C - C Expanded Races
C - C Expanded Races
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
dwarves have battled and warred with goblin and orc kind for so long,
DWARF, DEEP that the only affinity the deep dwarves know is the affinity of slaughter
towards their eternal enemy. In this case, the deep dwarves know
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hese dwarves live very deep underneath the earth and rarely –if goblin and orc kind best, at least best in the ways to defend against
ever– come to the surface world. Because of their love of the them, infiltrate their warrens, and how to efficiently remove the life from
deepest parts of the under-earth, this variety of the dwarven race is their bodies.
all but separate in relations to the type of dwarves normally found in
mountain holds, and surface cities. Though the deep dwarf is only a ENVIROMENT
cousin race to their surface-dwelling counterpart, they still share many They are primarily tunnelers, miners, smiths, masons, and dour warriors
of the same characteristics. who eternally fight vicious wars against fellow denizens of the deep
parts of the world. These battles have driven them farther and farther
into unfathomable depths beneath the earth. Their homes are usually
small, but elaborate caverns, tunneled and mined with defensive
capabilities in mind. It’s never easy to get to the deep dwarves, and it’s
never easy to take their homes from them.
PERSONALITY
Attribute Modifiers: +1 Intelligence, +1 Wisdom, The mist elves pride themselves on hard work and longevity. This
-1 Strength, -1 Charisma dignity in their ways allows them to never look down and always look a
friend or foe full on with confidence. They stand straight up appearing
Base Movement: 30 feet taller than they are, and are known to speak carefully and never out of
turn. Though mist elves are not immortal as legends might say, they
Languages: Elf, goblin, sylvan refuse to bury their dead. Instead the mist elf culture binds the dead in
the finest silks and lays them in the water of their homeland where it is
said the magic of the land itself takes the body below the surface and
Size: Medium
preserves it forever.
Typical Classes: Cleric, knight, wizard
RACIAL AFFINITIES
Mist elves live in the shadows of other nations, kingdoms, and empires.
Class Modifiers: A gray elf of the knight class receives a bonus of +2 As survivors of the emergence of the other races the mist elves are
to their horsemanship class ability. hearty, smart, and quietly staying to own their path. Though the mist elf
culture has a small footprint upon the world, they have good working
relations with other moral and respectable cultures. They usually
distrust halflings and the more monstrous races.
ENVIROMENT
The mist elves have always lived on the seaside cliffs and plains found
near the waters of oceans and large lakes. Their homes are simple but
elegant tent structures, or beautiful cliff side halls. Though the mist
elves of old survived the genocides and wars brought from the emerging
races, they always remained in the places their people were from.
That’s not to say the mist elves never leave home – they are a loyal
people who would follow friends and leaders to the highest mountain
peaks, and the deepest dark places of the world.
M
ist elves are undoubtedly related to the high elves, and the telltale duration before tiring.
signs of that ancestry is apparent in their proud bearing. They are
a good people, trustworthy, and stalwart friends to have at one’s ENHANCED SENSES: Elvish physiology is blessed with enhanced
side. But, these seaside living folk tend toward the chaotic nature of a hearing and vision. Mist elves can see father than humans and discern
people unrestrained by the complications and corruptions of larger fine details up to 2 miles distant. This means that the mist elf can see
societies. Therefore the mist elves are often considered the lesser side and describe a shield device on an enemy two miles away provided
of the elf races, with small families and no ambition or desire to greater there is a clear line of sight with ample amount of light. Even in
their position in the world. Though other elves, dwarves, and even torchlight the mist elf has exceptionally keen vision. The mist elf can
human cultures see the mist elves as low and underdeveloped, nothing also hear extraordinarily well and receives a +2 bonus to any attribute
could be farther from the truth – it is a fact that these people claim to be check related to the act of listening.
the true first race of the world and the fathers of all elvendom.
LESSER SPELL RESISTANCE: The ancient mist elves are
DESCRIPTION resistant to spells and spell-like abilities that charm the mind or
Mist elves are shorter than their high elf kin, with stouter arms and legs. unnaturally cause sleep, though they are not as adept at this as the
Their faces tend to be wider with eyes that are more oval-shaped. They other elven races. When making a saving throw versus these types of
mostly have pale tanned complexions with blue or grey eyes, and only spells the mist elf receives a +5 bonus to the roll. This lesser spell
have silver, white, or golden blonde hair. Mist elf society often sheds resistance ability allows for a special wisdom saving throw against the
much of its clothing during the warmest parts of the year, preferring their sleep spell’s effects even though such a saving throw is not normally
bare skin or sheer garments to heavy cloth or leather.
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
allowed. A successful saving throw in this instance versus sleep
completely avoids that spell’s effect upon the mist elf using this ability. ELF, TWILIGHT (Drow)
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NAKED ARMOR: When mist elves are unarmored and wearing light hese
clothing (or no clothing at all), their freeform movement affords a natural
defense against attackers providing a +2 to their armor class. This
benefit is negated when wearing heavy clothing (such as winter
clothing) or any kind of armor that covers the body and/or legs.
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for example, the elf’s vision is only slightly better than a humans with hese
this ability.
WEAPON TRAINING: Mist elves are trained from youth to wield bow
weapons of any type, as well as the use of any kind of spear. When
employing these favored armaments in battle the mist elf may add a +1
bonus to the attack roll to hit. In addition, when using a spear with two
hands in combat (no second weapon or shield in the other hand), the
mist elf also gains a +1 to the damage inflicted on any successful melee
attack.
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Size: Medium hese
ENVIROMENT
The half-ogre shares the ogres’ place in the ecosystem; that of a plague
on humans and some demihumans, lusting for treasure and making
neither crafts nor good labor. The beginnings of half-ogre poetry have
been around for many years, but it is exceptionally ugly and disturbing.
Maybe it will be the few daring half-ogres to bring light to the world of
this often considered monstrous race.
H
alf-ogres are not your typical adventuring fair. These half-breeds INAPTITUDE (Dwarves / Gnomes / Small Creatures): In the
tend to form small wandering bands of other half-ogres when they thick of combat against dwarves, gnomes, and other small creatures,
can, but are most likely found in the company of full-blooded ogres, the half-ogre finds their skill lacking against these types of opponents
or other pillaging and war-like creatures. Half-ogres mixed in with and incurring a constant penalty -2 to hit with attack rolls against them.
groups of their combative and violent cousins tend to be treated poorly
(even by ogre standards), and are often front-line fighters whose loss MENTAL INFIRMITY: All half-ogres lack a certain perceptual fitness
will not greatly affect the overall family group. resulting in a -1 penalty to all mental saving throws (intelligence,
wisdom, and charisma).
DESCRIPTION
Half-ogres resemble their full-blooded cousins in many ways, though OF GIANTKIND: The half-ogre is classified as a giant for all benefits
they are medium-sized creatures. They tend to be large, and thickly and disadvantages that would normally apply to true giants (magic
muscled, and are generally taller than the average human male. The items, combat bonuses or penalties against) as indicated by the castle
half-ogre’s savage features of a large, pointy or broad nose, severe keeper.
underbite, and protruding brow-line are somewhat muted by their human
lineage. They have stocky frames with long arms, and squat legs. OGRE-VISION: In a similar manner to ogres, half-ogres can see in
Sometimes, half-ogres can pass as ugly, unevolved humans. complete darkness up to 60 feet, and have exceptional twilight-vision.
Even under starlight, moonlight, or torchlight the half-ogre can
PERSONALITY distinguish color and detail when in an outdoor environment, up to one-
While many ogres are voracious predators and pillagers, the half-ogre is mile distant.
usually prevented from celebrating and taking part in successful raids,
and war-parties while with other plunderers. Half-ogres can be shy, POWERFUL FISTS: When attacking with their fists alone, the half-
quiet, and even seem introspective from outsiders who view them, but ogre can slam opponents as a normal melee attack instead of a melee
are themselves not often mistaken as scholars. Those not familiar with weapon attack. This slam does 1d6 points of damage and does not
the half-ogre race tend to look upon them as dumb, unevolved, or incur any to-hit or damage penalties due to a low strength score.
backwards, and usually give them a wide berth. This is why a half-orge Though, a strength bonus is still applied if the half-ogre has a sufficient
in the company of the more beautifully-typified races seems reserved, strength score to provide one. The +2 bonus to damage from the
quiet, and reluctant social creatures. brutality ability listed above also applies to this slam attack.
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
TOUGH: All half-ogre characters gain a bonus of 5-8 (1d4+4) moppish hair, though the curls of their halfling cousins are not unknown.
additional hit points as a one-time bonus at 1st level to add to the They have somewhat long and sinewy arms and legs, making them
amount provided by their class and normal constitution bonus (if any). appear as if their bodies are stunted when compared to other halflings.
When rolling for these additional hit points the amount gained is not An interesting and some say disturbing feature to the longleaf halfling is
additionally modified by a constitution bonus or penalty. their fingers which are long, boney, and usually with sharp, pointed
nails.
PERSONALITY
The longleaf halfling is dour, serious, and often quick to irritate, and
mostly lacks the jovial attitude other halflings seem to enjoy. These
personality quirks don’t make them bad people, just noticeably different
from the more common halfling race that others are often at a loss on
how to deal with them. The longleaf race can work with common
halflings, but usually find them lazy, slow, and sluggish due to their
affinity for baked goods.
RACIAL AFFINITIES
Like other halflings, the longleafs prefer the company of their own
people, and clans. Of the other races, longleafs can work with most
others for the benefit of themselves or their own kind, but most are
disposed towards half-elves, wild elves, wood elves, and sometimes
dwarves. Though human and longleaf halfling interaction is known, the
longleaf does not desire to spend their time within the walls of human
towns and cities any longer than they have to be.
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Having only rarely felt the pinch of arcane magic, the longleaf suffers a
hese halflings are not your typical halfling. While longleaf halflings
penalty of -2 to all saving throws from arcane magical effects and spells.
are short in stature, with large almond-shaped eyes, and round hairy With experience, these penalties begin to fade. At the 5th character
feet, they are anything other than their more common halfling
level the penalty suffered against arcane magic is reduced to -1, and at
cousins. These halflings are wilder than most of their brethren. They
10th level the arcane weakness penalty is eliminated completely.
tend to live in wilderness areas or hide in small enclaves deep in the
wilds. A sturdy group, the longleaf halflings pride themselves on their
wilderness skills and actively avoid encounters with the outside world as
DUSKVISION: Longleaf halflings possess the normal duskvision of
other members of the halfling race. Their large almond-shaped eyes
much as possible. They rely on their hiding and survival abilities rather
can see in starlight and moonlight just as a human can see at dusktime.
than combat to overcome their enemies.
Longleaf halflings retain the ability to distinguish color and most detail
under these conditions, though everything appears to be cast in dusky
DESCRIPTION shadows with this type of vision. The longleaf has no enhanced vision
Longleaf halflings are taller and leaner than other halflings, and they
when in the confinement of the dark alleyways of a city environment or
often wear the rugged clothing of their wilderness heritage. Their hair
when underground. With candlelight, torchlight, or other conditions of
and eye colors are rich earth tones, and their skin is often cracked and poor illumination the longleaf halfling can see no better than a human
rigid from a lifetime in the wilds. Longleaf halflings have straight,
can.
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
animal or plant life. When outside of their selected wilderness union,
the longleaf halfling must make a wisdom check to derive this
information. Likewise, the longleaf can easily determine if water is safe
to drink or not, and can always find shelter and enough food and water
for themselves in a mere 1d3 hours. If the longleaf is searching for food
and shelter for other people in the selected wilderness, a wisdom check
must be made. If this check is failed, 1d4 hours pass and the longleaf
would only be able to find enough food, water, and shelter for
themselves. If the check is successful, they must spend 1d4+2 hours to
find enough food, water, and shelter for a maximum of 1d4+2 additional
people. When finding food, water, and shelter for others, the wisdom
check can only be attempted once per day.
AGING BY RACE
MIDDLE
RACE OLD VENERABLE MAXIMUM
AGE
Dwarf 300 450 600 +2d100 years
-Deep 250 350 450 +2d100 years
Elf, High 500 750 1000 +3d100 years
-Gray 1000 2000 3000 +2d1000 years
-Twilight 200 300 400 +2d100 years
-Wild 100 150 200 +1d100 years
-Wood 150 225 300 +1d100 years
Gnome 75 112 150 +3d20 years
Half-Elf 62 93 125 +3d20 years
Half-Ogre 50 70 90 +1d100 years
Half-Orc 30 45 50 +1d10 years
Halfling 40 60 80 +2d20 years
-Longleaf 35 50 75 +2d20 years
Human 35 53 70 +2d20 years
Expanded Races – Release 3, 190331