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Dragon Warriors

profession of 'Paragon' and provides


House Rules 2: additional notes on social
background, languages and more
Wizards and Magic. 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 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 are also regarded as
quite rare, so parties will usually be
primarily made up with characters
from the warrior professions.

The Wizarding
Professions
This document is intended to be a Sorcerers
work of non-profit making fan
appreciation and is not meant to Sorcerers are basically civilised
challenge any copyrights and/or scholarly magicians found in most
trademarks. These rules additions parts of the Land of Legend; apart
are not official and the current from some barbarian cultures, and
copyright owners of the Dragon places like Thuland and the
Warriors RPG at the time of writing Mercanian Coast, where
are Serpent King Games. Elementalists predominate.
The following pages are my house A player who wishes his or her
rules for dealing with sorcerers, character to be a sorcerer must first
Mystics, Elementalists, and have scores of at least 9 for both
Warlocks. It also introduces the Intelligence and Psychic Talent.

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Dragon Warriors
All Sorcerers are left handed, and all
are considered literate, regardless of
their original family social Elementalists
background. In the North, in lands such as
Considered sinister by most common Thuland and the Mercanian Coast,
folk, Sorcerers are likely to travel the main magical practice is not
around the land incognito. Sorcery, but Elementalism.
Elementalists are shamans who
There are also no established guilds
harness the raw power of the natural
of magic and sorcerers are usually
elements.
apprenticed to a Master Sorcerer at
an early age. Discreet and secret To become an Elementalist, a
communities may well exist character must first have scores of
however, possibly well hidden within at least 9 for both Intelligence and
monasteries, or even within the new Psychic Talent.
universities that have begun to
establish themselves in some of the
larger cities of the civilised world. Warlocks
Warlocks are basically warrior-
wizards, and receive their training in
Mystics a similar way as Sorcerers, that is in
Mystics are not truly 'wizards' as apprenticeship to a Master Warlock.
such, as their 'magic' comes from Like Sorcerers, Warlocks are always
within themselves, rather from literate.
external 'forces'. To become a Warlock, a character
Mystics too can be found throughout must have a score of at least 11 in
the land of legend, but in many intelligence, and 9 in Psychic Talent.
initial adventures, it can be assumed
Errata: A Warlock's starting defense
that they have learnt their skills
score is 5 not 6. A Warlock's starting
from a Mystic tutor, or from within
Magical Attack score is 12, not 13.
one of those rare and secluded
Monasteries dedicated to the
practice of mysticism.
The Paragon
A player who wishes his or her
character to be a Mystic must have a The 'Paragon' is a new player
score of at least 9 in Psychic Talent. profession.
Mystics do not use magic points, and Paragons are priests, monks, or
may continue to cast spells for as nuns of such piety, that they are
long as they do not fail their 'Psychic able to harness their faith to create
Fatigue' rolls. Every time a mystic small miracles.
casts a spell, he or she rolls: There is no minimum requirement to
13 + rank - spell level or less on 1d20 become a Paragon, though a high
Psychic Talent would be useful.
If this roll fails, the mystic can cast
no further spells until the following
dawn.
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Dragon Warriors
The Paragon's initial Special Ability is Increasing in Rank
Bless, and at later levels they can +1 to attack and defense when
cast a limited number of spells. the character reaches 3rd
Like Mystics, Paragons do not use rank, then +1 at 5th rank,
magic points, and may continue to and +1 at 7th rank, etc.
use spells and their 'Bless' ability for +1 to the character’s Health
as long as they do not fail their Points score when he
'Psychic Fatigue' roll. Every time a reaches 2nd rank, then +1
Paragon uses a spell or the 'Bless' at 4th rank, and +1 at 6th
ability, he or she rolls: rank, etc.
13 + rank - spell level or less on 1d20
+1 to both magical attack and
Paragons use the mystic’s magical defence each time
Background Table and as they are the character increases in
not trained fighters, they are not rank, with an additional +1
skilled in the use of armour and to magical defence at 7th
have the same combat penalties as and at 12th rank.
Sorcerers and Elementalists: +1 to the character’s evasion
–1 from attack and defence for upon reaching 5th rank,
wearing a mail hauberk; then +1 at 9th rank.
–3 for mail armour; +1 to stealth and perception
when the character reaches
–4 for plate armour.
3rd rank, then +1 at 5th
The Paragon rank, and +1 at 7th rank,
etc.
A: Strength, Reflexes,
Intelligence, Psychic Talent Paragon Special Abilities
and Looks: roll 3d6 for
At 1st Rank, a Paragon can use the
each.
'Bless' ability. Bless allows a
B: Health Points: roll 1D6+4. character to 'enchant' people, and
C: Basic Attack: 11. certain items.
Defence: 5. Bless should be performed in front of
D: Basic Magical Attack: 14. an alter bearing the relic of a saint.
Magical Defence: 5, Bless takes effect after successfully
E: Basic Evasion: 3, rolling Psychic Talent or less on 1d20
and it can be used in a number of
F: Basic Stealth: 13, different ways:
Perception: 5,
1. Bless can be used to
G: Special Abilities at 1st Rank: temporarily enchant an item,
Bless. such as a weapon, a holy
H: Initially equipped with symbol, or a vial of water. This
lantern, flint-and-tinder, effectively turns the object
backpack, Robes (acts as into a holy relic. The
Gambeson), 2-20 florins, enchantment on the item will
and a staff.

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Dragon Warriors
last for a number of days The spells available to Paragons
equal to the Character's Rank. from 4th rank are:
2. Bless can also be performed 4th Rank: Lesser Healing (1st
without alter and relic, but the level spell);
duration becomes hours rather 5th Rank: Hold off the Dead
than days. Blessed weapons (2nd level spell);
can be used against creatures
that would normally only be 6th Rank: Greater Healing
harmed by magic or magical (3rd level spell);
weapons. 7th Rank: Antidote (4th level
3. Blessed holy symbols and vials spell);
of holy water can be used to 8th Rank: Cure Disease (6th
repel, or hold off evil creatures level spell);
such as vampires. These holy
relics also grant any person 9th Rank: Miracle Cure (9th
carrying them immunity from level spell);
curses. 10th Rank: Resurrect (10th
4. A vial of blessed water will level spell).
cause 4 points of damage to A Paragon of 10th Rank or higher is
evil creatures, if the character considered a 'living saint', and after
is able to pour or splash it on death, their bodies become holy
them. relics in their own right.
5. Bless can also be used to
permanently remove a curse,
and can cure a person of Friars
madness, and lycanthropy. It Details of the 'Friar' Profession can
requires a lengthy ritual in be found in 'Ordo Draconis',
front of an altar bearing the Autumn 2009 (Vol: 1/No: 1). The
relic of a saint. If such a place Friar profession has a starting
is not available, then the cure special ability called 'Piety'.
will only be temporary, lasting Paragons of first rank may also
a number of days equal to the have this ability.
blessing character's Rank.
At each rank from 4th, a Paragon
can cast a limited number of Piety:
Sorcerer spells.
When rolling to ward off creatures, like
Paragons can cast these spells as Vampires, who can be fended off by
many times as they wish, as long as presentation of the crucifix, the Paragon
they do not fail their Psychic Fatigue rolls an extra die. Thus, to ward off
check. Once they have failed this Vampires, the Friar rolls 4d6 plus his
roll, Paragons can not cast any more rank.
spells until he or she is blessed in
front of an alter baring a relic of a
saint.

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Dragon Warriors
of an additional
Social Background language, do not roll for
more.
and Languages 6-20 No additional languages,
All player characters must roll 1d100 no more rolls.
for social status. Each profession has Certain character backgrounds can
its own table, and the results for modify the d20 roll as follows:
Knights, Mystics, Sorcerers,
Barbarians -6
Warlocks and Assassins are very
similar. Nobility -2
Barbarians and Elementalists come Gentry -1
from a different societal structure to Marina -2
that of the feudal system that the
other professions know. Merchant -1
Major Domo -1
Social Background
The feudal society presented in the Literacy
Dragon Warriors RPG is very The percentage chance of a
hierarchical. At the top are nobles, character being literate is also
closely followed by The Gentry. dependent on their social
Below them are commoners, who background (remembering that
are further divided into various Sorcerers and Warlocks are
social levels. automatically literate):
A character's profession will also Nobility 15%
affect his or her status; in that,
Gentry 10%
when two characters are of a similar
social status, the Knight will always Townsfolk:
be considered higher status in the Craft 10%
eyes of most common folk. Professional 35%
Trade 7%
Languages Menial Workers 5%
All characters start with fluency in Riffraff 2%
their native tongue. Characters then Merchant 10%
roll a 1D20 to see if they know a
Entertainer 8%
second language:
Peasantry:
1 Fluent in an additional
language, and roll again Freeman 8%
for a further language. Serf 3%
Cottar 2%
2-3 Intermediate (almost Slave 1%
fluent, but with an Charcoal Burner 1%
accent) in an additional Other 1d20%
language, and roll again.
Barbarian 1%
4-5 Basic (a few words and
Elementalist 2%
phrases) understanding

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Dragon Warriors
Modern Languages
Characters may learn the following
The Elleslandic
languages:
Elleslandic (Cornumbria, Albion);
Calendar
A year in legend is 365 days long,
Vasic (Thuland, Ereworn, Glissom);
with an extra day every four years
Latter Mercanian (Mercanian Coast); (leap year), and year is divided into
Algandarve (Algandy); 12 months.
Beaulangue (Chaubrette);
The Elleslandic Year:
Kurlish (Kurland, Asmulia);
Forst-monath (30 days) the coldest
Emphidian (Emphidor); month of the year.
Angate (New Selentine Empire, Thawian-monath (31 days).
Ferromaine League);
Ploh-monath (30 days) the month
Opalarian (Opalar); ploughing starts.
Nascerine (Zhenir, Marazid, Oster-monath (31 days) the Easter
Harogarn); month.
Etya'be'Yely (Eastern Steppes - Harel-monath (30 days) the month
various tribal dialects); in which sowing starts.
Cabbandari (Krath, Kingdom of the Eath-monath (31 days) the month in
Wyrd); which sheep are sheared and the
Dakkandi (Yggdras). land is fertilised.
Waed-monath (30 days) the
Special Languages Midsummer month (The first
Freyasdae of Waed-monath).
Characters may have access to the
following specialist languages: Heorfest-monath (31 days) the
month in which the harvest is
Arcane (Sorcerers); gathered.
Coradian Trader's Argot (Merchants Arn-monath (30 days).
along the Coradian Sea).
Halig-monath (31 days) the Autumn
Ancient Languages month.
Bael-monath (30 days) the
Characters who are literate may also beginning of winter.
know some ancient languages (see
Yeol-monath (30 days/31 if a leap
page 57 of the main rulebook). year) the month of the 12 day feast
Bacchile (Old Selentine Empire); of St Stephan.
Ancient Emphidian;
The Elleslandic days of the Week:
Old Mercanian;
Haligdae (the Sabbath)
Old Kurlish; Syfsdae
Kaikahuran (No longer spoken, Tyrsdae
written hieroglyphs only); Wotansdae
Lughwyd (No longer a spoken
Torsdae
language); Freyasdae
Boldursdae
Ancient Batubatan.

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Dragon Warriors
Living in the
Lands of Legend Fenring Forest
Deep in the forests are barrow tombs
Many initial adventures are likely to begin in
from ancient times.
the lands of Baron Aldred's fief:
Ruined Villa
Helfax Wood
A ruin left from when Albion was
You may find Fae folk and Wolves
occupied by the Old Selentine Empire
here.
(built in approximately 130PD).
Coronach Marsh Ruined Fort
Coronach Marsh is a treacherous
A small ruined hill fort left from when
wilderness area; plagued by snakes,
Vallander ruled this area (built in
and home to charcoal burners, peat
approximately 350AS).
farmers, and outcasts.
Standing Stones
The Shiriven Hills
An ancient set of standing stones
Brave pilgrims travel through this
dating back to before the Selentine
dangerous place to visit the shrine of
occupation (pre-1,000PD).
St. Stophin, patron saint of storms.
The Tower of Ulric the Sorcerer
The Bleaks
Even though he has always strongly
Beware of Wolves.
denied it, the locals think Ulric a
Jewelspider Wood Wizard, and avoid him.

There are rumours of evil Oakmen in


this forest.

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Dragon Warriors
Igam Wood Clyster
It is believed that if you are caught Clyster is a free city in Baron
in the wood after nightfall, you die Aldred's fief.
before morning.
Ostelin Abbey
Hobb’s Dell
Ostelin Abbey is a Large Monastery
The evil fog of Hobbs Dell shrouds dedicated to the Selentine Church.
the lair of 'Gardener Jack'.
Myrkyn's Castle
Candleford
Myrkyn's Castle is home to a
Candleford is a large township powerful and mysterious wizard.

Lakstead
Lakstead is a small city north of the
treacherous Hourla Hills.

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