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Editorial:
Wild Times
By Christopher Perkins
Illustration by Kerem Beyit
During the planning of 4th Edition, we explored
many alternatives to the “Great Wheel” cosmology of
earlier editions, with the goal of making the planes
more accessible to players and more likely to be used
as adventure locations. We also had the notion of
tying monster origins to the planes: Natural creatures
come from the natural world, immortal creatures
from the Astral Sea, elemental creatures from the
Elemental Chaos, and so on. Then someone asked,
“Where do fey come from?”
Well, when a mommy fey and a daddy fey love each
very much . . .
Ultimately, we turned to Earth’s faerie myths for
the answer. Much has been written in literature about
faerie circles, seelie and unseelie courts, and invisible
realms where boggles, barghests, and bogeymen take
little boys and girls. Out of these myths came the idea
of a world parallel to our own, a demesne populated
and governed by fey of all types and demeanors, from
the ethereal eladrin to the debased fomorians.
My significant contributions to the 4th Edition
cosmology are few and far between. It was my idea to
make Ioun, previously known for ioun stones , the god
of knowledge. I will also take credit for coining the
word “Feywild.” And that’s about it.
While listening to James Wyatt, Rich Baker, Matt
Sernett, and others ponder the story possibilities of
a fey “mirror” of the natural world, the one image
that immediately sprang to mind was the Palace of
Spires in Porpherio’s Garden, illustrated by Timothy
Truman on page 22 of UK1 Beyond the Crystal Cave ,
the classic AD&D ® adventure module by Dave J.
Browne, Tom Kirby, and Graeme Morris. Ye gods!
That was an odd adventure!
“It will quickly become apparent to the DM
that this is no ordinary adventure.” These words
appear in the Dungeon Master’s notes, presaging
an unusual series of encounters that emphasize
roleplaying over combat. The adventure mixes old
English mythos with a story inspired by William
Shakespeare’s Romeo and Juliet , and as the designers
point out, a party of 1st-level characters can sur-
vive the adventure using wit and wisdom, while a
well-armed party of higher-level characters would
be hard-pressed to fight their way through the fey
beasts and strange magical guardians of Porpherio’s
enchanted realm.
You could say that Beyond the Crystal Cave was
the first official D&D ® adventure set in the Feywild.
Granted, in 1983 no one knew the Feywild existed!
Nevertheless, Porpherio’s Garden has many traits in
common with the plane, and the garden’s mysterious
keeper—the Green Man—has qualities comparable to
4th Edition archfey, including a proclivity for magic
and a tendency to be secretive.
Although it’s two editions out of date, module UK1
stands the test of time—a particularly ironic state-
ment when you discover the nature of Porpherio’s
Garden and realize how slowly time passes there. You
could easily run the adventure today using 3rd or 4th
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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Editorial: Wild Times
Edition stat blocks and give players a real sense of
what the Feywild is like.
Of the four major outer planes in the 4th Edition
cosmology, the Feywild is by far the least explored,
but that’s about to change. A new D&D Encounters
season kicks off this month, and we’re trading the
political cauldron of Neverwinter for a return visit
to Porpherio’s Garden. I promise you, this season is
very different from the ones that came before—there’s
combat, but there’s also a lot of magic, mystery, puzzle
solving, and roleplaying opportunities. To support
the season, we’re releasing Player’s Option: Heroes of
the Feywild , which you can use to create characters
for D&D Encounters or give the characters in your
home campaign a wild edge.
The magazines are also celebrating the Feywild
this month by paying homage to some other inspira-
tional products and adventures. One such product is
FR2 Moonshae (1987) by Douglas Niles, with its stun-
ning cover that practically screams “Feywild!” We’re
revisiting the Moonshae Isles with a fantastic Back-
drop article in Dungeon ® and new character themes
in Dragon ® . We also have 4th Edition updates of the
archfey Baba Yaga and her infamous dancing hut,
ushered into D&D’s timeless lore by Roger E. Moore
in Dragon #83 (1984).
If you’re a DM, I hope this month’s offerings
inspire you to lure your players into the Feywild and
explore all that the mysterious plane has to offer. If
you’re a player looking for a wild time, use our store
locator to find a D&D Encounters game near you.
See what lies beyond the Crystal Cave. I promise, you
won’t be disappointed!
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History Check:
Rary the
Traitor
By Sterling Hershey
Illustration by Ben Wootten
Introduction
This is the latest installment in a series that explores
the rich history of the Dungeons & Dragons ® set-
ting. Each “History Check” article will provide new
insight into the game’s iconic heroes, villains, orga-
nizations, and events, untangling the contradictory
threads of D&D ® history when possible.
This time around, “History Check” recalls some of
the oldest and most famous characters in the game,
all of whom play a part in the tale of Rary the Tratior
and the Circle of Eight. Throughout the text, sidebars
will describe what an adventurer would know about
the topic based on a successful skill check.
On with the Show!
“Welcome, travelers, to our modest performance this
evening! Alas, I bring distressing news: Our troupe of
accomplished dancers has been slightly delayed. No,
please, sit down. I am told that after certain unfor-
tunate matters are attended to, they will arrive with
all haste.
“In the meantime, I, Marov Zarovan, master sto-
ryteller, will entertain you with a tale of powerful
wizards undone by base treachery—betrayed by no
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History Check: Rary the Traitor
less than one of their own! In fact, our Elder informs
me that some of you may find this tale quite helpful
in the days to come.
“Still impatient for the dancers? Yes, I hear you
muttering back there, mallet -face! Tell me, when your
friends decide on marching order, do they put you
first to frighten the monsters to death? No matter! I
will tell you the tale, and perhaps by the end you will
appreciate its significance. You never know where
your adventures will lead, and maybe it will help you
save us all someday. Now, get settled in your seats and
let us begin.”
THE ZarOvanS
The narrator of this “History Check” is a
member of the Zarovan tribe of the Vistani, a
mysterious, gypsylike group that can cross into
the Shadowfell and other worlds. The Vistani
were first introduced in the original Advanced
Dungeons & Dragons ® Ravenloft ® adventure,
and were so memorable and full of character
that they found their way into other major set-
tings. This article introduces Marov Zarovan,
a young, slightly arrogant, yet accomplished
Vistani storyteller.
More information about the Vistani can be
found in Player’s Option: Heroes of Shadow™, the
boxed set The Shadowfell: Gloomwrought and
Beyond™, and the Vistani articles in Dragon 380.
The bonds of friendship between the members of the
Citadel of Eight were already strained because of dif-
ferences in personality and approach. Serten’s death
shattered them completely, in some cases beyond any
chance of reconciliation.
“The members of the Citadel retired to their
homes and personal pursuits, but this relative peace
would end years later with the return of the evil
demigod Iuz. Mordenkainen needed help to fight Iuz,
but was determined to avoid the mistakes of the past.
He believed that the Citadel of Eight’s weakness came
from the divided interests of its members. Therefore,
Mordenkainen would seek out like-minded masters
of the arcane arts for his new band of allies. There
would be no pious clerics or brawny warriors this
time, but individuals of great arcane skill and intel-
lect, with a thirst for knowledge. Most important,
they would all possess the strength of will to use their
abilities and status to keep the world in balance.
“Over the next few months, Mordenkainen worked
in secret to form his new Circle of Eight. Members
would come and go, and not all of their names are
known to this day—not even to me. Bigby returned,
ever the faithful apprentice. There was Drawmij,
who loved the sea, and Nystul, a master of disguise,
tactics, and puns. Also found worthy, if astoundingly
overdressed, was the great Otto, formerly a priest of
The Circle of Eight
“On this gloomy night, when the wind howls outside
the door like a pack of hungry wolves and dark clouds
hide the fair moon’s face, I will tell of the rise and
tragic fall of the most powerful group of wizards and
sages to hold sway over the lands of Oerth and the
mighty City of Greyhawk: The Circle of Eight. What,
no stir at their name? Surely at least a few of you have
heard of them. Those of you who dabble in the arcane
arts—yes, sir, we all admire the length of your staff, no
need to wave it around—perhaps you know some of
the spells that carry their names. A show of hands for
Bigby? No? Hmm. Maybe that joke’s too much for you
to grasp.
“As great and powerful as the Circle of Eight was,
its roots were in another company of great heroes
assembled long ago by the legendary Mordenkainen
at his Obsidian Citadel. Although he often openly
supported the side of good, Mordenkainen strove to
maintain the balance between good and evil, law
and chaos. Therefore the great mage secretly worked
to undermine any being, group, or nation that he
deemed was gaining too much power and inf luence.
Would you call him wise? Or a meddler, an instiga-
tor? History will judge, not I; but it was certain that he
was aided in his efforts by the hand-picked members
of his Citadel of Eight.
“The Citadel of Eight started with Mordenkainen
and his apprentice Bigby. Together they recruited the
powerful warrior Robilar, and the cleric Riggby along
with his fanatical assistant Yrag. The wizard Tenser
joined, despite his righteous morality that sometimes
conf licted with Mordenkainen’s belief in the sacred-
ness of balance. Tenser then convinced his friend
Serten to join, despite the latter’s—how shall I put this
delicately?—lack of intellectual acumen. Finally, a
woodsman called Otis completed the group.
“The Citadel of Eight’s exploits became known
throughout the Flanaess, and its members gained
fame, knowledge, and power. Over time they became
so absorbed in their personal adventures and explo-
rations that they failed to notice the larger events
brewing in Oerth. That is why, when the hordes of
Elemental Evil came, seven of the Eight were nowhere
to be found. Only brave, dim-witted Serten stood with
the forces of good, and he ultimately fell in battle.
HISTOry CHECk
A character knows of the existence of the Circle
of Eight and its best-known members with a
DC 10 History or Arcana check. A DC 20 check
reveals the history of the Citadel of Eight and
its initial members. A DC 25 check reveals all
of the above, and possibly other details about
individual members and their underlings.
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