Out of the Stone Age
PC Neanderthals in the D&D game
by Jack R. Patterson

<img>
 
Dragon - 1st Edition AD&D - Dragon #118
Real Neanderthals Neanderthals in the game - PC Neanderthals Daily Neanderthal life

Neanderthals, as described in the Basic 
D&D
rules, are treated in a superficial 
manner -- just as they are in the AD&D 
game Monster Manual.  Both versions are 
colored by having to reside in fantasy 
game universes, and neither is especially 
authentic.  For example, the Basic D&D 
game notes that Neanderthals have unusually 
large leaders and keep apes as pets. 

However, unlike the treatments given 
them in other game systems, Neanderthals 
are bassically benevolent in the D&D game, 
being of Lawful alignment, and they are 
treated as a demi-human rather than a 
humanoid race -- but Neanderthals lack 
the range of development that the other 
demi-humans have.  This article offers 
suggestions for a more detailed treatment 
of Neanderthals. 

Real Neanderthals
The Neanderthals of paleoanthropology 
were members of a distinct subspecies of 
Homo sapiens. They were inhabitants of 
Europe, eastern and southern Africa, and 
much of Asia as far as Java approximately 
70,000 to 30,000 years ago.  Physical characteristics 
of Neanderthals included thick, 
heavy bones, a sloping forehead, and a 
receding chin under powerful, often protruding 
jaws.  The skull was slung low 
behind the face, giving Neanderthals the 
low foreheads and beetling brows seen in 
many illustrations.  They were also heavily 
built and physically powerful, though 
slightly shorter than modern humans, 
with a few minor skeletal modifications 
which made them proficient in some tool 
and weapon uses.  The brain size of Neanderthals 
was actually larger than that of 
modern man.  They had a primitive culture 
-- but they were not stupid, and a Neanderthal 
raised in a modern society would 
adapt to it as well as any of us. 

Neanderthals had a well-developed 
speech area of the brain and spoke something.  
However, they may have had trouble with vowels, 
due to the shape of their 
throats, so most modern languages would 
have been beyond their abilities.  "Click" 
group languages from Africa or Sino-Tibetan 
from Asia would have been easiest 
for them to learn. 

Neanderthals were cave dwellers in 
western Europe and the Near East, and 
nomads of the plains in southern Russia.  It 
is believed that they developed woodworking 
skills which allowed them to make 
tools, build tents when living away from 
natural shelter (caves), and prepare skin 
clothing with the aid of thorns as needles. 
These folk developed sophisticated spear-heads 
and stone axes, and they are also 
credited with inventing the knife -- a long 
flint blade.


Neanderthals also had the earliest beginnings 
of artistic and religious expression.  
Many of their dead were carefully buried 
and provided with tools and food, presumably 
for the afterlife.  It is assumed in this 
article that their way of life resembled 
that of some modern hunter-gatherers.  
Because so much of their lives revolved 
around hunting, animal motifs are commonly 
found among the remains of these 
people. Interestingly, there is evidence for a 
cave-bear cult in many European remains, 
as cave-bear skulls and bones are 
often found set about in caves in special, 
ritualistic positions.  Perhaps Neanderthals 
worshiped cave bears as kindred beings, 
or admired (at the same time they feared) 
these creatures' ferocity. 

Many Neanderthal remains show signs 
of violent death, often from massive blows 
to the skull.  It seems likely that, though 
Neanderthals did not practice war as we 
know it, they were quite familiar with

violence and fighting, and probably respected
physical might among their men.
There is some evidence that cannibalism
was practiced by some of them as well.

Neanderthals in the game
According to the Basic D&D rules, Neanderthals

appear as 2-HD monsters and
have Lawful alignments. They are shy, but
usually friendly. Being cave dwellers,
Neanderthals like both dwarves and (to a
lesser extent) gnomes, and usually trade
with them, exchanging food from the hunt
for manufactured items. The strength and
good nature of the dwarves, in particular,
make them admired by Neanderthal
tribes.

However, Neanderthals hate goblins and
kobolds because of their conflicting attitudes.
Goblins and kobolds are weak and
cowardly, and are prone to attack noncombatants
and the helpless ? a base
action in the eyes of a warrior people who
only respect might.

White apes are kept as pets for a number
of reasons. First, like most humans,
Neanderthals are amused by the antics of
primate pets. Second, the apes are vegetarians
and pose no threat to the cavemen;
the apes accompany Neanderthal females
and children while the males hunt. Third,
the keen senses and defensive abilities of
the apes serve to protect the nonwarriors
from foes. In many cases, the apes act as if
the humans were members of their own
white-ape tribe.

Ogres are hated as competitors in the
same (primitive) economic level who desire
the same sort of food and lodging, yet
have a hostile alignment and prey on the
Neanderthals from time to time. With the
respect that Neanderthals (like any primitive
culture) have for brute force and
physical might, ogres rate highly as the
most dangerous foes of these people.

Neanderthal leaders are a special type of
human, but they are not truly a separate
race. When a leader dies, the most powerful
tribal cleric selects the most powerful
male or female (as appropriate) among the
Neanderthals in the area. This person is
then fed a special series of herbs and
other foods, and the cleric calls upon an
unknown force or power (possibly an
Immortal spirit). As a result, this person
slowly grows in size, strength, and power
until he or she becomes in all ways like
the leader-types mentioned in the Basic
D&D game rules. Because these leaders
are solely concerned with their tribe?s
welfare and rarely go adventuring, they
are rarely player characters ? unless the
Dungeon Master develops a good reason
for such to be otherwise.

As a rule, Neanderthals are not familiar
with magical items or powerful magic
(beyond what tribal clerics can perform).
NPC Neanderthals have a -2 penalty to
their morale when confronted with powerful
magic, though PC Neanderthals may
be braver.

PC Neanderthals
Neanderthals, if used as a player-character
race/class in the D&D game,
have the following statistics:
 
Strength 10+
Intelligence normal
Wisdom normal
Dexterity normal
Constitution normal
Charisma 13 (max.)

NPC Neanderthals are treated in all ways
as the non-leader types in the Basic D&D
game rules. Female Neanderthals have 1
HD and save as 1st-level fighters. Each
family band (see below) has one cleric,
treated in all ways as a human cleric: 60%
of these clerics are 1st level; 30%, 2nd
level; 9%, 3rd level; and, 1%, 4th level.
Clerics never travel away from their
bands, and cannot be player characters.

Warrior Neanderthals wear thick furs to
give themselves AC 8; few of them have
mastered shields, though there is no reason
why they could not use shields and
even heavier armor and weapons, if given
the training and equipment. Though NPC
Neanderthals have a +l bonus to damage 
due to their generally great strength, 
individual PCs will have varying strength 
bonuses.

Neanderthals, unlike other demi-human 
races, are not organized into clans.  Instead, 
they are grouped into family bands 
of 10-40 adults and 4-40 children (1-6 hp 
each).  These are each led by 2 leaders 
(as mentioned above) and are formed into 
large tribes of 3-12 family groups.  The 
bands come together a few times a year to 
TRADE, gossip, and so forth, as detailed 
below.  Within each tribe, there are 2 
leaders, male and female, with maximum 
HP (for 6 HD), and a cleric of level  <cf. shaman>
4-7.  The band with the most powerful 
leader (in terms of HP) usually has 
the most powerful fighters, since the 
leaders of the less-powerful bands encourage 
such warriors to join the band of the 
strongest leader.  This band fights with a 
morale of 8 rather than 7, as it will have 
more prestige.

Neanderthals can find slanting passages 
and sense direction underground on a roll 
of 1-2 on a d6.  Also, they can make weapons 
and tools out of the appropriate types 
of stone, taking one day of work per device.  
They generally speak common 
(though poorly), their own language, and 
the goblin and dwarven tongues; as well as 
their alignment tongue.  All of them are 
quite skilled in the basics of wilderness 
survival, hunting, and plant identification; 
these talents should be handled by the DM 
as seen fit. 

PC Neanderthals are like human fighters 
in that their talents are wholly based 
upon warrior skills.  The appropriate tables 
are given below.  It is assumed that PC 
Neanderthals are known to be exceptionally 
powerful members of their tribe, and 
only the PCs within a tribe will have level 
advancement (the leaders are assumed to 
have once been 2-HD Neanderthals who 
were advanced to 6 HD by special means).  
Only PC leaders can rise above 6th level; 
as such, PC Neanderthal leaders automatically 
gain a 13 CHA (if they did not 
have it before).  Additionally, leaders gain 
1 CHA point per level over the 6th, 
though this bonus applies only to dealings 
with other Neanderthals. 

Neanderthal Experience Table
XP Level Title
0 1 Youth
4,000 2 Hunter
8,000 3 Axe Master
16,000 4 Bear SLAYER
32,000 5 Great Bear SLAYER
64,000 6 Leader
120,000 7 7th-level Leader
240,000 8 8th-level Leader
480,000 9 9th-level Leader
600,000 10 10th-level Leader
720,000 11 11th-level Leader
840,000 12 12th-level Leader

Neanderthal Saving Throws Table
Level: 1-3 4-8 7-9 10-12
Death Ray or Poison 8 6 4 2
Magic Wands 13 11 9 7
Paralysis or Turn to Stone 12 10 8 6
Dragon Breath 15 13 11 9
Rod/Staff/Spell 16 14 12 10

Hit Dice: Tough, hard PC Neanderthals 
gain 1d10 per level, with a maximum of 
6d10 at 6th level.  Thereafter, they gain +3 
HP per level.  This great toughness is 
balanced by their slow level advancement.

Neanderthals cannot advance beyond 
5th level without taking the special ceremonial 
treatment that makes them leaders.  
If leader PCs are allowed for whatever 
reason, they save as human fighters.  Because 
of the CEREMONY making them into 
leaders, PC Neanderthal leaders must 
work to support and protect their tribe 
and people at all times; selfish adventuring 
cannot even be considered.  All treasure 
gained by adventuring is brought back to 
the tribe and distributed as seen fit among 
the people, so that the tribe as a whole is 
enriched.  DMs using the 
Companion D&D game rules may create 
information on relics and additional 
powers; Neanderthal relics, for some 
reason, are always cave-bear skulls of 
exceptional size.  It is rumored that an 
Immortal spirit guides the Neanderthals; 
this spirit is said to resemble a gigantic 
cave bear.

Daily Neanderthal life
Neanderthals are hunter-gathers, which
usually means that the males hunt for
meat and the females gather edible plants.
While most bands dwell in caves and often
venture deep into dungeons and cavern
complexes, they are nomadic and tend to 
MOVE at regular intervals.  They occasionally 
TRADE with other peoples, especially 
exchanging furs, hides, and food for tools, 
and a young man may work for an outsider 
as a laborer.  If the seasons permit, Neanderthals 
dwell in tents outdoors, 
and usually winter over in harsh 
climates in a cave or dungeon.

Young women frequently marry a member 
of another band and go to join that 
band.  Sometimes, tensions within the band 
or an imbalance in the sexes lead a young 
man or married couple to MOVE to a nearby 
band.  In each of these cases, the band is 
usually (but not always) within the same 
tribe. 

Once or twice a year, the bands of a

tribe get together to renew old acquaintances,
arrange marriages, carry on trade,
perform religious ceremonies, exchange
information, give judgments on difficult
tribal problems, and so forth. During these
gatherings, the leader types in each tribe
form what amounts to a band of their
own, deep in the wilderness. After exchanging
their own series of rituals and
information, the leaders part and return 
to their own tribes.  These leaders are held 
in awe by other Neanderthals, and their 
word is law.  Leaders speak a variety of 
tongues, including the Lawful, common, 
dwarven, goblin, and ogre languages, as 
well as Neanderthal speech. 


FEBRUARY 1987