TEXT: The Noerglein
  www.frugalgm.com
  A new PC/NPC race 
  compatible with the Swords 
  & Wizardry rules.
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. The 
  Frugal GM is not afﬁ liated with Matthew J. Finch, Mythmere Games™, or Frog God Games
  
  The Noerglein, Page 2
   Noerglein
  Th e Noerglein is also known as the half-hobgoblin or half-ogre, and is the unfor-
  tunate result of crossbreeding between humans and some of the larger goblinoid 
  monsters. Early Noerglein were sterile, as most abominations are, but a few have 
  proven fertile and over time a distinct humanoid sub-race has been formed. Th e 
  Noerglein commonly encountered now have little resemblance to the bastard cast-
  off s resulting from early “interactions” between the races.
  Appearance
  Noerglein appear roughly human, but are quite large (averaging about 7 foot tall) 
  and are covered with a large amount of dark body hair. Males have much thicker & 
  coarser hair than the females, and both genders tend to favor their Human ancestry 
  when it comes to facial hair. Unless great care is taken to groom and preen on a daily 
  basis, Noerglein hair tends to pick up bits of leaves & twigs, giving a bit of natural 
  camoufl age. With appropriate clothing and shaving, most Noerglein can pass for 
  Human, albeit extremely large ones.
  Noerglein skin coloration tend to favor the local Human population, but Noerglein 
  always have dark grey or black eyes. Nearly 30% of Noerglein have Heterochromia, 
  with one eye black and the other a lighter grey.
  Society & Interaction with the Outside World
  Noerglein are a clannish race that shun other humanoids, but are otherwise quite 
  sociable. Th eir secluded clan homes are often fi lled with the animals they tend as 
  livestock and pets. Noerglein are quite protective of their lands and do not tolerate 
  unwelcome visits from outsiders. Th ey produce no trade goods, but do keep and 
  maintain “gifts” received from the outside world. Some of these items include arms 
  and armor taken from the bodies of trespassers to tribute given from Elves who need 
  to cross Noerglein land.
  Th e common misconceptions is that Noerglein are unruly & savage beasts. While 
  it is true that they will relentlessly attack intruders to defend or keep secret their 
  homes, Noerglein actually have a highly-evolved sense of honor and a rigid hier-
  archy of social etiquette. Th ese rules allow for the limited interaction between the 
  Noerglein and the outside world. Th ose who pay tribute may use clan trails and 
  nobody who is in need of help is refused. Often those being helped may not know 
  the complete nature of the assistance given. 
  Noerglein are loyal to a fault and to be called “friend” by a Noerglein is akin to being 
  adopted. 
  
  The Noerglein, Page 3
  As a PC Race
  Noerglein are most at home in nature and have 
  developed strong bodies as a result of their 
  upbringing. Th ey get a +4 bonus to all saving 
  throws from all “natural” poisons and threats 
  (i.e. A Noerglein gets a +4 bonus against 
  Dragon Breath, but not against a Magic User’s 
  Fireball). 
  Adept in natural surroundings, all No-
  erglein can track as a 1st level Ranger, 
  regardless of class, but only outside in their 
  natural home environment.
  Noerglein player characters must be Fight-
  ers, Rangers, or Druids and are limited to 
  the 9th level of ability with the following 
  additional restrictions/abilities:
  Fighters: May not establish a stronghold 
  outside of their clan (i.e. Th eir stronghold 
  must be for the clan), may not attract non-
  Noerglein .
  Rangers:  May not establish a fortress outside of their clan and may not becomes 
  Scholars of Scrying or Travel Magic. Rangers may associate with other rangers, but 
  only with those from the same clan.
  Druids: May not use metal weapons/armor, or employ the use of fi re in combat
  As a NPC Race
  Noerglein that are not player characters might have diff erent limitations or abilities 
  than Noerglein player characters, as determined by the Referee.
  Swords & Wizardry White Box Noerglein Race Abilities
  Character Advancement: Use the Fighter class advancement chart up to 6th level.
  Th ick Skin: Noerglein take -1 damage from all weapons
  Movement Rate: Noerglein move at +3 compared to Humans
  Saving Th rows: Noerglein get a +4 on saving throws against “natural” poisons
  Hereditary Foes: Noerglein get an extra +1 damage against humanoids.
  Large size: Noerglein are unable to use any armor and most magic items sized for 
  the smaller races.
  As a P
  No
  de
  u
  
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  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff , 
  Th omas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
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  Credits
  Cover Art: Th e Fight in the Forest (drawing by 
  Hans Burgkmair c. 1500-1503)
  Interior Art: Unknown (Public Domain use of a 
  Renaissance woodcut)
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Classes & Characters/Noerglein (SW).pdf