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New Kits for a Crusading Campaign

By Steve Kurtz, with special thanks to Jon Pickens

The Turcopole

Description: A turcopole is a second-generation Frankish warrior of mixed blood -- most were of Syrian, Armenian, or Turkish descent. Such warriors generally serve the Crusaders as light horsemen, either scouts or mounted archers. Since turcopoles are often darker than the Franks, they might infiltrate enemy lands as spies. Both the Templars and Hospitallers field significant numbers of turcopoles as non-brethren auxiliaries.

Qualifications: A turcopole must have a minimum Strength of 9 and Dexterity of 8.

Role: The turcopole is a product of two worlds, and is truly at home in neither. Most find a home in Crusader armies, in military orders (as auxiliary members), or as the personal followers of a powerful noble. Some may have retired from formal service to become mercenaries.

Turcopoles' knowledge of native customs make them useful to the beleaguered Crusaders, though their mixed heritage often limits their chances for social advancement. Generally everything they win is a result of their own efforts, for merit is their only hope of advancement.

Secondary Skills: Groom, Hunter.

Weapon Proficiencies: Required: short bow (short composite bow if Turkish). Turcopoles are usually armed with a light lance and a sword or mace; many carry javelins as well. At least one weapon from the appropriate culture must be taken as a proficiency at first level (see Turcopole Weapon table at the bottom of the page).

Nonweapon Proficiencies: Bonus: Local History (of non-Frankish stock). Required: Riding (land-based). Recommended: Alertness, Animal Training, Blind-fighting, Bowyer/ Fletcher, Direction Sense, Endurance, Hunting, Survival (desert), Weather Sense.

Armor/Equipment: At the start, a turcopole is limited to studded leather armor or less, and will not usually wear armor heavier than chainmail. The turcopole starts with a light warhorse and tack in addition to money. If the mount is ever killed or stolen, it must be replaced as soon as possible.

Special Benefits:

Horse Archery: A turcopole with proficiencies in both Riding (land-based) and bow can take a special "horse archery" proficiency as a weapon proficiency. This proficiency (possible only with a short or short composite bow) requires no check. It negates the movement penalty for firing while mounted. (Note: This proficiency should also be made available to Turkish and Saracen horse archers and, in the late Crusading periods, to the Mongols, as well.)

Local History: A turcopole can acquire the Local History proficiency for the other non-Frankish culture whose language he speaks at the cost of one nonweapon proficiency slot.

Special Hindrances:

Prejudice: While turcopoles are appreciated for their military function, their mixed blood tends to make them second-class citizens. In particular, those Crusaders and Frankish nobility new to the Crusader States tend to snub them and ignore their advice (a -2 reaction penalty).

Follower Limits: No knight or Crusader noble will become a follower of a turcopole who reaches 9th level.

Wealth: A turcopole character starts with 3d4 x 10 gp.

Option: Late in the period, equipment shortages sometimes resulted in Frankish serjeants (mounted armored warriors of less than knightly status) re-equipping with Saracen gear. Over time, some adopted Saracen fighting styles as well. Such characters are best classed as turcopoles, though as Franks, they don’t suffer the prejudice disadvantage or gain the Local History bonus.

Table of Turcopole Weapons by Culture

Frankish

Syrian/Egyptian

Turkish

Armenian

sword, long

scimitar

scimitar

scimitar

lance, light

lance, light

lance, light

lance, light

battle axe

bow, short

bow, short comp.

bow, short

dagger

dagger

dagger

club

hand axe

hand axe

hand ax

dagger

horseman's flail

horseman's mace

horseman's mace

hand axe

horseman's mace

javelin

javelin

horseman's mace

horseman's pick

javelin

sword, broad

spear

sword, short

sword, short

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