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3 Editorial 12 Agents of Evil: The Infernal 20 Eye on the Realms: Xraunrarr

By Christopher Perkins Prince Shall Triumph


The Book of Vile Darkness releases this By Aeryn “Blackdirge” Rudel By Ed Greenwood
month. Evil, baby, YEAH! You’re the spoiled, motherless son of a Descend into the depths of the Underdark
diabolical tyrant whose very name causes to unearth the secrets of Xraunrarr, the
the heavens to shudder. What’s not to like? A beholder empire.
4 Secrets of the Dark Fey diabolical new character theme inspired by
By Rodney Thompson The Book of Vile Darkness.
26 Eye on Dark Sun: Ur Draxa
Dark fey emerge from their Unseelie de-
By Rodney Thompson
mesnes to tempt warlock binders, granting
them the power to bewitch minds and sum- Ur Draxa’s walls are impenetrable, its ruler
mon sprites, satyrs, and displacer beasts. is invincible, and its riches beyond com-
pare. So why do its citizens despair?

9 Character Themes: The Black- 33 Eye on Eberron: The Trust


Hearted Knave 15 Paragons of Fey Valor
By Claudio Pozas By Keith Baker
By Robert J. Schwalb
Peer through the keyhole and learn the
Out of the Feywild come three new paragon
Why take candy from a baby when you can secrets of Khorvaire’s nefarious network of
paths for heroes: the eachthinghern knight,
take both? Explore new depths of evil with a gnome spies. But be careful: Little Brother
the moon hunter, and the soaring rake.
character theme inspired by The Book of Vile is watching you!
Darkness.
36 Confessions of a Full-Time
Wizard
By Shelly Mazzanoble
R&D’s “Player-in-Chief” lets loose
her inner geek.

41 Nerathi Legends: The


Rangers of Cernall
By Richard Baker
Evil Karkothi warthanes raid
and pillage the March of
Cernall, but their marauders
face tireless resistance from
the Rangers of the Silver Hart,
who know the forests of their
homeland like the backs of their
hands.

47 D&D Alumni
By Bart Carroll
Take a trip through past editions
of the D&D game, and see how its
iconic features have evolved over
the decades.

54 Dragonmirth
By Various Artists
Get your “funny
fix” here .
Editorial:
Touch of Evil
By Christopher Perkins

I began my gaming career as a freelancer, writing antihero can thrive, but when given carte blanche to same basic need: helping players build antiheroic and
adventures for Dungeon® magazine and bombarding play evil, some players are so seduced by the novelty villainous characters, and helping DMs create cam-
my editors with adventure proposals, one of which I that they throw all morals and ethics out the window. paigns that can both withstand and challenge them.
recall was built around the premise of the characters Or worse: The evil character becomes an excuse for There’s no “Mature Audiences Only” label this time
being evil. I can’t remember whether it was Roger the player to act like a jerk at the game table. because, well, we have a pretty good idea who’s going
Moore or Barbara Young who shot down the idea, In 2002, the Book of Vile Darkness gave players to buy this product and their maturity level. (Insert
but I remember the editor’s response clearly: We don’t license to explore morally and ethically challenged joke about D&D players here.)
publish adventures for evil characters. The heroes fight evil; heroes. It also provided advice to help DMs navigate In Dragon®, we’re supporting this month’s “touch
they are not themselves evil. the obvious pitfalls. To those who bought the book, of evil” theme with the black-hearted knave and
Makes sense to me. It’s one thing to say, “This the most controversial element proved to be the the infernal prince character themes. In Dungeon,
game lets you play evil characters.” It’s another to “Mature Audiences Only” sticker on the front cover, we have a short adventure featuring a blackguard
endorse a somewhat niche way of playing the game which was more of a marketing device than a reflec- villain and his succubus concubine, an article on
with a full-blown magazine article featuring “heroes” tion of the book’s PG-13 content, and it wasn’t the Glasya (the daughter of Asmodeus), and a random
who are anything but. sticker’s message that people objected to but rather batch of hordelings worth their weight in experience
That said, D&D® is first and foremost a roleplaying the sovereign glue that made it impossible to remove! points. Plenty of evil for everyone! However, we’re
game, and sometimes the most alluring and complex The Book of Vile Darkness was not without treading lightly on this month’s theme because we
character roles are the morally ambiguous or outright controversy, however. You might recall Tracy know evil characters aren’t for everyone. Drop us
villainous ones. How many home D&D campaigns over Hickman’s public condemnation of the book and a note at [email protected] to let us know
the years have included so-called heroes with a broken the magazine articles that supported it. Despite what you think.
moral compass? Too many to count. It might be the the attention, the book remains one of the most
rogue who steals treasure from her companions, the successful and critically acclaimed D&D products
chaotic sorcerer who blows up taverns in a rage, or the of all time, which suggests that players saw value in
paladin who never lifts a finger when his adventuring the content and judged it worthy regardless of the
companions behave maliciously. These evil archetypes fact that its content both embraces and violates the
have been causing campaign mayhem for years. core D&D experience—which, curiously enough,
The D&D rules have always allowed for evil player embodies the spirit of heroism and cooperation but
characters while clearly stipulating that the game func- also advocates the personal gain of power by killing P.S. The article submission window is now closed
tions better without them. More often than not, their other creatures and taking their stuff. until April 1, 2012. Thanks to everyone who sub-
presence dissolves the moral fabric of the adventuring So here we are once more! The Book of Vile Darkness mitted pitches. If you haven’t heard from us yet, you
party, inciting conflicts that ultimately spell the cam- for D&D 4th Edition releases this month. It’s a dif- will soon!
paign’s demise. In some rare instances, a well-played ferent product from its predecessor but addresses the

TM & © 2011 Wizards of the Coast LLC. All rights reserved. D e c e m b e r 2 011 | D R AG O N 4 0 6
3
Secrets of the Fey:
A New Pact for the Binder Warlock
By Rodney Thompson
Illustration by Jason Juta

This material presents new material for the binder transform into one of the mortal races; more than just
warlock, which first appeared in Player’s Option: a disguise, the mortal body is a prison in which the
Heroes of Shadow™. For more information about the power of the dark fey resides.
class, refer to that book or visit the D&D Compen-
dium here.
While many tales of the Feywild make it seem
Level 1: Fey Pact Boon
like a whimsical land of enchantment, anyone with Some of the first tricks that a fey pact binder masters
planar experience knows that, as with the world of include how to cloud sight and how to create distrac-
men, there is a dark side to the realm of the fey. Sin- tions out of pure shadow. The nature of the power
ister fey creatures, agents of the Unseelie, lurk in that a binder draws from fey creatures often neces-
the shadows of forests and wait for passing prey. The sitates luring enemies in close before landing a final
most powerful of these creatures extend their reach strike; a cautious binder learns techniques to keep
beyond their own realm, tempting and warping the these lured enemies from inflicting too much harm.
minds of mortals. Benefit: You gain the cloud sight and fascinating
Fey pact binders are a means by which dark fey shadows powers.
extend their grasp outside of the Feywild. Binders
who form pacts with these powerful Unseelie wield Cloud Sight Warlock Utility
shadow-tainted arcane magic, reflecting the dark, You draw power from the dying that allows you to exert
your will over the minds of other creatures, confusing their
corrupted natures of the fey creatures they serve.
perceptions.
Many binders have learned not just how to coax
At-Will F Arcane, Shadow
knowledge out of these dark fey creatures, but how
Free Action Close burst 5
to become one of them; the unwary fey pact binder Trigger: You reduce a creature to 0 hit points, or an
is often corrupted by the same malevolence that enemy adjacent to you drops to 0 hit points.
empowers his or her benefactor. Target: One creature in the burst
Alternatively, your fey pact binder might be a dark Effect: The target takes a –5 penalty to attack rolls made
fey that has taken on the guise of one of the friend- against you until the end of your next turn.
lier races, openly using knowledge of Unseelie power Special: You can use this power only once per round.
while disguising his or her true nature. Such an elab-
orate disguise often requires the dark fey to actually

TM & © 2011 Wizards of the Coast LLC. All rights reserved. D e c e m b e r 2 011 | D R AG O N 4 0 6
4
Secrets of the Fey

Fascinating Shadows Warlock Attack Level 1: Lure of Loyalty Warlock Attack 3


You create a dizzying array of images out of the shadows, You lay a wreath of shadowy confusion over your enemy,
lulling your enemies into drawing closer. Fey Pact Encounter Power drawing it closer and commanding its temporary loyalty.
At-Will F Arcane, Implement, Psychic, Shadow Not all of the dark fey in the Feywild are large, power- Encounter F Arcane, Charm, Implement
Standard Action Close blast 5 ful creatures. Among the most dangerous are swarms Standard Action Ranged 5
Target: One or two creatures in the blast of tiny sprites that can set upon an unwary traveler, Target: One creature
Attack: Charisma vs. Will bringing a painful death by a thousand cuts. The Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and binder can summon and command a whirlwind of Hit: You pull the target up to 4 squares to a square
you pull the target up to 2 squares. The first time the adjacent to you, and the first time an enemy attacks
these vicious sprites and watch as they rend the bind-
target attacks you before the end of your next turn, you before the end of your next turn, the target must
it takes psychic damage equal to your Intelligence
er’s enemies with tiny claws, teeth, and makeshift charge that enemy or make a basic attack against it as
modifier. weapons tipped in painful poisons. a free action.
Fey Pact (Binder): You slide the target up to 3 squares
Unseelie Sprites Warlock Attack 1 before it makes this attack.
You call forth a group of tiny, shadow-winged sprites that Effect: The target cannot attack you until the end of
swarm around your enemies and lash out at them with your next turn
Skald Tale: poison-tipped spears.
The Whisperer Encounter F Arcane, Implement, Poison, Shadow Level 4: Fey Pact Lore
in the Shade Standard Action Close burst 2
As a result of an ongoing association with a powerful
Target: Each enemy in the burst
Come closer, children, and let me tell you of the Attack: Charisma vs. Reflex fey creature, the binder learns to weave permanent
whisperer in the shade. In the fey realm’s dark- Hit: 1d6 + Charisma modifier damage. wards over his or her own body to fend off attacks.
est corners, primeval forests harbor patches of Fey Pact (Binder): The target also takes poison damage Similarly, the binder’s mind is so accustomed to
shadow that are so deep and dark, creatures can equal to your Intelligence modifier. the mind-clouding effects of dark fey magic that it
live within them and prey upon the unwary. The becomes inured to such effects.
whisperer in the shade is one of these creatures.
Few have seen its true form, but those who have
Level 3: Benefit: You gain a +1 bonus to AC and Will.

tell stories of walking alone in the forest and Fey Pact Encounter Power Level 7:
hearing whispers—whispers that call to their very A binder that draws power from the fey quickly
souls. Imagine a young boy alone, unable to resist learns how to sow confusion among his or her ene- Fey Pact Encounter Power
the call of the whisperer in the shade. Even grown mies. With the proper application of shadow magic, Though many might dismiss tales of men being
men have wandered to their deaths following the the mind of a weak enemy can be bent so that they enchanted by a fey song or by the whispers of a
haunting words. Those who get close but manage see friends as enemies and enemies as friends. How- dryad, there is one warning from those tales that all
to pull away tell of two silvery eyes glaring out of ever, those who have their minds clouded in this way travelers in the Feywild know: never let a creature
the shadows. often emerge from their shadowy haze to find that touch you, for that is the surest way for a capricious
they have attacked their own allies. fey to make you its slave. The binder masters the
magic that makes this possible, and by laying a hand
on a foe that gets too close, a warlock can make that
enemy into a slave for a short time.

D e c e m b e r 2 011 | D R AG O N 4 0 6
5
Secrets of the Fey

Touch of Command Warlock Attack 7 Satyr of the Night


Medium fey humanoid
Level 9 Summoned Creature Level 11:
You touch the one who would dare to strike you, bringing
them under your spell. HP your bloodied value; Healing Surges none, but you can Binder’s Favor (Fey)
expend a healing surge for the satyr if an effect allows it to Master binder paragon path feature
Encounter F Arcane, Charm, Implement, Psychic
spend one.
Immediate Reaction Melee 1 Whenever you draw upon the corrupted magic of
Defenses your defenses + 2, not including any temporary
Trigger: An adjacent enemy attacks you.
bonuses or penalties.
your Unseelie patron, shadows now seem to form over
Target: The triggering enemy the eyes of those whom you strike.
Speed 6
Attack: Charisma vs. Will M Standard Action F At-Will Benefit: When you hit an enemy with fascinating
Hit: The target is dominated until the end of its next
Attack: Melee 1 (one creature); your level + 6 vs. AC shadows, your allies have partial concealment against
turn.
Hit: 1d8 + your Charisma modifier damage, and the satyr that enemy until the end of your next turn.
Fey Pact (Binder): The target also takes psychic damage
can slide the target 1 square. The target is slowed until
equal to 3 + your Intelligence modifier.
the end of your next turn.
Minor Action (teleportation) F At-Will (1/round) Level 11:
Level 9: Binder’s Ally (Fey) Effect: The satyr can teleport up to 3 squares.
Minor Action F At-Will (1/round) Fey Pact Encounter Power
A powerful Unseelie patron might be convinced to Effect: The satyr either walks, shifts, runs, stands up, Master binder paragon path feature
loan a binder one of its retainers. Among the most squeezes, or crawls. In the deepest, blackest hearts of Feywild forests,
common servants of the dark fey are creatures known Opportunity Action F At-Will there grows a plant. This plant exudes a poison that
as satyrs of the night. These satyrs were once just like Trigger: An enemy leaves a square adjacent to the satyr
fills the minds of living beings with terror. You have
their Feywild brethren—jovial, carefree, and tricksy. without shifting, or makes a ranged attack while adjacent
to the satyr.
wheedled the knowledge of this plant out of the dark
But these satyrs were seduced by the shadowy power fey, and can create a facsimile of its vines out of pure
Effect: The satyr uses its standard action attack against the
of the binder’s fey patron and were slowly corrupted triggering enemy. shadow.
into twisted, cruel versions of their former selves.
Benefit: You can use summon warlock’s ally to Nightmare Vines Warlock Attack 11
summon a satyr of the night. Level 11: You conjure up nightmarish vines that seize upon your en-
Binder’s Action (Fey) emies and hold them still long enough for you to walk by.
Master binder paragon path feature Encounter F Arcane, Implement, Poison, Psychic,
Shadow magic infuses the arcane power that fuels Shadow
Standard Action Area burst 1 within 10 squares
your spells, seeping through from your dark patron’s
Target: Each enemy in the burst
own corruption. When you exert yourself, your ability Attack: Charisma vs. Fortitude
to wield that shadow magic clouds the mind of your Hit: 2d8 + Charisma modifier poison and psychic
enemy. damage.
Benefit: When you spend an action point to make Fey Pact (Binder): The target is also restrained and
an extra attack, one enemy you hit with that attack is cannot make opportunity attacks until the end of your
dazed until the end of your next turn. next turn.

D e c e m b e r 2 011 | D R AG O N 4 0 6
6
Secrets of the Fey

Level 13: Level 16: Level 23:


Fey Pact Encounter Power Binder’s Boon (Fey) Fey Pact Encounter Power
Those who live in cities in the mortal realm, far Your ability to manipulate the will of your enemies Those who are foolish enough to approach you
from fey crossings or forests with a strong fey pres- does more than blind them to the threat you pose; quickly find themselves under your thrall. You are
ence, rarely believe the stories of strong-willed men it muddles their senses to the point that they have a now as much of an Unseelie force as your fey patron,
lured into danger by a dryad’s sweet song. You have hard time putting up a defense against your allies. and any who get close enough for you to lay a hand on
drawn the knowledge of such magic out of your fey Benefit: When you use cloud sight, the power’s them quickly turn to strike their own allies.
patron, learning to combine that seductive song with target also grants combat advantage until the end of
other spells. You lure your enemies close to you, then your next turn. Unwilling Betrayal Warlock Attack 23
vanish and flit away, leaving them grouped together You wait until an enemy is close enough to touch before turn-
and vulnerable to your allies’ attacks.
Level 17: ing them against their own allies.
Encounter F Arcane, Charm, Implement, Psychic
Fleeting Call Warlock Attack 13 Fey Pact Encounter Power Immediate Reaction Melee 1
You utter an enticing whisper, lacing it with the allure of As you grow more and more like your fey patron, Trigger: An adjacent enemy attacks you.
dark fey creatures, fleeing quickly when your enemies get Target: The triggering enemy
filled with Unseelie magic and knowledge both dan-
too close. Attack: Charisma vs. Will
gerous and arcane, you learn to focus your abilities on Hit: The target is dominated until the end of its next
Encounter F Arcane, Implement, Psychic, Shadow a single enemy and bend its will to your needs. You turn. If one of your enemies other than the target is
Standard Action Close burst 3 make that enemy your faithful servant, ensuring that within range of the triggering attack, the triggering
Target: One or two creatures in the burst
it turns upon its own allies rather than see you come attack hits that enemy instead.
Attack: Charisma vs. Will
to harm. Fey Pact (Binder): The target also takes psychic damage
Hit: 3d8 + Charisma modifier psychic damage, and you
equal to 8 + your Intelligence modifier.
pull the target up to 2 squares.
Fey Pact (Binder): Until the end of your next turn, you Song of the Siren Warlock Attack 17
become invisible, gain phasing, and can occupy the You wrap your will around an enemy’s mind, enthralling Level 25: Greater
same space as other creatures. These effects end if you it with your very presence and preying upon its newfound
make an attack. dedication to you. Binder’s Ally (Fey)
Encounter F Arcane, Charm, Implement, Shadow A status symbol among many eladrin noble houses
Standard Action Ranged 10 and a valued servant among all fey creatures, the dis-
Target: One creature placer beast is a dangerous creature that reflects the
Attack: Charisma vs. Will predatory and deceptive aspects of the Feywild. Your
Hit: Whenever one of your enemies ends its turn adja-
power has grown to the extent that you can reach
cent to you, the target must shift up to its speed and
make a melee basic attack against that enemy as an
into the Feywild and summon one of these creatures.
opportunity action. This effect lasts until the end of Upon its arrival, it obeys your commands, sensing the
your next turn. Unseelie magic you wield.
Fey Pact (Binder): You can choose for the target to Benefit: You can use summon warlock’s ally to
charge an enemy instead of shifting and making a basic summon a displacer beast.
attack. You can make this choice for each enemy the
target must attack.
Miss: The target is dazed until the end of your next turn.

D e c e m b e r 2 011 | D R AG O N 4 0 6
7
Secrets of the Fey

Displacer Beast
Large fey magical beast
Level 25 Summoned Creature Level 27: About the Author
Rodney Thompson, originally from Chattanooga, Tennes-
HP your bloodied value; Healing Surges none, but you can Fey Pact Encounter Power see, is the tabletop games manager at Wizards of the Coast.
expend a healing surge for the displacer beast if an effect His credits for the Dungeons & Dragons® game include the
Even the most shadow-tainted of fey creatures retains
allows it to spend one. Dark Sun Campaign Setting and the Dark Sun Creature Catalog,
some of the Feywild’s beauty and charm. Your fey Heroes of the Fallen Lands™, Heroes of the Forgotten Kingdoms™,
Defenses your defenses + 2, not including any temporary
bonuses or penalties.
patron wants the same adoration and devotion as any Monster Vault™, and Player’s Option: Heroes of the Feywild™.
Speed 10 other fey lord. But where many members of the Court
Displacement (illusion) of Stars offer protection and generosity in return for Developer and Editor
When a melee or a ranged attack hits the displacer beast, the supplication of their subjects, your patron sees Tanis O’Connor
roll a d20. On a 10 or higher, the attack misses instead. On lesser creatures as worms that should grovel at its feet
a 9 or lower, the displacer beast loses this trait until the Managing Editor
or be crushed under its boot, should the whim strike. Jeremy Crawford, Christopher Perkins
start of your next turn.
You can tap into this drive and force your enemies to
M Standard Action F At-Will
kneel before you as they writhe in the terrible beauty Producers
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
and delicious agony of your presence. This devotion Greg Bilsland, Christopher Perkins, Stan!
Hit: 3d8 + your Charisma modifier damage, and the dis-
placer beast slides the target up to 3 squares. briefly lingers, even after you depart. Digital Studio Consultant
Minor Action F At-Will (1/round) Dan Helmick
Effect: The displacer beast shifts up to half its speed. Supplication of Warlock Attack 27
Minor Action F At-Will (1/round) Art Directors
the Worms
Effect: The displacer beast either walks, runs, stands up, Kate Irwin, Jon Schindehette
squeezes, or crawls. You tug on the hearts of the enemies around you, drawing
Immediate Interrupt F At-Will them closer so that they can kneel before you in adoration. Illustrator
Trigger: An enemy within 2 squares of the displacer beast Encounter F Arcane, Implement, Psychic, Shadow, Jason Juta
makes an attack against you. Teleportation
Effect: The displacer beast uses its standard action attack Standard Action Close burst 3 Graphic Production
against the triggering enemy. Target: Each enemy in the burst Erin Dorries, Angie Lokotz
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and you
pull the target up to 2 squares and knock it prone.
Miss: The target falls prone.
Fey Pact (Binder): You become invisible and teleport
up to your speed. The invisibility lasts until the end of
your next turn or until you attack.

D e c e m b e r 2 011 | D R AG O N 4 0 6
8
Character
Themes:
Black-
Hearted
Knave
By Robert J. Schwalb
Illustration by Kerem Beyit

Glory, gold, and power are powerful temptations, and


no shortage of talented individuals willingly pit their
abilities against the world’s most dangerous monsters
and brave the dungeon depths to gain them. Many
adventurers take up their professions out of a moral
obligation to drive back the darkness and to protect
civilization against ruin. Some seek personal gain,
preferring to go their own ways rather than to align
themselves with an ethical force. Others are touched
by darkness and twisted by evil, and these individu-
als have a self-serving ambition that enables them
to commit atrocities similar to or worse than that of
the monsters and villains they fight. The Book of Vile
Darkness™ introduces several character themes to help
you construct player characters who are tempted or
touched by evil. This article adds the black-hearted
knave to their ranks.

TM & © 2011 Wizards of the Coast LLC. All rights reserved.

D e c e m b e r 2 011 | D R AG O N 4 0 6
9
Character Themes: Black-Hearted Knave

Black-Hearted K nave is sometimes all a knave needs. Fabricating a history,


adding possible relations, and becoming established in
possess skills and exploits that are perfect for express-
ing and reinforcing the knave’s preferred methods.
“Of course I’m out for myself. If I don’t look out for me, who a community gives the knave freedom to pursue his or Other characters can also do well as knaves. Fey
will?” her goals. Others work their trickery by being excep- pact warlocks and enchanters incorporate magic into
tional liars. A ready story and a convincing manner their techniques whereby they bend minds to their
Personal gain motivates the black-hearted knave. can divert a skeptic’s attention elsewhere. wills. A power-mad sorcerer might sacrifice others
Scoundrels of the highest order, these cunning, Black-hearted knaves don’t put down roots. No to hoard magical knowledge and baubles, while a
untrustworthy villains exploit, betray, and deceive, matter how many safeguards they have in place, a disgraced knight or paladin could use a knave’s tech-
having little concern for the people they hurt and the simple gaffe or a glimmer of recognition by a prior niques to make his or her way in the world after some
lives they destroy. Knaves encompass a wide range of victim is all it sometimes takes to expose a knave for public shame. Regardless of class, the black-hearted
characters, from the charlatan foisting colored water what he or she truly is. Adventuring provides a knave knave character theme is probably an inappropriate
off as a cure for ills to the charming rake who steals with a ready excuse to move from place to place. option for good or lawful good characters and should
hearts and purses in equal numbers. Turncoats, ban- Between expeditions, he or she works schemes in be limited for use by unaligned or evil characters.
dits, and public figures might be knaves in secret, whatever town or hamlet that has the bad fortune to
masking their true intentions behind facades. serve as a host to the knave. Then, before anyone grows Starting Feature
One does not make a career of double-crossing the wiser about what has been done, he or she moves You are a villain who lies, cheats, and steals from
and exploiting people without risking consequences. off, drawn toward the next dungeon and adventure. anyone you can. Alliances are worthwhile only for
Rather than advertise their villainy, many knaves go to as long as they benefit you, and the moment you can
great lengths to stay above suspicion. A good disguise
Creating a Black-Hearted gain a greater advantage, you set them aside. Treacher-
ous advantage demonstrates just how far you go to get
Knave the upper hand when your life is on the line.
The black-hearted knave lurks among almost every Benefit: You gain the treacherous advantage power.
Character Themes people and culture. The selfishness and cruelty
Your character’s theme is a career, calling, or required to become a black-hearted knave are in no Treacherous Black-Hearted Knave Attack
identity that describes who he or she is in the way unique to any class or race; such peculiar villainy Advantage
world. Just as race and class create basic defini- owes its origin to some terrible circumstance that Shoving an ally into danger creates a distraction so that you
tions about who your character is, theme adds set the individual on darkness’s path. An ordinary can move into an advantageous position.
a third character component to help refine your man or woman might turn to skulduggery after being Encounter F Martial, Weapon
story and identity. Consider the black-hearted used by another villain in the past, thus becoming Standard Action Melee 1
knave, for example. You might be a charlatan who embittered and cynical. A hard life on the streets can Primary Target: One ally
peddles snake oil to unsuspecting commoners. Or corrupt one’s good intentions and stain a soul with Effect: You push the primary target up to 2 squares, and
you might be a dashing scoundrel who charms fair darkness. he or she grants combat advantage until the start of
maidens and steals their fortunes. Your theme your next turn. You then shift up to half your speed
Most knaves benefit from strong personalities.
and make the secondary attack.
encompasses several possible stories within the Witty or menacing, inspiring or magnetic, they Secondary Attack
same broad concept. manipulate people around them. The talents of Secondary Target: One creature
For information on using themes as part of the bard make such characters eminently suited to Secondary Attack: Highest ability modifier vs. AC
character creation and rules for how to gain and become black-hearted knaves. Not only do they have Hit: 2[W] + your highest ability modifier damage, and
use theme powers and features, see “Heroes of the requisite charisma, but they can supplement their the target grants combat advantage until the end of
Nature and Lore” in Dragon 399. devious nature with manipulative spells to ensure that your next turn.
Level 11: 3[W] + your highest ability modifier damage.
people around them behave as they wish. Rogues also
Level 21: 4[W] + your highest ability modifier damage.

D e c e m b e r 2 011 | D R AG O N 4 0 6
10
Character Themes: Black-Hearted Knave

Additional Features Level 6 Utility Power About the Author


Robert J. Schwalb has contributed design to or developed
You have to protect yourself, so you put yourself first
nearly two hundred roleplaying game titles for Dungeons &
Level 5 Feature in every situation. Surprising betrayal helps you escape Dragons® , Warhammer Fantasy Roleplay, A Song of Ice and Fire
A little truth can make a lie go a long way. Rather a dangerous predicament by forcing an ally to face RPG, Star Wars RPG, and the d20 system. Some of his more
than spout an utterly outlandish claim, you pepper the threat on your behalf. recent work for Wizards of the Coast can be found in Book of
Vile Darkness and Player’s Option: Heroes of Shadow ™. He’s also
your falsehoods with just enough truth to make your
deception believable. Surprising Black-Hearted Knave Utility 6 a regular contributor to both Dragon and Dungeon magazines.
For more information about the author, be sure to check out
Benefit: Whenever you would make a Diplomacy Betrayal
his website at www.robertjschwalb.com or follow him on
check or an Intimidate check, you can instead make a You shove a nearby ally into an attack’s path so that you can Twitter (@rjschwalb).
Bluff check with a –2 penalty. slip away unscathed.
Encounter F Martial Developer
Level 10 Feature Immediate Interrupt Melee 1 Tanis O’Connor
Trigger: A creature hits or misses you with a melee or a
You do not always have the time to construct an elab- ranged attack. Editor
orate ruse to mislead your victims. Sometimes you Target: One ally Miranda Horner
have to think fast. Effect: You and the target swap positions (the target
Benefit: You can use a minor action in place of a slides 1 square, and you shift 1 square). The target is Managing Editors
Kim Mohan, Jeremy Crawford
standard action when making a Bluff check to gain hit or missed by the attack, instead of you.
combat advantage or to create a diversion to hide. Producers
Level 10 Utility Power Christopher Perkins, Greg Bilsland, Stan!

Optional Powers You have accumulated more enemies than you know
what to do with. You can’t outrun them all, so a little
Digital Studio Consultant
The more you indulge your duplicity, the more tricks Dan Helmick
trickery can help when they invariably catch up to
and techniques you learn to help you make your way you. Duplicitous evasion helps you turn aside an ene- Art Directors
in the world. You can make the best of your situation my’s attack so it hits a far more deserving target. Kate Irwin, Jon Schindehette
and leave the danger to those fighting at your side.
Illustrator
Duplicitous Black-Hearted Knave Utility 10
Level 2 Utility Power Kerem Beyit
Evasion
No one knows the consequences of exploiting others Graphic Production
You duck behind another creature to escape an attack, leav-
better than you. Enemies abound, and the only way to ing it to fend for itself. Erin Dorries
stay alive is to stay out of reach.
Daily F Martial
Immediate Interrupt Personal
Flee Peril Black-Hearted Knave Utility 2 Trigger: An enemy makes a melee or a ranged attack
When the enemy gains the upper hand, you waste no time against you while you are adjacent to at least one other
making good your escape. creature.
Encounter F Martial Effect: You gain a +4 power bonus to all defenses
Immediate Reaction Personal against the triggering attack. If the attack misses you,
Trigger: An ally within 5 squares of you is hit by an you can swap positions with an adjacent creature
attack. other than the triggering enemy (the creature slides
Effect: You shift up to half your speed. 1 square, and you shift 1 square), and the enemy re-
peats the attack against that creature.

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11
Character
Themes:
Infernal
Prince
By Aeryn “Blackdirge” Rudel
Illustration by Kerem Beyit

Glory, gold, and power are powerful temptations, and


no shortage of talented individuals willingly pit their
abilities against the world’s most dangerous monsters
and brave the dungeon depths to gain them. Many
adventurers take up their professions out of a moral
obligation to drive back the darkness and to protect
civilization against ruin. Some seek personal gain,
preferring to go their own ways rather than to align
themselves with an ethical force. Others are touched
by darkness and twisted by evil, and these individu-
als have a self-serving ambition that enables them to
commit atrocities similar to or worse than that of the
monsters and villains they fight.
The Book of Vile Darkness™ introduces several char-
acter themes to help you construct player characters
who are tempted or touched by evil. This article adds
the infernal prince to their ranks.

TM & © 2011 Wizards of the Coast LLC. All rights reserved.

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Character Themes: Infernal Prince

I nfernal P rince between an infernal progenitor and his or her fiend-


ish scions might stretch over many generations, the
pains to keep his or her true allegiance a secret. The
character works to lead companions into wickedness,
“Within me burns the might of an infernal lineage. Those strength of the bloodline persists, and those “blessed” subtly pushing them to commit acts of evil that seem
who stand against me face the wrath of the Nine Hells.” with such a legacy are potent tools of evil. Inheritors innocuous but form a slippery slope into spiritual cor-
of a hellish strength, these infernal princes can call ruption. Once these companions are committed to
Eager to extend their influence into the world, the upon an array of diabolical abilities. evil, the infernal prince inducts them into the service
lords of the Nine Hells have long mingled their Although many infernal lords have engendered of his or her patriarch, swelling the ranks of mortals
essence with those of chosen mortals to create blood- mortal bloodlines, Asmodeus and Mephistopheles who serve the interests of the Nine Hells.
lines tainted with infernal power. Although the link have been the most prolific. Infernal princes who can
trace their lineage back to either archdevil are by far
the most common of their ilk, and both Asmodeus
Creating an Infernal Prince
and Mephistopheles actively involve themselves in Infernal princes come from many walks of life, since
Character Themes the lives of their progeny. An infernal prince might be the lords of the Nine Hells value a diverse set of skills
unaware that his or her blood and soul churns with and powers. That said, characters who specialize in
Your character’s theme is a career, calling, or iden- arcane or martial trickery and have access to powers
tity that describes who he or she is in the world. the essence of an archdevil, and the diabolical power
resulting from this union typically lies dormant until with the fire keyword stand to gain the most benefit.
Just as race and class create basic definitions
about who your character is, theme adds a third the character reaches young adulthood.
character component to help refine your story and In the case of an infernal prince bearing the blood Starting Feature
identity. For example, the infernal prince theme is of Asmodeus or Mephistopheles, a tutor sent by the Your devilish ancestry provides you with an affinity
well-suited to a tiefling character or warlock with archdevil arrives when the dark urges that herald for fire and a tenuous link to the Nine Hells. In times
the infernal pact who wishes to explore the true a diabolical awakening manifest in that individual. of great stress or peril, you can draw energy from the
depths of fiendish power, embracing the dark- This tutor is often a cleric or a warlock devoted to infernal realms in the form of blistering hellfire. This
ness within rather than fighting against it. Other the archdevil, and his or her first order of business potent weapon withers flesh and strikes terror into
potential classes that provide a good fit for this is to remove the fledgling prince from home and the the hearts of those who stand against you.
theme include bards, evil clerics and paladins, and influence of parents, who remain unaware of their Benefit: You gain a +1 power bonus to fire attack
sorcerers. Additionally, nearly any character with child’s ancestry because, for whatever reason, their rolls.
this theme might uncover a dark secret within his own potential was never great enough to warrant the In addition, you gain the hellfire heart power.
or her family lineage—a mingling of devil’s blood attention of an archdevil. The tutor’s goal is to ensure
with a distant ancestor—and choose to open fully that the student embraces his or her heritage and Hellfire Heart Infernal Prince Attack
to diabolical influence and the power it brings. serves the archdevil whose blood flows through his or You bolster an attack with roiling hellfire, drawing upon your
For an added twist, deva characters with this her veins. An infernal prince is still mortal, however, infernal heritage to burn and terrify your foe.
theme could see the taint of the Nine Hells push and the decision to embrace evil and follow in the Encounter F Divine, Fear, Fire
them—perhaps willingly—toward reincarnation as footsteps of one’s progenitors is his or hers to make. No Action Special
a rakshasa. An individual must consciously choose the diabolical Trigger: You hit an enemy with an attack.
For information on using themes as part of path to gain access to its power. Effect: The enemy takes fire damage equal to 1 + your
Infernal princes can rise high in the service of highest ability modifier. Until the start of your next
character creation and rules for how to gain and turn, the enemy takes a –2 penalty to the attack rolls
use theme powers and features, see “Heroes of the archdevil whose blood they share, and they are
of attacks that include you as a target.
Nature and Lore,” Dragon 399. quite skilled at leading other mortals into darkness.
Level 11: 3 + your highest ability modifier fire damage.
Within an adventuring party, an infernal prince Level 21: 5 + your highest ability modifier fire damage.
plays the part of a committed comrade and takes

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Character Themes: Infernal Prince

Additional Features Level 2 Utility Power Infernal Inheritor Infernal Prince Utility 10
In the Nine Hells, nothing is given for free. Pathetic You allow the devil within to emerge, temporarily transform-
Level 5 Feature notions of compassion and camaraderie do not exist ing you into a font of infernal power.

Part of your infernal inheritance is a silver tongue, there, nor do they exist within you. You are more Daily F Divine, Fear, Polymorph
than willing to aid your companions in combat or Minor Action Personal
and your words are honeyed lies that sway the unper- Effect: All enemies that can see you take a –2 penalty
ceptive and weak of will. Your deceit rings especially offer them healing, but such assistance is not offered
to attack rolls until the end of your next turn, and you
true in the ears of mortals, a devil’s favored prey. without compensation of equal value.
assume the form of the infernal inheritor until the end
Benefit: You gain a +2 power bonus to Bluff of the encounter. Until this form ends, you gain darkvi-
checks and Diplomacy checks. Devil’s Due Infernal Prince Utility 2 sion, resist 10 fire, and a +2 power bonus to Fortitude
Once per encounter, when you roll a 5 or lower You offer vital aid to your companion—at a very fair price. and Will.
on a Bluff check or a Diplomacy check made against Daily F Divine
a humanoid of the natural origin, you can reroll the No Action Special About the Author
Trigger: You grant an ally a power bonus or enable him or Aeryn “Blackdirge” Rudel is a writer, editor, and game
check. You must use the second result.
her to spend a healing surge. designer who has worked in the gaming industry since 2005.
Effect: You gain a +2 power bonus to all defenses until His recent author credits include the Dark Sun ® adventures
Level 10 Feature the end of the encounter, and you gain temporary hit “Lost Cistern of Aravek” and “The Vault of Darom Madar”
Nothing brings out the devil within you like pain. points equal to your healing surge value. The ally’s from Wizards of the Coast and the monster anthology
When you are wounded, your rage boils forth in a healing surge value is then reduced by one-half your Blackdirge’s Dungeon Denizens from Goodman Games. Aeryn
tide of flame and vengeance. level until the end of the encounter. lives in Seattle with his wife Melissa.
Benefit: The first time you become bloodied each
encounter, you regain the use of hellfire heart. If you Level 6 Utility Power Developer
Tanis O’Connor
then use hellfire heart on the creature that bloodied Your bloodline makes you a fiendishly adept liar, and
you, the power deals 5 extra fire damage. you are skilled at misleading your foes with words or Editor
with subtle body language in combat. Miranda Horner

Optional Powers Liar’s Lure Infernal Prince Utility 6 Managing Editors


The following powers reflect the diabolical seed Kim Mohan, Jeremy Crawford
Your silver tongue and flawless feints create lethal opportu-
within you. You are a scion of a powerful lord of the nities for you and your allies. Producers
Nine Hells, and you can draw upon your progenitor’s Encounter F Charm, Divine Christopher Perkins, Greg Bilsland, Stan!
strength to ensure that you are properly compensated Minor Action Close burst 1
for aid given, to lend fiendish skill to your lies and Target: Each enemy in the burst Digital Studio Consultant
feints, or to bring forth infernal power to bolster your Effect: Make a single Bluff check and compare it to Dan Helmick
defenses and command the respect and fear of your the passive Insight of each target. If your Bluff check
Art Directors
enemies. exceeds a target’s passive Insight, that target grants
Kate Irwin, Jon Schindehette
combat advantage until the end of your next turn.
Illustrator
Level 10 Utility Power Kerem Beyit
When you let your diabolical lineage manifest, you
Graphic Production
exude a potent aura of hellish power. As a scion of a Erin Dorries
great infernal lord, you command fear and awe from
your enemies.

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14
Paragons
of Fey Valor
Written and illustrated by Claudio Pozas

The Feywild is a realm of legends, where great sagas begrudgingly acknowledge his strength. Unlike most
are sung about valiant heroes who stand up against other archfey, Eachthighern takes mortal heroes as
the evils that prowl in shadowed forests and glittering his personal knights and sends them forth to stamp
caverns. As befits a plane that echoes the magic and out evil creatures wherever they are found.
stories of the mortal world, the lands of the fey give When Eachthighern needs a new knight, he sends
rise to an enormous variety of champions, be they a herald to one of his choices. These heralds are usu-
exemplars of chivalry, determination, or sheer verve. ally eladrin bards, but sometimes he assigns this
Many a story tells of mortals that came to embody duty to more exotic fey such as centaurs or unicorns.
these qualities and earned a place among the fey. The herald transports the prospective knight to the
This article presents three paragon paths that best Serene Glade, where Eachthighern makes his offer.
represent the myriad ways that mortals can rise to the If the person refuses the offer, Eachthighern is sad-
ranks of Feywild champions. dened but respects the candidate’s wishes. The herald
White Horn Knight: The knights-errant of the then takes the person back, but this former candidate
Feywild, the White Horn knights ride forth in the loses the memories of the audience thanks to the
name of the Lord of Unicorns. use of a special type of oblivion moss. If the candi-
Moon Hunter: As determined slayers of lycan- date accepts the offer, the Lord of Unicorns touches
thropes and other shapechangers, moon hunters find the person with his horn, in a manner similar to a
their inspiration from the Maiden of the Moon. king knighting a squire. If the newly accepted knight
Soaring Rake: Soaring rakes are daredevil ruffians desires it, he or she receives Eachthighern’s heraldic
who defy villains and gravity with equal ease. symbol of a unicorn rampant in a field of deep blue,
but such displays aren’t mandatory because Feywild
White Horn K night natives instinctively recognize Lord Eachthighern’s
mark upon the knight.
Prerequisite: Proficiency in heavy armor. A White Horn knight’s quests include anything
from rescuing slaves from fomorian holds to guid-
Eachthighern (pronounced “Whitehorn”), the Lord of ing travelers safely through dangerous woodlands
Unicorns, is one of the most respected archfey in the plagued by mad dryads, sly verbeeg, or ferocious owl-
Court of Stars. His wisdom is valued and respected by bears. The knights count evil fey such as lamias and
Queen Tiandra, and rival archfey such as Baba Yaga

TM & © 2011 Wizards of the Coast LLC. All rights reserved. D e c e m b e r 2 011 | D R AG O N 4 0 6
15
Paragons of Fey Valor

hags as their greatest opponents, because these crea- Fierce Respite White Horn Knight Attack 11
tures often hunt unicorns for their hearts and horns, Your weapon glows with a pearlescent light, delivering that
which such dark fey use in their horrid rituals. radiance to your foe even as it gives respite to a wounded ally.
More Fey Champions A White Horn knight is blessed with some of Encounter F Arcane, Healing, Radiant, Weapon
A plane as varied as the Feywild is by no means the Lord of Unicorns’ power and gains the service Standard Action Melee weapon
limited to the material included in Heroes of the of a loyal unicorn steed. The knight’s abilities mark Target: One creature
Feywild or paragon paths presented in this article. the character as a valiant leader in the fight against Attack: Strength or Charisma vs. AC
The following paragon paths are particularly evil. Though most White Horn knights pay ultimate Hit: 2[W] + Strength or Charisma modifier radiant
damage.
appropriate for heroes who want a connection homage to their lord, some also serve Corellon.
Effect: You or an ally within 5 squares of you can spend a
to the Feywild. healing surge. If your unicorn destrier is adjacent to you

Name Source
Level 11: Unicorn’s Advance or the ally, that character regains additional hit points
equal to your Strength or Charisma modifier.
Arrow of the Moonbow Dragon 386
Using quick bursts of teleportation, you can sidestep
Blade Banshee Martial Power
difficult terrain to close the gap on your enemies.
Blade of Cendriane Manual of the Planes
Benefit: You ignore difficult terrain while charg- Level 12:
Cunning Prevaricator Arcane Power
ing. If you charge while mounted on your unicorn
destrier, it shares this benefit.
Call Unicorn Destrier
Entrancing Mystic Arcane Power Once you have proven yourself, Lord Eachthighern
Fey Beguiler Player’s Handbook 2 deems you fit to receive his most precious gift: a uni-
Feytouched Player’s Handbook Level 11: Unicorn’s Blood corn destrier. Through a specialized spell, you part
Half-Elf Emissary Arcane Power The blessings of Eachthighern strengthen your body. the barrier between your current location and the
Long Night Scion Dragon 374 Benefit: You gain a +2 bonus to saving throws Serene Glade, calling forth a unicorn to serve you.
Seldarine Dedicate Divine Power against disease exposure and poison effects. If you are
Shiere Knight Player’s Handbook 2 mounted on your unicorn destrier, it shares this bonus. Call Unicorn White Horn Knight Utility 12
Shinaelestran Guardian Martial Power 2
Destrier
Spiral Tactician Martial Power
Storm Scourge Arcane Power Level 11: Unicorn’s Action A gentle breeze and a flash of otherworldly light marks the
arrival of your unicorn companion.
Stormwarden Player’s Handbook When you push yourself to the limit, you channel the
healing power of a unicorn to heal yourself or an ally. Daily F Arcane
Summer Rhymer Player’s Handbook 2
Standard Action Ranged 5
Twilight Guardian Player’s Handbook 2 Benefit: When you spend an action point to take
Effect: A unicorn destrier appears in an unoccupied
Valiant Hexblade Dragon 393 an extra action, you or an ally adjacent to you regains space within range. The destrier is an ally to you and
Watcher of the Night Dragon 366 hit points equal to 5 + your Strength or Charisma your allies, and it serves as a mount to you. While
Wizard of the Spiral Tower Player’s Handbook modifier. the destrier is serving as a mount, all normal rules for
mounted combat apply.
If no one is riding the destrier, it can take only move
Level 11: Fierce Respite actions. When the destrier makes a check, you make
You channel your sense of honor and commitment to the roll using your game statistics, not including any
justice into a single weapon attack that cuts down one temporary bonuses or penalties.
enemy even as it heals a nearby ally. The destrier lasts until it drops below 1 hit point,
at which point you lose a healing surge (or hit points
equal to your surge value if you have no surges left).
Otherwise, the destrier lasts until you dismiss it as a
minor action or until you start an extended rest.

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Paragons of Fey Valor

Unicorn Destrier your enemies and heal your allies before crossing their prey, many use crescent-shaped blades to cut
Large fey magical beast (mount) back through the veil to their home. their foes down in a bloody harvest.
HP your bloodied value; Healing Surges none, but you can In time, most moon hunters expand their hunt
spend a healing surge for the destrier if an effect allows it Blessing of White Horn Knight Attack 20 to include all creatures that take on another form to
to spend one
Unicorns prey upon innocent folk, including rakshasas, doppel-
Defenses your defenses, not including any temporary
bonuses or penalties The glowing forms of many unicorns appear, trampling your
gangers, hags, oni, and lamias.
Speed 8 enemies and bolstering you and your allies with fey magic.
Traits
Piercing Charger (mount)
Daily F Arcane, Healing Level 11: Silvered Soul
Standard Action Close burst 2
If the destrier’s rider makes a charge attack and hits, the The Maiden’s light shines fiercely within you. It
Target: Each enemy in the burst
target of the attack is pushed 1 square and knocked prone. Attack: Strength + 5 or Charisma + 5 vs. Reflex
guards you from the ravages of lycanthropy and
Standard Actions Hit: 3d10 + Strength or Charisma modifier damage, undue influence, and it makes your attacks more
m Kick F At-Will and the target falls prone. effective against lycanthropes and similar creatures.
Attack: Melee 1 (one creature); your level + 7 vs. AC Miss: Half damage. Benefit: You gain a +2 bonus to saving throws
Hit: 2d6 + your Strength or Charisma modifier damage. Effect: You and each ally within 2 squares of you can against charm effects and disease exposure. In addi-
Move Actions spend a healing surge and regain additional hit points
Fey Step (teleportation) F Encounter
tion, all your weapon and implement attacks count as
equal to your Strength or Charisma modifier.
Effect: The destrier and its rider teleport up to 5 squares. silvered.

Moon Hunter
The destrier’s rider must teleport to a square adjacent to
the destrier.
Minor Actions
Level 11: Moonfire Action
Horn Touch F Encounter Prerequisite: Training in Endurance and Insight Like the mighty firbolg hunters, you have learned
Effect: One creature adjacent to the destrier can make a to harness the moon’s pale illumination. When the
saving throw. Among the archfey, few entities are more mysteri- stakes are high, you can encase hidden enemies in a
ous than the Maiden of the Moon. Elusive even to halo of silver light that reveals their presence.
Level 16: Graceful Serenity others of her kind, the Maiden of the Moon has only
one apparent interest: removing the blight of lycan-
Benefit: When you spend an action point to make
an attack, creatures hit by that attack cannot benefit
The trust placed upon you by Lord Eachthighern thropy, both from the Feywild and from the natural from invisibility or any concealment (save ends).
gives you greater confidence to face each new battle. world. On the boundaries of the lycanthrope realm
Allies that stand beside you are encouraged by your of Brokenstone Vale, some who have survived being
serenity in the face of dangerous foes. ravaged by those creatures find inspiration from the
Level 11:
Benefit: During the surprise round and the first
round of combat, you gain a +2 bonus to all defenses.
Maiden of the Moon, taking up arms to hunt and slay Forceful Transformation
the lycanthropes. In honor of the Maiden, they call Your attacks already benefit from your connection to
While adjacent to you, your allies also gain this themselves the moon hunters.
bonus. the Maiden of the Moon. With a greater focus, how-
Moon hunters are attuned to the power of the Fey- ever, you can affect shapechangers like the moon
wild’s moon, which is larger and brighter than the affects lycanthropes, assaulting their minds and
Level 20: full moon in the natural world. They can channel its bodies. If your foe can change its shape, your attack
power to harm lycanthropes and other shapeshifting
Blessing of Unicorns foes. In this manner, they are similar to the fey giants
causes it to experience mental anguish and physical
pain as it fights to maintain control of its body.
At your behest, the planar veil parts, allowing you to known as firbolgs. Like those hunters, they travel
receive the blessing of unicorns from Lord Eachthigh- across the Feywild, calling forth auras of moonfire to
ern’s forested realm. The majestic creatures trample reveal their enemies in the darkness. Once they find

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Paragons of Fey Valor

Forceful Transformation Moon Hunter Attack 11 Level 20:


Your weapon glows silver as you strike your foe, sending it
reeling and causing it intense pain if it is a shapechanger. Reflect the Full Moon
Encounter F Arcane, Weapon As you reach the pinnacle of your power, you have
Standard Action Melee weapon earned the Maiden of the Moon’s approval. She grants
Target: One creature you the power to call forth the light of the full moon
Attack: Highest ability modifier vs. Fortitude to blind your enemies. Lycanthropes and their ilk are
Hit: 2[W] + your highest ability modifier damage, and transfixed by the moon’s radiance.
the target is dazed until the end of your next turn. If
the target has the shapechanger subtype, it is instead
dazed and takes ongoing 5 damage (save ends both).
Reflect the Full Moon Moon Hunter Attack 20
You project a silver disc of moonlight around yourself. Your
enemies’ eyes alight with the white radiance, making them
Level 12: Maiden’s Light incapable of seeing anything but that brilliance.
With a single word of praise to the Maiden of the Daily F Arcane, Radiant
Moon, you become a beacon in the darkness, shed- Standard Action Close burst 2
ding pale moonlight that leaves shapechangers and Target: Each enemy in the burst
Attack: Highest ability modifier +4 vs. Reflex
creatures changed from their natural forms in a vul-
Hit: 3d6 + your highest ability modifier radiant damage,
nerable state. and the target is blinded (save ends). If the target has
the shapechanger subtype or is currently subjected
Maiden’s Light Moon Hunter Utility 12 to a polymorph effect, it takes a –2 penalty to saving
You shed a bright silver light that reveals your enemies and throws against this effect.
disturbs those not in their natural forms. Miss: Half damage, and the target is blinded until the end
of your next turn.
Encounter F Arcane, Aura
Minor Action Personal
Effect: You activate an aura 3 of bright light that lasts S oaring R ake
until the end of your next turn. Enemies that have the
shapechanger subtype or are subject to a polymorph Prerequisite: Fey origin, half-elf, fey pact war-
effect grant combat advantage while in the aura. lock, or Fey Bond feat; training in Acrobatics
Sustain Minor: The aura persists until the end of your
next turn.
All realms see their share of swashbuckling types,
whose love for freedom and a happy-go-lucky atti-
Level 16: Maiden’s Blessing tude belie their combat prowess. But the Feywild has
You have earned the attention of the Maiden of the given rise to a particularly exotic type of swashbuck-
Moon, impressing her with your prowess. When you ler, whose fighting style defies gravity. These daring
need a moment’s respite, the Maiden reaches out to adventurers are known as soaring rakes.
you, offering you relief from a harmful effect. Soaring rakes gain their uncanny abilities through
Benefit: When you use your second wind, you can a variety of paths, though each has a profound link
also make a saving throw. to the Feywild, either from being born in that realm
or through a direct connection to one of the Feywild
powers (such as being a fey pact warlock or having
the Fey Bond feat). This connection to the Feywild

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18
Paragons of Fey Valor

and its ambient magic allows soaring rakes to take to Soaring Strike Soaring Rake Attack 11 Soaring Fellowship Soaring Rake Attack 20
the skies at will. Due to the added element of flight, You leap into the air, weaving through your enemies. Then, You deliver a masterful attack, and the magic filling you
soaring rakes develop a unique fighting style, and like a diving hawk, you strike, startling an unwary foe. from the effort takes you and your friends aloft.
many consider them the ultimate skirmishers. Encounter F Arcane, Weapon Daily F Arcane, Weapon
Most soaring rakes have an outlook on life that Standard Action Melee weapon Standard Action Melee weapon
mimics their abilities. Problems, dangers, and frus- Effect: You fly up to your speed and make the following Target: One creature
trations affect them less than most, since the rakes attack once at any point during the movement. This Attack: Dexterity or Charisma vs. AC
can take to the air and leave their worries behind movement does not provoke opportunity attacks. Hit: 4[W] + Dexterity or Charisma modifier damage.
Target: One creature Miss: Half damage.
them. In keeping with their carefree attitude, the vast
Attack: Dexterity or Charisma vs. AC Effect: You and each ally within 5 squares of you gains
majority of soaring rakes turn to Avandra for worship, Hit: 2[W] + Dexterity or Charisma modifier damage. a fly speed of 6 until the end of your next turn. When
trusting in the god of luck to see them through any the speed ends, the affected characters descend to
challenge. the ground, taking no falling damage.
Level 12: Flight Burst Sustain Minor: The fly speed persists until the end of
your next turn.
Level 11: Fear No Heights With minimal effort, you take flight like a Feywild
sprite. Tiny motes of glowing dust trail behind you, a
Your flying abilities manifest subconsciously when- clue to the magical source of your abilities. About the Author
ever you fall, slowing you enough to reduce the Claudio Pozas is a freelance artist and writer whose recent
damage you might take. Flight Burst Soaring Rake Utility 12
design credits include Player’s Option: Heroes of Shadow ™ and
Benefit: You gain a +2 bonus to Acrobatics checks, Player’s Option: Heroes of the Feywild™, as well as several articles
With a gleeful heart, you take to the air. for Dragon® magazine. He lives in Rio de Janeiro, Brazil, with
and you take only half damage from a fall.
At-Will (Special) F Arcane his wife, Paula; son, Daniel; and pet dire tiger, Tyler.
Move Action Personal
Level 11: Soaring Action Effect: You fly up to your speed. Developer
Special: You can use this power only once per round. Tanis O’Connor
When you put forth your greatest effort, you can fly
through the air, carried aloft by your determination. Editor
Benefit: When you spend an action point, you Level 16: Soaring Combatant Miranda Horner
gain a fly speed equal to your speed until the end of Your ability to fly increases your maneuverability, Managing Editors
your next turn. making it difficult for land-bound foes and clumsy Kim Mohan, Jeremy Crawford
fliers to avoid your attacks.
Level 11: Soaring Strike Benefit: You gain a +2 bonus to melee damage Producers
Christopher Perkins, Greg Bilsland, Stan!
Although it takes some effort, you have mastered the rolls against enemies that have no fly speed or have a
technique of melding short flights with powerful clumsy fly speed. Digital Studio
strikes. Dan Helmick
Level 20: Soaring Fellowship Art Directors
You draw fully upon the Feywild’s ambient magic to Kate Irwin, Jon Schindehette
deliver a mighty strike to an enemy. While the magic
Illustrator
flows through you, you extend your magical nature to
Claudio Pozas
your companions, and your entire company takes to
the air like a flock of birds. Graphic Production
Erin Dorries

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19
Ed Greenwood’s
Eye Realms
on
the

Xraunrarr
Shall Triumph
By Ed Greenwood
Illustration by S.C. Watson

Xraunrarr shall endure. Xraunrarr shall triumph. Xraun- or partly spectral—bound in service to a living giant
rarr shall remain hidden, and all who learn too much beholder master. There are even tales of beholder
about Xraunrarr shall be silenced. Hive mothers are oppres- archmages that can hurl spells mighty enough to
sors, and lone tyrants are fools that waste the talents of humble the greatest human wizards.
we Greater Ones. The Cause is rightful; it offers a way Yet few legends stray near the truth: that although
upward rather than merely onward. Together, Xraunrans there is a strong desire in the psyche of the eye tyrant
are mighty and find fulfillment. Divided, we become lesser. to be obedient to no one, some beholders live in
Cleave to the Cause, and triumph. nations, forming fellowships as powerful as those of
humanoid races. Not all these creatures are coerced
In human legends—and in the endless stream of hor- followers of a hive mother, a mighty overmind, or an
rific tavern tales that continually rekindle and add elder orb. Some collaborate of their own free will,
to those legends—beholders are usually solitary crea- standing together against outside forces even as they
tures that lurk in caverns, ruins, or the deep places of continue to nurse petty rivalries. Most of these bands
the world, floating above the heaped bones of their or tribes lurk in hiding rather than rule territories
victims. openly. Most . . . but not all.
Sometimes it’s said that a beholder parent makes This tale is of one such fellowship: Xraunrarr
its children serve as slaves, guards, and spies, or that (“Zzz-rawn-rar”), named for its long-dead founder.
slaying a beholder alerts others to travel to avenge Once, Xraunrarr was a surface realm of more than
their fallen comrade. A few stories tell of death a thousand beholders that publicly ruled the then-
tyrants—rotting, undead beholders that are skeletal larger Hullack Forest in eastern Cormyr. Most

TM & © 2011 Wizards of the Coast LLC. All rights reserved. D e c e m b e r 2 011 | D R AG O N 4 0 6
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Xraunrarr Shall Triumph

humans, if they have heard of these beholders at all, mothers that had been outcasts in the Upperdark elves and drow to keep them from expanding into the
dimly recall that the creatures were destroyed long (having survived by fleeing their homes before they caverns and possibly discovering Xraunrarr.
ago by the druid Hullack. could be devoured by their horrified parents) tried As the years passed, the power of the local drag-
The truth is somewhat different. The Xraunran to take advantage of the strife and steal the minds of ons waned, and the might of the local elves faded.
beholders suffered losses and setbacks, but they were some spheres-of-eyes to found their own new hives. Continuing their spying forays, the eye tyrants saw
not defeated so much as they chose to relinquish open One such hive mother was Xraunrarr, who con- humans come to the land.
rule in favor of going into hiding and flourishing quered the wills of between twelve and twenty eye Xraunrarr was as paranoid and filled with the
behind the scenes. tyrants, pouncing on warrior bands as they advanced need to dominate lesser beings as was any other
As Elminster sees it, they learned the lesson that through the caverns. Xraunrarr and its subjects trav- beholder, but it was far more calculating and patient
“to found or claim a throne is to be tied to it, to be a eled far through the Underdark, eventually coming than most of its kind—and far less blinded by a racial
target easily found by all, to be forced ever to guard to the part now known as the Deep Wastes. Rather sense of superiority. It saw the potential of humans
and defend. One ceases to dominate, conquer, and than slaughtering the drow that were developing sur- and decided that farming them, much as humans
live freely, and—once challenged or even threatened— face connections near what is now Shadowdale or the herded cattle, was the future for the hive—a philoso-
becomes a defender. That role disgusted and irritated drow conquering the Upperdark below what is now phy that came to be known as the Cause.
the Xraunran tyrants, so they renounced it and southwestern Cormyr, Xraunrarr decided it was more In preparation for capturing a breeding herd of
sought the shadows, where they could lurk and begin prudent to remain hidden from organized, sentient humans, Xraunrarr directed its beholders to cau-
to truly live again.” subterranean races for a time. tiously come to the surface in the depths of the
These beholders live yet, and they are closer than Wary and patient by nature, Xraunrarr led its Hullack Forest (which was not then a separate wood-
most Cormyreans think. band of dominated beholders up into the caverns that land, but rather the eastern, wild part of what is now
riddle the mountains now called the Thunder Peaks, called the King’s Forest in northern Cormyr). There
T he R ise and Fall which divide the present-day realms of Cormyr and
Sembia. They swiftly exterminated the area’s goblins
they learned the perils of the forest, hunted beasts
and plants for experiments, and took to farming
of X raunrarr and hobgoblins, but they left dragon lairs untouched, the woods. As human woodcutters began to make
deeming dragons a great deterrent to other intruders. inroads into the forest, the Xraunrans placed mon-
Beholders care nothing for human calendars or view- Thus, the realm of Xraunrarr was founded. sters as guardians to keep the intruders away. Still,
points, and the Xraunran beholders largely escaped For centuries the hive slowly grew in numbers, the beholders themselves stole forth from time to
the notice of other sentient races until recently, so knowledge of the world, and cohesion. Xraunrarr time to take human captives for their herd.
determining the precise dates of events concern- believed in teamwork, paranoid caution, covert sur- Eventually, Hullack, a druid of Eldath, came to
ing the realm is difficult. However, the sequence of veillance of the surroundings, and staying hidden the Xraunran-dominated depths of the forest. A
events has been revealed and pieced together over until the timing was right. The hive harvested prey in wise man, slow to wrath, Hullack was aghast to dis-
the years by Harpers; elves interested in the areas ways that left no survivors to report the existence of cover the beholders. Upon learning more about their
now known as Cormyr, the Dales, and Sembia; and the Xraunrans to others. strength and their activities, he called up the forest
certain Chosen of Mystra (notably Elminster of Shad- The eye tyrants of Xraunrarr remained a small, against them, allying with local elves and enlisting
owdale). The events can be summarized as follows. disciplined hive that kept to the Upperdark within dryads, treants, satyrs, and many woodland beasts to
More than a thousand years before the Spell- the Thunder Peaks, but they coveted all the cav- bolster the servants of Eldath he commanded.
plague, a great beholder war raged in the Underdark, erns beneath what is today Cormyr. The creatures The Crown of Cormyr nominally supported
with most of the fighting occurring somewhere mounted many spying forays out of their caverns, and Hullack and sent a score of knights to serve as his
beneath the Eastern Shaar (or still farther east). Two when they determined that conditions were favor- bodyguards, but did nothing more. The senior court-
tribes or clans of beholders fought as dueling hive able, they attacked weak or elderly sleeping dragons, iers of the day did not want to risk having a strong
mothers forced their dominated eye tyrants to do or they launched smite-and-run raids on local surface druid lord in northeastern Cormyr who might
battle. Meanwhile, several independent, younger hive

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Xraunrarr Shall Triumph

hamper the clearing and settlement of the wood-


land—and whom Sembia or the “undercloak” rebels
Few beholder mages failed to notice these
moments of freedom, but only one mage exploited
T he D oom of
of Arabel and Marsember could subvert. (Then as them. (The rest preferred the relative stability and U ldeeth
now in Cormyr, the term “undercloak” meant not security of the hive, dared not defy Xraunrarr, or
openly treasonous at the moment, but biding one’s could not decide what to do with their fleeting peri- Well, not really.
time to be; in this case, it meant those who resented ods of independence.) That lone beholder mage, a Xraunrarr was indeed no more, but most of the
Obarskyr rule and were awaiting a chance to rise in brilliant young Xraunran named Uldeeth, saw a Xraunrans were very much alive. They fled the battle-
arms against the Dragon Throne.) The knights were magical way to send a massive flood of spell-spawned field, heading north as fast as they could, not so much
secretly instructed to observe Hullack and the foe he lightning down the mental link back to the hive to get away from Hullack’s forces as to escape from
opposed and to report back. mother. Uldeeth spent each moment of its next sev- Uldeeth’s spells. After killing the hive mother, the
Hullack’s battle with the eye tyrants was brief, eral dozen periods of mind-freedom perfecting and traitor had started using its slaying bolts to destroy
fierce, and one-sided, the beholders slaughtering the readying the “slaying bolts” spell. its fellow mages. With Xraunrarr dead, Uldeeth was
druid’s forces almost at will. And then everything At the height of the battle against Hullack, with determined to become the new ruler of the hive.
changed when a traitor struck down Xraunrarr. Xraunrarr coldly and precisely directing its forces, Xargaul believes that some of the eldest Xraunrans
Uldeeth waited until the hive mother was coercing went north because they had previously discovered
T he T raitor T yrant more than two score Xraunrans at once, maintain-
ing only the lightest mental contact with the mages as
old, fell magic there, and they wanted to lure Uldeeth
to its doom. (Elminster warns that Xargaul’s claims
Most beholders destroy others of their kind that they they hurled their war spells. At that moment, the trai- are second only to its memories in unreliability, but
deem to be threats, but Xraunrarr was different. It tor unleashed its slaying bolts. he agrees that the beholders did seem to know of
saw the need for beholders with formidable spellcast- Xraunrarr was cooked from within and burst in something magical that would humble their would-be
ing powers and encouraged some of its dominated a spectacular death that left all the directly coerced conqueror.) Whatever it was, the magic was con-
Xraunrans to become beholder mages. More than beholders stunned or mind-ruined. The rest were sumed in the process of defeating Uldeeth, whose bid
that, it compelled these mages to share any spells and momentarily bewildered as they were abruptly freed to rule the Xraunrans proved short-lived.
magic items the hive gained from its raids and forays, from dominance. Chaos governed their behavior for a The traitor’s power was broken, and the creature
and it ordered them to enchant slain Xraunrans as brief, wild period, and then they all vanished. passed into a unique, poorly understood form of
undead (the sort of beholders that humans call “death Hullack’s forces, greatly reduced from the fight- undeath. Today, Uldeeth is now a swarm of disem-
tyrants”) to serve as guardians and flying battle- ing, suddenly faced only the few drifting, erratic bodied, independently flying spectral eyes that can
shields when the hive went to war. beholders that had been stunned or mind-ruined by fade in and out of visibility at will. Each eyeball trails
Any mind that scries a beholder mage or tries to the hive mother’s death. These they slew easily, but a short tail of tattered flesh and can communicate
dominate it as the mage casts spells and experiments of the other beholders, they could find no trace. They through a voice heard in the listener’s mind.
with magic becomes wearied, shaken, and nauseated. searched the woods and, with some trepidation, the Uldeeth spends most of its time in a deathless state
In most cases, the observing beholder can endure, beholder tunnels. Not a single lurking sphere with similar to sleep. It “awakens” whenever a wizard, a
maintain contact, and prevail. But during the battle eyestalks was found. sorcerer, a warlock, or some creature carrying magic
with Hullack, Xraunrarr was trying to watch over Hullack had the tunnels sealed off and later raised items comes near, and it begins to follow that crea-
and control the minds of many beholders. (According the Wyvernstones on the site. The eye tyrants had ture at a distance. Uldeeth reveals itself if it finds an
to Xargaul, then a young, largely untrained Xraunran, been vanquished, the beholder realm destroyed. arcane spellcaster alone or in the company of other
the hive was several hundred strong when it fought beings who are asleep, wounded, or sitting apart. It
the druid.) To lessen the overwhelming mental load, reveals itself instantly if it encounters more than one
Xraunrarr withdrew from the most active spellcast- arcane spellcaster together.
ing minds for brief periods. Uldeeth speaks directly into the minds of the
spellcasters, pleading with them—in burbling,

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Xraunrarr Shall Triumph

desperate, rasping Common—to cast this or that spell most ingenious, creative, and adaptable sentient race themselves as “the realm of Xraunrarr” to distinguish
on one of its eyes. Uldeeth invokes any deity it sus- in the world. themselves from other beholders.
pects the target venerates or any loyalty it recognizes Henceforth, the Xraunrans began watching over All beholders hate and fear those who pose seri-
by badge, holy symbol, or device worn or carried their personal collections of humans, benefiting ous threats to them. Traditionally, to the eye tyrants
by the target or companions of the target. Uldeeth from human strivings and innovations, and taking of Faerûn, these greater foes include dragons and
swears that its “rescue” is something the deity, author- personal satisfaction from the accomplishments of malaugryms. Most beholders view mind flayers as
ity, or cause demands or uses to test the worthy. “their” humans—not to mention gaining prestige and lesser foes that yet remain formidable due to their
Each time a spell is cast that targets one of influence among their fellow beholders. (As Xargaul numbers and persistence.
Uldeeth’s eyes, it counts as one “step” toward restor- explained to Elminster, “You have breeders of cattle Of more immediate concern to Xraunrans, how-
ing the creature to being a whole beholder again. who take pride in their work and vie with their rivals. ever, are magically powerful, ambitious, socially
Fully restoring Uldeeth requires 3,033 such steps (it We do the same, but humans are our cattle.”) dominant forces of all sorts. At present, the Shadovar
has gained only twenty thus far). Among the Xraunrans, it’s universally held that and Szass Tam are the two most prominent. Accord-
To this day, Uldeeth’s swarm of spectral eyes humans are worthless when penned, chained, and ingly, these foes must be thwarted at every turn,
roams corners, woodland glades, and dells after dark overtly enslaved. For humans to have utility, they weakened, and ultimately destroyed.
in Cormyr, looking to coerce wizards, sorcerers, and must believe that they are free (or, at least, oppressed
warlocks into moving it one step closer to life again.
Now deeply insane, it believes that the Great Mother
only by their own kind and by difficult circum-
stances rather than by other creatures). Only then
The Cause
(or some other deity) kept it alive for an important will humans strive and innovate, and only then will The Cause of Xraunrarr is all about an easier life for
purpose, and that if it can regain its body, its mage Xraunrans harness the benefits. Xraunrans, which can be accomplished by steering
powers will return, and it can start fulfilling its des- Scattering into small groups after the conclave, humans to unwittingly benefit (and serve) them. To
tiny—which the deity will reveal only then the Xraunrans established surface holds in the lairs further this aim, the Xraunran beholders covertly
A character who has previously seen a dead or of dragons they had defeated in the Stonelands, the choose which human rulers to support, which to
immobilized beholder recognizes what Uldeeth was. Storm Horns, and the Thunder Peaks mountain work against, and which to overthrow. Although they
By making a DC 14 Arcana check, Dungeoneering ranges. In the years since, few other creatures have have coldly fierce debates over the details of how to
check, or History check, the character knows that a dared to approach these lairs, and most that did were follow the Cause, the beholders have agreed thus far
restored Uldeeth would be a spellcasting, mind-con- orc raiders, hungry monsters (which were devoured on the general shape and direction of their doctrine.
trolling tyrant. or enslaved), or capable adventurers (who made very All surviving Xraunran beholder mages have
useful puppets after their minds were controlled). sworn not to use their magic against any Xraunran

A New Vision unless either they are directed to do so by a conclave,

With Uldeeth destroyed and the hive mother’s domi-


X raunrans Today they must defend themselves from attack, or they
must destroy a beholder that tries to compel and
nation ended, the surviving Xraunran beholders met In Cormyr, Xraunrans communicate among them- dominate others in the manner of a hive mother.
in a conclave. There they decided something utterly selves, moving through the Upperdark or flying by
new for a group of eye tyrants in Faerûn. night. They avoid the War Wizards, melting into the Crowns of Eyes
They would live not under a single ruler but Stonelands or mountain caverns to avoid confron- The Xraunrans succeed through subtlety. They don’t
according to decisions made by regular conclaves of tations, doing nothing to draw attention. They raid enthrall anyone and can’t control the actions of a
their elders. They would not conquer and despoil ter- fairly often to snatch isolated humans to add to their coerced creature in real time. Rather, they shift a
ritory but instead would farm lesser beings for food, captive breeding herds (though dangerous or rebel- creature’s attitudes toward others and put certain
labor, and goods. The beholders came to agree with lious individuals are eaten), go out on spying forays urges and ideas into its mind. Usually, given the
what Xraunrarr had believed: that humans were the all the time, and lurk patiently—for that was the danger to a beholder mage that tries to remain near
way of Xraunrarr. In fact, these eye tyrants think of

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Xraunrarr Shall Triumph

a human in Cormyrean society, the coercion is done Xraunran Crown of Eyes Epic Level Kingdom, notably half a dozen in Arabel. Not only
at a distance by means of magic that works through Once you are linked to this cabochon-adorned metal circlet, have the Xraunrans maintained their influence for
small worn or carried trinkets. your mind can access the eyes and ears of any wearer and centuries, but they’ve done it skillfully enough to elude
Most famously, these include crowns of eyes, beau- attempt to influence the wearer’s mind. the notice of Vangerdahast, Caladnei, or anyone else
tiful metal circlets that contain enspelled cabochon Artifact: Head slot item except two or three Harpers (and now, Elminster).
gems (the “eyes”). They were fashioned in this form Property The Xraunrans work their cattle to further three
so as to be kept and prized. However, a handful of the You can see and hear what the crown’s wearer sees and aims. First, they want to keep the Obarskyrs on the
hears. This does not allow you to control the wearer’s head,
smooth, oval gems have been lost over the years, and Dragon Throne but facing restless groups of discon-
the direction it faces, or its movements; the wearer’s field
a few more are locked in the dusty vaults of various of view and range of hearing limit yours. When the crown is
tented nobles who hate each other more than they hate
nobles, waiting to be discovered. not being worn, you can see and hear out of it as if you were the royals, ensuring that they all work small treacher-
Making a crown of eyes consumes at least two gazing at any angle from any of its gems. ies and never unite in rebellion. Second, the beholders
smaller eyes (the real kind) from the stalks of a living R Attack Power (Charm) F Daily (Standard Action) want adventurers to keep going on expeditions into
or recently slain beholder. Attack: Ranged unlimited on the same plane (the crown’s the Stonelands in search of riches that are the subject
wearer); your level + 3 vs. Will of endless rumors (thus giving the Xraunrans a steady
Hit: You impart an emotion or an idea to the wearer. The
Here are examples of imparted ideas or statements. stream of breeding captives and magic). And third,
emotion can have an image attached (such as of a par-
✦✦ “Glaeron is a traitor.” ticular person, a type of creature, an item, or a place), and
the eye tyrants want to keep trade flowing freely into
✦✦ “Why not ally with Lord Droun?” the idea (whether true or false) must be expressed as a and out of Cormyr, which prevents open, all-out war
✦✦ “The king will never grant it to me; better to take it.” single sentence in a language understood by the wearer. between that nation and Sembia or any other neighbor.
✦✦ “Wizards can’t be trusted; I must not confide in This power is most effective when the wearer is pray- Sometimes the Xraunrans employ spell-controlled
Orlel.” ing or asleep and dreaming. The wearer typically believes darkmantles as spies. These small creatures, no larger
that the idea or statement was imparted by a deity, an than a human head, are sent to lurk in the dark ceil-
ancestor, a haunting, or its own subconscious. Regard-
ing corners of castles, cellars, and caverns, where
less, the crown of eyes does not control the decisions or
actions of the wearer, who is free to respond as desired.
they occupy strategic vantage points so that distant
beholder mages can see and hear through them.
Thus far, Elminster has concerned himself only
✦✦ “Lord Vorlsummer will be a true friend; listen to
with Xraunran coercion in the Dales and Cormyr.
him.”
“Sembia,” he mutters darkly, “is an investigation that
✦✦ “They are after me; I should flee to the Stonelands
requires the full attention of six Elminsters—stupen-
right now.”
dously wealthy ones, who don’t mind noise, crowding,
decadent excess, and the ever-present stink of greed.”
The Crowned Coerced He has learned that in the Year of the Ageless One,
Elminster believes it would take decades of diligent the Xraunrans have used crowns of eyes or other magic
sleuthing to uncover the identities of the humans the items to coerce two ambitious merchants on the rise,
Xraunrans have directly coerced over the years—not one high-ranking courtier, one wealthy young noble,
to mention the hundreds more they secretly manipu- and most of another noble family.
lated, thwarted, or aided. Such investigations are of One of the up-and-coming traders is an urbane,
interest mostly to sages of history; the current tools of clever shipper in Suzail—the short, rather homely
Xraunrarr are of more practical import. Velshond Marshfall of Dundown Street (“Discreet
The beholders regularly manipulate about a dozen and swift imports and exports—all nonperishables
unwitting humans scattered throughout the Forest entertained”). The other merchant is a Marsember

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Xraunrarr Shall Triumph

cooper and crater named Andreth Barloun, pro- respected by other nobles and fawned over by com- The eye tyrants want the rulers of Cormyr to
prietor of Barloun’s Barrels, a business with several moners, so the Xraunrans sent him a few young male worry about lurking rebels and to suspect that cer-
locations (“Goods packed and sheathed by our expert and female sycophants. These flatterers have been tain nobles harbor treasonous thoughts, though not
and trustworthy crafters”). magically compelled by the beholders to adore and to become so alarmed that they crack down on the
The Xraunran-controlled courtier is Aldegrand praise Tantram and subtly suggest what he should do nobility. The Xraunrans also want a War Wizard to
Tallfyre, Royal High Scribe of the Realm. He coor- to become widely respected in Cormyr. find and examine a crown of eyes so they can influ-
dinates all written records except Privy documents The noble family compelled by the Xraunrans is ence his mind and gain a puppet among the powerful
(private royal family writings, such as wills, indi- the old-money but minor house of Indulshields, best battle-mages and sorcerers—perhaps the first of many.
vidual agreements, declarations of lineage, and known for providing a haven long ago for King Duar, If the beholders discover agents of the Shadovar or
correspondence) and Dark documents (the internal being ennobled for it, and keeping politically and Thay in Cormyr, they will reveal those individuals to
security records kept by the Wizards of War). socially quiet ever since. House Indulshields parlayed the Wizards of War. The Xraunrans wish the Dragon
Tallfyre is a quiet, prim, humorless man, addicted government contracts for providing drinking water to Throne to be cherished and upheld, seeing it as the
to neatness, diligence, and etiquette. Long-serving Suzail into a mighty drainage business that serviced eventual heart of the finest herd of humans under
and highly trusted, he wears an Obarskyr-gifted farmers all over Cormyr; house members sold it off their control.
amulet that shields his mind. Unless he were to be more than a century ago and have been living off the
accused of treason—with that accusation upheld by proceeds ever since. As the money dwindled, they About the Author
a member of the royal family—Tallfyre is above any fell deep into debt and, in their desperation, were Ed Greenwood is the man who unleashed the Forgotten
magical surveillance or probing by the War Wizards. easily led by beholder dream-visions and notions. Realms® setting on an unsuspecting world. He works in
libraries, plus he writes fantasy, science fiction, horror, mys-
The scribe is responsible for maintaining all gov- It all started when “something” told Lord Kaerond
tery, and romance stories (sometimes all in the same novel),
ernment records as full, accurate documents that can Indulshields to wear his new circlet—a crown of eyes
but he is happiest when churning out Realmslore, Realms-
be readily retrieved, and he knows their whereabouts that he found while digging in his vegetable garden— lore, and more Realmslore. He still has a few rooms in his
at all times. The Xraunrans ensure that Tallfyre is to bed. house in which he has space left to pile up papers.
good at making certain records disappear and sub- Notions imparted by the crown led House Indul­
stituting false replacements whenever cover-ups are shields through a series of profitable investments that Editor
needed. In addition, he quickly creates arrest orders were actually payoffs engineered by Xraunran manip- Ray Vallese
(for fictitious crimes) for adventurers in Cormyr who ulations. Having thus steered Kaerond into trusting Managing Editors
mention “beholder plots” publicly or when speaking the crown’s advice, a distant Xraunran beholder mage Kim Mohan, Jeremy Crawford
to War Wizards or lawkeepers. then made a new suggestion: Kaerond should orga-
The young, wealthy noble under Xraunran coer- nize and fund a small cabal of nobles to operate as Producers
Greg Bilsland, Christopher Perkins, Stan!
cion is Tantram “Tallturrets” Bleyshar, who already shadowy rebels, keeping the War Wizards busy while
controls most of the wealth of his nearly extinct Xraunran agents worked unhampered elsewhere in Digital Studio Consultant
house. His frail and elderly Aunt Shalice hasn’t left the realm. Twice, Lord Indulshields has also quietly Dan Helmick
certain upper rooms of Bleys Hard, the family’s coun- hired professional killers to silence adventurers who
try mansion west of Gray Oaks, in decades. When she reported beholder sightings to Purple Dragons or Art Directors
Kate Irwin, Jon Schindehette
dies, Tantram will become the last living Bleyshar War Wizards.
and inherit everything. Kaerond is now primed to initiate each of his two Illustrator
Courtiers and other nobles belittle Tantram as sons and three daughters into wearing the crown in S.C. Watson
an unimportant wastrel, and commoners shun him turn. The beholder mages intend to have the younger
Graphic Production
for his snobbery, vicious temper, and cruel love Indulshields lead other nobles to other crowns of eyes,
Erin Dorries, Angie Lokotz
of pranks. Bored and disaffected, he yearns to be thus spreading the influence of Xraunrarr.

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Eye on Dark Sun:
Ur Draxa
By Travis Stout and Rodney Thompson
Illustration by Noah Bradley
Cartography by Adam Danger Cook

Filling the heart of an island whose name has been the City of Doom) end up forming loose tribal bands
lost to time, the Valley of Dust and Fire sits like a that struggle to survive in the harsh wilderness of the
festering wound. Volcanic ash chokes the air, and island of Ebe. By necessity, these tribes are savage,
an ever-present storm of silt scours anyone foolish mistrustful of outsiders, and prone to cannibalism.
enough to try to reach the island’s surface. Sightings The Valley of Dust and Fire, and indeed the
from a distance have spawned both tales of wonder entirety of the island of Ebe, is one of the most dan-
and tales of horror, because depending on which bard gerous locales on Athas. Even the mightiest heroes
you believe, within the valley lies a city that is either risk their lives by traveling there, and those of lesser
the last refuge of Athas’s verdant past, a land of ease stature are almost surely doomed.
and plenty, or a twisted nightmare citadel, the birth- The island of Ebe is roughly divided into four
place of the death of the world. concentric regions, each more dangerous than the
Given the bleak, harsh nature of Athas, it is no sur- last. Immediately within the Great Ash Storm lies
prise that the latter legend is far closer to the truth. the Basalt Plain, a barren expanse of lifeless rock.
Two millennia ago, Ur Draxa, the capital of the island This plain rises into broken, treacherous badlands
nation of Ebe, was a paradise. The draconic ascension as a traveler moves inland, only to drop away into
of Borys of Ebe reduced the island to a blasted waste the Valley of Dust and Fire. At the nadir of the valley
that was haunted by strange elemental spirits. Ur is the Dragon’s moat: the Ring of Fire, a sea of lava
Draxa has become a city of the unquiet dead, her citi- that surrounds the grim island city of Ur Draxa,
zens’ lives snuffed out to feed the grotesque sorceries where the dead hunger and foul magic is worked by
that transformed Borys into the Dragon. dread sorcerers.
The Dragon still lairs in the ruins of Ur Draxa’s
royal palace, but the city is ruled by the Dead Lords,
a cabal of powerful, undead defilers whose minions
T he Great
raid settlements across Athas, bringing back slaves A sh  Storm
to fuel their dark and terrible magic. On rare occa-
sions, these slaves escape the city and flee into the This eternally raging storm of ash is the first obstacle
wilds beyond. Lacking the means to navigate the on the path to Ur Draxa, and it is so formidable that
Great Ash Storm safely, most of these outlanders most silt explorers believe it to be a solid, impenetra-
(called ka’ardani in the Draxan language spoken in ble mass of roiling, lightning-struck dust. The storm
stretches nearly three hundred miles from end to

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Eye on Dark Sun: Ur Draxa

end, completely encircling Ebe. Despite the silt skim- perhaps a few adventuring bands who were trapped who can rouse the entire city against intruders
mers’ assertions, it ranges anywhere from three to ten here), roam the blasted landscape, and vicious preda- if necessary.
miles thick, forming a shell around the dread island. tors hunt anything that looks edible. Further adding The Ring of Fire sits very close to portals to the
While characters are within the Great Ash to the peril are the occasional slaving parties sent out elemental planes, and as such, the lava sea is heav-
Storm, they must make Endurance checks (DC 39) by the Dead Lords of Ur Draxa, elemental monstrosi- ily populated by elemental beings, particularly those
once per hour. A character who fails a check loses a ties stirred up by the weakening of the primal barrier, with an affinity for fire. For the most part, the Dead
healing surge. and deranged primordial-worshiping cultists. Lords leave the elementals to their alien purposes as
The environment in the Valley of Dust and Fire is long as they are not foolish enough to attack the city.
T he Basalt P lain hazardous in the extreme, even more so than the hot-
test day in the high deserts of Athas. The valley counts
The Ring of Fire counts as an area of stifling heat
and pervasive necromantic energy.
This enormous, flat expanse of barren lava covers as an area of stifling heat, pervasive smoke or ash,
twenty miles from the “shores” of Ebe to the rim
of the Valley of Dust and Fire. The only good thing
and pervasive necromantic energy. Nature checks to
forage for food start at a base DC of 39 for one person
U r Drax a,
about the Basalt Plain is that its lack of water and or DC 40 for up to five people. City of D oom
shelter means that no predators roam the region, and
the cannibal tribes that live farther inland seldom
venture far from their homes. However, the plain still
T he R ing of Fire “A fortress city of unbelievable size and power, Ur Draxa
is the true heart of evil and might in the ruined Tyr region.
presents a hazard to travelers. Not only is it highly At the center of the Valley of Dust and Fire lies a roil- It is the Dragon’s citadel, from which the creature ravages
volcanically active and prone to sudden tornadoes, ing sea of lava known to the outsider tribes as the all the known world. No [one] can prepare for the power
but aerial predators can easily spot travelers and Ring of Fire (Kaxos Rul in the Draxan language). beyond Ur Draxa’s cyclopean walls.”
pick them off at leisure. Air drakes (Dark Sun® Crea- Completely encircling the island of the City of Doom, —Galek Sandstrider
ture Catalog™) and volcanic drakes (use the ancient the ring spans one hundred fifty miles from north
volcanic dragon statistics in Monster Manual® 3) are to south and one hundred miles from east to west. If a would-be hero survives the Valley of Dust
common threats. It is an awesome spectacle, a boiling river of molten and Fire and finds a way across the Ring of Fire,
The Basalt Plain counts as an area of heat and rock that swirls and seethes continuously. In some she arrives at last in Ur Draxa, the City of Doom.
pervasive smoke or ash (see Environmental Dangers, places, hardy spires of dense stone pierce the lava sea, Although tales in distant lands claim that a verdant
page 158 of the Dungeon Master’s Guide®). Nature stretching like black fingers into the red sky. In other paradise lies at the center of the blasted valley, the
checks to forage for food automatically fail: the plains places, lava eddies drain in slow, endless whirlpools, reality could not be farther from the truth. Ur Draxa
simply have nothing to forage for. reemerging as violent fountains of magma hun- is sheltered from the squabbles that grip the rest of
dreds of feet high. Black cliffs of basalt tower along Athas, but it is ruled by the tyrannical Dragon, and
T he Valley of the shoreline, leading to a precipitous drop to the
magma below.
its citizens live in fear more of their overseer than of
outside invasion.
D ust and  Fire No bridge spans the Ring of Fire, which is at least The mightiest of the city’s undead denizens,
who were in life the council of high wizards who
thirty miles wide from the shore of the Valley of Dust
The rocky highlands rising from the Basalt Plain and Fire to the island city of Ur Draxa. The distance ruled Ur Draxa in Borys’s name, were transformed
drop away suddenly into a vast, bowl-shaped valley makes attempted flight a perilous endeavor. With into kaisharga—what on other worlds are known as
that occupies most of the island of Ebe. Although the very few exceptions, those seeking to approach by liches. Now calling themselves the Dead Lords, they
valley supports marginally more life than the Basalt air will find no place to land if their mounts revolt or pay homage to the Dragon and continue to rule in
Plain or the Ring of Fire, eking out an existence here their spells fail. Worse, the skies above the magma his name.
is a daunting prospect. Scattered tribes of savage can- sea are watched by servants of the Dead Lords, The City of Doom is vast beyond the scale of the
nibals, mostly escaped slaves from Ur Draxa (and greatest Athasian city-states. Its walls stand over

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Eye on Dark Sun: Ur Draxa

seven hundred feet high, and circling the city on foot as well-known psionicists, defilers, and scholars.
would take a traveler nearly three days. Those who They form a council body and the faculty of a Draxan
lay eyes on Ur Draxa often mistake it for a low moun- university that focuses on preserving historical
Ur Draxa at a Glance tain, so enormous are its proportions. Nine gates ring knowledge. Power-hungry and competitive, many
The massive City of Doom is home to an ancient, the city walls, each carved with runes of dire power viziers go on to become mighty kaisharga in the ser-
isolated culture beholden to undead masters and and grim warning. Each gate leads to a thriving dis- vice of the Dead Lords.
to the Dragon of Athas. trict of the ancient capital of Ebe. Citizens: Most citizens of Ur Draxa can trace
Population: Each sector in Ur Draxa is almost their lineage to the original residents of Ebe before
a city-state unto itself. The City of Doom boasts
over 120,000 inhabitants, including citizens and
Ur Draxa’s Power Structure the rise of the Dragon. Draxan citizens act like the
nobility of other city-states; they consider themselves
slaves. The population is mostly made up of citi- “The people of Ur Draxa are born, live, and die in a social above vulgar, menial tasks, and, thanks to common
zens, who are more like nobility as a result of their system that encourages competition and strife. All their ownership of slaves, can leave such work to their
rigid martial society. lives, the Draxans try to improve their lot at the expense of servants and spend time in pursuit of martial or polit-
Water: Within the walls of Ur Draxa, water is their neighbors. This cultural orientation has been care- ical/social superiority. The citizens are organized into
abundant, largely from wells but also because of fully instilled in each new generation for centuries. Arts, clans, largely grouped by sector, to which they owe
a smattering of natural wellsprings in the wooded sciences, and other forms of enlightenment have suffered as allegiance in much the same way that nobles in other
areas of the city. military prowess has been selected again and again as the cities owe allegiance to their houses.
Supplies: Obtaining materials from outside Ur chief virtue of the Draxan society. It is ironic that the Drax- Army: The City of Doom’s army consists of many
Draxa is almost impossible, but the City of Doom’s ans themselves do not grasp their own condition.” regiments, each sponsored by one of the various
slaves keep most common goods supplied. Food- —Galek Sandstrider clans. Strictly speaking, all Draxan citizens are con-
stuffs and agricultural goods produced inside the sidered to be members of the army, but few sustain
city are plentiful, but such items are available only The people of Ur Draxa live within a rigid martial their participation—the city’s isolation lessens the
to citizens, not to slaves (who must eat less. culture in which most of the population is treated need for a permanent military force. A small number
Defense: Ur Draxa’s primary defenses are its more like landed nobility than like commoners of of self-appointed officers and clan leaders form a
physical surroundings: the Valley of Dust and Fire, other cities. As a result, Ur Draxa has a far greater loose alliance that passes for a military command
the Ring of Fire, and the towering outer walls. For degree of hierarchy differentiation than do most structure, but the possibility of invasion is so remote
internal conflicts, the city’s army and templars other city-states. that Ur Draxa has no need for anything more orga-
mete out justice when someone violates the city’s The Dragon and the Dead Lords: At the top nized. The army focuses mostly on internal dangers
code. of the hierarchy in Ur Draxa sits the Dragon, the and pays little vigilance to the threat of outside attack,
Inns and Taverns: Ur Draxa has few inns that undisputed ruler of the city. Obeying the Dragon and which might give a small band of heroes a chance to
cater to outsiders, since the city’s isolation makes carrying out its wishes are the city’s undead masters, infiltrate without being detected.
foreign visitors exceedingly rare. However, a small the Dead Lords. Slaves: The Dead Lords toil endlessly to advance
number of luxurious boarding houses in each Templars: Although most of the power lies their arcane power, but they require living bodies to
sector allow visitors from other sectors to stay with the Dead Lords, the City of Doom has a large use as sources of energy for their defiling magic and
and do business without having to travel back complement of templars who function as adminis- as subjects for their experiments. Draxan citizens are
and forth each day. As a result, almost all the cli- trators, judges, and bureaucrats. The templars are above such a fate, so the burden falls on the slaves.
ents of these inns are members of the city’s noble schooled in the same doctrine as the citizens and are Many have spent their entire lives in the city (and can
citizenry. tasked with ensuring that the citizenry maintains its trace their lineage back to the slaves of Ebe), and new
martial spirit. slaves are brought in all the time from across the Sea
Viziers: Technically members of the citizenry, of Silt. Some of them have their life energy siphoned
the viziers of Ur Draxa have established themselves

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Eye on Dark Sun: Ur Draxa

away to fuel epic defiling rituals; their limbs ampu-


tated and replaced by grafts from devils, elementals,
Lord Scribe: A lich of lesser power, the Lord
Scribe has abandoned the world of the present in his
Exploring Ur Draxa
Ur Draxa is wildly different from the other city-states
or pure mystical artifice; or their souls twisted into attempts to understand and learn from the history
of the Tyr region. Although it shares some traits (such
unnatural expressions of arcane power to serve the of Athas.
as tyrannical rulers, slavery, and rigid caste systems)
ambitions of the Dead Lords. Other slaves are sac- Lord Warrior: This death knight was once the
with other city-states, its size alone makes it more dif-
rificed in bizarre rituals, their spilled blood used to commander of Ebe’s armies. He resides in the Hall of
ficult to navigate. Its population is more than double
divine the future or empower forgotten spells. And Glory in the Thalak sector, where he leads the army
that of the next largest city-state, and its sectors are
still other slaves—especially the old, the frail, and the of Ur Draxa. Lacking the arcane inclinations of his
far from overcrowded. So expansive is Ur Draxa
sick, whose life force is deemed too weak to be of use fellow Dead Lords, he built an uneasy truce with the
that large swathes of natural terrain—still unspoiled
to the Dead Lords—are butchered to provide food for Lord Templar—she creates powerful soldiers for his
despite the presence of the great defiling Dragon—
the more useful slaves. army, and in return he prevents the Lord Herald from
stand inside the city’s walls.
turning its full attention to conquering her.
Exploring Ur Draxa isn’t like exploring a typical
The Dead Lords Lord Assassin: This grim, mysterious entity of
city-state. To put the scale into perspective, each of
For thousands of years, the Dead Lords have served as shadow and cold came into being when the Dragon
the nine sectors is as large and complex as any indi-
the chief magistrates and ministers of Ur Draxa. They did. It devotes its studies to the mysteries of death
vidual city-state of the Tyr region. As a result, moving
focus on advancing their own power, administering itself, seeking to master the Gray.
between the sectors of the City of Doom is like trav-
to their “people” only as much as necessary to ensure eling overland. It might take days to reach another
an uninterrupted flow of slaves and arcane reagents sector, and hazards and encounters along the way can
for their work. Each of the city’s ancient districts is slow one’s progress or derail a journey entirely.
ruled by a Dead Lord, who tries to keep its rivals’
Draxan Code of Laws Slipping into Ur Draxa unnoticed is extremely
servants out of its domain. Only the envoys of the difficult. Not only are the city’s defenses tighter than
Dragon are given free access to all districts. Among Ur Draxa has little in the way of a legal system.
Most disputes are settled via combat in the arena. those of any other on Athas, but the people have
the numerous kaisharga of the city are the following: become so insular that their language and accent
Lord Vizier: Inhabiting the Zuraag sector, the However, all citizens and slaves of the city are
expected to adhere to a code that sets down the almost can’t be recognized as the Common tongue.
center of the viziers’ power, the Lord Vizier is a Still, the city’s size can benefit adventurers who wish
26th-level lich and a scholar of what remains of the Dragon’s edicts. The code is as follows:
✦✦ Obey the Dragon, the Dead Lords, and the
to sneak inside. Given the large population, Draxans
planes on Athas. The Lord Vizier is closely allied with see many strangers every day and are more inclined
two Dead Lords of somewhat lower status, the Lord leader of the clan.
✦✦ Do not arm a slave, nor allow a slave to believe
to chalk up odd behavior and dress to a new fashion
Defiler and the Lord Mental. from another sector.
Lord Templar: Alone of the Dead Lords, the Lord it is in any way the equal of a Draxan.
Templar does not clothe herself in flesh, preferring ✦✦ Redress wrongs in the arena. Do not feud.
✦✦ Do not betray Ur Draxa to an outsider.
The Walls
to remain an insubstantial ghost. Flesh is an illusion,
✦✦ Do not practice elemental magic. Surrounding the city is a 720-foot-tall circular wall
she believes, as evidenced by her experiments warp-
✦✦ Do not hinder the templars. Violators of the of solid stone that is etched with magic runes to
ing and twisting living beings into monstrosities. She
code must be punished. strengthen it against the ravages of the Valley of Dust
rules over the templars from the Hall of Administra-
✦✦ Never dishonor clan, sector, or city. and Fire. Inside the city, a second wall of similar size
tion in the Chuur sector.
and composition surrounds the Dragon’s Sanctum,
Lord Herald: The Lord Herald is little more than
the fortress-palace at the center of Ur Draxa.
a cruel intellect housed in a desiccated skull, but
The city is subdivided into nine sectors of equal
its mastery of psionics and the magic of the mind is
size, separated by 480-foot-tall stone walls that act
unparalleled.
as partitions. These walls are overgrown with vines

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Eye on Dark Sun: Ur Draxa

and moss, and tall staircases with many switchbacks


climb to their tops. The tops of the walls are rarely
patrolled, but few inhabitants have any reason to
climb to such heights.
Outer Gates: Each of the nine sectors has an
outer gate that leads into Ur Draxa from the sur-
rounding terrain. Various clan-sponsored military
troops alternate performing guard duties at the outer
gates of their sectors. At any given time, a garrison of
fifty soldiers guards each gate.
Most of the time, each gate is sealed by a great
Thalak Sector black stone. At the psionic command of one of the
Dead Lords (or one of their designated servants), a
Zuraag Sector
stone can phase into nothingness, granting entrance
Numel Sector to (or exit from) the city.
It’s also possible that a psionic attack of sufficient
power can force a gate to open. As a standard action,
a character can spend 1 power point to make an
Morzket Sector
attack against a gate that is within 20 squares of him
or her. The character must use a psionic attack power
that targets Will, and if the attack hits the gate’s Will
Ulth Sector The Dragon’s (35), the gate opens for 1 minute; all other effects of
Sanctum
the attack are ignored. Opening a gate in this manner
instantaneously sends a telepathic warning to the
Dead Lord responsible for that gate’s security.
Raxes Sector Boulevard Gates: In the lower walls that parti-
tion the city are the boulevard gates—smaller versions
Xairas Sector of the outer gates that restrict passage between sec-
tors. Most of the time, the boulevard gates are left
open for travelers. If a gate is closed (which typically
Chuur Sector happens only when there is a dangerous situation in
Gulidnay Sector an adjoining sector), a character can try to open it
psionically, using the same method for opening the
outer gates.

The Nine Sectors


Each of the nine sectors of the city, known as the kar-
dans to the inhabitants, has its own unique culture,
leader, and environment. The sectors have small
towns, urban environments, roads, and lush natural

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Eye on Dark Sun: Ur Draxa

terrain not seen elsewhere on Athas. Even though Ur given citizen’s lifetime. The residents of Ulth look from different corners of the sector. The lake is
Draxa is filled with defilers (including the Dragon, upon the statues with pride, and many citizens of Ur probably the largest body of fresh water remaining
the greatest defiler of all), those individuals’ behavior Draxa aspire to have their visage added to the line of on Athas.
is limited by the city’s need for natural land to pro- revered sculptures. Nethelred: A slave village in the Morzket sector,
duce food and other agricultural products and the Jezelred: The slave village of Jezelred, found in Nethelred is still recovering from the harsh reprisals
citizens’ desire for luxury. the Xairas sector, typifies life for most slaves in the of a slave uprising that occurred three years ago. The
Arena: Each sector has its own gladiatorial arenas. City of Doom. The village is small, with a population population of the village is a mere 250, down from
Within these arenas, duels take place to settle dis- of only 300, many of whom leave their homes each 1,000 before the uprising, and those who remain
putes and matters of honor. The arenas vary in form day to attend the needs of their masters. Although the simmer at the devastation brought upon them and
based on the culture of the sector in which they village is sponsored and supported by Clan Xairas, fear further reprisals from the templars and Dead
appear, but they all abide by similar rules. its residents live only to serve the will of the citizens Lords. The seeds of another rebellion might be buried
At any time, for any reason, any Draxan can of Ur Draxa. Some of the slaves remain in Jezelred deep, but if there is a place where sedition can grow
demand the right (known as the kaidar) to face during the day to produce crafted handiwork, but once again, it is Nethelred.
another in the arena. The challenged party has the many are snatched away by Draxan citizens in need Hall of Learning: A sprawling city-within-a-city
right to state the conditions and the weapons—for of day labor. Slaves cannot refuse such tasks. in the Zuraag sector, the Hall of Learning is the cen-
example, to the death with maces, or to a surrender Forest of Gulidnay: Most of the Gulidnay tral storehouse of all the knowledge collected over the
with psionics. The challenger can propose an alterna- sector is taken up by a forest that has been deliber- years by the viziers. Much like a university, the hall is
tive weapon, and if the challenged party refuses that ately allowed to grow wild without any tending or a place where viziers and other citizens can learn the
counteroffer, the fight takes place barehanded. oversight. As a result, much of the sector resembles history of Ur Draxa and what is known about Athas
The duel is fought in a ring that measures twelve a game preserve, where wild and dangerous ani- in general. Unlike many other city-states, the rulers
paces across. After the duel has begun, leaving the mals (such as those found in the Forest Ridge) of Ur Draxa have not outlawed reading and writing.
ring prematurely means death—the spectators ensure run free. Venturing into the forest of Gulidnay is Indeed, they allow the viziers to accumulate great
that the duel is resolved before either party leaves. like entering the most dangerous wild parts of the knowledge that would be destroyed or confiscated by
During the kaidar, almost anything goes—psionic Ringing Mountains. templars elsewhere in the world.
or magical attacks, throwing sand in the face of your Hall of Administration: The Hall of Administra- Hall of Glory: Located in the Thalak sector, the
opponent, feigning death to lure your foe in for an tion in the Chuur sector is a fortress of interconnected Hall of Glory is a fortress that serves as the head-
easy strike, and more. The only rule forbids the con- buildings that houses the hierarchy of the templars quarters for the army of Ur Draxa. The loose alliance
cealment of secret weapons, such as a dagger in the in Ur Draxa. In many ways, the compound mirrors of self-appointed officers meets here to agree upon
boot, because the weapons of the match are agreed the palaces of the sorcerer-kings elsewhere on Athas, any actions that need to be taken, and the grounds
upon before the duel. providing housing and resources for the Draxan tem- hold many areas for the training and education of
Other than preventing the duelists from leav- plars. Although templars live in all sectors of the city, slave warriors and citizen officers. Additionally, clan
ing the arena early or using concealed weapons, no the Hall of Administration is the central hub where members responsible for overseeing the sponsored
one outside the ring can interfere with a duel for they convene to discuss matters of importance. garrisons of their sectors convene in the Hall of Glory
any reason. Lake Blackwater: A foreboding body of water to exchange information and earn new allies.
Boulevard of Heroes: Located in the Ulth sector, in the middle of the Raxes sector, Lake Blackwater Ruins of Numel: The Numel sector is a shadow
the Boulevard of Heroes is a grand thoroughfare is still and shadowy. The water is clean and safe to of its former self. The sector is almost completely
lined with the statues of the greatest Draxan war- drink, but it looks dark and cloudy; perhaps some abandoned, a result of the largest slave uprising in
riors. Almost 1,300 sculptures line the road leading vestige of the city’s tyranny keeps the lake from stir- the history of the City of Doom and the subsequent
from the outer gate to the center of the city, and ring and appearing fresh. Several bridges cross Lake reprisals. Citizen homes, noble palaces, and slave vil-
only a small number of statues are added in any Blackwater, connecting various boulevards coming lages are nearly empty and being reclaimed by the

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Eye on Dark Sun: Ur Draxa

overgrowth that has spread throughout the sector. About the Authors
Numel is one part reminder of the price of rebellion, Travis Stout is a freelance game designer who also worked
on Fallout: New Vegas as a writer, developer, and area designer
one part verdant jungle, and one part abandoned
for Obsidian Entertainment.
city. Inside, the riches of its former residents await
discovery. Rodney Thompson, originally from Chattanooga,
Tennessee, is the tabletop games manager at Wizards of the
The Dragon’s Sanctum Coast. His credits for the Dungeons & Dragons® game
At the heart of the city is the Dragon’s lair, warded include the Dark Sun Campaign Setting and the Dark Sun
Creature Catalog, Heroes of the Fallen Lands™, Heroes of the
with deadly magic that only the Dragon or a Dead
Forgotten Kingdoms™, Monster Vault™, and Player’s Option:
Lord can bypass. Once known as the Royal Palace of Heroes of the Feywild™.
Ebe, the citadel has been almost entirely demolished.
The Dragon gutted entire wings to create laboratories, Editor
ritual rooms, libraries, and living areas suitable for Ray Vallese
its immense bulk. Deadly arcane and psionic traps
Managing Editor
fill the palace, and the Dragon’s personal servants
Kim Mohan
(kaisharga, bound elementals, and a small, fanatically
loyal corps of templars) patrol for intruders. These Producers
servants are vigilant and alert, for they know that as Greg Bilsland, Christopher Perkins, Stan!
much as the Dead Lords fear the Dragon, each lord is
Art Directors
desperate for the arcane knowledge contained within Kate Irwin, Jon Schindehette
the citadel.
In the center of the sanctum, in what was once Illustrator
the throne room of Borys—in fact, precisely upon the Noah Bradley
spot where the King of Ebe became the Dragon—an Cartographer
immense, featureless sphere of pure blackness hangs Adam Danger Cook
in the air. The sphere reflects no light and seems to
be utterly devoid of imperfection or flaw. Although Graphic Production
this mysterious orb acts as a sphere of annihilation, Erin Dorries, Angie Lokotz
it is much more. Bound within this prison of noth-
ingness is the War-Bringer, Rajaat, who was trapped
inside by his own generals at the end of the Cleans-
ing War. Does the Dragon keep the sphere here to
guard it, to seek a way to destroy it, or to open it? Only
that ancient beast’s alien and terrible mind knows
the truth.

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Eye on Eberron
The Trust
By Keith Baker
Illustration by Chad King

Tragedy struck at the Korranberg Grand Opera tonight as includes many stories like the one above. Crime is
beloved tenor Ilan d’Thuranni fell prey to a sudden stroke. largely unknown in Zilargo because criminals have an
This news is only the beginning of what promises to be a unnerving tendency to die before they put their plans
fascinating story; evidence suggests that Lord Ilan had into action. Guarding the Zil people is the role of the
been leading a double life as a highly paid assassin. If there Trust, an invisible fraternity that watches from the
is any truth to these rumors, we can count ourselves lucky shadows. Ask any Zil gnome, and she will tell you that
that Ilan succumbed to this malady before his private per- the Trust is always watching, that no whisper escapes
formance for the Korranberg Nine! Reached for comment its ears and no malefactor escapes justice at its hands.
in Regalport, Baron Elar d’Thuranni expressed shock and What is the truth behind the Trust? How far does its
sorrow that his cousin could be involved in any sort of crim- reach extend, and what role can it play in a campaign?
inal undertaking. Let us mourn with the House of Shadows
and trust that this incident will be the end of their recent
string of misfortunes.
T he Honor Guard
—From the Korranberg Chronicle, 14 Barrakas 988 YK The gnomes of Zilargo trace their roots to the trick-
sters of Thelanis, and the power of illusion lingers in
The homeland of the gnomes is a joyful place. The their blood. Deception is second nature to gnomes,
streets are decked with flowers, and the air is filled and the history of their city-states is rife with
with laughter and song. Ghost weavers craft entranc- intrigue and vendettas. Zilargo was formed to unite
ing patterns of light and shadow, and bards compete in the gnomes in the face of the growing influence of
duels of wit and words. It’s rare to see gnomes carrying the Dragonmarked Houses and the rising threat of
weapons, even among the wardens who are supposed Galifar. But how could the great city-states trust one
to uphold the law but primarily serve as mediators another? Given their history, what assurances could
in domestic disputes and tour guides for foreigners. Trolanport offer to suspicious Zolanberg?
To the casual thief, a Zil city seems like a ripe fruit The Trust was the brainchild of an old gnome
waiting to be plucked. Yet the Korranberg Chronicle whose name has been stolen from history; today she

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Eye on Eberron

is known only as the Proctor. The Library of Kor-


ranberg had long served as a home to gnomes from
seceding from the Zil union. Most likely, the Proc-
tor waited to make the announcement until she was
Tools of the T rust
all cities and families, and they had already faced sure that she had a sufficient number of agents in the The Trust’s power comes from numerous sources.
the problem of establishing trust among city-states. major families—people who would steer public opin- One is the sheer number of informants at the orga-
The Proctor countered the threat with a secret corps ion in the proper direction. nization’s disposal. The King’s Citadel of Breland
pledged to enforce the honor code of the library and Regardless of any doubts that might have existed estimates that as many as one in three Zil gnomes
keep personal feuds from spilling over into the public when the organization was founded, modern gnomes serve as ears of the Trust. Although most of them
realm. She proposed to use this corps as the foun- wholeheartedly embrace the Trust. Most Brelish are are simple observers, a significant number of
dation of a wider organization that would span the shocked by the group’s ruthless summary justice, sleeper agents can be called into active service as
newborn nation. questioning how anyone could accept a system that required. Some spies are recruited at the university,
At least a dozen accounts describe the meeting at is willing to kill a person before he or she commits whereas others are born into the work. The infor-
which she made her fateful announcement. In some a crime. The typical Zil responds that such doubts mants know little about the overall structure of
the Proctor discusses the methods she used to recruit are understandable in a system where the forces of the organization, and one agent might unwittingly
her corps—how she found those who could see the law and order are corrupt and inefficient. Agents of report on the suspicious activities of another. It’s
library as a family greater than their own flesh and the Trust care only for the good of the nation, and a up to the provosts and the current Proctor to sift
blood. In other accounts, the Proctor blackmails the corrupt hand would be eliminated by the fraternity through all the data to create a clear picture. If a
Triumvirs and forces them to give her the resources itself. The people of the Five Nations simply can’t criminal identifies and eliminates an agent of the
that she needs. Whatever the truth of the matter, understand how much information the Trust has in Trust, another agent or team in the same area might
two years after Zilargo was founded, a pamphlet dis- its hands. The group doesn’t make mistakes. And if be called into play.
tributed across the nation announced the existence somehow it did—or for that matter, if an innocent had The weapons in the Trust’s arsenal speak to the
of the Trust and the role it would play in the days to to die for the good of the multitude—that is a price gnomish roots of the organization. The Zil are known
come. This tract lauded the shared virtues of the Zil: the Zil are willing to pay. The gnomes firmly believe for their love of language and their gifts for illusion,
ingenuity, curiosity, love of family, and the ability to that those who do nothing wrong have nothing to alchemy, and elemental binding. Over the centuries,
overcome adversity through wit and wisdom. The fear from the Trust. Most foreigners envision Zilargo the Trust has developed four unique languages, along
pamphlet acknowledged that friendly competition as a place where people live in fear, but the opposite with innumerable codes, ciphers, and other ways to
between neighbors is the whetstone that keeps wits is true. The Zil know exactly how much they can deliver secret messages. A typical observer knows
sharp. Competition would be accepted, but crime get away with, what intrigues are allowed, and what only one of these secret languages, which he uses
would not. However, the precise definition of crime behavior crosses the line. At the end of the day, most when dealing with his handler; a provost might know
was vague. The tract ended with these words: Zil truly have faith in the Trust. all four. Agents use arcane marks to pass information
“To those who follow the proper path, we shall be as The other side of the coin that the Brelish can’t see or provide intelligence about the local area. Illusion
invisible as any ghost. Trust that we have your best interests is the degree to which the Zil love intrigue. For the is used in many ways, including invisibility, conceal-
at heart. Trust that we will act only when we must. Trust people of the Five Nations, the thought that anyone ment, disguise, and distraction. Observers hone their
that we will always look after the needs of our great family, around you—even your friend or lover—could be an innate talent for ghost sound, which can be used to
and that we need your aid as much as you need ours.” assassin is a quick path to paranoia and madness. For deliver messages to a contact, coordinate an assassi-
Records of the period that followed are murky. the gnomes, it’s a glorious game. Trying to identify nation, or deliver a warning to a criminal who might
Most gnomes would have you believe that the Zil Trust agents and coming up with schemes that can be dissuaded by a good scare.
embraced the Trust with open arms, but a sage who slip by the group’s omniscient eyes are favorite pas- The most remarkable tool employed by the Trust
delves deeply will find a remarkable number of times of Zil children. The gnomes take pride in their is the whisper bond. This technique binds a minor
curious deaths in the following decade. No records peaceful society, but they also love to dream of ways air elemental, known as a whisp, to the agent. A
exist of any family openly challenging the Trust or to outwit their guardians. gnome who masters the bond can extend his senses

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Eye on Eberron

into his spiritual partner. Whisps serve as spies and


swift flying couriers, and they can deliver messages
A dventure Hooks Shadows Versus Whispers: Over the ages,
House Phiarlan and House Thuranni have lost
across long distances; one can also capture sound and The Trust is strongest in its home base of Zilargo, some of their finest agents at the hands of the Trust.
reproduce it for its master. Whisps are weak spirits but its agents—gnomes, elementals, and others—have Now one of the Shadow Houses is out for revenge.
and easily dispersed if exposed, but they are small, spread across Khorvaire. They monitor possible Assassins face off on the streets of the Five Nations’
stealthy and invisible—little more than a faint gust of threats to Zilargo that grow beyond the nation’s bor- greatest cities. Which side will the adventurers take?
wind—and eventually re-form if destroyed. ders. However, just as agents won’t kill a potential If they refuse to become involved, how far will the
Poison is the Trust’s favorite weapon, and the criminal if they can scare him or her away, they conf lict escalate?
group has a dedicated corps of alchemists that rarely interfere in the affairs of the wider world. A
has spent centuries devising new toxins. Contact, secret becomes less valuable as more people know it, About the Author
ingested, and inhaled poisons are common, along and the Trust values secrecy above gold. Keith Baker is the creator of the Eberron ® campaign
with more complex toxins—venoms that take effect If adventurers are determined to do something for- setting and designer of the card game Gloom. He was last
seen at a lecture at the Library of Korranberg entitled “The
only when two components are mixed or when an bidden in the Land of the Wise, they must find a way
Trust: Threat or Menace?” Anyone with knowledge of his
otherwise harmless substance serves as a catalyst. to outwit the Trust. Here are a few ideas to consider. whereabouts should contact Larrian ir’Morgrave at Lareth
The poisons employed by the assassin class are good Stalking Horses: Although the characters don’t Hall in Sharn.
models for the tools of the Trust, but other toxins can know it, the Proctor is using them to expose and
be employed as necessary. Although the Zil abhor eliminate a branch of the Trust that has been com- Editor
physical violence, the Trust has a force of silent kill- promised by the Aurum. The adventurers’ apparent Ray Vallese
ers trained to slay with darts and daggers. A rumor victory over the Trust is a test that draws them deeper
Managing Editor
claims that the Trust maintains ghost agents in all into the web. A gnome character might be recruited Kim Mohan
the major cities of Khorvaire. These assassins live directly into the organization; other adventurers are
shrouded in invisibility and communicate solely kept at arm’s length. Producers
through whisps and sending, waiting for orders to Masters of Whispers: House Sivis has supported Greg Bilsland, Christopher Perkins, Stan!
strike. the Trust since the organization was created, and Art Directors
Despite these impressive forces, the Trust’s most a number of foundlings with the Mark of Scribing Kate Irwin, Jon Schindehette
formidable weapon might be its reputation. The myth belong to the group. The adventurers discover evi-
of the fraternity’s omnipotence is greater than the dence that the current Proctor is a Sivis lord and that Illustrator
reality, but few people take the chance. Imagine a House Sivis has secretly controlled the Trust for cen- Chad King
group of adventurers plotting a theft when they hear turies. What does the house want? Is it just looking Graphic Production
a ghostly warning: “Abandon this course of action out for the Zil people, or is it using the power of the Erin Dorries, Angie Lokotz
before it is too late.” It could be a spectral assassin Trust to pursue its own mercantile agenda? Can the
waiting to strike; the innkeeper, ready to poison their adventurers break the Trust away from Sivis without
next round of drinks; or simply an observer, stirring shattering this pillar of Zilargo?
up doubts and fears. Who’s willing to take the risk? The Hoard of Secrets: The Trust has been
Contrary to popular belief, the Trust isn’t obsessed gathering information from across Khorvaire for
with killing all wrongdoers. If a crime can be averted hundreds of years. The adventurers need a piece of
by frightening away the would-be culprits, so much information known only to the Proctor. But how do
the better. they find the most secretive member of this hidden
empire, and what must they offer in exchange for the
priceless knowledge they seek?

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C o n f e s s i o n s o f a F u l l -t i m e w i z a r d

Not Fair Assault,


Part 2
By Shelly Mazzanoble
Illustration by William O’Connor

The air was stale. The tension palpable. A tumble- “Maybe Dramamine and arm floaties aren’t such a
weed blew across the conference room table. Is that bad idea after all,” I said, looking at the vast amounts
a harmonica I hear? No. Just a squeaky filing cabinet. of blue on the map.
I could feel the dust rising and churning around me “I think you might be metagaming,” said Chris
as I stared into the eyes of Dungeon Master, Chris Lindsay, remembering the story I told him about the
Tulach, my most dreaded enemy. two hour “Barf Boat” I endured traveling between
“I have a stomachache,” I said. Santorini and Crete. Yeah, you want to talk about
“No wonder,” Bart said, nodding to the pile of ancient volcanic calderas? You ain’t seen nothing
red and gold candy wrappers in front of my charac- until you’re forced to witness 135 Grecian senior citi-
ter sheet. “You just ate your weight in chocolate and zens whip out their plastic grocery sacks and let loose
peanut butter.” with a cacophony of stomach eruptions. But that is a
“Whoa,” Chris Lindsay waved his hands in front story for another time.
of him. “Didn’t anyone ever tell you not to comment a Marc casually swept the candy bowl out of my
lady’s eating habits?” reach while making like he was reaching for Josh’s
I pounded my fist on the table. “I’m no lady! I’m collection of minis. I pretended I didn’t notice.
Chris Tulach’s Mom.” Secretly I wanted to punch his eyes out.
The guys leaned away from the table. This was not So back to this ship we were on.
their battle to fight after all. “Lord Neverember has learned of this ancient arti-
“Well, Mom,” Tulach said, arranging minis on the fact, the Talon of Umberlee, and believes it can protect
playmat. “I hope you brought your Dramamine and his city,” Tulach explained. “A not so merry band of
arm floaties, because things are about to get rough.” adventurers set out before you on this very same mis-
Our characters were about to embark on an open sion and failed miserably.”
seas journey at the bequest of Soman Galt, the mayor “Always a good omen,” Josh noted.
of Neverwinter. “Oh!” I squealed. “I love Lord Neverember!”
Again, blank stares all around.
“What? Chris Tulach’s Mom thinks he’s hot.”

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“Oh, lord,” Tulach moaned. “I suppose there’s wrapper along with the bar. The guys did a fine job as any a place to start looking for an ancient artifact.
worse people she could be hot for.” pretending they didn’t notice. Josh looked to Bart, whose character was the only
I was about to dive into a paternity cover-up Tulach divulged another piece of intel that Lord other person in the room and therefore—according
scheme but (thankfully) got interrupted by Tulach as Neverember gained from a captive pirate. to Tulach’s strict no table talk goes unpunished rules—
Mayor Galt. “It’s very common for the ship captains to carry was the only one who could truly advise him on
“It won’t be easy,” he promised. “Tidescourge horns while on Murdershoal. If they sense any trou- what to do. Unfortunately for those who appreciate
pirates are merciless, and they’ll be expecting you.” ble, they sound the alarm and reinforcements come their slumber, Garrett has never met a locked chest
With that he laughed like the true Dungeon Maniac on the run.” he didn’t want to bash open in the most grandiose
I’ve come to discover he is. “A horn?” I asked. “Like we’re supposed to be of ways. Garret and Sarthian took turns smashing
“We are at your service,” Chris Tulach’s Mom said. afraid of a horn?” it with their swords. Perhaps the sounds of metal
“Please give Lord Neverember my number. And this Tulach smiled. “When the horn sounds you’ll have splintering wood and the clanging of two thousand
picture of me.” exactly five rounds to find the Talon of Umberlee, flee gold pieces crashing to the floor might not wake up
“Yes,” Tulach nodded. “Mom always was Murdershoal, and row back to safety.” someone like me (I’ve slept through two earthquakes,
photogenic.” “Or?” Chris Lindsay asked. a massive windstorm, and the winter of 2009, when
We didn’t know much about the adventure “Or you’re shark bait,” he shrugged. “Good luck, my next-door neighbors discovered Left for Dead 2),
(which says a lot, considering that each of us has had Mom.” but I was pretty sure this would arouse the two sleep-
a copy of it for at least a month), but we did know We set off just before dawn, which boded well as ing bandits.
water was involved and there would be no short or far as we’re concerned. Even the cast of the Jersey Guess what?
extended rests. Rituals were permitted at the begin- Shore was sure to be passed out by dawn. We made It did.
ning of the adventure so Chris Lindsay cast a Water our way to Murdershoal easily. So easily it made me “Avast! Intruder!” Tulach yelled in a precise pirate
Walk on the party. Nice gesture, but Chris Tulach’s nervous. imitation.
Mom could pretty much water walk in her sleep. She “Can we hear anything?” I asked Tulach. “Let’s row!” I yelled, accidentally smooshing the
was packing an elixir of levitation (as a backup) and, “Give me a Stealth check,” he said. Take 5 I didn’t realize was in my fist.
thanks to her genasi roots, she could also breathe Deep breath. The first die roll is always the indica- “No,” Chris Lindsay said, glaring at me, as if to
underwater (as a backup for the backup.) This crack tor for the rest of adventure. say, I giveth you that character. Don’t you dare taketh her
team was set on accomplishing what so few in this “18,” I said. “Oh wait, that’s not an 8. That’s a away.
building ever had—getting out of this conference smudge of chocolate. 13.” Of course. What was I thinking? These two rum-
room alive. The rest of the group fared well enough, meaning swilling peg-legs had nothing on a sweet mother of
“Lord Neverember has discovered that the culprits we were able to climb aboard without waking any three from the Midwest. Let’s get this party started.
who killed the last band of adventurers are holed up of the knaves. Garrett (played by Bart) and Sarthian “Your move, Mom,” Tulach said. “What’s it gonna
in the pirate haven of Murdershoal.” (played by Josh) went in first. be?”
“Oooh, Murdershoal,” Marc cooed in an affected “What do you see?” Chris Lindsay’s Danylyn “Chris Tulach’s Mom will climb up the ladder and
accent. “I always summer in Murdershoal.” whispered. blast the closest pirate with a magic missile.” Why, yes,
I made like I was reaching for Chris Lindsay’s “Treasure . . .” Josh answered back. “And two sleep- I did have lots of fancy powers, but I liked to warm
eraser and casually scooted the candy bowl back ing pirates.” up with an old standby. It turned the old bootlegger
into my range. I grabbed some and shoved it into my Hoping to avoid having to explore the sheets to dust.
face so quickly that I may have ingested part of the these dirty knaves were sweating out last night’s “Argh,” the fallen pirate’s bunkmate yelled to me.
debauchery on, they decided the chest was as good “Your mother had congress with an aboleth!”

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“Wait,” I asked. “Whose mother? My mother? As “You take twenty-nine points of damage,” said damaged got dealt and taken. Garrett remained
in your grandmother? Or my mom as in Judy?” I was Tulach. pinned, Theren demolished another treasure chest,
so confused. Gasp! Sarthain finally stabbed someone in the face, and
“You lice-infested sea urchin!” Tulach shouted “Are you kidding?” Danlyn cast crown of madness on Bloodbath, causing
back. “Ye’ll meet the end of a plank for that!” “You did not just say twenty-nine!” her to attack one of her allies. This all went down
Well, clearly someone had done his research. “For just him? That’s crazy!” shouted Chris in about seventeen seconds. I was neck deep in a
The room we entered overlooked the bowels of Lindsay. rapid-fire, tactical battle of wit and wile, and there
the ship where we saw a few stragglers bound and “You can take some, too, if you want,” Tulach said. were still hours to go. Would I be able to keep up?
determined to lick the bottom of the rum barrel. “They shoot a bolt at Danlyn. Does twenty-three hit What if my dice failed? Would anyone notice if I had
Thankfully they hadn’t spotted us yet. Sarthian your armor class?” another Take 5 bar?
took out pirate number two with his long sword and Chris shook his head, having quite literally dodged Things inadvertently slowed down on my turn.
blocked the door in case the rest of the crew heard a bullet. I had an eight-page character sheet that suddenly
the commotion. Garret had another rock star idea This was nuts. The first enemy attack and already seemed to be written in hieroglyphics. Just as I was
and shouted at the pirates down below. someone had lost more hit points than I did in the about to delay my action indefinitely, Chris Lindsay,
“What are you doing?” I asked him. entire last season of D&D Encounters. my wizard’s wizard, got all Obi-Wan on me.
“Distracting them,” he said all matter-of-fact. Yes, “Oh yes,” Tulach said. “This is not your mama’s “Use the fury,” he whispered
ladies and gentlemen, these were the same pirates D&D.” I nodded. The fury! Of course. How could I forget
who hadn’t even spotted us yet. “No,” I said. “But it’s yours.” that!
“Arrrrrrrrr!” “Right,” he smiled. “Speaking of which, it’s your “I’d like to cast wizard’s fury,” I said. I was so
Just as Sarthain was about to tell him to cool it, he turn, Mom.” excited about this ability that allowed Chris Tulach’s
got tossed aside by Captain Bloodbath herself. All right, I thought. I could get out through the Mom to drop a magic missile once per turn as a minor
“Ye old bugbears!” she shouted. (Not an insult as I window and water walk to where Theren was. Pre- action until the end of the encounter. Not a bad
happen to love bugbears.) “Ye freebooters won’t never sumably these seahags can’t. No doubt there was lots bonus, right? “Then I’ll use lightening bolt on Blood-
get our treasure!” more where they came from. (Is it meta-gaming if the bath and the two guys closest to her.”
At that, we were reminded of the treasure and giant Tupperware container of minis your DM has Zig!
began rifling through the chest’s contents in search packed is in your direct line of sight?) Soon this room Zig!
of the Talon while Garret and Sarthian prepared to would be teeming with twenty-nine-damage bolts, Zig!
handle Ms. Bloodbath. Nothing. Theren (played by but only if the pirates could get in here. Christine hit them all and even bloodied the
Marc) poked his head in just long enough to deter- Of course! They couldn’t get in if I cast grasp of the captain. I could tell Tulach felt torn, watching his
mine his services were better suited to finding the grave right over the threshold. Even if I missed (which, monsters get their asses kicked and witnessing his
next treasure chest. Garret climbed up into the as it turns out, I didn’t) the spell would do fifteen mother’s awesome pirate booty-beating prowess.
rafters. points of damage to all enemies in the burst. This wasn’t going the way he had hoped. “Some-
Of course, Bloodbath didn’t travel alone. A gaggle “All done, Mom?” Tulach asked. one is dying today,” I heard him say.
of henchmen arrived in the doorway. “Yes, sweetheart, that ought to do it.” As the encounter progressed I noticed an odd
“Dead men tell no tales, ye scrappy swine!” she Sarthian attempted to stab Captain Bloodbath trend. When I got hit, I remembered to use my shield.
bellowed. “Get them!” in the face but missed. Apparently, she didn’t like When I cast a burst, I made sure none of my allies
They obeyed, shooting a bolt through Garret’s arm, people waving sharp objects in her mug. More were in it. And when a pirate gasped his last breath
pinning him to a beam. insults and bolts got fired. More unusually high at my feet, I used lifetaker and gave the temporary hit

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points to Garret, who was still pinned and dying in So weird, I thought. This is not the banana bread Finish? I thought. Finish cleaning up our dice? Finish
the rafters above. Who was this girl holding her own baking, Christmas card giving guy I raised. Chris wiping that smug grin of Tulach’s face? Finish these Take 5
and having a good time doing it? This was so not me. Tulach’s Mom was so disappointed. candy bars?
Well, almost. On my turn, I climbed into the rafters with Garret “There’s no time,” Tulach said which I assumed
“How many turns have you had since you cast wiz- and freed him from his perch. “You owe me.” meant he only booked the room for two hours. “Sud-
ard’s fury?” Chris Lindsay asked me. “I’ll buy you dinner,” he said. denly the ship rocks and creaks as though in pain!
“I don’t know. Three? Four?” “I’d rather have the Talon of Umberlee. Let’s go!” Four massive tentacles explode out of the water,
“And how many free magic missiles have you cast?” We skittered along the rafters until we were depositing scaly green humanoids on the deck.”
“Umm . . . none?” over the room with the only chest that hadn’t been Tulach pranced behind his DM screen like he
He palmed his forehead. He’s my usual DM, so searched and destroyed. had flaming pebbles in his sneakers. “Oh yes. I am
he’s used to this sort of thing. “I’ll defer to you on the best way to open that, going to kill someone by the end of this game,” he
Ah yes, that was me. Oddly, it made me feel better. Garret.” mumbled.
Then the horn sounded—now we weren’t just up On his turn he jumped from the rafter, landed “Wait,” I asked hesitantly, “There’s more?”
against Bloodbath and her crew, but time as well. square on the chest, and shattered it. All eyes turned to me.
“How about, for every magic missile you cast, you Tulach did some dice rolling behind the screen. “You thought that was it?” Marc asked.
get a Take 5?” Marc suggested. “How about twelve damage for that move?” he asked. “There’s at least two more hours!” Tulach said. “If
There were only two chests left to search and, “Should have been more but I gave you points for you make it that far.”
thanks to our level, we still had most of our encoun- creativity.” Next thing I knew the green humanoids were
ters powers. We could levitate and walk on water. And what to our wondering eyes should appear? attacking and someone had definitely released the
If we needed to, we could ditch the stupid talon, Yes, the Talon of Umberlee. While Garret nursed his kraken. We were embroiled in another epic battle—
willingly walk the plank, and hightail it out of there splinters, Chris Tulach’s Mom retrieved the coveted one where I didn’t have the liberty of forgetting to use
with a few extra gold pieces and some good stories. artifact and hid it under her robes. a freebie magic missile every round.
I mean really, this wasn’t that hard. (Obviously none Figures. The only time I remembered to cast magic “The kraken goes freakin’ nutballs on you, Mom.”
of those people who thought this adventure was so missile there was no one to fire it at. Using my action Someone like Tulach has probably waited his whole
hard had Chris Lindsay create their characters for point, I left Garret with a potion of levitation and scur- life to say that.
them.) But then there was the matter of Garret in ried off the ship with the artifact so important that I’m not going to give you the play-by-play of this
the rafters. they named a whole adventure after it. half of the challenge. (You’re welcome.) I suspect
“Secure the chests,” the first mate shouted, caus- Between a combination of fey-stepping, levitat- some of you are experiencing it first hand for your-
ing what seemed like hundreds of henchmen to ing, and water walking, everyone made their way selves. What I will say is that even with our crazy
run in various directions. There was barely enough back to the rowboat and we wasted no time hitch- high damage rolls—twenty-nine here, thirty-five
room on the map for all the minis Tulach was ing away from Murdershoal and back to our ship, there—we weren’t even close to bloodying the sea
unloading. the Neverwinter’s Pride. Success! And with one round beasts. We took incredible amounts of damage, too,
“Looks like someone opened a ‘flask of never-end- to go before we were all considered shark bait. We and somehow our cleric, Danlyn, kept healing us.
ing pirate’ in here,” Josh said, having Sarthian teleport beat this thing down, and in less than two hours. I kept watching Chris Lindsay, my touchstone, the
three squares—through a wall. That had to be a record. I suggested we all go out for same way I seek out the flight attendants on a bumpy
Tulach was not as amused. “I will kill some people beers to celebrate. flight. I won’t panic until they do. Chris Lindsay was
by the end of this turn.” “Even you,” I smiled at Tulach. relishing every minute.
“Yeah,” Josh said. “Maybe when we finish.”

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Tulach didn’t get his TPK. He didn’t kill anyone,


much to his dismay. But he did manage to release
something even more ancient and powerful than the
Talon of Umberlee. In the face of such an antagonizing,
trash-talking, mother-threatening, empty-promising
Dungeon Mastery, I became a strategic, alert, tactical
powerhouse. Who knew?
“Impressive game, Mom,” Tulach said as I emp-
tied a foot-high pile of candy wrappers in the trash. “I
thought for sure you’d be a goner.”
“Never underestimate mother’s instinct,” I said.
“You weren’t too bad yourself. I’m oddly proud of
you.” Maybe I was a little too much in character.
Truthfully I didn’t know I had it in me, and I may
have my Dungeon Master to thank for unleashing it.
Then again, it may have just been the candy.

About the Author


Shelly Mazzanoble is happy to report that though Chris
Tulach’s Mom took quite a beating, she is convalescing safe
and sound at an undisclosed Mount Hotenow spa.

Editors
Nina Hess, Stan!

Managing Editor
Christopher Perkins

Producers
Greg Bilsland, Christopher Perkins, Stan!

Art Directors
Kate Irwin, Jon Schindehette

Illustrator
William O’Connor

Graphic Production
Erin Dorries

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Nerathi Legends:
Rangers
of Cernall
By Richard Baker
Illustration by Patrick McEvoy
Cartography by Adam Danger Cook

“Some say there is no valor in the bow, the


ambush, the escape into forest’s gloom. I
say there is no valor in sending a hundred
warriors to pillage a homestead. When
my enemies fight with valor, so will I.”

A land torn by war, the March of Cernall lies on


the front line of the Vailin Alliance. Soldiers of the
Empire of Karkoth occupy nearly half of Cernall’s
territory, and Karkothi marauders routinely ravage
the area. In spite of these grievous reverses in the war
against the dark empire, Cernall is not yet defeated.
South of the River Wildbyrne, most of Cernall’s
people remain free and unconquered, sheltered by
the rugged terrain of the Gianthelm Mountains. On
the north side of the river, some of Cernall’s bravest
heroes resist the wicked invaders. These legendary
Rangers of the Silver Hart are perhaps the finest
hunters of beasts, monsters, and foes in the world.
Cernall’s story began several centuries ago, when
settlers from the human realm of Brandil pushed
northward into a promising frontier of deep forests

TM & © 2011 Wizards of the Coast LLC. All rights reserved.

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Nerathi Legends: Rangers of Cernall

and rich coasts. Prosperous towns grew up along its Cernall prospered and grew for many years, but of the Rangers of Cernall, they are speaking of the
coasts to trade in the timber, furs, amber, and pre- in the last decade or so, hard times came upon the Brotherhood of the Silver Hart. This martial society
cious metals harvested from the interior. The Forest land. Karkoth returned to its old strength, and its consists of hundreds of scouts, snipers, trackers, and
March, as it was called, offered great opportunity avaricious lords (urged on by the powerful cult of the wilderness warriors in royal service. Most are native
and freedom for anyone willing to dare its trackless Chained God) brought many of the savages, monsters, Cernallans, but the brotherhood is famous through-
wilderness, and it attracted many adventurous souls. and wicked creatures of central Selduria under their out the surrounding lands, so a number of outlanders
Brandil’s authority rested lightly on the trappers, dominion. Instead of scattered, disorganized incur- come to Cernall to fight under the badge of the Silver
hunters, and miners who made their homes in the sions of monsters and raiders on its northern border, Hart. These footloose wanderers hail from Valindor
Wildbyrne Valley, and the frontier folk grew increas- Cernall faced Karkothi warthanes and priests of and Albrenn, and some are exiles and refugees driven
ingly self-reliant. As with many other lands now Tharizdun who drove well-ordered legions southward out of Tarsembor and the Broken Lands. A small
counted within the Vailin Alliance, the region never in campaigns of brutal conquest. Virtually everything number are adventurers searching for a place where
came under Nerathi control, although Nerath’s mer- north of the Wildbyrne was pillaged or abandoned, they can make a difference. The only requirement to
chants were common callers in the towns and ports leaving a wide no-man’s land of forest where mon- join the society is the sponsorship of three members in
of the coast. sters and raiders roamed . . . but here the Rangers of good standing; the rangers take only those volunteers
The Forest March gained its independence from Cernall chose to make their stand. who can fight, those who possess some woodcraft,
Brandil about 150 years ago, when Baron Thomed and, most important, those who demonstrate great
divided Brandil’s territories between his daughter
Cernyn, the elder child, and his son Heomer, the
Power Structure trustworthiness and good judgment.
As the elite warriors of Cernall, the Silver Hart
younger child. The population of Cernall falls into two broad groups, rangers are at the forefront of the ongoing skirmish-
In the customary succession, Heomer would have the townsfolk of the southern coasts and the foresters ing and harassment of the Karkothi invaders. They
inherited the entirety of the realm, but Thomed dis- of the northern interior. The townsfolk are made up also serve as the marchion’s personal guard, protect-
trusted his vain and feckless son, especially since the of humans, halflings, and a handful of elves and half- ing her and her family from any would-be assassins.
northern marches were facing aggressive raids from elves; the frontier settlers also include a large number On promotion to the rank of Knight of the Silver
the gnolls and goblins of the Crimson Plains. Cernyn, of shifters, who trace their roots back to tribal groups Hart, the rangers gain broad discretionary power to
on the other hand, was a young woman of tremen- who roamed the western vales of the Great Wild act in the marchion’s name, commandeer property,
dous talent—a brave and wise adventurer who resisted Wood long before settlers from Brandil began to tame and dispense low justice. The order is careful about
all efforts to settle her in a dynastic marriage. the frontier. Shifters are rarely seen in the towns and which members it promotes to this rank, but, to date,
What Baron Thomed did not anticipate was that are distrusted by Cernallans who think that civiliza- the marchions of Cernall have upheld acts or orders
Cernyn would fall in love with a common-born hero tion ends at the southern bank of the Wildbyrne. given in their name by a Silver Hart ranger.
of the frontier, the ranger Dredath Woodhame. As The townsfolk and the foresters are held together The emblem of the order is a clasp in the shape of
the years passed, Cernyn determined that she would firmly by the House of Woodhame (well liked by a silver stag’s head. Members have no other uniform
not pass her realm to the children of the brother she both groups) and the elite fellowship known as the or common dress.
loathed. Upon her death, Dredath took up her title Rangers of the Silver Hart. The rangers are highly
and named the realm Cernall in her honor. Baron respected by townsfolk and foresters alike, and they The Marchion
Heomer objected, but lacked the military power (and are invested with wide-ranging authority to protect
The current marchion (more properly marchio-
the will) to subjugate the new kingdom. Dredath the people of Cernall and enforce the marchion’s
ness, but the feminine derivative is rarely used in
became the first Marchion of Cernall, and he passed laws, no matter where their duty calls them to go.
Cernall) is Adela Terise Woodhame, the sixth ruler
the title to his and Cernyn’s descendants. To this day, of her line. A beautiful, dark-haired woman of forty-
the Barons of Brandil claim Cernall, but none have
Rangers of the Silver Hart
one years, Adela Terise is a powerful warlock with
tried to unify the two lands. Many of Cernall’s foresters are trackers, bound- potent fey allies. Though she is labeled “witch” and
ers, and hunters by trade, but when people speak

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Nerathi Legends: Rangers of Cernall

“enchantress” by her enemies, the marchion’s gen-


erous nature and wise rulership have won her the
undying love of all loyal Cernallans. Stern and resil-
ient in the face of threats, Adela Terise refuses to
allow the burdens of the throne to dampen her spir-
its, and she delights in the simple good fortunes of her
people—a child’s joy, a gallant act, a bountiful table.
She works tirelessly to defend the unconquered por-
tions of the realm and aid those of her people who
have fallen under enemy rule.
Marchion Adela Terise is married to the Lord
Consort Narmen Greenmantle, a former Silver Hart
ranger who won her heart two decades ago. They
have two children; the elder (and the crown heir) is
their son Dormeon, a restless young man of fifteen
who takes after his father and has a knack for getting
into unexpected scrapes.

The Circle of Ancients


A powerful order of shifter druids, the Circle of
Ancients has long watched over the pristine forests
and deep vales of the upper Wildbyrne and the Great
Wild Wood. The Ancients are distrustful of humans,
fearing that the slow tide of settlement and clearing
must one day spell the doom of the mighty forests
they love. The shifters have traditionally opposed
any human encroachment in the eastern part of the
realm, but over generations they have taught many
Cernallan foresters to follow druidic traditions and
respect the virgin wilderness. The wanton destruc-
tion caused by Karkoth’s marauders has further
forces, passing word to the foresters of Cernall (or High Darkthane Rhomevor
clarified the druids’ friends and enemies, earning the
directly to the rangers) who then retreat away from Much of Cernall north of the Wildbyrne is held by
dark empire the undying anger of the forest druids.
the incursion, or else amass forces of their own to Karkoth’s forces. The leader of Karkoth’s army on
The chief druid in Cernall, known as the Watcher of
waylay the marauders. The circle might not have Cernall’s border is the High Darkthane Rhomevor
the Western Vales within the Ancient Circle, is the
many warriors to contribute to the battle, but they Feskth—a cold, calculating, avaricious warlock of
aged shifter Ulfror Leaffoot.
command age-old druidic magic and wardings in the forty who is determined to plunder Cernall of its last
The Ancients do not have the numbers to directly
form of standing stones, secret refuges, and warlike copper piece as long as he is in charge of bringing it
confront Karkoth’s marauding monsters and soldiers,
fey allies. under Karkoth’s control. Not all of Rhomevor’s mas-
but they are exceptionally skilled spies and scouts.
Younger druids track the movements of Karkoth’s ters are pleased by his dedication to increasing his
own wealth, but he is protected by a powerful patron

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Nerathi Legends: Rangers of Cernall

Caer Madhrin at a Glance


The capital of Cernall is the fortified town of Caer Commerce: Cernall produces excellent
Madhrin, overlooking the mouth of the Wildbyrne. timber, along with furs, precious metals, nuts,
Several other towns in Cernall are larger and have and fish. Most trade passes through the larger,
more commercial importance, but the marchions safer ports on the Bay of Dolphins, but some mer-
have made their home in Caer Madhrin for over chants choose to call at Caer Madhrin instead. The
a century. Despite the threat of Karkothi armies town imports grain, leather goods, and finished
looming just three days’ march to the north, Mar- metalwork.
chion Adela Terise remains in this beautiful old Defenses: Caer Madhrin stands on a high,
town, a symbol of her land’s determination to fight steep hillside with the wide, deep Wildbyrne at
on until the last invader is driven out. its feet. The town and its strong castle are almost
Population Mix: Roughly 8,000 people live in or impossible to take from the north or east. The size
around Caer Madhrin. Humans and halflings make of its garrison varies, but at least four hundred sol-
in the Chamber of Thrones. Rhomevor faithfully up most of the population. Elves, half-elves, and diers and fifty to sixty Silver Hart Rangers are on
serves King Brusev of the Groaning Tower before all shifters are also found in some numbers. hand at all times.
others, and in turn Brusev protects Rhomevor’s per- Government: The marchion is the titular ruler of Inns and Taverns: The popular Tradewinds
sonal fiefdom from jealous rivals and the priests of the town, but she has many concerns beyond Caer Taproom brews the finest ale in all of Cernall. The
the Chained God. Madhrin and delegates local matters to a trusted House of Sojourn is a large, comfortable inn on the
Rhomevor makes his lair in the Tower of Crows, official, the High Castellan Dereod Oakhelm. He hillside overlooking the river. The proprietor is an
located in the northern verge of the forest. In addition is a battle-scarred captain of fearsome appearance elf named Rolendo, who takes great pride in treat-
to a strong garrison of Karkothi soldiers, the Tower and great energy, wiser (and kinder) than he looks. ing clients as guests rather than customers.
serves as the base of operation for several far-rang-
ing bands of gnoll, goblin, and bandit pillagers who
plague most of northern Cernall.
Cernallans live this far east, and none farther east The Gianthelms rarely reach more than six or seven
Exploring Cernall than this consider themselves to be subjects of the
marchion.
thousand feet; only the highest slopes see any heavy
snowfall in winter. Travel is difficult throughout much
Cernall’s traditional borders are the Bay of Dol-
Cernall is high, rugged, and thickly forested. The of the forest highlands, due to numerous small gorges
phins and Lake Morningmist in the south, and the
only real lowlands are the southern coasts and the carved by swift-falling creeks descending from the
plains of the Crimson Ramparts in the north. The
lower vale of the Wildbyrne. The land climbs steeply mountain slopes. However, north of the Wildbyrne,
eastern border is harder to define; the forest cover-
up toward the Gianthelm Mountains from both north the land levels out into rolling forest-covered hills.
ing most of Cernall is the westernmost arm of the
and south, and the greater part of the march lies at
Great Wild Wood, and it’s hard to pick a spot where
an elevation of two or three thousand feet, rising The Wildbyrne
the wood ends and Cernall begins. The best answer
quickly as one travels eastward. The combination of The great river of Cernall is the Wildbyrne, a mighty
to this question of border is probably the Old Ford
elevation and prevailing winds from the sea brings a flood that rises in the heart of the Dragonspine
of the Wildbyrne, the westernmost place where the
good deal of rain to Cernall at all times of year, and Mountains and flows through the heart of the Great
river shallows can be crossed on foot (although the
it keeps temperatures cool even in the summertime. Wild Wood. Through most of Cernall, the Wildbyrne
Old Ford is passable only in summer and fall). Few

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Nerathi Legends: Rangers of Cernall

is a good half-mile in width with no fords or crossings in a Karkothi attack. Gangs of marauding monsters Many Cernallans of the southern coasts are not
beyond the occasional ferryboat. The river serves as skulk through the ruins, searching for overlooked enthusiastic about spending their precious blood and
an artery for trade and travel, linking the resource- plunder and waylaying any travelers that pass by. treasure defending thinly settled frontiers north of
rich interior with the population of the coastal towns. The rangers of the Silver Hart sent strong forces to the Wildbyrne against Karkothi aggression. Whis-
The Wildbyrne descends steeply throughout its drive out the monsters several times over the last few pers against Marchion Adela Terise and her inflexible
length, and several major rapids prevent the passage months, but more monsters trickled back in after policies are beginning to circulate in Estafel’s par-
of boats. Each set of rapids is circumvented by a por- the rangers left. For now, the rangers have decided lors and drawing rooms, although some say that
tage, some several miles long. In peaceful times, mule to maintain a watch on Barton’s Ferry and spy out this discontent is the work of cunning spies, not
teams stationed at each portage move cargo around enemy movements, rather than fall upon anything concerned patriots.
the rapids, but some of the portages are now aban- that approaches the town.
doned or threatened by Karkothi marauders. Hartshall
The Westermoss This secret ranger stronghold is hidden in a deep
Caer Madhrin Warm and rain-soaked for much of the year, the gorge about thirty miles north of the Wildbyrne. The
This small, well-fortified town stands on a steep Westermoss is a large, forest-covered peninsula that surrounding forest is fiercely contested between the
hillside overlooking the Wildbyrne. The castle of makes up the southwestern quarter of Cernall. A Cernallans and the various goblin, gnoll, and ogre
Cernall’s marchions stands just outside the town, dozen or so small settlements are scattered through tribes that owe their allegiance to Karkoth. The hall
located atop a high bluff. This is the de facto capital the area, most of them fishing villages along the is a large, strong lodge of fieldstone and timber that
of Cernall, since it is the home of the marchions, and shore. Sheltered against the wars to the north by is built on a narrow ledge about halfway down the
the rulers spend most of their time here. The reigning the mountains and far from the larger, more popu- gorge’s walls. The forest at the gorge’s rim overhead
marchion holds court in the larger city of Estafel on lous districts near Estafel, the Westermoss is a quiet conceals Hartshall from the view of flying monsters
the southern coast for three months each spring, and backwater that serves as Cernall’s breadbasket and or spies, and vigilant archers watch each of the well-
Cernall’s Assembly meets there. provides a reliable supply of loyal fighters for the mar- hidden trails leading to the rangers’ safehold. The
This scenic town is built atop stone battlements chion’s armies. A dark side exists to this otherwise master of Hartshall is the human ranger Sir Fromor
and streets winding up the hillside, with richly bucolic setting, however—ancient yuan-ti ruins are Vineleaf, a well-seasoned Silver Hart who under-
carved wooden homes and palaces perched on abut- hidden deep in the rain-soaked woods, and some still stands the value of keeping Hartshall secret from
ments. In recent years, Caer Madhrin has been built harbor forgotten dangers. Cernall’s enemies.
up with armories, barracks, storehouses, and forges,
and it serves as the principal base of supply for Cer- Estafel The Old Ford
nall’s armies north of the Gianthelms. Thieves, spies, The richest and largest settlement in Cernall is the One hundred fifty miles up the Wildbyrne, the
and swindlers—drawn by the ready supply of royal city of Estafel, on the northern shore of the Bay of traveler comes to the first place where the river can
coin and the rising prices of goods—are present in Dolphins. The only city in Cernall worthy of being be forded. A high, rocky islet in the middle of the
some numbers despite the best efforts of the High called a city, it is easily two or three times the size of stream is flanked by shallows on either side that can
Castellan’s constables. the royal capital at Caer Madhrin. Estafel is home to be waded if the river is not especially high. The islet
many of Cernall’s wealthiest merchants and nobles, is perhaps half a mile long and two hundred yards
Barton Ferry and it serves as the seat of the march’s Assembly. The wide; at its downstream end, a moss-grown ring of
The largest town in the Wildbyrne Vale is—or more marchion moves the court to Estafel each spring and stone monoliths marks one of the sacred places of the
properly was—Barton Ferry. In better days, Barton reigns there for several months, but it’s not unusual Ancient Circle druids. The old druid Brevann Ber-
Ferry was a bustling, prosperous trade-town of five for a marchion to visit the city several times a year in stagg lives in the woods nearby, and he guards the
thousand people or more, but now this frontier settle- addition to the annual relocation of the court. ford against all evil creatures.
ment lies in ruins, having been destroyed a year ago

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Nerathi Legends: Rangers of Cernall

Tower of Crows and expanding the old fort to serve as their base in interested in the setting. Our apologies to the comple-
This old fortress is the center of Karkoth’s efforts to northern Cernall. The tower is now home to hun- tists out there—we always intended to leave much of
complete the conquest of Cernall. The tower was dreds of Karkothi soldiers and their allied monsters the map blank and provide just a few samples of the
once a Brandilan border-fort that fell into ruin and and marauders. setting. Anyway, we’re moving on to new material.
was abandoned when Brandil withdrew from its We hope you have enjoyed the series!
northern marches. The place was occupied by Kar- Silver Hart Clasp About the Author
kothi forces several years ago, who set about restoring Rangers of the Silver Hart who perform an act of Richard Baker is a senior game designer at Wizards of the
notable valor or render a great service to the realm Coast and New York Times best-selling novelist. When not
are often rewarded with the presentation of a silver working on articles and game products for the Dungeons &
hart clasp—a brooch that serves as an emblem of the Dragons Roleplaying Game, he designs board games, Conquest
Adventures in Cernall order and a badge of authority respected through- of Nerath being one of his more recent accomplishments.

Many heroes come to Cernall in search of a cause out Cernall. Traditionally, the silver hart clasp is
Developer
worthy of their swords. Defending the march awarded personally by the reigning marchion in a
Tanis O’Connor
against Karkoth’s legions and its hordes of allied private ceremony.
monsters is challenge enough, but the forest shade Editor
hides older and more perilous dangers than com- Silver Hart Clasp Level 9+ Uncommon Miranda Horner
panies of skeletons and bands of gnolls. This large silver brooch is fashioned in the shape of a stag’s
Managing Editors
The Great Hunt: A terrible beast or monster head. Its enchantments help you to move swiftly and silently
Christopher Perkins, Jeremy Crawford
moves into the Wildbyrne Vale, slaying any in its in forest settings, and the clasp heals you in time of need.
path. The heroes accept the challenge of hunting Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Producers
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Christopher Perkins, Greg Bilsland, Stan!
it through the trackless forest and putting a stop
Lvl 19 +4 105,000 gp
to the creature’s depredations, but Karkothi nec- Neck Slot Digital Studio Consultant
romancers plan to raise the beast as an even more Enhancement Bonus: Fortitude, Reflex, and Will Daniel Helmick
powerful undead abomination when it dies. Properties
The Ring of Serpents: A rash of disappear- F You have forest walk. Art Directors
F You gain an item bonus to Stealth checks in forests. The Kate Irwin, Jon Schindehette
ances in a small village of the Westermoss leads
the heroes to a long-lost yuan-ti temple hidden bonus equals the item’s enhancement bonus.
Illustrator
Utility Power (Healing) ♦ Daily (Minor Action)
in the forest. Cultists of Zehir are searching for Patrick McEvoy
Effect: You can spend a healing surge. In addition, you can
an ancient artifact there while kidnapping and end one poison effect currently affecting you.
subverting local folk. Cartography
Adam Danger Cook
Five Against Five Hundred: The heroes dis-
cover a small army of Karkothi marauders on the The End for Now Graphic Production
march, and they must slow the marauders down This article marks our final installment of Nerathi Erin Dorries
as best they can. The adventurers fight a desperate Legends, at least for now. We set out to provide a
campaign of ambush, delay, trap-building, tar- small sample of noteworthy locations, situations, and
geted strikes on leaders, and daring flank attacks adventure opportunities in the world of the Conquest
to slow the enemy force and crush its will to fight. of Nerath game. The intent was to provide interested
Dungeon Masters with suggestions and details for
potential D&D® games in this world, while provid-
ing colorful backdrops and world lore for players

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Dungeon # 406 | D&D Alumni Archive | 12/13/2011New!

D&D Alumni: Winter is Upon Us!


D&D Alumni
Bart Carroll

A nd with it, the hope for gifts given (or rather, gifts received). Some of my fondest memories from holidays past are of finding D&D
books under the tree. Back in 1984, it was no less than the Red Box Basic Game. The very next year, it
was the Monster Manual II (the Basic Game taught me and my friends the rules; after that, we cobbled
together as much content as we could from the AD&D books).

This was back in Fort Sheridan, Illinois, on the shores of Lake Michigan. Christmas‐time was invariably
blustery, frigid, and (most crucially, for school closures) snow‐filled. In other words, the perfect weather
to sit inside all day and leaf through books of monsters—some empirically cool (from the D‐section of the
MMII alone, we have demon lords and princes, daemons, and the fabled demilich), some questionably
bizarre (we're looking at you, modrons).

Element: Cold

With the MMII in particular, there were a few entries that fit right in with the winter weather. Always a
fan of the elementals myself, I was thrilled to find the new para‐elementals of smoke, magma, ooze, and
of course cold.

The original elementals—earth, air, fire, and water—have been part of the game's earliest bestiaries,
based on the classic Greek concepts of the elements. (Not that the Greek system provided a universal

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view of the elements. A fifth element has appeared in various cultures, sometimes that of aether or the void (or love, according to
Luc Besson); Chinese concepts instead held earth, fire, water, metal, and wood as the classic elements.)

A few odd notes on the game's first elementals include the restriction, in the original edition, that only one could be summoned per
day—by anyone. "Thus, if a character possessed a device to call up an Air Elemental, but before he could employ it an opponent
conjured an Air Elemental, another could not be created until the next day." Earth and fire elementals could also not cross water
(although, by the 1st Edition Monster Manual, earth elementals could do so but only by traveling underground below the body of
water itself). Water elementals also required a large body of water to be summoned from, while fire elementals required a flame of
considerable heat (such as a large fire or a lava pool).

Although fire represented a classic element, cold elementals entered the game soon after. Back in Dragon #29 (July 1979), an article
appeared suggesting such new "para‐elements" as cold (as well as moist, hot, dry, and—odder still—"beginning" elementals, which
could open doors, dispel evil magic, and remove some curses; and "ending" elementals, which could close doors (as a wizard lock),
dispel good magic, and curse as an Evil High Priest. Ice para‐elementals appeared in the MMII, followed by the shiverbug, iceling,
snowfury, and frigidarch (the "frost kings," second only in power to Cryonax himself) in Dragon #129.

Of course, when it comes to the element of cold, we would be much remiss not to kneel before Cryonax. Arriving in the 1E Fiend
Folio, Cryonax was listed as prince of evil cold creatures before any true para‐elemental plane of cold had even been established. He
was so dominate, he simply established a castle of ice, quartz and glass "at the juncture of the Planes of Air and Water and drawing
power from the Negative Material Plane."

But that it is not what we're here to talk about!

Against the Giants

Cryonax was not the only claimant to the cold throne. The MMII also brought us Kostchtchie—the demon lord so powerful, that he
kept a pair of leucrotta for pets; that his hammer stunned opponents through their entire next round of actions; and that he was
served by frost giants along with an ancient white dragon for his steed.

Without adding more on Kostchtchie, it's his allegiance to giants that we're especially interested in.

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A massive timber stronghold hides among the hills. The well‐worn trail that you've been following ends before a pair of 15‐foot‐high
doors made of ironbound logs. Thicker logs comprise the walls of the stronghold. The wooden roof inclines toward the middle,
reaching a height of 30 feet at its peak. The stronghold has no windows, but a squat watchtower overlooks the entrance. Smoke rises
from numerous stone chimneys.

A log guardhouse stands apart from the main stronghold, but connected by a palisade wall of vertical logs 15 feet high. Heavy log
doors set into the palisade lead to a courtyard lodged between the two buildings.

This description should sound familiar to anyone who's ever played through the original. This month, we present the first adventure
in our 4th Edition Against the Giants series. Chris Perkins mentioned this project in an earlier editorial—and not only had Chris

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revised the original trilogy of adventures for 4E play, but he has also added a fourth adventure to the series as well, focused on the
neglected stone giants.

Consistently ranked among the most popular adventures of all time, the G‐series was originally published back in 1978. That same
year, it was played in the Origins Convention, in a tournament which involved "over 275 players and judges in two days of grueling,
torturous fun honed sharp by the nature of the competition. Teams of nine each adventured through up to three rounds slaying
giants and other fearsome monsters..."

Dragon #19 even provided a description of the final events by the winning team (hailing from Michigan and West Virginia
University):

Round 1: The first round led us to the hill giant's stronghold...

We gained entry through the east side entrance, which turned out to be the kennel. After casting a silence 15' radius spell, the dire
wolves inside were quickly dispatched. We then searched a major portion of the upper level and killed four or five giants in the
process, including an old matron whose potions and treasure we took.

We made a brief and fruitless entrance into the lower level only to set off a trap which left six members of our party locked in
combat with four insane manticores. The manticores were killed without serious injury to the group, and a passwall spell brought
about an escape from the room.

We returned to the upstairs and charmed a hill giant into pointing out which giant at the feast going on in the Great Hall was the
chief. We surrounded this room from two sides and sent the charmed giant into the Hall with the order to point out the chief by
kissing him on the cheek. This was also to be the signal for our two groups to attack. Two fireballs, a javelin of lightning, a confusion
spell, and a good deal of slashing and hacking later, the giants were wiped out to a man and the steading was aflame.

The group, still intact, cut off the hill giant chiefs head and quickly left by the front gate. The cleric blocked pursuit by casting a blade
barrier across the entrance. We then cast a speak with dead on the head, and subsequent questioning revealed the next step to be
taken on our quest.

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We're thrilled to present the 4th Edition version of these adventures. As Chris writes about
updating the original, "In reimagining "Steading of the Hill Giant Chief," I've inflicted some
violence to the maps and encounters to make the adventure a fun and balanced 4th Edition
experience, acknowledging that this creates some mapping challenges for Dungeon Masters
with limited tabletop space. I hope that DMs with fond memories of the original read this
latest incarnation and feel the same overwhelming desire to run the adventure as I felt back
in 1980, when I read Gary Gygax's adventure for the first time."

In December, "Steading of the Hill Giant Chief" releases for characters level 12‐14. The series
then continues with "Warrens of the Stone Giant Thane" (Dungeon 197), "Glacial Rift of the
Frost Giant Jarl" (Dungeon 198), and "Hall of the Fire Giant King" (Dungeon 199).

But that it was not what we're here to talk about!

Book of Vile Darkness


This is what we've come to talk about! At least, in closing. This year, a new book has arrived for the holidays. And as we've been
previewing, the current Book of Vile Darkness now offers options and advice for both creating evil characters and running evil‐
themed campaigns.

Although beneficial, this was no book to be taken lightly.

The original in‐game version was once described as the ineffably evil meat and drink to priests of that alignment. As detailed in the
1st Edition DMG, neutral characters daring read this book had to save or become evil (immediately seeking out an evil cleric to
confirm their new alignment). Good characters took damage and had a high chance of being visited and attacked by a night hag. And
as for good clerics so much as perusing its pages, they had to immediately save or die; if successful, they had to save again or fall
permanently insane; and if still successful, they nevertheless potentially lost hundreds of thousands of experience points.

As mentioned in our article on cursed items, there seemed a cursed version of all too many magic items meant to trick trusting
adventurers. The book of vile darkness somewhat fell into this camp, as an evil counterpart to the book of exalted deeds. Reading

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either book required one week, but doing so granted a cleric of the correct alignment 1 point of Wisdom and placed them mid‐way
into the next level of experience. Not a bad gift—assuming you were of the correct alignment.

While I appreciated my own share of books given for the holidays, there were plenty to be found in the troves and hoards for
adventures to read on their own. As we leave today (and wish everyone a very happy holidays), we end with a simple quiz, testing
your knowledge of these in‐game books.

Here are the benefits. Can you name the book that granted them?

1. Any single character who reads this work will know how to increase his or her Strength by 1 point.

2. Any single character who reads this book will be able to practice mental exercises which will increase his or her Intelligence by 1
point.

3. Any single character who reads this book will be able to increase his or her Wisdom by 1 point.

4. This book contains certain secret formulae and prescriptions for unguents and exercises which enable a single reader to assimilate
the text and then practice the skills detailed therein. If this practice is faithfully done for 1 month, the character will gain 1 point of
Dexterity.

5. Any single character who reads this work will know how to increase his or her Constitution by 1 point by following a regimen of
special dietary intake and breathing exercises over a 1 month period.

6. Any single character who reads this leather and brass bound book will be able to increase his or her Charisma by 1 point.

7. This book contains expert advice and instruction regarding weapon use and various attack and defense modes. Any single fighter
who reads the manual and practices the skills described therein for 1 month will go up to the mid‐point of the next higher level.

8. This book of expertise at thievery is so learned and erudite that any single thief who reads it and then spends 1 month thereafter
practicing the skills therein will gain experience points sufficient to place him or her at the mid‐point of the next higher level.

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9. If a good magic‐user spends a full week, cloistered and undisturbed, pondering this book, he or she will gain experience points
sufficient to place him or her exactly at the mid‐point of the next higher level.

10. If a neutral magic‐user spends a full week, cloistered and undisturbed, pondering this book, he or she will gain experience points
sufficient to place him or her exactly at the mid‐point of the next higher level.

11. If an evil magic‐user spends a full week, cloistered and undisturbed, pondering this book, he or she will gain experience points
sufficient to place him or her exactly at the mid‐point of the next higher level.

12. Any person reading its 99 damned pages is 99% certain to meet a terrible fate (1% cumulative chance per page). The book’s
other pages have the keys to instant physical transference to any one of the other planes and alternates of any world or universe.

©1995 ‐ 2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

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