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Issue 417 | NOVeMBeR 2012
A Dungeons & Dragons ® Roleplaying Game Supplement
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ContentS
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16 fAllen A ngels
By Steve Townshend
The succubus—a fiendish temptress that
can turn the most faithful paladin into a
slavering creature consumed by lust, all for
the price of a soul.
Agents Of ChAnge
By Stan!
We’ve got a change in format, a chance
for you to get published in future issues of
Dragon , and demons and devils everywhere.
Sounds like change is in the wind.
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24 the sWOrd Of spells
By Ed Greenwood
Wizards live in fear of a sentient sword that
f lies across the Realms unbidden, slaying
spellcasters to slake its thirst for magic.
the BlOOd WAr
By Sterling Hershey
The fiendish war between the baatezu
and the tanar’ri has raged since time
immemorial. How did it begin, and will it
ever end?
28 MirOn’s teArs
By Keith Baker
For centuries, Miron’s Tears has fought a
secret war against the fiendish forces that
strive to infiltrate and corrupt the Church
of the Silver Flame. Do you have what it
takes to join this devoted order?
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MAgiC diCe
By Alana Joli Abbott
I guess you could say we’re on a roll.
11 the shAdOW thAt WAs
By Derek Guder
Orcus died, and then he came back—a
fitting tale for the Demon Prince of
Undeath.
31 YsrillA lightstep
By Rodney Thompson
Ysrilla Lightstep stalks the desert wastes
of Athas in search of elusive prey, defying
death to claim her prize.
On the COver: A balor and a pit fiend go toe-to-cloven-hoof as Mark Winters envisions a fiendish battle of the Blood War.
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EDITORIAL
Agents of Change
By Stan!
417
Dr agon
November 2012
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, stan!
submission guidelines and send us your best propos-
als. Help us make the magazines better by writing the
articles you’d like to see in these pages.
In the meantime, we’ve got a whole month’s worth
of articles right here in this PDF. Speaking of agents
of change, our theme for November is Demons and
Devils—creatures that want to change the world (and
not for the better). You’ll find two History Check
articles, one expounding on the Blood War (the epic
battle between the Abyss and the Nine Hells), and
another revealing the mysteries of the demon lord
Tenebrous. There’s also an in-depth look at the suc-
cubus, complete with a succubus companion just to
tempt you further. If demons and devils aren’t your
thing, no worries—this month’s Bazaar of the Bizarre
presents a collection of magic dice, in case your char-
acter wants to roll up a character of his or her own.
So even with all the changes happening, our
monthly lineup of interesting and useful items for
your D&D game remains one thing you can count on.
Managing Editors
Kim Mohan, Miranda Horner
As you noticed last month (and as Chris Perkins
discussed in October’s Dungeon editorial), we’ve
made a change in the way the magazines are being
presented. Rather than having Dragon and Dungeon
articles appear individually on the D&D ® website,
we’re experimenting with presenting them as a pair
of compiled, single-PDF issues.
On the one hand, this harkens back to the good
old days when you could buy Dragon and Dungeon
magazines on the newsstand (back when there were
such things as newsstands). On the other hand, you
might have gotten used to consuming the columns,
adventures, and supplemental material in bite-sized
nuggets. Either way, things have changed.
Change can be scary—and I don’t just mean the big
things. Even little changes, like driving a new route to
work or trying a new breakfast cereal, can cause some
anxiety. (Breakfast is the most important meal of the
day, you know.) We like things to stay the way they
are, and even when we aren’t completely satisfied, we
at least are comforted by the familiarity and the pre-
dictability. Change means uncertainty, and nothing is
scarier than the unknown.
But change is also good. It’s what allows us to
make improvements. And even if a particular change
turns out to be less helpful than we hoped, we can
always make a new change to get things back on
course. This is as true for publishing a magazine as
it is for designing a game. You are taking part in the
D&D Next playtest , aren’t you? It’s your chance to be
an agent of change for the game we all love.
If you want to be an agent of change for the maga-
zines themselves, that opportunity is available, too.
We’re currently in the middle of an open submis-
sion window for Dragon and Dungeon article pitches.
It will remain open until November 30, so read the
Development and Editing Lead
Jeremy Crawford
Developer
Tanis O’Connor
Senior Creative Director
Jon schindehette
Art Director
Kate Irwin
Publishing Production Manager
Angie Lokotz
Digital Studio Consultant
Daniel Helmick
Contributing Authors
Alana Joli Abbott, Keith Baker,
ed Greenwood, Derek Guder,
sterling Hershey, Rodney
Thompson, steve Townshend
Contributing Editors
Michele Carter, Ray Vallese
Contributing Artists
Noah Bradley, sam Carr, Hector
Ortiz, Peter Tikos, Mark Winters
Dungeons & Dragons, Wizards of the Coast, D&D Insider, their
respective logos, D&D, Dungeon , and Dragon are trademarks of
Wizards of the Coast LLC in the USA and other countries. ©2012
Wizards of the Coast LLC.
This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written
permission of Wizards of the Coast LLC. This product is a work of
fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental.
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History Check:
The Blood War
By Sterling Hershey
Illustration by Mark Winters
This is the latest installment in the continuing series
exploring the history of the Dungeons & Dragons ®
setting. Each History Check article provides new
insight into the game’s iconic events, organizations,
and characters. Sidebars included in the text note
the history or related information a character might
know about the subject, based on a successful skill
check.
This time things take a darker turn with a look
at the Blood War, the endless struggle between the
fiendish forces of evil. These articles attempt to clarify
confusing bits of D&D history, but the history of the
Blood War is anything but clear and concise.
fighting the fiends, or worse, working for them. I trust
it is the former.
“How do I know so much about the Blood War? I
tumbled to the dark of it long ago, as they used to say
in a place far from here. To me, you’re merely another
clueless berk. Don’t be offended; most everyone is.
“I am not, as you might have guessed, from around
here. I have traveled farther than the Zarovans. They
have been generous enough to let me join their clan
and use their name. The arrangement suits us both. I
the zARovAnS
The narrator of this History Check is a member
of the Zarovan tribe of the Vistani. These myste-
rious gypsylike groups travel the Shadowfell and
untold other worlds and lands. During their trav-
els they have learned much, though how many of
their tales are true is left to the listener to decide.
This article introduces Rovvo Zarovan, an older,
wiser, and understandably cautious sage (who is
not actually a Zarovan by birth).
More information about the Vistani can be
found in Player’s Option: Heroes of Shadow , the
boxed set The Shadowfell: Gloomwrought and
Beyond , and the Vistani articles in Dragon 380.
T he e Ternal
S Truggle
“Please, come in. Have a seat at my table. Do not
touch the runes. They will give us some measure
of protection from prying and scrying eyes. No, no,
merely a precautionary measure.
“I apologize for meeting you in the confines of my
humble wagon, but the subject of our discussion is not
one for the ears of the meek or innocent. Please close
the door and pull the curtains.
“Now, you ask about the Blood War. My advice?
Stay away from it. Run away from it. Not possible?
Then you must already be involved. You’re already
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TM & © 2012 Wizards of the Coast LLC. All rights reserved.
November 2012 | DR AGON 417
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The Blood War
like to stay on the move, and they find good uses for
my sage advice. For a fee, of course. The not-inconsid-
erable price you paid for my attention compels me to
reveal only the truth. As I know it, of course.
“The Blood War is a seemingly eternal struggle
between the devils and the demons. Some call them
baatezu and tanar’ri, some call them by other names.
It makes no difference to the fiends, unless you call
them by the wrong names. Most would kill you for
the petty insult. Then again, most would simply kill
you with no rationale whatsoever. These beings thrive
on hatred, slaughter, and the quest for power.
“Their numbers are uncountable. Their types
probably are too, but if you encounter them often
enough, you’ll start to recognize some of the more
common varieties. Recognition is useful for adven-
turers such as yourselves, as long as you don’t begin
to imagine that such information gives you signifi-
cant advantages. Foolish warlocks or wizards who’ve
learned the name of a demon or two might think they
can entrap fiends or make deals with them, but ulti-
mately they are mistaken. If they’re lucky, they simply
become pawns in a greater game and might even
escape with their lives.
“I digress. Such minor pacts with mortals seldom
inf luence a war that is fought on the infernal planes
of existence. They have battle lines numbering in
the tens of thousands, sometimes millions, on their
chosen battlefields, so any demonic battle or devilish
manipulation here in the world is rarely more than a
minor skirmish. Probably not even worth a footnote
in the history of the war, were any creature keeping
track.
“The given reasons for the Blood War are varied
and conf licting. No mortal really knows the whole
story, and it’s unclear if any of the gods do either.
Some say the Blood War is an inevitable conse-
quence of their fiendish natures—the regimented
devils versus the wildly chaotic demons, each vying
for supremacy over the other. There might be a bit
of truth to that notion. The devils rise from the Nine
Hells, the domain of Baator in the Astral Sea. The
demons swarm from the Abyss, way down at the
bottom of the Elemental Chaos.
“That’s how I’ve heard the chant lately. Other sages
tell a different story and spin a far different concept of
planar relationships—more like a great wheel. From a
mortal perspective, it’s irrelevant: Regardless of clas-
sification, the fiends come from places vastly different
in location, nature, philosophy, environment, and
organization.
“Some say the nature of these beings is only part
of the story. They say that one event really ignited
the war, spawning epic battles the scale of which the
planes had never seen before. Your coin’s bought you
the tale as I’ve heard it.
“It goes something like this: The strongest of the
devils, the fallen angel Asmodeus, entered the Abyss
and stole a shard from the evil seed embedded in the
plane’s heart. He fashioned it into a ruby-tipped spear
and killed his divine master. Now the demons—all
the demons—want the shard back and will never stop
until it is returned, restoring the power and pride
stolen from them.
“Rumors claim that Asmodeus wants to acquire
and use the rest of the evil abyssal seed to gain domi-
nance over all of the fiends, and to overthrow the
other gods. Naturally, the forces of the Abyss oppose
this plan. Demons don’t need a reason to hate, but
their enmity toward Asmodeus and the devils drives
them to greater and greater atrocities.
“A glimpse of one of their battlefields, even the
remains of one centuries old, tells the tale. Little can
compare to that frightful scene of extreme violence
and tortured ground. The battlefields stretch for
miles on the plains of Avernus and across the layers of
the Abyss.”
hiStoRy CheCk
A character knows of the existence of the Blood
War with a DC 20 Arcana check, History check,
or Religion check. A DC 25 check for these skills
reveals that the devils and demons fight over
ideology and dominance. A DC 40 check reveals
the story of Asmodeus and everything above.
O rigin Of The W ar
“This legend of Asmodeus and the spear sounds
dire enough to spark an eternal war. But let me tell
you another tale of the war, a myth that suggests the
conf lict goes well beyond Asmodeus and his theft.
Have you ever heard of the yugoloths? Baernoloths?
Of course not. These creatures are lost to legend, if
they existed at all. Yet the sages who talk of the great
wheel say that the yugoloths were early incarnations
of evil that were responsible for the first creation of
the devils and demons.
“They say that back when the primal forces of the
universe struggled for dominance between good and
evil and law and chaos, they battled each other to
a stalemate. In an effort to change the game, those
forces created minions and followers to act as agents
for their causes.
“One side created the baernoloths, creatures of
immense wisdom, yet cunning and evil. After eons of
study, the baernoloths created the yugoloths as a force
to conquer creation for their masters. Or it might be
the other way around: Some say baernoloths are com-
plete fabrications of the yugoloths, a myth devised to
prove their divine lineage.
“The yugoloths pursued perfection and believed
they were the only race capable of reaching that goal.
Alas, they perceived their ambition thwarted by the
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November 2012 | DR AGON 417
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