Introduction

For this campaign I am using the Swords and Wizardry White Box rules set which has its roots firmly in Basic Dungeons and Dragons. I believe that simple games lend themselves most easily to online play and I intend to run this campaign at least part of the time using the Roll20 program and / or google groups. With that in mind, humanoid character races such as Dwarves and Elves are considered to be both character races and character classes. I have invested some effort in making each of the non human character races interesting and somewhat unique for this campaign.

Dwarves

The Dwarves were driven out of their ancient lands the fabled Lost Kingdoms of Mithril, roughly five hundred years ago. Dwarves are long lived but even by their measure of time the Goblin Wars were long ago during the age of their Great, Great Grand-Sires.

Today the Dwarves remain a loosely knit folk organized by clan. They are a people dwelling in exile, scattered into the Kingdoms of Men and the wild lands beyond their historical home. They are mercenaries, village smiths and cobblers, wandering tinkers and tradesmen with no real Kingdom or lands to call their own.


Long decades wandering within or at the edges of human dominated kingdoms has made Dwarves an insular, stand offish and often disgruntled people. Depending upon the region they can sometimes be welcomed and adopted into human villages in small numbers and at other times they may be treated as vagabonds and trouble makers.

Dwarves begin adventuring at level 0 (zero) with 4 hit points. They keep these hit points when they advance to first level and begin to roll for hit points. Dwarves have a close connection to the Earth both in the lore of mushrooms and herbs and the fashioning of clever objects out of metal. Dwarves as a whole are also trained in the practical arts of fighting. They can use any melee weapon along with the light or heavy crossbow for range. Dwarves are not proficient with bows. They can throw hand axes, daggers and darts. They use spears as a melee weapon and suffer a penalty (-2) when attempting to throw spears or javelins in combat. Dwarves are not proficient with slings.

Dwarves may advance to level 8, at which point they must challenge and defeat the current Jarl or Lord of their clan in combat before advancing further. A Dwarven Lord of a clan may advance to 10th level.

Keen Detection

Starting at level Zero, Dwarf characters detect slopes, slanting passages, traps and pits on a roll of 30% on percentile dice but only while actively searching. At level one and at each level of advancement after this chance increases by 5% until the skill tops out at 80%.

Locks and Mechanical Devices

A Dwarf has an interest in locks and mechanical devices. At level one a Dwarf has a 30% chance of opening a lock and a 25% chance of disabling a mechanical device such as a trap. This chance improves by +05% at every character level of advancement. An expensive set of lock picks and tools can provide either a +05%, +10% or +15% bonus to this chance depending upon the quality of the set.

Fighting Giants

Giants, Ogres and Trolls are not good at fighting Dwarves who have a special hatred of these natural competitors for their mountain homes. These creatures automatically inflict only half damage against a Dwarf.

Crazy Brave

Dwarves are immune to all fear effects both from magic or the power of dragons or entities. They automatically resist any attempt to cause fear in them.

Axes

Dwarves have a special cultural affinity with the axe. They enjoy a +1 bonus to damage rolls when wielding an axe in melee combat as well as a +1 damage bonus when they throw an axe.

Lore

Dwarves share basic recipes and lore regarding the use of mushrooms and certain wild herbs. Starting at level Zero a Dwarf has a base 10% chance to identify the name of a mushroom or herb and this ability improves by +10% at every level of advancement. At level 1 a Dwarf character can brew or fashion a single herbal remedy which they may carry with them and use like a potion. At every additional level of advancement after the first a Dwarf can carry one additional herbal remedy. Dwarves must discover the recipe to brew an herbal remedy during their adventures. The Referee might start a Dwarf out with a single recipe handed down to them by their family at the start of adventuring. It generally takes an hour and the proper ingredients, the use of a fire and cooking implements to brew a single herbal remedy. Once created herbal remedies will last until used or until the jar or vessel they are contained in is spilled or destroyed.


Elves

The ancient civilization of the Elves was lost more than two thousand years ago. It is rumored that there are remnants of the Elven civilization hidden within the distant corners of the globe. An Elf is a rare being, so rarely encountered within the Kingdoms of Men as to be a race more legendary than any other.

Elves live for three hundred years and are considered by humans to be legendary and immortal. As an Elf you have watched the numbers of your race dwindle with each passing decade. Perhaps only a few dozen Elves exist within a hundred leagues. As an Elf you are deeply aware that your race is standing on the brink of utter extinction.

Elves are beautiful by human standards and in most places are regarded with a certain measure of awe and respect. Elves enjoy a one rank bonus in reaction adjustment from any humans which they encounter for this reason.

Dwarves view Elves with a certain amount of suspicion, but then Dwarves are somewhat suspicious of everyone.

Elves are known to be magical by their very nature. Elves do not learn magic, they are magical beings and develop the ability to cast spells as they advance in experience. For this reason Human arcane orders such as the Pentagarchy consider Elves to be outside of the usual conflicts and constraints regarding arcane spells and magic.

Elves develop arcane spells as they advance in level. These spells are chosen from a narrow list and reflect a natural affinity with certain natural types of magic. Elves are proficient in all types of bows, including crossbows. They may use all types of throwing weapons. Elves are proficient in swords and daggers of all types. They may use spears, javelins and lances. Elves may wear all types of hide and leather armor. Elves may wear chain armor or a variety of half plate armor fashioned from various types of monster bone.

Elves may advance to the 10th character level. At level 8 they may establish to haven for themselves in a wilderness area at least ten miles distant from the nearest human farm or small village and at least twenty five miles from any larger human settlement. When this haven is established the Elf gains 1d4 animal allies which can serve the Elf as scouts or guardians of the surrounding wilderness. At 9th level the Elf gains 1d4 additional animal allies and at level 10 they gain the allegiance of 1d4 minor sylvan creatures such as Brownies, Sprites, Dryads and the like which may dwell or be attracted into the area.

Elves begin with 4 hit points at level Zero. At each level of advancement starting at first level they gain an additional 1d6 hit points.

Archer

Elves are the only character type besides the Fighter which can fire a bow or longbow at its maximum rate of fire of two arrows per combat round. At level four an Elf gains an additional arrow or three shots with a bow every other combat round. Starting at level one Elves enjoy a +1 bonus to damage with all arrows.

Stealth

Elves move quietly both indoors and outdoors. Starting at level zero Elves have a base chance at stealth of 40%. This stealth ability includes moving quietly and concealing themselves in shadows or behind available concealment. Each level of advancement starting at 1st level an Elf gains a +05% bonus to their Stealth ability up to a maximum of 90% at 10th level.

Keen Senses

An Elf is only surprised on a natural roll of a 1 on 1d6 and surprises other creatures on a roll of 1,2,3 or 4. This special bonus to surprise is based on the Keen Senses of the Elf but only applies when the Elf is traveling alone or is scouting at least sixty feet in advance of any other party members who are not Elves or Gnomes. Elves can see in darkness or low light conditions like a feline out to a distance of 120 feet but they must have at least some minor source of light such as starlight or the glow from a magic weapon for this vision to work.

Spell Resistance

Elves begin with a 05% arcane spell resistance at level zero. This spell resistance increases by 05% at each level of character advancement. When an Elf resists an arcane spell the energy in spell levels of that spell is briefly absorbed into their TAS.

TAS

Elves are born with TAS. This is an internal arcane energy which appears as swirling marks and runes under the skin of their hands, limbs, torso and face. When an Elf picks up an ancient Object of Arcana their TAS can be used to awaken and power the item. It is believed that these Objects of Arcana were constructed prior to the collapse of the Elven Civilization thousands of years ago and that these objects have a part to play in the slow extinction of the Elves. Elves begin at level zero with two points of TAS. They gain one additional point of TAS at each level of advancement. If they resist an arcane spell the number of spell levels of that spell is absorbed temporarily into their TAS but this short boost only lasts for 1d4+1 combat rounds before it bleeds off.


Gnomes

Gnomes, small folk, the halflings or little people are all one humanoid race. They are called by different names depending upon the folk lore of the Humans dwelling in the surrounding area.

Gnomes band together in their own communities but rarely possess the military strength to resist the encroachment of Humans into their lands. Over the centuries Gnome towns have been more or less absorbed into the widening borders of Human Kingdoms.


Gnomes are clever and charismatic. They get along well with Humans and other humanoid races so long as the race is not evil or prone to destroy good crops or farm communities.

Gnomes tend to be creative and artistic. They are a curious people with an interest in clever objects, magical creatures and objects and places although they do not, as a rule, possess any spell casting traditions of their own.

Gnomes possess a knack for music, juggling, singing and the telling of tall tales, the taller the better. They enjoy growing things and are often farmers although some take to the road and pursuit a life as a traveling gypsy.

Most Humans consider Gnomes to be boon companions and good neighbors or at the worst hopeless busy bodies. The rare Elf usually gets along well with a Gnome and indeed a Gnome's natural stealth makes them a suitable partner for scouting and exploration. Gnomes are clever with maps and very nearly as handy messing about with locks and mechanical devices as a Dwarf.

Dwarves look upon Gnomes with a certain level of suspicion, not so much as they consider Gnomes to be any sort of threat but more because of the Gnomish habit of constantly poking their noses and fingers into dangerous places and stirring up trouble out of accident.

Gnomes start at zero level with four hit points. They can wear padded, hide, leather and studded leather types of armor. After level three they can wear scale and chain types of armor so long as it is sized correctly. Gnomes only grow to a height of three to four feet and shields larger than a buckler are to large and unwieldy for them. Gnomes may use the sling, light crossbow and short bow. Spears, javelins, lances and pole weapons are to large and heavy for them as are all types of two handed melee weapons used by larger folk. Gnomes may wield daggers, short swords, clubs, hammers, hand axes and the mace. They may wield a normal sword or battle axe but they must do so with two hands. Gnomes can fight with a dagger or hand axe and one other melee weapon in each hand without suffering a penalty. This is due to their quick actions and high natural agility and hand / eye coordination.

Keen Detection

Gnomes possess a keen sense for detecting mechanical traps in doors, locks and floors. They are also good at sniffing out ambushes and other hidden dangers. While the detection ability of a Dwarf is based more on observation and study the detection ability of a Gnome seems more akin to a natural danger sense. At level zero a Gnome can detect the presence of a trap or other hidden danger on a percentile roll of 25%. This chance increases by 10% at every odd level of character advancement so 35% at level one, 45% at level three, 55% at level five and so forth.

Master Herbalist

Gnomes have a masterful knack for gardening and the knowledge of growing things. At zero level they have a 30% chance of identifying the name and properties of any herb or plant. When gathering herbs a Gnome will always gather +1d4 more of the herb from the area where they are being collected than any other character type. Gnomes begin at level zero with three herb recipes. They may learn additional recipes as they discover them.

Locks and Mechanical Devices

At level zero a Gnome has a 20% chance to pick a lock or disable a mechanical trap. This chance improves by 05% at each level of character advancement. Gnomes are handy opening things but not so good as Dwarves. Given a set of lock-picks and tools a Gnome can enjoy a basic +05% bonus to their chance of success but higher quality sets of tools provide them with no additional bonuses, not like a well trained Dwarf.

Slight of Hand

At level zero a Gnome has a 15% chance of success at some action of slight of hand. This can involve swiping an object off of a vendors table without being noticed or picking a merchant's pocket. Not all Gnomes are thieves and often this knack for feats of legerdemain is employed in simple tricks with cards or feats of street magic, juggling or harmless entertainment. The Gnome gains a +05% increase to their slight of hand success at every level of advancement.

Stealth

Gnomes are sneaky and quiet. At level zero they already possess a base 50% chance to move with stealth. This chance improves by +10% at every even level of character advancement so 60% at level two, 70% at level four, 80% at level six and 90% at level eight. At level nine the Gnome gains a small bonus of +02% so 92% and at level ten a final bonus of +02% for 94% chance for stealth. This base chance can be made more difficult by the referee should the Gnome try to stealth when encumbered, in well lighted or well guarded areas or while wearing heavy types of armor and so forth.

Quick

Gnomes are good at dodging and they make small targets for archers. A gnome which is aware that they are the target of incoming attacks enjoys an automatic +1 bonus to AC versus melee attacks and a +2 bonus versus ranged attacks for this reason. This bonus does not apply to saving throws versus breathe weapon attacks as these tend to encompass an area of effect.

Humans

By far the most common player character race in the Dragonsmarch are the humans. Most of the humans dwelling in the region of the Dragonsmarch are Northern European in appearance with features similar to those found in the British Isles or Gaul during the early period of the Middle Ages or the years 900 to 1200 AD.

In addition there is a strong presence of Scandinavian cultures which have migrated and settled out of the Northern Region known as the Warholds of the Northmen over the last two hundred years.

Many other types and cultures of human are present within the Dragonsmarch although these individuals are mostly found in the larger villages or serving in the court of one of the Shire's nobility.

Players may choose from six different cultures of human when creating a character. These include the black haired, green eyed and fair skinned Darians, the freckled and blonde or brown haired Kyrenians and the blue eyed and red or blonde haired Northmen.

Players may also choose to play a swarthy skinned foreigner from the City States of Carthusia, a reddish tanned and black eyed, black haired Rakian from the Empire of Anorak or an Easterling with almond shaped eyes of jade green from the lands of Sorcerous Xian.

Native Darian characters receive an automatic +1 level reaction adjustment when dealing with other local humans. In addition they gain a +1 bonus to damage when wielding the sword or long sword.

Kyrenian characters receive a +1 bonus to armor class against one chosen opponent during any combat round. They gain a +1 bonus to damage when wielding a dagger.

Northmen characters gain a +50 pound bonus to their carrying capacity. They gain a +1 bonus to damage when wielding the spear or the axe.

Carthusian characters gain a bonus attack which can be defined as a kick, bash or punch every other combat round. This bonus attack inflicts 1d3 damage.

Rakian characters gain a +1 bonus to all saving throws.

Xianian characters are immune to charm person, hold person and sleep spells.

Human characters may choose from a variety of character classes listed under the character classes tab.


Trollborn

Trollborn are the descendants of human heroes long ago cursed by the Goddess Aglaeca, the Mother of All Monsters.

At zero level a Trollborn character has only one minor mutation which reveals the touch of the dark Goddess of Monsters. Trollborn characters advance as Fighters but at each level of advancement they gain another random mutation.

Trollborn characters typically are born directly out of Northmen stock but this is not always the case. Sometimes the cursed bloodline is mixed in with the parentage of other human stock and so a Trollborn could appear to be Carthusian, Darian, Rakian or even Xianian.

Half Elves, Half Orcs etc...

In this world humans may fall in love with and couple with Elves and creatures of other races at times but this is rare and there are never offspring from such a pairing. There are no Half Elves, Half Orcs in this campaign world.

Multi-Class

Only human characters have character classes to choose from. Only human characters may multi-class by dividing their experience between two and only two different character classes.

Trollborn characters progress in a fashion similar to Fighters. They may wear any type of armor provided their mutations allow that the armor piece fits or can be rigged to fit properly. Trollborn characters may wield any weapon provided their mutations allow them to continue to do so, at the discretion of the referee.

Trollborn characters are only allowed to fire one arrow per combat round from a bow. Trollborn characters may use a shield. Trollborn characters begin with the bonus provided by their human racial stock (see above) and one minor but obvious monstrous characteristic. As the Trollborn character advances in level a new mutation is rolled on the tables provided below.

TrollbornWarriorClass.pdf

To the left is a six page PDF article I wrote up on the Trollborn for a Swords and Wizardry Complete game. What can be gained from this article is a little more flavor and story and more importantly all of the referee tables for generating initial mutations and new mutations as the character advances in level.

Just click on the link for the article. This article should be reserved for the referee only as the specific mutations and how they develop should not be player knowledge until the appropriate time.