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  • Issue # 191 Vol. XVII, No. 10

    March, 1993

    PublisherJames M. Ward

    EditorRoger E. Moore

    Associate editorDale A. Donovan

    Fiction editorBarbara G. Young

    Editorial assistantWolfgang H. Baur

    Art directorLarry W, Smith

    Production staffGaye O Keefe Tim Coumbe

    SubscriptionsJanet L. Winters

    U.S. advertisingCindy Rick

    U.K. correspondentand U.K. advertising

    Wendy Mottaz

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    3 24 14 7

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    FEATURESHorses Are People, Too Gordon MenziesIf you cant describe your paladins war horse, read this article.

    Open Your Mind Michael John Wybo IIPsionicist kits, from gypsies to the thought police.

    The Elven PantheonCompleted! Carl SargentWheres Rillifane? A lost elven deity reappears for the AD&Dfi 2ndEdition game.

    Different Totes for Different Folks Vince GarciaWhats in your backpack? A look at the best in equipment for theD&Dfi game.

    An African Genesis Brady EnglishNew lore and legends from West Africa for AD&D games.

    The Known World Grimoire Bruce A. HeardBuilding armies by the numbers in the D&D game.

    A Magical Personality Matt PosnerAre wizards crazy, or do they just act that way? Role-playing notesfor specialist mages.

    Master of the Blade Peter SearsA smart sword is a great allyif its on speaking terms with you.

    Campaign Journal: Risen from the Ashes Carl SargentOur new game-worlds column begins with a look at the new (andchanging) WORLD OF GREYHAWKfi setting.

    The Dragons Bestiary Richard A. HuntPoliteness counts when you meet the asrai and the faerie phiz.

    DRAGON Magazine (ISSN 0279-6848) is publishedmonthly by TSR, Inc., PO. Box 756 (201 SheridanSprings Road), Lake Geneva WI 53147, United Statesof America. The postal address for all materials fromthe United States of America and Canada exceptsubscription orders is: DRAGON Magazine, PO. Box111, (201 Sheridan Springs Road), Lake Geneva WI53147, U.S.A.; telephone: (414) 248-3625; fax (414)248-0389. The postal address for all materials fromEurope is: DRAGON Magazine, TSR Ltd., 120 ChurchEnd, Cherry Hinton, Cambridge CB1 3LB, United King-dom; telephone: (0223) 212517 (U.K.), 44-223-212517(international); telex: 818761; fax (0223) 248066 (U.K.),44-223-248066 (international).

    Distribution: DRAGON Magazine is available fromgame and hobby shops throughout the United States,Canada, the United Kingdom, and through a limitednumber of other overseas outlets. Distribution to thebook trade in the United States is by Random House,Inc., and in Canada by Random House of Canada, Ltd.Distribution to the book trade in the United Kingdom isby TSR Ltd. Send orders to: Random House, Inc.,Order Entry Department, Westminster MD 21157,U.S.A.; telephone: (800) 733-3000. Newsstand distrib-

    ution throughout the United Kingdom is by ComagMagazine Marketing, Tavistock Road, West Drayton,Middlesex UB7 7QE, United Kingdom; telephone:0895-444055.

    Subscriptions: Subscription rates via second-classmail are as follows: $30 in U.S. funds for 12 issues sentto an address in the U.S.; $36 in U.S. funds for 12issues sent to an address in Canada; 21 for 12 issuessent to an address within the United Kingdom; 30 for12 issues sent to an address in Europe; 50 in U.S.funds for 12 issues sent by surface mail to any otheraddress, or $90 in U.S. funds for 12 issues sent airmail to any other address. Payment in full mustaccompany all subscription orders. Methods of pay-ment include checks or money orders made payableto TSR, Inc., or charges to valid Mastercard or VISAcredit cards; send subscription orders with paymentsto: TSR, Inc., PO. Box 5695, Boston MA 02206, U.S.A.In the United Kingdom, methods of payment includecheques or money orders made payable to TSR Ltd.,or charges to a valid ACCESS or VISA credit card;send subscription orders with payments to TSR Ltd.,as per that address above. Prices are subject tochange without prior notice. The issue of expiration of

    2 MARCH 1993

  • 9 8 Unearthed Mundana Randy MaxwellWhen a magical item wont do, use a nonmagical one thatstwice as valuable.

    FICTION7 0 The Barber, the Thief, and the Smith P. Andrew MillerA cutting tale of shear delight.

    REVIEWS5 7 The Role of Computers Hartley, Patricia, and Kirk LesserThe new Might and Magic has mightand magic!7 4 The Role of Books John C. BunnellSilicon ghosts, computer demons, and other lore of techno-

    fantasy.

    8 2 Role-playing Reviews Rick SwanThe times they are a-changin, and time travel is changing,too.

    1 1 2 Through the Looking Glass Jean McGuireSo, what do you need for painting besides a brush? Somebasic equipment for all miniatures collectors.

    DEPARTMENTS4 Letters 102 Dragonmirth6 Editoral 104 Twilight Empire37 Forum 108 Gamers Guide78 Sage Advice 120 TSR Previews87 Convention Calendar

    Cover

    Robin Wood welcomes spring into ourgaming world with her painting for thisissue, Songbirds. According to her,the elfs name is Jandari, and thereare 27 animals in the picture not count-ing the elf, the wolf, and the birds. Onlythe last bird is real, by the way. Goodluck to everyone on finding them all.For information on prints, contact:Robin Wood, 15529 Longmeadow Drive,Dearborn MI 48120-1023.

    each subscription is printed on the mailing label ofeach subscribers copy of the magazine. Changes ofaddress for the delivery of subscription copies must bereceived at least six weeks prior to the effective date ofthe change in order to assure uninterrupted delivery.

    Back issues: A limited quantity of back issues isavailable from either the TSR Mail Order Hobby Shop(P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or fromTSR Ltd. For a free copy of the current catalog thatlists available back issues, write to either of the aboveaddresses.

    Submissions: All material published in DRAGONMagazine becomes the exclusive property of the pub-lisher, unless special arrangements to the contrary aremade prior to publication. DRAGON Magazine wel-comes unsolicited submissions of written material andartwork; however, no responsibility for such submis-sions can be assumed by the publisher in any event.Any submission accompanied by a self-addressed,stamped envelope of sufficient size will be returned if itcannot be published. We strongly recommend thatprospective authors write for our writers guidelinesbefore sending an article to us. In the United Statesand Canada, send a self-addressed, stamped enve-

    lope (9 long preferred) to: Writers Guidelines, c/oDRAGON Magazine, as per the above address;include sufficient American postage or InternationalReply Coupons with the return envelope. In Europe,write to: Writers Guidelines, c/o DRAGON Magazine,TSR Ltd.; include sufficient return postage or IRCswith your SASE.

    Advertising: For information on placing advertise-ments in DRAGON Magazine, ask for our rate card. Allads are subject to approval by TSR, Inc. TSR reservesthe right to reject any ad for any reason. In the UnitedStates and Canada, contact: Advertising Coordinator,TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road,Lake Geneva WI 53147, U.S.A. In Europe, contact:Advertising Coordinators, TSR Ltd.

    Advertisers and/or agencies of advertisers agree tohold TSR, Inc. harmless from and against any loss orexpense from any alleged wrongdoing that may ariseout of the publication of such advertisements. TSR,Inc. has the right to reject or cancel any advertisingcontract for which the advertiser and/or agency ofadvertiser fails to comply with the business ethics setforth in such contract.

    DRAGON is a registered trademark of TSR, Inc

    Registration applied for in the United Kingdom. Allrights to the contents of this publication are reserved,and nothing may be reproduced from it in whole or inpart without first obtaining permission in writing fromthe publisher. Material published in DRAGON Maga-zine does not necessarily reflect the opinions of TSR,Inc. Therefore, TSR will not be held accountable foropinions or misinformation contained in such material.

    designates registered trademarks owned by TSR,Inc. designates trademarks owned by TSR, Inc.Most other product names are trademarks owned bythe companies publishing those products. Use of thename of any product without mention of trademarkstatus should not be construed as a challenge tosuch status.

    1993 TSR, Inc. All Rights Reserved. All TSR char-acters, character names, and distinctive likenessesthereof are trademarks owned by TSR. Inc

    Second-class postage paid at Lake Geneva, Wis.U.S.A., and additional mailing offices. Postmaster:Send address changes to DRAGON Magazine, TSR,Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A.USPS 318-790. ISSN 1062-2101.

    D R A G O N 3

  • What did you think of this issue? Do you havea question about an article or have an idea for anew feature youd like to see? In the UnitedStates and Canada, write to: Letters DRAGONfiMagazine, P.O. Box 111, Lake Geneva WI 53147,U.S.A. In Europe, write to: Letters DRAGONMagazine, TSR Ltd., 120 Church End, CherryHinton, Cambridge CB1 3LB, United Kingdom,

    The big brush-off?Dear Dragon,

    I have a few comments and questions regard-ing DRAGON issue #188. First off, I would liketo take a second look at [Dale Donovans] editor-ial. It sounds like a cry for help. Lets face it:Your magazine isnt what it used to be. Writersarent producing material that can be inte-grated into everyones campaign. This isbecause there are so many campaigns pro-duced by TSR, Inc. Whatever happened to aDungeon Master creating his own campaign?Anyway, it seems like you are not interested inany articles aimed specifically at the AD&Doriginal edition game. I get the feeling that thismeans you dont want anything that can beintegrated into an existing campaign becauseyou would rather have something for theSPELLJAMMERfi, DARK SUN, or AL-QADIMsettings so readers would have to buy that cam-paign to use it. Also, if you dont promote theAD&D 1st Edition game, why do have picturesof its books on pages 10 and 17 of issue #188?

    You also do not want articles on the theory ofmagic or other fantasy elements. May I remindyou that in DRAGON issue #106, there was anarticle called The Laws of Magic that revealedthe difference between clerical and magemagic. I enjoyed that article and would like tosee more along the same topic. In DRAGONissue #143, you had an article that dealt withfantasy [The Highs and Lows of Fantasy].

    I am greatly disappointed when you brush theAD&D 1st Edition game aside. It seems that mygroup is the only one left that abides by the 1stEditions rules only. I would like the readers toknow that just because something is new itdoesnt mean its better. I would encourageplaying the 1st Edition game to anyone who hasnever tried it.

    Jason LaLondeMethven MA

    Since you specifically mention my editorial, Iwant to respond to your letter. In one way, myeditorial was a plea for aid. A lot of people makethe same mistakes when submitting articles toDRAGON Magazine, and the point of my editor-ial was to make authors aware of those mistakesand thus avoid them. Hence the editorials title,Make my life easier.

    I do take issue with your assertions thatDRAGON Magazine and TSR in general are outto promote our published campaign worlds at

    the expense of home-grown campaigns every-where. The PHBR, DMGR, and HR series ofbooks and the Challenge series of modules areexamples of generic AD&D product lines thatTSR produces. Also, lets look at the issue ofDRAGON Magazine you mention, #188. Thetheme section contained three articles devotedto advice for players of role-playing games ingeneral, not just those who play in TSR's pub-lished game worlds. The Wizards Three con-tained spells and monsters that are adaptablefor use in any AD&D game (or to a D&D cam-paign, for that matter). Speaking of the D&Dgame, The Voyage of the Princess Ark detailedthe race of phanatonsa race that can be trans-lated easily to either edition of the AD&D game.Bazaar of the Bizarre gave 10 magical swordswhich, while being labeled as having come fromthe FORGOTTEN REALMS setting are emi-nently usable in any campaign. Mind Over Mat-ter discussed the best ways to run a psionicistcharacter in any AD&D game. Sage Adviceanswered readers questions on PHBR5 TheComplete Psionics Handbook, a generic prod-uct. Forum discussed the roles of the fighterclass and its sub-classes in the AD&D game.

    As has been stated here before, readers needto look past the labels on gaming articles andproducts to the core concepts beneaththeconcepts that can, with a little work, be appliedto many campaigns. For more on the world-specific vs. generic product debate, see SageAdvice in issue #189, page 100.

    The reason we dont want articles writtenspecifically for the AD&D 1st Edition game isbecause the AD&D 2nd Edition game is nowentering its fifth year on the market, and themajority of AD&D gamer players today play theAD&D 2nd Edition game. Should TSR ignorethat majority? That's not good business. TSRdoes its best to keep its loyal gaming fans happyby publishing a wide variety of high-quality prod-ucts (including, we like to think, this magazine).There is no grand corporate conspiracy to stripgamers of their cash by forcing them to buyour products, be they campaign settings or oth-erwise. Besides, the changes made in the AD&D2nd Edition game were not so drastic as to makemost material for the current game unusablewith 1st Edition campaigns.

    I should have added the word esoteric to thephrase, . . . magic and other [esoteric] fantasyelements in my editorial. I enjoyed both thearticles you cite, but they were the exceptions tothe rule. Almost all of the articles we receivealong the lines I mentioned quickly descend intometaphysical philosophizing on the abstractnature of magic, etc., quickly losing any directgaming applications. Wed much rather publisharticles that have direct effects or applications tocampaigns, like the articles listed above and thepieces on exotic weapons and armors, Orientaland bardic character kits, and the African cam-paign setting in issue #189 and those on ready-to-use equipment packs, specialist-magepersonalities, psionicist kits, elven and African

    deities, swords, horses, and faerie creatures inthis issue. DRAGON Magazine publishes the arti-cles that present the best ideas in the best man-ner that appeal to the largest portion of ourreadership.

    Were not brushing aside anything. I'veplayed the AD&D game for over a decade, andIm as loyal to it as you are. However, the AD&D2nd Edition game is better organized than, morereadable than, and just as much fun to play asthe 1st Edition game. May I remind you that theAD&D 1st Edition game was derived from theD&D Original Set, making that AD&D game inreality a second edition itself New isnt neces-sarily better, but neither is progress necessarilybad.

    Dale

    Getting the tapesDear Dragon,

    When I received the November 1992 issue, Icame across the letter Cartoon kids! on page4. This is the one that asked if the DUNGEONS&DRAGONS cartoon series was going to bere-released on TV or if it was available on videoYour answer was yes, it is on video. I was ratherexcited, since I really liked the series when itwas on the air, so I called the video company,Best Film &Video, the next morning. Well, itseems that Best Film &Video has only oneepisode, In Search of the Dungeon Master,which isnt even the first episode.

    According to the people that I talked to, thecompany plans to release a quantity of tapesafter the first of the year, but they dont believeany other D&D cartoons will be made availabledue to lack of demand! Well, I think that read-ers of this magazine could fix that little prob-lem. Lets start demanding!

    If you want to get this great series out on tape,let the company know! Just in case anyonemissed the last issue, here is the address: BestFilm & Video, 108 New South Road, HicksvilleNY 11801. The phone number is (516) 931-6969.Ask for customer service.

    Matt StipicevichBurlingame CA,

    Your editor spoke with the company this morning and can now offer a toll-free number to callthem in requesting catalogs, ordering informa-tion, and so on: (800) 527-2189. By all means, ifyou want to ask for more episodes to becomeavailable, be polite. You might also put yourrequest in writing. If enough people ask for theepisodes, perhaps more will appear. It workedfor Star Trek, after all!

  • Its hard to be good

    Many years ago, I played a paladin char- ing and slashing and being hacked at inacter in an AD&Dfi game. It was the only

    our concept of Lawful Good in the AD&D

    time Ive ever done it. All I rememberreturn. I also didnt feel right about my game is all mixed up with real-life issuespaladin disguising himself as anything of justice vs. the letter of the law, individ-

    about my paladin now is that he was other than a knight in shining armor, andawfully hard to play because I had to think

    ual rights vs. the rights of society histori-everyone knew he was a paladin from the

    all the time about acting and thinkingcal accuracy vs. romantic chivalry, and so

    way he looked just as sure as they knewGood, and that was almost impossible to

    on. Just what exactly can a lawful-goodthe guy who claimed to be a fighter but

    do when I wanted nothing more than toperson get away with? What is a lawful-

    wore leather armor was a thief. Being asneak into a monster lair and steal its

    good person expected to do? What shouldpaladin was really sort of dull. a lawful-good person want to do? Its a

    treasure after a hundred rounds of hack- Paladins are a real pain to play because very personal and controversial issue, and

    6 MARCH 1993

  • it is not unknown for it to generate argu-ments right in the middle of role-playinggames (see DRAGONfi issue #187, page 57,for a Forum letter on that topic).

    Thats nothing, however, compared tothe troubles involved in simply role-play-ing a paladin. When I think of paladin, Iusually think of Dudley Do-right, someonehigh-minded but shockingly naive andlacking in common sense, what somegamers call awful good instead of lawfulgood. That cant be right, of course,because anyone who fights evil as relent-lessly as a paladin cant be naive. Besides,a paladin is supposed to be someone welook up to, not laugh at. But if we cantrelate to the paladin in more than two-dimensional terms, the knight in shiningarmor will always be a comic figure.

    One solution might be for anyone want-ing to role-play a paladin to write downthat characters basic goals, with someexplanation as to why these goals are kept.Is her ultimate goal to destroy all undeadshe encounters, as part of a long-termwar between her religion and a necro-mancer-lich arch-foe? Is he a questingpaladin, searching for magical items thatcould be used by his liege to strengthenthe kingdom for a coming battle againstmigrating humanoid hordes? Is she adual-classed mage/paladin who dresses asa peasant and works to overthrow an eviltyrant? Is he a guardian paladin who mustdefend an island colony from a score offoes, including the ravages of nature?Think about what the paladin is supposedto do, and not so much about what thepaladin is supposed to think. The latterwill come naturally during play, and deedsspeak louder than words.

    The paladin player should also workwith the Dungeon Master to develop a listof general dos and dont for the charac-ter, based upon the paladins religion, cul-ture, and personal beliefs. This list shouldbe brief, no more than 10 items long, clar-ifying what is done with helpless but evilprisoners, what should be done with trea-sure, who may be associated with, how tohandle crimes, and so forth, to avoid trip-ups during play.

    Focusing on what the paladin opposesoften strengthens the image of what thepaladin supports. A heroic but possiblydoomed struggle against terrible odds willgreatly deepen a characters role-playing.The heavy cloak of responsibility smothersout the silliness that some may feel withsuch characters, giving them a welcomeseriousness not wholly devoid of humor.

    Look at possible quirks for the paladin,things that set that character out of theordinary. Does this paladin use firearms,perhaps even a magical holy blunderbusswith blessed ammunition? Does he refuseto wear armor, relying on magical rings,cloaks, and bracers to allow for freemovement? Does she come from a seafar-ing background, using a net and trident

    and being familiar with evil sea-dwellingraces? What of a paladin from a Viking,African, Oriental, Native American, Arabic,or Indian background, which affects herdress, mannerisms, and speech? Did thispaladin start out as a cleric, boosting hisnumber of clerical spells and allowinghim to use clerical magical items? Doesshe have a wild psionic talent? And whatof a paladin who travels wildspace todefend his world and its colonies with hisown spelljammer? Is he an AD&D 1st Edi-tion cavalier-paladin, as per UnearthedArcana, or does he use a kit from theAD&D 2nd Edition Complete FightersHandbook (Amazon, Cavalier, Noble, etc.)?Does she use a different set of virtues andcodes than the list given in UnearthedArcana, page 16? Is this paladin from theRAVENLOFTfi GREYHAWKfi,DRAGONLANCEfi, FORGOTTENREALMSfi, or other setting, with appropri-ate attitudes, goals, and skills?

    Consider, too, the use of quasi paladins,characters who are not true paladins butact and function like one in many ways. Adwarven hero, an elven knight, a halflingsheriff, and even a good-aligned thiefcould take on the aura (if not the reality)of paladinhood, given the proper combi-nation of classes (fighter/cleric is best),goals, magical devices (a goad swordhelps), skills, mundane equipment, androle-playing. I had a lawful-good charac-

    ter named Paladin Brandybuck, a halflingwarrior who made good use of potionsand other devices to this end.

    Borrow material from other role-playinggames and media sources to bolster yourpaladin-playing. The first and foremostsource of material in my mind would bethe brilliantly designed PENDRAGON*game from Chaosium, which covers theworld of Ring Arthur and his knights.Writers to Forum? in the past have sug-gested characters as diverse as Batman,James (Wild, Wild) West, and James(007) Bond as prototypical paladins inother settings. To that list, I would addSuperman and Captain America, two law-ful good comic-book heroes, and ourmodern concept of the ideal police officer.

    Paladins are great guys, and playingthem well is one of the AD&D gamesgreatest challenges. Its hard to be good,but its well worth it.

    * indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

    DRAGON 7

  • The AD&Dfi 2nd Edition Dungeon Mas-ters Guide offers some ways to give horsesmore individuality and detail (see pages36-37). The tables in this article give aplayer the further option to detail amounts color, markings, height, weight,encumbrance, and jumping capabilities.This article also expands and details thelist of possible traits, defines training pro-cedures using a system similar to the Non-weapon Proficiency (NWP) system used forcharacters, outlines some tricks a horsemay learn, and discusses horse care ingeneral.

    AppearanceThe exact appearance and coloration of

    any particular horse can be determinedrandomly, using Tables 1-6, or can bechosen from those tables by the player atthe DMs discretion. The tables are alsouseful for a DM who wishes to create andmaintain information on breeds of horsesunique to her own campaign world.These animals would have a typicalappearance and possibly common traits,depending on the environment theyoccupy and the people who breed them.For instance, the dwarves of a particularregion might maintain herds of strong,sure-footed ponies that are usually grayand shaggy-coated. These animals wouldbe exceptionally strong to carry heavyloads (food supplies brought up from thevalleys, raw ore, etc.) and may also be con-sistent in size and temperament.

    MovementTable 7 gives movement statistics for

    horses. When traveling, horses usuallymove at a walk or trot, and the rider muststop often throughout the journey to feed,water, and rest the animal. Faster speedsmay be attained when necessary, thesebeing the canter and the full gallop. Asstated in the DMG (page 123), a horsemoving at its normal rate may cover up to30 miles a day; moving at a canter doublesthis rate, but forces the animal to make asaving throw vs. death, failure indicatingthe animal has become lame or is spentand cannot move any farther for a full day.Finally, at full gallop, a horse triples itsnormal daily movement rate, but mustagain make the saving throw vs. death,this time at -3 on the die roll; failure indi-cates death from exhaustion.

    Galloping speed can be maintained forone hour without harm to the animal,though the animal must thereafter walkfor an hour before it can gallop again. Acanter can be maintained for two hourswithout harm, but again the animal mustbe walked for a full hour before speed canagain be increased. Bursts of speed likethis are useful for putting distancebetween the rider and any enemies inpursuit.

    The saving throws for increased dailymovement are for normally encumberedanimals, If the horse is encumbered toslow it to half its normal movement rate,the saving throw should be at -2 on the

    die roll, and at -4 if encumbered to one-third of its normal rate.

    EncumbranceHorses are useful for carrying baggage

    and supplies, and Table 8 lists the maxi-mum rates according to the type of ani-mal. Keep in mind the weight of thecharacter, as everything he carries mustalso be applied when he rides the animal.As noted above, encumbrance affects howhard a character can push his mountwhen attempting to increase his normaldaily movement rate.

    HeightThe height of the animal (determined by

    Table 9) must be known so that the char-acter can calculate the amount of food thehorse needs on a daily basis.

    JumpingEvery horse is capable of a maximum

    height and length when it comes to jump-ing (see Table 10). Some are particularlyadept at this (see Table 11), while somerefuse to jump at all. Whatever an ani-mals capabilities, they should be kept onrecord so that both the player and the DMknow the ability of the horse, and canweigh it against the immediate needs ofany particular situation. Keep in mind thatdraft horse, mules, ponies, and the likeare certainly not given to high perfor-mance jumping, so Table 10 is unlikely toapply to them.

    Table 1Overall Coloring and Appearance

    1d20 Color1 Black2 Brown3 Black-brown4 Bay5 Bay-brown6 Chestnut7 Cream8 Dun

    9 Gray10 Blue roan11 Red roan12 Strawberry roan

    13 Piebald

    14 Skewbald

    15 Odd-colored16 Palomino17 Liver chestnut18 Dapple gray

    19

    20

    Sorrel

    Albino

    CommentsBlack pigment is present throughout, including both skin and hair.The coat is a mixture of black and brown hair. Black is the predominant pigment, but the muzzle, and sometimes the flanks, are brown.The color varies from a dull reddish-brown to a golden shade that is nearly chestnut.The predominant pigment is brown but the muzzle is bay. The legs, mane, and tail are black.A red-gold color with a number of varying shades.This color is a result of unpigmented skin. The eyes of these horses are always pink or blue in color.This is a primitive coloring that is characteristic of wild horses. It can be either a yellow dun (a sandysort of yellow) or a blue dun. In the latter instance, the skin of the horse is black. The mane and tail areusually dark.This is a varied mixture of black and white hairs on a black skin.This is a blue-tinged gray that is a result of white hair on a body with black or brown pigmentation.An earthy red the result of bay or bay-brown body color with a mixture of white hairs overall.This is a dusty or smokey rose color that is the result of a chestnut body color with a mixture of whitehairs.The coat of these horses is made up of large, irregular patches of black and white, similar in appearanceto common milk cows.This is the same as the piebald, except in this instance the black coloring is replaced with any othercolor.This type is any coat that has more than two different colors.A rich yellow-gold coat with a white mane and tail.This coat is the dark red color of raw liver.Dapple gray is a storm cloud gray, darker than a usual gray, with small patches and flecks of lighter col-oring on the chest, belly, and hindquarters.A sorrel is a chestnut red-brown coloring somewhere between bright bay and yellow chestnut. Themane and tail are both white or reddish in color.An all-white animal, an albino is the result of a complete absence of pigmentation in both the skin andhair. These horses are always pinkeyed.

    DRAGON 11

  • Table 2Coat Pattern

    1d100 Pattern Comments01-70 Whole/Solid coloring Coat is completely regular.71-80 Flecked81-90 Flea-bitten

    Table 3Leg Markings

    Coat contains small, irregular groupings of white hairs throughout.Coat contains specks of brown hairs throughout, common with gray-colored

    1d100 Marking01-70 None71-85 Stocking86-00 Sock

    Table 4Body Markings

    1d100 Marking01-80 None81-90 Flesh marks91-00 Zebra marks

    Table 5Muzzle Text

    1d100 Marking01-70 None71-80 Snip81-90 White muzzle91-00 Lip marks

    and older horses.

    Comments:Leg is a solid color or pattern matching the rest of the animals body.Leg has a white area between the hoof and the knee or hock.Leg has a white area extending from the hoof halfway to the knee or hock.

    CommentsThe coat contains no unusual markings.These are areas of unpigmented hair and skin, usually around the belly, flanks or legs.These bars or stripes on the legs or flanks are a throwback to the primitive camouflage of early breeds ofwild horses.

    CommentsThere is nothing unusual about the muzzle.White markings ring the nostrils of the horse.The muzzle and nostrils are white. The lips are white.

    TraitsAs stated in the DMG, each horse has a

    total of 0-2 (1d3-1) traits that define theanimals personality. Though Table 11 wasoriginally divided into two columnsoneapplying to bags, broken-down, and aver-age-quality horses, and the other to high-spirited horses and chargersit has notbeen done so here. Rather, it has been leftto the DM to apply as he sees fit. Some ofthese traits are beneficial, others generallyhamper characters in some way, and stillothers are just plain annoying. Many ofthe positive traits can be enhancedthrough formal training, which is dis-cussed later. Some breeds of horses areknown for having common traits that canmake them either desirable or undesir-able, and the DM should keep this inmind when creating different types ofhorses to populate his game world,ascribing one or two traits to a particularbreed (these traits being independent ofthe random 0-2 rolled for above).

    TrainingFormal training for most horses begins

    at age three. These first few years havebeen spent getting the animal used tohuman (or demihuman, etc.) contact, andnow it is ready to be trained to carryweight upon its backeither heavy bag-gage or a rider. A total of 11-17 (9+2d4)weeks are spent teaching this to the ani-

    12 MARCH 1993

    mal. A character must either seek out anindividual with the Animal Training NWPto do this work, which costs 10 gp perweek of training, or do the training her-self, during which time she must limit allother activity or fail in the trainingattempt, as the animal requires constantattention. For every day the charactermisses, a cumulative -1 penalty should beapplied to his proficiency check to deter-mine the success of training the animal.Naturally, if the character trains her ownhorse, it cost her nothing beyond theusual care and feeding fees.

    The basic training of wild or untrainedadult horses requires the same trainingdescribed above, but it takes a little longer,usually 15-20 weeks (14+ 1d6) and coststwice as much (20 gp/week) as it does totrain a three-year-old.

    Training for specific tricks (see Table 12)requires constant work of an even moreintense nature. It requires the daily atten-tion of either the trainer or the character,and if a single day is missed, the trainingautomatically fails and must be startedanew. All war horses, riding horses, andwild horses can be taught 2-8 specifictricks, plus one for each point of the ani-mals Intelligence. Draft horses, mules,ponies, and the like can learn only 1-4tricks. The number of tricks any animalmay learn is determined only once, andthat number is the maximum number of

    tricks the animal can ever learn. Learningto carry baggage or a rider does not countas a specific trick; it is considered to beseparate training.

    Each specific trick requires 1-4 weeks oftraining, at a cost of 25 gp per week,unless the character is training the animalhimself. At the end of the allotted time, thetrainer or the character makes his NWPcheck to determine whether the horse haslearned the desired trick. No more thanone trick may be taught to a horse duringany training period. Exceptionally intelli-gent horses (see Table 11) add a +1 bonusto the animal trainers proficiency checkfor every point of Intelligence over one.

    BreedingHorses are mature at three years of age

    and are considered adults at the age offive. The gestation period is approximately11 months. After mating, a mare generallygives birth to a single foal (85%), twins(10%), or triplets (5%). Foals are weanedafter six months.

    If horses are worked hard, they arerarely useful past the age of 12, though ifthey are well cared for they can be goodfor more than 20 years. The usual lifespan of a horse is 30-35 years, though rareexceptions have reached the age of 50 (seeTable 13).

  • Table 6Facial Markings

    1d100 Marking01-50 None51-60 Blaze61-70 Star71-80 Stripe

    81-90 Star/Stripe

    91-00 White face

    CommentsThere is nothing unusual about the face.A wide band of white ranges from the top of the horses head to the tip of his nose.A white diamond is set on the horses forehead, right between the eyes.A narrow band of white ranges from the top of the horses head to the tip of his nose in an elongateddiamond shape.There is a small white diamond on the forehead between the eyes and a short, narrow band in theshape of an elongated diamond down toward the animals nose.A large white patch covers the horses entire face, including both eyes and the muzzle.

    Table 7 Table 9Movement Capabilities Height in Hands

    Type WalkDraft horse 6Heavy war horse 6Medium war horse 9Light war horse 12Pony 6Wild horse 12Riding horse 12Mule 6

    Trot1215182412242412

    Canter Gallop18 2421 2727 3636 4818 2436 4836 4818 24

    Table 8Encumbrance Statistics

    1d100 Height of animal01-15 14 hands**16-40 15 hands41-80 16 hands81-90 17 hands91-00 18 hands* This table should be applied only toriding horses and wild horses. Drafthorses are usually 17-18 hands high;heavy, medium, and light war horses18,17, and 16, respectively; and ponies,mules, donkeys, and the like, 14 andunder.* * One hand equals 4.

    Type: Normal One-half One-thirdDraft horse 260 390 520Heavy war horse 260 390 520Medium war horse 220 330 440Light war horse 170 255 340Pony 160 240 320Wild horse 170 255 340Riding horse 180 270 360Mule 250 375 500

    Table 10Maximum Jumping Capability

    1d100 Height Length01-20 4 1221-50 5 1451-75 6 1676-95 7 18

    Care and feedingThe natural food for horses is the grass

    and clover that grows on the open plains,where equines evolved. Domesticatedhorses, however, are fed a diet of hay(bulk food) and grain (concentrated food).The basic guideline for the proper feedingof horses is that they should be givensmall amounts of food on a frequent basisthroughout the course of a normal day,simulating a life of periodic grazing in thewild.

    Hard-working horses need a greaterdegree of concentrated energy food(grains) in their diet than those that areinactive, but otherwise eat a largeramount of bulk food (grass and hay).Types of concentrated foods include oats,barley, corn, and bran. To round off adiet, fresh vegetable and fruit such as car-rots, turnips, and apples should be offeredas well to keep the animal healthy andhappy. Hard-working horses are thoseanimals that travel encumbered, plowfields, pull carriages, or are engaged insimilar activity. Inactive horses spendmost of their time in the stable and farm-

    yard corral or are involved in leisurely,unencumbered travel (see Table 14).

    Note that both traveling and stabledhorses must be given either a suitableamount of hay or access to adequate graz-ing land for them to be able to get therequired amount of bulk food in theirdiet. This required amount equals thetotal pounds of food needed per dayminus the required amount of concen-trated food.

    Horses also require an average of eightgallons of water per day. A good guidelineis one-half gallon per hand of the animalsheight. An animal that does not receivethe necessary daily amounts of food andwater will suffer and eventually die, butthe effects leading up to this must bedefined by the DM according to the situa-tion at hand during play. [Previous articleson horses include: From the SorcerersScroll: Warhorses and Barding, in issue#74; Let the Horse Buyer Beware, inissue #92; "A Saddles Not Enough, inissue #113; and The Dragons Bestiary, inissue #149.]

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    DRAGON 13

  • Table 11Horse Traits

    1d100 Trait01-03 Bites04-06 Ricks07-08 Steps on feet

    09-10 Refuses to gallop11-13 Chews fences14-16 Stops unexpectedly

    17-19 Rubs against fences

    20-21 Bucks unexpectedly

    NotesThe horse is 20% likely to attempt to take a chunk out of anyone within biting range.The horse is nervous and kicks out at anyone who is too near to its hindquarters.If the person leading the horse stops, or if anyone is within range, the horse deliberately steps on that persons foot 20% of thetime, causing 1-2 hp damage.Unless beaten with a riding crop, spurred, or otherwise encouraged, this horse never attempts to reach its full galloping speed.This may be just an annoying habit, but it can be an indicator of parasites in the horses stomach or simply a poor diet.This horse just isnt into exerting itself and simply takes random breaks during any journey. Check each hour to see if this hashappened. If encumbered normally, the chance is 25%; if encumbered to half speed, 50%; and if encumbered to one-third speed,the chance is 90%. The horse delays its rider for a full turn at a time, snorting angrily and adamantly refusing any attempts to getit to continue moving.This horse lives for pleasure and probably is just dying for a good grooming as well. Other than this and the possibility the ani-mal is infested with fleas, ticks, mites or lice, it is not a particularly detrimental trait.There is a 10% chance per hour that this horse bucks for no particular reason. The rider must make a Dexterity Check to remainin his seat and keep the animal under control.This trait is handled the same as Bucks unexpectedly, above.Poor alignment of the shoulders causes this animal to be particularly uncomfortable to ride. The rider must stop for a full turneach hour to rest and stretch and give himself a break from this torture; failure to do this puts the rider at -1 to hit for 10 min-utes after dismounting.This horse refuses to be overburdened and simply wont take a second passenger, fighting and protesting if this is attempted.Similarly, it wont allow itself to be encumbered to the point of affecting its normal movement rate.There is a 25% chance each hour of being ridden that this horse either attempts to head in a direction different than the riderdesires, or that it pauses to either eat or drink for a full turn, ignoring all attempts to make it do otherwise. Increase this chanceby 50% for passengers who are not proficient in Land-Based Riding. Those who are proficient can make a proficiency check todetermine whether or not they can regain control of the animal immediately.When determining the maximum heights and lengths this animal can clear, add 1 to the former and 2 to the latter. When ananimal makes its maximum leap in either case, the rider should make a proficiency check to determine whether he has kept hisseat or fallen off upon landing.Unless the master is in the saddle, this horse accepts no other rider or passenger.This horse has a powerful constitution and can move at great speeds longer than an average animal might.The horse receives a +3 on its saving throw vs. death when being forced to double or triple his normal overland speed.Add 1-6 points to this horses normal speeds for walking, trotting, cantering, and galloping.A fearless horse has exceptional morale. It will thus be average (8-10) 65% of the time; steady (11-12) 20% of the time; elite (13-14)10% of the time; and champion (15-16) 5% of the time. Loud noises, sudden movement, etc. rarely upset this animal.

    Skittish This horse has an exceptionally low morale rating of Unreliable (2-4). These types tend to balk at the first sign of danger, loudnoise, sudden movement, etc. and will then either buck, rear, flee, or freeze.This animal is powerful and gets to add 10-100 units to his normal encumbrance rates right across the board.Not quite fearless, this animal is still confident and not often frightened by loud noises and sudden movements, and it receives a+3 bonus on any morale check.

    Gentle The animal has a kind and tolerant temperament, making it a good horse for new or inexperienced riders, as well as childrenand ladies of gentle birth.A good animal to have when traveling through mountainous areas, this horse receives a +3 to all Dexterity checks or savingthrows when footing is precipitous or unstable.The animal is fond of a particular type of foodsweet grass, apples, carrots, etc. It can sometimes be easily coaxed with suchofferings.

    22-2324-25

    26-28

    29-31

    32-34

    35-3637-39

    Rears unexpectedlyBone-jarring gait

    Single rider only

    Headstrong

    Exceptional leaper

    Accepts master onlyRobust

    40-42 Exceptionally fleet43-45 Fearless

    46-48

    49-51 Strong52-56 Stable

    57-60

    61-64 Sure-footed

    65-68 Loves particular food

    69-71

    72-75

    76-78

    79-80

    81-83

    84-85

    86-87

    88-89

    90-91

    92

    Intolerant of poor handling These high-bred types wont put up with an inexperienced rider or handler and are quite likely to bite, kick, buck, or rear at theindignation of being subjected to such a situation. There is a 75% chance of this each turn the horse suffers abuse.

    Affectionate This animal is particularly fond of its master or any other individual with whom it normally comes into contact. A +3 bonusshould be applied to any proficiency checks this person needs to make when working with this animal.

    Vengeful This animal does not easily forget wrongs that have been done to it and seeks to strike back at those who have abused it when ithas the opportunity.

    Exceptional intelligence This animal is particularly clever. The majority of these types (75%) are semi-intelligent (2-4) and the rest (25%) have low intelli-gence (5-7). For each point of Intelligence the animal gains an additional slot to use toward learning tricks during training.

    Sickly This animal has a poor Constitution and is prone to sickness. A penalty of -3 should be applied to all saving throws vs. death thisanimal must make when forced to move at double or triple speed.

    Freezes when frightened The majority of horses tend to flee if they experience a failed morale check, but this type freezes on the spot, refusing to move.Only a rider who has the Land-Based Riding proficiency can get the horse moving again.

    Desires freedom This animal wants its freedom very much and seeks it at every opportunity. If the animal is not tethered or hobbled when notbeing ridden, it certainly makes a break for it. It wont openly fight a rider, but it does tend to be uncooperative so the profi-ciency checks of any rider should be rolled with a penalty of -2 on the die.

    Dislikes certain individual For no particular reason, this animal takes an instant disliking to a particular individual, possibly another member of the adven-turing party. The animal is openly hostile and uncooperative to this individualbiting, kicking, nudging, and otherwise being anuisance at every opportunity.

    Dislikes certain sex This animal wont tolerate being handled or ridden by a particular sex of human, humanoid, or demihuman. It is uncooperativewith such a handler and has a 75% chance per turn of bucking or rearing to dislodge such an individual from its back, forcingthe character to make a Dexterity check to remain seated.

    Dislikes certain animal The horse is either hostile to or fearful of a certain type of creature, usually one that is really no threat to its well-being. Dogs,sheep, pigs, birds, and cows are some likely possibilities. The horse acts completely out of character when encountering suchcreatures, requiring a morale check at -3 to keep it from either bolting, rearing up in fear, or attacking the creature.

    9 3 Dislikes certain race Similar to Dislikes certain sex above, the fear or hostility in this case is applied to a particular racedwarves, elves, gnomes,orcs, goblins, humans, etc.

    94-95 Strong swimmer This animal is adept at swimming and may well enjoy it as well. The DM should take this into consideration and afford the ani-mal certain bonuses when attempting to cross rivers, swollen streams, etc. A +3 bonus is suggested against a predetermined

    Fear of water

    Wont jump

    number depending on the strength of the current, etc.Horses of this persuasion are terrified of water and neither leap over nor attempt to swim across it. Characters with the Land-Based Riding proficiency may attempt to force the animal to do so, but there is a -5 penalty on the die roll.The animal will not jump, no matter how low or short the obstacle is. It frequently stops just before an obstacle, forcing the riderto make a Dexterity check to remain in his seat or be unceremoniously dumped over the horses head (for 1d6 hp damage).Characters with the Land-Based Riding proficiency may attempt to force the animal to jump, but with a -5 penalty on the die roll,

    96-98

    99-00

    14 MARCH 1993

  • Table 12Specific Tricks

    1d20 Trick1 Kicks/bites in battle

    2 Tramples enemy

    3 Directed with knees

    4

    5

    67

    89

    10

    11

    Alerts master of danger

    Responds to call

    Stops on commandClimbs stairs/steep incline

    Walks backwardWalks sideways/reverse

    Knows way home

    Protects master

    12 Fetches on command13 Counts

    14 Rears on command15 Lies down when ordered

    16

    17

    18

    1920

    Keeps silent on command

    Jumps

    Pirouettes

    PiaffesFinds water

    CommentsThe horse assists the rider in combat by lashing out with its front hooves and biting duringeach combat round.When charging into combat, the horse deliberately rams into enemies and attempts to tramplethem beneath its hooves. Enemies under attack must make a Dexterity check or suffer doublethe damage a normal hoof attack (i.e., both hooves) would do. The horse may trample only oneman-sized or smaller enemy per round. This attack form cannot be used in the same roundthat the horse is using its kick/bite attack mode.All war horses must be trained to respond to knee pressure, which allows the rider to use botha weapon and a shield while maneuvering the animal.The horse neighs, snorts, and generally makes a ruckus to alert its master to the approach ofenemies, a spreading fire, etc.The horse comes to its master when its name is called, when its whistled for, or when sum-moned in any other manner, as long as it is within hearing distance.The horse comes to an immediate halt when commanded to do so.The horse is capable of climbing up stairs or steep inclines as long as there is adequate footing.The rider must make a Dexterity check at +2 on the die roll to remain in his seat.This trick is useful on narrow mountain paths and the like.This trick can be employed in crowd control to sweep compact groups of people out of theway, using the horses bulk.At night, or when carrying a weary or injured rider, this horse can take its passenger home ifgiven control of the reigns.The horse guards a fallen or injured rider until help arrives, and it attacks all enemies whothreaten its charge.The horse can be sent to fetch a particular item it is familiar with.The animal can accurately count, using its hoofs to stamp out answers to simple addition andsubtraction problems that are given to it.This is a very impressive trick to be used when leading armies or just before riding out of town.This trick is useful for injured characters trying to reach equipment or climb back into the sad-dle after a fall.The horse uses as much stealth as possible when ordered to remain quiet, walking slowly andavoiding any vocalization for a full turn.A horse trained to jump properly adds 1 to the maximum height and 2 to the maximum lengthit is normally allowed to jump.The horse can turn in place in a circular motion that is useful to a character caught in a tightplace or who wishes to whirl the animal about to face an approaching enemy.This is the ability to perform a spectacular elevated trot in placeimpressive to behold.The horse can lead its master to fresh water if there is any to be found nearby.

    Table 13Horses Age Categories

    Age Category Comments1-2 Young adult -3 MV; -100 encumbrance; -2/-4 jumping height/length3-5 Mature +3 MV; +100 encumbrance; +2/+4 jumping

    height/length6-20 Middle-aged Standard

    21-35 Old -3 MV; -100 encumbrance; -2/-4 jumping height/length36-50+ Venerable -3 MV; -100 encumbrance; -2/-4 jumping height/length

    Table 14Food Requirements

    Size of Total lbs. food Total lbs. of concentratehorse needed/day needed: inactive/bard-working

    14 hands 20 lbs. 1-2/2-415 hands 24 lbs. 5-6/10-1216 hands 28 lbs. 9-10/14-1617 hands 32 lbs. 13-14/18-2018 hands 36 lbs. 17-18/22-24

  • Expand your AD&Dfi game withkits for the psionicist class

    by Michael John Wybo II

    Artwork by Karen L. Wann

    The AD&Dfi 2nd Edition games kit sys-tem is a line way of improving a playerscharacter and enhancing the role-playingpossibilities of the game. I was thereforesurprised when the Complete PsionicsHandbook (CPH) arrived and did not con-tain any kits for the psionicist.

    Kathryn Kurtzs Deryni are the mostpopular fantasy psionics-using charactersIve read about. Luke Skywalker, DarthVader, Obi Wan Kenobi, Yoda, and theEmperor are other popular (if science-fantasy) examples of psionic characters. Itis more important to have game templates(i.e., kits) for psionic characters than it isfor the more standard AD&D classes,because of this relative lack of previouslyestablished role models. [Editors note:The CPH does contain a Related Readinglist on page 113 for further inspiration andexamples.] This article attempts to allevi-ate this problem by providing severalpsionics-using character kits to makepsionicists more fun to play.

    Berranie Seer/Seeress Description: The Berranie (pronounced

    bear-ran-EE) Seers are the spiritual andtemporal guides for nomadic gypsy tribessuch as the Romanies or the Rhenee ofOerth. These gypsies are flamboyant freetraders who wander the land. They arefree and frivolous, often having very littleregard for the laws of the nations that theypass through. These gypsy tribes maketheir way in the world through quackery,entertainment, mercantilism, tinkering,

    confidence games, and outright theft.The gypsies are supposedly protected by

    a curse that strikes down any who attemptto do them harm for selfish or unjust rea-sons. This may be true or, as is morelikely, it may be a rumor started by thegypsies themselves (who have been knownto shade the truth from time to time).

    Like their nonpsionic brethren, theBerranie Seers dress in outlandishly gar-ish clothes, have a loose interpretation ofpersonal property, and are extremely pas-sionate people who can be violent whenroused to anger.

    All gypsies who possess psionic abilityare called Berranie. The most experi-enced Berranie of each clan is chosen asthe gypsy leaders advisor. AnotherBerranie is allowed to travel with eachclan as an apprentice, but all others ofmarrying age or older are sent from theclan to gain experience in the wide world.When the advisor dies, all Berranie bornof that clan are summoned to choose asuccessor. It is unknown how the gypsieschoose which seer is the most qualified,but the decision is never questioned.

    To be a Berranie Seer, a psionicist musthave a minimum Charisma of 12 in addi-tion to the normally required Constitutionof 11, Intelligence of 12, and Wisdom of15 for psionicists. The added require-ment reflects the outgoing nature of thegypsies. The seer must also be neutral inalignment.

    The Berranie kit cannot be abandoned.Preferred disciplines: Berranie Seers

    DRAGON 17

  • 18 MARCH 1993

    prefer the Clairsentience and Telepathydisciplines. These must be the first twodisciplines chosen, although the order inwhich they are chosen may be deter-mined by the player.

    Suggested devotions: Danger Sense,Know Direction, Know Location, RadialNavigation, Attraction, Empathy, ESP,Truth Ear.

    Suggested sciences: Any Clairsentientscience, Probe, Mindlink.

    Barred disciplines: None.Role: To the gvpsies, the Berranie is a

    respected member of the clan (regardlessof the seers age) and will be treated withrespect by all gypsies, regardless of clan. Aclan will offer a Berranie Seer hospitalityfor no longer than a single night, however,unless the Berranie in question is theadvisor or apprentice advisor to that clan.

    Outsiders opinions of Berranie varies.They are seen as anything from villainouscharlatans to lovable rogues, dependingon the attitude taken toward the gypsies asa group.

    Secondary skills: The secondary skills ofGambler, Hunter, Trader/Barterer, orWoodworker/Carpenter are all acceptablefor Berranie characters. The abovechoices may vary among game worlds,depending upon the culture of the gypsiesof your DMs world.

    Weapon proficiencies: Required: None;Recommended: dagger, knife, scimitar,short sword.

    Nonweapon proficiencies: Bonus: Animalhandling or Riding, Land-Based; Recom-mended: Musical instrument, Gaming,Juggling, Tumbling, Fire-Building, Direc-tion Sense, Appraising, Carpentry, Hunt-ing, Tracking, Astrology

    As noted above, these are recommendedfor standard Berranie characters. The DMmay substitute others based on the cul-ture of the gypsies of his world.

    Special benefits: The Berranie may learnany rogue proficiency at normal cost.

    Special hindrances: Most law-enforce-ment officials and authority figures havean aversion to gypsies in their jurisdic-tion. This translates into a -1 to reactionrolls when dealing with officials, guards-men, clerks, and sheriffs in their officialcapacities.

    Wealth options: As normal.Races: Humans, elves, half-elves,

    gnomes, and halflings may be Berraniecharacters.

    Thought AgentsDescription: Thought Agents are mem-

    bers of a psionic fraternity of sheriffs,bounty hunters, spies, and vigilantes whohave been trained to use their mentalpowers to aid them in their chosen fields.

    This group has no political affiliations orbiases with regard to good or evil. Theirmembers may take jobs as peacemakers(a sheriff for uncivilized or wilderness set-tlements), information brokers, treasure

    finders, monster or witch hunters,inquisitors, or any other job that requiresstealth, intuition, and cunning.

    To be a Thought Agent, a character musthave an Intelligence of 13 or better, and aminimum Wisdom of 16. Thought Agentsmust also be of lawful alignment, in addi-tion to all other normal requirements.

    Preferred disciplines: Thought Agentsprefer the Telepathic, Clairsentient, andPsychometabolic disciplines.

    Recommended devotions: ESP, InflictPain, Truth Ear, Body Equilibrium, Catfall,Chameleon Power, Double Pain, Ectoplas-mic Form, Heightened Senses.

    Recommended sciences: Probe,Mindlink, Aura Sight, Shadow-form,Metamorphosis.

    Barred disciplines: None.Role: The individual members of this

    order have as little in common with othermembers as they do with nonpsionicbeings. Each is a loner, knowing only afew other members, including oneThought Agent who acts as a trainer.Each Thought Agent must pick a specialtybased on her alignment.

    Lawful-good specialtiesPeacemakers: These are wandering

    judges similar to judges of the AmericanOld West. If a peacemaker settles in onearea, he is known as a sheriff. His job is tojudge, sentence, and in some cases, trackdown and execute those who break thelaws of the land. They receive a +1 bonusto reaction rolls from the common folk ofthe land.

    Treasure finders: These are adventuringThought Agents who take on missions torecover lost or stolen items for anemployer. They often accompany adven-turing parties on their excursions. Trea-sure finders may detect secret and hiddendoors like an elf. If the treasure finder isan elf, she receives an additional +1 toher chances of finding such portals andmay find secret doors merely in passingon a roll of 1 on 1d8.

    Monster hunters: These are specialists intracking down and defeating a certaintype of monster. There are dragonhunters, vampire hunters, giant hunters,etc. Each sort of hunter knows the loreabout his intended quarry and will chooseweapons and equipment that is appropri-ate. Monster hunters receive a +1 toattack their chosen nemesis and knowtheir general strengths and weaknesses.For example: Targ the vampire hunterknows that, generally, vampires may bekilled through beheading, burning, stakesthrough the heart, or exposure to directsunlight. The vampire he is currentlychasing is named El Cahon and is onlyprone to one of the above methods ofdestruction. However, Targ has no way ofknowing which one simply by being avampire hunter.

  • Lawful-neutral specialtiesSpy: The spys role is described in the

    Complete Thiefs Handbook (CTH) underthe thiefs kit of the same name. AThought Agent uses his psionics skills toaid him in his profession. A similar voca-tion is the information broker. The soledifference between an information brokerand a spy is that an information broker isin the business of collecting informationof a general interest that she may latersell, rather than having been hired to col-lect information of a more specific sort byan employer. Thought Agent spies (andinformation brokers) never possess anythieving skills.

    Witch hunter: A witch hunter is aThought Agent who searches out, identi-fies, and captures or exterminates rene-gade spellcasters. He is similar inprofession to a bounty hunter and in phi-losophy to a monster hunter in that hehunts a quarry for a bounty, but onlythose who are dangerous to public safety.A witch hunters psionics abilities are wellsuited to combat with magic-wieldingassailants. A witch hunter is granted theSpellcraft proficiency at no cost.

    Lawful-evil specialtiesAssassin: Assassins are fully described in

    the CTH. They are trained to use theirpsionics to aid them in this pursuit. Makeuse of the Role section of the kit in par-ticular. Again, psionicists choosing this kitcannot possess thieving skills.

    Bounty hunter: Bounty hunters are alsofully described in the CTH. Use the Rolesection found there for inspiration.

    Inquisitor: The actions of inquisitors arelawful evil, even if they profess otherwise(religious cleansing, purification, etc.).They may be misguided fanatics or self-serving followers of a particular religiousleader or deity. Whatever their motiva-tions, they search out and eradicate thosethey claim are heretics, unbelievers, andheathens, including priests of outlawedfaiths and religious minorities.

    Secondary skills: Any.Weapon proficiencies: Required: None;

    Recommended: Any. Nonweapon proficiencies: Bonus: Obser-

    vation, Information Gathering; Recom-mended: Tracking, Alertness, MeditativeFocus, Local History, Direction Sense, Dis-guise.

    Equipment: Equipment varies accordingto the specialization taken. Commonsense and the CTH can aid in the deci-sion-making.

    Special benefits: As noted above.Thought Agents who make use of kitsfrom the CTH do not receive the specialbenefits listed (they are psionicists, notrogues).

    Special hindrances: All Thought Agents,regardless of specialty, must serve anemployer or a master, even if the master is

    only the agents own duty to his religionor community. He may not go on adven-tures if they are not in direct pursuit of hisduties or an employers wishes,

    Wealth options: As normal.Races: Humans, dwarves, gnomes, and

    halflings may become Thought Agents.

    Ascetic WarriorDescription: The Ascetic Warriors came

    from a distant land where they were theelite fighting force in a war against achaotic wizards insane magical breedingexperiments. Some believe they belong toa semi-religious sect dedicated to the per-fection of the mind, body, and spirit of itsadherents. These mysterious, self-reliantwarriors are a force to be reckoned with.They keep their abilities and rituals instrictest secrecy.

    The Ascetic Warriors employ strangeand often foreign fighting techniques,weapons, and customs. They are recog-nizable by their shaven heads, bare feet(even when crossing burning desertsands), spartan garb, and the tattoo of anOriental dragon on their chests.

    To be an Ascetic Warrior, a charactermust be lawful in alignment to reflect theyears of discipline and training enduredto achieve their martial prowess.

    Preferred disciplines: No particular dis-ciplines are favored by Ascetic Warriors.

    Recommended devotions: Combat Mind,Adrenalin Control, Body Control, BodyEquilibrium, Enhanced Strength, Height-ened Senses, Immovability, Catfall, MindOver Body, Mind Bar, Astral Projection,Martial Trance, Danger Sense, all Tele-pathic attack modes.

    Recommended sciences: Aura Sight,Telekinesis, Project Force.

    Barred disciplines: None.Role: The Ascetic Warrior is a mysteri-

    ous being who generates awe from thepeasantry and adds a touch of the exoticto a campaign. His martial and mentalprowess coupled with his quiet, self-reliant nature make him an unfathomableadversary.

    Secondary skills: The Scribe skill is theonly one appropriate to Ascetic Warriors.

    Weapon proficiencies: Required: At leasthalf of the weapons chosen must be fromthe following list: staff, blowgun, dagger,dart, javelin, knife, mancatcher, sling, andstaff sling.

    Nonweapon proficiencies: Bonus: Read-ing/writing; Recommended: Harness sub-conscious, Meditative focus, Religion,Blind-fighting, Endurance, Running.

    Equipment: Other, more exoticweaponry may replace those listed above.See the AD&D 1st Edition Oriental Adven-tures book and DRAGONfi Magazine issue#189 for many unusual weapons.

    Special benefits: The Ascetic Warrior isable to learn the Punching, Wrestling, andMartial Arts skills as detailed in the Com-plete Fighters Handbook, and may spe-

    DRAGON 19

  • 20 MARCH 1993

    cialize in these skills as if they were single-class fighters.

    Special hindrances: Ascetic Warriorsnever wear armor, as it goes against theircode of self-reliance. As mentioned above,the Ascetic Warrior must use half hisweapon proficiencies, including anybonus proficiencies due to high Intelli-gence, on recommended weapons orunarmed combat skills. The Ascetic War-rior must donate all excess starting moneyand all monies gained, beyond normal liv-ing expenses, to his order or to needyrecipients. He may keep one of each typeof magical item that he is able to use byhis class and kit (i.e., one ring, one wand,one weapon, etc., but no armor), andmust donate all others that are his shareof treasure to his order or to the needy.The needy mentioned above neverrefers to other PCs, not even other PCmembers of the Ascetic Warriors order.

    Wealth options: As per normal, but shecannot keep any excess monies as notedabove.

    Races: Only humans may becomeAscetic Warriors.

    HealerDescription: The healer is a psionicist

    dedicated to the health and well-being ofall human, demihuman, and humanoidpatients, She may do this in service to adeity, in empathy over the plight of thesuffering, or simply as a professional whodoes what she has been trained to do.There are religious orders who supportschools for psionics-using Healers, but themajority either stumbled upon their tal-ents or were trained in them by anotherHealer.

    A Healer wearing her distinctive red-and-white striped robe is welcome almosteverywhere, even on a battlefield involvinghumans, humanoids, or demihumans, asboth sides count on Healers to supple-ment the healing of clerics, especially ifclerics are rare or nonexistent in a cam-paign. This kit may be dropped with thepenalty of a -2 penalty to all reaction rollsin any area where she previously operatedas a healer. There are no prerequisites forthis kit except that of a nonevil alignment.

    Preferred disciplines: The Psychometa-bolic discipline must be the first choice ofany Healer.

    Recommended devotions: Poison Sense,Control Body, Absorb Disease, Cell Adjust-ment, Lend Health, Share Strength, Sus-pend Animation, Empathy, False SensoryInput, Life Detection.

    Recommended sciences: Complete Heal-ing, Psychic Surgery.

    Barred disciplines: None.Role: Healers are the Red Cross, country

    doctors, and psychic surgeons of theirworlds. Some move about quite a bit inorder to spread their rare talents across agreater area. They work to prevent or con-tain plagues, deal with insane individuals,

    and alleviate suffering as much as possi-ble. Although highly respected by thecommon citizenry, a Healer is notimmune to hardships. Those Healers whodo not wear the red-and-white distinctiverobes, for whatever reason, are not recog-nized as Healers and will generally betreated like everyone else. Similarly, anon-Healer who wears the Healers robeswill soon be asked to provide her uniqueskills. If she cannot do so, she may bestripped of the robes and may even beconsidered a criminal for her imposture.

    Secondary skills: Any secondary skillmay be appropriate for healers.

    Weapon proficiencies: Required: None;Recommended: dagger, knife.

    Nonweapon proficiencies: Bonus: Heal-ing; Recommended: Brewing, Cooking,Fire-building, Herbalism, Languages,Reading/writing, Rejuvenation, Religion.

    Equipment: A knife, herbs for healing,bandages, some needles and thread, andsimple medicines are required equipmentfor Healers. A Healers bag of such mate-rials costs 30 gp.

    Special benefits: As Healers are wellrespected by most human, demihuman,and humanoid cultures, a Healer isgranted a +1 to all reaction rolls if shewears the Healers robes.

    Special hindrances: All Healers havetaken a magically binding oath to neverharm another human, humanoid, ordemihuman except in self defense. Arobed Healer also must take an oath toheal all individuals with no biases, even ifthe creatures in question are defeatedenemies. (This may be one reason aHealer would wish not to wear the robes.)If a Healer breaks an oath, she will beaffected as if by a geas spell until sheatones in a suitable manner (as decidedby the DM). She may then choose whetherto don the robes once more.

    Wealth options: As normal.Races: Any race may have Healers.

    Its only a game, butits your money

    You want only the best for your gamingdollars. See Role-playing Reviews inthis issue for expert advice on the beste-playing games in the industry!

  • by Carl Sargent

    One of the trickier parts of writing theAD&Dfi rules supplement, DMGR4 Mon-ster Mythology, was grouping together the131 gods, avatars, priesthoods, etc. cov-ered therein. For example, Blibdoolpoolp(goddess of the kuo-toal could have beenincluded in the Underdark chapter asreadily as in Gods of the Scaly Folk. DeepSashelas, the aquatic-elf deity, could havebeen included among the elven gods, butfound a home in Gods of the Seas andSkies because of his relationships withmany of the non-elven gods in the latterchapter. And, alas, among the wealth ofdetail for the gods of giants, dragons, vam-pires, faerie creatures, humanoids,illithids, derro, and countless others, onedeity got lost along the way. Rillifane Ral-lathil, an elven god, was not includedamong the elven deities but was slated forinclusion among the sylvan godsyetmanaged to slip out somehow. To com-plete the full reference for all elvendeities, his details are given here.

    This brief article also gives me theopportunity to credit Roger E. Moore, edi-tor of this magazine, for the work he origi-nally did on humanoid and demihumandeities for the AD&D 1st Edition game.These were originally published inDRAGONfi issues #58-63 and werereprinted in Unearthed Arcana and theBest of DRAGON Magazine anthology, Vol-ume III. These originals formed the basisfor the majority of the humanoid anddemihuman gods in Monster Mythology;others came from the original DEITIES &DEMIGODS Cyclopedia or were originalsof my own devising. A gremlin in editingremoved the credit Roger should havehad on the contents page of MonsterMythology. I appreciate this opportunity toput the record straight!

    The entry here contains abbreviationsand statistics that differ slightly from theformat used in the AD&D 2nd Edition Leg-

    22 MARCH 1993

  • AD&Dfi 2nd Edition campaigns

    Artwork by Robert Less

    ends & Lore. Monster Mythology upgradesthose original statistics, the most notablecase being the TU (turning of undead) sta-tistic for priests of Rillifane. This is givenas Turn at -1 level. This means that spe-cialty priests of this god turn away undeadat one level lower than their usual experi-ence level.

    Rillifane Rallathil (Intermediategod)

    Rillifane Rallathil is the patron god ofwood elves, revered also by a few voadkyn(see MC5 WORLD OF GREYHAWKfi appen-dix to the Monstrous Compendium, Giant-kin, Voadkyn). He is a complex figure,considered by his followers to be simulta-neously a huge oak tree and a green-skinned elf clad in bark armor. As an oak,Rillifane stands in Arvandor (the High for-est of Olympus) with his roots spanningthe planes into the countless worlds occu-pied by wood elves. The great tree drawsinto itself all the ebb and flow of seasonsand lives within the woodlands of thewood elves. At the same time, it defendsand sustains those lands against disease,predation, and assaults of all kinds.

    Rillifanes major concern is that all livingthings within his woodlands should havethe opportunity to live and act out theirroles in nature without abusing it. Thisbrings him close to Corellon, the greatcreator and protector of the elves. It alsobrings him into opposition with SolonorThelandira, the elven god of hunting andarchery. Solonor does not permit hispriests and followers to hunt withinwoods where Rillifanes brooding, forbid-ding presence cautions against this,unless their need is great. Rillifane willpermit hunting for food by hungry folk;hunting for sport he detests.

    Rillifane is closely allied with Emman-tiensien, god of treants, and their conver-sations are many (and seemingly endless

    DRAGON 23

  • to others, as neither god is given to hastythought or expression). Many of the sylvandeities know and respect the greatLeaflord of the elves (Skerrit of the cen-taurs being the friendliest), and he isalways a respected guest at Titanias SeelieCourt.

    For himself, Rillifane is quiet, reflective,and enduring over aeons unchanged. Heis the least flighty of all elven gods, theleast likely to act on a whim, often graveand self-absorbed.

    Role-playing Notes: Rillifane rarelysends an avatar to the Prime Materialplane, disliking direct action and prefer-ring that his priests carry out his wishes.Rillifanes avatar appears only when majordestruction of a wood-elf habitat is threat-ened. The appearance of such an avatar isheralded by sudden gusts of wind shakingleaves from the trees, a sign unmistakableto his priests.

    Statistics: AL cg; WAL cg (wood elves);AoC woodlands, nature; SY oak tree.

    Rillifanes Avatar (Ranger 12, Druid 16)Rillifanes avatar appears as a green-

    skinned male elf clad in armor of livingbark, armed with a great greenwood long-bow. He makes no sound as he moves,speaks very rarely, and fires his bow insilence. The avatar uses spells from thedruidic, Sun, Thought, and Time spheres.

    He can also use spells from the Elemental(Earth) school of wizard spells as priestspells of the same level.

    Str 17 Dex 18 Con 19Int 17 Wis 20 Cha 16MV 18 SZ M (6) MR 40%AC -3 HD 17 HP 136#AT 3/2 THAC0 8 Dmg by

    weapon +1

    Special Att/Def: The avatar cannot beharmed by caused wounds, diseases, poi-sons, gas attacks, or energy drains. He maysummon up to 200 HD of sylvan or naturalwoodland creatures to do his biddingeach day. With a wave of his hand, theavatar can cast each of the followingeffects three times per day: charm personor mammal fire quench, turn wood, wallof thorns, warp wood. At will, he may casttree (oak) or employ transport via plants inwoodlands, and speak with plants. Magic-use is at 16th level. The avatars move-ments in woodlands are 99% likely to beabsolutely silent.

    The avatar usually carries a staff of thewoodlands +2 and a simple quarterstaff+4 for melee purposes, but his most fear-some magical weapon is his longbow.This has triple normal range, and allarrows fired from it are treated as +4magical weapons for purpose of attack

    rolls and damage determination. Anycreature struck by an arrow fired fromthis bow by the avatar must make a savingthrow vs. spells; if this is failed, the crea-ture is instantly slain. Otherwise, flightarrow damage is sustained. The avatarusually carries 1d3 other miscellaneousmagical items of suitable kind (e.g., ring ofelemental (earth) command, staff ofswarming insects, wand of flame extin-guishing, Quaals feather token, etc.).

    Duties of the priesthoodRillifanes priests are druidic priests.

    Their duties include preserving wood-lands, maintaining harmonious relation-ships with sylvan creatures, keepingwatch over huntsmen and woodsmenwithin or close by their lands, and officiat-ing at births, rites of passage, and otherkey events in wood-elf life (death rites arethe province of the gods Sehanine orLabelas, however).

    Requirements: AB Wis 15; AL cg; WPclub, longbow, quarterstaff, sling, staff-sling; AR leather or magical elfin chain;SP as druids, also Sun, Time; Pw 1) gainone additional Plant sphere spell of eachspell level usable; 3) move silently 5%/levelin woodlands; 5) speak with plants; 7) wallof thorns; 11) changestaff; TU Turn at -1level; LL 16; HD d8; Shamans no.

    24 MARCH 1993

  • Basic backpacks for every D&Dfi game adventurerby Vince Garcia

    Artwork by Joseph Pillsbury

    One aspect of creating a new D&Dfigame character too often treated superfi-cially is that of outhitting the hero with herbasic equipment. A new hero making herfirst venture into the dangerous outlandsneeds more than arms, armor, and aweeks food rations. The well-preparedadventurer takes along the little thingsthat aid those of her chosen class out inthe wild. The table here has an expandedlist of equipment that players may wish torefer to when outfitting new characters, tospeed play. Items in italics are new, notshown on the Adventuring Gear Table inthe D&D game Rules Cyclopedia (page 69).Also presented are examples of basicadventuring kits for specific D&D gameprofessions.

    26 MARCH 1993

  • D&D Game Adventuring Gear Table

    ItemArrowheadBackpackBackpack, explorersBackpack, waterproofBandagesBedrollBeltBlock and tackle

    Description/Notes Cost/Enc.For use when manufacturing arrows in the wild 1sp/1Capacity of 400 cn (40 lbs.) 5gp/20Capacity of 800 cn (80 lbs.) 10gp/80Capacity of 300 cn (30 lbs.) 30gp/60Prevents further blood loss; enough for 1 characters wounds from 1 combat 1sp/1Heavy blanket and small pillow 1gp/50

    2sp/5*Effectively reduces the weight of hauled object to 25% normal, but requires 4 times 5gp/100the amount of rope

    Boots, riding/swash-toppedBoots, plainBow strings, 10CandleChiselClimbing hook, hand-heldCloak, longCloak, shortClothes, extravagantClothes, fineClothes, normalDisguise kitDrill, handGarlicGrappling hookGloves, heavy

    5gp/15*1gp/10*1 gp/l

    Burns 1 hour; sheds light in 10 radius 1sp/1For chipping away stone 2gp/10Supports up to 250 lbs. 5gp/40

    1gp/15*5gp/10*

    Tunic & pants; blouse & skirt; robe; etc. 50+gp/30*See above 2gp/20*See above 5gp/20*Includes wigs, hair dye, makeup 20gp/50For drilling through wood or metal 10gp/30Useful against vampires 5sp/1Holds up to 500 lbs. 25gp/80Prevents rope burns, assures better grip on slippery items, protects against contact 5sp/10*poisons and things that harm exposed skin (e.g., needle traps); impossible to pickpockets or remove traps when wearing these

    Gloves, soft

    Hammer, utilityHatHoly symbolHoly symbol, inexpensiveHoly waterInk, vial ofIron spike

    Protects against contact poisons and other things that harm exposed skin; uselessagainst needle trapsDoes 1d3 damage if used as weapon

    At DMs discretion, may be needed to Turn undeadInflicts penalty of 3 to Turning rollBreakable glass vialEnough to write 50 pages of simple textOne spike needed for each 5 of a sheer surface being climbedby a thief or mountaineer

    1gp/5*

    2gp/102sp/3

    25gp/15gp/1

    25gp/11gp/201sp/5

    Journal, blankKnapsackKnife, utilityLanternLantern, bullseyeLasso, leatherLeather, bulkLockpicksMagnifying glassMap, explorersMap, detailedMap, generalMirror, handMusical instrument, stringedMusical instrument, windOil, ceramic flaskOil, metal flaskPapyrusParchmentParkaPot, cookingPouch, beltQuill penQuiverQuiver, backQuiver, beltRations, ironRations, standard

    With fifty 6x9 pagesCapacity of 250 cn (25 lbs.)Does 1d3 damage if used as weaponBurns 4 hours; 30 radius of illuminationBurns 4 hours; illuminates cone 100 long, 20 base

    One square foot for miscellaneous useOptional portion of thieves tool kit; does not permit trap removalFor studying fine details and fire-startingSpeculative map of unexplored territoryHighly detailed map of explored territoryGeneral trail map of explored territoryMade of steelLute, mandolin, etc.Flute, recorder, etc.Does 2d6 damage or covers 10 square area and burns for 3 roundsPrevents accidental breakage; cannot be used as missile weaponOne 12"X12" leafOne 10"X10" leafFor warmth in cold climatesTwo-quart capacityCapacity 50 cn (5 lbs.)For writingHolds 20 arrowsHolds 50 arrows; prevents wearing of pack of knapsackHolds 10 crossbow quarrelsWeeks supply; stays fresh 2 monthsWeeks supply; stays fresh 7 days

    20gp/303gp/101gp/5

    10gp/3020gp/305gp/301sp/5

    15gp/53gp/5

    50gp/1030gp/10l0gp/10

    5gp/520gp/100

    5gp/302gp/101gp/201sp/11gp/5

    5gp/40*1gp/505sp/2*5sp/11gp/5

    5gp/201gp/3

    15gp/705gp/200

    DRAGON 27

  • Rope, 50 length

    Sack, smallSack, largeSalt, 1 lb.

    Scroll case, waterproofSewing kitShoesSpellbook, blankSpellbook coverStake, woodenTent, Z-manTent, 4-man Thieves toolsTinder boxTorchTwine, 100 ball ofVial, empty glassWater/wineskinWaxWhistleWolfsbane

    Supports 750 lbs.; for each 10 lbs. above this, give 5% cumulativechance of breakageCapacity 200 cn (20 lbs.)Capacity 600 cn (60 lbs.)For preserving meat or monster parts for future use; one pound of salt is neededfor each 5 lbs. of organs being preservedHolds 1 map, 1 scroll, or 10 leaves of parchmentFor repair of cloth/leather

    24x24x6; holds 24 spellsWaterproof

    6x4x4; watertight6x6x5; watertightNeeded for picking locks & removing traps

    Burns 1 hour; sheds light in 30 radiusSupports up to 30 lbs.; for each 10 lbs. above this, give 10% chance of breakageHolds 1 pint (enc. 20 when filled)l-quart capacity (enc. 30 when filled)For making impressionsFor signaling or bird callsTo ward off lycanthropes

    1gp/12gp/5

    10gp/10

    5gp/201gp/105sp/8*

    100gp/20010gp/30

    1sp/120gp/20025gp/50025gp/10

    3gp/52sp/202sp/101gp/101gp/5

    3sp/101sp/5

    10gp/1

    * If this item is being worn, as opposed to being packed away as a spare, its encumbrance is considered to be 0.

    Kits for new charactersNew adventurers bring with them varied

    philosophies and backgrounds that natu-rally prompt a character to bring certainitems most useful to his adventuring classas a whole. The monastery-trained cleric,for instance, is more likely to pack alongbandages and holy water than a back-woods fighter who knows the practicalvalue of a block and tackle. Several basicpacks follow for quick outfitting, each list-ing cost and weight factors. Players natu-rally may add or delete equipment as theydeem fit. Note that the weight of the packitself and bedroll (in most cases) are notconsidered in the encumbrance con-tained by the pack.

    ClericA clerics purpose is to heal, protect, and

    represent the interests of her particularorder. Her basic kit reflects these aspectsof her profession.

    Item Cost/Enc.Backpack 5gp/20Bandages (10) 1gp/10Bedroll (attached to pack) 1gp/50Clothes, fine 5gp/20(priestly garments)Garlic 5sp/1Holy symbol, inexpensive 5gp/1Holy water 25gp/1

    most practical adventurers, wasting verylittle upon unnecessary items. The profes-sional warrior has few true needs.

    might pack a variety of items to cover anumber of different contingencies.

    ItemBackpackB a n d a g e s ( 5 ) Bedroll (attached to pack)OilPot, cookingRations, iron (2 weeks)Rope, 50Sack, large (3)Tinder boxTorches (5)Water/wineskinTotal

    Cost/Enc.5gp/205sp/51gp/502gp/101gp/5030gp/1401gp/506gp/153gp/51gp/1001gp/551.5 gp/450

    ThiefThe thiefs life is an often risky one.

    Incumbent upon those who rely on stealthand fleetness of foot is to take no morethan necessity requiresfor freedom ofmovement is of paramount importance!

    Item Cost/Enc.Backpack 5gp/20Bedroll (attacked to pack) 1gp/50Candles (3) 3sp/3Climbing hook 5gp/40Gloves, soft 1gp/5Hammer, utility 2gp/10Iron spikes (10) 1gp/50Magnifying glass 3gp/5

    ItemKnapsackBedroll (in knapsack)Candles (3)Ink, vial ofOilMap, generalMirror, handParchment (2 leaves)Quill penMagnifying glassRations, iron (1 week)Sack, small (3)Tinder boxTorchWineskinTotal

    Cost/Enc.3gp/101gp/503sp/31gp/202gp/lO10gp/105gp/52gp/105sp/13gp/515gp/753gp/33gp/52sp/201gp/550gp/232

    Elf/MageThe needs of a spell-caster are many,

    and it is all too true that the tools of hertrade take up much of her available space!

    ItemBackpackBedroll (attached to pack)

    Scroll case

    InkMagnifying glassMirror, hand

    Spellbook

    Parchment (3 leaves)Quill Pen

    Rations, iron (1 week)Scroll caseTorchTinder boxVial, empty glassTotal

    Cost/Enc.5gp/20

    5gp/20

    1gp/501gp/203gp/55gp/5

    100gp/200*

    3gp/155sp/1

    15gp/705gp/202sp/203gp/51gp/10147.7 gp/461

    1 gp/20Parchment (2 leaves) 2gp/10Quill pen 1gp/5Rations, standard (1 week) 5gp/200Tinder box 3gp/5Water/wineskin 1gp/5Total 55.5gp/348

    Fighter/DwarfFighters and dwarves are perhaps the

    Rations, iron (1 week) 15gp/75Rope, 50 1gp/50Sack, large 2gp/5Thieves tools 25gp/10Tinder box 3gp/5Total 64.3gp/328

    HalflingHalflings also prefer traveling light,

    although the industrious little fellows

    28 MARCH 1993

  • * This is presumed to be the book thecharacter starts play with. If it is stored inother than the pack, its encumbrance isdiscounted from the total, leaving roomfor other gear.

    MysticAusterity is a trademark of the mystic,

    and rare is the character who bears morethan the most essential of items.

    Item Cost/Enc.Knapsack 3gp/10Bedroll (in knapsack) 1gp/50Candle 1sp/1Ink, vial of 1gp/20Journal, blank 20gp/30Quill pen 5sp/1Rations, iron (1 week) 15gp/75Tinder box 3gp/5Total 43.6 gp/192

    Druid/OutdoorsmanClerics studying the path of druidism, as

    well as other outdoor adventurers (includ-ing some elves), understand that a widevariety of equipment can compensate for the many demands of the wild. Thus,while the professional explorer bears aheavy burden, he is rarely caught helplessin the wild.

    ItemBackpack, explorersArrowheads (20)Block & tackleBedrollClimbing hookHammer, utilityIron spikes (10)Knife, utilityLeather, bulkMap, generalParkaRations, iron (1 week)Rope, 50Tent (2-man)Tinder boxTorches (2)Twine, ball ofWater skin (full)WhistleTotal

    Cost/Enc.10gp/801gp/205gp/1001gp/505gp/402gp/101gp/501gp/51sp/510gp/105gp/4015gp/751gp/5020gp/2003gp/54sp/402sp/101gp/301sp/581.8 gp/325

    It's a small world

    What are the latest releases in minia-ture figures and scenery? What rulesare best for tabletop war games? Turnto Through the Looking Glass in this

    after all

    30 MARCH 1993

  • Over a thousand years ago, in what isnow the rainforests of Nigeria, a civiliza-tion developed along the Niger and OgunRivers. These people built great cities likeIbadan and Ife, where thousands lived incomplex societies. The Yorubas, for exam-ple, ruled large tracts of land on whichthey farmed tuberous crops, made irontools and weapons, and crafted beautifulterra-cotta sculptures and pottery.

    The true center of the Yoruban religionlay in its rulers. They called these menObas, and they were considered to beboth man and god, much like thePharaohs of Egypt of whom the Obasclaimed to be the descendants. TheseObas could call up armies of fanatic war-riors from farmers and craftsmen (Africanpeople rarely had standing armies, but allmales were trained in weapons and mar-tial arts).

    According to Yoruban myth, the originalfounder of the country was an Oba by thename of Oduduwan. His son, Oran

    by Brady English

    Miyan, who also founded the kingdom ofBenin, was considered to be the father ofAfrican justice.

    These myths also tell of a distant deitythat originally created the heavens andthe earth. They call this god Olurun, theowner of the sky. At first the world wasmarshy and watery, used as a playgroundfor the gods. An evil goddess namedOlokun ruled the entire earth. One dayafter Olurun had an argument withOlokun, he decided to create dry landand men. When this was finished, hisplan would enable the men to rule theearth. He called his youngest son,Obatala, to construct the dry land portionof the earth. With the help of his olderbrother, Orunmilla, the god of divination,Obatala accomplished this. When Olurunheard that his earth was finished, hesent his minister, Agemo, to inspect it.

    After two trips,Agemo gave his

    approval. Olurunthen began

    building

    the spirits of men.Near the land of the Yorubas lived the

    Ibo people, who believed in Ala, the earthgoddess. According to them, Ala createdpeople and looks after them after theydied. The fertility of both plants and ani-mals lies in her domain, much as is thecase with the Egyptian god, Osiris.

    The Jamaicans took the myths even fur-ther. Folklore from this Caribbean blandsays that the earth goddess took the soulsof men from the god of the sky. She bakedtheir bodies in her kiln and placed thespirits of men into them. This act of treachery, the Jamaicans claim, causedthe split between man and the skygod.Almost all native African myths describe adivision between man and the supremegod, which became the justification forso many intermediaries between thesupreme god and man. Most of theseorishas (gods) were real people whodistinguished themselves in life,

    much like modern

  • Catholic saints.By some estimates, the

    Yorubas had over a thousandorishas, covering everything from

    pottery to contagious diseases. Inreality, most people worshiped sev-eral at a time, worshiping some only

    on special occasions.A list of some

    orishas and howthey might fitinto an AD&Dgame world fol-

    lows, using theconcept of spe-cialty priests (seeDefenders of theHearth, in

    DRAGONfi issue#177, for a similar set-up for

    halfling deities):