Hi guys,
Two books have plopped onto my desk this morning - The Slayer's Guide to Dureger by Sandrine Thirache and August Hahn, and The Fir Domain, the firast of the Tribes books for the Slaine RPG.
Duergar are possibly one of the most feared races of the Underdark and for Games Masters looking to take a break from sprining Drow upon their players, provide a suitable alternative for an adversary who is intelligent, cunning and downright nasty when roused! The Slayer' guide to Duergar opens up with a full colour anatomical picture done, once again, by Chris Quilliams, the gifted gentleman who has done all such pictures for the Slayer's Guides since the release of Hobgoblins.
Duergar Physiology tells us about all the innate powers of the dark dwarves - where they come from, how they work and just why the Duergar are so nasty when fighting on their home turf. We also learn about their kinship with other dwarves, have a new height and weight generator for them, and can read a study about the effects of sunlight on their skin.
The Habitat chapter takes a good look at the domains of the Duergar, from their main clan caverns, to the twisting labyrinthes that aid defence when their strongholds are attacked. The keeping of slaves is covered, as well as the heavily guarded gates that stand sentinel to their kingdoms - warnings are made to adventurers blithly wandering through Duergar mazes without thought to traps and ambushes. Duergar Society introduces us to the concept of what drives these dwarves to do the evil callous things they enjoy, but we also learn that they are prepared to defend their offspring as a matter of duty. The driving force behind the race though, is the love of gold and gems, driving them far deepder into the earth than any other dwarven race. Their main deity, known as the Lord of Toil, demands unceasing service of his followers but can grant tremendous boons to his faithful.
Warfare in the Dark shows a Games Master exactly how to spring Duergar on his players anmd as well as covering the use of ambush, magic and assassination, also includes a few new tricks to try - for example, Duergar commonly modify their crossbows to add a vicious iron blade to their stocks, allowing melee attacks to be made if an enemy comes to close, a valid concern within twisted tunnels. The Roleplaying with Duergar chapter fulfils two purposes - first, to demonstrate how to use Duergar in games so they remain a terrifying mystery to players, and also to introduce new rules to the game for Duergar alone. You can even try Duergar player characters, if you are willing to risk the ire of surface dwelling races (I would!). New Duergar feats are introduced, such as Unrelenting and Stone-Touched, while two Duergar prestige classes, the Stonecaller and Black Rock Magi (very nasty!), will give players more than a few surprises. The Slayer's Guide to Duergar ends with a sample lair ready for play, the Mines of Verhaven and a Reference List that provides quick and easy characters for Games Masters.
The Slayer's Guide to Duergar will be available in the UK next week, and in the US in a fortnight or so, priced £4.95 and $9.95 respectively.
The Fir Domain is the first Tribes book for the Slaine RPG, with each taking a look at a different people in Tir Nan Og - each 32 page supplement will build up a Games Master's NPCs to grant them far more depth, or give a player's own character many, many more options. Written by Ian Sturrock, with additional text by Slaine-guru Debbie Gallagher, it looks to be a real cracker. . . To answer one question I know will arise, The Sessair (Slaine's own tribe) has already been written and will be available in about a month's time!
The Fir Domain kicks off with a chapter on the History and Traditions of this tribe, looking at their origins, the way they choose chieftains, with whom they fight and ally, and how they treat the druids of their lands. As well as giving some valuable insight into the Tir Nan Og of Slaine's time, this also makes for extremely good reading for anyone interested in Celtic fantasy.
The Tribe of the Growling Shields (as the Fir Domain are also known) chapter introduces all sorts of unique options for characters drawn from this tribe. Character concepts (for those of you familiar with the Quintessential series of books from Mongoose) give a range of starting templates for beginning characters to flesh them out and provide a ready made hook for players. For example, in the Slaine RPG, you could choose to play a Druid character - if he comes from the Fir Domain, he may now also be a Mystic or a Sage. Noble Warriors can now also be a King's Man or a Swordmaster, and so on. This will be a regular feature of the Tribes books, granting each of the folk in Tir Nan Og truly unique characters, from whatever tribe they hail. This kind of customisation would not be complete without Fir Domain prestige classes, and Ian Sturrock does not disappoint, proving that the Red Branch Warriors of the Sessair do not have all the fun. Characters from the Fir Domain can choose to aim for either becoming a Dancer of the Sword or a Russet Hound.
The New Feats and Magic chapters seek to furtehr seperate the Fir Domian from the other tribes, with individuals now being able to possess abilities such as Battle Plan or supernatural gifts such as the Loins of Cymidu. Folk of the Fir Domain looks at some of the major characters present within the tribe, giving plenty of background and game information for each and, when combined with the Scenario Hooks chapter, each proves to have an easy to use link to an ongoing campaign that any Games Master will be able to insert into his scenarios with ease. The Fir Domain wraps up with a Reference List that provides ready to use characters of all ranks and stations.
The Fir Domain will be available in the UK next week, and in the US in a fortnight or so, priced £4.95 and $9.95 respectively.
Two books have plopped onto my desk this morning - The Slayer's Guide to Dureger by Sandrine Thirache and August Hahn, and The Fir Domain, the firast of the Tribes books for the Slaine RPG.
Duergar are possibly one of the most feared races of the Underdark and for Games Masters looking to take a break from sprining Drow upon their players, provide a suitable alternative for an adversary who is intelligent, cunning and downright nasty when roused! The Slayer' guide to Duergar opens up with a full colour anatomical picture done, once again, by Chris Quilliams, the gifted gentleman who has done all such pictures for the Slayer's Guides since the release of Hobgoblins.
Duergar Physiology tells us about all the innate powers of the dark dwarves - where they come from, how they work and just why the Duergar are so nasty when fighting on their home turf. We also learn about their kinship with other dwarves, have a new height and weight generator for them, and can read a study about the effects of sunlight on their skin.
The Habitat chapter takes a good look at the domains of the Duergar, from their main clan caverns, to the twisting labyrinthes that aid defence when their strongholds are attacked. The keeping of slaves is covered, as well as the heavily guarded gates that stand sentinel to their kingdoms - warnings are made to adventurers blithly wandering through Duergar mazes without thought to traps and ambushes. Duergar Society introduces us to the concept of what drives these dwarves to do the evil callous things they enjoy, but we also learn that they are prepared to defend their offspring as a matter of duty. The driving force behind the race though, is the love of gold and gems, driving them far deepder into the earth than any other dwarven race. Their main deity, known as the Lord of Toil, demands unceasing service of his followers but can grant tremendous boons to his faithful.
Warfare in the Dark shows a Games Master exactly how to spring Duergar on his players anmd as well as covering the use of ambush, magic and assassination, also includes a few new tricks to try - for example, Duergar commonly modify their crossbows to add a vicious iron blade to their stocks, allowing melee attacks to be made if an enemy comes to close, a valid concern within twisted tunnels. The Roleplaying with Duergar chapter fulfils two purposes - first, to demonstrate how to use Duergar in games so they remain a terrifying mystery to players, and also to introduce new rules to the game for Duergar alone. You can even try Duergar player characters, if you are willing to risk the ire of surface dwelling races (I would!). New Duergar feats are introduced, such as Unrelenting and Stone-Touched, while two Duergar prestige classes, the Stonecaller and Black Rock Magi (very nasty!), will give players more than a few surprises. The Slayer's Guide to Duergar ends with a sample lair ready for play, the Mines of Verhaven and a Reference List that provides quick and easy characters for Games Masters.
The Slayer's Guide to Duergar will be available in the UK next week, and in the US in a fortnight or so, priced £4.95 and $9.95 respectively.
The Fir Domain is the first Tribes book for the Slaine RPG, with each taking a look at a different people in Tir Nan Og - each 32 page supplement will build up a Games Master's NPCs to grant them far more depth, or give a player's own character many, many more options. Written by Ian Sturrock, with additional text by Slaine-guru Debbie Gallagher, it looks to be a real cracker. . . To answer one question I know will arise, The Sessair (Slaine's own tribe) has already been written and will be available in about a month's time!
The Fir Domain kicks off with a chapter on the History and Traditions of this tribe, looking at their origins, the way they choose chieftains, with whom they fight and ally, and how they treat the druids of their lands. As well as giving some valuable insight into the Tir Nan Og of Slaine's time, this also makes for extremely good reading for anyone interested in Celtic fantasy.
The Tribe of the Growling Shields (as the Fir Domain are also known) chapter introduces all sorts of unique options for characters drawn from this tribe. Character concepts (for those of you familiar with the Quintessential series of books from Mongoose) give a range of starting templates for beginning characters to flesh them out and provide a ready made hook for players. For example, in the Slaine RPG, you could choose to play a Druid character - if he comes from the Fir Domain, he may now also be a Mystic or a Sage. Noble Warriors can now also be a King's Man or a Swordmaster, and so on. This will be a regular feature of the Tribes books, granting each of the folk in Tir Nan Og truly unique characters, from whatever tribe they hail. This kind of customisation would not be complete without Fir Domain prestige classes, and Ian Sturrock does not disappoint, proving that the Red Branch Warriors of the Sessair do not have all the fun. Characters from the Fir Domain can choose to aim for either becoming a Dancer of the Sword or a Russet Hound.
The New Feats and Magic chapters seek to furtehr seperate the Fir Domian from the other tribes, with individuals now being able to possess abilities such as Battle Plan or supernatural gifts such as the Loins of Cymidu. Folk of the Fir Domain looks at some of the major characters present within the tribe, giving plenty of background and game information for each and, when combined with the Scenario Hooks chapter, each proves to have an easy to use link to an ongoing campaign that any Games Master will be able to insert into his scenarios with ease. The Fir Domain wraps up with a Reference List that provides ready to use characters of all ranks and stations.
The Fir Domain will be available in the UK next week, and in the US in a fortnight or so, priced £4.95 and $9.95 respectively.