It was nice to read all these old comments about Lejentia and I was very proud of the books when they came out. Over the years many people have discovered these books and told me how much they enjoyed them. If you are a T&T fan, I did write an article about how to convert the Lejentia Elves to T&T and I'm going to post it here for your convienence. It is available on the PDF Lejentia Stanza Pack that is currently on DrivethruRPG. My quick advice is to use the Lejentia Books as your background for the Elven Lands in Trollworld or your Campaign world. You can ditch the materials about the origins of Lejentia's world, insert your world's origin and keep the rest. Anyway here is the article - I hope it will be of some use...
How to use LEJENTIA with Tunnels & Trolls
By Steven S Crompton
Since many of the fans of our Catalyst books are also T&T players, I thought I would give some brief guidance on how you might adapt the various cultures and kindreds from Lejentia for use with T&T or dT&T. This is going to cover the basics and if you are a GM, you may want to further develop these suggestions and concepts, by all means go ahead. More details on the cultures and kindreds in Lejentia are described in the Lejentia Campaign books, especially the first one. (Skully’s Harbor)
In general you should be able to use all the spells, weapons and armor that are listed in the T&T rules for running Lejentia characters. We mention special abilities. These can be changed to skills or talents if that is the GM or player’s preference.
Lejentia Elven characters can be rolled up in the typical fashion and have all the usual T&T stats and modifiers that go with their Kindred type as listed in the T&T rules. However, each of the following kindreds from Lejentia should be modified in the following ways:
Navivian (Fire) ElvesWhen rolling up a Navivan, add an extra 2 points to their IQ in addition to the usual T&T elven modifer. They also have the special ability of immunity to non-magically created fire. The cost of Wall of Fire Spell is halved once they learn it. Navivans are often scholars or engage in creative vocations like writing, music, or architecture.
Azurinite (Water) ElvesWhen rolling up a Azurinite add an extra 2 points to their CON in addition to the usual elven modifier. They have the special ability to shape change into a mermaid/merman form and can breath underwater. Characters above level 5 have the ability to learn the spell Weave Water, which allows them to mentally manipulate water and move it into forms or use it as a weapon. (Same cost as Wall of Fire Spell) Azurinites usually stay close to a body of water and are often mariners or other vocations related to the sea.
Arielite ( Air) ElvesWhen rolling up an Arielite, add an extra 2 points to their SPD in addition to the usual elven modifer. They have the special ability to “Talk to the Wind” which allows them to sense through the air things in the far distance. Its a form of telepathy with a range of about 5 miles. The higher a level an Airelite is, the more details they can sense. Airelites make good spies or scouts.
Vendrinite (Earth) ElvesWhen rolling up a Vendrintie add an extra 2 points to their STR in addition to the usual elven modifer. They have the special ability to communicate with animals and trees. A low level character might be able to understand a few words, a higher level character could actually hold conversations. Vendrinites are often warriors, farmers or leaders.
Rown Riders(Usually Human)
Rowns are normal humans and are rolled up in the regular T&T fashion. Rowns are selected by the elder Rowns based on their potential telepathic ability. So to become a Rown, a new character should have a high WIZ stat of at least 14 to be a selected by the elders.
Their main ability is to be able to telepathically communicate with a large Dragon-like flying mammal called a B~rron. Rown’s also have the ability to protect their minds from psychic related attacks. They can learn spells like any other magic user, but tend to specialize in spells that will help them work with or protect their B~rron. Rown’s do not have to be human, but the vast majority are.
Dargonaths (Humans)Dargonaths are specially trained War-wizards that have gone through difficult magical training program. Higher level Dargonaths eyes tend to glow with eldritch energy, making it difficult to know what they are thinking or who they are looking at.
They are often bonded to a demonic or spiritual entity that lives within them. Dargonaths can be evil or good and they have their own moral code and beliefs that are mysterious and confusing to most of the other kindreds.
Dargonaths learn spells in the normal T&T manner for War-Wizards. They tend to prefer spells used for attack and defense.
Where is Lejentia?
The World of Lejentia is separate from Trollworld. The GM should treat it as such. There are various ways characters could travel to or from there. The main ones being a mystic portal or some other means of traveling to another dimension or parallel universe.
One other method is a temporization method the Elves use called Everstill. It is the ability to travel through the “ether between spaces” and allows them to teleport to different locations. (This can be treated as a “Wing Wink” or similar T&T teleport spell. Under the right circumstances (or by accident, a character might be able to use this method to travel to Lejentia or visa versa.
There are many other kindreds and creatures in Lejentia and if there is enough interest, we may translate some of them over to T&T as well. In the meantime, I hope this brief overview will give you enough to run and extrapolate some of the other aspects of Lejentia into your Tunnels & Trolls adventures.