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Featured Articles/Embodied Mouther (5e Race)Embodied Mouther by iro marimo.jpg     5th edition race: embodied mouther

What we are calling an 'Embodied Mouther' seems to be an evolved form of the horrible monstrosity that goes by the name gibbering mouther. This evolution exhibits a degree of sanity as well as higher intellectual capacity and charismatic ability that is not present in their less evolved kin though, it should be noted that they are still largely controlled by their need to consume and devour other creatures. This greater mental fortitude is believed to come from the eventual forming of a singular consciousness within the creature from the twisted and broken minds of all that it has consumed. This consciousness appears to be able to suppress the various maws throughout its body from giving off the classic gibbering that their kin was named after. The sentience that has formed, I believe serves as the foundation for the evolution and adaption from the horrible monstrosity that is the gibbering mouther into the embodied mouther. — Extract from the Bestiary of Dr Concealed Light

At a distance, they appear to be normal humans or even elves, slightly shorter than most and well covered even on the hottest days but on a close, unhindered inspection one may notice the small to medium sized slits that cover their skin. They are easily mistaken for scars or recent cuts, but the sheer number of them is the particular part. It is only when these slits open that their true nature is revealed, the many eyes and mouths of serrated teeth coming into focus before the overwhelming gibbering overcomes them. Embodied mouthers usually cover themselves entirely with clothes and other accessories that hide their slits and disguise their true nature. They usually have dusky skin, black wiry hair, and dark wide eyes.
Featured Articles/Blood Knight (3.5e Prestige Class)Blood Knight-2.jpg     Revised 3rd edition prestige class: blood knight

Blood knights are an order of nongood knights dedicated to the service of vampirekind. Normally they can be found under a vampire's servitude, acting as its assassins, battlefield commanders, battlefield guards, sentries, or a source of its gathered information. Others can be found serving vampirekind.

By feasting on the fresh blood of fallen creatures blood knights gain use of special abilities that resemble vampires' natures. Their forefront combat-focus, servitude, and special actions make them valuable to those they cooperate with. Others find them to have a quite frightening presence; wearing dark, blood-stained armor and surrounded by necromantic magic the first instinct of most ordinary people is to flee in terror. The most powerful blood knights are vampires.

"We're still knights. We still believe in chivalry and honor and all those knightly virtues. We're just... not as friendly."

-Count Meinhard, human blood knight

Although not choosing the path of a vampire, aspiring blood knights often wish to augment themselves with things which resonate with vampires, gain knowledge from vampirekind, attune themselves to vampires more, or later join the ranks of vampires. Such characters normally find vampires' abilities to be useful when overcoming obstacles.
Featured Articles/Celestial Dire Lion (3.5e Creature)Dire Celestial Lion by Wei-Che Juan.png     Revised 3rd edition creature: celestial dire lion

A pride of celestial dire lions consists of related females and offspring and a small number of adult males. Groups of female lions typically hunt together, preying mostly on large ungulates. The lion is an apex and keystone predator, although they will scavenge if the opportunity arises. While lions do not typically hunt humans selectively, some have been known to become man-eaters and seek human prey.

Celestial dire lions spend much of their time resting and are inactive for about 20 hours per day. Although lions can be active at any time, their activity generally peaks after dusk with a period of socializing and grooming. Lionesses do most of the hunting; with each lioness having a favored position in the hunt, either stalking prey on the "wing" then attacking, or moving a smaller distance in the center of the group and capturing prey in flight from other lionesses.
Featured Articles/Earth Giant (5e Race)Diane and Gideon.jpeg     5th edition race: earth giant

Earth giants are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. Earth giants, like their giant brothers and sisters, were said to once live in great cities carved from mountains using their great size and collective might. The parts of their capital, Voninheim, that jutted into other planes were frequently improved upon by the earth giants, who found their ability to manipulate earth quite useful while within the plane. However, when the great war between the giants and the dragons erupted, the connection between the two planes collapsed. Now, most of what remains of the giants can be found in the isolated and unexplored regions of the world, in solitary within forgotten cities, and in the confines of uninhabitable mountains. Those that are bold enough to venture to the Elemental Plane of Earth will speak of the ruins of the legendary city of Voninheim, a city so great that it once rivaled that of the dao's City of Jewels, the self-proclaimed earthen capital.

Earth giants share the same societal values and expectations as the rest of the giants and are related by common elements of history, religion, and culture. In the time of the dragons, earth giants had a specific place in society, as all giants did. They were generally widespread within the disciplines of engineering and art. However, being separated from the majority of their kin for so long has caused them to learn to fill many of the roles they previously didn't occupy, learning to use their earthen magic for combat, crafting, and other practical uses in their time residing within the Elemental Plane of Earth. A sense of completeness and fulfillment can be felt by all earth giants while in the Elemental Plane of Earth. However, while most earth giants keep to the strong traditions associated to their home, some make the journey into the known world with dreams of restoring their race's place within the Material Plane, with divine orders from their god, or perhaps an important task from their clan's leader.
Featured Articles/Water Weird (4e Creature)Water Weird by heymatt.jpg     4th edition creature: water weird

Water weirds are a life form originating in the elemental chaos. Unlike most other water elementals, water weirds actively attack any living things to drain their life-force, feeding from their essences in some unknown manner. These elementals form from water, appearing as a serpent, and lash out to grab targets. Their victims are dragged into water and drowned.

Water weirds are usually encountered in a body of water, such as a pond or fountain, in a dormant amorphous state. In this form they have total concealment. Water weirds sometimes have an entourage of lesser water elementals, and they can forcefully take control of such creatures to aid them in the encounter.
Featured Articles/Crypt Thing (4e Creature)Crypt thing by Pachycrocuta.jpg     4th edition creature: crypt thing

When adventurers first intrude the aberrant crypt thing's lair, it will match their demeanor (although never so friendly as to be suspicious). It will ask the intruders to leave its crypt. If the intruders persist, the crypt thing will use vanishing trick on the target that seems least able to resist (the party wizard, perhaps) and declare that it has disintegrated this victim. Again, it will encourage the intruders to leave. If the party calls its bluff, it will attack with its claws, continuing to use vanishing trick as it recharges.

A pale, solitary skeletal being which always wears a brown, hooded robe, the crypt thing stays in its lair permanently (at least, none have been encountered elsewhere) and will not attack if it is left undisturbed.

Level 9 Encounter (2800 XP)

The warped skeleton boneblades and putrescent zombies are initially laying in their coffins. The boneblade coffins are adjacent to the crypt thing's throne, and they will rise immediately to defend its master. Four zombies rise on each of the 2nd and 3rd turns.
Featured Articles/Illusionary Weapons Master (3.5e Prestige Class)3.5e Prestige Class Illusionary Weapons Master.jpg     Revised 3rd edition prestige class: illusionary weapons master

Illusionary weapons masters are spellcasters who specialize in illusions so realistic that they actually border on reality. Tending to be light melee fighters, the fearsome illusion weapons that they create enable them to vanquish a large array of foes. Often, illusionary weapons masters are skilled in martial combat but are physically weak, forced to use their skill in arcane spells to compensate their physical limitations. They have little in the way of defense, so they rely on protective spells or fascinating and distracting their opponents with illusions. Through the limitless potential of the arcana, illusionary weapons masters know the best ways to use illusions to dishearten, distract, and defeat their foes.

Illusionary weapons masters typically adventure for entertainment, while recognizing the challenges it offers. Because of the illusionary nature of their magic, they tend to be protective of their skills and when encountered about them they may choose to use deceit, false explanations, and other illusionary tricks to explain how they remain effective individuals. A rare few illusionary weapons masters adventure for the greater good, serving their party and goals ambitiously, but the most famous role that they serve is as the evil mastermind with the complicated puzzles and traps in his castle. Most illusionary weapons masters are spontaneous arcane casters, heralding from the line of sorcerers, with some combat specialties coming from classes like fighters and bards.
Featured Articles/Farspawn (4e Race)4e Race Farspawn.jpg     4th edition race: farspawn

Farspawn were formed in the Far Realm. These aberrations have dissociative morphologies culled from the self-image of living things– from pond-life, to animals and humans. Adventuring farspawn are vaguely humanoid but may have multiple eyes, eyestalks, pseuodopods, tentacles, chitin, mandibles and other protobiology. Their flesh might resemble the stuff of the material plane, but when wounded they might bleed fluid, color, sound, or an ooze of microorganisms. However, unlike other creatures tained by the Far Realm, adventuring farspawns are more coherent in their interactions and are able to forge relationships with other sentient creatures.

Farspawn's strange appearances alienate them, and often frightens communities into shunning them. Whilst a farspawn's goals are often incomprehensible, they may make alliances when their goals coincide with those of the humanoid races. Some farspawn have a strange, insidious force of personality that at its strongest can dominate groups of humanoids, with cults forming around them.
Featured Articles/D&D Wiki Magazine Issue 2Caryatid Pavillon Colbert Louvre 2007 06 23.jpg     D&D Wiki Magazine: Issue 2

The proudly-presented 2nd edition of Houserule (pdf) gives us insight into magic weapons of all kinds, so you'll find conjuring spells, monsters, weapon-related trinkets, and of course magic weapons!

We are offered insight into who can effect a player character's magic weapons when reading that a caryatid is a sculpted female figure serving as an architectural support. A typical caryatid resembles a slender human female wielding a sword. They are often found in pairs, supporting an entablature over the doorway they are guarding. Since they are cheaper to produce than stone golems, they might be found in colonnades of up to a dozen.

Specific magic weapons like Deathless, Longsword of Necromancers are exhibited in the 2nd edition of Houserule for player characters and DMs. This amazingly well balanced longsword has an opaque blade that feels constantly cold to the touch, as if it sucked out light and heat from its surroundings. The blade is sharp enough to cut through bone as if through butter, and is adorned with odd necromantic runes all the way to the tip. The guard looks as a human femur, and the handle looks like a skeletal hand waiting to be stretched, closing over the hand of its wielder with a firm grip that is probably the most unnerving thing about it.

Of course magic weapon options for player characters are in abundance within the 2nd edition of Houserule, and the illusionary weapons master once again makes a dramatic entrance for its readers. An illusionary weapons master can create illusions so realistic that they border on reality. The fearsome illusion weapons that they create enable them to vanquish a large array of foes. Being master manipulators, illusionary weapons masters know the best ways to use illusions to dishearten, distract, and defeat their foes.
Featured Articles/Cassia (3.5e Deity)Bergama 20 06 07.jpg     Revised 3rd edition deity: Cassia

Cassia is a goddess of selfish, irresponsible, licentious behavior. She takes advantage of perceived and actual wrongs committed against groups of people, and encourages them to rebel against the system they are in. Once that is done, whether it is a success, failure, or somewhere in between, she encourages her followers to "liberate" themselves by shedding all social commitments, responsibilities, and all duties. Morality, ethics, and respect for real liberty and justice all fade under her influence, as the people degenerate into an abyss of sinful behavior and pleasure-seeking.

When Cassia first enters a region, she appears in the woods and other isolated areas, and tells poor women that a new divinity has arrived in the land and will protect them. She also appears to women who are overstressed or feel repressed or oppressed in some way.

Cassia is a rare individual; she has undergone apotheosis and rose from mortal to divine. Born to a callous noble elven family, she was taught to have a disregard for people poorer than her and was raised to believe that the great masses of the peoples of the world only existed for the benefit of a few exceptional individuals. She was raised with servants to do everything for her and she was never taught the value of responsibility or integrity. As a regular elf, she had a weak but beautiful and graceful body, and a keen mind with keen senses. Because of her persuasive talents, Cassia eventually became an archmage and like many archmages, decided to produce a masterwork: her own divinity.
Featured Articles/Alraune (5e Race)Alraune.png     5th edition race: alraune

These beautiful men and women, humanoid from the waist up but veiled by large petals are known as alraune. Vines sprout out of the base of their bulb, for nutrition, and smaller vines grow up out of the bulb, wrapping around their humanoid forms. Alraune's anatomy is far closer to that of a plant than a humanoid's. As a result thereof, their occurence is limited to biospheres where the climate is temperate, supporting plant growth. Alraunes tend to shy away from other races, hiding in the deeper parts of the forest - Should they come across a human it's often only from the treetops or as an inconspicuous form within their bulbs.

Alraune are born under rare circumstances; it is only when the potent magic from the Feywilds seeps into the material plane and binds the soul of a recently deceased humanoid to a flowers' seed that they come into existance. Alraune tales are purely shared by word of mouth and often carry little significance. If anything, their existence is only recorded by the faint whispers of the forest. Although they don't form societies or even groups in the traditional sense of the word, alraune are still a part of nature and are willing to share their territory with allies if they find that this could be benificial to themselves. Should their domain become endangered, they will fight alongside others to regain control.

As a sunflower alraune you are usually good and gentle towards other races. As a rose alraune you are not as friendly, but are easily the most charismatic of the strains. Venus alraune do not typically actively search for relationships with other races. They are the most territorial and predatorial of the three strains and seem to have a particular preference for meat.
Featured Articles/Venalicium (3.5e Environment)3.5e Endhaven Environment Venalicium.jpg     Revised 3rd edition environment: Venalicium

The city-state of Venalicium is a major trading city in Endhaven. Founded as a small village, this small plane was never intended to be a major trading center. Over time, a favorable location on the water enabled it to grow into a town: but little else. During the Wars of Law and Chaos the town acted as a staging ground for the forces of law. This transformed the town into a small city. Walls were built, shipyards were set up, and Venalicium acted as a major base for the Dragon Empire's navy. Later granted home-rule by the Dragon Emperor and working with the Malachite Empire Venalicium has become quite powerful with its well-developed infrastructure of canals and port facilities, a large and well-trained navy, an extensive merchant fleet, a great natural harbor, rich banks, and an army comprised of regulars augmented by mercenaries. Run by a merchant-oligarchy, this city-state is a place of tight law-and-order that works to keep evils at bay and remain prosperous.

Early in the Psychotic War, Venalicium's control of the Savage Seas was weakened. Shorty thereafter pirates and other sea ruffians quickly exploited the weakened power of this city-state, claiming the high seas for themselves. To Venalicium's dismay, even longboats from the Feral Nation now raid deep into the sea. In addition with the ever pressing need to maintain tight law-and-order throughout the city proper and its island possessions, there is much to do throughout Venalicium. Merchants also offer many assignments to adventurers with their desire to become richer, join the city's oligarcy, and keep the city-state prosperous.
Featured Articles/Unknown (5e Background)5e Unknown Background Image.jpg     5th edition background: unknown

Your background is unknown to you because you suffered some trauma that has inflicted you with amnesia. You woke one day, not knowing who you are or how you got here. Your origin and family are a mystery to you. You are not sure if you have allies or enemies from your past. If you have skills beyond what your class training details, you struggle to recall them.

You start with a clue about your history. Maybe your clue was that gripped in your hand was a locket, in which is a portrait of a young lady or man. Maybe your clue was that you woke shut in a sea trunk, washed up on the beach. Working with your clue, you learn new things about your background. Each time you meet a new NPC or visit a new location, you can decide that they feel familiar. This place or person is somehow related to your life leading up to the trauma that caused your amnesia. This will not divulge much information, but will provide some further clue.

You are a character who is compelled to find out more about your past. It could be that you are aloof and dislike being with riff raff. It could be that you find yourself staring into mirrors for long periods of time, wondering who you are. Working through your bonds and story line, you will reach a point where you are confident enough about your past to grant you new skills, use of new tools or by being able to comprehend new languages. Even, you will find a feature from your past which you are able to use.
Featured Articles/Living Dead (4e Creature)Living Dead.JPG     4th edition creature: living dead

The living dead appear very similar to regular zombies, however they are not undead in the standard sense, they cannot be turned, affected by holy water, and are not susceptible to any spells or magical effects that have a specific effect on undead. Instead of having died and then been re-animated, the living dead have been infected with living death, an extremely contagious disease and a virulent toxin to the already living.

These various living dead are deadly for adventurers.

Living dead shamblers are badly decomposed or suffered severe physical damage when they died. In either case they are the slower and less powerful of the living dead.

The standard living dead appear very much like most regular zombies. While they bear wounds from their death, and many suffer from decomposition they still retain enough of their physical forms to inflict serious damage upon those that they encounter.
Featured Articles/Magic Missile Stormer (3.5e Optimized Character Build)3.5e Optimized Character Build Magic Missile Stormer.jpg     Revised 3rd edition optimized character build: Magic missile stormer

The Magic Missile Stormer Optimized Character Build treats magic missiles like a volley of arrows storming down on their targets. Your attack consists of a magic missile spell enhanced by the quicken, repeat, and twin metamagics with reduced spell level costs thanks to your feat selections. On your round you may cast a quickened repeating twinned magic missile as a free action, so you may then cast a twinned repeating magic missile. With your force missile mage levels each magic missile spell fires 7 missiles. Thus, you fire an impressive 28 missiles on your first round. On your next round both of the twinned magic missiles you cast last turn will repeat themselves. In addition to these missiles, you can cast the same magic missiles again which means that on your second round, and every turn that you keep magic missiles storming down on their targets thereafter, 56 missiles will dart forth from your fingertips. Each missile deals +1 bonus damage from your argent savant level. That's 56d4+112 damage per round: not even counting the fact that one missile per volley of 7 will deal a large amount of extra damage thanks to your warmage edge.

Ancient legend and what are believed to be warmagi journals tell us about the reason why warmagi trained their bodies to handle the Magic Missile Stormer Optimized Character Build's rigors. Legend holds that during the First War of Fate the dark lord Karpi engineered a number of powerful mutants to serve in his armies. These creatures resisted nearly all physical attacks because of their incredibly thick armored hides and resisted nearly all magic attacks thanks to their impressive Fortitude, Reflex, and Will saving throws. Only magic missile could reliably harm them since the missiles strike unerringly, but the damage dealt by a single magic missile would barely even tickle these mighty mutants. Karpi's opposition responded by ordering their best and brightest warmagi to perform research and development on magic missile, which led to the technique of the Magic Missile Stormer.
Featured Articles/Deviant (3.5e Class)Deviant.jpg     Revised 3rd edition class: deviant

Deviants aren't combatants, nor are they handymen. They are observers of the highest tier, seeking patterns in life and distilling their experiences to gain knowledge. They devote their lives to study of the ever shifting universe, and through learning and experiences that may be religious, enlightening, ascetical or even purely for the self, the deviant gains unfathomable understanding of the world.

Tellers, travelers, wanderers, ascetics, pacifists, chroniclers, loremasters, seekers and doers. The deviant is it all, using their profound perceptive qualities in order to help their comrades. A deviant sees many things that other people can't, and uses his innate emanations in order to strengthen or defend.

In life, deviants are often rugged philosophers, no amount of grime on their leather explorer outfit deterring them from the next insightful revelation on their lifetime journey. Their versatile skill sets and travelworn nature make them easily more capable than a wizard or a sorcerer when on the road, even though life's many peculiarities may more frequently halt their steps.
Featured Articles/Sea Serpents (5e Creature)Serpent Sapphire.jpg     5th edition creatures: sea serpents and young sea serpents

Sea serpents and young sea serpents are monsters that commonly feed on humanoids. If the navigation charts show missing boats, and sailors recall horrid tales about sea serpents terrorizing their seafaring lifestyles, then it is most certain the party will run into a sea serpent during their journey, or even one of their nests full with their young and old. They can live for centuries, and a single sea serpent's nest might have ships from eras ago, long thought vanished. Their nests also often have the treasures of their victims, but the sea serpents care little for such trinkets.

Massive green-scaled snakes that haunt the oceans, young sea serpents feed on entire schools of fish, and sometimes larger prey like sharks and whales. They rarely leave the water except to breathe, for in the water they feel most comfortable. They can grow to be absolutely titanic, but the young ones are still impressive in size, being larger than even the biggest of land snakes.

Fully grown sea serpents can be longer than ships, and they hunt massive prey. They have been known to attack ships, dragging them beneath the waves with their massive coils, and devouring entire crews in a single gulp, before dragging the husks away to build their nests.
Featured Articles/Wooly Rhinoceros (5e Creature)Wooly Rhino.JPG     5th edition creature: woolly rhinoceros

Woolly rhinoceroses travel mostly alone, with the exception of mothers and calfs. These hairy, stocky creatures live on steppes and tundras, content living in some of the most northern and harsh climates. While only slightly larger than the more southern rhinoceros, a woolly rhinoceros is no less deserving of respect.

Unless provoked a woolly rhinoceros is content to spend their days within their herds, grazing on the tough grasses of the cold world they live in. Woolly rhinoceroses are very large herbaviours, that are not too different than mammoths.

On its snout a woolly rhinoceros has two horns, which they use to spar each other for dominance and females, or to dig for edible plants. When they are attacked or feel threatened they will use their horns to make gore attacks, and their size to trample their foes.
Featured Articles/D&D Wiki Magazine Issue 0Ragnarök by Doepler.jpg     D&D Wiki Magazine: Issue 0

The proudly-presented 0th edition of Houserule gives us a insight into the power behind fire.

The fireball spells and the flaming swords of high fantasy are what most come to mind when D&D is mentioned in the same sentence as "fire". What are the consequences of Alchemist's Fire in a confined, poorly-ventilated dungeon? Could you light a big fire at a cave mouth and choke or smoke out its inhabitants?

Earth for many a thousand year,
Then I am born of flame,
For one mere moment water-doused,
Tell me, what is my name?
- Traditional Dwarven riddle adapted to Common

In the meantime, please read on and see what takes your fancy in the 0th edition of Homebrew.

The Oath of the Eternal Flame binds paladins to the ideals of neutrality, balance, power, and strength. The Oath values true neutrality, as its paladins, also called cleansers, balancers, red knights, and flamehands, strive to keep good and evil in perfect balance. They adorn their red and gold weapons and armor with flames, symbolizing rebirth and power. They believe that if balance is not maintained, the Eternal Flame will be extinguished and all life will cease to exist. In times of great danger to the balance, Paladins will arise and swear the Oath of the Eternal Flame to defeat the powerful forces of good or evil that threaten it.

I am steel.
Featured Articles/Rock Worm (3.5e Creature)Rock Worm by Hall.jpg     Revised 3rd edition creature: rock worm

Rock worms are subterranean dwellers. They are about 40 feet long, 5 feet in diameter, and weigh about 50 tons. They look like regular earthworms although they are exorbitantly larger and have an extremely tough hide composed from rock and calloused flesh, which covers them entirely. Rock worms can burrow through stone, but they are normally found in areas consisting of softer soils such as desert, beach sands, or grassland dirt.

These creatures are sometimes carnivorous. Therefore they can be found burrowing and creating tunnel-networks around civilizations, destroying the built environments' support and making their eradication necessary. The problem for surface-dwellers is increased by the issue that, when they feel threatened, rock worms may create minor earthquakes around themselves, knocking down some buildings and damaging others.
Featured Articles/D&D Wiki Magazine Issue 3Tipu's flag.jpg     D&D Wiki Magazine: Issue 3

The proudly-presented 3rd edition of Houserule (pdf) is the perfect coffee-table magazine whenever you plunge into castles and medieval heavy gaming.

Does the party know what you are approaching when you get close to the epic castle? As a squire, are you able to just walk right in? Has the party already made too many enemies, and the only way of saving your work is to spy on the castle's festivities? Does the party have the items that are useful for those working or living in a fortified structure? Did you know that not having your pet house griffon with you will make the guards turn the party away from the feast? The 3rd edition of Houserule explores multiple possibilities for the party to get the information they need about castles.

The 3rd edition of Houserule informs us how castles are not just massive structures on the top of a hill. Just having a pitcher of instant moat and a false flag can turn a simple house into an instant palace. Getting enough soldiers to the palace will lead to nervous factions studying these new movements. When the party finds armies constructing siege engines against the simple house the party will have their laughs at the spectacle, since the simple house was hardly across their borders. In the end the nobles are still hesitant to take action about the aggression since it was confusing at best, but have no worries! To impress the right people the party has already become court champions, master performers, you know the right jokes, how to be a bootlicker, and as an attractive courtesan the party will convince the two empires to start a war because of the situation.

We hope that by reading the 3rd edition of Houserule you can get a good grasp on castles in your campaign. When the living fortress makes another dramatic entrance into the campaign, the party has the unused souillards, ribaldequins, and siege drills left behind after the simple house was easily demolished, and the war is being decided in the wild forests. Now, the party will end the hell the living fortress has made for their adventures!
Featured Articles/Derro (4e Creature)Derro.jpg     4th edition creature: derro

Derro are naturally deviant because of their unusual heritage and their creator. Actions of their ancestors caused the lands of the derro to lie in the Underdark today. Derro are worshipers of Diirinka, the patron deity of betrayal, cruelty, insanity, knowledge, madness, and treachery.

Since derro are regarded as enemies by most other races, save for a few they may make agreements with, they are usually only accompanied by a handful of their kin. Often, the only races which accompany them are enslaved. The chaotic society they form precludes any orderly hierarchy, leading to one where all sorts of derro prevail. Vocalists shriek and howl nearly constantly, madguards serve as heads of command for small groups of derro, mindscars overpower and imitate opponents, and venomblades perform subterfuge. Savants' power comes from the chaotic forces of their own minds while lunatic priests are more concerned with spreading the mad word of Diirinka than their own lives.
Featured Articles/Warrior Monk (3.5e Class)3.5e Class Warrior Monk.jpg     Revised 3rd edition class: warrior monk

Warrior monks are martial guardians for monastic and religious orders that, although they may have regular monks, emphasize unarmed combat abilities over the spiritual enlightenment that most monks seek to attain. While warrior monks come to an understanding that they will likely never attain what monks discover during their lives, they are not bitter or unhappy about their selection since they serve a vital and important duty within their organization. Within these organizations, warrior monks are ultimately at the service of the grand master of the order. Warrior monks end up traveling extensively throughout their lifetimes doing tasks for their organizations. They travel the worlds dealing with caravans from monasteries to deliver goods, guarding treasures being relayed through the country to their head abbey, and escorting groups of monks when on long and dangerous journeys. While traveling with a group they tend to take their duties extremely seriously and seek to protect them from anything they consider to be an outside threat.

Warrior monk's religious preferences are highly individual. Some take to worshiping a deity of the same alignment. This is most common if the warrior monk is part of a temple program or if they decide that they wish to follow the practices of a specific religion. However, it is also not uncommon to see warrior monks that are dedicated to spiritual and personal enlightenment. Warrior monks are similar to regular monks when they come to combat roles, though the warrior monk is more adept at combat than a monk is. The warrior monk makes an excellent damage dealer and can freely move around the battle with tumble to help dispose of casters or other high damage dealers, but they lack the hit points for a toe-to-toe slug out with some of the classes that can wade through combat with little regard to per use abilities, such as fighters.
Featured Articles/Spider Rider (3.5e Prestige Class)The Black Knight by Lars Grant-West.jpg     Revised 3rd edition prestige class: spider rider

Masters of mounted combat, spider riders are the favored servants of Lolth and Arachne. Spiders are sacred. A bond with a spider is the ultimate gift - such is the teaching of the spider riders. Both Lolth and Arachne gift their greatest followers with spider-bonds. A follower is given a monstrous spider egg, and when it hatches, the new spider rider is bonded mentally, physically and spiritually to their spider. But the spider riders are divided: half of them worship Lolth, the other half Lolth’s sister - Arachne. This results in a war, a war that will last until one side is destroyed utterly: the War of the Spider Queens.

Spider riders rarely stop thinking about spiders in some way (even if it is just a corner of the mind considering some spider theory), and they often weave spider-knowledge into conversations simply because they can’t help it! They simply love spiders with their hearts, minds and souls, and can’t imagine others not doing the same to some degree.
Featured Articles/Elf, Variant (4e Race)Elf1.jpg     4th edition racial trait variant: elf

Elves love and revere the natural world. This, combined with their eternal life spans, enables them to perceive much more in Nature than those of mortal birth could ever hope to. Some elves dwell deep in the forests, others beside tranquil oceans, others ın mountain caves, and even others in ancient cities hewn of shining white stones. No matter where they may live, all elves are graceful, emotional, fair and kind. They are one of a few races who are a great bastion against evil, as they are known to rise to the defense of the suffering far more than any other.

Elves are separated by their cultures and dwellings; high elves (eladrin) dwell in the Feywild or great cities of white stone in the world, wood elves (sylvans) dwell deep in forest glades, gray elves (sindar) dwell beside the oceans and seas and deep elves (Anain) dwell in caves in the mountains.

The last kindred of

elves is not counted among those named above, as they betrayed the elves under the banner of Lolth and turned to evil. They are called the drow, or dark elves, and they dwell deep in the harsh network of underground caverns called the underdark, worshiping their evil goddess, Lolth. All elves share a burning hatred of the drow, but they also pity them for their delusions of grandeur and the harshness of their world.
Featured Articles/Graveborn (4e Race)4e Race Graveborn.jpg     4th edition race: graveborn

Graveborn were reborn in the Shadowfell. Their ultimate goal is to avoid what she once escaped, death and the clutches of the Raven Queen, and seek the power to defeat those who would threaten their survival. Haunted continually by the whispers of those who died and were buried in their vicinity, some graveborn seek to escape the voices by venturing into the wilds as barbarians. Others try to drown them out with arcane music or the more preferable, though demanding, voice of a warlock patron. Since they harbor no memories of their former lives and find it difficult to retain even recent memories graveborn are often distant and unapproachable, even to those who have known them for decades.

As an undead, graveborn live differently than other races and have no need to eat, drink, or breathe. They are usually similar in appearance to human zombies, but occasionally resemble other races. Their skin is almost always rotted. Graveborn are unnaturally gaunt and underweight, giving the impression of a withered or decaying corpse that shouldn't naturally be able to move, and they always smell somewhat stale. Even so they often wear concealing clothing such as cloaks and hooded robes, and it is not difficult to mistake one for a living person under the right disguise.
Featured Articles/Pantheon of Tirr (Tirr Supplement)FateDeity.jpg     Revised 3rd edition supplement: Pantheon of Tirr

In a very real way, the war had very nearly brought the Pantheon of Tirr's gods to extinction. With time, controversy sprang up as a method of prevention was discovered: By binding their very beings to an oath, and to the organized court that it would create, such a terrible waste of life and potential would never again occur. This oath was called the Oath of the Pantheon, and all remaining members of the Pantheon uphold its terms, either out of interest for the greater good, or in order to preserve themselves.

The Oath, guarded and enforced by both Fate and Vanguard, keeps any and all deities who are bound to it restricted to the decisions of the Pantheon as a whole, which naturally did not sit well with all parties; Those who could not reconcile with the adaptation of the Oath became the Aesir, and were banished from the Deific Sphere in order to protect the plane, among other reasons too.

The Deities of the Pantheon gather together in a sub-plane of the Deific Sphere called Common Ground.

Arranged in this plane are a number of thrones. The center of the plane holds a great ornate table, which hosts four thrones of impressive size and adornment, meant to signify their status as the Major Thrones– two on each end of the longer sides of the table. While at the end of the table, between the two sides, resides a slightly greater throne, the High Throne. Elevated slightly to the others, it is the greatest throne present affording to the power of the one possessing it.

Circling these thrones are 13 smaller thrones, at eye level with the court thrones. These Lesser Thrones extend to each side of the court, at even distances, with the center opposite of the High Throne, and the ends of the semi-circle ending behind the Major Thrones closest to it. Beyond these thrones is a large barrier, which holds aloft larger, more populated seating. This is known as the Gallery, where minor deities and heroes come to rest and watch as the Court proceeds.
Featured Articles/Slave (5e Background)     5th edition background: slave

A slave is set to a task by their master for a reason– their purpose for even being alive. Slaves face great difficulty everywhere they go. Escaped slaves are often on the run if not from their former owners, then certainly from the law. Few are educated or have any practical experience to make a way for themselves. Most have limited social skills which give away their social status. Slavers may notice freemen as "unclaimed property" and try to "claim" them as slaves. People sense a sort of "inferiority" about slaves and freemen, and they will likely either ignore you or boss you around. Many freemen turn to crime to make ends meet and so anyone who doesn't assume you a slave immediately, will likely assume that you are a criminal. If you can ever really leave the slavery mindset knowing what it's like to be a slave, then you can pose as a slave with little difficulty and without raising much suspicion. People seem to do things in front of you that they would normally only do when they are alone.

Slaves belong to their masters and cannot openly make the decisions that they want to, their destiny is defined by the wills of their masters. Your actions are decided by your master, and you serve his ends. You may be a "star" slave and actually make a statement to your master, or your life may be nothing more than serving a pointless end. If you are an unlucky slave, then your life will be for nothing more than fighting a lost campaign or treating a person with no power as an exemplar. If you are a lucky slave then maybe you can see escape without slaughter, or even talk to your clients and perform some subterfuge.
Featured Articles/D&D Wiki Magazine Issue 1Hacia el arcano.jpg     D&D Wiki Magazine: Issue 1

The proudly-presented 1st edition of Houserule gives us a view into the world of magic.

Magic can, in most settings, be described accurately as a science. It follows rules and laws, causes tangible effects on the environment, and it can be studied and understood. Also like a science, there are many theories and hypothesis among arcanologists as to what makes magic tick. Some theorize that lightning bolts are called from the god of lightning through prayer. Some theorize that the air itself is made to rub against itself, producing static electricity much like in a cloud, and this natural product of physics is manipulated to form lightning. Still others theorize that what actually happens and why the spell occurs is based purely on what the spell-caster believes happens. If the caster is a follower of faith, the gods produce it. If the caster is a true "scientist", as much as a wizard can be, he may understand physics and nature, and assume he is replicating the effects present in a storm cloud. The method by which magic occurs is mutable, but a good DM should determine the rules his setting follows in order to provide creative scenarios for his player, such as making lightning bolts fail in a room with no air because there is no air to move and produce friction.

"The firelight dimmed as he began to speak. The story he told was a fairly well known one, but the way in which he told it brought it to new light. Weaving magic while he spoke, he brought the sounds and smells of the story to life. Everyone listened entranced as he told them of the damsel’s capture, complete with the slight smell of perfume and the sounds of evil laughing. They all gasped in shock as he told them of the vile monsters used to guard the villain's tower, and shuddered when he magically painted their picture on the walls. When the hero arrived at the tower, the audience cheered with delight and howled their approval as he cut his way through the enemy. When he finally confronted the evil mastermind in his lair, the lights in the inn darkened ominously and a slight chill filled the room. The sounds of weapons clashing in mortal combat filled the room as he described their final battle to the finish."

-From the Tale of the Seeker, Prestidigitator (3.5e Prestige Class)
Featured Articles/Redford (3.5e Environment)Redford-page-001.jpg     Revised 3rd edition environment: Redford

Redford is peaceful and stable on the outside, but inside there's agitation: the current power-struggle between the traditional nobles and the zealous Aurites has strengthened the old-fashioned division of the city into the old and prosperous south and the poor north. Goblin activity in the north, especially the Lowlands of Hundon, has increased notably. The citizens bordering the city and those in the close-by settlements live in constant fear of molestation. Redford is on the verge of great change; a party of adventurers can easily tip the balance, but which way?

Redford is traditionally a human settlement, but even from the beginning has had a notable minority of dwarves living in it. Currently about 15% of permanent residents are dwarves. Most work as artisans, blacksmiths, craftsmen, hunters and cooks and on average are wealthier than humans. Humans, on the other hand, have a greater gap between the rich and the poor. The former work as alchemists, artists, bankers, councilors and diplomats (and many have inherited their high position; Redford is a town of nobles), whereas the latter work as farmers, laborers, merchants and hunters.

Just outside the northwestern wall is a large encampment of dunners, who are considered "questionable folk", especially by the wealthier people. On the whole, however, Redford is a more-or-less multicultural city, and almost any race can be seen walking its streets. Even goliaths can occasionally be spotted.
Featured Articles/Sobruaro (5e Race)Sobruaro.png     5th edition race: sobruaro

Sobruaros are tall, humanoid cacti. They have disproportionately long arms and legs, thick forearms and shins, but no visible wrists or feet (although they do have short, thick toes). Thorned vines that grow from their head act as hair. As a form of cacti, lots and lots of thin needles cover their body. The majority of female sobruaros can grow a flower on the vines of their head, but many are incapable of doing so while there are several men who can. These flowers are simply an aesthetic choice, and can be harmlessly shaven off or styled. Men are not disrespected in sobruaro culture for choosing to grow a flower, but the flower does embody what sobruaros consider feminine traits. Despite their plant-like appearance sobruaro's juices are very reminiscent of human blood, though it's diluted with water, as opposed to cactus juices.

A long time ago, a wizard wandered a desert, cursed to never be able to leave it. Even when she saw civilizations in the distance, she would always get turned around by dust storms, migrating herds, burning hot sand, and the like. Before long, out of a sheer desire to survive, she transformed into a cactus. Rumors grew over the years of travelers exploring the desert and finding human-faced cacti. It took many years, but eventually, a small number of human-faced cacti "awoke", transforming into Sobruaro.

Sobruaro culture is very jolly and lackadaisical. Sobruaros are largely pacifistic towards other cultures, they embrace outsiders and they rarely have to worry about their survival. Soburaros have a golden rule: "no one can have more than they need if even a single person has less than they need." This rule is upheld across every sobruaro community, from their smallest villages to their largest cities. Sobruaros are led by what they consider the royal bloodline. They are believed to be direct reincarnations of the cursed wizard as opposed to mundane sobruaros who carry small pieces of her.
Featured Articles/Nomad (5e Class)Peddler by Granger.jpg     5th edition class: nomad

Nomads are natural travelers, native only to the caravans they live in. They learn varied and esoteric practices from other travelers, ancient writings, or simply through trial and error. Nomad's different caravan lifestyles and the experiences they know not only found in every nation, but in every creature, make them right at home leading an adventuring party simply because, in a way, a party is just a small caravan.

Nomads have plenty of reasons to adventure between the experiences to be had, treasures to be found, and stories to be woven. As a nomad your skills and tricks far surpass your abilities in combat. As a leader, you have realized that you have a part in guiding the beast of civilization to greener pastures. What are your goals now that you left your caravan? Is your heart set on experiencing as much of the world as possible? Are you apt at trickery and deceit? Or, will you journey down the rabbit hole of magic? When a nomad is asked, the question is often met with a shrug and a hearty laugh, which is swiftly followed by the nomad's many tales of adventure and travel.
Featured Articles/Gravity Warrior (3.5e Class)The Warrior by alanlathwell.jpg     Revised 3rd edition class: gravity warrior

With the ability to manipulate their own weight, gravity warriors can quickly destroy their enemies in close combat and place themselves on the front line of any battle faster than the more traditional fighters can. At a young age, some individuals begin to manifest the ability to manipulate gravity, often in wild and uncontrollable ways. One of two paths becomes available to these individuals: either to suppress their abilities until they nearly vanish, or to embrace these powers and learn to harness them. The calling of the gravity warrior is for those that embrace the second option, allowing their innate abilities to bring them to new levels of power. Gravity warriors prove themselves to be formidable melee fighters.

"The weight of the world rests on my sword..."

-Zaki Uenabe, centaur gravity warrior

Gravity warriors can be found in all walks of life. They can be found using their impressive strength to do something as mundane as plowing a field, to something as grand as defending a king. They may be seen leading warbands, or perhaps protecting a mighty forest. No matter how they choose to live their lives, gravity warriors are forces to be reckoned with. Gravity warriors are, for the most part, warriors to their core. As such they normally get along and work well with other warriors such as fighters and barbarians. Also, due to their connection with such an unexplainable force, gravity warriors can understand the thought processes of wizards and sorcerers and work alongside them well. Due to the gravity warriors' average hit die and lack of proficiency in heavy armor, they are not perfect for tanking. With their class abilities (like Leaden Weight, Impact, Great Leaden Weight and their speed bonus) they are nearly perfect candidates for eliminating specific enemies quickly, while their "hammer" class abilities allow them to deal damage to groups of enemies with a single attack.
Featured Articles/Artificer (3.5e Class)3.5e Class Artificer.jpg     Revised 3rd edition class: artificer

Artificers are masters of crafting unique and powerful items. They make them faster, better, and cheaper than any magic users that dabble in the arts of creation do. The artificer has magic running through his veins due to draconic heritage; much like the sorcerer the artificer is in a position of potentially great magic combined with extraordinary crafting abilities. While artificers are able to mimic the spell requirements for magical item creation, they are unable to cast any spells at all. Instead of the abilities others receive, an artificer is greatly defined by what he makes over the course of his life. His abilities are defined by the items that come into his possession, so unlike other classes he is not forced into any one position or role.

Artificers remove a lot of the issues that prevent parties from making their own magical items by improving the barriers of crafting. Artificer's abilities are primarily limited by his crafts, and they can help him fulfill a specific role exceptionally and fulfill various functions: an artificer can make a suitable ranged and melee combatant, and his treatment of a party's equipment is a welcome support function for all sorts of parties. An artificer's advancements vary greatly depending on their decisions, on their personality, and what they expect to deal with throughout their life.
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