Dragon Magazine #052
Dragon Magazine #052
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Dragon Vol. VI, No. 2
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August 1981 Dragon
specialist Michael Kluever is back with a contribution entitled
“Knock, Knock” (as in, let me in or I’ll batter your door down), an
overview of siege warfare tactics and strategy through the ages.
The first major addition to the WORLD OF GREYHAWK™
Fantasy World Setting that we’ve published comes from the
typewriter of Len Lakofka and is presented in Len’s regular
column, Leomund’s Tiny Hut. The article gives guidelines for
determining the place of birth and the languages known by
inhabitants of the Flanaess — plus an appendix by E. Gary
rom Boris to Bounty Hunters, from Greyhawk to Gygax himself which describes the appearances of the races
Gamma World, from clerics to conventions: This that inhabit this famous land.
issue of DRAGON™ magazine contains articles The latest edition of Giants in the Earth presents Katharine
and artwork that range far and wide across the vast Kerr’s interpretations of two “island enchanters” — Prospero,
spectrum of fantasy and fantasy game-playing. from Shakespeare’s The Tempest, and the legendary Circe, in a
Like the lettering on the cover proudly proclaims, the fanciest portrayal which is drastically different from the description of
feature you’ll find inside is an eight-page interview with Boris her in the DEITIES & DEMIGODS™ Cyclopedia.
Vallejo, one of the best fantasy artists to ever lift a brush. For In Simulation Corner, John Prados gives us the first instal-
proof of that, one need look no further than the scintillating lment of a series on the essentials of game design. More advice,
cover painting Boris created especially for DRAGON magazine of a different sort, can be found in Up on a Soapbox, where Lew
— but if you need more convincing, turn to page 28 and savor Pulsipher tells DMs how to make up for their mistakes and Tom
the interview (conducted by staff member Bryce Knorr) and the Armstrong suggests how to get around the problem of the
accompanying photographs and paintings which illustrate it. “know-it-all” player.
All of you who’ve been clamoring for a GAMMA WORLD™ Our review section is larger in size and in scope this time
adventure to appear on these pages can put away those laser around, with the addition of “Off the Shelf,” the first course of
pistols. Cavern of the Sub-Train is the creation of Jake Jaquet, what we plan to be a regular diet of book reviews by Chris
our esteemed publisher and the co-author of the GAMMA Henderson. Immediately preceding the book section are three
WORLD rules. game and game-accessory reviews, and just in front of them is
This issue’s NPC offering is a three-for-one deal: We got so another two pages’ worth of miniature-figure evaluations in
many Bounty Hunter submissions after making a request for Figuratively Speaking.
just such a character class that we decided to give you a trio of Rounding out the reading material inside is another chapter in
tough guys to choose from. the Minarian Legends saga by Glenn Rahman, designer of the
The first few pages of the article section will answer the pray- DIVINE RIGHT™ Fantasy Boardgame which first made the con-
ers of clerics everywhere. Robert Plamondon’s long general tinent of Minaria famous, and a page crammed full of notices of
article on “The Role of the Cleric” is supplemented by a pair of upcoming conventions around the country and across the sea.
shorter variants from Douglas Loss, plus 2½ pages of Sage After putting together a string of four straight appearances,
Advice questions and answers all about clerics. Finieous Fingers didn’t make it to number five, but J. D. has
For some insight into how and why the D&D® Basic Set was promised to continue the story of everybody’s favorite thief in
created and how it evolved into the game it is today, check out time for publication next month. Hold on, Finieous fans, and in
the observations and opinions of the two people — J. Eric the meantime we hope your funnybones are sufficiently tickled
Holmes and Tom Moldvay — who served as editors for the first by a page of Dragon Mirth cartoons, plus another “What’s
and the second edition, respectively. New?” from Phil Foglio and the latest page from Tramp depict-
The offering for TOP SECRET™ players this month is Paul ing the whimsical and wierd world of Wormy. IS the world ready
Crabaugh’s discussion of undercover occupations. Historical for a one-eyed bloodhound? Ready or not, here it comes! — KM
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Dragon Vol. VI, No. 2
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Dragon Vol. VI, No. 2
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August 1981 Dragon
and protector, are all forgotten; many players have cleric char- since long visits to the wrong parts of the Prime Material Plane
acters who don’t even know which god they serve. All of this can make them easy pickings for local gods.
contributes to the fact that the cleric is one of the most frequent- This is also one reason why lesser demons and devils are so
ly misplayed character classes. unthinkingly violent. On the Prime Material, they are far re-
This piece was written to address this problem by suggesting moved from the great evil beings who normally give them power,
the proper role of the cleric-adventurer in a medieval fantasy and are incapable of assembling a group of worshipers. If they
setting. are to remain on the Prime Material Plane, they must kill wor-
shipers of other deities, feeding on the power of the murders, or
The role of the gods go dormant.
No discussion of clerics makes much sense if the role of the In any event, the gods need worship, and they’re willing to pay
gods is not examined. The powers of a cleric are bestowed upon to get it. The chief beneficiaries of this arrangement are the
him by his patron god. clerics, whose role is now examined.
Why would a god waste time giving spells to a cleric? Why do
gods bother dealing with mortals at all? Why would the gods Clerics, gods, and worshipers
encourage mortals to pray and sacrifice to them? Clerics are devoted to preserving and enhancing the power of
Power, that’s why. Each act of worship provides the god with a their gods. This is done in several ways, listed below.
little bit of power. This is what separates the divine from the The cleric, by his devotion and constant prayer, is himself a
mortal. If a god wants to stay alive, he must have worshipers. source of power. First- and second-level spells are powered by
A god might have many more worshipers than are necessary the cleric’s devotion alone; the god expends no energy on grant-
to keep him alive. The extra power can be used in several ways: ing these spells to a truly devout cleric — and there isn’t any
First, it can be used by the god to increase his personal strength. other kind of cleric; when the devotion goes, so do all of the
The major difference between a demigod and a greater god is abilities.
that the greater god is consuming great quantities of power. By gaining converts to his religion, the cleric gains new wor-
This enhances his magical powers, makes him harder to kill, and shipers for his god and deprives another god of their devotion.
builds strong bodies twelve ways. Clerics build and maintain holy places, which are strongholds
To keep his worshipers faithful, some of the power is returned of the Faith, and can be places of great spiritual power; miracles
in the form of spells and miracles given to benefit or punish his are most likely to be granted on sacred ground.
followers. When a god puts on a good show, his believers will Clerics tend their flocks, keeping the worshipers happy and
worship him more (out of hope or fear), thus paying him back devout, or fearful and devout, depending on the god. They
with interest. encourage worship by healing the faithful, giving comfort, and
This suggests that a lot of games theory can be used by the by sponsoring feasts, festivals, and celebrations.
god in deciding how to maximize his overall power. Should he Clerics filibuster against other religions by bad-mouthing
plow back his power into spells, miracles, and lesser divine them, persecuting their adherents, defiling enemies holy pla-
beings; or keep as much as possible to himself? The former ces, destroying monsters, and subjugating nations of unbeliev-
increases his worldly power at the expense of his personal ers. To do this last thing, the clerics have to have some control
power; the latter increases his personal power, but weakens his over the nations’ rulers — but with the aid of a god, this isn’t
worldly following. The one thing that’s certain is that a god won’t usually a problem.
waste power if he can help it; he won’t grant miracles to just Clerics also work at self-improvement. They try to educate
anyone who asks, or grant spells to clerics who aren’t doing themselves and to become more devout, so that they can be of
their jobs. greater use to their god.
Power depends on several variables: The number of people All of this takes a great deal of work and dedication, though
worshiping, the frequency of worship, and the fervor of the most clerics are not obsessed with fulfilling each possible task.
worship. A person who sits bored and sleepy through an occa- Some tend temples, some preach to the masses, some go out to
sional church service generates almost no power; a fanatic slay evil monsters. In some way, every cleric gives a lot to his
embracing martyrdom generates a great deal. Below are some god. To make the deal attractive, the god reciprocates.
acts of worship, in order of increasing power: Clerics get spells. The idea of being a spell-caster is very
attractive, and all it takes to get first-level spells is a strong faith
1. Thinking religious thoughts. — which can be easy to maintain in a world where gods put in
2. Formal prayer. public appearances.
3. Attending rites or church services. Clerics get power: power over the undead, the power of mag-
4. Feasts, festivals, fasts, self-punishment, vigils- as ic, prestige, and influence. They have the prospect of becoming
part of religious rites. more powerful after they die, since gods use the spirits and
5. Sacrifice of valuables. souls of their best worshipers for important work.
6. Dying in a holy conflict. Clerics get security, usually. They generally take care of their
7. Killing an enemy in a holy conflict. own, and no cleric need fear disease or mutilation when there
8. Sacrifice of an unbeliever. are are healing spells available. The church protects them from
9. Sacrifice of an unwilling believer. other types of harm; few people are willing to risk a divine curse
10. Sacrifice of a willing believer. to rob a priest.
Clerics get satisfaction. They get benefits from their work;
These are only approximate. For example, a high priest who when they do well, they get more power. They know that what
embraces martyrdom usually generates more power than a ritu- they do aids their god, and they know that their god looks out for
al human sacrifice — so much more so that members of an the priesthood as a whole, and maybe even as individuals.
opposing religion will refuse to sacrifice captured priests; the Most clerics spend their careers tending a holy place, preach-
captors’ god would come out behind in the transfer of power. ing, dispensing aid and receiving offerings. Although this kind
When on the Prime Material Plane, power transfer both to and of priest leads a rewarding life, and is often quite powerful, the
from a god is most efficient when the god is near his worshipers. role is not adventurous enough for a role-playing game. The
This explains why most gods have such a strictly regional ap- cleric player character is a special kind of priest, one who is
peal; if a god travels away from his following, his power quickly more interested in smiting enemies and improving ‘himself for
drops to some lower level, and his clerics are affected in the his god than he is in keeping a temple. Therefore, we’ll leave the
same way. This keeps the mischief of divine begins in check, temple priest to his rites and concentrate on the fighting priest.
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Dragon Vol. VI, No. 2
The cleric-adventurer ness of the spells and armor that clerics have available. They
don’t generally understand the full price their characters must
Archbishop Turpin goes riding through the field; pay for these advantages.
Ne’er was mass sung by any tonsured priest The cleric-adventurer is getting spells from his god. Why?
That of his body could do such valiant deeds! Because the cleric is doing his god’s work. Gods are simply not
He hails the Paynim: “God send the worst to thee! going to waste power on a backslider. At best, they’ll simply
Thou hast slain one for whom my whole heart grieves.” withhold all spells until the errant cleric shapes up, and then
Into a gallop he urges his good steed, only grant them in proportion to the amount and intensity of the
He strikes him hard on his Toledo shield, cleric’s work.
And lays him dead upon the grassy green. The cleric has to be devout, and he has to be alert to the needs
— The Song of Roland, Laisse 121 of his faith. This is the point most often missed by players. The
instant a cleric stops thinking like a cleric, he isn’t a cleric any
The cleric-adventurer is not a meek priest; he is a warrior who more, until appropriate spells, acts of contrition, and/or sacrifi-
has spells and magical powers to aid him as he destroys the ces are completed.
enemies of his god. Like Archbishop Turpin, he can use his Another source of player confusion is the role of clerics in the
powers to bless and support his comrades, and he is an able adventure. Are they supposed to be primarily mages, fighters, or
fighter in his own right, second only to a professional warrior in medics? Many, by watching clerics in battle, have concluded
skill. that they are medics. Others insist that they are specialty mages,
Players with cleric characters usually recognize the useful- who use prayer as a substitute for spell books.
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August 1981 Dragon
These views would be correct if the clerics in a typical expedi-
tion had been recruited from a downtown temple. The clerics
would then have been brought along with the party to minister to
wounds, turn undead, and cast a couple of beneficial spells.
But cleric-adventurers aren’t enticed from downtown tem-
ples, they go adventuring on their own initiative. Cleric-
adventurers are trained warriors; they fight better than trained
men-at-arms, are comfortable with armor, and are bold enough
to enter places no cynical mercenary would dare come near.
They are warrior-priests, and it should show in their outlook.
This warlike outlook is evident in a properly motivated cleric
player character. Why does a cleric-adventurer go on adven-
tures? Certainly not just to play medic; he could do that where
it’s safe — people get hurt everywhere. Not just for greed; if he
concentrated solely on personal ambition, he’d soon be bereft
of spells.
His motives are basically aggressive: he wants to destroy his
god’s enemies, wrest away their wealth, and accumulate per-
sonal experience in a rapid but risky manner; and all for his
god’s benefit. This is a cleric worthy of Turpin’s approval.
After all, how meek can you expect a person who fights terri-
ble monsters to be? Just descending into a dungeon is ah act of
uncommon boldness. The cleric-adventurer isn’t, and really
can’t be, a meek healer. His purpose demands that he be a bold
killer, a champion of his god.
That a cleric-adventurer’s motives are aggressive does not
insure that his actions will always be. Although the cleric is on
the expedition to smite the enemies of the Faith, he is less well
equipped to do so by force of arms than a fighter, and much
worse at offensive magic than magic-users. Most clerics are
temple-keepers and healers, and clerical spells are mostly for
their use. The cleric-adventurer is sometimes forced by the
(relatively) limited scope of his spells to support his comrades
more than fight, but his influence and abilities can help keep his
comrades fighting for the right cause. The important thing is
that the job gets done, whether or not the cleric strikes the blows
himself. class was created with medieval Catholicism in mind, and to
The portrayal of the cleric-adventurer as a crusader for his reduce the cleric’s effectiveness in melee; in the Greyhawk sup-
god makes him sound suspiciously like an AD&D paladin. plement, the best one-handed weapon a cleric can use is a
Granted; but if players had used clerics as something other than mace, which does 1-6 points of damage on man-sized oppo-
combat medics, perhaps the need for the paladin subclass nents, but fighters can use a sword for 1-8 points. The difference
would have never surfaced. Roland was a traditional paladin, in damage helped separate their fighting ability at low levels — at
and he had no magic powers. Turpin was most accurately a higher levels, the cleric is on a less effective combat table than
cleric-adventurer, but he reeks of the characteristics of the fighter, and the weapons limitation then seems redundant.
paladinhood. In the ADVANCED D&D™ books, the blunt-weapon rule is
retained, even though in AD&D a mace is about as good as a
Clerics and swords longsword, and no form of Christianity is mentioned in the
DEITIES & DEMIGODS™ Cyclopedia.
Turpin of Rheims, finding himself o’erset, The rule should be thrown out. At the very least, a cleric
With four sharp lance-heads stuck fast within his breast, should be able to use the weapon sacred to his god. Is it also not
Quickly leaps up, brave lord, and stands erect. more proper to have clerics use weapons traditional to their
He looks on Roland and runs to him and says culture? Turpin did very well throwing pagans out of the saddle
Only one word: “I am not beaten yet! with his lance. Why should he have all the fun?
True man never failed while life was in him left!” Game balance probably won’t suffer if clerics are allowed to
He draws Almace, his steel-bright brand keen-edged; use all weapons. Although they’d fight as well as fighters at low
A thousand strokes he strikes into the press. levels, this is not enough to cause everyone to give up on figh-
Soon Charles shall see he spared no foe he met, ters — clerics are bound to their gods, which causes them all
For all about him he’ll find four hundred men, sorts of trouble; fighters can do what they please, as long as they
Some wounded, some clean through the body cleft, aren’t caught. That should be enough to encourage players
And some of them made shorter by a head. toward fighters without extra enticements.
— The Song of Roland, Laisse 155 If you want to weaken clerics anyway, try one of two easy
solutions; either have clerics hit at -1, or make six points the
According to the D&D game rules, clerics are only allowed to maximum damage from their weapons, so a sword that normally
use blunt weapons because they are forbidden to shed blood. does 1-8 points of damage still does only six if the roll is a seven
This practice was followed during part of the Middle Ages, but or eight. Either method should tone down the clerics just
not throughout; the poet certainly did not think of Turpin as a enough to make the fighters insufferably smug.
heretic. Most clerics aren’t Christian, anyway. Why deny a fol-
lower of Odin the traditional spear, or a priestess of Artemis the Conclusions
bow? The main thing to remember when playing or refereeing cler-
Clerics were perhaps limited to blunt weapons because the ics is that the gods are always watching, and that clerics know it.
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Dragon Vol. VI, No. 2
No slip goes unnoticed, and with most gods this means that no And rides against him right valiant for the deed.
slip goes unpunished. A cleric reeds to know what his god He breaks the buckler, he’s split the hauberk’s steel,
wants, and he needs to do it. For details, see the Gods, Demi- Into his breast driven the lance-head deep,
gods, and Heroes supplement, the DEITIES & DEMIGODS Cy- He spits him through, on high the body heaves,
clopedia, or your local Dungeon Master. This allegiance to a And hurls him dead a spear’s length o’er the lea.
deity need not restrict a cleric character unbearably; after all, Earthward he looks and sees him at his feet,
there are lots of gods, they’re all after power, and they all want But yet to chide him he none the less proceeds:
different things. Surely there’s one to suit any player character’s “Vile infidel, you lied between your teeth!
taste. Charles my good lord to help us will not cease,
Nor have the French the least desire to flee.
A king was there, his name was Corsablis, These friends of your stock — still we’re like to leave;
From a far land he came, from Barbary; Here’s news for you — you’ll die, and there you’ll be.
The Saracens he calls, and thus he speaks: Frenchmen, strike home! Forget not your high breed!
“Well we are placed this field of arms to keep; The first good stroke is ours, God’s gramercy!”
For of the Franks the number is but weak, He shouts “Mountjoy!” to hearten all the field.
And we may well despise the few we see. — The Song of Roland, Laisse 95
Charles cannot come to help them in their need,
This is the day their deaths are all decreed!” (Quoted passages are from THE SONG OF ROLAND, translated
Archbishop Turpin has listened to his speech, by Dorothy L. Sayers, published by Penguin Books, 625 Madi-
And hates him worse than any man that breathes, son Ave., New York NY 10022. Reprinted by permission of the
His golden spurs he strikes into his steed, author’s agents, David Higham Associates Limited, London.)
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August 1981 Dragon
INTRODUCTION cleric’s effect on the turned creature. However, the monster will
SAGE ADVICE offers answers to questions about the D&D® not necessarily continue to fight. The disrupt/on only lasts for
and AD&D™ rules and how those rules can be interpreted. The the round in which it takes place, after which the cleric may
answers provided in this column are not “official” rulings, and again attempt to turn the creature.
should not be considered as such by people who make use of
the answers to solve a problem in their game-playing.
* * *
Because of the great amount of questions received for SAGE
ADVICE, the sage cannot guarantee to send out individual Even though a cleric can only receive new spells from his/her
answers to questioners, even if a return envelope is enclosed. deity once per day, is it possible for a cleric to appeal to his/her
Questions and answers will be published in DRAGON magazine deity for spells more than once a day if the first appeal is not
as frequently as space permits. Preference is usually given to granted?
questions of a general nature instead of questions which pertain Well, anything’s possible. A cleric’s chance of getting spells
to something that happened in a specific adventure. Questions depends almost exclusively on how well he’s getting along with
should be sent to Sage Advice, c/o DRAGON magazine, P.O. the deity he serves. If a deity withholds spells because of dis-
Box 110, Lake Geneva WI 53147. pleasure with the cleric, praying for atonement would be the
prudent thing to do, instead of making the same request again
* * * right away. Of course, emergency circumstances can dictate
extreme measures: A cleric may well justify asking for a replen-
The DMG is very specific on how magic-users receive their ishment of one or more spells twice in one day if it is truly a
starting spells, but I cannot tell how to give clerics their starting life-or-death situation, or if some other serious peril makes it
spells and how many of them to start with. worth taking the chance of asking twice. If the deity doesn’t
A cleric who is starting an adventuring career has already agree that the circumstances warrant a second request, the
spent a long time affirming and strengthening his faith. As out- second answer may well be more than a simple “no.”
lined in the DMG, clerical spells of first and second level are
obtained by “inspiration” — that is, without needing the prior * * *
approval of a deity or a servant of the deity (such as is the case
with spells of third level or higher). A cleric is assumed to be in How much area may be caused to glow by a Light or Continual
good standing with his deity when he begins as a first-level light spell? Do the clerical reverses of these spells blacken 4”
character, and is entitled to choose from all of the first-level and 12” diameter spheres, respectively? If so, what’s the good of
spells, up to the limit allowable because of the cleric’s wisdom Darkness, 15’ radius?
score — 3 spells for those with wisdom of 14 or more, 2 spells for An interesting three-part question: Part two answers part one,
those with wisdom of 13, and always at least 1 spell. and part three doesn’t seem to make sense. Yes, the reverses of
If the cleric remains in good standing with his deity, the con- the cleric spells Light and Continual light would “blacken”
tinued acquisition and replenishment of first- and second-level globes of that diameter — the same diameter as the globe of
spells will be automatic, assuming the cleric spends 15 minutes light formed when the “normal” version of the spell is cast.
in prayer per spell level each day. However, the DM must con- Nothing beyond the 4” or 12” diameter sphere of light or dark-
stantly assess the relationship between the cleric and his deity. ness would be affected —that is, the light sphere doesn’t “glow”
Transgressions by even a first-level cleric should not go unpun- and give off light to the area beyond the limit of the sphere.
ished, but that punishment will almost always be meted out by What’s the good of the Darkness spell? Well, the clerical Light
mortal servants of the deity (higher-level clerics). As punish- spells can be reversed, but the magic-user spells can’t, so there
ment, a low-level cleric might be forbidden to use a certain spell isn’t any duplication of the sort that the question seems to
— or all spells— for a length of time, though this must always be suggest.
decided by the DM. Low-level clerics should remember that
even though they don’t have to ask for first- and second-level * * *
spells, they aren’t always automatically entitled to receive them
if they don’t remain wholly faithful. How long do the paralyzing effects of a glyph of warding (peh)
last?
* * * That’s up to the DM. (If you want a recommendation from the
sage, try 1-6 turns.) There are no details in the AD&D game rules
If a turned monster is attacked by the cleric who turned him, on exactly which glyphs should be employed in a campaign or
will the monster fight back? what their characteristics should be. The glyph of paralysis
Wouldn’t you? Of course the monster will fight back. “Hostile (peh) which is illustrated on page 41 of the DMG, along with
acts” of any sort (DMG, page 66) will disrupt and negate the some others, is meant as an example of how a glyph might
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Dragon Vol. VI, No. 2
appear and what its general function might be. Other sugges- have no souls and therefore cannot be raised from the dead or
tions for “typical glyphs” are found in the spell description in the resurrected. Since Raise Dead and Resurrection return the soul
Players Handbook, but players and DMs must take it from there, to the body, it must reasonably follow that the reverses of these
formulating all the specific rules governing how severe and how spells (Slay Living and DestructIon) release the soul from the
long-lasting the effects of a glyph are. body. Does this mean that elves and half-orcs are not affected
by the reverse spells, since they have no souls to release?
* * * Good question, but your reasoning isn’t quite sound. The
unreversed forms of those spells do indeed “return the soul to
Can an evil cleric cast Cure Wounds spells? Can a good cleric the body” — but they also do a lot more. They reintroduce
use a Cause Wounds spell? What about clerics who are neutral biological, physical life into a body; otherwise, a lifeless body
with respect to good and evil? with a soul inside it would be just that — a lifeless body. The
physical trauma that the recipient of a Raise Dead spell goes
How do lawful neutral and chaotic neutral clerics behave with through is considerable, so much so that the revived person is
respect to undead? Do they befriend/command them as an evil “weak and helpless” and must rest to regain his former vigor. So,
cleric would, or do they turn them as a good cleric would? it is reasonable to assume that an elf or half-orc struck by a Slay
Judging by the general guidelines of the AD&D alignment Living spell would undergo physical trauma to the same degree,
system, causing or promoting pain and suffering is an evil act, and in this case, the trauma is great enough to kill even a
while counteracting or preventing that pain and suffering is a soulless being. Likewise, the trauma caused by a Destruction
good thing to do. It’s not right to say absolutely that an evil cleric spell, which turns the victim to dust, is something which no
can’t use a Cure spell; healing another evil creature (or perhaps creature could endure and remain alive.
oneself) is not necessarily viewed as a good act when performed The reasoning which suggests that a creature can’t be affect-
by an evil character. Likewise, a good cleric cannot always be ed by the reverse of a spell if that creature is immune to the
condemned for using a Cause Wounds spell. Good clerics do unreversed form breaks down under a bit of examination. Many
use weapons, and the purpose of a weapon attack is the same as reversible spells are defined in such a way that a figure cannot
that of a Cause Wounds spell: If damaging or destroying an possibly be immune to both forms of the spell at once. For
enemy is necessary to save your skin, then causing pain and example, should a blind character, obviously immune (at least
suffering suddenly becomes a lot less evil — in fact, neither for the moment) to Cause Blindness, also be unaffected by Cure
good nor evil, but neutral (in one’s own best interest). But in Blindness? Of course not. There is no general rule which indi-
almost all cases, it’s best for clerics who want to remain in good cates that someone who is unaffected by one form of a spell is
standing with their deities to choose the version of a reversible automatically unaffected by the reverse as well.
spell that best fits their general philosophy and purpose. A good
general guideline is given in the description of the reverse of the * * *
Raise Dead spell, Slay Living: “An evil cleric can freely use the
reverse spell; a good cleric must exercise extreme caution in its What happens when a Resurrection or a Raise Dead is cast on
employment...” In most cases where a reversible spell is distinct- an undead?
ly good in one version and evil in the other, evil clerics have the Hmmm. It stands to reason that undead can be resurrected, as
most latitude in determining which version they’d like to learn. long as their living bodies had souls. But according to the spell
That’s what you get for being good. description for Resurrection, a cleric can resurrect the “bones”
It can be much more difficult to play a cleric who is neutral of a dead body — that is, there must be some part of the body
with respect to evil and good, and much more taxing for the DM available for the cleric to touch for the process of resurrection to
who must represent the deity that judges the appropriateness of take place. Any undead which is encountered in an immaterial,
the cleric’s actions. To make life simpler, a cleric’s deity may gaseous or ethereal form could not be resurrected, because
make it known that he prefers his followers to use one certain there’s nothing for the cleric to lay his hands on — even if he
form of a reversible spell. When a preference is not specified, dared to touch one.
and no other circumstances prevent it, the cleric would logically An undead creature which is corporeal, and especially one
be free to choose which version of the spell he wished to learn — which has retained at least a vestige of the appearance it had in
and he would still be subject to the judgement of his god after he life, could conceivably be resurrected with a touch — again, if
cast it (you never know what a chaotic neutral god will do). the cleric is willing and able to withstand the effects of that
As far as dealings with undead are concerned, the same touch. It’s worth noting here that a cleric who casts Resurrection
guidelines would seem to be applicable: The cleric and his deity is incapacitated for at least one day afterward, during which
have a choice of how to cause undead to react to them. A lawful time the cleric cannot engage in combat or spell-casting. Unless
neutral deity, for example, might feel more benevolent toward a some means is at hand to control the resurrected creature and
ghost than a ghoul, because of the monsters’ alignments with save the cleric’s skin, he’s going to be in a lot of trouble after the
respect to law and chaos. In encounters with such creatures, the spell is cast.
actions of a cleric of that deity would be governed by the instruc- A further guideline on the subject is found in the Monster
tion he has received, or by the cleric’s decision on which course Manual in the description for ghouls. A human who is killed by a
of action would be looked on most favorably by his god. Perhaps ghoul will himself become a ghoul., unless a Bless spell is cast
a non-evil, non-good cleric of sufficiently high level would be upon the corpse (in which case the victim is simply dead). The
trusted by his deity enough to make “to turn or not to turn” corpse could then be resurrected — after being blessed. Logi-
decisions on a case-by-case basis, whereas a lower-level cleric cally, the same procedure — bless first, raise later — could be
would need an occasional suggestion or instruction — or per- required for an attempt to resurrect any undead creature.
haps might be allowed to learn from his mistakes. Because of Depending on the DM’s interpretation of “touch,” it might be
the unique personal relationship which must exist between a possible for a cleric to lay hands on, for instance, the immobil-
cleric and his deity, it is impossible to make concrete judge- ized body of a vampire without suffering the loss of 2 life energy
ments about any subject which involves this relationship. levels which accompanies a vampire’s hit on a victim. (Since the
vampire isn’t doing the “hitting” or “touching,” he can’t do any
* * * damage.) But what about the mummy? Its touch “inflicts a
rotting disease on any hit,” but it’s logical to assume that anyone
In previous clarifications in this column and from the DEITIES who initiates contact with a mummy would also be subject to the
& DEMIGODS™ cyclopedia, we know that elves and half-orcs disease. Since each type of undead is at least slightly different
12
August 1981 Dragon
from each other type, there are no general rules which can creatures are not affected by the result of any successful at-
apply. Whether or not to require a Bless spell, whether or not to tempt to turn which preceded their becoming undead. Another
assess damage upon a “touch,” and any other particular ques- attempt to turn should be rolled on the appropriate row of the
tions are left to the DM’s discretion. “Clerics Affecting Undead” chart. Alternatively, because the
Raise Dead is a different matter entirely. The spell description new creatures are only half-strength monsters, the DM may
pretty well covers it: The vital parts of the body must be present, allow rolls on the chart to be treated as if the half-strength
which rules out skeletons and any non-corporeal undead, and undead were a type of undead with half as many hit dice.
the undead creature must have been in a non-alive state for a
length of time which does not exceed the limit of the spell’s * * *
power. The Monster Manual gives specifics for some cases:
spectres, wights and wraiths will be destroyed by a Raise Dead The Wand of Orcus is said to cause death upon touch, except
spell (unless they make a save vs. magic), and a mummy can be to those of “like status” such as saints. What level does a cleric
resurrected by casting Cure Disease followed by Raise Dead. have to attain to be considered a saint?
If a Bless is required before a Resurrection attempt can be The AD&D game rules do not define conditions which must be
successful, the blessing need not also be required for a Raise met for a character to attain “sainthood.” Specifics like this will
Dead attempt, because the soul hasn’t been away from the body vary depending on the pantheon of deities a DM employs in the
as long and the newly created undead hasn’t fallen entirely into campaign, and is entirely a matter for the DM to decide. Perhaps
the clutches of eviltry. “sainthood” as the term generally applies might not even be
possible in a certain mythos; in another, it may take the form of
* * * divine ascension. In yet another, sainthood might be a status
which is attainable by a cleric of sufficiently high level. In such a
An evil cleric has control of a spectre. The spectre drains the situation, it seems reasonable that no cleric (or druid) should be
life force from another character, making it a half-strength spec- considered for sainthood unless and until the character has the
tre under control of the full-strength spectre. Does the cleric ability to cast seventh-level spells.
automatically have control of the half-strength spectre, or does For a cleric to be awarded sainthood would be a great honor
the cleric have to attempt to command it to service (turn it)? for the character. It would give the cleric many more powers, not
It doesn’t matter who’s in control, or whether the first spectre the least of which would be the ability to survive a swat from the
can control the new one. What does matter is that there is now a Wand of Orcus. (Note that the wand only causes death “upon
spectre where there wasn’t one when the first spectre was touch” when that touch is in the form of a hit in combat, and only
brought under control. A new spectre, even a half-strength one, when the wand is wielded by Orcus himself.) But achieving
must be dealt with separately just as if the beastie were another sainthood might not be preferable to the player, if the DM rules
full-strength one that had just come onto the scene. that the sanctified cleric must become a non-player character
Wights, wraiths and spectres all have the ability to turn victims instead of continuing to be a player character. Are you sure you
into half-strength creatures of their own type. The half-strength want your 20th-level cleric to be a saint after all?
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Dragon Vol. VI, No. 2
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August 1981 Dragon
Why was a new edition of the D&D® Basic Set rules needed?
First of all, it was necessary for the Basic rules to be in the same
format as their sequel, the D&D Expert Set rules. Otherwise, it
would be difficult to use the two sets together, as they were
meant to be used. The D&D Expert rules build on the D&D Basic
rules, they do not replace them.
Second, good as it was, the earlier edition still had minor
flaws. The large number of questions received by TSR Hobbies
showed that many areas of the D&D rules were still difficult for
beginners to grasp. It was necessary to reorganize and re-edit
the rules, keeping in mind that most new D&D players are not
hard-core gamers and have never played a role-playing game
before.
Third, the market has changed since the earlier rules edition.
The first D&D market was made up of game buffs and college
students. Today, the majority of D&D players are high-school
and junior-high students. The new rules edition takes into ac-
count the younger readership in its style of writing.
Fourth, the TSR staff had answered thousands of rule ques-
tions, playtested countless dungeons at conventions, and re-
ceived myriad letters detailing players’ experiences with D&D
game rules. Because of the accumulated experience of the staff,
and the help of the gamers, we could now pinpoint which rules
needed additional clarification.
When I edited the D&D Basic rules, I tried to stress clarity,
simplicity, and conciseness. The organization of the rules was
particularly important since the rules would set the format for all
other rule books in the D&D system, such as the D&D Expert
rules.
One important point to keep in mind when reading the D&D
Basic rules is that they are not hard-and-fast rules, they are rule
suggestions. The system is complete and highly playable, but it
is flexible enough that Dungeon Masters and players need not
fear experimenting with the rules. DMs and players, by mutual
consent, are always welcome to change any rule they wish, or to
add new rules when necessary. Because of this rule flexibility,
individuals who learned to play using the original D&D Collec- Basic Set, second edition
tors Edition rules, or the earlier edition of the D&D Basic rules,
can use the new edition without changing their campaign. gets the chance to play. Novice DMs are given detailed instruc-
Much of the work put into the new edition was in reorganiza- tions and as many helpful tips as possible.
tion. Whenever possible, step-by-step instructions were given The rules include a description of typical dungeon scenarios
because that type of direction is easiest to understand. Numer- and settings. They give suggestions for common types of room
ous examples were added, because examples often clarify rule traps, treasure traps, and special trap types. They provide a
descriptions. The edge of the booklet was drilled with holes so simple system for creating an NPC party. Finally, they outline a
that it could be placed in a notebook, thus cutting down on the sample dungeon, designed so that, if desired, one section could
usual wear and tear the rulebook takes. The rules were organ- be played immediately.
ized into a number of different sections which logically build on I also enjoyed sharing my favorite books and authors with
one another, are easy to follow and read, and are easy to find by readers. I have always found books to be excellent inspirational
using the Table of Contents. Furthermore, the general section material when designing adventures. I am sorry that, because of
headings will remain the same for all rulebooks in the D&D space considerations, the list could not have been longer.
system. All gaming terms are defined before the actual rule The Basic D&D game rules are directly based on the original
sections begin, and the definitions are repeated in a glossary. Collectors Edition rules. The original rules gave the first gaming
Finally, the rules were indexed. system for fantasy role-playing and, in my opinion, the D&D
My favorite two sections of the rules were Part 8: Dungeon game rules remain the best fantasy role-playing rules available
Master Information and page B62, dealing with Inspirational to game enthusiasts.
Source Material. Much of the information given in these two I am proud to have edited the new edition of the D&D Basic Set
sections is new. rules. It was our intent to retain the flavor of the original game
Many players feel that becoming a DM is difficult. I tried to while improving upon and extending the rules, so that the game
make it as easy to become a DM as possible. After all, DMs like to could be more quickly and more easily enjoyed by new players. I
play too, but if there is only one DM per group, that person never believe our efforts were a success.
15
Dragon Vol. VI, No. 2
Basic Set
this securely placed in the rules. All of us who act as Dungeon
Masters have had to allow this on longer adventures. Actually,
the “spell book” is often a needless complication and can be
(Continued from page 14) dispensed with. Of course, a particular DM can make spell
I struggled very hard to make all these things clear to the books a vital part of the game— suppose evil Magic-Users hired
readers of the first Basic Rules and yet retain the flavor and a high-level Thief to steal the player characters’ books?
excitement of the original rules. I even used the words of the Phantasmal force has been added to the available spell list.
DUNGEONS & DRAGONS Collectors Edition (the original The list is still much shorter than that in the original D&D rules or
books) whenever possible. I had disagreements with Gary over in the AD&D books. Phantasmal force has been appropriately
some items (I wanted to use a spell point system, for instance), weakened in the new rules, however; even if the victim fails a
but we kept the rules as close as possible to the original intent. saving throw, he or she is not permanently harmed by the phan-
D&D is, after ail, a truly unique invention, probably as remarka- tasm. If determined to be killed, the character actually only
ble as the die, or the deck of cards, or the chessboard. The passes out, and recovers in 1d4 turns. Presumably, hit points
inventor’s vision needs to be respected. lost in this manner are also restored after 1-4 turns. This makes
The first Basic Set rulebook contained some irritating typo- the phantasmal force a much fairer attack. With the old spell, the
graphical errors. Someone at TSR rewrote the wandering mons- M-U could summon a dragon or demon and, if the poor victim
ter table and put in a number of creatures that were not in my list failed his saving throw trying to disbelieve it, he was as good as
of monster descriptions. But most of the errors were corrected dead. A phantom, it seems to me, should indeed be terrifying,
for the second printing. but basically harmless.
The second edition Basic Set makes a number of minor Organizing a Party, The Caller: I think this rule should have
changes and adds 18 pages’ worth of new material to the book- been thrown out. I put it into the first Basic Set because it was in
let. Most of the changes and additions are, I think, improve- the original invention. I have never seen a successful game
ments. I would like to examine a few of them more closely. where one of the players was elected caller and actually did all
Character classes: Player characters are restricted to being a the talking to the DM. Usually everybody talks at once. The
Fighter, Cleric, Thief, Magic-User, Elf, Halfling or Dwarf. This resulting confusion is much more lifelike; one can hear the
probably covers the roles most beginning players want to try, characters dithering at the cross corridor as the monsters ap-
but I am personally sorry to see the range of possibilities so proach. “Run this way!” “Charge them!” “Get out of the way, I’m
restricted. The original rules (the three little brown books) spe- throwing a spell!” “Here goes the magic crossbow bolt!” “Not
cifically stated that a player could be a dragon if he wanted to be, from the rear of the party!” “I’m climbing the wall!”
and if he started at first level. For several years there was a As the players learn to work together as a team, a leader will
dragon player character in my own game. At first level he could often evolve. I think it is more fun to always allow a character to
puff a little fire and do one die of damage. He could, of course, call out his or her own action and see the consternation on the
fly, even at first level. He was one of the most unpopular charac- other players’ faces. Also, this encourages the shy player (yes,
ters in the game, but this was because of the way he was played, there are shy players!) to get into the swing of things. “What’s
not because he was a dragon. I enjoyed having dragons, cen- your halfling going to do?”
taurs, samurai and witch doctors in the game. My own most Infravision: Saying that infravision is the ability to “see” heat
successful player character was a Dreenoi, an insectoid crea- patterns is putting a magical ability into terms of mundane
ture borrowed from McEwan’s Starguard. He reached fourth universe physics. I think it would have been better to leave it as
level (as high as any of my personal characters ever got), made pure magic. I know this “heat seeing” explanation is the one
an unfortunate decision, and was turned into a pool of green favored by Gygax, but it embraces too many inconsistencies.
slime. Living creatures give off heat. Okay, but how about the undead?
Character alignment: This is the most difficult of the D&D Do they appear as spots of cold? If so, a dwarf or elf can always
concepts to get across. The new rules spend more space on identify a vampire by looking at him in the dark. What about
alignments and do a much better job of explaining them, using inanimate objects? If a monster (all monsters have infravision)
practical examples. Alignment is Law, Chaos and Neutral. Good charges into a room, can he see the furniture before he runs into
and Evil are not discussed as separate alignments at all, which I it? How about a rope stretched across the corridor? It would
think makes better sense. The first Basic Set had one of those have been better just to say, “It’s magic.”
diagrams which said that blink dogs were lawful good and brass The Encounter: Moldvay correctly stresses the importance of
dragons were chaotic good. I never felt that this was particularly using “turn” when a one-minute turn is meant, and “round” for a
helpful. I am sure Gary Gygax has an idea in his mind of what ten-second round, and not mixing them up. How much confu-
chaotic good (or other “obscure” alignments, etc.) may be, but it sion would have been avoided if the rules had always followed
certainly isn’t clear to me. Without meaning to be irreverent, I am this simple edict!
also sure that Buddha knew what he meant by nirvana, but that The new rules introduce surprise and initiative die rolls into
doesn’t clarify it in my mind either. I think the new rules simplify the combat situation. I had merely had the creature with the
the issue appropriately. highest dexterity strike first. The initiative roll makes combat a
Armor Class: The new rulebook continues to avoid the unne- good deal more chancy, and I’m not sure I like it. I will not object,
cessary proliferation of armor types found in the AD&D game, to it on the basis of its being less “realistic,” however!
which also incorporates splint mail, scale mail, and ring mail. The game’s entire combat system has been criticized for be-
This is good, but herein also lies a missed opportunity. I think ing unrealistic, and many game designers have tried to improve
the numbering system should have been adjusted to make plate upon it, but with little success. It is possible to make a combat
armor and shield, the best non-magical protection possible, AC system that is more like a real hand-to-hand battle, but then it
1. Then all magic armor could be represented by zero or nega- takes too long. Combat and magic are the high points of an
tive numbers to indicate armor class. A minor point, at best. adventure, but you don’t want the rules to be so complicated
While I am on the armor and equipment page, “mace” should that a beginning player can’t master them. And, even when your
have been included in the glossary (and the very existence of a character’s life is at stake, doing innumerable die rolls for every
glossary is a tremendous improvement). Many modern-day move can get boring. The present system is fast and workable.
players think “mace” is an aerosol can of tear gas! Critics who complain about its lack of realism have forgotten
Magic and spells: The new rules specify that if an adventure that it is not intended to be a simulation of real combat. It is a
lasts longer than a day, the Magic-User can get his or her spells simulation of combat as it occurs in most fantasy novels, and at
back through a period of rest and concentration. I’m glad to see this it succeeds admirably.
16
August 1981 Dragon
The combat sequence has been slight- doesn’t know that!” and other crises that of very cheap dice. I was, understanda-
ly and appropriately changed. The new arise in a beginners’ game. Excellent: bly, proud of the project, and every time I
rules provide for fighting withdrawal as The more help we can give the poor DM, met a D&D player for the first time, I
well as retreat, and there is always the the better. would introduce myself as the “editor of
possibility of a hit (20) and always the There is a page-long list of “inspira- the Basic Set.”
possibility of a miss (1). These are im- tional source material” which is more “The what?”
provements over the original system. complete than the one given in the AD&D “You know, the box that has the big
Monsters are given a morale rating. If Dungeon Masters Guide. dragon on the cover.”
they fail a morale check during combat, I didn’t have such a list in the first edi- “Oh, yeah,” my new acquaintance
they try to flee or surrender. Player char- tion; this is someone else’s inspired idea. would say, “the one with the really ugly
acters, of course, are incredibly brave I wish I’d thought of it. Do you know dice.”
and may fight to the death if they wish. there may be people out there playing a “But I didn’t have anything to do with
This “run away, run away!” rule for mon- D&D game who have never read The picking the dice!” I would cry.
sters is a good one, and allows for far Lord of the Rings? Well, the second edition has a different
more interesting fights and more satisfy- Finally, there is a glossary (which com- set of dice. The 20-sided die is numbered
ing victories for the players. The DM, if plements the one in The Keep on the from 1 to 20. (Now there’s an innova-
he wants to be sneaky, can have those Borderlands) and, hallelujah, an index! tion.) Unfortunately, the dice are small,
fleeing orcs make a bid for revenge. Any book this complicated needs an hard to read even when marked with
They would be likely to set up a trap or an index. crayon, and, let’s face it, really ugly. I’m
ambush to catch the unwary characters The original Basic Set had a final page sorry, Tom, but it looks like you too are
on their way back out of the dungeon. of tables which could be torn out and going to have to go through the next few
They might go down a level and try to used for reference. I wish it had been years feeling responsible for ugly dice!
negotiate an alliance with a more fear- included again. I think the new Basic Set rules are an
some monster from the depths to come A few comments on the other compo- improvement over the first edition. Not a
up and help them get even! nents in the new Basic Set: First, there’s big quantum jump ahead, but better in a
I think the present combat system the module, The Keep on the Border- number of minor ways. I’m proud of the
lacks only one device common to sword- lands. This is, in my opinion, the best original Basic Set, and I like to think I did
and-sorcery tales, but it is one so com- thing Gygax has written for us yet. It a good job of describing a great inven-
monly used that I miss it in the game. contains all kinds of hints for the DM and tion, the DUNGEONS & DRAGONS
There is very little chance for the hero to the players. There’s enough stuff on the game, so that everyone could enjoy it.
be knocked out and taken prisoner. Yet, map to keep a low-level party busy ad- The nicest compliment I ever got for it
that is so frequently what happens in a venturing for weeks. Truly a bargain. was from a game-store manager who
fictional battle. True, there is a provision Then there’s the dice. When the first said, “That’s made a lot of people happy.”
in the rules for subduing dragons by “at- Basic Set was marketed, it included a set May the new edition do the same.
tacking with the flat of the sword,” etc.,
which could be extended to other crea-
tures. It requires declaring at the start of
melee that one is trying for subdual, and
it does not provide for “knocked out” as a
result of ordinary combat. In ordinary
combat you are either alive or dead! Per-
haps inserting a “knockout” rule would
needlessly complicate the system, but
when I think of all the times John Carter
or Conan was overwhelmed by enemies
and came to in some sort of dungeon
trap, I miss the opportunity to re-enact
some of their situations.
Monsters: There is a much more ex-
tensive monster list in this second edi-
tion, including many not in the AD&D
Monster Manual. This gives the begin-
ning DM plenty to work with. I’m glad to
see Moldvay included the dragons just
as I did in the first edition. It seems al-
most silly to describe dragons in a book
intended only for player characters up to
the third level. On the other hand, think
how disappointed you would be if you
were an inexperienced player who
bought a DUNGEONS & DRAGONS
game and found nothing about dragons
inside!
The rulebook continues with a section
on treasure and an example of how to
plan a scenario and draw your first map.
The section “Dungeon Mastering as a
fine art” has been expanded. The begin-
ning DM is given advice on dealing with
“That’s not in the rules!” “Your character
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Dragon Vol. VI, No. 2
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August 1981 Dragon
Naturally, neither the DM nor players should feel bound by Birthplaces for demi-humans, Subtable
every birthplace or alignment tendency indicated by the chart.
Some places of birth might not seem logical for a certain class of Given below are places where “few” or “some” demi-
character; for instance, if a character rolls the land of the Frost humans live, according to the WORLD OF GREYHAWK.
Barbarians as his place of birth, it is somewhat of a conflict if the
character happens to be a magic-user. (The barbarian races Place of birth Elf Dwarf Gnome Halfling
would produce fighters, if not berserkers, as their major class.) If
a birthplace seems incongruous with the class or other charac- The Great Kingdom 01-03 01-03 01-03 01-03
teristics of a figure, simply re-roll or make a logical selection The Sea Barons 04 04 04 04
from the available choices. Lordship of the Isles 05 05 05 05
ldee 06-08 06-08 06-08 06-08
A demi-human character’s place of birth Almor 09 -- 09 09
If a character is of one of the demi-human races, use the table Frost Barbarians 10 09 10 10
below to determine birthplace. Half-elves are treated as elves; Snow Barbarians 11-13 10-12 11-13 11-13
half-orcs appear where humans and humanoids (specifically Ice Barbarians 14 13 14 14
orcs) reside. Rovers of the Barrens 15 14 15 15
Duchy of Tenh 16-18 15-17 16-18 16-18
Birthplaces for demi-humans, Main table Theocracy of the Pale 19-21 18-20 19-21 19-21
Shield Lands 22 21 22 22
Place of birth Elf Dwarf Gnome Halfling County of Urnst 23 22-23 23-24 - -
Greyhawk 24-26 24-27 25-28 23-24
Use subtable at top Kingdom of Furyondy 27-29 28-30 29-31 25-28
of next column 01-05 01-05 01-05 01-05 Wolf Nomads 30 31 32 29
Sunndi 06-10 06-12 06-08 -- Tiger Nomads 31 32 33 30
Irongate 11 13-14 09 06-16 Tusmit 32 33 34 31
Onnwal -- 15-18 -- -- Spindrift Isles -- 34-36 35-37 32-34
County of Urnst -- -- -- 17-29 Ket 33 37 38 35
Ratik -- 19-36 10-13 -- Perrenland 34-36 38-40 39-41 36-38
Duchy of Urnst -- 37-43 14-17 30-58 Highfolk 41-43 42-44 39-41
Spindrift Isles 12 -- -- -- Veluna -- 44-50 -- 42-48
Highfolk 13-15 -- -- -- March of Bissel 37-39 51-53 45-47 49-51
Veluna 16-23 -- 18-26 -- Gran March 40-42 54-56 48-50 52-54
Duchy of Geoff 24-28 -- -- -- The Mage 43-49 -- 51-58 --
Sterich -- 44-52 -- -- Duchy of Geoff -- 57-59 59-61 55-57
Sea Princes 29 -- -- -- Sterich -- -- 62-68 58-64
Ulek (all) 30-40 53-72 27-33 59-82 Sea Princes -- 60 -- 65
Celene 41-52 -- 34-38 -- Kingdom of Keoland 50-56 -- 69-75 66-72
Wild Coast 53 73-74 39-41 83-88 Celene -- -- -- 73-79
Dreadwood 54-69 -- 42 -- Dyvers 57-59 61-63 76-78 80-82
Gnarley Forest 70-74 -- 43-46 -- Grandwood -- 64-66 79-81 83-85
Verbobonc 75-76 -- 47-52 -- Lorridges -- 67-73 82-89 --
Grandwood Forest 77-81 -- -- -- Gamboge Forest -- -- -- 86-92
Flinty Hills -- -- 53-54 89-95 Stark Mounds -- 74-80 -- --
Gamboge Forest 82-90 -- 55-58 -- Barrier Peaks -- 81-87 -- --
Stark Mounds -- -- 59-60 -- Axewood 60-67 -- -- --
Kron Hills -- -- 61-89 -- FelIreev Forest 68-74 -- -- --
Glorioles -- 75-97 -- -- Hornwood 75-88 -- -- --
Menowood 91 -- -- -- Rieuwood 89-95 -- -- --
Silverwood 92 -- -- -- Vesve Forest -- -- -- 93-97
Vesve Forest 93-99 -- 90-98 -- Choice of any avail-
Welkwood 00 98-00 99-00 96-00 able, either table 96-00 88-00 90-00 98-00
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August 1981
Dragon
Dragon Vol. VI, No. 2
Oeridian 03-12, Suloise 13, Common 14-80, Special 81-00 tion to, as well as related languages which might allow for
(Keolandish). understanding between speakers.
Tri-States of Ulek: neutral good, neutral; Flan 01, Oeridian
02-11, Suloise 12, Common 13-90, Special 91-00 (Keolandish). Ferral: Originally of Oeridian derivation, this is now a secret
Kingdom of Celene: chaotic good; Oeridian 01-02, Common language spoken only by officials of the Iron League. These
03-00. officials include high-ranking fighters, clerics, and other per-
Wild Coast: any; Flan 01, Oeridian 02-09, Suloise 10, Common sons in a position of authority. Ferral is used only for command
11-00. and identification purposes, and is never a primary language. It
The Pomarj: chaotic evil, lawful evil; Oeridian 01-06, Suloise can be understood by those speaking Oeridian.
07, Common 08-00. Nyrondese: This is little more than a dialect of Common which
The Scarlet Brotherhood: lawful evil; Suloise 01-05, Common is spoken by residents in some locales of Nyrond. It is a primary
06-00. language particularly for peasants, shopkeepers and the like.
Spindrift Isles: lawful neutral; Suloise 01-02, Common 03-75, Learned persons almost always speak Common as well. It can
Special 76-00 (Lendorian). be understood by those who speak Common or Oeridian.
The Cold Tongue: Also called “Fruz,” this language is a dia-
Notes on Special languages lect of Suloise. It is commonly spoken as a primary language
In most cases, a “special” language generated from the list among the Ice, Snow and Frost Barbarians. It has no relation to
above is simply a dialect of one of the more popular languages. Common, and even those speaking Suloise find it difficult to
However, those who speak a dialect will not always automatical- understand (use intelligence x 4% instead of 6% in this case
ly understand someone who speaks the native tongue or anoth- only). It can only be understood by those who speak Suloise or
er dialect of the native tongue. Flan.
Intelligence is the factor which determines whether a charac- Velondi: This is a dialect of Old Oeridian spoken primarily in
ter can understand someone else who is speaking a related Veluna and Furyondy. It is the primary language of rural folk on
language. The chance of a character’s understanding is equal to the common border between the two countries. Those who
that character’s intelligence times 6% (note exception below speak Common cannot comprehend it at all, but it can be under-
under The Cold Tongue). Missing the desired percentage by stood by those who speak Oeridian.
1-20 will yield partial, incomplete understanding, and missing Keolandish: This is a widespread dialect of Old High Oeridian
the desired percentage by 21 or more means that the character which is a primary language for those of the area in which it is
cannot under stand a word the other character is saying. Note spoken (Keoland and the surrounding lands). It is old (400+
that this “chance to understand” roll only applies to characters years) and established; however, learned persons will usually
whose languages are related. speak Common and/or Old Oeridian as well. It can be under-
Example: A party member with an intelligence of 14 speaks stood by those who speak Common or Oeridian.
fluent Common. He comes upon a figure who speaks only Ny- Lendorian: This is an obscure dialect of Suloise. It has no
rondese, a dialect of Common. There is a chance of 14 x 6% = relation whatsoever to Fruz (The Cold Tongue). It is, in all cases,
84% that the party member will understand the other member. If a second language for those who speak Common. Only charac-
an 85 or higher is rolled, it means the party member will be able ters with an intelligence of 9 or higher can learn Lendorian, and
to communicate somewhat, but will not fully perceive the other it can only be understood by those who speak Suloise or
speaker’s thoughts and intentions through speech alone. In this Common.
case, since the party member’s intelligence was sufficiently
high, there is no chance of him being totally in the dark. Note Number of languages known
that under normal circumstances, it is impossible for a character Generally, whether a character can know one or more lan-
of 17 or higher to fail to understand someone speaking a related guages depends on the character’s intelligence. There is one
language (17 x 6% = 102%). universal rule: Every character knows at least a bit of the Com-
If the Nyronder in the above example has an intelligence of 11, mon tongue, even if it is not that character’s primary language. A
there is a 66% chance he will understand the party member. character who rolls a language other than Common as a primary
There will be incomplete understanding on a roll of 67-86, and language will still have the ability to communicate in Common
no verbal understanding will be possible if the roll is 87 or to some degree, and Common will be treated as an “additional
higher. This roll should only be made once for each particular language” even if the character’s intelligence would not normal-
pair of characters. ly allow for the knowledge of an additional language. The de-
Following are descriptions of each of the special languages, gree of fluency in Common does vary according to intelligence,
including an indication of which languages they have no rela- however; a character with intelligence of 7 or less would have at
22
August 1981 Dragon
best a rudimentary knowledge of Common as a secondary language. For this example, the character’s place of birth is
language. Urnst and his primary language is Common. His chance to know
Characters with intelligence of 3-6 are able to speak a given any secondary language at this time is equal to 13% x 4, or 52%.
language. They might know how to read and write very simple If a result of 01-52 is obtained on a dice roll, the figure will speak
words in their primary language only. The chance to be able to one additional language and then may roll again, seeking to
read and write a primary language is equal to intelligence x 12% again roll 01-52 and obtain a second additional language. The
(roll separately for reading and writing), so that a character with process is repeated until a result of 53-00 is rolled (which could
intelligence of 9 or higher will automatically have the ability to be on the first attempt), or until the character has obtained as
read and write. The chance of being able to read and write a many additional languages as possible.
secondary language is equal to intelligence x 3% (again, roll Those characters who don’t know as many additional lan-
separately for each ability). guages as they possibly could will have the opportunity to learn
Characters with intelligence of 7 or less will speak no other them at a later point in the character’s adventuring career.
language besides Common, if that is their primary tongue. Learning a language amounts to quite a bit more than simply
Characters with intelligence of 8 or more can speak one addi- sitting around the campfire and memorizing a few more words
tional language, over and above the primary tongue. Up to seven each night. Learning requires continual, almost constant use of
additional languages are permitted (for a figure of 18 intelli- the new language, which is best accomplished in the company
gence; see AD&D Players Handbook, page 10). These addition- of others who speak and write the language fluently, or through
al languages can be determined by using the table on page 102 the employment of an instructor.
of the Dungeon Masters Guide, with the lists given herein aiding A learning process like this will take a minimum of two months
in the selection of a “Human foreign or other” language. Com- of solid work on the character’s part, during which time NO
mon is considered an “additional language” for all who do not adventuring may be undertaken by the character. At the end of
use it as a primary tongue. two months, roll once to see if fluency has been attained (using
To determine whether an additional language is known by a the same percentage as was originally applicable; i.e., 52% in the
character at this point in time, multiply 13% times the number of above example). Failure means that one more month of study
“possible additional languages” of the character (PH, page 10) must be undertaken before another try for fluency can be made.
as indicated by the character’s intelligence. If the desired (Optional: Additional study, if needed, must be undertaken
number or less is generated, a character can have a secondary immediately, with no lapse between the first two months and the
language at the present time. Make a new roll for each attempt to next one, in order to test for fluency without penalty. For every
know a secondary language, until a roll fails or until a character lapse in learning of one week, the chance for fluency is reduced
has used his maximum number of possibilities. Optional: Add by 5% the next time such a check is made. For example, if the
2% to the chance to know a secondary language for each level of character described above failed on his initial roll to know an
experience after first level, up to a maximum bonus of 20%. additional language after taking two months of training, he
Example: A character with an intelligence of 15 may be able to could train for another month right away and check again at the
speak as many as four languages in addition to the primary same percentage chance (52%). However, if he takes a week off
23
Dragon Vol. VI, No. 2
between the first two months and the next month of training, the matically knowing certain languages in addition to Common
next check for fluency would be made at 47%. Note that the 5% and the racial tongue, characters must check against their intel-
penalty applies only to the chance to know the particular lan- ligence to see if they know any additional ones. Also, it is not
guage for which training was taken. If a character wishes to automatic for a half-elf or half-orc to know elvish or orcish,
begin instruction in a different language, checks for fluency respectively. Only characters who were raised in a group/family
after the training period would be at 52% as usual.) with at least one member of the non-human race can possibly
know that racial language in addition to Common.
Languages for demi-humans and humanoids The basic chance to know any of the other racial languages is
The AD&D Players Handbook lists basic languages for demi- enhanced for characters who were brought up by members of
humans and humanoids, and more language information for one race in proximity to a group of another race. This proximity
humanoids is found in the Monster Manual. As with humans, the bonus applies between races that are non-hostile toward each
intelligence of a demi-human or humanoid character has a bear- other (elves vs. gnomes, for example), but no proximity bonus is
ing on which languages he can know— and, as with humans, all used between races that oppose each other (elves vs. orcs).
adventurer demi-humans will have at least a rudimentary It is entirely possible that a demi-human who was brought up
knowledge of Common. by humans only would not be able to learn all of the racial
To more closely conform with the rest of this system, the tongues listed as possible for that demi-human type. Also, char-
strictures given in the Players Handbook on which languages acters raised in towns will have a smaller chance of being able to
(and how many) a demi-human can know should be altered know the various racial languages than characters raised in a
according to the following specifications and restrictions. Notes rural area or the wilderness.
which follow the listing of the demi-human races will give rea- Using the base chance of intelligence x 5% (or more for prox-
sons for the differences which are outlined. imity), a roll should be made for each character for each racial
language listed. Even if one or more of the dice rolls results in
Dwarves will always speak dwarven and Common. It is possi- failure, it is still possible to succeed in knowing another racial
ble for a dwarf to know gnome, goblin, kobold and orcish as language. This is different from the system used for humans,
additional languages, with a percentage chance of knowing where failure on a roll for a secondary language means that no
each one equal to intelligence x 5%, or intelligence x 8% if further attempts may be made without undergoing a learning
proximity is a factor. A dwarf may know up to two additional process.
languages regardless of intelligence.
Elves will always know elvish and Common. Possible addi- APPENDIX
tional languages include gnome, halfling, goblin, hobgoblin, by E. Gary Gygax
orcish and gnoll, with the chance of knowing any one equal to
intelligence x 5% (or x 8% for proximity). Elves with intelligence Racial types of the WORLD OF GREYHAWK fantasy setting
of 16-18 may roll for additional languages on the table on page Baklunish: The Baklunish people have golden-hued skin
102 of the DMG, ignoring a roll if it produces a language already tones. Their eyes run from gray to green, although brown is
known but counting it if it produces a language which has been most common. Their hair color runs from brown to black. Var-
attempted and failed. The chance of knowing any language iance is by tribe and nation.
generated from that chart would be 80% for an elf of intelligence Flannae: The Flannae have bronze-colored skin. Although
16, 85% for intelligence 17 and 90% for intelligence 18. some are more coppery, numbers of them are very dark bronze
Gnomes will always know gnome and Common, and have the (deep brown). Eye color tends to brown or black, although some
ability to communicate with burrowing animals as described in have a pale amber eye coloration. Hair tends to be dark brown or
the Players Handbook. A gnome has a chance of intelligence x black.
5% to know dwarven, halfling, goblin, kobold, or 1-2 languages Oeridians: The Oeridians are tan- to olive-skinned. Some
from the table on page 102 of the DMG, with the same 8% tribes are on the fairer side, while others are rather dark. Their
provision for proximity. The proximity rule would also apply to eye color tends to vary to any shade. Hair color runs from dark
local human tongues. (Note that a gnome is not necessarily blonde to black, but the most common hair color is brown or
limited to two additional languages, as per the PH.) reddish brown.
Half-elves will always know Common, and will know elvish if Suloise: The Suloise are very fair-skinned people. Although
raised by one or more elves. Additional languages possible some are less fair than others, many are nearly albino. These
— only for a character raised by one or more elves — (intelli- people have pale blue eyes, very blonde or platinum-colored
gence x 5%, or 8% for proximity) include gnome, halfling, gob- hair. The less fair have normal white skin, blonde or light red
lin, hobgoblin, orcish and gnoll. Half-elves of intelligence 17 hair, and gray or blue eyes.
have an 85% chance to know 1 language from page 102 of, the The inner mixture of Oeridians with Suloise tends toward a
DMG, and those of intelligence 18 have a 90% chance to know typical European-mix looking population. However, the original
up to two languages from that table. Flannae stock shows up fairly commonly in just about any socie-
Halflings will always know halfling and Common. Possible ty, so that there will be light-bronze to deep-bronze folk inter-
additional languages include dwarven, gnome, goblin, orcish, mingled in most populations.
and 1-2 additional languages (page 102, DMG) for those of The mix of Oeridian and Baklunish brings a fairly light skin —
intelligence 17 or higher. The proximity rule of intelligence x 8% a real yellowish cast, rather than the vague yellow of the oriental
applies in all cases except proximity to gnomes, which uses a human.
figure of intelligence x 10% instead. A cross of Baklunish and Flannae yields a golden-copper skin
Half-orcs will always know Common, and will know orcish if color.
raised by one or more orcs. Possible additional languages in- In general, the skin color of an individual makes no difference
clude hobgoblin, goblin, gnoll and kobold, at a chance of intelli- in many places, although the nobles of the Great Kingdom are
gence x 5%. The bonus for proximity does not apply to half-orcs. very jealous of being light-skinned, just as the rulers of the
Those of intelligence 16 or 17 may learn 1-2 additional lan- Duchy of Tenh are conscious of the supposed superiority of
guages (page 102, DMG) at chances of 80% and 85% respectively. their bronze color. In the central south region, from Greyhawk
to the Duchy of Geoff, there is little heed paid to skin color, just
The changes in this procedure from that outlined in the Play- as there is little heed paid to absolute racial type, i.e. human or
ers Handbook are designed primarily to account for an individ- demi-human, except perhaps by demi-humans who sometimes
ual character’s background and intelligence. Instead of auto- feel superior to humans.
24
August 1981 Dragon
Dragon Vol. VI, No. 2
26
August 1981 Dragon
ment, corporate administrators and executives, salary 1-10 actual job earnings are likely to be lower than the yearly salary
times higher, travel potential high; this last category should be rate over the course of each year, because of the extended leave
reserved for those with an AOK score of 130+. periods needed for agency missions; however, bonuses from his
Medicine/Physiology: travel potential moderate; starting sa- agency and an agent’s ingenuity should make up for the
lary $25,000/yr (variable); doctor or surgeon. difference.
Metallurgy: travel potential low to moderate; starting salary The amount necessary to spend for upkeep may be reduced
$22,000/yr; engineer. for an agent who chooses, or feels forced, to live in less comfort.
Military Science/Weaponry: travel potential high; starting sa- The amount spent on upkeep may be exceeded by as much
lary $16,000/yr; soldier, possibly mercenary, possibly on inac- extra money as an agent wishes to apply to it; however, either of
tive status; agents will tend to be officers. those courses of action may, if carried to the extreme, draw
Photography: travel potential high; starting salary quite varia- undue public attention to the agent. The upkeep amount in-
ble; free-lance photographer or artist-photographer, possibly cludes room, board and minor purchases; it does not include
fashion or advertising photographer, possibly employee of major purchases such as cars.
newspaper (“Hi there, my name’s Jimmy Olson...”). At the start of an agent’s career, before he has earned any of
Physical Education: travel potential high; starting salary quite his salary, the agent will have available funds equal to 10% of the
variable; almost certainly an agent will be an athlete in this AOK: normal yearly income for the agent’s profession, plus 1% for
by preference, one in a sport played throughout much of the each year of age over 20.
world. Tennis is an excellent choice; golf, soccer and track & Care must be exercised by the administrator to insure that the
field are also good. agent’s money is expended in a realistic manner. Not all of the
Physics: travel potential moderate to high; starting salary agent’s “upkeep” funds may be spent on weaponry and equip-
$18,000/yr; research scientist or university teacher. ment, for example. For one thing, it would be conspicuous; for
Political Science/Ideology: travel potential high; salary quite another, no human being can survive long (without being incar-
variable; many possibilities, including lecturer, politician, di- cerated or institutionalized) if he doesn’t make his own provi-
plomat, ambassador, teacher or government advisor. sions for obtaining food, clothing, and shelter.
Psychology: travel potential low to moderate; starting salary While upkeep expenses include a minimum working war-
$25,000/yr; researcher, teacher, or practicing psychiatrist. drobe, special purchases may sometimes have to be made. If an
Religion: travel potential low to moderate; starting salary agent must jump into a river while fully attired, his clothes will in
$15,000/yr; church official or teacher of theology; low probabili- all probability be ruined, and will require replacement.
ty of agents choosing this field, but not impossible (see the Human nature being what it is, a high-salaried agent will have
James Bond tale “Moonraker”). to spend a lot of money on physical evidence of his stature to
Social Sciences: travel potential low; starting salary $18,000/yr; avoid undue attention, while a low-salaried one can’t do a lot of
teacher, or possibly sociological advisor to government. conspicuous consuming. While an agent with an avowed in-
World History/Current Affairs: travel potential moderate to come of $12,000 a year might reasonably utilize ah old VW bug
high; starting salary $18,000/yr (variable); teacher, lecturer or for transportation (and might, in fact, be assumed to start with
advisor to government, possibly politician. such a vehicle), a character with an avowed income of $90,000
will have to purchase more than one car; probably two or three
(Special) Inactive member of military, attached to agency: see cars, of the sort where a high price tag is its own end.
Military Science/Weaponry; agent wilI always be an officer, fre- Players should be encouraged to develop ways for their
quently of command (usually not field or flag) rank. Examples: agents to spend “extra” money: hobbies, collections, or an ac-
Colonel Steve Austin, Commander James Bond, Major John tive social life. A habit of frequenting discos, preferably with a
Smith (“Where Eagles Dare”). Exceptions (from either extreme): companion who has expensive tastes, for example, not only
Lieutenant Morris Schaffer (“Where Eagles Dare”), Corporal enhances the characterization of the agent, but also provides an
“Dusty” Miller (“The Guns of Navarone”), Admiral Sir Miles excellent way of disposing of excess money.
Messervy (“M”). And then there is always hospital expenses...
27
Dragon Vol. VI, No. 2
e doesn’t look like a typical “Boris.” And, he doesn’t look he doesn’t have the incentive of the young man to condition his
like Boris — at least not like the image projected by his frame. His biceps still surge with the bulk of years of weightlift-
paintings and the bits and pieces of his public reputation. ing — but other bulges on his compact frame come from not
His name is easy to explain: It comes from his Spanish-born enough, rather than too much, exercise.
father’s love of Russian literature. As for his appearance, he “As I get older, I get lazier,” he says with disarming candor,
certainly doesn’t look like Boris when he comes to the door settled into a living-room easy chair.
dressed not in a loincloth, but in slacks and a knit shirt. No Still, except for streaks of grey in the coarse black hair that
blood-soiled sword. No beautiful woman clinging to his thighs. drapes his ears, he hardly looks like a man who observed his
Not battling some embodiment of evil, but finishing a late 40th birthday earlier this year.
supper. His face reflects too much good nature, his demeanor is And, while his appearance at first may fail to conform to his
too pleasant to be those of some macho body builder who poses moniker, in some respects he is very much Boris: proud, indi-
as the hero of his own pictures. vidualistic, romantic and a list of other adjectives, most of which
When he models, Boris is quick to point out, he is acting. And, find expression in his paintings.
28
August 1981 Dragon
29
Dragon Vol. VI, No. 2
iven the style and subject matter that made him a sought- people don’t feel that way, but to me there is no joy to doing
after fantasy artist, it would be easy to categorize Boris landscapes — it’s background.”
with references to his Latin background: “17 years after As for the source for this attraction, perhaps it comes from
he came to the United States from Lima, Peru, his English is medical studies, perhaps from years of body building to streng-
correct, but tinged with an engaging accent....” But, when the then the frame of a spindly youth. If a deeper reason exists, he
question of cultural influences is raised, he responds with a does not dwell on it, saying only, “I don’t know why. I think it’s
touch of bewilderment, or perhaps it is a slight annoyance: part of my nature.”
Others have attempted similar analysis, and left him uncon- “Why?” he asks rhetorically when the question is pressed “I
vinced as to its validity. don’t know, I’ve never gone really any further than, than the fact
“There was a young woman from Cuba that was writing a that I like the human body, and you know, visually, I really enjoy
paper on artists, and she wanted to call that the main theme of almost equally as much a well developed body of a male as that
her thesis, or whatever she was writing — the Latin background of a female.”
to my approach to painting, and I told her exactly the same In recent months one body has come to dominate his work,
thing: As far as I know, there is none. And she said, ‘It’s sublimi- that of a woman who is replacing the male heroes who have
nal.’ Maybe it is, I don’t know. I certainly don’t do it consciously.” tended to be the focus of his fantasy book covers. His model for
Both Boris and the young woman may be correct. Although this issue of DRAGON™ magazine, she has posed for Boris for
he may not feel macho, he may seem that way to the dominant four years, in which time his career has begun to move from
Anglo culture of 20th-century Amer- book covers to other fantasy formats.
ica. Boris may be bearing the cultural Stacked against the wall by a fire-
burden imposed by a society with a place in his living room are more than
different orientation — he would not two dozen boards, mostly of her,
be, for example, the first male with a paintings that represent Boris’ next
Hispanic background to be stereo- major project, a book of erotica that
typed in this way. represents a new direction, a depar-
ture from the restraints — both tech-
nical and censorship, of book covers.
he public also sees only his Titled Mirages, the book is sche-
pictures and does not often duled to consist of 33 paintings, ac-
hear his words. Although he companied by poetry written by his
(like many artists) does not easily ar- wife, Doris, whose first novel, a sci-
ticulate his thoughts, he nonetheless ence-fiction tale called Windsound,
is a man of words. In a series of re- was published this spring.
cent interviews, he emerged as an Besides the big-book advantages
intensely professional artist whose of better printing and a better format
career is in transition; as an ambi- for display than paperback covers,
tious man who is still somewhat fatal- Mirages has allowed Boris to explore
istic about his future; and as a public more explicit themes than allowed by
figure, who is more than a little bit the constraints imposed by publish-
aware that “success” flows from more ing houses that often wish
than just ability. to use some sex — enough to attract
the eye on a crowded bookstore
rack, but not enough to require
consider myself very much an in- brown wrapping paper.
dividual,” he says. “I do what I Most of the Mirages paintings fol-
want to do and I do it, you know, low a beauty-and-the-beast theme—
whether it is really establishment or a humanoid creature, with a lover
anti-establishment, and that’s how I that is, well, usually something other
feel. If it’s not right for me, I don’t do than humanoid.
it.” “The book that was published of
“There are certain things in my my work (The Fantastic Art of Boris
character. I’ve been accused a num- Vallejo) and the calendars, the pos-
ber of times of being a typical macho, The Magic Goes A way (1978) ters, have been really things that
which I must say I don’t see. I think it were commissioned for mostly book
has more to do with the way I do things, than what I really am.” covers, and of course in book covers you illustrate what the
The way he does his things, of course, has made his work book is about. This particular book is totally my concept. I have
immediately distinctive to his legions of fans — as well as to no limitations as to what to do or how to do it.
more than an occasional detractor. The scores of science- “For one thing, I have always loved to draw the human figure,
fiction and fantasy book covers, posters and calendars he creat- and doing fantasy book covers, you always run into problems
ed in the 1970s is a body of work that is distinct and recogniza- with censorship, where you have to cut something, or you can’t
ble: muted backgrounds dominated by one or two figures made show a nipple, and so on. I love the human body as it is. As far as
imposing by rippling muscles or barely clad beauty. I’m concerned, it’s not to be covered with cloth.”
Macho or not, Vallejo does have an affection for the human Scant clothing certainly is a hallmark of the works for Mirages
form. And his affinity has dominated his work. He can draw Boris has completed thus far. Yet the paintings are hardly hard-
landscapes, but beautiful vistas bore him. He can draw clothing, core. No explicit sex is depicted; as a whole, the effort is decid-
but he sees even the most gorgeous silks and raiments as ob- edly soft-core.
scuring something even more gorgeous. The top board shows a rear view of the woman (“I love to draw
“I love the human body as it is. As far as I’m concerned, it’s not behinds”), dressed in high black boots and a leather jacket,
to be covered with cloth. As a matter of fact, it bores me to do holding a dinosaurish-looking creature on a leash. Unlike some
clothing. You know, you can push yourself, force yourself to do of the women on his covers, this woman is no supplicant, is in no
(it), but that’s not me. I like to do bodies, just bodies.” need of aid from a musclebound John Carter, Tarzan or Conan.
“I can do a landscape with my eyes closed. It’s just — other “As a rule, the women I portray are not defenseless,” Boris
30
August 1981 Dragon
says. “You have that woman,” he says with a glance to the 36 x 24 “She objected to the nature of the human body. That’s not my
board. “This is a very strong-looking woman. I mean, she is in problem. I do what I like to do and I wouldn’t do something that I
control. While women’s lib could object perhaps to the nudity, don’t feel comfortable with. I wouldn’t. I really wouldn’t do it. For
you know, the exploitation of the body of a woman, they are money or anything, I really wouldn’t do it. But I love the human
right, but if someone wants to exploit my body, that’s fine with body. I don’t think there’s anything wrong with showing a pair of
me, too, you know? I have no objections to that. It is not offen- tits, you know, or pubic hair or anything like that. I certainly see
sive to me, it is very acceptable. nothing wrong with that whatsoever.”
“I like a very feminine woman that at the same time is very Born as a series of five sketches two years ago, Mirages has
capable.” been far from an easy project to complete. Besides the demands
As for the cowering beauties on some of his older works, of other works, he says he didn’t get started on Mirages as soon
those, he says, were probably dictated by the subject matter of as he should have. First scheduled for release in the fall of 1980,
the book or the publisher. “That’s not really my doing, that’s the book was originally delayed a year. Boris completed half the
what they want.” paintings in the first 18 months, then set aside outside commis-
Which, after all, is one reason why Mirages came to be sions for six months to finish the series. Confronted with self-
created. generated pressure to make these the best work of his career, he
Quickly rummaging through the boards, he finds his favorite, says, “I got so hung up I didn’t work for about three months — I
of a vampire-creature embrac- didn’t work on anything.”
ing the woman, who is again Finally, in an intense three-
viewed from behind. He casts month period this spring, he fin-
an affectionate glance again at ished all but three of the paint-
the painting, and sighs, “Yeah, I ings, before publication was
like backsides,” pronouncing it again delayed, this time until
“bocksides.” the fall of 1982.
The creature’s tight embrace “As a rule I like to work on one
about the woman’s buttocks has thing at a time,” he says. “In this
drawn a thin trickle of blood. case, of course, my deadline
“I think it is a very tender was rather long and I could af-
painting, because the creature ford to do it leisurely — or I
— he is a very threatening crea- thought I could — so as it hap-
ture, but he is very gentle also. pened I was a year late,” he
He’s a very frightening creature, adds, with a self-deprecating Iit-
but he’s obviously very much in tle chuckle.
love with her.”
“I certainly don’t consider
these paintings pornographic. lthough only three paint-
There is a difference, you know, ings remain to complete
between pornography and erot- the Mirages cycle, just
ica. Now you ask me, what is the when they will join the other
difference, I’d have to think boards in his living room is un-
about it.” certain. Lack of a market is not
Whatever the definitions, how- the culprit: The Fantastic Art is
ever, Boris says he doesn’t ob- in its fourth printing and there
ject to pornography or depic- seems to be serious interest
tions of explicit sex. “As a mat- about Mirages. Rather, the op-
ter of fact I enjoy it, but within posite appears to be true of Bo-
myself, I don’t feel it.” ris’ attraction to the fantasy-
The distinction may have some- buying public. Boris, simply put,
thing to do with biology vs. art, is hot — and his star still ap-
photographic fact vs. interpre- pears to be in ascension.
tation; graphic sex vs. the mere “I think that Boris’ time is
implication of the erotic. about to come — it’s just about
“There is a beauty in the hu- to happen,” says Shirley Hen-
The Maker Of Universes (1976)
man body that I would really re- schel, who for the past four years
fuse to destroy,” he says. “If I am to get explicit about it — I has handled the licensing of Boris artwork — reproductions in
would say graphic about it —while I may enjoy a woman with her other than the original mediums. “I think the interest in fantasy is
legs spread, you know, on a personal basis, as far as a painting just coming out of a fan audience to a national audience.”
goes, I would not find it very aesthetic.” Besides posters and the three calendars he has produced,
Despite the relative tameness of his work, even in a society Boris’ licensing activities includes everything from heat transfers
that has grown used to adult book stores and X-rated cinemas for clothing to porcelain figures, greeting cards, Halloween cos-
and titillating television, he still encounters hostility, against tumes . . . and Henschel sees other avenues — a Boris game,
which he says he offers no defense. paint-by-number duplications of his work the list goes on.
“I don’t bother, really. Even before these paintings, even the Grenadier Models is marketing a line of 77 mm vignettes
things I was doing before — barbarians or whatever — people duplicating scenes from Boris’ works, under one of these licens-
ask me, ‘Well, how do you feel about doing pornography?’ Por- ing agreements. Four scenes have been released so far and are
nography? Pornography? I don’t know. When I do it, I’ll tell you. selling well, compared to competitors in the rather limited large-
I haven’t done it, so I don’t know.” scale miniatures market, according to Grenadier’s Ray Lubin.
“But there are people that are going to make their own inter- “Obviously, Boris is a very popular artist,” says Lubin.
pretation of these (Mirages paintings). Certainly, it’s not in my Although part of the increased interest in Boris is due to an
mind, it’s in their mind, so I really don’t bother with it.” increased interest in fantasy, Henschel says the artist’s work can
He recalls a woman who, after complimenting him on his stand on its own merits. Noting that no less than five films with
technique, urged him to switch to landscapes. fantasy themes have been released this summer, she adds, “I
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Dragon Vol. VI, No. 2
think Boris’ art will go on forever, even though the movies come building.... Not only was he perhaps the biggest, he had a tre-
and go.” mendous sense for business, showmanship — all these things
“If I look at anything by Boris, I know immediately it’s by Boris. combine together.”
Although he says he’s an illustrator, not an artist, I remind him Since he began fantasy painting commercially a decade ago,
that Michelangelo was an illustrator, too. He’s an artist, and a Boris has perhaps reached a similar plateau. He now paints
good one.” exclusively fantasy and science fiction images — even when he
Whether it is proper to call Boris an illustrator, a painter, or an is commissioned to do an advertisement, as he recently was by a
artist, he certainly has acheived a level of professionalism and cigarette manufacturer. (Boris himself does not drink or smoke.)
recognition beyond that of all but a few of his peers. He has that Becoming a success is a difficult phenomenon to describe,
nebulous but palpable quality of Success!. and attempting to do that ultimately prompts a certain fatalism
from Vallejo.
“I basically believe that either you have it, or you don’t,” he
ot a little bit of which, Boris is quick to point out, is due to says. “I really think so. But I also think what it is to have it
his name. He discusses this and other business matters involves a number of different things.... You not only have to
with an engaging openness and frankness that is unusual, have talent, you have to know how to use it, and you have to be
particularly in afield where mention of finances is something of able to work hard enough to develop it. And you have to have
a faux pax. some degree of specialness that sets
Although he doesn’t recall just you apart from the rest of the talent-
when he started signing his ed people. And I think that has a lot to
works with his first name — it was do with yourself. It’s not only just
before he came to the U.S. —he says there, it has to do with yourself very
it has been an asset. much. I mean, a number of people
“This is a very important point,” he are very, very — extremely — talent-
says. “I really think that people have ed, and they do nothing, or very little.
to remember not only your work, but So obviously it has a lot to do with
who you are. I wouldn’t say that it’s a yourself.”
gimmick, but it’s something that real- “I think that anybody that is in the
ly helps people to remember me. creative arts — whether it’s painting,
“Why do they change the sculpture, writing, music — really is
names of movie stars? Because it’s very intense about it. I think that is
more commercial, it’s easier to re- the only way. If you are going to be
member. So, I sign the name Boris, really half-assed about it, forget it.
as opposed to Vallejo. (pronounced There are a lot of half asses around.”
vah-yay-hoe) People see Vallejo and A prime requisite, he says, is rec-
they say, what is this? Val-ee-who? ognizing what is the critical step at
Val-ah-hoo? And then you’re going each phase of the creative process.
to forget it.” When to think about money; when to
While Henschel arranges licensing think about the art.
of Boris’ reproductions, the artist “The first purpose in painting is in
himself negotiates the commission order to make a living,” he says.
and sale of original creations. “There is no question about that. I
“...I know a lot of artists are that know I want to make money; I know I
way—they hate discussing money. I have bills to pay, and to do it I have to
love it, I really, really like it. That’s make money. The more the merrier.
why I don’t have any agent as far as But having taken care of that, I don’t
creating a work goes, because I real- think about it any more. I don’t do the
ly like to get into all the discussions painting just to get the money. Once I
about money.” have taken care of how much I am
“I’m very commercial. I mean — going to charge for the painting, then
that is why my work is licensed. You the painting is the important thing. I
cannot live without money.” The Space Guardian (1979) don’t do it to get it out of the way, (or)
Like his signature, this financial sense preceded his success, to get the money.”
he says, and Boris further attributes much of his popularity, his And money, he says, is not the only consideration when he
star quality, to an “instinct” that transcends talent. decides whether to accept a commission or a project.
“It’s really difficult to pinpoint,” he says. “A lot of people have “The deadline, of course, is almost symbolic, like somebody
talent, but they lack another thing. If you are going to be some- waiting for it. I can’t stand the idea, for instance, of going into
body special, somebody really special . . . you have to have it fine art and . . . selling a painting that’s going to be hanging on
right from the beginning.” somebody’s wall and that’s the end of it. I have to reach as many
Boris believes he has that special quality, though he says that people as I can, and of course this is the idea of doing commer-
talent is only part of it. “I’m perfectly aware of the fact that I have cial work, books — the deadline is symbolic that people are
very outstanding ability. I don’t fool myself with false modesty waiting for it. If I didn’t know that people are waiting for it, I
about it, and I am going to use it.” wouldn’t bother with it.”
He illustrates the point with body builder Arnold Schwarze- (What if someone made him an offer he couldn’t refuse, say,
negger, who made “pumping iron” a phrase understood in kit- $50,000 for a piece?
chens and living rooms instead of just in gymnasiums. “Well, I’d do it,” he says with a laugh—and without hesitation.
“There are people who have worked out as hard as Schwar- “I’d do it and, ‘Hang it on your wall,’ I would say.”)
zenegger, but they don’t have his reputation. They will never A mass audience brings with it fame and attention that doesn’t
develop as much as Schwarzenegger. They can be very good, frighten Vallejo, although he recognizes it as both a benefit and
they can be Mr. Universe, but they will never be Schwarzenegger. a burden.
“Whether he is the best or not is questionable I don’t think “I like to accomplish as much as I can accomplish, and I
he is the best, but he is the one that became the epitome of body assume, of course, that popularity goes with this. Now, what
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August 1981 Dragon
degree of popularity I would like to achieve, that is questionable. it’s not going to happen. And after the first week I really start to
Because, of course, there are pros and cons to that. The pro of get restless and I go to the local art store and get some art
course is, it feels nice if I go for instance to a store and — I supplies and stuff . . . I haven’t really taken a vacation for about
wouldn’t say this happens all the time, but it happens that I go to three years, I really don’t like to take that long a time, because
a restaurant and pay with a credit card and either the waiter or you lose momentum.”
the clerk goes, ‘Are you the artist?’ And it feels nice.” If taking a whole vacation is difficult, just learning to take any
And, he notes, there’s the added attraction that you can de- time off was a challenge for Vallejo. “I worked every day of the
mand higher fees. week for months at a stretch before taking a break,” he recalls.
“Inasmuch as you are better known, your stuff sells better, “And I would work, oh, 12, 14 hours, 18 hours, 24 hours— I have
and obviously whoever it is can afford to pay more money worked as much as 36 hours.” But, he says, he finally realized
because they are going to make more money with it. It sells that taking time off was a necessity— at a potentially disastrous
better, there’s no question about it. time in his life which he discusses with typical frankness.
“Now, on the other hand, I would not like it to get to the point “You see, what happened is I actually got to a point that I had
where it would really affect my private life.” worked so hard for so many years that I felt I was losing my
But, he says, it’s unlikely an artist’s or author’s fame would mind. I was just so tense and nervous all the time. And this to me
reach that of a movie star or television personality. was a revelation — that I didn’t have to work all so hard — I really
“You’ve heard of Stephen King? Stephen King is making mil- don’t have to.”
lions with his books all of them are “...I wouldn’t say I went over the
going to be made into movies — a edge, but I was really close. Because
few already have been made into I wasn’t really enjoying at all I what I
movies — but still you see Stephen was doing. I wasn’t enjoying my fami-
King on the street and that’s that. You ly. I wasn’t enjoying my children.”
don’t know who he is. And even if So, for three months one summer
somebody was to say, ‘That’s Ste- he did nothing. In all, he says it took
phen King,’ you would say, ‘Oh, that’s probably a year to reach the pace he
nice.’ ” now attempts to keep, a decision he
Mass popularity is also a matter of calls “one of the wisest decisions I
public relations — of pushing your- have ever made in my life— not to kill
self, and Boris is selective on that myself. It wasn’t worth it, it really was
front. His appearance at this sum- not. My work was suffering with it,
mer’s GEN CON® convention is one and I was reaching the point of dimin-
of his rare public appearances, which ishing returns.”
he’s found can be “trying.” “It took me close to a year to slow
Not only do the questions repeat my life down, because I had been so
themselves, but his fans “really feel used to really, really working —work
they own you, and that’s fine, to a and work and work. For years I
certain degree, that’s fine, but only to worked really, really hard.... It took
a certain degree. me really about a year to realize I had
“They want you to do drawings for to cut down on that, and it was a
them, and I don’t do drawings for tough decision, because I had to
free. I do a sketch, for instance, for a struggle not only with myself, (but)
publisher, and then I sell the sketch with guilt.”
for $700, $1,000. I get paid for my
work. I’m a professional. So I cannot he intensity began early, as did
sit down and do a drawing of some- his drawing. He recalls the
body, and then of course I have a line house of his middle-class child-
of 200 people waiting also for draw- hood in Lima, where both of his par-
ings.” ents were teachers (his father was
Cutting back on his public sche- also a lawyer) with strong interests in
dule is only one of the changes com- music and literature.
mercial success has brought to Boris Starting at age 3 with likenesses of
and his life. A Web Of Wizardry (1978) Popeye, vallejo drew on the walls of
In the past three or four years he the house; as the new pictures sprout-
has attempted to modify long-entrenched habits of intense ed higher and higher, they also got better and better.
work. Instead of working almost without interruption, he now He entered grade school early, at age four, and graduated
seriously works at taking time off. from the Peruvian equivalent of high school when he was 15.
“I take about three days off a week.“ he says. “I like to get in my Combined with school were classes at art and music schools—a
car and just drive around and go to the woods or go to the beach schedule that kept him occupied from 8:00 in the morning to
and basically just be by myself and do whatever I want to do 10:30 at night, and included Saturday classes.
—go to movies, I love to go to bookstores, and basically, not He got his his first commercial art job at age 16, and after
have to talk to anybody or make contact with anybody.” college pre-medical studies entered the field full-time at 19.
He finds it easier to work and relax at this more regular, more Four years later, in 1964, he felt he had reached the limits of what
consistent pace, rather than working in spurts between lengthi- his native land could offer him, and he headed for new chal-
er vacations, a tack he tried unsuccessfully. lenges. He arrived in New York, speaking no English, deter-
“It’s really difficult for me to sit down and do nothing, if you do mined to wash floors or do anything to support himself. He
it too much. I mean, the times I have gone on vacation, for didn’t have to, as it turned out, because he promptly landed a job
instance — I can take a week of it, and then after a week I get illustrating for a chain of department stores. Besides enabling
really totally restless. I really feel that I really like to paint, I really him to meet his wife, who joined the firm’s art department a year
like to draw. And I have always ended up doing that. I say, ‘Well, I or so after he did, the job was a start, albeit on the bottom rung,
am going away for two weeks and I am not going to do anything on the ladder to success in America.
for those two weeks, and my wife laughs, because she knows “I was one of the top artists in my country,” he says of his
33
Dragon Vol. VI, No. 2
decision to emigrate. “If you have a little bit of ambition —which mysteries, most were in the genre in which he has become
I have a lot of — you realize, ‘So what?’ You know, I know a known. Rather than viewing this strictly as a limitation to his
number of people who prefer to be a big fish in a small pond. As creative abilities, he treats it in a positive fashion.
long as they are the biggest, it doesn’t matter how big it is. I “You have to realize that especially here in America is the land
never felt that way. I always wanted to do as well as I could do, to of the specialist,” he says.
go higher and higher.” “Say you have a pain in your stomach. You go to a specialist.
Vallejo feels he has been lucky. Rarely, he says, has he had to You’re having trouble with your foot, you go to a podiatrist, and
look for work, resorting to peddling his portfolio only a few so on. In South America, it wouldn’t be that way. In South
times. That doesn’t mean life was easy — even in the best of America, I did everything, because the market was much
times, free-lancing is a precarious existence. smaller. So we did everything — layout, lettering, finishing work,
“lt’s a tough job, actually,” he says. “You see, what happens is, oil paintings, portraits, whatever. And in America, it’s not that
you don’t have a reputation. Of course, you cannot command way at all. You have a specialty and the art director likes to go to
the prices of someone who does have a reputation, who sells.... the person who is going to do that type of thing, because paint-
And the time when I was working really, really hard was before I ing a specialty essentially means you can do it better than
was doing (free-lance) illustration. I was doing drawings for anybody else.”
department stores — refrigerators, furniture and all those “...lt is a limitation. I’m not going to tell you it isn’t a limitation.
things, and —Jesus! — I used to make $10 for each drawing. To But once (I) get to a certain point. I can do what I want with this.”
make $100 you had to make 10 draw- “Everything has limitations — ev-
ings!... It is really tedious, and it takes erything. I would say that even it is
forever, so you have to work and better to have certain limitations
work and work it’s really very te- For instance, this cover of DRAGON
dious, and even then I took pride in magazine, if they had said, do any-
what I did. I tried to do it as nice as I thing, you know, I would go nuts try-
could, and perhaps put a different ing to think, ‘What am I going to do?’
twist to the whole thing as opposed But you said, you can do anything,
to the way everybody else was doing but it has to be related to dragons.
it.” Okay, so you have a limitation there,
“...I hated it. I really hated it. It was but it puts you within certain boun-
boring. Nonetheless, I took pride in daries. You have an idea of where
it. I really wanted to do as well as I you are going to go.”
could do. It gave mea certain amount Although he says he once found
of discipline, it gave me a very good the prospect of open-ended assign-
feeling for detail. Regardless of whe- ments overwelming, Boris says this
ther it’s what you want to do, if you type of challenge is better suited to
put yourself into it, you learn some- his artistic temperment.
thing.” “At this point, my head is full of
He never exactly starved in the ideas,” he says. “It is probably better
U.S., but those salad days were lean for me now to have them open.”
ones. Once the direction of a piece is es-
“I tell you, when I first came to this tablished, Boris says it doesn’t nor-
country, I would eat actually four mally swerve.
days of the week, and the other three “Once I’ve made a decision —what-
days I would buy a loaf of bread and ever direction it is — that’s it. I don’t
divide the slices into three, and if I ate think too much about it. I’m accused
more than I was supposed to, if I ate, of being very stubborn; perhaps it’s a
for instance, seven slices of bread little bit of stubbornness. But I think
one day, as opposed to six, then that mostly, it’s a strength. I think I
there was one less for the next day. know what I want and I think I also
“I remember when I came here my know how to get it, how to go about
body weight was about 180, and in it.”
four months I went down to 139. That This confidence seems to be en-
gives you some kind of idea. And, The Berserker (1978) hanced by his use of the same model
even after, when I got married, there and similar themes, subject matter
were times that we just didn’t have money to pay the bills....What and construction in most of his work. Coupled with this is a
are you going to do? You can’t pay them. So there have been ups trend toward an increasingly realistic, almost photographic
and downs.” style that is particularly evident in his Mirages paintings, as if
“...One always has to worry about money, by the way. It Vallejo yearns to create the perfect representation of this mo-
doesn’t matter how much you make, you’re going to have more ment of beauty, investigating every facet of a gem.
expenses, that’s all.” The pattern he has repeatedly used for his work — the vertical
Ultimately, it wasn’t refrigerators that established Vallejo pro- axis, dictated by the dimension of a paperback book, one or two
fessionally, but fantasy — an interest that started with science central characters — these limitations have not restricted his
fiction in Peru. artistic freedom.
“I used to read a magazine called Beyond (it was called Mas “If you were to see the paintings I did two years ago, even a
Alla in Spanish).... Then I came here to the States and I saw the year ago, I think you would see an improvement, the technique
work of Frank Frazetta, in the early ‘60s, and it really appealed to develops my work becomes more precise, more accurate,
me a lot. It had the fantasy that I liked, and it had, since I was more polished, more careful, and I enjoy it that way. I don’t feel
involved in body building, muscular heroes, it appealed to me.” that that is restrictive at all, that it lacks artistic sense. I think
Beginning with comic-book covers in 1971, he worked his way quite the contrary . . . I’m very impressed by the skill of a work. I
up to paperback book jackets in a few years, and estimates he don’t like to see sloppy painting.”
has produced as many as 40 to 50 covers in a single year. Which is not to say that he cannot work in more impressionis-
Although some of the covers were romances, some were tic, looser styles, or horizontal formats, or whatever.
34
August 1981 Dragon
“(If) you are a professional drawer, you should be able “It’s a very interesting thing, because people have asked me if
to do anything, anything, in any way, and I feel that I can do that. my mood influences my work, and my mood absolutely does not
“It’s like playing an instrument,” he says, with a glance toward influence my work. My work influences my mood, but not the
one of two violin cases that sit on a nearby piano. “Before you other way around. I may have personal problems, I may have all
can really make music, you have to know how to play it, other- kinds of things going on, but I sit down and work just the same.”
wise it just doesn’t come out. If you are going to have technical With such a disciplined concept of professionalism, and with
problems, then of course the music isn’t going to come out the such intense work habits, isn’t saying he is lazy is a paradox?
way it’s supposed to. The technique has to be second nature “Yes, it is a paradox,” he answers, “but I think that paradoxes
you cannot paint if you do not know how to draw.” happen all the time.”
As for his tendency to have one or two central figures domi- “As much as I love painting, I’d rather not do it all the time,
nate his works, leaving inanimate objects to the background, he because it’s (easier) to go downhill than uphill. It may at times be
says, “I have several reasons, actually. One of the reasons is that enjoyable, but most of the time it’s work. And let’s face it, I think
if you do something beautiful, really well done, you don’t have to most of us don’t like work. If I didn’t have to work, I probably
flatter it then again, if your eyes are pulled to one thing, as would work a lot less. I definitely would work a lot less.
opposed to a lot of distractions, I think it has more impact. and “As it is right now, I’m really very selective about what I take.
last of all. I am very lazy, so it is much easier to do one or two and it so happens there is a lot of demand there, so even when I
figures as opposed to a dozen.” want to be selective, there is still
Despite the little chuckles punc- enough work to keep really busy.
tuating that last comment, and des- “But my ideal situation, the way I
pite his history of intense work hab- see things right now anyhow — that
its, to some extent Boris is sincere could change — but my ideal origi-
about being “lazy.” Perhaps this is nally is to do one painting a month,
complemented by the “guilt” he says and do it nice, do it just right and
he sometimes feels about taking time not have to worry about paying bills
off; perhaps it is a bit of self-deception or anything like that.”
that helps generate the intensity he
brings to his work. hether he’ll ever reach that
Confronted with the pressure of plateau he admits is ques-
yet another deadline, he does what tionable, for several reasons.
many artists and writers do: He waits “Probably what would happen if I get
even longer, stretching his margin enough money to do one painting a
thinner and thinner, until more delay month and there is enough demand, I
is impossible. would probably prefer to do two or
“I have to block out everything,” he three and have two or three times as
says. “You just have to do it.” much money.”
“I have to get psyched up to start In the past few years he estimates
painting, every time. I don’t care how that 85 percent of his work has been
many times— I have done it hundreds for paperback covers — a figure he
of times — but every time I have a expects to decrease substantially
white board in front of me, it’s always from now on. His next project after
very frightening, just to know in a few Mirages, a book in conjunction with
days I have to have a work finished, his model. And there is always the
and it has to be at least as good as the lure of other media— movies, for ex-
one before, and preferably better. It’s ample — although he says the switch
very frightening.” would have to involve not money
This pressure to keep progressing alone, but a significant role in the
in quality represents a change in atti- production of a film.
tude from his early days when, he “I have been offered stage settings
says, “I wanted to be THE TOP AR- for movies and I figure, Jesus, it’s
TIST.” Now, he says, “I don’t concern going to take me several months, I’m
myself with other people at all. I going to be away and then what am I
compare my self to myself. What I do going to do? I’m going to get a credit
now, to what I did last month, six at the end of the movie If your
months ago. I know at this point that I name is going to be very prominent
only have to get better than myself.” A Hostage For Hinterland (1976) there, that’s one thing, but if it’s go-
The progress has always come, he ing to be one of the etceteras, forget
says, and it is better not to think it. It’s a waste of time. I can make the
about whether the growth will always same amount of money and still have
continue. my name pushed forward.”
“I think about it every now and “I’ll get there, I’m not in a hurry at
then, that I am going to wake up in the morning and not be able this point. I always tell people, if I really want to get something,
to draw, you know. And it happens, you have good days and bad I’ll get it. I don’t know when or how long it’s going to take, but if I
days. There are certain days, it just doesn’t come out quite as really want it bad enough, I’ll get it.”
easy, you have to struggle with something that is very simple at “Goal” is a word he avoids using, “because a goal is a limita-
another time. It doesn’t happen as often now as it used to, but tion. I mean, you reach that goal, then what? What are you going
there are bad days too.” to do next? I just go on. It’s always a step higher, higher.”
On a “bad day,” he says, “I just go on. You see, I am a “I am going to get as high as I can, as I am capable of getting.
professional. I paint not only because I love to paint, but be- How high is high? I don’t know. I don’t make goals because I
cause it is my work. I have to do it. Let’s say, for instance, you don’t know how high is high. I just keep working.“.
work at a bank, you are a bank teller. If you don’t feel right about “Working,” he repeats, savoring the word. “Whatever happens,
going to work that day, you still have to go and do it. happens.”
35
Dragon Vol. VI, No. 2
36
August 1981 Dragon
Prospero owns a white Robe of the the island Prospero lives on. At the time, ingrate who has made improper advan-
Archmagi and a Libram of Silver Magic. rumors had it that she was pregnant by a ces to Miranda, even though Prospero
demon or devil, but Caliban’s appear- has fed, clothed, and tried to educate
Prospero’s servants ance indicates that his father was an orc him. Caliban hates Prospero and does
Prospero has two servants of vastly of the vilest type, his menial work only out of fear, espe-
different natures who can have a great Caliban is shambling, brutish and hairy, cially of that Power Word, Cramps spell.
effect on the outcome of encounters with a swinish cast to his features. He Caliban will try to get the party of adven-
with the duke-magician and his daugh- has one twisted foot, which slows his turers to turn against Prospero and burn
ter. They are Ariel and Caliban, for which movement rate. Over a filthy tunic, he the duke’s magic books. If the party
descriptions are given below. wears a heavy leather jerkin. He carries a gives him liquor, Caliban will think them
woodsman’s axe, and he can also use a to be gods and will do anything they say
Ariel, a high-grade air elemental log as a cudgel. If engaged in weapon- to get more.
Armor class: 2 less combat, he will bite if he gets the
Move: 36” chance. Source: The Tempest by Shakespeare.
Hit Dice: 16 He is utterly unreliable, a liar and an Written by Katharine Brahtin Kerr
No. of Attacks: 1
Damage/Attack: 2-20
Special Attacks: Whirlwind, as per a
regular air elemental; Sleep spell
Special Defenses: +2 weapon to hit;
Invisibility and Blink spells
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral
Size: L (but see below)
Psionic Ability: Nil
37
Dragon Vol. VI, No. 2
as strong and brave as a party of adven- throw against polymorph should be al- She may release some of her impri-
turers. Underneath, of course, she is lowed, it should be at -5, because her soned animals— for a price. The DM will
tough as nails and malicious to boot. magic is two-pronged. Not only are there have to determine how many, depending
There is a 65% probability that a woman enchanted herbs in the food, but Circe on how many the characters either want
adventurer in the party will see through has the Polymorph Others spell and a to release or have room aboard ship to
her immediately, but even if one does, Wand of Polymorphing. The DM may opt rescue. There can be special cases: A
there is only a 5% probability that any of for two separate saving throws with no paladin would never leave Circe’s island
the men will listen to her. (Roll separate- modifier, if he or she prefers. Any player without attempting to rescue every man/
ly for each party member.) characters failing the saving throw(s) animal on it. DMs should consider align-
While men have always considered will be transformed thusly: clerics into ment carefully when judging this aspect
her evil in alignment, Circe is basically lions, fighters into wolves, thieves into of the encounter.
only out for herself. She can be quite leopards, and magic-users (and any low- If the party manages to overpower
kind to women, particularly her maidser- class hirelings or henchmen) into swine. Circe so completely that she fears for her
vants, as long as the woman in question Out of professional jealousy, Circe par- life, she will offer them all the riches of
doesn’t cross her. She turns men into ticularly dislikes magic-users. her palace as ransom, as well as freeing
animals merely because it amuses her, If any character makes the saving all the polymorphed men. The DM should
not because she is devoted to any dark throw(s), Circe will be furious. She will describe a treasure so rich that the play-
power. In many respects she is highly attack with other spells (DM’s choice). If ers think they’ve wandered into a Monty
cultured, with a taste for music, painting, those fail, she will attack physically with Haul campaign. As soon as they are one
and fine needle work of all sorts. fists and fingernails (use the pummeling hex distant from the island after their
Her island is a lovely spot, always table, page 72, DMG). The other women departure with the treasure, 90% of the
warm and sunny no matter what the will scream and cower helplessly while haul will turn to dead leaves, straw, and
weather in the rest of the ocean. A Detect all this is going on. pig food. The freed men, however, will
Magic spell will show that the place is If a male warrior overmasters Circe at retain their human forms and will be very
enchanted down to the very stones. From this point, she will turn weak and seduc- loyal to the party. Allowing for alignment
a shallow harbor, a narrow road runs to a tive, pretending that he’s the man she’s differences, the DM should give a +15
splendid palace set in the middle of been waiting for all her life. Under this bonus to the charisma modifier.
flower gardens. These flowers will be act, she will be plotting revenge. If the If the party attempts to sail back to the
blooming no matter what time of year it party outright refuses the offer of her island when they discover Circe’s treach-
is. In the garden, either chained outside food and drink, she will be first persua- ery with the treasure, they will find only a
or kept in golden cages, are many lions, sive, then sulky, then furious enough to faint lavender mist hanging over the
leopards, and wolves. Though the ani- attack. ocean where the island formerly was.
mals look well cared for, they are all mo- The best way to get the upper hand If the DM wishes to choose Circe’s
pey and miserable. If a party of adven- over Circe is to possess the strange herb spells, the various versions of polymorph
turers approaches them, they will whine known as moly. The god Hermes gave should obviously be included. To save
and fawn as though desperately trying to Ulysses some of this herb, said to grow time, the DM may follow this list:
make friends. Behind the palace are ve- only in Olympus. With it, Ulysses mas-
getable gardens and farm animals, in- tered Circe’s magic and made her turn First level: Charm Person, Compre-
cluding an unusually large number of his crew back into men from swine. If the hend Languages, Friends, Read Magic,
swine. Again, if a party approaches, the DM wants moly available in the cam- Sleep.
swine will rush grunting and squealing paign, it should either be fantastically Second level: Detect Invisibility, ESP,
to the side of their pen. expensive or else a gift to a cleric from Forget, Ray of Enfeeblement, Web.
The animals and gardens are tended his or her god. Third level: Fly, Hold Person, Dispel
by pretty young women who are all un- If a character wears moly, all of Circe’s Magic, Slow, Suggestion.
usually friendly (+25 modifier on the en- polymorph spells will fail against that Fourth level: Charm Monster, Confu-
counter reaction table, page 63, AD&D character, and the power of her other sion, Fear, Polymorph Other, Massmorph.
Dungeon Masters Guide). The women spells against that character will be weak- Fifth level: Animal Growth, Feeblemind,
will eventually volunteer the information ened considerably; the character should Hold Monster, Passwall, Transmute Rock
that their mistress is very hospitable to get a +2 on all saving throws against her to Mud.
strangers and will offer to lead the party magic. Circe cannot touch this herb to Sixth level: Control Weather, Enchant
inside the palace. steal it away, nor can her maidservants. an Item, Legend Lore.
In a glorious room with a tiled floor If the party impresses her with its su- Seventh level: Charm Plants, Mass In-
and golden walls, Circe herself will be perior strength and abilities, Circe can visibility, Vanish.
sitting at a loom and singing while she be reasoned with. If she is offered a re- Eighth level: Mass Charm, Polymorph
weaves a fine tapestry. She will intro- ward, it is 75% likely that she will aid the any Object.
duce herself as Glauce, a Greek name party in some way, usually giving advice Ninth level: Imprisonment.
that roughly translates as “Sweetie.” If or information about the seas ahead.
anyone knows or guesses her real name, The reward must consist of luxury goods As for Circe’s psionic disciplines, Mass
she will pretend to be making a joke, but such as jewels and perfumes with a value Domination and Shape Alteration should
inside she’ll be livid with rage. Circe will of at least 10,000 gp. The chances of her be considered her major sciences. Her
insist that the adventurers join her and agreeing to give advice or assistance in- minor devotions are Animal Telepathy
her maidservants for a feast. Then she creases by 5% increments for every addi- and Hypnosis.
will summon the women, who will lay out tional 10,000 gp worth of reward offered.
food and drink and begin flirting with the The fee for casting a spell or giving other Sources: Circe is a common figure in
adventurers, regardless of race. Circe great magical aid would be twice this Graeco-Roman literature. The best Sources
will flirt with the leader of the party. amount. If the requested aid is easy to are the Odyssey by Homer, Book VIII, and the
One bite of Circe’s food or one swal- provide or if it amuses her to do so, Circe Aeneid by Vergil, Book VII. The DM can also
low of drink from her table will turn any will be quite trustworthy. If it comes to look up her reference in the Oxford Classical
adventurer who is not wearing moly (see bore her (65% chance,) she will have to Dictionary for the various conflicting legends.
below) into an animal. While a saving be bribed further to continue. Written by Katharine Brahtin Kerr
38
August 1981 Dragon
39
Dragon Vol. VI, No. 2
Cavern of the
It is known that all three of the tribal
villages were once the sites of settle-
ments of the Ancients; there are still old
structures and broken artifacts to be
SUB-TRAIN
found at these spots, and the remnants
of a roadway still connects them. The
fate of the original inhabitants, though,
remains unknown. About 400 humans
and mutants now live at Hen, and about
INTRODUCTION Years that followed the destruction half that number live at each of the other
Cavern of the Sub-Train is a scenario wrought by the Apocalypse in 2322. Tri- two sites.
for an introductory or intermediate ad- bal history tells that the tribe’s ancestors Life in Valley is relatively safe, if some-
venture for the GAMMA WORLD™ game. fled south from an area of near-total de- what boring, so long as one does not
It has been designed for use by 2-8 play- struction, following the river that now journey past the borders either to the
ers, 4-6 being optimal. flows through Valley, seeking a place of north or south. The tribe has managed to
The adventure begins in the village of relative safety. Details of the history are establish an agricultural community, and
Om, where the characters have lived all suspect, as the tales have been passed much time is spent working the fields
of their lives. Life in the village has been only by word of mouth from father to son and tending the livestock. The remnants
rather uneventful, other than the usual over the years, but apparently these an- of the old structures of the Ancients have
dangers of the environment. Recently, cestors searched and struggled for many long since been thoroughly explored
however, a most unusual discovery has years through areas of death and de- and hold no more mystery than an ordi-
been made — one which will shortly struction, until they discovered what is nary cave would. Indeed, most of the old
send player characters on an exciting now the site of Hen, the northernmost structures are now used as dwelling pla-
and dangerous adventure. and largest village of Valley, and settled ces or storehouses for grain. Several ar-
This scenario has been designed with there. North of Hen and stretching west tifacts of the Ancients are in the posses-
the assumption that the Game Master of the river for many days’ travel were sion of various members of the tribe, but
has a thorough grasp of the GAMMA (and still are) lands that were “unclean.” most are mere curiosities to be poked at
WORLD rules. Descriptions of common To journey into them is to invite horrible or worn as decoration; the tales of their
artifacts, creatures, and so forth have diseases, danger and usually death. To “magical” functions are either false, or
been kept to a minimum. the south, however, exist some whole- the “magic” has fled or been exhausted.
some lands, including the sites of the In all, life has been rather idyllic in
BACKGROUND other two villages in the state of Valley, Valley. There is food for the table, a roof
The tiny tribal state of Valley has exist- Parlund and Om (see map). South of over one’s head, and honest labor to oc-
ed for several generations, having been Om, however, the lands become “un- cupy a man’s hands. One day, however,
originally established early in the Black clean” once again. while clearing a new patch of land for
40
August 1981 Dragon
expanding one of the grain fields located Upon again reaching the edge of the interior of the tube. Suddenly there was
just north of Om, one of the tribesmen opening, the villagers peered downward. slack on the rope and a shout came from
felt his crude plow catch on something The interior of the hole was a smooth, below as the man reached the bottom of
beneath the earth. After a few minutes of round tube leading straight down, fea- the tube. The light from the flame van-
scraping and digging, the farmer uncov- tureless except for ladder-like rungs pro- ished as he moved away from the open-
ered a round, hard surface, about one jecting from one side. The sun was still ing to the surface, then the light returned
meter across, made of what appeared to low in the morning sky, so the bottom of moments later. A short time after that,
be the same indestructible (to the tri- the tube, if there was a bottom, remained the young man was back on the surface,
besmen) material as the roadway con- in darkness; however, a very dim red his face flushed with excitement and his
necting the three villages. Digging away glow did reflect on the sides of the shaft, eyes bright with wonder. His report: A
more earth around the edges revealed an a source of illumination from somewhere wide, smooth tunnel dimly lit with red
edge — the surface was obviously a lid or below. Impulsively, one of the villagers light stretched to the north and south, as
covering for a barrel or tube sunk into picked up a nearby stone and tossed it far as he could see! What wonder of the
the ground. Equipped with picks and into the hole. After a few seconds, a Ancients could this be?
bars, several of the tribe’s strongest men sharp clattering sound came echoing That night, a council meeting of all the
attacked the lid in an effort to find what back up the tube. leaders of the villages of the Valley was
lay beneath. Their prying and beating The village elders held a quick council, called. The younger and more adventu-
had no visible effect on the featureless and a short time later a young, strong rous members of the group called for an
covering — until suddenly there was an tribesman with a burning torch in his immediate investigation of this new dis-
audible “click,” followed by an ear- hand, a short sword at his belt, and a covery, but the older and more cautious
piercing siren. The villagers rushed back rope tied about his waist, started to de- members of the council voiced the fear
in alarm, and well they did, for after a few scend into the tube. Cautiously, the rope that such tampering might unleash some
seconds the scream of the siren was was played out by several of the villa- unknown power of the Ancients that
drowned out by a sharp explosion, and gers, ready to draw the young man back could destroy the tiny state. After a
the lid was blasted several meters into to the surface quickly if necessary. The lengthy debate, those calling for an in-
the air. flame of the torch grew smaller and vestigation prevailed. Plans were laid for
All was silent afterward, and as the smaller as the young villager continued the selection of those who would under-
breeze carried away the dust, a dark hole his descent, the firelight replacing the take the exploration.
into the earth was seen where the round dim red glow on the polished, smooth It is now three days since the opening
covering had been. After waiting cau-
tiously for several more moments, the
villagers edged forward toward the gap-
ing hole, each ready to spring back in an
instant if anything threatening should Scenario by Gary Jaquet
appear.
41
Dragon Vol. VI, No. 2
into the earth was discovered. You (the transportation of freight. The sub-train the tunnel is most likely broached, per-
player characters) have been chosen to system is something like a 20th-century haps blocked.
perform the exploration. You have been subway system, in that it consists of a 5. In planning an expanded version of
given certain equipment that may assist self-propelled train moving through an this scenario, the Game Master should
you in your venture. Your instructions: to underground tunnel. Unlike the 20th- take into account all natural factors that
explore the extent of this new discovery; century system, however, the “trains” might affect the sub-train system on a
to locate, and if possible acquire, any moved through a vacuum while being larger scale than the area of the network
items or knowledge that may be useful to supported on super-conducting mag- presented herein: flooding, foul air, many
the tribe; and above all, to return and netic rails at very high speeds. This me- types of blockages and obstructions,
report your findings — or, as a conces- thod of electromotive propulsion proved and the lairs of many different creatures
sion to the more cautious factions of the superior to the old method of propulsion may be found at other points along the
tribe’s leaders, the entrance will be by anti-gravity suspension and tractor/ complicated network. There will also be
sealed and labeled “off limits” as too pressor beam, in that the latter method other types of control stations, outlines
dangerous to the tribe. required relatively large amounts of of which are given in the following text.
energy which could only be supplied by
NOTES TO THE GM broadcast power, and the use of broad-
Players of this GAMMA WORLD sce- cast power in a subterranean environ-
nario are about to enter a portion of a ment proved impractical. Thus, the trains
vast subterranean transportation net- moved under electromagnetic suspen-
work colloquially known as the sub- sion and propulsion, which required less
train. The system once spanned the energy, and that energy could be pro-
North American continent and was used vided by atomic power packs.
primarily as a method of high-speed The opening on the surface which the
tribesmen have discovered is an emer-
gency escape shaft, one of many built
into the main system. The hatch over the
shaft was wired up to explosive bolts
which, over the years, had become un-
stable. The tribesmen’s beating and pry-
ing on the hatch was enough of a shock
to blow the bolts and open the hatch.
The main transportation tunnel is no
longer airless, and certainly cannot be
used for its intended purpose without
massive repairs and adequate tools to
make those repairs. Both the warfare
that occurred on the surface (which Escape shafts
blasted the tunnel open in many places) Emergency escape shafts are found
and the lack of supervised maintenance every two kilometers along the sub-train
over the many years since the Apoca- tunnels. Each is identified from inside
lypse have made the tunnel little more the tunnel by a bright blue panel glowing
than a long, straight cave. Several of the over the entryway and by a number on
subsystems of the network, however, are the tunnel wall. Escape shafts are num-
still operative and powered; unwary ex- bered consecutively; the higher the num-
plorers will face many hazards. Security ber, the farther a hatch is from the near-
systems, maintenance units, and sub- est main control station. These shafts
section control systems — not to men- are 130 cm diameter duralloy tubes with
tion the creatures that now inhabit the built-in ladder rungs that lead from the
tunnels — can all play a part as the play- side of the sub-train tunnel to the sealed
ers explore the remnants of this once- hatchways on the surface.
mighty transportation network. From the tunnel the shaft entrance ap-
Game Masters may want to incorpo- pears as a small, rectangular opening in
rate the sub-train into their campaigns. the side of the tunnel wall, forming a
For those who wish to do so, the follow- small alcove. In the alcove is a simple
ing guidelines apply: control panel set into one wall, contain-
1. With rare exceptions, the sub-train ing a communication unit (connected to
route generally follows beneath the path the nearest subsection control station)
of a duralloy highway. and a large red “T” handle beneath a
2. Subsection control stations (de- plastic protective shield.
scribed below) are located about every Operating instructions for an escape
50 kilometers along the route: hatch are written below the “T” handle in
3. Escape shafts (described below) Ancient language (which the explorers
may be found about every 2 kilometers will not necessarily understand): 1) Lift
along the route. cover. 2) Pull handle straight out. 3) Turn
4. Although the walls, ceiling, and handle clockwise one-half turn. This pro-
floor of the sub-train tunnel are con- cedure activates a blast door that seals
structed of duralloy, it has been severely off the alcove from the tunnel, sounds a
damaged in many locations. Wherever warning siren, then blows the hatch at
massive destruction may have occurred the top of the escape shaft.
(population centers, military bases, etc.) The blast door separating the escape
42
August 1981 Dragon
alcove from the tunnel slides out from glowing blue panel. Tunnel areas near can, if necessary, override any system
one side of the opening to the tunnel and subsection control stations are brightly function or operation within the section
when not in use is recessed into the wall. lit with white light. The existence of light- it monitors. The console is very complex
Only a careful examination will reveal ing in any area of the tunnel system is as a whole, but individual banks of con-
the seam, and even then it is doubtful the contingent upon the operational status trols are fairly simple — one bank of
explorers will guess it is a door. of power units and associated equip- switches may operate the lighting sys-
ment. (The overhead lighting is still func- tem in the tunnel near the station, for
The Tunnel tional in the area where the explorers example. Another may operate the doors
Sub-train tunnels are all similar in na- first descend, but that doesn’t mean that to the maintenance equipment storage
ture, although some may be larger (wid- lights will operate everywhere else in- area, and so forth.
er) than others to allow for more train side the tunnel.) On the other side of the room from the
movements, just as any single part of the control console is a large table-like ob-
railway system of the 20th century might Subsection control stations ject, the system status display. This de-
have anywhere from a single pair of rails Subsection control stations are locat- vice illustrates, by means of colored and
to dozens of tracks side by side. The ed every 25 kilometers along the route of flashing lights, the positions of all trains
standard tunnel, which this scenario the sub-train tunnels. These stations are in the system, their rate and direction of
uses, is 30 meters wide, with the ceiling for monitoring the operation of the sub- travel, destination, etc. Beneath the light
seven meters above the floor. The basic train system and also function as repair representing each train is a symbol code
construction is almost entirely made of depots for the section of the tunnel they for that train that could be used to call up
duralloy. control. further information from the main con-
Running down the floor of the tunnel Stations are normally “manned” by trol console.
are the superconducting monorails of robots, but are also set up for use by Attached to the wall near the elevator
the sub-train system. Each T-shaped rail human operators. Each station consists door is a small blue case with a large
rises about 35 centimeters above the of the following parts: white cross on the cover: a first-aid kit.
floor. Four main rails are spaced fairly 1. Elevator — The elevator in the con- The cover is hinged and is held closed
evenly across the floor, one for each trol station leads to the surface (the sur- with a simple latch. Inside are 10 pain
sub-train this tunnel can accomodate. In face entrance to subsection control sta- reducers, 10 stim doses, 3 cur-in doses, 5
addition, there is a smaller fifth rail run- tions is detailed later). The elevator is accelera doses, 1 dose of anti-radiation
ning close to one wall of the tunnel. This operated by a simple up/down pushbut- serum, and 1 can of dressing spray (an
rail is used for a unit which transports ton control panel, located within the antiseptic spray-on “skin” that stops mi-
maintenance personnel and equipment. control room. nor bleeding, promotes healing, and pro-
Also found on the tunnel floor are var- 2. Control room — This main room of tects the wound).
ious hatchways and access panels for the control station contains a long, L- Attached to the wall below the first-aid
maintenance of wiring, equipment, and shaped control console beneath the win- kit is a fire extinguisher. It sprays a dry
other vital subsystems. dows facing the sub-train tunnel, with chemical powder and is good for 15 se-
Sub-train tunnels are dimly lit by red- seats for three operators. This console is conds continuous operation.
dish glow-panels set in the ceiling. Above normally used only for monitoring the 3. Maintenance area locker room —If
each escape shaft entryway is a brightly operation of the sub-train system, but necessary for a human operator to go
43
Dragon Vol. VI, No. 2
into the sub-train tunnel itself, he would resembling an enclosed 20th-century usually stayed around the clock, and
of course have to prepare for vacuum golf cart. The personnel carrier will hold when it was necessary to leave the sta-
conditions. In this area are three lockers, three persons dressed in vacuum suits. It tion (for maintenance or other purposes)
each containing a special vacuum suit. operates on the same principle as the they used the personnel carrier in the
These suits are made of a semi-rigid sub-trains (superconducting electromag- tunnel itself. However, when a human
plastic (armor class 3) and contain life netic propulsion). Controls are simple: operator was required in the station (for
support for 72 hours, 2-way radios for forward and reverse, speed, direction periodic check-outs, maintenance of ro-
communication with other operators in change (for “Y’s” in the rail system), bots, etc.) the surface entrance was gen-
suits and with the control station, a lights and life support (the carrier may erally used.
medi-kit, ultraviolet and infrared sensors, be pressurized). Mounted on the dash of The surface entrance is a simple struc-
and a powerful tight-beam light mount- the vehicle is a removable portable con- ture with an adjacent vehicle parking
ed on the helmet. The suits are powered trol unit used to command the engineer- area surrounded by a chain-link fence.
for up to 72 hours of operation by a hy- ing robots. The gate in the fence would open by
drogen energy cell. When replaced in 7. Maintenance carriers— These small radio signal from an authorized vehicle
the lockers after use, the suits were au- train-like vehicles consist of three sec- and close automatically after the vehicle
tomatically recharged (both power and tions. The forward section resembles an was admitted. The entrance structure it-
life support). open personnel carrier with an engineer- self is a small, square building made of
Also in this area is a robot-recharging ing robot at the controls. Behind this light metal alloy. The doorway to the en-
station, a rather complex control panel section is an enclosed cart for carrying trance structure would open with use of
at which a robotic unit can plug itself in materials and equipment, and behind a stage 2 maintenance ID. Inside the
to recharge. that is a similar cart which is not en- structure is a small room (3 meters by 4
4. Airlock — For entrance to the main- closed. The enclosed cart contains small meters). In the room is a desk and filing
tenance area, which is kept in vacuum. tools and parts; the open cart can hold cabinet. On the desk is a communication
Simple elevator-type, push-button con- large structural repair materials and a console that connects with the main
trols are located on each side of each small boom and winch. sub-train centers and the sub-section
door. control station below. In one wall is
5. Maintenance area — A garage-like Surface entrances to another doorway, the elevator to the sta-
area for storage of a personnel carrier subsection control stations tion. The elevator requires a special sub-
and two maintenance-equipment carri- Ground-level entrances to control sta- train systems worker ID or a Stage 4 law
ers. The track for these vehicles leads tions along the sub-train route will be enforcement ID to operate, or may be
from the tunnel across a platform and found directly above the station, gener- operated from the station below (after
into the maintenance area through two ally near a duralloy roadway (as menti- clearance through the communications
heavy doors. These doors may be opened oned earlier, the sub-train system usual- console). Control of the elevator is by a
by controls in the maintenance area it- ly follows beneath the highway). These simple up/down pushbutton panel as
self or from the control room. entryways were not used on a daily basis described earlier for the subsection sta-
6. Personnel carrier — A small vehicle — the robots that operated the stations tion control room.
44
August 1981 Dragon
Main section control stations blooded animals, rocks recently taken escape shaft. Explorers may light torch-
Main section control stations (not used from a fire, etc.) may be seen. es, candles or lanterns on the surface
in this adventure) are merely larger sub- “The Staff.” This device has only been and descend with them; drop a lighted
section control stations. They would be used twice in the memory of the tribe. On torch down the shaft first (50% chance of
found in the sub-train system wherever both occasions, a machine of the An- its remaining lit); or light their light sour-
tunnels intersect or branch, to monitor cients was moving down the remnant of ces after descending in the dark. Illumi-
and control switching procedures and the roadway connecting the villages of nation will be an important factor in this
further monitor all subsection control Valley. Before the first time it was used adventure, so the GM should keep a
station operation within their section. — many, many years in the past — all careful record of the passage of time and
that was known was that the legends the status of the light sources of the
Entry/exit control stations said it could stop the machines of the party.
Entry/exit control stations (not used in Ancients. Since it has only one moving The rungs attached to the side of this
this adventure) are similar to main sec- part, a button on one end, the operation escape shaft are in perfect condition, so
tion control stations, but they control the of the item was rather obvious — and there is no chance of one breaking.
entry and exit of sub-trains into or out of when the button was pushed, the ma- However, depending on how the party
the system for loading and unloading. chine stopped. It remains on the road- descends (encumbered with equipment,
Such stations would generally only be way to this day. Just a few years ago, The using one hand to hold a lit torch, etc.)
found near population centers. Staff was used a second time. This time a the GM may want to allow a small chance
machine came down the roadway from for a character to slip or lose his grip. A
Sub-train control centers the north. When the button was pressed, smart party, for example, might drop in a
Sub-train control centers (not used in the machine stopped as before — but torch, have one character descend un-
this adventure) are the overall control this time it started moving again a few encumbered, lower all the gear to him by
and monitoring centers of the entire sys- seconds later. The button was pressed rope, and have the remaining characters
tem. There are three control centers in again and the machine stopped again, follow.
North America, each supervising rough- but only for another few seconds. The Upon reaching the alcove at the bot-
ly an equal share of the overall system. process was repeated many times, until tom of the shaft, the party will find the
it finally became apparent to the tribes- shaft control panel.
STARTING NOTES TO PLAYERS men that the machine was going to con- IMPORTANT: The control panel is still
In preparation for your exploration of tinue on its course. Under close supervi- active! If a character operates the “T”
this new discovery, the villages of Valley sion, the machine continued to move handle in the proper manner the door
have provided several pieces of equip- south until it passed Om and into the will close (of course, the explosive bolts
ment that may be of use. Each explorer is “unclean” lands. have already blown, so nothing else
outfitted with the following items: This is your equipment. Any players’ would happen). The door takes three se-
knife suggestions for other items they would conds to close, so anyone in the door-
bow and 12 arrows like to have (flasks of oil, mirrors, etc.) way should be able to move out of the
short sword should be communicated to the GM, way. However, if for any reason a charac-
hide shield who will determine if such items would ter is caught as the door closes he will
20 meters light line (made by the be available to the party. take 1-10 points of damage (mashed fing-
tribe from natural fibers; break- ers to broken limb).
ing strength 300 kilos) FURTHER NOTES TO THE GM Normally, once the blast door was
2 candles, each able to burn for 6 The artifacts of the Ancients listed shut it would not be able to be reopened:
hours above are, in reality, two ID cards (the Atmospheric pressure from the escape
flint and steel green-edged one a second-stage civil shaft once the hatch was blown against
6 torches, each able to burn for 2 service maintenance worker’s ID, the red the vacuum of the tunnel would hold it
hours one a fourth-stage law enforcement ID), shut until the escape hatch was replaced
backpack with food and water for 3 two pairs of infra-red goggles, and a type and the shaft re-evacuated. Now, though,
days of control baton. The button on the con- with the pressure being the same on
Each explorer wears leather and/or fur trol baton causes any robotic unit below both sides of the door, the blast door
clothing (armor class 7, including shield). fourth-stage ID control to cease all pre- may be slid open by characters with a
In addition, certain artifacts of the An- viously given instructions and await new combined strength of 40. The door will
cients are entrusted to the group, for orders (given vocally). Any higher-grade slide shut again once the characters re-
possible use in exploration. These arti- robotic unit will pause to await new in- lease their hold. Voices will not carry
facts include: structions, but if none are forthcoming it through the door, although the sound of
Two 6 cm x 9 cm metallic cards, one will resume functioning and continue to something solid (metal or stone) tapping
edged in green, one edged in red. Both follow its original instructions. The first against it will. Should the party become
have symbols inscribed upon them, but machine mentioned in the player notes separated by the door, the GM must de-
the symbols are meaningless to the vil- above was a second-stage light cargo termine if the characters can communi-
lagers or to the explorers. What is known lifter; it is still sitting on the roadway cate in their efforts to reopen it.
about the objects is that they are re- awaiting new instructions. The second
quired to open the few still-functioning machine was a fourth-stage security ro- EXPLORATION OF THE TUNNEL
doors of some of the structures of the bot which paused for new instructions, Once the characters emerge from the
Ancients in the village. This is accom- and when none were forthcoming, con- escape shaft, they will find this section of
plished by sliding one end into a slot tinued on. In either case, the machines the sub-train tunnel to be relatively un-
beside the door. would not have been able to respond to disturbed since the time of the Apoca-
Two sets of “see-in-the-dark” goggles. the tribe’s language, had they been given lypse in 2322. A slight current of air
These devices fit over the eyes and allow commands. blows from the north (known only to the
the wearer to see objects in total dar- players if they have asked the GM if the
kness that could not normally be seen. It START torch flames flicker or if smoke trails in a
is also known that only objects that are The explorers first will (or should) de- particular direction), indicating an open-
warmer than their surroundings (warm- termine their order of descent into the ing to the surface exists at some point
45
Dragon Vol. VI, No. 2
46
August 1981 Dragon
fourth-stage law enforcement ID, a fully
charged laser pistol, and two extra hy-
drogen energy cells.
The remains are those of a law en-
forcement official assigned to the con-
trol room in 2322 to prevent sabotage.
The badders do not know what the ID or
the energy cells are. However, they do
know what the laser pistol is and how it
operates. The leader of the badders pos-
sessed such a weapon previously, but
the energy cell was exhausted in learn-
ing its operation; now that the badder
leader knows of the limited life of the
weapon, he operates it only in emergen-
cies. The pistol has five shots left on its
present energy cell.
The badders also possess one other
weapon of the Ancients: a vibro blade
(15 minutes of charge left), which is car-
ried by the 31-hit-point badder. All the
other male badders carry regular swords
and shields; the female badders have
daggers. The young are weaponless.
Badders will pick up and use weapons
dropped by other fighters in melee.
As the characters approach the sta-
tion, there is a 50% chance they will be
spotted by a patrolling badder; other-
wise, the characters will have surprise.
As the characters approach the station,
they will notice that one of the doors many colors, tubes, small mechanical When found, the defense platform is in
leading to the maintenance area is open. linkages, etc. perfect condition. However, the GM
In the maintenance area are a personnel The three transport units, although should use his judgement as to whether
carrier, two maintenance carriers, and bent and dented, are relatively intact. or not any damage to the platform oc-
two engineering robots, all inactive at The hatches to the transport units are curs as the transport unit is forced open.
this time. Once they are discovered, the locked and may only be opened by phy- Also, the platform is much too large to
badders will fight to the death to defend sically ripping off the hatch (unlikely to remove from the tunnel through any ex-
their burrow. (The GM should remember be accomplished by sheer muscle pow- its the characters have found, so it will be
to keep track of time if the herp from er, without at least prybars, block and left to the GM to determine if the players
escape shaft #28 is pursuing the ex- tackles, and hammers and chisels), or by manage to tunnel, blast, or otherwise
plorers.) cutting them open with some energy make an opening to the surface to re-
If the party defeats all the badders, the weapon (blasting off the latch mecha- move the device.
GM may then determine the results of nism with a few shots from a laser pistol,
any exploration and/or the condition of cutting with a vibro blade, etc.) Two of
any artifacts in the station. The GM may the transport units contain only duralloy FINAL NOTES TO THE GM
wish to have the control station be totally building components — beams, sheets, This scenario has been left open-
ravaged by the badders, with nothing of pipes, etc. — but the third contains a ended; the GM may alter or augment it in
value left, or may have the station in rela- piece of special military equipment: a de- any way he sees fit. With escape shafts
tively undamaged condition. fense platform. occurring every two kilometers, there is
If the party fights and then bypasses This device started as a light cargo ample opportunity for entrance into the
the badders and heads south, about a lifter but has had the manipulative devi- tunnel; thus, the GM may include more
kilometer south of the control station ces removed. On the platform is mount- encounters. For a more advanced adven-
they will find the tunnel collapsed. (The ed a force-field generator. This device ture, the subsection control stations may
GM should give the same clues of in- generates a hemispherical polarized be deemed operational, thus making
creasing debris, as if the party had ven- force field 5 meters in diameter. During possible such things as encounters with
tured north). operation, the field extends 2 meters in robot units upon entry into the tunnel
At the collapse, the party will find the front and behind the platform, 3½ meters (the opening of an emergency escape
wreckage of a sub-train that ran into the past each side edge and 5 meters over- shaft could summon engineering or se-
ruined tunnel. The wreckage of the sub- head. Also mounted on the platform is a curity robots), active resistance by ’bot
train consists of the main propulsion unit stun-ray projector (functions as a stun units at control stations, even the actual
and three transport units. All units have rifle with 100 shots). Since the force field operation of sub-trains and/or subsidiary
been wrenched from the rail and lie at is polarized, the stun ray projector may equipment. For very advanced scenar-
various angles to each other and the be fired through the force field and yet ios, include main section control sta-
tunnel floor. The nose of the propulsion the field still protects anyone or anything tions and make them operational, includ-
unit is completely smashed, and the side within it. The platform, force-field gen- ing a great number of robotic units. Need
is split open to reveal several featureless, erator, and stun-ray projector are po- more action? Include wreckages of sub-
drum-like objects (large atomic energy wered by a special atomic energy cell trains with fantastic cargos. Anything is
cells) 90 cm in diameter and 2 meters tall. good for 50 hours of continuous opera- possible — just remember that the key to
Also visible through the split are wires of tion of all powered devices. a successful adventure is play balance.
47
Dragon Vol. VI, No. 2
Rhaumbusun
Created by Victor Selby
and Ed Greenwood
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 1+2
% IN LAIR: 30%
TREASURE TYPE: O, possible Q or R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Gaze
SPECIAL DEFENSES Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: S (2-2½ feet long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: III/65+2 per hp
(adult); 30+1 per hp (young)
48
August 1981 Dragon
PelinsCreated by Lewis Pulsipher not vary widely in the course of a day. igniting hydrogen is never greater than
Using its keen eyesight to good advan- 60%. The percentage of helium increases
FREQUENCY: Rare tage, the pelin eats air microbes, sea to 60-80% in adults and old pelins, and is
NO. APPEARING: 2-8 plankton, the leafy tops of tall trees, and at least 80% (and usually 100%) for an
ARMOR CLASS: 9 if it is very hungry it may eat meat. The ancient pelin.
MOVE: 24” mouth contains fine strainers or screens The age of a pelin is determined by a
HIT DICE: See below which enable the pelin to take suste- roll of d10. Its hit dice are twice that
% IN LAIR: Nil nance from seemingly “lifeless” air or number; i.e., an infant will have either 2
TREASURE TYPE: Nil water. Some of the air sucked in is used or 4 hit dice, an adult will have 10 or 12,
NO. OF ATTACKS: 1 to maintain proper pressure inside the and an ancient pelin will have 18 or 20 hit
DAMAGE/ATTACK: See below creature. Ingested water is expelled when dice. The pelin can carry 500 gp (50
SPECIAL ATTACKS: Nil the pelin exhales. pounds) for each year of age. The dam-
SPECIAL DEFENSES: Regeneration, Pelins are peaceful creatures, but can age from its attack (bite) varies with age.
immune to gas be fierce when defending themselves or
MAGIC RESISTANCE: Standard their young. They do have enemies, but Die roll Age (years) Damage
INTELLIGENCE: Semi- fortunately most dragons and dragon- 1-2 infant (5-10) 1-4
ALIGNMENT: Neutral like creatures do not eat pelins; some 3-4 young (15-20) 1-6
SIZE: L scholars speculate that the gas disturbs 5-6 adult (25-30) 1-8
PSIONIC ABILITY: Nil the predator. Gas-breathing dragons, 7-8 old (35-40) 1-10
Attack/Defense Modes: Nil especially the green, occasionally attack 9-10 ancient (45-50) 1-12
pelins, even though the pelins are unaf- Any time more than three pelins are
These are air-dwelling creatures of great fected by gas attacks of any sort. encountered as a group, at least one of
size. They extract hydrogen and helium When a pelin has sustained 50% dam- them will be a female. The maximum
gas from sand and water which is picked age, it is unable to maintain altitude and number of females in a group will never
up on the shores of seas or lakes. They must drift down to ground level/sea lev- be greater than 50% of the population of
are not found in regions devoid of large el, where it remains until it recovers. This the group. There is a 20% chance for
bodies of water. The gas is contained in does not take long, for pelins regenerate each young or adult female in a group
the body of the creature, which resem- at the rate of one hit point per hour. that she has given birth in the last five
bles the envelope of a blimp or rigid air- Despite the presence of hydrogen in years, and thus will be accompanied by
ship. Several bones grow along the ven- their bodies, pelins will not normally an infant who has not yet learned to sup-
tral (bottom) surface inside the skin catch fire because the skin is not com- port itself. (Up to five years of age, a pelin
enable the body to maintain shape when bustible. It is only when hydrogen (not hitches a ride with its mother.) Such
the pelin is flying into the wind. The head helium) and oxygen mix that burning young are only a few feet long, not no-
of the pelin is near the front of the body, can take place. Consequently, if there is ticeable from a distance.
on the ventral surface. a large hole in a pelin (a small one is Infant pelins range from 30-80 feet in
Spread across the body surface, con- immediately sealed by the skin, much as length and 10-30 feet in diameter. Those
centrated in the central area and on eith- a self-sealing gasoline tank would act) of young age are 100-150 feet long and
er side, are small wings which can propel and a flame is placed near the hole, the 30-40 feet in diameter. Adult pelins are
the creature at up to 24”. The pelin, how- hydrogen may catch fire. Some pelins, roughly 200 feet long and 50 in diameter.
ever, prefers to drift with the wind rather however, especially larger ones, are en- Ancient ones can reach 400 feet by 75.
than fly. tirely filled with helium and do not burn Pelins have no treasure, but some-
Owing to problems of expansion and at all. The percentage of helium inside a times (30%) a material can be found in
contraction of the gas which supports pelin’s body increases with size and age. the intestinal tract of a non-infant which
the pelin’s body, the creature is found Infants and young (see chart below) are will be worth 100-1,000 gp. It is used in
only in climes where temperatures do at least 40% helium, so that the chance of perfume-making.
49
Dragon Vol. VI, No. 2
50
August 1981 Dragon
KNOCK,
KNOCK!
The history of
siege warfare
51
Dragon Vol. VI, No. 2
of water on the ground at suspected min- attackers set the fire inside their tunnel climbing into the tower was a necessity.
ing locations. Vibrations seen on the sur- and collapsed the barbican wall, they Hands which suddenly appeared on the
face of the water could be an indication were met with an inner wall. battlements were chopped off, heads
of underground mining activity. The attackers, undaunted, began to split open. The falling bodies of com-
Mining was the safest and the most dig a tunnel toward a wall turret. Another rades who preceded them was a hazard
effective of the four siege alternatives. Its countermine cut off this attempt and, fol- to escalading troops, in addition to boil-
main disadvantage was the great length lowing a bloody underground battle, the ing water, burning straw and blinding
of time consumed in the operation. Min- tunnel was seized and destroyed by the lime poured over the wall at the point of
ing alone seldom achieved the capitula- defenders. attack by the defenders.
tion of a fortress, but often was instru- Three other attackers’ tunnels were The escalade was the least often used
mental in its fall. detected, and the defenders of Carca- method of attacking castles. The cost to
In 1215, on the second day of King sonne built palisade walls behind the the attacker in manpower frequently out-
John’s attack on Rochester Castle, the part of the wall being undermined. Each weighed the potential for victory. How-
king ordered all the smiths of Canter- time a portion of the wall collapsed, the ever, when used in conjunction with oth-
bury, 30 miles away, to make as many attackers were met with a new wall be- er forms of attack, the escalade could be
pickaxes as quickly as they could. The hind it. In the end, the siege was effective, especially if the element of
pickaxes were issued to miners, who abandoned. surprise could be achieved.
then tunneled a large cavern beneath
one of the castle’s square-angled turrets. Escalade Blockade
Grease, obtained from forty bacon pigs, The oldest method of besieging a cas- The least costly in lives, at least to the
was used to ignite a fire, which burned tle, and certainly the most costly in terms attacker, was the blockade. The first step
the tunnel’s shoring timbers, causing the of loss of lives to the attacker, was the was to extend besieging lines until the
collapse of the tower. The breach was escalade, the scaling of walls in a gener- castle was completely surrounded. If the
gallantly and successfully (for the mo- al assault. The use of the scaling ladder blockade was effective, the defenders
ment) defended by the garrison, but the originated in ancient times. At the siege could not escape and reinforcements
cost of lives destroyed morale within the of Deshashe (24th century B.C.), Egyp- could not be brought into the castle.
fortress. The castle surrendered after 48 tian forces scaled the walls with ladders. Next, the surrounding countryside was
days of siege. A 23rd century B.C. Egyptian drawing scoured for all foodstuffs, securing ne-
Mining was not always successful. At illustrates a mobile scaling ladder rest- cessary rations for the attackers and
the siege of Carcassonne in 1240, the ing on two wheels, which allowed for its denying the same to the defenders,
attackers’ mine, directed at the barbican quick movement over the field of fire to should they successfully sally out on a
gate, was detected. A countermine was the fortress wall. The Assyrians, in con- search for provisions.
dug and a strong wall of stones was con- trast, favored escalade in order to draw The final step was to wait. Eventually,
structed inside the barbican. When the defenders away from their battering rams, the attackers hoped, the garrison rations
and to take advantage of the defenders’ would be depleted and starvation would
concentration against the siege machines force them to fight or to capitulate. How-
by suddenly scaling a lesser defended ever, more than one blockade siege failed
walI. because the garrison’s well-stocked
The lattice medieval scaling ladder provisions lasted longer than those of
had several refinements over its ancient the besiegers.
cousins — steel tips to plant them firmly There were dangers to the unwary be-
in the ground, combined with hooks sieger, such as a surprise sally from the
which dug into the wall. castle which could cause many casual-
During an escalade, it was a race be- ties, destroy investure obstacles, and
tween the attacker to climb up and over possibly allow the defenders to capture
the wall before the defender could dis- supplies and food. Also, reinforcements
lodge and push away the ladder. The could pin the besieger between two op-
survival of the scaling troops depended posing forces — and even lead to the
more on speed and nimbleness than on besieger becoming the besieged.
courage and dedication. The ladder must But the greatest enemy of the besieger
be ascended quickly, and also, agility in was time. There are numerous accounts
52
August 1981 Dragon
Legion might contain as many as ten ca- to the earth, propelling the missile up-
tapults and sixty ballistas. During the ward and towards a target.
Viking siege of Paris (A.D. 885-886), Range could be controlled by varying
both sides made extensive use of the amount of weight or the height to
catapults. which the weight was raised. A trebuchet
The catapult, also known as the onag- with a 50-foot arm and a 20,000-pound
er, mangon, mangonel or sling, is an ex- counterpoise could hurl a 200- or 300-
ample of the use of torsion. Its frame- pound stone a distance of 300-350 yards.
work was built from heavy timber. A While not a particularly accurate wea-
mass of twisted rope was strung across pon, the tremendous impact with which
near the front. In the twisted rope was the missiles of the trebuchet struck was
secured one end of a pivoting beam hav- sufficient to continue its popularity for
ing a spoon-shaped container at its oth- some time after the perfection of the
er end. The free end was pulled back- cannon.
wards and down by a type of capstan or
large winch located at the end of the The cannon
frame, against the resistance of the Until late in the fourteenth century,
twisted ropes. The stone was placed into cannon were too small to play an effec-
the spoon-shaped cavity. By releasing a tive part in siege warfare. Early cannon
catch, the beam was pulled forward and could fire only small balls, about four an
upward by the force of the twisted ropes, hour (the same as the trebuchet), and
hurling a stone toward its target. proved to be as dangerous to the user as Greek battering ram
The catapult could handle larger pro- to the target.
jectiles than the ballista. It did not pos- In 1377, a cannon capable of firing a It was designed to protect its users from
sess the ballista’s accuracy, however. 200-pound ball was used at the siege of arrows, stones and boiling water. The
Also, a wet or dry day would have an Ardes. A weapon of this size, although hides could be kept wet, lessening the
adverse effect on the ropes, making the able to do great damage, was still unreli- chance of fire damage.
machine even more difficult to operate able, expensive to produce and extreme-
dependably. ly difficult to transport over great The siege tower
The ranges of catapults varied with distances. In order to clear a portion of a castle
size. Sir Ralph Payne-Gallwey’s inten- During the fifteenth century, cannons wall of its defenders so assault troops
sive study of these medieval machines large enough to knock down existing could secure the position, a higher wall
led to the construction of several. His castle walls were developed. In 1424, of some sort was necessary. Add wheels
smaller catapults could throw a one- English artillery battered down the walls to such a tower (for mobility) and a
pound stone 200-300 yards. Larger units of LeMans in a few days. The French drawbridge (for attackers to cross onto a
were capable of hurling an eight-pound took sixty fortresses in the year of 1449 fortress wall) and you have the siege
round stone a distance of 350-360 yards. alone, many surrendering as soon as tower, also known as the belfry.
The same machine with a sling fitted to they saw the besiegers’ big cannon. The earliest siege towers date back to
its arm increased the effective range to 2100 B.C. These were stationary towers,
500 yards. The battering ram without wheels, from which archers could
The battering ram also played a key fire down on the defenders to cover a
The trebuchet role in siege warfare. The earliest known general attack. There is no indication
The third type of siege machine, the battering ram is depicted on an Egyptian that any attempt was made to push these
trebuchet, utilizing the principle of coun- wall painting from the tomb of Khety machines up to the fortress wall.
terpoise, was introduced at the end of (2100 B.C.). It consists of a long pole The medieval tower was mobile, de-
the twelfth century. A heavy weight or with a bronze spearhead held by three signed to provide maximum protection
group of weights was hung from one end Egyptian soldiers, with an enclosure pro- for its occupants until the moment of
of a long, heavy beam. A sling or spoon tecting its occupants. The pole is being assault. Frequently three stories high, it
cup, which held a projectile, was located thrust upward and appears designed to was always constructed to be higher
at the opposite end. Winches drew the pry away at the masonry around stones. than the walls being attacked. The low-
missile-firing end downward, raising the The Assyrians made extensive use of est level harbored troops who pushed
weights upward. When the winch catch the ram. During the reign of King Ashur- the huge, wheeled tower into position.
was released, the weighted end plunged nasiral (920 B.C.), battering rams con- Assault troops waited in the second level
sisted of six wheels and a body com- for the lowering of the drawbridge. The
posed of rectangular wicker shields. top story held archers, whose role was to
Below a domed turret protruded an sweep the defenders from the area of the
axeblade-shaped, metal-tipped battering wall attacked.
pole. A lighter, four-wheeled version con-
sisted of a covered rounded turret with a Other weaponry
large iron spear projecting from its front. The bore consisted of a long shaft with
The medieval battering ram possessed a metal point. The opposite end was att-
a number of refinements over those of ached to an upright shaft by means of a
the ancients. Its strength came from rod. The point was placed against the
heavy timbers, frequently cut from the wall and the shaft was slowly turned by a
largest tree available. Its head was fitted winch. The point drilled holes through
with a metal knob or point, or a facsimile joints in the masonry, loosening large
of a ram’s head. The timber hung from stones. A penthouse enclosure protect-
large chains or ropes anchored into the ed the soldiers working the bore. Al-
roof. The roof, made of wood and co- though the bore was lighter and easier to
Trebuchet vered with hides, was called a penthouse. transport than the battering ram, much
54
August 1981 Dragon
more effort and time were required to
accomplish the same purpose.
The petard, an early limpet mine, was
occasionally utilized to blow open gates
or knock holes in walls. An iron pot filled
with gunpowder (up to 15 pounds) was
fixed to a board which prevented the spil-
ling of the powder in transit. One or two
hooks attached to the edges of the board
enabled the bomb to be quickly attached
to a wall or gate, by hanging it from
heavy nails driven into the target if no
other protrusions were available. A slow
fuse gave the soldiers a chance to es-
cape before it exploded.
Greek fire was also extensively used
by both sides. Although some sources
describe its exact composition as “un-
known,” it generally would have had to
consist of a petroleum base for combus-
tibility, pitch to lengthen burning time,
sulfur to make it stick and quicklime for
ignition on contact with water.
Fighting back
Behind the fortress walls, the defend-
ers were far from helpless. Their own
ballistas and catapults took an enormous
toll on the attackers and their siege ma-
chines. Defenders favored quicklime to
blind assaulting troops. Boiling water
and red-hot sand dropped onto attackers
proved especially good at penetrating
the chinks in their armor. “Stink pots” of
burning sulfur were also effective. Boil-
ing oil, even in days of old, was too valu-
able to waste on attackers unless abso-
lutely necessary.
Many other means were also used to
discourage besiegers. Large mattresses
or a series of beams would be lowered
over the area being battered by a ram.
Grapnels or large pincers were lowered
to intercept the head of the battering ram
and deflect it upward to such an angle
that it was rendered useless. Where a
wall was in danger of being battered
through, a second barrier was erected
immediately behind the endangered sec-
tion of the wall.
Bibliography
55
Dragon Vol. VI, No. 2
by Scott Bennie Bounty Hunters who do not slay humanoids can rise only as
high as the ninth level of experience, while other hunters can
The wizard Herek sat in the corner, drinking his ale. He tapped aspire to 13th level, The Great Hunter. When a character gains
on his staff of the magi nervously while he sipped the brew, as if enough experience points to reach 13th level, he does not au-
he sensed some unseen menace lurking nearby. His compan- tomatically receive the title, but must first track down and kill
ion, Pallar, scoffed at this nervousness; magicians were perpet- whomever currently holds the title of The Great Hunter. An
ually uneasy, and besides, he was becoming apprehensive as aspirant who ignores this requirement or demonstrates coward-
well. ice has shamed the other members of his profession, and from
Suddenly the pungent odor of acid stabbed into nostrils. Pal- that day forward will be marked for death by all other Bounty
lar rose and drew his blade in one motion, but it was already too Hunters he encounters, or who seek him out. Killing a “coward”
late. Herek let out a short scream, then slumped in a heap, dead, in this manner brings almost as much prestige to the killer as
with an arrow of slaying lodged in his back. There was a hole killing The Great Hunter himself. At no other time will one
burned through the wall behind them — the acid had done that Bounty Hunter raise a weapon against another, except if fight-
— and through it Pallar glimpsed a figure escaping on a flying ing another hunter is necessary to bring about completion of a
carpet. He mouthed some curses in the direction of the killer and job.
then turned to the body of his friend. Bounty Hunters receive experience points for killing crea-
A note was tied to the shaft of the arrow buried in the mage’s tures and characters, just as any other character would, and
back: “Revenge now belongs to the Lords of the Dragon, they can also gain experience points through the accumulation
through the courtesy and efforts of the Master of the Bountiful of bounty monies. However, gold pieces or other valuables or
Hunt.” There were a few other words, but they were already magic items will never count directly toward earned experience
unreadable, smeared by wizard’s blood... except when they are received as payment for a job well done.
56
August 1981 Dragon
Special abilities
A Bounty Hunter of third level or higher gains the ability to
perform assassinations with the same chance of success as an
assassin of two levels lower. A third-level hunter assassinates as
a first-level assassin, etc.
In some circumstances, a bounty may be more profitable if the
quarry is captured rather than killed. In this case, a successful
assassination by the Bounty Hunter can mean that the victim
was knocked unconscious for 2-16 turns. This will be enough
time to bind and gag the prisoner, and perhaps enough time to
allow delivery to the one who will pay the bounty. There is a
chance on any knockout attempt that the blow will kill the victim
regardless of the hunter’s intentions. It is 20% for a hunter of
seventh level or lower, and it decreases by 2% per level for each by Tom Armstrong
level of the hunter above the seventh, down to 8% for a 13th-level
hunter. The Bounty Hunter must employ a blunt weapon for a Bounty Hunters can be found in almost any large city, and are
knockout attempt to be made. usually contacted through the local Mercenaries Guild. They
A Bounty Hunter of fifth level or higher gains some thieving are not members of the Guild, but some members may know
abilities beyond the innate proficiency at back stabbing. Open- where they can be located. Bounty Hunters are loners, as a rule,
ing locks, finding/removing traps, moving silently, hiding in and do not often have many friends. They are difficult to be-
shadows, hearing noise, climbing walls and reading languages friend, but fiercely loyal to those whom they consider close.
can be performed by a fifth-level hunter at the same chances of Most Bounty Hunters are lawful neutral, but those of true
success as a first-level thief. These abilities improve with each neutral, neutral good and neutral evil alignment have been
higher level gained. known.
A Bounty Hunter of seventh level or higher can track as a Humans, elves, half-elves, halflings and half-orcs may be hunt-
ranger, and has the disguise abilities of an assassin. ers. All but humans are limited to the 10th level of experience. All
All Bounty Hunters of ninth level or higher gain the ability to hunters must have the following minimum ability scores:
make 3 weapon attacks every 2 rounds. strength 9, intelligence 11, wisdom 11, dexterity 14 and constitu-
Bounty Hunters do not attract followers, and they only build tion 12. A high charisma score is also highly desirable, to facili-
strongholds or keeps upon their retirement. They are by nature tate information-gathering when dealing with other characters.
mean and self-confident. In public, when not on an “assign- A member of this class is a hybrid of ranger and thief. The
ment,” they are liable to display incredible arrogance. On a hunt, Bounty Hunter uses the combat table for fighters and the
however, they become withdrawn and apparently passive. It is at saving-throw matrix for thieves. They cannot cast spells, and are
this time when Bounty Hunters are most dangerous. able to use any magic item not prohibited to thieves. They can
57
Dragon Vol. VI, No. 2
wear leather, studded leather, ring mail, scale mail, or chain mail and berries, wild game, and potable water if such items are
armor, preferring the first three types. They can use any weapon available at all in the area.
but will never carry a shield. A hunter has proficiency with 2 Hunters have some thieving, or thief-like, abilities. They are
weapons at first level and gains proficiency in one weapon every adept at setting traps, doing so at the same rate of success as a
2 levels thereafter. thief of equal level can find/remove traps. Bonuses for high
dexterity as it applies to locating traps are also applicable for
8-Sided setting traps. Bounty Hunters are masters of camouflage in
Dice for outdoor environments, and can hide in the wilderness as a thief
Experience Exper. Accumulated Level of the same level can hide in shadows.
Points Level Hit Points Title Bounty Hunters are only surprised on a roll of 1 on a d6 when
0-2,200 1 1 Searcher operating in the wilderness, and in such terrain they can sur-
2,201-4,500 2 2 Tracker prise others on a roll of 1-3 on a d6.
4,501-9,000 3 3 Trailer Although well able to defend themselves, most Bounty Hun-
9,001-15,000 4 4 Finder ters prefer to out-think their quarry rather than subdue or beat
15,001-23,000 5 5 Search Leader him/her/it into submission. Some have been known to wait for
23,001-41,000 6 6 Searcher Esquire days in one spot, knowing their quarry was nearby and that
41,001-95,000 7 7 Searcher Lord sooner or later the trap would be sprung.
95,001-150,000 8 8 Hunter A Bounty Hunter is able to have followers beginning at the
150,001-260,000 9 9 Hunter Esquire ninth level of experience. From ninth through 11th level, these
260,001-530,000 10 10 Hunter Lord followers can only be fighters, thieves or clerics of the same
530,001-800,000 11 11 Bounty Hunter alignment as the hunter. A hunter begins with one follower for
800,001-1,100,000 12 11+1 B. H., 12th each 6 points of charisma, or each fraction thereof (i.e., a cha-
1,100,001-1,400,000 13 11+2 B. H., 13th risma of 13 would entitle the hunter to 3 followers), and can add
1,400,001-1,700,000 14 11+3 B. H., 14th that number of new followers upon attaining 10th and again at
1,700,001-2,000,000 15 11+4 B. H., 15th 11th level. Starting at 12th level, a hunter can gain one new
300,000 experience points per level for each additional level follower per level for each 8 points of charisma, or fraction
above the 15th. thereof, and these followers can be of any alignment.
Bounty hunters gain 1 h.p. per level after the 11th. Some Bounty Hunters work strictly on their own, trusting no
one, and depend on an extensive system of contacts and
Special abilities double-checks for gathering information, in order to find and
All Bounty Hunters are natural woodsmen, having to live off capture those for whom the authorities have offered a reward.
the land in the pursuit of their quarry. They have tracking ability Bounty Hunters are a viable alternative to assassins for cases
like a ranger, although not to the same degree of expertise, in when a character doesn’t deserve death for an action, but is in
outdoor environments. The base chance to be able to success- line for punishment of some sort. The Bounty Hunter, if played
fully track a creature or character outdoors is 15% for a first- with fairness and consideration, can serve as an effective
level hunter, and it increases by 3% per level up to 30% at sixth “avenger” or “sheriff” for the DM, which may become a deterrent
level. Then it increases 5% per level until reaching a maximum of to some of the silly and unfair acts performed by player charac-
100% at 20th level. A Bounty Hunter can always find edible roots ters on other NPC’s.
by Robert L. Tussey and Kenneth Strunk have a minimum strength of 9, intelligence 12, wisdom 12, cha-
risma 13, dexterity 13 and constitution 14.
The Bounty Hunter is a subclass of fighter, adept in the track- The experience-point table for Bounty Hunters is identical to
ing and capture of fugitives from justice. Though they can be of that for rangers, in the number of x.p. needed to attain a certain
any alignment, the majority are neutral and only 5% are chaotic. level. However, hunters have lo-sided hit dice like a normal
A Bounty Hunter can be a human, elf (limited to 7th level), fighter. They also have the weapon proficiency of a fighter;
half-elf (8th level), dwarf (9th) or half-orc (10th). A hunter must however, at least one of the initial number of 4 weapons permit-
ted the hunter must be a capture weapon. (Three types of cap-
10-Sided ture weapons are described below.)
Dice for
Experience Exper. Accumulated Level Special abilities
Points Level Hit Points Title Tracking: A Bounty Hunter can track his quarry similar to a
0-2,250 1 1 Searcher ranger. Underground, the hunter must have observed the crea-
2,251-4,500 2 2 Trapper ture to be tracked within 2 turns (20 minutes) of the commence-
4,501-10,000 3 3 Man-Tracker ment of tracking, and the hunter must begin tracking at a place
10,001-20,000 4 4 Revenger where the creature was observed.
20,001-40,000 5 5 Hunter
40,001-90,000 6 6 Head Hunter Creature’s action Chance to track
90,001-150,000 7 7 Bounty Hunter going along normal passage or room 50%
150,001-225,000 8 8 Manhunter passes through normal door
225,001-325,000 9 9 Masterhunter or uses stairs 45%
325,001-650,000 10 9+3 Hunter Lord goes through a trap door 35%
325,000 experience points per level for each additional level goes up or down a chimney
above the 10th. or through concealed door 25%
Bounty Hunters gain 3 h.p. per level after the 9th. passes through a secret door 15%
58
August 1981 Dragon
Outdoors there is a base 70% chance of a hunter being able to the same chance for success as a first-level thief. Advancement
follow a creature, modified as follows: in these abilities is one level of thieving ability for every two
— for each creature above one in the levels the hunter rises, so that a 10th-level hunter (for instance)
party being tracked +02% has the abilities of a fifth-level thief in these skills. Also starting
— for every 24 hours which have at second level, the hunter can move silently and climb walls as a
elapsed between making the track first-level thief; however, skill in these abilities advances on a
and tracking -15% level-for-level basis thereafter, so that a 10th-level hunter has
— for each hour of precipitation -30% the abilities of a ninth-level thief in these two skills.
Capture weapons: Every Bounty Hunter must be proficient in
Charisma: A Bounty Hunter gains a bonus of +2 to his effec- the use of at least one device described as a “capture weapon.”
tive charisma for questioning purposes at taverns, inns, or other Three such weapons are the net, the lasso and the bolas.
large gatherings of people in an atmosphere which provides the A net may be thrown (short range 10 feet, medium range 20
opportunity for conversation. In any situation where a hunter is feet) or suspended. If it is thrown and the attempt results in a hit,
questioning to obtain information about his quarry, there is a the victim is entangled and immobile for 1-4 rounds thereafter.
10% base chance that a member of the party being questioned A lasso can be thrown over distances of no less than 10 feet
will know the hunter or know of his reputation. This base per- (the only distance which can be short range). Its limit for medi-
centage is adjusted upwards by +02% for each member of the um range is 20 feet, and long range extends to 30 feet. A suc-
party beyond the first; i.e., there is an 18% chance that one cessful hit indicates the victim is entangled for 1-4 rounds.
person in a five-member party will know the hunter. A reaction The bolas are a capture weapon which can be hurled over a
roll is made for that person without counting the hunter’s usual longer distance than a lasso. Like the lasso, the minimum range
bonus to charisma. is 10 feet, but for this weapon short range extends to 20 feet,
Knockout: A Bounty Hunter can choose to attempt a knock- medium range is 20-30 feet and long range extends to 40 feet. A
out blow on his victim, at the same rate of success as for an hit means the victim is entangled for 1-4 rounds, as with the
assassin of equal level performing an assassination. (Above other two capture weapons; however, if the hit is made with an
15th level, the percentages on the chart will increase 5% per unmodified roll of 20, the target must attempt a saving throw vs.
level until reaching the maximum of 100%.) A successful knock- petrification. If the save is failed, the target will take 1-4 points of
out blow means the victim is unconscious for 1-10 rounds. choking damage (in addition to being entangled) per round until
Pulling punches: During melee combat, hunters have the abil- he is disentangled or killed. If a throw of the bolas does not hit its
ity to pull their blows so that only half of actual damage (round intended target, the weapon has a chance to hit any other crea-
down) is assessed against the victim. When a victim is reduced tures in its flight path up to its maximum range.
to zero hit points by a blow administered in this manner, the Dexterity bonuses for missile combat apply to the use of
victim is unconscious for 1-10 rounds. hurled capture weapons. All of the capture weapons described
Thief abilities: Starting at second level, a Bounty Hunter can above receive +1 to hit at short range and are -1 to hit at long
perform the thief skills of opening locks and picking pockets at range, in addition to any other bonuses or penalties.
59
Dragon Vol. VI, No. 2
Convention calendar
GEN CON® XIV GAME CONVENTION, Aug. 13-16 — The na- 49506. Tentative plans include an art show, a marathon film
tion’s oldest regular gaming convention, to be held for the fourth festival, and several seminars and panel discussions. Persons
straight year at the University of Wisconsin-Parkside between wishing to participate in or help organize such events should
Racine and Kenosha, Wis. The event is sponsored by TSR Hob- indicate their desire when first corresponding with BabelCon
bies, Inc., with the Parkside Association of Wargarners (PAW) officials. Registration costs are $15 for a three-day membership,
acting as official hosts at the tournament site. For more informa- $6 for a one-day membership, and $8 for a supporting member-
tion, write to Gen Con XIV, P.O. Box 756, Lake Geneva WI 53147. ship. To register or request more information, write to Steve
Harrison, BabelCon ‘81, 1355 Cornell SE, Grand Rapids Ml
MASSCON ‘81, Aug. 22-23 — This event, the third annual, will be 49506.
held at the University of Massachusetts Campus Center in Am-
herst, Mass. It is organized by the University of Massachusetts URCON, Sept. 25-27 — Dr. Isaac Asimov and L. Sprague de
Strategy Games Club. Overnight lodging is available at the Camp will appear at URCON, a simulation gaming and science-
convention site at a cost of about $20. For more information, fiction convention scheduled for the University of Rochester in
contact MassCon director Dennis Wang, 11 Dickinson St., Am- Rochester, N.Y. Tickets are $8 until Aug. 1; $10 before Sept. 24;
herst MA 01002. $12 at the door. Single-day tickets are $6. For more information,
write to URCON, Box 6647 River Station, Rochester NY 14627.
DENVENTION TWO, Sept. 3-7 — The 39th World Science Fic-
tion Convention will be held at the Denver Hilton. C. L. Moore SUNCOAST SKIRMISHES ‘81, Oct. 10-11— To be held at the
and Clifford D. Simak are scheduled to appear as guests of University of South Florida in Tampa, sponsored by the Levia-
honor. Memberships can be purchased at the door for $55. More than Wargaming Federation. All types of gaming competitions
information is available by contacting Denvention Two, P.O. and seminars are scheduled. Duke Seifried of Heritage USA will
Box 11545, Denver CO 80211, phone (303) 433-9774. be a special guest. More information is available by writing to
Suncoast Skirmishes ‘81, P.O. Box 40123, St. Petersburg FL.
GLASC VI (Greater Los Angeles Simulation Convention), Sept. 33743, phone (weekends only) (813) 345-3321.
4-7 — To be located at the Student Union of California State
University in Northridge, Calif. Tournaments, seminars, auc- RHEIN CON, Oct. 10-12 — The Sixth Annual Rhein Convention
tions, free gaming, and a dealer area are among the planned will be held at the Hainerberg Middle School in Wiesbaden, West
offerings. Pre-registration cost is $6, admission fee at the door is Germany. Tournaments will be conducted in various board
$8. Details are available from GLASC secretary L. Daniel, 20550 games, miniatures, and role-playing games. A small registration
Wyandotte St., Canoga Park CA 91306. fee (under $5) is payable at the door. For more information,
contact CPT Jody Sherrill at 06332-6255 or SSG Gary Brode at
DunDraClone, Sept. 4-7 —A rescheduled and revised version of 222L-7697/7694.
DunDraCon VI, originally scheduled to be held last February,
which had to be cancelled because of a lack of a large enough CHAOTICON, Oct. 17-18 — D&D games, RuneQuest and more
facility to house the event. DunDraClone offers all the normal fantasy gaming will be held at the Sunnyvale Hilton Inn, Sunny-
attractions: tournaments, miniatures contests, films, seminars, vale, Calif. Pre-registration is $8 through Sept. 15; $10 thereaf-
demonstrations, a large dealer area, and round-the-clock open ter. For more information, send a self-addressed, stamped enve-
gaming. The site is the Oakland Airport Hyatt. Admission for the lope to ChaotiCon, P.O. Box 485, Campbell CA 95009.
weekend is $15 by mail or at the door. One-day admissions will
also be available at the door. Further details are obtainable by VOLCON II, Oct. 30-Nov. 1 —The second Yakima Valley Games
writing to DunDraCon, Inc., 386 Alcatraz Ave., Oakland CA Convention, featuring science-fiction and fantasy gaming and
94618. science-related personal hobbies. More information can be ob-
tained from VolCon II coordinator Kenneth Peterson, 3605 Tie-
GATEWAY 1981, Sept. 5-7 — A strategy-game convention and ton Drive, Yakima WA 98902, phone (509) 575-2442 (office) or
exposition, to be held at the Sheraton-Anaheim Hotel, next to (509) 452-8838 (home).
Disneyland in Anaheim, Calif. Admission is $9.50 for advance
pre-registration for all three days, $11 at the door for three days, ARMAGEDDON ‘81, Nov. 6-8 — To be held at the University of
or $7.50 at the door for one day only. Advance registrations must Houston Central Campus. Events will include competitions in
be postmarked by Aug. 22. For further information, contact the AD&D game, Squad Leader, Samurai, Air Force/Dauntless
GATEWAY, c/o Mark Snowden, 1864 Nutwood Place, Anaheim and other games. Admission is $5, plus $1 for entry in the AD&D
CA 92804. tournament. More information is available from Richard D.
McLeod, Chairperson, Armageddon ‘81, Program Council, Uni-
DRAGONFLIGHT, Sept. 11-13 — Sponsored by the Brass Drag- versity of Houston Central Campus, University Center N-23,
on Society, P.O. Box 33872, Seattle WA 98153. The convention Houston TX 77004, phone (713) 749-1435.
will feature role-playing tournaments, miniatures battles, a DM
seminar, painting competitions, and a dealer area. Other activi- CONTRADICTION, Nov. 20-22 — A science-fiction convention
ties will include the annual riddle competition, contests for de- to be held at the Buffalo Marriott Inn, Amherst, N.Y. Registration
signing tricks, traps, rooms, and monsters, and SCA demonstra- fee is $8 until Oct. 31. For more information, contact Linda
tions. The largest gaming convention in the Northwest, upwards Michaels, 27 Argosy St., Amherst NY 14226.
of 1,000 persons are expected to attend. More information is
available from the Brass Dragon Society at the above address. DETROIT GAMEFEST, Nov. 20-22 — This is the annual event
sponsored by the Metro Detroit Gamers which was formerly
BABEL CONFERENCE ‘81, Sept. 25-27 — The third running of known as WinterCon. It will be held in Cobo Hall in Detroit for
this StarTrek/science fiction/fantasy convention will take place the first time. More information can be obtained by writing to
at the Holiday Inn East, 3333 28th St. SE, Grand Rapids Ml Metro Detroit Gamers, P.O. Box 787, Troy Ml 48099.
60
August 1981 Dragon
61
Dragon Vol. VI, No. 2
The best DMs will look to the books, use the charts in them ex-
clusively, and never create something of
your own, you may as well play a board
62
August 1981 Dragon
63
Dragon Vol. VI, No. 2
the Shucassamites
Despite outward appearances, the
city-states were already past their peak
of health by this time in history. As the
generations passed, the yeomen free-
by Glenn Rahman of aristocrat-owned land. A military feu- holders lost their lands, which the pluto-
dalism suited the conditions of the time crats turned into vineyards or livestock
Despite the great physical destructive- — a general shortage of food and other pastures. As the countryside emptied of
ness of the Cataclysm, civilization was essentials, and the constant threat of people and the cities burgeoned with
not totally extinguished on the South barbarian attack. As time wore on, a unwarlike clerks, merchants, scholars,
Plains of Minaria. Certain towns located semi-divine kingship came to be the craftsmen and dispossessed paupers,
near a source of water— Adeese, Jipols, norm. But after half a millenium this the state militias could not meet their
Khuzdul, Parros and Zefnar — survived. political-economic system was showing recruitment quotas. By 766, Adeese was
The fact that they had access to oases signs of wear. forced to hire outside mercenaries when
was critical, for desert-like conditions As the monarchs succeeded in sup- it went to war with Khuzdul over mining
prevailed throughout the area after the pressing barbarian attacks and baronial rights in the tin-rich Dry Mountains. Lat-
catastrophe. Deprived of regular rainfall, strife, the ensuing peace allowed farmers, er, when Zehr-hu-Pon was invaded, the
as well as its outlet to the sea, the giant herders and craftsmen to work more ef- Black Knight’s army was more than half
lake of Cephallen shrank and became fectively and create a surplus of goods. It composed of mercenary soldiers.
the bitter Sea of Zett. A land previously was found that these commodities could The danger of collapse of the civiliza-
celebrated for its bounty turned into a be carried between cities and sold at a tion was slow to become apparent. Men
parched waste over which rolled vast profit. The peddlers who carried the admired the great aqueduct that was
dust clouds. goods accrued great wealth, to the point built from the Wanderer to the fields of
Khuzdul was the first city to start on where some could afford to live like Adeese — but, ominously, the well wa-
the road to recovery. Out of the waste- noblemen. tered fields were worked only by slave
land came the lmmortal Lord — an un- Trade soon extended to the small oa- gangs. Slavery increased in the cities
conquerable soldier and peerless leader sis villages beyond the cities and then to themselves; hosts of slaves mass-pro-
of men. He laid claim to the city, and the tribal peoples of the coasts and duced goods at a cost that could under-
ruled wisely. Elsewhere, agrarian-based plains. Parros and Zefnar thrived when sell the goods of free craftsmen. The
democracies predominated. Alas, as the they converted the ships of their fishing craftsmen subsequently joined the de-
population grew and the barbarians be- fleets into merchandise haulers. scendants of the yeomen in pauperage.
came more menacing, the need for bet- By the beginning of the seventh cen- In Zefnar, the capital of the slave trade,
ter organization was felt. Finally, the tury, Zefnar was in commercial contact bondsmen and bondmaids were taught
democracies were supplanted by mil- with the Miviorian town of Colist. Ship- music, scribing, poetry, dance and cui-
itary leaders — kings — on the pattern builders experimented with new designs, sine. The spread of such “specialized”
set by the Immortal Lord of Khuzdul. and soon many trim galleys were plying slavery threw thousands of free artists
Each of the great city-states preserved the coasts of the Sea of Drowning Men. out of work, the same way the craftsmen
its own history in chronicles beginning Meanwhile, the merchant class of Adeese had gone. Prosperity, once general, was
shortly after the Cataclysm. One of the had grown numerous enough and rich now the privilege of very few.
most important sources for the early his- enough to demand a say in the ruling of Where this malaise was leading be-
tory of the South Plains is Maiko’s Eccle- their city. The king replied with repres- came manifest at the end of the ninth
siastical Chronicle, written in the sixth sion, until a revolt expelled both him and century. Then the Wisnyos, conquerors
century, but utilizing earlier records his aristocratic supporters. Events were from the Barbarian frontier, seized Par-
which are no longer in existence. much the same in Parros, Zefnar and ros, Jipols and Zefnar and threatened
Maiko states that the vast majority of Khuzdul. even mighty Khuzdul. Wisnyo rule
inhabitants of the city-states were tillers Only conservative Jipols continued to brought back the worst abuses of the
64
August 1981 Dragon
Age of Kings. Repression and taxation drove the excess population of the sa-
EXTRA!
by the rulers and their representatives vannas out of their homeland — as when
ground down the merchant class while the migrating Yanna tribe invaded and
doing nothing to stem the widespread overwhelmed the Gyhara Confederacy,
poverty and unemployment. founding the hybrid state of Yanna-
Fortunately, the Wisnyo mis-rule was gyhara.
brief. The Wisnyo warriors took to quar- In the early thirteenth century it was
reling and surrounded themselves with the turn of the Shucassami people to
enfeebling luxury. Their second genera- leave the trouble-beset savannas and
tion was a lazy, drunken and vice-ridden take their herds and families north.
lot. When the terror of the “abominations The Shucassamis were intelligent and
of the land and the horrors of the air” warlike— as a cattle-raising people must
threatened Zefnar ever so slightly, the be, to safeguard their herds against raid-
reigning Wisnyo king, Kanin, lost heart ers. The generation that left the savan-
and fled toward Parros. He was slain by nas was illiterate, but they have left
his guards on the road, for the treasures songs and stories — collected by scho-
he carried. After Kanin’s death, Wisnyo
rule collapsed and the city-states estab-
lished a variety of weak, civilian gov-
lars such as Bakufar of Hio — that allow
us to reconstruct their past.
To the Shucassamis, trade was re-
EXTRA!
ernments. garded as less honorable than armed
Adeese also declined over the latter robbery, and was resorted to only when
tenth century. Its southern frontier crum- violence failed. Their dominant interests NEWS RELEASE FROM...
bled, and it was unable to keep up with were war and the acquisition of cattle
the increasing cost of maintaining its and horses. Their young men were skilled
mercenary army. Squadrons left their in many weapons — spears, swords,
posts and marched on Adeese, demand- axes and the bow. The wealthy families
ing back pay. Unfortunately, one mer- were the aristocrats, but bards, smiths
cenary leader, Esheq of the Guinni tribe, and women had good social positions. BALTIMORE, MD. (H.S.D.)
turned the demonstration into a coup The most generous family head at- It was learned recently that poly-
and set up a strongman rule. During the tracted the most relations and, hence, hedral dice no longer pose a problem
disorders that followed the usurpation, the most manpower and status. Parsi- to the gaming industry. Mr. H. Ben
the great aqueduct was destroyed and mony was the most despised vice with Fine, president of The House of Seven
the last vestiges of Adeesi control in Pon which a Shucassami noble could be Dragons (a new firm in Baltimore,
were lost. charged. Kinsmen who attached them- Maryland) has created and
Taking a lesson from Esheq, the mer- selves to the chief comprised his body- developed a process to mass produce
cenaries in the cities of the former Wis- guard in battle and, if he were slain, they pre-inked dice.
nyo Empire rose up and ended civilian were duty bound to die with him. For many years problems have been
rule. Eventually, even the oligarchy of The Shucassami attitude to the super- created by an inadequate supply of
Khuzdul fell — ordered to disband by natural was not sophisticated. Priests good-quality, pre-inked, reasonably
Pollo, a mercenary captain from Beolon. were supported in noble households, priced dice. Today however, due to
For more than two hundred years the but their social standing was low. Wor- this revolutionary new process, Mr.
city-states remained in the grip of var- ship centered on a vague concept of Fine’s pre-inked polyhedral’s will be
ious tyrants, who often had violent and “Sky-borne Ones.” It was believed that available in high gross quantities,
short careers. Though they were certain- Fate was superior to both man and gods. opaque & krystal material in all colors.
ly devious, ambitious and unscrupulous, This idea made the Shucassami hero re- Retail prices will be reduced and
many of the tyrants were also intelligent signed to ill fortune, while justifying him allow merchants to sustain reasonable
and cultivated men. Occasionally they in his belief that he might win through profit per unit.
helped their cities prosper, reviving arts against any obstacle, even against the Dealer inquiries are now being
and letters by their patronage. The Age hostility of the gods themselves. Such solicited.
of Tyrants was characterized by warfare men — willing to take any risk — made
between the city-states, in which military fearsome foes. Other Minarians, with
adventurers sought to establish empire their elaborate rituals and pantheons,
and dynasty. The Black Knight of Stub- could find little of substance in the Shu-
staff Keep has left us a vivid picture of cassami faith and called the invaders
these times in his memoirs — especially “the people without gods.”
his The War of the Three Tyrants. This describes the people who burst COME SEE US AT GEN CON® XIV
Continual warfare and political insta- upon the South Plains. The city chroni- Booth #87
bility sapped the city-states of their po- cles have preserved the military aspect
tential during the period of tyrannic rule. of the invasion, and the legends of the
Gyharan refugees from beyond the Bar- Shucassami recount the marvels they
barian frontier conquered Jipols in the witnessed in the new land. CONTACT
early twelfth century, while the pirates of The clan of Ombos, for example, sent The House
the Westward Islands humiliated the ty- scouts ahead to locate water for the of The Seven Dragons
rants of Zefnar and Parros. crossing of the Withering. The riders ex-
Meanwhile, in the savannas of the far plored the arid landscapes until a beauti- 3103 Smith Avenue
south, a different kind of turmoil was dis- ful piping music wafted to their ears. In Baltimore MD 21208
turbing the cattle and horse-breeding hopes of finding a village or a foreign
tribes that dwelt there. Even in the best of herder to rob, they followed the sound (301) 486-3227
times, their lives tended to be turbulent. until they arrived at a small oasis. It was
Warfare, plague, and famine sometimes deserted, but the men were pleased to
65
Dragon Vol. VI, No. 2
have found the water their people needed. himself fled toward Pon, but Shucassami The poorer members of the conquer-
As the sun was setting, the warriors ate raiders chanced upon him and butchered ing Shucassami disdained city life and
their supper, reveled in their good for- him in an obscure part of the wasteland. either managed the herds of wealthy no-
tune for a while, and lay down to sleep Two years later, when Shucassamis bles or tended their own small flocks.
beside the pool. surrounded the city, Adeese fared less Sons of nobility were often sent to work
Alas, only one of their number would well. The tribesmen controlled the entire with their brethren in the country. There
ever wake again — and he would be a countryside, cutting off all relief and they learned horsemanship and were
madman ever afterwards. Dhonn, the supplies. After a few months of isolation, prepared for a later career of soldiery.
madman, told a tale of strange music starvation broke the will of the mercenar- The Shucassamite cattle-tender is known
that filled his dreaming mind. The warble ies in the city. Beniyan, the ataman as the gajoen (herd-man). His type fig-
seemed to lift his spirit from his body and (chief) of the Shucassamis, traded the ures as a hero in many a Shucassamite
guide him up into the starlit ether. As he sellswords their lives for the surrender of song and story. To the present day, the
opened his sleeping eyes, he saw his Adeese. The year was 1252, the official gajoens form the hard core of every
comrades similarly adrift in space. While founding date of the Shucassamite Shucassamite army. Without these dar-
he floated on, as if moved by a breeze, kingdom. ing, hard-riding men, the army— mainly
something else came into view of Dhonn’s From captured Adeesi engineers, the conscripts from native stock— would be
astonished eyes — a vast, formless mass Shucassamis learned more about the art far less effective in battle and pursuit.
with many tentacles of flowing mist. of siege warfare and applied the new tac- The cities of the South Plains have ev-
Around the mass danced and piped a tics to Khuzdul. After a long investment ery reason to be grateful to their Shucas-
myriad of hideous jinn, grasping the trying to withstand the siege, the tyrant sami conquerors. The decay of the Age
soul-bodies of the Shucassami as they of Khuzdul, Shiror, committed suicide of Tyrants has been reversed in a cen-
drifted close and hurling them into the and the city fell. tury of their rule. The learned disciplines
chaotic abomination. Dhonn screamed After taking over Khuzdul, Beniyan have rallied and scientists, magicians
in horror and thrashed like one fighting consolidated his power for more than a and poets enjoy the bounty of both royal
his way out of a nightmare. Suddenly he decade, then turned his military machine and noble courts. The cities glitter with
found himself back on the sands of the against the port cities of Zefnar and Par- new gardens, palaces and libraries. Their
oasis. He threw himself on his brethren ros. These cities entered into an alliance ancestors often suffered through inva-
and tried to rouse them, but they were with Queen Daring of Rombune, and the sions and the turmoil of war, but the
dead to a man. Dhonn remembers no- ensuing struggle was long and hard. Fi- present-day Shucassamite subjects be-
thing more that happened until other nally the queen accepted a political set- nefit from the protection of one of the
scouts found him wandering alone in the tlement, giving Shucassam special privi- finest and most effective armies in
desert. leges in Zefnar, while reserving Parros Minaria.
According to another legend, a war- for Rombune. The “special privileges” The expense of rebuilding the civiliza-
band of Shucassamis attacked a monas- soon became an outright annexation. tion of the South Plains was immense,
tery on the edge of Blasted Heath. The Within his lifetime, Beniyan had seen but the unification of this vast area makes
barbarians rounded up the brothers and the Shucassamite state grow from a it lucrative for Shucassam to control the
looted the temple of the god Naashu- dream to its vast present-day borders. trade routes running between Minaria
Pinboh. The monks invoked their deity Beniyan, a desert chief’s son born in a and, the subcontinent of Girion. Cara-
for deliverance and, lo, the raiders were leather tent, lived his old age in splendor, vans can avoid Shucassamite taxes only
stricken with leprosy. Griefstricken but entertained by dancing girls who had by expensive sea routes, or by the round-
acknowledging the power of Naashu- been the daughters of great tyrants. As a about way through the lands of Pon.
Pinboh, the Shucassamis remained at signal that his work was done, Beniyan Shucassam has fought sharp encoun-
the monastery and joined the holy order. expired in a peaceful sleep. ters with most of its neighbors, but the
The god rewarded their conversion by What Beniyan had accomplished had longest and most bitter conflict was
making them the most feared of all men. never been done before. For the first waged against Pon. The Shucassamites
When the raiders went to war in later time, all the city-states of the South hoped to close the trade routes which
years in the name of their Shucassamite Plains stood united. The union forged a were enticing too many caravans away
sovereign, they found few enemies wil- commonwealth fit to defy even the pow- from their king’s toll-stations, going in-
ling to stand their ground before the er of resurgent Muetar and Mivior. Under stead through the heart of Pon. The in-
dreaded Lepers. the patronage of the royal scepter, Zef- vaders did considerable damage, but
There are many such stories of peril nar’s decrepit fleet was rebuilt and did Archduke Phalor of Pon kept his defend-
and disaster which befell the Shucassa- frequent battle for trading rights along ing troops in the mountains and rough
mi invaders, but the conquest of the the Minarian sea lanes. country, where the Shucassamite caval-
South Plains progressed steadily non- The transition from nomad to urban ry was at a disadvantage. Finally, King
etheless. The horsemen spread their in- aristocracy was not easily made by the Metchu could no longer justify his coun-
fluence widely, taking Jipols by a ruse Shucassami nobles. Native merchants try’s losses. The Shucassamite army with-
and letting the inhabitants live to add revived trade on the South Plains, but the drew and the stubborn mountaineers
their civilized skills to the victors’ un- Shucassami took little direct part in it. kept their trade routes.
couth bravery. Raiders even ranged as Their noblemen could neither trade nor The government of Shucassam is one
far north as Muetar, until Emperor Egal- work the land without losing status. One of the youngest in Minaria. It is yet too
on repulsed their bold forays. might act as a patron of the arts and soon to tell if the king in Adeese will be
Proerno, the duke of Heap in the Hills, sciences, but was not supposed to dab- able to maintain the hard-won unity of
chose this troubled time to attack Adeese, ble in either endeavor himself. About the the realm, or whether it will fall victim to
then being ruled by the tyrant Yoritom. only gainful pursuit left open to the no- the decadence that has undone earlier
The ruthless Yoritom ordered that a ble was the breeding of horses and cat- barbarian conquerors. The son of Met-
large group of country people be ga- tle. Despite his power and wealth, the chu, Zanwee, begins his reign with the
thered together and driven to the Altars Shucassami noble was poorly educated; blessings of his diverse and far-flung
of Greystaff. Their sacrifice brought a his tutors were more interested in les- subjects. Whether he can live up to the
firestorm down upon the army of Proer- sons of character-building than practi- great tradition set by his ancestor, King
no, defeating the warriors. The duke cal knowledge. Beniyan, only time will tell.
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Dragon Vol. VI, No. 2
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August 1981 Dragon
idea of the scope of the ‘game’ portion of and must be dynamic to achieve this. Choosing a topic is only the first step
the subject and then to more specific The hobby is not as “gamed out” as in creating a game. Many are the game
‘intra-game’ material.” some people may think, a fact which is ideas that never go beyond this stage. To
Research is necessary for any game demonstrated in part by my simulation push the idea beyond this point, the de-
design, and all three experts alluded to it game Kanev: Parachutes Across the signer must bring to bear his skills in
in their comments on the first step taken Dnepr (People’s War Games, 1981), innovating game mechanics. Simulation
in creating a game design. Even fantasy which is an interesting concrete exam- Corner will turn to the whole question of
and science-fiction games, as opposed ple of choosing a topic for a game. In this building models for game systems in the
to historical ones, require research be- case I had been considering the general next installment of this series.
cause there the goal is to create a game question of small-format games and
universe with wholly consistent ele- thought there should be no reason why FOR FURTHER READING:
ments. In historical games, of course, “mini” and “micro” games necessarily Jacques Barzun and Henry Graff, The
the need for research has always been have to be uninteresting and repetitive. I Modern Researcher. New York, 1972.
acknowledged as a major component of also wanted to show that not all good Strategy & Tactics Magazine Staff, War-
game quality. Some games which are to- historical situations have yet been done game Design. S&T Staff Study No. 2, Simula-
tally unplayable are nevertheless prized as games. tions Publications, 1977.
for the quantity and/or quality of their
research content. Alternately, some high-
ly playable games on historical subjects
are not commonly or properly described
as “simulation” games.
Unlike most other aspects of game de-
sign, there has been substantial written
commentary on the process of research.
Consult Stephen Patrick’s contribution
to the SPI staff study Wargame Design.
For a more authoritative introduction to
the general methodology of research,
see Graff and Barzun’s The Modern
Researcher.
One other thing about game topics is
worth saying. There is always room for a
fresh vision, a new design in a bold direc-
tion. But the game must say something
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Dragon Vol. VI, No. 2
Condor
Prop: 7 Det: 7
Anim: 8 Tech: 6
Two new giant sculptures, suitably scaled for use with 25mm This great bird, sculpted in a pose as though it is about to
figures, are offered by Ral Partha. The Hill Giant (left) is part of strike, has a wingspan of more than 6 inches. Each condor
the “Children of the Night” series, and the Storm Giant (right) is comes with a rider who is armed with either a sword or a lance. A
in Ral Partha’s “Personalities” line. smaller, but equally well done, hawk figure is also available from
this company.
Hill Giant Storm Giant
Prop: 7 Det: 8 Prop: 7 Det: 6 Skull Splitter Giant
Anim: 8 Tech: 7 Anim: 8 Tech: 7 Prop: 6 Det: 7
The high quality of the de- This sculpture succeeds in Anim: 6 Tech: 7
tail in the body hair and face giving the impression that This formidable fig-
make this a notable figure. the figure is leaning into a ure would work well as
strong wind, mainly because a Fire Giant. The shield
of the flowing hair and beard has an interesting face
and the animated posture. on its front, and the axe
has been molded to
HERITAGE USA taper toward the cut-
ting edge.
RAL PARTHA
Fantasy Collector Series
Cold Drake
Prop: 6 Det: 7
Anim: 8 Tech: 7
This reptilian-looking fig-
ure lacks front appendages,
but is otherwise suitable for
use as a small dragon or
Hill Giant Beholder wyvern. The mouth area and
Prop: 6 Det: 7 Prop: 6 Det: 7 scales are nicely done. The
Anim: 7 Tech: 7 Anim: 8 Tech: 6 wings come as one separate
This rendition of a striding This is a truly evil-looking piece and attach easily, leav-
Hill Giant should paint up eye tyrant (at right in above ing no sign of the junction
very nicely. It contains a good photo), which comes pack- with the body.
amount of detail, including aged with an unidentifiable,
subtleties such as bracelets but hungry-looking compan-
and a necklace of teeth. This ion (at left). The beholder is Reviews by Photographs by
figure, like most Heritage of- solidly made and can be
Bill Fawcett Kathy O’Donnell
ferings, is signed by the “stood up” on a base or other
sculptor on the underside of flat surface.
the base.
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August 1981 Dragon
PENN-HURST/GREENFIELD HOBBY DIST. GRENADIER MODELS
AD&D™ series, The Dragon’s Lair
CITADEL MINIATURES
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Dragon Vol. VI, No. 2
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August 1981 Dragon
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Dragon Vol. VI, No. 2
of time dilation on space warfare; but ings. Couple this with a tendency toward and broken weapons. Dark borders are used
other than that, it is not really that inter- poor play balance and you have a game to represent the dungeon’s interior walls.
esting. Other games such as Warp War which, sad to say, possesses a minimum Most of the tiles are 2½” square, though some
of Iong-lasting appeal. are a bit larger, as this conforms to 25mm
and Stellar Conquest have taken into ac-
scale.
count the factor of technology differen- Timelag was designed by Mike Vitale Also included are 108 die-cut counters that
tial, and in substantially more interesting and is available for $3.95 from Game- serve a variety of functions. Some represent
ways. Timelag relies on a a gimmick, and shop, 46 Dougherty Street; Manchester, objects such as doors, traps, grates, chests,
this device wears thin after a few play- Connecticut 08040. sacks of coins, fountains, rubble and trash,
and various items of furniture. Others serve as
DUNGEON TILES can take the indicators of the area’s condition: slime,
dampness, smoke, fire, darkness, footprints,
blood trails and the like.
guesswork out of game-playing A four-page folder comes with the set, ex-
plaining how to use the tiles to maximum ef-
fect, including discussions of sighting and
by Tony Watson that company’s first foray into the fantasy “stacking” (the number of figures per tile).
role-playing game market It should be em- Attention is paid to movement, combat forma-
The action in dungeon encounters often phasized that this is a game aid, and despite tion and special combat situations, such as
gets fast and furious, with fighters stepping the nice-looking box cover, is not usable as a fighting through doorways. An example of the
forward to wield their blades and axes, half- stand-alone game. use of tiles in an adventure is included as well.
lings and the like maneuvering to get a shot Dungeon Tiles is a set of components for Dungeon Tiles should be useful to those
off, and the magic-users stepping back to laying out the corridors and rooms of the un- groups who desire more precision in the con-
conjure up a couple of spells. Often the situa- derworld on a tabletop, complete with infor- duct of their encounters, or to the DM who
tion can be even more complex than this, as in mational indicators and furniture. Combined feels the need for a little help in presenting the
instances where the party is surprised while with 25mm figures (not supplied), the set al- situation to his players. While the set is fairly
looting a room or just resting up and tending lows both the players and the DM to better complete, players will notice that somethings
to their wounded. Circumstances where the visualize the turns and twists of the dungeon, are lacking — curved wall and corridor sec-
group is ambushed from more than one direc- and aids in setting up and conducting battles tions, for example. Task Force has stated that
tion or where furniture and other cover is be- and encounters. if this initial set is well received, supplemen-
ing used can be trying for the Dungeon Mas- The set consists of eight full-color sheets of tary sets will be forthcoming.
ter, since he must deal both with the resolu- punchout tiles. These tiles represent lengths Dungeon Tiles is published by Task Force
tion of combat and the ever-changing posi- of dungeon corridors, stairways and rooms. Games and sells for $10. Task Force does no
tions and locations of the participants. They are very nicely executed with brown selling by mail, so buyers will have to find the
A new gaming aid might prove helpful in stone motifs, replete with scattered bones set in their local hobby stores.
conducting dungeon melees. It is DUNGEON
TILES by Task Force games, and represents
74
August 1981 Dragon
Reviewed by Chris Henderson Henderson picks his men and women, and sacrificed to the dragon. This diet appeases
the players move onto Lopez’s board. Play Vermithrax, and the dragon sticks to it, only
DREAM PARK begins, and the game areas are transformed coming out of its home to collect its meals.
Larry Niven & Steven Barnes into the South Seas through Dream Park’s Some of the residents of Swanscombe do
hologram and weather control center. not readily go along with the King’s lottery,
Ace Books 16726-8 In the meantime, while the game is played though, and wish to see the dragon destroyed.
$6.95 out in the parkland, below in the park’s R&D The risk is that if someone tries to kill Vermi-
labs a man is murdered and the park’s newest thrax and fails, the dragon will rampage as it
secret is stolen. All evidence quickly indicates has in the past. The conflict of the story thus is
The world of Dream Park is a role-playing that one of the game players is responsible. more between the peasants and the royalty
enthusiast’s dream come true. After the mas- The situation becomes very awkward; if the than it is between humans and dragons.
sive earthquake which ruined southern Cali- game is stopped and all the players detained, The most likely dragonslayer in the area
fornia, the Cowles Industry Corp. went in and Californian politics and outside business pres- (apparently in the entire world, since he is the
created the ultimate adult playland. In it, tour- sures could ruin the park. If the sample and only wizard left alive) is the sorcerer Ulrich.
ists could wander about, seeing actors and formula of Neutral Scent (a chemical which After being approached by the peasants, he
holograms do magic, wage battles, and die, would enable the park to make the games agrees to fight the beast. Before he can, how-
simply for their amusement. They could go on much more realistic) is not recovered, Dream ever, he is slain by the king’s men.
rides unlike those in any other park (such as Park will lose a great potential advantage over This leaves only Ulrich’s apprentice, Galen,
the gravity whip), or they could enter “The its rival parks. to face Vermithrax. The problem is that Galen
Games.” Thus, the only compromise seems to be to is untried in magical combat and he is not all
The gaming layout is simple. A Game Mas- send a Dream Park security person into the that good a magic-mover at all.
ter first sets up a scenario; it can be the finding game, in hopes that he can identify the mur- The stakes are raised for Galen after he falls
derer and recover the park’s stolen property. in love with a young woman who is very likely
Security chief Alex Griffin is sent in. Griffin’s to be the dragon’s next offering. Fearful,
problem is to carry out his mission without clumsy, and unskilled, Galen attacks Vermi-
either disrupting or becoming too involved thrax in its lair and wins — for a while.
with the game. He finds neither task easy. The menace of the dragon puts Galen, his
Dream Park is a fascinating study of the love, and all of England in danger, especially
role-playing mentality. In the book, one sees since the audience knows that Galen cannot
all of the familiar types, from the puffy-faced defeat the creature himself.
novice who doesn’t know what to put on his Dragonslayer is a powerful book. Using the
mule, to the tough, sharp-minded player who
always seems at least two moves ahead of the
competition.
The novel shows both men and women
playing, and shows what they get out of it. The
pace of the novel never slows, as the imagina-
tive Lopez duo throws obstacle after obstacle
in the players’ way, while Griffin tries to find
his quarry.
Dream Park is much better than some of
Niven’s other recent efforts (such as The
Patchwork Girl). One of the more interesting
aspects of the novel is that a reader tends to
find oneself much more interested in how the
game will turn out, rather than whether the
murderer/thief/spy will be caught. It only
goes to prove that truth may be stranger than
fiction, but fiction is usually more interesting.
of sunken treasure, saving a kidnapped prin-
cess from headhunters, waging interstellar war, DRAGONSLAYER
what have you. The game is laid out in typical Wayland Drew
fashion. If those playing the game can find
and follow the right clues (with the help of Dei Rey Books
their Loremaster), and make it through the 345-29694-X
entire game without “dying,” then they split $2.75
the points accumulated by their team, and the
profits from such things as the movie made
from the game and the sale of book rights. Dragonslayer is fairly traditional swords &
The game going on during Dream Park is a sorcery on the surface. The place is England;
meeting of the greats. Richard and Mitsuko it is the time of conflict between the early
Lopez are considered the most brilliant Game Christians and the Druids. To this area and
Masters in the field. This is their chance to time comes the dragon Vermithrax. Choosing
prove that they can design an unbeatable a cave outside the post-Roman village of
challenge. Their opponent is Loremaster Swanscombe, the creature settles in to enjoy
Chester Henderson. This is his chance to the pickings. A number of warriors attempt to
avenge his embarrassing defeat in Lopez’s rid the land of the beast, but all of them fail.
last game. That game brought charges of Over the years, a lottery is devised. All of the
cheating and unfair conduct from Henderson available virgins’ names are put into a pot
against Lopez. twice a year, and the unlucky winners are
75
Dragon Vol. VI, No. 2
traditions of epic fantasy as a starting point, each of the small empires had begun to In previous volumes of the Horseclan ser-
Drew takes the Hal Barwood/Matthew Rob- evolve, different ways of life were chosen, all ies, Adams has consistently moved forward in
bins screenplay (on which the novel is based) based on what their cultures were like at this time. With this volume (and the next few to
far past the usual hack-and-slash conven- time. New York continued to grow upward follow it) he moves back before the time of his
tions, exploring the nature of the world he has and outward, a large man-made mountain of a first novel, The Coming of the Horseclans.
created and the people which fill it. city. Paris dug underground, becoming level The first book was deliberately left open at
Much of the novel differs from the simplistic after level of dark, windowless, both ends for this to be done later. Far from
and often predictable Paramount/Disney film family-owned suites. being confusing because of this “going back-
released in June. Galen is a young man of Some of the cities concerned themselves wards,” Horseclans Odyssey is well contained
intense character. He is sensible enough to only with survival, battling the elements in- between its covers, needing no previous read-
know he cannot beat the dragon, brave stead of their neighbors. Moscow has the ing to be understood. (It is in fact, a very good
enough to try, and young enough to be swept snow to contend with. Peking has the nomad- place for anyone who has not read any other
up in everyone’s enthusiasm when they be- ic prairie hordes to plague it. New York has its Horseclans novels to start.)
lieve the monster is dead. He is willful, proud, own unions to deal with, while London seems The book deals with the kidnapping of, and
intelligent and foolish. In Drew’s creation, bent on destroying itself. Paris plays games, search for, three Horseclan children. After
Galen leaves the foppish, one-sided charac- and Rome dreams. they are tricked into sharing supper with slav-
ter of the movie behind to become a much All of the stories are good. They would each ers, the eldest brother is slain trying to es-
more believable person in the book. Drew stand alone quite nicely, but there is an inter- cape, leaving his sister and two younger
does this with all of the novel’s inhabitants, dependency which makes them a fine expe- brothers in the slavers’ hands. From this point
bringing them forward, examining them in a rience when read straight in a row. Truthfully, on, author Adams takes the reader through a
much fuller and more human manner than the the full impact of London’s ghosts and Paris’s Burroughs-like twisting tale bounding back
film can manage. structure of reincarnation are not fully appar- and forth between the following points: (A)
This is not the author’s greatest accom- ent until the last story “The General” (Peking) Big sister escapes, only to fall into the hands
plishment, however. In Dragonslayer, Drew is read. of a sadistic hunter; (B) the brothers are sold
also examines the struggle between the early Cherryh has beaten Bradbury at his own to a perverted merchant who plans to keep the
Christian church and the hanging-on druids. game. Where the supposed poet laureate of older boy for himself while giving the younger
Both are portrayed as they most likely were: science-fiction has gotten away with mean- brother to a high official in the hopes of gain-
The Christians as mad zealots, sacrificing dering through his stories for years, defend- ing favor; (C) the Horseclan warriors, who are
themselves to an uncaring god. Some people ing his silly ideas and half-hearted story- searching for the children of their leader; (D)
of the time view them as foolish, others see telling with the beauty of his style, Cherryh the people they make war on during their
their antics as comical. Very few look upon has gone him one better. Taking his flowery search; and (E) the other countries the Horse-
them as martyrs for a great faith. Religion is style, she has crafted six strong, intelligent clan warriors attack, which are at war with
reduced to comparison shopping rather than tales, all of them wonderful in their language each other.
a matter of faith, which, in a time of worship- and yet powerful in both plot and character. Adams cleverly blends the battles between
ping a great number of gods, is as it should be. By the end of the book, there is no earth- the warring countries with the smaller prob-
Drew wraps his sub-plot of religious soul shaking conclusion; the sun is still red and lems of the major characters. At first, the
gathering neatly around the main storyline, swollen, and our planet and its cites are still sheer weight of the number of central charac-
never making it oppressive or monotonous. dying. The final picture is one of rot and de- ters gives the book an appearance of cumber-
Dragonslayer is good solid, can’t-put-it- cay. Man has not gone shining and gleaming someness. Luckily, the characters are so
down reading. It shows early England as it off to the stars. A prideful, insolent, lazy anim- sharply defined that Adams can leave one
really was, presenting a graphic picture so al, man has become mired in his own inade- group for two or three chapters at a time with-
real one can see the drab, hand-stitched clo- quacy, destroying those individuals who out having their images fade from memory.
thing and the mud-clogged streets without would rise above it all. Beyond all of this, however, it is the author’s
being told they are there. By adding the phys- Sunfall is not Cherryh’s best (an author can style which is the most appealing aspect of
ical and emotional dimensions left out of the only have one “best” and so far Downbelow the series. Robert Adams is a fencer, hunter
screenplay, Drew has taken a very standard Station is hers), but it is a fine collection none- and rider in real life. He makes his own histor-
outline and given it life, making it the best theless. More thoughtful than exciting, this ically correct military costumes. A man known
fantasy novel so far this year. grim tale of the future, while much more firmly for precision, with a sharp eye for detail, he
rooted in fantasy than in science fiction, is uses his personal wealth of knowledge to
SUNFALL one of the best “life-ahead-of-us” books pro- bring his books to life. His woodsmen are real
C.J. Cherryh duced in quite some time. woodsmen. They do more than just aim their
bows and bring down game. They know how
DAW Books 0-87997-618-7 to skin the animals they kill; they know how to
$2.25 HORSECLANS ODYSSEY butcher them, and then make good use of the
Robert Adams bones, horns, bladders and hides.
His merchants know how to haggle, trade,
Cherryh is best known for her science- Signet 451-E9744 play opponents off one against the other, and
fiction novels. Although they have almost all $2.75 so forth. His soldiers are real; his command-
been filled with a harsh action style not used ers attack using good, solid, inventive stra-
by most female writers, she has always tem- tegy. Basically, everyone in the world of the
pered them with her extremely solid charac- There is little doubt that Robert Adams’ Horseclans knows who they are and what
terization, making each work more detailed Horseclan series is one of the best science- they are supposed to be doing. And, although
and a little bit thicker than the one before it. fiction/fantasy series ever conceived. Al- some of Adams’ characters are standard sword-
This time, to the surprise of most of her though often labeled as a science-fiction ser- play-novel figures, none of them are of the Lin
audience, she has come out with a slim (158 ies, there is very little in the novels to justify Carter, one-dimensional variety.
pages) volume of interconnected short sto- such a characterization. Horseclans Odyssey is a welcome addition
ries, written in a mainly fantasy style. Sunfall Set in our future, the Horseclan books tell of to the Adams series. The story line does not
is a collection of tales from the Earth’s future. the reconstruction which takes place after the continue into the next volume, leaving the
It is a time when the sun is dying, a giant red wars. Man is reduced to barbarism. Civiliza- reader wondering what happens next. It does,
ball hanging in the sky, ticking off the years tion is a hodgepodge of histories, with ancient however, entertain from beginning to end.
left to the third planet and its inhabitants. artifacts popping up from time to time. The Covering everything from high adventure to
Each story takes place in a different city. How armor is from a number of periods, some war- basic city-level politics, it is an honest, candid
many cities are left, we do not know; Cherryh riors wearing full plate, some mail, some only look at what people are like: scheming,
tells us of only six (London, Paris, Moscow, boiled and waxed leather. Adams has con- greedy, cowardly, suspicious and lacking for
Rome, New York and Peking). They are never structed a world where he can make few mis- the most part, but in some rare instances hon-
mentioned by name, and they never interact takes. There can be no anachronisms, for all est, honorable and stolid.
with any of the other remaining cities. of history has gone before and is there to be
Each city is unique. Centuries earlier, when rediscovered.
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