[KenzerCo] Elves and Bugbears are on the way!

Mark Plemmons

Explorer
Our newest Friend and Foe supplement (the Elves and Bugbears of Tellene) is on the way to distributors, so be sure to keep an eye out for it (or go ahead and preorder it from your local game shop). You can order on our website soon, about the time the book hits the stores. There's a lot of detail at the end of this post.

Also, you can check out the PDF preview here (Keep in mind that our web guy had some clarity and conversion problems with the PDF, so it's a big file - nearly 12 mb.)

This book is also by the same author of the acclaimed Fury in the Wastelands: the Orcs of Tellene, and Friend and Foe: the Gnomes and Kobolds of Tellene, so you know it's going to be good!

It's 224 pages, hardcover, for $29.99. Catalog number is K&C1031 (or maybe KEN1031, depending on your distributor's computers).

The back cover text is here:

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FRIEND AND FOE: THE ELVES AND BUGBEARS OF TELLENE

BY PAUL "WIGGY" WADE-WILLIAMS

A STROLL IN THE WOODS IS NO PICNIC…

For millennia, the elves stood as stalwart bastions against the destruction wrought to the forests of Tellene. Divided by their views on magic, the once united elven nation eventually became four separate races - the haughty gray elves, savage wild elves, militant wood elves and refined high elves. Still, no matter which subrace you choose, this book arms you with the knowledge, skills and equipment to begin your adventure!

In stark contrast, bugbears are one of the most destructive races in Tellene, and at last you can revel in the culture of these barbaric brutes. Whether you want to learn the inner secrets to help you battle these brutes or would prefer to play a fierce bugbear warrior bedecked in bloody trophies from his victims or a powerful bugbear mage, this book contains everything you need.

FRIEND AND FOE is loaded with Dungeons & Dragons (3.5 Edition) material, including:
- Four Elven Subraces! Learn how the gray, high, wild, and wood elves interact with each other in their quest to save Tellene from destruction.
- Three Bugbear Subraces! Detailed sections bring arctic and desert bugbears, as well as bugbear mages, to life.
- All New Prestige Classes! Become an elven high warder, limb runner, prophesized hero, or spear of Yealen Batania. Alternately, try your hand as a bugbear skull lord, treasure hound or trophy hunter.
- New Feats! Learn special details about life as an elf or bugbear and how to master the special abilities that their lifestyles require!
- Easy-To-Use Quick Reference Sections! Whether you need a new name for your character, immediate information on religion or how to translate an unknown word, these sections give you all the information you need.
- Culture and Society! Learn about social caste systems, military forces and tactics, and their views on creation, religion, magic, and a myriad of other subjects, including trading practices, recreational habits, diet, clothing and much more!
- Psychology! Discover how to flesh your character into a living, breathing person with real relevance and connection to the campaign world.
- Adventure Hooks, Campaign Ideas, Bestiary and Much More! Make bugbears more than mere thugs and turn elves into capable villains!

Although usable in any campaign, this book is especially suited for the Kingdoms of Kalamar Dungeons & Dragons campaign setting - a realistic, dynamic world where complex political alliances mix with marauding bands of humanoids, and medieval technology and culture come face to face with magic and the fantastic. Whatever type of adventure you seek, you can find it here.

This Kingdoms of Kalamar supplement is intended for use by D&D players and Dungeon Masters (DMs) alike. To use this book in a Dungeons & Dragons campaign, you need a copy of the Player's Handbook, the Dungeon Master's Guide and the Monster Manual. You can also find further detail on the lands and cities in the Kingdoms of Kalamar campaign setting sourcebook, the Kingdoms of Kalamar Player's Guide, or any of our other fine supplements and adventures.

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The elf section is broken down into several chapters, one for each subrace. As the high elves most closely resemble the standard elven race in the D&D Player's Handbook, and because the high elves are the race most commonly encountered by the humans of Tellene, they are treated as the standard elven race. The differences between subraces highlighted in the other chapters, each of which is broken down into several sections, covering various aspects of elf daily life.

Chapter One details the history of the elven race
Chapter Two discusses the high elves, the most commonly encountered elven race.
Chapter Three presents the gray elves, studious and haughty creatures who live in stone cities and do not consider other races their equals.
Chapter Four details the wild elves, a reclusive and belligerent subrace of communal hunter/gatherers that favor freedom over all else.
Chapter Five includes the wood elves, protectors of the forests with a strong love of nature.
Chapter Six details the half-elf and tel-amhothlan (half-elf/half-orc) races.
Chapter Seven presents the player with everything he needs to know about playing any breed of elf, as well as new feats and prestige classes suited to the various races.
The Appendices (A and C) cover the elven glossary and bestiary, respectively. Appendix E includes some notes for the Dungeon Master on elven adventures.

While the word "elf" appears frequently throughout this work, the reader should remember that this book deals with all the surface elf subraces. Which sort of elf it refers to depends solely on which section you are reading.

The stereotypical elf is an aloof nature-lover, skilled with bow and sword, highly talented in magic, and enemy of all things evil. While there is nothing wrong with this view, it is only a glimpse at the surface of a fascinating culture. Within these pages is an in-depth study of all aspects of surface elf culture. High, wood, wild, and gray elves are all covered in detail, with explanations of their society, culture, religion, and methods of warfare. The mysterious underground drow and twilight elves are covered separately, in Blood and Shadows: the Dark Elves of Tellene.

What this book is not, however, is a definitive guide to every elf community on the surface of Tellene. Elves living in different territories have unique customs, brought about by centuries of contact with other races. There is not the space to detail every single custom and oddity shared by this diverse race. Instead, we present the common view; the base template of all elves on Tellene.

Bugbears, too, have been spotted in fantasy campaigns for many years, but serve mostly as growling, snarling beasts with no real society of their own. This supplement changes that, providing DMs (and players) with ways to bring a bugbear character to life! Here you learn about their physical and mental strengths and weaknesses, social structure, culture, warfare, religion, and more.

Chapter Eight details the monstrous bugbear race, along with the arctic and desert subraces, and the bugbear mage.
Chapter Nine gives details on playing a bugbear, along with new rules information pertaining to bugbears, such as prestige classes and alchemical mixtures.
The Appendices (B and D) detail the bugbear glossary and bestiary, respectively. Appendix E includes some notes for the Dungeon Master on bugbear adventures.
 

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