(un)reason
Legend
Dragon Magazine Issue 244: February 1998
part 3/8
Warriors of the wind: We start off this month's theme with a whole bunch of new races, all able to fly. Since far too often, just being able to fly is such a significant ability that it can eclipse other interesting personal traits of a race, this is the kind of hyperspecialisation that really lets you create a nuanced set of creatures. Or maybe not. They certainly seem to have fairly limited class selections, but since exactly what those are varies quite a bit, that might not be so terrible.
Fainil are Drow/Bat hybrids. They seem to have somewhat atrophied legs, giving them an exceedingly slow movement rate on the ground, but can hover and manoeuvre well enough that their flight is useful underground. With the usual Drow magical powers and magic resistance, plus the intelligence to use them, they could be a terror both in the air and underground. And of course, they have the usual angsty rebels which make perfect PC's. Now all they need is to make a novel featuring one.
Telvar are flying humanoids with exceedingly long fingers, who tend towards the honorable barbarian who lives in harmony with nature stereotype. Had to have one of those, didn't they.
This does not mean they're stupid or undisciplined though. And with their skill at missile weapons and taking out spellcasters, you may well find yourself out-ranged and helpless. Well, that's always an issue with flying creatures, so why not specialise in your strengths.
Ashiera are flying fish humanoids. They're moderately slow in water, land and air, but hey, that versatility counts for a lot. They tend to be quite aggressive, but lack the organisation to hold places they've conquered. With the ability to generate magical bursts of cold and mist as well, they can be dangerous even when unarmed. One would fit great into an adventuring party as long as you're not expecting to have to run away.
Masgai are flying insectoids who have a gradual expansion plan to take over the universe in a civilised fashion over the course of centuries. They're highly organised, but also unusually willing to be flexible and adapt their plans to the situation for such a lawful race, and certainly not cliche in their personalities. So this collection improves as it goes along, and gives you enough variety to make a party out of, particularly if you add existing flyers like pixies and avariel. It's definitely a solid addition to AD&D's many character options that could actually make a difference in actual play. Plus the plentiful magic items are handy even if the races don't wind up playing a big part in your campaign.
Xakhun Airship: Straight away, we have a second variant on flying drow. It's almost as cheesy a fangirl choice as unipegataurs. Just how many of these must they have rejected in their time before finally caving to public demand?
Fortunately, it's a completely different take on the idea though. A whole tribe of half drow, half wood elf exiles who've taken to the airship riding lifestyle. That's not particularly cliche. Despite being exiles, they're still mostly bastards, and of course all the more scary because they come from above instead of below. This is a real epic of an article, 16 pages long, and filled with both fluff and crunch. Three new kits for various classes, so each has their role in flying the ship. A sample ship for you to fly, complete with map and game stats. Four new spider variants that they make use of to protect and repair their ship (plus another excuse for loadbearing bosses.) And in a real old school callback, a cut out and assemble guide that'll let you make your own model of their skyship. We haven't had one of them in so long, and it's a very welcome return. See, that's how you do a special feature. Take some familiar elements, and grow something new, interesting and individual. Roger Raupp's return has done quite a lot to make this issue more special. Who will come back next, and what will they bring with them?
part 3/8
Warriors of the wind: We start off this month's theme with a whole bunch of new races, all able to fly. Since far too often, just being able to fly is such a significant ability that it can eclipse other interesting personal traits of a race, this is the kind of hyperspecialisation that really lets you create a nuanced set of creatures. Or maybe not. They certainly seem to have fairly limited class selections, but since exactly what those are varies quite a bit, that might not be so terrible.
Fainil are Drow/Bat hybrids. They seem to have somewhat atrophied legs, giving them an exceedingly slow movement rate on the ground, but can hover and manoeuvre well enough that their flight is useful underground. With the usual Drow magical powers and magic resistance, plus the intelligence to use them, they could be a terror both in the air and underground. And of course, they have the usual angsty rebels which make perfect PC's. Now all they need is to make a novel featuring one.
Telvar are flying humanoids with exceedingly long fingers, who tend towards the honorable barbarian who lives in harmony with nature stereotype. Had to have one of those, didn't they.

Ashiera are flying fish humanoids. They're moderately slow in water, land and air, but hey, that versatility counts for a lot. They tend to be quite aggressive, but lack the organisation to hold places they've conquered. With the ability to generate magical bursts of cold and mist as well, they can be dangerous even when unarmed. One would fit great into an adventuring party as long as you're not expecting to have to run away.
Masgai are flying insectoids who have a gradual expansion plan to take over the universe in a civilised fashion over the course of centuries. They're highly organised, but also unusually willing to be flexible and adapt their plans to the situation for such a lawful race, and certainly not cliche in their personalities. So this collection improves as it goes along, and gives you enough variety to make a party out of, particularly if you add existing flyers like pixies and avariel. It's definitely a solid addition to AD&D's many character options that could actually make a difference in actual play. Plus the plentiful magic items are handy even if the races don't wind up playing a big part in your campaign.
Xakhun Airship: Straight away, we have a second variant on flying drow. It's almost as cheesy a fangirl choice as unipegataurs. Just how many of these must they have rejected in their time before finally caving to public demand?
