Sunday, September 28, 2025

House Rules, Part Three: Combat, Currency, and Equipment

      I've endeavored to keep house rules for combat and gear to a minimum. The sole rule addition to combat is drawn from Pendragon, a now-distant cousin to Dragonbane/Drakar Och Demoner. As for additional gear, I intend to keep a tight rein on any additions to prevent any kind of arms race from developing in this game.



Falling Unconscious and Getting Knocked Down (Pendragon)

           © 2015 Dean Spencer, used w/permission.          

     If a character's Hit Points drop to 1/4 or less than 1/4 their total, they must make a WIL check to rally (per the rules on p.50 of the rulebook) but without the Bane associated with Death Rolls. Another character as close as 10 meters away (and within earshot) can try to use persuasion to help you rally.
 
     A character who takes damage equal to or greater than the higher of their STR or AGL must make an AGL check or risk being knocked down. Prone characters are, of course, subject to the rule of prone targets on p. 45 of the rulebook. (Note: This is adapted from Pendragon.) 
 
 

Publisher's Choice Quality Stock Art © Rick Hershey/Fat Goblin Games
Currency in Terrenor

     Humans in Terrenor adhere to the monetary system as presented in the Dragonbane core rules (which is also the monetary system of the Republic of the Harav). Dwarves and elves, however, have their own unique currencies which may or may not be valued by neighboring cultures. Dwarves typically do not use gold and silver as coinage, substituting steel and iron respectively as these are seen as the lifeblood of their existence. The only precious metal dwarves use as coinage is copper. Among themselves, elves substitute shaped, polished, and engraved pieces of amber and tree bark for silver and copper, respectively. They do mint their own gold coins, however. Other kin (halflings, catfolk, et.al) trade in almost any coinage available.

     Typically, Veraxians value Haravian coins at half the Veraxian value (this is mainly due to their prejudice, not the weight of the coins or the purity of their metal). Likewise, Veraxians do not value dwarven steel and iron or elven wood or amber pieces – they arrogantly consider such currency worthless. Precious metal coins (gold, silver, copper) used by demihumans are valued at half their value as well. In the Borderlands and the Republic of the Harav, no distinction is made between Haravian and Varaxian gold coins, so one gold piece is one gold piece, per the rulebook.
 
                           CP/Fl       SP/Ir/Am       GP/St                           CP     SP      VC     HG
CP/Fl                      1                10             1/100                 VC     200     20       1         2
SP/Ir/Am               10                 1              1/10                  HG     100     10      .5         1
GP/St                  100               10                1
  • 1 copper piece (CP) = 1 elven floren (Fl)
  • 1 silver piece (SP) = 1 dwarven iron piece (Ir) = 1 elven amber (Am)
  • 1 gold piece (GP) = 1 dwarven steel piece (St)
  • 1 Veraxian Crown (VC) = 2 Haravian Guilders (HG)
 

Additional Gear, Weapons and Armor (Multiple Sources)

     Just about any number of third party resources have new pieces of adventuring gear featured in an article or as part of a new setting. These should be run by the GM for approval before being included in a character's inventory. Additional rules for and types of weapons and armor can be found in the supplements Expanded Rules for Armor and Expanded Rules for Weapons. Items and rules in these books will be considered as necessary by the GM and are not available to starting characters without GM permission.
 

Black Powder Weapons (Multiple Sources)

     Ah, now we come to the sticky wicket of many a fantasy campaign. One which has afflicted gamemasters with endless nightmare scenarios and migraines. Historical settings such as A Mighty Fortress for AD&D 2e, as well as grimdark fantasy games, like Warhammer Fantasy Roleplay, feature black powder weapons in all their destructive and powergaming glory. Dragonbane is no exception, but there are some nuances to how black powder and black powder weapons feature in Terrenor.
 

           © 2015 Dean Spencer, used w/permission.          

     Dwarves are the inventors of black powder and black powder gunnes (as they are referred to in the setting). Despite being widely embraced as a mining tool by many dwarven lords, its use in ranged weapons is a subject of debate. Both the Holy Veraxian Empire and the Republic of the Harav have been scheming to acquire the secrets of this technology for themselves but have met with little success.
 
     Elves show utter disdain - if not outright contempt - for the dwarven invention. Meanwhile, their dark cousins view black powder as an interesting plaything with which to sow some chaos, but nothing more. Likewise, both fae and demi-fae see black powder as vulgar and inelegant.
 
     Halflings view black powder and gunnes with a mixture of awe, fear, and disgust. Individual halflings and humans alike have tried to acquire and otherwise reverse-engineer these secrets with mixed results. Nightkin are drawn to the power black powder seemingly grants on the battlefield, while simultaneously fearful of the damage it can readily cause to both body and spirit.
 
     Exposition aside, black powder and related weapons will be tightly reined-in. Starting characters may not possess black powder or black powder weapons. If a player creates a replacement character who possesses such things, the concept must be approved by the GM. The GM will not be held responsible for a character's loss of limb or life due to misuse or mishap related to black powder weapons.
 
    Thus far there have only been three sources of material on black powder weapons and related equipment. These are:
     These probably won't be the end-all or be-all of such rules for Dragonbane. The additional lore and gun stats are being kept out of the public eye in order to further rein in any potential chaos devious players might try to wreak.
 
     My next post will be the third interlude regarding the Church of the Seven Saints, specifically the cleric/priest profession and the powers granted to them by the Resplendent Emperor.
 
EDIT: My next post (after my housekeeping note) will be the beginning of the revised and consolidated lore regarding the Church of the Seven Saints, the clergy, and the powers granted to them by the Resplendent Emperor. 
      

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