Campaign Prep: New Playable Undead Ancestry

In my upcoming Castles & Crusades Aufstrag campaign (discussed here) I am introducing an undead playable race (Remnants) for my players. I am motivated by several sources and this post will discuss this new type of undead, the classes available to them, and the deities/patrons they may follow.

Remnants – What are They? What is the Remnant Backstory?
What happens when you wake up the morning after you died? Remnants are humans who after they died their souls never departed their bodies and they didn’t pass on to the afterlife. My original inspiration was honestly the Forsaken from World of Warcraft (back when I played WoW I mostly played Forsaken).

The next step in my thought process occurred when I discovered a Kickstarter in 2020 for a book called Corpus Malicious from Dream Realm Storytellers and I drew narrative ideas from an undead race they had called Remnants. Here is a description of the Remnant from Corpus Malicious:

“Their body has died, but their soul remains intact within their flesh, able to animate their body just as they did when they lived. The origins of remnants are unclear. Some scholars say they are cousins of revenants, who deny death and become undead for the sake of an ultimate goal before they finally pass. Others say they are the result of necromancy. Even remnants themselves do not know the source of their condition.”

Additionally, “your soul somehow did not abandon your body when you died…you think it is the will of your soul that holds your body, and your (un)life intact. You don’t know what this dread that you feel is; perhaps it is a side effect of what you[‘ve] become.”

“[As a result] remnants look very much like living creatures, as their corpse did not decompose, and were preserved by the power of their soul when they died. It is relatively easier for them to hide their true nature from others, but still, they have to hide it.”

As you can see, I have left explanations of what caused them to arise as free-willed undead uncertain. It will be a mystery that my players will pursue as the campaign progresses. I will be tying the explanation in with the region of my world where I have placed Aufstrag as well as with the larger narrative of my world as a whole as it continues to grow.

What Are Their Ancestral Abilities?
[Some of the following abilities were inspired/borrowed not only from the above-referenced Corpus Malicious, but also from a creatively designed Dhampir race made for Castles and Crusades. Although some things were tweaked for my homebrew, others were honestly just copied and pasted since it was exactly what I was seeking. Please refer to these other sources for more details and inspiration.]

Attribute Modifiers: -4 Charisma, +2 Constitution
Languages: Common, (Int modifier allows additional options): Celtic, Norse, Slavic, Germanic, Greek
Size: Medium.
Move: 30’
Age. Remnants can be of any age, however, they always look the same age at which they died.
Available Classes: PHB: Assassin, Fighter, Monk, Ranger, Rogue, Wizard
Other Sources: Archer, Haliruna (Dark Witch), Oracle, Thief, Vampire Hunter.
Multi-Class Options: Enhanced Class, Class Plus.
Ranger: +1 to abilities when tracking undead
Rogue or Assassin or Thief: +1 listen checks
Vampire Hunter: +1 to all class checks

Pantheons: Remnant Patrons, Patrons, plus Haliruna deities from the Norse, Slavic, German, Celtic, and Greek Pantheons.
Alignment: Remnants can be of any alignment, but more remnants lean towards neutral or evil since it is hard to remain good when you are an abomination rejected by society. Evil remnants accept their nature as monsters and act accordingly, thinking it is better to be feared than pitied or denied.

Special Abilities:  
Undead Nature:  You do not require food or water to survive. Remnants detect as undead (they receive a Charisma saving throw to resist). All magic that affects Undead affects Remnants. Similarly, Remnants are immune to all mind-affecting spells or spell-like abilities used by other Undead, such as Sleep, Charm, and other compulsions. 

Unbreathing: You do not have to breathe and thus do not have to hold your breath underwater and are unaffected by natural gasses.

Unburdened: You do not suffer from exhaustion unless it is brought about by magical means.

Resting by Distraction: You cannot fall asleep. You rest by distracting yourself enough so you don’t feel the dread. You do not sleep and distract yourself with anything you can, such as the sound of the campfire. While you are resting this way, you are very focused and the same rules apply to you as a sleeping creature.

See Undead: Remnants can see an Undead creature for what it really is (intelligent undead get a saving throw), regardless of whether the creature is polymorphed, invisible, or otherwise disguised.

Undead-Bodied: The unusual composition of a Remnant’s flesh and bones renders them resistant to blunt weapons. When attacked by blunt weapons (including pummeling and Slam attacks) subtract 1 point per die of damage.

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

Turn Vulnerability: You can be affected by turn undead, but cannot be destroyed by it.


What Classes Can They Be and What Gods Can They Worship?
First, in my game, not all ancestries can choose all classes (e.g. dwarves cannot be wizards, and only humans can be paladins). Second, ancestries can only access certain pantheons (e.g. dwarves can only choose gods from the Dwarven, Norse, and Slavic pantheons, and elves can only choose gods from the Elven, Faerie, and Celtic pantheons). Third, I use an AD&D 2nd ed. specialty priest approach to the gods in that the classes that make up their priesthood may come from a variety of classes (e.g. Apollo’s priesthood is composed of archers, bards, clerics, oracles, pacers, rogues, and wizards).

I listed above three Remnant Pantheons Remnants can access. What does that mean?

The Remnant Patrons are not so much gods (according to the Remnants), but Remnants that found ways to ascend to demi-god status. The abilities these Remnant Patrons bestow on their followers were abilities and spells largely drawn from the AD&D 2nd. ed. Complete Book of Necromancers.

For example, the Remnant Patron named Stanwick Keetes (Lawful Neutral) is known as the Doomscribe. His portfolio is: Fatalism, Order in Death, Burial Practices, Judge of the Damned. The classes that make up his priesthood are bards, clerics, fighters, monks, nekuomantis (prophets of the dead), oracles, and wizards. The abilities he bestows on his priesthood are (the level at which they are gained is in parentheses): Netherworld Lore checks +2 (1), Invisibility to Undead (1), Somnolent Gaze (3) (Cha save or opponent is slowed from the unearthly stare), Spawn Screen (5) (prevents a slain friend from rising as undead for 1hour/level), Bind Undead (9) (an undead is bound, sentient undead get a saving throw), Age Creature (11) (Con save or touched creature ages 1 year per caster level). This is just one of six Remnant Patrons.

The more general Patron Pantheon is made up of (alleged) mortals that found ways to ascend to demi-god status. These patrons represent alchemy, astrology, sorcery, and warlocks. I happen to like the idea of sorcerers and warlocks but I think they are so much more than a particular and restrictive character class like we’ve seen in D&D 3E and 5E. In my view, sorcerers and warlocks are more of an attitude or a worldview that draws upon a variety of classes to achieve their end.

For example, one warlock patron is Viktor Quint. (Chaotic Neutral). His portfolio is Destruction, Hellfire, and Arcane Mysteries. The classes that make up his priesthood are arcane thief, fighter, illusionist, oracle, rune mark, and wizard. The abilities he bestows on his priesthood are (the level at which they are gained is in parentheses): Fire Resistance (1), Immolate (1), Hellfire (3), Flamestrike (9), Soulfire (11), Meteor Storm (17). People who have played WoW may have noticed I drew upon the Destruction Warlock. The other Warlock Patrons I’ve created draw inspiration from the WoW Demonology and Affliction warlock builds, as well as other non-WoW influences (such as the Warlock class from Hyperborea).

As for the gods from other pantheons that accept Haliruna (a Dark Witch class taken from the Codex Germania), these will be goddesses of witches. In my pantheons, these would include the goddesses, Hecate, Baba Yaga, Frau Hölle, Morana, The Cailleach, Sinthgunt, etc.).

By setting up patrons and classes this way I could have two players make a Remnant who both chose Viktor Quint as their patron, but one may have chosen Wizard as their class, whereas the other player may have chosen Fighter as their principle class and selected Arcane Thief as their Expanded Class (the concept of expanded class can be found in the Players Archive), and the result will be some overlapping fire destruction abilities from their Patron, but their contribution to their warlock circle based on their class abilities will be substantially different. This allows for a very diverse and versatile organization and players have a lot more permutations and combinations to play with for each God/Patron.

From what you have seen from the very brief snippets of the Remnant gods/patrons, Remnants will be made up of mostly sorcerers, warlocks, witches, and alchemists. When you awaken after death as an undead with no place to go, unable to reunite with your friends or family (for they would view you as an abomination), many pursue the occult and the patrons of the lost, neglected, and rejected.

What Might Remnants Look Like?
I have found some great art by Tomas Duchek which I think represents Remnants well. Remnants may get away with not looking or smelling dead (if they can find a way to hide it), but they will frequently be mistaken for ill or sick people and will be unsettling to many they meet.

art by Tomas Duchek
art by Tomas Duchek

C&C Campaign Prep: Aufstrag homebrew

– New Campaign: Aufstrag (but it will be in my Homebrew world and not Aihrde – for which it was made).
– New Playable Races: Changeling (Hyrian), Ogre-like giant (Entisc), Undead (Remnant), Centaur, Elf race-as-class (Oralau), Dwarf race-as-class (Heisen Fodt).
– Class Expansion: Utilizing C&C’s Expanded Class and Class Plus system.
– Mini-Setting inserts into the Aufstrag campaign (e.g. Rackham Vale).

Nearly a year ago I discussed my next campaign. It was far enough away that I just shared some thoughts and let them simmer in the back of my mind. But now, a year later, my nearly 4-year Barrowmaze campaign is coming to an end (when it ends in a few weeks it will probably end up being 130 sessions in length).

– New Ancestries/Races
With Barrowmaze I only allowed traditional core races (human, dwarf, elf, gnome, hobbit). But my feelings have now shifted and I want new ancestries made available. But other published options don’t quite fit what I want for my homebrew, so I have taken bits and pieces from various sources (e.g. AD&D 2nd. Ed. Complete Book of Humanoids, Adventures Dark & Deep, d20/Pathfinder era races, alternate D&D5E sources, etc) along with my own research. Drawing on an Anglo-Saxon Dictionary for some of the names, I have used Hyrian (“to imitate”) to represent a Changeling, Entisc (“race of giants”) to represent a race that is similar in height/weight to an ogre but is something unique in its own right (which will be revealed as the Aufstrag campaign develops and the players learn more about the Great 1,000-year Winters Dark).

I came up with Remnants to represent a type of undead that are created when they mysteriously do not pass on to the afterlife when they die and now wander alone or come together in small communities of their own in isolated areas far from the living. Although in part inspired by the Forsaken from World of Warcraft, there is actually a monster called Forsaken in the Aihrde/Aufstrag setting and I will be expanding upon and altering them to fit a broader narrative. I am also using as villains the Darakhul ghoul race from Kobold Press. Liches and Vampires are over-used and I am bored with them, so when Kobold Press did something unique with Ghouls and created a Ghoul Imperium, I jumped on board and will be adopting them to my world and my version of Aufstrag. The Great 1,000-year Winters Dark created some changes in the part of the world encompassing Aufstrag, and that was an inability by some to pass on when they died. There will be a subplot built around why that happened as my players work their way through this upcoming several-year campaign.

The Oralau and Heisen Fodt are race-as-class that appear in the Aihrde setting, and although I am keeping them mostly as is, there is one exception: they both get a 1d3 deed die (at high levels a d5) – taken from DCC. The deed die is added to the Oralau elves spellcasting checks to demonstrate their superior elven spellcasting, and the Heisen Fodt dwarves add it to their hammer and axe attacks/damage to demonstrate their dwarven combat superiority. Elves and dwarves are frequently mentioned in fantasy RPGs as being better spellcasters and warriors, but then there is no game mechanic to back the statement up. By using deed dice I will now have a group of Elder Elves and Elder Dwarves that actually possess elevated abilities that fit the narrative.

My Centaurs are drawn in part from the AD&D 2nd. ed. Complete Humanoid Handbook with extra material taken from Adventures Dark & Deep, and some D&D5E and Pathfinder sources. I simply wanted a fun playable larger Sylvan race.

– Classes
When I began using C&C in 2018 I just used the 13 PHB classes. By 2020 I allowed my players to playtest the 14 classes in the Adventurers Backpack, but many of them are quite niche and some have noticeable balance issues, so I ended up only allowing 8 of them. But the Players Archive (reviewed here), allows you to pick portions of a class to add to your principal class. Thus, you might be a Druid that wants to take the Scouting abilities of the Ranger, or perhaps the monster Slayer abilities of the Ranger. And depending on whether you take the full Ranger, Scout, or Slayer as your Expanded Class, you will have a different amount of additional XP to add to your main class for advancement. It does require some extra calculating, but the charts in the book are easy to read and a player could easily sit down at character creation and in a couple of minutes write out the XP they will need to up to level 10 and not have to worry about the calculations for the next year or two. My players are quite excited about constructing a really unique class feel for their races.

– Adding other partial settings or regions to Aufstrag.
The Aufstrag setting is rich and full of ideas. But it is also a sandbox with plenty of open space to alter or add things as you see fit to “make it your own” and put it into your own game world. I spent a lot of money on Kickstarters from 2018-2021 (before I quit crowd-funding), and I now have enough material to last me more than 30 years even if I were to run games twice a week. So what I am going to do to find a way to draw on these purchases is to take elements from other products and insert them into the giant sandbox that is Aufstrag.

My homebrew world relies heavily on European folklore and mythology. So a mini-setting like Rackham Vale (reviewed here) with all of its classic art from Arthur Rackham and the unique faeries/fey that are found within that mini-setting with its links to the Otherworld are almost a requirement for my homebrew as a possible source for my Hyrian/Changeling ancestry.

More mini-settings from purchases made during Zinequest from previous years will most likely also find a home in a forest or swamp in Aufstrag. There are plenty of places in the Barren Wood, Foulwooth Wood, Blacktooth Ridge, Aratok Moutains, the Blighted Screed, and the Grausamland within the Aufstrag setting for an additional deeper unique flavor to be drawn forth.

So, this is a quick overview of my upcoming Homebrew Aufstrag. I plan to write future posts with more detailed game stat examples of the homebrewed races, as well as the elaborate deity pantheon system I use with the special powers they bestow on their followers. Stay tuned!

Castles & Crusades Diary: Barrowmaze, Session 122 & 123

Summary:
The Army of the Light takes on The Cult of Orcus as they attempt to summon a Balor Demon named Manon-itziq. Balthazar expends all the charges in his wand launching 29 magic missiles for 103 damage to kill Zur “the Black” and stop the summoning of the Balor one round before the ritual was complete!

PC’s:
Llewelyn, Elf Cleric 8/Wizard 8 of Sehanine Moonbow
Rolando, Hobbit Rogue 7/Pacer 7 of Brandobaris Fleetfoot
Tiberius, Human Paladin 3/Cleric 7 of St. Ingrid
Gorgat, Half-Orc Barbarian 9 of Haephestus
Arthur, Human Oathsworn 9 of Celestian
Oswyn, Human Cleric 6 of St. Jasper
Zen, Human Monk 10 of St. Agathos [Session 122]
Rosaline, Half-Elf (Elf lineage) Druid 10 of The Daghda [Session 122]
Ria, Human Pacer 8 of Loki [Session 122]
Balthazar, Elf Wizard 9 of Arcanus [Session 123]
Kyron, Human Cleric 10 of Charon [Session 123]
Magni, Dwarf Fighter 7 of Barundar Battleaxe [Session 123]

NPC:
Dhekeon “the Disgraced,” fallen skeletal paladin of St. Justus (seeking redemption)

Game Diary:
This Barrowmaze campaign is nearing its end, and the players are aware that they need to destroy the Tablet of Chaos, the undead dragon Ossithrax, and destroy the Acolytes of Orcus. They set out on these two adventures to remove the presence of Orcus from the Barrowmaze.

In session 122 they moved through the periphery of the Orcus territory and destroyed a guardian Bronze Golem in the shape of a Minotaur. The battle was intense and it attracted the attention of a platemail-wearing Orcus priest named Gethron and some lesser acolytes. Llewelyn and Rosaline threw up Walls of Fire and the Orcus priests and roughly 20 funeral-pyre zombies and exploding skeletons were destroyed in the inferno. The session ended with hearing chants of Orcus priests as they began summoning a powerful Balor demon from hell. The players prepared for the surge to get to the Orcus Temple before the summoning was complete.

In session 123 the charge began. They were initially slowed down by an Acolyte named Char and his Gehennian Goats. Llewelyn used his Mirror of Opposition to create duplicate Gehennian Goats to attack the originals. Kyron used the powers of his god Charon, the Boatman and animated 20 of the corpses for his own protection. The rest of the group cut through their demonic foes and continued their charge, with Llewelyn using knock to open the double doors to the temple. This revealed a grand temple with a dozen Acolytes lined up in front of them, a Balor named Manon-itziq emerging from a pool of Mercury behind them, and behind Manon-itziq the high priest Zur “the Black” summoning him at an altar with his companion Emnuron assisting.

Tiberius used his Helm of Telepathy to enter Zur’s mind to try and ruin his concentration but he failed. Balthazar summoned a 9HD water elemental and used its Vortex ability to lift half the Acolytes into the air disrupting their ability to cast spells while Magni ran forward with his Fighter Combat Dominance and Cleaving Strike Advantage and cut down half a dozen more Acolytes. Other warriors went forth and killed the helpless Acolytes held in the vortex. Balthazar, realizing that time was running out decided to drain his wand of all but one charge and launched 29 magic missiles for 103 damage. There were so many magic missiles that if shot forth like a laser beam and tore through Zur’s chest and destroyed his magical plate-mail armor. There was now just Emnuron left and he reached for the Staff of Withering that lay beside the now dead Zur. But more magic missiles killed him.

Kyron, with his undead entourage, began consecrating the Temple of Orcus as most of the rest of the Army of the Light explored nearby areas. This took them to the tomb of a Paladin Hero named Sir Wildrif Raurriel, a former Knight Commander of the Order of the Golden Hawk. Tiberius prayed and spoke to him at his sarcophagus and when Sir Wildrif heard of his desire to destroy the Tablet of Chaos, gave him his magical armor, shield, and longsword. Tiberius inturn began to Hallow the tomb.

From there they entered another bricked-up and sealed area and took on Necrolytes of Nergal. The game session ended with Arthur peering into an opening into a bricked-up tomb and seeing a tormented Flesh Golem.

Castles & Crusades Diary: Barrowmaze, Session 121

Summary:
First, the group discovers another Deck of Many Things! One character acquires 10,000 XP, 25 pieces of jewelry, and 50 gems. But another experiences alignment change, a +2 to their Con, and then loses it all when they are imprisoned in a pocket dimension! Secondly, the end of the Barrowmaze campaign is in sight and we have begun preparation for Aufstrag!

PC’s:
Llewelyn, Elf Cleric 8/Wizard 8 of Sehanine Moonbow
Martin, Human Rogue 11 of Bacchus [Imprisoned]
Tiberius, Human Paladin 3/Cleric 7 of St. Ingrid
Gorgat, Half-Orc Barbarian 9 of Haephestus

NPC:
Dhekeon “the Disgraced,” fallen skeletal paladin of St. Justus (seeking redemption)

Game Diary:
This adventure began with a battle with an iron golem. They are normally quite challenging, but someone placed a portable hole over its head (which had black pudding and a medusa head in it!), and with it being blind and a black pudding oozing out over it, it was facing some challenges in combat and the group destroyed it.

The Army of the Light then encountered some more undead and a spirit which gave them warnings and information about the Tablet of Chaos they needed to destroy (this is one of the activities which represents the completion of this campaign).

Lastly, they found a Deck of Many Things. It’s the second they’ve found in the Barrowmaze. The two lawful good characters – Gorgat and Tiberius – decided not to pick any cards, but Llewelyn and Martin chose to pick cards. Llewelyn acquired a nice 10k XP boost and 25 pieces of jewelry and 50 gems totaling 40,000 gp – quite a nice haul! Martin also looked like he was going to win big. He began by having an alignment change from N to NG, not a big deal for the rogue. He then got a +2 to his Constitution, which increased his hit points – great! But then he picked a card that put him in a sphere in suspended animation and imprisoned him pulling him into the earth. Martin being 11th level shared the position as the highest level character in the group and an essential rogue (the Barrowmaze needs rogues to disarm the deadly traps!). Martin has been a character in the group for over three years and was co-leader with another 11th-level rogue in the group (Gnoosh) of a swiftly growing guild in the Duchy of Aerik, their high-level influence is making a difference in the region. Now Gnoosh has to run it alone.

New Aufstrag Campaign Preparation.

Barrowmaze should be completed in the next few months. It should end up being 3.5 years long and around 130 game sessions. It’s the longest and most successful campaign I have run in nearly 40 years. The next big campaign we are going to do will be Troll Lord Games (TLG) Aufstrag. It is currently made up of 3 box sets with over 500 pages of material. I am estimating that this will be another weekly game that will take 3-4 years to complete. TLG has said there are plans to add 4 more box sets to the Aufstrag adventure series, although I suspect only one of those four box sets will be published by the time we reach the end of the Aufstrag campaign. So, I am looking at pacing things at a rate of at least one box set a year over the next 3-4 years.

Switching from the Labyrinth Lord-based Barrowmaze which I convert on the fly to C&C to a game made for the C&C system will give the game a new feel. Also, in Aufstrag we are going to do a lot of overland travel in many different environments (forests, mountains, swamps, towns) as opposed to one megadungeon, so this will have a very different feel for that reason as well.

A new campaign with a very different feel also allows me to change things up a bit. I will be adding some new playable ancestries (centaur, changeling, elf and dwarf race-as-class, and others as well), so I’ve been getting feedback from my players on what interests them based on my offerings. I’ve created/altered 12 new playable races, but I am only going to offer probably 4 or 5 of them. I don’t want to go overboard on this, plus, the new ancestries need to fit into the feel of the campaign. Although it should be noted that I will NOT be using the World of Aihrde – which Aufstrag is made for – I will be placing it in my ever-expanding homebrew world, and as such I will be taking a lot of artistic license with the published Aufstrag material – Aihrde fans will notice quite quickly that my version is going to look and feel different).

Finally, the Expanded Class rules found in the Players Archive offer the ability to take parts of a class and add them to a main class (e.g. take the loremaster part of the Bard class to enhance your Wizard), and this opening up of class options, when added to new playable races, will really expand the game for my players and I look forward to playtesting this in the new campaign.

art by Stefan Poag