Dragon Magazine #412
Dragon Magazine #412
Dragon Magazine #412
The Mariner
By Jeff Morgenroth
The freedom of the open sea has great
allure to adventurers of all sorts, from
dashing corsairs to murderous pirates.
What kind of mariner are you?
By Lori Anderson
Catch a ride on the Falling Star. And, if it
suits you, build your own vessel, handpick
your crew, and equip your ship with magical
and mundane enhancements.
22 Channel Divinity:
By Chad Brown
Nature is a powerful ally, and the Oak
Father and the Earthmother of Faern are
very giving to those who revere them.
By Rodney Thompson
Visit the secret prison of the sorcerer-king of
Balic, but dare not overstay your welcome.
39 Eye on Eberron:
27 Confessions of a Full-Time
Wizard: Testing, 1, 2, 3, 4
By Shelly Mazzanoble
R&Ds Player-in-Chief lets loose her
inner geek.
By Keith Baker
They say the Sovereign Swords are the
chosen weapons of the Sovereign Host.
As living instruments of the gods, they
can appear as allies or enemies. But
be warned: these divine heroes arent
entirely what they seem.
17 D&D Outsider:
By Ed Greenwood
Rhauntagar. Before the world ends, many
adventurers will learn to fear this name.
Character Theme:
The Mariner
By Jeff Morgenroth
Illustration by Ed Cox
Developing your character into someone who has a
rich story can be a fun and rewarding process. You
likely have an idea of what race and what class you
want to play, but you might have only a general idea
of what your characters life was like before you start
playing the character at the gaming table. A theme
can help you flesh out your character and provide
some interesting options for developing his or her
background.
This article details a character theme for those
seeking excitement on the high seas: the mariner. It
also describes a sample ship that a mariner can help
crew or captain during adventures.
T he M ariner
Mariners are intrepid folk who take to the worlds
great oceans and seas, living on the rolling waves
aboard ships of all kinds. Though they hail from
many races and walks of life, mariners have one thing
that unites thema love of the sea and the freedom
it brings. Mariners set their course for wherever the
winds take them, whether dodging icebergs in the
arctic circle, clipping through the azure waters of
the tropics, or crossing vast seas to unknown lands.
The crisp sea air is the siren that turns the mariners
rudder to dry land, drawing him or her to see whats
beyond the watery horizons.
No two mariners share the same story. Their
backgrounds converge only in the fact that they have
CHARACTER THEMES
Your characters theme is a career, calling, or
identity that describes who he or she is in the
world. Just as race and class create basic definitions about who your character is, theme adds
a third character component to help refine
your story and identity. The mariner theme can
encompass several unique stories within the
same concept. For example, if youre a rogue
who chooses the mariner theme, you could be a
buccaneer in search of plunder, while a warlord
mariner might be a naval officer aboard a royal
man-of-war.
For information on using themes as part of
character creation and rules for how to gain and
use theme powers and features, see Heroes of
Nature and Lore, the first article in this series,
from Dragon 399.
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The Mariner
patroncan bring wealth and fame to the mariner.
Others might have dedicated their lives to the royal
navy, waging war against the realms enemies by sea.
These naval captains are the stuff of legends. Few
mariners reach such lofty status, yet even the rankand-file who crew the ships are rewarded with more
adventure and gold than they would ever gain while
on land.
Although many raise sail for love of adventure or
as a profession, those who spend most of their lives
on ships have darker experiences. These folk are
the dread pirates who plunder the coasts. For these
individuals, the sea might serve as a refuge from the
hangmans noose, but most pirates adopt their ways
after realizing that the expansive holds of merchant
fleets contain enough wealth for a hundred lifetimes. Fighting, drinking, and the feel of gold spilling
through fingers are pleasures enough to draw even
honest mariners to live the pirates life.
The importance that great bodies of water play in
various cultures means that members of many races
become mariners. Though the great fleets of humanity can dominate the trade lanes, flotillas of halfling
skiffs ride the rivers far inland. The graceful prows of
eladrin ships glide through the shimmering waters
of the Feywild. Underground, dwarven barges cruise
through subterranean rivers. Still other mariners
are independent members of a tribe, paddling swift
canoes or catamarans from island to island.
Whether one is a humble sailor, a dashing captain, or a cutthroat pirate, all mariners share a love
of freedom. Riding the winds gives them independence unknown by the masses on dry land. The open
sea, fleet winds, the song of gulls, and the promise
of adventure pull mariners more strongly than the
ebbing tide.
Creating a Mariner
Members of any class could enjoy a life as a mariner.
Rogues and rangers excel as mariners due to their
diverse skills and maneuverability. Fighters, paladins,
and warlords might be mariners aboard a vessel,
where they adapt their fighting styles to the close
quarters of ship-to-ship warfare. Scholarly characters
can draw on their studies to help navigate treacherous waters or communicate with newly encountered
civilizations, while ritual-using mariners could conjure
winds or sea creatures. Primal characters are sometimes drawn by water spirits to the ocean. Regardless
of class, mariners develop similar talents learned from
a life at sea, which makes them versatile and responsive to the changing winds of fate.
Starting Feature
Crewing a sailing ship requires a host of skills most
landlubbers never concern themselves with. Though
each mariner typically has a specialty within a crew,
mariners are expected to be able to assist at whatever
task is needed. These duties often require practical
skills such as carpentry, rope use, or navigation. Many
mariners pick up these and other talents during their
youth, informally mentored by their older shipmates.
Other talents a mariner picks up naturally, such as
keeping ones balance during turbulent weather, spotting land against the glare of the sea, or enduring the
sweltering heat and long days of thirst while exposed
to the elements on deck.
Benefit: While you are aboard a ship, you gain a
+1 bonus to any skill check or ability check related to
life at sea. Examples of such checks include an Athletics check to scale rigging, a Diplomacy check to issue
orders to surly crew members, a Perception check
to spot a dangerous reef, or an Intelligence check to
plot a course using the stars. At 10th level, this bonus
increases to +2.
In addition, you gain the sea legs power.
Sea Legs
Mariner Utility
Your time spent riding the ocean swells gives you a keen
sense of balance and timing.
At-Will F Martial
Free Action
Personal
Trigger: You roll an Acrobatics check to balance or hop
down, and you dislike the result.
Effect: You reroll the Acrobatics check and keep the
higher result.
Additional Features
Level 5 Feature
It takes quick wits to manage a seafaring ship. Knowing how and when to promptly adjust a sails trim, tie
down rigging, or adapt to the ever-changing currents
might mean the difference between smooth sailing
or running aground. These situations train you to
remain aware of your environment and adapt quickly
to survive. In combat, these skills translate to swift
reactions.
Benefit: You gain a +2 power bonus to initiative
checks.
Level 10 Feature
When landlubbers set foot aboard a ship, they can
be clumsy and awkward, stumbling their way across
the deck or feeling closed in by the web of rigging. To
a mariner, it becomes second nature to maneuver in
crowded spaces or across cluttered floors. You move
with casual ease through obstacles that would trip
others, especially when you can take advantage of a
ships numerous ropes to quickly swing or maneuver
between decks.
Benefit: You ignore difficult terrain when you
shift. While you are aboard a ship, you can use a
minor action once per round to shift 1 square.
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The Mariner
Sea Chantey
BE YE SWAB OR CAPTAIN?
Your characters role aboard a ship depends a lot
on the nature of the campaign. You might begin a
mariners life as a youthful sailor or cabin boy reporting to an officer. As the campaign progresses, you
will have the chance to distinguish yourself during
adventures, perhaps ascending to the rank of captain.
With your DMs permission, you might begin as the
captain of a humble vessel, crewing it with the other
members of the party. Even if the DM doesnt pursue
a naval-themed campaign, you can still be an effective
mariner. Instead of working aboard a ship, you might
be an old sea dog who brings your nautical skills to
adventures ashore.
Below are some of the principal titles found on a
sailing ship. Your skills can make you an excellent fit
for one of these roles, or you might instead be forced
into a role by your captain.
Captain: A captain is the ultimate authority on the
ship, responsible for delegating orders and determining the ships actions.
Quartermaster: An officer with almost as much
authority as the captain, a quartermaster is largely
responsible for all that transpires below deck, such
as the organization and dispensation of supplies.
Optional Powers
Skills learned as a sailor often carry over into activities ashore, yet although mariners arent fish out of
water when on dry ground, most are more comfortable aboard their ship. Mariners who truly devote
themselves to life at sea often pick up a repertoire
of abilities different from those of their landlubber
counterparts.
Mariner Utility 2
Shifting Tides
Mariner Utility 6
You quickly pass through cramped surroundings as an enemy advances, using a tangle of ropes or other hampering
objects to make the foe vulnerable to attack.
Encounter F Martial
Immediate Reaction Personal
Trigger: An enemy enters a square adjacent to you.
Effect: You shift up to half your speed, ignoring difficult
terrain. The first time you hit the triggering enemy
before the end of your next turn, the enemy is
immobilized (save ends).
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The Mariner
Avast!
Mariner Utility 10
A stern command from you causes even the surliest sea dog
to hold fast.
Encounter F Martial
Minor Action
Close burst 5
Target: Each ally in the burst
Effect: Each target can choose to be slowed until the
end of your next turn. If a target does so, he or she
gains a +2 power bonus to all defenses and can reduce forced movement against him or her by up to 2
squares while slowed by this effect.
Sample Ship:
T he O sprey
Starting from humble origins, the Osprey is a jaunty
carrack whose masts have flown the banners of villains and kings alike. Its crew is a motley assortment
of patriots and scoundrels, carrying out orders that
make them outlaws to some and heroes to others.
The Ospreys storied legacy is told by bards at ports
near and far. Even members of the Ospreys current
crew exchange tall tales of their ships exploits, with
none knowing for sure which stories are real. One
thing is certain, though: A hundred marks of old battles spark the adventurous spirit of those aboard.
History
The Osprey originated as a merchant carrack, plying
the waters at the expanding edges of the Nerathi
empire. During the empires final years, it was commandeered by the imperial navy and converted for
war. When the empire fell at last, a Nerathi admiral
used the vessel to spirit away a small group of survivors to the southern frontier. After coming upon a
distant cove surrounded by dark forests, the Nerathi
survivors ran the vessel aground and fled inland.
Astral Tides
The young explorer Qaelwyn Farsight claimed the
Osprey for herself, though sailors throughout the
port warned that the ship was cursed twice over.
Undaunted, she used her familys fortune to repair
the Osprey and hired a crew eager for adventure.
Obsessed with charting the mysterious areas beyond
the edges of her navigators maps, Qaelwyn pressed
ever into the unknown. She mastered the eight seas of
the Iron Circle and grew famous for her discoveries,
yet wanderlust drove her. Ever farther she explored,
and legends say she sailed beyond the horizon and
onto the Astral Sea. The Osprey returned to civilized
waters many years later with a full crewexcept for
SETTING SAIL
The Osprey is a versatile ship that can form an
integral element to your adventures, perhaps
creating the foundation for a naval-themed campaign. Even with the ships involvement kept to a
minimum, it can provide you and your allies with
a speedy mode of transportation to adventure
sites, as well as a familiar home base to recover
from and plan for your adventures. The sample
history and NPCs below can give you inspiration for how to make the Osprey as dynamic a
site as a comfortable inn set in more familiar
campaigns. Additionally, it provides you with
an idea for how your mariner character can join
or fit into a ships crew. You might find creative
ways to incorporate elements of the Ospreys history into your own background as well as add to
its storied legacy.
Check with your DM about how to include
a ship such as the Osprey into your characters
history and the campaign.
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The Mariner
ON DECK
The Osprey is a carrack, which is a three-masted
ship large enough to be stable in rugged seas
and roomy enough to carry crew and provisions
on long voyages. Treat it as a greatship (Adventurers Vault, page 18). The Ospreys sleek profile
and modifications emphasize speed over broadside tactics. Because the ship was designed for
speed, lower its hit points to 300 and increase
its swim speed to 8. Additionally, the Osprey has
a load of only 100 Medium creatures and 250
tons of cargo.
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The Mariner
Trakas Laughingstone: This gregarious goliath
is the Ospreys carpenter, whose peerless handicraft
keeps the ship afloat and friendly demeanor softens
the boatswains discipline.
Nyasha: Nyasha is a mysterious tribal elf from the
southern jungles whose communion with the winds
fills the Ospreys sails.
Blackjack: Bearing every brand of piracy known,
the reformed Blackjack tends the galley, where he awes
impressionable crew with tales of his pirate days.
Morgan Clegg: Former quartermaster to the
Ospreys deposed smuggler captain, Clegg is a thorn in
Captain Drakes side because of his cynicism and his
tendency to gossip with the crew.
Dangle: The captains pet monkey bears a gold
key around his collar, though none but Drake have
set hands on the wriggling scamp long enough to discover what it opens.
Kal the Red: Kal is a newly arrived seaman
recruited for his skilled swordplay, though rumors say
his ambition bodes ill for the captain.
Developer
Tanis OConnor
Editor
Miranda Horner
Managing Editor
Kim Mohan
Development and Editing
Lead
Jeremy Crawford
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, Stan!
Senior Creative Director
Jon Schindehette
Art Director
Kate Irwin
Illustrator
Ed Cox
Digital Studio Consultant
Daniel Helmick
Publishing Production
Manager
Angie Lokotz
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Unearthed
Arcana:
Using Ships
in Your
Campaign
By Lori Anderson
Illustration by Adam Paquette
Cartography by Mike Schley
What could be better than the wind at your back, the
sun shining warmly on your face, the soothing sound
of waves crashing, and the gentle roll of the deck
beneath your feet? As you set sail on the open sea, the
air is electrified with the promise of adventure. Travel
to exotic locales, explore unknown lands, encounter
strange sea creatures, discover forgotten civilizations,
and uncover buried treasure.
The ocean is filled with incredible beauty, great
dangers, exotic creatures, and thrilling adventure.
Adventure does not come without peril, and a good
ship can make or break the journey.
Custom ships can add excitement to any seafaring
campaign. This article provides a sample ship and
guidelines for creating customized ships, as well as
sample crew members and adventure hooks for using
ships in your campaign.
TM & 2012 Wizards of the Coast LLC. All rights reserved.
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E x ample Ship:
T he Falling Star
Most people seeking to travel by ship request passage
on a merchant ship heading in the same direction.
The fare, negotiated with the captain, is typically
paid in gold, service, or both, and varies based on the
distance, the danger involved, the captains temperament, and whether the destination requires a change
to the original route. Many captains are glad to have
adventurers aboard their ship and give them free passage in exchange for protection against creatures or
pirates that might attack the ship. That is, of course,
if the adventurers wish to travel where the ship is
already scheduled to go. Captains are generally reluctant to alter their routes or travel in dangerous areas
unless they are tempted with gold.
A carrack is a sailing vessel suited for exploration
and ocean travel. It can withstand the high seas and
fierce storms of the open ocean and has enough cargo
room to carry the supplies necessary for long voyages.
Alternatively, it can be used as a merchant vessel to
transport goods. A carrack can be rented for 500 gp
per week with a full crew or purchased outright for
9,000 gp.
A carrack has the following features, as shown on
the map of The Falling Star.
1. Main Deck: The ships main deck holds standard supplies for running and repairing the ship.
Near the forecastle (area 2), a large crate is securely
bolted down and filled with tools, ropes, and other
supplies. A small rowboat is lashed to the middle of
the deck. Carracks typically have between two and
four masts, and a crows nest sits at the top of the
main mast.
2. Forecastle: The forecastle (focsle) serves as
a platform for archers to fire on enemy ships and as
a defensive stronghold in case the ship is boarded.
A ballista is located on each side of the forecastle. A
cubbies on the wall for the crews personal belongings. Chalk marks on the wall count the number of
days the ship has been out to sea.
11 & 12. Passengers Quarters: These rooms
have several sturdy, comfortable beds. At the foot
of each bed is a large chest with a lock to store personal belongings. Each chest holds a complimentary
jar of smelling salts or a pouch of herbs to alleviate
seasickness.
13. Galley: The galley, or ships kitchen, has a
small stove, a wash basin, and wooden cupboards
filled with cooking utensils.
14. Mess Hall: This room is filled with two long
tables and rows of wooden benches. Crew members
gather around the tables to eat or to gamble.
15. Lower Deck: Rows of low wooden benches
line each side of the lower deck. Long oars can be slid
into the water for use when there is no wind in the
sails, or for delicate maneuvering. When the oars are
not in use, this area is used for storage.
16. Captains Study: Against one wall of the
study rests a large, sturdy writing table. There are
also several bookcases with leather straps across each
shelf to hold books in place during rough seas. Onlt
the captain, the first mate, and the second mate are
permitted to use this room.
17. Captains Sitting Room: The captain entertains prestigious guests in this lavishly appointed
sitting room. Since it is one of the most private locations on the ship, the captain also uses this room to
discuss matters that he or she wishes to keep quiet.
Several burgundy chairs with gold trim surround a
low mahogany table. An elegant gold candelabra illuminates the room, powered by the magic similar to
an everburning torch. An intricately carved liquor cabinet graces one corner, and a thick ornamental rug
covers the rough floorboards. As in every room, the
furniture is bolted to the floor, but here the bolts are
cleverly concealed so as not to ruin the rooms ambiance. Tapestries of nautical scenes decorate the walls,
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Travel Speeds
A ships speed can vary considerably, depending as it does on prevailing winds. Typical travel
speeds are about 4 knots, or 100 miles traveled
per day. The table below shows average travel
speeds based on wind conditions.
Miles/Day
0
30
30
100
165
220
Standard Crew
A standard crew for a carrack includes a captain, a
first mate, a second mate, a quartermaster, a boatswain, a pilot, a cook, a cabin boy or girl, and eighteen
to twenty sailors. The captain is responsible for the
safe and efficient operation of the ship. The captain
also resolves disputes among the crew and is the
ultimate authority on all matters. The first mate and
the second mate are second and third in command.
The quartermaster is responsible for navigation and
maintenance of nautical charts. The boatswain is the
supervisor of the deck crew and also performs routine inspections and maintenance of the vessel. The
boatswain also serves as the ships surgeon, since he
or she is the most skilled with a saw and can perform
rough amputations or stitch someone up if necessary. The pilot helms the ship and is responsible for
safely steering the carrack through dangerous or
shallow waters. The cabin boy or girl runs errands for
Leisure Time
Life on board, staring out at a seemingly endless sea,
can sometimes be enough to test even the stoutest
sailors sanity. Leisure time is important for maintaining order and high morale among the crew. When
sailors are off-duty, they engage in a variety of activities for entertainment.
Games of cards and dice are popular ways of
passing the time. Dice are typically made of wood,
bone, or ivory. Specialty dice bear images of monsters instead of pips, with more dangerous creatures
having a higher value. For example, a six-sided die
might feature a bronze dragon, a water elemental, a
dragon turtle, a kraken, a giant crab, and a shark.
Gambling aboard ship takes many forms, from
card and dice games to betting on everyday things.
Common bets include who will be reprimanded first
on a given shift, what kind of slop will pass as dinner,
or which passenger will be the first to get seasick.
Sailors arent typically rich, so they usually bet in
copper pieces, small luxuries such as reading material, exotic delicacies, alcohol, or services such as
kitchen duty or extra lookout rotations.
No sea voyage would be complete without drinking, singing, and crude jokes. Tall tales might also
provide hours of entertainment, each story more outrageous than the one before.
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11
Other pastimes include reading, writing in journals, sketching, and daydreaming. Sailors rarely
exercise during their leisure time, since they do
plenty of labor-intensive chores while on duty.
Crew members might also spend time praying or
making small offerings to their deities. Most sailors
revere Melora, god of the sea, and pray to her for safe
travel. Sailors might also pray to Kord, the storm god,
to spare them from fierce tempests.
The captain does not fraternize with the rest
of the crew, as that might cause them to view him
as an equal, undermining his authority. He therefore spends much of his leisure time alone or with
T ypes of Ships
When the time comes to purchase a ship, there are
several varieties to choose from.
Apparatus of Kwalish: This lobster-shaped vehicle can travel underwater and carries two Medium
creatures plus their gear.
Argosy: This bulky trading vessel has substantial cargo capacity and requires only a small crew,
making it popular with merchants. However, it moves
slowly and is difficult to handle during storms.
Carrack: This is the example ship described in
detail in the previous section. It carries 30 people and
holds up to 400 tons of cargo.
Clipper: This long, narrow ship is capable of
reaching high speeds but has little room for cargo.
Greatship: This enormous ship can carry 200
people and up to 500 tons of cargo. During wartime,
it is used to transport large numbers of soldiers.
Longship: Ideally suited for river travel or beach
landings, this slender vessel does not have much
cargo space.
Pinnace: This ship is versatile and well suited to
ocean voyages and coastal travel. The cheapest ship
suitable for travel on the high seas, the pinnace is also
cheap to run since it requires only a small crew.
Rowboat: This small boat is used for travel on
small lakes and streams. Rowboats are also found on
larger vessels and are used for exploring new shorelines and beach landings in places where the larger
ship cannot dock.
Ship Types
Ship Name
Cargo
Cost (gp)
Rowboat 200 lbs 50
Pinnace* 30 tons 1,800
Apparatus of Kwalish*
200 lbs
5,000
Longship* 3 tons 5,000
Clipper 5 tons 5,000
Carrack 400 tons 9,000
Argosy 2,000 tons
9,000
Greatship* 500 tons 13,000
*Ship first presented in Adventurers Vault
Shipboard
M agic Items
A ship owner with money to burn might equip his or
her vessel with magical weapons and other amenities. This section presents a collection of pricy items
designed to make a ship more effective in combat or
life aboard the ship more pleasant.
Unless noted otherwise, the items presented below
must be installed on a ship to function. In addition, some items might be inappropriate for ships of
smaller size; for example, one cannot install a captains feast table on a rowboat. The determines whether
an item is appropriate for a particular kind of ship.
A magic item classified as a ship component (as
opposed to wondrous items) functions only when
attached to a ship or used aboard a ship.
Alchemists Lab
Level 10 Uncommon
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Level 12 Uncommon
Figurehead of Balance
Level 13 Uncommon
Ship Component
13,000 gp
Property
Any creature that takes an extended rest in this cabin gains
15 temporary hit points that last until expended or until the
start of the creatures next extended rest.
Ship Component
17,000 gp
Properties
F The ships crew and passengers gain a +2 item bonus to
saving throws made to avoid being knocked overboard.
F When an effect would knock a crew member or passenger prone, the creature can make a saving throw to avoid
being knocked prone.
Level 9 Uncommon
This highly polished round oak table seats twelve and provides a magnificent banquet for all present.
Ship Component
4,200 gp
Utility Power Daily (Standard Action)
Effect: A delicious feast for 12 creatures appears on the
table. Once the meal is finished, the tables owner can
use a minor action to instantly clean the table.
Dragonstrike Ballista
Level 17 Uncommon
Elemental Engine
Level 15 Rare
Flag of Resistance
Level 6+ Uncommon
Level 4+ Common
Oceans Keel
Level 20 Rare
This magical keel makes the ship glide faster through the
water and allows you to create a protective bubble around the
ship as it dives under the water.
Ship Component
125,000 gp
Utility Power Daily (Standard Action)
Effect: The ships swim speed becomes 10, and it can travel
underwater without damage to the ship or its cargo. In
addition, all living creatures are protected as if subject
to the Waterborn ritual, as long as they remain within
20 squares of the ship. Creatures remain with the ship
as it travels unless they swim away from the ship. Similarly, objects remain with the ship and do not float away
unless they are thrown overboard. These effects last for
12 hours or until the ship surfaces.
Special: Only those designated by the ships captain can use
this power.
Sails of Speed
Level 10 Common
Shipboard Shrine
Level 10 Uncommon
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Level 15 Uncommon
Spyglass of Perception
Level 3 Common
Stern Rudder
Level 15 Uncommon
Teleportation Mast
Level 9 Uncommon
A dvanced Crew
M embers
Heres a sampling of specialized individuals who can
be added to any crew for a price. These templates
should be used in conjunction with the hireling rules
presented in Mordenkainens Magnificent Emporium.
Hunter
Cost: Standard
Hunters are experts at catching fish and other sea
creatures with harpoons or nets. They also know
which body parts of aquatic creatures are worth
money as components.
Traits
O Hunting Expert F Aura 5
Allies in the aura gain a +2 power bonus to knowledge
checks about aquatic creatures.
Medic
Cost: Standard 2
Medics perform amputations, set broken bones, stitch
up wounds, and the like. Ship medics use mostly
mundane tools and herbal remedies, as they do not
have magical abilities.
Traits
O Helping Hands F Aura 5
Allies in the aura gain a +2 power bonus to Heal checks.
Cleric
Cost: Standard 4
Cleric use magic to cure diseases and heal grievous
wounds. They can also perform rituals and provide
spiritual guidance. If someone dies, the cleric can perform the last rites and conduct a proper burial at sea,
as well as provide solace to crew members and passengers. Wealthy, high-ranking individuals typically insist
on having clerics with them when they travel.
Traits
O Helping Hands F Aura 5
Allies in the aura gain a +2 power bonus to Heal checks.
Curative Care (healing)
The cleric can attend to one ally during a short rest. At the
end of the short rest, that ally regains 5 extra hit points for
each healing surge spent.
Sacred Knowledge
The cleric knows and can perform the Raise Dead ritual.
Druid
Cost: Standard 3
Druids familiar with the ocean can be invaluable
when dealing with rough or dangerous seas. They are
adept at predicting the weather, and when sea creatures attack the ship, they can help to communicate
with the hostile creatures and convince them to stop
their attack.
Traits
O One With Nature F Aura 5
Allies in the aura gain a +2 power bonus to skill checks
related to natural creatures.
Predict Weather
The druid can perform the Portend Weather ritual once
per day without ritual components.
Mage
Cost: Standard 3
Mages can summon wind into the sails for faster
travel or scare off pirate ships by casting illusions of
giant sea creatures and the like. Even if they pierce
the illusion, most pirates hesitate to mess with a ship
that has one or more mages aboard, fearing that their
wooden ships might go up in flames.
J u n e 2 012 | D R AG O N 4 1 2
14
Standard Actions
Ritual Expert F Daily
A dventure Hooks
Once they have a ship, the PCs need an exciting
seafaring adventure to go on! Drop these adventure
hooks into your campaign, or allow their ideas to
inspire your own.
The Flower Race: Every year, the heroes home
city hosts a regatta that all of the merchant houses
compete in. The ships must travel to Lily Island,
collect the rare magenta lily that grows there, and
return. The route is treacherous, a rival house might
try to sabotage the ship, and competitors sometimes
attack each other when they are out at sea and away
from the watchful eyes of the judges.
Unwelcome Fate: The merchant carrack Lady
Luck has fallen on hard times. For the past month, the
ship has been attacked by pirates on every voyage,
despite taking alternate routes and adjusting its
schedule. The vessels owner hires the adventurers
for added security, and to ferret out the cause of this
ill luck. One of the crew members is a mole working
with a group of pirates. Using a magical beacon, he
broadcasts the ships location and informs the pirates
where the most valuable cargo is stored. The pirates
then attack, steal the cargo, and split the loot with the
mole at the next port.
Undersea Expedition: History books speak of a
glorious city of sea elves deep in the ocean, but no one
has traveled to the area for quite some time. Scholars are interested in discovering the fate of the city,
while merchants are interested in forming a trade
Rift at Dagger Point: Ships have been disappearing near Dagger Point. Merchants and political
leaders in ports along the trade route are growing
concerned, since trade has essentially stopped. A
huge whirlpool has formed off Dagger Point, and at
its center yawns a rift to the Elemental Chaos. An
unscrupulous efreet is using the whirlpool to draw
merchant ships into the Elemental Chaos, and he has
earned a tidy profit selling their trade goodsand
selling the crew into slavery!
Ship of Kings: Two warring kings agree to meet
one another to discuss a truce, and after months of
negotiation its agreed they will meet in a neutral
location, away from the prying eyes and eager ears
of their unscrupulous advisors. They elect to hold
the meeting on the open sea aboard the adventurers
ship. When a sahuagin baron declares war on both
kingdoms and attacks the ship, the adventurers must
repel the sahuagin threat and remind the kings they
have a common enemy.
J u n e 2 012 | D R AG O N 4 1 2
15
Developer
Tanis OConnor
Additional Design and Editing
Christopher Perkins
Managing Editor
Kim Mohan
Development and Editing Lead
Jeremy Crawford
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, Stan!
Senior Creative Director
Jon Schindehette
Art Director
Kate Irwin
Illustrator
Adam Paquette
Cartographer
Mike Schley
Digital Studio Consultant
Daniel Helmick
Publishing Production Manager
Angie Lokotz
J u n e 2 012 | D R AG O N 4 1 2
16
D&D Outsider:
More
Inhuman
Resources
Acquiring an Elite
Henchperson: A Chaotic
Neutral Seminar
Written and Illustrated by
Jared von Hindman
Ladies and gentlemen, I know youre in a hurry.
There just dont seem to be enough encounters in the
day to get everything done. Dragons lie atop hoards
of capital waiting to be liquidated. Archlich mages
hunker down, hoping their undead tax bracket will
let them wait out the dungeon real estate crisis. And
no one is happy with the immigration boom of dragonborn, tieflings, kenku, shardminds, and wilden
taking story arcs away from hard-working half-elves
across the campaign. In these trying times, its even
more important to outsource the petty labors of your
adventures than ever before.
I bring you good news! Today were going to talk
about how to find the right henchperson for your
questing paladin, hire the right secretary for your
wizards tomes, and even get an owlbear on staff.
M a y 2 012 | D R AG O N 4 11
17
D&D Outsider
Question 1
Question 3
Question 2
Where do you see yourself in 5 rounds?
If things go really badly, as they often do, you want
to make sure that youre not wasting your time putting your henchmen through the Undermountain
Orientation program. Theres a lot of turnover in the
hireling world, and if one implodes whenever a ghoul
sneezes, thats time you could have spent training
someone else.
On the other hand, you dont have to pay dead
henchmen and -women. Many of our clients keep a
stack of applicants on call for just this purpose. Your
insurance premiums will skyrocket once the DM
figures this out, but its not your fault that you keep
hiring brave front-line individuals who retire early
due to spiked pits and hobgoblin archers, right?
Question 4
How would you respond to being set on fire?
You might think this question is designed to throw an
applicant off balance, but were playing Dungeons &
Dragons here. This will happen. Admit it.
Question 5
Why are you looking for a position in our adventuring
company? What happened to the last party that employed
you?
Dont forget to check references. Unlike in the mundane world, the answer All my references are dead/
devoured/banished to the Astral Plane isnt too far
out there. That said, no one likes a chronic survivor
J u n e 2 012 | D R AG O N 4 1 2
18
D&D Outsider
(unless its you), particularly if she is the only survivor
(unless its you).
Question 6
Do you have any salary expectations? or How do you
feel about an unpaid internship?
Where do you draw the line between player characters and nonplayer characters? How much depth
does a hireling need before he starts wondering why
he isnt getting a chance to roll on the random loot
table? Of course, if you want to get aggressive with
this, you can use your henchman as an offshore
banking account to double your take of the loot. Just
Question 7
Do you have any story hooks we should be aware of before
we schedule a second interview?
You might need to ask specific questions to pin the
candidate down. Are you destined to give birth to the
Ungod, Destroyer of All Things? Does that tattoo
show your former allegiance to an evil organization
that is still hunting you? Are you thousands of years
old and looking for your undead lover of eons past?
The Dungeon Master is the fatal flaw in any companion character with . . . well, character.
Some of our clients are tempted to downplay
a hirelings strength to keep her under the radar.
Henchfolk who become central to turning the tide
of battle often meet terrible ends. When signing up
new employees, be sure they make the whole team
look good, not create a foil of inadequacy. Dungeon
Master Wrangling is a seminar for another day, but
in a pinch, dont discount the power of a well-placed
bribe. This most definitely includes cake.
Other Questions?
You can find other versions of these questions in Dungeon Masters Guide 2; page 26 of that book features
a character survey and a player survey. The problem
with that material is that no matter how you spin it,
you lose control of the hiring process. In the 13-step
process to building your own custom companion
(pages 3031), only the last stepfleshing out the
companions roleplaying detailsaddresses any of the
pitfalls mentioned above. You dont want to put your
J u n e 2 012 | D R AG O N 4 1 2
19
D&D Outsider
Familiar H istory
An Introduction to Smart
Hench Shopping
No business model stays dynamic and fresh indefinitely. As such, were going to look back at the
innovations that the average adventurer must understand before making a good investment decision.
In the early days, we can see a trend in the availability of companions in D&D. Early options were
severely limited, targeted to the small business owner
in the heroic tier. Players in the Living Forgotten
Realms campaign were all too familiar with the
consumable item known as a riding horse and the
hassle of upgrading them to warhorses, celestial chargers, dire battle swine, or giant ants, depending on
their regional restrictions.
Although the RPGA has implemented insurance
for all mounts, replacing any steed that falls victim
to a carrion crawler bite (referred to by tech support
as the red ring of death), this problem illustrates
why you need to take the long view when shopping
for a flanking ally. If you become too attached to
your faithful riding horse, how will you react to a
flimsy rope bridge leading into eldritch mists above
a bottomless chasm? Weve all seen innocent animal
companions receive that infamous push off the cliff
meant to save them from the hook horrors of starvation. Likewise, many a game session and thief skill set
have been repurposed to invent an equine-centered
pulley system to make sure that Sharbiscuit isnt left
behind.
Sure, the emotional and social value of these
kinds of companions arent to be dismissed, but dont
forgetSharbiscuit breaks down to about a weeks
rations if you cant make it to the Skullport Bar &
Grill in time. The meat might be seasoned with paladin tears, but this kind of out-of-the-box thinking will
T he T heme of the
Crop
Or, How I Learned to Stop
Worrying and Love the Fey
Beast Tamer
The next few products to hit the D&D companion
market set the standard for professional henchman
placement. Anyone who passed her Polymorph &
Potions class could qualify to have a familiar, a magical little creation of her very own.
Beast companions arrived for the niche ranger
market. These flavors solved the red ring of death
problem, albeit from different angles. Worried about
your book imp falling to a horde of zombies? No problem! D&D tech support allowed you to reinstall your
familiar easily using the patent-pending Short Rest
technology.
Meant for high-end users, beast ranger companions led the way to new innovations in expendable
NPCs. From summoning for almost every power
source to shaman spirits to precious metal zoology, it
could be a crowded table for the unprepared. Combined with hybrid class options, it was a good time to
be a Litterbug.
Precious metal zoology was a particular boon to
the dragonslayer on the go. Known to the layman as
figurines of wondrous power, these magic items let you
keep a beast of burden on call without the fuss of
having to feed or clean it. (Fun fact: Emerald frogs do
not leave tiny piles of emeralds behind them. Many
a dwarf mineralzoologist has confirmed such.) Even
T eams, S chemes,
and T hemes
Lets fast-forward, shall we? Weve had multiple new
classes with not one summoned companion but a
whole wedding party in the case of warlocks of the
White Well, fey zombie bridesmaids, and all. Weve
had paragon path pyramid schemes, in which your
familiar brings another on board, as well as themes,
the marble elephant (of power) in the room. With
J u n e 2 012 | D R AG O N 4 1 2
20
D&D Outsider
notable imports from foreign markets such as the
Feywild and the Elemental Chaos, themes made it
possible for any character to have any possible combination of NPC assistance. Its a buyers market, and
if youre brave enough to capitalize on it, the rewards
are there. Instead of just showing you how to turn a
bland barbarian into a beastmaster, lets look at some
of the more narrative tools available to the gamer on
the go.
Ohyou wanted to flip through the Slaads &
Rothbuck catalog and do a little price comparison
between an owlbear and a clockwork horror? If youre
not looking for a companion with autonomy, youre
spoiled for choice. For example, youve got the fey
beast tamer theme. Youve got the White Horn knight
paragon path, which lets you enslave a unicorn.
Youve got the moteborn theme, which withholds
pacts with lesser elementals who also fetch you coffee.
Youve got the blackguard, which can summon an
avatar of rage to answer trivia questions.
There are a lot of options availablemore than
ever before. The thing is, with Heroes of the Feywild
and Heroes of the Elemental Chaos, we start to see
options that have hints of narrative impact. The
familiar bloodsmith paragon path lets you have two
familiars, yet the witch class gives you a familiar
thats an unholy link to a mysterious patron who
whispers secrets in your ear. The shair class has the
same mechanic but is the representation of a soullinked elemental gen that negotiates with higher
powers for shortcuts to spells. Similarly, the Sidhe
lord theme and the Sarifal feywarden theme both
provide a creature thats less of a servant and more
of a coworker. You might see it only once per day
between extended rests, but its a recurring character
in your daily routine.
Often seen as the Cadillac of story-driven companion options these days, Robert Schwalbs ]Henchmen
and Hirelings from Dragon 397 is so nice that Mordenkainen included it in his emporium. We here
D o Your Part to
S olve the NPC
O verpopulation
Crisis
Inhuman Resources would like to close todays
seminar by bringing your attention to the option
for making NPC companions in your game. In our
home game, weve enjoyed watching one hireling
Jared von Hindman is an artist, writer, and sometime comedian whose comics, paintings, and poor choices of words have
dwelt upon this very website since 2009. When not drawing
on sidewalks in Eternal Chalk, he lairs in Berlin, Germany.
Visit Jared on Twitter @JaredvonHindman.
Editor
Ray Vallese
Managing Editors
Kim Mohan, Miranda
Horner
Art Director
Kate Irwin
Illustrator
Jared von Hindman
Digital Studio Consultant
Daniel Helmick
Publishing Production
Manager
Angie Lokotz
J u n e 2 012 | D R AG O N 4 1 2
21
Channel Divinity:
Chauntea and
Silvanus
By Chad Brown
Chauntea,
Great Mother
Chauntea is a kind mistress, revered by those who
work the land for their living. From the earliest days
of the world, the Great Mother has nurtured life,
encouraging growth and bounty. As the mortal races
bloomed, Chauntea grew with them, teaching them
to treat nature with respect and showing them how to
benefit from the fruits of the world.
J u n e 2 012 | D R AG O N 4 1 2
22
Silvanus,
Forest Father
Where Chauntea preaches empathy, Silvanus
teaches the value of balance and the importance of
the cycle of life and death. He and his followers are
viewed by some as the guardians of life and nature,
and by others as uncaring opponents of the constant
encroachment of civilization. When nations first rose
and the Great Mothers focus shifted to the mortal
races and their burgeoning numbers, the Forest
Father retained his connection to the deep wilds, the
natural order, and the cycle of birth and death.
Silvanus dispenses drought and rain, fire and ice,
mercy and savagery, all in the pursuit of balance.
Silvanus and his followers are sometimes seen as
heartless, valuing the life of a tree or grove over that
of a person or a village, but the truth is that Silvanites
value all life: plant, animal, and mortal. Worshipers of Silvanus demonstrate and preach respect for
nature, taking only what is needed and maintaining
the balance. Some druids of Silvanus consider huge
cities such as Baldurs Gate to be tragic examples of
civilization run amok and of trying to exceed what
nature can sustain.
The holy places of Silvanus are almost all located
in the deep wilds, and each ones location can shift
with the seasons. It is widely hypothesized that such
sacred locations exist in the jungles of Chult, the
elf-woods of Aglarond and Luruar, Sarifal in the
Moonshaes, and the Great Wild Wood of Murghm.
Many Silvanites become grim when the Chondalwood is mentioned; several sacred groves there are
rumored to have fallen to the depredations of the
plaguelands and Underdark activity originating
from the nearby Underchasm. Enclaves of Silvanite
Common Ground
Feats
The following feats are available to any characters
who meet the prerequisites.
Chaunteas Comfort
Feat Utility
J u n e 2 012 | D R AG O N 4 1 2
23
Firefoe of Silvanus
The Oak Father has always distrusted fire, a valuable
tool of renewal that can be misused to destroy. Some
of Silvanuss clergy undertake mystic practices to
combat the mishandling of fire.
Prerequisite: Must worship Silvanus
Benefit: You gain resist 5 fire. This resistance
increases to 10 at 11th level and 15 at 21st level. If
you already have fire resistance, it instead increases
by 5.
In addition, against fire creatures, your divine
attack powers and primal attack powers deal extra
damage equal to your Wisdom modifier.
Mothers Bloom
Chaunteas blessings spread as you take a few minutes
to meditate on her glory.
Prerequisite: 2nd level, must worship Chauntea
Benefit: You master the Bloom ritual. You can
perform the Bloom ritual in 5 minutes, including
during a short rest, and you need no ritual book to do
so. Performing the ritual during a short rest does not
prevent you from resting. If a creature in the rituals
affected area spends healing surges at the end of the
rest, that creature regains additional hit points equal
to your Wisdom modifier with each healing surge.
In addition, you can perform the Bloom ritual
once per day without expending ritual components.
Belled Branch
Feat Attack
Holy Symbols
The items described below can provide characters
who follow Chauntea or Silvanus with some flavorful
options.
Belled Branch
The earliest druids knew a technique for focusing
magic through tree branches encrusted with mistletoe and holly, allowing them to cast spells safely. The
druids of Silvanus and Chauntea developed these
holy symbols to replicate the effect of that ancient
knowledge.
Level 2+ Common
This silver tree branch, strung with tiny golden bells, hangs
from a simple chain. It allows safe prayer in the heat of
battle.
Lvl 2 +1
520 gp
Lvl 17 +4
65,000 gp
Lvl 7 +2
2,600 gp
Lvl 22 +5
325,000 gp
Lvl 12 +3
13,000 gp
Lvl 27 +6 1,625,000 gp
Implement: Holy symbol
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
You provoke no opportunity attacks for using ranged or area
divine attack powers with this implement.
Hamadryad Egg
Creatures of nature who live in deep forests, hamadryads are common allies of those who worship
nature deities. The first hamadryad egg was a milky
stone that a cleric of Silvanus carved and gave, in jest,
to the hamadryad Metiai. To his surprise, on the night
Hamadryad Egg
Level 3+ Uncommon
J u n e 2 012 | D R AG O N 4 1 2
24
Level 4+ Common
OTHER WORLDS
Nature deities are a staple of the fantasy genre and
are well represented in many roleplaying venues.
Here is some advice on how to use the material
in this article for characters in settings other than
Faern.
In the pantheon presented in the Players Handbook, the goddess Melora represents nature, storm,
and the seas, and she has a strong affinity with
water. The options presented here for worshipers
of Silvanus are useful for devotees of Melora who
focus on the nature aspect of the goddess (rather
than the sea/storm aspects), and also for any distinct
power of your own creation that focuses on nature,
its protection, and its place in the world.
The deity in the Players Handbook that most
closely corresponds to Chauntea is Erathis, who
advances the interests of civilizationthough not
necessarily at the expense of nature. Erathis, like
the Great Mother, places great value on cooperation
and communal effort.
In an Eberron campaign, these options can work
well for worshipers of Arawai, Balinor, and Boldrei.
Consider allowing worshipers of those deities access
to options associated with the related deity from
the Forgotten Realms setting: Silvanus for Balinor,
Boldrei for Chauntea, and either one for Arawai.
J u n e 2 012 | D R AG O N 4 1 2
25
Divine B oon
Natures Fervor
The powers of the natural world teach that the cycles
of life and death are an essential component of existence. Creatures that pervert or disrupt these cycles
are subject to the ire of the devotees of nature.
Natures Fervor
Level 3+ Uncommon
Developer
Chris Sims
Editor
Miranda Horner
Managing Editor
Kim Mohan
Development and Editing Lead
Jeremy Crawford
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, Stan!
Senior Creative Director
Jon Schindehette
Art Director
Kate Irwin
Illustrator
Claudio Pozas
Digital Studio Consultant
Daniel Helmick
Publishing Production Manager
Angie Lokotz
J u n e 2 012 | D R AG O N 4 1 2
26
C o n f e s s i o n s o f a F u l l -t i m e w i z a r d
Testing, 1, 2, 3, 4
By Shelly Mazzanoble
Illustration by William OConnor
Weve all signed up for the D&D Next playtest,
right? We all downloaded our packets and have been
busy running and playing in the Caves of Chaos? All of
our surveys have been thoughtfully filled out and submitted? Good. Lets talk about it then, shall we?
Around the office, we started playtesting D&D
Next sometime last summer. Id like to tell you everything I remember about those early days, and I will,
but I have the memory of a newborn sea horse, so
bear with me.
Playtest Packet #1
I got an e-mail one day from Greg Bilsland that said
something along the lines of Thank you for Participating in the D&D Playtest.
Participating in a playtest isnt exactly something
you opt into around here. That wasnt a surprise. Its
just assumed youll be partaking.
What was a surprise was that Greg took the liberty
of assigning us our groups. Now some of you might
remember I have an irrational fear of playing D&D
with people I dont know. Especially people who are
really good at D&D, such as anyone from R&D and
six-year-olds. Fortunately, Greg had the good sense
to put me in a group with Bart, Chris Tulach, and my
good friend and editor extraordinaire, Nina. Bruce
Cordell would be our DM. Phew, I thought. I have a
good group! (This feeling was not unlike that day in
high school gym class when square dance partners
were selected.)
J u n e 2 012 | D R AG O N 4 1 2
27
C o n f e s s i o n s o f a F u l l -t i m e w i z a r d
I decided I wouldnt just leave my comfort zone.
Id smash through its walls like the Kool-Aid man
through tissue paper.
Everyone, I said, taking my place at the table.
Meet Lovey Smithsonian. Hes a half-orc. Thats right.
Half-orc.
Hi, Lovey, the group said.
Bart beamed, but only because he thought Lovey
was named after the Chicago Bears coach. In reality
he was named after my beloved stuffed bunny who
lost a battle with the clothes dryer.
Is Lovey a man or a woman? Tulach asked.
Isnt it obvious? I said. Lovey is a dude. A 350pound, six-foot-one big dude.
Chris nodded. Right. Of course. My bad.
Bruce was going to run us through the Tomb of
Horrors, which made me question what we were playtesting here: a new rules system or how quickly Bruce
could TPK four characters. And while were on the
subject, lets talk about Bruce. Heres something you
should know. Bruce is really nice. He always looks like
hes smiling even when he isnt. Or maybe he always
is. He drives a Prius. He fosters kittens. I think hes
even a vegetarian. So whenever Im in the company
of such niceness, I tend to let down my guard. I mean,
this guy rescues kittens. Why should I ever question the
motivation of someone like this as a Dungeon Master?
And then inevitably something happens that
makes me doubt my faith in animal-loving humanity
all over again. The size-of-your-carbon-footprint to
how-kindly-you-treat-your-playtesters ratio is bunk.
There is no correlation.
Bruce Cordell is a silent, smiling, kitten-snuggling
killer.
I dont remember when it happened. I dont even
really know how it happened. All I recall was Tulachs
annoying, eager, cloying wizard and that irritating
lilt to his voice that made every sentence sound like a
question.
Ooooh, someone should look down this hall?
J u n e 2 012 | D R AG O N 4 1 2
28
C o n f e s s i o n s o f a F u l l -t i m e w i z a r d
Shellys Feedback on Playtest Packet #1: Death
comes too easy!
Playtest Packet #2
The next playtest packet arrived a couple months
later. This time my group was my usual Wednesday
D&D Encounters party. Instead of playing D&D
Encounters, however, we were going to playtest the
next iteration of the rules.
Surprise! I played a wizard! But Octavia wasnt
entirely typical. She was a half-elf as opposed to a
purebred. I was definitely more at ease with this character, and because of that, I enjoyed the game much
more. One oddity? We didnt use minis or maps.
How will we know where we are? I asked Chris
Lindsay, completely horrified.
Dunno, he answered. Guess youll have to
listen.
Have I ever told you how bad my group is at listening? And because we are poor listeners we constantly
ask Chris things like, Where am I standing? Can I
see anything? Is there anything good in here? With
the absence of any visual cues like little triangles to
signify rough terrain or red and yellow rings to imply
bloodied or slowed, I figured we were goners. After
the 84th time someone asks Chris where the monsters are, hes going to pull a Lovey and shove us all
into the white board.
But the strangest thing happened. Or rather
didnt happen. No one asked. Not being able to look
at where the rogue was in relation to the mouth of a
cave meant we had to listen. And to do that we had
togasp!pay attention.
Octavia had my old standbys such as burning hands
and shield and sleep in her spellbook, which was cool.
What was not cool was that whole prepare your
spells each day and, when I used them, I lost them.
Thats how it was in my day, Chris said, blowing
off my complaints. Kids these days and their at-wills
and encounter powers. Youre so spoiled.
Playtest Packet #3
When the third packet was ready for playtesting,
I didnt go for the wizard, figuring Id be better off
playing a character proficient with weapons that
didnt fall under the use em and lose em decree.
But I do love the occasional magic trick, so I found
the perfect balance by playing a gnome rogue I
named Pandora Temperlee. Cute, right? At three feet
ten and 43 pounds, Pandora could scale the side of
an embankment while conjuring the sounds of ghosts
whispering across the pond.
Playtest Packet #4
Rouchard Brouchard was born in playtest packet #4
and heralded my return to wizardry. But Rouchard
wasnt just your average wizard. Oh, no. Rouchard
was much more than that. Lets just say he had toiled
his way around a cauldron or two. Yep, this was the
packet where themes were introduced.
Now youre talking, I thought.
They had me at themes describe your place in the
world. (You might remember Im the kind of person
who gives a name and backstory to the living room
chair, so any chance I can get to add flavor to my
character sheet is okay with me.)
J u n e 2 012 | D R AG O N 4 1 2
29
C o n f e s s i o n s o f a F u l l -t i m e w i z a r d
I scoured the list of themes for one that spoke to
Rouchard. Was he an alchemist? Probably something he minored in at wizardry school, so not quite
unique enough. Could he be a gladiator? With his
slight build and impeccable style, not likely. Was he
a spy? Rouchard could already conjure a disguise
with magic if he ever needed to go incognito. In the
end, I settled on the witch theme. (Ive kind of been
obsessed with witches ever since I went to Boston and
learned more about the Salem Witch Trials.)
This packet also gave me another gift. Something
for my wizard to do when he ran out of magic missiles.
You mean I can use this javelin of fire whenever I
want? I asked Chris.
Well, like, on your turn you can, he said. Dont
just go aiming it at people to illustrate a point or
something.
Sure, it didnt deal crazy amounts of damage, but
having a magical implement I could use at will
made me less stingy and more strategic with the
more powerful spells. And that in turn made me feel
like I was good at D&D.
Shellys Feedback on Playtest Packet #4: Even
without minis, maps, or crazy mash-ups of hybrid
characters (all new to me), this game feels amazingly
like D&D. And thanks for the cool javelin. I shall use
it with you in mind.
Editor
Nina Hess
Managing Editors
Kim Mohan, Miranda Horner
Development and Editing Lead
Jeremy Crawford
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, Stan!
Senior Creative Director
Jon Schindehette
Art Director
Kate Irwin
Illustrator
William OConnor
Publishing Production Manager
Angie Lokotz
J u n e 2 012 | D R AG O N 4 1 2
30
Ed Greenwoods
Eye Realms
on
the
The Thing in
the Crypt
By Ed Greenwood
Illustration by Mark Winters
The minor Cormyrian noble house of Keskrelone of
the noble families of Marsember that has never been
wealthy or numerousrecently suffered the loss of its
elderly matriarch, Asdragarna Keskrel. Her body was
taken by coach to the family crypt, which like that of
many Marsembian noble houses, stands in the hills
inland from the waterlogged city. When the sealed
crypt was opened, the Keskrels and other mourners
were shocked to find many of the stone coffins inside
disarrangedpulled down out of the niches carved in
the stone walls and strewn about the floor.
Several coffins had spilled their contents, while
others appeared to have been opened and their
lids dropped hastily back into place. Nothing of
value seemed to be missingexcept the body of one
Keskrel lord. In his coffin lay a misshapen, mummified dead monster, dressed in the robes of a War
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The crypt is long and rectangular, with roughhewn walls and ceiling above a smooth floor, all
chiseled out of solid rock. A raised dais at the rear
holds the heavy, simple stone coffins of Rordurn, the
first Lord Keskrel, and his family. Two levels of closely
spaced niches cut into the side walls hold all the
other Keskrel burials. In the upper, deeper niches,
the coffins are slid in headfirst. The lower niches are
shallower, and hold coffins placed sidelong. There are
not many of these, however, with most of the lower
level empty to await future interments. This construction is typical of the most modest noble and wealthy
non-noble burial crypts across Cormyr.
Asdragarnas burial party was shocked to find that
sixteen coffins had been dragged out of their niches
and moved to the floor. They lay in no semblance
of orderthree on their sides with their contents
spilled, two with lids askew, and four others with the
lids replaced wrongly, end for end, so as to fit poorly.
None of the coffins had been broken, suggesting some
care in handling, though there were fresh chips and
cracks in several lids.
Within their coffins, the Keskrel dead are customarily interred in simple shrouds and arranged holding
something on their breasts that they valued in everyday life. Such objects are chosen regardless of their
worth to others; some Keskrel children were buried
with favorite wooden toys. A simple stone slab placed
across a bodys hips is graven with full name, title,
and birth and death dates. It is possible that many
tomb valuables were taken, since records and memories dont reach far into the Keskrels past. It is certain
that at least one such relic is missing, along with its
ownerone shrouded human skeleton is gone, along
with the plain, workaday war-sword known to have
been buried with him.
This missing lord was Deremoz Keskrel, a haughty
and austere head of the house (and Lord Lhalaundrovams grandsire). He died in 1399 DR of winter
chill, 3 and he was buried with his prized blade and
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Notes
1. In current parlance, highrake means dashing,
strapping nobles who do the gallant, headstrong, and
expensive things that nobles are popularly supposed
to do.
2. It is customary in crypt burials for the casket or
stone coffin to be brought as close as is practical to
the crypt. This is usually done by means of an open
cart or wagon drawn by mature horses (beasts often
retired from other service). A wooden casket will then
be carried into the crypt by the mourners, or by military personnel or guild members if not enough family
and friends are present to physically do the deed. If
the deceased is interred in a heavy stone coffin, the
mourners unhitch the horses and themselves pull the
cart into the crypt, or will sometimes lower it in slings
or conduct it down a ramp if the entrance forces such
alternatives.
3. Winter chill is now the common name in the
Realms for what we would call pneumonia, even
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Editor
Scott Fitzgerald Gray
Managing Editors
Kim Mohan, Miranda Horner
Development and Editing Lead
Jeremy Crawford
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, Stan!
Senior Creative Director
Jon Schindehette
Art Director
Kate Irwin
Illustrator
Mark Winters
Publishing Production Manager
Angie Lokotz
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Eye on DarkSun
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36
Vulgar R ex
The elf Vulgar Rex is a dunerunner who, at one
time, had a dual reputation for being the fastest
dunerunner on Athas and the elf with the filthiest
vocabulary. The days of celebrity are now over for
Vulgar Rex, because he rots in a cell in the Ivory
Dungeon with no chance of escape. When he was
imprisoned a few years ago, Vulgar Rex was young,
vibrant, brash, and uncouth. Years beneath the
White Palace have eroded all of those qualities.
Now, trapped in a tiny cell, Vulgar Rex is embittered
(though still in possession of a salty tongue) and
has lost all his youthful qualities. The elf is a perfect example of what a sentence spent in the Ivory
Dungeon can do to a person in just a short amount
of time, transforming an energetic scoundrel into a
worn-down shell.
Vulgar Rex had the misfortune of drawing
Andropiniss attention when, during a lengthy run
across the desert wastes outside Balic, Rex stumbled
upon a secret staging area for Balics troops. The elf
was caught and interrogated, and was about to be
executed. But when Andropinis plumbed his mind
to see what Rex knew, he found a store of knowledge
about the Athasian wastes that far exceeded that of
any of his best scouts. Vulgar Rexs reputation as a
fast dunerunner was well earned, and that speed
enabled him to traverse dangerous stretches of the
desert without running afoul of the horrors lurking
in the sands.
Rather than having him killed, Andropinis chose
to have Vulgar Rex imprisoned in the Ivory Dungeon, keeping him as a living almanac of the deep
desert. Whenever Andropinis sends troops marching to war, he uses his psionic skill to peel back the
layers of Rexs mind, uncovering information about
shortcuts, hazards, and secret passages that his
troops can use to reach their destination quickly and
without being noticed.
K rolgar
R amhammer
Few prisoners in the Ivory Dungeon are more
pitiable than Krolgar Ramhammer. A hulking halfgiant bruiser, Ramhammer is kept in a prison cell
twice as large as that of any other prisoner, and yet
the accommodations are still cramped. Before being
imprisoned, he was a typical thug in the employ of
Balic. Like his comrades, he enjoyed cracking skulls
for a living. Yet despite his brutal profession, Ramhammer had a likable and friendly disposition when
he was not on duty. At those times, many throughout Balic would welcome Ramhammer into their
company, and he was known as a good customer
(if, occasionally, a little rowdy) at various drinking
establishments in the city. When he was on duty,
however, the half-giants personality changed drastically. Ramhammer acted as a brute and a thug
of the worst sort, and he showed no compunction
about maiming or killing anyone when he received
orders to do so.
His normal life came to an end when Ramhammer, while off duty, inadvertently witnessed
a meeting between conspirators of the merchant
House Wavir and a group of patricians who were
plotting to overthrow Andropinis. Since he was not
working, the half-giant thought nothing of what
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Gendra Z aldanis
Gendra Zaldanis was once a praetor in Balic. A
human female in her middle years, Zaldanis was
not only a trusted templar of Andropinis, she was
alsountil her apprehensiona member of the
Veiled Alliance sent to spy on the sorcerer-king.
Now, as Zaldanis rots in her cell beneath the White
Palace, she seems to grow old beyond her years,
each day sapping more of her youth and will to
live. In fact, many times Gendra has attempted to
starve herself to death, willing to waste away rather
than endure another day of capture at the hands
of Andropinis. Once vivacious and sharp-eyed, she
is now a hollow-cheeked husk of a woman, with
sunken eyes and a haunted expression.
The reason why Gendra Zaldanis has tried to
die, and the reason why Andropinis has not yet
slain this known Veiled Alliance infiltrator, is that
Zaldanis has been imbued with an enchantment
that will alert her superiors in the Veiled Alliance
if she dies. When she was captured, several of the
praetors detected the enchantment and attempted
to remove it, without success. When Andropinis
learned the facts of the matter, he ordered her sent
to the Ivory Dungeon and kept alive. Meanwhile,
praetors who are actually loyal to Andropinis now
feed information back to the Veiled Alliance ( just as
Gendras contacts had done previously), except that
Andropinis controls the information they transmit.
As long as Zaldanis stays alive in the Ivory Dungeon,
her overseers in the Veiled Alliance will continue to
believe they have an infiltrator in the ranks of the
praetors, and will continue to happily receive the
false information planted by Andropinis.
If Zaldanis dies, that opportunity for counterintelligence would end, and the Veiled Alliance
would likely try to infiltrate the praetors anew,
requiring Andropinis to start hunting down another
traitor. For this reason, someone in Balic might be
Editor
Miranda Horner
Managing Editor
Kim Mohan
Development and Editing Lead
Jeremy Crawford
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, Stan!
Senior Creative Director
Jon Schindehette
Art Director
Kate Irwin
Illustrator
Claudio Pozas
Graphic Production Manager
Angie Lokotz
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Eye on Eberron
The Sovereign
Swords
By Keith Baker
Illustration by Thomas M. Baxa
These are desperate times. Refugees strain the resources of
our cities and villages. Brigands and crime lords prosper
at the expense of honest folk. Hope lies in the Sovereigns,
but they cannot act alone; we must be their swords! Boldrei
has charged us to defend the hearth. Aureon calls on us to
uphold his laws. Join me, and they will give you strength.
Marshal Harkan dDeneith
Few people in Khorvaire have heard of the Dreaming
Dark. Based in the dream realm of Dal Quor, it is a
conspiracy of fiends manipulating the sleeping minds
of mortals. After conquering the continent of Sarlona,
the quori have turned their attention to Khorvaire.
They have agents, spies, and pawns spread across
the Five Nations. Some of them are willing servants
of the darkness, but many have no idea who or what
are their true masters. Sometimes the best way to
manipulate good people is to give them heroes, and
the Dreaming Dark has provided some: the Sovereign
Swords.
Servants of
the Host
Deities rarely intervene in the affairs of mortals, so
it is all the more remarkable when they do. In just
a few years, the Sovereign Swords have become legends. There are hundreds of stories of the Swords,
and all share the same form. Somewhere, people are
suffering. They could be struggling with bandit raiders, rioting against injustice, threatened by roaming
monsters, or menaced by an untouchable serial killer.
Whatever the danger, just when things seem unbearable, the Sovereign Swords arrive. They are courteous
and brave, and they know exactly whats going on. If
the danger is a physical threat, they fight it. If the conflict involves differences of opinion, their officers and
priests mediate the dispute. Medics help with injuries
and plagues, and engineers address concerns with
the infrastructure of the community. Whatever the
problem, the Swords see it through to a solution.
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Eye on Eberron
To maintain their equipment, the Swords accept
any rewards offered to them, but they refuse praise
or glory. It is the Sovereigns who led these soldiers
to the village, and the Sovereigns who gave them the
strength to fight. Let all the glory go to the Sovereigns;
the Swords are just their vessels.
Although the altruism and mundane skills of the
Swords are impressive, they are supplemented by
supernatural power. Boldrei guides them to communities in need. Aureon speaks through the mediator,
and Dol Dorn guides the hand of the warrior. Any
one of the Sovereign Swords is the equal of a dozen
members of a typical village militia, and this fact is
remarkable. In Eberron, few people possess the skills
of adventurers. Few priests perform divine magic. As
such, the appearance of a band of champions wielding supernatural might leaves quite an impression on
people in need.
Where did the Swords come from? Most bards
know the tale of how the marshal Harkan dDeneith
stood on the steps of the sentinel tower and called
his cousins to service just days after the Mourning.
Reminding them of the tale of Tira Mironthe warrior blessed by divine forces in Thranes darkest
hoursHarkan told his cousins that the Sovereigns
were calling them to serve. The Mourning was a sign
and a warning. Khorvaire was in peril, and the Sovereigns needed swords.
As moving as these words were, only a handful
of the Deneith mercenaries joined Harkan that day.
Yet as their legend grows, new champions take up
the mantle. Anyone who wants to be a Sovereign
Sword has to display courage, compassion, and skill.
Aureons laws are the foundation of civilization, and
Boldreis love is the mortar that binds a community
together; the Sovereign Swords are guided by both
principles.
What s R eally
G oing O n
Although the groups numbers fluctuate with casualties and new recruits, there are approximately one
hundred members of the Sovereign Swords. They
are split into three platoons and supplemented by a
handful of solo operatives (mostly sentinel marshals).
Each platoon operates in a different region of the Five
Nations, moving in a circular pattern across Khorvaire. The marshals operate in the space between,
tackling problems that require only the work of an
individual.
People have many reasons to be suspicious of the
Sovereign Swords. The Sovereigns have never taken
such an active role in the world before. The Swords
are willing to lay down their lives for complete strangers. Whats the catch?
The simple truth is that most of them are devout
soldiers who believe that they are guided and empowered by the Sovereigns. They fight because they
consider it to be a divine mission. Detecting lies
through magical means and using telepathy wont
find any dark secrets because they dont have dark
secrets to hide. Instead, their dreams bring visions
from the Sovereigns. These visions guide them in
their missions and inform them of the dangers that
lie ahead.
As it turns out, the soldiers visions are scripted
by the Dreaming Dark. The quori watch the world
through dreams and have spies scattered across
Khorvaire. Its not Boldrei who tells a lieutenant
about the bandit threat in Passageits a quori who
has been monitoring the situation for weeks. In some
cases, the Dreaming Dark creates problems for the
Sovereign Swords to solve. Through manipulation of
dreams and their other pawns, the quori can exacerbate existing tensions and push unstable individuals
over the edge. Thus, a situation thats been holding
steady might reach a boiling point just as the Swords
T he Gifts of the
S overeigns
The Sovereign Swords are few in number, but every
full member of the company wields supernatural
power. A soldier blessed by Dol Dorn moves with
astonishing speed and strikes with stunning force. An
officer chosen by Dol Arrah can grant strength and
power to his or her allies with a word. These gifts add
fuel to the growing legend of the soldiers empowered
by the Sovereigns.
As with much about the Swords, these blessings
arent what they appear. The powers arent divine
in nature; they are psionic. The Sovereign Swords
are battleminds and ardents, psychic warriors who
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Eye on Eberron
transform their faith into power. Psionics are rare in
Khorvaire, and few people understand these arts well
enough to recognize themespecially because the
techniques used by the Swords are blended with religious trappings and fervor.
The Swords believe that their abilities are gifts of
the Sovereigns. They dont realize that they dont need
to invoke the gods to use their psionic powers.
Among the Swords, different levels of power and
awareness exist.
Pawns: Most of the Swords are exactly what they
appear to be. Their powers are psionic as opposed to
divine, but the gifts are still fueled by the soldiers faith.
Mind Seeds: The true patron of the Sovereign
Swords is a kalaraq quori named Lashtaqala. This
fiend has the power to hollow out a mortal mind
and replace it with his own personality, a technique
known as mind seed. A seed takes time to germinate, and during this period, the victim appears
disoriented and confused. Once this process is complete, the victims personality is replaced with that
of Lashtaqala. Mind seeds are the only members of
the Swords who know that they are working for the
Dreaming Dark. They are the secret coordinators
who ensure that the Swords do what the Dreaming
Dark wants them to do.
Lashtaqala prefers not to place his mind seeds
in obvious positions of leadership because magic
or telepathy can expose them as liars and schemers. Instead, most mind seeds are pawns such as old
drill sergeants, nave squires, and the like. They are
people who can influence the opinions of others with
a few well-placed words while seeming uninvolved.
In truth, mind seeds are among the most powerful
of the Swords because Lashtaqala has unlocked their
psionic potential. But they keep their full abilities
hidden unless forced into the open.
Vessels: The most blessed members of the Sovereign Swords are known as vessels. Just as the couatl
empowered Tira Miron to fight for the Silver Flame,
Why Is T his
A llowed?
The Sovereign Swords are vigilantes. Why do the
leaders of the Five Nations allow them to operate?
The first answer lies in the Swords ties to House
Deneith. Although the Swords arent an official arm
of the house, many of its members are Deneith heirs
and sentinel marshals. There is a long history of
A dventure I deas
There are many ways to work the Sovereign Swords
into a campaign. First, decide whether they will
appear as allies, rivals, or enemies.
As allies, the Swords can support the adventurers
when a situation spreads beyond the partys control.
A sentinel marshal aligned with the Swords can provide the adventurers with vital information and, in
return, call on them for aid. The Swords are an excellent choice when the heroes need the cavalry to come
riding over the hill because thats exactly what they
do: show up where they are most needed and ride off
to wherever the Sovereigns send them next.
As rivals, the Swords can compete with the adventurers to complete the same missions. Typically, the
Swords are driven by altruism. If the characters are
working for profit or a particular faction, the intervention of the Swords could jeopardize their mission. This
possibility is particularly relevant for heroes aligned
with the Kings Citadel or another secret service. The
actions of the Swords might not only interfere with the
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Eye on Eberron
QUORI INFLUENCE
The Sovereign Swords have a knack for showing up just
when theyre needed the most. Somehow their journey
brings them to Passage at the exact moment of the
goblin uprising or to Varna just when the Ashbound are
attacking. The Swords have a simple explanation for this:
the Sovereigns choose their path.
Anyone who carefully studies the history of
the Swords will find one detail that defies logic:
Wherever the soldiers go, trouble is just ahead of
them. Bandits who have been laying low for months
start aggressive raids just in time for the Swords to
repel them. Political tensions transform into riots
on the day the Swords arrive in town. It seems as
if problems pop up just so the Swords can solve
themwhich is exactly whats going on.
How does the Dreaming Dark do it? The group has
agents scattered across Khorvaire, and although they
arent behind every bad thing that happens in the Five
Nations, they have a few ways to stir things up.
Mind Seed. Want bandits to begin a foolishly
aggressive campaign? Turn their leader into a
mind seed. The quori dont use this power casually because its their greatest weapon, and if the
people of Khorvaire became aware of the threat,
they might develop ways to counter it. Thus, the
quori wont risk using mind seed on a member of the
Twelve, the Arcane Congress, or a cardinal of the
Silver Flame, but its unlikely that a group of bandits
will be able to recognize a psionic technique.
Gold. The Dreaming Darks agents have gold.
When subtlety fails, they can set things in motion
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Eye on Eberron
About the Author
Editor
Ray Vallese
Managing Editors
Kim Mohan, Miranda Horner
Development and Editing Lead
Jeremy Crawford
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, Stan!
Senior Creative Director
Jon Schindehette
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Kate Irwin
Illustrator
Thomas M. Baxa
Digital Studio Consultant
Daniel Helmick
Publishing Production Manager
Angie Lokotz
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A Tangled Web
The Origins of the Drow
James Maliszewski
W ith the Rise of the Underdark campaign underway, this year has been one of drow incursions
against the surface worldplaying out right now in both the current D&D Encounters season and
D&D Lair Assault. To further discuss the role of the drow within the game, Grognardia.coms
James Maliszewski returns for this installment of D&D Alumni.
While the dark elves of Dungeons & Dragons are original to the game's co-creator, Gary
Gygax, they nevertheless have a basis in real world mythology. According to the folklore
of the Norse-influenced islands north of the Scottish mainland for instance, nocturnal
fairies were known as either drow or trow -- a variant of the more common word
troll. In his column entitled Books are Books, and Games are Games, and Never the
Twain... in issue #31 of Dragon (November 1979), Gygax further explains that Drow
are mentioned in Keightleys The Fairy Mythology, as I recall (it might have been The Secret
Commonwealthneither book is before me, and it is not all that important anyway), and as Dark Elves [are] of evil nature, they
served as an ideal basis for the creation of a unique new mythos designed especially for AD&D.
This is typical of Gygax's approach to monster creation: looking to legend for inspiration and then letting his imagination run
wild with it.
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legend and purportedly dwell deep beneath the surface of the earth in a strange subterranean realm. It goes on to say they
are as dark as faeries are bright and as evil as the latter are good. Other than the fact that they are weak fighters but strong
magic-users, the Monster Manual has nothing else to say on the matter; the book does not even provide specific game statistics
for the drow, leaving that up to the individual Dungeon Master to decide.
It's in the G-series adventure modules published the following year that the drow truly
stride onto the roleplaying stage. Written by Gygax, these modules enjoy the distinction
of being the first of this type of product ever published by TSR (standalone adventure
modules, not to mention the first linked scenarios as well). They tell of giants who have
been raiding the lands of men in large numbers, with giants of different sorts in these
marauding groups. Local authorities task the player characters with dealing with these
giants, but also to expect a secret force, some motivational power behind this unusual
banding of different races of giants. Little direct evidence of this motivational power is
found within the first two modules in the series, Steading of the Hill Giant Chief and The
Glacial Rift of the Frost Giant Jarl, but the third module, Hall of the Fire Giant King finally
reveals that it is the drow, led by an evil high priestess named Eclavdra, as the puppet
masters behind recent events on the surface world.
Hall of the Fire Giant King offers up a full Monster Manual-style description of the dark
elves, which, in addition to detailing their abilities, powers, and equipment, provides
some insight into their history and society. As portrayed by Gygax, the drow were on the losing side of an elven civil war in
ages past and fled into lightless caverns and endless warrens of twisting passages and caves hung with icicles of stone.
Schooling themselves in magic, the drow plotted for centuries in order to work out their schemes and inflict revenge upon
those who inhabit the world above. They thus made perfect masterminds for all manner of nefarious plots against the surface
world.
Looking back on the entry in module G3, it's amazing to see how much of the iconic image of the drow was established by
1978 -- from their consorting with demons; to their decaying cloaks, armor and weapons; to their female-dominated society.
The primary element that's missing is Lolth, the dreaded demon queen of spiders. In Hall of the Fire Giant King, there is not a
single mention of Lolth. Indeed, Eclavdra and the drow under her command are instead shown to worship a strange deity
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called the Elder Elemental God. It is not until the publication of the D-series of modules later in 1978 that the full picture of
the dark elves is revealed, including Lolth herself.
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Like the modules in which they appeared, the drow quickly proved very popular, becoming favorites of players and Dungeon
Masters alike. Over the years, theyve continued to appear in numerous D&D products (including their canonization of sorts
in the 1st Edition Fiend Folio) across nearly every edition and campaign setting. In the current edition of the game, for
instance, the drow have clearly maintained sufficient traction as to merit Wizards of the Coasts current Rise of the Underdark
campaign (starting off with no less than online updates to the Against the Giants series).
Yet however the drow have continued throughout the game, each presentation has drawn upon the foundation laid by Gary
Gygax thirty-five years ago, adding to the legend of the dark elves.
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