Dragon Warriors House Rules 3
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Transcript of Dragon Warriors House Rules 3
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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.