that the becomes highly polished by sea water.
monsters that dwell in the deepest parts of the ocean make sal- Silver does not fare as well. A natural reaction occurs when
vaging these wrecks far too dangerous. silver is sunken. Small pits develop on the surface of the metal.
Ships lost in colder waters are also in better condition, as Soon, the metal suffers permanent blackening.
marine life tends to be more limited in such areas. Salvagers
must also then deal with the threat of icy water, employing any Rarest Metals
available magical sources of warmth. Adamantine is one of the few materials that is wholly unaf-
The greatest culprit in the decay of sunken finds are sea fected by sea water. The metal, like gold, develops a fine shine
worms. These tiny creatures eat away the wood. The hull of a when immersed. Dwarves have discovered this fact and often
vessel can be infested with such marine vermin, though fortu- finish off a piece of worked adamantine with a month-long
nately they do not live in brackish or fresh water. In salt water, brine bath.
however, these creatures can reduce a hull to an indistinguish- Meteoric iron rusts at a much slower rate than terrestrial
able lump. iron, taking a number of years before it decays beyond use.
Muck is also a problem for looters. Most artifacts are sunken Mithril, being a pure essence of normal silver, is similarly
deep beside the vessel. Still, it can be more promising to search affected by long immersion in sea water: the metal blackens.
through the mud on the sea floor, as such buried treasures may Alchemists have discovered that, if this tarnished mithril is
be in better condition than those exposed to the water and used in the creation of magical arms and armor, the maximum
sea life. enchantment is limited to +3 rather than +4. Since the black-
ened metal is lightweight and nonreflective, blades of tarnished
Metals mithril are popular among assassins and fashion victims.
Common Metals
Brass attracts a covering of barnacles, coral, and Other Materials
even a patina. However, some explorers have Organic materials such as leather fare the worst underwater as
found brass objects that look unaffected by they are soon attacked by a multitude of sea life. Worms are
years spent underwater. The Salvagers especially notorious for devouring wood and pulp materials
Guild has made claims that these finds (such as paper), and even some stonework.
hail originally from the City of Brass on Bone and ivory become porous and brittle. Drying out any-
the Elemental Plane of Fire, but these thing made from bone is risky, as the objects often
allegations might only be a means crack or warp.
for raising the prices of certain Ceramic and porcelain are often found
recovered treasure. Bronze and covered in calcareous deposits that mar the
lead are affected much as brass, surface. Well-fired wares survive intact,
developing a patina in saltwater. while those poorly made often erode and
Most salvaged bronze and lead might crumble away while drying out on
objects belong to ancient civi- the surface. Any painted glazes or decora-
lizations, so they are worth tions are nearly always eroded unless
more due to their age. Even the water is extremely still. A slight
those in poor condition can etching of the surface can occur if
fetch a fair price to a collector. any marine life glued themselves
DRAGON 250 • 65
to the object. Pottery is the most common open to anyone who can pay the stiff The guild also hires teams to recover
find on shipwrecks, especially those dues, though sailors receive a nepotic sea maps, explore old harbor sites, and
from ancient times. As noted above, discount. Most guild members are comb ruins of coastal cities and settle-
ceramics fare better than other materials, human, with a smattering of the other ments. Those who help the guild can be
lasting well over a thousand years with- races, the lowest percentage being dwar- assured of a long-standing good rela-
out showing much wear. ven, due to that races inherent dislike tions with members around the seas.
Gemstones survive sea water undam- for open waters. Sea elves and half-
aged, though the metal settings might breeds of that race are especially courted
not last, leaving the stones loose and by the guild with waivers of dues and New Spells
jewelry destroyed. promissory notes. The Salvagers Guild has charged its
Marble is attacked by worms, much as The benefits of dealing with the member mages with creating spells that
wood. Unless the marble sinks into the Salvagers Guild while exploring wrecks aid in exploring wrecks and recovering
muck, it most likely becomes riddled are many. The guild can rec- sunken loot. One magical effect they do
with worm holes until it crumbles apart. ommend vessels and expe- not seek is the actual raising of
Wood rarely lasts long underwater rienced crew suitable for wrecks from the sea
due to the marine life. Worms devour as the seas the PCs wish to floor. The guild-
much of an uncovered ship as possible, travel, ensuring that masters fear that
leaving the hull unsafe to be tread upon. disreputable such spells would
Many an adventurer has believed a seaman are soon be learned by
sunken vessels planks can hold his avoided. nonmembers, and the
weight only to find after the second step They can sell lucrative niche the
that he crashes through the ships hull. equipment guild has would be soon
needed for the lost. At times the guild has
The Salvagers Guild excursion under- leaned heavily (calling in favors
Most adventurers find entry into the water, including from nobility, hiring the local thieves
sunken depths easier with the assistance magical means to breathe water and guild) upon any wizard who has created
of the Salvagers Guild. This association potions of sweet water and treasure a spell that the guild fears might lessen
makes its trade in the discovery of ship- finding. The guild is always their influence.
wrecks and the recovery of their loot. interested in purchasing sal- The guild sells sealskin scrolls with
The guild is most active in coastal cities vaged items. Where else waterproofed spells. The most common
but has contacts with merchants and col- would the PCs turn to sell scrolls contain the water breathing spell,
lectors in inland areas. a large marble bust found but also there is a brisk trade in lasting
Guild under the muck? Few breath, mending, and reduce (useful in
member- have the necessary bearing large artifacts back to the sur-
ship is contacts to sell such face). The guild-created spells can be
purchased, but buyers must sign a con-
tract stating that they will not sell or
transcribe these spells. Penalties for
those who do not comply range from
stern warnings to fines and even physi-
cal attacks on the offenders.
Burnishing Hand
Level: 1
Range: Touch
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This is a specialized cantrip spell used
for removing caked debris, corrosion,
and even barnacles from a material.
When the spell is intoned, the casters
hand takes on a slight shimmering aura.
For the duration, any ceramic or metal
object touched by the burnishing hand is
cleaned and polished to an attractive
66 AUGUST 1998
state. Note that the spell does not restore of salt water, and a marine life from
the material, so any structural defects are brazier filled with entering the tube.
only uncovered. A metal shield found driftwood and The casting mage can
lying under inches of water might have charcoal. float up or down the thale pas-
had holes eaten in the surface from rust. The spellcaster sage at a movement rate of 16.
The burnishing hand would remove the must have a specific As long as the wizard is
corrosion and shine the metal, but it wreck in mind. If the touching an object, it too can
would leave the pitted surface obvious. vessels name is not be floated. The movement
A mending spell cast after this cantrip known, then he must also rate is slowed when the
helps repair such damaged goods to have at hand some remnant mage brings beyond 20 lbs.
their original state. from the ship or one of its crew a per level of experience with
nearby. Otherwise the spell fails. him; for every additional 20
Waterlight First the scrap of parchment is burned, lbs. carried, the rate diminishes by 2.
(Alteration) and the words of the spell intoned. Horizontal movement is not empowered
Level: 1 Before the last word is spoken, the caster by the spell. Other creatures cannot be
Range: 5 yards/level takes the gold coin and lays it on the top the subject of this spell.
Components: V, S, M of the water in the bowl. The magic Once cast, the spell requires no con-
Duration: 1 turn/level causes the coin to float. The following centration to maintain, except when the
Casting Time: 2 round the wizard must lay the bowl on mage is inside and floating. The time
Area of Effect: 20-radius globe the map without spilling it. Instantly, the spent traversing a thale passage is not
Saving Throw: None coin starts to turn, with whatever image counted against the duration of any form
Searching the depths for treasure is a has been stamped on the top moving of magical water breathing. An airy water
difficult task. However, the problem until it faces the direction where the spell is dispersed if cast in a thale passage.
with normal light spells underwater is wreck lies. The material component is an expensive
that they tend to attract the attention of The wreck compass lasts a number of conch shell found only in tropical waters
fish and other, more hostile creatures. days equal to the casters level. During (50 gp value).
Thus, the Salvagers Guild had their this time, the coin shifts when necessary
mages create this version of the spell. to adjust for the ships movements, but it Fresh Surroundings
Waterlight causes a patch of water in always faces the direction where the (Alteration)
front of the caster to glow with a gentle wreck can be found. When the ship is Level: 5
golden light; however, only air-breathers finally over the site, the coin sinks. Range: 0
can see the light. Amphibious creatures Should the spells duration expire before Duration: 1 turn + 1 turn/level
and races have a 50% chance of noticing the wreck is reached, the water in the Area of Effect: 10 radius/level
the waterlight. Because the lighting is bow instantly evaporates, leaving the Components: V, S, M
soft, this spell cannot be used to blind a coin to drop noisily Casting Time: 2 rounds
foe. Saving Throw: None
The material component is an ink vial Thale Passage Sunken vessels and goods fare better
filled with water and gold leaf (amount- (Alteration) in fresh water than in salt, so the mages
ing to 5 gp value), which must be opened Level: 4 of the Salvagers Guild pondered the
while the spell is being intoned. Only the effects of transforming the water sur-
vials contents are expended. Duration: 1 turn/level rounding a sunken wreck from brine
Area of Effect: See below to fresh water. Inspired by
Wreck Compass Components: V, M the workings of a potion
(Divination) Casting Time: 4 of sweet water, they
Level: 4 Saving Throw: None finally created this
Range: 0 spell.
Duration: 1 day/level The material compo-
Area of Effect: See below nent of fresh surroundings is a 6-
Components: V, S, M A thale tall cone of dried sea salt. It must be
Casting Time: 5 passage is most useful kept in a waterproof bag or coffer. While
Saving Throw: None when deep diving. The spell the words of the spell are intoned, the
This spell is used in the discovery of must be cast on a large body of water to cone must be exposed to the water. As
sunken wrecks. It may be cast success- take effect. A thale passage creates a time passes, the cone grows higher and
fully only while at sea. The material com- swirling 20 diameter tube drifting from higher, absorbing the salt of the sur-
ponents include all of the following: a the top to the bottom, no matter the dis- rounding water.
map of the local waters, a gold coin, a tance. This thale passage is still filled with For the duration of the spell, the
scrap of parchment inscribed with the water; however, the magical currents waters in the area of effect are turned to
name of the downed ship, a small bowl inside dissuade normal fish and other fresh water. Corrosion of submerged
DRAGON 250 • 67
Table 1: Immersed Magical Items Sunken Magical Items Table 2: Altered Magical Effects
1d20 Results Occasionally, enchanted items are found 1d10 Result
1-3 The item has been harmed by amid the remains of a sunken vessel. 1-4 At least one hour a day the item
immersion and retains only a Sometimes they are the possessions of must be soaked in salt water or
slight aura of its original aristocrats, pirate lords, and sea-going lose its dweomer.
enchantment. Detect magic mages who went down with their own- 5-7 Any time the objects magic is
spells reveal a weak dweomer, ers. Or the find might be an accursed or used, all water within 20 yards
but all powers have been lost. feared artifact thrown into the sea in the becomes brackish; potions are
The items condition is also hopes of ridding the world of it. ruined 50% of the time.
poor. The item can be re- The DM must consider how, if at all, 8-10 The powers of the item may
enchanted with the same spells, the dweomer of the item has been now be used only underwater.
in which case the item receives affected after its long immersion. The Elemental magical items, other
a +2 bonus to its save (see the simplest answer is to have the magic that than water-based items, are ren-
enchant an item spell). enchanted the item also work as protec- dered inert.
4-8 The time spent underwater has tion against marine organisms, rust, or
weakened the dweomer to the verdigris. This choice
point where the magic works makes recovering enchantments might cre-
only d4 x 10% of the time. The magical objects ate such a lush marine
items condition looks fair. The all too easy; environment that the
DM may consider this state divers would item is barely noticeable under-
unsuitable for such enchanted never need to neath the layers of barnacles or
objects as arms and armor. worry about a coral. Evil or corrupt dweomers
9-13 The items dweomer remains detect magic spell might cause disturbing and
intact, but the condition is poor. when he could easily twisted growths. Might the pat-
The item suffers a -4 penalty to scan the bottom for any terns of black tarnish on a talis-
all saving throws and thus may goods untouched by the salt man of the sphere not be
be easily broken. and worms. foreboding? Would dwarven
14-18 The item at first appears to A different approach is metalwork survive under con-
have suffered (is pitted or rot- preferable; consider that differ- ditions most of their smiths would rarely
ten), but after 1d3 days on the ent dweomers would endure differently imagine?
surface, it slowly transforms underwater. For instance, items tied to Of course, enchanted items crafted by
back into pristine condition. elemental magic other than water might underwater races such as kuo-toa, sea-
The dweomer has not been show the most obvious changes. Air- elves, and tritonsas well as water-
adversely affected. related objects might leak a stream of magic items (magical tridents, pearls,
19-20 Somehow the enchantment has bubbles or be surrounded by a thin layer rings of water elemental command and the
been altered by its long immer- of ice. Earth-related objects could be like)-are not adversely affected by
sion. Roll on the sub-table to encrusted with layers of protective years-long immersion in water and will
determine the effects. muck. Fire-related magical items might be in fine shape when found.
well be ruined or at least weakened. The Tables 1 and 2 offer some interesting
weakest of enchantments might have effects that can be used for any magical
goods also halts, allowing better recov- been snuffed out or be dormant, requir- item found after time spent underwater.
ery. Nearly all ocean creatures (including ing a spell like affect normal fires or
hostile races like the sahuagin) cannot pyrotechnics to reawaken the dormant
survive in fresh water and instinctively magic. More potent
refuse to enter the area of effect of a fresh items might feel
surroundings. Fish and other salt water warm or even set Steve Berman marks his
organisms already present begin to die the surrounding 30th birthday this month.
off and try to flee the area as quickly as water to boiling We hope he gets lots o f
possible. The guild discovered that this temperatures. loot in celebration.
spell could quickly kill sea worms infest- Other items
ing any wreck. This spell has also been might affect
used to drive away vicious creatures, but surrounding
because the cone of salt cannot be moved marine life;
once the spell has been cast, its area of healing and
effect is limited. restorative
68 • AUGUST 1998
F or the fifth time, Dedrak Kurbin Flamishar, the Minister
of Peace for the Tsultak Empire, raked the third row of
horns on his massive head against the stones of the
archway. It made a tremendous noise but relieved the
dragon considerably. Just the previous day, he had a new
set of ornamental chains fitted; they looped through tita-
nium bands on each of the first five rows of horns. He was
not yet used to them, and the third row was irritating him.
Dedrak hoped that the noise did not disturb the musings
of the council convened just beyond the massive doors
before him. The truth was that Dedrak was upset by far
more than annoying accessories to his outfit. The Tsultak
Council had called him from a deep sleep to join them in
their crisis and offer his advice. As to just what that crisis
was-well, the young dragon that had been sent to fetch
him was of far lower status than Dedrak and, therefore,
had no idea as to why he had been sent for or just what
crisis was taking place. Dedrak, whose curiosity was one
of his primary faults, left at once.
The Minister of Peace thus found himself poorly dressed
as he paced about the antechamber waiting for the Council
to call him. His ruffled shirt had been so hastily donned that
his right wing had torn it, and he had to fasten the front
twice since he had misaligned the holes and buttons the
first time. Dedrak looked down at himself for the
umpteenth time. The deep blue doublet, he decided, cov-
ered the torn shirt nicely. The kilt that splayed around his
hindquarters and tail was one he had worn the previous
day, and it was badly wrinkled. Still, it was one of his
better kilts-perhaps the Council would not notice.
The bolt on the other side of the door drew back. Dedrak
reared up under the tall, frescoed ceiling and adjusted his
cravat and ceremonial sash. Two puffs of smoke to clear his
nostrils, and Dedrak moved into the Hall of Nine.
by Tracy Hickman
The dragons of the Tsultak Council lay on their huge
fainting couches. Each was set in its magnificently detailed
alcove high above the polished floor where Dedrak now
quietly walked. Above them loomed the great dome of the
dragons citadel, which looked out on the rim of the vol-
cano in which they lived. Beyond that, the stars glittered in
illustrated by
the night sky.
Susan Van Camp Dedrak folded his foreclaws under him, resting his head
on the polished marble floor beneath him with his eyes
averted. It was prescribed by the New Code-as was nearly
every other aspect of the lives of the Tsultak dragons. Lord
Master of the Kdei and Arch-empiris of the Majestik
Sphere-may the celestial spheres shine forever on his
magnificence and wisdom. All praise to his righteous reign
and blessing upon his clutch and brood. I, Dedrak Kurbin
Flamishar, Minister of Peace to the Tsultak Empiris and
descendant of the Flamishars of Kharanishal come at thy
word and offer my service to the Empiris and her clans.
Your services are needed in a time of great exigency,
Minister of Peace, the salmon-colored dragon spoke from
her alcove off Dedraks right wing. Dedrak, having been
addressed, was now allowed to look up. He knew the
speakers name to be Tukairana, one of the youngest of the
Nine Kedai and very attractive. Her canine teeth were par-
ticularly large and sharp. Dedrak always thought that she
dressed well. The Empiris is in grave danger.
Indeed? Dedrak said cautiously.
DRAGON 250 • 71
Not since the Tsultak left their dying world and crossed the space-going Tsultak dragons during the Age of the
the great blackness have we faced such a threat, Snis- Expanse and the days of the Great Fleet. When the
hankh, the rust colored dragon intoned deeply from his Tsultak first encountered the Eknari, there was a time of
alcove to Flamishars left. Clans from our outlying con- confusion where some of the dragon seers of the Mystic
quests have petitioned us regarding a terrible evil that Circle thought that the gnomish creatures might actually
assaults them. Warrens being destroyed completely. Entire be human, but such theories were quickly proven ground-
clans vanishing. less. Since that time, the captive Eknari served their dragon
The cobalt dragon thundered from her alcove next to masters well, if not always with the most enthusiastic of
Tukairana. Dedrak remembered her name as Tsonksulka. hearts. There was even some talk among the younger
It is said that the humans have returned! dragons in the various academies and lyceums that the
Humans? Dedrak snorted a puff of smoke. With all Eknari should be freed from their status as slaves and
respect to the Council-may honor be theirs forever and made lower-caste citizens of the Majestik. Such talk was
their names trumpeted with glory through all the halls of radical and, at least in Dedraks eyes, to be expected of the
time-humans are . . . are . . . inexperienced young. One hundred years old, and already
Legends, agreed Snishankh. Stories for hatchlings! they think they know everything, Dedrak muttered to
Stories or not, Tukairana hissed, These reports were himself.
easy enough to dismiss when they came from our distant The Eknari stumbled off under the weight of the
outposts. Yet now these very legends seem to be somewhat dragons clothing. Each was careful to keep the cloth clear
closer to our home. A human has been spotted on Eknar. of the floor as they struggled with it into the closet nearby.
With my humble deference to the most esteemed and Dedrak waited until the Eknari had completed their
justly honored Tukairana, Dedrak rolled his head in the work and left through the huge doors leading to his central
dragon negative even as he completed the formal declara- chamber. Once the circular chamber was deserted, Dedrak
tion, blessed be her clutch and brood for generations lifted up his right wing and craned his head around to
you cannot possibly believe these gnome tales! Even if inspect the damage he had done to his favorite shirt.
humans once existed in some ancient past, there have Torn clear down, he huffed with a short burst of flame
been no sightings of a human for over two millennia. I am from his nostrils. What a shame!
inclined to believe that they never existed at all. It was still too early in the morning for his household to
I would not suggest such a conclusion to the Provost of be up. His wives would still be resting in their own private
Eknar. On that planet-by the Provosts own words-this warrens adjacent to his own. His young brood tended to
monster even demanded that the clan offer one of their rise early, but even their cavorting would not take place for
own young females as a sacrifice, Tukairana rumbled, her several hours yet. Dedrak knew that he should get some
quiet voice shaking the stones in the hall. Clutchless young rest, but sleep somehow seemed far off just yet. There were
dragons, if the reports are to be believed! things to be done in preparation for his newly assigned
Clutchless! Dedrak replied in surprise. quest. A cascade of thoughts, plans, and preparations tum-
Indeed, Tukairana continued, her speech patterns bling through his head.
heated, although I cannot upon my very life understand A ship, of course, he muttered to himself. Dedrak
what the significance of that would be. always preferred to think aloud-a weakness which, he
These reports cannot be dismissed lightly, Tsonksulka thought, might lead to his downfall one day. Still, he was
stated flatly. This monster exists, and it is making its way to careful to do so only in his own chambers. I shall need a
Tsultaki itself. We are the Kdei, and our will is the will of ship if I am to go to Eknar. Battle armor as well. Ive the old
the Tsultak clans, bonded to uphold the sanctity of our race ceremonial armor, but that is certainly too heavy and cum-
and preserve the legacy of our ancestors. When last bersome for this task.
humans were known among us, dragons were nearly The great dragon warrior snorted billows of smoke to
destroyed in epic genocide. The Kdei calls for a champion himself. This task, indeed! Chasing across the stars after a
for a holy quest to find and destroy the evil human in his human! Hah!
lair. What say you, Dedrak Kurbin Flamishar, Minister of You find amusement in the night, my lord?
Peace? Are you the champion we seek? Dedrak turned toward the intrusive voice behind him; a
Dedrak smiled even as he folded his right claw under his voice he knew well indeed. Cachakra, my love. I trust I
chest and bowed down toward the floor. I would seek out have not disturbed your rest!
this mythic human creature and, if such a monster is to be My rest is not in question, my lord, returned the deep
discovered, destroy him for the honor of the Kdei and the voice of Dedraks first wife. It is your own lack of sleep that
protection of our clans in the Majestik. troubles me. What pressing issues trouble your mind this
night? What news of the Council keeps your thoughts from
blissful rest?
Dedrak smiled to himself. Cachakra was a female of
Dedrak returned to his own warren, carefully removed his high breeding, and her clan lineage was high indeed. In the
sash and doublet, and handed them to a dozen of his own days before the New Code, dragons were monogamous.
Eknari slaves. The Eknari were a diminutive race-smaller The destruction of their home world brought the New Code
even than humans if the legends were true, Dedrak and with it a different way of life. Harems were expected
thought to himself. They had been an early conquest of indeed, demanded-of those who could afford them. This
72 • AUGUST 1998
insured many clutches and the repopulating of the stars as he could. But the orders of the Council are most specific
with dragonkind. No matter how noble the ideals, how- and urgent. This human-should he exist-could prove a
ever, this new social arrangement brought with it numer- real threat to the clans. Our entire family enjoys the bene-
ous headaches, not the least of which was the organization fits of my position-its wealth, power, and privilege-and if
of the harem itself. First wife was a position that was earned the council requires that I actually do something from time
as a right of combat, and thus one that tended to shift from to time, then so be it. I must do my job, or we all say
time to time. The politics of interstellar diplomacy paled farewell to these warrens, and I look for other work.
compared to those that often took place within a single- Cachakra gave him a look that could have turned his
family clan. Cunning, diplomacy, raw strength, and a touch flaming breath to ice.
of ruthlessness were required basics for a successful First Im glad that you understand, he said. It is my wish
Wife. Cachakra, Dedrak reflected, was a master of all these that you have all the harem and my brood assembled in
skills and more. the morning for the leave-taking. I shall return as soon as
I am to leave on a quest from the Council, Dedrak said my task is complete.
simply. They have asked that I hunt a monster on behalf of If that is your wish, my lord, pouted Cachakra with a
all the clans. sudden gleam in her eyes, then it shall be done. Mean-
Monster, indeed! Cachakra replied, entering the cham- while, as my lord is restless this night, perhaps you would
ber fully. She wore a quilted nightcoat that was cut just indulge me a little in advance of the proscribed schedule?
below her wing joints. Beyond that, a flowing kilt of a sug- Dedrak stammered as his first wife turned toward him.
gestively diaphanous fabric barely hid her ample flanks. She tore her nightcoat from her shoulders and leaped
Her claws were bare on the marble floor. toward him.
Dedrak could feel his blood run a little hotter just at the Dedrak only hoped she would not hurt him too badly.
sight of her. No, he thought, a few weeks away from home might just
My poor lair-mate, Cachakra crooned. Sent into the be the thing he needed.
night on some fools errand. Youll just have to tell them
that you cannot possibly go at this time. They shall have to
find someone else.
Cachakra, my love, Dedrak lolled his head from side to The dragonship drifted down through the atmosphere of
side to signify his disbelief. The Council has ordained it: it is Eknar. Dedrak bobbed his head with satisfaction as the
done! My claws are bound in his matter! I am the Minister great sails of the ship were rotated upward. Each held a
of Peace, you know. It is my sworn duty to the clan to glowing mystic bubble. The conjuring dragons that lined
undertake this very sort of quest! the main deck in front of Dedrak constantly renewed these
What sort of quest? Cachakras eyes narrowed globes of light with their murmured incantations. It was
suspiciously. one of many ways to travel the stars, Dedrak knew, and
I am to hunt a human. just happened to be the one that worked in this particular
Human? Cachakra giggled. You cannot be serious! region. Other places required things called hyperdrives or
That is the mandate of the council, Dedrak replied as force-projectors or ether-enducers. As Minister of Peace, his
gravely as he could muster. actual knowledge of any of these details was limited. His
But what am I supposed to do? his first wife whined. job was to administer justice and wage war for the clans
Its my month starting in the next ten-day! Cachakra when necessary. The technical aspects of interstellar travel
turned her wide flanks toward him suggestively. were beyond his purview.
Dedrak shook his head. The time he spent with his vari- So, too, Dedrak thought humorously to himself, were
ous wives was something of a sensitive issue with the First wild chases after legendary characters from nursery stories.
Wife. Betrikai, third wife, had produced a surprisingly large Dedrak suddenly winced with a renewed pain in his
number of clutches. Most of his clan had seen this fact as a right shoulder.
blessing but Cachakra seemed to have taken offense at Dedrak turned and, with a slight limp, made his way
Betrikais good fortune, feeling it somehow reflected on her down a spiraling ramp to his quarters at the aftmost part of
own abilities. So overzealous was Cachakra with Dedrak the dragonship. The ship would take nearly another hour
during their next time together-in a rotating order estab- to come to the dock at Zeklakthe last outpost to have
lished by the First Wife herself-that she had dislocated his reported seeing a human. He could afford the time to
shoulder. Her flaming breath had inadvertently destroyed return to his cabin.
several reams of official papers. Worst of all, she had also Dedrak carefully unbuttoned his traveling coat and
left a bite mark on his neck. Decency required him to wear slipped it off over his wings. The cabin was cramped com-
a high-collared shirt and large cravat just to cover up the pared to the warrens to which he was accustomed-merely
mark while he was in public. That was eight months ago, twenty feet tall and only sixty feet at its greatest length.
and Dedrak could not see any signs of her enthusiasm or Such were the rigors of shipboard life, he reminded himself.
ego abating in the slightest as her rotation approached. Space was at a premium. Dedrak draped the coat over the
Now, he thought, would be an excellent time to be away side of a low table before him and glanced again at the
from home for a few weeks . . . or months. sheaf of papers that were spread across its surface.
Cachakra, nothing would please me more than to Legends, the dragon reminded himself.
spend my entire month with you, Dedrak lied as smoothly He reflected on what those papers had told him about
DRAGON 250 • 73
humans. They had not been known among the Tsultak them. Various warrens could be seen in the vertical cliff
Imperium in over two thousand years. Some of the legends face and, at first observation everything seemed in order, if
claim it to be closer to three thousand, although the differ- a bit quiet.
ence was lost on Dedrak. All of the legends from that time Then he saw it.
centered around some mythic creature called Lkan of the Several dragon carcasses were hanging bloodily from
Star-sunderer, who was the greatest and most dread of the warrens of the cliff face. Dedraks gaze drifted down-
human kind. His magic and power were undisputed and ward, following the bloody trail.
terrible. Worlds were destroyed through the use of his Star- In the clearing drifting slowly beneath them lay a scene
sunderera human device of such awful power that not of carnage. At first, Dedraks mind refused to accept what
even the collected clans could stand before it. This thing his eyes told him was true. Yet the more he observed, the
called sword mastered the dragons and nearly silenced more real the scene became until the linking chains of his
their songs for all time among the stars. armor shook terribly under outrage building within him.
So the legends said. Dead dragons. Murdered. Flayed. Burned. Exploded.
Dedrak sniffed. Drawn and quartered. Every dragon was stripped of its
Nonsense, he sniffed once more. Little creatures with- clothing and left obscenely naked. Entire claws were miss-
out wings flying among the stars? No taller than the length ing, as was every single head. Every conceivable way to
of my talons and capable of bringing entire warrens to their violate the sacred bodies of the Tsultak clans lay displayed
knees? Im chasing phantoms of smoke! openly under the Eknar sun.
Dedrak picked up his coat and turned to hang it on the Warriors to the deck! the captain cried.
wallpeg. As he did so, the great suit of gleaming dragon- What? Dedrak responded slowly, his mind still dulled
armor that awaited him caught his eye. Its metallic scales by the butchery drifting below the ships hull.
were polished to a brilliant shine. The great headpiece, The Eknari shall pay for this insult! Captain Djekar
molded specifically for his skull, sparkled with over a hun- trumpeted loudly. An attack upon our rightful colony! They
dred inlaid gems. The barding for his flanks and the breast shall feel the sting of our hot breath before the day is out!
plate were magnificently tooled in gold, titanium and silver The deaths of our clan shall be avenged a thousandfold!
over the strongest forged steel. The tailpiece alone was Dedrak turned on Djekar. You shall not, Captain! I am
encrusted with over a thousand diamonds. The claw exten- the Minister of Peace for the Empiris. No investigation has
sions were of a metal alloy that held its edge for over a been conducted here, nor have the required rituals been
hundred years of battle use. completed! It is proscribed by the New Code!
Dedrak sighed. It was time to put on the heavy armor New Code? Djekar snapped back, his nostrils flaring.
and prepare for the hunt. This is the frontier, Flamishar! What is the New Code to this
What would humans want from dragons anyway, he atrocity? Where was the New Code when the blood of our
wondered? kin was being spilt in unspeakable savagery? The New
Code . . . it has no place here!
Dedrak lunged forward, the weight of his armor adding
to his momentum as his body struck the ship captain.
Dedrak lumbered up on the ships deck, the planks creak- Djekar was pressed bodily backward against the huge
ing under his weight. He was in full battle armor, its plates main mast of the ship. The captain opened his leathery
gleaming painfully into the crews eyes under the Eknari wings, but it was too late. Dedraks own wings already
sun. Dedrak looked forward to the respect that his armor were pushing forward, his forearm pressing the long neck
always engendered among other dragons of the clan. If of the dragon captain against the mast. The Ministers tail
only the blasted suit were not so cumbersome and heavy, whipped quickly around, despite the weight of the tail
he thought. Yet as he stepped onto the deck, not a single armor, its sharp end pointing directly at a gap between the
dragon aboard turned to look at him. Each was craning his captains throat scales.
neck wide over the port side railing of the main deck. The New Code is everything, Dedrak intoned with a
No one paid attention to his entrance. snarl. We are a clan of honor and virtue, Djekar! Without
Rage threatened to boil up within him at their lack of the New Code, our songs would no longer be sung among
respect but was quickly replaced by cold reason. Few things the stars-we would have died as a race long ago. We do
could account for such a lack of protocol. not abandon the New Code whenever our bloodlust
Something must be dreadfully wrong. demands it of us! Do we understand one another, Captain?
Dedrak lumbered forward toward the captain-an Yes, hissed Djekar. I hear your words and do obey,
ancient dragon named Djekar. The thunderous shaking of lord Minister of Peace.
Dedraks movements on deck brought the captain to turn You know the penalty for questioning the New Code,
toward the Minister of Peace. Djekar?
By all the Stars, Djekar hissed, his lips curling back in Yes, Djekar hissed more quietly. I do, my lord Minister
fear. In all my ages, I have never seen the like! of Peace.
Dedrak pushed passed the captain to look over the rail- Then consider yourself fortunate that I failed to hear
ing for himself. you clearly when last you spoke in haste. I would not dese-
The ship drifted slowly over the trees toward the mas- crate ground so hallowed as that which is before us by
sive landing dock jutting out from the rockface before adding to it the body of a traitor to our Empiris.
74 • AUGUST 1998
Dedrak released the captain and turned scornfully Something caught Dedraks gaze at the base of the
away from him. clearing just at the tree line. The grasses there had been
The New Code separates us from the evil that has been trampled thoroughly, and the blood seemed to be tracked
done to us, Djekar, Dedrak intoned somberly. Now, make in that same direction. Dedrak moved forward carefully,
landing at the port that I might track down those who have craning his great head down closer to the ground. In places
offended our race and bring them to justice-as prescribed the grasses had been churned into mud.
by the Code! Tracks!
Dedrak looked more closely at the tracks. The prints
were unlike any creature he had ever seen. They had a
minute stride of less than a talons length. Longer than an
The fitted stone cracked under him as Dedrak leaped onto Eknari to be sure, but the Eknari always were without
the pier that jutted from the cliff face. Djekars ship cleared shoes on their own world. These tracks had a strange but
away from the platform at once and sailed off in the general uniform pattern impressed into the mud. By their depth he
direction of Ekritanush, the traditional capital of Eknar. Had also judged them to be quite heavy.
this been a case of open warfare, then the entire comple- By the Stars, Dedrak murmured. Humans!
ment would have accompanied him on this journey, but the
New Code was quite clear on this subject. This was a Quest
for Honor. As such, it was to be conducted singly until it was
deemed that the attack was perpetrated by an opposing Dedrak slid through the dense foliage. The humans had
clan or government rather than an individual. Djekar had not bothered to disguise their tracks. Dedrak took this
specific instructions to keep his craft on station should the as a sign of their arrogance. No predator would leave so
situation become clear and assistance be required. common a trail unless it was contemptuously sure of its
The very real possibility that such assistance would be supremacy over its prey. Once more, fear tugged at
needed was growing by the moment. Zeklak had been an Dedraks heart as he continued to advance.
outpost settlement on Eknar, but it had been well Dedrak tracked his prey to a deep gorge. The Eknari
defended, and the dragons of the region were not accus- sun could not penetrate its depths. Dense foliage carpeted
tomed to strangers. That so many of his clansmen had the floor of the chasm, no doubt hiding the terrible humans
been destroyed so swiftly frightened Dedrak. He had his that now lurked there.
battle armor and was perhaps the most prepared of the Dedrak said a prayer to his ancestors and spread his
dragon warriors of his time. Still, in this moment, as he wings. With a minor incantation, the magic of his armor
looked down from the docking platform to the dreadful was activated, and the dragon soared as gently and as qui-
scene below, he could not help but wonder whether he etly as a feather down toward the base of the deep ravine.
was up to this task. Dedrak quickly picked up the trail once more and drifted
In that moment, Dedrak knew fear. It was the fear of quietly through the dense and dark foliage. Quite abruptly,
the doomed, for he felt himself trapped between the New the dense woods that had surrounded him gave way to
Code and the despair of facing a horrendous foe. In that another scene of carnage. The tree trunks about him had
moment, the lark of adventure and escape from the been splintered with their limbs laid flat and twisted on
machinations of his harem seemed distant and small. His the ground.
business had become deadly. Some terrible battle was fought here, Dedrak mur-
He could face the unknown with honor and die, or he mured to himself as he floated over a massive fallen tree
could abandon the New Code and live a life not worth and was suddenly brought up short.
the living. In the center of all the destruction, half buried in the
Dedrak stepped down the wide stairs leading to the ground, lay a huge metallic egg. It was apparently cracked.
blood-soaked clearing below. He knew that there was no A wide, ragged gap ran from the crater up one side and
choice after all. The New Code was what separated him nearly to the top of its curve. The destruction radiated out
from the butchery before him. It was what made him better in all directions from the egg, and the trail had lead him
than the animals that had committed this sacrilege. He directly to this spot.
would defend it to his death. Dedrak let out a long, thin breath of smoke as he whis-
Methodically he examined each of the corpses-or what pered quietly to himself. A human egg! Each of their eggs
remained of them. It was grim work but necessary to com- must carry a vast brood-like a clutch of many in a single
plete his investigation. He discovered a clutch of broken shell. What a discovery! I could easily be awarded the Star
dragon eggs. The remains of several unborn dragons lay of Nine for this-should I live that long.
among the shells. The sight sickened him, but he contin- The danger of what he was attempting suddenly
ued, cataloging a list of sins whose outrages would soon occurred to him. He was not back in his own warren yet.
surpass anything the New Code addressed. Dedrak checked his armor and snorted a few times as he
He was prepared, however, to deal with it. Because he stoked his own internal flames in preparation of his
was Minister of Peace, it was his province to mete out approach. When the fire in his belly seemed hot enough
vengeance and justice as proscribed by the New Code. By and his mystical armor was prepared, he extended his
the time he reached the base of the clearing, it was a duty claws and drifted silently toward the ruptured human egg.
he was well prepared to execute. The ravine was silent. Dedrak drifted closer.
DRAGON 250 • 75
Something was moving within the darkness of the The dragons eyes suddenly narrowed. How is it that I
eggs broken shell. understand your words, human?
A sharp sound of metal rang out. Ah, the black figure before him continued to move
Dedrak shook but kept his resolve, his claw extensions under the dragons gaze. Its something of a gift, you might
held forward and at the ready. At last, the massive dragon say-from me to you. I just thought it might help us under-
came to the cracked shell itself. Something indeed was stand one another a little better.
moving within though the shell itself. Dedraks heart was You have nothing you could possibly surrender to me
racing and he felt a little light headed. The truth was that except your life, worthless creature, Dedrak responded,
he was really too young to be the Minister of Defense. His suddenly coming back to his sense of duty and the New
clan as a political move had arranged the appointment Code. Your crimes against the Majestik are unprecedented.
with the majority of the Council of Nine. He had partici- Surrender or die!
pated in many battles and was an accomplished warrior Those are my only options? the human asked quickly.
and statesman, yet never had he come up against anything In the name of the Kdei, I hereby pronounce death
like this before. Thoughts of the horrors that might lurk just sentence upon . . .
yards away ran rampant through his mind. Yet still he I surrender!
moved closer, as if in some nightmare from which he could Dedrak stopped in mid-sentence and stared. What did
not awaken, driven by the Code and by his duty. you say?
Resolve suddenly took hold of him. Dedrak grasped the I said I surrender, the human said, louder than before.
ragged edge of the metal egg and tore it aside. Liar! Dedrak roared. It is well known that all humans
A black-clad human looked back at him from under a are cunning liars and twisters of the truth!
metal beam that pinned it. Seeing the fierce armor of the The black-cloaked human circled around warily, trying
mammoth dragon ripping the metal aside not three feet to find some advantage. What if I told you I was lying
from where he lay, the human cried out in fear and alarm. when I said I surrendered?
Dedrak, shocked with horror at seeing the human Aha! Dedrak sneered. Just as I thought!
screaming at him fiercely not a claws breadth away, reared But then I would be lying about the fact that I had lied,
back, trumpeted loudly once . . . and fainted. the human shouted back. Wouldnt that mean that I
actually had surrendered?
Dedrak froze, his eyes narrowing. Humans! Cunning
indeed! Slick words and an oiled tongue. Your legends
Dedrak came to his senses. precede you, evil monster!
It was late afternoon, and he was still in the clearing. As do your own legends, great Minister of Peace, the
There was a human standing a few yards in front of human returned cautiously. I know your cause is just. Your
where his head lay on the ground. clans have been greatly offended by the horrors that have
Feeling better? the human said. taken place. My organization-my clan-is not a part of
Dedrak instantly leaped to his feet. He sucked in a what has happened here. Yet there are those humans who
massive breath with which to defend himself, his claw are committing these unthinkable atrocities. I have been
extensions flashing suddenly in the evening light. He was sent to investigate, just as you have, to stop these . . .
prepared to strike. The human before took a defensive Liar! Dedrak trumpeted and his voice shook the trees
stance, his hands rising before him with globes of blue light the entire length of the valley.
suddenly appearing in his palms. I do not lie, the human responded firmly. I am your
Dedrak, Minister of Peace for all the clans, spread his prisoner. We both want to know exactly what is happening
wings even as his eyes narrowed. Here was an uncertain here. I tell you now that, if you kill me, you will never put a
target, one whose capabilities were only known in legend stop to what is happening to your clans. However, if you do
and story. Dedraks head wove around on his long neck, as I ask, I believe that you will be allowed to mete out the
trying to examine the human from various sides while also justice that your Code requires.
presenting a moving target to his foe. Humans lie, Dedrak said firmly.
Look, dragon, I only wanted to thank you! That is often so, the human replied. Trust comes
Thank me! Dedrak roared. You who are unworthy to hard-but we must start somewhere. I put myself at your
speak to me dare to offer me thanks for anything? You mercy.
who have murdered my kinsmen and offended the very In that moment, the black-robed human straightened
life and honor of all the Tsultak dragons across all space and dropped his hands to his sides. The glowing magic in
and time? I am the Minister of Peace to the Tsultak his hands vanished in a slight thunderclap.
Majestik. I answer only to the Lord Master of the Kdei and Dedrak moved swiftly, his coiled neck suddenly straight-
Arch-empiris of the Majestik Sphere-may the celestial ened as he head lunged with incredible speed directly at
spheres shine forever on his magnificence and wisdom, all the head of the standing human. His mind raced as he
praise to his righteous reign and blessing upon his clutch moved. Strike while you still can! Never trust a human! His
and brood. You, hideous creature, shall surrender yourself jaws gaped open. His needle-like teeth gleamed in the
to the justice of my wrath that your clan shall answer for evening sun.
your crimes life for life and blood for blood! Your crimes are Trust comes hardbut we must start somewhere!
beyond counting in the annals of the . . . of the.. . His jaw slammed shut, his incisors clicking noisily less
Curiosity. It was one of Dedraks worst faults. than a talons width from the face of the human. The black-
76 • AUGUST 1998
robed figure was sweating profusely but had not moved. Dedrak floated quietly through the trees, his human
Dedrak snorted puffs of hot smoke from his nostrils to both prisoner moving with surprising silence through the bush
sides of the diminutive figure that was shaking slightly just below. The human wore a red suit that covered his entire
beyond the end of his nose. body, and some sort of helmet-also completely red-which
You are under sentence of death, and I will execute you hid his face from Dedraks piercing gaze. Dedrak had been
when I chose to do so . . . but what do you have in mind? suspicious of it at first, until the human had allowed Dedrak
Dedrak rumbled with a low voice that shook the stones to burn, chew, claw, and otherwise mutilate several similar
beneath the feet of the human. costumes. Each appeared to be rather poorly made-so far
A short trip and a little subterfuge on our part should as Dedrak could determine-and offered little or no protec-
fulfill your quest, the human said as he once more found tion against this various natural weapons, let alone his
his voice. enhanced battle armor. Dedrak had witnessed all of this
I will not lie, Dedrak responded. in silence. He noted curiously that his prisoner had not
I dont want you to lie, the human said after taking a spoken to him since the dragon had sworn the curious
deep breath. I just want you to keep silent and listen. oath. Yet Dedrak also knew that he needed the truth.
The human paused for a moment. This one tiny creature did not seem capable of the terrible
As a matter of fact, the human said, baring its teeth destruction he had witnessed earlier. No, the truth lay
slightly, I want you to promise me that you wont kill me somewhere else.
until-lets say, until the dawn of this world rises again on The trail that Dedrak had followed earlier continued
your scales. beyond the metallic egg. It was this trail that his prisoner
And if I should make such a ridiculous promise? picked up below. Together they wound their quiet way
Dedrak snorted. down the valley toward a great confluence of three
Then I promise that youll have that justice that you are canyons.
looking for-and that you will more than have fulfilled your There were several small fires burning around the con-
glorious quest before that same sun rises. Its my promise fluence. Their smoke drifted lazily upward to curl into a thin
to you. Now, will you promise as much to me? layer at the top of the canyons vertical walls. It obscures the
Dedrak looked at the human. Trust comes hard. stars, Dedrak thought to himself.
Promise me that you will submit to the justice that the A glowing dome could be seen in the center of a large
Code requires at the moment of that self same dawn, clearing directly before Dedrak. The great dragon squinted
Dedraks deep voice rumbled once more. in the darkness, trying to see the outlines of the thing
I so promise-on my honor as a Vestis and on the Nine toward which he drifted slowly. Perhaps if he gained a little
Oracles of the Omnet. altitude he could get a better look, he thought. Dedrak
Dedrak narrowed his eyes once more. Is such a spread his wings slightly, pulling his head higher as his
promise sacred to your kind? magically enhanced armor began to raise him up.
The human looked over the great snout of the dragon Suddenly, the armor became dead weight. Dedrak
with its small, bright eyes. It is most sacred to my kind. fought down a rush of panic. The mystic spells had failed!
Then I promise not to destroy you until the sun of He was too low, too slow and too heavy suddenly to stay
Eknar rises on my scales once more. aloft. Instinctively, his wings began to beat furiously, but the
The human considered for a moment, then spoke again. armored bracers that lined the leading edge of his wings
Promise me also that you will not speak again to any hampered them. He began to tumble down through the
human during that same time-unless I speak to you first. trees, snapping branches and trunks even as he continued
This goes beyond tolerance! Dedrak trumpeted. to struggle with the activation gems in his armor plating. He
Humans have always bargained for their lives with lies! I hit the ground with a terrible thud, plowing a long furrow
should kill you where you stand! through the brush. Dedrak came to rest on his right side
But you will not, the human countered. I am the key against a rock outcropping, the breath pushed out of him
to your discovering the truth. Kill me, and the truth dies from the impact.
with me. Kill the truth, and many more of your clan will fall Wheezing, Dedrak turned his head. Several humans, all
before the horrors you have already witnessed! clad in the same red outfit as his prisoner, were walking
I have given my word twice, the human pressed once toward him from the woods.
more. Promise me this one thing more, and both truth and His prisoner, however, was waving at the newcomers
your clan with triumph! and shouting. Nice shooting men! I think you may have
Dedraks words were quiet but clearly audible. Very taken the prize for this hunt!
well, I so promise. Dedrak tried to strike at the deceiver, but he found that
On your honor and your Code? the human demanded he could not move.
smoothly. Who goes there? came the cry from the approaching
We must start somewhere. figures.
Yes, Dedrak sighed. *On my honor and on the New Im Luf Darmen, Dedraks former-prisoner replied. Im
Code. the scout that brought you this beast, and I demand a full
share for my trouble!
One of the newly arrived humans lifted up his helmet
visor and inspected the jewel-encrusted armor of the
DRAGON 250 • 77
dragon with obvious lust. Its been a long day, but Im selves to their representatives for trial according to
looking forward to taking this one apart! their laws.
You and me both, brother! Strip his armor while hes Maris snorted. Or what?
still stunned-all of it, mind you! Dont kill him, though! This Enderly said simply, I will do my duty.
ones old and feeble-mute and fireless as well. I think we I, too, will do my duty, Maris said with a laugh. Have
might take him back alive! you any idea how many mystical societies across the stars
As you wish, Luf Darmen, the grinning human smiled want even the most insignificant part of a dragon?
in reply. Youve done well! Its still murder. There isnt a legitimate government
Luf Darmen, the dragon thought, as he lay paralyzed on among the stars that would sanction what youre doing
the ground, if I am still living when the sun rises, you will die here! Humans are not all the same, Khyne said, his voice
squealing between my teeth. carrying a little farther than before. The vast majority of
humanity deplores what you are doing here!
Dedrak shifted his head so that he could hear well. He
realized that Khyne was actually speaking for his benefit.
Naked, a humiliated Dedrak was lifted by magical rods And Im supposed to care? Maris giggled. Oh, you are
carried by each of the evil humans. By this means he was funny, Enderly. Im going to miss watching your news
floated into the center of their hideous encampment. The reports. The fact is that your story dies here with you! I
glowing dome he had seen earlier proved to be a much dont need to please the masses as you do! Trade in
larger version of the metallic egg in which he had found dragon meat, dragon scales, dragon eyes, dragon tails-it
Luf Darmen. Several smaller, similar eggs were set around might be illegal, but there are enough people willing to pay
the edge of the clearing. No, Dedrak realized, they are not anything to obtain them that legality might not be high on
eggs. These are the ships of the humans. This is how they my list of priorities.
cross the stars. Humanity considers you a criminal and a murderer,
Before him strode Luf Darmenthe human who had Enderly shouted.
betrayed him and brought him to the very center of those Murderer? Of what? Maris yelled back in red-faced
who sought to destroy his kind. Darmen led the procession rage, pointing to Dedrak as he spoke. That?
to the base of the largest ship and then stopped. The bear- You know, Khyne said idly as he folded his arms across
ers stopped as well and, indicating with their glowing rods, his chest and gazed up. Your mystic dampening technol-
lowered Dedrak to the ground of the clearing. ogy is pretty impressive. Khyne turned slowly to face
The entire procession had attracted quite a crowd. Dedrak as he spoke. His hands were cupped before his
Hundreds of humans began to gather around the clearing. chest. By the way, you seem to do well against panicked
A few still wore their opaque red helmets, but the vast dragons with long range weapons and against armored
majority of them had removed both their helmets and their dragons with your dampening projectors. That is because
red outer garments. Dedrak was suddenly struck at how the Tsultak have chosen to try living civilized lives. Yet
different the humans were from one another. Light hides beneath the veneer of their clothes and their magical
and dark hides in all imaginable shades. Hair colors span- armor, their Code and their manors, there still beats the
ning rainbows in lengths ranging from long braids to none heart of a dragon, a warrior, and a predator.
at all. Thin, wide, tall, short: all were undeniably human Dedraks great eyes stared into the eyes of the human
and yet so very different one from another. Dedrak, when standing before him.
he had considered the possibility of their existence at all, Youre a dead man, Enderly, Maris intoned.
had thought that there might be some means of telling the I was just wondering, the Vestis responded, how you
males from the females. It had never occurred to him that and your gang would fare if you were stripped of your all
such a vast variety of types might make such distinctions your smug technology to face a naked warrior dragon who
difficult for the untrained eye. wanted to exact pain for pain done to his clan?
A ramp extended from the large ship before them, light Dedrak shook within his glowing restraints. His eyes
spilling from its interior. A single, wide human descended were locked with Enderlys as he inhaled a great breath.
and stood facing Luf Darmen. The wide human, without The Vestis turned suddenly, a brilliant blue flash bursting
saying a word, then walked around Dedrak, inspecting his from his hands. The star flew from his hands and slammed
naked scales before coming full circle and addressing Luf against the dome of Maris ship. The dome exploded, and
directly. the lights that had illuminated the clearing quietly died.
Nice prize! he said flatly. Muzzle flashes punctuated the darkness from the weapons
Yes, Maris Phlyn, it is a great treasure indeed, Luf around the clearing, but few found their mark. Those that
responded as he removed his helmet, just a claws length did bounced off the dragon scales, whose magic had
from Dedraks maw. suddenly returned.
Mariss face fell into a frown. You arent Luf Darmen! The darkness was complete and, in the sudden absence
I am Vestis Khyne Enderly of the Inquisition. of light, it was also blinding. Humans stumbled about in the
A gasp rose from the assemblage at the sight of his face. darkness. Several of them called out for light.
Several weapons were trained on Khyne Enderly with Dedrak granted their wish. Searing flame erupted from
deadly earnest. his nostrils.
Maris Phlyn, you are under arrest for the murder of the
Dragons of the Tsultak Majestik. You will surrender your-
78 • AUGUST 1998
The dawn rose over the Eknar wilderness. Billowing Khyne smiled. And I hope youll extend me the same
flames roiled out of the canyon below Dedrak. Justice had courtesy.
been done. The human infestation had been cleansed. Perhaps, Dedrak rumbled. Besides, I should bring a
All, that was, but one. present to placate my first wife. A pet, perhaps . . .
Khyne Enderly stood next to Dedrak, his soot-streaked Khyne could not tell whether the dragon was smiling.
face examining the destruction below.
Enderly sighed. The dawn has risen. The light has hit
your scales, Minister. Does your Code require that you kill
me now?
No, Dedrak smiled. I may defer that judgment to the
Council of Nine. The truth is that I look forward to bringing Tracy Hickman currently is wasting too much time playing Might
you before the Council. No one has brought a mythological and Magic VI and with his own websites for his own good. He
creature back before the Nine before. Some may be con- needs to write more and play less.
cerned-but not all of us will be your enemy. Not all drag-
ons think alike. Do not judge us so harshly.
DRAGON 250 • 79
THE WYRM WHO WATCHES
Nymmurh
Nymmurh has taken HE WYRM WHO WATCHES is known to only a few folk of
patriarch or matriarch an old fairy-tale that purports to explain why some noble families of
ride, flying them on Elminster commented, If Lord Laerlos Silmerhelve ever reads this,
his back through there wont be a fortress strong enough or distant enough in all Toril to
vicious storms over the Silmerhelves. I hear Ravithara wants the father of her baby to return to
80 • AUGUST 1998
at least one family member of each gen- be, or hell make them think someone
eration, so he can guide the Silmerhelves is coming or even trick individuals
with timely advice and learn news from into thinking certain persons are in
them. (Family members in the know love with them; he knows reams of
often position themselves within view of love poems and will quote them
a known porthole for gossip and impor- using the voice of a particular
tant family conferences or confronta- Silmerhelve, addressing them to
tions.) Nymmurhs habit of keeping someone he knows can hear.
himself secret from most Silmerhelves The Wyrm Who Watches can also
means that he can surprise treacherous allow things to pass through a portal
or foolish family members when he acts by calling on its magic to shape a
against them, and he keeps general temporary gate. This allows him,
knowledge of his own existence in the another creature, or an object or col-
family legend category rather than lection of items smaller in total vol-
known family weapon that outsiders ume than Nymmurh to travel
can anticipate. Through the generations through the mirror or portrait in
Nymmurh has aided many Silmer- either direction. Travel is accom-
helves, usually younger sons who go plished merely by touching the mir-
adventuring, but on many occasions the ror or portrait; travelers need not
same individuals when theyre in their pass (or be able to fit) through its
gray years. Nymmurh has taken more frame. If Nymmurh hasnt acti-
than one family patriarch or matriarch vated this ability, nothing happens
on a magnificent last ride, flying them beyond normal contact with a
on his back through vicious storms over solid object, when any part of the
the Sea of Swords until lightning slays portal mirror or portrait is
them. In return, the Silmerhelves have touched.
come to Nymmurhs aid when his lair is Such portal travel is always
threatened or when a marauding dragon safe but has the side-effect of
has wounded him in battle. turning off any active magics
One of the greatest treasures of the on or surrounding something
Silmerhelves, an elven stormsword that passes through a portal.
(described in DRAGON Magazine Annual Memorized spells, quiescent mag-
#1), is a gift from Nymmurh. Tales of ical powers, and enchantments
Silmerhelves coming back from the dead that are present but inactive arent
to defend loved ones or to protect them affected, and if active magics can
during perilous trips are the work of the be made quiescent without ending
bronze dragon, using his magic to take or destroying them, the portal does so. NYMMURH IS AN INCURABLE
on human form. He is also not above Nymmurh has used this property to COLLECTOR OF SOUVENIRS.
covertly arranging matches for young whisk beings safely to his lair, send items When he attends a revel, hell bring back
Silmerhelve daughters. to a Silmerhelve, and even to enter his empty glass or a lace doily.
Nymmurh can scry all of the Silmer- Silmerhelve homes himself.
helve portals constantly; according to If no urgent need exists, the bronze
Elminster, their other ends ring the dragon uses other means of transport; As a hatchling, Nymmurh was whim-
main cavern of his lair like so many making a portal trip ruins the magical sical, good-natured, and curious, espe-
floating crystal balls. He has portals at all link between the mirror or portrait and cially about humans. He stumbled on
gates to Silmerhelve properties, in at its scrying-globe in his lair, causing the the portal-magicsabout which Volo
least one cellar of each home, and wher- latter to collapse. The spells that create a could learn almost nothing, and about
ever there are ovens, large cooking- new one and link it to the portal once which Elminster could add scarcely
hearths, or heating-fires (so he can cry more can be done entirely from more-in the lair of an already-dead
alarm if fire, theft, or imminent attack Nymmurhs lair, but they are long, dragon. Who that dragon was, and
threaten). Sound travels freely through exacting, and expensive (in terms of rare, where that lair lies, are secrets
Nymmurhs portals, so he can bellow hard-to-obtain ingredients that usually Nymmurh has never revealed.
and be heard in the Silmerhelve abode. involve hired adventurers-all of whom The bronze dragon promptly used the
Often he mischievously speaks in Nymmurh deals with while in human portals to learn all he could about
ghostly whispers or imitates someone form, and some of whom are sent after humans by observation. First mentioned
whos elsewhere, to alarm visitors who unnecessary ingredients, to keep the list in Silmerhelve family diary entries writ-
are nosing about where they shouldnt of crucial ones secret). ten in the first year of Northreckoning,
DRAGON 250 • 81
The Wyrm Who Watches apparently be. He loves to experiment (in a kindly,
chose the Waterdhavian family ready-to-correct-his-own-mistakes man-
purely at random. Down the ner) with manipulating the Silmerhelves,
years, Nymmurh has from to see if he can affect human fortunes and
time to time covertly opened make humans more as hed like them to
other portals in other places. be: kinder, gentler, wiser, and
Fear of discovery, being slower to act before conse-
traced back to his lair, and the quences are considered
necessity to visit the other and far friendlier to
side of the portal to create bronze dragons. He
the link has kept non- also likes to try to
Silmerhelve portals rare guess what lies ahead
and caused Nymmurh to in the broader sweep of
destroy or close those he realms rising and falling,
doesnt deem necessary. advances in trade and
The bronze dragon technology, and so on, find-
desired to learn about ing it all very entertaining.
humans because he saw ? He has no need to rule or
them as the great shaping dominate, and he finds no joy
force that would rule over or in outwitting or trapping oth-
influence all of Faerûn during ers; Nymmurh loves to watch
his lifetime, and he wanted to from the background, unno-
know how humans think and act. ticed and unmolested by his
Now a great wyrm of age-paling own kind and other passing
scales and increasing lassitude (he naps predators.
often, sometimes for long periods), Hes known to be an accomplished
Nymmurh is an expert in human nature, mimic and a persuasive speaker, able to
including changing fashions and sometimes uses when speaking through convince folk right out of their stock-
thought among Waterdhavian upper- a portal to conceal his draconic nature. If ings (as Elminster put it) and to suc-
class humans over a span of more than a he wants to conceal his true form from cessfully impersonate folk more or less
thousand years. He knows thousands of someone, he usually takes the shape of a at will: that is, to make people believe
human jokes, songs, and rhymes, and Silmerhelve ancestor and does what he hes a merchant of Amn or an escaped
slave from Thay, not the wizard Elmin-
he Pit is a large and intricate network of caverns, a ster or Bloskrin Thuulbrin, Fine Fur-
Dealer Extraordinaire from Westgate.
82 • AUGUST 1998
around in, in his own form. They can be Although magical items and true trea- lucid moments, she shuffles about whis-
reached by a shaft that leads straight up sure are both rare among all the clutter, pering to herself, her gown in revealing
through the heart of a lofty peak, but they do exist, hidden away in side cav- rags and her hair an unkempt, dusty for-
which the bronze dragon guards with a erns reached only by dint of a lot of est. Saerista has seen some 60 winters
large grating of sharp, 40-long spikes heaving aside items and clambering and is quite content to remain in the Pit,
that menace anyone falling or flying over others. Nymmurh once helped a eating what Nymmurh brings her, read-
down the shaft. The grate can swing foolish young Silmerhelve pay off a debt ing books from among all the heaped
downward and into a side-alcove, out of by showing up with a million gold belongings, and exploring those belong-
the way, but it is almost always locked in pieces (which he dumped around the ings in an endless excavation of won-
place, a forest of deadly blades that pre- creditor in an imprisoning ring while in ders. She knows who and what
vents dragons from dropping in unin- dragon form, just to impress everyone Nymmurh is, and that hes the
vited. Made by titans long ago for a involved) and has on several occasions Guardian of the Silmerhelvesand pri-
now-destroyed fortress of their own, the gifted Silmerhelve couples, at their nup- vately considers him a disguised god
grate consists of many smaller spears tials, with small but useful magical who rescued her out of kindness. If she
and swords fixed upright between the items. Two stone golems (salvaged from can ever find some way to repay him,
huge blades, so as to endanger creatures ruins) stand hidden among all the she will. Her treatment by the orcs drove
of all sizes larger than a fox or hawk. It is heaped items, ready to attack intruders her from befuddlement to outright mad-
smeared with pitch so as to retain a cloak at the dragons command. ness, and shes often completely
of powder (a mixture of natural sub- Nymmurhs Pit has one other resi- unaware of the world around her. At
stances that neutralize acids), and it dent: the mumblingly-mad Lady such times, shes quite likely to speak in
bears a permanent globe of invulnerability Saerista Silmerhelve, rescued by the many strange voices, as if a dozen differ-
enchantment. Wyrm Who Watches from the cooking- ent folk were sharing her skull. Saerista
The side-passages and caverns of the spit of the can be unnerving, but shes harm-
Pit are smaller-too small for a full- orc patrol less, not a suddenly-murderous
grown bronze dragon. One of these tan- who cap- maniac. Anyone who threat-
gled networks of ways leads some miles tured her. ens or attacks Nymmurh
away, to a connection with the surface: a
small cave-entrance under the waters of
a cold, swiftly-flowing mountain river.
This cave is inhabited, and guarded for
Nymmurh in return for gifts of food, by
Annaclathaer, a marl (q.v., MONSTROUS
COMPENDIUM ® Annual Volume Two).
Their long-standing agreement has
become a firm friendship, and if the marl
breaks a magical glass signal chime
Nymmurh gave him, and the bronze
dragon is at home to hear it, the great
wyrm speeds to Annaclathaers aid,
ready to fight any foe.
The smaller caverns of the Pit are
crammed with odd, old items of all
kinds; Nymmurh is an incurable col-
lector of souvenirs. When he attends
a revel, hell bring back his empty
glass or a lace doily; after match-
making a pair of Silmerhelves into
their first kiss, hes quite likely to
tear up and take away the stone
cemetery bench in the City of the
Dead that they met upon. Frag-
ments of boats that were wrecked
on the rocky coasts near his home
(or upon the isle where he keeps
larder) are here, some spilling out their SAERISTA CAN BE UNNERVING,
ballast-stones or long-perished cargoes. but shes harmless, not a suddenly-murderous maniac.
DRAGON 250 • 83
Nymmurhs Domain sarily keeping them-and the things Nymmurhs Fate
Nymmurh ignores the concept of need not be treasure as most creatures Nymmurh is likely to continue on
domains, cheerfully roaming the North regard it. An interesting whittled through the decades much as he is today,
(the Sword Coast and its near-offshore tankard-coaster would catch his eye over until a powerful and merciless dragon or
isles in particular) regardless of what a pile of gold pieces. mage (more probably, a cabal of mages,
other dragons may dwell nearby or such as wizards of the Arcane Brother-
claim the territories he traverses. The Nymmurhs Magic hood or Cult of the Dragon) learn of his
only areas hell defend against intruding The Wyrm Who Watches keeps his inter- existence and launch a concerted attack.
dragons or other creatures are his own esting, useful, and powerful scrying-link Nymmurh could well fall before he could
lair and his larder island. He regards the spells secret indeed, but Volo was able to muster defenses enough to stay alive.
Silmerhelves as under his protection, but learn something of his lesser magics He would also suffer acute distress,
he wont diligently watch over young (spells he passed on to various Silmer- personal danger-and at the least, an
wayward family members out seeking helves, down the years), and one of these upheaval of his tidy lifestyle-if a truly
their fortunes; he looks after those who follows. evil and ambitious Silmerhelve arose and
arent engaged in discovering them- kept his or her intentions hidden until a
selves and doesnt regard himself Jumpgout successful attack upon, or manipulation
responsible for the survival and suc- (Evocation) of, Nymmurh could be accomplished.
cesses of each individual Silmerhelve. If Level: 5 No such Silmerhelve seems likely to
the family is ever threatened with sud- Range: 60 yards develop in the current generation, and
den extinction, he plans to swoop in and Components: V the bronze dragon has dealt with overly
kidnap a few family members to hide Duration: 2 rounds ambitious Silmerhelves in the past by
them far away so they can continue the Casting Time: 1 manipulating their kin to unmask their
family line while he makes things safe in Area of Effect: Special true natures and to deal with them.
Waterdeep for their eventual return. Saving Throw: 1/2 Nymmurh could also die of old age or
When cast on dry land, this spell pro- fall in a chance encounter with a younger
The Deeds of Nymmurh duces a vertical pillar of roaring flame, and more vigorous dragon. He also just
Like most of his kind, Nymmurh favors five feet in diameter and up to 30 feet tall might finally feel the urge to father heirs
shark meat above other fare, but this (less if a ceiling or other overhead barrier of his own and begin the dangerous hunt
only leads him into occasional plunges exists), which is sometimes mistaken for for a suitable bronze dragon mate.
down to join a feeding frenzy shark a priestly flame strike spell. The flames Interestingly, Saerista has (completely
gathering he observes when flying over. deal 4d6 hp damage to any creature they on her own) begun to search for the
Largely disinterested in food, Nymmurh touch (half that if a save is made), then whereabouts of other bronze dragons,
is content to dine on the goats of his jump away, translocating themselves employing old maps, lorebooks, and a
larder isle, though he takes a keen inter- 1d4 + 1 (x 10) feet distant, either in a ran- magical mind-scrying crown (all found
est in procuring a varied and interesting dom direction or roughly in a general among the vast mounds of accumulated
diet for his guest Saerista, so he is con- direction concentrated upon by the oddities in the Pit). Is she reading
stantly trading coins he comes by for caster (within a 90-degree arc of the Nymmurhs mind or responding to
bottled sauces and pickled oddities to casters desired direction). In their sec- wistful things hes said? Does her plot
bring home to the Pit for her. Nymmurh ond and last round of existence, they involve changing herself into a dragon?
spends more time observing Faerûn cause 3d6 hp damage to any creature Conceiving the offspring would be
through his Silmerhelve portholes than they touch in this second location, then impossible without magical aid, and
anything else, but he does go on forays die away in a swirl of sparks. Flammable probably deadly to her in any event, but
every tenday or so, to gather things items must, of course, make saving she might not know that or perhaps
and get out and breath air as humans throws vs. magical fire when touched by chooses to deny it.
do. This air often seems to be the a jumpgout. Nymmurh cant have failed to notice
smoky, overperfumed sort that prevails Underwater, a jumpgout spell creates a her studies, but so far hes pretended not
at revels; Nymmurh loves human par- swirling seam of boiling water that cant to notice. Volo, Elminster, and so of
ties for all the chatter and how folk jump about and lasts for two rounds course we, too, can only wonder why.
behave when theyre tipsy or trying to in the same spot, affecting a cylindrical
impress or being deliberately catty or 10-diameter, 40-long volume of water.
outrageous. All creatures within this area suffer 3d4
So far as is known, Nymmurh has hp damage on the first round and 4d4 hp Ed Greenwood is glad hes never seen some of
never taken a mate nor shown any inter- if they are still within the area during the the spells hes devised over the years for the
est in having offspring or even acquiring second round (the save for half damage AD&D® game work for real. He grants, how-
alliances with other dragons. Acquiring still applies). ever, that they might come in handy should
things is a hunger in him, but not neces- one of his monsters appear in the garden.
84 • AUGUST 1998
Aquatic Creatures
NE WAY A DM CAN KEEP HIS PLAYERS GUESSING
They might look is to introduce new monsters into the campaign. This
the sea can still Many players think only of the danger of on an ocean expanse covered by black
88 • AUGUST 1998
CLIMATE/TERRAIN: Ocean surface
FREQUENCY Rare
ORGANIZATION Colony
ACTIVITY CYCLE: Any
DIET Omnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 9
MOVEMENT: 0
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (1-4)
MORALE: Average (10)
Xl VALUE: 175
Also called oil slime, black slime is an aquatic version of the ease spells instantly destroy a black slime colony, but the crea-
colony creature known to subterranean explorers as green ture is immune to most other spells. and weapon attacks cause
slime. Looking much like a small oil slick, black slime floats on it no damage.
the top of the ocean, attacking creatures with which it comes
into contact. It has no means of self-propulsion, moving about Habitat/Society: Black slime is a colony creature but has no
only at the whims of the winds and the waves. intelligence of its own. Like other slimes, it has a limited aware-
ness of the world around through its ability to sense vibrations,
Combat: Like both green and olive slime, black slime attacks which allows it to target prey. As the colony absorbs other crea-
all living matter that it touches, absorbing it into itself and cre- tures, it grows in size, eventually splitting into two approxi-
ating more slime in the process. Any living creature, whether mately equally-sized colonies, each with the creatures original
plant or animal, that brushes against the black slime colony Hit Dice. Several colonies are often found together, but this is
finds slime adhering to itself. Within four rounds, that creature merely the result of the tides. Every once in a while, several
turns into slime. However, unlike both green and olive slime, colonies drift together and form an extra-large patch of slime
black slime has a limited ability to change its basic shape-it floating on the ocean, but these do not stay together long, nor
can form strands that float below the surface of the ocean. do they merge into a single creature--once separated, black
These strands act like the tentacles of a jellyfish, allowing the slime does not unite together again.
slime to adhere to any fish that might pass beneath it.
Black slime attacks anything touching its upper surface as Ecology: Unlike green slime, which also eats through metals
well. A swimmer bumping into a floating patch of black slime and wood, black slime dissolves only living matter. For this
finds himself coated in the stuff, as does a sea bird landing in it. reason, many sailors and pirates actively harvest the stuff. The
If a victim can scrape the slime away quickly, he can save him- slime, when carefully poured into a glass vial, can be stoppered
self. Unfortunately, its much more difficult to scrape black and stored for 4d4 days (until the isolated slime starves), then
slime off of ones body while in the water than it is to scrape used as a weapon against enemy ships. The vials are cata-
green slime off while on land, as scraped-off patches usually pulted onto enemy ships to break and splash all over the
float right back into contact with the victims skin, and a person enemy crew, or can be sent hurling at the enemy with a flaming
in the water doesnt always an object with which he can scrape wick attached, creating an organic version of the Molotov cock-
off the slime. tail. Black slime vials are treated as flasks of oil when used in
Black slime is a form of plant life and is subject to spells this fashion; consult Table 45: Grenade-like Missile Effects on
affecting plants, although even some of those are virtually use- page 63 of the DUNGEON MASTER Guide (see also Incendiary
less. A hold plant spell, for instance, does not prevent black Attacks in Of Ships and the Sea, pages 41-43) for details.
slime from moving, for the movement is a result of wave
action, not any intention on the slimes part. Black slime is
immune to cold-based attacks but burns readily upon contact
with flame (another reason for the name oil slime). Cure dis-
DRAGON 250 • 87
CLIMATE/TERRAIN: Tropical, subtropical, and temper-
ate oceans
FREQUENCY Rare
ORGANIZATION School
ACTIVITY CYCLE: Any
DIET Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-12
ARMOR CLASS: 8
MOVEMENT: Swim9
HIT DICE: 1+2
THAC0: 19
NO. OF ATTACKS Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to paralysis
MAGIC RESISTANCE: Nil
SIZE: S (3 long)
MORALE: Unsteady (5-7)
Xl VALUE: 65
Larger versions of the tiny tropical clownfish, or clown Habitat/Society: Because they like staying close to the giant sea
anemonefish, the giant clownfish is brightly colored, its body a anemones, giant clownfish are often found living together in
brilliant orange vertically striped with wide bands of white. small schools. Clownfish are frequently preyed upon by
Each white band is bordered on both sides with a narrow black sharks, rays, and large fish as well as ixitxachitl, sahuagin, and
band, and the tail and fins are each black at the tips. Like their crabmen.
smaller cousins, they are immune to the stings of the sea In addition, the giant sea anemone serves as a food source
anemone and spend much of their time safely within the wav- for the clownfish, who often eat the tiny sea creatures that occa-
ing tentacles of such creatures. Giant clownfish are often called sionally are caught in the anemones tentacles. They also eat
bogeyfish or bogeys. algae that forms on sea coral.
The female lays hundreds of reddish-orange eggs at a time,
Combat: Giant clownfish are harmless to man-sized creatures, usually along the sea floor next to a giant sea anemone. The
as they have no teeth and can swallow only creatures smaller male, smaller than the female, follows in his mates wake and
than their own mouths. In extreme situations they can head fertilizes the eggs immediately after theyre laid. It is the males
butt creatures that get too close, but this maneuver causes no job to guard the eggs during the two weeks or so that it takes
damage, merely passes on the information youre not wel- for them to hatch. Newly-hatched clownfish are translucent
come here. However, giant clownfish are associated with sev- and immediately go off on their own to feed. They gradually
eral much more formidable sea creatures. take on the standard coloration and find homes for themselves
In the wild, giant clownfish are most often encountered among giant sea anemones.
within the vicinity of a giant sea anemone (details on these
creatures are found in MONSTROUS COMPENDIUM Volume 4: Ecology: Giant clownfish make their homes in shallow, tropical
DRAGONLANCE® Appendix under Anemone, Giant). Clownfish waters. They are seldom encountered far from giant sea
exude a slimy coating that protects them from the anemones anemones or sea sprites, preferring the safety afforded them by
paralytic stings, so they are safe from most creatures while nes- either of these creatures. Sea sprites can swim much faster than
tled within the anemones tentacles. If egg-eating fish or small clownfish but still enjoy using them for riding mounts when
marine creatures move too close to a clownfishs nest, it can they arent in any particular hurry. Many giant clownfish
scare off the intruders by making loud clicking sounds. spend their entire lives in sea sprite communities, even when
In addition, many giant clownfish are raised by sea sprites, not being used as a means of transport-the clownfish are safer
who like them for their vivid coloration and often use the there, and the sprites enjoy the sight of their brightly-colored
clownfish as riding mounts. The clownfish do not mind such bogeys swimming around back and forth.
servitude, as they are then protected not only by the sea sprites The giant clownfishs immunity to sea anemone stings car-
but also by the barracudas that many sea sprites use as guards ries on to other forms of paralysis. For this reason, giant clown-
and pets. Barracudas in service to a sea sprite community do fish blood is often used in the inks by which scrolls of protection
not attack giant clownfish also in service. from paralysis are made.
88 • AUGUST 1998
Larva Adult
CLIMATE/TERRAIN: -Freshwater ponds and lakes
FREQUENCY: Rare Common
ORGANIZATION solitary Solitary
ACTIVITY CYCLE: Any Any
DIET Carnivore Carnivore
INTELLIGENCE: Non- (0) Non-(O)
TREASURE: Nil Nil
ALIGNMENT: Neutral Neutral
NO. APPEARING: 1-12 1-6
ARMOR CLASS: 5 2
MOVEMENT: 6,Swim6 6, Swim 15,
Fly 9 (C)
HIT DICE: 2 4
THAC0: 19 17
NO. OF ATTACKS 1 1
DAMAGE/ATTACK: 1-8 1-4
SPECIAL ATTACKS Acid Nil
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Nil
SIZE: M (4 long) M (5-6 long)
MORALE Champ. (15-16) Avg. (8-10)
Xl VALUE: 120 175
In its larval stage, the giant diving beetle is ferocious. Larvae
Giant diving beetles have three stages of development: larva, devour up to 30 victims a day-usually snails, small fish, and
pupa, and adult. Giant diving beetle larvae look little like bee- worms. Over the next several months, they molt three or four
tles. The body is long and thin with enormous mandibles. Col- times. This is always done in shallow water, where access to air
oration is always light: they are translucent when they hatch is easy. (Both larvae and adults breath by trapping air in their
and gradually become light yellow or orange. Pupae are white bodies, and in each case they need only stick the hindmost tip
and fat but rarely seen; hence, no statistics are provided. The of their abdomens above the surface of the water to replenish
adult form looks much like a standard beetle, with a hard their air supply.)
greenish-black outer shell that looks green underwater. Their In late summer or early fall, the larva digs a burrow for itself
hind legs are very long and thick, with paddle-like extremities. underwater, fills it with air bubbles it brings from the surface,
and seals itself in. Safe in its earth-cocoon, it pupates-growing
Combat: Giant diving beetle larvae are often called water into a fat, white, grub-like creature with legs. The pupa is an
tigers, both for their coloration and their ferocity. They remain intermediate form, for soon after it metamorphosizes again,
motionless against a clump of reeds or other plant stalks, then this time into its adult form. At that point it leaves its burrow
pounce upon any prey that comes near. Their mandibles inflict and rejoins the aquatic environment.
1-8 hp damage and inject an acidic substance that liquifies the The adult form is sleek and smooth, allowing the creature to
preys body. Victims of a giant diving beetle larvas bite must glide effortlessly through the water. Its oversized rear legs have
save vs. poison or suffer an additional 1-6 hp damage. Once a paddle-like ends, and it darts through the water quickly by
larva has a victim in its mandibles, it hangs on until the prey rowing its rear legs simultaneously.
dies or makes a successful bend bars roll. Each round in the Giant diving beetles, as adults, have fully-functioning
mandibles, the victim suffers both bite and poison damage. wings, protected by the hard wing-cases that form its shell.
Adult giant diving beetles, on the other hand, are scav- With these, the creature can fly from pond to pond or lake to
engers. If attacked, they bite with their mandibles, but these are lake, searching for new food sources or spawning grounds.
much smaller than those of the larval form and cause only 1-4
hp damage. Adults have no acidic poison attack. Ecology: Adult giant diving beetles are scavengers, attracted to
dead and decaying flesh. Although they are solitary, several
Habitat/Society: Giant diving beetles are solitary creatures, beetles might join to share in a large food source.
coming together only to mate. Mating occurs in water during The shells of giant diving beetles, when ground into a fine
the springtime. The male beetle has suction disks on his front powder, are often used in the magical inks used to transcribe
legs to keep him attached to the females slippery shell. The the spells water breathing and airy water. Venom glands from the
female lays the eggs near water plants. (Some bite small holes larval form can be used as an alternate material component for
in plant stems and deposit the eggs there.) After three weeks, Melfs acid arrow spells, although the acid produced by the spell
the eggs hatch into larvae. never lasts for more than two rounds in such instances.
DRAGON 250 • 89
CLIMATE/TERRAIN: Warm, shallow ocean areas, often
along coastal cities
FREQUENCY Rare
ORGANIZATION Family
ACTIVITY CYCLE: Any
DIET Herbivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 8
MOVEMENT: Swim6
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS Crush
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (10-12 long)
MORALE: Steady (11-12)
XP VALUE: 65
The term sea cow, often used interchangeably with either Many coastal cities have begun the practice of farming sea
manatee or dugong, is also used to describe a specific mag- cows, keeping herds of the creatures penned in an area using
ically-enhanced offshoot of the manatee species. These look vast undersea fences and nets. As long as there is plenty of
very much like normal manatees, haveing two front flippers food, the sea cows dont mind the corrals, as the barriers keep
and a single-edged horizontal tail fin. An extremely thick upper out many of the aquatic predators that feed on them.
lip hangs down over the lower lip, much like a walrus without
the tusks. The sea cowss coloration ranges from brown to gray. Ecology: The sea cow is a source of many useful materials, the
greatest being its milk. Sea cow milk is perfectly palatable
Combat: Sea cows arent very efficient at combat. They are (imbibers claim it tastes somewhat like goats milk), and has
slow-moving, slow-witted creatures with no natural weapons the added benefit of allowing water breathing as per the third-
and little combat inclination. They have several blunt teeth, but level wizard spell. People drinking sea cow milk can breathe
these are used for chewing aquatic vegetation, not for biting at either air or water for the duration of the magical effect, which
enemies. The creatures rather high Morale rating shows not lasts a little less than an hour (1d4+1 turns). For obvious rea-
their battle prowess but rather their inability to discern that sons, this milk is highly prized along coastal cities, allowing
combat is occurring: many instances have been documented air-breathing races to hunt, fish, and explore underwater for
where hunters have waded into a small herd of sea cows and extended periods of time. Many coastal cities that have trading
speared one, pulling it up onto shore and gutting it, without industries with nearby merman or locathah settlements make
discomfiting the other members of the herd in the least. use of sea cow farms, so that they may visit these oceanic cities.
Once they realize that danger is present, most sea cows sim- The growing use of sea cow milk has angered those wizards
ply try to flee to safety. During mating season, though, a male who make and sell potions of water breathing, for sea cow milk
might take offense at anyone coming too close, lunging at the provides all of the benefits of such potions (with only a slight
intruder to crush him with its own huge body. Since sea cows reduction in duration) at a fraction of the cost. On the down
are not speedy, crushing damage is limited to 1d6 hp damage. side, sea cow milk spoils quickly and loses its magical proper-
ties after a day. One scheme growing in practice is the selling of
Habitat/Society: Sea cows in the wild are most often found in sea cow milk as a potion of water breathing, charging the full
the waters along warm coastal areas. They stay close to shore, price of a magical potion for something that can be purchased
where the aquatic plants on which they feed are found, and elsewhere much cheaper.
often feed at night when its safer. Sea cows stick to small fam- In addition, the sea cow is a good source of meat and blub-
ily groups, usually a mated pair and their offspring. During ber. The meat is very tasty, and the blubber is useful in the mak-
mating season, larger groups of sea cows often congregate ing of candles and lamp oils.
together. As mammals, sea cows give live birth (a single young
is born at a time), and the females produce milk. It is this milk
for which the sea cow is prized (see Ecology, below).
90 • AUGUST 1998
Secrets of the
Arch-Geomancer
HE RUINED KINGDOMS ADVENTURE FOR THE
With the arch- AL-QADIM® setting introduced a terrifying menace from the
second defeat, her the Wheel of Fate. Tisan and her fellow geomancers ruled the ancient
spell library was empire Kadar, what is today known as the Ruined Kingdoms.
92 • AUGUST 1998
apricot. This wheel and hub comprises Dusting the Rock victim is immobilized until a successful
the asfr, the geomancers emblem. It (Alteration) dispel magic is cast upon him or the accu-
symbolizes the relationship between Fate Level: 3 mulated particles are washed away.
(the outer wheel) and the world (the Range: 30 yards Three gallons of liquid per size category
hub). Components: V, S, M of the victim (nine gallons for man-sized
The coffer lid is held in place by an Duration: 4 rounds + 1 round/level creatures) can wash the matter away.
ingenious locking mechanism. The Casting Time: 3 If the victim saves, the dust causes him
wheels hub must be pressed down and Area of Effect: 1 creature only to sneeze once, ruining any spells
twisted counter clockwise to unlock the Saving Throw: Special he might be casting and otherwise dis-
lid. Any other attempt to open the coffer, When this spell is cast, the victim rupting his concentration.
or twisting the gem in the wrong direc- acquires a magnetic field that attracts The material components of this spell
tion, causes a glowing golden geoglyph dust and any nearby loose earth, sand or are dried quicksand and magnetized
to appear in the air a few inches above gravel. If the victim fails a saving throw, iron filings, which are flung at the target..
the coffer. Those whose hit points do not he suffers the full effects of the spell. On
exceed 100 and who see the glyph the first round, he is covered by a film of Cone of Earth
become petrified as the reverse of the dust. In the second round, enough parti- (Invocation/Evocation)
wizard spell stone to flesh. The glyph, cles accumulate to add a +2 penalty to Level: 5
which is cast at 18th level, disappears the victims armor class and a -2 penalty Range: 0
after one round, but it reappears when- to his attack rolls. In the third round, the Components: V, S, M
ever the lid is meddled with improperly victim suffers the Duration: Instantaneous
To lock the coffer, one must replace the effects of a slow Casting Time: 5
lid, press down on the hub, and twist spell. On the Area of Effect: Special
clockwise. fourth round Saving Throw: 1/2
The coffer and scroll rod save as thick and there-
wood and receive +4 bonuses. The after, the
papyrus scroll saves as paper with a +4
bonus; it is impervious to normal or
magical fire.
Contents
Tisan was a dual-classed wizard/priest.
She mixed wizard and priest spells indis-
criminately in her tome.
The new spells detailed below are con-
sidered part of the wizard school of ele-
mental earth and may be used by earth
elementalists (see the Tome of Magic).
The Kitab al-Asfr contains the follow-
ing wizard and priest spells (AA indi-
cates a spell from Arabian Adventures,
ToM indicates a spell from the Tome of
Magic, F&A indicates a spell from Faiths
& Avatars, P indicates a priest spell,
and * indicates a new spell described
below): transmute rock to mud (P),
sandcone (AA), earthenair (F&A)
(P), fist of stone (ToM), dusting
the rock*, stone tell (P),
earthenport (F&A) (P),
conjure elemental, stone-
skin, stone shape (P),
sand sword (AA), cone
of earth*, stone to flesh,
eartkquake (P), entomb-
ment*, unleash monolith (AA).
DRAGON 250 • 93
This spell lets the caster shoot forth Entombment ceeds, he can hold his breath for a num-
from his fingers a cone of earth five feet (Alteration) ber of rounds equal to one-third his Con-
long and one foot in diameter per level of Reversible stitution score, rounded up. (See the
the caster. The cone inflicts 1d4 + 1 hp Level: 6 rules on Holding Your Breath in chap-
damage per level of the caster, to a maxi- Range: 30 yards ter 14 of the Players Handbook.) If the sec-
mum of 10d4 + 10 hp at 10th level. Components: V, S ond save fails, the victim was too startled
Creatures of up to Large size struck by Duration: Instantaneous to fill his lungs with air and can hold his
the cone are partially buried and must Casting Time: 6 breath for only one-sixth his Constitu-
spend 1-2 rounds digging out. During Area of Effect: One creature or one object tion score, rounded up.
this time, victims are +3 on their initia- of 1 cubic foot/level The ground upon which the victim
tive rolls and considered held as by a hold Saving Throw: Neg. formerly stood is immediately safe to
person spell or similar effect. (See the This spell causes the ground beneath a walk upon but has obviously been dis-
combat modifiers section in the Players creature or object designated by the turbed, marking the site of the entomb-
Handbook.) caster to collapse. A victim who fails a ment. Regardless of the victims size, his
Those victims who make a successful saving throw tumbles into the hole so head is always located ten feet beneath
saving throw vs. spell suffer half damage created and is buried alive. The victim the surface. In the case of entombed
and are not buried. Huge and Gargan- cannot move and eventually suffocates objects, the top of the object is always ten
tuan-sized creatures cannot be buried by unless freed. A victim who makes a suc- feet beneath the surface.
this spell. cessful saving throw vs. spells can leap The reverse of this spell, exhume,
The caster must be standing on clear of the hole and is not entombed. causes the ground to shift, gently raising
earthen ground, not rock or sand, for this An entombed victim must make a sec- to the surface any single buried creature
spell to function. ond saving throw to determine whether (dead or alive) or object designated by
The material component of this spell is he managed to get a good gulp of air the caster. The caster must know that
a small piece of fools gold. while falling. If the saving throw suc- such a creature or object exists for the
spell to work, although he need not
know its exact nature. For example, the
caster may elect to exhume a body
buried in a grave plot without knowing
its identity or how long it has been
interred.
If the creature or object to be exhumed
is buried deeper than ten feet, the spell
fails.
Entombment has been known to
deposit victims in underground caves or
chambers that happened to exist 10 feet
beneath the surface, unbeknownst to the
caster.
This spell should not be confused with
the 3rd-level dao spell entomb, from the
Secrets of the Lamp boxed set.
94 • AUGUST 1998
Magic With Class
create new up. Many of the items that are restricted to members of a
magical items for certain class mimic or enhance abilities of that class: thief
teMs that add to the thiefs chance to hide or sneak, wizard items that
their campaigns cast spells without draining the mages valuable memorized spell, or
can draw from items that invoke clerical spells when activated. The warriors most
inspiration. primary
craft with-
out worry-
ing about
some of the
lesser prob-
lems associ-
ated with the
class. Unless
specifically
by stated, these
items provide
96 • AUGUST 1998
pletely immune to rust (normal or Sword of Destruction somewhat ironic, as the staff can only
magic), its weight is reduced to only 10 The sword of destruction is a heavy, dou- create minor magical effects. At will, the
lbs., and the wearer is rendered com- bled-edged long, bastard or two- staff can create any cantrip effect at no
pletely immune to bleeding attacks by handed sword. The pommel is usually charge cost, call up an unseen servant
swords of wounding or critical hits. Only gold and shaped like the head of a lion. once per day with a duration of three
human sized suits of this armor have On a called shot, the weapon hours, also without using any
been discovered. breaks or destroys charges, or provide the holder
XP Value: 1,200 GP Value: 10,000 an enemy's with total immunity to all 1st-
shield, level spells for 1 round per
Knights Lance armor, or charge. Only one function can be
weapon used at any given time. If a new
The knights lance is a heavy horse lance +2
unless power is invoked, the previous
made of ash and tapering to a wide, flat
a function ceases. When all of the
head. The lance was created by a priestly
charges are expended, the item loses
order with a strong force of paladins and
its additional powers and becomes a
was useful in the fierce wars of their
simple quarterstaff +1. The staff of high
expanding influence. The lance gives
magery cannot be recharged.
the rider a +4 bonus to all riding checks
XP Value: 1,000 GP Value: 10,000
when used and adds +4 to knockdown
dice when employed against another
mounted opponent, assuming knock- Talisman of Power
down rules from PLAYERS OPTION®: This talisman is a round medallion
Combat & Tactics is used. If the knock- on a herringbone necklace of some
down rule is not used, a 4-point penalty save vs. crushing valuable metal, usually platinum.
can be applied to the riding check of blow is made. The attacker simply Inside the circle is an icon that recalls a
another mounted warrior struck by the declares which item he is attacking in wizards tower and common instru-
lance to see whether he remains combat, taking the normal penalties for ments associated with wizards: wand,
mounted. a called shot (4 to attack, +1 initiative scroll, and orb.
XP Value: 1,000 GP Value: 7,500 penalty). Magical items gain saving When worn by a wizard, the users
throw bonuses as indicated in the Item level is treated as higher than it really is
Saving Throws section of the DMG. The for spell parameters (range, duration,
sword of destruction functions as a +1 etc.). Damage inflicted is not increased,
weapon at all times. except possibly as a function of spell
XP Value: 600 GP Value: 6,000 duration (magical flames that burn an
enemy longer, for example). The caster is
Necklace of Success not allowed to memorize more spells
One per week, this worthless-look- than normal or cast spells unavailable to
ing necklace of crystal and brass a caster of his actual level. The number of
allows a warrior who wears it to reroll levels added is 1 (1-50 on a d%), 2
any single attack, damage, or saving (51-85), or 3 (86-00).
throw. When this ability is called on, XP Value: 1,500 per level
the necklace glows briefly after which GP Value: 10,000
it bestows a bless spell on the warrior per level
and all allies. within 20 feet for six
rounds.
Boots of Marching XP Value: 500 GP Value: 5,000
A warrior who wears both of these thick
leather boots gains +4 on checks vs. Wizard Items
fatigue or exhaustion during forced Staff of High Magery
marches and a +2 to all checks to main- If used as a weapon, this oaken
tain balance when footing is uncertain. staff is treated as a +1 weapon. It
Most of these boots (75%) are of small is engraved with runes and
size and break the normal rules for glyphs, some of which might
expanding to fit the wearer, fitting only very well be magical on their
gnomes, halflings, or dwarves. They own. The tips are shod with
often have iron soles. steel bullet-shaped ends, mak-
XP Value: 800 GP Value: 5,000 ing the staff a fine weapon in
melee combat. The name is
DRAGON 250 97
can normally memorize. These spells Priest Items
must all be of the same school-the
school to which the robe is attuned.
Spells from the robes opposition
school, however, cannot be learned or
cast while it is worn.
Normally, the robe of the specialist is
only worn when the wizard has a spe-
cific purpose in mind and needs an
extensive array of spells from a single
school. A wizard planning for stealth
might benefit from a robe attuned to
illusion, for example.
If a specialist wizard wears a robe
that enhances his own school, he gains Vestments of Safety
Orb of Protection no benefit, but he can use a robe to These holy garments always belong to a
The orb of protection is a coral, obsidian, memorize more spells of a secondary particular faith and only work for a
or ivory orb about 4-6 in diameter. It is school that he can use. priest (cleric or specialty) of that faith.
often chipped or flawed so that it is XP Value: 5,000 GP Value: 25,000 The vestments are made of whatever
nearly worthless as a piece of jewelry. material is appropriate for the faith and
The orbs benefits can be adjusted by are instantly recognizable by any mem-
the owner to provide more protection or ber of that faith. They provide a simple
reduced for convenience, allowing the but very valuable protection: when
wizard to perform other actions. the priest is protected by a per-
When a wizard carries this item on manent sanctuary spell that imposes a
his person (and not in an extradimen- an enemys saving throw to avoid
sional space such as a bug of holding), all
saving throws are made at +1. When the XP Value: 2,000 GP Value: 20,000
orb is held in one hand, the saving
throw bonus increases to +2. If the wiz- Symbol of Purity
ard holds the orb in both hands and Like the vestments of safety, this holy
makes no attacks or movement, he symbol works only for a priest of the
makes all saves at +4 on the dice. appropriate faith. When the priest pre-
XP Value: 2,000 GP Value: 7,500 sents it in an attempt to turn undead,
the attempt is made as if the priest were
two levels higher, and the maximum
number of undead are always affected.
Once per week, the item can invoke a
sunray spell against the priests enemies.
Ring of Escape XPValue: 2,500 GP Value: 12,500
This ring of silver or electrum provides
a means of escape from a combat that is
Divine Armor
going against the wizard. The ring is
The divine armor is a suit of plate mail
often adorned with a uniform type of
+2 that protects against the touch of the
stone, sometimes in one or more paral-
undead and radiates a permanent pro-
lel bands, sometimes in a wave pattern.
tection from evil. The protection against
In any round in which the wizard
undead uses one of 2d6 charges that the
does nothing but flee a combat, the ring
item carries and is identical to the spell.
doubles his movement rate. The
Divine armor is never made by a
increase in speed does not affect com-
priesthood that has no power to turn
bat, spellcasting, or initiative. If the
the undead or does not allow access to
caster is in hazardous territory or amid
the sphere of necromancy. The armor
obstacles, he can also call upon the
Robe of the Specialist does, however, function for any priest
jumping non-weapon proficiency as if
When this long, heavy fur robe is worn who can wear it.
he had a Strength score of 18.
by a wizard studying his spellbook, the XP Value: 1,500 GP Value: 7,000
XP Value: 1,000 GP Value: 5,000
wearer adds one extra spell of each
level he can cast to the number that he
98 • AUGUST 1998
Helm of Holy Might trap, he is protected from venom with a off quickly. The dust itself appears as a
This simple chain coif provides the priest +4 to any saving throws vs. poison. crystalline white powder, with occa-
with the power to resist those who XP Value: 1,000 GP Value: 5,000 sional gold specks.
would sway him from his devotion. To When thrown, the dust transforms
this end, it provides the priest with a +2 into a manifestation of the spell glitter-
bonus on saves vs. Enchantment/Charm dust. It can be thrown up to 10 yards.
or Illusion/Phantasm spells. Some Occasionally (25% of the time), the dust
is extremely potent and functions at
thoughtful priest has also rendered it
18th level, instead of the customary 12th
completely immune to heat/chill metal.
for most miscellaneous magical items.
XP Value: 1,000 GP Value: 5,000
XP Value: 500 per pouch
GP Value: 1,500 per pouch
Hammer of Bablas
This silver-headed warhammer was
meant to fight against ancient priests of
religions now gone or in retreat. The
hammer is engraved with golden runes
that are mostly eroded by time and use,
leaving little clue as to their original Silent Blade
message or even style of writing. This short or broad sword-a fine steel
Bablas Hammer in neutral good and weapon with a +l enchantment-is
has a varying bonus. When used made with the needs of a rogue in
against neutral characters or monsters, mind. It is tinted black or deep blue
it gains a +l bonus on attack and dam- most often. The pommel is bell-shaped,
age rolls, +2 when used vs. evil crea- giving the sword the interesting (if use-
tures, and +3 vs. neutral evil creatures. less) ability to stand upright with some
It inflicts double damage when used reliability. The silent blade makes
absolutely no sound when drawn or Bards Spellbook
against an evil priest.
used. Opponents hit by the blade must This travelling spellbook is designed
XP Value: 1,250
save. vs. spells or become mute for 2d6 with the bard in mind. It has a dark
GP Value: 7,500
rounds. The original intention was to brown leather cover, bound in brass and
keep guards from calling for help, but protected by an iron lock of good qual-
it is very effective at preventing the ity. The lock is too small to hold a physi-
casting of spells as well. A rogue cal trap but might be protected
armed with a silent blade can quickly magically. The pages are light and sup-
incapacitate a large group of spellcast- ple, resisting tear and the decay of
ers. age. The spellbook holds as many spells
XP Value: 1,100 GP Value: 7,000 as any other travelling spellbook, but its
pages can also hold up to 100 pages
worth of songs and tales, magically
Assassins Armor
written so that they appear within the
A suit of black leather armor +2,
glyphs and symbols used to write the
assassins armor is soft to the touch
magical spells. Only the bard who
but resists cutting.
writes the tales and songs into the spell-
Its main benefit is the ability to
book can normally read them. Others
hide the wearer by giving him the ben-
can read the bards notes with read
Rogue Items efit of a blur spell at all times, in addi-
magic.
Burglars Gloves tion to its normal AC bonus. When
XP Value: 3,000 GP Value: 20,000
These items are a great boon to those wearing the armor, the user can also
rogues who search for protected gold. assume wraithform once per day. This
They are decorative gloves of fine mater- last ability is often used to overcome
barriers between an assassin and his
ial, usually silk or velvet. The wearers
sense of touch is heightened tremen- prey
XP Value: 1,500 GP Value: 6,500 Lloyd is an all-around gamer who likes to
dously. He has a 50% chance to find play nearly any game, as long as its D&D.
secret compartments less than 1 x 1 by D&D is actually a category on his finan-
Dust of Blinding
feeling around the area. Traps are also cial record software. Now that hes discovered
This magical dust commonly appears in
5% more likely to be detected for the the internet, you can find him at
a silk pouch, most often a belt pouch
same reason. Should the thief miss a shikken@aol.com.
that can be carried and removed or torn
DRAGON 250 • 99
100 • AUGUST 1998
DRAGON 250 • 101
Convention Calendar
Policies
This column is a service to our readers
worldwide. Anyone may place a free listing
for a game convention here, but the following
guidelines must be observed.
In order to ensure that all convention list-
ings contain accurate and timely information,
all material should be either typed double-
spaced or printed legibly on standard manu-
script paper. The contents of each listing
must be short and succinct.
The information given in the listing must
include the following, in this order:
1. Convention title and dates held
2. Site and location
3. Guests of honor (if applicable)
Clearwater, FL 33759. Email: 4. Special events offered
jlorien@concentric.net Web: www. 5. Registration fees or attendance
requirements, and,
concentric.net/~jlorien/conline/index. 6. Address(es) where additional informa-
html. tion and confirmation can be obtained.
Convention flyers, newsletters, and other
mass-mailed announcements will not be
Con-Bat '98 considered for use in this column; we prefer
August Aug. 28-30 TN to see a cover letter with the announcement
as well. No call-in listings are accepted.
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Gen Con Game Fair '98 roleplaying, wargaming, miniatures, given for U.S. and Canadian conventions are
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tion staff members. Please check your con-
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original Lost in Space, and Bruce Camp- Blvd., Clarksville, TN 37042. Email: Copy deadlines are the first Monday of
each month, four months prior to the on sale
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If a convention listing must be changed
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A
in fantasy worlds based upon European,
lthough the idea of using a second die . . . is Oriental, or Amerindian myths and leg-
unusual, its very well thought out. ends, its much harder to imagine Tsa in
Its net effect is to inject more excitement into play Blade Runner, 2001: A Space Odyssey, and
Terminator. Similarly, a detail like the
by giving players a chance to accomplish mechanics of interstellar space travel can
nearly impossible tasks have a vast impact on setting. Compare
the ways in which Dune, Star Wars, Star
the other hand, jumping over a particu- headache for a GM forced to conduct a Trek, and Alien all approach this topic.
larly low fence is easy, and might have a large battle, intelligently designed The generic assumptions that ALTERNITY
Situation Die of -d4. character sheets make the system much makes about space travel layered over
To resolve an action, the character rolls easier to adjudicate. In the end, all of this all these settings would almost certainly
the Control Die (d20) and adds the roll of detail is what allows ALTERNITY to con- rob one or more of them of an unaccept-
the situation die (or subtracts it, if the die vincingly model everything from stone able amount of their unique flavor. Of
is negative). If the total is less than or axes to maser cannons, a must for any course, the GM has the option of replac-
equal to his or her relevant Ability or science fiction game that hopes to pro- ing any of the ALTERNITY systems or cre-
Skill score, the action succeeds. Degree vide GMs with the flexibility to create ations with new systems and creations
of success is measured by the relative their own settings. more appropriate to the game world, but
difference between the Ability or Skill Pleasantly comprehensive, the Players theres a good chance that any effort to
and the total roll; rolling less than half Handbook also includes rules for vehicles create a setting that strays too far from
your target is a Good success, rolling and vehicle combat, mutants, psionics, home will require so much tinkering that
less than a quarter of the target is an computers, and cybernetic implants. the poor GM might as well design his
Amazing success and any other posi- Also included are lengthy and fairly own game. This isnt to say that a
tive result is simply an Ordinary suc- complete tables of weaponry, vehicles, generic science fiction game is impossi-
cess. Although the idea of using a second and equipment available from civiliza- ble to design, merely that attempting to
die in place of the positive and negative tions ranging in advancement from the mirror the AD&D approaches is proba-
situational modifiers employed by most Stone Age to an extremely advanced bly not the best way to go about it.
other game systems is unusual, its very Energy Age. None of these support In any case, none of this makes the
well thought out. Its net effect is to inject systems was added as an afterthought; ALTERNITY game a bad game. What it
more excitement into play by giving each is fully developed and detailed. does, it does very well indeed, and it cer-
players a chance to accomplish nearly Evaluation: The ALTERNITY mechanics tainly puts a lot of toys in the hands of
impossible tasks (even a character with are elegant, comprehensive, and func- players and GMs who like to tinker and
an Ability score of 7 can succeed when tional, More importantly, theyre a lot of invent their own concepts. Even if the
the Situation Die is 3d20 if he makes an fun-their flexibility gives players and whole is far less flexible than AD&D, its
extremely lucky roll). This mechanic GMs lots of options, and the games tone still one of the most well-imagined and
combined with a capacity to improve of high adventure is extremely well- interesting science fiction efforts in
dice rolls by spending Last Resort suited to roleplaying. several years.
B
adventures, each well-developed and
lue Planets setting is one of the most creative extremely well-illustrated. Descents
and unusual in recent memory. designers wisely included something to
please just about every type of player:
Initiative, Intellect, Will, Agility, much detail) is a slower-than-average mysteries to unravel, puzzles to solve,
Appearance, Constitution, Dexterity, pace and a bit too much bookkeeping for great roleplaying encounters, and epic
Endurance, Speed, and Strength. In some GMs. battles to win.
addition to plain vanilla humans, Blue Evaluation: Blue Planets setting is one
Planet characters can be biogenetically or of the most creative and unusual in GURPS*: Russia, by S. John Ross (Steve
cybernetically-altered humans, as well recent memory. The rulebook houses Jackson Games, $19.95). Although its
as intelligent dolphins and killer whales enough detailed material to keep an subject matter is a bit esoteric (yet fasci-
that can converse with humans using enterprising GM going for months. The nating), this is quite a bit better than the
mechanical devices. Character genera- rules, however, are a bit too complex and average GURPS historical sourcebook.
tion is accomplished through a complex scant for the tastes of many players. In GMs will appreciate its thorough and
point allocation scheme that takes into any case, at $27.95, Blue Planet is a terrific comprehensive coverage of the magic,
consideration species, genetic predispo- value. Anyone interested in exploring a myths and legends of medieval and
sition, origin, background, education, model of a well-developed and intrigu- tsarist Russia. Cutting some of the drier
and profession. Ultimately, most attrib- ing campaign setting is urged to take a historical material in favor of a longer
utes and skills are measured on a simple look. If the rules arent to your liking, it chapter on designing and running Russ-
1-100 scale; tasks are resolved by rolling wont prove too difficult to convert it to ian campaigns would have made for a
percentile dice under the appropriate your favorite system; in fact, Blue Planet much better book, but GURPS: Russia
value. Because some of Poseidons would probably work well with the still boasts plenty of useful tidbits
inhabitants are either far superior or far ALTERNITY game. between its cover. Like most GURPS
inferior to humans in various arenas, the sourcebooks, Russia is light enough on
rules actually employ several cascading Short and Sweet mechanics to prove useful to GMs using
1-100 scales of varying degrees of Trinity* Technology Manual, designed by just about any game system.
potency. Dolphins, for instance, have an William S. Bruckman, Jon Carroll, Adam
endurance thats measured on a scale Gratun, Conrad Hubbard, Evan
seven entire 1-100 scales higher than Jamieson, Judith A. McLaughlin,
that of humans. While attribute and skill Richard Meyer, John R. Snead, Richard
checks that are off the human scale are Tomasso, and Fred Yelk (White Wolf,
still resolved with a percentile roll, the $15.95). Ray Winninger has been a professional game
ultimate results of those checks take The Technology Manual is a fascinating designer for 15 years. Hes worked with a
scale into account to produce either look at the weaponry, electronic devices, number of publishers, including TSR,
more or less significant results. and spaceships that populate White FASA, White Wolf) West End Games, May-
Combat in Blue Planet is unexpectedly Wolfs Trinity game setting. While most fair Games, and Pagan Publishing. These
complex, employing a phased action gadgetry catalogs are useful but not very days, he writes screenplays and stories, pro-
system à la Champions. Combatants roll exciting to read, the Technology Manual duces multimedia and plots Internet strat-
Initiative only once per battle to deter- includes 40 full-color pages of interest- egyfor a Fortune 500 corporation.
mine how many phases pass before they ing essays explaining the various
116 A U G U S T 1 9 9 8
finds a wayas do the Symbiots, who Radiation Screen
now claim the world as their own. A Deadlands Adventure and Screen
$20.00 By John Hopler
Stock #234 The Marshals screen for Hell on Earth is
ISBN 1-888906-12-X here! Its got everything you need to run
the game, all on sturdy cardboard for
INNER CITY GAMES reference. Includes a 48-page Hell on
The Ritual of the Golden Eyes Earth adventure.
An Fantasy RPG Adventure $15.00
By Christopher Clark with Gary Gygax Stock #6001
The pursuit of a kidnapped princess
soon becomes a chase through an aban- NOTICE
doned mausoleum, the discovery of an The Sixguns & Sesheyans article in
ancient dwarven ruin, and a faceoff with issue #249 included the term Weird
the living nightmare known as the West, a trademark of Pinnacle Enter-
Pack. Strange legacies of power could tainment Group. The use of the term
save or destroy the world . . . and only was not intended as a challenge to the
you can decide which. trademark. Our apologies to Pinnacle
$15.95 for the mistake.
ICG7202
A
t TSR in the early 80s Tracy Raye Starshield Project, a science-fantasy
Hickman conceived Project shared world he created with Weis. Del
Overlord, a novel and three Rey Books has published the first
modules that grew into the first Starshield novels, Sentinels (later retitled
DRAGONLANCE® trilogy (by Margaret Mantle of Kendis-Dai) and Nightsword,
Weis and Hickman) and 15 companion and Hickman has returned to the setting
modules. So youd expect Hickman to for this issues story, Dedraks Quest.
think big. How big is he thinking Starshield is a universe where a soci-
nowadays? You cant imagine. ety of dragons can confront blaster-
On his handsome World Wide Web armed spacemen or wizards wielding
site (www.trhickman.com), Hickman magic staves with computer targeting,
offers his autobiography: born in Salt Hickman explains. For this issues tale,
Lake City, 1955; Mormon mission to I wanted to do a twist on the old
Hawaii and Indonesia, 1975-77; married knight hunts monstrous dragon story.
childhood sweetheart Laura Curtis, Dedrak, the dragon in the story, is a
1977; joined TSR, 1981; DRAGONLANCE, major character in the second novel.
1985; left TSR, 1987; over 30 novels in The Starshield project grew out of my
collaboration with Weis; solo author of desire to share the creation process with
Requiem of Stars and The Immortals, 1996; all our fans. Many of the ideas, worlds,
now lives with his wife and four chil- and creations submitted by our citizens
dren in St. George, Utah. find their way into our novels. Everyone
There Hickman also hints at new whose material is used gets credit and a
DRAGONLANCE developments, now that chance to participate in profits from
he and Weis are working on a new online sales of their adventures.
trilogy. Even in interviews, he wont let We are very excited with the new
slip more than hints. The plot for the WebRPG site. Anyone can freely down-
new trilogy is perhaps the most top- load both the first novel and a massive
secret thing weve ever done, he says. Starshield roleplaying game. Simply go
Its a story of what really happened to to starshield.webrpg.com, and well
Krynn... a dark and sinister secret. grant you a handful of stars.
Hickman is more forthcoming about Though the site doesnt actively pro-
his other work: I still believe the origi- mote it, Hickman proudly discusses
nal Ravenloft modules [1983, 86, with Starshields ultimate purpose, his
Laura Hickman] were perhaps the best biggest dream yet: to finance a perma-
that ever had my name on them. We nent colony on Mars by the year 2010.
played that module every Halloween for From the development of a commercial
about five years before committing it to space plane, an orbital platform, long-
print. Then theres his novel The Immor- term life sciences, dependable interplan-
tals (Roc, 1996), a near-future cautionary etary transport vehicles, to the
tale about AIDS concentration camps in colonization itself-we dare to dream
Utah: I was absolutely driven to write this dream, says a mission statement.
that book. I was able to say many things My idea is to take the creative energy
that I felt strongly about and still do. we put into entertainment and channel it
It is perhaps my finest work. toward a real-world goal.
On his Web site, he also expresses This visionary project has historical
principled views in his essay Ethics in precedent. For instance rocketry pio-
Fantasy: Morality and D&D, required neers Konstantin Tsiolkovsky and Her-
reading for any game designer: Fantasy mann Oberth both financed early
is not escapist fiction; it is a morally experiments with audaciously specula-
based genre. Good fantasy demands tive books. Whether or not the Starshield
The co-creator of DRAGONLANCE® ethics, and good fantasy roleplaying Project does the same, Hickman, like any
and author of this issue's short story, demands ethical design. Basing a fantasy big thinker, considers the effort itself
"Dedrak's Quest," is now conjuring the world or character on evil is lazy; its a vital: Whether we make it to Mars may
new science-fantasy Starshield cop-out. Creating a fantasy world that not be as important as that we honestly,
projectand you can help. requires true heroism may not be as courageously tried.
easy-but its a whole lot more fun.