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Editorial:
Darwin’s
Finches
By Steve Winter
Illustration by William O’Connor
You’d think there’d be no chance to work on a
Dragon editorial at a place as jumpin’ as PAX Prime,
but in this particular instance, you’d be wrong.
A busy convention hallway is not a productive
place to write—there’s usually too much noise and
always too many distractions (especially if the only
place to sit is a spot on the f loor where people con-
tinually step over you). It can be the ideal place,
too, because you’re surrounded by what make this
hobby worthwhile--happy gamers who are excited
about playing D&D with countless other fans and
friends.
We don’t like to admit it, but residing inside For-
tress WotC isolates us from you, the people we’re
working for and trying to please. Meeting fans face
to face and joining their games at conventions or
Dungeons & Dragons
®
Encounters sessions is
invaluable, because it shows us what happens when
D&D meets the real world.
I tend to picture individual gaming groups as the
Galapagos Islands, and the D&D rules as
Darwin’s
f
inches
. At one time, all of those finches were the
same species. Isolated on their individual islands,
each group evolved in different directions in response
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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Editorial: Darwin’s Finches
to local conditions. By the time Darwin found them,
they had become many distinct yet clearly similar
species. In the same way, diverse gaming groups, all
starting with the same set of D&D rulebooks, can
wind up playing versions of the game that are similar
yet clearly different.
In that regard, we’re no different from anyone
else. D&D campaigns played by R&D staff run the
gamut from by-the-books purity to widely divergent
and experimental. Like you, we develop idiosyncratic
house rules and peculiar forms of shorthand.
When we get a chance to see “real people” play-
ing D&D or, better yet, sit in on your games as
players, we gain a perspective that can’t be had
any other way. We’re reminded what it’s like when
everyone in the group doesn’t have access to the
complete D&D library or to endless supplies of
miniatures and Dungeon Tiles. We’re reminded
that the rules can be hard to remember and the
manuals confusing to navigate if you’re not steeped
in them for 40+ hours a week. We’re reminded that
people play Dungeons & Dragons for diverse rea-
sons and draw diverse rewards from the experience.
Maybe most of all, we’re reminded of how liberating
it is when your play isn’t dominated by game-design
questions such as whether a rule is doing exactly
what it should; whether a race is missing something
that would add to the experience; or whether a class
has some “design space” for an interesting
Dragon
online article. Those concerns can distract us from
what really matters, which is that people play D&D
because they want to sit around a table with like-
minded friends and let their imaginations soar into
realms of fantastic wonder, terrifying danger, and
heroic deeds.
The fact that Dungeons & Dragons can mutate
this way is one of its great appeals and one of the rea-
sons why it has endured for more than thirty years.
How has your game evolved away from the main
trunk of Dungeons & Dragons rules to match your
group’s preferences? How often have you plugged
in a quick ruling for something that was unclear,
and that ruling became the accepted way of doing
things? Have you ever switched groups permanently
or temporarily and wondered whether you were still
playing the same game? Share your experiences in
the comments below, in the forum, or email them to
dndinsider@wizards.com
.
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Class Acts—Warlock:
Strange
Constellations
By Bruce R. Cordell
Illustration by William O’Connor
In June, we presented rules updates to the warlock in
the form of a playtest article. After receiving feedback
from the playtest, we made some changes and posted
the
final updates
. One piece of consistent playtest
feedback was the need for more star pact warlock
powers that rely on Constitution at certain levels. To
that effect, we went to warlock-and-tentacled-horror
expert Bruce Cordell and asked him if he’d write an
article responding to the desires of the fan commu-
nity. This is what he wrote. Read at your own peril!
Star Pact
Some stars are said to provide good luck; to see them
wink from heaven’s vault is considered a blessing.
Other stars are associated with benign omens and
powers of beauty, healing, and clarity of thought.
Quite a few serve as beacons for navigation.
But other stars are stranger, such as the stars
used by alien creatures as illumination to peer into
our reality. These entities are lumped together and
described as residents of the Far Realm. Labeling
them as such is a reasonable first organizing prin-
ciple, and it’s the safest too. Attempting to gain deeper
clarity on the true nature of such stars can bring
researchers an unhappy fate. When it comes to alien
horrors, truisms about “the more you know” being an
advantage crumble to dust.
Despite the dangers, the mad, the passionate, and
the nihilistic continue to seek greater understand-
ing of the very thing that tears asunder the minds
of most inquisitors. Through trial and error, these
people named new entities, guessed their natures,
and teased out new spells for those whose pact is with
the stars. These warlocks, sages, and scholars consoli-
dated the bulk of that knowledge in a wizard’s tower,
where they constantly researched more lore.
I
ntroductIon
Pact-swearing warlocks live dangerously, but not
through choice. They can’t help having this personal-
ity trait. It takes a certain reckless craziness to pledge
oneself to an entity that is amoral, diabolical, uncar-
ing, or, worse yet, utterly indifferent to reality except
for its potential use as a chew toy.
Bizarre patterns in the sky are visible to those
in the right place, in the right time, or in the right
frame of mind. That’s when warlocks seize the power
bequeathed from the pitiless points of light that shine
unchanging beyond night’s void—points of light that,
in sum, form strange constellations.
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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Class Acts—Warlock: Strange Constellations
Then rumors told of a horrifying new constella-
tion that would rise in the east and that would bring
in a terrible new age (according to some prophe-
cies). To prevent this prophecy from being fulfilled,
some enterprising people caused the tower and all
its contents to burn to the ground one night during a
spectacular meteor shower. None of those who origi-
nally pieced together the information survived. All
that remains regarding the nature of the enigmatic
star pattern that failed to appear, including many
of the constituent stars, is embedded in the crystal
headpiece of a warlock’s rod. The embedded message
(a sort of psychic engram) is called the
Confession of
Melech
.
Stars of the
Elder Constellation
When time draws to its inevitable close, most of the
stars visible in the sky will have burned out. Only a
scattered few will f licker with fossil light, peering and
presiding over the end of everything.
Besides previously named stars whose properties
have been partially described (including Caiphon,
Allabar, Nihal, and Zhudun), several other stars also
survive (or perhaps appear) at the end of time: the
stars of the Elder Constellation. Despite the fact that
the constellation shouldn’t be visible for eons beyond
count, visions of it have seared themselves into the
minds of those unlucky enough to dream too close
to weak spots in reality. Those who wake from such
dreams prophesy an early end to the cosmos that is
heralded by the appearance of the Elder Constella-
tion millennia too soon. These prophets then die an
early death or undergo a slow transformation into a
humanoid abomination.
Those who can imagine the Elder Constellation
without perishing or becoming an alien in their own
skin can also call upon the spells resident in each of
the primary stars of the pattern. The names include
the following: Atropus, Father Llymic, Pandorym,
Ragnorra, and the Worm That Walks.
Father Llymic
A mote of alien thought given form and f lesh, Father
Llymic dwells in an icy prison, awaiting a time when
the world will be right for his arrival. As his age of
freezing darkness draws near, his brood begins to
appear, stalking the wastes in preparation for his
reign. If he is released from his prison, he will cover
the entire world with a deadly glacier and remove the
world from light and hope for all time.
Pandorym
Pandorym personifies the emotionless void of utter
annihilation. Though imprisoned millennia ago,
a future era will see its release. The god-slaying
weapon awaits the arrival of a being powerful
enough to reunite its awesome mind with its potent
ConFESSion oF MELECh
The
Confession of Melech
is recorded as a psychic
impression inside a fist-sized chunk of purple
crystal set as the capstone of a rod. The rod acts
like a
rod of wrathful dismissal
.
The names and natures of terrifying new
entities associated with the Elder Constellation
becomes known to those who sleep or meditate
with the crystal in their possession for at least
one hour.
ELdEr EviLS
The names of the stars making up the Elder Con-
stellation first appeared in
Elder Evils
™, a D&D
®
game supplement outlined by Bruce Cordell and
written by Rob Schwalb. Pandorym appeared
before that in the Forgotten Realms
®
novel
Darkvision
(2006).
Thus the entities of the Elder Constellation
are not all associated with the Far Realm as
some previous warlock star pact entities have
been; however, the names noted here are of
inconceivably powerful beings who survive to
time’s end. In that final gathering of monstrosi-
ties, it becomes difficult to distinguish which
entities were native to the Material Plane and
which came from some place farther. Ulti-
mately, they’re all creatures of such insane power
that they disrupt the flow of time in their final
apotheoses.
Atropus
Atropus, the World Born Dead, drifts through the
gulfs of space, searching for worlds to consume.
When it finds a world, it erases all life from it with a
single gruesome touch. As the afterbirth of creation,
this entity is committed to unmaking all things. Noth-
ing, not even the gods, can halt the relentless progress
of Atropus.
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