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ISSUE 390 | AUgUSt 2010
A DUNGEONS & DRAGONS ® ROLEPLAYING GAME SUPPLEMENT
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®
CONTENTS
Features
5 Dark Sun: PlAyIng tEmPlArS
By Robert J. Schwalb
The authority of the templars keeps the nobles and common folk in line, but
templars have more than just a writ to enforce their monarch’s will.
28 ClassaCts: Warlords
By Robert J. Schwalb
It takes courage to claim leadership’s mantle and strength to hold it. The
ability to lead is not something that can be learned. It is a virtue.
16 Dark Sun: thE SlAvE thEmE
By Matthew Sernett
The cities of the sorcerer-kings crouch upon the backs of slaves. Few dream of
escape, and fewer still accomplish that dream.
33 WInnIngraCes: eladrIn
By Tim Eagon
To eladrin, magic is Corellon’s supreme gift, but Corellon is not the only path
to magical power. The artificer and the warlock also have their places.
22 ClassaCts: BardItems
By Rodney Thompson
Bards need to split their magic treasures between implements and weapons.
Items that combine the two into one are especially desirable.
37 WInnIngraCes: gnomes
By Robert J. Schwalb
Stealth and guile, wit and cunning are tools gnomes use to survive. Gnomes
are known for bringing diverse and surprising talents to their roles.
24 ClassaCts: sorCerers
By Claudio Pozas
The Shivs of Sorcery are an assortment of eclectic but single-minded
sorcerers who imbue magic into their daggers to become skirmishing
strikers.
41 WInnIngraCes: droW
By Arnie Franke
The bloodthirsty social order of the drow permeates every aspect of their society,
including their institutions of learning.
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Columns
4
edItorIal
By Steve Winter
The lucky few get to attend Gencon. We got a rock
... so let’s make rockade!
44 PoWerPlay: deadgods
By Pierre Van Rooden
Although gods seem to be unconquerable beings, they do die. Even when
they’re gone, they can continue having an effect on the world.
78 amPersand
By Bill Slavicsek
In this month’s round of articles, Bill shows off
the Essentials Slayer, the Rules Compendium , the
Dungeon Master’s Kit , and Monster Vault .
51 guIlds&grouPs: smokeandWhIsPers
By Daniel Jones
Some suspect that the war between Bael Turath and Arkhosia never truly
ended. The Circle of Smoke and Whispers knows it for a fact
88 CountdoWntoessentIals
By Mike Mearls and Bill Slavicsek
Mike discusses the design elements and process
that went into the Rules Compendium , Dungeon
Master’s Kit , and Monster Vault .
55 FICtIon: lordoFthedarkWays
By Ed Greenwood
Manshoon is determined to become Lord of the Darkways, no matter how
many lives it costs.
94 desIgn&develoPment: darksun
By Richard Baker and Rodney Thompson
Rich and Rodney describe how arcane defiling,
psionics, and the lack of metal impact the new
Dark Sun Campaign Setting .
ontheCover
Illustration bySteve Prescott
97 ConFessIonsoFaFull-tImeWIzard
By Shelly Mazzanoble
D&D’s “Player-in-Chief ” shares her experiences at
Gencon and thoughts on becoming “a gamer.”
101 d&dalumnI
By Bart Carroll
A look back at the origins of Dark Sun and how it
inf luences the current game and setting.
Dungeons & Dragons, D&D, Forgotten realms, Eberron, D ungeon , D ragon , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
this material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. this product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. ©2010 Wizards of the Coast llC.
no portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
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E D I T oR I A L
390
OFF TO GENCON …
Dragon
Augu s t 2010
Editor-in-Chief
Steve Winter
OR NOT.
Senior Art Director
Jon Schindehette
Web Production
Bart Carroll
Contributing Authors
rachel Cirricione, tim Eagon,
Arnie Franke, Ed greenwood,
Daniel Jones, Shelly mazzanoble,
mike mearls, Claudio Pozas, Pierre
van rooden, robert J. Schwalb,
matthew Sernett, rodney
thompson, James Wyatt
It’s Gencon week,
which means that
for the next six days,
the R&D Depart-
ment is going to be
only about half full.
I’m one of the sad
few staying behind,
exercising my stiff
upper lip and pre-
tending that I have
so much work to do
that even if I’d been
put on the travel
list, I couldn’t possibly afford the time away from my
desk (which is true, by the way, but I’m hardly unique
in that regard). Really, I’m looking forward to using this
quiet, meeting-free time to gain ground on some of the
tasks that have piled up on my desk since I stepped into
this job, like answering email and reviewing article
pitches.
Even without a trip to Indianapolis, August promises
plenty of other excitement to keep my spirits up!
It starts off with today’s fiction, “Lord of the Dark-
ways,” by Ed Greenwood.
We have our customary assortment of “Class Acts”
and “Winning Races” entries, this month covering drow,
gnomes, eladrin, bards, and sorcerers.
Bill Slavicsek and Mike Mearls reveal more of what
you can expect from D&D E ssentials . They’ ll be talk-
ing about this in Indianapolis, too, of course, but D&D
Insiders will get information that won’t be covered
there. With four installments of “Ampersand” and three
of “Design & Development,” we can traverse a lot of
ground: the fighter (slayer), Rules Compendium , DM’s Kit ,
and Monster Vault all get detailed treatment.
But the really big news is Dark Sun, which hits the
street (and the dealers’ shelves at Gencon) running with
the Campaign Setting , Creature Catalog , and Marauders
of the Dune Sea , a terrific adventure by Bruce Cordell.
We’re backing that up with articles on playing Athasian
templars and slaves, plus another Dark Sun adventure
for everyone who just can’t get enough of heat and
trouble. one unofficial, seat-of-the-pants method for
predicting the success of an upcoming product is count-
ing how many friends ask for free copies. If that metric
is at all reliable, then Dark Sun is going to be hot. I hope
I can come up with enough books to satisfy everyone.
Finally, here’s a loosely Dark Sun-related movie
plug. I’m a sucker for adventure movies from the 1930s,
with their lost worlds, nefarious villains and cults, stoic
heroes, and monumental sets. Just recently on Netf lix,
I ran across the 1935 version of She , based on the clas-
sic story by H. Rider Haggard and produced by Meriam
C. Cooper, who made the original King Kong just two
years earlier. In She , a small team of explorers heads
for the Arctic in search of a fabled ‘f lame of everlast-
ing life.’ The lost culture that they discover in a secret
valley ringed by unscalable cliffs of ice isn’t much like
Athas in most ways. on the other hand, its art deco
style is wonderfully alien and weird. The palace guards
are daunting in their animal headdresses and leather
harnesses. The high priest is both imposing and tragic.
And of course, Queen Hash-A-Mo-Tep, “She Who Must
Be obeyed,” is an early prototype of the all-powerful
sorcerer-queen who achieves everlasting life at the cost
of a portion of her humanity and sanity.
The acting is stiff, the choreography is f limsy, and
the story is entirely familiar. Yet you should watch this
movie for the amazing sets and costumes, the way it por-
trays a savage, alien culture, and the sheer adventure
of it all.
Developers
Jeremy Crawford, Stephen
Schubert, greg Bilsland
Editor
miranda horner
Cover Artist
Steve Prescott
Contributing Artists
Alexey Aparin, Wayne England,
Chad King, Slawomir maniak,
William O’Connor, David rapoza
Cartographers
Jason A. Engle, Sean macdonald,
mike Schley
Publishing Production
Specialists
Angelika lokotz, Erin Dorries,
Christopher tardiff
Web Development
mark A. Jindra
Executive Producer,
D&D Insider
Christopher Perkins
Director of RPG R&D
Bill Slavicsek
Special Thanks
richard Baker, michele Carter, Jennifer Clarke Wilkes,
Bruce r. Cordell, Peter lee, Kim mohan, Cal moore,
Stephen Schubert
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SORCERER-KINGS
By Robert J. Schwalb
Illustration by David Rapoza
Civilization rests in the bloated city-states scattered
across the only inhabitable lands left on Athas. In
all but one metropolis, power rests exclusively in the
hands of the tyrants known as the sorcerer-kings,
each an ancient being of nearly godlike power whose
command over his or her subjects is absolute or very
nearly so. Although some sorcerer-kings are wor-
shiped as gods and seem as immortal as the deities
long lost and forgotten, sorcerer-kings are no more
divine than are any creature in the world. They are
subject to the same limitations, errors in judgment,
and whims other creatures face. They might teach
their subjects they can be in all places at once, but
the truth is these powers are neither omniscient nor
omnipotent. It is in their interest to dispel any doubts
about the power they wield and to ensure those
people living under their rule remain obedient and
loyal subjects, because as powerful as these individu-
als are, the death of King Kalak in Tyr proves they are
neither invulnerable nor eternal.
The insurance all sorcerer-kings have comes
from the templars who serve them. These men and
women, who are usually human, are selected from
the masses to act as the tyrant’s eyes and ears and to
represent his or her interests in the city-states and
manage the affairs of government. Templars free the
sorcerer-kings to pursue their own secret agendas
and indulge in the fruits their exalted station affords.
To the templars it falls to lead the armies, negotiate
trade agreements with the merchant houses, and
manage resources while also enforcing the laws and
controlling the slaves. Much responsibility falls onto
the templars’ shoulders, but much wealth, status, and
power goes to them too.
The authority invested in the templars might be
enough to keep the nobles and common folk in line,
but the templars have more than just a writ to enforce
the monarch’s will. Sorcerer-kings invest magical
power into their prized subjects, lending them the
tools they need to keep the city-states secure. Many
templars learn just enough magic to protect their
masters’ interests and perform in whatever capac-
ity they are assigned, but a few possess true power,
gained through profane rituals and dark ceremonies
wherein the sorcerer-king makes available the magi-
cal source from which he or she draws power. These
warlocks are the most dangerous of a sorcerer-king’s
retinue because they can call up their master’s might
without fail and without fear of ever losing it. It is
these individuals who deserve the most scrutiny and
who are the subjects of these pages.
tm & © 2010 Wizards of the Coast llC. All rights reserved.
Augu s t 2010 | Dragon 390 5
TEMPLARS OF THE
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