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Issue 419 | JANuARY 2013
A Dungeons & Dragons
®
Roleplaying Game Supplement
ContentS
3
22
Winning raCeS:
bLadeLingS
Written and illustrated by Claudio Pozas
They slice, they dice, they shoot spikes
out of their skin! Find out what’s up with
bladelings in this full racial write-up.
the Fire-eyed Maid OF
SMOk y War
By Steve Winter
4
Sentient Living SpeLLS
By Doug Hyatt and Robert J. Schwalb
They do not eat; they do not sleep; they do
not breathe. They are living spells, and
they exist to destroy and consume. Visit
the blighted landscape of the Mournland,
and discover the inner workings of these
sentient magical monstrosities.
28
engineS OF War
By Claudio Pozas
Killer treants? Deadly chariots? Equip your
game with the engines of war to give player
characters something to chew on, battle
against, or run from.
10
Winning raCeS:
hObgObLinS
By Jim Auwaerter
Conquer the new year with a full racial
write-up of these goblinoid bad boys. Being
evil makes everything more fun, right?
32
CLan harhund and
dead dWarF Mine
By Ed Greenwood
A dwarf long ridiculed over his dogged
quest for a lost mine has turned up with
proof that the mine actually exists. The
catch? The “lost” mine is actually just a
few feet beneath the cellars of buildings
in Saradush, and that information got the
dogged dwarf murdered.
15
the FirSt WieLderS
By Logan Bonner
Some worship the gods, while others bow
to devils or dragons. A few follow the Path
of Steel, devoting themselves
wholly to their weapons. Learn
about these weapons and the
people who choose this path.
On the COver:
What’s cooler than an illustration of a large, angry treant? An illustration of a large, angry treant smashing through
legions of hobgoblins, as shown in Chris Seaman’s cover piece.
EDITORIAL
The Fire-eyed Maid
of Smoky War
By Steve Winter
419
Dr agon
Januar y 2013
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, steve Winter
Managing Editors
Kim Mohan, Miranda Horner
Development and Editing Lead
Jeremy Crawford
Developers
Chris sims, Robert J. schwalb
Once more unto the breach, dear friends, once more;
Or close the wall up with our English dead.
ifs, for sure—then being at war could be easier on sol-
diers than on civilians.
Until the day of battle, that is. That could be an ugly
day for everyone, but especially for the losers. The
idea that any enemy—man, woman, or child—should
be left alive is a relatively recent advance in civiliza-
tion. We have a long and ghastly relationship with
slaughtering everything that breathes, and only a few
centuries of practice at clemency.
When war makes the jump to movies, to young
adult adventure books, and to D&D, we strip out most
of the horror and instead shine a spotlight on the hero
who shouts, “Sound trumpets! Let our bloody colours
wave! And either victory, or else a grave.” We can do
that because the grave is only make-believe, while
our thrill at imagined danger and our admiration for
courage are real.
War isn’t the only thing on our minds, though. We
also have fresh looks at hobgoblins and bladelings,
an evolutionary new development in living spells, the
secret location of the lost Harhund mine, and the lore
of the first magical weapons ever fabricated.
Oh, and one other thing: I’m delighted to be back
in the saddle here at
Dragon
and
Dungeon
online. The
next few months look very exciting.
Senior Creative Director
Jon schindehette
Art Director
Kate Irwin
If we are mark’ d to die, we are enow
To do our country loss; and if to live,
The fewer men, the greater share of honour.
Publishing Production Manager
Angie Lokotz
Digital Studio Consultant
Daniel Helmick
Contributing Authors
Jim Auwaerter, Logan Bonner,
ed Greenwood, Doug Hyatt,
Claudio Pozas, Robert J. schwalb
Lay on, Macduff,
And damn’d be him that first cries, “Hold, enough!”
Contributing Editors
Michele Carter, Jennifer
Clarke Wilkes
Fight, gentlemen of England! fight, bold yeomen!
Draw, archers, draw your arrows to the head!
Spur your proud horses hard, and ride in blood;
Amaze the welkin with your broken staves!
Contributing Artists
Jason Juta, Claudio Pozas,
Chris seaman, Beth Trott,
Mark Winters
War is our nominal theme this month, and no one
does war like Will Shakespeare.
Once upon a time, war was seen as a great adven-
ture. We know better now—mostly—but it isn’t only us
that’s changed. War itself is different.
Before it became a 24-hour-a-day, 365-day-a-year
industry, war was intermittent. Soldiers spent most
of a campaign marching from place to place, stand-
ing guard, tending to gear and animals, foraging for
supplies, and occasionally skirmishing with their
opposing numbers who were up to the same things.
If the camp wasn’t ravaged by dysentery, malaria,
food poisoning, or a hundred other maladies, if the
weather wasn’t too wet or dry or hot or cold, if the
countryside wasn’t stripped of forage, and if the com-
manding general wasn’t an idiot or a drunkard—big
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. ©2013
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.
Sentient Living Spells
Magic with a Mind of its Own
By Doug Hyatt and Robert J. Schwalb
Illustrations by Mark Winters
From sheets of roiling f lame to spheres of crack-
ling lightning, from howling snowstorms to clouds
of f lying daggers, living spells haunt the blighted
landscape of the Mournland. Remnants of the
apocalypse that destroyed the nation of Cyre, these
magical effects chase any prey foolish enough to cross
their paths.
Most living spells encountered in the Mournland,
although technically alive, have little in the way of
motivation; they do not eat, sleep, or breathe, and,
other than being drawn to pockets of arcane magic,
they exhibit no behavior other than sheer aggression.
A few living spells behave in unusual ways. They
avoid conf lict, make efforts to communicate, and
even gather in small communities. These living spells
stand apart from others, because they have an attri-
bute that no ordinary spell possesses: sentience.
away the nation’s citizens and reduced its land to a
poisonous desert was the same force that created one
of the deadliest threats to those who dare brave these
lands—the living spells.
All living spells are arcane powers given life,
becoming entities in their own right. A spell’s
essential function gives definition to a living spell,
determining its form, its capabilities, and the meth-
ods it uses to destroy any living thing it encounters.
From the dreaded living cloudkill, with its heavy poi-
sonous mist creeping across the broken landscape,
to the spinning and clashing living cloud of daggers,
a storm of blades made from magical force, nearly
all living spells present grave danger to those caught
unprepared.
Living spells have few common features because
they evolved from powers used by those who study
the arcane traditions, and arcane magic varies from
one user to the next. What they do share is the magi-
cal nature they retained after their creation. They
have no need for food, water, sleep, or any other basic
need of living creatures. They do not reproduce and
have little affinity for others of their kind, though
circumstance can throw them together. They are dan-
gerous and violent, hurling their undulating masses
against anything they find.
A
rcAne
P
owers
G
iven
L
ife
Years ago, a magical catastrophe leveled the nation
of Cyre and reduced its territory to a haunted waste-
land now known as the Mournland. The cause of this
event remains unknown to the people of Khorvaire,
and the bleak and twisted landscape casts a shadow
across the entire continent for fear that it might
happen again. The Last War, a century-long conf lict
responsible for the fall of the Kingdom of Galifar,
sputtered to a halt. Whatever magical force swept
4
TM & © 2013 Wizards of the Coast LLC. All rights reserved.
Janu ar y 2013
|
DR AGON 419
Sentient Living Spells
c
ommunicAtion
Their heightened intelligence and self-awareness
makes it possible for sentient living spells to com-
municate with each other and sometimes with other
creatures. These creatures can hear others and can
learn languages, as evidenced in their understand-
ing of Common and other tongues—but although all
sentient living spells have the intellectual capacity
to communicate, many lack the means to do so in a
reliable fashion. A sentient spell’s physical form lacks
the necessary organs to produce speech, so these
creatures often rely on unconventional methods to
exchange ideas.
The communication method of a particular sen-
tient living spell depends on its nature. Some spells
develop complex lexicons based on changing their
colors, their forms, and the sounds they make.
Other sentient living spells, even those of different
natures, can easily interpret these messages and often
replicate them. The ease with which they commu-
nicate with each other does not, however, extend to
exchanges with other creatures. Such creatures have
to first recognize that a spell’s odd behavior is some
form of communication and then have the where-
withal to deduce the intent from the display. Since not
everyone has the patience or perceptiveness to under-
stand these facts, encounters with humanoids and
other beings often do not end well for those creatures,
even if the contact began with peaceful intentions on
the part of the living spell.
For example, a sentient living spell that evolved
from
color spray
or
hypnotic pattern
might commu-
nicate through f lashing colored lights or displays of
swirling hues. A different illusion-based spell might
alter its appearance and shape in specific ways, com-
municating through images that best describe the
information it hopes to share. Some sentient spells
can develop rudimentary speech if the original
spell had an auditory aspect, such as
ghost sound
or
focused sound
.
Other sentient spells use more direct methods of
communication. A sentient living animate dead, for
example, could animate a corpse and use its vocal
cords to speak. A living bewitching gaze could domi-
nate a creature and speak through it.
Other races are of little interest to most sentient
living spells. Humanoids and other creatures are
seen as interlopers, meddlers, and thieves, and thus
explorers and adventurers might be subject to suspi-
cion or even hostility from sentient spells. A few more
enlightened spells venture out into the world, either
in borrowed vessels or in their native form, to get a
better understanding of the world in which they live.
G
ettinG
A
LonG
with
o
thers
f
Actions
Three major societies of sentient living spells have
formed since the Day of Mourning.
With sentience comes an existential crisis. Sudden
awareness of self, place, and identity result in myriad
questions. Finding no reliable answers in themselves,
sentient living spells set out to find others of their
kind. And when many gather, they might, in time,
form societies.
Three significant groups of sentient living spells
have emerged in the Mournland—the Builders, the
Teachers, and the Annihilators, all of which are
described in the following section.
Few sentient living spells have use for the reli-
gions of other species. Many of these entities believe
they are all fragments of a single Great Spell, which,
after becoming angered at humans’ pathetic efforts
to control it, struck down the vain nation of Cyre. In
accomplishing this deed, the Great Spell shattered
into many pieces that became the individual living
spells. Worshipers of the Great Spell seek to gather
and unite all living spells, and they believe the magic
that empowers each could one day allow them to join
and recreate the Great Spell.
Sentient living spells view mundane living spells
in much the same way that humans view animals.
Some sentient spells hunt them for sustenance, others
gather and protect them in the belief that they will
one day be joined to re-form the Great Spell, and
others still keep them for labor, companions, guards,
and sport.
the Builders
The most gregarious, curious, and industrious of the
sentient living spells are the Builders, so named for
their desire to build a place for themselves in the
Mournland, to become a true people with a culture,
a civilization, and a purpose beyond survival. Living
spells that identify themselves as Builders arise from
the same spells used to create warforged, to animate
objects, and to create and control other constructs.
In their native form they appear as streams of dark
mist, either black or gray. These spells awoke in
the aftermath of the great cataclysm and roamed
the mist-filled wasteland as clouds of black energy,
scouring the landscape for constructs to inhabit. The
warforged remains that littered the old battlefields
proved to be suitable vessels.
Most Builders can enter and animate only a dead
warforged body. A few can dominate even a living
warforged. When the ebon stream of a Builder occu-
pies the body of a slain construct, the warforged
seemingly returns to life, its eyes aglow once more.
Travelers and Explorers:
Animating the remains
of a warforged provides a Builder with many advan-
tages. It can use the body’s sturdy form to work,
repair, and create. Through its physiology, the Builder
can speak. Best of all, Builders that occupy warforged
5
Janu ar y 2013
|
DR AGON 419
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