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Frost & Fur: The Explorer's Guide to the Frozen Lands (d20 3.5 Fantasy Roleplaying) [Hardcover]

Michael Tresca (Author), David Hurd (Contributor)
4.5 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

February 15, 2004
BRRRRRR!

Everyone knows the arctic can be an unforgiving terrain. But there's much more to the wintry land than cold damage and snowstorms. In Frost & Fur, players and Game Masters alike will find a wealth of information about what the arctic has to offer...and how to survive it.

Inside you'll find new rules for environmental hazards, survival equipment, and the effects of cold on skills and spells. Discover a variety of cultures, both magical and mundane, and the prestige classes, races, creatures, and spells that are an integral part of their mythology.

Frost & Fur: the cure for the common cold!



Editorial Reviews

From the Author

A lot of people have compared this book to Frostburn. For the record, Frost & Fur was in the works for a year before it was announced, but came out much later due to a variety of delays. I hope you enjoy it!

From the Inside Flap

They were in a narrow valley well known for the wandering caribou herds that habitually crossed it. Although Kanereyklak's grandson, Nareyklak, which meant "little bow" was not yet fourteen, his voice was strong, and his imitation of a wolf's howl was flawless. He bayed at the top of his lungs, frightening the herd that topped the hill.

Kanereyklak sprinted to the narrow end of the valley and hid, moving a few large stones in front of him for better concealment. Then he took his bow and arrows from his sealskin quiver and half-kneeled, with his left leg straight out and his right knee a little above the ground.

Kanereyklak's name meant, "frost bow," from the white bow he always carried. It was a composite bow, made of musk-ox horn and caribou antlers. The full length of the bow was reinforced with a backing of plaited sinew.

Kanereyklak knocked an arrow with a wooden shaft and a long, barbless bone point. He pulled the bowstring back with seasoned precision. As the caribou broke into a gallop, Kanereyklak fired one arrow and then smoothly knocked and fired another. The thunder of caribou hooves churned up snow as they rumbled past him.

Nareyklak arrived moments later, out of breath. "Grandfather!" he shouted, "You got two!"

Two caribou lay dead, both of their skulls pierced through the ear.

Kanereyklak was an exception amongst his tribe. His archery skills were unparalleled. Most of his people could only hunt caribou with bow and arrow at a range of sixty feet. He had felled two at over one hundred feet.

Nareyklak immediately prepared to butcher the caribou with his own short knife, but Kanereyklak stopped him with a gesture.

"The tutchone's inua has not yet been released." The young boy blinked at him and then nodded.

"We must always respect the tutchone's inua. If we do not, Tornarssuk will be displeased, and there will be no more tutchone to hunt."

Each animal had a spirit associated with it that lived independently of its physical host. For the caribou's spirit to be reincarnated into another caribou, it needed to be released. Only then would Tornarssuk allow it to reincarnate again into another caribou so that they might be hunted again.

Kanereyklak slit the first caribou's throat. He nodded to Nareyklak, who did the same with the other carcass. Then they set to work butchering the corpses.

They took great care in skinning the animals and the removal of the precious sinew, which could be used for more bowstrings. They separated the thigh- and shinbones, the fillets and tongues. Grandfather and grandson enjoyed the caribou eyes on the spot, gulped some of the raw meat, and began burying the carcasses under piles of stones for later consumption.

A shout turned them both around to view. It was one of Kanereyklak's sons.

"We found an adlait on the shore!" he shouted, "Come back to the village, we do not understand the stranger's tongue!"

Kanereyklak pursed his lips. "Finish here with your father," he said to Nareyklak as the boy's father ran down to join them.

Kanereyklak turned to go. As an afterthought, he turned back and picked up his sealskin quiver. Then he marched off in the direction of the village.


Product Details

  • Hardcover: 256 pages
  • Publisher: Face 2 Face Games (February 15, 2004)
  • Language: English
  • ISBN-10: 0972819754
  • ISBN-13: 978-0972819756
  • Product Dimensions: 11.3 x 8.8 x 0.8 inches
  • Shipping Weight: 1.9 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #144,930 in Books (See Top 100 in Books)

More About the Author

Michael "Talien" Tresca is a game designer, author, communicator, and artist. Michael has authored numerous supplements and adventures for publishers of Open Game License and D20-compatible games, including AEG, MonkeyGod Enterprises, Goodman Games, Otherworld Creations, Privateer Press, RPGObjects and Ronin Arts. His articles and reviews have appeared in Allgame.com, D20 Filtered, Dragon Magazine, Gamers.com, Pyramid, and RPG.net. He has participated in panels about electronic and tabletop role-playing games at Bakuretsucon, Dragon*Con, and I-Con. Michael is the National RPG and Sci-Fi Movie Examiner and recently published a book by McFarland Publishing, The Evolution of Fantasy Role-Playing Games.

When he's not writing, Michael can be found as his alter ego, Talien, on RetroMUD as an administrator. He lives in Connecticut with his wife, a preschooler, an infant, and a cat. All are fluent in English.

 

Customer Reviews

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4 of 4 people found the following review helpful:
4.0 out of 5 stars For the most part, a very good book, May 25, 2007
This review is from: Frost & Fur: The Explorer's Guide to the Frozen Lands (d20 3.5 Fantasy Roleplaying) (Hardcover)
The polarity of two other reviews intrigued me: 1-Star? 5-Stars?

I think the 5-Star review is more accurate. I'm wondering if "Gawaine," the one-star reviewer, got an early, uncorrected printing... Yes, introductory narratives are set in a tacky font, but they're short for the most part. I have not read this book cover-to-cover, but I've found NO glaring typos so far. While the index isn't excellent (the "Norse pantheon" entry is off by TWO pages in my copy, not six), the Table of Contents appears incredibly detailed.

The art is B&W, not color, but seriously, how much color do you need in a Snow White climate??? I found the amount of interior art to be ample, and the quality was for the most part good to excellent. Then there is the cover art by William O'Conner (Google him). This guy is in his own league when it comes to fantasy dragons!

The lack of a Bibliography IS unfortunate. But, one quickly gets the feeling that the author is not only very well read on the subject, but passionate about it.

For the most part, a very good book!
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3 of 5 people found the following review helpful:
5.0 out of 5 stars Step aside Frostburn, here is the real cold weather McCoy, October 14, 2005
This review is from: Frost & Fur: The Explorer's Guide to the Frozen Lands (d20 3.5 Fantasy Roleplaying) (Hardcover)
Sometimes a product is best reviewed by stating what it is not. Frost and Fur is not WoTC's Frostburn. MonkeyGod Enterprises has given us what WoTC's Frostburn didn't; an excellent guide to campaigns or adventures in extreme cold.

Frost and Fur starts by providing an excellent overview of cold climates, what differentiates them, and why they exist. It provides excellent rules for adjudicating cold weather effects from hypothermia to frostbite, dehydration to tainted water. The rules are well done. They are not "new rules" but simply provide a systematic way to apply OGL rules to simulate the effect desired. It's the way OGL is supposed to work, and here it works very well.

The conceit of Frost and Fur, however, is to approach the world of cold climes through three cultures; Slavic, Inuit, and Ice Age Savage. All of these are done through a fantasy prism, however, so myths are real, as are mythical creatures, mythical weapons, etc. There are new races, or new takes on standard races, as well as new classes, prestige classes, and the like. Also, new spells, new feats, new skills, and new monsters round out the 237 pages.

But where it all comes together is that, by using historical research, each cultural package "works." That is, each new part relates well to other new parts because they come from a well-established cultural milieu; the sum of the parts actually creates a whole.
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