A Dungeon Where Apes Evolved from Men?

If one were to draw a Venn diagram of people into fantasy RPG’s and people into Planet of the Apes, I think there would be a pretty good overlap. Likewise, I think there is a pretty good overlap between the Planet of the Apes concept and fantasy gaming – i.e. the ape campaign.

First, let’s get our stuff straight here. Planet of the Apes, the movie franchise, and Planet of the Apes, the book, are two very different animals. There are similarities to be sure, but the differences are pretty major.

The movies were part of the bleak sci-fi period that included such gems as Omega Man, Logan’s Run, Soylent Green and Herbie Goes Bananas (a controversial stand on the last one, but I’m standing behind it). Here, we have mankind destroying itself with nuclear weapons, creating what one might call a “Gamma World” to coin a phrase, this being preceded by presumably genetically-modified apes staging race riots.

The book, written by Pierre Boulle, is quite different. First – it’s fairly boring. One can think of it as a book in the style of Gulliver’s Travels, as it’s mostly a matter of social critique. In this scenario, man grew decadent, using trained apes to do his work. As the apes learned more and more, they grew dissatisfied and eventually threw man out of his own home. Apes didn’t need us anymore. And humans … they didn’t fight back. They wandered into the woods, seemingly content to live as animals. Apes just took up where we left off, the difference being that while they understood our technology, they weren’t very creative.

Applying either scenario to a fantasy world – some magical apocalypse or the flow fall of man into decadence and the rise of a new order – works. You have ancient ruins (a place to adventure), some semblance of civilization (a place to rest between adventures) and, most importantly for fantasy gaming, you have multiple “races” to adventure with. Imagine porting into the world of Greyhawk to discover that Ape Law has been imposed there. Sounds pretty fun.

A few notes before I begin. I’m writing these ape “races” as though they are still physically indistinguishable from normal apes – i.e. I’m not making them people in masks as in the movie franchise. Second – apes are strong. Really strong. I’m not shying away from this, so expect high strength bonuses. If you were running nothing but apes in a game, you can adjust for this higher damage output and let them advance as far as they want in various classes. If you’re running these apes with other races, you’ll need to limit their class advancement to some extent. I’ve included these class level limits below in italics.

Gorillas
Gorillas are the warriors of the apes; burly and brash and easily annoyed. Gorillas add +6 to their starting strength (max. 24). They modify their starting constitution by +1 and reduce their starting intelligence by 1 (max. 18, min. 3). When not using a weapon, a gorilla can make a claw or bite attack each round, scoring 1d4 points of damage. They are capable of launching into a menacing display of power that forces creatures with 0 HD or less than half the gorilla’s hit dice to pass a Will saving throw or be frightened for 1d4 rounds. Gorillas are limited to 7th level, except as fighters, at which they can advance to 9th level.

Chimpanzees
The chimps are the scholars of the ape people, always curious and often chattering. Chimps add +2 to their starting strength (max. 20). They modify their starting intelligence by +1 and reduce their starting wisdom by 1 (max. 18, min. 3). Chimps have a knack for climbing sheer surfaces. In place of a weapon attack, a chimp can make a claw or bite attack that deals 1d3 points of damage. Chimps are limited to 9th level, except as magic-users, at which they can advance to 11th level.

Orangutans
Orangutans are the “wise old men” of the ape community, bureaucrats, clergy and leaders. Orangutans add +4 to their starting strength (max. 22). They modify their starting wisdom by +1 and reduce their starting charisma by 1 (max. 18, min. 3) due their stodginess and superior attitudes. Orangutans have a knack for climbing sheer surfaces. In place of a weapon attack, an orangutan can make a claw or bite attack that deals 1d4 points of damage. Orangutans are limited to 8th level, except as clerics, at which they can advance to 10th level.

Mythic Races IV – The Primordials

The primordials are an ancient collection of dinosauroid species native to the jungles of Hybrasil. All are based on a pairing of an Aztec deity with a dinosaur, with a little magic thrown in.

QUETZALS

The quetzal are high-flying, arrogant pteranodons, the size of humans, who consider themselves the natural ruling class of the primordials. The others do not share this belief, but they are often content to ignore the quetzals rather than argue the point. They look like flying reptiles with rainbow-colored plumage. They have thin, long faces and rather impressive azure eyes.

Quetzals are medium creatures with a movement rate of 30 feet per round on land and a fly speed of 30 feet per round. Because their bones are hollow, they count as small creatures in combat, in regards to tactical advantage and their ability to wield weapons. They have darkvision to a range of 60 feet.

Quetzals fragile bodies impose a 2 point penalty to their starting constitution scores, but they enjoy a 1 point bonus to starting intelligence and wisdom. It’s not for nothing that they believe themselves the most fit for leadership among the primordials. These ability modifications cannot increase a score above 18 or reduce it below 3.

Quetzals are as magically inclined as the other primordials. A quetzal with an intelligence of 10 or higher can cast the following spells, each once per day: dancing lights, flare and color spray.

Quetzals speak Common and Primordial. They might also speak Couatl, Dragon, Lizardman, Sylvan, Troglodyte or Celestial.

Quetzals may multi-class as cleric/fighters, cleric/sorcerers and cleric/thieves.

COYOLS
The coyol are fearsome and frightening primordials. They have the appearance of velociraptors with milky white scales and pitch black feathers on their arms and tails. They have toothy grins and unwavering eyes that can bore a hole through a person’s skull (not literally).

Coyols are small creatures with a movement rate of 40 feet per round. They have darkvision to a range of 120 feet. They have a bite attack that deals 1d4 points of damage.

The coyols are like forces of nature, with boundless personalities. Their natural propensity to lead and their constant drive to get what they want gives them a +1 bonus to starting charisma, but this focus on ego also gives them a -1 penalty to starting wisdom. These ability modifications cannot increase a score above 18 or reduce it below 3.

Coyols have magic in their blood, though this magic changes with the phases of the moon. When the moon is waxing and when it is full, a coyol with a charisma of 10 or higher can cast the following spells, each once per day: daze, light and hypnotism. When the moon is waning or new, they can cast darkness once per day.

Coyols speak Common and Primordial. They might also speak Dragon, Kobold, Lizardman, Sylvan, Troglodyte or Fiendish.

Coyols may multi-class as druid/sorcerers, fighter/sorcerers and sorcerer/thieves.

TEZCATS
Tezcats are large primordials, with scaly skin that forms a sort of armor plating on their backs, chests, faces and arms. They have squat legs, thick, armored tails and are almost as wide as they are tall. Their scales are turquoise in color and their faces have the appearance of turquoise skulls. Tezcats are warriors born, and relish taking the front line in any fight.

Tezcats are large creatures with a movement rate of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for breaking down doors. A tlaloc can make a tail attack in combat for 1d4 points of damage. Their armor plating gives them a natural AC 12.

Tezcats are brutes, adding one point to their starting strength score. Their tiny heads and brains, however, don’t lend themselves to brilliance, so they lose one point from their starting intelligence score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Once per day, a tezcat can unleash a deep, long bellow that acts as a gust of wind spell.

Tezcats speak Common and Primordial. They might also speak Dragon, Lizardman, Troglodyte, Troll or Air Elemental

Tezcats may multi-class as cleric/fighters, fighter/sorcerers and fighter/thieves.

TLALOCS

Tlalocs look like humanoid toads with glistening, bright green hides and needle-like spikes running up their arms and down their backs. They have large, golden eyes that can show an incredible cunning when their owner wishes them to, but otherwise look blank and inscrutable. Two long fangs jut from their thin, crooked lips. Tlalocs stand about as tall as dwarves, though this is partially because of their hunched postures.

Tlalocs are medium creatures with a movement rate of 30 feet per round on land and a swim speed of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for jumping and leaping. Tlalocs can hold their breath for a full minute before needing to breath. A tlaloc can make a bite attack in combat for 1d4 points of damage.

Tlalocs are quick and cunning, adding one point to their starting dexterity score. Their foul personal habits and monstrous appearance gives them a one point penalty to their starting charisma score. These ability modifications cannot increase a score above 18 or reduce it below 3.

As a primordial species, Tlalocs have a natural affinity for and control over water. A tlaloc with a wisdom score of 10 or higher can cast the following spells, each once per day: acid splash, ray of frost and obscuring mist.

Tlalocs speak Common and Primordial. They might also speak Dragon, Fiendish, Lizardman, Mugwump, Troglodyte, or Water Elemental

Tlalocs may multi-class as cleric/thieves, fighter/thieves and sorcerer/thieves.

Mythic Races III – The Vedans

From the jungles and deserts of the south come four new mythic races, collectively the vedans.

While the vedans share many traits, the most important is the unique way they multi-class. All vedans are capable of advancing in three classes simultaneously. Unlike most races, though, they only operate under the rules of a single class at a time. A fighter/magic-user/thief, for example, can choose to be a fighter one day, a magic-user the next, and a thief on another day. The choice must be made that night before the vedan sleeps, and it is the vedans heroic dreams that night that align their thinking that they may be born the next morning in their chosen class. Because they act in only one class at a time, they advance using the XP chart of their most expensive class.

YAMARA | THEY WHO WALK WITH DEATH
Yamarans are green-skinned humanoids associated by other vedans with death. While they have their morbid sides, most cultivate an image of decadent lethargy, lounging about, taking it all in and only acting when it is most advantageous to do so. Yamarans have grim senses of humor, and some hide rather potent tempers beneath their disinterested facades. Yamarans are never Lawful (Good), but they need not be Chaotic (Evil).

Yamarans stand about as tall as human beings. Other than their green skin (and sometimes oversized canine teeth), they generally look like human beings save that their arms fork at the elbow into two separate forearms – they have four hands, but only two arms emerging from their shoulders. Because of this anatomical oddity, armor costs are 10% greater for yamarans than for other humanoids. Because of their multiple hands, they can wield two bucklers in addition to wielding one or two weapons. Generally, their multiple hands are two closely spaced to allow them to wield more than two weapons at a time effectively.

Yamarans may multi-class as assassin/barbarian/cleric, using the rules mentioned above, or as assassin/clerics, assassin/magic-users or assassin/fighters using the normal multi-classing rules. A yamaran that awakens as an assassin finds that his skin has turned a deep blue color, giving him a +2 bonus to hide in shadows. A yamaran that awakens as a barbarian, he finds his skin as become blood red, and his lower canines have grown into tusks, giving him a bite attack that deals 1d3 points of damage. A yamaran who awakens as a cleric retains his green skin, and gains the ability to cast deathwatch once per day as a bonus spell.

Yamarans speak Common and Vedan. They might also speak Goblin, Ogre, Ogre Mage, Sylvan or Fiendish.

RUDRANA | THE STORM CHASERS
Rudrana are vedans of the mountains, storm chasers who thrill to the crack of thunder and flash of lightning. They are outdoorsmen with fiery tempers and an enormous hunger for life and experience. The rudrana become bored easily, and they delight in all the new fads and fashions.

Rudrana stand slightly taller than human beings. They have ruddy skin, three heads and four arms, all based on the human pattern. Because of their strange anatomies, armor costs are 50% greater for rudrana than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

Rudrana enjoy a +2 bonus to save vs. electricity damage, so in tune are they with lightning. Once per day, they can use the spell shout. Because of their multiple heads, rudrana are only surprised on a roll of 1 on 1d8. Unfortunately, three minds are often distracting, and rudrana suffer a -1 penalty to initiative rolls.

Rudrana may multi-class as druid/ranger/magic-users, using the rules mentioned above, or as ranger/druids or ranger/magic-users using the normal multi-classing rules.

Rudrana speak Common and Vedan. They might also speak Dwarf, Hobgoblin, Storm Giant or Sylvan.

VISHNARU | THE PRESERVERS
Vishnaru are the holy vedans, wise and philosophical preservers of cosmic order. They are intellectual and tend to be very beautiful. Vishnaru are often Lawful (Good), but are never Chaotic (Evil).

Vishnaru stand slightly taller than human beings. They have light blue skin and four arms. Because of their strange anatomies, armor costs are 50% greater for vishnaru than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

All Vishnaru are surrounded by a halo of light as bright as a torch. They can willingly suppress this halo.

Vishnaru may multi-class as cleric/magic-user/fighters, using the rules mentioned above, or as cleric/magic-users or cleric/fighters using the normal multi-classing rules. Vishnaru that multi-class using the special rules gain the following benefits: In the cleric form, a vishnaru’s halo acts as a paladin’s protection from evil aura. In the fighter form, the vishnaru’s halo grants him extra-sensory powers, denying his opponent’s any bonuses from outnumbering him or attacking from behind. In the magic-user form, the vishnaru’s halo grants him a +2 bonus to Will saving throws vs. spells and spell-like effects.

Vishnaru speak Common and Vedan. They might also speak Elf, Gnome, Celestial, Dragon or Sylvan.

AGNIRI | THE FIRE-BORN
Agniri are born of flame, and enjoy deep passions and a preternatural ability to communicate with others. They are bright and engaging folk, rarely materialistic, who enjoy visiting and experiencing strange cultures. Despite their propensity for travel, agniri always seem to be at home, and they have a knack for making others feel at home.

Agniri stand as tall as human beings. They have bright red skin, two heads and four arms. Because of their strange anatomies, armor costs are 50% greater for agniri than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

Agniri enjoy resistance to fire and a +2 bonus to save vs. non-damaging fire effects. They have a knack for communicating (treat this as a task roll modified by charisma, allowing them to communicate in very simple terms in languages they do not already know).

Agniri may multi-class as bard/magic-user/fighters, using the rules mentioned above, or as bard/clerics, bard/magic-users or bard/fighters using the normal multi-classing rules.

Agniri speak Common and Vedan. They might also speak any other language they wish, though most learn Dragon, Fire Giant and/or Fire Elemental.

Mythic Races II – The Olympians

Continuing with the mythic races, today we have the Olympians. In this case, I imagined them as looking like metallic statues of the gods they are named for – enjoy.

HERCULOIDS

Herculoids are large, robust mechanical men with bronze skin. They were built for strength and battle, primarily in arenas, and relish taking on large and huge monsters in front of a crowd. Herculoids like to stay well-oiled and polished. They tend to be arrogant and brash, but more often than not they can back up their bravado with their deeds.

Herculoids stand about 8 feet tall and count as medium-sized creatures. However, when their ire is raised (or when they want to show off for a crowd), they can “flex” their “muscles”, increasing their size to large and gaining the bonuses and penalties associated with that size. They have a movement rate of 30 feet per round and can see up to 60 feet in the dark. Their metallic skin gives them a natural AC of 13. Their construction makes it impossible for them to wear platemail and plate armor.

Herculoids are quite strong, adding two points to their starting strength score. They are not built for brain power, though, and thus lose two points from their starting intelligence score. A herculoid’s starting ability scores cannot be altered above 19 or below 3.

A herculoid’s braggadocio makes them stubborn foes; they enjoy a +2 bonus to save vs. fear and fatigue, and have a knack for bending bars and breaking down doors. They are, however, easily goaded into fights, suffering a -2 penalty to save vs. such mind-affecting effects.

Herculoids are +1 to hit huge monsters, and increase their AC by +4 against dragons and hydras.

Herculoids speak Common and Olympian. They might also speak Earth and Fire Elemental, Cyclopes, Harpy, Sylvan and Dwarf.

Herculoids cannot multi-class, as they have one track minds.

APOLLOIDS
Apolloids look like peerless sculptures of male humans. Their skin is made of gilded steel and dazzles the eyes when struck with sunlight (or magical light). Beautiful and conscious of their beauty, apolloids have a penchant for waxing poetic and commanding the stage. They are generally narcissists with the beauty and charm to get away with it – at least for a while.

Apolloids are medium-sized creatures with a base speed of 30 feet. Their metallic skin gives them a natural AC of 12. Their construction makes it impossible for them to wear platemail and plate armor.

Apolloids are graceful and charming, increasing their starting dexterity and charisma scores by one point. Their egotism and delicate construction mean they suffer the loss of one point to their starting wisdom and constitution scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Apolloids are creatures of light, and can see up to 120 feet in complete darkness. Their honeyed words give them a knack for trickery and a +1 bonus to reaction rolls with all creatures but those who hate the Sun. Apolloids receive a +1 bonus to hit with all bows.

Apolloids can shed light (per the spell) for up to 10 minutes per day. These minutes need not be consecutive. Once per day they can cast daylight.

Apolloids speak Common and Olympian. They might also speak Elf, Sylvan, Air Elemental, Fire Elemental and Dragon.

Apolloids may multi-class as bard/magic-users, bard/clerics and bard/fighters.

ATHENOIDS
Athenoids are warriors born, statuesque fem-bots with steel skin and the minds of tacticians. Athenoids do not look for battle, but never shy from it. They enjoy taking the lead in any situation, but have a tendency to think things through before jumping into battle, unlike the herculoids. They are never Chaotic (Evil) in alignment.

Athenoids are medium-sized creatures with a base movement of 30 feet per round. They can see up to 60 feet in the dark. Their metallic skin gives them a natural AC of 14. Their construction makes it impossible for them to wear platemail and plate armor.

Athenoids are wise and steadfast, enjoying a +1 bonus to their starting wisdom and constitution scores. Their deep thinking, however, makes them slow to act and hard to communicate with, meaning they lose one point from their starting dexterity and charisma scores. These ability modifications cannot increase a score above 18 or reduce it below 3.

Athenoids have a natural affinity for divine spells. An athenoid with a wisdom score of 10 or higher can cast the following spells, each once per day: Virtue, resistance and bless. Athenoids receive a +2 bonus on Will saving throws against chaotic (evil) cleric spells.

Athenoids speak Common and Olympian. They might also speak Celestial, Dwarf, Sylvan, Earth and Air Elemental and Dragon.

Athenoids can multi-class as fighter/war priests (a specialty cleric), fighter/warlocks (a variant of sorcerer) or fighter/scouts (a variant of thief).

PLUTOIDS
The plutoids are grim mechanical men with skin of black bronze. Cthonic folk, they take to darkness and dim deeds like a fish takes to water. Plutoids favor gravity, brevity and dignity; they are not popular at parties. Plutoids are never Lawful (Good), but they need not be Chaotic (Evil).

Plutoids are imposing creatures, always 6 to 7 feet tall, with unsympathetic eyes that can see up to 120 feet in complete darkness. They are medium-sized creatures with a base movement of 30 feet per round. Their metallic skin gives them a natural AC of 13. Their construction makes it impossible for them to wear platemail and plate armor.

Plutoids increase their starting intelligence and wisdom scores by one point, but must deduct two points from their starting charisma scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

As creatures of the underworld, they can detect treasures of precious metals and gemstones worth at least 20 gp as though detecting evil or magic (per the spells). In addition, a plutoid with a wisdom score of 10 or higher can cast the following spells, each once per day: Deathwatch, detect undead and detect poison.

Plutoids speak Common and Olympian. They might also speak Goblin, Sylvan, Earth Elemental, Fiendish and Dragon.

Plutoids may multi-class as assassin/cleric, assassin/magic-user or assassin/fighters.

Demi-Humans Inspired by the Norse Mythos

This idea came to me a few days ago. There is a tradition in RPG’s of turning unique monsters from mythology and turning them into “species of monsters”, Medusa and Pegasus being but two examples. The other day, I was thinking about using the gods of various pantheons as inspiration for designing demi-human races for RPG’s.

This first go at the concept draws inspiration from Norse mythology.

THUNORS
The thunors are tall humanoids with ruddy skin, copious manes of hair in various shades of red (and, very rarely, blond) and eyes that range from blue to grey. They are usually quite strong, with large, meaty hands and faces that suggest an angry Neanderthal. Thunors are good-hearted and hate bullies, but they are also boisterous, assertive, aggressive, stubborn, and prone to solving problems with brute force. Most thunors are aligned with Law.

Despite averaging about 7 feet tall and built like brick houses, thunors are only medium-sized creatures. Their powerful shanks propel them forward at a speed of 30 feet per round. They can see in the dark up to 60 feet. This “darkvision” is in black and white only, but it is otherwise like normal sight.

Thunors are built like oxen and add one point to their starting strength and constitution scores. They are not, however, known for their brain power or self-control, and so must deduct one point from their starting intelligence and wisdom scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Thunors enjoy a +3 bonus on saving throws against electricity and sonic attacks, as well as a +3 bonus on Will saves against magic unless they themselves are spellcasters. Thunor spellcasters lose this bonus to save vs. magic.

Thunors have a mystic connection to both the earth and sky. They are capable of treating half of the damage from their melee attacks with metal weapons as electricity or sonic damage. This is useful for overcoming some creatures’ resistance to weapon damage. When a thunor scores electricity damage, his weapon is surrounded in crackling electricity, and when he scores sonic damage, his hits are accompanied by a thunderous boom.

Thunors are +1 to hit giants, ettins and ogres in combat.

While they do not care much for magic or magic items other than magic weapons and armor, they will deign to use gauntlets of ogre strength and belts of giant strength. Thunor are also capable of using dwarven throwers.

Thunors speak Common and Thunor. They might also speak Dwarf, Elf, Ettin, Kobold and the various languages of the giants.

Thunors can multi-class as barbarian/clerics, barbarian/druids and barbarian/thieves. See Multi-Classing below for how this works.

FREYLINGS

The freylings are lithe, comely folk with large, violet eyes, alabaster skin and hair of copper, silver or gold. Freylings stand about 4 to 5 feet tall, and their narrow frames make them look very fragile. They delight in the sensuous, and have a bad habit of charming people of the opposite sex just for the fun of doing; the feelings of others rarely enter into their calculations.

Because of their height and slender frames, freylings count as small creatures with a base speed of 30 feet.

Freylings tend to be beautiful and vivacious, allowing them to add one to their starting charisma score. Their slight frames tend to be on the weak side, though, so they must deduct one point from their starting strength scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Freylings have darkvision to a range of 120 feet. They can make their bodies glow (per the light spell) for up to a total of 10 minutes. In addition, once per day they can assume the shape of a falcon, cat or boar for 1 round + 1 round per character level. When in this form, they retain their attack bonus and mental ability scores and abilities, but use the attack forms and damage of their new form. They also have any physical abilities of their new form.

Freylings speak Common and Freyr. They might also speak Elf, Gnome, Goblin, Kobold and Sylvan.

Freylings may multi-class as bard/druids, bard/duelists and bard/thieves.

WOTANI
The wotani are a strange, reclusive race of humanoids. They have a slightly simian appearance, their bodies covered with taupe colored hair (it turns white as they age), with only the burgundy colored skin of their faces, palms and the bottom of their feet showing. Wotani walk with a hunch. They have one golden eye, and one eye of pure black.

Wotani are small creatures with a movement rate of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for finding secret doors.

The wotani are wise souls, and add one point to their starting wisdom score. Their propensity to speak in riddles and manipulate people makes them unpopular with folks, and so they deduct one from their starting charisma score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Wotani have a natural affinity for divination spells. A wotani with a wisdom score of 10 or higher can cast the following spells, each once per day: Augury, detect evil and detect magic. Wotani receive a +2 bonus on Will saving throws against divination spells.

Wotani speak Common and Wotan. They might also speak Celestial, the Elemental tongues, Fiendish and Sylvan.

Wotani may multi-class as cleric/diviners, diviner/fighters and diviner thieves. The diviner is a specialist type of magic-user.

LOKAI
Lokais are nimble little bastards, thoroughly untrusthworthy and always scheming. They have swarthy skin, eyes that burn like hot coals (usually red, but intensifying to white and blue when the lokai is scheming) and their hair is actually a flickering flame (bright as a lantern, but they can dim it to a very dim radiance).

The lokai are graceful and slim, and stand about 5 to 6 feet tall. They count as medium-sized creatures and have a base movement rate of 40 feet per round. They have darkvision to a range of 120 feet and have a knack for picking pockets and trickery.

A lokai’s lithe form gives it a bonus of one point to its starting dexterity score. Their silver tongues also give them a one point bonus to their starting charisma score. Unfortunately, they lack in muscle mass and must deduct one point from their starting strength score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Lokai enjoy a +3 save vs. fire and fire spells. They have a +2 bonus to save vs. magic, and can see magical auras (per the detect magic spell). They enjoy a +1 bonus to hit with daggers and darts.

Lokai speak Loki and Common. They might also speak Dwarf, Elf, Gnome, Goblin, Kobold, the various Giant tongues and the secret language of reptiles.

Lokais can multi-class as assassin/enchanters, enchanter/thieves or enchanter/fighters. The enchanter is a specialist type of magic-user.

What’s In Santa’s Sack – Halfling Edition

Image from here

Christmas is maybe the most halfling holiday of the year … well, except for Thanksgiving. Either way, you have to imagine that old St. Nick has a few packages in his sack for those little Lawfuls of the Shire …

1. Cheese – and lot’s of it.

2. Mithril mixing bowl – nothing sticks to mithril except dire molasses

3. Jar of dire molasses

4. Rose-colored glasses (+1 to save vs. sadness and fear)

5. Lederhosen – pre-worn in by the elves at the North Pole and thus smelling of peppermint

6. Toe hair combing kit in a fancy leather case

7. Scented foot oil

8. Pennywhistle, mouth-harp and set of musical spoons – to pass the time on long trips

9. Brand new slingshot with a compass and a thing that tells the time in the stock

10. Crushed velvet bag containing 10 silver sling bullets

11. A set of hand-carved bird calls – includes one’s for giant eagles, rocs and giant owls (1 in 6 chance of attracting an owlbear)

12. “Get Out of Gaol Free” card signed by St. Cuthbert himself

13. Stickum – useful for halfling thieves (bonus to climb and pick pocket checks)

14. Autographed copy of There and Back Again

15. Set of three nosegays (+1 save vs. poison gas)

16. Daisy chains, enchanted to never wilt

17. Elven cloak (ever since that book came out, every halfling wants one)

18. New hurling stick (can be used as a club or to hurl things like flaming oil or holy water)

19. A prize pig of surprising intelligence, large enough to be used as a mount

20. Sack of walnuts

21. Shire Army Knife (fork, spoon, knife, toothpick and corkscrew)

22. Silver locket containing a curly auburn lock – find the owner and get a free kiss

23. Embroidered shirt or dress – hand stitching

24. Gnarly, wooden walking stick

25. Sack of jelly babies

26. Glass bottle of bay rum

27. Seat cane with silver top (counts as a silver club for attacking incorporeals and lycanthropes)

28. Dragon-nip – throws dragons off your scent when sneaking into their hordes

29. Silver dagger

30. Book of Riddles – useful for stumping gollums

What’s In Santa’s Sack? – Elf Edition

Of course, Santa Claus isn’t going to forget about those Chaotic Good demi-humans, close kin to his helpers at the North Pole. Grab a d30 and roll up some loot for your favorite fairy.

1. Bejewelled ear-wax cleaner
2. Pointy hat in glorious velvet
3. New silver bells for one’s formal pointy shoes
4. Magical easy bake oven in the shape of a tree
5. Autographed tapestry of Santa Claus
6. Stereoscope cards of Freyr in all her divine glory
7. A shiny new sword with silver engraving in the shape of acanthus leaves
8. Magical coat of leaves – they match the woodland environment and season and act as camouflage
9. Licorice drops – elves can’t get enough of licorice drops, and each is embossed with an elf-cross
10. Nymphs and Dryads I Have Known, a memoir by Högni Half-Elven
11. Drizz’t plushie and a collection of silver pins (worth 5 gp)
12. A box of flower petals crystalized in sugar
13. A trick flask with two sides to allow one to hide potions or trick enemies into drinking poison!
14. New woolen tights
15. Harp engraved with prancing unicorns
16. False mustache and beard
17. “Brownie-whistle” – a silver whistle only the fey can hear
18. A silver comb
19. An Italian greyhound puppy, since they’re effectively the elves of the dog world
20. 1001 Things to Say to Piss Off a Dwarf – popular old joke book
21. Magical chemise – one can pull an endless number of red roses from the sleeves
22. Silver dagger
23. A sword cane – come on, you know elves would love those things
24. Kerchief of Elvenkind – admittedly, not as useful as the cloak or boots, but a dapper touch nonetheless
25. Quiver of handmade elfshot
26. Wooden sculpture of a feminine leg with a continual light spell cast on it’
27. New longbow
28. Set of three bowstrings woven from the tail hairs of a unicorn (+1 damage, worth 10 gp each, each lasts for 1d20 shots)
29. Flagon of sweet, clear wine
30. Shirt of elven mail

What’s In Santa’s Sack? – Dwarf Edition

Are you eye-ballin’ me boy?

Let’s kick the holiday season off right with a nice gift guide for the dwarf in your life. If your players have a lawful dwarf in their midst, roll a D30 and give the little bugger something nice from old Kris Kringle …

1. Beard extensions
2. Spiked boots of tooled purple worm leather
3. Jeweled eye patch (or two, if the poor dear is blind)
4. Treacle surprise!
5. Rock candy shaped like little earth elementals
6. New undergarments with a fresh pine scent
7. Monogramed leather apron – smith in style!
8. Blue dragon leather grip for the warhammer
9. Illustrated copy of The Amorous Adventures of Freya Grunsdottir
10. Basket Weaving Made Easy – much of it is applicable to beards
11. Woolen stockings – 3 pairs!
12. Bag of novelty pipe cleaners
13. Subscription to the Mead of the Month club
14. A real treasure map!
15. Balrog-B-Gon (1% chance of actually working)
16. Pair of gold-sniffing ferrets
17. Aurumvorax-fur coat
18. Helm with handy-dandy candle holder
19. Nose wax (to keep the old neb nice and shiny!)
20. Monogram lace hanky, ‘cause even dwarves need a good cry sometimes
21. Leather bodice studded with rhinestones (for the dwarfettes … or maybe not …)
22. Adamantine pick-axe autographed by Bjorn “the Badger” Bjornholm
23. Lead miniature collection, “The Great Dwarves of History”
24. Official Junior Vulcan Metallurgy Set
25. Bar of lye soap, nose tweezers and ivory mustache comb in a tasteful gift bag
26. Box of assorted candied beetles
27. 50’ of silk rope
28. Cave bear rug
29. Ale mug engraved with the dwarf’s name
30. Collection of Norðri, Suðri, Austri and Vestri commemorative plates

 

A World With Multiple Sentient Races?

I was reading an article about primitive humans gettin’ busy (yeah, I’m street like that) with Neanderthals. Apparently, we did share the planet with a few other homo sapiens – maybe not as exotic as sharing it with elves, dwarves and halflings (well, maybe halflings), but it makes me think again about the fun of running a game with neanderthals and other “humanoids”, especially if you smash it together with an REH-style Atlantean age of fantastic adventures and ancient civilizations. Imagine an ancient, pre-ice age Europe swarming with prehistoric beasts and powerful stone age (maybe even Flintstone-style) civilizations that are antecedents to the known ancient civilizations of Europe. Naturally, we’re going to bend reality a bit to make this work.

First, let’s look at our players:

Humans

You probably know these guys. Just use whatever rules you would normally use for humans in your favorite system.

For our purposes, we’ll say the humans are the new kids on the block, moving in from Africa, so they’re going to take the roll of nomadic raiders and conquerors, a’ la the Huns or Mongols. Maybe they ride swift hill ponies, and use stone-tipped spears and arrows and stone axes in combat. Assume that stone weapons do one dice-type less of damage than metal versions – so spears do 1d6, hand axes 1d4 and short bows/arrows 1d4.

Armor in this setting is simple enough anyhow, but for humans it probably consists of furs (AC +1) or cured hide armor (AC +2). Maybe they use wicker shields as well.

If you use something like “favored classes”, maybe these humans favor the barbarian class.

Neanderthals

Neanderthals are close kin to human beings. In our setting, they are the high tech stone users, building cities of stone (again, Flintstone-style) and building primordial empires (maybe on the bones of pre-human civilizations like those of the ophidians and elder things). Since we’re used to Neanderthals being depicted as the “dumb cousins”, I like the idea of them being the most civilized people in the game, with a well-organized chieftain system, armies, organized religion (probably druids, but clerics would be cool as well), etc. Of course, the greatest of the Neanderthal kingdoms should be in the Neander valley – this is their Carolingian Empire – imagine how cool their Roland would be!

(Oh – what about theme-ing the Neanderthal city-states off of different stones – the Sapphire City, the Emerald City (well, maybe not that one), the Obsidian City, etc.)

You can probably use the dwarf racial abilities for your Neanderthals, making them tough guys who are hard to kill and who have expertise when working with stone and delving into cave systems. Neanderthal males stand 5.5 feet tall, females 5 feet tall.

Neanderthals have the same basic weapons as human beings, but also have armor that uses horn and bone in its construction (AC +3).

If you use favored classes, neanderthals probably favor the fighter class.

Homo Erectus

Homo erectus appear to have been slightly more primitive hominids than the early humans and Neanderthals. They are hunter-gatherers who use primitive tools and rely more on brawn than brains, and could therefore be an analog for half-orcs in the game (without the mixed parentage). Since homo erectus is more primitive and “close to nature”, you could use the druid as their favored class.

Otherwise, they might make good brigands and pirates, sniping at the edges of Neanderthal civilization without any real ability to conquer it. Heck, maybe the Neanderthal legions use homo erectus and hobbit (see below) auxiliaries as scouts and light infantry in their battles with the orcs and hobgoblins.

Flores Man (‘hobbits’)

So they weren’t discovered in Europe – how do you do cave man fantasy gaming without including the recently discovered ‘hobbits’? And I’d call them hobbits too! The hobbits are small humanoids, maybe a bit harrier than the humans and neanderthals, who dwell in thick woodlands in burrows. You can use the traditional halfling racial abilities for the the hobbits. They stood about 3 to 4 feet tall and used stone tools – probably on par with the humans.

The hobbits (well, as near as they can figure – remember, they might not really be a separate species) lived on an island with giant rats, Komodo dragons, elephants (stegodons) and giant lizards – they’re totally D&D, and must have been pretty slick little operators to survive. You might want to change their favored class, if you use such things, to ranger.

Meganthropus

Indonesia produces all the best hominid fossils! Meganthropus is the opposite of the hobbits – giant humanoids who were probably also related to homo erectus. Since we don’t have elves in this setting (unless we do – see below), they might make a good additional race. Meganthropus stood about 8 feet tall and is probably best represented with the half-ogre race (whichever version you prefer). They would be about as advanced as homo erectus and the hobbits, and probably rely on their great strength more than tools. If you use favored classes in your game, fighter or barbarian probably works for meganthropus.

Other Notions

If you really need to have “elves” in your game, I’d suggest replacing them with ophidians, or even just using them as-is – beautiful fey creatures who are shepherding the humanoids on their way to civilization.

Weapons do a bit less damage in this campaign, but there is less Armor to go around, so things should probably even out in that regard. To keep fighters and clerics (and paladins and whatever else you use) the “most armored” classes in the game, maybe restrict the other classes that can use armor to nothing more than furs (AC +1), no shields.

Spellbooks might not make sense, though scrolls consisting of stone tablets or animal hides are fine. In place of spellbooks, you could equip the magic-users with the aforementioned animal hides (one hide per spell, regardless of the spell’s level) or they could carve runes into staves and use them for memorization. Really, as long as the possibility of magic-users being without one’s source of spells is still present, you’re probably okay.

If you’re feeling gonzo, insert dinosaurs along with the prehistoric mammals, and of course use all of them as mounts.

Now – evil humanoids. They’re still there, of course. Gnolls and their hyaenodons, kobolds worming their way through the earth, goblins hiding in the woods, orcs and hobgoblins giving the early humans a run for their money. Do I even need to mention the lizard men and troglodytes? (And yeah, if your lizard men don’t look a lot like Sleestaks, you’re just not getting the point!) Heck, maybe you could re-cast all of the “evil humanoids” as having dinosaur features – T-Rex hobgoblins, triceratops orcs, ‘raptor goblins, etc.

Most of the mythological creatures are appropriate – after all, many were born from the blood of the “mother of monsters”. Dragons are great, bulettes and ankhegs are perfect, and a setting like this just begs for packs of blink dogs and worgs. A few metal-based monsters – rust monsters, iron golems, giant robots – should be avoided unless they are remnants of the ancient ophidians found in the mega-dungeons they have left behind.

Oh, and also this …

So, find your inner Frazetta and get primitive!

A Gaggle of Random Races

First – a commercial message

If you’ve been waiting for a Lulu sale to buy Blood & Treasure, wait no longer

Now then … random races. When I’m stuck for something to write, either for the blog or a hexcrawl, I often venture into one of the many fine random generators floating around the internet. Thus – some random races. All of these races were generated at Abulafia, a site I highly recommend for referees and writers.

In each of these cases, I’ll present the product of the generator, and then some notes on how I would interpret this, along with a race write-up for Blood & Treasure.

WHITE GNOMES

“This culture is made up of Gnomes, they are known for their long, white hair and long beards. They are known for their feistyness, they are usually considered to have minds that are practically non-existent and in battle they are known to untrustful of officers, their favored tactic is destruction by plague. They are organized into towns lead by a king who takes his place by being elected. The race worships the death god, they make weekly sacrifices to their god(s). They are known to possess magic including clerical magic and sorcery.”

Sounds like these gnomes are morons, and a bit on the chaotic side. They are almost like the anti-gnomes – death worshipers, and with some spell casting ability.

White gnomes are abysmal little creatures, members of the unseelie court who resemble their normal kin save that they are hairy little brutes with long white hair and long white beards on the males. White gnomes have very dark, macabre senses of humor, and they seem to take a grim satisfaction in the misfortunes of others.

White gnomes are small creatures with a base speed of 20 feet. They have darkvision to a range of 60 feet and have a knack for listening at doors.

White gnomes are as rugged little folk, but a bit short on brains. They add one point to their starting constitution scores, but lose one point of their starting intelligence score. These ability modifications cannot increase a score above 18 or reduce it below 3.

White gnomes have a natural affinity for death and death magic. A white gnome with a charisma score of 10 or higher can cast the following spells, each once per day: Inflict minor wounds, bane and doom.

White gnomes speak Common and Gnome. They might also speak Dwarf, Goblin, Hill Giant, Orc, Sylvan and the language of nocturnal mammals.

White gnomes can multi-class as cleric/fighters, cleric/magic-users or cleric/thieves.

GULLINBURSTI

“This culture is made up of Half-Orcs, they are known for their long, golden hair and nonexistent beards. They are known for their acceptance, they are usually considered to have minds that are practically non-existent and in battle they are known to mutinous , their favored tactic is a slow artillery supported advance. They are organized into republics lead by a council who takes his place by killing his predecessors. The race worships the gods of war, they make offerings of food on mondays to their god(s). They are known to possess magic including battle magic and wild magic.”

Half-orcs with golden hair. First thing that came to my mind was gullinbursti, the golden boar from Norse mythology.

Gullinbursti are half-orcs with a strong strain of elf blood (so it’s no surprise they are outcasts and loners). They have the faces of orcs with long, golden hair on their heads, and shorter fur on the rest of their body. Gullinsbursti have a more intelligent look in their eyes than most half-orcs.

Gullinbursti are medium-sized creatures with a base speed of 30 feet. Their mix of orc and elf blood grants them a one point bonus to their starting strength score, and though they are more urbane than the average half-orc, their piggish faces leave them with a one point penalty to their starting charisma score. These modifications cannot put a score above 18 or below 3.
Gullinbursti have darkvision to 60 feet. They have a 30% magic resistance to sleep and enchantment spells, and are immune to the paralyzing touch of ghouls.

Gullinbursti speak Common. They might also speak Elf, Orc, Gnoll, Goblin, Hill Giant, Ogre or Dragon.

Gullinbursti can multi-class as cleric/fighters, fighter/magic-user and fighter/thief at fist level. If they choose not to multi-class at first level, they can change careers as humans.

MOGS

“This culture is made up of Catmen, they are known for their short, orange hair and long beards. They are known for their acceptance, they are usually considered to be dumb as a box of rocks and in battle they are known to disciplined, their favored tactic is a head-on charge. They are organized into bands lead by a warleader who takes his place by being chosen by his predecessor. The race worships a pantheon of gods, they make offerings of food on mondays to their god(s). They are known to possess magic including prayer magic and clerical magic.”


There are plenty of what you might call stereo-typical catmen out there – high dexterity, etc. I’m picturing something more akin to Garfield – lazy, stout bastards who enjoy killing things smaller than they.

Mogs are big-boned cat people with long, orange fur and black tabby markings. They have long “beards” on their chins and narrow eyes that never betray their emotions. Mogs have a penchant for cruelty and bullying, and most people have a tough time trusting them.

Mogs are medium-sized humanoids with a movement rate of 30. They are a sluggish folk, and suffer a one point penalty to their starting dexterity score. Although they prefer to save their energy, they are always on the alert, and enjoy a one point bonus on their starting wisdom score. These modifications cannot put a score above 18 or below 3.

Mogs have darkvision to 60 feet. They are only surprised on a roll of 1 on 1d8 and have a knack for finding secret doors and listening at doors. Mogs become excited when they know a foe is on the ropes, getting a +1 bonus to hit and damage against creatures with fewer than half their starting hit points.

Mogs speak Common and their own tongue. They might also speak Dwarf, Elf, Gnoll, Goblin and Halfling.

Mogs cannot multi-class, as they are simply too lazy to be bothered.

HOBORKS

“This culture is made up of Hoborks, they are known for their short, red hair and short beards. They are known for their generosity, they are usually considered genius and in battle they are known to attack at the right moment, their favored tactic is an ambush. They are organized into bands lead by a warleader who takes his place by being elected. The race worships Order Gods, they make offerings of weapons to their god(s). They are known to possess no magic.”

Illustration by the great Tony DiTerlizzi

This one works based on the word “hoborks” alone. It could be interpreted as hobgoblin-orc crossbreeds, but hobbit-orc crossbreeds would be pretty kick ass as well. For this one, I wanted to base it on a halfling made big and stupid with orc blood.

Hoborks look like large, ugly halflings with black, bristly hair on their heads, feet and hands. They have lank legs and arms and big hands (known for their iron grips) and feet. Hoborks are pig-headed, hamfisted bullies who love a good fight (but not a fair fight).

Hoborks are medium-sized creatures with a movement rate of 20 (due to their bow legs) and darkvision to a range of 120 feet. Hoborks are as tough as nails, and loathe to succumb to pain, so they enjoy a one point bonus to starting constitution. This same pig-headed-ness and “full speed ahead” sort of thinking deprives them of one point of their starting wisdom score. These modifications cannot put a score above 18 or below 3.

Hoborks have a knack for moving silently, for they prefer to surprise foes from behind. Their large hands grant them a +1 bonus on grapple attacks – they are born stranglers.

Hoborks speak Common and Halfling. They might also speak Dwarf, Orc, Goblin, Kobold, or Ogre.

Hoborks can multi-class as cleric/thieves, fighter/thieves and magic-user/thieves at fist level.