Wyrms of The North
Wyrms of The North
Blades"
Dragon Magazine #237
By Ed Greenwood with supplementary material provided by Sean K Reynolds
This time around, Volo has uncovered one of the most unusual and interesting
dragons of the North: Eldenser, the Worm Who Hides in Blades. Whispered of in obscure legends of the
North for some six centuries (and described as frail with age even in his earliest mention), Eldenser is an
amethyst great wyrm of decrepit, wearywise appearance. Long ago he mastered magic that allows him to
leave his withered, wasted body in a secure hideaway (reportedly a crypt in Waterdeep's City of the Dead)
and transport his sentience into the blade of any tempered, edged metal weapon.
In this way, Eldenser has cheated death down the ages, preserving his slowly-crumbling form as much as
possible by leaving it unused and walled away from air and elements, as he passes from blade to blade,
able to see, hear, and speak freely out of the metal -- and all metals in direct contact with a blade he
currently inhabits.
Authorities unanimously refer to this dragon as a male, and the few that make mention of his true draconic
body say that his wings are little more than tatters hanging between the structural spines, and that his scales
are almost white in places, paling with age in the same way that the ancient black dragon of Cormyr became
"the Purple Dragon." He is said to have tufted eyebrows and an extensive "beard" of spines on his chin, both
white in hue, and to have very wise large eyes whose customary appearance is "twinkling with inner
amusement."
In younger days, Eldenser was said to be a solitary wanderer among dragons, who flitted about Faerûn (the
Sword Coast North wilderlands in particular) without apparent rhyme or reason, following his own whims. It's
now clear that he was enjoying his first love: the observation of all living things, and learning how they
appear and "work" in all stages of life. The deep knowledge of this sort that he's acquired down the ages
makes him both less proud and more formidable than most dragons -- he knows the causes and effects of
deeds and events more than most living beings of Toril.
It's also clear from the historical record that Eldenser tends to avoid other dragons -- but to reveal himself as
a wily, enthusiastic, and savage fighter when attacked. Three women of the household of the long-ago
nomad lord Tharnor of the North saw Lorragauth, a black dragon of some reputation, swoop down to attack
Eldenser when the Lurker was intruding into Lorragauth's territory. As Lorragauth spread his wings to slow
and aim himself for a devastating pounce, Eldenser calmly snapped his wings once, rolling to rise sharply
under Lorragauth's right wing -- and the Lurker burst up through it, tearing one of his foe's wings almost right
off the wyrm's body, sending the luckless Lorragauth "cartwheeling across the rocks and sky, to a broken
and splintered death against a mountainside some way off to the south."
Eldenser is also said to have snatched up a fishing boat while in full flight from a gigantic red dragon and
looped in the air to use the vessel as a crude spear, piercing his foe's eye and slaying him before the racing
red wyrm could slow down or duck aside. Most of Eldenser's exploits preserved in Realmslore, however,
concern his deeds while lurking in various swords -- such as the time he caused the death of the notoriously
cruel and destructive mage Arnaglym of Arrabar by unexpectedly reflecting a fireball spell that Arnaglym had
cast at Eldenser's wielder, hurling it back at the mage, who stood in a hall with a massive hammerbeam
ceiling hung with huge old tinder-dry tapestries -- which became a smothering inferno from which even the
fell Arnaglym could not escape.
There are a score of similar surprising tales of astonishing powers bursting from blades that Eldenser is
known to be the cause of, and many more that he isn't connected to by present-day bards and sages -- but
for which he may in truth be responsible.
It's important to remember that Eldenser fights only when battle can't be avoided readily; he prefers to
observe and remain undetected or at least ignored. He likes just to watch silently, and this habit has given
him a rich range of experiences and knowledge, from how to cook certain complicated recipes to the
configurations of sewers and back alleys in many cities, to where certain treasures lie hidden. It has been
said (and repeated by some elder Harpers) that "Eldenser sees much, and never forgets anything from an
expression on one face glimpsed in a crowd to the position of gaming pieces on a board seen through a
doorway while passing in haste." The Lurker will never do anything as crass as sell such information, but
he'll often trade a service for some of it, to get adventurers or others to do something he doesn't want to take
a hand in directly -- but wants to watch.
Elminster has corrected many of the suppositions about Eldenser's powers that follow, but he stresses that
adventurers shouldn't trust in what is said here; the Lurker's true abilities may be more potent. All of what
immediately follows refers to the dragon's powers while he is within a metal object, which is almost always a
sword of fine make.
Eldenser knows Common and several human and elven tongues. Eldenser dislikes the "feel" of metal items
that have alignments not at least partially neutral, and he won't remain in them for more than a minimally
necessary time to bring about a likely transfer to a more suitable home (in other words, until he perceives
other metal items near; he never likes to go "drifting blind"). He won't manifest any of his powers or cast any
spells when in such a situation except those that are likely to bring about an immediate possibility of transfer.
(He might spit out lightning to attract an adventurer's attention, for example, to allow him to move into that
adventurer's weapon.)
Eldenser is sometimes called "the Lurker" in the lore of the North because he reveals himself only if he
chooses, often spending much time silently observing those who wield him (or rather, the blade he currently
inhabits) before speaking to them or exhibiting his powers. About 1277 DR, he told a daring Harper who
questioned him about this: "I prefer to watch the strivings of others and act only when I must. From time to
time something within me stirs, and I rise up to work my will on Faerûn with vigorous energy . . . but those
risings come seldom now; I must be growing old."
The Lurker's relationships with other dragons have been, in the words of the human sage Velsaert of
Baldur's Gate (fast becoming recognized as an authority on the history of dragons up and down the Sword
Coast), "A parade of friendly hidings -- but ready deadliness." Put into everyday words, that means that
Eldenser prefers to conceal himself from other dragons, reacts with calm friendliness if he is discovered --
and is quick and savage in battle if forced to defend himself (or his wielder).
The key to Eldenser's character could be said to be his interest in the rich variety of Faerûn, as it unfolds all
around him. He is patient, good-natured, and wise, able to draw on far more experience than most mortal
beings, to outwit foes who plan ahead. He can cast prudence aside in an instant if he must, bursting into
bold action, but he has no interest into luring or trapping others (though he may manipulate beings to aid his
wielder, or merely to observe the result -- particularly if it is likely to reveal the character of someone he's
interested in, perhaps as a possible wielder of the blade he's currently inhabiting).
Eldenser is said to be an accomplished mimic and to have a taste for riddles and puzzles. In recent years,
he has become increasingly fascinated by love in all its forms, and what it can make beings do.
The Worm Who Hides in Blades is said to be a foe of whoever's pestering him right now -- he doesn't bother
pursuing anyone on an ongoing basis, though he'll certainly thwart the Cult of the Dragon whenever he can.
Eldenser's Lair
The Lurker has no known servants, willing or unwilling, but he is thought to enjoy an alliance with the
Simbul, Witch-Queen of Aglarond, and possibly with her sisters Sylun� and, surprisingly, Dove (who has
wielded him from time to time in big battles against Zhentarim, Thayans, or other magically-powerful
menaces). He seems to have no true lair but rather a dozen or more inaccessible sea-isle or mountain-heart
caverns in which to "stash" his immobile, stasis-ruled body.
For most of the time, this body lies in a crypt in the City of the Dead. The tomb is reachable only by correctly
passing through several trapped portals that fling the unwary to random destinations (for example, a deep
level in Undermountain or the outskirts of ruined Myth Drannor) unless a user utters the correct passwords
while traversing them. The crypt is rumored to contain wardmists or similar protective magical barriers,
including helmed horrors or similar automaton guardians, but no precise details of such defenses are
available.
Eldenser's Domain
Inside blades, Eldenser roams all of Faerûn, considering none of it his "territory" but all of it his to traverse.
He ignores nearby dragons of any breed -- unless they discover him, whereupon he cheerfully defies any
attempts to establish authority over him (or anyone wielding the blade he currently inhabits). Eldenser
usually has little interest in slaying other dragons of any sort, but he dislikes fleeing from them. He prefers to
best other dragons or outwit them and then leave at his leisure, rather than allowing them to consider
themselves victorious over him.
The favorite prey of the Lurker is a great cat of any sort, though he usually feeds on cattle, and even derives
nutrients from any gore he spills while inhabiting a blade. He is said to enjoy good wine and sharp cheeses
as well.
It's not known if Eldenser has ever mated with another dragon. He is known to have accompanied several
human females -- and at least one elven lady -- for most of their lives, and to have formed friendships with
heroic individuals of both genders and most intelligent races. At heart, though, he seems that rarest of
things, even among dragons: a contented loner.
Eldenser spends his days in three pursuits: observing the beauties of Faerûn and the entertaining strivings
of its inhabitants (half-elves, humans, and elves in particular), trying to influence events in the same way that
rulers and archmages do, and to follow Ossavitor's Way to fruition.
Ossavitor was -- or is (it is now either dead or dwelling on another plane) -- a dragon of forgotten breed, who
achieved something very important to all dragonkind some 20,000 years ago: his Way, or magical process
for achieving immortality.
Humans are warned that betrayal of any knowledge of this process (even mentioning its name in
"confidential" inquiries at Candlekeep, for example) will attract the attention of both the Cult of the Dragon
(who are anxious to eliminate rivals in their bid to influence dragons into achieving dracolichdom) and
powerful dragons of all sorts.
Ossavitor's Way is a long, exacting, and difficult process, the details of which remain secret to this writer (in
other words, Volo couldn't discover anything more about it, and Elminster refused to). Khelben "Blackstaff"
Arunsun, the Lord Mage of Waterdeep (and presumably certain other powerful mages of his acquaintance,
such as his consort Laeral and perhaps others of the Chosen of Mystra) has the entire process somewhere
in one of his hidden libraries. Ambitious adventurers should take note that dragons -- after a long and
increasingly impressive death-toll mounted alarmingly -- long ago gave up any hope of getting the secrets of
Ossavitor from the Blackstaff.
What I have learned thus far is the end result of the process, and certain of its ingredients. The end result is
practical immortality: It gives the dragon's sentience three bodies to inhabit (the unused two are in stasis,
and typically hidden away in remote mountain caverns, buried under sand in the hearts of such vast deserts
as the Plains of Purple Dust in Raurin, and so on), and allows the dragon to select the size and "age" of
these bodies. The dragon retains its spell resistance and spells regardless of the apparent age of its form,
but its size, Hit Dice, breath weapon, and the like vary with the age chosen. All of these newly created
bodies are vigorous and have fast healing 3. How the dragon's sentience can move from one body to
another also remains a mystery as of this writing, but the written evidence suggests that this can be done as
often as desired, and with ease.
The process itself has been the hardest thing to unearth. I suspect that dragons or their agents, and folk of
the Cult of the Dragon, have set about stealing or destroying as many references to the Way as possible. I'm
confident that it involves gathering many draconic components, including the talon of a topaz dragon, a
scale from a silver, some blood from a bronze, and so on. (Note: This confidence is Volo's, but Elminster did
not correct this statement.)
Eldenser can be presumed to know (or to believe he knows) the entire Way, and to be pursuing the
collection of components in a patient, almost leisurely manner. Certainly he has often influenced individuals
who are wielding a blade he is part of to attack and slay dragons -- and if they are successful, to sever
certain of their body parts which vanish at the blade's touch (presumably teleported away by a magic
launched by Eldenser, to some secret hiding place).
Eldenser: Male great wyrm amethyst dragon; CR 25; Gargantuan dragon (earth); HD 39d12+234; hp 487;
Init +1; Spd 40 ft., burrow 20 ft., fly 200 ft. (clumsy); AC 49, touch 7, flat-footed 48; Atk +46 melee (4d6+12,
bite) and +41 melee (2d8+6, 2 claws) and +41 melee (2d6+6, 2 wings) and +41 melee (2d8+18, tail slap);
Face/Reach 20 ft. by 40 ft./15 ft.; SA amethyst telekinesis, breath weapon (120-ft. line of concussive force),
crush 4d6+18, explosive gem 13d6, frightful presence, psionic combat modes (all attack modes/all defense
modes), psionics, tail sweep 2d6+18; SQ blindsight 360 ft., darkvision 1,200 ft., DR 20/+3, fire resistance
30, force resistant, low-light vision, planar travel, PR 31, psionic power points 170; AL N; SV Fort +27, Ref
+22, Will +26; Str 35, Dex 12, Con 23, Int 24, Wis 21, Cha 22.
Skills and Feats: Bluff +48, Concentration +48, Diplomacy +49, Escape Artist +21, Hide -11, Intimidate +10,
Knowledge (geography) +49, Knowledge (history -- the North) +49, Knowledge (local -- the North) +49,
Knowledge (nature) +47, Knowledge (nobility and royalty) +37, Knowledge (psionics) +49, Listen +47,
Psicraft +49, Search +49, Spot +47; Extend Power, Flyby Attack, Inertial Armor, Persistent Power, Power
Attack, Power Penetration , Psionic Weapon, Quicken Power, Snatch, Wingover.
Amethyst Telekinesis (Sp): Once per day, Eldenser can use a telekinesis effect. With this ability, he can lift
up to 10 tons (200,000 pounds), or hurl a creature against another object. The impact deals 20d6 points of
damage to a Large creature, 15d6 to a Medium-size one, 10d6 to a Small one, 5d6 to a Tiny one, or 1d6 to
a Diminutive or Fine creature.
Breath Weapon (Su): Once every 1d4 rounds, Eldenser can breathe a 120-foot line of concussive force.
Each creature in the affected area takes 24d8 points of damage (Reflex DC 35 half). He may choose to deal
an equal amount of subdual damage instead of normal damage.
Crush: When flying or jumping, Eldenser can land on Medium-size or smaller opponents as a standard
action, using his whole body to crush them. A crush attack affects as many creatures as can fit under his
body. Each creature in the affected area must succeed at a Reflex save (DC 35) or be pinned, automatically
taking 4d6+18 points of bludgeoning damage. Thereafter, if Eldenser chooses to maintain the pin, treat it as
a normal grapple attack (grapple bonus +63). While pinned, the opponent takes 4d6+18 points of
bludgeoning damage each round.
Explosive Gem (Sp): Once per day, Eldenser can spit a crystalline violet lozenge up to 75 feet away with
pinpoint accuracy. The gem explodes on impact, dealing 13d6 points of impact damage to every creature in
a 20-foot radius (Reflex DC 29 half).
Frightful Presence (Su): This ability takes effect automatically when Eldenser attacks, charges, or flies
overhead. It affects only opponents with 38 or fewer Hit Dice or levels. Each affected creature must make a
successful Will save (DC 35) or become shaken for 4d6 rounds (if it has 5 or more Hit Dice) or panicked for
4d6 rounds (if it has 4 or fewer Hit Dice or levels). Success indicates that the target is immune to Eldenser's
frightful presence for one day.
Tail Sweep: Eldenser can sweep with his tail as a standard action. The sweep affects Small and smaller
creatures within a 30-foot-diameter half-circle centered on the dragon's rear. Each affected creature that
fails a Reflex save (DC 35) takes 2d6+18 points of bludgeoning damage; a successful save halves the
damage.
Blindsight (Ex): Eldenser can ascertain his surroundings by nonvisual means (mostly hearing and scent,
but also by noticing vibration and other environmental clues). This ability enables him to discern objects and
creatures within a range of 360 feet. He usually does not need to make Spot or Listen checks to notice
creatures within range of its blindsight ability.
Force Resistant (Ex): Eldenser gains a +4 saving throw bonus against force-based psionic powers, spells,
or effects.
Low-Light Vison (Ex): Eldenser can see four times as well as a human in low-light conditions and twice as
well in normal light.
Planar Travel (Su): Eldenser has the innate ability to pass instantly between the Material Plane and the
Inner Planes.
Psionic Abilities (Sp): Eldenser uses psionics as a 17th-level psion (savant). He knows the following
powers (8/5/5/4/4/4/3/3/2; save DC 1d20 + key ability score + power level): 0 -- control shadow, daze, detect
psionics, far hand, missive, my light, talons, verve; 1 -- biocurrent, charm person, conceal thoughts, lesser
body adjustment, minor creation; 2 -- aversion, body adjustment, detect thoughts, invisibility, sever the tie; 3
-- charm monster, control sound, improved biofeedback, mindlink; 4 -- amplified invisibility, dimension
door, dissolving touch, psychofeedback; 5 -- energy barrier, matter rearrangement, mind
probe, steelsteal (see below); 6 -- breath of the dragon, bright and deadly ring (see below), disintegrate; 7
-- energy conversion, power turning, sequester; 8 -- matter manipulation, shadow body.
Eldenser's Fate
Though his pursuit of Ossavitor's Way can be described fairly as leisurely and almost unconcerned, with a
high value placed on enjoying the full range of experiences Faerûn has to offer a patient observer, it seems
likely Eldenser will achieve the near-immortality of the Way. He has been working on it for so long and taking
such care over the details that (in Elminster's estimation, at least) he's only a last grace note or crowning
touch away from being able to enact the Way.
It's possible that Eldenser has achieved this state already and is simply reluctant to leave his present
lifestyle. Perhaps he is trying to craft or discover psionics that will enable him to inhabit blades and travel
between them and his three new bodies as freely as he does presently between his old, original body and
the various weapons of which he has been a part. It is certain that he has spent a lot of time in and around
Candlekeep and the Herald's Holdfast in recent years -- after having scoured both places centuries earlier
for all references to the Way.
Against this rosy likelihood of success must be placed Eldenser's often dangerous lifestyle. More than most
dragons, he places himself at risk often, and for extended periods of time. Only the gods can decide if ill
fortune will find him before he enacts the Way -- and that brings to mind Volo's last note about the Worm
Who Hides in Blades: There are many and persistent, but admittedly entirely unsubstantiated, rumors as to
Eldenser being an ally or servant of this or that Faerûnian deity.
Elminster only smiled and shook his head when he read those lines, refusing to confirm or deny the truth of
this. Instead, he pointed silently to Volo's very last words: "Bears watching. Keep an eye on this one -- if
possible."
Eldenser's Magic
The Lurker is thought to have learned and practiced many rare and strange spells. He has all of the psionic
abilities of an amethyst great wyrm, but his precise mind-powers remain mysterious; Elminster believes that
one of Eldenser's achievements is the ability to duplicate the effects of certain high-level powers he can
unleash once per day, costing hit points instead of power points.
Two of Eldenser's abilities in particular are sought by other dragons (and by ambitious mages of Thay and
the Cult of the Dragon), and these follow. (The descriptions of these powers are drawn from the notes in
books of Khelben "Blackstaff" Arunsun, who apparently received them from Eldenser long ago in trade for
magic.)
Steelsteal
Steelsteal
While incorporeal, you can 'possess' a metal blade
Psion/Wilder 5
This time around, Volo has uncovered one of the most unusual and
interesting dragons of the North: Eldenser, the Worm Who Hides in
Blades. Whispered of in obscure legends of the North for some six
centuries (and described as frail with age even in his earliest mention),
Eldenser is an amethyst great wyrm of decrepit, wearywise appearance.
Long ago he mastered magic that allows him to leave his withered,
wasted body in a secure hideaway (reportedly a crypt in Waterdeep's
City of the Dead) and transport his sentience into the blade of any
tempered, edged metal weapon.
In this way, Eldenser has cheated death down the ages, preserving his
slowly-crumbling form as much as possible by leaving it unused and
walled away from air and elements, as he passes from blade to blade,
able to see, hear, and speak freely out of the metal -- and all metals in
direct contact with a blade he currently inhabits.
Authorities unanimously refer to this dragon as a male, and the few that
make mention of his true draconic body say that his wings are little more
than tatters hanging between the structural spines, and that his scales are almost white in places, paling
with age in the same way that the ancient black dragon of Cormyr became "the Purple Dragon." He is said
to have tufted eyebrows and an extensive "beard" of spines on his chin, both white in hue, and to have very
wise large eyes whose customary appearance is "twinkling with inner amusement."
In younger days, Eldenser was said to be a solitary wanderer among dragons, who flitted about Faerûn
(the Sword Coast North wilderlands in particular) without apparent rhyme or reason, following his own
whims. It's now clear that he was enjoying his first love: the observation of all living things, and learning
how they appear and "work" in all stages of life. The deep knowledge of this sort that he's acquired down
the ages makes him both less proud and more formidable than most dragons -- he knows the causes and
effects of deeds and events more than most living beings of Toril.
It's also clear from the historical record that Eldenser tends to avoid other dragons -- but to reveal himself
as a wily, enthusiastic, and savage fighter when attacked. Three women of the household of the long-ago
nomad lord Tharnor of the North saw Lorragauth, a black dragon of some reputation, swoop down to attack
Eldenser when the Lurker was intruding into Lorragauth's territory. As Lorragauth spread his wings to slow
and aim himself for a devastating pounce, Eldenser calmly snapped his wings once, rolling to rise sharply
under Lorragauth's right wing -- and the Lurker burst up through it, tearing one of his foe's wings almost
right off the wyrm's body, sending the luckless Lorragauth "cartwheeling across the rocks and sky, to a
broken and splintered death against a mountainside some way off to the south."
Eldenser is also said to have snatched up a fishing boat while in full flight from a gigantic red dragon and
looped in the air to use the vessel as a crude spear, piercing his foe's eye and slaying him before the
racing red wyrm could slow down or duck aside. Most of Eldenser's exploits preserved in Realmslore,
however, concern his deeds while lurking in various swords -- such as the time he caused the death of the
notoriously cruel and destructive mage Arnaglym of Arrabar by unexpectedly reflecting a fireball spell that
Arnaglym had cast at Eldenser's wielder, hurling it back at the mage, who stood in a hall with a massive
hammerbeam ceiling hung with huge old tinder-dry tapestries -- which became a smothering inferno from
which even the fell Arnaglym could not escape.
There are a score of similar surprising tales of astonishing powers bursting from blades that Eldenser is
known to be the cause of, and many more that he isn't connected to by present-day bards and sages -- but
for which he may in truth be responsible.
It's important to remember that Eldenser fights only when battle can't be avoided readily; he prefers to
observe and remain undetected or at least ignored. He likes just to watch silently, and this habit has given
him a rich range of experiences and knowledge, from how to cook certain complicated recipes to the
configurations of sewers and back alleys in many cities, to where certain treasures lie hidden. It has been
said (and repeated by some elder Harpers) that "Eldenser sees much, and never forgets anything from an
expression on one face glimpsed in a crowd to the position of gaming pieces on a board seen through a
doorway while passing in haste." The Lurker will never do anything as crass as sell such information, but
he'll often trade a service for some of it, to get adventurers or others to do something he doesn't want to
take a hand in directly -- but wants to watch.
Elminster has corrected many of the suppositions about Eldenser's powers that follow, but he stresses that
adventurers shouldn't trust in what is said here; the Lurker's true abilities may be more potent. All of what
immediately follows refers to the dragon's powers while he is within a metal object, which is almost always
a sword of fine make.
Eldenser knows Common and several human and elven tongues. Eldenser dislikes the "feel" of metal items
that have alignments not at least partially neutral, and he won't remain in them for more than a minimally
necessary time to bring about a likely transfer to a more suitable home (in other words, until he perceives
other metal items near; he never likes to go "drifting blind"). He won't manifest any of his powers or cast
any spells when in such a situation except those that are likely to bring about an immediate possibility of
transfer. (He might spit out lightning to attract an adventurer's attention, for example, to allow him to move
into that adventurer's weapon.)
Eldenser is sometimes called "the Lurker" in the lore of the North because he reveals himself only if he
chooses, often spending much time silently observing those who wield him (or rather, the blade he
currently inhabits) before speaking to them or exhibiting his powers. About 1277 DR, he told a daring
Harper who questioned him about this: "I prefer to watch the strivings of others and act only when I must.
From time to time something within me stirs, and I rise up to work my will on Faerûn with vigorous
energy . . . but those risings come seldom now; I must be growing old."
The Lurker's relationships with other dragons have been, in the words of the human sage Velsaert of
Baldur's Gate (fast becoming recognized as an authority on the history of dragons up and down the Sword
Coast), "A parade of friendly hidings -- but ready deadliness." Put into everyday words, that means that
Eldenser prefers to conceal himself from other dragons, reacts with calm friendliness if he is discovered --
and is quick and savage in battle if forced to defend himself (or his wielder).
The key to Eldenser's character could be said to be his interest in the rich variety of Faerûn, as it unfolds all
around him. He is patient, good-natured, and wise, able to draw on far more experience than most mortal
beings, to outwit foes who plan ahead. He can cast prudence aside in an instant if he must, bursting into
bold action, but he has no interest into luring or trapping others (though he may manipulate beings to aid
his wielder, or merely to observe the result -- particularly if it is likely to reveal the character of someone
he's interested in, perhaps as a possible wielder of the blade he's currently inhabiting).
Eldenser is said to be an accomplished mimic and to have a taste for riddles and puzzles. In recent years,
he has become increasingly fascinated by love in all its forms, and what it can make beings do.
The Worm Who Hides in Blades is said to be a foe of whoever's pestering him right now -- he doesn't
bother pursuing anyone on an ongoing basis, though he'll certainly thwart the Cult of the Dragon whenever
he can.
Eldenser's Lair
The Lurker has no known servants, willing or unwilling, but he is thought to enjoy an alliance with the
Simbul, Witch-Queen of Aglarond, and possibly with her sisters Syluné and, surprisingly, Dove (who has
wielded him from time to time in big battles against Zhentarim, Thayans, or other magically-powerful
menaces). He seems to have no true lair but rather a dozen or more inaccessible sea-isle or mountain-
heart caverns in which to "stash" his immobile, stasis-ruled body.
For most of the time, this body lies in a crypt in the City of the Dead. The tomb is reachable only by
correctly passing through several trapped portals that fling the unwary to random destinations (for example,
a deep level in Undermountain or the outskirts of ruined Myth Drannor) unless a user utters the correct
passwords while traversing them. The crypt is rumored to contain wardmists or similar protective magical
barriers, including helmed horrors or similar automaton guardians, but no precise details of such defenses
are available.
Eldenser's Domain
Inside blades, Eldenser roams all of Faerûn, considering none of it his "territory" but all of it his to traverse.
He ignores nearby dragons of any breed -- unless they discover him, whereupon he cheerfully defies any
attempts to establish authority over him (or anyone wielding the blade he currently inhabits). Eldenser
usually has little interest in slaying other dragons of any sort, but he dislikes fleeing from them. He prefers
to best other dragons or outwit them and then leave at his leisure, rather than allowing them to consider
themselves victorious over him.
The favorite prey of the Lurker is a great cat of any sort, though he usually feeds on cattle, and even
derives nutrients from any gore he spills while inhabiting a blade. He is said to enjoy good wine and sharp
cheeses as well.
It's not known if Eldenser has ever mated with another dragon. He is known to have accompanied several
human females -- and at least one elven lady -- for most of their lives, and to have formed friendships with
heroic individuals of both genders and most intelligent races. At heart, though, he seems that rarest of
things, even among dragons: a contented loner.
Eldenser spends his days in three pursuits: observing the beauties of Faerûn and the entertaining strivings
of its inhabitants (half-elves, humans, and elves in particular), trying to influence events in the same way
that rulers and archmages do, and to follow Ossavitor's Way to fruition.
Ossavitor was -- or is (it is now either dead or dwelling on another plane) -- a dragon of forgotten breed,
who achieved something very important to all dragonkind some 20,000 years ago: his Way, or magical
process for achieving immortality.
Humans are warned that betrayal of any knowledge of this process (even mentioning its name in
"confidential" inquiries at Candlekeep, for example) will attract the attention of both the Cult of the Dragon
(who are anxious to eliminate rivals in their bid to influence dragons into achieving dracolichdom) and
powerful dragons of all sorts.
Ossavitor's Way is a long, exacting, and difficult process, the details of which remain secret to this writer (in
other words, Volo couldn't discover anything more about it, and Elminster refused to). Khelben "Blackstaff"
Arunsun, the Lord Mage of Waterdeep (and presumably certain other powerful mages of his acquaintance,
such as his consort Laeral and perhaps others of the Chosen of Mystra) has the entire process somewhere
in one of his hidden libraries. Ambitious adventurers should take note that dragons -- after a long and
increasingly impressive death-toll mounted alarmingly -- long ago gave up any hope of getting the secrets
of Ossavitor from the Blackstaff.
What I have learned thus far is the end result of the process, and certain of its ingredients. The end result is
practical immortality: It gives the dragon's sentience three bodies to inhabit (the unused two are in stasis,
and typically hidden away in remote mountain caverns, buried under sand in the hearts of such vast
deserts as the Plains of Purple Dust in Raurin, and so on), and allows the dragon to select the size and
"age" of these bodies. The dragon retains its spell resistance and spells regardless of the apparent age of
its form, but its size, Hit Dice, breath weapon, and the like vary with the age chosen. All of these newly
created bodies are vigorous and have fast healing 3. How the dragon's sentience can move from one body
to another also remains a mystery as of this writing, but the written evidence suggests that this can be done
as often as desired, and with ease.
The process itself has been the hardest thing to unearth. I suspect that dragons or their agents, and folk of
the Cult of the Dragon, have set about stealing or destroying as many references to the Way as possible.
I'm confident that it involves gathering many draconic components, including the talon of a topaz dragon, a
scale from a silver, some blood from a bronze, and so on. (Note: This confidence is Volo's, but Elminster
did not correct this statement.)
Eldenser can be presumed to know (or to believe he knows) the entire Way, and to be pursuing the
collection of components in a patient, almost leisurely manner. Certainly he has often influenced individuals
who are wielding a blade he is part of to attack and slay dragons -- and if they are successful, to sever
certain of their body parts which vanish at the blade's touch (presumably teleported away by a magic
launched by Eldenser, to some secret hiding place).
Eldenser: Male great wyrm amethyst dragon; CR 25; Gargantuan dragon (earth); HD 39d12+234;
hp 487; Init +2; Spd 40 ft., burrow 20 ft., fly 200 ft. (clumsy); AC 50, touch 8, flat-footed 48; Atk +46
melee (4d6+12, bite) and +41 melee (2d8+6, 2 claws) and +41 melee (2d6+6, 2 wings) and +41
melee (2d8+18, tail slap); Face/Reach 20 ft. by 40 ft./15 ft.; SA amethyst telekinesis, breath weapon
(120-ft. line of concussive force), crush 4d6+18, explosive gem 13d6, frightful presence, psionic
combat modes (all attack modes/all defense modes), psionics, tail sweep 2d6+18; SQ blindsight 360
ft., darkvision 1,200 ft., DR 20/+3, fire resistance 30, force resistant, low-light vision, planar travel, PR
31, psionic power points 170; AL N; SV Fort +27, Ref +23, Will +26; Str 35, Dex 15, Con 23, Int 24,
Wis 21, Cha 22.
Skills and Feats: Bluff +48, Concentration +48, Diplomacy +49, Escape Artist +21, Hide -11,
Intimidate +10, Knowledge (geography) +49, Knowledge (history -- the North) +49, Knowledge (local
-- the North) +49, Knowledge (nature) +47, Knowledge (nobility and royalty) +37, Knowledge
(psionics) +49, Listen +47, Psicraft +49, Search +49, Spot +47; Extend Power, Flyby Attack, Inertial
Armor, Persistent Power, Power Attack, Power Penetration , Psionic Weapon, Quicken Power,
Snatch, Wingover.
Amethyst Telekinesis (Sp): Once per day, Eldenser can use a telekinesis effect. With this ability, he
can lift up to 10 tons (200,000 pounds), or hurl a creature against another object. The impact deals
20d6 points of damage to a Large creature, 15d6 to a Medium-size one, 10d6 to a Small one, 5d6 to
a Tiny one, or 1d6 to a Diminutive or Fine creature.
Breath Weapon (Su): Once every 1d4 rounds, Eldenser can breathe a 120-foot line of concussive
force. Each creature in the affected area takes 24d8 points of damage (Reflex DC 35 half). He may
choose to deal an equal amount of subdual damage instead of normal damage.
Explosive Gem (Sp): Once per day, Eldenser can spit a crystalline violet lozenge up to 75 feet away
with pinpoint accuracy. The gem explodes on impact, dealing 13d6 points of impact damage to every
creature in a 20-foot radius (Reflex DC 29 half).
Frightful Presence (Su): This ability takes effect automatically when Eldenser attacks, charges, or
flies overhead. It affects only opponents with 38 or fewer Hit Dice or levels. Each affected creature
must make a successful Will save (DC 35) or become shaken for 4d6 rounds (if it has 5 or more Hit
Dice) or panicked for 4d6 rounds (if it has 4 or fewer Hit Dice or levels). Success indicates that the
target is immune to Eldenser's frightful presence for one day.
Tail Sweep: Eldenser can sweep with his tail as a standard action. The sweep affects Small and
smaller creatures within a 30-foot-diameter half-circle centered on the dragon's rear. Each affected
creature that fails a Reflex save (DC 35) takes 2d6+18 points of bludgeoning damage; a successful
save halves the damage.
Blindsight (Ex): Eldenser can ascertain his surroundings by nonvisual means (mostly hearing and
scent, but also by noticing vibration and other environmental clues). This ability enables him to
discern objects and creatures within a range of 360 feet. He usually does not need to make Spot or
Listen checks to notice creatures within range of its blindsight ability.
Force Resistant (Ex): Eldenser gains a +4 saving throw bonus against force-based psionic powers,
spells, or effects.
Low-Light Vison (Ex): Eldenser can see four times as well as a human in low-light conditions and
twice as well in normal light.
Planar Travel (Su): Eldenser has the innate ability to pass instantly between the Material Plane and
the Inner Planes.
Though his pursuit of Ossavitor's Way can be described fairly as leisurely and almost unconcerned, with a
high value placed on enjoying the full range of experiences Faerûn has to offer a patient observer, it seems
likely Eldenser will achieve the near-immortality of the Way. He has been working on it for so long and
taking such care over the details that (in Elminster's estimation, at least) he's only a last grace note or
crowning touch away from being able to enact the Way.
It's possible that Eldenser has achieved this state already and is simply reluctant to leave his present
lifestyle. Perhaps he is trying to craft or discover psionics that will enable him to inhabit blades and travel
between them and his three new bodies as freely as he does presently between his old, original body and
the various weapons of which he has been a part. It is certain that he has spent a lot of time in and around
Candlekeep and the Herald's Holdfast in recent years -- after having scoured both places centuries earlier
for all references to the Way.
Against this rosy likelihood of success must be placed Eldenser's often dangerous lifestyle. More than most
dragons, he places himself at risk often, and for extended periods of time. Only the gods can decide if ill
fortune will find him before he enacts the Way -- and that brings to mind Volo's last note about the Worm
Who Hides in Blades: There are many and persistent, but admittedly entirely unsubstantiated, rumors as to
Eldenser being an ally or servant of this or that Faerûnian deity.
Elminster only smiled and shook his head when he read those lines, refusing to confirm or deny the truth of
this. Instead, he pointed silently to Volo's very last words: "Bears watching. Keep an eye on this one -- if
possible."
Eldenser's Magic
The Lurker is thought to have learned and practiced many rare and strange spells. He has all of the psionic
abilities of an amethyst great wyrm, but his precise mind-powers remain mysterious; Elminster believes that
one of Eldenser's achievements is the ability to duplicate the effects of certain high-level powers he can
unleash once per day, costing hit points instead of power points.
Two of Eldenser's abilities in particular are sought by other dragons (and by ambitious mages of Thay and
the Cult of the Dragon), and these follow. (The descriptions of these powers are drawn from the notes in
books of Khelben "Blackstaff" Arunsun, who apparently received them from Eldenser long ago in trade for
magic.)
You create a ring of glowing blue-white energy around the target resembling faerie fire, which provides light
equal to a candle. The ring extends 5 feet horizontally from the target. The ring moves with the target and
does not interfere with its motion or abilities. The ring can be programmed with one of two effects:
Complete discharge: The next enemy of the target that touches the ring discharges it, unleashing a pulse of
force at the enemy that deals 11d6 points of force damage. This ends the power immediately.
Staggered discharge: As above, except each time the ring is touched by an enemy, it releases only a
portion of its energy chosen by you (such as 3d6, 2d6, 1d6, and so on). The ring remains until it has
released 11d6 dice of damage, at which point the power ends.
Steelsteal
Psychoportation (Dex)
Level: Psion 5
Display: None
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level or until you return to your body (D) (see text)
Power Points: 9
You free your spirit from your body, allowing you to travel as an incorporeal creature and inhabit metallic
blades (such as daggers, swords, and so on). While incorporeal, you cannot make attacks or use any
abilities, but you can fly at speed 30 (perfect). You do not carry any equipment with you but gain a
deflection bonus to AC equal to your Charisma bonus. You can remain incorporeal for up to 3 rounds in
succession, after which the power ends and your spirit returns to its body. When incorporeal, you are
affected by spells and powers that ward or harm such disembodied spirits or possession attempts, such
as magic circle against evil, which prevents you from entering or attempting to possess any blade within the
area.
While incorporeal, you can overlap a metallic blade with your incorporeal form and enter it fully. While
"possessing" the blade in this manner, you can see, hear, and feel as well as a normal human. You can
speak and use any powers or abilities you have that don't require somatic or material components
(therefore psionic abilities function normally). You cannot move the blade unless you have magic or
psionics that allow you to move objects (such as far hand, skate, or telekinesis). You can remain within a
blade indefinitely, subject to the duration of the power. As a standard action you can vacate the blade and
become incorporeal again, or transfer directly between two blades in physical contact at the time. A blade
possessed by you can bypass damage reduction as if it had a +2 enhancement bonus, but it does not gain
any bonuses to hit or damage. Damaging the blade causes you no harm, and destroying it merely returns
you to your incorporeal form. At any time you can end the power as a standard action and immediately
return to your body.
If you attempt to possess an intelligent blade, the blade resists and you must attempt a Will saving throw
(DC = item's ego). Success means you possess the blade and can use its abilities in addition to your own
(so if the weapon could teleport once per day, you could activate that ability and teleport yourself and the
blade to your choice of locations). Failure means you possess the blade but cannot use its abilities or any
of your own (you are essentially a passenger), although you can still leave the blade normally.
Your body remains behind, unconscious. Effects on your body (such as poison, disease, and so on)
continue while you are away, and because your body is still alive, it still needs air, water, and food. If your
body is killed, you die.
Ed Greenwood lives in a house surrounded by woods that aren't infested with mosquitoes only when
they're choked with chest-deep snow. He loves to look out windows at green growing things and the many
flowers his wife Jenny coaxes into splendor -- but actually prefers flickering computer screens where he
can bring new corners of the Realms to life.
Sean K Reynolds can usually be found working on his laptop while his girlfriend Willow tends her balcony
flowerboxes, which most recently gained a host of ladybugs as guests. The sight of the hundred spotted
red insects inspired him to create the game stats for a monstrous ladybug familiar. Find it and other game
material at http://www.seankreynolds.com.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
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Eldenser
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Eldenser
Basic Information
Nicknames
Home
Former home(s)
Male
Race
Amethyst dragon[1][note 1]
Age
Great wyrm[2] in 1371 DR
Known
language(s)
Draconic, Common, several human and elven tongues[2]
Rules Information
Alignment
Neutral
Eldenser, called "The Lurker" or "The Worm Who Hides in Blades", was a male amethyst[note 1] great
wyrm known for his magical ability to "jump" his sentience from blade to blade.[3]
Contents
[show]
Description Edit
By the 1370s DR, in his true dragon form, Eldenser appeared ancient and decrepit. His scales had paled to white and
his wings had withered. He had extra-large eyes and an array of white spines on his chin. The vast majority of the time,
his body was magically preserved and protected in a crypt below Waterdeep, while his consciousness traveled Faerûn.
[2]
Personality Edit
Eldenser was a loner, preferring to avoid the company of other dragons. He was wanderer, rarely staying in one place,
even before he gained the power to separate his mind from his body. He was free-spirited, friendly, easily amused, and
ever-curious about the world around him. His favorite things to observe were things of beauty and the effect of love on
people. He preferred to avoid combat, yet was a formidable foe if provoked. He had a great love of riddles and puzzles.
[2]
Eldenser enjoyed meat from the great cats but would settle for cattle. He also enjoyed human delicacies, such as cheese
and wine. (Strangely, he could even gain nourishment from blood on the blades he inhabited.)[2]
Abilities Edit
Eldenser has all of the powers and psionic abilities of an amethyst dragon; however, his most memorable ability was
his magical means of transport. He had learned a spell that could transport his mind into the blade of any metal slashing
weapon. From within the blade he could see, hear, taste, and even speak—though he was most often a silent observer.[2]
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Eldenser had also mastered a few other rare spells. As one example, he knew a spell to surround himself with a bright and
deadly ring of blue-white energy.[2]
Activities Edit
In his younger days, before learning his steelsteal spell, Eldenser was a wanderer, traveling around the Sword Coast
North seemingly without aim. In truth, he was learning everything he could about life.[2]
His fascination with life changed over time into a fascination with learning how to extend it. He was a seeker
of Ossavitor's Way, a secret to eternal life said to have been discovered by the dragon Ossavitor. While apparently un-
rushed and leisurely, Eldenser had been actively seeking the magical components for the procedure that would allow
him to live forever in three separate dragon bodies.[2]
Relationships Edit
Eldenser was said to have had alliances with the Simbul, Syluné, and Dove Falconhand.[2]
It was believed that he had never taken a lover, being a loner all his life, though he traveled with many
female human and elven adventuresses over his life and formed many friendships, outliving all of them.[2]
Rumors Edit
There were unsubstantiated rumors that Eldenser was in fact the servant of one of the gods.[2]
Appendix Edit
Notes Edit
1. ↑ 1.0 1.1 Forgotten Realms Campaign Setting calls Eldenser a brass dragon, but Dragons of Faerûn and Dragon Magazine #237 list
him as an amethyst dragon.
Ed Greenwood; Sean K. Reynolds (2003-06-18). Eldenser, "The Worm Who Hides in Blades". Wyrms of the North.
Wizards of the Coast. Retrieved on 2016-08-13.
References Edit
1. ↑ Eric L. Boyd, Eytan Bernstein (August 2006). Dragons of Faerûn. (Wizards of the Coast), p. 43. ISBN 0-7869-3923-0.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 Ed Greenwood (January 1997). “Wyrms of the North:
Eldenser”. Dragon #237 (TSR, Inc.), pp. 33–37.
3. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition.
(Wizards of the Coast), p. 224. ISBN 0-7869-1836-5.
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Glassteel
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Glassteel
History
Creators
Sun elves
Avariel
Physical properties[1]
Color
Transparent
Properties
Strong as steel
Usage[1]
Cost
~100 gp per lb.
Contents
[show]
Properties Edit
Glassteel lacked the normal greenish tint of glass,[1] instead gleaming a dullish and almost translucent gray.[2] It was
stronger than iron but only half as heavy. Furthermore, it was fully translucent.[1]
Fabrication Edit
It was made with a complex metallurgical and alchemical process that also required extensive knowledge of glass-
blowing. This technique was discovered by the sun elves and avariel.[1][3]
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Application Edit
It was mostly used as a construction material in fantastic castles,[1] but also found common use as a hull plating
for spelljammers.[citation needed] Some also used it to create weapons and armor, though for most, the cost of doing this
was prohibitively expensive, especially when crafting armor. Glassteel armor was much lighter than others of its kind,
enabling greater ease of movement.[1]
Theurglass
References Edit
Glassteel (Alteration)
Level: 8 Components: V, S, M Range: Touch Casting Time: 8 segments Duration: Permanent Saving Throw: None Area
of Effect: Object touched
Explanation/Description: The Glassteel spell turns crystal or glass into a transparent substance which has the tensile strength and unbreakability
of actual steel. Only a relatively small volume of material can be affected, a maximum weight of 10 pounds per level of experience of the spell
caster, and it must form one whole object. The material components of this spell area small piece of glass and a small piece of steel.
in:
Materials
Adamantine
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Adamantine is a rare metal appearing in Dungeons & Dragons. It is famed for its hardness and often used to produce
weapons and armor.
Adamantine in various pure, alloyed or raw forms have historically been referred to by different names,
including adamantite, adamant and adamantium (see Nomenclature, below).
Contents
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Characteristics Edit
Adamantine is an extremely hard, black metal. In its finished form, adamantine metal reflects a clear green sheen under
candlelight, and purple-white under magical light.
Adamantine weighs as much as steel. It is ferromagnetic like steel, and vulnerable to a rust monster's grasp.
Unprocessed adamantine, termed adamant by some sages, is hard but brittle, and unsuitable for use as a weapon. It has
a glossy black appearance, and has the unique property that reflections seen in it glow with rainbow edges.[1]
The only known sources of adamantine are meteorites which have impacted the earth, and rare mineral veins in areas
saturated with magic.[2] The mineral ore of the metal is sometimes termed adamantite, although this name was also
historically used to refer to the refined metal. The term "adamantine ore" is now more commonly used to avoid
confusion.
Pure raw adamant can occasionally be found in spheres trapped within solidified lava flows, where it must be processed
to produce adamantine metal.
A human legend states that in its pure form, raw adamantine is so hard that no being other than the Greek
god Hephaestus can work the metal. Despite this, it is often worked by the talented smiths of subterranean races, most
notably the expert dwarves and the skillful drow. Very high temperatures are required to work the metal.
A once popular myth claims that adamantine is produced by alloying steel and mithral, or even silver and electrum with
adamantine ore. This is dismissed as a folk tale by experts, including the dwarves who closely guard the secrets of
working the difficult metal.[1][3]
Uses Edit
A major use of adamantine is in the construction of weapons and armor. Due to its high price and the difficulty of
working the metal, adamantine equipment is almost always worked by a master craftsman.[2]
Weapons made from adamantine are exceptionally hard and durable, and are able to smash solid objects with ease. The
best adamantine arms and armor are as potent as magic weapons.[3] Adamantine weapons are able to overcome certain
creatures' resistance or immunity to normal steel weapons.
Adamantine armor is supremely resistant against damage, and virtually unbreakable. The dwarves of many worlds craft
exceptional suits of full plate armour from adamantine. The drow possess advanced metallurgy and are able to draw an
adamantine alloy into thin, flexible strands, which are woven into a mesh to produce armor.
Many notable magic items are made from adamantine, including Daern's instant fortress, the saw of mighty cutting,
the talisman of the sphere[4] the mace of smiting, the mattock of the titans, and the Hammer of the Dwarffather.
Several constructs have been built completely or partially from adamantine. These include the huge adamantine golem;
the singular adamantine horror, leader of the clockwork horrors; and the drow-built adamantine spider.
Adamantine is sometimes used in the construction of building doors when extreme security is desired. In the world
of Eberron, a House Cannith foundry beneath the city of Sharn was constructed from adamantine-plated thick steel.
The infamous Tomb of Horrors was also built to contain an impassable door of solid adamantine, until adventurers
simply tore the valuable metal from its hinges.[5]
Other forms of adamantine, such as the brittle raw adamant metal or its ore, have few practical uses except in dwarven
materials research, experimental magic items, expensive engravers' tools, and pieces of jewelry.
Nomenclature Edit
Various names have been given to adamantine metal, its ores, its alloys, and its pure form. These have been used
somewhat inconsistently, and the term "adamantine" is now preferred for all uses.
Adamantine: A durable black metal used to craft weapons and armor. While it is sometimes stated to be an alloy of steel
or other metals, the exact metallurgy involved in producing this material from its ore is a closely-guarded secret. The ore
itself is often called "adamantine ore".
Adamantite: Often used synonymously with adamantine, "adamantite" is more precisely defined by sages as the
naturally-occurring ore from which adamantine is refined.
Adamant: An extremely hard but brittle metal refined from adamantite ore. Often stated to be the pure form of the
metal, which must be worked to produce adamantine. It is surprisingly light.
Adamantium: A rarely-used synonym for adamant.
The metal known as "adamantite" first appeared in Greyhawk (Supplement 1) (1975), p.47 where it is a "strange alloy"
of which +5 armor and shields are made.
In Gods, Demi-Gods & Heroes (1976), p.17, the arrows of the Greek god Apollo are made of "adamant", as is
the sickle of the titan Cronos. Hephaestus, Greek god of the forge, is the only being able to work adamant into weapons
and armor, owing to its hardness.
Following Gygax's departure from TSR, some later products attempted to clarify or correct the nomenclature of
"adamantite", as the suffix -ite technically denotes a mineral rather than a metal. These clarifications would be used
inconsistently throughout AD&D 2nd edition.
FOR2 The Drow of the Underdark (2e) (1991) describes (p.32) that "adamantium" is a form of pure forged adamantite,
with "adamantite" itself also used to create some items. The name "adamantine" is used to describe as a hard and
flexible alloy of adamantite, made from adamantite ore, from which drow weapons and armor are made.
Book of Artifacts (1993) follows this usage and references "adamantine" as a material from which weapons and other
objects are made. Planescape Planes of Conflict (1995) (Liber Benevolentiae, p.43) refers to a creature called
the adamantite dragon.
Volo's Guide to All Things Magical (1996) (p.25, p.55-56) attempts to clarify the nomenclature. According to this
source, "adamantite" is a ferromagnetic ore, of which the pure metal is "adamant". Adamant is hard but brittle, and is
alloyed with silver and electrum to make "adamantine".
D&D third edition would again change the nomenclature. From this point forward in D&D, "adamantine" referred to a
hard metal, not an alloy. Previous references to "adamantite", "adamant" or "adamantium" were replaced with
"adamantine".
Dungeon Master's Guide (3.0) (2000), p.242 asserts that adamantine is itself a rare metal used to craft weapons and
armor. Magic of Faerûn (2001), p.177-180 refutes the earlier description in Volo's Guide to All Things Magical (1996),
and explicitly rejects the belief that adamantine can be made by alloying adamantine ore with silver and electrum, or
mithral and steel.
Daern's instant fortress and the talisman of the sphere, which had been described as made of "adamantite" in the AD&D
1e Dungeon Masters Guide, were now described as "adamantine" in third edition. Other adamantine items included the
third edition Dungeon Master's Guide are the mattock of the titans, mace of smiting, and adamantine versions of
various standard weapons and armour.
Other instances of pre-3e "adamantite" renamed to "adamantine" include the adamantine door in the 3e web release of
Tomb of Horrors, and the adamantine dragon of Bytopia appearing in Dragon #321 (Jul 2004)'s Dragons of the Outer
Planes. Several NPCs in The Drow of the Underdark (3e){{UnknownBook}} are also referred to as using adamantine
weapons or armor.
Creatures published in D&D third edition include the adamantine horror in Monster Manual II (3e) (2002),
the adamantine golem in the Epic Level Handbook (2002), some adamantine-clad warforged in the Eberron Campaign
Setting (2004), and the adamantine spider in Drow of the Underdark (3e) (2007).
The Player's Handbook (4e) (2008) refers to adamantine as an item with an exceptionally high difficulty to break or lift
on a Strength check. The fighter's 27th-level encounter exploit Adamantine Strike is so named for its ability to break
through opponent's armor. An artifact called the Adamantine Scepter is named as an example of the goal a major quest.
21 magic items whose name or description includes "adamantine" appear in the D&D Compendium. Notable examples
include the adamantine horse of Xarn, hammer of thunderbolts, rod of Dispater and Daern's instant fortress.
Several adamantine dragons also appear.
Adamantine armor and weapons appear in the Dungeon Master's Guide (5e) (2014), as does the Daern's instant fortress.
Adamantine is an old word which appears in various works of literature, referring to any very hard, unbreakable
substance. For example, armor described as "adamantine" appears in Milton's Paradise Lost (1667):
Arme, Warriours, Arme for fight, the foe at hand,
Adamantine is sometimes confused with adamantium, a fictional metal from Marvel Comics which first appeared in
Avengers #66 (July 1969).
See also Edit
Adamantine dragon
References Edit