By Greg Bilsland and Bruce Cordell
As literal expressions of law, modrons are in the vanguard of the fight against universal entropy. They battle chaos and its minions (such as slaads and aberrations) wherever they find them. Modrons are like cells in the vast distributed body that is Primus. Primus’s origin is hard to know; perhaps it was a primordial, but unlike most primordials, this vast elemental machine possessed lights that blinked as it clicked, whirred, and belched forth smoke. All the modrons that currently exist are individual components of Primus.
On a schedule known only to Primus, the Great Modron March spills out across the worlds, traveling a circuit of known existence. No one knows why they do it, but everyone stays out of their way, because when the modrons march, they trample anything without enough sense to get out of their path.
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About the Authors
Greg Bilsland is a producer for Dungeons & Dragons at Wizards of the Coast. His design credits include the Forgotten Realms Player’s Guide, Monster Manual 2, Monster Manual 3, and Vor Rukoth. His recent editing credits include Heroes of the Fallen Lands, Rules Compendium, and the Dark Sun Creature Catalog. He keeps a gaming blog at gregbilsland.wordpress.com and is active on Twitter (@gregbilsland).
Bruce R. Cordell is an Origins and ENnie awardwinning game designer whose long list of professional credits include D&D Gamma World, Dark Sun Campaign Setting, Forgotten Realms Campaign Guide, Prince of Undeath, and Open Grave: Secrets of the Undead. Bruce is also an author of Forgotten Realms novels, including the Abolethic Sovereignty series and Sword of the Gods series. Find him online at brucecordell.com.