Dragon Magazine Issue 201: January 1994
part 2/6
Turkey's underground cities: From high fantasy to a look at the mundane middle east. Allen Varney shows us what he did on holiday last year, visiting one of reality's most impressive dungeon complexes. Not that it looks much like most D&D dungeons. As we've found before, caverns are rarely as neat as they appear on a map, with all kinds of odd-shaped, 3-dimensional rooms which developed organically in response to quirks in the geological composition of the rock. Ventilation is crucial for people to live down there, with large chimneys penetrating hundreds of feet down, ensuring a strong airflow nearly everywhere. It's all very interesting. The history which leads to it is also pretty fascinating. Originally they were just used as storage space, serious excavation and long-term underground dwelling only started in the early AD years, with the rapid growth and corresponding backlash against christianity. Yes folks, the early christians were one of the biggest groups of dungeon-dwellers around. How's that for massive irony, especially as we've already been through the fact that both founders of D&D were also Christians. It raises particularly interesting questions when juxtaposed with the tendency of D&D worlds towards polytheism, with the only people worshipping single gods some particularly obscure races. So this is useful, highly thought-provoking, and far less generic than the last article, taking us to the kind of place a single writer could never come up with on their own. There's a lot here for you to draw upon, and it's all presented with tremendous enthusiasm. This is exactly the kind of thing Dale said he wanted, as it is applicable to any system, and fills in info on an often neglected part of reality. A very definite 9/10er.
The evolution of a castle: A second dose of reality in quick succession. Somewhat less impressive, this is another reminder that in reality, things are created organically, and on a "this'll do for now" basis far more often than they follow some grand concept. Real castles are strongly shaped by the landscape features of the area, with their position chosen by where the resources are, and what bits seem most easily defended. They're frequently unevenly shaped, need expensive repairs that the owner might not have money for, and had things added on years after the original construction. Castles Forlorn, dealing in time travel weirdness as it does, has a great practical example of this. As this has pretty similar lessons to last article, only applied to a different topic, it does feel a bit like filler. Oh well, It's decent enough.
Seven steps to a successful castle: This, on the other hand, is another pretty darn impressive article. Rich Baker finishes the themed section off with a full 10 page special on building your own castle, with both sample base plans and a highly amusing illustration. Despite the size, this is of course far smaller and more accessible than a whole book on the topic would be, and as such, is pretty usable, presuming you can get up the money to use it, as costs will run into the millions of gold pieces if you want to build a really big impressive place to live after name level. Unless your DM is well and truly in the monty haul school, you'll probably have to club together to build a single fortress instead of drifting apart to become individual landowners under these rules. Or once again, build your castle in stages over a period of years, adding on extensions each time you finish another big adventure. You'll never be short of things you want to spend your money on next, making this a good one to return to again and again while also doing other things. This all seems relatively easy to use. Just spend quarter of an hour at the end of an adventure figuring out where the money's going to go and how long it'll take and you're away again. Just watch you don't spend more than you can afford and get in the debt trap like reality.
Sage advice: Can you use nonoffensive spells while wraithformed or invisible (To be sure, to be sure)
Do you have to roll a natural 20 to make saves while irresistably dancing no matter what buffs you have (yup. Not only is it exceedingly humiliating, it opens you up to further humiliation. )
How much damage does defiling regeneration inflict (No people, only plants. Die, filthy plants, spreading their filthy roots through the earth. )
What happens when a pouch of security's owner dies ( It bonds with the first person to show it a little affection. The craving for security runs both ways. )
Can nonevil goblinoids worship human gods (Only the non prejudiced ones. Racism isn't evil if it's justified. )
Can you tear a magic cloak in half and have two small creatures use it. ( No. Magic items are a bugger to destroy, and if you do ruin them the magic's lost, not shared. )
There are instances where the same spell shows up in different books at different levels. (oh noes. Go with the most recent one, or the one for the campaign world you're in. Precedence and all that.)
Can illiterate characters be affected by gyphs & symbols (yes. It's the seeing that matters, not the comprehension)
Can I worship a community deity in the forgotten realms (if your DM lets you)
Where are the rules for half-giant clerics ( What rules? They work just like any other race. Random alignment shifts are not an issue because Dark sun spirit patrons don't give a




about that as long as you promote their element. )
How many stoneskins can you have on you (I think we need to properly implement the no stacking rule. Otherwise broken stuff happens)
We want more info on what tome of magic spheres various gods grant ( You don't even have to ask. Skip's not gonna forget his duty. Even druids are gonna feel some sweet lovin from skip, the private sage who puts the pages in the mages and the broomstick between the witches legs. Skips gonna be extra generous to the goddess of sweet lovin of the forgotten realms, giving her two extra major spheres. Mmmm. Major Spheres. None of those egyptian fuddy duddies can compete with that.)