profession of 'Paragon' and provides additional notes on social background, languages and more information about the Westernmost Lands of Baron Aldred's fief. In Dragon Warriors, the world works in the same way that people in the Middle-Ages Middle-Ages believed it did. Magic is real, probably evil, and those who use it are to be feared, and are defiantly not to be trusted. This is why Wizards prefer to be discrete about their powers, for fear of being subject of a hue and cry from a mob of torch and pitchfork wielding peasants. Players wishing to play one of the Wizard professions, like Sorcerers and Mystics should also really have access to the main rulebook. These professions professions are also regarded as quite rare, so parties will usually be primarily made up with characters from the warrior professions. professions.
The Wizarding Professions 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. Games .
Sorcerers are basically civilised scholarly magicians found in most parts of the Land of Legend; apart from some barbarian cultures, and places like Thuland and the Mercanian Coast, where Elementalists Elementalists predominate. predominate. A player who wishes his or her character to be a sorcerer must first have scores of at least 9 for both Intelligence Intelligence and Psychic Talent.
The following pages are my house rules for dealing with sorcerers, Mystics, Elementalists, and Warlocks. It also introduces the
1
All Sorcerers are left handed, and all are considered literate, regardless of their original family social background. Considered sinister by most common folk, Sorcerers are likely to travel around the land incognito. There are also no established guilds of magic and sorcerers are usually apprenticed to a Master Sorcerer at an early age. Discreet and secret communities communities may well exist however, possibly well hidden within monasteries, monasteries, or even within the new universities that have begun to establish themselves themselves in some of the larger cities of the civilised world.
Mystics are not truly 'wizards' as such, as their 'magic' comes from within themselves, rather from external 'forces'.
In the North, in lands such as Thuland and the Mercanian Coast, the main magical practice is not Sorcery, but Elementalism. Elementalism. Elementalists Elementalists are shamans who harness the raw power of the natural elements. To become an Elementalist, Elementalist, a character must first have scores of at least 9 for both Intelligence and Psychic Talent.
Warlocks are basically warriorwizards, and receive their training in a similar way as Sorcerers, that is in apprenticeship apprenticeship to a Master Warlock. Like Sorcerers, Warlocks are always literate. To become a Warlock, a character must have a score of at least 11 in intelligence, intelligence, and 9 in Psychic Talent.
Mystics too can be found throughout the land of legend, but in many initial adventures, it can be assumed that they have learnt their skills from a Mystic tutor, or from within one of those rare and secluded Monasteries dedicated to the practice of mysticism.
Errata: A Warlock's starting defense score is 5 not 6. A Warlock's starting Magical Attack score is 12, not 13.
A player who wishes his or her character to be a Mystic must have a score of at least 9 in Psychic Talent.
The 'Paragon' is a new player profession.
Mystics do not use magic points, and may continue to cast spells for as long as they do not fail their 'Psychic Fatigue' rolls. Every time a mystic casts a spell, he or she rolls: 13 + rank - spell level or less on 1d20
If this roll fails, the mystic can cast no further spells until the following dawn.
Paragons are priests, monks, or nuns of such piety, that they are able to harness their faith to create small miracles. There is no minimum requirement to become a Paragon, though a high Psychic Talent would be useful. The Paragon's initial Special Ability is Bless, and at later levels they are
able to cast a limited number of spells. Like Mystics, Paragons do not use magic points, and may continue to use spells and their 'Bless' ability for as long as they do not fail their 'Psychic Fatigue' roll. Every time a Paragon uses a spell or the 'Bless' ability, he or she rolls: 13 + rank - spell level or less on 1d20
Paragons use the mystic’s Background Table and as they are not trained fighters, they are not skilled in the use of armour and have the same combat penalties as Sorcerers and Elementalists: Elementalists: –1 from attack and defence for wearing a mail hauberk; –3 for mail armour; –4 for plate armour.
The Paragon A: Strength, Reflexes, Intelligence, Intelligence, Psychic Talent and Looks: roll 3d6 for each.
Increasing Increasing in Rank +1 to attack and defense when the character reaches 3rd rank, then +1 at 5th rank, and +1 at 7th rank, etc. +1 to the character’s Health Points score when he reaches 2nd rank, then +1 at 4th rank, and +1 at 6th rank, etc.
+1 to both magical attack and magical defence each time the character increases in rank, with an additional +1 to magical defence at 7th and at 12th rank. +1 to the character’s evasion upon reaching 5th rank, then +1 at 9th rank.
+1 to stealth and perception when the character reaches 3rd rank, then +1 at 5th rank, and +1 at 7th rank, etc.
Paragon Special Abilities
C: Basic Attack: 11. Defence: 5.
At 1st Rank, a Paragon can use the 'Bless' ability. Bless allows a character to 'enchant' people, and certain items.
D: Basic Magical Attack: 14. Magical Defence: 5,
Bless should be performed in front of an alter bearing the relic of a saint.
E: Basic Evasion: 3,
Bless takes effect after successfully successfully rolling Psychic Talent or less on 1d20 and it can be used in a number of different ways:
B: Health Points: roll 1D6+4.
F: Basic Stealth: 13, Perception: 5, G: Special Abilities at 1 st Rank: Bless. H: Initially equipped with lantern, flint-and-tinder, backpack, Robes (acts as Gambeson), 2-20 florins, and a staff.
1. Bless can be used to temporarily enchant an item, such as a weapon, a holy symbol, or a vial of water. This effectively turns the object into a holy relic. The enchantment enchantment on the item will
last for a number of days equal to the Character's Rank. 2. Bless can also be performed without alter and relic, but the duration becomes hours rather than days. Blessed weapons can be used against creatures that would normally only be harmed by magic or magical weapons. 3. Blessed holy symbols and vials of holy water can be used to repel, or hold off evil creatures such as vampires. These holy relics also grant any person carrying them immunity from curses. 4. A vial of blessed water will cause 4 points of damage to evil creatures, if the character is able to pour or splash it on them. 5. Bless can also be used to permanently permanently remove a curse, and can cure a person of madness, and lycanthropy. It requires a lengthy ritual in front of an altar bearing the relic of a saint. If such a place is not available, then the cure will only be temporary, lasting a number of days equal to the blessing character's Rank. At each rank from 4th, a Paragon can cast a limited number of Sorcerer spells. Paragons can cast these spells as many times as they wish, as long as they do not fail their Psychic Fatigue check. Once they have failed this roll, Paragons can not cast any more spells until he or she is blessed in front of an alter baring a relic of a saint.
The spells available to Paragons from 4th rank are: 4th Rank: Lesser Healing (1st level spell); 5th Rank: Hold off the Dead (2nd level spell); 6th Rank: Greater Healing (3rd level spell); 7th Rank: Antidote (4th level spell); 8th Rank: Cure Disease (6th level spell); 9th Rank: Miracle Cure (9th level spell); 10th Rank: Resurrect (10th level spell). A Paragon of 10th Rank or higher is considered a 'living saint', and after death, their bodies become holy relics in their own right.
Details of the 'Friar' Profession can be found in 'Ordo Draconis', Autumn 2009 (Vol: 1/No: 1). The Friar profession has a starting special ability called 'Piety'. Paragons of first rank may also have this ability.
When rolling to ward off creatures, like Vampires, who can be fended off by presentation presentation of the crucifix, the Paragon rolls an extra die. Thus, to ward off Vampires, the Friar rolls 4d6 plus his rank.
Social Background and Languages All player characters must roll 1d100 for social status. Each profession has its own table, and the results for Knights, Mystics, Sorcerers, Warlocks and Assassins are very similar. Barbarians and Elementalists come from a different societal structure to that of the feudal system that the other professions know.
The feudal society presented in the Dragon Warriors RPG is very hierarchical. At the top are nobles, closely followed by The Gentry. Below them are commoners, who are further divided into various social levels. A character's profession will also affect his or her status; in that, when two characters are of a similar social status, the Knight will always be considered higher status in the eyes of most common folk.
All characters start with fluency in their native tongue. Characters then roll a 1D20 to see if they know a second language: 1
Fluent in an additional language, and roll again for a further language.
2-3
Intermediate Intermediate (almost fluent, but with an accent) in an additional language, and roll again.
4-5
Basic (a few words and phrases) understanding
of an additional language, do not roll for more. 6-20 No additional languages, no more rolls. Certain character backgrounds can modify the d20 roll as follows: Barbarians
-6
Nobility
-2
Gentry
-1
Marina
-2
Merchant
-1
Major Domo
-1
The percentage chance of a character being literate is also dependent on their social background (remembering that Sorcerers and Warlocks are automatically automatically literate): Nobility
15%
Gentry
10%
Townsfolk: Craft Professional Trade Menial Workers Riffraff Merchant Entertainer
10% 35% 7% 5% 2% 10% 8%
Peasantry: Freeman Serf Cottar Slave Charcoal Burner Other
8% 3% 2% 1% 1% 1d20%
Barbarian
1%
Elementalist
2%
Modern Languages Characters may learn the following languages: Elleslandic (Cornumbria, Albion); Vasic (Thuland, Ereworn, Glissom); Latter Mercanian (Mercanian Coast); Algandarve (Algandy); Beaulangue (Chaubrette); Kurlish (Kurland, Asmulia);
The Elleslandic Calendar A year in legend is 365 days long, with an extra day every four years (leap year), and year is divided into 12 months.
The Elleslandic Year:
Emphidian (Emphidor);
Forst-monath (30 days) the coldest month of the year.
Angate (New Selentine Empire, Ferromaine League);
Thawian-monath (31 days).
Opalarian (Opalar);
Ploh-monath (30 days) the month ploughing starts.
Nascerine (Zhenir, Marazid, Harogarn);
Oster-monath (31 days) the Easter month.
Etya'be'Yely (Eastern Steppes various tribal dialects);
Harel-monath (30 days) the month in which sowing starts.
Cabbandari (Krath, Kingdom of the Wyrd);
Eath-monath (31 days) the month in which sheep are sheared and the land is fertilised.
Dakkandi (Yggdras).
Special Languages Characters may have access to the following specialist languages: Arcane (Sorcerers); Coradian Trader's Argot (Merchants along the Coradian Sea).
Ancient Languages Characters who are literate may also know some ancient languages (see page 57 of the main rulebook). Bacchile (Old Selentine Empire); Ancient Emphidian; Old Mercanian; Old Kurlish; Kaikahuran (No longer spoken, written hieroglyphs only); Lughwyd (No longer a spoken language); Ancient Batubatan.
Waed-monath (30 days) the Midsummer month (The first Freyasdae of Waed-monath). Heorfest-monath (31 days) the month in which the harvest is gathered. Arn-monath (30 days). Halig-monath (31 days) the Autumn month. Bael-monath (30 days) the beginning of winter. Yeol-monath (30 days/31 if a leap year) the month of the 12 day feast of St Stephan.
The Elleslandic days of the Week: Haligdae (the Sabbath) Syfsdae Tyrsdae Wotansdae Torsdae Freyasdae Boldursdae
Living in the Lands of Legend Many initial adventures are likely to begin in the lands of Baron Aldred's fief:
Helfax Wood You may find Fae folk and Wolves here.
Coronach Marsh Coronach Marsh is a treacherous wilderness area; plagued by snakes, and home to charcoal burners, peat farmers, and outcasts.
The Shiriven Hills Brave pilgrims travel through this dangerous place to visit the shrine of St. Stophin, patron saint of storms.
The Bleaks Beware of Wolves.
Jewelspider Jewelspider Wood There are rumours of evil Oakmen in this forest.
Fenring Forest Deep in the forests are barrow tombs from ancient times.
Ruined Villa A ruin left from when Albion was occupied by the Old Selentine Empire (built in approximately 130PD).
Ruined Fort A small ruined hill fort left from when Vallander ruled this area (built in approximately 350AS).
Standing Stones An ancient set of standing stones dating back to before the Selentine occupation (pre-1,000PD).
The Tower of Ulric the Sorcerer Even though he has always strongly denied it, the locals think Ulric a Wizard, and avoid him.
Igam Wood It is believed that if you are caught in the wood after nightfall, you die before morning. Hobb’s Dell
The evil fog of Hobbs Dell shrouds the lair of 'Gardener Jack'.
Candleford Candleford is a large township
Lakstead Lakstead is a small city north of the treacherous Hourla Hills.
Clyster Clyster is a free city in i n Baron Aldred's fief.
Ostelin Abbey Ostelin Abbey is a Large Monastery dedicated to the Selentine Church.
Myrkyn's Castle Myrkyn's Castle is home to a powerful and mysterious wizard.