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Page 1

Blood & Shadows:
The Dark Elves of Tellene

Credits
Authors: Travis Forshee and Mark Plemmons

Addtional Contributors: Lloyd Brown III, Brain Jelke, Noah Kolman, Don Morgan, Traivs Stout
Editors: Mark Plemmons, Brian Jelke, Clayton Van Sickle III

Art Coordinator: Mark Plemmons
Graphic Design: Clayton Van Sickle III

Cover Illustration: Mark Smiley
Interior Illustrations: Keith DeCesare, Ginger Kubic, Patrick McEvoy, Chris Malidore

Cartography: Rob Lee
Project Managers: Brian Jelke and Mark Plemmons

Production Manager: Steve Johansson
Special Thanks to: Rob Lee, Rich Redman, Lezlie Samuel, Ed Stark, Bob Burke
Playtesters: Doug Click, Mark Prater, Gigi Epps, John Williams, Robert Landry

Mark Lane, John Wright, Anne Canavan, David Sink Jr, Joe Wallace.

Table of Contents

1

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Chapter 1: History and Legend . . . . . . . . . . . . . . . . . . . . . . . 5
Chapter 2: Society of Shadow . . . . . . . . . . . . . . . . . . . . . . .21
Chapter 3: Journey into Twilight . . . . . . . . . . . . . . . . . . . .43
Chapter 4: Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
Starting Packages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Prestige Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Brotherhood of the Twilight Fist . . . . . . . . . . . . . . . . .70
Divine Chorister . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Guild Artificer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Demonbound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Kell’thaile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Sisterhood of the Obsidian Gaz’zirad . . . . . . . . . . . .77
Sunwalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Chapter 5: Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79

New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Alchemical Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Chapter 6: Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Secret Societies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Appendix A: Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Appendix B: Magic Items . . . . . . . . . . . . . . . . . . . . . . . .103
Appendix C: Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Appendix D: Translation Guide . . . . . . . . . . . . . . . . . . .110
Appendix E: Vital Statisitics . . . . . . . . . . . . . . . . . . . . . .111
Appendix F: City Map . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113

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© Copyright 2004 Kenzer and Company. All Rights Reserved.

This book is protected under international treaties and copyright laws of the
United States of America. No part of this book may be reproduced, without the
express written consent of Kenzer and Company. Permission is granted to the
purchaser of this product to reproduce sections of this book for personal use
only. Sale or trade of such reproductions is strictly prohibited.

PUBLISHER’S NOTE:
This is a work of fiction. Names, characters, places and incidents either are
the product of the authors’ imaginations or are used fictitiously, and any
resemblance to actual persons, living or dead, events or locales is entirely
coincidental.

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With respect to trademarks:
Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. Blood & Shadows:: The Dark Elves of
Tellene ImageQuest, the ImageQuest logo and the Kenzer and Company logo are trademarks of Kenzer and Company. © 2004 Kenzer & Company,
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Introduction
Why the Kingdoms of Kalamar® Campaign

Setting?
The Kingdoms of Kalamar setting describes the world of

Tellene, a vibrant world alive with rich characters, imminent

danger, complex intrigue and exciting adventure, all awaiting

your shaping hand. This robust world consists of many

detailed lands and cultures, both human and humanoid,

that are rife with adventure possibilities. On Tellene, fantastic

creatures roam the wilderness, evil clerics worship evil deities

hell-bent on destruction and the dead rise again to spread

terror throughout the world. Complex political alliances

mix with marauding bands of humanoids and medieval

technology and culture come face to face with magic and the

fantastic. Tellene combines the best of a realistic medieval

world with all the elements of fantasy you have come to

enjoy. While nearly any campaign setting suffices for a single

adventure, your characters will find the Kingdoms of Kalamar

setting to be an engaging game world to explore long after

the novelty of the “tourist bazaars” has worn thin.

The underlying strength of the Kingdoms of Kalamar

setting comes from its geo-historical basis. The maps feel

right because they are right, at least from a standpoint of

verisimilitude. The continents, lakes, rivers, forests and other

geographical features all follow examples from the real world.

This attention to detail clearly shows a setting built from the

ground up, from the direction of the prevailing winds to the

plate tectonics. No glaciers lie in the middle of warm lakes

nor huge jungles in temperate latitudes. The Kingdoms of

Kalamar setting becomes the invisible backdrop for the real

action: you.

The player character becomes the real hero of any D&D

game. You rescue the princess and you recover the stolen

Whatzit for Lord So-and-So. You shape the campaign world

through your actions, not the other way around. Tellene, like

few other campaign settings before it, offers you the opportu-

nity to be a world-shaper. Life in Tellene grows from ordinary

men and women with extraordinary courage and resolve.

This setting gives you the information you need to allow your

players to become one of those people. But fear not, for all

the detail and background history that this setting provides

add depth to your adventures without confining them. The

Kingdoms of Kalamar setting allows you to be the author of

your own destiny by providing the scenery but not the story.

Of course, player characters cannot be everywhere at once.

The world continues moving even when they spend weeks

exploring long forgotten ruins or dark forests somewhere.

Evil cults spread their influence throughout a small town. A

village succumbs to a mysterious disease. A band of human-

oids halts merchant routes between two cities. Villains even

kidnap princesses when heroes are not around to do anything

about it. What happens then? Well, sometimes the princess

escapes, but more often the Vicelord has his way with her.

For the NPCs of Tellene are not inept, else they would not

be worthy (or successful) villains. A world full of morons is

no place to live. The good, the bad and even the so-so must

transpire in the campaign in order to make the party’s heroic

deeds exceptional. After all, if every person on the block is a

superhero, nobody stands out.

The Kingdoms of Kalamar setting is designed to enhance

your D&D experience by providing a realistic backdrop for

your character. Every type of person you could imagine lives

somewhere on Tellene. In fact, that’s one of the reasons the

Kingdoms of Kalamar setting is such an enjoyable world to

play in: it is tremendously versatile. No matter what type

of character you choose to play, you should feel confident

that he or she will have an important place in the world of

Tellene.

The Kingdoms of Kalamar setting also provides a realistic,

dynamic world for your character. Every sort of adventure

can be found on the continent of Tellene. Whether you

dream of finding great riches in the bellies of mountains or

ridding the desert of undead abominations, the Kingdoms of

Kalamar setting provides the where and the how, all the while

maintaining a commitment to realism that lets you experi-

ence your character’s adventures in the most satisfying ways.

In the Kingdoms of Kalamar setting, your character has

a chance to stand out. In fact, you have a chance to be the

greatest character in the campaign world. But greatness

is different for every individual. While you may dream of

conquering the continent and bringing peace and prosperity

to its people, others may wish for the ultimate in scholarly or

magical achievement. What sets the Kingdoms of Kalamar

setting apart is its ability to give you the opportunity to do

all this and more without sacrificing continuity or common

sense. Here you are presented with the opportunity to

become great. Realizing that opportunity, however, requires

skill, effort and a little bit of luck.

ABOUT THIS BOOK
Welcome to Blood & Shadows: the Dark Elves of Tellene.

This Kingdoms of Kalamar supplement details the lives, ways

and threats of the dark elves (also known as shadow elves, or

“drow” in Low Elven), providing both players and Dungeon

Masters with information regarding this unusual race. The

first few chapters are for both player and Dungeon Master, but

only the DM should read the final chapter.

Inside are rules for both running a campaign with the dark

elves as the protagonists and for players to run dark elf player

characters. Also included is the history and status of the elves

that betrayed their kin and fled from the sun, as well as those

relatives who chose not to betray the light.

This book is organized as follows:

Chapter One details the history of the dark elves. Here,

Mithelizek Kexithemios, wizard and defector of the dark elf

Blood & Shadows: The Dark Elves of Tellene

Page 57

Space for section sub-titles...

56

LANGUAGE
We speak the ancient language of the elves, High Elven,

amongst ourselves, resorting to Low, or Common, Elven for

visitors. We also know several other languages, and speak

them for esteemed visitors such as yourself, or to other

enemies and allies. Of course, we also introduced several

new words and phrases that those who live in the sunlight

have little use for, and outside speakers of High Elven might

find they have trouble fully understanding our speech.

RELIGION
As I have said, we do not

tolerate evil, and any

citizen or visitor who

attempts to establish

worship of an evil

faith is immediately

executed. Instead,

we b o w t o t h e

Gods of Good, with

those of law gener-

ally preferred over

chaos. Our most

worshipped deity

is the Adrabrintariel

the Pure One, or

Lady Love. We greatly

r e v e r e B e r e r e l d a r

the Swift Sword and

J a v a e c l y a t h e E t e r n a l

Lantern, particularly among

our standing military. Others favor

Calamassi the Irreproachable One or Eleria the

True, with the other gods having smaller followings. Our

spellsingers, for example, favor Halobrendar the Riftmaster,

and our bards the Raconteur, whom we call Banadar. The

Despiser is openly cursed, for his ancient corruption and

the splitting of the Old Empire, and the other gods of evil

are ignored.

WARFARE
As I said, we are a militant state. All our children begin

training in some combative art at the age of 5, regardless of

their eventual profession. Shopkeepers, stable hands, earth

tillers and poets; all of at possess at least the basic skills of

warfare. All adults must travel with the Dark Guard at least

a handful of times each year, as a familiarity with the tunnels

is something that we all may need

in an emergency. The

majority of the patrols

we handle with our

soldiers and clergy,

who often travel

in small patrol

groups, with at

least two clerics.

This is not unlike

the Dark Watch

p r a c t i c e d b y

the Assembly of

Light as a whole.

However, since

it is always dark

here, the patrols

are scheduled in

both night and day,

which are meaning-

less here. There are

s t i l l o t h e r d a n g e r s

beside those we have driven

away, as we often encounter aberrations and beasts in daily

excursions. Many of these are unique to these tunnels, and

I believe they were created by the Despiser to harry us;

something not discussed in his contract with Lady Love. I

shall speak more on these dangers in a moment.

Hierarchy
The basic unit in the twilight elf military is the squad, or

lanomeli. Each squad consists of nine individuals, seven of

whom are warriors (celelada), and two of whom are fighters,

or belaereda. The best fighter is known as the squad leader,

or lanomeli belaereda. Each squad lives together, trains

together and fights together. A lanomeli belaereda reports

directly to a turamarel, or sergeant, and takes orders from

her. Each turamarel has one to six lanomeli under her

command, depending upon her leadership ability.

Most military operations are performed by a jelessale,

or platoon, a unit containing all the lanomeli under the

command of a hanamarel, or lieutenant. Platoon size, of

course, varies from hanamarel to hanamarel. All hanamarel

Blood & Shadows: The Dark Elves of Tellene

56

MILITARY TERMS

Page 58

Space for section sub-titles...

train with their jelessale extensively. Such jelessale are well

equipped and have high morale, resulting in very effective

soldiers.

In his military capacity, the hanamarel must execute the

orders of his zyressian, or commander, and follow any strat-

egies that he may dictate. However, the hanamarel can also

act on his own, provided he does not violate any command

of his zyressian or attack another hanamarel, he may take

any military action that he deems appropriate.

For large battles, the zyressian assembles the entire army,

which consists of all the hanamarel and their jelessale. In

addition, the zyressian has his own elite squad to lead,

known as a zyressiada. This command squad contains the

zyressian, six belaereda, and two clerics of differing but

compatible faiths, of the zyressian’s choice. Most zyres-

sian are smart enough to know that their military success

depends upon training their army as a whole. Thus, they

spend one or two days each month performing military

exercises with the entire army. Otherwise, the entire army

is rarely mobilized together, save on dire occasions by

command of the selatha.

Advancement through the ranks comes from the decision

of the turamarel, hanamarel, zyressian or selatha, respec-

tively. Officers are chosen based on their skills and talents

just as we choose those in other occupations. One who

is not chosen remains cheerful and smiling, traditionally

remarking that he is glad if our people possess another who

is better than himself.

Arms and Armor
The Elenons are rich in metal ores, and we learned to

fashion many types of metal weapons and armor long ago.

We also receive a few weapons from the dwarves of Draska,

but we prefer to fashion our own armors. The average

soldier wears elven chainmail and carries a longsword,

short sword and large shield. though many subsitute the

more traditional gaz’zirad for the short sword. Most carry

at least one other weapon, such as a dagger or mace. The

hanamarel and zyressian usually wear half-plate or full

plate, and carry similar weapons.

Because our patrols mostly operate in tunnels, we have

little use for ranged combat, but most turamarel have at

least one lanomeli armed with shortbows or slings. These

soldiers carry melee weapons as well, usually a longsword

and a short sword, and only fire a small number of volleys

before closing to melee.

Tactics and Strategy
Because of the nature of our underground home, and

its limiting capabilities for ranged attacks, we are most

vulnerable to fast moving enemies and flanking actions. To

counter this, we try to contain the fight to one area – usually

by surrounding the enemy before attacking. Of course,

again due to the nature of caves and tunnels, this can be

quite easy or quite difficult, depending upon the location.

To counter this, our patrols try to learn all they can about

the many caverns and tunnels. In that way, we identify

advantageous places to corner or surround any attackers,

as well as possible ways they can be flanked or surrounded.

If they can find ways to skirt the enemy lines, they will use

them to surround the enemy forces. If no such routes exist,

the standard practice is to fire several volleys at the enemy

before charging into melee. Once the first warriors have

reached the enemy, the missile fire ceases, and the artil-

lery units join the fray. Any spellcasters and bards tend to

remain in the background so as to use their special talents

from a safer position.

Unlike our sunlight-dwelling kin, we generally offer no

chance for surrender. We respect our opponents’ valor, but

we will survive by any means necessary, and accordingly

we use any advantage we can get in combat. We will only

surrender if commanded; of course, this has not happened

yet.

Dangers
No major occurrences have happened on our centu-

ries-old watch, although dangers do occasionally present

themselves. The hobgoblins have some underground

holdings on the eastern slopes of the Elenons, and they

sometimes attempt to explore deeper north. We also keep

constant vigil for the undead, for shadows, ghouls, wights

and other sun-hating dead roam these tunnels, and we

hunt and destroy these profane beasts. Monsters of nature

we search only for food, until they prove to be a danger. Of

course, there are some exceptions. The immensely puissant

aboleths plagued the Old Empire of the shadow elves for

ages, and there are still a few attempting to subvert my

people. Since our underground rivers and lakes are invalu-

able to society, we have sometimes had to war with these

aquatic abominations – a dangerous task indeed.

The Despiser, ever the cunning schemer, agreed only that

his shadow elf children would leave this place; but those

were not his only creations. Maleficent horrors molded by

the dark god’s own hands come to harass us, and every few

years we encounter the newest creation of hell’s workshop.

The tainted fey are one of the greatest dangers to be faced

by any travelers risking passage among the Legasa Peaks.

However, they are the least of the damned legion’s soldiers.

Powerful undead and various other mockeries of life have

been known to devour entire patrol squads before they

knew that they were under attack; all these creatures bore

the sign of the Despiser….except one.

THE ENEMY STILL WALKS
What I tell you now is something that not even my people

know, although I shall tell them soon, for the preservation

Chapter 3: Journey Into Twilight

Page 113

Space for section sub-titles...

They chose to be evil,

and they make that

same choice with every

new generation born.

Many would argue that

this is the worst kind

of evil - the evil freely

chosen.

The individual dark elf is not a two-dimensional villain

- she moves around too often to become static. She is

constantly checking behind her, both metaphorically and

literally, and she knows she must stay two steps ahead

of everyone just to have a chance at survival. Even the

common shopkeeper keeps her mind sharp and racing at

a diabolical pace, much to the surprise of many a visiting

foreign dignitary new to the Empire’s ways.

Now that we have covered all the subject matter on dark

elves that the players may be allowed to know, we can focus

on the real dirt - the DM confidential material. If you are

a player

w h o

has read

this far,

c l o s e

the covers and either set

the book down or go back

and read something else

- this is not for your eyes. If

you are a DM, then feel free

to continue.

SECRETS AND LIES (DM
CONFIDENTIAL)

If you read the entirety of this book so far, then you

may have noticed some inconsistencies and loose ends

- fear not, this is intentional. The information dictated by

Mithelizek was far from complete, as some things were

intentionally changed, lied about or left out entirely. After

all, a good wizard, like any magician, never reveals his tricks.

Of course, there are pieces of information that not even

Mithelizek himself is privy to, but the book covers those.

Blood and Shadows: The Dark Elves of Tellene

We present here an overhead map of a typical drow city, perfect for use

by the Dungeon Master in his or her own campaign. The number of dark

elf cities and settlements in the Underdark is left completely in the hands

of the DM, as no one truly knows just how many there are… an ominous

thought, to say the least.

Page 114

Space for section sub-titles...

113

Index

113

INDEX

A
A Nightime Journey ..........................36
A Sign Appears ....................................46
Adept .....................................................51
Adrabrintariel,
THE PURE ONE ............................100
Adventurers .........................................35
Age ........................................................111
Alchemical drugs ...............................86
Arcane Arts, The .................................34
Aristocrat .............................................51
Armor .....................................................82
Arms and Armor ................................56

B
Barbarian ..............................................62
Bard ..................................................51, 63
Basiran Dancer ....................................63
Birthright .............................................81
Brigand ..........................................51, 64
Brotherhood of the
Twilight Fist, The .......................36, 70

C
Calereria The Emperor ..................101
Classes ............................................24, 51
Classes and Starting Packages
........62
Cleric ..............................................51, 65
Clothing ........................................30, 54
Commoner ..........................................51
Conspiracies and
Secret Societies ...................................95
Creating a Tainted Fey ...................108
Cycle of Life .........................................53

D
Dangers .................................................57
Dead of Night, The ...........................96
Demonbound ....................................74
Diet ...................................................29, 54
Divine Chorister ................................72
Druid ..............................................51, 65

E
Empress Meluria ................................93
Equipment ...........................................82
Evil is as Evil Does .............................62
Expert ....................................................51

F
Fighter ............................................51, 66

G
Gladitor .................................................66
Golden Alliance, The ........................97
Guild Artificer .....................................73

H
Habitat ............................................29, 54
Half Elves Amoung
the Twilight .......................3, 19, 53, 67
Halibeth-Joriel ....................................44
Height and Weight .........................111
Hierarchy ......................................33, 55
History and Legend ............................5
House Halibeth ..................................94

I
Improved Birthright .........................82
Improved Blind-Fight ......................82
Infiltrator ......................................52, 67
Introduction ..........................................2

K
Keel’thaile .............................................75

L
Language ........................................32, 55
Lycanthrope, Werebat ....................107

M
Medicine and Health Care ......30, 55
Mithelizek .............................36, 40, 92
Modifying Posion ................................85
Monk ..............................................52, 67

N
Names .................................................111

P
Paladin ............................................52, 68
Physiology ...........................................50
Playing a Dark Elf ..............................61
Playing a Shadow or
Twillight Elf .......................................61
Poisons ..................................................84
Prestige Classes ..................................70
Phychology ..........................................50

R
Ranger ............................................52, 68
Recreation .....................................29, 54
Realtions with other Races .....30, 55
Religion .........................................32, 55
Rogue .............................................52, 69

S
Sample Tainted Fey ........................108
Secret Network of the Blue
Salamander, The .................................97
Second Exodus, The .........................48
Secrets and Lies .................................92
Shaman .................................................69
Shambourki
THE CREATOR OF STRIFE .......102
Shape Spell ...........................................82
Sieges ....................................................34
Sisterhood of the
Obsidian Gaz’zirad ............................77
Skills ......................................................79
Social Structure ..................................51
Society of Shadow ..............................21
Sons of Thaumaturgy .......................97
Sorcerer ................................................53
Spells .....................................................89
Spellsinger ...........................................53
Spider Queen, The ............................94
Spellsinger, Sorcerer
and Wizard ..........................................70
Strange New Land .............................48
Sunwalker ............................................78

T
Tactics and Strategy ....................34, 56
Tainted Fey .........................................108
Trade and Tribute ........................31, 55
Twilight in Darkness ........................46

U
Umber Bulk .......................................109

V
Vessels of Drow ..................................98
Vilhellites .............................................99

W
War of the Sisters ...............................48
Warfare ..........................................32, 55
Warrior ..................................................53
Weapons ...............................................82
When Worlds Collide ........................95
Wizard ...................................................53
Words of the
Forgotten Ones, The .........................45

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