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ISSUE 389 | JUly 2010
A DUNGEONS & DRAGONS ® ROLEPLAYING GAME SUPPLEMENT
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®
CONTENTS
Features
5 OriginstOries
By Steve Townshend
A compelling origin story can drive your character’s adventures through
an entire career.
32 Winningraces: MinOtaurs
By Matt Sernett
To minotaurs, clan is everything. Belonging to a clan, however, is as
much about thought as blood.
11 FictiOn: BlOOdOasis
By Kevin J. Anderson
An escaped gladiator and a heartsick preserver battle for life, and for
a better world.
35 charactercOncePts: cOrruPtiOn
By Matt Sernett
Every virtue has its opposite vice, and some characters embrace that
darker side, or have in the past.
25 PsiOnicracialtraditiOns, Part2
By Robert J. Schwalb
People from the unforgiving wilderness or fantastical realms beyond
the natural world can learn and wield psionic power through
unconventional means.
38 classacts: MOnk
By Peter Schaefer
The itinerant monk Fat Aloisus became legendary for his graceful Fallen
Needle style and his generosity.
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cOluMns
41 classacts: seeker
By Robert J. Schwalb
To some seekers, their bows are more than simple tools. They become
extensions of the seeker’s spirit.
4
editOrial
By Steve Winter
Change is in the wind. It’s more like a
slight breeze, really.
46 classacts: druid
By Anthony Harrison with Jeff Morgenroth
Members of the Coven of the Garden maintain a unique relationship with
the primal spirits. The order has taken root in the heart of civilization.
54 aMPersand
By Bill Slavicsek
Bill looks ahead to August and Gen Con, but also
gives D&D Insiders their first detailed glimpses
inside the upcoming D&D Essentials products in a
series of five “Ampersand” columns.
49 classacts: rOgue
By Derek Guder
The Fraternal Order of the Vault is an organization of rogues who
emphasize the making and breaking of locks and traps along with other
mechanical skills.
76 cOuntdOWntOessentials
By Mike Mearls
Find out exactly what the Essentials products are
and why we’re going there.
79 cOnFessiOnsOFaFull-tiMeWizard
By Shelley Mazzanoble
D&D ’s “Player-in-Chief ” seizes the reins and
takes control of the game table from behind
the DM’s screen.
OnthecOver
Illustration by Jesper Ejsing
83 design&develOPMent:
deMOnOMicOn
By Mike Mearls
Mike shines a spotlight into the Abyss and
discusses its role in the pantheon of evil.
86 design&develOPMent: darksun
By Rich Baker and Rodney Thompson
The lead designer and developer of the upcoming
Dark Sun Campaign Setting take you on a tour of the
core concepts that guided their work.
Dungeons & Dragons, D&D, Forgotten Realms, Eberron, D ungeon , D ragon , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
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, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. ©2010 Wizards of the Coast llC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
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E D I T Or I A l
389
“MY GOD,
Dragon
Ju l y 2010
Editor-in-Chief
Steve Winter
IT’S FULL OF STARS . . .”
Senior Art Director
Jon Schindehette
Web Production
Bart Carroll
Contributing Authors
Richard Baker, Derek Guder,
Anthony Harrison, Shelly
Mazzanoble, Mike Mearls, Jeff
Morgenroth, Peter Schaefer,
Robert J. Schwalb, Matthew
Sernett, Bill Slavicsek, Rodney
Thompson, Steve Townshend
Here we go with my first-ever Dragon editorial. (In
case you haven’t been keeping up with current events,
you’ ll want to read last month’s Dragon and Dungeon
editorials.)
I expect that everyone would like to read about the
sweeping changes we’ ll be making to the magazines—
out with the old, corrupt regime and in with the new
voice of the people!
I’m here to state that no one is being backed against a
wall at dawn with a blindfold and a cigarette. Yes, there
will be changes, but no, there won’t be any sweeping,
f lushing, or dumping.
For the immediate future, things will go on about as
they have in the immediate past. Dragon Magazine has
established a strong format and reputation for providing
solid Dungeons & Dragons support colored with
interesting f lavor and story, along with entertaining and
illuminating columns and the occasional piece of short
fiction such as this month’s Dark Sun tale, “Blood Oasis”
by Kevin Anderson.
At the same time, the magazine follows the game’s
lead, and the Dungeons & Dragons game and worlds
are always in some degree of f lux. The big changes
looming on our horizon are the upcoming launch of
Dungeons & Dragons Essentials TM with the release
of the red Box in September. Bill Slavicsek and Mike
Mearls have a lot to say about that in their Ampersand
and Design & Development columns; you’ ll see more
than the usual number of words from those two in the
next few months.
Other than that, I can share my vision of what makes
a particular magazine article strong or weak vis-à-vis
our beloved game.
First, I’m all about story. As much as I love a
well-tuned power or feat, it’s the spin on the gears
that really makes things hum. We intend to put a
lot of emphasis on story elements that will f ire your
imagination and expand your D&D perspectives.
Even if a particular article is about a class or race
you seldom play, we’d like you to f ind it compelling
reading because of what it says about the astonishing
worlds where your characters operate.
Second, I’m all about the fantastical . I love that
word— fantastical . It’s so evocative. The merely
“fantastic” seems ordinary compared to the fantastical .
The word begs for italics. The great attraction and
power of Dungeons & Dragons roleplaying is that it
transports players not just to times and places that
never existed but to times and places that could not
exist outside the players’ imaginations. The more you
stretch the imagination, the closer you come to the
fantastical. That’s what we’re reaching for.
As always, we’d like to know what you think. There’s
never enough time in the day to comb the blogs as
thoroughly as we’d like or respond to all the forum posts
that provoke our thoughts, but you can send them here
directly at dndinsider@wizards.com.
Developers
Jeremy Crawford, Stephen
Schubert
Editor
Miranda Horner
Cover Artist
Jesper Ejsing
Contributing Artists
Empty Room Studios,
Eric Belisle, Devon Cady-lee,
West Clendinning, Guido Kuip,
Slawomir Maniak, Jason Rainville,
David Rapoza
Cartographers
Jason A. Engle, Sean Macdonald,
Mike Schley
Publishing Production
Specialists
Angelika lokotz, Erin Dorries,
Christopher Tardiff
Web Development
Mark A. Jindra
Executive Producer,
D&D Insider
Christopher Perkins
Director of RPG R&D
Bill Slavicsek
Special Thanks
Richard Baker, Greg Bilsland, Michele Carter, Jennifer Clarke
Wilkes, Andy Collins, Bruce R. Cordell, Jeremy Crawford, Peter
lee, Mike Mearls, Kim Mohan, Cal Moore, Peter Schaefer, Stephen
Schubert, Matthew Sernett, Rodney Thompson, James Wyatt
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STORIES Origin stories prime new characters
Strong characters make strong entrances.
to step onto the campaign stage fully
drawn, with motivation, purpose, and
direction. At their most basic, origin
stories provide alternative backgrounds
for player characters. Played to their
fullest, they can drive a character’s story,
bestow themed rewards, and shape the
superstructure of the campaign.
Each origin below begins with a motivating con-
f lict for a player character and suggests a general
arc for how the character’s story might develop over
time. Characters who pursue the goals and conf licts
inherent in their origin stories reap the mechanical
rewards and story benefits for doing so.
By Steve Townshend
Illustration by Empty Room Studios, Guido Kuip
COOPERATIVE
STORYTELLING
When a player chooses an origin story—be it one of
the examples in this article or a written summary of
the character’s background—that choice can say a lot
about the kind of story the player envisions for the
character.
FOR PLAYERS
Outside the game, you should discuss your character’s
origin story with the DM. In game, you should react
to player characters, nonplayer characters, and events
in any adventure through the filter of your charac-
ter’s origin story. This can give you a running start to
defining your character as a living, breathing entity.
Although your character story might not always be
in the spotlight, playing your origin through every
scene of the story keeps that story active. This kind
of roleplaying 101 not only solidifies your character
in the group’s imagination, but it serves as a constant
reminder to the DM to further your origin story and
dole out its rewards.
TM & © 2010 Wizards of the Coast llC. All rights reserved.
Ju l y 2010 | Dragon 389 5
ORIGIN
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