Difference between revisions of "Jackalwere"

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| attack = [[Claw (attack)|claw]] or by weapon type
 
| attack = [[Claw (attack)|claw]] or by weapon type
 
| dmg = 2–8, varies
 
| dmg = 2–8, varies
| special = [[Alter Self (spell)|alter self]], [[Dexterity (ability stat)|dexterity]] (16), [[Gaze|gaze]] causes<br>sleep, iron or [[Magic to Hit|magic to hit]], jackals
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| special = [[Alter Self (spell)|alter self]], [[Dexterity (ability stat)|dexterity]] (16), [[Gaze (attack)|gaze]] causes<br>sleep, iron or [[Magic to Hit|magic to hit]], jackals
 
}}
 
}}
 
'''Jackalwere''' are humanoid creatures with the head of a jackal and a body that is both contorted and wolf-like, covered in tufted, short hair. Their legs and feet are notably lean and somewhat disproportionate to their upper bodies, which enhances their flexibility and agility. Despite their canine appearance, jackalweres have lost the ability to run on all fours, instead moving bipedally in a manner that allows them to use their flexibility to their advantage.
 
'''Jackalwere''' are humanoid creatures with the head of a jackal and a body that is both contorted and wolf-like, covered in tufted, short hair. Their legs and feet are notably lean and somewhat disproportionate to their upper bodies, which enhances their flexibility and agility. Despite their canine appearance, jackalweres have lost the ability to run on all fours, instead moving bipedally in a manner that allows them to use their flexibility to their advantage.
[[File:Jackalwere.jpg|left|350px]]
+
[[File:Jackalwere.jpg|left|350px|thumb]]
 
__TOC__
 
__TOC__
 
Often mistaken for lycanthropes due to their resemblance to werewolves, jackalweres do not actually suffer from or transmit lycanthropy. The confusion arises from their ability to alter their appearance, a natural ability akin to the illusionary spell '''alter self''', which allows them to shift their form at will. This capability further contributes to the misconception that jackalweres are afflicted with lycanthropy.
 
Often mistaken for lycanthropes due to their resemblance to werewolves, jackalweres do not actually suffer from or transmit lycanthropy. The confusion arises from their ability to alter their appearance, a natural ability akin to the illusionary spell '''alter self''', which allows them to shift their form at will. This capability further contributes to the misconception that jackalweres are afflicted with lycanthropy.
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In 1,000 BCE, the jackalweres finally uncovered the magic that allowed them to breed with humans, ensuring the survival of their kind. Their population slowly began to increase, and by 1,300 BCE, they had successfully guided the rise of the [[Nok Culture]], in what is now present-day [[Hausa]] lands. The jackalweres, with their unique blend of warrior prowess and agriculture knowledge, helped shape the early development of the region, setting the foundations for the culture that would later flourish.
 
In 1,000 BCE, the jackalweres finally uncovered the magic that allowed them to breed with humans, ensuring the survival of their kind. Their population slowly began to increase, and by 1,300 BCE, they had successfully guided the rise of the [[Nok Culture]], in what is now present-day [[Hausa]] lands. The jackalweres, with their unique blend of warrior prowess and agriculture knowledge, helped shape the early development of the region, setting the foundations for the culture that would later flourish.
  
 +
The Jackalwere had restored their original numbers after a thousand years, during which they came to dominate large swathes of the Sahel region, stretching from the Niger River to Darfur. Through time, they established trade links with the Mediterranean, and an empire of human subjects came under the overlordship of the jackalweres. This led to the formation of two large states, [[Bornu]] and [[Kanem]], which acted in unison, destroying their enemies and ensuring the jackalwere's absolute rule. Since their magical nature made them immune to revolution, their subjects were doomed to lives of perpetual servitude and humility, with no hope of overthrowing their jackalwere masters.
  
 +
=== Relations with the West ===
 +
Despite their dominance, the jackalwere are highly intelligent and have reached out to other lands. Over time, they sent embassies to foreign kingdoms, where they were often curiously welcomed due to their unique nature and abilities. In the first century, the apostles Andrew and Bartholomew encountered jackalweres in Egypt, where they reportedly counseled with them. Later, in 408 AD, St. Augustine of Hippo welcomed six jackalwere into his monastery, where they lived for three years and were believed to have been baptised into the Christian faith.
  
 
+
[[File:Christopher the Kind.jpg|right|350px|thumb|Christopher the Kind]]
 
+
A devout jackalwere became a Christian priest during the reign of Emperor Heraclius in the 6th centuryThis jackalwere, who called himself "Christopher the Kind," was somewhat enigmatic, with some confusion associating him with St. Christopher of the 3rd centuryUnlike many of his kind, this Christopher's life was marked by a deep commitment to peace and serviceHis conversion to Christianity was an act of profound humility, devoting himself to helping the poor, healing the sick and offering counsel to the troubled. His natural empathy, bolstered by the heightened senses of his jackal nature, allowed him to be an extraordinary healer and a deeply perceptive leader within the Christian community.
 
 
 
 
 
 
 
 
 
 
[[File:Christopher the Kind.jpg|right|210px|thumb|Christopher the Kind]]
 
Jackalweres had restored their original numbers after another thousand years; they ruled over several primitive states throughout the Sahel from the Niger River to DarfurTrade was established with the Mediterranean and an empire of human subjects under jackalwere overlords ushered in the bilateral establishment of two large states, [[Bornu]] and [[Kanem]]These would act agreeably with one another, destroying enemies and assuring the absolute authority of the jackalwere mastersBecause they could not be usurped through revolution, due to their magical nature, their subjects were doomed to lives of perpetual servitude and humility.
 
 
 
== Relations in the West ==
 
Because jackalwere are intelligent, they have sent embassies to other lands, where they have been curiously welcomed.  In the first century, the apostles Andrew and Bartholomew encountered jackalwere in Egypt and counselled with them. St. Augustine of Hippo welcomed six jackalwere to his monastery in 408 AD, where they remained for three years and were said to be baptised.  A confusion has arisen between the 3rd century human St. Christopher and a devout jackalwere who became a Christian priest during the time of Emperor Heraclius in the 6th century, who called himself "Christopher the Kind."  The image shown is often attributed to St. Christopher due to the misunderstanding.
 
  
 
== Advantages ==
 
== Advantages ==
Apart from the forementioned ability to '''alter self''', jackalwere have a remarkable '''16 [[Dexterity (ability stat)|dexterity]]''', allowing them a natural [[Armour Class|armour class]] of 4. They are immune to attacks with wooden or bronze weapons, and can only be hurt by weapons '''made of iron, or magic weapons'''. As they are formidable fighters, this has not kept them from enabling the African cultures they control to make iron weapons, but the distribution and possession of these weapons is sharply controlled by jackalwere guards.
+
Apart from the ability to alter self, jackalweres possess an extraordinary 16 [[Dexterity (ability stat)|dexterity]], which grants them a natural [[Armour Class|armour class]] of 4. They are immune to attacks from wooden or bronze weapons, and can only be harmed by iron weapons or magical weapons. Despite their formidable defenses, this immunity has not prevented the jackalwere from enabling the African cultures they control to produce iron weapons. However, the distribution and possession of these weapons are tightly regulated, with jackalwere guards ensuring strict control.
  
If they so wish, jackalwere can compel an enemy to '''fall [[Sleep (spell)|asleep]]''', if a saving throw against magic fails. This effect works according to the spell of the same name.
+
If desired, a jackalwere can compel an enemy to fall [[Sleep (spell)|asleep]], provided the enemy fails their saving throw against magic. This effect functions similarly to the Sleep spell, inducing a deep slumber in the target.
  
Jackalwere have '''[[Sage Study|studied]]''' in the domestication of jackals. There is a 20% that any one will be attended by '''3-6 attending jackals'''. Usually, only one jackalwere in an encountered group will make use of this, from choice; jackalwere do not want to be constantly surrounded by scores of jackals. However, in war, they will gather all they can find.
+
Jackalwere also have extensive [[Sage Study|knowledge]] in the domestication of jackals. There is a 20% chance that any given jackalwere will be accompanied by 3-6 jackals. Typically, only one jackalwere in a group will make use of this, as they do not prefer to be constantly surrounded by jackals. However, during times of war, they will gather as many jackals as they can find, using them to assist in their campaigns.
  
 
== Fighting ==
 
== Fighting ==
Jackalwere are [[Weapon Proficiencies|proficient]] in three weapons, which they prefer: [[Javelin (weapon)|javelin]], [[Bow (weapon)|bow]] and [[Mace (weapon)|mace]]. Maces are varyingly made from either iron or bronze. They are able to cause 2-8 damage with a claw.  In war, they wear leather armor and (50%) shields.  They elect their [[Leader|leaders]] and never make [[Morale|morale]] checks.
+
Jackalwere are [[Weapon Proficiencies|proficient]] in three primary weapons: the [[Javelin (weapon)|javelin]], [[Bow (weapon)|bow]] and [[Mace (weapon)|mace]]. Maces used by jackalwere can be crafted from either iron or bronze, depending on availability. In addition to their weapons, they can cause 2-8 damage with their claws in close combat.
  
[[Sub-chief|Sub-chiefs]] will be present only if there are four groups appearing, and [[Chieftain|chieftains]] only if there are ten groups appearing. Both of these circumstances are rare, the latter occurring only in towns or cities, over which a single chieftain will commonly hold authority through other jackalwere and loyal human overseers.  In war, humans will be organized as independent cohorts, generally conforming to [[tribe|tribal]] organisation.
+
In times of war, jackalwere wear [[Leather Armour|leather armour]] and, in 50% of cases, also carry [[Shield (armour)|shields]]. They elect their [[Leader|leaders]] through a form of tribal consensus, and they do not make [[Morale|morale]] checks, showing remarkable steadiness in battle.[[Sub-chief|Sub-chiefs]] are typically present only when there are four groups of jackalwere, and [[Chieftain|chieftains]] appear only when ten groups are gathered. Such gatherings are rare, with the latter situation typically occurring only in towns or cities, where a single chieftain often holds authority. This power is usually maintained with the support of other jackalwere and loyal human subordinates.  In times of war, the jackalwere organise their human forces into independent cohorts, often according to tribes, led by jackalwere sub-chiefs.
  
  
 
See [[Bestiary]]
 
See [[Bestiary]]
 +
 +
[[Category: Reviewed]]

Latest revision as of 15:50, 13 March 2025

Jackalwere
Species humanoid
No. Appearing 3–12
Behaviour clan
Range desert, savanna
Size 5 ft. 2 in. tall
Weight 112 lbs.
Intelligence 12
Armour Class 4
Hit Dice 4
Action Points 5
Max. Stride 12
THAC0 18
Hp/Die d6
Attack Forms claw or by weapon type
Damage 2–8, varies
Special Attacks alter self, dexterity (16), gaze causes
sleep, iron or magic to hit, jackals

Jackalwere are humanoid creatures with the head of a jackal and a body that is both contorted and wolf-like, covered in tufted, short hair. Their legs and feet are notably lean and somewhat disproportionate to their upper bodies, which enhances their flexibility and agility. Despite their canine appearance, jackalweres have lost the ability to run on all fours, instead moving bipedally in a manner that allows them to use their flexibility to their advantage.

Jackalwere.jpg

Often mistaken for lycanthropes due to their resemblance to werewolves, jackalweres do not actually suffer from or transmit lycanthropy. The confusion arises from their ability to alter their appearance, a natural ability akin to the illusionary spell alter self, which allows them to shift their form at will. This capability further contributes to the misconception that jackalweres are afflicted with lycanthropy.

Additionally, jackalweres have a peculiar communication style. They may bark like a jackal, but at other times, they speak in normal common speech. This dual method of communication adds to their enigmatic nature, further blurring the line between their beastly traits and their humanoid intelligence.

History and Origin

The origin of the jackalwere humanoids can be traced back to the reign of the pharaoh Sechemchet in 2640 BCE. In his desperation to secure victory against an unknown enemy, Sechemchet called upon the war god Wepwawet, whose domain was to open the mouth of the netherworld, allowing the dead to pass into the afterlife. In response, Wepwawet summoned an army of one thousand jackalweres to fight for the pharaoh. However, upon seeing these creatures, Sechemchet was filled with horror. In a moment of terror, he begged Wepwawet to return them to the underworld. The god agreed, but not before the jackalweres slaughtered Sechemchet in a brutal act of retribution. Sechemchet died before completing his [[1]], and his tomb remained unfinished.

As a reward for their service, Wepwawet chose not to return the jackalweres to their original plane. Instead, he sent them to a land in the dark heart of Africa, promising it would be theirs if they could defeat the people inhabiting the region. With relentless determination, the jackalweres slaughtered and enslaved the native population, eventually teaching them the art of war and learning the arts of cultivation in return. Despite their strength and adaptability, their numbers dwindled, as they were incapable of reproducing among themselves. Over the course of a thousand years, their existence was sustained only through their long lives.

In 1,000 BCE, the jackalweres finally uncovered the magic that allowed them to breed with humans, ensuring the survival of their kind. Their population slowly began to increase, and by 1,300 BCE, they had successfully guided the rise of the Nok Culture, in what is now present-day Hausa lands. The jackalweres, with their unique blend of warrior prowess and agriculture knowledge, helped shape the early development of the region, setting the foundations for the culture that would later flourish.

The Jackalwere had restored their original numbers after a thousand years, during which they came to dominate large swathes of the Sahel region, stretching from the Niger River to Darfur. Through time, they established trade links with the Mediterranean, and an empire of human subjects came under the overlordship of the jackalweres. This led to the formation of two large states, Bornu and Kanem, which acted in unison, destroying their enemies and ensuring the jackalwere's absolute rule. Since their magical nature made them immune to revolution, their subjects were doomed to lives of perpetual servitude and humility, with no hope of overthrowing their jackalwere masters.

Relations with the West

Despite their dominance, the jackalwere are highly intelligent and have reached out to other lands. Over time, they sent embassies to foreign kingdoms, where they were often curiously welcomed due to their unique nature and abilities. In the first century, the apostles Andrew and Bartholomew encountered jackalweres in Egypt, where they reportedly counseled with them. Later, in 408 AD, St. Augustine of Hippo welcomed six jackalwere into his monastery, where they lived for three years and were believed to have been baptised into the Christian faith.

Christopher the Kind

A devout jackalwere became a Christian priest during the reign of Emperor Heraclius in the 6th century. This jackalwere, who called himself "Christopher the Kind," was somewhat enigmatic, with some confusion associating him with St. Christopher of the 3rd century. Unlike many of his kind, this Christopher's life was marked by a deep commitment to peace and service. His conversion to Christianity was an act of profound humility, devoting himself to helping the poor, healing the sick and offering counsel to the troubled. His natural empathy, bolstered by the heightened senses of his jackal nature, allowed him to be an extraordinary healer and a deeply perceptive leader within the Christian community.

Advantages

Apart from the ability to alter self, jackalweres possess an extraordinary 16 dexterity, which grants them a natural armour class of 4. They are immune to attacks from wooden or bronze weapons, and can only be harmed by iron weapons or magical weapons. Despite their formidable defenses, this immunity has not prevented the jackalwere from enabling the African cultures they control to produce iron weapons. However, the distribution and possession of these weapons are tightly regulated, with jackalwere guards ensuring strict control.

If desired, a jackalwere can compel an enemy to fall asleep, provided the enemy fails their saving throw against magic. This effect functions similarly to the Sleep spell, inducing a deep slumber in the target.

Jackalwere also have extensive knowledge in the domestication of jackals. There is a 20% chance that any given jackalwere will be accompanied by 3-6 jackals. Typically, only one jackalwere in a group will make use of this, as they do not prefer to be constantly surrounded by jackals. However, during times of war, they will gather as many jackals as they can find, using them to assist in their campaigns.

Fighting

Jackalwere are proficient in three primary weapons: the javelin, bow and mace. Maces used by jackalwere can be crafted from either iron or bronze, depending on availability. In addition to their weapons, they can cause 2-8 damage with their claws in close combat.

In times of war, jackalwere wear leather armour and, in 50% of cases, also carry shields. They elect their leaders through a form of tribal consensus, and they do not make morale checks, showing remarkable steadiness in battle.Sub-chiefs are typically present only when there are four groups of jackalwere, and chieftains appear only when ten groups are gathered. Such gatherings are rare, with the latter situation typically occurring only in towns or cities, where a single chieftain often holds authority. This power is usually maintained with the support of other jackalwere and loyal human subordinates. In times of war, the jackalwere organise their human forces into independent cohorts, often according to tribes, led by jackalwere sub-chiefs.


See Bestiary