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Castoffs and Crossbreeds
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Castoffs and Crossbreeds
B Y A NDREW H IND , WITH C HRIS H IND AND S TEPHEN E LLIOTT
A DDITIONAL C REDITS
C OVER A RT S COTT P URDY
I NTERNAL A RT D AVID E SBRI , J OAN G UARDIET ,
J EREMY M C H UGH , S COTT P URDY
E DITING J OSEPH B ROWNING
L AYOUT S UZI Y EE
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS
Compatibility Logo, D&D, PLAYER’S HANDBOOK, DUNGEON
MASTER’S GUIDE, and MONSTER MANUAL are trademarks of
Wizards of the Coast, Inc. in the USA and other countries and are
used with permission. Certain materials, including 4E References in
this publication, D&D core rules mechanics, and all D&D characters
and their distinctive likenesses, are property of Wizards of the Coast,
Inc., and are used with permission under the Dungeons & Dragons 4th
Edition Game System License. All 4E References are listed in the 4E
System Reference Document, available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt;
DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen
Schubert and James Wyatt © 2008 Wizards of the Coast, Inc. All rights reserved.
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A UTHOR S S PECIAL T HANKS
I’d like to thank Chris Hind and Stephen Elliott, gaming
companions for more than twenty years, for their assistance in
writing this book. In addition to coming up with numerous ideas
which I un-shamefully borrowed, they gave endless advice and
were always there to encourage and support. I’d also like give
a tip of the hat to Owen K.C. Stephens, who wrote the spiritual
predecessor to this project, Bastards and Bloodlines for d20 (Green
Ronin Publishing), and to those authors whose monster design-
work provided so much inspiration. It proves that writing a
roleplaying book, just like the act of playing, is an interactive
and communal experience.
individuals of unusual heritage. Shunned by society, these
bastards might take up the wandering life and seek homes
among adventuring parties. Perhaps even yours.
H OW TO U SE T HIS B OOK
Castoffs and Crossbreeds is arranged in four modular chapters.
Chapter One: Half-breeds in your Game
This chapter explores the opportunities that come with using
half-breeds in your campaign, and discusses general issues that
should be considered before introducing a half-breed.
I NTRODUCTION
I’ve always been drawn to the unusual. I remember making
up my irst character back in the days of AD&D. Why, I asked
myself, would I play a normal elf when a Wood Elf was so much
more distinctive? Thus was born Tanis Greenwood, and a love
affair with new and exotic player character races. I lapped up
each new half-breed or humanoid with relish. Eventually, it
became obvious to me that the possibilities were endless; just as
mythology was rich with monsters like chimera and sphinx that
were the amalgam of several animals, so too could a campaign
world boast any number of half-breeds based on standard races
blended with other creatures. Why stop at half-orcs and half-
elves, when you can have half-harpies and half-trolls?
Castoffs and Crossbreeds introduces 12 new half-races, and
gives you the tools to introduce countless others of your own
devising into your campaign. In a world with divine magic,
arcane lore, strange laws of probability, curses, gods and iends
that dabble in the realms of man, and natural shapeshifters it
seems perfectly natural that one might on occasion encounter
Chapter Two: Half-breeds
The meat of Castoffs and Crossbreeds is this expansive chapter in
which twelve new half-breeds are introduced, ready to play as a
PC race. The widest possible variation is provided, to demonstrate
the ways in which nearly any monster can be the genesis of a half-
breed with a little forethought and imagination.
Chapter Three: The Demiurge
This short chapter ties the book together by introducing an alien
race from beyond the stars with a mysterious agenda of abduction
and crossbreeding. The Demiurge, as these malevolent beings
are known, can be used the source for any number of half-breed
races in your campaign. In addition, they serve as powerful and
frighteningly sinister villains.
Chapter Four: New Monsters
In this chapter we ind two new monsters upon which a two of
the half-breeds are based. The gorilla and the giant cockroach
are creatures that will ind a fast home in most games. They’re
presented here.
C HAPTER O NE : H ALF -B REEDS IN YOUR G AME
P ROBLEMS WITH H ALF -B REEDS
Just as a GM should carefully weigh the advantages and
disadvantages of introducing a new character class, spell, or
magic item into his game, he must also consider which half-
breeds to allow in his game world. Any new crossbreed that’s
adopted will have repercussions on the game that, like opening
Pandora’s Box, may be dificult to undo once that step is taken.
As a result, when a player approaches the GM with an idea for a
unique crossbreed, the matter should be carefully weighed.
Are they slaves or relegated to eking out an existence in ghettos?
Or maybe just the opposite, their uniqueness resulting in
wonderment and awe that translates into privileged status.
In any event, it’s clear that the introduction of a half-breed
race that exists in any signiicant number results in more work
for the GM as he tries to present a believable and exciting world
for his gaming group. Of course, handled deftly, it could also
result in opportunities for adventure and role-play, and a
uniquely textured world.
W ORLD D ESIGN
In some cases, the introduction of a half-breed may have an
effect on world design. Depending upon how common the half-
breed race is, there might by necessity need to be communities
or even homelands for them. In a home-brew setting this might
be accommodated fairly easily, but it does impose itself upon
the GM and his creation. In a publishing game setting this can
be a bit more problematic, perhaps even requiring substantive
changes. Even then, the GM must determine how a half-breed
community or homeland affects the dynamics of the region. Are
they persecuted? What are their relations with neighbors? What
is their collective relationship vis-à-vis the relevant parent races?
Even if a half-breed race doesn’t exist in numbers requiring
they have their own community or homeland, they may be
common enough---even in a speciic locality---to form a minority
population in a town or province. How have they integrated
themselves into society? What strata of society do they inhabit?
S USPENSION OF D ISBELIEF
Half-breeds typically appear as exceptions to the norm, and yet
even in a high fantasy setting with prevalent magic, dungeons
underfoot, dragons and other monsters lurking around every
corner, and epic quests that determine the fate of the world,
players have a threshold for what they consider plausible and
realistic. Some players have little trouble accepting anything in
a fantasy setting. Others, however, like to be grounded by some
sense of continuity and for them the suspension of disbelief
may be strained by the appearance of half-breeds in any large
number. If players ind it dificult to accept the concept of half-
trolls existing in urban ghettoes and half-wight reavers doomed
to continue their pillaging ways for all eternity, then you should
probably limit the number and frequency in which crossbreeds
appear in your campaign. Save them for important NPCs or
dramatic moments.
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It’s important to establish a tone and lavor for your
campaign vis-à-vis half-breeds, and maintain it consistently.
This will help characters believe in the setting and enable you
to predict what players will accept and what they will balk at. If
you think introducing a particular half-breed will compromise
the tone of the game, resist the temptation to use it; once a
players suspension of disbelief is undermined, it’s extremely
dificult to restore.
R OLE -P LAYING P OTENTIAL
Half-breeds tend to be illed with angst, and from that springs
great drama and exciting role-playing opportunities. This is
particularly true if the individual is unique or part of a very,
very rare species. The Golem from Eastern European lore and
Frankenstein’s Monster are memorable characters were shaped
by the notion that they were singular beings who wanted
nothing more than to it in with humans. There’s a lot storylines
can be based upon such emotions.
Answering the question, ‘where did I come from’, is more
dificult for half-breed characters than those of a standard race,
and potentially more rewarding. Was the character the product
of rape, magical experimentation, or a powerful love spell that
brought beings of two disparate races together? Perhaps some
half-breeds are the result of a familial curse laid upon the
bloodline by a bitter priest, or worse yet, a demon or evil deity.
What if Thules are a naturally occurring though extremely rare
and deeply embarrassing genetic mutation amongst dwarves
that reminds them of a joint ancestry between them and trolls?
Would these unwanted mutants be killed at birth or cast into
slavery? Answering these questions opens up a rich and varied
background for any new player character.
In addition to being saddled with origins laden with drama,
half-breeds must exist in a world where they are a distinct
minority. Even if Thules were relatively numerous and not
instinctually hated, they would still be grossly outnumbered
by elves and dwarves, to say nothing of humans, and therefore
likely be the subject of prejudice or bias. Does the character
struggle to it in, or accept being marginalized by society and
embrace the life of a vagabond or even an outlaw? Of course,
keep in mind that not all bias are negative, but they still come
with a burden. Moon Maidens are viewed as the offspring of
celestial beings and are almost revered by elves. Living up
to vaunted expectations and existing under the microscope
that comes with hero worship can be just as dificult as being
dismissed by society at large.
G AME B ALANCE
In Castoffs and Crossbreeds , we’ve attempted to provide the
broadest range of potential half breeds, and have in fact
stretched the traditional deinition in many ways. This was
an intentional design decision. We wanted to demonstrate the
ininite possibilities that arise with the application of a little
creativity, and hope to inspire GMs to try their hand at creating
their own unique half-breed races.
When introducing a half-breed, every effort must be made
to ensure they balanced mechanically with the core D&D player
character races. It’s inevitable that some races will be better in
certain aspects of the game than others, but you must carefully
examine half-breeds to ensure they do not unbalance the game.
Nothing could disrupt a party and sow dissention among
the players faster than a PC who is more powerful than his
companions simply because his player had the good-fortune of
convincing the game master to allow him to play a half-demon
lord or some other ludicrously powerful crossbreed.
B ENEFITS OF H ALF -B REEDS
Half-breeds offer great opportunities in a role-playing game.
While the standard races are a long-standing staple of fantasy
gaming and literature with good reason (they tend to be
archetypal, and because elves and dwarves appear, in one
form or another, in most cultures are readily identiiable), the
introduction of new races can add a dramatic new spark that sets
the campaign setting apart.
P LAYER A ID
Each of the half-breeds presented herein comes complete with a
suggested background and detailed notes regarding the race’s
personality, possible motivation for adventuring, and views
towards other races and classes. This information can be an
invaluable aid in leshing out a player character (or, for GMs,
non-player characters). Within minutes and with little thought,
a fully realized and nuanced character can be created and ready
for use at the gaming table. While most players would ind this
character-creation crutch of value when time is of the essence,
and perhaps also ind inspiration in the half-breeds themselves,
novice gamers in particular will appreciate the assistance and
reap the greatest rewards.
C HAPTER T WO : H ALF -B REEDS
Each half-breed is described in the following easy-to-use format.
A PPEARANCE
This section details the physical characteristics of the half-
breed. Where applicable, the entry touches upon physiology
as well. Finally, we might ind here information on preferred
style of dress or other ornamentation relevant to a characters
appearance.
N AME
Just as in the real world people of mixed black and white heritage
(by way of example) are known as mulatto or creole, few beings
in a fantasy world would identify themselves as “half-elven” or
“half-orc”. Instead, they would likely have a distinctive racial
name. In some cases, these names are insults or slurs given to
then by bigoted individuals. In others, they are embraced by the
half-breed as a sign of their lineage.
D EMEANOR
Here we discover prominent personality traits typical of members
of the half-breed race in question, as well as delve briely into
collective psychology to learn what makes them tick.
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V ARIETY
Half-breeds are invaluable for adding variety into your game,
allowing players a wider range of options upon which to base
their character concept. The beneit of a half-breed as opposed to
simply introducing a new PC race is that it doesn’t, by deinition,
alter the game setting in any fundamental way. If a player
decides he wants to make up a half-troll character (in this book,
named Thule), it doesn’t by deinition follow that the world
must feature half-trolls in any signiicant number. Instead, the
half-troll PC may be unique. In short, half-breeds allow greater
variety while keeping the number of sentient races in a game
world to a believable number.
Table 2.1 Half-Breed Lifespans
Half-Breed Adulthood Middle Age Old Venerable Maximum Age
Ashwing
20
50
90
140 +4d10 years
Brimstone Beard 40
135 240
360 +3d100 years
Dragonlings
15
35
55
70 +2d20 years
Eldor
17
300
— +5d100 years
Gutterling
10
18
36
50 +1d8 years
Half-Gnolls
14
20
30
40 +1d10 years
Lagoon Elf
27
100 150
200 +4d10 years
Moon Maiden 16
200 500 1000 +20d20 years
Ophidian
18
80
200
400 +8d20 years
Thule
35
115 150
200 +2d20 years
Wicht
18
— +10d100 years
Yeren
12
22
45
68 +3d810 years
B ACKGROUND
In this section we gain insight into the background of the races,
focusing on the formative years that explain the circumstances
under which the half-breeds are created. We also see how they
interact with society, and the role this relationship plays on the
development of a half-breed character.
Though ashwings are born of either sex with equal
frequency, few female ashwings reach adulthood; harpies
traditionally kill newborn ashwing girls. One reason for such
cold-blooded murder is because females are seen as less useful
slaves, being capable of less physical labor and not nearly as
interesting playthings. There’s another reason young ashwing
females are put to death: to prevent any from coming to power
within the harpy’s matriarchal society.
As a result of their paucity of numbers, among escaped
ashwings females of the species are cherished as rare treasures.
A DVENTURERS
This section describes a half-breed’s views on various races and
classes, and what might motivate them to take up the uncertain
and dangerous life of an adventurer. We also gain valuable
insight into what kind of adventurer a typical member of this
half-breed race might become.
A PPEARANCE
Ashwings are often mistaken at a distance for harpies. They have
the small bodies and lithe frames of hallings or shorter elves,
but appear much larger when their wide, feathered wings are
fully expanded. These wings are fully 8-feet in span, are coal-
black in coloration, and allow clumsy light. When beating, these
wings shed a cloud of ine dander that looks like ash. Wings are
a double-edged sword; while they offer mobility and the ability
to escape many enemies, they also require the ashwing to wear
clothing and armor speciically tailored for them.
If ashwings are ungraceful in the air they are little better on
land, the result of legs that are slightly crooked and of taloned
feet more suited to gripping tree limbs and rocky outcroppings
than to walking. These talons, resembling those of a raptor,
allow ashwings to make claw attacks while in light.
Instead of hair, these half-breeds have a thick mane of
feathers, typically red-gold in coloration, but occasionally yellow
or tan. Their skin is covered in an irritated-looked red rash, and
facial features are sharp and predatory, though not unattractive.
Indeed, many ashwing are statuesque and alluring, with melodic
voices. They favor elaborate facial tattoos, a throwback to their
time as slaves to harpies when they were branded to indicate
ownership and status.
R ACIAL T RAITS
This section includes all the gaming rules required for the half-
breed to be played in game as a PC race.
A SHWING
Ashwings are tragic individuals, the result of a forced union
between a bloodire harpy and either a halling or an elf. They
are most often found in rocky deserts or arid hill regions, where
bloodire harpies prey upon the hardy Halling and elf tribes
that huddle around watering holes eking an existence out of the
harsh wilderness. These tribes, impoverished, small in numbers,
and with only primitive weapons, are ill-suited to defend
themselves against predation by harpy locks. Some tribes are
essentially held hostage; unless they willingly sacriice healthy
males to captivity, the harpies threaten to use their horrifying
abilities against the tribe’s helpless women and children.
Regardless how they enter captivity, prisoners normally
end up as slaves and victims of horrid torment for the harpies’
sick amusement. Sometimes unwanted children result from
the abuse. Other times, harpies purposefully mate with their
captives in order to increase their slave stock. In either event, the
offspring is an ashwing.
D EMEANOR
Ashwings offer a jarring contrast to conventional civilized
culture. They value personal freedom above all else, and treat
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