TEXT: Non-Human Player Codex
  for Swords & Wizardry Complete
  by Noah Green
  
  Non-Human Player Codex
  for Swords & Wizardry Complete
  Writing and Design By
  Noah Green
  Cover Art
  Venita Oberholster
    
  Interior Art
  Brian Brinlee
  Luigi Castellani • Daniel Comerci
  Bradley K. McDevitt • Marc Radle
  Other Art
  Chantelli Antiqua Font by Bernd Montag
  Dalelands Font by Neale Davidson
  Page Borders by The Knotty-Works
  Photo © FotoSearch.com
   
  Published By
  Old Lingolf House
  Non-Human Player Codex for Swords & Wizardry Complete - Copyright 2017, Noah Green (v21)
  Compatible with the Swords & Wizardry Complete rules.  Swords & Wizardry, S&W, and Mythmere Games are trademarks 
  of Matthew J. Finch.  Noah Green and Old Lingolf House are in no way affiliated with Matthew J. Finch, Mythmere Games, 
  or Frog God Games.  
  This product uses the OSRIC™ System (Old School System Reference and Index Compilation™). The OSRIC system text may 
  be found at http://www.knights-n-knaves.com/osric. The OSRIC text is copyright of Stuart Marshall. “OSRIC” and “Old 
  School Reference and Index Compilation,” are trademarks of Matthew Finch and Stuart Marshall and may be used only in 
  accordance with the OSRIC license. This product is not affiliated with Wizards of the Coast.
  
  ii
  Preface
  When playing fantasy role-playing games, I have nearly always run non-human characters, 
  because I have always felt that playing a non-human is one of the main reasons to engage 
  in FRPGs in the first place:  to be something truly other than what you might be in real life.  
  I like to collect rules about non-humans.  For me, each individual non-human rule, 
  characteristic, or special ability is a small treasure – not a means of gaining a competitive 
  edge in the game, or an item to be cited in rules arguments, but rather an additional 
  celebration of the otherness of the non-human and a codification of its difference.
  As such a collector, I find much to like in both Swords & Wizardry White Box and Swords 
  & Wizardry Complete.  In White Box, we have sets of non-human special abilities that 
  make characters vivid and compelling.  In Complete, we have non-human multi-classing 
  and the further delineation of non-human class paths and level limits, distinguishing such 
  characters within that game’s expanded framework of class possibilities.  By combining 
  these two non-human rule sets into one, I aim to present an enhanced opportunity for 
  players and Referees alike to experience the otherworldliness of demi-humans, as well as 
  a handy reference uniting disparate sources for players who are already using both rule 
  sets together.
  There are multiple printings of White Box and they differ in some cases on non-human 
  rules. I chose to use the first printing (2009), for simplicity, out of preference, and because 
  Swords & Wizardry Core (and thus Complete) seems to build from that version.  There are 
  also some conflicting non-human rules in White Box vs. Complete.  With some very helpful 
  advice (see the acknowledgments), and some thinking and research of my own, I made 
  choices in their resolution.  I hope the resulting synthesis is a useful one – certainly, it is not 
  the only possible one.
  I also present some favorite core non-human house rules from other various sources, 
  include my take on two additional races familiar to players of the “Advanced” edition of 
  the Original Game, and make my own contribution to the corpus of non-human PC house 
  rules with tables of optional traits for each race.  Lastly, I describe some suggested further 
  readings for fellow non-human  rule collectors.
  This text is not a recounting of the fascinating lore and description that truly bring 
  non-humans to life.  For those things, please consult the original sources listed in the 
  bibliography, as well as the aforementioned further readings. 
  I hope you find this codex to be both a convenient reference and a point of departure for 
  further exploration.
  – Noah Green
  Old Lingolf House
  
  11
  Contents
  Preface ......................................................................................................................................................i
  Contents ..................................................................................................................................................1
  Introduction ..........................................................................................................................................2
  Non-Human Reference
    Dwarf ......................................................................................................................................................4
    Elf .............................................................................................................................................................5
    Gnome ....................................................................................................................................................6
    Half-Elf ...................................................................................................................................................7
    Halfling ..................................................................................................................................................8
    Half-Orc .................................................................................................................................................9
  Optional Traits
    Applying Traits ................................................................................................................................11
    Dwarf ...................................................................................................................................................12
    Elf ..........................................................................................................................................................13
    Gnome .................................................................................................................................................14
    Half-Elf ................................................................................................................................................15
    Halfling ...............................................................................................................................................16
    Half-Orc ..............................................................................................................................................17
  Sources
    Further Reading .............................................................................................................................19
    Endnotes ............................................................................................................................................21
    Bibliography .....................................................................................................................................22
  Acknowledgments ...........................................................................................................................23
  Legal Appendix .................................................................................................................................24
  
  22
  Introduction
  Overview
  In Swords & Wizardry White Box, Dwarves can only be fighters, but they get a +1 
  to-hit bonus against orcs and goblins.  In Swords & Wizardry Complete, Dwarves 
  have a wider variety of class options, but they lose that +1 bonus.  This book is for 
  players who would like to have both.  It is also for players who love running non-
  humans in general.  It has five purposes:
  • Combine the non-human PC special abilities from Swords & Wizardry White Box 
  with the non-human PC class options from Swords & Wizardry Complete into 
  one convenient rule set
  • Add some house rules from other traditional sources and a few of my own
  • Offer versions of two new races – the Gnome and the Half-Orc
  • Present original house rules in the form of optional non-human trait tables
  • List other sources of non-human PC rules and new non-human types
  All house rules for core races (Dwarf, Elf, Half-Elf, Halfling) in the Non-Human 
  Reference section are marked with a H symbol and an endnote citation of source.  
  Referees are free to ignore these and the new optional trait tables and opt for a 
  “pure” Swords & Wizardry experience, to use some or all of them, and/or to add 
  their own.
  Additional Race Notes
  The Gnome class level limits, combat and saving throw bonuses, and non-human 
  thief bonuses are adapted from OSRIC by Stuart Marshall and Matthew Finch, 
  with some adjustments of the bonuses to a Swords & Wizardry-compatible scale.  I 
  also extrapolate additional traits from other small folk.  I retain spell-casting class 
  choices only; this further differentiates the Gnome from other races, and reflects 
  a view of the Gnome as an inherently magical creature.  Such a view has been 
  expressed in many FRPG rule sets and supplements over the years.  
  The traditional spellcaster class for Gnomes is Illusionist, a class not included in 
  Swords & Wizardry Complete.  For Illusionist rules for this Gnome, Secrets of the 
  Shadowend:  The Basic Illusionist by Nathan E. Irving is a great choice.  Simply 
  substitute “Illusionist” for “Magic-User” in the Codex’s  Gnome description.
  The Half-Orc is the version that appears in several Frog God Games campaign 
  settings (originally in Razor Coast by Nicolas Logue, cited here from The Lost 
  City of Barakus by W.D.B Kenower and Bill Webb, and also found in others).  It is 
  augmented with the +1 melee damage trait featured in the version presented in 
  The Hero’s Journey Fantasy Roleplaying by James M. Spahn, and non-human Thief 
  bonuses adapted from OSRIC. 
  
  33
  Non-Human 
  Reference
  
  44
  Dwarf
  Combat
  • +1 to hit vs. goblinoids, orcs 
  • Cannot wield 2-handed swords, 
  polearms, or longbows H¹
  • -2 to hit by human-sized foes, -4 to 
  hit by giants, ogres, trolls, etc.
  • +4 save vs. magic
  • +1 save vs. poison
  Other Abilities
  • Darkvision 60’
  • Notices sloped halls, moving walls, 
  recent stonework, stone traps 
   · See Swords & Wizardry Complete 
  “Summary of Important Dungeon 
  Facts” for suggested trap/pit 
  detection rules
  • Secret doors
   ◦ Searching:  2/6
  • Listen at doors
   ◦ Non-Thief:  2/6
   ◦ Thief:  “Hear Sounds”skill
  Languages
  • Common, Dwarvish, Gnomish, 
  Goblin, Orcish, Kobold
  Classes
  • Fighter
   ◦ Level limit 6 unless STR 17 (Level 
  7) or STR 18 (Level 8)
   ◦ Can use XP bonuses
   
  • Fighter / Thief
   ◦ Fighter
   · Level limit 6
   ◦ Thief
   · No level limit
   · Non-Human Thief Bonuses table
   · Can’t use Thief skills if armor 
  heavier than leather
   ◦ Cannot use XP bonuses
  • Fighter / Cleric (†)
   ◦ Fighter
   · Level limit 6
   · Cleric weapon limits apply; blunt 
  weapons only (club, flail, hammer, 
  mace, staff, etc.)  No missile 
  weapons, other than oil or slings 
  if the Referee permits
   ◦ Cleric
   · Level Limit 7
   ◦ Cannot use XP bonuses
  (†) - Available at Referee discretion
  Non-Human Thief Bonuses
  Del. Tasks/Traps
  +10%
  Hide in Shadows
  +5%
  Move Silently
  +5%
  Open Locks
  +5%
  
  55
  Elf
  Combat
  • +1 to hit vs. goblinoids, orcs, 
  intelligent undead, lycanthropes 
  • +1 to hit with any pulled bow, short 
  sword, or long sword H²
  • Immune to paralysis by undead such 
  as ghouls, etc.
  • +2 save vs. magic
  Other Abilities
  • Darkvision 60’
  • Secret doors
   ◦ Searching:  4/6
   ◦ Passing by:  1/6
  • Listen at doors
   ◦ Non-Thief:  2/6
   ◦ Thief:  “Hear Sounds”skill
  Languages
  • Common, Elvish, Gnoll, Goblin, 
  Orcish, Hobgoblin
  Classes
  • Fighter / Magic-User
   ◦ Fighter
   · Level limit 4 unless STR 17 (Level 
  5) or STR 18 (Level 6)
   ◦ Magic-User
   · Level limit 8 unless INT 18   
  (Level 9)
   · Spell limit 5th level
   · Can’t cast spells while wearing 
  armor, unless it is magical
   ◦ Cannot use XP bonuses
  • Fighter / Magic-User / Thief
   ◦ Fighter
   · Level limit 4 unless STR 17 (Level 
  5) or STR 18 (Level 6)
   ◦ Magic-User
   · Level limit 8 unless INT 18   
  (Level 9)
   · Spell limit 5th level
   · Can’t cast spells while wearing 
  armor, unless it is magical
   ◦ Thief
   · No level limit
   · Non-Human Thief Bonuses table
   · Can’t use Thief skills if armor 
  heavier than leather
   ◦ Cannot use XP bonuses
  • Thief
   ◦ No level limit
   ◦ Non-Human Thief Bonuses table
   ◦ Can use XP bonuses
  Non-Human Thief Bonuses
  Hide in Shadows
  +15%
  Move Silently
  +10%
  
  66
  Gnome
  Combat
  • +1 to hit vs. kobolds, goblinoids 
  • Cannot wield 2-handed swords, 
  polearms, or longbows
  • -2 to hit by human-sized foes, -4 to 
  hit by giants, ogres, trolls, etc.
  • +4 save vs. magic
  • +1 save vs. poison
  Other Abilities
  • Darkvision 60’
  • Notices sloped halls, moving walls, 
  recent stonework, stone traps 
   · See Swords & Wizardry Complete 
  “Summary of Important Dungeon 
  Facts” for suggested trap/pit 
  detection rules; use Dwarf rules
  • Secret doors
   ◦ Searching:  2/6
  • Listen at doors
   ◦ Non-Thief:  2/6
   ◦ Thief:  “Hear Sounds”skill
  Languages
  • Common, Gnomish, Dwarvish, 
  Goblin, Halfling, Kobold, any 
  burrowing animal
  Classes
  • Magic-User
   ◦ Level limit 5 unless INT 17 (Level 
  6) or INT 18 (Level 7)
   ◦ Can use XP bonuses
  • Fighter / Magic-User
   ◦ Fighter
   · Level limit 5 unless STR 18   
  (Level 6)
   ◦ Magic-User
   · Level limit 5 unless INT 17 (Level 
  6) or INT 18 (Level 7)
   · Can’t cast spells while wearing 
  armor, unless it is magical
   ◦ Cannot use XP bonuses
  • Thief / Magic-User
   ◦ Thief
   · No level limit
   · Non-Human Thief Bonuses table
   · Can’t use Thief skills if armor 
  heavier than leather
   ◦ Magic-User
   · Level limit 5 unless INT 17 (Level 
  6) or INT 18 (Level 7)
   · Can’t cast spells while wearing 
  armor, unless it is magical
   ◦ Cannot use XP bonuses
  Non-Human Thief Bonuses
  Del. Tasks/Traps
  +5%
  Hide in Shadows
  +5%
  Move Silently
  +5%
  
  77
  Half-Elf
  Combat
  • +1 save vs. magic H³
  Other Abilities
  • Darkvision 60’
  • Secret doors
   ◦ Searching:  4/6
   ◦ Passing by:  1/6
  • Listen at doors
   ◦ Non-Thief:  2/6
   ◦ Thief:  “Hear Sounds”skill
  Languages
  • Common, Elvish, Gnoll, Goblin, 
  Orcish, Hobgoblin H⁴
  Classes
  • Fighter / Magic-User
   ◦ Fighter
   · Level limit 6 unless STR 17 (Level 
  7) or STR 18 (Level 8)
   ◦ Magic-User
   · Level limit 6 unless INT 17 (Level 
  7) or INT 18 (Level 8)
   · Spell limit 5th level
   · Can’t cast spells while wearing 
  armor, unless it is magical
   ◦ Cannot use XP bonuses
  • Fighter / Magic-User / Cleric
   ◦ Fighter
   · Level limit 6 unless STR 17 (Level 
  7) or STR 18 (Level 8)
   · Cleric weapon limits apply; blunt 
  weapons only (club, flail, hammer, 
  mace, staff, etc.)  No missile 
  weapons, other than oil or slings 
  if the Referee permits
   ◦ Magic-User
   · Level limit 6 unless INT 17 (Level 
  7) or INT 18 (Level 8)
   · Spell limit 5th level
   · Can’t cast spells while wearing 
  armor, unless it is magical
   ◦ Cleric
   · Level Limit 4
   ◦ Cannot use XP bonuses
  • Thief
   ◦ No level limit
   ◦ Non-Human Thief Bonuses       
  table H⁵
   ◦ Can use XP bonuses
  Non-Human Thief Bonuses
  Del. Tasks/Traps
  +10%
  Hide in Shadows
  +5%
  
  88
  Halfling
  Combat
  • +1 to hit with missile weapons 
  • Cannot wield 2-handed swords, 
  polearms, or longbows H⁶
  • -2 to hit by human-sized foes, -4 to 
  hit by giants, ogres, trolls, etc.
  • +4 save vs. magic
  • +1 save vs. poison
  Other Abilities
  • Darkvision 60’
  • Secret doors
   ◦ Searching:  2/6
  • Listen at doors
   ◦ Non-Thief:  2/6
   ◦ Thief:  “Hear Sounds”skill
  Languages
  • Common, Halfling, and other 
  creatures that fit the style of the 
  Referee’s campaign
  Classes
  • Fighter
   ◦ Level limit 4
   ◦ “Near Invisibility” - Referee 
  chooses one of either:
   · When not engaged in combat, 
  hard to see and moves with 
  almost total silence (Referee 
  determines interpretation)
       -OR-
   · Has Thief skills:  “Hide in 
  Shadows” (20%) and “Move 
  Silently” (20%) H⁷
   ◦ Can use XP bonuses
  • Thief
   ◦ No level limit
   ◦ Non-Human Thief Bonuses table
   ◦ Can use XP bonuses
  Non-Human Thief Bonuses
  Del. Tasks/Traps
  +5%
  Hide in Shadows
  +10%
  Move Silently
  +10%
  Open Locks
  +10%
  
  99
  Half-Orc
  Combat
  • +1 to hit when fighting in darkness 
  or striking from hiding
  • -1 to hit when fighting in bright light
  • +1 damage with melee weapons⁸
  Other Abilities
  • Darkvision 60’
  • Secret doors
   ◦ Searching:  2/6
  • Listen at doors
   ◦ Non-Thief:  2/6
   ◦ Thief:  “Hear Sounds”skill
  Languages
  • Common, Orcish
  Classes
  • Assassin
   ◦ No level limit
   ◦ Non-Human Thief Bonuses table⁹
   ◦ Can use XP bonuses
  • Fighter
   ◦ Level limit 7 unless STR 17 (Level 
  8) or STR 18 (Level 9)
   ◦ Can use XP bonuses
  • Thief
   ◦ No level limit
   ◦ Non-Human Thief Bonuses table¹⁰
   ◦ Can use XP bonuses
  Non-Human Thief Bonuses
  Climb Walls
  +5%
  Del. Tasks/Traps
  +5%
  Open Locks
  +5%
  
  10
  10
  Optional 
  Traits
  
  11
  11
  Applying Traits
  These optional traits are designed to add nuance and distinctiveness to non-
  human PCs and can be used with the Referee’s permission.  
  A player should receive a single trait; this should happen after choosing race but 
  before choosing class. The player should roll 1d10 and consult their character 
  race’s chart.  A trait marked with a (†) can be re-rolled if the player doesn’t want 
  or the Referee does not allow the class choice(s) it states or implies.  A Referee 
  may also opt to allow players to pick their trait, rather than roll for a random one.  
  The three lines of each trait table entry comprise its name, positive aspect, and 
  negative aspect. The negative aspect is meant to provide balance; the Referee 
  should use or modify it, depending on the type of campaign they wish to run.  In 
  a particularly deadly campaign where players are already facing great challenges, 
  the Referee may wish to discard the negative aspect altogether.  On the other hand, 
  they are advised to keep it if they are allowing players to select their trait.  Overall, 
  the Referee should feel free to hack and use these charts in any way they see fit.  A 
  handful of traits take their inspiration from other rule sets and are marked with 
  an endnote citation of source. 
  Any adjustments to rolls should be in addition to pre-existing race and/or class 
  adjustments (e.g. the Dwarf +1 save vs. coercive spells is added to the Dwarf’s 
  existing +4 save vs. magic).  Any adjustments to core attributes should result in 
  the standard minimum of 3 and maximum of 18.
  
  12
  12
  Roll
  Trait
  1
  Stubborn Old Git
  • +1 save vs. coercive spells (Charm Person, Geas, etc.) and hypnosis
  • -2 CHA
  2
  Cousins with the Guy with the White Beard
  • +1 to hit, +1 damage with war hammer; can throw range 10’
  • -2 INT
  3
  Rune Talent I
  • Once per day, can draw a rune on door with Hold Portal effect 
  • Save vs. magic bonus reduced to +2 for remainder of day of drawing
  4
  Helped Build That Door on the Mountain
  • Secret doors - Searching:  3/6
  • Save vs. magic bonus reduced to +3
  5
  Rune Talent II
  • Once per day, can draw a rune that will alert the Dwarf if any 
  creature passes it.  Rune lasts one day; disappears after alert.
  • Save vs. magic bonus reduced to +2 for remainder of day of drawing
  6
  To Seek the Pale But Not Enchanted You-Know-What
  • Can perform equivalent of Locate Object once per day; can only be 
  used to locate treasure items (NOT including magic items)
  • Loses entire +4 save vs. magic bonus for remainder of day of casting
  7
  What?  And Never Touch Silver Again?
  • Immune to lycanthropy
  • Loses entire +4 save vs. magic bonus AND +1 save vs. poison bonus 
  for remainder of day if lycanthrope brings character below 50% HP
  8
  Gimlet-Eye of the Turquoise Hills
  • Can appraise gold, jewels, weapons, armor, metalwork; spot 
  forgeries; sense magic on items, though not their exact properties¹¹
  • -1 to hit by human-sized foes, -3 to hit by giants, ogres, trolls, etc.
  9
  Champion Under the Mountain
  • If pure Fighter:  Fighter level limit 7 unless STR 17 (Level 8) or STR 
  18 (Level 9); If Fighter/Thief or Fighter/Cleric:  Fighter level limit 7
  • Save vs. magic bonus reduced to +3
  10
  All Gold and No Axe (†)
  • Rare opportunity to play as single class Thief, with all XP bonuses
  • -2 STR
  Dwarf
  
  13
  13
  Roll
  Trait
  1
  High Elf (†)
  • Can cast Detect Evil once per day.  Does not use up a spell slot¹²
  • Can only play as a Fighter/Magic-User (no Thief-related classes) 
  2
  Lycanthrope Hunter
  • +2 to hit vs. lycanthropes; can use non-silver/non-magic weapons 
  at half-damage against lycanthropes; automatically detects the 
  affliction and its type in lycanthropes in their humanoid form 
  • Remove +1 to hit vs. goblinoids, orcs, intelligent undead bonus
  3
  I Remain as the Light Made Me
  • Immune to all attribute-draining attacks (e.g. by shadow, etc.)
  • Loses entire +2 save vs. magic bonus for remainder of day if such an 
  attack hits
  4
  Sylvan Elf 
  • Can cast one 1st level Druid spell once per day.  Spell is chosen at 
  character creation and cannot change.  Does not use a spell slot
  • Save vs. magic bonus reduced to +1 for remainder of day of casting
  5
  Walks the Arcane Path (†) 
  • Magic-User level limit 9 unless INT 18 (Level 10)
  • Fighter level limit 3 unless STR 17 (Level 4); -1 STR
  6
  Fey Elf
  • Can cast Detect Magic once per day.  Does not use up a spell slot¹³
  • Save vs. magic bonus reduced to +1 for remainder of day of casting
  7
  Walks the Path of the Slayer
  • +2 to hit vs. all undead (not just intelligent undead)
  • Remove +1 to hit vs. goblinoids, orcs, lycanthropes bonus
  8
  Gifted Conjuror (†)
  • Spell effects are increased by one caster level (e.g. Fireball does 
  extra 1d6 damage, a door with Wizard Lock can only be opened by a 
  Magic-User at least four levels higher than caster, etc.)  
  • -2 CON; save vs. magic bonus reduced to +1
  9
  Part-Drow
  • Darkvision range increased to 120’
  • Not immune to paralysis by undead
  10
  Walks the Martial Path (†) 
  • Fighter level limit 5 unless STR 17 (Level 6) or STR 18 (Level 7)
  • Magic-User level limit 7; -1 INT
  Elf
  
  14
  14
  Roll
  Trait
  1
  Forest Gnome I
  • Can cast one 1st level Druid spell once per day.  Spell is chosen at 
  character creation and cannot change.  Does not use a spell slot
  • Save vs. magic bonus reduced to +2 for remainder of day of casting
  2
  Bookish Gnome
  • Magic-user level limit 6 unless INT 17 (Level 7) or INT 18 (Level 8)
  • Remove +1 save vs. poison
  3
  Rock Gnome I (†)
  • Fighter level limit 6 unless STR 18 (Level 7)
  • Save vs. magic bonus reduced to +3
  4
  Tim Bumbershoot
  • Immune to all level and XP-draining attacks (e.g. by wight, etc.)
  • Loses entire +4 save vs. magic bonus for remainder of day if such an 
  attack hits
  5
  Deep Gnome I
  • Darkvision range increased to 120’
  • -2 CHA
  6
  Forest Gnome II
  • Party containing character has reduced chances of getting lost 
  during wilderness adventures:  Forest: 10%, Woodlands: 0%
  • Save vs. magic bonus reduced to +3
  7
  Goggle-Wearing Gnome (†)
  • “Del. Tasks/Traps” Thief bonus 15%, “Open Locks” Thief bonus 5%; 
  inventive, resourceful, and handy, with ability to jerry-rig devices 
  (Referee’s interpretation)
  • Remove “Hide in Shadows” and “Move Silently” Thief bonuses
  8
  Rock Gnome II
  • Once per day, can find properties of magic item if roll 3d6 under INT
  • -1 to hit for remainder of day of using ability (tired and distracted)
  9
  Gardening Gnome
  • Once per day, can create a poultice that heals 1d4+1 HP damage.  
  Must have access to common outdoor plants (i.e. not in dungeon) 
  • Save vs. magic bonus reduced to +2 for remainder of day of creating
  10
  Deep Gnome II (†)
  • “Hide in Shadows” and “Move Silently” Thief bonuses 10%
  • Remove “Del. Tasks/Traps” Thief bonus
  Gnome
  
  15
  15
  Roll
  Trait
  1
  Grew up with Baramorn 
  • Has Ranger Tracking ability, base chance of 60%
  • Remove +1 save vs. magic
  2
  Charmed, I’m Sure 
  • Gifted with the friendliness that many Half-Elves possess:  +2 CHA
  • -1 save vs. coercive spells (Charm Person, Geas, etc.) and hypnosis
  3
  Dad Was an Elf, Mom Was a Druid
  • +2 save vs. fire and lightning-based attacks (spells, breath, etc.)
  • -1 STR
  4
  Former Diplomat I
  • When visiting a civilized region, will always know all appropriate 
  customs and histories, as well as names of all major factions and 
  personages 
  • Secret doors - Searching:  3/6; Passing By:  1/6
  5
  Grew up with Garamorn
  • Party containing character is surprised with only 1-in-6 chance
  • Remove +1 save vs. magic
  6
  Former Diplomat II
  • Can decode any cipher/encrypted message if roll 3d6 under INT; 
  can encrypt messages with only 10% decipherability by others 
  • Secret doors - Searching:  3/6; Passing By:  None
  7
  Grew up with Dreidelgal (†)
  • Magic-User level limit 7 unless INT 17 (Level 8) or INT 18 (Level 9)
  • -1 CON
  8
  Hybrid and Healthy
  • Immune to all disease-based attacks (e.g. green slime, gas spore, 
  Cause Disease, etc.), NOT diseases spread by conventional means
  • Loses entire +1 save vs. magic bonus for remainder of day if such an 
  attack hits
  9
  Grew up with Kreolad (†)
  • +1 to hit with any pulled bow, short sword, or long sword
  • -1 CON
  10
  A Girl Wants to Learn (†)
  • Has rare opportunity to play as an Assassin
  • Level limit 7, unless STR, DEX, and INT are all 15-16 (Level 8) or 17-
  18 (Level 11).  Alignment must be Neutral
  Half-Elf
  
  16
  16
  Roll
  Trait
  1
  Wooden Legs and Hairy Feet
  • Can out-drink or out-eat anyone, in any setting
  • -1 to hit by human-sized foes, -3 to hit by giants, ogres, trolls, etc.
  2
  Droppin’ Eaves
  • Always hears most useful rumor in rumor tables, carousing, etc.
  • -1 CHA; save vs. magic bonus reduced to +3
  3
  Stewer Ancestry
  • +1 STR, +1 CON, skilled at fishing (Referee’s interpretation)
  • -1 WIS; save vs. magic bonus reduced to +3
  4
  Idleskin Ancestry
  • +1 DEX, +1 WIS, skilled at hunting (Referee’s interpretation)
  • -2 STR
  5
  Schooled by Rudigon The Chef
  • Can produce gourmet meals to positively influence NPCs and 
  increase max. hirelings for self and other party members 
  (ingredients, time and effects are Referee’s discretion) 
  • Save vs. magic bonus reduced  to +3
  6
  Thingbearer
  • Able to drop cursed items (not scrolls) without assistance
  • Save vs. magic bonus reduced  to +2
  7
  Goblin Golf Pro
  • +1 to hit, +2 damage with club
  • -1 to hit by giants, ogres, trolls, etc., no reduction to hit by human-
  sized foes
  8
  Naomi’s Rule
  • Immune to blindness, magical or otherwise
  • Loses entire +4 save vs. magic bonus for remainder of day if such an 
  attack hits
  9
  Deputized by the Shirriff
  • +2 to hit with missile weapons
  • Save vs. magic bonus reduced  to +3; only -2 to hit by giants, ogres, 
  trolls, etc., no reduction to hit by human-sized foes
  10
  Paid Attention During the Fireworks Shows
  • Can perform one simple cantrip/day that will favorably influence 
  NPCs (Referee chooses cantrip rules/list and effects on NPCs)
  • Save vs. magic bonus reduced to +2 for remainder of day of casting
  Halfling
  
  17
  17
  Roll
  Trait
  1
  ‘Course ‘E’s Wunna Us! 
  • Can pass as Orc and move freely among Orcs and other monsters
  • -3 CHA; may be mistaken for an Orc by NPCs (Referee’s discretion)
  2
  Ex-Gladiator
  • Choose one specific weapon (i.e. “long sword,” not “swords”) at 
  character creation time for +1 to hit¹⁴
  • -1 WIS, -1 INT
  3
  YAAAGH!!
  • Can fight as “berserker” once/day: +2 to hit for duration of combat
  • DEX temporarily reduced -3 during berserker combat, with 
  resulting effects on missile weapon bonus/penalty and armor class
  4
  Hai and Mighty
  • Remove -1 to hit when fighting in bright light penalty
  • -1 save vs. magic penalty
  5
  Orcish Fangs
  • Has a 1d4 bite attack that can be used instead of a weapon in melee, 
  and as an additional second attack in unarmed combat
  • -2 CHA, -1 INT
  6
  Takes More ‘N Dat!
  • +2 save vs. poison
  • -1 WIS
  7
  Only Room for Two
  • Immune to lycanthropy
  • Loses +1 to hit, +1 melee damage, and any class combat bonuses for 
  remainder of day if lycanthrope brings character below 50% HP
  8
  Pointy-Hat Guy No Fool Grunk!
  • Gains +2 save vs. magic
  • -1 WIS, -1 INT
  9
  Grashnikh the Grappler
  • Gains an extra 1d6 in unarmed combat resolution
  • -1 CHA, -2 INT
  10
  He Came to Us to Tame His Anger (†)
  • Has rare opportunity to play as a Monk
  • Level limit 7 unless WIS 17 (Level 8) or WIS 18 (Level 10).  
  Alignment must be Law
  Half-Orc
  
  18
  18
  Sources
  
  19
  19
  These are some additional sources of non-
  human PC rules designed specifically for 
  Swords & Wizardry.  The Codex does not 
  use any rules from them unless otherwise 
  noted.  Entries marked with a (†) take the 
  White Box “race as class” approach; those 
  without offer different class options for 
  each race.  
  The Green Witch for Swords & Wizardry 
  by Timothy S. Brannan - presents a Gnome 
  “in which magic flows freely,” with class 
  options specific to Gnome types and 
  integration with the book’s magic system 
  of witchcraft.  
  The Warlock for Swords & Wizardry by 
  Timothy S. Brannan - includes rules for 
  Goblinoids and Tieflings, and allows Half-
  Orcs to be spellcasters via the Warlock 
  class.  
  Larius Firetongue’s School of Sorcery 
  by Ray Chapel - besides being a “sandbox 
  mini-setting” and a collection of new 
  rules and classes, this book also includes 
  suggested alternate approaches to non-
  human class options and 10 new PC races 
  (Beastfolk, Drow, Kobolds, Nagas, Vampires, and others). 
  Demihuman Delvers, Volume 1 (†) by Kirt Dankmeyer and Abigail Hanley - 
  offers 21 new PC races, some of them derived from old Dragon magazine articles.  
  Examples include subcategories of Dwarves and Haflings, hybrids such as Half-
  Ogres and Half-Giants, and more otherworldly creations such as the catlike 
  Sekhem and the ratlike Slytherkin. 
  Secrets #2: Strange Races by Nathan E. Irving - the second issue of Irving’s 
  S&W zine, this book presents rules and richly detailed lore for 25 new PC races. 
  Perhaps the most unearthly collection featured here, it includes the bird-like 
  Avia, the prehuman/transhuman Khon, various Fey folk, and many others.
  Darkfast Classic Fantasy Class Compendium (†) by David Okum - includes 
  PC rules for Demonspawn, Ducks, Goblins, Harpies, Kobolds, Muddleflogs, and 
  Further Reading
  
  20
  20
  others, derived from the author’s Darkfast campaign setting.  Approaches “race-
  as-class” in a novel way:  races actually do have more than one class available, but 
  each race’s version of a class is distinct.  For example, all classes have race-specific 
  level advancement tables, some have interesting quirks (e.g. Goblin Magic-Users 
  must roll a successful save whenever casting a spell), etc. 
  Swords & Wizardry Player’s Companion by James M. Spahn - along with many 
  class-related variant rules, this book presents Dark Elf PCs, and Gnome and Half-
  Orc PCs with more varied class options than the Codex versions.  It also provides 
  a table of racial modifiers to core attributes (STR, DEX, etc.) similar to the kind 
  found in the “Advanced” version of the Original Game.  
  The Hero’s Journey Fantasy Roleplaying by James M. Spahn - a complete FRPG 
  based on White Box with a very a thorough treatment of non-humans, including 
  eloquent lore, special abilities, class level limits, and race-specific probability 
  distributions of core attributes and pre-adventuring professions/skills.  The 
  Codex borrows a few rules from this game.
  White Box Demihumans (†) by James M. Spahn - presents eight new PC races, 
  including Elf, Dwarf, and Halfling subcategories, Fey folk such as Sidhe and Sprites, 
  monsters such as Goblins and the Lovecraftian Dagonites, and others.  
  
  21
  21
  1. Doug Maxwell, “Swords & Wizardry Whitebox House Rules,” Smoldering 
  Wizard, June 02, 2015, , accessed June 11, 2017, https://smolderingwizard.
  com/2013/10/16/swords-wizardry-whitebox-house-rules.
  2. Stuart Marshall and Matthew Finch, OSRIC: Old School Reference and Index 
  Compilation, 2nd ed. (Usherwood Publishing, 2013), 4.
  3. OSRIC, op. cit., 6.  Adapted from the “30% resistance to sleep and charm spells” 
  rule.
  4. My own rule – just a copy of the Elf’s languages.
  5. OSRIC, op. cit., 27.  The Half-Elf in Swords & Wizardry Complete does not have 
  non-human Thief bonuses.  As a house rule, I offer bonuses from OSRIC, slightly 
  tweaked to make “Pick Pockets” into “Delicate Tasks / Traps.”
  6. Maxwell, op. cit.
  7. My own rule; an implementation of the “Near Invisibility” trait mentioned in 
  White Box.  Just the Level 1 numbers from Swords & Wizardry Complete Table 17:  
  Thieving Skills plus the Halfling non-human Thief bonuses.  Essentially, a Halfling 
  Fighter will always have the “Hide in Shadows” and “Move Silently” skills of a 1st 
  level Halfling Thief.
  8. James M. Spahn, The Hero’s Journey Fantasy Roleplaying (Barrel Rider Games, 
  2016), 21.  The “Brutality” rule.
  9.  OSRIC, op. cit., 27.  Adaptation of Half-Orc Thief bonuses. 
  10. Ibid, 27.
  11. Spahn, op. cit., 17.  The “Craftsman’s Eye” rule.
  12. Ibid, 18.  Modified version of the “Elvish Senses” rule.
  13. Ibid, 18.  Modified version of the “Elvish Senses” rule.
  14. Ibid,, 21.  Modified version of the “Trained For War” rule.
  Endnotes
  
  22
  22
  Brannan, Timothy S. The Green Witch for Swords & Wizardry. The Other Side, 2017.
  Brannan, Timothy S. The Warlock for Swords & Wizardry. The Other Side, 2017.
  Chapel, Ray.  Larius Firetongue’s School of Sorcery.  Quasar Knight Enterprises, 
  2014.
  Dankmeyer, Kit, and Abigail Hanley.  Demihuman Delvers.  Ivanhoe Unbound, 2015.
  Finch, Matthew J. Swords & Wizardry Complete Rules. 3rd ed. Frog God Games, 
  2016.
  Finch, Matthew, and Marv Breig. Swords & Wizardry White Box. 1st ed. Mythmere 
  Games, 2009.
  Irving, Nathan E. Secrets of the Shadowend:  The Basic Illusionist. Darkwater Press, 
  2013.
  Irving, Nathan E. Secrets #2:  Strange Races. Darkwater Press, 2014.
  Kenower, W. D. B. and Bill Webb, The Lost City of Barakus.  Frog God Games and 
  Necromancer Games, 2014
  Logue, Nicolas, et al.  Razor Coast.  Frog God Games, 2013.
  Marshall, Stuart, and Matthew Finch. OSRIC: Old School Reference and Index 
  Compilation. 2nd ed. Usherwood Publishing, 2013.
  Maxwell, Doug. “Swords & Wizardry Whitebox House Rules.” Smoldering 
  Wizard. June 02, 2015. Accessed August 6, 2017. https://smolderingwizard.
  com/2013/10/16/swords-wizardry-whitebox-house-rules.
  Okum, David.  Darkfast Classic Fantasy Class Compendium.  Okum Arts Games, 
  2017.
  Spahn, James M.  Swords & Wizardry Player’s Companion. Barrel Rider Games, 
  2014.
  Spahn, James M. The Hero’s Journey Fantasy Roleplaying. Barrel Rider Games, 
  2016.
  Spahn, James M. White Box Demihumans. Barrel Rider Games, 2015.
  Bibliography
  
  23
  23
  • Doug Maxwell, for the sage and patient advice he provided in resolving conflicting rules 
  and interpretations.  Be sure to visit his blog (http://www.smolderingwizard.com) and 
  excellent S&W discussion forums (http://snw.smolderingwizard.com). 
  • Chris Tang from OneBookShelf.com, for patiently walking me through production.
  • Patrick Pilgrim for the feedback and encouragement to move forward.
  • James M. Spahn for letting me use some of his cool rules from The Hero’s Journey.
  • Matt Finch for creating Swords & Wizardry and for teaching me how to use the OGL.
  • Stuart Marshall for being Editor-in-Chief of OSRIC and for guiding me in its legal usage.
  • Zach Glazar for verifying that I could use the Frog God Games Half-Orc.
  • Rachel Green for crucial final layout advice.
  • Mike Badolato, for inspiring this project.  In April of 2017, I asked in the Swords & 
  Wizardry Facebook group why so many White Box non-human abilities were not in 
  Complete.  Mike replied:  “Personally, I think it’s odd they aren’t in Complete, and I 
  include the abilities when I play S&W.”  So I wrote this book.
  • People too numerous to mention who provided enthusiastic and helpful responses to 
  my posts in the Swords & Wizardry Facebook group asking about publishing, layout, the 
  OGL, and rolling attribute checks in S&W.  You all know who you are - thanks!
  And thanks most of all to my beloved Fran for putting up with my late nights of writing, and 
  to Naomi and Joanna for being the two very best daughters a dad could hope for.
  Acknowledgments
  
  24
  24
  Legal Appendix
  NOTICE OF OPEN GAME CONTENT:  Open Game Content may only be Used under and in terms of the Open Game License (OGL).
  DESIGNATION OF OPEN GAME CONTENT:  All text other than the title of this work and “Old Lingolf House” is designated Open Game 
  Content.  Art is not considered open and copyright is retained by the artists.  Artist credits are listed at the end of this appendix.
  DESIGNATION OF PRODUCT IDENTITY:  Product Identity includes, but is not limited to, the following: “Old Lingolf House” and the 
  title of this work.  When used in any context, these are Product Identity, Copyright 2017, Noah Green.  Art is not considered open and 
  copyright is retained by the artists.  Artist credits are listed at the end of this appendix.
  OPEN GAME LICENSE:  Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved. 
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  content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations 
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  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
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  to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open 
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  date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. 
  The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
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  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
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  have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 
  30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry, Copyright 2008, Matthew J. Finch
  Swords & Wizardry: Whitebox by Matt Finch and Marv Breig, Copyright 2008-2011, Matthew J. Finch
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Swords & Wizardry Complete Rules. 3rd ed. Copyright 2016, Frog God Games; Author Matthew J. Finch
  OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J.Finch, based on the System Reference Document, 
  
  25
  25
  inspired by the works of E.Gary Gygax, Dave Arneson, and many others.
  The following material was adapted back to the 1e system from the Tome of Horrors copyright 2002 by Necromancer Games, Inc: Aerial 
  Servant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on 
  original material by E. Gary Gygax, Al-Mi’Raj from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene 
  and Clark Peterson based on original material by Roger Musson, Amphisbaena from the Tome of Horrors copyright 2002 by Necromancer 
  Games, Inc author Scott Greene based on original material by E. Gary Gygax, Axe Beak from the Tome of Horrors copyright 2002 by 
  Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Aurumvorax from the Tome of Horrors 
  copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Babbler from the Tome of 
  Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Jeremy 
  Goodwin and Ian McDowell, Bat, Mobat from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and 
  Clark Peterson based on original material by E. Gary Gygax, Beetle,  Boring from the Tome of Horrors copyright 2002 by Necromancer 
  Games, Inc author Scott Greene based on original material by E. Gary Gygax, Beetle,  Watch from the Tome of Horrors copyright 2002 by 
  Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Beetle  Rhinoceros from 
  the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, 
  Blindheim from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by 
  Roger Musson, Brownie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original 
  material by E. Gary Gygax, Carbuncle from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based 
  on original material by Albie Fiore, Caryatid Column from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott 
  Greene based on original material by Jean Wells, Caterwaul from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author 
  Scott Greene based on original material by Albie Fiore, Coffer Corpse from the Tome of Horrors copyright 2002 by Necromancer Games, 
  Inc author Scott Greene based on original material by Simon Eaton, Crabman from the Tome of Horrors copyright 2002 by Necromancer 
  Games, Inc authors Scott Greene and Erica Balsey based on original material by Ian Livingstone, Crypt Thing from the Tome of Horrors 
  copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Dakon from the Tome of 
  Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Ian McDowell, Dark Creeper from 
  the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Rik Shepard, Dark 
  Stalker from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon 
  Muth, , Alu- from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. 
  Gary Gygax, , Cambion from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original 
  material by E. Gary Gygax, Disenchanter from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene 
  based on original material by Roger Musson, Dracolisk from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author 
  Scott Greene based on original material by E. Gary Gygax, Executioner’s Hood from the Tome of Horrors copyright 2002 by Necromancer 
  Games, Inc author Scott Greene based on original material by E. Gary Gygax, Eye of the Deep from the Tome of Horrors copyright 2002 
  by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Flind from the Tome of Horrors copyright 
  2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Fly,  from the Tome of Horrors 
  copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Gargoyle from the Tome of 
  Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary 
  Gygax, Gorgimera from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material 
  by E. Gary Gygax, Groaning Spirit from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark 
  Peterson based on original material by E. Gary Gygax, Jackalwere from the Tome of Horrors copyright 2002 by Necromancer Games, Inc 
  author Scott Greene based on original material by E. Gary Gygax, Leech,  from the Tome of Horrors copyright 2002 by Necromancer 
  Games, Inc author Scott Greene based on original material by E. Gary Gygax, Leprechaun from the Tome of Horrors copyright 2002 by 
  Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Lurker Above from the Tome of Horrors 
  copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Mongrelman from the 
  Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, 
  Necrophidius from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by 
  Simon Tilbrook, Nereid from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original 
  material by E. Gary Gygax, Nilbog from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on 
  original material by Roger Musson, Phantom from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene 
  based on original material by Harold Johnson and Tom Moldvay, Piercer from the Tome of Horrors copyright 2002 by Necromancer 
  Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Poltergeist from the Tome of Horrors 
  copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Lew Pulsipher, Quickling from the Tome 
  of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Rot Grub from 
  the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by 
  E. Gary Gygax, Shedu from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original 
  material by E. Gary Gygax, Skeleton Warrior from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene 
  based on original material by Nigel Morgan, Slithering Tracker from the Tome of Horrors copyright 2002 by Necromancer Games, Inc 
  author Scott Greene based on original material by E. Gary Gygax, Slug,  from the Tome of Horrors copyright 2002 by Necromancer Games, 
  Inc author Scott Greene based on original material by E. Gary Gygax, Sprite from the Tome of Horrors copyright 2002 by Necromancer 
  Games, Inc author Scott Greene based on original material by E. Gary Gygax, Squealer from the Tome of Horrors copyright 2002 by 
  Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Stunjelly from the Tome of Horrors copyright 
  2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Tick,  from the Tome of Horrors 
  copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Trapper from the Tome of 
  Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material be E. Gary Gygax, Troll, Ice from the 
  Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Russell Cole, Troll,  Two 
  Headed from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Oliver 
  Charles McDonald, Vilstrak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original 
  material by E. Gary Gygax, Volt from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on 
  original material by Jonathon Jones, Vulchling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene 
  based on original material by E. Gary Gygax, Yellow Musk Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc 
  
  26
  26
  author Scott Greene based on original material by Albie Fiore, Yellow Musk Zombie from the Tome of Horrors copyright 2002 by 
  Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Yeti from the Tome of Horrors copyright 2002 by 
  Necromancer Games, Inc author Scott Green based on original material by E. Gary Gygax, Zombie, Juju from the Tome of Horrors 
  copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax.
  OSRIC Chapter I copyright 2006-08 by Stuart Marshall. OSRIC Chapter II copyright 2006-08 by Stuart Marshall. OSRIC Chapter III 
  copyright 2006-08 by Stuart Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter IV copyright 2006-08 by Stuart 
  Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James 
  Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent 
  Frugé and Matthew James Stanham. OSRIC Chapter VI copyright 2007-08 by Stuart Marshall, Daniel Proctor and Vincent Frugé. OSRIC 
  appendices copyright 2006-08 by Stuart Marshall and James D. Kramer.
  Usherwood Adventures, Usherwood Publishing and the Usherwood Publishing logo are copyright James D. Kramer design services.
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Green.
  The Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey Christofferson, Jim Collura, Lance 
  Hawvermale, Patrick Lawinger, Phillip Larwood, Greg A. Vaughan, and Bill Webb, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Lost City of Barakus.  Copyright 2014, Frog God Games and Necromancer Games; Authors W.D.B. Kenower and Bill Webb
  The Hero’s Journey Fantasy Roleplaying. Copyright 2016, Barrel Rider Games; Author James M. Spahn
  Non-Human Player Codex for Swords & Wizardry Complete.  Copyright 2017, Old Lingolf House; Author Noah Green
  END OF LICENSE
  ARTIST CREDITS
  Cover Artwork © Venita Oberholster.  All Rights Reserved.
  Artwork (pp. 4, 5, 6, 7, 8, 9) © Brian Brinlee.  All Rights Reserved.
  Artwork (pp. 1, 3, 11, 19) © Daniel Comerci (hounworks.it),  All Rights Reserved.
  Artwork (p. 12, 21, 24) © Luigi Castellani.  All Rights Reserved. 
  Artwork (p. 20) © Bradley K. McDevitt.  All Rights Reserved.
  Artwork (p. 27) © Marc Radle.  All Rights Reserved.
  Page Borders © The Knotty-Works
  Chantelli Antiqua Font © Bernd Montag
  Dalelands Font © Neale Davidson
  Photo (Back Cover) © FotoSearch.com
  
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