Dragon was one of the two official magazines for source material for the Dungeons & Dragons role-playing game and associated products. TSR, Inc. launched the monthly printed magazine in 1976 to succeed the company's earlier publication, The Strategic Review. The final printed issue was #359 in September 2007. Shortly after the last print issue shipped in mid-August 2007, Wizards of the Coast, the publication's current copyright holder, relaunched Dragon as an online magazine, continuing on the numbering of the print edition; the last published issue was No. 430 in December 2013. A digital publication called Dragon+, which replaces the Dragon magazine, launched in 2015, it is created by Dialect in collaboration with Wizards of the Coast, restarted the numbering system for issues at No. 1. In 1975, TSR, Inc. began publishing The Strategic Review. At the time, roleplaying games were still seen as a subgenre of the wargaming industry, the magazine was designed not only to support Dungeons & Dragons and TSR's other games, but to cover wargaming in general.
In short order, the popularity and growth of Dungeons & Dragons made it clear that the game had not only separated itself from its wargaming origins, but had launched an new industry unto itself. TSR canceled The Strategic Review after only seven issues the following year, replaced it with two magazines, Little Wars, which covered miniature wargaming, The Dragon, which covered role playing games. After twelve issues, Little Wars ceased independent publication and issue 13 was published as part of Dragon issue 22; the magazine debuted as The Dragon in June 1976. TSR co-founder Gary Gygax commented years later: "When I decided that The Strategic Review was not the right vehicle, hired Tim Kask as a magazine editor for Tactical Studies Rules, named the new publication he was to produce The Dragon, I thought we would have a great periodical to serve gaming enthusiasts worldwide... At no time did I contemplate so great a success or so long a lifespan."Dragon was the launching point for a number of rules, monsters, magic items, other ideas that were incorporated into official products of the Dungeons & Dragons game.
A prime example is the Forgotten Realms campaign setting, which first became known through a series of Dragon articles in the 1980s by its creator Ed Greenwood. It subsequently went on to become one of the primary campaign'worlds' for official Dungeons and Dragons products, starting in 1987; the magazine appeared on the cover as Dragon from July 1980 changing its name to Dragon Magazine starting November 1987. Wizards of the Coast purchased TSR and its intellectual properties, including Dragon Magazine, in 1997. Production was transferred from Wisconsin to Washington state. In 1999, Wizards of the Coast was itself purchased by Inc.. Dragon Magazine suffered a five-month gap between #236 and #237 but remained published by TSR as a subsidiary of WotC starting September 1997, until January 2000 when WotC became the listed de facto publisher, they removed the word "magazine" from the cover title starting with the June, 2000 issue, changing the publication's name back to Dragon. In 1999 a compilation of the first 250 issues was released in PDF format with a special viewer including an article and keyword search on a CD-ROM package.
Included were the 7 issues of The Strategic Review. This compilation is known as the software title Dragon Magazine Archive; because of issues raised with the 2001 ruling in Greenberg v. National Geographic regarding the reprint rights of various comic scripts, printed in Dragon over the years and Paizo Publishing's policy that creators of comics retain their copyright, the Dragon Magazine Archive is out of print and hard to find. In 2002, Paizo Publishing acquired the rights to publish both Dragon and Dungeon under license from Wizards of the Coast. Dragon was published by Paizo starting September 2002, it tied Dragon more to Dungeon by including articles supporting and promoting its major multi-issue adventures such as the Age of Worms and Savage Tide. Class Acts, monthly one or two-page articles offering ideas for developing specific character classes, were introduced by Paizo. On April 18, 2007, Wizards of the Coast announced that it would not be renewing Paizo's licenses for Dragon and Dungeon.
Scott Rouse, Senior Brand Manager of Dungeons & Dragons at Wizards of the Coast stated, "Today the internet is where people go to get this kind of information. By moving to an online model we are using a delivery system that broadens our reach to fans around the world." Paizo published the last print editions of Dragon and Dungeon magazines for September 2007. In August 2007, Wizards of the Coast announced plans for the 4th edition of the Dungeons & Dragons game. Part of this announcement was that D&D Insider subscriber content would include the new, online versions of both Dungeon and Dragon magazines along with tools for building campaigns, managing character sheets and other features. In its online form, Dragon continues to publish articles aimed at Dungeons & Dragons players, with rules data from these articles feeding the D&D Character Builder and other online tools. In the September 2013 issue of Dragon an article by Wizards of the Coast game designer and editor Chris Perkins announced that both Dragon and its sibling publication Dungeon would be going on hiatus starting January 2014 pending the release o
Deities & Demigods
Deities & Demigods, alternatively known as Legends & Lore,) is a reference book for the Dungeons & Dragons fantasy role-playing game. The book provides descriptions and game statistics of gods and legendary creatures from various sources in mythology and fiction, allows dungeon masters to incorporate aspects of religions and mythos into their D&D campaigns; the first Deities & Demigods was published in 1980 by TSR, Inc. while another book called Deities and Demigods was published in 2002 by Wizards of the Coast, which acquired the D&D brand with their purchase of TSR in 1998. The original 1980 edition was the first print appearance of various fictional non-human deities, such as Corellon Larethian, Moradin and others, many of which have become standard features of the D&D game and its derivatives; these deities were the creation of Jim Ward. Printings of Deities & Demigods, beginning in 1981, removed some material present in the 1980 printings. TSR published the first version of Deities & Demigods in 1980 as a 144-page hardcover for the first edition Advanced Dungeons & Dragons rules.
This edition, by James M. Ward and Robert J. Kuntz, served to update the material they had earlier included in 1976's Supplement IV: Gods, Demi-Gods & Heroes for the original D&D ruleset; the book presents the game statistics and background information for the gods and legendary monsters from different mythologies. The original edition covered 12 pantheons of gods from myth and folklore, plus gods for various nonhumans, four fictional groups: the Arthurian heroes, Fritz Leiber's "Nehwon mythos", Michael Moorcock's "Melnibonéan mythos", H. P. Lovecraft's "Cthulhu Mythos"; these statistics are presented in a fashion similar to that of the Monster Manual, the statistics are accompanied by illustrations, as well as a short descriptive piece that details under what circumstances the god will appear, what the god might do if he does appear, what his responsibilities and penchants may be. The book details the mythoi of these religions, as well as how their clerics should behave, describes the known planes of existence and how the afterlife applies to characters.
Interior illustrations were submitted by Jeff Dee, Paul Jaquays, Dave S. LaForce, Jeff Lanners, Erol Otus, Darlene Pekul, Jim Roslof, David C. Sutherland III, D. A. Trampier; the original Deities & Demigods contains 16 categories of mythos for use with AD&D. The gods' statistics are set up like the monsters in the original Monster Manual. There is a chapter on the known planes of existence. For the first 1980 printing, TSR obtained permission from Michael Moorcock for inclusion of Melnibonéan material; the Cthulhu Mythos was believed to be in the public domain, so TSR assumed they could use it without any special permission. However, Arkham House, which claimed to hold the copyrights on a number of works by H. P. Lovecraft, had licensed the Cthulhu property to the game company Chaosium. Furthermore, Chaosium had licensed the Melnibonéan copyright from Moorcock; when Chaosium threatened legal action, the first printing was halted and the two companies agreed on a compromise: TSR could continue to use the material but must provide a credit to Chaosium to do so.
TSR added the credit for the second printing of the book. The Cthulhu and Melnibonéan sections were removed from the 1981 edition, making it a 128-page hardcover. TSR felt its material should not contain such an overt reference to one of its competitors and removed the two pantheons altogether, thus negating the need for the credit. For this reason, the first and second printings have been in greater demand by D&D fans and collectors; the credit to Chaosium and incorrect page and pantheon counts were still included in some of the subsequent printings. For the 1985 printing, the book was repackaged and its name was changed to Legends & Lore; this sixth printing featured the name change to avoid potential conflicts with fundamentalist Christian groups such as Patricia Pulling's BADD. Despite the name change and new cover artwork, the interior material was nearly identical to the fifth printing; when the second edition of the Advanced Dungeons & Dragons game was released, a new Legends & Lore was written for it.
Cover art is by Jeff Easley, with interior illustrations by George Barr, Terry Dykstra, Erol Otus, Erik Olsen, Jean Elizabeth Martin, Jeff Easley, Carol Heyer, Roger Loveless and Laura Lakey, Keith Parkinson. Legends & Lore was expanded revised from the 1st Edition AD&D volume, rewritten for the 2nd Edition rules; this edition had pared-down content in comparison to the original. The Central American mythos was renamed the Aztec mythos. A separate sourcebook, Monster Mythology covered the non-human deities in much greater detail than any previous source, introducing several new deities in the process. Furthermore, the late 2nd Edition Planescape book, On Hallowed Ground, gave a comprehensive look at the various pantheons present in the D&D shared universe up to that point, a level of detail not since exceeded. For the third edition of Dungeons & Dragons, the name was changed back to Deities & Demigods and the cover artwork was changed again to bring it more in line with other third edition D&D manuals.
The interior material bears little resemblance to the previous printings of the book. Additionally, this edition presents only a few historical pantheons and in something of a vacuum, without any reference
Dungeons & Dragons
Dungeons & Dragons is a fantasy tabletop role-playing game designed by Gary Gygax and Dave Arneson. It was first published in 1974 by Tactical Studies Rules, Inc.. The game has been published by Wizards of the Coast since 1997, it was derived from miniature wargames, with a variation of the 1971 game Chainmail serving as the initial rule system. D&D's publication is recognized as the beginning of modern role-playing games and the role-playing game industry. D&D departs from traditional wargaming by allowing each player to create their own character to play instead of a military formation; these characters embark upon imaginary adventures within a fantasy setting. A Dungeon Master serves as the game's referee and storyteller, while maintaining the setting in which the adventures occur, playing the role of the inhabitants of the game world; the characters form a party and they interact with the setting's inhabitants and each other. Together they solve dilemmas, engage in battles, gather treasure and knowledge.
In the process, the characters earn experience points in order to rise in levels, become powerful over a series of separate gaming sessions. The early success of D&D led to a proliferation of similar game systems. Despite the competition, D&D has remained as the market leader in the role-playing game industry. In 1977, the game was split into two branches: the rules-light game system of basic Dungeons & Dragons, the more structured, rules-heavy game system of Advanced Dungeons & Dragons. AD&D 2nd Edition was published in 1989. In 2000, a new system was released as D&D 3rd edition, continuing the edition numbering from AD&D; these 3rd edition rules formed the basis of the d20 System, available under the Open Game License for use by other publishers. D&D 4th edition was released in June 2008; the 5th edition of D&D, the most recent, was released during the second half of 2014. As of 2004, D&D remained the best-known, best-selling, role-playing game, with an estimated 20 million people having played the game, more than US$1 billion in book and equipment sales.
The game has been supplemented by many pre-made adventures, as well as commercial campaign settings suitable for use by regular gaming groups. D&D is known beyond the game itself for other D&D-branded products, references in popular culture, some of the controversies that have surrounded it a moral panic in the 1980s falsely linking it to Satanism and suicide; the game has been translated into many languages. Dungeons & Dragons is a open-ended role-playing game, it is played indoors with the participants seated around a tabletop. Each player controls only a single character, which represents an individual in a fictional setting; when working together as a group, these player characters are described as a "party" of adventurers, with each member having their own area of specialty which contributes to the success of the whole. During the course of play, each player directs the actions of their character and their interactions with other characters in the game; this activity is performed through the verbal impersonation of the characters by the players, while employing a variety of social and other useful cognitive skills, such as logic, basic mathematics and imagination.
A game continues over a series of meetings to complete a single adventure, longer into a series of related gaming adventures, called a "campaign". The results of the party's choices and the overall storyline for the game are determined by the Dungeon Master according to the rules of the game and the DM's interpretation of those rules; the DM selects and describes the various non-player characters that the party encounters, the settings in which these interactions occur, the outcomes of those encounters based on the players' choices and actions. Encounters take the form of battles with "monsters" – a generic term used in D&D to describe hostile beings such as animals, aberrant beings, or mythical creatures; the game's extensive rules – which cover diverse subjects such as social interactions, magic use and the effect of the environment on PCs – help the DM to make these decisions. The DM may choose to deviate from the published rules or make up new ones if they feel it is necessary; the most recent versions of the game's rules are detailed in three core rulebooks: The Player's Handbook, the Dungeon Master's Guide and the Monster Manual.
The only items required to play the game are the rulebooks, a character sheet for each player, a number of polyhedral dice. Many players use miniature figures on a grid map as a visual aid during combat; some editions of the game presume such usage. Many optional accessories are available to enhance the game, such as expansion rulebooks, pre-designed adventures and various campaign settings. Before the game begins, each player creates their player character and records the details on a character sheet. First, a player determines their character's ability scores, which consist of Strength, Dexterity, Intelligence and Charisma; each edition of the game has offered differing methods of determining these statistics. The player chooses a race such as human or elf, a character class such as fighter or wizard, an alignment, other features to round out the character's abilities and backstory, which have varied in nature through differing editions. During the game, players describe their PC's intended actions, such as punching an opponent or pi
Faiths and Pantheons
Faiths and Pantheons is a campaign accessory for the 3rd edition of the Dungeons & Dragons, for the Forgotten Realms campaign setting. It details the mechanics of the system established at the end of the Time of Troubles, in which a divine figure's relative power would be determined by the number of their worshipers. Faiths and Pantheons features the power levels and exact abilities of the various major deities of Faerûn, as of 3rd Edition, has descriptions of the dogmas and churches of all of the intermediate deities, lesser deities, demigods named in the setting's core rulebook, it features the names of various monster deities and others unmentioned in the core book, with descriptions of some, as well as 20 prestige classes for player characters and non-player characters alike. This book was written by Eric L. Boyd and Erik Mona and published in May 2002. Cover art is by Brom, with interior art by Glen Angus, Carlo Arellano, Dennis Calero, Michael Dubisch, Wayne England, Mark Evans, Scott Fischer, Lars Grant-West, Michael W. Kaluta, Vince Locke, Todd Lockwood, Raven Mimura, Corey Macourek, Stephanie Pui-Mun Law, Wayne Reynolds, Mike Sass, Mark Smylie, Arnie Swekel, Ben Templesmith, Kev Walker, Matt Wilson, Renick Woods, Sam Wood.
Erik Mona commented on the book's design: "The new design ethic was to focus on building the Realms into an interesting campaign setting for players and DMs, above and beyond an adherence to old material so far out of date a modern-day graduate student could have been in grade school when it first went out of print. So I did my best to infuse deities like Deneir and poor little Cyrrollalee with interesting challenging ideas that they hadn't been exposed to in the long history of the Realms; when ground has been covered eleven times before, it's tempting to just parrot older material, changing the exact wording but not worrying too much about updating the gears that make that material work. For Faiths and Pantheons, I tried to tear some of these gods to their core concepts and build up from there. That's not to say they're so different as to be unrecognizable--they're the same deities, but some of them have new interesting aspects to their characters and motivations that haven't been revealed until now."
Faiths & Pantheons from Wizards of the Coast Faiths & Pantheons from TSR Archive http://www.rpg.net/news+reviews/reviews/rev_7617.html Faiths and Pantheons at Google Books
Forgotten Realms is a campaign setting for the Dungeons & Dragons fantasy role-playing game. Referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years Greenwood brought the setting to the D&D game as a series of magazine articles, the first Realms game products were released in 1987. Role-playing game products have been produced for the setting since, as have various licensed products including novels, role-playing video game adaptations, comic books; the Forgotten Realms is one of the most popular D&D settings due to the success of novels by authors such as R. A. Salvatore and numerous role-playing video games, including Pool of Radiance, Eye of the Beholder, Baldur's Gate, Icewind Dale and Neverwinter Nights; the Forgotten Realms is a fantasy world setting, described as a world of strange lands, dangerous creatures, mighty deities, where magic and supernatural phenomena are quite real.
The premise is that, long ago, the Earth and the world of the Forgotten Realms were more connected. As time passed, the inhabitants of planet Earth have forgotten about the existence of that other world – hence the name Forgotten Realms. On the original Forgotten Realms logo, used until 2000, small runic letters read "Herein lie the lost lands", an allusion to the connection between the two worlds; the focus of the Forgotten Realms setting is the continent of Faerûn, part of the fictional world of Abeir-Toril called Toril, an Earth-like planet with many real-world influences. Unlike Earth, the lands of the Forgotten Realms are not all ruled by the human race: the planet Toril is shared by humans, elves, goblins and other peoples and creatures. Technologically, the world of the Forgotten Realms is not nearly as advanced as that of Earth. However, the presence of magic provides an additional element of power to the societies. There are several nation states and many independent cities, with loose alliances being formed for defense or conquest.
Trade is performed by ship or horse-drawn vehicle, manufacturing is based upon cottage industry. Toril consists of several large continents, including Faerûn, the western part of a continent, modeled after the Eurasian continent on Earth. Faerûn was first detailed in the original Forgotten Realms Campaign Set, published in 1987 by TSR; the other continents include Kara-Tur, Zakhara and other yet unspecified landmasses. Kara-Tur corresponding to ancient East Asia, was the focus of its own source book Kara-Tur: The Eastern Realms, published in 1988. There is a vast subterranean world called the Underdark beneath the surface. Various products detailing specific areas of Faerûn, such as the 2nd edition FR13 Anauroch, FR15 Gold and Glory, FR16 The Shining South, FRS1 The Dalelands, have been released, through these much of the continent has been detailed and documented, creating a developed setting. In early editions of the setting, The Realms shared a unified cosmology with various other campaign settings called the Great Wheel.
In this way each of the Dungeons & Dragons campaign settings were linked together to form one interwoven world connected by various planes of existence. With the release of the 2001 Forgotten Realms Campaign Setting, the setting was given its own distinct and separate cosmological arrangement, with unique planes not explicitly connected to those of the other settings. Religion plays a large part in the Forgotten Realms, with deities and their followers being an integral part of the world, they do not have a passive role, but in fact interact directly in mortal affairs, answer prayers, have their own personal agendas. All deities must have worshipers to survive, all mortals must worship a patron deity to secure a good afterlife. A huge number of diverse deities exist within several polytheistic pantheons. Much of the history of The Realms detailed in novels and source books concerns the actions of various deities and The Chosen such as Elminster, Fzoul Chembryl and the Seven Sisters. Above all other deities is the Overlord.
Ao does not sanction distances himself from mortals. He is single-handedly responsible for the Time of Troubles, or Godswar, as seen in The Avatar Trilogy; the setting is the home of several iconic characters popularized by authors, including Elminster the wizard, who has appeared in several series of novels created by Greenwood himself, Drizzt Do'Urden, the popular Drow, or dark elf, ranger created by R. A. Salvatore. Ed Greenwood began writing stories about the Forgotten Realms as a child, starting around 1967. Greenwood came up with the Forgotten Realms name from the notion of a multiverse of parallel worlds. In Greenwood's original conception, the fantastic legends of Earth derive from a fantasy world, the way to, lost. Greenwood discovered the Dungeons & Dragons game in 1975, became a serious role-playing enthusiast with the first AD&D game releases in 1978; the setting became the home of Greenwood's personal campaign. Greenwood began a Realms campaign in the city of Waterdeep started another group known
Demihuman Deities is a Dungeons & Dragons 2nd edition: Forgotten Realms campaign accessory, published by Wizards of the Coast. This book presents information on the pantheons of five nonhuman races of the Forgotten Realms: the drow pantheon, the dwarf pantheon, the elf pantheon, the gnome pantheon, the halfling pantheon; the supplement provides numerous spells and special powers with which to make each different faith unique from the others. The book details the clergy, the ethos, all important information needed to depict these deities in the Forgotten Realms campaign setting. Demihuman Deities was designed by Eric L. Boyd, with cover art by Todd Lockwood, interior illustrations by Ned Dameron; this book is third in a series of sourcebooks about the Faerûnian pantheon, preceded by Faiths & Avatars and Powers & Pantheons