Dragon Issue #394

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By Steve Winter
We're getting information we've never had before. What should we do with it?
By Bill Slavicsek
By Jim Auwaerter and Galen Mullins
Throughout the world, there are those who find themselves touched by the Far Realm. Most fight back and try to reject it, but the Aberrant Soul embraces it to create a totemic link with an aberrant creature.
By Robert J. Schwalb
Magic, art, renewal, and beauty—these are the gifts ancient Corellon bestowed upon the mortal world. That which flows from his presence is wondrous in its glory, terrible in its fury.
By Rodney Thompson
The assassin executioner makes its (belated) arrival. Play levels 1-30 of this shadowy killer.
By Rodney Thompson
The designers and developers discuss class design, playtest feedback, and the new assassin executioner.
By Matt Sernett
Legendary items from the dim past slowly slip from the memory of man. But the memory of the Eladrin is long. Who knows when a thing long forgotten might leap into the lives of those around it as readily as any story might fire their imaginations?
By David Gibson
Every power comes with its own flavor text that describes how the power looks when it's used. Those descriptions aren't set in stone; players can choose how their character's powers act and customize them for the theme of the character or feel of the campaign, within limits.
By Robert J. Schwalb
Among the many relics left from the Dawn War are the Runes of Unmaking. The runes proved too dangerous for mortals to wield, so the gods hid them in forlorn places. For centuries, the runes lay dormant, forgotten even by the gods. Such power never stays hidden forever.
By Peter Schaefer and Robert J. Schwalb
Elder psions believe prolonged contact with another mind invites a serious danger from cross-personality pollution and merging of consciousness. The awakened, however, reject these warnings. Those who dabble carelessly in this science risk serious damage to their own psyches.
By Matt Sernett
Shifters feel the pull of the moon in their blood like the tides in the sea. Although their wild souls have kept shifters on the fringe of civilization for centuries, the Spellplague brought the wilderness closer to home and made shifters more common, as these new backgrounds attest.
By Sarah Zettel
Kalev scaled the palace’s ivy-covered wall so swiftly not even the nesting sparrows stirred. Duke Arisor had become too cavalier about his own safety. He was not the first of Fairhaven’s prosperous citizens to assume that because the city was well-ordered it was essentially safe. It was but one of his mistakes.
By Peter Schaefer
Combat doesn't always need to be to the death, either for the bad guys or the good guys. There are alternatives to killing your enemies, and sometimes they're the best outcome.
By Bart Carroll
Accompanying the all-new D&D Gamma World Roleplaying Game will be a thoroughly updated version of the only adventure ever to feature featherless, gun-toting, cyclops chickens.
By Shelly Mazzanoble
D&D's "Player-in-Chief" shares her observations and insights on the game we all love.
Chris Tulach writes about what’s going on with official D&D play, the community, and upcoming events.
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