Best of
Magazine
Vol. Ill
Selected from out-of-print issues of DRAGON *Magazine
Best of
Lake Geneva, Wis. July 1983
Dragon Publishing
A division of TSR, Inc.
D&D, DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, and ADVANCED D&D arc registered trademarks owned by TSR, Inc
™ designates other trademarks owned by TSR, Inc.
«1983 TSR, Inc. All rights reserved. Articles on pages 59-69 ©1982 E. Gary Gygax. All rights reserved,
ISBN 0-88038-064-0
Contents
I. Finishing the races 3
The dwarven point of view 4
The gods of the dwarves 6
11
The elven point of view
13
The gods of the elves
77
The halfling point of view 19
The gods of the halflings 23
25
The gnomish point of view 28
The gods of the gnomes 31
The half-ore point of view
The gods of the ores
II. Breathing life into dragons 35
That's not in the Monster Manual! 36
Hatching is only the beginning 38
Self defense for dragons 40
The faerie dragon 42
Two tough foes 43
Evil dragons make good armor 44
III. Playing with class 45
f
The thief: a special look 46
47
The druid and the DM 57
It's not easy being good
53
He's got a lot to kick about 56
Singing a new tune
59
Cantrips: minor magic 66
Cantrips for the illusionist
68
Spell books
IV. Creating new challenges 70
The winged folk 77
The alchemist 73
The archer 78
2 BEST OF DRAGON
I. Finishing
the races
Role-playing a human being is not, in relative terms, a very difficult
thing to do. The principal and most obvious reason for this is that we are
human beings. So, your human cleric character could be played to act
pretty much like you would act if you were a cleric.
But if you want to play an elven magic-user or a halfling thief, you've
got to be able to take a giant step back, away from "yourself," and look at
the world through a set of not-human eyes. You've got to have a different
point of view. And that's what this section of this anthology is all about.
Roger and Georgia Moore, who have been involved inADVANCED
DUNGEONS & DRAGONS® campaigns for longer than yours truly has
been editing DRAGON® Magazine, assembled a series of "point of view"
articles that appeared during the winter and spring of 1982. As we like to
say about all the articles and features we publish, the information is just
as good and as usable today as when it was originally printed. Even those
who don't agree with all of the general statements about the various races
have still told us how much they enjoyed having the non-human pan-
theons expanded with the "gods" section of each presentation. We hope
you'll enjoy these articles — but even if you don't, try to keep an open
mind. After all, we're only human. . ..
VOL in
The DWARVEN
point of view
by Roger Moore
As AD&DW players know, the dwarves extreme violence in order to bring the pickpockets and burglars, and that is
are a human-like race, standing about 4 sexual imbalance back to normal. For death — unless, of course, the thief is
feet in height but weighing as much as dwarvenkind. however, a male-to-female working for the dwarves against someone
150 pounds or so due to their broad build ratio of 2 to 1 is normal. else.
and musculature. Most people also know
that dwarves prefer living underground Some dwarves, male and female alike, Many dwarves are rather vengeful, and
in caverns and mines, they value gold would not marry even if they had the remember slights or insults long after
highly, and they have beards (female chance, so immersed are they in their they have ceased to matter to anyone else,
dwarves are also said to be bearded). work. The greatest heroes and heroines of They may well lake opportunities to re-
Their use of axes and hammers as weap- dwarvenkind have almost always been dress the situation when their enemies
ons and their hatred of ores and giants is single, as marriage means the end of any have been lulled into complacency. Little
also familiar. Howtver, this limited outside occupations, especially adventur- wonder that other races sometimes dis-
amount of information is the extent of ing. For a married dwarf to adventure or trust dwarves more than they do goblins.
most people's awareness and knowledge otherwise spend a lot of time out of the Who knows, they ask, what a dwarf is
of dwarves. home is seen as a shirking of responsibili- really thinking of you?
ties and a disgraceful insult to the other
Scattered throughout the ADfcD books partner of the lowest order, in effect say- In the estimation of other intelligent
and a number of other sources are other ing that the partner (be it he or she) is not races, dwarves are humorless, "dour and
bits of information regarding this poorly worthy of the other's affections. Much of taciturn" (as the DMG puts it),and love-
understood race — information that may this feeling is caused and reinforced by less except for a lust for more and more
mean little in itself, but when put the basically lawful good nature of the gold. Such is not true; there is much joy
together presents in some detail an inter- dwarven fold. in a dwarf's life in such things as the
esting portrait of a distinctly different birth of a child, the crafting of a beautiful
race, one that does not share our human By and large, dwarves are seen as pos- jewel, or the forging and finishing of a
values and feelings on the topics of life sessive, single-minded, perhaps having a great suit of armor or a matchless
and living. Much of the difficulty in get- narrow range of interests, yet throwing weapon.
ling to understand dwarves is due directly all their energies into the seeking of their
to their habit of separation from the goals. Dwarves are clannish, more so than Yet, it is true that for the most part, the
affairs of other rates. The dwarves are most other races, and few make a habit of life of a typical dwarf is fraughi with
very much a race apart. spending a lot of time among the com- ceaseless toil and labor; the dwarves' work
pany of non-dwarves for long periods of ethic makes the human conception of the
One of the most striking features of time. same concept appear lackadaisical. They
dwarven society is the inequality in pay a price for this drive, in terms of the
numbers of males vs. females. Two out of A strong streak of materialism is pres- many lines that fill their faces as they age.
three dwarves are male at birth, and this ent in the dwarven character, and they are This price, however, is seen as a badge of
ratio continues to hold true as dwarves sometimes notoriously jealous of what honor among dwarves, and adds in some
get older. The effect this has upon them they own. Dwarves tend to hoard their sense to their satisfaction with them-
reaches into nearly every aspect of their wealth, spending money only to make selves. Other races don't always see it this
more money, and are very watchful of way (especially the elves, who would be
lives. Most male dwarves do not marry, thieves, real and suspected. In dwarven sorely distressed to have to live such
but instead devote their lives to careers as society, there is only one penalty for serious and hard-working lives). Those
craftsmen, miners, adventurers, and so few who do admire the dwarves and
From issue #58, February 1982 uphold their achievements publiclywill
forth, come to win their cautious gratitude, and
Dwarves who do enter into marriage in time may be counted in some manner
as an "honorary dwarf" if they continue
become exceedingly jealous and posses- to actively support and champion
sive of their partners, restricting the free- dwarven causes,
dom each has in exchange for a life of
devotion to each other and their children. Interestingly enough, there is some
Yet, though roughly half of all male element of humor in the dwarven charac-
dwarves are destined to go through life as
bachelors, they do not appear overly sad ter, of a nature particular to themselves.
or frustrated. Their careers fill their daily Whenever dwarves have been responsible
lives as completely as would the presence for the rescuing of persons of other races,
there is inevitably some jesting and josh-
of a wife, and appear to give them much ing to the effect that the victims wouldn't
the same satisfaction (particularly in the have had to be rescued if they'd been
metal-working and jeweler crafts, for rea- dwarves, or that the dwarves fail to
sons to be given later). understand what was so awful about the
situation (regardless of how bad it was).
How would a human society cope with Though two demons, a dragon, and an
an excess of males such as this? History entire tribe or ores might be slain in the
reveals that at times such as this, human
societies generally turn to warfare or BEST OF DRAGON
conquest, and the dwarves might be Moradin was able, through his skills, the ashes, as well as gold and jewelry, is
immensely proud among themselves, they to give souls to the dwarves when he not common and is done only for dwarves
may put on a casual front 10 other races, breathed upon them at their creation of great importance.
and would appear to treat the whole epi- (also cooling them as they were taken
sode as a light romp in the afternoon sun. from the furnace). This sets the dwarves The long-standing rivalry between
in a group, along with humans, gnomes, dwarves and ores, goblins, and giants,
With all this in mind, one understands and halflings, of beings with souls reflected in the combat skills dwarves
how dwarves on the whole have such low instead of spirits (see the DEITIES fc have against these types and races of crea-
charisma when interacting with other DEMIGODS™ Cyclopedia for clarifica- tures, doubtless points to older rivalries
races. Yet, on the positive side, dwarves tion of these terms). between Moradin and the gods of those
possess a powerful tenacity, driving on non-human creatures.
when others have given up and left the Because they are built from the sub-
race. Legends and tales abound of stance of the earth itself, dwarves feel a An investigation of theology reveals
dwarves who dared the greatest obstacles strong affinity for the lands lhat lie under that hill gianis are probably the greatest
and dangers in reaching for their goals. the ground, and they base their lives on traditional dwarven enemies. For use
either to emerge victorious or end up de- working with the earth's resources. against these huge folk, the clerics of
stroyed. A thing is either done or it is not, Moradin may manufacture +3 Dwarven
and there is no halfway about it. Dedica- One is siruck, in the study of dwarven Thrower war hammers, something no
tion like this can often make the differ- theology, by the relationship between other race can make.
ence between success and failure for procreation and metalcraft; perhaps more
adventuring parties. Such an attitude can than one dwarven smith has looked upon In the DMG (p. 16} there is a comment
prove to be a great morale boost for a finished piece of work and felt as if he'd to the effect that dwarves are more "for-
groups of adventurers, particularly lawful breathed life into the metal and given it a ward" in iheir behavior toward females
good ones. How could one avoid win- soul of sorts, as Moradin did so long ago, without beards, since dwarven women
ning, with a dwarf on one's side? Some of the most popular dwarven-told tend to be bearded too. This author
tales concern an ancient smith who was would like to suggest thai this statement
The natural tendency to suspicion in able to do exactly that, somehow invest- be disregarded. It was not clear whether
the dwarven nature has saved enterprises ing his creations with a life of their own. dwarven females or females of other races
from disaster, much more often than it The story ends similarly to the Greek tale are being referred to, and in any case
has led to the missing of a good oppor- of Pygmalion and Galatea, with the dwarves are not at all prone to mate with
tunity. Dwarves take a great interest — smith fashioning a female dwarf from ihe others outside their race. Those persons
greater than most other peoples can will- most precious of metals and having her who have had the audacity to ask dwarves
ingly muster — in seeing that the party come to life. Thereafter, of course, they whether they like bearded or unbearded
and its valuables are secure from loss. were married and he erased to bother women best have usually been given
with his crafts, being now content, stony stares — or, if the pollster is persis-
Dwarves abhor slavery and all forms of tent and obnoxious enough, a first-hand
involuntary servitude; they never practice Moradin is a proud and possessive god, demonstration of the high quality of the
it among their own kind or against other who owns a hammer and armor that can- dwarven-made battleaxe and the skill
races. Foes are either made to leave the not be stolen or used by any other deity in with which one can be wielded. Such
area, coexist peacefully if they elect to the universe. It is clear that a part of him information was not meani to be spread
stay, or else are slain. Those who make a lives on in all dwarves. The emphasis on about indiscriminately. It may be conjec-
practice of enslaving dwarves run the materialism is difficult for dwarves to rid tured lhat such matters are left to the per-
gravest risks; other dwarves who find this themselves of. They feel that if they want sonal preferences of each dwarf.
out will lay aside all differences to unite a thing they must have it before them, be
and destroy them, in a fairly short time, if it a person, object, or experience. Fond Two discrepancies appear in the var-
at all possible. memories do not suffice, and sometimes ious AD&D volumes concerning dwarves.
only serve to psychologically torture the Though dwarves may become psionic,
Dwarves are one of the toughest of dwarf, because he or she may be physi- Moradin is not; ihis may be accepted as
races, perhaps the most so. Poisonous cally unable to obtain the thing again. the god's way of keeping his thoughts to
substances don't affect them as much as Either a dwarf has something, or he (or himself, however. There is also the ques-
they do other races that are affected. she) does not. tion of whether dwarven clerics (who
Dwarves do not use any magical spells, must be fighters as well) can reach 7th or
but this has proved to be a saving grace at Lust for treasure motivates dwarven 8th level; this author strongly favors the
times — such as when cursed rings fail to thieves more so than it does ihieves of idea that iruly exceptional dwarven cler-
function when worn, giving them a other races; little do dwarves care what ics may reach the 8ih level of experience
chance of recognizing the cursed was done lo get the item. Because of the if they have a wisdom score of 18. Other-
enchantments. Magical spells and magi- unequivocal penalties for stealing from wise they can only become 7uVlevel
cal effects of other sorts may be more other dwarves, dwarven thieves base most clerics.
strongly resisted by dwarves because of of their livelihood on stealing from other
their non-magical natures. Their strength races (thereby worsening already touchy Information for this article was taken
is also considerable and in hattle serves to relationships). The knowledge that from the Players Handbook, the Monster
offset their short height. Though dwarves dwarves go through life only once (souls Manual, the Dungeon Masters Guide,
are not as agile as other races, this doesn't cannot be "recycled" as spirits can be) and the DEITIES & DEMIGODS Cyclo-
appear to affect them greatly in any way. may also fuel the desire to get all one can pedia. Paul H. Kocher's book, Master of
oui of life before one goes. (Or, as an Middle-Earth (Ballamine Books, paper-
Earlier it was said that dwarves are a infamous dwarven thief once put it, "Ya back), was also helpful, though ii con-
race apart. Indeed, they were created lhat gotta reach for all the gusto ya can.") cerns J.R.R. Tolkien's version of dwarves
way. The god Moradin, the Father of the and not ihe conception of them given in
Dwarves, is said to have fashioned them When a dwarf dies, it is considered a the AD&D rules.
secretly of iron and rnithral, in a forge in dishonor for the body to go unburied.
the fires at the heart of the world. No Dwarven communiiies bury their dead in Dungeon Masters may use ihis article
other god suspected what was happening, great stone vaults after ceremonial crema- to standardize ihe roles and personalities
it is told, and when dwarves appeared in tion, symbolically returning the body to of dwarven NPC's in his or her cam-
the world the event was cause for great the Forge of Moradin and then to the paign, and players may use this informa-
surprise among the other deities. Being a earth, while the soul is freed to make its tion in role-playing their characters if
solitary god himself, it may be guessed journey to the outer planes. The burial of they like. This article is a set of guide-
that Moradin preferred it this way. weapons, armor, and magical items with lines for playing dwarven characters, and
not a sei of rules.
VOL. in
The gods of the dwarves
Clanggedin, Dumathoin, Abbathor, Vergadain, Berronar
One of the most powerful of all the above them; having an animal as a sym- Most of the lesser deities and demigods
non-human pantheons is that of the bol would then be a way of saying that of the dwarves are connected with the
dwarven fold, and it well reflects their animal was better than the dwarves. spheres of fighting and warfare, guard-
nature and beliefs as the human pan- Likewise, Moradin said that the dwarves ianship, the earth, metals, craftmanship,
theons reflect that of their human wor- should not ever worship each other, so no volcanoes and earthquakes, fire and lava,
shippers. In describing the dwarven pan- dwarf or part of one is used as a holy the protection of the dead, medicine, and
theon, several distinct differences are symbol. Dwarves should take pride in strength. There are very few or no deities
apparent between it and usual human known in dwarven pantheons governing
religions. their achievements, and respect the earth the sea, the air and atmospheric phenom-
from which they originally came; thus ena (rain, clouds, stars, etc.), plant life
All of the greater dwarven gods are at tools, weapons, and similar items were and forests, comedy, animals, and chaos.
least twice as large as normal dwarves. developed and used as religious symbols.
ranging up to Moradin's 20-foot height, Most dwarven pantheons do include at
Though some human reviewers have said Five of the rnosl commonly accepted least one lesser god, very obese and with a
this is an indicator of an inferiority com- dwarven deities are described in this arti- ratty beard — the god of alcohol and fer-
plex dwarves have about their height, this cle. A description of Moradin, invariably mented beverages. These particular neu-
claim is patently ridiculous. More likely the ruler of all dwarven pantheons tral gods could in some ways be said to be
it reflects the dwarves' own sense of self- (though he may be known by several dif- comic gods, though few dwarves would
importance (perhaps a little exaggerated, ferent names) is found in the DEITIES 8: say so. Certainly the tales of their antics
from the human viewpoint). Dwarves DEMIGODS™ Cyclopedia. There are are seen as comic by the other derni-
refuse to see themselves as a "minor many dwarven gods and demigods, some human races. Dwarves who worship these
race," and indeed, there is much to sup- of which may be connected with certain deities are probably heavy drinkers, and
port the view that the dwarves are one of planes or areas all their own. Every clan the usual way in which these beings are
the most powerful of all races (perhaps of dwarves has a pantheon that will vary worshipped is to simply go the the near-
second only to humanity).Lesser from every other clan's pantheon {leaving est tavern, gel blind drunk and make a
dwarven gods are generally shorter than Dungeon Masters quite free to develop fool of oneself. The names of these deities
the greater gods; demigods are roughly their own pantheons and not worry about are different from clan to clan, though
normal dwarven height, and no dwarven anyone else's). there is some evidence that many of these
deity is taller than Moradin, the Soul names (Budwizr, Koorz, Mo-ghan Davit)
Some final notes about dwarven gods
Forger. in general: All dwarven gods possess may actually represent the same being.
Another interesting aspect of dwarven Dwarves on rare occasions worship dei-
double charismas, one applying to
religion is that the holy symbols used are dwarves and other dwarven deities, and ties from other pantheons. In particular,
invariably not living objects: tools, weap- the other to everyone else. Just as the Goibhnie (of the Celtic mythos) and
ons, mountains, minerals, and so forth. dwarves hold themselves as a race apart, Hephaestus (of the Greek) draw much
This derives in large part from some of so do the dwarven deities keep themselves favorable attention from dwarves, because
the teachings of Moradin, who ruled that they represent powers of smith-work and
the dwarves must hold no other race generally aloof from the workings and the earth.
dealings of other pantheons (with a few
exceptions, as will be seen).
CLANGGEDIN SILVERBEARD PSIONIC ABILITY: VI by the souls of the finest dwarven war-
The Father of Battle S: 25 (+7,+14) 1:20 W: 19 D: 20 riors. He taught the dwarves many special
C:25 CH: 16 (22 to dwarves) methods of combating giant-types, and
Greater god passed his knowledge and skills on to the
ARMOR CLASS: -4 Bald and silver-bearded, Clanggedin gnomish gods as well.
MOVE: 12" lives in a vast mountain fortress manned
HIT POINTS: 375 In the many tales and legends about his
NO. OF ATTACKS: 2
DAMAGE/ATTACK.: 3-36 (+14) BEST OF DRAGON
SPECIAL ATTACKS: Does double
damage vs. giants
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: L (17)
ALIGNMENT; Lawful neutral
WORSHIPER'S ALIGN: All alignments,
especially -warriors (dwarves)
SYMBOL: Two crossed battle axes
PLANE: Arcadia
CLERIC/DRUID: 12th level dniid
FIGHTER: I7th level ranger
MAGIC-USER/ILLUSIONIST: 10th
level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 6th level bard
deeds, the dwarves portray Clanggedin as hit," the same as for mortal dwarves. In all bonuses to hit and damage). His
a fierce and resolute warrior who never the heat of battle Clanggedin is fond of armor is +5 steel chainmail.
backs down from danger and who refuses singing, with the intent of both unnerv-
to surrender even when all seerns lost, ing his opponents and increasing his fol- Although Clanggedin has magical
many times winning a victory by only the lowers' morale. spell ability, he will usually only use
barest of margins against extreme odds, such powers to indirectly affect a course
Clanggedin can wield a +4 mithral bat- of events. Not unless his existence on the
Clanggedin's most hated enemies are tle axe in each hand. He can throw the Prime Material Plane is at stake will
Grolantor {the hill giant god) and the fol- axes with either hand up to 100 yards and Clanggedin resort to the use of magical
lowers of that deity. Giant-class creatures both will do damage to whatever they hit spells or spell devices in a close-combat
as if he'd struck the target by hand (with situation.
attack Clanggedin at a -4 penalty "to
DUMATHOIN their patron, and often cany a small dia- Unlike most other dwarven deities,
Keeper of Secrets mond or gemstone in their pockets (10 gp Dumathoin maintains friendly relations
value) to attract the favor of the god. with non-dwarven deities, though only a
Under the Mountain few. Among his close allies is Hephaes-
Dumathoin appears to be a gigantic tus, whom he supplies with adamantite
Greater god dwarven figure with hair and beard of ore, and Grome, the lord of the earth
ARMOR CLASS: -2 gray stone, earth-brown skin, and eyes of: elementals, who supplies him with ele-
MOVE.: 9" (48") silver fire. He owns a great +5 two- mentals at a moment's notice.
HIT POINTS: 366 handed mattock of solidified rnagma. H*-
NO. OF ATTACKS: 2 may summon 3-18earth elementals (16 Other gods of metalcraft and the earth
DAMAGE/ATTACK: }0-4Q(+14) hit dice each) at will instantly; they will sometimes do business with Dumathoin
SPECIAL ATTACKS: Summon fight for him to the death. Dumathoin and his representatives for metals and
may also use all metal-, earth-, or stone- ores as well. For these reasons, clerics of
elemental! related magic-user spells at the 30th level this god are sometimes involved in busi-
SPECIAL DEFENSES: +5 or better of ability, but cannot use any other ness ventures in the selling of metals and
magic-user spells. similar materials.
weapon to hit
MAGIC RESISTANCE: 70% ABBATHOR MONK/BARD: Nil
SIZE: L (J8f) Great Master of Greed PSIONIC ABILITY: ///
ALIGNMENT: Neutral S: 24 (+6,+12) I: 22 W: 16 D: 24
WORSHIPER'S ALIGN: All alignments Greater god C: 24 CH: 8 (14 to dwarves)
ARMOR CLASS: 0
{dwarves) MOVE: 12" At times, Abbathor has been the ally of
SYMBOL: Gem inside a mountain HIT POINTS: 3)0 the other dwarven gods, but his treachery
PLANE: Concordant Opposition NO. OF ATTACKS: 2 and lust for treasure make him a danger-
CLERIC/DRUID: 15th level cleric/ DAMAGE/ATTACK: 2-24 (+12) ous associate. He will never help any
SPECIAL ATTACKS: See below non-dwarven deity or creature. He cannot
14th level druid SPECIAL DEFENSES: Nit be trusted to do anything but evil, unless
FIGHTER: 16th level fighter MAGIC RESISTANCE: 50% it suits his own purposes to give
MAGIC-USER/ILLUSIONIST: Special/ SIZE: L (?) assistance.
ALIGNMENT: Neutral evil
14th level illusionist WORSHIPER'S ALIGN: Evil (dwarves) Abbathor was not always as devoted to
THIEF/ASSASSIN: I2th level thief SYMBOL: Jeweled dagger evil as he is now. Originally, his sphere
MONK/BARD: Nil PLANE: Hades of influence concerned the appreciation
PSIONIC ABILITY: VI CLERIC/DRUID: Nil of valuable gems and metals, not neces-
S: 25 (+7,+14) 1:23 W: 25 D: 20 FIGHTER: 14th level lighter sarily at the expense of others. He became
C:25 CH: 18 (24 to dwarves) MAGIC-USER/ILLUSIONIST: llth embittered when Moradin appointed
Dumathoin the protector of the mountain
Dumathoin is said to hide the secrets of level illusionist dwarves instead of himself, and from that
the earth until they are ready to be uncov- THIEF/ASSASSIN: 20th level thief/ day forward has become ever more
ered by the diligent and the deserving. He devious and self-serving in his endeavors,
is the protector of the mountain dwarves, 15th level assassin
the keeper of all metals. He lays veins of
iron, copper, gold, silver, and mithral
where he feels they will do the most
benefit to his followerswhen found.
Dumathoin has never been known to
speak, instead keeping his wisdom to
himself (though he may send subtle clues
to keen observers on the nature of the
world).
When Moradin named him protector of
the mountain dwarves, Dumathoin
created a "paradise" for the mountain
dwarves to enjoy. He was angered at first
when the dwarves started to "destroy" the
mountains he had provided for them, but
his anger turned to pleasure when he saw
the finely crafted metal items the dwarves
produced from the ore they had mined.
His enemies are those (dwarven or other-
wise) who plunder the earth's riches and
take them away for unfair or selfish pur-
poses. He does not object to tunneling,
mining, or the keeping of treasures
underground, however. Miners see him as
VOL. Ill
in a continual effort to wreak revenge on continues to be held. Abbathor also owns Abbathor maintains an uneasy truce
the other gods by establishing greed — a shield that casts one cause blindness with Vergadain (see below), with whom
especially evil greed — as the driving spell per round (save at -6) at any target
force in dwarves' lives. His home caverns (one at a time) within range. he sometimes roams the Prime Material
are said to be made of the purest gold, Plane in search of more treasure. If frus-
which may be a fact or may be a legend Abbathor's servants consist primarily of trated when attempting to steal an item,
born of his reputation for hoarding that the undead forms of his worshipers who Abbathor will try to destroy the item, so
died attempting to steal something; these as to not be tortured by the memory of his
which is precious. undead are called rappers (see below). failure.
Abbaihor's greed manifests itself fre-
quently in his actions. Should he set eyes
upon any magical item, or on treasure
worth more than 1,000 gp. there is a40%
chance that he will attempt to steal it out-
right, or slay the owner and then take it
(50% chance of either specific occurrence).
Abbathor wears leather armor and furs,
made from the skins of beings and crea-
tures who have opposed him in the past.
He uses a +5 dagger with a diamond
blade and jewels set into the hilt. The
dagger does a basic 2-24 points of dam-
age, and can detect the presence of pre-
cious metals (kind and amount) in a 2"
radius. Anyone but Abbathor who grasps
this weapon will suffer the loss of one
experience level at once, and will lose
another level in each round the dagger
RAPPER A rapper is the undead form of an evil After listening to this tapping sound
Undead dwarf dwarven thief or assassin who died in an for longer than an hour, a human or
attempt to steal something. These beings demi-human or humanoid creature must
FREQUENCY: Very rare typically inhabit old mines and caverns, make a saving throw vs. spell at +2, or
NO. APPEARING: 1-4 where they attempt to lure victims in to else develop a form of insanity (mono-
ARMOR CLASS: 2 their doom. Rappers appear to be pale- mania; see DMG. p. 83. for effects). Those
MOVE: 9" skinned dwarves with semi-translucent who saved the first time against this
HIT DICE: 4 skin, dressed in rags and carrying weap- power must save again after listening to it
% IN LAIR: 05% ons or mining tools. They can go invisi- for a second consecutive hour, again after
TREASURE TYPE: See below ble twice a day for 6 turns, but will a third hour, and so forth. There is a 20%
NO OF ATTACKS: / become visible when physically attacking. chance that an affected character or crea-
DAMAGE/ATTACK: 2-9 or by weapon ture will also develop kleptomania
SPECIAL ATTACKS: Insanity; loss Rappers will hide in small, abandoned {DMG, p. 83). Rappers can keep up their
corners of underground tunnels and make tapping for an infinitely long duration.
of direction a constant, rhythmic tapping sound with
SPECIAL DEFENSES: +/ or better their tools or weapons against the tunnel If they are located and attacked, rappers
wall. This sound carries in a 120' radius will attack in a crazed manner and will
weapon to hit; invisibility through the underground corridors and howl and shriek loudly, possibly (40%
MAGIC RESISTANCE: Standard rooms; it is never very loud, but is annoy- chance) attracting additional monsters.
INTELLIGENCE: Average ing to listen to. Within the 120' radius Anyone struck by a rapper's weapon or by
ALIGNMENT: Neutral evil this tapping noise will reduce the chance the rapper itself must save vs. spell or be
SIZE: S (4' tall) of successfully listening at doors by 20% affected as if by the cleric spell lose the
PSIONIC ABILITY: Nil (making it impossible for non-thieves to path for a full day. During this time the
listen at doors at all). character will be unable to tell directions
Attack/Defense Modes: Nil and must be led by hand or by force.
LEVEL/X.P. VALUE: V/240 + 4/HP
Rappers guard their victims' remains.
For treasure, generate the number and
types of magical items owned by 1-4 ran-
dom non-player characters of 1st through
6th level, according to the tables in the
DMG on pp. 175-176. Hide bodies and
magic items under rubble or elsewhere in
the rappers' lair. Assume each of the dead
victims possessed treasure types J, K, L,
M, N, and Q as well. A victim will not
automatically possess any magical trea-
sure or gems.
Clerics turn rappers the same as wights.
Holy water does 2-8 points damage per
hit. The spells raise dead and resurrection
will destroy them, but they are immune
to all poisons, enchantment/charm
spells, and paralysis and cold attacks.
BEST OFDRAGON
VERGADAIN Underneath his suit is a set of +5 golden Followers of Vergadain are usually seen
God of Wealth and Liuk mail, and he wears a necklace that allows as suspicious characters; as a result, few
him to change his height at will between dwarves will willingly admit that he is
Greater god one foot and 15 feet. At his side is a +4 their deity. If a follower of this god denies
ARMOR CLASS; -5 sword that detects all treasures within 2" to others that Vergadain is that person's
MOVE: 18" of his person whenever the hilt is true deity, the god will not be offended
HIT POINTS: 345 grasped. (so long as the proper sacrificesare
NO. OF ATTACKS: 3/2 made).
DAMAGE/ATTACK: 3-30 (+10) Most of Vergadain's adventures concern
SPECIAL ATTACKS: Nil the elaborate con games he has played on Vergadain himself is always out for his
SPECIAL DEFENSES: Automatically own best advantage, and is a poor source
human, demi-human, humanoid, and for obtaining the truth — he might even
detects all traps giant victims in order to win their every lie to his own clerics, though not very
MAGIC RESISTANCE: 70% belonging of any worth. He is not above often. Nonetheless, the stories of his out-
SIZE: L (Iff) using any sort of trick ta accomplish his rageous exploits and his courage and
ALIGNMENT: Neutral (tends toward cunning have heartened many a dwarf
ends, and is eternally suspicious of poten- faced with adversity.
chaotic neutral) tial adversaries who might try to trick
WORSHIPER'S ALIGN: All neutral him in return.
alignments, especially merchants
and thieves (dwarves)
SYMBOL: Gold piece
PLANE; Concordant Opposition
CLERIC/DRUID; 12th level drutd
FIGHTER: 12th level ranger
MAGIC-USER/ILLUSIONIST: Nit
THIEF/ASSASSIN: 18th level thief
MONK/BARD: 5th level bard
PSIONIC ABILITY:///
S; 22 (+4,+10} 1:23 W: 20 D: 23
C: 25 CH: 18 (24 to dwarves)
The patron god of dwarven merchants
and most non-evil dwarven thieves is the
scheming Vergadain. He is said to be a
great poet as well, and may dispense clues
to his worshipers on the locations of great
treasures. These clues are usually hidden
in a verse or rhyme of some sort. His
bard-like talents also give him the ability
to carefully evaluate treasures as to their
true nature and worth.
Vergadain appears to be a huge dwarf
wearing brown and yellow clothing.
BERRONAR
Mother of Safety, Truth, and Home
Greater goddess
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 370
NO. OF ATTACKS; 2
DAMAGE/ATTACK: 6-36 (+9)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
SIZE: L (IS')
ALIGNMENT: Lawful good
WORSHIPER'S ALIGN: Lawful good
(dwarves)
SYMBOL: Two silver rings
PLANE: Seven Heavens
CLERIC/DRUID: 15th level cleric/
12th level dntid
FIGHTER: 14th level paladin
MAGIC-USER/ILLUSIONIST: 16th
level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY:///
(Continued on next page)
VOL. in
S: 21 (+4. +9) I: 25 W: 25 D: 20 turn to gold (worth 10,000 to 40,000 gold Dwarves have a custom of exchanging
C: 25 CHr 19 (25 to dwarves) pieces). She sometimes gives locks of her rings with those for whom they feel
hair to dwarven communities that are exceptional, mutual trust and love; this
The greatest of all dwarven goddesses is exceptionally poor or hard-pressed and independently parallels a human custom
usually held to be Berronar, who lives otherwise unable to get on their feet eco- used in marriage rituals. This dwarven
with Moradin in the Seven Heavens at the nomically. This is an extremely rare ceremony is not lightly given, and is
Soul Forge beneath the mountains. Ber- occurrence, of course, and must be almost never undertaken with a non-
ronar is seen as the patroness of marriage invoked by a lawful good dwarven cleric
and love (but not necessarily romance). of the highest level in the colony. If this dwarf except in the most unusual circum-
Her name is often invoked in small home gold or any part of it is used for other stances. Both participants must be lawful
rituals, for protection from thieves and than good purposes, it will all disappear. good, Berronar is said to have inspired
duplicity. But, Berronar is not a passive this practice, and several variations of it
homebody; her efforts to preserve and Berronar wields a +4 mace of gold and exist around the dwarven realms.
protect dwarven culture and civilization steel that will slay evil thieves and all
have spanned many universes, and assassins on contact (save vs. death magic Ha lawful good dwarven fighter
dwarves of both sexes revere her name. at -4). She wears two silver rings of great appeals to Berronar for aid for a particu-
power; one prevents anyone from know- lar purpose and makes an appropriately
Berronar appears to be a huge dwarf ingly telling a falsehood within 10" of large sacrifice, there is a 5% chance she
wearing chainmait (+5) of bright silver. her, and the other prevents the use of all will bestow upon the individual the pow-
Her brown beard is braided into four thieving abilities by any mortal within ers of a paladin of equal level for 3-6
rows. If a braid is cut off, it will regrow the same area, unless they make a save vs.
in a single day, and at the end of that day spell at -2 in every round an attempt is days. Only dwarves of exceptionally pure
the lock of hair which was cut off will made to use the skill. heart will be considered for this honor,
and it may be granted only once every 10
years to any individual.
CLERICAL QUICK REFERENCE CHART
Sphere of Raiment Sacrifice/Propitiation
Deity control Head Body Colons) Holy days Frequency Form
Clanggedin
Duma t hoi 11 war, battle war helm chainmail silver before battle before battle weapons
Ab bath or monthly gems 8e jewels
Vergadain secrets, earth bare leather brown new moon
Berronar
evil, greed leather cap leather red solar eclipses annually blood fe gems
suspicion, trickery helmet chainmail gold full moon monthly gold
safety, truth silvered helm chainmail silver new year's day annually silver
None of these dwarven gods has a sacred animal. Clanggedin is worshipped on the battlefield, and the rest are wor-
shipped in underground temples carved from natural rock. Only male dwarves may become clerics of the male dwarven
deities, and females become clerics of the female ones.
10 BEST OF DRAGON
The ELVEN
point of view
by Roger Moore
Elves are much like humans in physi- they have no fear of ii. This feeling is so things are done for what will come about
cal appearance. They are thinner and deeply ingrained [hat elves (and half- in the long run. Singing and dancing all
somewhat smaller, averaging about 5 feet elves) are immune to the effects of the day are not actions done for the sakeof
tall, but not small enough for the size dif- magic-user spell scare, which enhances the moment (as most other creatures
ference to affect the way elves see humans any basic fears of death and doom in the believe). This behavior helps make life
and vice versa. Elves have a tendency, as victim's mind. more enjoyable and easily lived, enhanc-
do all demi-humans, to be generally sus- ing elves' love of the world and of life in
picious of human motives at the same Elves are al$o immune to the paralyz- general. Longevity can mean intolerable
time they admire (perhaps reluctantly) ing touch of ghouls, from which it may boredom unless one can manage to keep
and look up to humans for their capabili- be deduced that ghouls are somehow able occupied for more than a thousand years
ties. But elves are the least affected by this to cause their victims to be overtaken and and enjoy it as well. Elves know how to
feeling, and bear little jealousy to immobilized by their fears of death. The do this with little trouble. The naturally
humans for their ability to advance an more powerful undead creatures can par- chaotic bent that elves have comes to their
unlimited number of levels in their pro- alyze or cause fear in elves as well as in assistance here, guaranteeing a life filled
fessions. Elves have their own set of spe- other beings because those undead have a with variety and unpredictability. Life is
cial abilities and problems. stronger innate magical power and use an endless series of surprises to fire elves'
different ways to bring their attacks into imaginations; there are poems to be writ-
The greatest difference between the effect. An elf might not fear death, but ten, songs to be sung, and tales to be told
viewpoint of an elf and that < >1 a human one would certainly fear an enraged vam- about those surprises.
concerns concepts of time. The wispy, pire or lich for the harm or damage it
lightly built elves have a life span more could cause. To members of other races, elves
than ten times as long as humans, averag- appear heedless of the harsh realities of
ing 1,200 years with a maximum of 1,600 Elves are a brave people, but are not the world; they have no attention span,
years or so. Such a time span is barely given to foolhardiness and the sort of they waste time, they are "flighty or frivo-
comprehensible to humankind; its effects "damn the torpedoes" approach that lous" and carefree. They have no under-
on the elven personality are profound and shorter-lived beings use so often. Caution standing of the value of time, we believe.
far-reaching, Elven player characters are is appropriate since there is so much to How wrong we are. Elves know only too
already 100 years old or older when they live for and so long to do it in. It may well the value of time. They cannot com-
start play in the game, perhaps close to well be that elves are aware that since prehend fully our haste to do things, our
200 years, and can look forward to many they do not possess souls but have spirits concern over things that will not last.
years more, barring accident ordeath in (see the DEITIES fc DEMIGODS™ book
battle. In a typical elven lifespan it is pos- for clarification of these terms) instead, Longevity has also granted elvenkind a
sible for as many as sixty generations of they will be "reborn" after some time, keen empathy for life and living things.
humans to appear and vanish. Whole cit- and likely as elves again. Why fear death The sense of oneness that elves feel with
ies and nations could be founded, when you know you are coming back to the forests is a thing beyond our ken. We
expand, reach a pinnacle, and fade away life anyway? perhaps also cannot appreciate the rich-
into degeneration and ruin in that time. ness elves feel in life, and the fellow-
Seemingly changeless, the elf would wit- Their longer lifespans also imbue elves feeling they have for other living crea-
with a tendency to see things in a long- tures. Elves cannot be said to truly hate
ness it all. range way. The short-term results of a almost any creatures; even ores are merely
Time means nothing to an elf; there is particular action concern elves little; regarded with antipathy, for they will
soon pass from life — even more quickly
little need for hurry in any project the elf Dragon than humans do. The all-consuming-hate
is engaged in. Humans and other demi- ores feel for elves is, to the elves, but an
humans rush about and vainly set out on From issue #60, April 1982 annoying problem that can be circum-
adventures and projects that they want to vented with a little patience and a few
complete before the Grim Reaper turns good arrow shots.
their bodies and works to dust. Few
things are that important to elves. Aging There is only one mortal race that war-
seems to have little effect physically on an rants a feeling of true hatred among
elf's outward appearance; unscathed by elvenkind, and, interestingly enough, the
the passage of centuries and millennia, hatred is for a variant elven race: the
elven longevity is intensely envied by drow. Drow also have long lifespans, and
most other races who travel in the shadow to some extent their mentalities mirror
of mortality. that of normal (high, grey, and sylvan)
elves. Yet the drow nature is wholly evil
Seeing others' lives pass away around and based upon darkness, things very dif-
them, and having no such pressure from ferent from the philosophy of the upper-
the presence of death, elves have attained world elves. Against the drow, other elves
a deep understanding and acceptance of show no mercy or quarter. To have any
death as a part of life by nature. They dealings with the evil dark elves is to
don't look forward Eo it necessarily, but
11
VOL. in
betray tens of thousands of years of elven doing the victims a favor by pointing out, trance. This explains the elven resistance
unity with life; even evil non-drow elves in a rather blunt but effective way, that to sleep spells. Their resistance to charm
will more than likely refuse to have any- nothing lasts forever. spells may be due to their strong sense of
thing to do with the drow. If ores were self-will and individuality.
regarded with this same feeling by elves, A very self-willed race, elves tend to do
they would be much less plentiful than very much as they please, paying little Elves' ability to move invisibly and
they are today, perhaps extinct. attention to social convention. They do with great silence in natural terrain is
not see other beings as superiors or infe- another interesting comment on the elven
The empathy elves feel for living riors, even their own leaders. Instead, they desire for secrecy on an individual basis.
things gives them the desire to communi- feel all beings should have dealings in a Elven speech is soft, lilting, and melo-
cate more with life, and elves have a wide direct fashion without a complicated rank dious to the ear; it contains many subtle
repertoire of languages as a result. Sylvan structure or hierarchy. This point of view variations in tone to indicate the speak-
elves, more closely tied to their forests is often appreciated by the less powerful er's emotional state, though most races
than high or grey elves, learn different members of an adventuring party that miss them or misinterpret what is being
tongues, but the language range is just as elves are traveling with, but bothersome expressed. Most of these delicate tonal
wide. All elves lend to be much more to the more powerful members who are changes are meant to be secret from other
expressive than humans or other beings, supposedly in charge of the expedition. races — again, another comment on elves'
and are more sensitive to changes in emo- love of secrets.
tions in other creatures. This does not Leaders, to elves, are to be obeyed in
necessarily mean that elves are always matters only where the leader is knowl- The elven feeling of equality and kin-
good listeners or make friends easily, edgeable, and they may be freely dis- ship with all beings is well expressed in
however; they associate primarily with obeyed if their rulings seem unreasona- their religion. Elves were born of the
their own race, who appreciate the elven ble. Individual elves follow their own blood of Corellon Larethian, and thus in
view of life best. Making friends with leaders because they want to, not because some sense are equals to that deity (broth-
shorter-lived mortals is difficult, since "society" says they have to. This makes, ers and sisters, perhaps). Elven deities
they know that soon (by elven standards) of course, for a pretty chaotic state of po- work closely together, with no one desig-
that friend will die, litical affairs, but this is greatly moder- nated as an absolute or even partial
ated in elven society by elves' strong sense leader. All the various cults and sectsof
Their sensitivity to emotions can be of identity as a race and their separateness elven religious life coexist in similar
used by elves to draw people out and from the rest of the social world. Thus, fellowship.
learn from them; elves enjoy secrets and elven government, as disordered and con-
are always seeking them for the joy of fusing as it seems to an outsider, is quite The long-range psychological view
learning new knowledge. Perhaps this stable. elves have of life is mirrored in their
psychological tendency is related to their superior skill with missile weapons,
ability to detect secret and concealed If there is something elves desire which requires foresight and accurate
doors, or perhaps this ability is just a strongly, it would be a knowledge of depth perception on the part of the
function of living in a society that uses magical power. Magic fascinates elves, archer. Also note that, according to the
secret doors a lot. This might indicate who see it as a source of infinite variety DEITIES it DEMIGODS book, Corellon
that while elves seem to know a lot about for their benefit and enjoyment over the Larethian's longbow never misses its
everyone else, they sometimes don't know long years. They are the best magic-users mark. It may be that the elven skill with
much about each other. Chaotics value of all creatures except humans, and they swords and bows is partially due to their
their privacy highly. understand the nature of magic well. kinship with a deity using these weapons
Some elves understand magic so well as and no others. Also note that this deity's
Regardless of racial preferences, elves to be able to cast spells while wearing sword points out the most dangerous
can make friends from many races. In all metallic armor, though this is not partic- opponents in battle; this is another mani-
likelihood, elves make few generalizations ularly common. Because of differences in festation of the elven talents of sensitivity
racially and make judgements on beings the structure of the elven brain and the and awareness.
on a person-by-person basis. Were there
such a thing as a chaotic good orc] he or elven personality, they cannot advance as Few children are born to elves, a logical
she might find some friends among elven- far as humans in magical ability. These result of the members of the race having
folk once the elves got past their initial differences in the brain's physiological such extended lifetimes. This low birth
distrust. structure also prevent the vast majority of rate provides a check on their numbers
elves from having psionic powers. and makes elves somewhat less than
Most elves are basically peaceful and common. Their population tends to
have little or no desire to own things, One interesting difference between remain fairly constant.
beyond the desire to have them in order to elves and other beings in mental capabili-
appreciate their beauty. It is enough for ties is also related to their long lives. Evil elves strive for the destruction of
elves to have their long lives; material Elves do not sleep as humans, dwarves, life, rather than the accumulation of trea-
things are generally of little worth. This and other races do. During the time an elf sure at any cost. Banshees (also called
might seem contradictory in light of the is resting, he or she is vividly reliving groaning spirits), the undead form of evil
fact that elves make excellent thieves, but past memories and experiences. For all female elves, are particularly well asso-
elven thieves are very rarely in the busi- intents and purposes, memory is a sepa- ciated with the bringing of death with
ness for the profit to be made. They seek rate reality, and dreams serve as a reflec- their keening. Assassin-class elves commit
the variety and excitement the thieving tion upon the world of the past. This is a murder and destruction of life as a matter
life offers, and care more about how valuable asset to elves because of the of routine, and are rather fearsome as a
interesting an adventure was rather than enormous amount of information and life result. Fortunately, such beings are quite
what material was gained from it. Well experiences an elf can accumulate in a rare. Elven assassins and half-elven assas-
wrought jewelry is much liked and few hundred to a thousand years. Elves sins only rarely associate with their own
appreciated for the level of skill required rarely close their eyes when they "sleep" kind, preferring human company. The
to fashion it; elven thieves prefer jewelry unless there is a bright light present; other elves tend to pick up on too many
over any treasure but magical items. The thus, some have a "faraway" look in the subtle clues the assassin gives off, thus
amusing insistence of the shorter-lived evenings, and their companions are spoiling the "secret."
races on individuals' and groups' owner- misled into thinking elves don't sleep or
ship of personal property makes them rest at all. While resting in this fashion, Elven males and females, though they
particularly vulnerable to the average an elf is still alert to some extent but not are aware of their differences in physical
elven thief, who may feel he or she is overly so, and may have mild difficulty strength, see each other as equals. Elven
coming out of the memory-dreaming queens are as common as elven kings.
12 Corellon Larethian is regarded by some
BEST OFDRAGON
elves as male, by some as female, by some No other symbol could represent as was gleaned from Paul H, Kocher's book,
as neither or both. Though female elves well the changeless and ever-changing Master of Middle-Earth (paperback, Bal-
do not serve in the armies in any great state of elven life as the holy symbol used lantine Books). Though this book is con-
number (except as unicorn cavalry riders) in the worship of Corellon Larethian: the cerned with the Tolkien novels and their
because of their lower strengths, other crescent moon. Always present yet always
areas of elven life are about equally different, looking upon the world year representation of eives and the other
divided between male and female partici- after year, century after century, with the races, there are nevertheless strong sim-
pants. Only actual combat occupations same serene face. Though humans and ilarities in several areas between the elves
show a definite pro-male ratio, and even other people come and go, the elves and of Tolkien and the elves of the ADffcD™
then the difference is not as extreme as in the moon remain. game. Otherwise, the information here is
(for example) human or dwarven armies. taken directly from or derived from the
Valuable information for this article ADfcD rule books.
The gods of the elves
Aerdrie, Erevan, Hanali, Labelas, Solonor
The elven pantheon is largely head- the divinities, sometimes as true physical Abyss gain the majority of their worship.
quartered on one of the planes of Olym- parts of them. The themes of nature and Lolth, the demon queen of spiders and
pus, in an area known as Arvandor, "The magical power also appear very fre- spiderkind, is an infamous example of a
High Forest." Here dwell a large number quently in tales of elven mythology and lesser divinity who lakes much of her
of elven deities, who collectively refer to religion. power from the worship of evilelven-
themselves as the Seldarine, which kind, particularly thedrow.
roughly translates as "the fellowshipof Elven deities, when appearing in elven
brothers and sisters of the wood." The form, are usually between 4' and 8' tall, The smaller elf-like beings, like lepre-
title also implies a wide diversity in capa- with a few exceptions at either end of the chauns, pixies, and so forth, have their
bilities and areas of interests, linked scale. Many of these deities are also capa- own deities (of demigod level) that tend
together by a desire for cooperation. ble of assuming much larger shape in to their needs. Depending on the general
Though many of these beings' areas of non-elven, natural forms. Rillifane's form alignment of their followers, these
influence overlap to some degree, there is as an oak tree, Sashelas' shape as a giant, demigods may be found on several differ-
no conflict between them. Of all the Sel- towering (vaguely humanoid) wave of sea ent planes, but all are generally allied
darine, only Corellon Lareihian is a water, Aerdrie's appearance as a white with the Seldarine.
greater god. cloud, and Corellon's rare incarnation as
an azure moon or star are examples of Half-elves are allowed to worship any
The Seldarine, almost without excep- this. god in the Seldarine. They, as player
tion, are chaotic, neutral, and/or good in characters, may also be allowed to become
temperament. None are evil, and a very Evil elvenkind have nothing to do with clerics or druids of these gods, as applica-
few (two or three at the most) are lawful. the gods of the Seldarine. They frequently ble. A fair number of half-elves honor
They act for the most part independently find the demon princes, arch-devils, and Hanali Celanil, the goddess of romance
of one another, but are drawn together by other gods of the lower planes more to and beauty, in honor of the love between
love, curiosity, friendship, to combine their liking. Evil elves tend most often to their parents that brought them into the
their strengths to accomplish a task, or by be of chaotic nature, so the lords of the world, if such was the case.
outside threats. Corellon Larethian, the
most powerful of them, reinforces this The numerous other members of the
freedom of action and compels none of Seldarine are gifted with varying degrees
them to perform any task. Instead, they of control over the spheres of elvenkind,
seem to sense when something needs nature, magic, dancing and play, love,
doing, and automatically a few of them beauty, time, celestial phenomena, run-
(if more than one is needed) get together ning water, weapon skills, craftsmanship,
secrecy, comedy and joy, chaos, and
and do it. mischief, among others. Few if any repre-
There are a number of interesting sim- sent law, underground phenomena, vio-
lence without cause, warfare, and non-
ilarities among the elven deities and their mammalian or non-avian life forms. One
religions. All the religions practice toler- or two are concerned with death and
ance for other religious followings within dying, but they are peaceful, good-
the Seldarine, and for a few religions of a aligned deities and not the dark and evil
closely allied nature (the cult of Skerrit types that pervade human pantheons.
the Forester being a prime example). Elven pantheons will vary widely from
Most of these religions also emphasize place to place, as different members of the
elven unity with life and nature, and tend Seldarine achieve local prominence or
to blur the distinction between elves and fade from memory.
their environment, Rillifane Rallathil,
the Leaflord. is at once a "giant ethereal Following are descriptions of five of
oak tree" and a "green-skinned elf clad in the more powerful and widely accepted
bark armor." Deep Sashelas has sea-green deites of the Seldarine. Since there are so
skin that mirrors his habitat; Aerdrie many different elven gods, it is very pos-
Faenya is usually depicted as deep blue in sible that these specific deities might not
color, like the sky she rules. The weapons be found in any particular DM's universe
and tools and armor used by these deities and other deities, the existence of which
are often regarded as merely extensions of was mentioned before, would be present
instead.
VOL. in
13
AERDRIE FAENYA misty whirlwind, so that she appears to This goddess is able to use all magic-
Goddess of Air and Weather never touch the ground. Aerdrie wanders user spells involving air, weather, flight,
the winds of the planes of Olympus and electricity, and gas at the 25th level of
Lesser goddess Gladsheim, in the company of a large ability, as often as desired, one spell per
ARMOR CLASS; -5 number of winged creatures of many round. She has the power to negate at
MOVE: 48" ((light only) will the flying or levitating abilities of
HIT POINTS: 322 types. any creature within 12" of her.
NO. OF ATTACKS: 2 If aroused for battle, Aerdrie is able to
DAMAGE/ATTACK: 6-20 Any elves of non-lawful and non-evil
SPECIAL ATTACKS: Negate flight cast two great blasts of wind per round, alignment may worship Aerdrie, Elves
SPECIAL DEFENSES:Immune to causing 5-20 points of damage each who desire certain weather conditions
against any opponent within 96" of her. make the most frequent sacrifices to her,
missile weapons and her cult is also popular with elves
MAGIC RESISTANCE: 80% She may also summon 2-12 air elementals who possess flying mounts (griffons,
SIZE: M (6') {16 hit dice each) once per day, and may hippogriffs, pegasi, and so forth).
ALIGNMENT: Chaotic good (tends also summon 3-18 giant eagles or 1-2 rocs
twice per day. These creatures will obey It has been known to happen that an
toward neutrality) elven character who has somehow fallen
WORSHIPPER'S ALIGN: See below her unto death. from a great height, should he or she call
SYMBOL: Cloud with bird silhouette out Aerdrie's name aloud, has a small
PLANE: Olympus and Gladsheim (2%) chance of receiving a feather fall
CLERIC/DRUID: 14th level druid spell just prior to striking the ground.
FIGHTER: 10th level fighter However, those who receive this gracious
M-U/ILLUSIONIST: Special/Nil benefit, coming directly from Aerdrie her-
THIEF/ASSASSIN: Nil self, will be both quested and geased (no
MONK/BARD: 10th level bard saving throws allowed) within the next
PSIONIC ABILITY: VI 2-7 days to perform a service for the god-
S: 8 I: 24 W: 22 D: 24 dess, fully commensurate with the charac-
C: 19 CH: 23 ter's general level of ability. Such tasks
vary widely in nature, though all of them
Aerdrie appears to be a tall elf-like are said to be comparatively challenging
woman with feathered hair and eyebrows; and difficult. Elves receiving this benefit
from her back spring a pair of large, bird- of a feather fall (and its consequences)
like wings. Her feathers are of constantly need not be worshipers of Aerdrie, but
changing color. The lower half of her should be of the same alignment as her
body from the hips down vanishes into a worshipers.
EREVAN ILESERE deity who can change his appearance at
God of Mischief and Change will. He enjoys causing trouble for its
own sake, but his pranks are rarely either
Lesser god helpful or deadly. His favorite tactic is to
ARMOR CLASS: -/ change his height to any size between one
MOVE: 18" inch and six feet. Regardless of how he
HIT POINTS:290 appears at any given time, Erevan will
NO. OF ATTACKS: 1 always wear green somewhere upon his
DAMAGE/ATTACK: 2-24 (+7) person.
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better When he travels, Erevan carries a +4
longsword that knocks open all barriers,
weapon to hit doors, and locks with but a touch. When
MAGIC RESISTANCE: 8?% he so desires, he may also summon up to
SIZE: S to M (see below) twenty leprechauns, sprites, pixies, or
ALIGNMENT: Chaotic neutral other small, mischievous elf-like beings,
WORSHIPER'S ALIGN: All chaotic* each with maximum hit points, to help
out in a given situation.
and thieves (elves)
SYMBOL: Nova star with Erevan Ilesere will rarely fight another
being directly, preferring to escape and
asymmetrical rays possibly catch his opponent off guard at a
PLANE: Olympus later time. He can, however, cast the
CLERIC/DRUID: 8th level druid spells chaos and polymorph any object
FIGHTER; 7th level ranger once per round at will. Prior to entering
MAG 1C-USER/ILLUSIONIST: 18th combat, it is very likely he will make
extensive use of these spells to his own
level illusionist advantage.
THIEF/ASSASSIN: 20th level thief
MONK/BARD: 10th level bard Followers of Erevan are usually quite
PSIONIC ABILITY: /// unpredictable themselves, and very inde-
S: 19 (+3, +7) 1:23 W: 16 D: 25 pendent. Many of them are thieves or
C: 20 CH: 24 have thieving as one of their multiple
classes. There have been known to be
While his following is not as large as
those of the other elven deities, Erevan elven cleric/thieves and fighter/cleric/
still commands his share of attention thieves among his worshipers, a set of
from the elves, particularly those engaged class combinations not normally possible
in thieving. to elvenkind.These multi-classed charac-
ters are always non-player characters.
Erevan is a fickle, utterly unpredictable
14 BEST OF DRAGON
HANAL1 CELANIL followings, while rarely assisting one may, once during their lifetime, be
Goddess of Romantic Love and Beauty another, don't object to each other's granted an increase of two charisma
presence. points vs. the opposite sex. Thus, a
Lesser goddess female elf who receives this gift might
ARMOR CLASS: -4 Hanali has no physical attack mode as have her normal charisma of (for exam-
MOVE; /2* such, though she does possess a magical ple) 14 apply only to her dealings with
HIT POINTS: 312 aura of 6" radius; any beings within this other females; all males would see her as
NO. OF ATTACKS: Nil aura must save vs. magic at -4 each round having a 16 charisma. This effect is per-
DAMAGE/ATTACK: Nil or else be permanently charmed by her manent. There is a 5% chance of this
SPECIAL ATTACKS: Charm aura beauty. This goddess may only be benefit being granted following a great
SPECIAL DEFENSES: See below attacked by beings with a +2 or better quest performed by that worshiper. This
MAGIC RESISTANCE: 95% weapon and a negative charisma (-1 to quest might involve the creation or pres-
SIZE: M (5fc'; -7: see the DEITIES & DEMIGODS ervation of a beautiful object, or mighty
ALIGNMENT: Chaotic good book). All others will be so distracted by deeds done in the name of a loved one for
WORSHIPER'S ALIGN; Good and her presence as to miss her with every hit. the loved one's benefit.
neutral alignments (elves) and those Elven worshipers of Hanali Celanil
mho enjoy beauty or are in love
SYMBOL; Heart o} gold LABELAS ENORETH
PLANE: Olympus God of Longevity
CLERIC/DRUID: 14th level cleric/
10th level druid Lesser god
FIGHTER: Nil ARMOR CLASS: -3
MAGIC-USER/ILLUSIONIST: 16th MOVE: 12"
level M-U! 15th level illusionist HIT POINTS: 310
THIEF/ASSASSIN: Nil NO. OF ATTACKS: I
MONK/BARD: 12th level bard DAMAGE/ATTACK: See below
PSIONIC ABILITY: VI SPECIAL ATTACKS: See below
S: 15 I: 23 W: 23 D: 25 SPECIAL DEFENSES: See below
C:20 CH: 25 (Special) MAGIC RESISTANCE: 93%
SIZE: M (ff)
* ALIGNMENT: Chaotic good
Hanali Celanil is predominantly WORSHIPER'S ALIGN: Chaotic good
depicted as feminine, though on rare
occasions it is said she has appeared as a (elves)
male. Hanali influences the spheres of SYMBOL: Setting sun
love and beauty, and is widely revered by PLANE: Olympus
many of the elves. CLERIC/DRUID: 14th level cleric/
She owns an immense crystal fountain
and pool with which she keeps watch 12th level druid
over her followers, as if using a crystal FIGHTER: Nil
ball. When she bathes herself in the MAGIC-USER/ILLUSIONIST: 18th
waters of the pool (called the "Ever-
gold"), her charisma score is enhanced [or level M-U/16th level illusionist
one day; during that time she will receive THIEF/ASSASSIN; Nil
a +75% reaction bonus and inspire awe in MONK/BARD: 12th level bard
characters of up to 14th level. These PSIONIC ABILITY: VI
bonuses, however, are only effective S: 12 1:25 W: 25 D: 19
against elves or half-elves. C: 18 CH:24
The goddess Aphrodite (as described in
the DEITIES & DEMIGODS™ Cyclope- Like Corellon Larethian, Labdas Eno-
dia) is the only other being who shares reth variously appears as male or female
the waters of Evergold with Hanali, and (and sometimes both or neither). Regard-
she can gain the same bonuses mentioned less of gender, Labelas always has silvery
above against humans. Oriented as they hair and misty gray eyes. This deity wears
are toward different races, these two god- pale-colored robes of green, blue, white,
desses rarely find themselvesat odds with and gray.
one another. Their respective cults and
At the creation of the elven races, Labe-
VOL in las blessed them with longevity, and pro-
nounced that the passage of time would
do little to alter their appearances, as it applicable). This power is used only once temporal stasis, slow, paralysis, hold, etc.)
did to the other races. Labelas knows the {one form or the other) on a creature dur- Elves who worship this being may
future and past of every elf and all elven- ing its lifetime. All mortals within 18"of
related creatures. Labelas who are his enemies will be appeal to him to undo the effects of age,
slowed automatically, and all mortal but this is rarely (1% chance) granted, and
Labelas Enoreth is acknowledged to be beings in the same radius but who are only to those who have done an outstand-
the master of time and aging by the elves. allied to the god will be hasted, if he so ing quest in his name. Such quests
Once per round, should he fix his gaze chooses; there is no saving throw against should be worked out by the DM, and
upon any being within 12" of him, he can this power, though magic resistance usually involve the recovery of artifacts
place that being in temporal stasis (no could help. and relics that have been lost for
saving throw) for as long as desired. At a hundreds or thousands of years. Follow-
touch, Labelas can restore youth to, or Labelas is immune to the effects of any ers of Labelas are usually historiansor
prematurely age, any being by up to 100 spell or power that involves time or other types who collect information on
years in either direction (save vs. spell would inhibit his movement (time stop, the past history ofelvenkind.
SOLONOR THELANDIRA being and then retreat. Once by himself
God of Archery and Hunting again, he can then manufacture a special
arrow of slaying designed especially to
Lesser god kill that one opponent, should it strike
home. This type of arrow can kill any
ARMOR CLASS: -2 intended target of up to (but not includ-
ing) demigod status. Many demons, dev-
MOVE: 15" ils, and other monsters of the lower
planes have felt the bite of these missiles;
HIT POINTS: 308 not even their magic resistance can pro-
tect them from certain death, li takes one
NO, OF ATTACKS: 4 day to make one of these arrows. They
have a +3 to hit.
DAMAGE/ATTACK: 2-16
When traveling through forests, Solo-
SPECIAL ATTACKS: Arrow of slaying nor becomes automatically invisible (as
in improved invisibility, the 4th level
SPECIAL DEFENSES: See below illusionist spell) and completely silent.
MAGIC RESISTANCE; 85% He taught the first elves the art of hiding
in and moving through natural foliage so
SIZE: M (7) as not to be detected,
ALIGNMENT: Chaotic good Elven hunters and fighters frequently
worship Solonor Thelandira, and appeal
WORSHIPER'S ALIGN: A It good and to him for better catches of game. Wor-
shipers who distinguish themselves in
neutral hunters and warriors (elves) some very extraordinary fashion have a
SYMBOL: Silver arrow with 2% chance of being given an arrow of
j&IMMgof the normal sort, designed to
green ffetching slay the type of creature that is the elf's
greatest enemy at that particular time.
PLANE: Olympus
This gift can be received only once in an
CLERIC/DRUID: 12th level druid search of game and to seek out and de- elf's lifetime.
stroy evil. His only weapon is a +5 long-
FIGHTER: 17th level ranger bow that has a range as far as the horizon.
Solonor will not close to do battle with
MAGIC-USER/ILLUSIONIST: 10th an enemy, but will track and pursue
instead, firing arrows from a never-empty
level magic-user quiver. He cannot be surprised by any
being within 48" of him, due to the keen-
THIEF/ASSASSIN: 12th level thief ness of his senses.
MONK/BARD: 8th level bard The favorite tactic of this deity, should
he anticipate battlinga particularly dan-
PSIONIC ABILITY: VI gerous foe, is to physically touch that
S: 21 (+4, +9) I: 22 W: 21 D: 25
C:21 CH:23 i
Clad in a great cloak of living leaves,
Solonor strides through the forests in
CLERICAL QUICK REFERENCE CHART
Sphere of Raiment Holy Sacrifice/Propitiation
Deity control Head Body Color(s) days Animal Frequency Form
Aerdrie
air, weather, birds one feather sky-blue sky blue spring and birds semi-annual beautiful
Faenya
mischief, change, robes fall equinoxes feathers
Erevan thieves
Ilesere romance, beauty leather cap leather black eclipses n/a varies stolen
Hanali
Celanil longevity, lime armor treasures
Labelas
Enoreth archery, hunting bare gold robes gold full moon n/a monthly beautiful
Solonor
Thelandira objects
bare gray robes light gray sunset n/a daily prayers and
knowledge
green hood elfin chain leaf green full moon stag monthly hunting
and silver
trophies
Clerics of any of these deities (and of any of the other elven gods as well) may be either male or female. Places of worship
vary, with Aerdrie's services being conducted on open hilltops, Hanali's by a fountainside or spring, Labelas's in a small
grove, and Solonor's in the deep forest. The only restriction on where Erevan can be worshipped is that one should never
worship him in the same place twice.
16 BEST OF DRAGON
The HALFLING
point of view
by Roger Moore
The smallest and physically weakest of function is to help maintain the security insistence upon security are readily
all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc-
lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa-
exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus
halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be
slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend
Ibs., and they look much tike small to appear shy, fearful, and overcautious
humans. In fact, evidence suggests that The normal (0-level) members of the when on their own for the first time.
halflings are more closely related to halfling community generally believe in Their society appears stagnated in the
humans than to any other demi-human an orderly, cooperative system of working eyes of other races, and they tend to close
race. together to ensure the continued stability themselves off from the rest of the world.
of their society. Individuals who break
Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit
child-like, basicallyhappy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as
hungry most of the time. Some of these upon them that their activities are endan- clannish and on the boring side. Yet there
observations may be correct, but the gering not only themselves but their is a great strength in this lifestyle, too.
whole impression is still rather superfi- neighbors as well. "Safety in numbers" is Once they are motivated by a leader-type
cial. How do halflings see themselves and the moral of many of the children's sto- toward some course of community action,
the rest of the world? How do they see us? ries halfling youngsters hear. Thisout- halflings en masse can be powerfully
look tends to discourage notions of going effective in dealing with invaders, disas-
One of the key words in halfling adventuring in all but the most coura- ters, or other such problems. Oppressors
society is security. The world, from their geous — or foolhardy. can be overthrown almost before they are
viewpoint, is both helpful and hostile, even aware there is a rebellion afoot, due
and it'sthe hostile pan that concerns It is an interesting contradiction of to the halflings' speed and the intense
them. The average halfling has a strength their society that, while halfling adven- cooperation halflings demonstrate in a
rating of about 8, weaker even than an turers and heroes who leave the commun- group of their fellows. On more than one
average kobold. Direct hand-to-hand ity for long periods of time are much occasion, brigands who had previously
combat with an opponent o[ almost any revered, they are also seen as being out- raided a halfling community have been
sort can easily be a losing proposition side the bounds of "normal" halfling wiped out on their second raid, because
because of this physical weakness, along behavior. No parent tells a child to grow they overestimated their abilities against
with the halfling's height disadvantage up and be like Uncle Boffo, who killed a such apparently weak folk.
(against most creatures) and the limited worg singlehandedly and saved his
fighting ability halflings can achieve friends from death by backstabbing a How is this possible? This ability is
(most never exceed the 4th level). ghoul. "Uncle Boffo is not like us regular largely due to the halflings' sense of
halflings," mother would say instead. organization and willingness to work
These facts profoundly affect halflings' "We're awful glad he's around, but still it together. At least as much of a factor is
lifestyles and the structure of their com- was foolish of him to go adventuring like that halflings, more than any other race
munity. Halfling fighters, despite their that when he knows he could get hurt or except elves, are natural-born guerrilla
disadvantages, are still quite common in lost. We're safer slaying here at home." fighters. This is not to say they practice
any such community. They function in warfare a great deal — they don't. But
an almost entirely defensive role, gener- The negative consequences of this halflings can conceal themselves in natu-
ally unwillingto travel with large armies ral terrain so well as to become effectively
off to war except in the most urgent cir- Dragon invisible. Their feet (usually noticeable
cumstances. Halfting fighters also serve only because they are hairy) are thick-
as the local police or sheriffs department, From issue #59, March 1982 soled and well adapted for silent
keeping the peace among their fellows movement.
and among the non-hatfling travelers
who pass through town. Most helpful of all in many ways is
halflings' skill with missile weapons.
Halfling fighters are known to go Short people of any race, unless they are
adventuring, but they rarely go very far very strong, are at a disadvantage in
and are prone to retire quickly soon after hand-to-hand combat. The best they can
they reach their highest possible level of hope for is to kill an opponent before the
ability. Then they may become involved enemy gets within striking distance;
in the local militia or government, devot- bows, arrows, and slings fill the bill.
ing the rest of their lives to community Halflings practice long and hard with
service (for which they are greatly short bows and slings for this very reason,
appreciated). as well as using them for hunting and
sport. Halflings have exceptional natural
Halfling clergy, either druids or nor- dexterity as well, AH this combines to
mal clerics, almost never go adventuring make them +3 to hit when using any
unless it is a matter of great importance
to the halfling people. Their primary 17
VOL. Ill
short bow or sling — an amazing degree gene pool. Cross-racial marriages are With all the things working to discour-
of accuracy, especially for a halfling who quite rare in halfling society, but have age halflings from ever becoming adven-
aKo has exceptionally highdexterity. been known to occur. Very little is said or turers, one wonders why some do anyway.
heard about them, though. Every society, no matter how closely knit,
Imagine, then, the effectiveness of a will have some rebels, those who don't fit
group of thirty halflings, wearing only Most halfling towns are set in temper- smoothly into the usual Scheme of
leather armor and equipped with short ate hills and plains. The dwellings them- Things. Many halfling adventurers (par-
bows, hiding in a woods by a roadside, selves tend to vary as described above, but ticularly thieves and fighter/thieves) are
awaiting the passage of a robber gang are usually a curious mixture of above- from this sort of background. They grow
who cannot see or hear them. Bows are ground cottages and hillside burrows and tired of the unchanging nature of their
very quiet, and pinpointing the location tunnels. Individual homes are outfitted life at home and set off seeking a little
of a bow-sniper in a forest is hard enough for comfort and a restful atmosphere; excitement.
without having to locate a sniper who greens and yellows are much used in inte-
can effectively disappear in the same Nearly all halfling adventurers start out
environment. And halflings do not shoot rior color. Large spaces are set aside for with naive attitudes and high expecta-
to wound their targets. They have trouble outdoor gatherings like parties, commun- tions of how things are going to turn out;
taking prisoners, for the same reasons ity meetings, and sports events. Gardens subsequently, some fall prey to the multi-
why they aren't particularly good at close tude of subtler dangers one meets in the
are common, and halflings are prone to adventuring life. Yet even then, these
combat. outfit their homes with odd bits of natu- halflings see their troubles as a fair price
One of the things a small person can ral decoration: rocks, plants, bark. to pay. Going adventuring is a sort of
protest against comfort, a reaction to hav-
do to protect himself is to ally himself Everything about halfling society con- ing things come too easily. Certainly
with a bigger person, even if that bigger tributes to the feeling of closeness and these adventurers aren't rejecting alt com-
person isn't the most likable sort ofguy, safety. Even maps of halfling manufac- forts (some have been known to bring
Halflings seem to make such alliances on ture rarely describe areas external to the their pillows with them in case they were
a larger scale than other races. It is very community, other than noting (on the unable to find a bed).
unusual to find a halfling community margin, in small print) that to the north-
located more than a couple hours' ride at east is "where all the humans live," or Adventuring is a dare to halflings, a
most from either a dwarven, elven, or calculated risk. It makes the adventurer
that "the mountains are said to be in this more acutely aware of his or her own lim-
human town. direction," and so on. Halfling commun- itations and capabilities, and, in the
Depending on the makeup of the near- ities located near dangerous areas are words of one halfling, "It makes you feel
often honeycombed with subsurface tun- more alive." Halfling adventurers of any
est town(s), the population of a halfling nels and ambush points, should invasion class almost never travel alone, and prefer
community will include varieties of half- occur, and the lands around are heavily going in a large group with a lot of non-
lings that resemble their non-halfling scouted by missile-armed patrols; ambush halflings in it. (Any being who is not a
neighbors. Hairfeet live near men, have points are likely to be maintained as well. halfling is automatically seen as capable
no infravision, and reside in small cot- and experienced in adventuring.)
tages, Tallfellows live in forests (some in Despite their misgivings about the
hollow trees) and have infravision like "bigger folks," halflings are generally Because of their natural abilities to
elves, as well as being more lithe and move silently and hide, most halflings
elven in appearance. Stouts are shorter open and conversational with others. desire to take up a profession that makes
than hairfeet, live in caves and tunnel They have good relations with other the best use of these talents. Being a fight-
complexes, and have infravision. They races, though the bigger people are seen er has the drawback of putting the half-
can delect slopes and other underground with some suspicion. Halflings in general ling in frequent close-combat situations
features in a fashion similar to dwarves. do not bear hatred for any race and are (the disadvantages of which have been
prone to accept even the normally unac- noted before). But being a thief, or a
Some of these similarities are probably ceptable sorts like half-ores into their combination fighter and thief, is another
due to imitation and the effects of the community (though everyone will be matter entirely.
environment. However, there is always watching, of course). Halflings are usu-
the possibility of an occasional cross- ally trusting and honest, though they also Now, it should be noted that halflings
marriage and subsequent mixing of the enjoy pranks and may become evasive if as a whole are law-abiding and honest.
uneasy with their company. They don't make a living picking one
18 another's pockets, or filching gems from
treasure rooms. Thieves, however, aren't
supposed to gel into direct combat. They
are supposed to move silently, hide a lot,
and make moves unseen by their oppo-
nenis. Thieves learn to open locks (fuel-
ing a halfling's normally irrepressible
curiosity about what is going on behind
locked doors). As for stealing, well, that
can be rationalized as borrowing, or tak-
ing things that someone has too manyof
and won't miss anyway, and besides, it
would be nice to have that ring.. . .
Though they aren't the best at climb-
ing because of their size, and they have
difficulty with other written languages,
halflings make excellent thieves. They
almost never admit to being of that pro-
fession, though. Halfling thieves describe
themselves most often as simply "adven-
turers" or "scouts." One diminutive miss,
a master of the thieving art, says, "I'm a
BEST OFDRAGON
fighter, 1 jusi happen to do my best fight- Halfling religion mirrors the race's then, is a race that ai first glance should
preoccupation with security. Yondalla, have been quickly overwhelmed by the
ing from behind." the most powerful and most widely wor- great cruel world long ago. It wasn't
Halflings who adventure for a long shipped halfling deity, is usually known overwhelmed, though, and halflings con-
as the "Protector" who serves as a guard- tinue to thrive while fosiering close coop-
time often undergo a subtle change in the ian against evil forces. She is able to hide eraiion wiih ihe other demi-human and
way they view their home community. her worshipers behind illusions, usually human races.
They become mildly acute critics of the doing so by making them invisible or
stifling aspects of halfling society, aware disguising them as natural foliage. Yon- Although halflings maintain a low-key
of the stagnant atmosphere, the concern dalla's symbol is appropriate, too: the existence, individuals arise with surpris-
with safety, the closed-mindedness that shield, representing defensive power and ing regularity to considerable heights of
permeates halflings' lives, security. Her holy day is called "Safeday." fame (or infamy) as thieves; as such, they
Yondalla is also the "Provider," an aspect will continue to remind the rest of the
Yet they, the adventurers, are also perhaps related to the halfling love for world ihat the halflings are still here —
among the most vigorous defendersof comfort. with each purse stolen, each treasure
their home towns. After a long period of chesi broken into, and each pocket
hazardous journeying, after seeing the Yondalla uses a variety of magical picked.
innumerable horrors lurking in the out- weapons in the defense of her people, but
none of them are particularly important Maierial for this article was garnered
side world, the quiet and security of a in the ceremonies for her worship, or from the various AD&D™ lomes. librams,
halfling community is a wonderful relief even in the tales in which they appear. It and manuals, as well as from Paul H.
indeed. "There have been limes." said was Yondalla, by the way, who gifted Kocher's excellent Master of Middle Earth
one returned adventurer,"when I wished halflings with their resistance to magic (paperback. Ballantine Books). My
a demon or two would come through and poison, to protect them even furiher
town and make things interesting. 1was from ihe ravages of the world. thanks, too, lo Cassandra Proudfoot, who
so bored. But then, if I really want to see pointed out some of ihe finer poinis of
demons, I can go to a dungeon. It's belter The smallest of all the demi-humans, the thieving life. By the way, Cassandra,
that things slay quiet here at home even if wherever you are, I want my wallet back.
it is a little dull."
The gods of the halflings
Sheela, Arvoreen, Cyrrollalee, Brandobaris
The halfling pantheon is a small one, the plane of Concordant Opposition, and one deity may actually control two or
having one greater deity (Yondalla) and Brandobaris roams the Prime Maierial more of these concerns, as is common in
several lesser deities and demigods. Mosi Plane, but ihere are times when they too ihis pantheon. The halflings have no dei-
communities of halflings worship only a may be found in the Green Fields — just iies of evil naiure, or ones represeming
few of them, four or five at most, and as as the various Greek gods, regardless of war, suffering, fire and water, or death.
with all religionsresidents of different where they may ordinarily reside, come to Yondalla is usually invoked at funerals as
areas may worship entirely different Olympus to meet. a protector of the departed souls of half-
groups of deities. lings. There is a neutral-aligned mascu-
It is interesting thai the more powerful line lesser deily, Urogalan, who some-
Yondalla is the top authority among halfling deiiies tend lo be females. By times acts as a judge of and protector of
the hatfling gods, though it is said her contrast, dwarven gods tend to be males, ihe dead, but he is primarily an earth
control over Brandobaris is minimal at and clven gods a combination of both god. Urogalan lives on the plane of Con-
times. Regardless of their orientation and genders. Halfling deities are not aggres- cordant Opposition,
spheres of influence, all ihe halfling dei- sive by and large, and are more taken up
lies work together against the enemies of wiih home pursuits and protection than The four deities listed in this article are
the halfling people. with fighting. Even the adventurous among the most commonly worshipped
Brandobaris avoids combat if he can help ones. Some halfling druids might wor-
Most members of the halfling pantheon it. Most halfling deities are concerned ship deities from other pantheons (e.g.,
reside on one of the planes of the Seven with spheres of securhy, sufficiency, the Sylvanus, Ki, Dagda, Lugh), but this is
Heavens, in an area generally known as earth, youth, play and humor, good luck, noi common. Other deiiies may be devel-
the Green Fields. Sheela Peryroyl and one law, peace, secrecy, love, and friendship; oped as desired by individual Dungeon
or two other deities make their homes on Masters, of course.
VOL. in Despite the small physical size of the
halfling deities, their innate powers are
quite respectable, and many of them work
closely with deities from oiher paniheons
as well, just as mortal halflings tend to
work closely with other humans and
demi-humans. Brandobaris is said to visit
other thieves' deities, particularly
Hermes; Sheela Peryroyl is on good terms
with a number of Celtic divinities; Yon-
dalla and the other lawful good deities
help and arc helped by olher lawful good
deities, and so forih. Thus it may be
safely asserted that the halfling pantheon
should not, despite its size, be looked
down upon.
19
SHEELA PERYROYL ' i/ etc.) Community-wide revelry is common
"The Wise" at these celebrations, starting in the even-
crops of the year (called The Seeding, ing when the day's work has been fin-
Lesser goddess New Spring, and other titles, depending ished and continuing late into the night.
ARMOR CLASS: 3 on the region), and the other at harvest- The length of these festivals varies from
MOVE; 9" (24") ing time (High Harvest, The Reaping, area to area, averaging about 10days.
HIT POINTS: 306
NO. OF ATTACKS: / There is a l%chance that a halfling
DAMAGE/ATTACK: 2-16 (+6) who makes a great quest or sacrifice in
SPECIAL ATTACKS: Unlimited use the name of Sheela Peryroyl will be
granted the power to cast an entangle
of entangle spell spell once (at the 6th level of ability) at an
SPECIAL DEFENSES: Immune to all enemy. The granting of this power does
not depend on the halfling's alignment or
•weapons with wood in them; class, except that true neutral halflings
+2 or better weapon to hit will be able to cast the entangle spell at
MAGIC RESISTANCE: 80% 12th level of ability. This power may be
SIZE: S (4' tall) granted several times to a halfling in the
ALIGNMENT: Neutral mortal's lifetime, but the quests or sacri-
WORSHIPER'S ALIGN: All alignments fices made to gain it will become harder
(halflings) and more costly as time goes on. Only
SYMBOL: Daisy one such entangle spell may be had at
PLANE: Concordant Opposition any one time.
CLERIC/DRUID: Hth level druid
FIGHTER: 7th level ranger Sheela Peryroyl, should she need to,
MAGIC-USER/ILLUSIONIST: 14th can create a special type of staff (like a
level magic-user shillelagh) in one segment from a blade
THIEF/ASSASSIN: Nil of grass or a twig. This weapon will be +4
MONK/BARD: 10th level bard to hit and do 2-16 (plus strength bonus)
PSIONIC ABILITY: Nil points of damage. She can also cast the
S: 18<00) (+3, +6) I: 22 W: 25 spell entangle once per round as often as
D: 22 C: 24 CH: 22
she likes. The effects of this spell are
Sheela Peryroyl, known as Sheela the cumulative if cast several times over the
Wise, is the halfling deity of agriculture, same area; for example, should she cast
nature, and weather. Her appearance is entangle twice at a troll and should it fail
that of a halfling female dressed in wild- its saving throw twice against the spell,
flowers. It is said that when she sings she the troll would be slowed to one-fourth
causes fields to grow, trees to bud, and normal speed. Additionally, each succes-
seeds to sprout. Sheela brings good sive entangle cast after the first one will
weather to her favored worshipers, but
can easily send drought or floods to those inflict 1-4points of damage on all crea-
who treat her worship poorly. tures trapped therein from constriction
and abrasion. (There is no saving throw
The followers of Sheela Peryroyl often for this, and it makes no difference if vic-
wear a small flower in her honor, and tims are able to move or not,) The useof
strive to work in harmony with nature entangle spells is her favored method of
and the earth. Two major celebrations are attack and defense.
held yearly in this deity's religion, aside
from the regular monthly services. One The clerics of this deity are all druids,
comes at the time of planting the first and are able to attain the 6th level.
ARVOREEN MAGIC-USER/ILLUSIONIST: Nil
"The Defender" THIEF/ASSASSIN: 10th level thief
MONK/BARD: 8th level monk
Lesser god PSIONIC ABILITY: Nil
ARMOR CLASS: / S;20(+3, +8} 1:21 W: 23
MOVE: IT D:24 G23 CH:21
HIT POINTS:298
NO. OF ATTACKS: 3/2 The closest thing the half!ings have to
DAMAGE/ATTACK: 2-20 (+8) a god of war is Arvoreen the Defender, the
SPECIAL ATTACKS: Summon haifling patron of halfling fighters. Arvoreen
never attacks an opponent first, but the
heroes; invisibility first attack upon the deity (if it hits) will
SPECIAL DEFENSES: +2or better only do half damage, regardless of its
power. The first magical attack upon him
weapon to hit; see below will be automatically reflected back upon
MAGIC RESISTANCE:65% the caster; thereafter, spells may be cast at
SIZE: M (W tall) him normally.
ALIGNMENT: Lawful good
WORSHIPER'S ALIGN: All good and For his part, Arvoreen can go invisible
at will and attack unseen for the first 4-16
neutral warriors (halflings) rounds of combat against any mortal,
SYMBOL: Short sword and shield non-divine being. He uses a +4 sword that
PLANE: Seven Heavens can shapechange into any other type of
CLERIC/DRUID: 8th level cleric
FIGHTER: 12th level ranger
20
'•hand-to-hand weapon for combat that he enemies and actively confront them to get thieving to be necessarily dishonorable,
desires. Once a day, Arvoreen may sum- them to desist from their evil practices. he discourages the use of thieving skills
mon 10-40 halfling fighters {4th level He will not go very far out of his way to unless employed against enemies to better
Heroes), each armed with short swords avoid combat if it occurs, however, and the chances for physical combat later. (It
and short bows; they are AC 4 and have will fight to the finish. would be okay, for example, to steal your
25 hit points each. They will obey him enemies' weapons, or break into their
Fighters and fighter/thieves comprise camp to free prisoners or make guerrilla
implicitly. the majority of his worshipers; the fight- raids, but it is a bad idea to steal just to
Arvoreen, though quite powerful, is er/thieves are sometimes of neutral good make yourself rich.) Arvoreen absolutely
alignment, and all of them will prefer to prohibits stealing from other halflings or
not a particularly aggressive deity. He use their fighting skills over their thiev- allied beings.
ing ones. While Arvoreen does not hold
will only engage in combat if he is
attacked, though he does seek out his
CYRROLLALEE S: 17C+1.-H) 1:23 W: 24 is in his or her own home, Cyrrollalee
"The Faithful" D:24 C:23 CH:22 will cause one piece of furniture (not
larger than 5 cubic feet in volume) to
Lesser goddess Cyrrollalee is the deity of friendship become animated for 5 rounds, attacking
ARMOR CLASS; 3 and trust, as well as a protector like Yon- all enemies of that lucky halfling once
MOVE: 12" dalla. Cyrrollalee is thought of more as a per round during that time. Damage will
HIT POINTS:260 goddess who protects the home but keeps vary according to the type of object
NO. OF ATTACKS: 3/2 the inhabitants from becoming too defen- animated.
DAMAGE/ATTACK: By weapon type sive and closed in. This deity appears to
SPECIAL ATTACKS: Nil be a normal female halfling with brown Any halfling who receives this benefit
SPECIAL DEFENSES: +2 or better hair who wears simple peasant's clothing. from Cyrrollalee is obligated to perform a
Her worst enemies are those who betray service for her afterwards; the nature of
weapon to hit the trust of a host, or who break into the task (or quest) is left up to the Dun-
MAGIC RESISTANCE: 75% homes (of halflings) to steal. She is also geon Master, and should be challenging
SIZE: S (4" tall) the enemy of oath-breakers. but not exceptionally difficult. This gift
ALIGNMENT: Lawful good may be given to a halfling only twice in
WORSHIPER'S ALIGN: All good If she so wills, Cyrrollalee can cause all his or her lifetime.
non-living objects within a radius of 6"of
alignments (halflings) her to become animated as if by a 20th- Cyrrollalee's followers are largely regu-
SYMBOL: Open door level cleric (up to 20 cubic feet of mate- lar halflings (zero-level characters) and
PLANE: Seven Heavens rial, for 20 rounds). These spell effects some fighter types. Worship services for
CLERIC/DRUID: 10th level cleric will continue even if Cyrrollalee leaves her are held on the first day of each
FIGHTER: 10th level paladin the area. She can perform this power up month.
MAGIC-USER/ILLUSIONIST: 8th level to three times a day.
No particular weapons are associated
in each There is a 2%chance that if an excep- with Cyrrollalee, though she has been
THIEF/ASSASSIN: Nil tionally faithful follower of hers should said to be able to make use of any weap-
MONK/BARD: Nil call upon her for help while the follower on, magical or non-magical, that a regu-
PSIONIC ABILITY: Nil lar fighter could use.
BRANDOBARIS MAGIC RESISTANCE; 60% THIEF/ASSASSIN: 19th level thief
"Master of Stealth" SIZE: S (3£f tall) MONK/BARD: 6th level monk
ALIGNMENT: Neutral S; 19 (+3,+7) 1:24 W: 17
Demigod WORSHIPER'S ALIGN: All thieves D: 25 C: 23 CH: 20
ARMOR CLASS; 0
MOVE: 12" and those who go adventuring The adventures and misadventuresof
HIT POINTS:185 SYMBOL: Half ling's footprint Brandobaris, Master of Stealth, are almost
NO. OF ATTACKS: 1 PLANE: Prime Material beyond counting. Most of these tales have
DAMAGE/ATTACK: 3-12 (+7) CLERIC/DRUID: 6th level dntid the moral that it is better not to go run-
SPECIAL ATTACKS: See below FIGHTER: 7th level ranger ning off into the wilderness on foolish
SPECIAL DEFENSES: See below MAGIC-USER/ILLUSIONIST: 6th level dares; nonetheless, Brandobaris does
VOL. Ill in each 21
come across as an appealing sort of ras- Brandobaris goes on adventures to find must save vs. spell at -6 or fall deeply
cal. He has much of the trickster in him; some item he believes will make life more asleep for 6-36 turns.
he is primarily a clever thief who fools comfortable for him, though this does not
his opponents into chinking him harm- always prove to work out as he'd The followers of Brandobaris, as might
less, then steals them blind and escapes planned. be expected, are mostly thieves and fighi-
their wrath. No matter how awful a situa- er/thieves. The more ardent followersare
tion he finds himself in (and he's found Brandobaris carries a +3 long dagger usually also the ones who take the great-
some pretty awful ones), Brandobaris which he usually wields in combat (if he est risks on adventures.
manages to find his way out again — and cannot avoid it). This dagger will magi-
make a profit from the episode as well. cally point out the fastest and safest direc- An especially daring risk (one which
tion of escape from any maze or trap places the halfling in considerable jeo-
Brandobaris is so skilled at moving (making Brandobaris immune to maze pardy) that pays off is looked upon favor-
silently that he cannot be heard by any spells when holding it). He also uses a +4 ably by Brandobaris. He might reward
mortal being or god, should he desire to sling that hurls a bait of dust whenever it the perpetrator of such a daring act —
conceal his movements. He can also hide though he will do so only once in that
so well as to be completely invisible is used; the dust ball has a maximum halfling's lifetime, so as not to encourage
(detectable only with a true seeing spell range of 48" {24" short range, 36" medium the mortal to be too foolhardy. There is a
or some magic item of similar power). range) and does not harm the victim it 5% chance that Brandobaris' reward will
strikes. The victim will feel nothing, but be given to any halfling of 10th level or
lower, raising the follower one level in
ability. Halfling thieves of 11th level or
higher cannot receive this particular
reward, but might benefit in some other
fashion from incurring the good favor of
Brandobaris.
Because Brandobaris wanders the
Prime Material Plane, there is a 1%
chance per level that a halfling thief of
11th level or higher will actually meet
Brandobaris, in the guise of another half-
ling thief, and be invited by the demigod
to go on a thieving adventure. Other
thieves may come along on the adventure,
but if they do not worship Brandobaris
they might find some of their valuables
missing when the adventure is over.
Brandobaris will reveal his identity only
after the adventure is over, and only to his
followers. The adventures Brandobaris
goes on, as stated before, can be excep-
tionally challenging and dangerous, but
hold the promise of great reward for the
fast, the clever, and the quiet!
CLERICAL QUICK REFERENCE CHART
Sphere of Raiment Holy Sacrifice/propitiation Place of
control worship
Deity agriculture, weather Animal Head Body Colors days Frequency Form open field
Sheela Peryroyl defense, warriors anywhere
Arvowen butterfly bare green robes green full moon monthly seeds
trust, protection home
Cyrrollalee war dog helmet chainmail silver before varies silvered
thieves anywhere
Brandobaris battle weapons
squirrel bare brown robes brown first day monthly prayers
of month
mouse feathered leather gray new monthly stolen
items
cap armor moon
Halfling clerics and druids may be either male or female. They are frequently the leaders of their communities and have
a lot of say-so on the town's planned activities. Many also serve as judges and arbiters in various disputes, and strive to
obtain justice and good (if lawful good) or fairness and impartiality (if neutral).
22 BEST OFDRAGON
The GNOMISH
point of view
by Roger Moore
Gnomes are small demi-humans closely Communities of gnomes are closely Those whom gnomes do not trust are
related to dwarves. They average about knit, and tend to engage in much friendly dealt with carefully; they may find them-
3'6" in height and 80 Ibs. in weight. competition with other such communi- selves perplexed, led around in circles,
Their skin tones range from brown to ties. Their principal trades are jewelcraft, and kept unsure of just what is going on.
dark tan to grayish brown, and they have mining, metalworking (including armor The gnomish brand of humor is demoral-
gray or white hair. Gnomish males are and weapons manufacturing), a minor izing to enemies of the gnomes, who may
bearded, but females are not. Despite their amount of farming (a skill almost find themselves constantly subject to
small size, gnomes have an average unheard of among dwarves),hunting, booby-traps of every conceivable sort.
strength equal to most humans. Though and involvement with the local military Humans have found it helpful to develop
most people tend to think of gnomes as as scouts and community militia. Trade a manner of humility and respect when
just smaller dwarves, they have different with other gnomish communities and passing through a community of these
capabilities and a much different outlook demi-human villages and towns is brisk, small folk. Those who are earnestly
on life, and are certainly worthy of con- though few gnomes leave their homes to friendly and supportive of gnomes may
sideration as a race unto themselves. become traveling merchants. In general, soon find them to be close friends. Gnom-
humans trade with gnomes lessfre- ish mercenaries will assist non-gnomes
Gnomes are perhaps the rarest of all quently than do elves, halflings, or fighting directly for gnomish causes; their
demi-humans, though halflings in some dwarves, due to some mutual distrust and service may also be given in other, non-
areas are tied with them for the distinc- avoidance, but some human communities critical (to a gnome) situations, but they
tion. Only 5% or less of any adventuring are quite friendly with gnomish folk, won't lake things quite as seriously in
types of human or demi-human origin sending them clothing, foodstuffs and such instances, and they won't necessarily
are gnomes. They prefer living in tem- spices in exchange for ores, gems and stop their praciical jokes (though the
perate climates in rough and hilly terrain. jewels, and worked metal products (weap- jokes will become more friendly and
ons, tools, armor). harmless).
Gnomish communities are composed
of elaborate underground tunnel com- Humor is very important to the gnom- The lawful good orientation of mosi
plexes much like those dwarves inhabit, ish personality. Gnomes go for practical gnomes comes from their sense of com-
and all such communities maintain a jokes, especially the sorts that are directed munity spirit and cooperation with one
network of mines for metals and gem- against larger creatures and enemies. another and other allied beings. This is
stones. However, gnomish complexes do When directed against other gnomes, muted to some extent by a more neutral,
not go as deep into the earth asdwarven these jokes lend to be friendly, with no nature-loving concern thai includes a tol-
tunnel systems do, and they tend to be harm intended. But against humans and erance for other alignmems and a desire
spread out over a wider area. Though other large races (including humanoids), to maintain the balance of nature.
gnomes enjoy their mines and their close gnomes' humor is more of a weapon, and Though gnomes may not like chaotic evil
association with the earth, they also takes on a darker aspect. A good practical beings, there is still the feeling among
appreciate the world above ground, and joke played on an enemy (like substitut- most gnomes that such creatures are
love the beauty of the wilderness and of ing a necklace of strangulation for a necessary in some way to mainiain a bal-
living creatures. necklace of missiles in a half-ore's pocket) ance with other alignments. Neutrally
will win an immense amount of status for aligned gnomes are not often prone lo be
Gnomes seem to have struck a happy the responsible gnome. closely involved with oiher races, wiih the
medium between the attitudes of dwarves possible exception of sylvan elves and
and elves in this respect. Dwarves seek From issue #61, May 1982 rare communities of tall fellow halflings
mastery over their environment,treating of neutral alignment.
it as a thing to be shaped and governed;
elves seek union with their sylvan envi- Perhaps because of their close associa-
ronments, making themselves at one with tion wiih ihe earth, gnomes are lough
nature. Gnomes, splitting the difference, when ii comes to constitution and related
look upon their environment and the matters. They are resistant to many poi-
creatures within it as separate but equal sons and magic spells; as with halflings
to them, as friends and helpers. For this and dwarves, certain magic items (i.e.,
reason they have learned to speak with all rings) may malfunction when used by
other burrowing mammals and often gnomes, because of this resistance.
have working relationships with local Gnomes are also able to consume large
groups of badgers, groundhogs, and so quantities of intoxicating beverages and
forth for food-gathering and mutual not be as affected as a human might be;
defense. Gnomes sometimes have such gnomes drink as much as dwarvesdo, but
creatures as companions; they treat their whereas a drunken dwarf becomes (gener-
animal friends as partners and not like ally speaking) more obnoxious and gruff,
pets. Certainly it does not hurt such rela- with a tendency to fight everything that
tionships that gnomes are small enough moves, an inebriated gnome becomes
to see "eye to eye" with these small euphoric, laughs at virtuallyeverything,
mammals.
23
VOL. HI
and joyfully insults anyone or anything are rare, but highly respected in their other gods, but Garl is the best represen-
larger than himself or herself. home communities for their powers; tative of gnomes as a whole. His ever-
learning illusionist powers lakes a great changing gemstone eyes seem to fit well
Gnomes are rarely on good terms with deal of time and practice compared to into his unpredictable (though still law-
learning fighting or thieving skills. ful) nature.
any evil humanoid race, but their most Gnomish adventurers of any sort often
hated enemies are the kobolds. Both races think of themselves favorably as "giant Like dwarves, gnomes have a distinct
compete for the same sort of living space killers" ("giant" here meaning anything sexual imbalance in numbers (two males
and materials, and their deities have long for every female), and this does have an
warred with one another, Garl Glitter- larger than 5 feet tall). effect on their society. Gnomes, however,
gold (the major gnomish god) once Aside from elves, gnomes are the do not have the rigid sexual and marital
caused Kurtulmak's most elaborate and mores dwarves have. Expressions of love
richly decorated throne room to develop a longest-lived race among humans and and caring are shown more freely, and
structural defect in the ceiling, making it demi-humans, reaching a maximum age courting is a popular pastime among
collapse at an untimely moment when of over 750 years. As with the elven Eolk, gnomes. Since most gnomes do not marry
the kobold god was entertaining one of this has to some extent changed the early in life, this means very long court-
the major arch-devils. The latter believed gnomes' concept of time. Gnomes are not ships. Some "romances" have been
the ceiling collapse was an assassination usually prone to hurry with tasks, and are known to last several hundred years—
attempt, and in vengeance hung Kurtul- good at making up a variety of amuse- becoming, in the process, material for
mak by his tail over an active volcano for ments with which to occupy their time. some particularly amusing tales and
six weeks. The kobold god has since Joke-playing and other humor is very jokes,
devoted all his energies to the destruction useful in this respect. Gem and metal
of all gnomes, but his efforts seem to have crafts take up much of a gnome's time in Those males who choose not to be mar-
only made the gnomes tougher on the later life when adventuring begins to ried become more immersed in their
whole. All in all, it was a grand joke pale, and community service is a popular crafts, and develop close, non-sexual rela-
indeed. option. Mining, of course, can be done at tionships with friends who are either
any age, and frequently is. other male gnomes, humans or demi-
Goblins also hate gnomes, though not humans of either sex, or animals. These
with the single-minded fury that kobolds As a race, gnomes are quite adaptable. relationships are looked upon by married
have for them. Gnomes, in turn, hale Though they do not particularly like the and unmarried gnomes alike as being as
these races to the point where they will sea or other large bodies of water, they are valuable and important as a marriage
attack diem in preference to any other more willing than dwarves to live in such relationship, though humans and
race of enemies, and gain a bonus 10 hit areas. Undersea communities of gnomes, members of other races might be hard
them as well. Because gnomes are small with tunnels leading from great air-filled pressed to see things that way. Gnomes
enough to dodge between the legs of caverns beneath the waves to rockier will go to great lengths to aid those
larger opponents and evade blows, ground on the shore, have been reported. beings and creatures whom they become
humanoid beings of gnoll size or larger These complexes would be extremely attached to, and will feel a strong sense of
rare, since most gnomes do not know responsibility for them.
have a very tough time scoring any hits how to swim. Other colonies of gnomes
have been reported in arctic areas, clus- As presented in the AD&D rule books
on them. tered near geothermal springs or places and played in AD&D campaigns, gnomes
The physical senses of gnomes are very with mild volcanic activity. at times seem a little too much like
dwarves. The two races share some char-
well developed. Their eyesight is good Recently, a purely subterranean sub- acteristics; yet, in order for each to remain
and includes infravision out to 60' or so. species of gnomes was discovered; known a separate and distinct character type, dif-
Gnomes have the most sensitive hearing as svirfneblin, or "deep gnomes" (see ferences should be present. It might be
of any demi-human race, and their com- ADfcD* Module D2, The Shrine of the worth discussing ways in which gnomes
munities are unusually quiet compared to Kw-Toa, and the FIEND FOLIO® could be made a little more unlike other
those of other races as a result. Some Tome), these beings are on close terms character races; it is suggested that the
gnomes prefer walking some distance with many sorts of earth elementals, just sexual ratio of males to females be evened
ahead or behind groups of noisier (usu- as surface gnomes associate with burrow- up, perhaps nearer seven males for five
ally meaning human) races. Gnomes also ing mammals. They possess an innate females. It is odd, too, that whiledwarves
have a more highly developed senseof magic resistance and spells of illusion; are said to be unable to cast magical
taste and smell than other races, and have their language is a modified form of the spells (excluding the clerical sorts possi-
larger noses that some people find quite surface gnome tongue. Gnomes seem to ble to many races) due to their magical
be turning up in the most unexpected resistance from their constitutions,
amusing. places — perhaps their way of having a gnomes gain the same magic resistance
Gnomes go adventuring for various little joke on all the other races. and are allowed to become illusionists.
Further discussion of this matter and
reasons; many such adventurers are The personality of gnomes is well other possible changes might be worth-
multi-classed. Gnomes are able to learn represented by their chief deity, Garl Glit- while in making the AD&D system more
the skills of the fighter, thief, illusionist, tergold, Garl is mischievous, courageous, logical and reasonable.
and assassin, and are better able to mix witty, and strongly drawn to the adven-
classes than either dwarves or halflings. turing life. His great axe is actually his Material for this article was gleaned
companion; Arumdina is quite intelli- from the AD&D Players Handbook,
Gnomish thieves and illusionists, for gent, and has the power to cut stone and Monster Manual, Dungeon Masters
obvious reasons, are especially able to use heal Garl as desired. It is interesting to Guide, and the DEITIES & DEMIGODS™
their talents to pull jokes on other beings. compare Arumdina (as Carl's compan- Cyclopedia. Also, the novels Three Hearts
The feeling that gnomes have been slight- ion) to Moradin's hammer (which is non- and Three Lions by Poul Anderson and
ed by many other races without cause (a intelligent and his personal tool) and to Enchanted Pilgrimage by Clifford D.
claim not without substantial evidence) Corellon Larethian's sword (which is an Simak provided some additional details
makes the fighting and thieving lives extension of the elven god, virtually a on various matters.
most attractive, as a way of evening up part of him). Gnomes have a number of
the imbalance. Assassins are motivated by
a similar "get 'em back" philosophy, and
enjoy taking vengeance on their enemies
with macabre humor. Gnome illusionists
24 BEST OF DRAGON
The gods of the gnomes
Baervan, Urdlen, Segojan, Flandal
The demi-human pantheon with the an exception again, has no friends. response of gnomish gods to their ene-
fewest members is likely that of the Because gnomes regard companions mies. They often act indirectly against
gnomes. By most counts there are only six highly, it is inevitable that their pan- their enemies, but if the situation is
theon reflects this trait. Gnomish deities
or seven deities governing the gnomish usually only associate with other gnom- serious enough they are fully able to take
folk, though it is possible there are more ish deities, though they maintain a loose the offensive and fight directly in battle.
in other universes. All gnomish gods, contact with a few dwarven gods at times. Compared to other non-human deities,
with the exception of Urdlen the Crawler, the gnomish pantheon is one of the most
are ruled by Carl Glittergold (see the Pranks and practical jokes are a major active and involved with its worshipers.
DEITIES & DEMIGODS™ Cyclopedia).
AH but one of them live on one of the
planes of the Twin Paradises in the area
called the Golden Hills, where the souls
of faithful gnomes go at death. The
exception is, as before, Urdlen. who lives
in the Abyss.
Gnomish deities are fully concerned
w«h the fate of the gnomish race, and go
adventuring quite often to support their
causes and keep enemies from over-
whelming the gnomes. Though all of the
known gnomish gods are masculine, they
are worshipped by male and female
gnomes with equal reverence. They lack
the "he-man" image one might imagine
an all-male pantheon would possess, and
are clever, sensible, and helpful. Urdlen is
sexless (though still referred to as a "he")
and shares none of these good qualities,
but "his" few followers may still be male
or female.
Gnomish gods nearly always have at
least one companion, either a weapon,
animal, or other deity, that accompanies
them on their missions. Garl has'Arum-
dina, his intelligent battle axe; Baervan
has his raccoon friend Chiktikka; Segojan
is sometimes accompanied by an intelli-
gent stone golem, and so forth. Urdlen,
BAERVAN WILDWANDERER FIGHTER: 8th level ranger safely approach this tree; it will attack all
"The forest gnome" MAGIC-USER/ILLUSIONIST: 13th others (treat as a treant of maximum size
and hit points). Whisperleaf regenerates
Lesser god level illusionist all wood loss within an hour.
ARMOR CLASS: ; THIEF/ASSASSIN: 20th level thief
MOVE: 75* MONK/BARD: Nil In battle Baervan may touch his special
HIT POINTS: 295 PSIONIC ABILITY:///
NO. OF ATTACKS: 312 S: 18(00) (+3, +6) I: 21 W: 19 D: 25 25
DAMAGE/ATTACK: 2-24 (+6) C:22 CH:22
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better Garl Glittergold'sclosest rival in the
field of good-natured mischief is Baervan
weapon to hit Wildwanderer, the forest gnome. While
MAGIC RESISTANCE: 20% he lacks Garl's finesse and dedication,
SIZE: S (T tall) Baervan is slightly better in the practice
ALIGNMENT: Neutral good of his thieving skills. He dresses in
WORSHIPER'S ALIGN: Alt good clothes of wood-brown hues, and carries a
spear (+3)made from an ancient oak tree
and neutral alignments (gnomes) on the Twin Paradises called Whisper-
SYMBOL: Raccoon's face leaf, If this spear is destroyed, Baervan
PLANE: Twin Paradises or may make another from the wood of
Whisperleaf in a single day. Only he may
Prime Material Plane
CLERIC/DRUID: 12th level druid
VOL. Ill
spear to any ordinary tree, automatically Chiktikka does 2-8 paints of damage with nut-brown skin and pale gray hair (and
animating it for 5-20 turns as a treant of each set of claws and bites for 2-12 points his raccoon friend). Should he chance to
of damage. Many stories are told of the meet a worshiper of his who has per-
12 hit dice. The tree/treant obeys all of adventures this duo has shared, often formed some great deed in his name
Baervan's orders and no one else's for the started by Chiktikka's humorous ability (DM's option, about a l%chanceof
duration of its animation. Baervan may encounter), he will give thai gnome a
do this as often as he likes, animating one to get into trouble by "borrowing" some- minor magical item. Such a worshiper
thing valuable, such as a minor artifact or
tree per round. some other item. will meet Baervan only once in his or her
Baervan has a travelling partner, a lifetime.
Though Baervan sometimes plays jokes
giant raccoon named Chiktikka Fast- on other creatures, it is hard not to like Gnomish fighters, fighter/thieves, and
paws, who is highly intelligent but prone him. He tends to keep to himself, except thieves of a non-evil nature are often the
to act before he thinks. Chiktikka is AC 3, for Chiktikka's company, and is said to followers of this god, and prefer living in
moves at 15", has 70 hit points, and has sometimes roam the forests of the Prime the outdoors rather than in a city all the
all the powers (including attacks) of a Material Plane. He is distinguished by his time.
12th-level thief with an 18 dexterity.
URDLEN humanoid, or demi-human. No one can their deity by pouring the blood of a crea-
"The Crawler Below" predict where he will strike next, or what ture they've killed into the ground and
his plans are to further the cause of evil burying it. Jewels and valuable metal
Lesser god among gnomekind. Just as he can burrow goods are sacrificed to him by ruining
ARMOR CLASS: 2 into the earth of the Abyss, so he hopes them {breaking, tarnishing, melting)and
MOVE: 12" (36") evil will burrow into his followers' hearts then burying them. Clerics of this deity
HIT POINTS:272 and souls. He thrives on harmful trickery are continuallyat war with the rest of the
NO. OF ATTACKS: 2 against the innocent and good. gnomish deities and the clerics and fol-
DAMAGE/ATTACKS: 4-16 (+7) lowers thereof.
SPECIAL ATTACKS: Nil Urdlen's form is distorted by a perma-
SPECIAL DEFENSES: See below nent blur spell which cannot be dispelled Gnomish assassins and evil thieves and
MAGIC RESISTANCE: 30% while he lives. His clerics have a 5% fighters make up most of the worshipers
SIZE: L (8V long) chance of successfully calling upon Urd- of this awful deity. They generally share
ALIGNMENT: Chaotic evil len when in danger and having him cast their lord's love for evil and deadly
WORSHIPER'S ALIGN: All evil a blur spell on them for protection; how- pranks directed against all creatures, even
ever, if the gnome cleric is slain anyway other gnomes. His followers often prefer
alignments (gnomes) while the spell is still in effect, Urdlen to live underground, after the manner of
SYMBOL: While mole will eat the gnome's soul when it reaches Urdlen's chaotic tunnel home in the
PLANE: Abyss the Abyss. Urdlen's clerics may appease Abyss.
CLERIC/DRUID: 8th level cleric
FIGHTER: 10th level fighter
MAGIC-USER/ILLUSIONIST: 13th
level illusionist
THIEF/ASSASSIN: 12th level assassin
MONK/BARD: Nit
PSION1C ABILITY: VI
S: 19 (+3,+7) 1:20 W: 14 D: 20
C:24 CH:3
:
Urdlen is the epitome of the evil
impulse that rules some gnomes and is
feared by the rest. He appears as a huge,
dead-white, furless mole with claws of
steel. It is said that Urdlen, a neuter and
sexless being, lusts for precious metals,
jewels, and the blood of any human,
SEGOJAN EARTHCALLER CLERIC/DRUID: 11th level druid
Deity of earth and nature FIGHTER: 6th level fighter
MAGIC-USER/ILLUSION 1ST: 16th
Lesser god
ARMOR CLASS: 0 level in each
MOVE: 9" (36") THIEF/ASSASSIN: Nil
HIT POINTS: 255 MONK/BARD: 4th level bard
NO. OF ATTACKS: / PSIONIC ABILITY: VI
DAMAGE/ATTACK: 3-30 (+3) S: 18(01) (+1,+3) 1:22 W: 23 D: 18
SPECIAL ATTACKS: See below C:24 CH:20
SPECIAL DEFENSES: +2 or better
Segojan is the gnomish deity of the
weapon to hit earth and nature, a friend to all living
MAGIC RESISTANCE:20% animals that move above and below the
SIZE: Af (W tall) earth and one who speaks with the very
ALIGNMENT: Neutral good rock itself.
WORSHIPER'S ALIGN: All good
He is known to his worshipers as a
and neutral alignments (gnomes) gray-skinned gnome who wears armor
SYMBOL: Large glowing gemstone made of grass and roots that acts as +4
PLANE: Twin Paradises leather. When he enters battle he carries a
26 BEST OF DRAGON
rod made of crystalline quartz thai is +4 Segojan may also call up 2-8 earth ele- betterment of gnomekind and for their
to hit and does 3-30 points of damage per rnentals (16 hit dice each) once a day. art's sake as well. Gnomish miners and
hit. This rod will create a stone golem jewelers also revere this deity. The non-
once a day thai is of average intelligence Though his primary sphere of control player clerics of Segojan frequently cast
and will obey Segojan's commands alone. is the earth and nature, Segojan is also light or continual light spells on large
The rod must be pressed against a massof seen in a lesser way as the gnomish god of and well-cut gems for use as holy sym-
rock of sufficient size to form the golem. magic. Many of his followers are illusion- bols, causing them to glow from within.
ists who strive to improve their art for the
FLANDAL STEELSKIN half all damage he receives from heat and made of yellow metal, named Rhondang.
"The Forger" fire. His skin is the color of mithril steel, It is +5 to hit and can shoot a six-dice
and his eyes are flaming coals. Flandal's fireball as frequently as once per round,
Demigod hair and beard are a brilliant blue-silver. up to a total of ten times per day. Rhon-
ARMOR CLASS: 2
MOVE: 6" Flandal is one of the strongest of dang is able to converse naturally with all
HIT POINTS:230 gnomish deities, perhaps the most so. He beings who use fire or dwell in fiery loca-
NO. OF ATTACKS: 3/2 is often found traveling with one or two tions (red dragons, chimerae, fire elemen-
DAMAGE/ATTACK: 3-24 (+10) of the other gnomish deities in search of lals, etc.). This in no way means that
new ores and veins of metal to use in his Flandal is friendly toward those beings,
(and see below) however, though he will be prone to talk
SPECIAL ATTACKS: Set btlou) forges. It was Flandal who helped forge first before attacking. Rhondang does
SPECIAL DEFENSES: Takes half and enchant Arumdina, Carl Glitter- double damage to cold-using or cold-
gold's battle axe. dwelling creatures.
damage from heat and fire
MAGIC RESISTANCE; 10% Flandal wields an axe-backed hammer Because he needs their services to help
SIZE: S (4' tall) forge items, Flandal is likely (65%chance)
ALIGNMENT: Neutral good to have 1-4 fire elemental^ (16 hit dice
WORSHIPER'S ALIGN: All each) with him when he is encountered.
The elementals are quite friendly toward
workers of metal (gnomes) him and obey him in all respects. When
SYMBOL: Flaming hammer Flandal is not traveling, he will be found
PLANE: Twin Paradises in his workshop on the Twin Paradises,
CLERIC/DRUID: 8th level in each planning or making a new magical
FIGHTER: 10th level fighter weapon.
MAGIC-USER/ILLUSIONIST: 15th
Flandal is obviously a popular god
level magic-user among gnomish smiths; a large number
THIEF/ASSASSIN: Nil of fighter/clerics follow his worship in
MONK/BARD: Nil some areas. It is said that some of his cler-
PSIONIC ABILITY; VI ics have developed or been granted a new
S: 22 (+4,+10) 1:18 W: 20 D: 17 spell that enables their war hammers to
C: 23 CH: 18 burst into flame for a short time, giving
additional bonuses to hit and damage, as
Flandal wears only a leather apron for a flame tongue longsword.
armor and protection from fire, but the
apron has been enchanted to reduce by
CLERICAL QUICK REFERENCE CHART
Sphere Raiment Sacrifice/Propitiation Place of
of worship
Deity of control Animal Head Body Colors Hoty days Frequency Form forest
Baervan clearing
adventure, raccoon green cap brown wood f u l l moon monthly treasure
Urdlen underground
thieves clothes brown items cavern
Segojan underground
evil white mole bare white white winter annually blood and temple
Flandal underground
cloak solstice jewels forge
earth, badger fur cap leather gray and first day of quarterly gemstones
nature armor dk, brown each season
metalwork ing n/a steel leather red midsummer's annually forged
' helm armor day weapons
Gnomish clerics are never druids, regardless of alignment. They tend to work through indirect channels to support the
cause of gnomes, and will only rarely bring their business into the open. They are not often found as community leaders or
such, because of their supportive orientation. Gnomish clerics are all males, just as their deities are considered to be.
VOL. ill 27
The HALF-ORC
point of view
by Roger Moore than food-gathering, like figuring out mortality rate is quite high, too. Barely
how to get more food and living space. one oreish child in three will see adult-
Half-ores, as everyone knows, are what The easiest opportunity to be realized was hood, and fewer still will see old age.
you get when you cross ores and humans. to take food and/or living space away
They are not uncommon in the world of from other folks, and these other folks None of this is any surprise to non-ores
the ADfcD™ game, and they do not enjoy were usually other ores. Intertribal com- who have made even the briefest study of
good reputations among most popula- petition became fierce, and over the cen- the race. But what shocks the casual
tions. One well-known authority de- turies many of these conflicts have observer is the degree of acceptance, even
scribes most half-ores as "rude, crude, "evolved" into what seem to be eternal preference, ores express for this situation.
crass, and generally obnoxious." states of war between various tribes. "How eould we feed so many hungrylit-
tle mouths?" retorted one ore prisoner to
Why do half-ores seem to turn out this Ores are nocturnal by nature. They a curious paladin. "If you have lots of
way? What makes them tick? prefer to catch prey when it is asleep and brats and some of them die, so what?
less able to escape. Ores have done this They were the weakest... the strongest
To better understand half-ores, one for so long they've developed infra vision, ones will live and work for you, make
needs to understand the non-human the ability to see living objects in dark- you proud of their strength. Who wants
aspect of their nature. Ores are probably ness by their body heat. The development weak sons? Your enemies will kill you in
the most common son of humanoid crea- of infravision was assisted by the oreish your sleep if they see you are protected by
tures. They vary widely in physical habit of living in caves for protection. weaklings."
appearance, but generally seem to retain a Ores tend to live in wilderness areas
vaguely human look, tinged with a hint where the sky is heavily overcast and As can be inferred from the above
of something .. . else. direct sunlight is nonexistent or rare at comments, ores prefer male children.
best. In magical universes such regions Though females are born only slightly
In nearly all oreish societies, the social are frequently found, their twilight per- less often than males, much fewer of the
philosophy is the same. Ores are the petually maintained by the forces of females survive to adulthood. Other
ultimate social Darwinists; only the magic cast by mortal or godling. In these demi-human races with sexual imbal-
strong and the clever survive, and the places ores will be much more active than ances have that property because of natu-
strongest and cleverest ores are the ones is customary in the daytime, even to the ral reasons; ores (and certain other
who manage to reach the upper social point of conducting raids and hunting, humanoids as well), however, are more
levels of their cultures. Ores have no but it is at night when ores really become likely to practice selective infanticide, or
respect for those weaker than themselves, dangerous. otherwise forcibly adjust the ratio of
and are quick to step-and-fetch for those males to females. The emphasis in oreish
stronger than they. They distrust all over- Though such lives of hard work and society is on fighting ability to gain sta-
tures of friendship and love, seeing these danger have made most ores rather strong tus and well-being; since they have less
as a cover for other, baser intentions; if and tough constitutionally, the race has a muscle than males, females generally lose
they discover feelings of friendship to be short lifespan. A 40-year-old ore has out. Ores believe that the only value
quite genuine, they immediatelyattempt reached the virtual end of its natural life; female ores have is in bearing children (as
to manipulate events to take the best the average ore lives for 12 to 26 years. As many as possible) and keeping the cave
advantage of them and gain the upper might be expected, ores have a very high clean.
rate of reproduction, but their infant
hand. Oreish religion is interesting, too,
Ores are like this because of the influ- From issue #62, June 1982 because of the great extent to which the
ores' way of life mirrors the tenets of the
ence of their deities (discussed in the religion they follow. By and large, ores do
companion article to this one) and not well appreciate the consequences of
because of their own past. Sages have their actions beyond the immediate pres-
uncovered much evidence showing that ent (a byproduct of their low wisdom).
ores developed in regions generally hos- What they do, they do for the here and
tile to life; survival was difficult, and only now, occasionally with some (but not
if a group worked closely together could much) consideration for the future. This
it hope to collect enough Food to get even is probably due to the necessities of their
a pan of its numbers through the year. harsh life; one does not have time to
While the group would have to work think of the future when one must worry
together to collect food, distributing it about just getting through today. For
was another matter. The strongest ores ores, however, this reasoning applies even
got the most food, and the weakest ones when times are comparatively good and
got none at all. (They were probably food is plentiful. They continue to worry
going to die anyway, right?) primarily about now, not later.
The very toughest ores managed to This altitude is reinforced in their reli-
receive more than just the bare minimum gious ceremonies; no mention is made of
of nourishment, enough to make life the future beyond the statement, often
more comfortable for them and give them
a certain degree of personal security.This BEST OFDRAGON
also gave them the chance to explore
somewhat more intellectual occupations
28
repeated, that ores shall rule the world for the "half-humans" among them, they variety of non-orcish attitudes and life-
someday. It is interesting to note that are also aware that such beings generally styles, but even then will have some less
Gruurnsh, the major orcish deity, is one- possess more adaptability and cunning savory aspects to their nature as well. The
eyed; this means he has a narrow field of than a full ore, and have the potential to average human has a dislike for ores and
vision and no depth perception at all. be stronger than the average ore. anything with orcish ancestry; half-ores
The many tales about Gruumsh reveal
that, indeed, he too appears prone to act Unless rivalry between the half-ore and will find themselves the objects of preju-
first and think about it later. When he his peers ends his life at an early age, the dice in most human communities.
meets another godling who appears to half-ore will usually achieve a quite
fail to notice him, or to give him proper respectable position of power and influ- Many half-ores react to the local expec-
respect, he doesn't ask why;he attacks. ence in his tribe. Aware that he is not a tations of them in predictable ways
full ore, the half-ore will probably feel (incidentally reinforcing those expecta-
When Cruumsh's moronic (and two- much superior to ores and assume added tions). In other words, treat a half-ore as
eyed) son Bahgtru stubs his toe on a huge arrogance and pride — thus successfully if it were dangerous and bad, and it will
rock, Gruumsh curses the rock and tries mixing the worst of human qualities probably become dangerous and bad if it
to wrestle it. After breaking it into small with the "best" of the orcish. These sorts wasn't already. Yet there have been
pieces with Bahgtru's help, he proclaims of leaders are exceptionally dangerous, examples of neutral-aligned half-ores and
a victory over the forces of nature. Never possessing enough foresight and intelli- even a few of good nature; most of these
mind that he and Bahgtru had their feet gence to lead their tribes on much more retain an unnatural (to many humans)
cut by rock fragments, or that they are so widespread raiding, banditry, and war- affinity for lawfulness and obedience, but
tired from breaking the rock that they making than is usual for ore bands. are otherwise acceptable company. Half-
have trouble later fighting giants. The ores raised in a human community are
point had to be made, then and there. Life is not all rosy for this type of very unlikely to be able to speak orcish
While Gruumsh will usuallyact with leader, of course; rivalries, jealousies, and unless they have had formal study in it.
some forethought and planning, his rage intrigues will probably continue within
is easily ignited, and it inevitably clouds the tribe against him unless he becomes Half-ores have a variety of careers open
his judgment. With only one eye, he has powerful enough to command immediate to them, in whatever society they inhabit.
but one view of the world: his own, obedience at the risk of swift destruction. Obviously, and most commonly, they
Orcish shamans and half-ore clerics A few cases are known of half-ore females make good fighters; orcish tradition
imitate Gruumsh by plucking out one of rising to positions of power within a
their eyes, hoping to gain Gruumsh's tribe; usually this female is either a war- strongly emphasizes personal combat and
perspective. rior disguised as a male (who must flee or physical strength.
die if her deception is discovered), or a
With a background like this, it is cleric for one of the few orcish religions Half-ores are fairly good at thieving
hardly surprising that half-ores are as that permit female shamans or clerics. In and banditry, but suffer from relatively
they are. Produced under questionable no known cases have female half-ores poor physical coordination and have
circumstances at best, half-ores will usu- become as widely feared or powerful (per- some difficulty in applying themselves
ally retain some properties of both spe- sonally or politically) as male half-ores, constantly to improving their skills. Half-
cies, human and ore, wherever they are though this is not through any fault of ore thieves generally steal for the same
raised. Those brought up in orcish their own. Orcish sexual prejudice is deep reasons as anyone else does, but tend to
society (the male ones, at least) will be and strong. feel that they are especially justified in
immersed in the previously described what they do by one of their laws of sur-
orcish social philosophy. Though full- Half-ores raised in human society, usu- vival: he who cannot hold onto what he
blooded ores have some degree of dislike ally without the orcish parent present, has, does not deserve it. They regard their
have a greater likelihood of adopting a actions as necessary for their own exis-
VOL. Ill tence, stealing because they have to, not
just because they want to.
The assassin's skills, by contrast, come
most readily to the half-ore. By virtueof
their casual regard for the lives of others,
even of their own kind, the art of killing
has a certain appeal to those with orcish
blood. Half-ore assassins often come to
believe their actions are for the benefit of
the world in general; they are culling out
the unfit in the most direct way possible,
which brings out another of the orcish
laws of survival: if something can be eas-
ily killed, it did not deserve to live. Who
can resist the urge to be the one who
wields the scythe, who decides the fates of
others, who has the power of almighty
death in his hands? With their preference
for a retinue of underlings, half-ore assas-
sins can create powerful guilds to support
them, and may spread their influence into
many a court or government.
Half-ores who become clerics will usu-
ally combine their clerical practices with
another career, commonly as a fighter or
assassin. This is because half-ores cannot
advance very far in experience as clerics,
and they will eventually require another
set of skills to keep them on even terms
with increasingly tougher adversaries.
Half-ore cleric/assassin types are invaria-
bly death-worshipers, and strive to put
themselves in better favor with their For example: god, and that some being might be capa-
awful gods by personally bringing death Elves are able to see many sides of a ble of bringing this about if he were not
to as many beings as possible, within problem; ores see but one.
their religion and outside it. Elves carefully examine the long-range more careful. Though Gruumsh rails and
consequences of an action, usually before curses the elven gods in many later sto-
Ores and half-ores generally dislike and undertaking it, while ores could care less ries, he never again tries to directly
avoid beings larger than themselves, for anything but the present.
unless (as in the case of ogres) the ores Elves are very long-lived, while ores assault them, and spends his fury on mor-
feel they can manipulate them suffi- have one of the shortest lifespans among tal elves instead. Obviously, he took the
ciently, with promises of shared treasure the human*mlraces. hint.
and food, to make them useful to the That list could be longer, contrasting
orcish communityas guards and/or many other aspects of the races' lifestyles, In summary, haIf-ores are often bound
heavy infantry. Ores and half-ores dislike but a point has been developed. Ores and to take on some of the less desirable char-
smaller humanoids because they are inev- elves are opposites in nearly every way, acteristics of their orcish parents, espe-
itably weaker, and these races are usually and ores resent the advantages elves have, cially if they are raised in an ore tribe.
employed only as slaves. Goblins, who especially their long lifespan. While elves
are only marginally weaker than ores and do not particularly like ores, they think of Half-ores are generally tough, respect-
can hold their own against them at least them as a short-term problem not worthy ful of power, and seek to have power
some of the time, are afforded more toler- themselves. They tend to measure one
ance than other small humanoids. of prolonged consideration. Ores, on the another by the number and qualityof
other hand, are consumed with hatred for their followers, and they prefer to work
But it is not other humanoids that ores elves, and will slay them out of hand within a group setting rather than on
hate worst of all — it is other orcish whenever the opportunity presents itself. their own.
tribes. The roots of hatred run deep
between conflicting tribes; the original Orcish mythology has several tales of Like ores, half-ores often act before
cause of friction, if there was one, has battles between elven and orcish deities. thinking about the results of their deeds,
long since been lost to antiquity. Intertri- The most famous one occurs between and appear somewhat stupid to other
bal conflicts are maintained by religious Gruumsh and Corellon Larethian, the
bigotries; each tribe worships a particular chief elven deity. The story goes like this, more foresighted individuals because of
orcish patron god with interests that according to the ores; this. They dislike the weak, follow the
(naturally!) conflict with those of other strong, and quarrel with their equals.
deities. Even so, all tribes usually pay Gruumsh ambushes Corellon in hopes Again, this is not true of all half-ores. But
some homage to Gruumsh, the king of of slaying him and drinking his blood, so at least a vestige of these characteristics is
as to inherit his special powers; Gruumsh present in nearly every one, regardless of
the orcish gods. fails, of course, through his own short- their individual makeup.
Another question concerning orcish sightedness, and Corellon shoots an
arrow at Gruumsh's eye. Information for this article was taken
and half-orcish personality should be from the ADfeD rule books, the Players
addressed: Why do ores hate elves so Though the arrow failed to blind Handbook, the Monster Manual,and the
much? Superficial examination of the Gruumsh, apparently it was not intended Dungeon Masters Guide, as well as the
question reveals little overt cause; ores to. Elven stories of the same event (much DEITIES fc DEMIGODS™ Cyclopedia.
Some additional comments and insights
and elves do not frequently compete for briefer than the tedious orcish versions) were found in Master of Middle-Earth by
the same living space or for the same say that Corellon meant the arrow as a Paul H. Kocher. Though this latter book
foods. But a slightly deeper examination warning to Gruurnsh of his vulnerability
— a hint that it would only take the loss concerns the world of J.R.R. Tolkien,
shows that in terms of personality, prob- of his eye to break Gruumsh's power as a much of the information therein is quite
ably no two races could be further apart. usable in an AD&D setting, and the work
is highly recommended to the serious
student of role-playing.
30 BEST OF DRAGON
The gods of the ores
Bahgtru, Shargaas, Ilneval, Yurtrus, Luthic
This is the tale the shamans tell, in the shamans say Corellon deserved it for not exclusion of mention of Gruumsh
camps of the ores when the night is deep being properly deferential. Because of this himself.
on the world and dawn is far away: battle, ores of all sects and cults hate elves
more than all other non-ore races. Warfare between tribes isactually
In the beginning all the gods met and encouraged to some extent by the orcish
drew lots for the parts of the world in The shamans' tales of the battles gods, who believe that this is the best way
which their representative races would between the dwarven gods and the orcish of eliminating the unfit and weak, and
dwell. The human gods drew the lot that gods lor ownership of the mountains promoting the survival and growth of the
allowed humans to dwell inhere they would weary the most ardent listener. strong. No attention is paid to the
pleased, in any environment. The given The ores are drawn to the mountains by thought that it might also waste the best
gods drew the green forests, the dwarven their brutal majesty and stark barrenness, fighters' talents, which might have been
deities drew the high mountains, the while dwarves love mountains for their better directed against non-ore foes.
gnomish gods ike rocky, sunlit hills, and isolation and beauty, and for the ores that
the kalfting gods picked the lot that gave lie beneath them. A minor cull has been noted, represent-
them the fields and meadows. Then the ing the only known orcish religion that
assembled gods turned to the orcish gods Many have also heard of the eternal doesn't emphasize violence or warfare.
and laughed loud and long. "All the lots battles on the plains of the Nine Hells Probably less than a hundred ores belong
are taken!" they said tauntingly. "Where between the goblins and ores, each side to this sect, and most sages doubt that the
will your people dwell, One-Eye? There led by their respective gods. No matter being they worship is even a true god, It
is no place left!" how much noise the ores of this world appears to have been started when an ore
make about joining their forces with the discovered an ancient picture of a female
There was silence upon the world then, other humanoids, all ores are aware that ore, reputedly the most beautiful of her
as Gruumsh One-Eye lifted his great iron there will be room for one race in the end race ever known. This ore and his follow-
spear and stretched it forth over the . . . and it will not be the goblins, the ers worship the picture and bring it sacri-
world. The shaft blotted out the sun over ogres, or any of the rest. fices of flowers, jewels, and candies. Only
a great part of the lands as he spoke: "No! time will tell whether they worship a true
You lie! You have rigged the drawing of The division of ores into separate tribes goddess or just a picture; whether this
the lots, hoping to cheat me and my fol- (Evil Eye, Death Moon, Broken Bone, cult shall fade away with time, or
lowers. But One-Eye never sleeps; One- etc.) is usually made along cult lines. The whether the ores will someday all follow
Eye sees all. There is a place for ores to tribal symbol is the holy symbol of the the ways of the mysterious goddess
dwell. .. here!" With that, Gruumsh orcish god the tribe holds as its patron. known as "Mispigie,"
struck the forests with his spear, and a
part of them withered with rot. "And There are a large number of orcish Following arc descriptions of five of
here!" he bellowed, and his spear pierced gods, representing such spheres of inter- the most powerful orcish gods besides
the mountains, opening mighty rifts and ests as strength, swordsmanship, military Gruumsh, who is represented in the
chasms. "And here!" and the spearhead power, the night, death, fertility, hunt- DEITIES & DEMIGODS'"Cyclopedia.
split the hills and made them shake and ing, and so forth. Each of them is part of Any use of the word "cleric" in these de-
covered them in dust. "And here!" and a rigid chain of command with Gruumsh scriptions, when referring to those who
the black spear gouged the meadows, and at the top. The relative positions of the use clerical spells granted by these gods,
made them barren. gods in the hierarchy varies depending on also includes shamans and witch doctors,
the shaman doing the telling, as they all as described in the AD&D™ Dungeon
"There!" roared He-Who-Watches tri- seek to emphasize the power and glory of Masters Guide, unless otherwise stated.
umphantly, and his voice carried to the their own deity, sometimes almost to the
ends of the world. "There is where the 31
ores shall dwell! There they shall survive,
and multiply, and grow stronger, and a
day shall come when they cover the
world, and shall slay all of your collected
peoples! Ores shall inherit the world you
sought to cheat me of!"
In this way, say the shamans, did the
ores come into the world, and thus did
Gruumsh predict the coming time when
ores will rule alone. This is why ores
make war, ceaseless and endless: war for
the wrath of Gruumsh.
The shamans tell other tales, too, that
shed light on why things are as they are
in the world. Shamans tell of the battle
between Corellon Larethian (the chief
elven god, whom the shamans call The
Big Fairy) and Gruumsh, in which Corel-
lon tried to shoot out Gruumsh's eye (sac-
rilege!) with his bow, but failed of course.
It is not considered important that
Gruumsh started the fight by trying to
paralyze the elven god with his spear; the
VOL. in
BAHGTRU who command his services, especially if
they fail to give him some respect.
Lesser god
ARMOR CLASS: 1 It is said that Bahgtru once fought a
MOVE: 9* tremendous reptilian monster from
HIT POINTS:340 another world, and slew it barehanded by
NO. OF ATTACKS: 2 breaking all of its legs. His symbol is
DAMAGE/ATTACK: 10-60 (+15) derived from this epic battle. Since this,
SPECIAL ATTACKS: Grapple Bahgtru has never been known to use
SPECIAL DEFENSES: +2 or better weapons or armor of any usual kind. He
wears little other than a great pair of
weapon to hit; see below cesti, or gauntlets, studded with steel
MAGIC RESISTANCE: 35% rivets, with which to beat his victims flat.
SIZE; L( 16' tall)
ALIGNMENT: Lawful evil Bahgtru is a huge, incredibly muscular
WORSHIPER'S ALIGN: Lawful evil ore with dirty tan skin and dull green
eyes; his tusks, protruding from either
warriors (ores and half-ores) side of his mouth, are glistening white
SYMBOL: Broken thigh bone from gnawing on bones. If Bahgtru
PLANE: Nine Hells
CLERIC/DRUID: Nil attacks and rolls a number 4 or more over
FIGHTER: As 16+HD monster what he needs to hit with both hands, he
MAGIC-USER/ILLUSIONIST: Nil has grappled his opponent and will crush
THIEF/ASSASSIN: 6th level assassin
MONK/BARD: Nil for 10-120 points of damage per round
PSIONIC ABILITY: Nil thereafter, without rolling again to hit.
S:25(+7, +14) 1:6 W: 6 D: 18 His skin is so thick and tough that blunt
C:25 CH: 5 {22 to ores) weapons do only one point of damage to
him before they bounce off.
Bahgtru is the son of Gruumsh and
Luthic the Cave Mother. Though he is Clerics of Bahgtru must have a min-
scorned and derided for his stupidity and imum strength of 16, and must keep
lack of self-will, no one says ill of his themselves physically fit.They cannot
awesome might. Other orcish gods call wear armor, but may use weapons as they
upon him for assistance; he is obedient, choose. Those clerics who lose their
though his incredible strength always required strength lose their other powers
exceeds the expectations of others, and he as well, and will have their spirits
may accidentally (?)cause harm to those crushed in Bahgtru's fists in the afterlife.
Stronger clerics of this cult may help
weaker clerics along to the next plane,
usually without the latter's permission.
SHARGAAS Shargaas the Night Lord lives in a tre-
mendous cavern system below the fiery
Lesser god I plain of one of the levels of Gehenna. It is
said that his caves extend infinitely, and
ARMOR CLASS: 2 are darker than the blackest night. There
no creature has sight but Shargaas him-
MOVE: 18" self and his orcish spirit servants. Shar-
gaas, though blinded completely by light
HIT POINTS: 265 from the sun, can see perfectly well in
darkness out to a range of a mile or more.
NO. OF ATTACKS: 312 He can also climb any surface, even per-
fectly smooth ones, without slipping. In
DAMAGE/ATTACK: 3-30 (+8) the days when he is said to have walked
upon the earth, Shargaas could also hide
SPECIAL ATTACKS: Ambush himself and his followers so well that no
mortal could detect his ambushes or lairs.
SPECIAL DEFENSES: +2 or better
As might be expected, orcish bandits
weapon to hit; hiding; blindness and haIf-ore thieves hold Shargaas as
their patron, as do other regular ore
MAGIC RESISTANCE:65% tribes. Clerics of Shargaas are multi-
classed (cleric/thieves or cleric/assassins)
S12.Z-. L (& tall) if they are half-ores; it is rumored that
even orcish shamans and witch doctors
ALIGNMENT: Neutral evil have some small degree of thieving or
assassination skill (probably some 05-30%
WORSHIPER'S ALIGN: Thieves, success at one or two abilities like hiding
in shadows, picking pockets, or assassina-
assassins, and those who do evil tion from surprise). The major religious
holidays in the worship of Shargaas are
under cover of darkness (ores the times of the new moon, when the sky
and half-ores) is dark and cloudy.
SYMBOL: Red crescent moon with
red skull between the horns
PLANE: Gehenna
CLERIC/DRUID: Nil
FIGHTER: As 10 HD monster
MAGIC-USER/ILLUSIONIST: 7th
level illusionist
THIEF/ASSASSIN: 16th level thief!
nth level assassin
MONK/BARD: 10th level monk
PSIONIC ABILITY: IV
S:20(+3, +8> I: 19 W: 15 D: 24
C: 19 CH: 7 (24 to ores)
32 BEST OF DRAGON
ILNEVAL the symbol of the leader type, the one
who plunges into battle with nothing but
Lesser god victory and destruction on his rnind. It is
ARMOR CLASS: -I hinted that Ilneval covets Gruumsh's
MOVE: 12" position as the chief god of the ores; he
HIT POINTS: 331 has been said to have deposed one or two
NO. OF ATTACKS: 2 other orcish gods, relegating them to
DAMAGE/ATTACK: 6-36 (+11) lesser status, in his climb to power.
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to Ilneval is more of a "captain's god"
than a god of the common orcish soldier;
missile weapons; +1 or better Gruumsh is prefered by chieftains and
weapon to hit orcish kings, and Bahgtru by common
MAGIC RESISTANCE: 55% warriors. Though Gruumsh does not
SIZE: L (? tall)
ALIGNMENT: Lawful evil trust Ilneval, He-Who-Never-Sleeps has
WORSHIPER'S ALIGN: Lawful evil Bahgtru on his side, and this relieves
warriors (ores and hatf'Orcs) some of his concerns.
SYMBOL: Bloodied broadsword
PLANE: Nine Hells Ilneval wears a suit of red iron chain-
CLERIC/DRUID: 8th level dene mail and wields a sword that slays all
FIGHTER: As 15 HD monster non-ores it strikes (save vs. death at -6).
MAGIC-USER/ILLUSIONIST: Nil He cannot be touched by missile weapons
THIEF/ASSASSIN: 14th level assassin because of his armor's magical powers,
MONK/BARD: Nit
PSIONIC ABILITY: Nil and is immune to non-magical weapons
S: 23 (+5,+11) I: 17 W: 14 D: 20 as well. He appears to be a very war-wise
C:23 CH: 8 (25 to ores) and confident being; his face and arms
are heavily scarred from the many battles
When Gruumsh does not have time to he's fought, but the scars only increase
command his armies, he turns the job his appeal to his orcish followers.
over to his chief lieutenant, Ilneval, the
master of command and strategy (next to The clerics of Ilneval, if half-ores, use
Gruumsh himself, of course). Ilneval is broadswords as weapons and are multi-
classed cleric/fighters. Clerics of all sorts
(ores and half-ores) wear red metallic
armor, and are expected to be good mil-
itary leaders as well as good clerics.
YURTRUS color. Yurtrus has no mouth and doesn't
communicate; the ores have a way of say-
ARMOR CLASS: 0 ing "when White-Hands speaks"when
MOVE: 6" they mean "never."
HIT POINTS: 303
NO, OF ATTACKS: 2 Yunrus is surrounded by a huge enve-
DAMAGE/ATTACK: See below lope of stinking gases out to 120'; any
SPECIAL ATTACKS: Disease • mortal beings within this radius are
SPECIAL DEFENSES: See below affected as follows: Those up to and
MAGIC RESISTANCE: 75% including 4 HD/levels as if struck by dust
SIZE: L (12' tall) of sneezing and choking, those up to 8
ALIGNMENT; Neutral evil HD/levels as if struck by a symbol of
pain, and those of higher levels suffer a -2
(lawful tendencies) "to hit" with no saving throw. All effects
WORSHIPER'S ALIGN: Assassins last while anyone stays within the cloud
of gas.
and those who worship or profit
from death (ores and half-ores) Yurtrus, in addition to his clerical
SYMBOL: White hand on spells, uses all death-magic spells of 18th
dark background level magic-users. He may try to touch his
PLANE: Hades victims instead of using his spells; any
CLERIC/DRUID: 15th level cleric being he strikes loses 3-12 hit points and
(destructive spells only) will catch 1-4 random diseases as well
FIGHTER; As 13 HD monster (use the listings in the Dungeon Masters
MAGIC-USER/ILLUSIONIST: See Guide). The loss of hit points will be
below/Nil permanent unless recovered by a wish
THIEF/ASSASSIN: 15th level assassin
MONK/BARD: Nil spell, on a one-hit-point-per-wish basis.
PSIONIC ABILITY: VI The clerics of Yurtrus wear pale white
S : l 8 ( + l , + 2 ) 1:18 W: 11 D: 10
C: 17 CH: -4 gloves made from the skins of non-orcish
humanoids, humans, or demi-humans,
Yurtrus the White Handed is the terri- during their ceremonies. They wear thin
fying orcish god of death and disease. He armor (equivalent to cloth) woven of the
appears as a huge, vaguely orcish giant same materials. In combat they use maces
covered with peeling, rotting green flesh; with the weapon's head made in the
his hands, however, appear completely shape of a white fist. When plague or dis-
normal except for being chalk-white in ease strikes a group of ores, the clerics of
Yurtrus appeal him for an end to the
VOL. Ill illness with great sacrifices of prisoners
and slaves.
33
LUTHIC ores, she is worshipped by males as well Ores who follow her worship some-
for her ferocity and her healing powers, limes rub dirt on themselves to ensure
Lesser goddess they will have many children, and clerics
ARMOR CLASS: 5 Luthic appears as a huge female ore use earth in casting curative spells
MOVE: / •>" (12") who wears no armor, but has unbreakable (though this is purely a symbolic gesture
HIT POINTS:287 black claws four feet long. Her hair and and not a true material component of the
NO. OF ATTACKS: 2 eyes are dull black and her skin is dark spell).
DAMAGE/ATTACK: 5-20 (+7) brown, lighter on the nose and ears.
SPECIAL ATTACKS: See below When in contact with the ground, she Luthic's worship is one of the few that
SPECIAL DEFENSES: Regeneration regenerates 3 hit points per round. allows both male and female ores to
MAGIC RESISTANCE: 80% become clerics; nearly all of the other dei-
SIZE: L (W tall) In addition to her normal attacks, ties permit male clerics only. Ores in her
ALIGNMENT: Lawful evil Luthic may use magical spells to undo tribe (that of the Vile Rune) generally
her opponents. And if she hears anyone
{neutral tendencies) dwell underground, and seern to commit
WORSHIPER'S ALIGN: Females abuse her name, ore or non-ore alike, she fewer raids against other creatures,
may (25% chance) choose to render that though they are especially fierce if their
(ores and half-ores), and those being susceptible to any disease, so that lair is threatened. Ores guarding clerics of
who need heating or sanctuary the next time the victim catches even the Luthic gain a +2 bonus "to hit" from
SYMBOL: Cave entrance rune most minor of ailments, it will prove their ferocity and madness, but this also
PLANE; Nine Hells fatal within 2-7 days. Only the power of causes a -2 penalty to their armor classes
CLERIC/DRUID: 15th level cleric three wish spells applied while the victim at the same time.
FIGHTER: As 12 HD monster is still alive can unwork this curse.
MAGIC-USER/ILLUSIONIST:12th
level in each
THIEF/ASSASSIN: 6th level in each
MONK/BARD: Nil
PS1ONIC ABILITY: Nil
S: 19 (+3,+7) I: 18 W; 19 D: 14
C:20 CH: 12 (25 to ores)
Luthic governs several spheres. She is
the goddess of female ores, orcish fertility
(moreso for females; Gruunish is the male
fertility god), caves and caverns (which
she digs herself), servitude (as she serves
Gruumsh), and primitive medicine, and
she helps restore orcish morale.
Luthic Is the deity closest to Bahgtru,
her son,and he will follow her com-
mands over all others', even those of
Gruumsh. Other oreish gods and god-
desses fear her great claws, which are so
strong they can tunnel through solid
rock. Orcish clerics call her the Cave
Mother and conduct her services under-
ground. Though she represents female
CLERICAL QUICK REFERENCE CHART
Sphere of Raiment Holy Sacrifice/ Propitiation Place of
control worship
Deity strength Animal Head Body Colons) days Frequency Form battlefield
Bahgtru ox
bare loincloth n/a battle days before battle bones of anywhere
Shargaas
enemies anywhere
Ilneval
night, thieves bat leather leather redfc new moon monthly stolen underground
Yurtnis crypts
cap armor black items cave halls
Luthic
warriors n/a red metal red metal red battle days before and blood and
helmet armor after battle weapons
death, skeleton bare skins while full moon monthly sacrifices
plague cave bear
caves, heal- fur cap leaI her brown & midwin- yearly treasures
ing, females armor
black ter's day
Clerics, shamans, and witch doctors occupy very important positions within their tribes, and are counted on to give
advice to tribal chieftains on matters of warfare and inter-tribal relations. It is not uncommon for such clerics lo inherit the
posiiion of chieftain themselves and govern the ores of the tribe directly. In either case, they should have a retinue of
guards equal to that of a major orcish chieftain or king; see the Monster Manual for details.
34 BEST OF DRAGON
II. Breathing life
into dragons
With a name like ours, it's understandable why people send us articles
about dragons. And, of course, we like to get 'em. The dragon, perhaps
more than any other type of monster, is symbolic of the essence of heroic
fantasy: a wondrous, formidable, intelligent adversary that, when prop-
erly presented and played, provides a challenge to characters that's practi-
cally unparalleled among the creatures that reside on this Prime Material
Plane of ours.
The AD&D™ Monster Manual describes twelve types of dragons. The
FIEND FOLIO® Tome supplies six more — and there's still plenty of
room for expansion of the species. Inside this section you'll find a group
of neutral dragons, a prankster called the faerie dragon, and a couple of
twins known as the steel and the grey.
The second major type of dragon article is one that doesn't try to add
to the dragon population, but instead uses the official rules as a founda-
tion for discussion of an aspect of dragondom not covered in the books.
What do you do with that dragon egg you found, and how do you deal
with the little critter that comes out of it? Even if you don't consider a
dragon's ability to fly, use magic, and breathe all over you and your
party, shouldn't the dragon be able to more than hold its own in a two-
dimensional physical confrontation? And shouldn't the skin of that nasty
dragon you just did in be good for something more than mounting on a
very large wall? Answers to all of these questions are suggested in the sec-
tion that follows — answers that we've now published twice, not just
once, because we have a vested interest in seeing that dragons are treated
the way they deserve to be.
VOL. in
That's not in the
Monster Manual!
Neutral dragons From issue #37, May 1980
by Arthur Collins
Taxonomic types have no doubt noticed that the dragons in victim talking, in order to try again, but this time will get only a
the AD&D™ Monster Manual are easily separated into two types: 5% cumulative chance per round of entrancing the victim(s). If
colored dragons, ruled by Tiamat, the Chromatic Dragon (evil); the dragon fails in a suggestion attempt on the second try, the
and metallic dragons, ruled by Bahamut, the Platinum Dragon intended victim cannot be affected again.
(good). And a well-balanced and fascinating group of beasties
they are. So why am I about to propose six new types of dragons? Going along with their intelligence and charisma, all neutral
dragons have a 50% chance of being psionically endowed. They
Part of the problem is with alignment. How come there are no are also telepathic, although they cannot communicate telepath-
neutral dragons? Surely there must be a place for the occasional ically with non-telepathic creatures or characters with an intelli-
dragon who doesn't give a hoot about good or evil as long as gence below 17. Magic-using neutral dragons employ both
people leave his treasure alone. Likewise, half of these fascinat- magic-user and druid spells.
ing creatures are of good alignment, which really cuts down on
the pillaging an adventurer of good alignment ran attempt Since they are smaller than other dragons, the neutral dragons'
without incurring the wrath of the gods (or at least the DM). fear aura in attacking is saved against at +4 for all opponents.
Neutral dragons cannot polymorph themselves, unless they
Another part of the problem is that everyone and his brother know the appropriate spell. They have the innate ability to blink
has a Monster Manual, which cuts down on the DM's options to six times per day, as in the spell. Particulars about each type of
surprise his adventurers with something that they have to think dragon are listed in the accompanying chart,
about to deal with successfully. It's very frustrating to be graphi-
cally describing an unknown beast a party has encountered, only PS1ONIC DISCIPLINES (where applicable)
to have some fanatic quote you chapter and verse on what it is, Crystal dragons have 2 minor disciplines each; Topaz dragons,
and what all of its abilities are. Finally, there is just something
fascinating about dragons, which leads us to explore new varia- 3 minors; Emerald, 2 minors and 1 major; Sapphire, 3 minors
tions simply to enjoy the essence of dragon-ness. and 1 major; Amethyst, 3 minors and 2 majors; and Sardior, the
Ruby Dragon, has the following 4 minor and 3 major disci-
In proposing this new breed of dragon, I am assuming that all plines: Domination, ESP, Invisibility, Levttation, Molecular
these types conform to the characteristics of dragons in general, Rearrangement, Energy Control, and Dimension Walk, All neu-
except where otherwise noted. In addition, all of these dragons tral dragons have a level of mastery for all disciplines equivalent
share the following standard characteristics: to twice their age level; Very Young dragons operate at 2nd level
of mastery, Young ai 4th level of mastery, and so on.
FREQUENCY: Very rare
NO APPEARING: 1-3, except in the case of Sardior, the CRYSTAL DRAGONS
Ruby Dragon These creatures live on mountain crags, far away from all
SPECIAL ATTACKS: Breath weapon +• possible magic
use (except for Sardior, who definitely uses magic) other beings. They like to come out at night and lie under the
ALIGNMENT: Neutral stars. Crystal dragons can breathe a dazzling cloud twice per day,
The neutral dragons are basically reclusive creatures, dwelling 4" long by 4" wide by 2" high, that causes temporary blindness
in out-of-the-way places, and are not loo receptive to unexpected for everyone enveloped in it. After emerging from the cloud,
visitors. Like all dragons, they get their kicks from lolling creatures remain blinded for 10-60 rounds (saving throw cuts this
around on a pile of treasure. They are named after precious and in half). The dazzling cloud is as bright as daylight, and can be
semi-precious stones, and are especially fond of gems and seen for miles. Most creatures w i t h i n 60' of it will be -2 to hit,
jewelry. They are generally smaller and slower than other drag- due 10 its brightness (except for creatures not adversely affected
ons, but make up for this with their outstandingintelligenceand by brightness or fiery light, such as fire elememals). Basically
overwhelming personalities. nociural creatures such as goblins, et al, will sttike at -4.
The neutral dragons ate all very charismatic and suave. They
delight in riddling talk, and seek to entrap the creatures they Crystal dragons are a milky white in color, but when the moon
encounter by charming them with their voices. Anyone not or stars shine on them, their hide becomes luminescent and spar-
engaged in such things as combat who listens to the dragon's kling. In bright sunlight, they are almost unbearable to look al,
voice faces a 10% cumulative chance per round of being because ol the dazzling brilliance that their hide reflects.
entranced. While the intended victim is entranced, the dragon
has a chance (varying with the dragon iyj>e; see chart) of TOPAZ DRAGONS
implanting a suggestion in his mind. The dragon gets one These creatures, light orange in color, prefer to dwell along
attempt per creature to suggest, and the victim is allowed a sav-
ing throw as against the spell of the same name. If the victim bleak, rocky seacoasts, although they have no inordinate love for
makes the saving throw, the entrancement is broken for a min- the water as bronze dragons do. Twice per day they can use their
imum of six rounds. The dragon will try to keep the intended breath to dehydrate objects. Their breath dries up 3 cu, ft. per
h.p. of the dragon when directed againsi liquids. Other materials
36 suspended in the liquid (for instance, salt) will precipitate out.
BEST OF DRAGON
ARMOR CLASS: CRYSTAL TOPAZ EMERALD SAPPHIRE AMETHYST RUBY
MOVE: 2 1 0 -1 -2 -3
HIT DICE:
% IN LAIR: 9"/IB" 9" /IS." 9"/24" 9"/24" 12"/30" 12"/32"
TREASURE TYPE: 6-8 7-9 8-10 23 (96hp)
4-6 5-7 60% 65% 70%
DAMAGE/ATTACK: 55% 55% 80%
H, U*2 H, U*2 H, Ux3 H, I, U*2 H, 1x2, U*2 100% H,
INTELLIGENCE: 1x3, U*5
SIZE: 1-4/1-4/ 2-5/2-57 1-6/1-6/ 1-6/1-6/ 1-8/1-8/ 1-10/1-10/
PSIONIC ABILITY: 2-12 2-16 3-18 5-20 5-30
A/D modes: 5-40
CHANCE OF Exceptional Exceptional Exceptional Genius Genius Supra genius
12' long 15' long 20' long 24' long 30' long
Speaking: 100 120 180 36' long
Magic-use: C/F BD/FH AD/FJ 200 250 344
Sleeping: AC/FI ACE/FG J
SUGGESTION: 50% 60% 70% All/all
30% 35% 40 80% 90%
25% 20% 15% 45% 50% 100%
35% 40% 50% 10% 10% 100%
55% 65%
5%
75%
Very Young CRYSTAL TOPAZ SPELLS GAINED * SAPPHIRE AMETHYST RUBY
Young 1 Ist-D 1 Ist-D EMERALD Ist-D 2 Ist-D *•
1 Ist-MU Ist-D Ist-MU 1 Ist-MU
Sub-adult Ist-D Ist-MU Ist-D 1 2nd-D
Young Adult 12nd-D Ist-MU Isi-D Ist-MU 2 2nd-MU
Adult 1 2nd-MU Ist-MU 2nd-D
Old 1 3rd-D 2nd-D 2 3rd-D
Very Old 1 Srd-MU 2nd-D 2nd-D 1 3rd-MU
Ancient 1 4th-D Ist-MU 2nd-MU 2 2nd-MU 1 3rd-MU
14lh-D 2nd-D 2nd-D 2 3rd-D 2 4th-D
1 4th-MU 2nd-MU 2nd-MU 2 4th-MU
3rd-D 3rd-D 2 3rd-MU 1 5th-D
2nd-MU 1 3rd-MU 2 5th-MU
3rd-D 1 3rd-D 2 4th-D 1 5th-D
3rd-MU 1 3rd-MU 2 6th-D
4th-D 1 4th-D 2 4th-MU
3rd-MU 1 4th-MU 2 6th-MU
4th-D 1 4th-D 1 5th-D
4th-MU 1 5th-MU
» — "1 Ist-D" means one first-level druid spell; "2 3rd-MU" means two third-level magic-user spells, etc.
** — Sardior, the Ruby Dragon, has 3 each of both druid and magic-user spells of levels 1-7, and has spell books listing
all the magic-user spells of those levels.
It is assumed that since dragons' MU spells are of a special, verbal-only kind, so also are the neutral dragons' druid
spells of a special kind, actuned to their natures, and not requiring mistletoe or other material or somatic components.
When directed against living creatures, the breath will cause The emerald dragon is a beautiful creature whose scaly hide
every creature in its path (3" long cone with l"base) to lose 7-12 seems to be in constant motion due to the many shades of green
strength points due to dehydration. After being dehydrated by a
topaz dragon, a creature must be nursed back to health carefully. on the body. The interplay of the various shades can be very dis-
Affected creatures will regain dieir strength at the rate of one- tracting to an observer, and the emerald dragon knows how to
half point per day with adequate care and rest, A successful sav- undulate its body to create a hypnotic effect on those it is parlay-
ing throw reduces damage to 1-6 strength points drained. Char- ing with, dulling the observer's reactions. Thus, after the first
acters with a constitution of more man 15 may recover 1 strength
point per day after 6 days. Curative spells will not negate the three rounds of a peaceable encounter with this sort of dragon,
effects of this dehydration.
the dragon is able to attack (if it deems it necessary or wishes to)
Any creature reduced to a strength of less than 3 will lapse into with complete surprise.
a coma, and will die in 3-12 turns unless a strength spell or a
raise dead spell is cast on him. These spells will not cure the SAPPHIRE DRAGONS
individual of his dehydration, however, nor help him recover his
strength, but will only let him pass into normal sleep for 4-24 Sapphire dragons make their lairs in deep underground ca-
turns. Any creature reduced to zero strength points is killed
instantly. verns, avoiding inhabited places where ores, dwarves, etc., live.
EMERALD DRAGONS Twice per day the sapphire dragon can set up a sonic vibration
Emerald dragons make their homes in extinct or dormant vol-
by its keening wail, which disintegrates a number of hit points
canoes. Twice per day they can use a keening sort of voice
(breath) weapon which will set up a sonic vibration, knocking equal to the number of hit points the dragon has. Creatures not
all affected creatures within hearing distance unconscious for 10-
60 rounds. Those who make a saving throw vs. breath weapon killed outright by loss of hit points would survive, but with
are deafened for 10-60 rounds.
weapons, armor and clothing totally disintegrated. Magical
VOL. in
items get a saving throw.
Sapphire dragons can be occasionally mistaken (on sight) for
young blue dragons, although an adventurerwho has encoun-
tered blue dragons before sometimes realize his mistake if he has
reason to recall that blue dragons prefer arid environments,
while sapphire dragons are liable to be found in caverns in any
climate. (Continued on next page)
37
AMETHYST DRAGONS has detection of good/evil, detection of magic, object reading,
Amethyst dragons love to dwell near isolated highland tarns. energy control, and dimension walk.
Twice per day, the amethyst dragon can shriek, with the same Occasionally (10% of the time), one of these dragons will roam
effects as a banshee. the earth without Sardior and the other thanes. If encountered,
the thane may reward beings that find favor with it, usually in
Amethyst dragons are a sparkling lavender in color. the form of gems, but sometimes in the granting of a boon.
SARDIOR. THE RUBY DRAGON All of Sardior's thanes are huge, ancient dragons. It must be
Finally, we come to the Ruby Dragon. This is not a breed of remembered, of course, that Sardior and company are a stay-at-
home lot, not given much to interfering with others' business.
dragon, but a unique individual. Sardior the Ruby Dragon is the All the neutral dragons honor Sardior, but being what they are,
Prince of Neutral Dragons. He dwells in a magical castle that his sovereignty does not much affect their daily lives of treasure-
roams the night sky, high up in the atmosphere. He keeps his mongering. Al! are agreed, however, that Sardior is the most bril-
castle moving so that it is always in the earth's shadow. Often, liant conversationalist and raconteur of all dragons.
when Sardior's castle is sighted, sages think they are seeing a
reddish star making unusual conjunctions with other stars in the Sardior has two breath weapons, both of which he can employ
night sky. twice per day: a shriek {like an amethyst dragon) or a dazzling
cloud (like a crystal dragon). He has a ruddy appearance, but his
Sardior keeps a court of five thanes, one each of the various handsome features and general grace ensure that only a very
breeds of neutral dragons. They are: Hrodel (a female crystal inexperienced dragon-hunter would mistake him for a red
dragon), who has the psionic disciplines of empathy and invisi- dragon.
bility; Tithonnas (a male topaz dragon), who has the disciplines
of clairaudience, clairvoyance, and sensitivity to psychic impres- So much for neutral dragons. Put one of these in your cam-
sions; Smargad (a male emerald dragon), who has domination, paign, and listen to the music of agonizing wails when your
hypnosis, and teleportation; Charstmma (a female sapphire hardened dragon-slayers encounter something that they'venever
dragon), who has ceil adjustment, ESP, suspend animation, and heard of before. (Chortle, chortle!) After all, keeping them on
etherealness; and Aleithitithos (a male amethyst dragon), who their toes is what makes for exciting play.
,_
Dragon
Hatching is only
the beginning
Raising a baby dragon
by Colleen A. Bishop From issue #50, June 1981
All right, so your party has obtained a dragon egg. What are additional aging plus 5%for being transported), an 80% chance
they going to do with it? (Chorus: Sell it in the city!) of hatching after two weeks on the road, and a 95% chance after
three weeks.
Disposing of an egg in such a fashion ia a fine choice, espe-
cially if the city is only a day or two away. But if travel time will Hatching of the egg, once it is determined that it is time for
be a week or more, that egg just might hatch enroute . . . the blessed event to occur, takes approximately one hour. The
egg will begin to quiver, and as the emergence of the dragon
I. Chance of hatching: The chance of a dragon egg hatching becomes more imminent, the egg will violently rock back and
depends first on the age of the egg. This is fairly easy to forth and From side to side. At the end of the hour, the shell will
determine: suddenly part, and out will tumble a baby dragon. Note: any
dragon egg (except a white dragon egg) subjected to cold
Table 1 temperatures for longer than a few minutes, or kept in vacuum
or stasis (such as inside a bag of holding) for any length of time
Die Condition Base at all, will be destroyed, becoming hard and shriveled up, and
roll Age of egg of eggshell chance to the creature inside will die (with no possibility of revival or
Soft, rubbery resurrection).
1 Newly laid (1-2 wks) Somewhat soft hatch
Medium hard 0% II. Size and appearance of the newborn dragon: Dragons
2 Young egg (3-5 wks) Hard, leathery 20% hatching from relatively immature eggs will tend to be smaller
50% than those hatching from more mature eggs. Immature new-
3 Developing (6-8 wks) 80% borns also have a higher mortality rate:
4 Mature egg (9-10 wks)
Of course, jostling an egg (such as during travel) may affect its Table 2 Chance of Size of
date of hatching. To reflect this, add a 5%chance per week Age of egg survival baby dragon
(cumulative) to the base chance of hatching given in the above at hatching
table. Also add to the base chance a 10% chance of hatching per 1-2 wks 30% Small
week (cumulative) due to aging which has taken place since the 3-5 wks 70% Small
egg was encountered. For example, a developing egg (6-8 weeks 6-8 wks 85% Average
old, 50% base chance of hatching) will have a 65%chance of 9-10 wks 99% Huge
hatching after being transported for one week (50%plus 10% for
BEST OF DRAGON
30
Hit dice of the baby dragon are calculated as in the Monster most effective ways to do this is to jump up and down, flapping
Manual, starting as a very young (1-5 years old) dragon. It will one's arms. There is a 30% chance for each such attempt that the
"graduate" to a young dragon on its 6th birthday, to a sub-adult baby dragon will catch on to the idea of flight; this chance
on its 16th birthday, and so on. should be checked after each attempt by "mother" to give the
idea, until the dragon is determined to have caught on.
Dragons will, of course, be of the same type (color) as their
Once the baby dragon learns that it can fly,it must be encour-
parents. aged to practice. Baby dragons will be reluctant to practice (75%
chance of refusing to practice when encouraged to do so; each
III. Imprinting: Newborn dragons, like most relativelyintelli- practice-session attempt must take place no less than 6 hours
gent creatures, go through a period of "imprinting" shortly after after the previous one, and only two such attempts can be made
birth. The newborn dragon will beome very attached to the first per day).
creature it sees after hatching. It will, not knowing any better,
consider this creature to be "mother," and will follow its If a dragon does not practice flying 25 times before the end of
"mother" around to the best of its ability for its entire first year its 10th week of life, it will always remain a "clumsy flyer." Such
of life. The baby dragon will also attempt to copy the actions of animals will fly only to remove themselves from danger. They
its "mother" as closely as possible. Note: It is just as likely for a may fly into walls (15% chance whenever such an act is possible), .
male character to be "mother" as it is for a female character. It cannot usually brake in mid-flight (25% chance of doing so), and
all depends on whom the dragon saw first. cannot turn in flight (25% chance of doing so). They must rest
for 4 hours after an hour of flight, and are unable to engage in
IV. Abilities of baby dragons: During their first year, baby normal activities (certainly not fighting) during this rest period.
dragons must learn to use the various special abilitieswhich they
may possess, such as speaking, magic use, flight, and breath In contrast, normal flyers (non-clumsy) are only required to
weapon. The normal attack mode of claw/claw/bite is instinc- rest for 1 hour after 20 hours of flight (cumulative) and may
tive and does not need to be learned. engage in all normal activities (but still not including combat)
during the rest period. All dragons brought up by other dragons
Speech: There is a bonus of 35%to the chance of speaking will be normal flyers.
listed for the dragon type in the Monster Manual if "mother" is
capable of speech. If a baby dragon is capable of speech, it will Breath weapon; A dragon gains the capability of using its
begin speaking after three weeks of life. If the dragon does begin breath weapon at the age of 3 months. Again, the dragon must
to speak, it has a 20% chance of learning a second language (gen- be given the idea. The method of achieving this is up to the
erally the racial tongue of "mother"). Baby dragons will only DM's discretion, and may prove to be the funniest part of an
speak or understand any dragon language if it is taught to them adventure. The dragon has a 30% chance of getting the idea, and
by "mother" (and they are of sufficient intelligence to learn it), successfully using its breath weapon, on each attempt made by
the teacher {"mother"). Such attempts may be made once a week
Magic use: This obviously applies to speaking dragons only, by the teacher until a successful discharge of the breath weapon
since dragons' spells have no somatic or material components. is accomplished.
There are certain bonuses (see Table 3) to the chance of spell use,
depending on the character class of "mother." Once a dragon has used its breath weapon, it must remember
how to do the same thing on each subsequent occasion (Table 5).
Table 3 Some dragons of more intelligent types will have a better chance
of remembering {Table 6). There is also a bonus of 1% to the
Character class of mother ' Bonus to chance of spell use
chance of remembering for each time the dragon has previously
Magic-user 35% been successful, as well as a 5%bonus on any such attempt if
"mother" is trying to help the dragon remember {by coughing,
Illusionist 35% sneezing, or another such method).
Druid 25%
Cleric 20% Table 5
Spell-using paladin 15% Age of Base chance of
dragon remembering
Spell-using ranger 15% 3 months breath weapon
1 — If "mother" is a multi-classed character falling into more
4-6 months technique Effect of weapon
than one category, only one bonus (the highest of those which 15% if successful
7-9 months 40% K effect
apply) is gained. 10-12 months 60% « effect
Over 1 year 80% H effect
IE a dragon is capable of spell use, it will be able to begin 100% full effect
attempting such action at 6 weeks of age. The chance of success- full effect
fully attempting a spell improves with practice:
Table 4 Chance of successfully Table 6 Bonus Race Bonus
attempting spell Race Gold + 10%
Age of dragon 10% Black +05% Green
6-10wks 20% Blue +05% Red +10%
ll-20wks 40% Brass +10% Silver -05%
21-30wks 60% Bronze +05% White
31-40wks 80%
41-52wks 100% Copper
Over 1 year Any dragon under 1 year of age will attempt to use its breath
weapon in any situation which seems threatening to it. Such
Even if a spell is successfully cast, applicable saving throws occasions would include loud noises, people tripping, monsters
may still prevent it from taking effect. Note: A dragon's possible appearing (but not necessarily attacking),and so forth. "Mother"
spelts are rolled randomly, unless "mother" is a magic-user and is the only one who can curb this tendency in a baby dragon.
is attempting to teach certain spells to the dragon. Spell use After reaching 1 year of age, a dragon will have discovered that
remains as described in the Monster Manual. the use of its breath weapon should usually be limited to really
dangerous situations, and needs no further reminders of this fact.
Flight: All dragons possess the capability of flight, but the V. Care: Baby dragons must be kept scrupulously clean, or a
skill must be learned before the end of the dragon's 10th week of distinctive musky odor will linger in the air around the dragon
life. The dragon must first be given the right idea. One of the
39
VOL. Ill
and in its wake. This odor will not vanish (or 2 days, and enables the dragon will follow the one who seems most similar to
almost any creature with a nose to track the dragon and those "mother" in abilities and characteristics.
who might be accompanying it. This odor will also spook most
horses and mules (90% chance of such an occurrence the first When it reaches adulthood, a "domesticated" dragon will go
time a particularscent is encountered). to the wilds if "mother" ts no longer alive. There it will establish
a lair and otherwise act like a dragon of its type.
VI. Feeding: A baby dragon will eat voraciously (or the first 6
months of its life. If "mother" does not provide food, the baby If a dragon was not well treated during its infancy, it will
dragon will instinctively go hunting. If restrained from hunting, attempt to slay "molher" during its second year of life, and if
it will cry piteously with hunger and otherwise attempt to lure possible afterward (whether or noi the atiernpt succeeds) it will
food to itself. escape to the wilds. In any future encounters with humanoids, it
will have an automatic -33% modifier on its reaction roll. If more
Food is not difficult to obtain since dragons are omnivores and than half of the humanoids in any given encounter are of the
can and will eat almost anything. Dead monsters make fine same race or abilities as "mother" was, the reaction roll will be
dragon food. In a wilderness area, dragons will subsist by eating at a modifier of -50%.
leaves and branches from trees, uprooting grass and shrubs, and
digging for truffles. (DM's note: This foraging may leave a trail When not under "mother's" influence (which means acting in
for others to follow.) the same alignment behavior as "mother"), a dragon will revert
to its instinctive alignment. This includes looking for {and
VII. Behavior of baby dragons: A dragon, if it is treated well attempting to collect) treasure, as well as reactions to any wan-
during its first year, will remain loyal to "mother" for the rest of dering passers-by. A chaotic evil dragon will attempt to slay all
its life. If "mother" dies, the dragon will continue to follow the beings within reach; lawful evil dragons will tend to loudly crit-
member of the party most like itself in alignment until it reaches icize (at least) all beings nearby; neutral and chaotic good drag-
adulthood. If more than one party member fits this description, ons will play harmless and sometimes seemingly purposeless
practical jokes; and lawful good dragons will converse or ptay
with all beings who seem friendly and of a similar alignment.
Self defense
for dragons
Give 'em a fighting chance From issue #50, June 1981
by Gregory Rihn
The dragon is nearly everyone's favorite monster. There is have them pretty uniformly throughout the type, A dragon with
something numinous in the name and the image: sagacious, no spell ability has only one other major weapon: its breath,
fierce, terrible in its jaws and claws, soaring aloft on great pin- which works only three times per day. The claws of even the
ions, breathing great gouts of flame and smoke. If such a crea- largest gold dragon are no more formidable than swords, and
ture existed in nature, even without fiery breath, its sue, many other creatures can approach the damage of a dragon's
strength, mobility, and intelligence would make it a formidable bite, or possess abilities like paralyzaiion or life-draining that are
foe of and competitor with mankind — our advantage lying only continually reusable.
in numbers and a comparatively rapid rate of reproduction.
The result is that few dragons are able to stand up to the in-
But the dragon is an endangered species. How can this be? Just variably large and well-equipped parties that are thrown against
as the dragon is the favorite pet of the Dungeon Master, it is the them, A carefully dispersed party can avoid the blasts of breath
favored prey of the adventurers. Is the castle on the crag haunted weapon with a fair chance of survival by surrounding the dragon
by a vampire?The characters shudder and dare to approach the and indicting unacceptable damage on the beast's flanks and
crag only with trepidation. Do the depths of the caves hold de- tail. Even if the dragon were guaranteed of killing an adventurer
mons? Let's wait until we're a bit more skilled. , , . But let word with each bite, a large party would still overwhelm it — espe-
get out that a dragon lurks or lairs in the vicinity, and every cially i( the dragon was awakened from sleep by one or more
character within earshot drops everythingelse and begins sharp- heavy-damage spells hitting home.
ening his sword. Hirelings of every stamp are readily bought
with the promise of sharing in the dragon's enormous hoard. The dragon really ought to be more formidable in melee, a
When the party has equipped itself with control potions, all the veritable whirlwindof destruction, the likes of which should
magic that can be begged, borrowed, or stolen, and pack mules rightly frighten anyone in possession of all his wits.
to ferry back the loot, it's hi-ho and off they go dragon hunting.
The damage done by dragon claws is far too slight forany-
Why? Because no other monster holds the potential of such thing except small representatives of the species. An average-
great gain at such comparatively low risk. sized dragon ought to do twice as much damage as specified, and
a huge dragon perhaps three limes as much. This would reflect
Yes, I said low risk. What other monster is liable to be found the enormous strength these creatures possess. The smallest
sleeping obliviously in his den? What other creature can be so dragon type, the white, averages 24 feet in length. Even if we
easily subdued and then sold on the open market? And even assume that half of the dragon's length is made up of neck and
dead, the dragon alone is worth a sizable ransom; its hide can be tail, the dragon should still have as much mass as a large ele-
sold for armor, its teeth for ornament, its other parts for potions. phant. Yet these creatures have the muscular strength to fly!
All other creatures with spell-using or magic-likecapabilities Even if is is assumed that the dragon's power of flight is due to
40 BEST OF DRAGON
an inborn magical power, akin to the breath weapon, a creature have a traditional dragon's tail, long and tipped with a spadelike
of that size must be exceptionally strong to be able to move with blade. It strikes as a sword. Green and brass dragons have a tail
any speed. Therefore, a dragon ought Co have at least the muscu- of medium length, lipped with spikes similar to those of a stego-
lar strength of a comparably sized giant, if not more. Remember, saur. It strikes as a flail. Black and copper dragons have a very
a giant cannot fly by muscular strength alone, and if giants had long, whiplash-like tail that strikes as a dagger. And, the blue
strength in human terms in proportion to their size, they would and the bronze have a snakelike, relatively long, prehensile tail,
not even be able to stand and support their huge frames. which does damage through constriction.
Further, dragons have other assets that are not considered in Recommended damage by tail type: Small Average Huge
combat. Unlike reptiles or saurians, dragons are hexapedal, or 1-8 2-16 3-24
six-limbed, with the "extra" pair of limbs being wings. Other Type of tail 2-12 4-24 6-36
flying creatures — birds, bats, and the extinct pterosaurs — have Plated 1-10 2-20 3-30
wings made out of modified forelimbs. Spiked 1-8 2-16 3-24
Spade 2-12 4-24 6-36
Let us assume that, considering neck and tail, a dragon might Whiplash
have a wingspread approximately equal to its overall length. A Constrictor
24-foot-long dragon would therefore have a 12-foot wing on
either side. These wings are often thought of as bat-like, a mem- The dragon could lash with its tail once per set of attacks,
branous structure supported on a frame of modified wing and striking either to the left or to the right, but not to both sides at
hand bones, (See the Monster Manual illustrations of the white, once. A short tail, representing about one quarter of a dragon's
silver, and green dragons, and the dragonne.) There is often a overall length, might strike only through an arc of 60 degrees; a
"ihumb" claw at the "hand" joint. The dragon Smaug, as pic- medium-length tail, about one third of the dragon's length,
tured in the television version of The Hobbit, had a well devel- through 90 degrees; a long tail, representing one third plus an
oped thumb and fingers at the wing-hand, similar to bats and additional one eighth of length, through an arc of 120degrees;
flying dinosaurs. I personally prefer this idea. and a very long tail, going up to one third plus an additional
one quarter of the dragon's full length, might strike through an
The point of this discourse on wings is this; If you have ever arc of 180degrees, centering at the base of the tail. The difference
tried to corral a winged creature, a chicken, or, worse yet, a large is because the shorter tails are thicker and less flexible,
goose, you know that it strikes out with its wings. Roger Caras,
in his book Dangerous To Man, reports several instances of fatal Now, having given the dragon an assist in self-defense, let's
injuries being inflicted by the blows of a swan's wings. There- look at revised attack figures for a white dragon:
fore, those characters standing to the sides of the dragon must
dare the sweep of the dragon's wings. Those in front and near A (tack type and no. Small Average Huge
the center of ihe wing would be in danger of being struck by the 2 claws 1-4 2-8
wing-claws. A wing buffet should do some damage, mainly of a 1 bite 2-16 2-16 3-12
bruising, battering type, tending to throw adventurers away from 2 wing buffets 1-2 1-3 2-16
the dragon, and this should amount to about one-third of the (2 wing claws) 1-2 1-S 2-4
dragon's normal claw damage. If the target is within range of the 1-4 2-8 2-4
wing-claw, add an extra "to hit" roll for the dragon, and if the Foot stamp (one every other time) 1-8 2-16 3-12
result is a hit, add the appropriate extra damage, ranging from Tail lash 3-24
1-2 points for a small dragon to perhaps 1-10 fora big one.
The modifications and additions described in this article are
An intelligent dragon might use its wings in more than one suggested to accurately reflect the fearsome fighters that dragons
manner. A dragon with a gaseous breath weapon could use the should be, without unreasonable additions of powers or hit dice.
sweep of its wings to fan the gas into every corner of its lair, A Instead, most of what is proposed here can be logically extrapo-
dragon that has started a fire with its breath could fan the flames lated from the common assumptions about dragonkind. Recall
into a roaring conflagration. A prudent dragon might cover the the famous painting of St. George and the Dragon, showing the
floor of its den with ice crystals; sand, ash, or other loose mate- pitifully small dragon fighting off St. George with both fore
rial which could be whipped into a blinding, slinging storm at claws and hind claws, wings outspread, and with the end of its
the onset of an attack. tail wrapped around the saint's lance, which is piercing the crea-
ture's chest. Further, these "extra" tactics would likely be used
On the subject of limbs, what about a dragon's hind feet? only when the dragon is trapped and fighting in its lair. It only
Surely any dragon is intelligent enough to kick out at something makes sense that a creature able to fly, in open terrain, would
attacking its flank, especially if the front end is otherwise prefer to attack from the air, not exposing itself to close assaults.
engaged. Allow one foot stamp by one of a dragon's hind feet in
every other set of attacks. (The dragon, if not actually airborne, "Dirty tricks" for dragons
has to stand on at least one foot at all times, although it might
be supported by its wings to some degree. This should do the It is debatable whether or not dragons' forepaws are prehensile
same damage as the foreclaws, but at -2 to hit. If the dragon were — that is, are they sufficiently flexible and dextrous to permit the
for some reason to engage in close combat with some creature dragon to grasp things and handle small objects with some ease?
nearly its own size, such as a giant, then the dragon might well If so, this opens up whole new possibilities. The dragon culture
employ both rear claws at once, in the manner of some great cats. has never been one of tool-users, but of robbers and predators,
In such attacks, the animal attempts to get the throat of its adver- preferring to take or steal rather than forge or build. But that
sary in its own jaws, hooks its claws into the shoulders of the doesn't mean that a dragon could not or would not learn to use
opponent, and then {in a dragon's case, with the aid of wings for implements. Monsters should make use of the magic they guard
lift and balance) brings the rear claws up to thrust into the mid- whenever this is feasible. A magic ring might fit on a giant's fin-
section of the victim and rake downward to disembowel the ger, so why not on a dragon's claw? Why wouldn't a spell-using
enemy. This is the only situation in which a dragon might rea- dragon be enough of a magic-user to employ a wand or staff?
sonably be expected to employ both rear claws at the same time.
As a final word, I strongly urge that, where one is dealing with
Finally, there is the tail. Many dinosaurs and present-day croc- a more intelligent dragon, the 50% bite-or-breath rule be
odiles and alligators use their powerful tails as weapons. To dropped. Instead, a canny dragon ought to know when and
simulate this, dragons are assigned different types of tails, in when not to expend its breath weapon.
much the same way that breath weapons are differentiated.
White and silver dragons have a relatively short, thick tail, with Slaying a dragon should be a feat that even hardened adven-
a ridge of horny plates, that might give the creature better trac- turers would boast of, and would be proud to tell their grand-
tion when climbing on ice. It strikes against armor as a mace. children about. So make it a tough and memorable experience,
The traditional, fire-breathing dragons, the red and the gold. not just an excuse for another notch in one's sword.
VOL. HI 41
The
faerie dragon
Magical and mischievous From issue #62, June 1982
by Brian Jaeger
FREQUENCY: Very rare defending its lair. However, the faerie dragons are given below. The Dungeon
NO. APPEARING: 1-6 dragon will use its magic at any oppor- Master should keep in mind that spell
ARMOR CLASS: 5 (/ when invisible) tunity to wreak mischief on passers-by. choice is bounded only by the imagina-
MOVE: 6" 124' Most (65%) faerie dragons will employ tion of the possible pranks, and by the
HIT DICE: See below magic-user spells as per a magic-user of fact that a faerie dragon prank will never
% IN LAIR:25% the level indicated on the accompanying have damage to its victims as its aim.
TREASURE TYPE: S, T, V in lair chart; some (35%) will use druid spells.
NO. OF ATTACKS: I All their spells are chosen solely for their Magic-user spells
DAMAGE/ATTACK: 1-2 mischief potential. Offensive or defensive 1st level: dancing lights, message, sleep,
SPECIAL ATTACKS: Breath weapon, spells will never be learned unless the
particular faerie dragon has thought up unseen servant, ventriloquism
magic use an exquisite prank using some such spell. 2nd level: audible glamer, forget, levi-
SPECIAL DEFENSES: Invisiblity All faerie dragons will leam the spells
MAGIC RESISTANCE: See below water breathing and legend lore at the tate, magic mouth, pyrotechnics
INTELLIGENCE: High to genius first opportunity. Though many faerie 3rd level: fly, phantasmal force, slow,
ALIGNMENT: Chaotic good dragon pranks are spur-of-the-moment
SIZE: S (1-1%' long) affairs, months of preparation often go suggestion, water breathing
PSION 1C ABILITY: Nil into a single grand practical joke. 4th level: fire charm, fumble, halluci-
Attack/Defense Modes: JVi/ Faerie dragons enjoy swimming and natory terrain, polymorph other, poiy-
CHANCE OF: diving. In flight, they can hover, and are morph self
maneuverability class A. They eat fruits,
Speaking: 90% roots, tubers, nuts, honey, and grains, and 5th level: distance distortion, Morden-
Magic use: 100% have been known to go to great lengths to kainen's faithful hound, telekinesis,
Sleeping: 40% get a fresh apple pie. transmute rock to mud, wall of force
This chaotic offshoot of the pseudo- All faerie dragons can communicate 6th level: control weather, legend lore,
dragon lives in peaceful, tangled forests telepathically with one another at a dis- project image
in all climes, often with a group of sprites tance of up [o two miles. They speak
or pixies. their own language and their alignment 7th level: limited wish, simulacrum
tongue, plus the languages of sprites, pix- 8th level: Otto's irresistible dance
Faerie dragons can become invisible at ies, elves, and the birds and animals in
will. They are able to attack or employ their area. They frequently use forest Druid spells
magic or breath weapons when invisible. creatures to help them in their pranks. 1st level: animal friendship, entangle,
They attack as 4 HD monsters, biting for
I -2 points of damage. However, the faerie Description: Faerie dragons appear as faerie fire, pass without trace, speak with
dragon is much more likely to use its thin, miniature dragons with long, pre- animals
breath weapon of "euphoria gas." The hensile tails, butterfly wings, and wide
creature expels the gas in a two-foot- smiles. Their colors range through the 2nd level: charm person or mammal,
diameter spherical cloud — just enough spectrum, from red for the very young to create water, obscurement, trip, warp
to give the target a good faceful. A victim purple for ancient individuals, as shown wood
failing to make his saving throw vs. on the accompanying chart. Females'
breath weapon will wander blissfully hides shine with a golden tinge in the 3rd level: plant growth, pyrotechnics,
about for 3-12 rounds, during which time sunlight, while males have a silver tinge. stone shape, water breathing
he will be unable to attack and will have
an effective armor class two places worse Spell lists: Suggested spells for faerie 4th level: animal summoning I, call
than actual. The victim will be able to woodland beings, control temperature Iff
keep his mind on the situation and the radius, speak with plants
surroundings, as long as he makes a sav-
ing throw of intelligence or less on d20 5th level: animal growth, control
during each round the effect of [he gas winds, transmute rock to mud
lasts. As soon as a victim fails an intelli-
gence saving throw, he will completely 6th level: transport via plants, weather
lose interest in the matters at hand, indi- summoning
cating that the gas has had its maximum
"euphoria" effect. 7th level: animate rock
The faerie dragon will never attack Age Age Color Magic M-U Druid
directly by any means unless cornered or very young red res. level level
level H.P. 12%
42 1 1-2 young red-orange 24% 22
2 3-4 sub-adult orange 36% 43
3 5-6 young adult yellow 48% 65
green 60% 86
4 7-8 adult 72% 10 8
blue-green 84% 12 9
5 9-10 old blue 14 11
6 11-12 very old purple 96% 16 12
7 13-14 ancient
8 15-16 BEST OF DRAGON
Two tough foes:
by Pat Reinken
Legends say that Ahi and Rahab are (some say that if they were to fight each From issue #62, June 1982
[wins — that the steel dragon and the other, neither one would survive), but the
grey dragon emerged from the same egg, truth of their origin is lost in antiquity.
but for unknown reasons grew up to This may be just as well, for these two
become exact opposites. They apparently dragons are not known for their hospital-
are indeed from the same hatch, and they ity and are said to not look kindly on
are both known to be very powerful trespassers. . . .
One that's very, very good
STEEL DRAGON CHANCE OF: unconsciousness for 2-4 rounds; a cloud
(Draco Ferrosus Carbo) Speaking: 100% (same size) of scalding water vapor that
Magic Use: 100% causes 6-36 points of damage and blinds
FREQUENCY: Very rare Sleeping: 15% for two rounds; or a cone of vapor 6" long
NO. APPEARING: / (base diameter 2") that causes affected
ARMOR CLASS: -2 Ahi, the steel dragon, is a loner. He creatures to assume gaseous form for 5-10
MOVEMENT: 9"148" lives high in the uppermost atmosphere rounds.
HIT DICE: 12 (96 hit points) of the Prime Material Plane in a castle
% IN LAIR: 85% that circles the earth on the west wind. Ahi can cast any magic-user spell of
TREASURE TYPE: H, S, T Although he is lawful good, Ahi will not first through sixth level, but can employ
NO. OF ATTACKS: 3 hesitate to properly deal with trespassers only two spells per day. The steel dragon
DAMAGE/ATTACK: 1-6/1-6/3-24 and other intruders into his home. At can make himself gaseous anytime he so
SPECIAL ATTACKS: See below regular intervals, the steel dragon visits desires, and will use this ability in order
SPECIAL DEFENSES: See below the earth to feed and to gather small trea- to get behind an opponent. In addition to
MAGIC RESISTANCE: Standard sures from any evil characters he finds. this, Ahi's normal appearance to charac-
INTELLIGENCE: Genius ters and other creatures is as a shifting,
ALIGNMENT: Lawful good The steel dragon can attack with the
SIZE: L (60' long) usual claw/bite routine of other dragons cloudy, dragon-shaped mass of vapor.
PSIONIC ABILITY: Nil or with one of three breath weapons: a Because of this appearance, any opponent
cloud (2" x 2" x y>) of poison vapor that attacking the steel dragon with a weapon
Attack/Defense Modes: Nil causes 2-12 hit points of damage and will always miss on his first attempt to
hit.
and one that's just the opposite
GREY DRAGON The grey dragon, Rahab, is hated by will find noihing bui a large mound of
(Draco Nox Dwbolus) dragons as much as he is haled by all blackness, for Rahab is hidden by a form
other creatures. The only living things of continual darkness. The spell is not
FREQUENCY: Very rare around him are the men, dwarves, and affected by anyihing except continual
NO. APPEARING: / goblins he has enslaved. He lives deep in light, which in ihe presence of the grey
ARMOR CLASS: -5 (-2) a cavern in a remote mountain range and dragon will act as a light spell. In the
MOVE: l5'/24" never ventures forth from it. darkness, Rahab has an armor class of -5.
HIT DICE: 12 (96 hit points) If ihe darkness is temporarily alleviated
% IN LAIR: 100% The grey dragon attacks with the usual by the application of continual light, the
TREASURE TYPE: H, S, T, U claw/claw/bite routine but gels two addi- dragon's armor class worsens to -2.
NO. OF ATTACKS: 5 lional swings with his claws because of
DAMAGE/ATTACK: 1-811-81 his iremendous speed. However, the latier If adversaries come close enough lo the
iwo claw aitacks are made at -1 "to hit" dragon, or if Rahab advances loward his
1-4/1-4/5-40 and do only 1 -4 points of damage if they foes, the grey dragon may be able to
SPECIAL ATTACKS: See below succeed. envelop his opponents in this blackness,
SPECIAL DEFENSES: See below effeciively blinding them. If he manages
MAGIC RESISTANCE: Standard Rahab's breath weapon is a gas cloud to do this, Rahab receives a +5 bonus "to
INTELLIGENCE: Low that affects all viciims within iis bounda- hit" on each character so affected. The
ALIGNMENT: Chaotic evil ries (2" * 2" x 3") as a super-powerful dragon's own vision is sufficient to see
SIZE: L (4S1 long) charm spell. Affecied characters or crea- under the darkness. The edge of the area
PSIONIC ABILITY: Nil tures (those who fail their saving throw of darkness is approximately three feet
vs. breaih weapon) will never again away from [he dragon and surrounds him
Attack/Defense Modes: Nit aitack Rahab or seek to do him harm for entirely.
CHANCE OF: as long as they live, or until ihe effeci of
the breath weapon is negated by a remove The grey dragon can cast two magic-
Speaking: 25% curse spell. user spells per day, but can use no spell of
Magic Use: 75% higher than third level.
Sleeping: 10% Those who enier ihe dragon's cavern
43
VOL in
Evil dragons From issue #62, June 1982
make good armor
Hides with built-in bonuses
by Roger Moore
In an era long past, an intrepid dragon- transported to civilization (assuming the dragon armor, burning hands. None of
hunter and his wizard friend discovered dragon wasn't killed in the village these spells or substances will damage the
that the hide of an evil dragon, if prop- square), the services of skilled armorers, hide they are applied to; their function is
erly prepared, could be cut and formed leather-workers, and tailors must be to activate the innate resistance in the
into a suit of armor that provides protec- employed to fashion the hide into armor. hide which has been "brought to the sur-
tion against attack forms resembling the This process takes 21-30 days for each suit face" by the enchant an item spell.
breath weapon of the dragon from which of armor, and prices for the needed ser-
vices will be three times the standard rate. When the enchantment is complete, the
it was made. Only one set of armor may be fashioned armor will be essentially equivalent to
To begin the process, an evil dragon from the hide of a single dragon. +7 scale mail: armor class 5, movement
rate 9", weight 15 pounds. In addition,
(white, black,Ted, blue, or green) of at The resulting suit of armor is equiv- each armor type/color affords the wearer
least adult age must be killed, without the alent to normal scale mail in armor class resistance or immunity to a particular
use of magic and preferably by means of (6), maximum movement rate (6"), and attack form. The special properties of
repeated attacks with blunt weapons. bulkiness (fairly bulky). It weighs about each type are:
Even a single magical attack directed 30 pounds, compared to 40 pounds for
against a dragon, whether or not the spell normal scale mail. The non-enchanted White dragon armor — Resistance
casting succeeds and whether or not the armor can be worn "as is," but if the non- against white dragon breath, winter wolf
spell causes damage to the dragon, will magical armor is hit even once by an breath, cone of cold spell, and other
ruin the protective potential of the crea- edged weapon, it will not be able to be attack forms involving cold, ice or frost.
ture's hide and make later attemptsat enchanted after that.
enchantment ineffective. If the dragon is Black dragon armor — Resistance
hit with edged weapons, there is a chance Enchanting the armor must be done by against black dragon breath, giant slug
the hide will be cut and marred to the a magic-user of 16th level or higher, who spittle, anhkheg digestive acid, and other
extent that it becomes unusableas armor. will insist on a generous payment in gold attack forms using acid or acid-like
For each successful hit on the dragon pieces, or the promise (and proof) of some effects.
with an edged weapon (regardless of the other benefit that might be offered. At
amount of damage done), add 5%to the least half of the payment must be sup- Green dragon armor — Resistance
chance of the hide being damaged beyond plied in advance, with the rest due when against green dragon breath, iron golem
use. (Thus, if a dragon takes 20 hits from the armor is delivered. breath, cloudkill spell, and other attack
edged weapons, there is no chance that forms using poisonous gases.
the hide will be thereafter usable as The magic-user must first successfully
armor.) If and when the dragon is killed, Blue dragon armor — Resistance
the chance that the hide is spoiled must cast enchant an item on the armor, and against blue dragon breath, lightning
be exceeded on a roll of d% in order for then apply a second spell (which varies bolt spell, storm giant's lightning attack,
the armor-makingprocess to continue. depending on the armor type) to act as a and other sorts of natural or artificial
catalyst, triggering the armor's capability (including magical) lightning or
The hide must be removed with care, to resist a particular attack form. This electricity.
and at this juncture a very sharp edged second spell must be applied {the casting
weapon is essential to trim the hide as must have been begun) within 12hours Red dragon armor — Resistance
cleanly and efficiently as possible. The after the completion of enchant an item. against red dragon breath, fireball spell,
instrument must be able to be controlled If the magicking process fails, either and other attacks using heat or fire.
with precision, which means it can't be because the casting of enchant an item is
any larger than a standard dagger blade. unsuccessful or because the second spell "Resistance" includes these benefits:
If the character doing the skinning uses a is not applied within the required time, The wearer of the armor gains +1 on all
normal (non-magical) blade, there is 30% the magic-user is under no obligation to saving throws against the specified attack
chance that, despite his best efforts, the make another attempt free of charge. form. The wearer is unaffected by any
hide will not separate cleanly from the attack of the specified type that does 6
body and the resulting scraps of dragon- The second step in the process depends points of damage or less in a round. In all
skin will be unusable as armor. If an on the color of dragon hide used. To fin- cases, the wearer is entitled to a -1 modi-
enchanted blade is employed, the chance ish white dragon armor, an ice storm fier on each and every damage die rolled
of failure at this step of the process spell must be cast on the hide; for black (with a minimum of 1 point of damage
decreases by 10% for each "plus" of the dragon armor, the finished hide must be per die). Jf the application of this modi-
instrument; thus, with any blade of +3 or immersed in acid for 13-24 (dl2 + 12) fier reduces damage taken in a round to 6
greater, successful skinning is assured. hours; to complete green dragon armor, a points or less, the wearer takes no damage
stinking cloud spell must be cast on (as stipulated above).
Once the hide has been removed and (around) the hide; for blue dragon armor,
a shocking grasp spell, and for red Although these suits of armor come
44 from evil dragons, clerics and fighter-
class types of all alignments may wear
them.
BEST OF DRAGON
III. Playing
with class
We don't like to talk about it too much, but it's a fact that you can play
the D&D® game or the AD&rD™ game for an entire lifetime without ever
needing to open the cover of a single issue of DRAGON® Magazine.
Gasp! Horrors! What is he saying? Well, the point is this: The rule
books for those games are very complete. The games wouldn't be as pop-
ular as they are if you had to buy a magazine every month to get every-
thing you needed to be able to play. But as complete as those rules are,
they are also so complex that they can't possibly be all-encompassing or
all-satisfying. Or, to adapt a quotation from a pretty good writer named
Mark Twain, Difference of opinion is what makes it possible for role-
playing game magazines to exist. Anyone who gets into a game deeply
enough and thinks about it long enough and hard enough forms an
individual set of opinions on how a certain slice of the rules can be made
"better." Some of the best writing we've run across using this approach is
contained in the following section on AD&D player character classes.
The articles run the gamut from a brief glimpse at the thief's special
abilities to a complete reconstruction of the bard class; from an essay on
how to "psychologically play" the paladin to a specific, largely statistical
look at how the monk could be redesigned; from ideas on how to give the
druid more depth to some official words from E. Gary Gygax on cantrips
and spell books, designed to fill some voids in the rules concerning
magic-users and illusionists.What they all intend to do, in one way or
another, is to help the whole game system — and the people who enjoy it
— benefit by adding more depth, or more detail, or more realism to one
of the system's component parts. As is almost always the case with the
magazine's offerings, these articles — with the exception of Mr. Gygax's
words — are suggestions only. They do not represent official rule addi-
tions or changes (again, except for the material on cantrips and spell
books, which will probably appear in future rule books in essentially the
same form). But you may find them appealing enough to give them a try
in the friendly confines of your gaming group. Do they upset the balance
of the game? That's not a yes-or-no question; the answer depends on how
you use them, and how well they fit in with the one-of-a-kind AD&D
game that is embodied in the world your characters are a part of. You
don't need these articles, but we think you'll like 'em.
VOL. in
The thief: a special look
Examining abilities, old and new
by Lenard Lakofka
The [hief character is more often victim can add as much as 100% to a locks and complex closures. Nothing for-
abused by players than underrated, thief's chance of stealing something. A bids the inclusion of "complex locks" in
though some players miss capabilities good thief will try to sneak past an out- addition to the run-of-the-mill, crude
that thieves should have. The easiest way post or lookout to get into a camp occu- lock the thief will run into most of the
to discuss a thief is to look at his special pied by sleeping or intoxicated residents. time. "Complex locks" can subtract some
abilities. A good thief will rarely kill the guard set amount from the thief's percentage
unless he has to. chance to open the lock, cutting his pros-
How often does a thief pick pockets'? I pects by one third, one half, two thirds or
had a thief progress to 16th level over a One of the most important functionsof even more for truly unusual, challenging
two-year period, and in all that time he a thief — mapping — is not even men- closures. Such complex locks should be
picked one pocket. Picking a pocket is tioned in the Players Handbook. The expensive and rare. Picking a complex
best done just as an assassin plans a kill- ability to sneak into a place and get the lock (or an ordinary one) in a stress situa-
ing. The two acts have a great deal in "lay of the land" is very important to any tion (practice does not count) can give a
common. If you tell a player, "A drunk is party. It is most valuable when a building thief actual experience, if the DM chooses
approaching and bumps into you as he is the subject of the party's eventual to award experience for such an act. An
passes," or some such statement, it will be attack. However, the DM should be sure ordinary lock takes 1-4 rounds to open; a
obvious to all the players what has likely that a thief takes the opportunity to draw complex one can take 1-10rounds (as
occurred. On the other hand, if you allow a map promptly. If the thief must do it suggested in the DMG, p. 19) or perhaps
the thief to pick his time of attackwith from memory after the investigation, the even longer Forreally unusual ones.
some real forethought, it will be very dif- map will likely be inaccurate. Also, the
ficult for the victim to realizewhen his DM must require some reasonable intel- Finding traps and removing traps are
pocket was picked. ligence on the part of the thief to make a two separate acts. It is best for the DM not
to go into detail on what kind of trap is
To encourage pickpocket ing, it is very good map. Stupid thieves (intelligence of found, because that might tip off the way
wise to have many encounters for the 7 or less) might not even know how to to disarm the trap. Some traps can be
parly in a town. Mention every person the read, much less write or draw accurately. obviously disarmed, and thus the second
party passes on the street if the town is
small. In a town with a thousand or more On the Intelligence Table (PH, p. 10) act (removing) does not come into play,
persons there will be a number of crowds The DM is wise to say something like:
encountered, or people will be passed we can see that those of intelligence 7 or "You find no traps," or "You think you
during almost every round of movement. less can learn only one language over and disarmed it," as opposed to "There are no
Such situations are a thief's bread and above their m i n i m u m number. Intelli- traps," or "You have disarmed it." Only
butter, A good thief will not attempt to gence can be used — for all characters — if the character has a 100% chance of suc-
pick up something if he will stand out. to determine the chance to be able to read cess should a definite statement be made.
This should be obvious from the victim's and write any and all languages known.
point of view as well. Allow more expe- Multiply intelligence by 12 to yield a per- A new ability in this category is given
rienced thieves, whom player character centage chance that a character of any below — setting traps:
might run into, to convey this concept class will know how to read and write.
(for a price) if your players have not Optionally, wisdom may be added to this Level Chance to Level Chance to
already caught on to it. chance (cumulative), but at the lower rate of thief set trap of thief set trap
of 3%per point of wisdom. This method
Thieves also enjoy slipping in and out ensures that most characters can read and 1 26% 9 65%
of camps to pick up things. A sleeping write, but not all. 10 68%
2 32%
Dragon Thieves (or any other characters, for 3 38% 11 71%
that matter) who fail to map as they go, 4 43% 12 74%
From issue #47, March 1981 or at least to pause during the investiga- 13 76%
tion to map from time to lime, should be 5 48% 14 78%
46 forced to draw a map later from memory. 6 53% 15+ 80%
If a single player is making the map, for
game purposes, allow no one else who is 7 57%
preseni to make a map. This is especially 8 61%
imporiam if any player has no character
on the mapping expedition. A good party Adjustments for dexterity:
will rarely send the thief on a mapping
foray alone. They will send along one or 9: -10% 14: +8%
two back-up characters who can help if +11%
things go wrong, 10: -6% 15:
+14%
Opening locks, as we all know, is a 11: -2% 16: +17%
matter of "cleverness, plus knowledge +20%
and study of such items" (PH, p. 27). 12: +2% 17:
Again, siupid ihieves could be penalized,
but likely that would be going too far and 13: +5% 18:
players would rebel. However, real intel-
ligence does come into play on puzzle Adjustments for race: +15%
Dwarf: -5%
Elf:
Gnome: +10%
Half-elf: 0%
Halfling: +8%
Half-ore:
+4%
BEST OFDRAGON
The best possible chance to set a trap is numerous times. Shadows must be fairly daggers, and perform similar acts while
99.9%, To keep the chance from going deep to be effective for hiding. Don't clinging to a wall by their toes should fall
any higher than that, convert 100%to forget that a figure hiding in shadows can flat on their behinds! A player will claim
99.1%, 101% to 99.2%, and so on, up to still be detected by smell, a wand of that great things are possible while his
108% to 99.9%. Failure to set a trap suc- enemy detection, detect magic (if the character is hanging on a wall, not the
cessfully will cause the trap to spring on character hiding has a magic item), and least of which will be disarming traps,
the thief attempting the action. His. other such non-visual means. melee, drawing a map and other abso-
chance to escape from his own trap can lutely absurd things. Give this turkey a
be a function of dexterity for mechanical The chance to hear noise assumes that chance to hold on equal to 2% per point
traps, at a chance of 3%per point of dex- the area is quiet. If the party is talking or of dexterity on difficult acts — but any
terity. If the thief does not jump free, he moving about, this action will negate the act the DM considers impossible will
will suffer the consequences of the trap's chance. Hearing a sound can also involve cause him to fall, period. Falling can deal
damage-dealing properties, discerning what is heard — but this abil- out quite a bit of damage — not the least
ity does take thief's training. Re-roll (at of which will be to carried items, which
Moving silently is only abused when the same chance as to hear a noise) to see will suffer ordinaryor crushing blows as
the DM forgets that the allowable rate of if the sound was discerned enough to our hero hits the floor below.
movement is only 12 feet a round {DMG, determine what a likely source or cause
p. 19). If the thief moves faster, reduce the might have been. Discerning a noise Back stabbing can be partially negated.
chance of silent movement by as much as might not only mean hearing bits of It does not have to be an all-or-nothing
3% per foot of movement rate above 12 actual conversation, but might also allow affair. Only total surprise will give the
feet per round. The actual surface being a guess as to how many persons are full bonus to damage. This bonus is due
crossed will dictate the proper subtraction engaged in speaking. The DM should not to the thief's skill at placing the blow
(ranging from W%> to 3% per fool). It give away loo much! exactly where he wants it. This can only
should also be noted that the thief using a be done on a surprised victim, A figure
Obviously, non-thieves can hear things, who catches sight of (he thief, even if that
silence 15' radius spell will have that but the ability of discernment should not sight is subsequently lost, will be on
sphere of silence hit his victim while the be allowed to them. Give other characters guard and might be hard to sneak up on.
thief is still 15 feet away; a sudden lapse half of a thief's chance (by level) to hear This cannot be quantified, and must be
into silence will often alert a victim. Cir- noises, but avoid a procession of one determined on a situation-by-situation
cumstances must be considered in such a character after the other going to the door basis. For example: A figure is running
case. It should also be remembered that to listen. Such a procession might be away from a party at full speed. A thief
boots of elvenkind do assume some slow heard from the other side. Note that takes off after him and tries to hit from
rate of movement — not 12 feet a round, undead monsters rarely make noise, behind. The figure is not really surprised,
but not running either — in order to but the fleeing figure is also not looking
function properly. A speed of up to half Climbing walls can be aided by spikes behind himself at every step. Thus, a
of the thief's normal walking speed driven in with a hammer. But this makes bonus of ^-3 to hit (instead of +2 or +4)
would allow the boots to function as "Thor's own good sound" and can be and perhaps double damage if a hit
designed. A higher speed would begin to heard for miles in some tunnel com- occurs (instead of triple damage) would
negate their effectiveness, plexes. Such driving of one spike will be quite fair.
take 3-18 segments, longer for very hard
Hiding in shadows has been discussed rock. Thieves who try to cast darts, throw
The druid and the DM
Opportunity knocks, indoors and out
by Tim Lasko
When the druid character class was first all the spell casters, the druid still wins Dragon U.M *.
presented in Eldritch Wizardry, a charac- hands down in the wilderness, as it was
ter almost exclusively bent to be played in meant to. But now, the druid has better From issue #48, April 1981
the wilderness appeared; the sketchy hit dice, better spells, a better back- 47
background and the specificity of his ground, and a handful of other benefits
spells held little else in store for the poor that make it an ideal campaign character.
druid. And soon, there was hardly a wil- A Dungeon Master would be wise to
derness extant without a druid or two encourage druid player-characters in his
hidden away, but there were hardly any campaign, with the intent of getting
druids in the dungeon. The original characters out of the city and the dungeon
druid was unique among all character and into the woods and wilds sooner,
classes in its lack of easy applicability to preventing the campaign from being too
dungeon situations.
dungeon-centered and leading to a better
When the AD&D™ game was released, game for all involved. But before one can
the druid's abilities and possibilities grew judge a druid fairly, a few misconceptions
until it was another character class should be removed,
among many. But the association, partly
well-founded, with the wilderness still The old Grey hawk (and earlier) image
remained, despite the expansions to the of the human ^sacrificing, hostile, nature-
class found in the AD&D rules. Among oriented cult has been dispelled, but there
remain a few myths, from the standpoint
VOL. in
of the game, that must be dispelled. be worth a 15% bonus on the hiring per- choose the club, the shillelagh spell
These points, once eliminated from con- centage, whereas a mere animal friend- becomes useless; if he dismisses the
sideration, can lead to a better playing of ship would not impress the potential dagger and dart, he loses his throwing-
druids in your milieu. hireling. Similarly, a farmer would be weapon options; and if he does not
more inclined to lie to the King's Guard choose the high-damage weapons (scim-
The first and most common of these if the druid threw a plant growth or a itar, spear, etc.), his use as an emergency
misconceptions is that druids, because of purify water in return. This kind of help fighter is limited. The tone of your cam-
their association with the wide open spac- usually nets a +5 to +10% on reaction dice paign should help the player decide, but
es, are unable to function in the dungeon, rolls. A druid will also automatically it always helps to give hints and rumors
sometimes being handicapped with claus- gain certain loyalty bonuses, specifically of magic scimitars and other weapons.
trophobia. Druids are not claustrophobic. those for firm and fair discipline and just And regardless of the choice, the druid
Anyone who has traveled deep into the and invariable treatment,merely because must stick to it.
woods and gotten lost can attest that the of his training and alignment. The druid
feeling one gets is claustrophobic. And also incurs no alignment-difference Of course, the player may bypass the
while a particular druid afraid of the penalties on loyalty rolls for similar usual options and wish to have a non-
woods may be amusing, it isn't true in reasons. standard or less traditional weapon, such
general: The druid is at home both in as a blowgun or a scythe (not the small
open meadows and dense underbrush. The important thing to remember with sickle-like type, but the large economy
Therefore, there is no reason to assume humanoid encounters and druids is that model similar to the one that Father
thai a druid traveling in a well-equipped the druid's training allows him to stand Time carries). Note that there is an
party which is cognizant of its location inviolate, providing that he is doing the expense in using and choosing either of
would be frightened any more than the talking and he appears to be in control of these weapons; the player must seek out a
average party member. the situation. If the party needs a safe tutor for the initial instruction,then he
place to sleep or hide out, or they're just must pay to have the weapons specially
Second, Nature does have power in the hiring more cannon fodder, the druid made, since many armorers and weapon
dungeon. Certainly there are enough should make the pitch alone; the sight of manufacturers probably would be ill-
lichens, molds, small creatures,and other other people ordering him about tends to equipped to handle such a request,
living things through which a druid can ruin his powerful image. Friends and
feel Nature's presence. The stones and companions should not be whispering in For the blowgun, the darts required
rocks of the dungeon itself, being the base the druid's ear or prompting him, and should be specially made, usually being
of Nature'spower, can give a druid a neither should the druid be displaying longer and lighter than an ordinary dart
solid feeling in an unfamiliar environ- greed or similar intentions. (magical darts cannot be used in such a
ment. Remember that Nature encom- blowgun). Blowgun darts are thrown off
passes many things other than plants and Another important item in preparation course by any wind above a normal draft,
animals. The idea that a druid is power- of the character is the weapon choice of so they may be used effectively only in
less in the dungeon is ridiculous. the druid. Do not forget to enforce the some underground areas and dense
non-proficiency penalty (-4). A druid is underbrush. Generally, a blowgun dart is
And last, Druids are not misanthropic not free to grab any magic sword and +2 "to hit" against metal-armored men
in nature. That is, they are not prone to start swinging it. The druid has a fair and +3 against non-rnetal-armored men.
hate humanity in general. If druids are choice of weaponry, and a choice must be This bonus is lost if any respectable
more preoccupied with the non-human made and enforced early, as it should be breeze is blowing (for example, the aver-
facets of Nature, this does not preclude for any class. The weapon choice of the age closed dungeon room would have no
their association with other humans, druid can be one of the player's most effect, but a long, drafty hallway might),
Granted, the druid's beliefs may cause important decisions: If the druid does not and in a good wind the accuracy suffers
him to look down upon other humans
who treat Nature too callously,but this BEST OFDRAGON
does not lead to a hatred of all people;
after all. man is just another part of
Nature's design.
With these points out of the way, let's
look at the DM's side of a druid PC's
preparation. Preparation is very impor-
tant to a young druid character,and a
large amount of the preparation will have
to fall on the DM's shoulders, depending
on how you handle certain elements in
your own milieu, such as the hiring of
hirelings and the acquiring of friends.
Normally, the druid should give his own
spiel while hiring, but he should be
interested in hiring those whom he can
easily sway with his powers, such as
farmers, superstitious barbarians, and the
like. Of course, a lasting friendship prob-
ably cannot be made with a cleric of an
animal-sacrifice cult, or a lumberjack.
Initially, of course, the druid's high
charisma is a definite benefit to hiring,
but a druid trying to hire, say, a barbar-
ian, would gain another +5 to +15%
depending on the superstitious nature of
said barbarian and the persuasive tech-
niques employed by the druid. For exam-
ple, using a call lightning spell on the
barbarian's behalf (or to scare him) might
48
by 1 point "to hit" for every five miles per druid starts with, he must seek his own room could be raided one night, and
hour of wind, assuming a man-sized someday. In seeking his mistletoe, the what do thieves know of herbs and
target, unmoving, within ten feet of the druid should search for an oak forest and plants? Anythingwell protected, such as
druid. It is nearly impossible 10 aim a find his own to cut, according to the the druid's mistletoe, should be worth a
blowgun dart at a figure in melee without method described in the Players Hand- lot of silverl If the town is especially
a chance of hitting the other partici- book. The only problems the druid may
pant^). If the player wishes to dip the have are the lack of a nearby oak forest rowdy, a druid should be careful of cer-
darts in any substance, this must be done and the lack of proper materials. The tain prejudiced residents who don't
within one turn before firing, or the sub- former of these problems can be solved by happen to like the "forest folk." And if
stance will evaporate and/or slide off the any resourceful player, but the latter will the druid already has made residence in a
cause the same player a few problems grove of sorts, then a wandering monster
dart. until the druid is rich enough to purchase or two could make life interesting for
The other exotic weapon mentioned, or forge his golden scythe and bowl. him. But the main point is for the DM to
Remember that any mistletoe cut without keep him interested in entering the
the scythe (being a common farm imple- such materials is only lesser mistletoe. dungeon.
ment), will generally be less expensive in Obtaining mistletoe is generally not
cost, but an ordinary tool cannot be used much of a problem for a player (unless A few "extras" can be placed strategi-
because it would be generally unsuitable the DM makes it a problem), but keeping cally in the dungeon, which will not only
for frequent use against monsters and it fresh can be. delight a druid character, but constitute
men, most likely falling apart or dulling an interesting trick for the rest of the
quickly. A tutor is also necessary to teach As part of the beginning druid's
the druid how one could be used in com- instruction, the DM should inform the party. For example, how about a carniv-
bat. The exact "to hit" values are given player that mistletoe will become useless orous (and hungry) piant-watchdog left
later in this article, but as a rule of unless it is kept fresh. Freshness is main- by the dungeon's former occupants? Or
thumb, a scythe can hit weaker armor tained by immersion of the mistletoe in the magic-user's laboratory, where the
classes more easily; however, stronger spring water treated with several herbs, wizard spent so much time working on
armor classes are much harder to hit. The which are combined according to a for- plant/animal hybrids? Or the under-
scythe is also a very heavy item to carry mula learned from his mentor during his ground conservatory with all of those
{that is, one which is used in combat), training. The herbs should be replenished beautiful benign (?) plants now wild,
usually being upwards of 120-140 in gold- monthly as well. After six to ten days unkept, and overgrown, perhaps hiding
piece weight. The weight alone may pre- without preservation, the mistletoe will something beneath or behind them.
vent many druids from using this lose one level of effectiveness (from
weapon., greater to lesser to borrowed to useless), Imaginative treasures can draw a druid
the effect being cumulative. In addition, into an adventure, such as a map leading
Other exotic weapons suggested by the holly will become useless after one week to a tomb or a cave several miles away.
player should be considered carefully, as without preservation, and oak leaves will This option would give the druid a
these two should be, before allowing a become useless one week after collection,
druid (or anyone, for that matter) to have regardless of any preservative. Preserva- chance to use his wilderness skills to help
one in the campaign. Any non-standard tion of mistletoe could become very defend the party along the way,and give
weapon a druid may carry must be able to important on long missions. the rest of the players a nice underground
be included in a broad category which complex to loot as well. IF enough of
also includes aother weapon that a druid Most of the preparation mentioned these complexes are scattered about, the
is able to use (for example: blowgun dart here can be taken care of in a short talk players could soon realize the asset that a
and regular dart, scythe and scimitar), between the DM and the potential druid, druid character really is, and this will
and should not do any more damage than and perhaps a few die rolls; that is; there help bring the other characters out of the
a scimitar. shouldn't be any lengthy preparation dungeon and into the wilderness.
involved, unless you normally spend a lot
Of course, if your druid has a blowgun, of time in such preparation. The player There are several other variations on
he may want to use poison darts, which may wish to consider more aspects than the norm; the DM should help in some
brings up the matter of poisons. Person- what are outlined here, but usually these fashion to get the druid involved in the
ally, I feel that the druid's ability with merely add polish to a completed charac- party, and into situations where the druid
natural poisons could (and should) rival ter. Once the basics are taken care of, the can be of some use while having the
that of the best of assassins. However, druid is ready to enter the dungeon. Later combined protection of the other party
flaunting such power would not only in this article are several additional sug- members. In this fashion, the druid will
give druids a notoriety they do not gestions which also happen to be changes advance with the rest of the party, so that
deserve, but also would give player- he or she is of some use to them when
character druids too much power. A great to the ADffcD rules, and you can pick and they attempt to brave the wilderness.
amount of restriction is called for here by choose among them as you like. What
the DM. A player-characterdruid who remains is for the DM to decide how to It is true that druids are made for the
uses poisons left and right should be keep the druid interested in the dungeon.
receiving threats or veiled warnings from The fighters get their share of action, the
the townsfolk, his mentor, and even the clerics have their undead, and the thieves
Assassins' Guild. A just and reasonable always have a door to listen at; why
rule would be to give the druid (through should the druids be left out? Granted
his mentor or his own research) the use of that more opportunities exist outside the
only one insinuative poison per level. dungeon for DM deviousness toward
druids, but the existence of a small natu-
The most important of the druid's ral cavern underneath the castle is laden
preparations is the gaining ofmistletoe. with possibilities for the druid. There is
Note that early in the young Aspirant's no real trick to taking parts of the world
life, he must eventually seek out his own above and transporting them below the
mistletoe. The druid's mentor would pro- surface.
vide the young Aspirant with a small
amount of lesser mistletoe to last him a Aboveground, the druid should be kept
short lime. The amount probably would on his toes. If he lives in a city, as he
depend on the druid's initial perfor- might until he can brave the woods, his
mance. However, no matter how much a
VOL. in