It’s a not-so-secret fact that I’m a total monsterholic. The Monster Manual was the first hardcover book I bought for AD&D, the Bestiaries from Paizo are totally my gaming addiction, and I am always excited to get new and original monsters in my hands, whether it is from a design contest, a book of mythology, or a brainstorming session with fellow gamers. If it’s got claws and fur, I’m for it.
Some things naturally go together, like cake and ice cream. Among them are incredibly rich and unique campaign settings and adventures that stir them to life. Kobold Press combines the distinctive flavor of the Middle East, Egypt, and Africa with the Southlands Kickstarter. Southlands draws upon those exotic lands and distinctive cultures to add even greater diversity to your Pathfinder RPG game. What could be more exciting?
Allow me to confess my deep and abiding love for all things wild and free, dangerous and ancient, roguish, magical, and lost in a distant time. This can be Russian myths or Norse sagas, but it can also be something closer to the heart of the ancient world.
Now, I blame King Tut for this. I was still in grade school when his treasures and mask toured the U.S. in 1976, but I fell hard for the power of antiquity—the sheer rich stretch of time separating me and this young pharaoh. It’s been more than 4,000 years since the last pyramid was built. It’s tough to wrap your brain around how different things were, and it completely obsesses me at the same time. I remember learning that baboons took a role similar to police dogs in ancient Egypt, and the hieroglyphics looked like pure magic to me. History is more fantastical and bizarre than we give it credit for, sometimes.
The members of the race called the Eldrennai have pointed ears and live a long time. They created a race of warrior slaves called the Aren and then they crafted a plant-like race called the Vael, who were designed to appeal to the Aren. The main reason behind the creation of the Arens was to defeat a race of magically resistant lizard people named the Zur. The Eldrennai held the Aren captive for thousands of years, forcing them by oath and magical compulsion to serve their whims and fight their battles for them. All this was just fine for the Eldrennai until the Sundering, when the Aren rose up and fought for their freedom.
Now, after the Sundering, all three races meet every century for the Grand Conjunction to renew their peace treaty. This novel takes place six hundred years after the Sundering. Kholster the Aren is still the first of the original one hundred Aren created and still the leader of his people. He has not forgotten the shackles of slavery placed on him by the Eldrennai and has vowed an oath to kill every Eldrennai who was alive during the Aren enslavement. Kholster has also vowed to attend the Grand Conjunction to listen to the peace overtures of the Eldrennai. This conjunction is different since an Eldrennai prince has broken the treaty by unearthing sentient suits of Arenese armor that were sealed away as terms of the treaty. With yet another oath broken by the Eldrennai, Kholster must find a way to protect his people and fulfill his own oaths, even if it costs him everything.
A few days ago, we shared with you that New Paths Compendium was coming out for Hero Lab, and now the files are available! In total, you can expect to see seven new and expanded classes from Level 1 to 20, plus the following:
- 28 new archetypes for monks, ninjas, gunslingers, barbarians, fighters, clerics, and all seven New Paths Compendium classes
- 20 new spells for druids, rangers, shamans, and other classes
- Almost 100 new feats for new and existing classes
- And more!
Just over half of the content is available for your use RIGHT NOW for only $14.99, and you should see the rest as a part of the late September Hero Lab Pathfinder update. If you purchase New Paths Compendium today, the new content will be available as a free update once added.
Be sure to check out our New Paths Compendium at the Kobold Press store, too!