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CONTENTS
Features
the Feywild
By Rodney Thompson
The eladrin are some of the least understood creatures in
the world, yet their culture is as deep and storied as any.
Get a glimpse into an eladrin city with Mithrendain.
5
17 wish upon a star
By Bruce R. Cordell
Warlocks are a mysterious bunch, but few are as
misunderstood as those of the Star Pact.
26
26 ritually speaking
By Peter Schaefer
What caster wouldn’t want more rituals? Dig into this
feature and discover a number of new ritual options.
34 trapped!
By Matthew Sernett
What dungeon doesn’t need a good trap or three?
In addition to new traps, check out the advice and
information on using traps in your game.
34
41 rose keep: a red wizard enClave
By Bruce R. Cordell
The Red Wizards were once a highly coordinated group,
but those days are gone. Look inside one of the new Red
Wizard enclaves here.
5 Mithrendain, Citadel oF
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50 gontal
By Bruce R. Cordell and Ed Greenwood
The Realms of 4th Edition have new life
this month. The region of Gontal, previously
unexplored, is detailed here.
ColuMns
53 Char aC ter s oF war
4 editorial
By David Noonan
Looking to start up your Scales of War
campaign? Consider offering these backgrounds
to your players for their new characters.
the 100 year leap
By Phil Athens and Bruce R. Cordell
Phil and Bruce discuss the philosophy behind the
Forgotten Realms timeline shift, as well as other critical
decisions regarding the new Realms.
53
63 the bloodghos t s yndiC ate
By Mike Mearls
This cunning bugbear clan is ready to rule the
streets in your campaign.
81 ConFessions oF a Full-tiMe wizard
By Shelly Mazzanoble
Shelly continues to describe her first time as a new DM.
72 roll vs role: troll s
85 rpga report
By Chris Tulach
This month, Chris tells us more about the Living
Forgotten Realms campaign.
By Bruce R. Cordell and Chris Sims
Roll vs. Role’s newest installment tackles one of
D&D’s greatest: the troll.
63
87 aMpersand
By Bill Slavicsek
Bill gives a breakdown of our Gen Con coverage and plans
for the show.
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on the Cover
Illustration by Chris Seaman
Dungeons & Dragons, D&D, Forgotten Realms, Eberron, D u n g e o n , D r a g o n , 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. ©2008 Wizards of the Coast, Inc.
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
78 de s ig n & de v elopM en t:
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EDIToRIaL
366
MUSICAL CHAIRS
Dragon
August 2008
Editor-in-Chief Chris Youngs
Holy crap, is it august already? Where does the time
go? as Gen Con approaches, all sorts of games are
afoot around the office, as usual. Most of RPG R&D
will be at the show, including Bart, Chris, Stacy,
and myself for D&D Insider . Feel free to swing by one
of our seminars or the booth and say hi if you’ll be
in Indy.
my character’s neck at the first opportunity?” It
turns out, my fears were completely unfounded. To
my surprise, not only did they accept my addition to
the group quickly and easily, they asked for another
opportunity to swap seats so I could play with them
another time.
Senior Art Director Stacy Longstreet
Web Production Bart Carroll, Steve Winter
Graphic Design Scott Okumura, Chris Hanis
Shauna Wolf Narciso
Contributing Authors Phil Athens, Bruce R. Cordell,
What I learned is that when it comes to DM/player
relationships, it doesn’t matter where you sat last
week. It matters only where you’re sitting at the
session happening right now. My aggro player? She
had my back from start to finish. and she was
playing a rogue, so a called shot to the groin would
have been well within her character’s reach. But she
saved her sneak attacks for the monsters, and I saved
my healing spells for her and the rest of the group—
they kept my leader good and shielded, as any good
group does.
Ed Greenwood, Shelly
But that’s not the real topic this month. I recently had
a chance to experience something unique—some-
thing I know many of you do frequently in games of
your own. I swapped places with one of my players
in the game I run.
Mazzanoble, David Noonan,
Mike Mearls, Peter Schaefer,
Matthew Sernett, Chris Sims,
Bill Slavicsek, Rodney Thompson,
Chris Tulach
Developers Stephen Radney-MacFarland,
See, I run a weekly game for a rowdy bunch of
co-workers, and a couple weeks back, I rolled up a
character of my own and swapped places with one
of my players. The results? Much, much better than
I expected.
Peter Schaefer, Stephen Schubert
Editors Miranda Horner, Julia Martin
Cover Artist William O’Connor
The experience also gave me the opportunity to
really learn a lot about the relationship dynamics
in my group of players. and I feel like knowing how
my players play, and why they make the choices they
do, will only make me a better DM when I’m back
behind the screen.
Contributing Artists Rob Alexander, Stephen Crowe,
I don’t have an adversarial relationship with my
players. Far from it. We have a great time. They
know it’s their job to solve the puzzles and defeat
the monsters I throw at them. and for the most
part, they know it’s my job to try and kill their
characters. So we get along. But coming into this
game—where I’m trading seats with one of my
players—I was still a little nervous. I mean, one of
my players can be a little, well, aggressive during
a normal session. Maybe aggressive is the wrong
word—let’s say she sometimes seems to take the
attacks of monsters personally.
Ryan Barger, Wayne England,
Austin Hsu, Rock Niu,
Chris Seaman, John Stanko,
Anne Stokes, Sam Wood,
Tina Young
Cartographers Robert Lee, Robert Lazzaretti
So if you haven’t given this a try yet, consider swap-
ping seats with your DM (or one of your players, if
you’re normally the DM) for a session or two. Run
something short—one or two sessions max—and give
the switch a try. You might find that the change of
pace, the change of DMing styles, and the change
from your normal routine make your experience in
your normal role that much more rewarding.
Director of RPG R&D Bill Slavicsek
Web Development Mark A. Jindra
“What will happen when I’m sitting elbow to elbow
with these people?” I thought. “Will they accept me?
Will they shun me? Will they tap some secret reserve
of rage I’m unaware of and wrap a garrote around
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter, Jennifer
Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy Crawford, Rob
Heinsoo, Peter Lee, Julia Martin, Mike Mearls, Kim Mohan, David
Noonan, Stephen Radney-MacFarland, Peter Schaefer, Stephen
Schubert, Chris Sims, Rodney Thompson, Rob Watkins, James Wyatt
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CITADEL OF
T HE FE Y WILD
by Rodney Thompson
illustrations by Anne Stokes
and Rob Alexander
uum storms of the plains of Valdrennai, stands one
of the most magnificent cities ever constructed by
the eladrin: Mithrendain. the city’s name is derived
from the elf phrase “wall of the fortress,” but the
word has become synonymous with the beauty and longevity of
the eladrin. home to nearly 40,000 people, almost all of them
eladrin, Mithrendain is a beautiful city resplendent with soaring
towers and graceful architecture. in addition to its proper name,
Mithrendain is often referred to as the Autumn City, since most
of its towers are colored like autumn leaves, with yellow, gold, and
bronze being common.
Mithrendain was founded several hundred years ago in the
waning days of the eladrin empire. during a particularly brutal
campaign against the forces of the fomorian kings, a contingent
of eladrin soldiers discovered a place in the Feywild where the
fomorians had carved a path from their deep kingdoms to the sur-
face, creating a large hole that allowed thousands of vile beings
to f low upward from the Underdark each day. After a bloody
battle between the eladrin soldiers and the fomorians, the surface
forces pushed their enemies back through the opening and into
the Underdark once more. with the help of powerful wizards, the
eladrin sealed the hole to the Underdark, shutting off one of the
August 2008 | Dragon 366
5
MITHRENDAIN,
D eep in the Feywild, beyond the swirling resid-
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