Jackalwere

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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.






Christopher the Kind

Jackalwere had restored their original numbers after another thousand years; they ruled over several primitive states throughout the Sahel from the Niger River to Darfur. Trade 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 masters. Because 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

Apart from the forementioned ability to alter self, jackalwere have a remarkable 16 dexterity, allowing them a natural 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.

If they so wish, jackalwere can compel an enemy to fall asleep, if a saving throw against magic fails. This effect works according to the spell of the same name.

Jackalwere have 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.

Fighting

Jackalwere are proficient in three weapons, which they prefer: javelin, bow and 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 leaders and never make morale checks.

Sub-chiefs will be present only if there are four groups appearing, and 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 tribal organisation.


See Bestiary