TEXT: The Bee Tribe of Anchorome
  The Bee Tribe of Anchorome
  The Bee Tribe of Anchorome
  The Bee Tribe of Anchorome
  The Bee Tribe of Anchorome
  
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  Introduction
  This short supplement is meant to be a preview into the
  continent of Anchôromé and all of the potential it holds.
  Anchôromé is the northwestern continent of Faerûn which
  was first introduced in any significant detail in the supplement
  FMQ1 City of Gold by Jon Nephew and Jonathan Tweet.
  While only a small region of Anchôromé known as the
  Pasocada Basin was given any detail, the greater continent
  was hinted at. One such land beyond the basin was known as
  "The Land of the Insect Men," though no further detail was
  given.
  Within a few weeks, a product known as ANC1 The
  Anchôromé Campaign Guide will be released on DMsGuild,
  followed closely by its first supplement, ANS1 The Land of
  the Insect Men. A bee-like race of humanoids known as the
  abeil will be given great detail in the supplement, and the Bee
  Tribe is an offshoot of this insectoid race. If you are interested
  in running a campaign in this setting, perhaps using one of the
  Bee Tribe as either a player character or an enemy to
  overcome could pique player interest.
  Perhaps somewhere, in the distant land of Faerûn, one of
  the Bee Tribe has found his or her way ashore. What kind of
  reception might the strange creature receive in a city such as
  Waterdeep or Baldur's Gate?
  2
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  The Bee Tribe of Anchôromé
  T
  he Great Spirits have long forsaken the Land of
  the Insect Men; perhaps because of the
  soulless, cold nature of its insectoid
  inhabitants. The Bee Tribe, however, might be
  the exception to the rule and perhaps one day
  soon their Queen of Queens will join the Great
  Spirits as an equal. 
  History
  When Anchôromé appeared on Abeir after the Spellplague,
  residents of both worlds experienced an upheaval like never
  before in either of their long and storied histories.
  On Anchôromé, the spirit folk known as the Minnenewah
  watched their sky change from a clear azure into the steel gray
  of Abeir after a wave of transformative, blue-colored energy
  passed over the land. Earthquakes brought terror and panic to
  the people, and unknown creatures tested the abilities of the
  greatest warriors and shamans.
  At first they thought the Great Spirits had grown angry with
  them, but the Blue Breath of Change was completely
  unrelated to the actions of their deities, and the few spirits
  whom they remained able to commune with informed them of
  such. In time, the Minnenewah grew accustomed to their new
  world.
  On Abeir, the great dragons were awakened by the upheaval,
  and tore into the bee folk known as the abeil with a vengeance
  previously unseen. The primordial protector of the abeil
  known as Ah'Muzen'Cab was killed in the skies above
  Anchôromé in a great battle which saw many dragon bodies
  fall from the sky before the massive bee-lord was taken down.
  Despite the death of one of their two divine patrons, the abeil
  also normalized in their new world over time.
  The Spellplague, however, was also known for its
  transformative effects beyond just the geography. As if by
  design, an entire tribe of abeil were struck by the energy and
  at first there seemed to be no ill-effects. Once the first young
  were born to the queen, however, the tranformation was
  plainly apparent. The bodies of the young abeil were no longer
  covered in bristle-like hairs and many had grown strange
  fleshy legs without the unguligrade form of the abeil. The abeil
  knew of many creatures with such extremities, but never had
  it been seen among them.
  The new abeil started to act differently as well. Their
  behavior became odd as many were less dedicated to the
  colony and their queen. The colony started to call itself a
  "tribe" and started to behave much more like its Minnenewah
  neighbors than the hive-minded abeil. The new abeil were just
  as in tune with nature as their predecessors, but in some
  cases even more so. They also started to see their remaining
  primordial deity, known as the Queen of Queens, as a Great
  Spirit. In effect, the bee-folk became very much like their
  neighbor Minnenewah.
  Today, the Bee Tribe acts as an intermediary between
  peoples. They are one of the few with a full understand of
  Minnenewah and abeil culture. The Bee Tribe have some
  enemies at home among the mantis-folk of the Land of the
  Mantis Men (who seem them as a particular delicacy), but
  otherwise they are ready to explore the rest of their new
  world.
  Terminology
  This mini-supplement is designed to just give an introduction
  to the upcoming Anchôromé campaign setting. however,
  there are terms involved that might be confusing without a
  copy of ANC1 The Anchôromé Campaign Guide available. 
  Abeil. Bee-people first introduced in the third edition
  Monster Manual III. The abeil appear like elves with strong
  bee-like features. Their culture has a strong connection to
  both.
  Minnenewah. The Minnenewah are a race of humaoids that
  are quite similar to humans in appearance and will be a
  prominent feature of Anchôromé when the book arrives. they
  primarily live in a large region dominated by open plains
  known as the Unole.
  Great Spirits. The Great Spirits are a collection of deity-like
  beings in Anchôromé that are more often revered by its
  people than outright worshiped. Some exist in a portion of
  the outer plains known as the "Spirit Realm," but just as
  many inhabit the land of Anchôromé in physical form. The
  Thunderbird is an example of a Great Spirit, as is the White
  Bison and Red Wolf Unole. Many, but not all, have animal
  shapes and totems.
  Ah'Muzen'Cab. A bee deity of the abeil who was a
  primordial of honey and protection, but was slain by a flight
  of red dragons. One of two divine beings worshiped by the
  abeil.
  The Queen of Queens. The primary abeil deity and patron
  of the queens. She does not have a proper name and she has
  not been seen since the abeil arrived on Toril.
  3
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  Bee Tribe Characters
  Players who choose a character from the Bee Tribe are
  choosing from an offshoot of bee-folk known as the abeil. They
  have almost as much in common with the human-like
  Minnenewah, however and serve as a bridge between the two
  species. The upcoming book ANC1 The Anchôromé
  Campaign Guide gives character descriptions for true
  Minnenewah and ANS1 Land of the Insect Men performs
  the same function for the abeil. This section is for Bee Tribe
  characters only.
  Free Insect-Folk
  Abeil have a tendency to build grand hive-cities that could hold
  hundreds or even thousands of bee-folk, all under the thumb
  of the single queen monarch.
  Of all the (non-physical) differences between the Bee Tribe
  and a standard abeil, the most obvious is that the members of
  the Bee Tribe don't share this tendency in any way. They are a
  free people who are not beholden to a queen, and lead a
  relatively nomadic existence. The Bee Tribe wanders from the
  plains of the Unole to the Land of the Insect Men, following a
  pattern of known sites where large collections of true
  honeybees can be found. With their ability to communicate
  with these tiny creatures, the Bee Tribe has formed an
  alliance of mutual respect with the insects.
  The bees provide food in the form of honey and the Bee
  Tribe tends to the health of nearby flowers and chase off
  predators such as bears that threaten the colony. Some Bee
  tribe actually carry entire hives with them during their travels.
  The Cycle of Life
  The Bee Tribe's men and women fall in love, have ceremonies
  very similar to human marriages, and raise children much like
  the majority of sentient races on Toril. In this, they are far
  more relatable to mankind than the alien abeil. Their racial
  memory has not allowed them to fully abandon their
  predecessors, however, and Bee Tribe young are generally
  raised by the entire community. It is not outlandish to see a
  completely unrelated Bee Tribe adult admonishing the child of
  another.
  While the abeil have not typically given much thought to an
  afterlife, the Bee Tribe have come to accept the existence of
  the Spirit Realm, but they do not yet know their place in it.
  The recent disappearance of the Queen of Queens in physical
  form has many of the Bee Tribe hoping that she has gone off
  to the Spirit Realm to forge a Great Hive to house the souls of
  all bee-folk.
  Bee-Tribe Names
  The Bee Tribe names, like the abeil themselves, have names
  similar to elves. However, due to their ability to communicate
  with subtle movements of their antennae and wings, each Bee
  Tribe member also has a name unpronounceable to other
  races, including the abeil themselves. A member of the Bee
  Tribe rarely uses a last name.
  Female Bee-Folk Names: Amrynn, Baerinda, Chaenath,
  Elyon, Kavrala, Ochilysse, Shalendra, Tinesi, Yunaesa
  Male Bee-Folk Names: Akkar, Cohnal, Delsaran, Eroan,
  Folre, Iolrath, Lorsan, Miirphys, Nasir, Rhistel, Wyrran
  Bee Tribe Traits
  As a member of the Bee Tribe, you have each of the following
  traits.
  Ability Score Increase. Your Wisdom score increases by 2,
  and your Dexterity by 1.
  Age. Bee Tribe individuals mature rapidly, and are both
  capable and expected to take on the responsibilities of an
  adult at age ten. They live slightly shorter lives and typically do
  not have elders older than 80.
  Alignment. The Bee Tribe has definite tendencies towards
  both a neutral and good nature. There are certainly exceptions
  to the rule, but evil individuals in the Bee Tribe are not
  tolerated for long and eventually are exiled.
  Size. Members of the Bee Tribe are tall and slender, but no
  more so than humankind. The largest known Bee Tribe
  member could reach up to 7 feet tall, but they average 6 to 6
  1/2 feet. Your size is Medium.
  Speed. Your base walking speed is 30 feet. You have
  gossamer wings, but cannot fly.
  Languages. You can speak, read, and write Common and
  one other local language of your choice. You can also
  communicate with other Bee Tribe using suble movements of
  your wings and antennae.
  Insect Eyes. Your multifaceted eyes give you dozens of
  images of your surroundings and make it difficult to surprise
  you. Creatures who are attempting to surprise you suffer
  disadvantage. You are also proficient in the Perception skill.
  Sting. You know the magic missile spell which can be used
  once between each short and long rest. It is cast as a 1st level
  spell only, unless you have it from a different source and it
  uses Intelligence as your spellcasting ability.
  Speak with Bees. You may communicate with swarms of
  bees and give them simple commands such as "defend,"
  "attack," or "follow". Complex instructions are impossible, but
  the bees are cunning and can make many decisions
  themselves.
  Bee Tribe Racial Feats
  Each of the following feats has "Bee Tribe race" as a
  prerequisite, though it is possible to adapt some of these feats
  to other characters.
  Powerful Wings
  Prerequisite: Bee Tribe race.
  You gain 1 point of Strength. Most of your newfound strength
  manifests in your wings and you may use them to enact a non-
  magical feather fall as long as you are not restrained, you are
  conscious, and you are not wearing heavy armor.
  Any form of armor or clothing that restricts the use of your
  wings negates this ability as well.
  Honeybee
  Prerequisite: Bee Tribe race
  From your own secretions, you may produce a concoction of
  honey which has the effects of a potion of healing. The honey
  becomes inert within 24 hours, but is still nutritious and
  edible indefinitely. You may use this ability once between short
  and long rests.
  4
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  DMsGuild Classes and Subclasses
  The following classes and subclasses found on DMsGuild
  are appropriate for Bee Tribe characters if the DM allows
  their use.
  Honeymage Wizard Tradition + Monstrous Bees by David
  "Serpine" Rosson
  https://www.dmsguild.com/product/171273/Honeymage-
  Wizard-Tradition--Monstrous-Bees
  Druid Circle Of Insecta by Daniel Corkum
  https://www.dmsguild.com/product/242009/Druid-Circle-Of-
  Insecta
  Hivemaster Ranger Archetype (5e) by David Hardie
  https://www.dmsguild.com/product/269072/Hivemaster-
  Ranger-Archetype-5e
  Magic Items
  The following magic items are unique to the Bee Tribe,
  though they might be found and used by others. Bee Tribe
  members to not take kindly to those who they observe using
  such items as they assume some harm has come to the
  original owner.
  Banner of Swarms
  Wondrous Item, rare (requires attunement by Bee Tribe)
  The banner of swarms is typically held aloft by a Bee Tribe
  standard bearer should the tribe go to war. Its end is tipped
  with a huge honeycomb that drips with golden honey and is
  surrounded by a massive swarm of normal honeybees.
  The holder can command the bees to attack an enemy
  telepathically from any distance on the same plane that the
  wielder can see. The swarm of bees has all the same statistics
  as the swarm of insects from 
  page 338 of the Monster Manual, except 
  that the swarm is Large, has 44 (10d8) hp, 
  is CR 1, and its "bites" are each actually tiny 
  stings which cause an additional 7 (2d6) poison 
  damage beyond the normal 10 (4d4) piercing damage. 
  The piercing and poison damage is halved if the swarm 
  has 22 or fewer hit points.
  The banner's user can instruct the swarm to change 
  targets or return to the staff as an action. Once 
  destroyed, it takes a full ten days for enough bees to 
  return to the banner it order for it to be reusable.
  When the banner is held aloft, Bee Tribe who can see 
  the standard also gain resistance to fear affects. If the 
  banner is destroyed during this time by an enemy, each Bee
  Tribe member who can see the remains conversely suffers
  disadvantage on feareffects.
  Wing of Ah'Muzen'Cab
  Armor (shield), legendary
  When Ah'Muzen'Cab was slain by dragons, his corpse
  slammed into the earth and quickly began to sink into a bog.
  Upon impact, however, parts of the massive primordial's
  wings had been scattered nearby. Abeil and Bee Tribe
  individuals collected wing parts and have used powerful
  magic to create these patterned yellow and black shields.
  They are quite powerful and hold some of the protective
  nature of the being from whom they are formed.
  The wings of Ah'Muzen'Cab each function as a +2 shield,
  but also confer fire resistance on the holder in order to better
  protect its wielder from the red dragons that took down the
  primordial.
  Finally, once each month, the shield can be used in a
  manner similar to a scroll of protection (DMG pg 199) against
  both beasts and dragons.
  Enemies
  The Bee Tribe have many allies in the form of the
  Minnenewah and the abeil, but also some dedicated enemies.
  They have come into conflict with the mantis-folk of the Land
  of Insect Men, but they reserve a particular hatred for
  dragons. Luckily, none have been seen in Anchôromé for quite
  some time.
  Currently, the Bee Tribe has had difficulties with an
  unnatural creature known as the howler wasp. Such creatures
  were created as guardians by a powerful wizard but have
  since spread, and a large colony has come into conflict with
  the Bee Tribe in recent times.
  5
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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  Credits
  Author
  Jon Hild
  Art - "Bee Tribe"
  German Guzik "NeterG"   
  https://www.deviantart.com/neterg
  Cover Frame
  David Zajac   
  Inspiration for Howler Wasp Stats
  Third to Fifth   
  Other Art
  Howler wasp art used with permission from DMsguild and
  bee art used under the Creative Commons License.   
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
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