The New Edition of Dragon Warriors

The New Edition of Dragon Warriors

The new edition of Dragon Warriors consisted primarily of a reformatting of the old material with a few content tweaks, but nothing that introduced significant incompatiblities between the two editions (only little things, like warlocks can no longer wear plate armour and elementalists can now channel raw elemental essence into an attack). Mostly, the edition consists of the old rules applied to new adventures, but the Players' Guide, particularly, significantly expands the original edition and is definitely work picking up!

Dragon Warriors Rulebok

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Enter a world of magic, folklore and danger. Here, superstition covers peoples' lives like autumn mists cover the moors, and terrifying monsters with bizarre powers lurk in the shadows. The king is a weakling, barons scheme against each other, and lordless knights, back from the Crusades without the honour or riches they were promised, roam the countryside in search of adventure, or prey.

Ruined castles and barrows are the lairs of the supernatural, or newer, more sinister masters. Labyrinthine underworlds lie forgotten below ancient temples and city cellars. The dark places of the world hold riches for those who would search for them, and the keys to great power, and death.

These are the Lands of Legend, and they need heroes. Brave knights, courageous barbarians, cunning sorcerers, mystics trained in the powers of mind and body, sword-wielding warlocks, elementalists who command the fabric of reality itself, and assassins trained to bring death to the deserving. All these will be your comrades on the path to glory - and perhaps your enemies too.

Will you accept the challenge of Dragon Warriors?

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Dragon Warriors Bestiary

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Dragon Warriors Bestiary

Monsters of Myth for the Lands of Legend

Human beings think they rule the Lands of Legend, but they do not. Even the most powerful live in terror of the things that lurk in the shadows, or prowl the wild country, or creep into the depths of a guilty man's dreams.

The spirits of long-dead kings and chieftains guard their ancient barrows, or lie waiting under the soil for the call to protect their homeland once again. An Eaves Phantom can torment a family for generations. Sailors live in terror of the Blue Men whose rotten longships rise from the deep to issue fearsome challenges.

Stranger still are the Automata, created by the scholars of ancient empires, who may reveal lost secrets for an awful price; or the Obsidiak, a human head carved from granite, with tentacles for a neck; or the malicious creatures of the faerie: Goblins, Caitshee, Spriggan and many others.

And the less said about the Jumbees, the Hellrots or the terrifying Grey Hood, the better. In the Lands of Legend, being eaten alive is often the least of an adventurer's fears.

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Dragon Warriors Players' Guide

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Are you a roguish knave who has pilfered this book and even now crouches in some dark alleyway, wondering where best to fence such a rare treasure?

Or are you a wily hunter who braved some monster-haunted underworld in the wild woods, and found this very book in a chest of buried treasure?

Or perhaps you are a devout priest, in which case you are doubtless hastening to the nearest fire to consign this book to the flames, for you have peeked within and seen the wealth of lore concerning sorcery and demonology!

The Players' Guide to Dragon Warriors contains these three new professions and much more besides! Inside, you'll find treasures including:

- Organisations and sworn fellowships.

- A miscellanea of essays on Living in Legend.

- Secrets of arcane lore.

- New secondary skills, weapons and armours.

- Demons! Demons! Horrible demons!

- Better yet, spells to contain and banish demons!

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Sleeping Gods

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Those who lie under the earth should not be woken

When you took the job, you never thought it would lead to this. Escorting a prisoner to the court of Baron Aldred did not sound like the start of your path to glory and riches.

As you stare out over the battlements of your castle, you reflect on the long, twisted journey that brought you here. How a chance meeting with a village priest led you to the lost tomb of the legendary king Vallandar. That drew the attention of the Baron's steward, Sir Beorn; and the strange mission he asked you to do convinced the Baron to make you his trusted guards.

Then from there... the bizarre island; the attempt on the Baron's life and the tragedy of his eldest son; the long sea-voyage to the jungles of Mungoda; and finally here, fighting for control of this ancient castle and its hidden secrets.

As the enemy's soldiers stand at the causeway, waiting for low tide to begin their assault, you ask yourself: has it been worth it? Smiling, you draw your weapon. Glory is its own reward, and today will be glorious indeed.

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The Elven Crystals

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A shattered stone, a fractured kingdom, one last chance

Ereworn was once the jewel of the countries of Ellesland. The land was protected from the evils of the world by mystical wards around its boundary, and the king took counsel from the greatest of elves, the archmage Elvaron.

Elvaron foresaw many things, including his own death and the failing of the wards, and he worked to protect the land he loved. He placed an image of himself in a great crystal to preserve his knowledge. But the making of the crystal hastened his death, and less than a year later the wards fell. The crystal shattered into shards, misfortune flooded into Ereworn, and the few knights who might have saved the land fled.

Now Ereworn is home to brigands, assassins, corrupt barons and much worse. The crystal's shards are still within its borders, lost for decades, waiting to be found. And there are forces moving once more to reunite the pieces, destroy the last safeguards that Elvaron left behind, and turn Ereworn into a realm of darkness.

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Prince of Darkness

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Under the ice, ancient things are waking

Glissom is the norternmost of the countries of Ellesland. Trapped between its sinister neighbours to the south in Ereworn and the ice-pack beyond the Mountains of Brack to the north, it is an unquiet place where the old ways are crashing head-on into the new.

Outside the walls of Glissom City, the old ways hold. Reivers raid rural settlements, killing and pillaging, making honest trade impossible.

Beyond their forts lie forests populated by elves, ruins left by the Selentine Empire a thousand years ago, and the mountains with their strange inhabitants. And in the north people still talk of the ancient Fomorians and their glass towers, and abandoned cities under the ice.

It is a wild land, in need of strong leadership. But King Durindar has been seen only twice in two years. With the heir to the throne a reckless adventurer, many are saying that it is time for a change in Glissom. And a change is coming.

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Fury of the Deep

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An adventure of wrecks and ruins

Hear ye now a tale as old as the ocean: of a man of pride and vanity, and his desire to possess that which was not his to own. Of a great island temple to ancient gods lost within its secrets for long centuries; and of spirits even older, with unknowable powers and great vengeance, who will fight to preserve the fragile balance and subtle treasures of their home. And of a band of wanderers whose travels bring them to the heart of this story where they will, as like as not, make of it a blood-red shambles.

Fury of the Deep is a self-contained adventure designed for a group of adventurers between 4th and 6th rank.

Note that at time of writing, Fury of the Deep actually costs more than Cold Fury, which includes the Fury of the Deep adventure and additional articles from In From the Cold, too.

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The Miller's Tale

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A Tale of Death and Vengeance

A month ago, a miller with 'the sight' was slain by a dark sorcerer in order to protect his secrets. The PCs are asked by the miller's ghost to track down his murderer. The PCs have to navigate a web of lies and misdirection to find the true murderer, and hopefully stop a plot that extends beyond this small village.

As-written, the adventure should challenge a group of Dragon Warriors characters of 2nd-5th rank.

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The Knight's Tale

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A Tale of Intrigue and Chaos

The PCs travel to the Carind Royal Tourney, one of the largest tourneys held anywhere in Legend. As the games progress, the PCs notice strange behaviour from the tourney-goers. Conflicts that would ordinarily simmer, instead boil to the surface without reason, and even the animals start to act strangely.

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The Reeve's Tale

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Legend of the Salt King

The castle of Brochleah Bluff stands warden over the Coronach Marsh, but its crumbling battlements can do nothing against the curse that has plagued the lords of Brochleah for centuries. Chaos haunts the marshlands, while in the darkness, something evil and alien stirs in its sleep for the fi rst time in a thousand years. Can the heroes prevail where even the fell might of Balor himself failed?

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Friends or Foes

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Is your worst enemy sitting next to you?

Here is a selection of intriguing characters for the Dragon Warriors RPG, ranging from the powerful to the obscure, nobles and beggars, figures from folklore, and others with strange and dangerous motives. They include

Ealdun the Fool, dwarf jester and master of secrets at the court of King Hadric.

Sister Dominique, leader of teh heretical Novan sect, pitted against the leaders of the True Faith and the noted witch-burner Father Alessandro.

Rakov, Magus Lim, one of the ruling Magi of Krarth - and a voracious vampire commanding a host of undead.

Tuanku, a beautiful diplomat and 53rd wife of the Emir of Marazid... who appears to have a nail embedded in the back of her neck.

Plus 33 other unique characters to bring interest, adventure, and a little chaos to your game.

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In from the Cold

In from the Cold

Those who forget the past are doomed

In from the Cold is a collection of classic articles from the golden age of RPGs, when Dragon Warriors creator Dave Morris was the foremost writer for White Dwarf magazine, so prolific that he used pseudonyms to disguise the sheer volume of his output. This book collects the very best of his articles and adventures from the 1980s, fully revised and expanded to fit the rules and world of Dragon Warriors.

In from the Cold features two major articles and six complete adventures for Dragon Warriors player-characters of all levels, including:

Dealing with Demons: Demonologists as a playable profession, with complete rules for summoning and binding the inhabitants of the abyss, new spells and rituals, a chapter of new minor demons and rules on using the game's existing demon races, plus full descriptions of the powerful and terrifying Demon Princes.

The Unquiet Grave: Rules and instructions for giving undead and ghosts the properly chilling effects on PCs that they deserve.

A Box of Old Bones: A fan-favourite scenario, set in Osterlin Abbey where the bones of Saint Giles are attracting unwelcome attention.

The Lone and Level Sands: Wherein an ancient tomb long buried in the desert proves to have some unexpected contents.

The Serpent's Venom: In which a chance remark gives the party an opportunity to beat a band of rivals to a treasure, if they move fast

A Ballad to Times Past: An adventure from the history of the Lands of Legend, when magic worked strangely and required powerful patrons.

Temple of the Lost God: An excursion deep into the Mungodan jungle to search a cursed ancient temple for a frankly bizarre prize.

Key of Tirandor: An epic quest for a forgotten city, a world of dreams and the ultimate power within.

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In From the Cold is not currently available for purchase - some of the articles published in this book are available in the public domain (linked in the description above).

Cold Fury

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Contained in this grimoire of ancient knowledge are quests that will lead those who dare to crumbling temples, labyrinthine tombs, sand-swept pyramids and dragon-haunted caverns. Here are demons and gremlins, ghosts and traitors, the ways and means to reach fabled islands and mayhap escape with your life. Will you rise up or be cast down to drown in the briny depths?

This book combines the contents of Fury of the Deep with In From the Cold but without the Demonology rules (now available in the Players' Guide) and the Key of Triandor adventure, for which the publishing rights could not be obtained. Note also that the bulk of the remaining content from In From the Cold is also available in the public domain (see links in the description of In From the Cold).

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