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 nonhumans characters if the campaign is set in one of the more distant kingdoms especially especially any that are dominated by one of the 'Old Religions', Religions', such as in Thuland, Ereworn, and Glissom.
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 .
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: 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. 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) (Gloomsight) Health Points: 1d6 +3 AF: type worn (usually 0)
Movement: 10m (15m) Rank equivalent: 1 st
Movement: 12m (25m) Rank equivalent: 1 st
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').
* = 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').
From 7th Rank onwards, Dwarves can forge magical arms and armour just like Mystics:
When suitably camouflaged, and actively hiding in woodland foliage, Elves can automatically remain hidden from any non-Elven character of 4th rank or lower.
7th rank; manufacture: +1 weapons and armour. 9th rank; manufacture: +2 weapons and armour. 11th rank; manufacture: +3 weapons and armour.
Elves
Elves also have a +2 ATTACK bonus when using bows. Vision Type
Illumination No Light (pitch darkness)
Half-Light (torchlight or dusk)
Bright Light (broad daylight)
Normal
-7
+0
+5
Panoptical
+0
+0
+0
Elves can join any of the adventuring professions, apart from Barbarian.
Darksight
+5
+0
-7
Elfsight
-4
+0
+0
The Statistics for a normal elf, with no special combat training are:
Gloomsight
-3
+0
-5
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.
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)
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
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: 1 st 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 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 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 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'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
between Jewelspider Wood and the eastern Coast.
visit the shrine of St. Stophin, the patron saint of storms.
Lord Grisaille controls land in the west, between Jewelspider wood and Cornumbria.
Deep within the Fenring Forest are barrow tombs from ancient times.
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 Aldred’s 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
In the far North, the influence of law becomes scarcer. The people of Ereworn are mostly descended from native Elleslanders, 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.
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.
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.