The Woodwose – A Legendary Race For Castles & Crusades.

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Woodwose (Hairy Wild Man)
Savage, hirsute people who dwell on the fringes of civilization

Lurking at the edge of the settled realm of farms and towns is the wild frontier. In the deep forests where civilized men fear to go, are people who look just like ordinary men and women in form, but whose bodies are completely covered in shaggy hair. These people are the friends of the wild beasts, and though savage and rude, are not necessarily evil. Such folk are known as Woodwoses, or Hairy Wild Men.

Although most Woodwoses are the offspring of other Wild Men and Wild Women, some are actually the feral children of civilized people, lost or abandoned by their parents and raised by beasts (or Woodwoses). Under the influence of the Wild Spirit, they have become savage, growing a coat of hair like that of any animal. There are many legends of such people, known by such titles as Wolf Girl or Bear Man. Sometimes, they return to civilized life, marrying and raising normal human families. Other times, they remain wild and free, although they may occasionally help deserving (but ordinary) humans lost in the Wilderness.

There is also a third type of Woodwose. These Woodwoses were once grown men and women, but under the influence of a curse or some kind of madness took to the wilderness and were transformed. The magical power of the Wild Spirit has erased their memories, but rather than become filthy Scavengers they have embraced the pure spirit of Nature and become Woodwoses.

Physical Description:

A Woodwose looks exactly like a strong and hardy human, but their entire body is covered with long hair like that of a shaggy dog. The hair is sometimes absent from the face, however, especially among females. If the hair is ever shaved (or otherwise lost), a Woodwose can pass as a normal human.

Biology:

Woodwoses are essentially humans adapted for life in the Wilderness. They eat, drink, sleep, and perform all other bodily functions like a human. They are not used to cooked food, however, and unless they become “Civilized” (see below) they will eat everything raw. The child of a Woodwose and human is an ordinary human. Daring and experimental Elves will sometimes take a Woodwose as a lover, and any such children produced are normal Half Elves.

Psychology & Behavior:

The Woodwose is a child of the Wilderness. The love to run free through the forest, racing beasts, bounding over brooks and boulders, and inhaling the scent of the pines and wild blooms. They have difficulty understanding the wants and desires of civilized people, especially the desire for money and worldly power.

Woodwoses have a particularly hard time with the concept of personal property. A Woodwose will generally feel free to take whatever resources they want from any place that they want. They do this without malice, and cannot understand the idea that someone can own land that they are not actually living on, or items they are not actually carrying.

Woodwoses do not like to wear clothing, and never will when in their beloved Wilderness. Those who must enter Civilization, or associate with ordinary Humans, will learn to don appropriate clothing or armor. They never come to actually enjoy the custom, however, and will look for excuses to free themselves of such coverings.

Woodwoses know they are kin to Humans, and are attracted to them as potential mates. Ordinary people are usually unnerved by a Woodwose’s attention, although certain rare individuals are fascinated with the idea of taking one as a husband or wife. A Woodwose who actually finds a willing mate among Civilized folk will find that they are transformed by the act, and will lose their Wild nature.

Woodwoses are almost never of Lawful Alignment. They are generally true Neutral, Neutral Good, Chaotic Good, or Chaotic Neutral. Truly Evil Woodwoses are actually rare, but loom large in stories meant to frighten children away from the forest.

Society:

Woodwoses are by definition outsiders to society. Nonetheless, they often find themselves interacting with ordinary humans. Sometimes, civilized people will capture a Woodwose and display them as part of a menagerie or traveling freak show. Other times, Woodwoses may be enslaved for labor, a practice that seldom ends well for the foolish people who attempt it. On occasion, however, a Woodwose may befriend one or more ordinary humans and learn the speech of civilized people. Such Woodwoses, although they always yearn for the embrace of the Wild, may distinguish themselves as heroes.

Relations With Other Races:

Woodwoses have an uneasy and conflicted relationship with ordinary humans. On the one hand, Woodwoses instinctively recognize their kinship with civilized people, but on the other they posses an equally instinctual fear of the strictures of human society. Woodwoses tend to get along well with Elves, particularly Wood Elves. Dwarves, on the other hand, generally regard Woodwoses as nothing more than beasts. Gnomes are usually willing to leave Woodwoses alone to be themselves. Halfings fear Woodwoses but do not hate them, and can usually overcome their initial mistrust in time. Of all races, Half-Orcs will most closely identify with Woodwoses, usually treating them as kin (for better and worse).

Special Abilities:

Natural Protection: Due to their thick hair, a Woodwose’s natural Armor Class is 11, rather than 10. In the winter, their natural coat allows the Woodwose to do without special clothing to protect them from the cold. In the summer, a Woodwoses coat is lighter and softer, so they do not suffer from overheating.

Twilight Vision: A Woodwose can see perfectly well in conditions of low light (such as candlelight, torchlight, or moonlight) to a distance of one mile.

At Home In The Wild: Woodwoses are at home in the wild parts of the world. When in wilderness that resembles their home area, they can always gather enough food to eat and find sufficient water. Wild animals are not frightened by Woodwoses, unlike ordinary humans. The CK should assume that any ordinary, non-magical animal that encounters a Woodwose is positively inclined towards him. Such animals will not normally attack the Woodwose unless he initiates combat.

Animal Friendship: A Woodwose can use Animal Friendship to gain companions and protectors. This ability functions just like the Druid spell of the same name. The Woodwose can never have more than double his own Level in total hit dice of Animal Friends.

Special Weaknesses:

Bewildered By Technology: Woodwoses are confused by mechanical items such as crossbows and clockworks. They can never employ such items.

Penniless: A Woodwose starts the game with just 10 gp worth of natural materials he or she has gathered in the wilderness. They may even have a dagger or other item lost by Civilized folk, but the total value of such items will never exceed 10 gp.

Domestication: If a Woodwose ever marries or mates consensually with a normal human, the Woodwose will become “Civilized”. A Civilized Woodwose loses all special Abilities, Weaknesses, and Ability Adjustments, becoming in all ways a normal Human. Their animal friends will desert them, they will lose the ability to see in the twilight, and they will come to understand and employ the trappings of civilized life. They become weaker and less resilient, but also smarter and more personable. Just like a normal Human, the Woodwose will gain a third Primary Ability. Eventually, Civilized Woodwoses may lose the hair that covers their bodies, and their pasts in the wilderness will seem to them like hazy dreams.

Preferred Classes: Barbarian, Druid, Ranger. Woodwoses cannot become Bards, Wizards, Illusionists, Paladins or Knights, unless they become “Civilized”. As innocent children of Nature, they never sink to becoming Scavengers.
Barbarian Abilities Adjustment: +1 On Primal Force
Druid Abilities Adjustment: +2 on Nature Lore
Ranger Abilities Adjustment:+1 on Conceal, +1 on Move Silently

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Attribute Adjustment: +2 Str, +2 Con, -2 Int, -2 Chr
Size: Medium
Movement: 40 feet
Starting Languages: Woodwose, which sounds like nothing more than howls, grunts and barks to human ears.

Scavenger – A Gritty PC Class For Castles & Crusades

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SCAVENGER

Some people are determined to survive, regardless of the circumstances. Whether they are outcasts from their tribes, orphans abandoned to the filth of the city’s sewers and back streets, castaways marooned on deserted islands, or desperate criminals reduced to hiding in caves, these resilient souls seem to develop abilities beyond those of ordinary people. Able to eat things that would cause a common savage to vomit, seemingly unfazed by the most disgusting situations, possessed of feral strength and vicious cunning, they improvise what they cannot buy, and steal what they cannot make. Long after ordinary men would have perished, the Scavengers have just begun to exploit their environment.

Scavengers exist everywhere the ties of society have broken down, whether through careless neglect, continual war, or deliberate abandonment. Scavengers are feral, rather than wild; they or their ancestors were once members of a culture, but have either rejected it or become its forgotten castoffs. One does not become a Scavenger quickly; it takes years of life under the most difficult circumstances before a person adapts and develops the necessary abilities. Most die well before that time. Few who embrace their place as Scavengers ever return to the life of comfort, even when given the chance to re-join their former people. They come to prefer the challenge and freedom of life as a near-animal. There are even rumors of Scavengers going so far as to become cannibals, gleefully swallowing the flesh of those who once spat them out from society.

Scavengers are commonly Humans or Half-Orcs. Humanoids such as Goblins who find themselves cut off from their tribes and forced to survive in hostile human-controlled areas often develop abilities as Scavengers. Elves are never Scavengers, preferring to die rather than exist in such a foul and ugly state. Ferocious Dwarven Scavengers haunt the dark passages of the Underworld, as do clever outcast Gnomish Scavengers. Although it would seem at first that their love of comfort might work against such a fate, Halflings actually make very effective Scavengers.

Although most Scavengers have been forced into their existence, there exist some unlucky souls who were born into Scavenger families. Such families eke out their living in dark forests, trackless wastelands, and the forgotten corners of vast cities. The manner by which they reproduce themselves is best left undescribed.

Scavengers work well with Rogues, Rangers, and Druids, the three classes they most commonly come into contact with. Good-aligned Clerics may pity Scavengers, but the Scavengers have no use for do-gooders. Assassins, on the other hand, are highly respected by Scavengers. Knights and Paladins despise Scavengers, and the feeling is mutual. Fighters and Bards tend to be indifferent to Scavengers, a disposition which is also shared. Wizards will sometimes view Scavengers as the ultimate throw-away people who can be freely experimented upon. When Scavengers think of Wizards, it is either with fear or hunger (if the Wizard has been particularly unlucky). Monks and Illusionist generally try to avoid Scavengers.

Scavengers are never of Lawful Alignment, and very rarely Good. Most are true Neutral. Truly Evil Scavengers are feared by all for their twisted appetites and merciless demeanors.

ABILITES

EAT ANYTHING: Scavengers can easily subsist on food and drink too disgusting, putrid or dirty for ordinary people. The character can ignore any effects caused by eating spoiled food and tainted water. It is assumed that a Scavenger can always find enough to eat in an environment where they have lived for more than a week. Scavengers will often make a point of consuming foul substances in front of civilized people. Actual deadly poisons, however, affect a Scavenger like any other animal.

DUSKVISION: If the Scavenger’s race does not already possess Duskvision (or better), the Scavenger acquires it. This Ability allows the Scavenger to see in conditions of moonlight or starlight the way ordinary humans can at dusk.

IMMUNE TO NAUSEA: No effect, magical or mundane, which induces nausea in ordinary people can produce it in Scavengers. Years of living in the most revolting circumstances have hardened their minds and bodies.

INURED TO FASTING: Scavengers suffer no penalties from hunger or thirst, although they will still die like ordinary people if they don’t eventually get food or drink of some kind. They suffer no penalties to their abilities before lack of food and drink becomes fatal, however.

SLEEP ANYWHERE: Scavengers can sleep under almost any conditions. They never suffer penalties for sleeping in armor, or in uncomfortable environments.

FERAL STRENGTH: Once a day a Scavenger can add a +1 to any single Strength related die roll, including to-hit rolls, saving throws, or damage rolls. Note that the bonus applies only to ONE of the rolls (player’s choice). The frequency increases to twice a day at 3rd Level, three times a day at 5th Level, four times a day at 7th Level, five times a day at 9th Level, and 6 times a day at 11th Level.

CUNNING: Starting at 2nd Level, a Scavenger can add a +1 to any Wisdom check once a day. This increases to twice a day at 4th Level, three times a day at 6th Level, four times a day at 8th Level, and five times a day at 12th level.

IMPROVISE TOOL (Intelligence): A Scavenger can improvise items from trash and other objects in his environment. A successful check means that the Scavenger has created an item which has a function equivalent to some item of simple technology, such as a weapon, piece of armor, torch, etc. As a rough guide, assume that a Scavenger is able to emulate an item with a listed gold piece value equal to 10 times the Scavenger’s level. Items which require unusual materials to be effective cannot be emulated, unless the scavenger has access to such materials. For example, a 2nd Level Scavenger can improvise a Saddle or a Morningstar but not a Short Bow or Large Tent. The Challenge Level is usually equal to a tenth of the gold piece value of the object emulated. It is assumed that there are sufficient materials available for the Scavenger to work with, whether he gathers debris or re-purposes his companions’ supplies. Obviously, a Scavenger locked in a featureless room will probably be unable to improvise much of anything, but Scavengers have been known to go so far as to use their own excrement and gnawed-off body parts to create weapons.

RESIST WEATHER (Constitution): With a successful Constitution check a Scavenger can shrug off any non-lethal environmental effects of heat and cold. The Scavenger still takes normal damage from things like an open flame or magical frost, but can adjust to cold weather without wearing heavy clothing, or hot and humid conditions without succumbing to heatstroke.

CLIMB (Dexterity): Scavengers have climbing abilities similar to those of Rogues.

MOVE SILENTLY (Dexterity): As per the Rogue Class Ability.

HIDE (Dexterity): Scavengers can hide, just like Rogues.

WEAKNESSES

SOCIAL STIGMA: Scavengers are the lowest of the low socially. Even ordinary beggars and thieves sometimes look upon Scavengers with a mixture of horror and disgust. Scavengers are usually treated as people with no rights whatsoever. Under no circumstances will respectable NPCs knowingly aid, or associate with, a Scavenger. Usually, they won’t even want to talk to them. Even criminals and the like will tend to have negative reactions to Scavengers, although these can be overcome once the Scavenger proves their value. These bad reactions are regardless of the Scavenger’s Charisma. Scavengers cannot disguise what they are without magical aid – even if cleaned up, shaved, and bathed, they retain an obvious look of feral desperation. The only way for a Scavenger to overcome the negative reactions of others is to become part of society again, permanently losing all Levels in the Scavenger class.

POVERTY: Scavengers start play with just 10 gold pieces worth of actual equipment that they have stolen and/or found.

PRIME ATTRIBUTE: Constitution

HIT DICE: d12

ALIGNMENT : Any Non-Lawful

WEAPONS: Bow (short), Cleaver, Club, Knife, Dagger, Hand Axe, Maul, Morning Star, Sling, Spear, Staff.

ARMOR: Any. Scavengers can wear any armor they can find or steal, and high-Level Scavengers can even use trash and scraps to improvise armor equivalent in protection to mail. Note that wearing heavy armor, whether regular or improvised, will negate the Scavenger’s Climb, Move Silently, and Hide Abilities.

Level Hit Dice Basic To-Hit Bonus Experience Points
1 d12 0 0
2 d12 +1 1,751
3 d12 +1 3,501
4 d12 +1 7,001
5 d12 +2 14,001
6 d12 +2 25,001
7 d12 +2 50,001
8 d12 +3 90,001
9 d12 +3 150,001
10 d12 +3 200,001
11 +4 HP +4 350,001
12 +4 HP +4 500,001
13+ +150,000 per level

Changelings – A Folklore-Based PC Race For Castles & Crusades

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Below are rules for playing Fairy Changelings as PCs. I’ve combined Germanic and Celtic lore on the subject, leaning towards the Irish and Scottish legends. Remember to always be nice and respectful towards the Good Folk.

Changeling

A Fey replacement for an ordinary human.

For reasons unknown and perhaps incomprehensible to mortals, the Fairy Folk sometimes abduct people (especially young children), and replace them with substitutes called Changelings. Many sages ascribe this behavior to the Fairies’ desire to raise a lovely human child, or perhaps have an attractive human as a lover. Others claim that the Fairies are unable to have children of their own, and so must abduct humans and turn them into Fairies by means of magic. Whatever the motivation, humans will sometimes wake to find their children or loved ones have been replaced with a Fey substitute.

Changelings are sometimes old Fairies that have chosen to end their days among humans. Sometimes the Changeling is actually a young, abandoned Fey. Most strange are those Changelings who are not even natural beings at all, but things constructed from logs or other plants, transformed and brought to weird life by Fairy magic. Whatever the Changeling was in its prior incarnation, the transformation into a Changeling causes it to lose all special qualities of its prior existence, and start again as a 1st Level character.

Physical Description:

Changelings appear to be short, skinny humans, but always posses some feature that suggests their supernatural origin. Many look unnaturally old, or possess skin that is unusually pale or greenish in complexion. A number of Changelings, especially female ones, have unusually large eyes; other changeling may have eyes that are too small for their face. Disproportionate heads or limbs, hunchbacks, odd ears, and strangely shaped hands and feet are all possible. In cases where a Changeling replaces a mature person, the Fairies will attempt to make the Changeling appear similar to the original. In all cases, however, a Changeling will have a sickly look about them.

Biology:

Changelings always appear to be in ill-health, even when they are not. All Changelings eat and drink in large quantities, but never seem to grow any fatter for it.

Surprisingly for Fey, Changelings are not long-lived, and seldom reach more than 40 years of age. Many are killed before that time, victims of accident, violence, or disease.

Changelings can actually breed with humans, and the children produced will be ordinary humans (perhaps with a touch of the Fey about them.)

Psychology & Behavior:

Changelings vary in their outlook and behavior according to their nature. When elderly Feys become Changelings they are often deliberately mischievous and ornery, seeking every opportunity to indulge themselves and make trouble for the duped household that has taken them in. Changelings who had been immature Fae left with human parents will often seem to act out in strange and inappropriate ways, and may refuse to learn how to properly take care of themselves or perform the most basic tasks. Most pathetic are those Changelings who do not know their true nature, and believe themselves to be natural humans. These are often the Changelings that have been made from previously inanimate objects. They may be shocked and horrified to learn their own true natures, and may be driven insane by the revelation.

In no case will a Changeling want to follow what humans consider to be an honest profession, preferring to laze about, sing, and dance whenever possible. Lying comes easily to them. They are naturally attracted to music and art, but also to thievery. Changelings tend to be of dull intellect, but astounding cunning. Likewise, their sickly nature provides them with an excuse to pass boring and tedious tasks off onto others.

Changelings will try to get as much food as they can without actually paying for it. They easily acquire a reputation for being freeloaders. On the other hand, those who appreciate good music are often quite happy to host a Changeling Bard!

Changelings are never of Lawful Alignment, and tend to be Chaotic. Most are Chaotic Neutral. Many are Chaotic Good, and very few are actually Evil.

Society:

Hated and feared by most people, almost all Changelings have been subjected to some kind of abuse by their human hosts. Many humans hold to the belief that if they abuse a Changeling enough, the Changeling will re-claimed by the Fey, and the kidnapped person will be returned. Changelings who are old Fey will often have given as good as they got, but the kind who have no memories of their Fae nature will bear deep mental scars. Either way, Changelings almost always find themselves at the extreme margins of human society. About the only way for a Changeling to support herself without criminal behavior is by becoming an entertainer, at which they excel.

Changelings, whether or not they know their own nature, will almost always try to pass themselves off as normal humans. If their true nature is revealed they will generally flee the area. According to some stories, if a Changeling is positively identified they will be forced to return their Fairy brethren, and the human being they are impersonating will be released from captivity.

Changelings, whether they are aware of their own origins or not, will eventually long for the realm of the Fairies. Fey regard Changlings as natural kin, of course. Changelings who visit the Fey will find that their own strange ways are naturally accepted and even celebrated .

Relations With Other Races:

Changelings spend their early years among humans, but humans tend to have extremely poor opinions of Changelings. A Changeling whose true nature is discovered can expect abuse at the hands of humans. Elves, on the other hand, regard Changelings in the same manner as they do any other Fey (i.e. generally positive, but ultimately dependent on the Changeling’s behavior). Dwarves are of a similar mind to humans with regard to Changelings. Halflings regard Changelings with some suspicion, but do not actually hold real animus against them. Half-Orcs often sympathized with Changelings, and understand their troubled childhoods. Gnomes most of all love Changelings, and appreciate their jokes and mischief. Many Changelings find new homes among the Gnomes.

Special Ablities:

Fae Type: Changelings are Fey, and can use any magic reserved for Fey. Likewise, they are affected by all magic which affects Fey creatures.

Darkvision: Changelings can see in the dark to a distance of 60′. For Changelings who are unaware of their origins, realizing that other humans cannot see in the dark may be their first inkling of the truth about themselves.

Fairy Sight: A Changeling can always see and recognize any other Fey that is invisible, polymorphed, or disguised by an illusion.

Entertainment: All Changelings know how to sing, dance, and use all musical instruments, even if they have never been taught.

Immune To Soul Trapping: The Fairy spirit of a Changeling cannot be Soul Trapped. Neither is a Changeling subject to soul-based effects such as Magic Jar.

Special Weaknesses:

Weakness to Iron: Weapons of pure iron are at a +1 to hit and damage when used against Changelings. Changelings will not willingly touch objects made of pure iron.

Great Hunger And Thirst: Changelings must eat and drink twice the normal amount for a human being. Despite their great intake, they are unable to gain weight or muscle mass.

Hatred of Fire: Changelings particularly hate fire, and if they are damaged by fire they must also save versus Charisma or be affected as by a Scare spell. The Scare effect will last for as many rounds as dice of fire damage suffered by the Changeling.

Soulless: Changelings have Fairy spirits, not human souls. After death they are re-incarnated as another Fey. Consequentially, they cannot be Resurrected or Raised from the Dead. On the other hand, they are immune to magic which traps or affects Souls. Because they lack souls, Changelings can never be Clerics or Paladins (but they make excellent Druids).

Revealed By True Sight: Spells such as True Seeing will reveal a Changeling’s true nature and form prior to their change.

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Preferred Classes: Bard, Rogue or Illusionist. Changelings cannot be Paladins or Clerics (but they can be Druids).

Bard Abilities Adjustment: +2 on All Abilities

Rogue Abilities Adjustment: +2 on Hide

Illusionist Abilities Adjustment: 1 bonus 1st Level spell per day.

Druid Abilities Adjustment: 1 bonus 1st Level spell from the Illusionist Spell List

Attribute Adjustment: +4 Wisdom, -1 Str, -1 Int, -2 Con. Changelings have a reputation for being thick-headed and sickly, but extraordinarily shrewd and cunning.

Size: Medium

Movement: 30 feet

Starting Languages: Common. Changelings also speak the secret Sylvan language of the Fey, without having to have ever been tutored in it.

Nephilim – A New PC Race For Castles & Crusades

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The following are an interpretation of the Nephilim, the race of human-angel hybrids from Jewish legend. It combines lore from several sources, particularly the Bible and the Book of Enoch.

Nephil

The product of a human mother and a fallen Celestial father.

“The Nephilim were in the Earth in those days, and also afterwards, when the Sons of God came into the daughters of men and they bore them children – those were the mighty men of old, heroes of renown.” – Genesis 6:4

Ancient stories tell of times when the powers of Lawful Good sent down their Celestial servants to watch over the world. In some versions of the story it was the Ultimate God himself that commissioned an army of Angels to be sentinels against evil. According to the tales, as the Celestials spent more time upon the Earth they began to lose their heavenly purity. Eventually, some of the angels started to lust after human women, and longed to have families just like mortals. Abandoning their posts, the angels fell from heavenly grace to become the lovers and husbands of human women. The children born from those unions were tall and strong, but possessed of wild passions and boundless desires. Such children, and their descendants, are called Nephilim.

In the eyes of the unfallen Celestials, a Nephil (the plural form is Nephilim) represents a degradation of the spirit, rather than an uplifting of the material. Damned from birth by the powers of Heaven, Nephilim learn to rely on their own considerable prowess to achieve the fame and power they instinctively crave. Although most Nephilim come from ancient linages that date to the first falling of the angels, Nephilim continue to be born to wholly human mothers who either marry or are seduced by disguised Celestials.

The souls of Nephilim are cursed by Heaven to remain earthbound, often becoming incorporeal undead such as Ghosts, Wraiths, or Specters after death. Only the direct intercession of a deity can allow the soul of a Nephil to go on to the afterlife. The nations of the Nephilim therefore have reputations for being haunted places of great evil.

Physical Description:

Nephilim appear to be muscular, well-built humans of unusually tall stature. Both males and females average about 7 feet in height, although exceptionally tall specimens may reach 8 feet. Their bodies are otherwise identical to ordinary humans. Armor and clothing sized for ordinary humans will be too small to be worn by a Nephil.

Biology:

Nephilim are identical to humans in most ways, except for their size. They eat and drink the same things, and perform all the same biological functions. They have the same lifespans as ordinary humans. If a Nephil mates with an ordinary human the child will be a human, albeit an especially tall one. The children of two Nephilim, however, will also be Nephilim. Thus, there are many Nephilim who are many generations removed from contact with Celestial beings. The product of a Nephil breeding with an Elf will be a Half-Elf that is “of men”. In the strange circumstance that a Nephil mates with an Orc or Half-Orc, the child will be identical to an Ogre.

Psychology & Behavior:

Since Nephilim are tall, strong, and hardy, they tend to have been well-liked as children. Many Nephilim grow up with a sense of entitlement, and a strong impatience when they don’t get their way. Adult Nephilim are frequently viewed as egotistical, even megalomaniacal.

Nephilim do everything on a large scale. They are prone both to acts of great heroism, and massive evil. When Nephilim build structures they always endeavor to make them as large and imposing as possible. Nephilim love to build palaces with myriad rooms dedicated to single activities. They prefer clothing that is ornate, expensive, and voluminous. Their arms and armor will always be decorated, and Nephilim prefer to use large and imposing weapons. Nephilim love to feast, and will waste extraordinary sums on entertainment. They prefer to take many lovers at the same time rather than settle down with a single mate.

A Nephil’s emotions tend towards extremes as well. A happy Nephil can spend days engaged in debauchery, while a sad one will spend weeks in seclusion. Angry Nephilim wipe out entire villages, while a Nephil in love will literally scale mountains and slay dragons for the object of their desire.

Nephilim generally don’t like having limits on their own behavior, although they frequently have no problem with imposing them on others. They are drawn to positions of command and power, or else they become wandering heroes who swear allegiance to nothing but their own glory. Many Nephilim will create cults around themselves, and gleefully accept the adulation and even worship of ordinary humans.

Nephilim often love to hunt, and are renowned for their bravery and ability to bring down large and dangerous prey. Many Nephilim make their living hunting monsters, and may decide to adventure simply for the opportunity to kill dangerous beasts (and be seen doing it).

Despite their ancestry, Nephilim are never of Lawful Good Alignment. They are usually Neutral, Chaotic Neutral, Neutral Evil, or Chaotic Evil.

Society:

Nephilim tend to do well in in human society, often becoming Royal Champions, military commanders, personal bodyguards, and elite soldiers.

In their own nations, the Nephilim have human-like societies, except that everything will seem exaggerated to the eyes of ordinary humans. Holidays last longer and are more intensely celebrated, the cuisine is more intensely spiced and favored, the costumes worn by people are over-elaborate, the titles of nobility are excessively long, the architecture is grandiose, and simple events like a casual greeting can become the basis of lifelong feuds.

In some places, Nephilim have established themselves as a noble class ruling over ordinary humans. In those places the noble culture will seems as ostentatious as that of a Nephil nation, although such extravagance may not be reflected in the way the ordinary people live.

Relations With Other Races:

Nephilim prefer human companionship. They often find Elves to be grating, since the Elfin sense of racial exceptionalism clashes with the Nephilim’s belief in their own superiority. Nephilim look down on the smaller races such as Dwarves, Gnomes and Halflings, both as a matter of physical fact and social condescension. The Nephilim tend to view Half-Orcs, Orcs, and other Humanoids as useful tools of war, and nothing more.

The exact nature of the relationship between the Nephilim and the various race of Giants is unclear. The Nephilim regard them as kin, and sometimes say that the Giants are actually the product of ancient Nephilim mating with fallen angels themselves.

Special Abilities:

Extraplaner Type: All magic and effects which target Extraplaner creatures affect Nephilim. Likewise, their angelic blood means they can use any objects and magic limited to Extraplaner creatures, especially of a Celestial nature. This is despite the fact that Lawful Good Celestials hate Nephilim.

Special Weaknesses:

Heaven’s Enmity: Lawful Good Celestial creatures regard Nephilim as the worst kind of abominations, more detestable than even demons and devils. A Lawful Good Celestial creature will always react negatively to a Nephil, and will always interpret the character’s words and actions in the worst possible light. Only a direct order from the deity they serve will ever cause a Lawful Good Celestial creature to aid a Nephil in any way. Nephilim can never benefit from healing or other miracles from Lawful Good Clerics or Paladins.

Extreme Emotions: Nephilim are more strongly affected by magic or drugs that create or alter emotions. Such magic or effects will be twice as strong as usual, including having their durations doubled. Nephilim save against such effects normally, however.

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Preferred Classes: Ranger, Fighter, Barbarian and Knight. Naturally, Nephilim can never be Paladins.

Attribute Adjustment: +2 Strength, + 2 Constitution, -2 Wisdom

Size: Medium (Sometimes Large)

Movement: 30 feet

Starting Languages: Common

New Magic Item For Castles & Crusades – The Brazen Head

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Here’s an enchanted item associated with a number of legendary medieval magicians, particularly Roger Bacon and Albertus Magnus.

Brazen Head

A Brazen Head appears to be a sculpture of a humanoid head, crafted of brass or bronze and with an articulated jaw. Sometimes the eyes and eyelids are also articulated, although usually they are not. These heads vary in scale, from life size (and thus portable) to gigantic examples which are permanently installed in an area.

A Brazen Head is inhabited by a twisted spirit of prophesy. Once per day the head may be asked a question, which it will answer in an audible voice. A Brazen Head will only answer a given individual once concerning a particular topic. The answer to the question will always be true, but will also almost always be mocking or deceptive in some way. Therefore, great care must taken when consulting a Brazen Head, lest the questioner be led astray. For example, if a Brazen Head is asked if an adventure will be a success it may answer “A great treasure will be acquired by the party of brave adventurers”, meaning that the characters will be ambushed and killed by a group of rival adventurers who steal the characters’ treasure for themselves .

The knowledge of the manufacture and activation of Brazen Heads is widely disseminated by Infernal agents. The materials needed are quite common, and the actual construction is surprisingly easy. The diabolical devices are intended to be temptations and torments for mortal men, forever mocking them with the possibility of perfect knowledge. Accordingly, every so often a Brazen Head will give a perfectly clear and reliable answer, just so its owners do not lose all hope and faith in the device. The Infernal inventors of the devices do not wish that mankind’s downfall be too easy, but rather a protracted series of near successes and possible triumphs leading to a final, ultimate doom.

From time to time a Brazen Head may spontaneously utter oracular statements without having been first consulted. These statements will always be such that they torment the device’s owner in some way, speaking of missed opportunities and horrible events about which the listener can do nothing.

A Brazen Head has a 1% chance per use of simply blowing up, inflicting 1d4 points of damage to all in a 10 foot radius.

Value: 8,500gp (but costs just 500gp to make) Experience: 3,000

Adventure Seed: In the midst of a terrible plague, a strange old man enters town selling the plans to build a Brazen Head. Both the Baron’s court magician and the Mother Superior of the local convent of the Goddess of Mercy have been unable to find a cure for the disease, so the Baron purchases the instructions and has his magician construct the head. The adventurers are employed to track down the objects that the court magician believes are needed to cure the plague. Unfortunately, the old man who sold the device was a disguised demon. The court magician has unwisely asked the Brazen Head “How can I stop the plague from infecting any more people?” Once the adventures assemble all the objects that the Brazen Head calls for the plague will indeed be unable to spread – because a powerful demon will be released from imprisonment and proceed to slaughter the entire Barony!

Dhampir PCs For Castles & Crusades

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Dhampir

The strange offspring of a living human and a Vampire

It is said that the restless dead desire more than simply blood. Under certain strange circumstances a human woman can become pregnant with the child of a Vampire. Often, these children are stillborn, as dead as their fathers. Other times the spawn are horrific abominations that bear no resemblance to the human form. Usually, though, the children born of such unholy unions are human in appearance, but marked with features and powers that bear witness to their unnatural origins. Such people are called Dhampirs.

Dhampirs can usually pass as fully human, but they are not. Despite being the children of the Undead, most Dhampirs feel absolutely no affinity for their fathers. In fact, Dhampirs have a range of abilities that make them the ideal enemies of Vampires and their kind.

Physical Description:

Dhampirs are often unsettling or repulsive to behold. Although they look clearly human, they frequently are marked by such features as extremely pale skin; protruding eyes; unusually large or pointed teeth; a large, oddly shaped, or even missing nose; or unusually formed ears. Very often a Dhampir will have a strange birthmark on his body, or lack fingernails. The hair and eyes of Dhampirs are always dark, and their flesh will feel unusually gelatinous to the touch.

Biology:

Dhampirs eat, drink, and sleep the same way as normal humans. They do not have any kind of attraction to blood. They live only for as long as normal humans, and can produce children with ordinary people. In fact, many families of Vampire hunters have a Dhampir as their founder.

The bones of a Dhampir are unnaturally elastic, and their flesh has a peculiar softness. This doesn’t seem to affect their strength at all, but it can unnerve anyone who tries to hold one.

Psychology & Behavior:

Dhampirs have all the same desires as humans, but their minds are often twisted in some way. They often have difficulty relating to normal people, and are likely to live alone. Most people feel uncomfortable around Dhampirs, even if they are unable to explain why. If not for the Dhampir’s unique ability as a fighter of the undead, they would probably not be tolerated.

Dhampirs are filled with an instinctual hatred of the Undead. They will never willingly participate in any act that creates or sustains such creatures. In fact, Dhampirs of every Alignment crave the love and company of living things, a fact made more pathetic by the almost universal discomfort that most animals and people experience in the company of the Dhampir.

Dhampirs can be of any Alignment, but even Evil Dhampirs hate the Undead.

Dhampirs In Society:

Dhampir’s solitary habits derive from their own ugliness, lack of social graces, and the unease they inspire in others. The Dhampir’s unique abilities to fight the Undead provides him with a source of ready income, however. Talented and lucky Dhampirs can find themselves growing wealthy as they rid villages of Vampires and other deathless monsters. Such a life is extraordinarily dangerous, of course. Many human settlements grow to have a conflicted relationship with the local Dhampir – he is simultaneously feared as an abomination, and valued as a weapon against the Undead.

Special Ablities:

Undead Type: Despite being living beings, Dhampirs possess the Undead type. All magic which affects the Undead affects Dhampirs. Similarly, they are immune to all mind-affecting spells or spell-like abilities used by other Undead, such as Sleep, Charm and other compulsions. Neither are they subject to poison, disease, level draining, paralysis, or death magic from Undead sources. Dhampirs can be affected by any of the things they might be resistant to, if the source is a living being. Dhampirs are not subject to turning.

See Undead: Dhampirs can always see an Undead creatures for what it really is, regardless of whether the creature is polymorphed, invisible, or otherwise disguised. Dhampirs can allow others to use this ability by removing the shirt they are currently wearing and letting someone else look through its sleeve.

Soft-Bodied: The unusual composition of Dhampirs’ flesh and bones readers them resistant to blunt weapons. Attacks from blunt weapons (including pummeling and Slam attacks) subtract 1 point per die of damage.

Special Weaknesses:

Unnatural Aura: Dhampirs are unnatural things, and they make all natural creatures and people uneasy. The CK should assume that any natural creature or person who first meets the Dhampir is negatively inclined towards them. Continued positive interaction can change this attitude of course, but most Dhampirs are also hampered by very low Charisma.

Casts No Shadow: A Dhampir casts no shadow. Dhampirs who are trying to pass as normal humans can be easily discovered by their lack of a shadow.

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Preferred Classes: Demon Hunter (if used), Ranger (with Undead as Favored Enemy), Fighter, Assassin

Demon Hunter Abilities Adjustment: +1 on Demonology

Ranger Abilities Adjustment: +1 when Tracking Undead

Assassin Adjustment: +1 on Listen

Attribute Adjustment: -4 Charisma. Dhampirs tend to be ugly and lacking in social graces.

Size: Medium

Movement: 30 feet

Starting Language: Common

Cambions – A New Race For Castles & Crusades

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The following is designed as a closer representation of half-demons as they occur in folklore. The most famous legendary Cambion, of course, was Merlin the Magician, who lacked all of the outwardly demonic features often encountered in the treatment of half-demons in fantasy RPGs.

Cambion

The child of a human and an Infernal creature.

It is no secret that the Infernal powers lust after humanity. By means both overt and duplicitous they seek constantly to gratify their desires. Frequently, the hybrid child produced by such an unholy mating is a grotesque mooncalf, a deformed and imbecilic semi-demon. Often, however, the product is an apparently human creature called a Cambion.

The mothers of Cambions are almost invariably human, and their fathers Infernal. Few Infernals would actually allow themselves to be pregnant, or could restrain themselves from working malice upon their own child as it grows in the womb. Sometimes it does happen, if the Infernal mother feels that the child could further their own malevolent plans.

Some sages speculate that the Infernal beings have no true gender, are actually incapable of creating life, and that the Infernal (whether in a male or female form) is merely the conduit or container for biological materials gathered from other humans. In that case the influence of the Infernal is still felt as a taint of Evil upon the child produced.

Physical Description:

True Cambions are always physically good looking, a strange fact that belies their Infernal parentage. They often have striking facial features, clear and brilliantly colored eyes, lovely hair, and beautiful bodies. They lack horns, tails, hooves, or any other overt sign of their Infernal nature. Some sages speculate that the beauty of Cambions is a deliberate ploy by the Infernal powers to put their offspring into positions of power and adulation.

A Cambion often appears to be stillborn when first delivered. It may be only after some time, perhaps when the child’s human parents are ready to bury her, that the Cambions opens her eyes and takes her first breath.

Biology:

Cambions eat, drink, sleep, and perform every other bodily function the same as an ordinary human. They can breed with ordinary humans, and their children will also be normal people. If two Cambions produce children the offspring will also be normal humans. A Cambion has exactly the same lifespan as a normal human.

Psychology & Behavior:

Cambions are not always aware of their own heritage, and it can quite unsettling for them once they learn what they truly are. Sometimes they experience dreams (or nightmares) of their Infernal parent, goading them towards malefic acts. Some Cambions eventually embrace their dark inheritance, reveling in their status as incarnate Evil. Other Cambions embrace Good, seeing their Infernal heritage as a challenge to be overcome.

Most Cambions discover early in life that they have an unusual aptitude for magic. Sometimes a Cambion’s Infernal parent will arrange for works of the blackest magic to find their way into their child’s hands, in hope that the Cambion will be seduced to the dark path of foul necromancy. This is made far easier by the the fact that Cambions are frequently born to witches.

Cambions can be of any Alignment, and many are in fact strong champions of Good. Though they always feel the pull of Evil, many Cambions have sufficient will to fight it.

Whatever their Alignment, Cambions always feel the conflict between their human and Infernal natures. Some are driven mad by it.

Society:

Cambions are usually raised as normal human beings, and will therefore be comfortable in human society. They may be noticed to have unusual abilities early in life, however, which can result in some mistrust or outright persecution. Cambions who remain undetected as such often find themselves rising to positions of prominence and power. Their intelligence, beauty, and personal magnetism inspire devotion in others. As long as they can keep their secret they prosper. Cambions who are exposed for what they are will usually find themselves despised by all, except for wizards, witches, and dark cultists.

Very rarely, a Cambion will have been raised in the Infernal Realm and tutored in Evil. Sometimes this happens because the Infernal father kidnapped the Cambion’s mother and held her prisoner until the child was born. Other times the Infernal father claims the child after birth. For whatever reason, such Cambions are usually sent back to the mundane world to seize power and create suffering and misery on earth.

Relations With Other Races:

All races except Half-Orcs will be unnerved if they learn of a Cambion’s true nature. Most races will eventually learn to trust the Cambion if she shows herself to not be Evil, but a lingering mistrust may remain. Half-Orcs, on the other hand, will generally embrace Cambions. Since Half-Orcs are themselves considered the children of monsters, they tend to see Cambions as kin.

Special Abilities:

Extraplaner Type: Cambions have the Extraplaner type. They can use any magic reserved for Extraplaner beings, but are also subject to spells that affect Extraplaner beings.

Deepvision: Cambions can see in condition of absolute darkness to a range of 120 feet.

Special Weaknesses:

Infernal Weaknesses: Cambion’s are subject to all the weaknesses of their Infernal parent. Spells that affect Extraplaner creatures of Evil affect Cambions. Protection From Evil for example, will prevent a Cambion from entering an area, regardless of the Cambion’s actual Alignment. Weapons specially enchanted to do extra damage against Infernals also will also be just as effective against Cambions.

Taint of Evil: No matter what a Cambion’s actual Alignments is, they will always be detected as Evil by magic that reveals Alignments.

Subject To Rebuking: Good-aligned (and only Good-aligned) Clerics can turn (but never destroy) Cambions as if they were Unique Undead.. This is regardless of the Cambion’s actual Alignment.

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Preferred Class: Illusionist, Witch (if used) and Wizard. The Dark Arts come easy to a Cambion, and they almost always pursue magic.

Illusionist, Witch, and Wizard Abilities Adjustment: Choose one Zero or First Level bonus spell. The Cambion can use that bonus spell once a day without preparation or spell components. Once determined, a Cambion’s bonus spell cannot be changed.

Attribute Adjustment: +1 Intelligence, +1 Charisma

Size: MediumMovement: 30 feet

Starting Languages: Common, and Cambions also find that they can understand (not necessarily speak) the speech of Infernal beings without any prior training.

Coming To The Engine of Oracles

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Below is a roundup of projects I’m currently working on, selections from which should be gracing this blog in the coming weeks and months. All will be intended for use with the Castles & Crusades system, but should also be largely compatible with other related classic fantasy role playing systems.

Another Book of Wondrous Beasts

There’s still more creatures from medieval legend waiting to be defined in game terms. At this point the sequel to A Book of Wondrous Beasts is slated to contain over 40 more monsters, and once again I will endeavor to keep them as close to the real lore as possible.

The Wondrous Grimoire (working title)

A collection of spells and magic items directly inspired by real-world folklore, legends, and magical practices. Many of these, like Flying Ointment and the spell of Prodigious Vomiting, have already been posted to the Troll Lord Games Forums. Others still await creation and debut. This may also include a section detailing a new, more historically accurate magic system. If I can get it at least semi-balanced, that is!

Races and Classes of Wonder (working title)

A selection of Races and Classes for PCs, inspired by folklore, legend, and mythology. Will include folklore-based interpretations of such races as Changelings, Dhampirs, and Woodwoses (Wild Men), as well as polished versions of the Warrior Wizard (inspired by Malgigi from Carolingian legend), the Demon Hunter, and Philosopher classes.

A Guide To Hauntings (working title)

An early draft of a system to represent Hauntings was posted by me to the Troll Lord forums some time ago. That system had numerous problems, but I plan on taking another crack at it and arriving at a solid (and suitably creepy) method for representing ghostly phenomena of all possible power levels.

Also, look out for the first drafts from a new game featuring innocent beauties in empire-waisted gowns, foreboding ancestral castles filled with secrets, fiendish beasts of men, Byronic heroes with shameful pasts, mad relatives who must be kept imprisoned, forbidden love, dark sorcery from a half-forgotten past, monarchies that are giving way to new republics, and cursed bandits who are actually disinherited noblemen. It’ll be Literary Gothic: equal parts horror, romance, and melodrama.

A Book of Wondrous Beasts

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Today I’ve posted the PDF of “A Book of Wondrous Beasts”, a collection of over 40 actual creatures from medieval and ancient legends, heraldry, and bestiaries. Most of these creatures have been previously posted on the Troll Lord Games Forums, but now I’ve collected them together for easy download. The creatures are written for use in Troll Lord Games’ Castles and Crusades system, but should be easily convertible for use in retro-clone or classic fantasy role playing games. I’ve tried to be as faithful as possible to the original source material in defining these beasts, although in some places I’ve embellished in ways that I felt were implicit in the nature of the creature. There may well be some surprises in store for those who know these creatures only in the forms that have become common in fantasy games over the past few decades.

Enjoy the challenge!

A Book of Wondrous Beasts

Welcome To The Engine of Oracles

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The Engine of Oracles is dedicated to Games and Gaming, with a focus on traditional pen & paper Role Playing Games, or RPGs. It’s regularly updated content will include Game Master advice, new rules, new adversaries, and other original content for Open Game License (or OGL) games and classic role playing systems. Other content to look for includes essays on the techniques of storytelling, historical and cultural essays on topics relevant to gaming, and perhaps the development of entirely new rules systems. The focus will be on the Dark Fantasy, Sword & Sorcery, Gothic (in the literary sense), Urban Fantasy, and Horror genres, with dashes of Science Fiction and Surrealist role-playing.

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