The Castle Keepers Guide (often abbreviated “CKG”) is one of the three core supplements for Castles & Crusades (C&C), alongside the Players Handbook and Monsters & Treasure. It is intended for the Castle Keeper (GM) and is packed with optional rules, expanded systems, world-building guidance, high-level character and NPC tools, and genre-bending suggestions.
⚙️ What’s Inside — Key Contents & Tools
From the official product description, the CKG includes:
- Expanding the Character: Rules for high-level character attributes, alternative attribute generation, “beauty” as an attribute, race creation, roleplaying examples.
- Magic: Deeper rules for components, spell use and cost, holy symbols, scrolls, wands, illusion magic as healing, trade of spells, and playing without components.
- Expanding Equipment: Upgrades to equipment handling: durability, “equipment wastage,” gear for boats/ships, wagons, lodging, meals, everything from backpacks to cargo transport.
- NPCs: Types of NPCs (Adherents, Hirelings, Henchmen), how to manage loyalty, hiring, personality development, skills and usefulness.
- World Building / Cities: Guidance for creating worlds (planets, climates, biomes), cities, economic systems, governments, social strata, crime, religion, occupations, etc.
- Adventures in Diverse Environments: Chapters on dungeons, caves, underground structures, as well as air and water campaigns with rules for movement, combat, spells, monsters appropriate to those environments.
- Land as Treasure / Warfare: Using land, titles, ranks as rewards; dealing with mass combat, siege engines, and war.
- Monster Ecology and High-Level Tools: Ecological niches of monsters, geographic distributions, optional advanced attributes. Also rules for magic items, treasure, critical hits, fatal injuries.
- Flexibility for Genre Variation: Guidance for pushing the SIEGE Engine into other genres (futuristic, horror, pulp), optional expansions for genre blending.
🎭 How It Plays at the Table
The value of the CKG comes in how it supports the Castle Keeper in building richer, more complex, and more varied campaigns. Some strengths and considerations:
- Depth & Optionality: Many of the chapters are optional/ modular. This means you can pick which parts to introduce (e.g. dungeons, NPC loaylty, equipment wastage) without overhauling your entire campaign. Good for tailoring tone.
- High-level & Long-term Play: For campaigns meant to go beyond early levels, the CKG offers material to keep the game fresh — high-level magic, new races, expanded attribute systems, and new types of challenges (naval, aerial, political, warfare).
- World-building heavy: If you enjoy building your own settings — cities, climates, cultures, governments — the CKG delivers both guidance and example, meaning less guessing for GMs.
- More prep needed if using many options: Because there is so much optional or “expanded” content, introducing many rules will increase prep and reference work for the GM. New Castle Keepers should decide early which optional rules to include to avoid complexity creep. Independent reviews note CKG can be “detailed to the point of exhaustion.”
✨ Strengths
- Comprehensiveness: It packs a wide range of topics — magic, equipment, NPCs, cities, dungeons, skills, high-level play — into a single guide. You really get “everything a CK might need.”
- Clarity in design goals: The CKG emphasizes that its tools are made to “enhance, not hinder” gameplay. The writing and structure (chapters by major domain: magic / equipment / world / combat / monsters, etc.) helps in locating relevant sections.
- Supporting genre flexibility: The portions about expanding the SIEGE Engine for other genres (space, pulp, horror) are particularly welcome for groups who want to push fantasy in weird directions.
- Useful NPC & monster ecology tools: Making monsters part of ecosystems, giving NPCs personality and loyalty, and making cities feel alive are consistent with the older editions’ aspirations but delivered with more tools and structure.
⚠ Things to Watch / Trade-Offs
- Overwhelming optional content: Because nearly every chapter adds optional layers, new GMs might be tempted to include too many extras, which can slow play or lead to rules bloat. The “modular” label helps, but discipline is needed.
- Balance & high-level risk: When introducing expanded attribute modifiers, god-like races, or warfare systems, balancing threats becomes more complex. The built-in challenge classes and monster scaling will need careful attention.
- Learning curve for CKs: For someone used to lighter or more minimal fantasy systems, adjusting to the full suite of optional rules in CKG can be challenging. Some review commentary suggests the barrier for entry is higher here.
- Print & update complexity: Different printings have changes; locating the “latest printing” is important. Some content has been revised, some art updated, some SRD content replaced. If purchasing used or older versions, buyers should check which edition/printing they’re getting.
🧭 Who Should Get It — Fit & Use Cases

Ideal for you if:
- You are a Castle Keeper planning to run long-term or high-level campaigns in C&C and want tools to build richly detailed worlds — cities, governments, ecosystems, warfare.
- You enjoy using optional rules and want to tweak your game, add realism (or fantasy variety), or expand genre emulation.
- You are interested in mixing environments — underwater, aerial, naval, wilderness — and want guidance on the lesser covered terrains.
Maybe wait or pick selectively if:
- You just want to run beginner or mid-level sessions and feel overwhelmed by detailed world-building. Some content might lie fallow if not used.
- You prefer minimal rules, fewer optional subsystems, or want to keep rules uniform and light. In that case, picking and choosing is better than trying to integrate everything.
- Budget constraints: for many, the Starter Set, PHB, and Monster & Treasure provide core value; CKG adds depth, but if you need basics, core books suffice first.
🗡 Final Verdict
The Castle Keepers Guide is a powerful, well-crafted toolkit for people who want to build more than just adventures — want deep settings, memorable NPCs, varied environs, and the tools to keep a campaign feeling alive over long stretches. It is arguably the most dense and optional book in the core C&C lineup: it doesn’t just give new monsters or new equipment; it gives new layers of how the game works with world, magic, death, equipment wear, war, cities, etc.
If you’re committed to running Castles & Crusades in full color — high fantasy, epic scope, variety of settings — this guide is almost essential. If instead you’re mostly playing short adventures or prefer “pure” rules from the PHB, you might use CKG gradually, folding in the parts you need.

