Dragon Warriors House Rules 3

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The following pages are my house rules for dealing with intelligent humanoid non-human characters, with additional information about the rest of Ellesland, including Albion, Ereworn, Glissom, Cornumbria, and Thuland.This document is intended to be a work of non-profit making fan appreciation and is not meant to challenge any copyrights and/or trademarks. These rules additions are not official and the current copyright owners of the Dragon Warriors RPG at the time of writing are Serpent King Games.

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  • Dragon Warriors

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    House Rules 3: Elves, Dwarves, and

    Mad Kings.

    This document is intended to be a

    work of non-profit making fan appreciation and is not meant to

    challenge any copyrights and/or trademarks. These rules additions

    are not official and the current copyright owners of the Dragon

    Warriors RPG at the time of writing are Serpent King Games.

    The following pages are my house rules for dealing with intelligent

    humanoid non-human characters, with additional information about the

    rest of Ellesland, including Albion, Ereworn, Glissom, Cornumbria, and

    Thuland.

    The Forests and wilderness areas of

    Legend are home to all manner of monsters, who common folk often

    believe are a constant treat; as they will steal your children, ruin your

    crops, and lame your horse, unless you protect yourself from them.

    Having a non-human player character in a standard Dragon

    Warriors game is therefore extremely difficult, and almost

    impossible if set in a kingdom dominated by 'The True Faith'.

    The referee may allow players to make non-human player characters,

    but only if there is a very strong plot

    driven rationale for doing so. Even then, this option will only work if the

    non-human character remains exclusively in the wilderness, or can

    be hidden or disguised in some way.

    There is more scope for playing non-

    humans characters if the campaign is set in one of the more distant

    kingdoms especially any that are dominated by one of the 'Old

    Religions', such as in Thuland, Ereworn, and Glissom.

    Non-human characters, whether player characters or important NPCs

    are generated by adding a 1st rank

    profession template to the average NPC statistics found in the main rule

    book and in the Bestiary.

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    Creating Non-human Characters

    The following only applies to creatures (including humans), which

    have stats that are noted in the rules as being normal of its type,

    and without any special combat training.

    To generate a non human character, take the humanoid's listed stats, and

    add the modifiers from one of the following 'Profession Templates' to

    create a 1st Rank character.

    Profession Templates: Assassins: Attack +2, Defence +0, Magical Attack +0, Magical

    Defence +0, Evasion +2, Stealth +6, Perception +4,

    Health +2.

    Barbarians: Attack +3,

    Defence +1, Magical Attack +0, Magical Defence +0,

    Evasion +2, Stealth +1, Perception +1, Health +6.

    Elementalists: Attack +0, Defence +0, Magical Attack

    +15, Magical Defence +2,

    Evasion +0, Stealth +1, Perception +1, Health +1.

    Knights: Attack +2, Defence +2, Magical Attack +0, Magical

    Defence +0, Evasion +1, Stealth +1, Perception +1,

    Health +4.

    Mystics: Attack +1, Defence

    +1, Magical Attack +14, Magical Defence +1, Evasion

    +0, Stealth +2, Perception +2, Health +2.

    Rogues: Attack +1, Defence +1, Magical Attack +0, Magical

    Defence +0, Evasion +1, Stealth +2, Perception +2,

    Health +2.

    Sorcerers: Attack +0, Defence

    +0, Magical Attack +15, Magical Defence +2, Evasion

    +0, Stealth +1, Perception +1,

    Health +1.

    Warlocks: Attack Score +1,

    Defence +0, Magical Attack +12, Magical Defence +1,

    Evasion +0, Stealth +1, Perception +1, Health +2.

    Humanoid or 'man-like' species Appropriate for conversion to 1st

    rank characters are dwarves, elves, and humans:

    Dwarves Dwarven characters must first roll a

    Strength score of 12 or more, and

    they cannot have a Psychic Talent or a Looks score of more than 11.

    Dwarves can become Knights, Barbarians, or Rogues (See House

    Rules 4), but they are unable to use magic, and cannot take up any of

    the Wizarding professions.

    The statistics for a normal dwarf,

    with no special combat training are:

    Attack: 11 (Damage per

    weapon) Defense: 5

    Magical attack: 0 Magical defense: 3

    Evasion: 3

    Stealth: 12 Perception: 9 (Gloomsight)

    Health Points: 1d6 +3 AF: type worn (usually 0)

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    Movement: 10m (15m) Rank equivalent: 1st

    Special Abilities:

    Gloomsight: Dwarves can see

    better in the dark then humans can (-3 perception in

    'no light'), but find bright lights very difficult (-5

    Perception in 'bright light').

    From 7th Rank onwards, Dwarves can forge magical

    arms and armour just like Mystics:

    7th rank; manufacture: +1 weapons and armour. 9th rank; manufacture: +2

    weapons and armour. 11th rank; manufacture: +3

    weapons and armour.

    Elves Elven characters must first roll a

    Reflexes and Psychic Talent

    score of 12 or more, and they cannot have a Strength score of

    more than 13.

    Elves can join any of the

    adventuring professions, apart from Barbarian.

    The Statistics for a normal elf, with no special combat training

    are:

    Attack: 11 (Damage per

    weapon) Defense: 5

    Magical attack: 0 Magical defense: 4

    Evasion: 4

    Stealth: 18* Perception: 13 (Elfsight)*

    Health Points: 1d6 +2 AF: type worn (usually 0)

    Movement: 12m (25m) Rank equivalent: 1st

    * = Please do not add the Stealth

    and Perception modifiers from the

    Profession Templates, as all Elves;

    regardless of profession, start with

    the same Stealth and Perception

    scores as indicated above.

    Special Abilities:

    Elfsight: Elves see reasonably

    well in most lights (-4 to Perception in 'no light').

    When suitably camouflaged, and actively hiding in

    woodland foliage, Elves can automatically remain hidden

    from any non-Elven character of 4th rank or lower.

    Elves also have a +2 ATTACK bonus when using bows.

    Humans The following statistics represent the

    abilities of average human townsfolk and peasants. These statistics are

    for normal humans, with no special combat training:

    Attack: 11 (Damage per

    weapon) Defense: 5

    Vision Type Illumination

    No Light

    (pitch

    darkness)

    Half-Light

    (torchlight or

    dusk)

    Bright Light

    (broad

    daylight)

    Normal -7 +0 +5

    Panoptical +0 +0 +0

    Darksight +5 +0 -7

    Elfsight -4 +0 +0

    Gloomsight -3 +0 -5

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    Magical attack: 0 Magical defense: 3

    Evasion: 3 Stealth: 12

    Perception: 4 (Normal) Health Points: 1d6 +3

    AF: type worn (usually 0) Movement: 10m (20m)

    Rank equivalent: 1st

    Special Abilities:

    Normal Sight: Humans operate

    best in bright light (+5 Perception), and tend to

    struggle when there is no light (-7 Perception).

    Perception Modifiers The 'Perception Modifiers' in the

    main rule book refer to the normal

    vision of Humans. Other creatures may have different modifiers.

    Living in the Lands of Legend

    Ellesland Ellesland comprises of five nations: Cornumbria, Thuland, and Glissom,

    and Ereworn. The current year in

    regards to the following information is 993AS (Anno Sancto, or 'In the

    Holy Year').

    Cornumbria Cornumbria is a modern feudal

    kingdom similar to Albion, but with roots in a far older culture. The

    inhabitants of Cornumbria (as well as most of Ereworn and Glissom) are

    the original native peoples of Ellesland, who dominated the whole

    island in ancient times, before being forced into the fringes by the

    invading Selentium Empire.

    Cornumbria now follows the Church

    of Cornumbria, which is based on the 'True Faith', but is independent

    from the Selentine Church.

    In the more remote areas of Cornumbria, the 'Old Faith' with its

    warship of Lahmfada, Kernanu, and Morkaan still predominates. Here,

    priests are still known as druids, and Petty Kings and their Thanes rule

    their lands from their lofty hill forts.

    Criggen Varras is a large

    bustling city, where the High King of Cornumbria sits.

    Coronach Marsh crosses the border between Cornumbria

    and Albion. It is a treacherous wilderness area, plagued by

    snakes, and is home to

    charcoal burners, peat farmers, and outcasts.

    Albion Albion's inhabitants are decedents of the various invaders that plagued

    the land since the Selentine Empire withdrew many centuries ago; to

    defend its own boarders from Barbarian incursions in the East.

    King Hadric of Albion is a weak king, and a poor judge of character,

    whose misrule has left his ranking nobles competing with each other

    for power within Albion:

    Earl Montombre (also known as the Elfin Earl) controls land

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    between Jewelspider Wood and the eastern Coast.

    Lord Grisaille controls land in the west, between Jewelspider

    wood and Cornumbria.

    Baron Aldred of Gorburn

    controls the land in the north, between Lords Montombre and

    Lord Grisaille's fiefs in the

    south, and Thuland.

    Other places of interest in Albion

    are:

    Ongus is the capital city of

    Albion, and from where King Hadric rules the land.

    Castorbridge is a city famous for its university.

    Clyster is a free city in Baron Aldred's fief.

    Scardic is a large country town in Baron Aldreds Fief.

    Other notable cities in Albion are Breylak and Netherford.

    Ostelin Abbey is a Large

    Monastery dedicated to the Selentine Church.

    Myrkyn's Castle is home to a powerful and mysterious

    wizard.

    Coronach Marsh is a

    treacherous wilderness area; plagued by snakes, and home

    to charcoal burners, peat farmers, and outcasts.

    Jewelspider Wood is a large dense forest known to be the

    home of Giant Spiders. There are also rumours that evil

    Oakmen dwell in this forest.

    Brave pilgrims often travel through the Shriven Hills to

    visit the shrine of St. Stophin, the patron saint of storms.

    Deep within the Fenring Forest are barrow tombs from ancient

    times.

    Ereworn In the far North, the influence of law

    becomes scarcer. The people of

    Ereworn are mostly descended from native Elleslanders, with a mixture of

    Mercanian and Algandian blood.

    The True Faith has no place in this

    lawless and dangerous Kingdom, as Ereworn's inhabitants still warship

    the shadowy deities of the 'Old Faith'.

    The lords of Ereworn are either evil or mad, and are constantly engage

    in a war of subterfuge and assassination.

    The 'Clan of Harbingers' is a secret society of assassins,

    who profit from the land's

    political instability. There is no high king, and Duke Darian

    claims to be Ereworn's steward.

    Castle Ereworn is the Kingdom's seat of power, and

    is now occupied by Duke Darian.

    Brigand knights roam unchecked around the foothills

    of the Pagan Mountains. It is said that dwarves long ago

    withdrew deep inside these mountains, and avoid all

    contact from human kind.

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    Glissom Is Glissom a Fief of Ereworn, or is it a Kingdom in its own right. The

    answer depends on who you ask. Glissom is basically a city, the rest of

    the land being as lawless as Ereworn, with large areas plagued

    by brigands, led by the bandit

    'Conn', who calls himself 'The King of the Reivers'.

    Glissom Castle sits in the centre of Glissom City, which

    is a bustling trading centre that attracts travelers from all

    over Ellesland. King Durindar rules the city; and nominally

    the rest of Glissom, from 'The Kings Tower' in the Castle.

    Thuland The people of Thuland were

    originally settlers from the Mercanian coast,

    and although wandering priests of

    the 'True Faith' often brave this hospitable

    and craggy land, the 'Old Northern Faith' is

    still strong in its warship of Wotan,

    Tor, and Loge. Thulanders have a

    highly developed

    early feudal society, where lords sit out the

    winter in smoky mead-halls,

    surrounded by their Housecarls, waiting

    for the summer months.

    Key cities in Thuland are

    Brymstone, Beltayn, and

    Katorhelm.