The Price of Honor
for the world's greatest roleplaying game
- Lead Designer/Producer. Kevin Kragenbrink
- Contributing Authors. Aya, Maja
- References. Player's Handbook, Dungeon Master's Guide
- Cover Illustrator. fxxz
- Interior Illustrators. Kevin Kragenbrink (Eransu maps)
On The Cover
In this masterpiece by fxxz, a sekai ryū (世界竜) coils around a dojo atop a mountain cliff, proclaiming its territorial claim over the area. Several other shrines and buildings in the background overlook the scene, likely parts of the dragon's territory.
- 1 Credits
- 2 Setting
- 3 House Rules
- 4 House Rules
- 4.1 Table Rules
- 4.2 Rules Changes
- 4.3 Rule Expansions
- 4.4 Rule Variants
- 5 Equipment
The Price of Honor is a wuxia storyline set in the wild and overgrown land of Eransu. The Eransujin believe that this land was raised from the oceans for them as they fled by sea to escape oppression from their homeland. None remember where they came from, and there is no sign of their homeland on the horizon.
The Eransujin have clustered together in tight-knit cities near the coastline, and prefer to travel by boat from city to city. Travel overland is possible, but inadvisable: Eransu is a land ruled by spirits, demons, and other monsters.
Throughout this story, there are several recurring themes which drive the plot. These themes form the core of the story, and set the tone for how it will progress from humble beginning to dramatic end.
Intrigue is a game as old as civilization, whether the players are in it due to the lust for power, the desire to see justice done, or simply because they can be. Everyone is playing, but not all of them know it. There are many pawns for every queen, after all, and the best pawns are those who are convinced they’re not.
Family, master, friend, or lover, there aren’t many who don’t find themselves bound to others by loyalty in one form or another. Those who are known to be loyal to nothing are often shunned, and most view with admiration those whose fidelity is immutable. Sometimes, though, the bonds are little more than shackles, especially when the loyalty goes only one way.
Everyone makes mistakes; it’s what you do with those mistakes that determine one’s true character. For some, the concept of seeking redemption is an impossible and hopeless task; and these dark souls slip ever deeper into their own sinful nature. But those who truly seek redemption; those who strive to atone for their mistakes and to rise above their own failures, are held as pillars of ethical value. Redemption is never an easy road to walk, but for those who achieve it, pride and respect are the greatest rewards.
Welcome to Eransu
Legend holds that the people of Eransu did not begin their journey here. They say there is a magical land, far beyond the setting sun, where the people once were masters of the spirits and the tapestries both. When the dragons came, the people were quickly overwhelmed. Many died. Still more were pressed into slavery. But a chosen few managed to escape by sea.
For many months their vessel wandered, until they despaired of ever finding a safe place to land. The bearers of the tapestry went mad, and one by one the animists lost their authority over spirits, until all that was left was one young woman, barely old enough to bear children, who retained her contact with the spirits.
Those few who remained turned to this young girl, named ____, and begged her to coax the spirits to save them. And so the girl did, pleading with the spirits for aid and relief. The spirits came to her aid, drawing forth the land from the seas.
The next morning, the people came across this new land, and they named it Eransu (選んす), in honor of the choices they had made which brought them here.
At the source of the Shizukawa, the village of Heionmura (平穏村) thrives. Many outside of Heionmura are curious why the village is not the capital, but there is something about the place which inspires peace, even in political dealings. Grudges are rare here, and even the yakuza do not operate quite so violently in Heionmura.
Because Heionmura skirts the edges of Kotsumori, it is an excellent place from which to embark on overland travel deeper into Heishi province. Caravans leave Heionmura every morning, and arrive every evening. Goods from the capital of Heishi are brought here first, then shipped inland, and goods intent on the capital all pass through Heionmura. Some have come to call it "the Gateway to Wealth", and indeed, as a collective the people of Heionmura are relatively wealthy.
Heionmura is not only famous for its wealth; however. Suspended over the Heionizumi (平穏泉)--the spring from whence the Shizukawa flows--is a shrine to the spirits which drew forth Eransu from the waves. The shrine was built around a small island in the center of the spring, whereupon is planted a Quince tree the likes of which exists nowhere else in Eransu. It is said that this tree was brought by the people in their flight from the lands to the west, and was planted by ____ herself when she established the shrine.
Heishi (兵市): City of Soldiers, also can be taken to mean City of Stubborn People.
兵湾 means Bay of Soldiers.
鏡湖 means Mirror Lake
This mighty forest is home to creatures wilder and more monstrous than many men can comprehend. The first settlers of Heishi fought hard to secure and defend their home, and push back the walls of the forest until they were safe. They named the place Kindan no Mori (禁断の森)--the forbidden forest--believing that it was the mandate of heaven that the forest should remain untouched by mankind's expansion.
Centuries after the city's establishment, the Shogun of Heishi grew ambitious and sought to expand his reach. Foolishly, the Shogun sent his armies to cut roads through the forest, seeking to ease travel to his neighbors in the interest of improved taxes. As the story goes, the gods summoned fire demons from hell to face this army, and the entire wood was set ablaze. So hot were the flames that even the bones of the Shogun's soldiers were turned to ash. Thus did it become known as Kotsumori (骨森)--the forest of ash.
To this day it is considered bad luck to travel through the section of forest where the soldiers were burned. Although the forest has recovered from the fiery blight, it is said that the souls of the dead still haunt their boughs. For this reason, most travel to and from Heishi is conducted by river, but daring or miserly souls still dare the overland route on a regular basis, preferring not to stop for long. It is a dangerous route, but still cheaper than travel by barge.
Shizukawa (静川) is a deep river drawing down from the low mountains east of Heishi. Although the river's total length is only around twenty-five miles, it remains deep for the bulk of that travel, allowing easy riverboat traffic in both directions. The river flows out from an underground source in the mountains, near Heionmura Village.
Shizukawa is almost constantly overflowing with traffic; boats traveling up or downriver ferrying goods between Heionmura and Heishi, fishers, or even pleasure boats. Travel is not cheap, but it is prolific.
It is said that when the spirits drew forth the land from the sea, three sister spirits claimed Mount ____ as their home. When the Eransujin made landfall, these three climbed down a rope to the coast, and greeted the people on their arrival. The people were allowed to use this rope to climb up the mountain, and where the rope was anchored they planted the quince tree and dedicated a shrine to the spirits.
As the roots of the quince sank into the soil, the spirits turned their rope into a river, deep and slow, which would nourish the quince, and still provide easy transport up to the mountain.
Dungeons & Dragons® is a game of Story first, Rules later. Although the system is generally considered very crunchy, the story must always be given priority over the rules. Most of the house rules on this page are designed with this goal in mind.
The following are rules of etiquette and the table. They have no bearing on mechanics, but do influence how you play and interact.
Challenging the Rules
Players are encouraged to call the DM on his mistakes. To do so, state clearly that you want to challenge a ruling, which ruling, and what you think the mistake was. The DM will then review the ruling a second time, probably taking some time to double check the books. Do not argue while the DM is looking things up, but do answer any questions. After review, the DM will make a revised decision. At this point, the ruling cannot be contested again during the game. If you wish to continue the discussion, please do so outside of game time.
Any custom content you wish to use should be copied onto this wiki for the DM's reference. The DM encourages custom content, and enjoys creating it himself, so if you wish to include something in the game, just ask!
When you level up, you must roll to determine your new hit points. You may not take the average for your class.
The following rules have been directly changed from those that appear in the PHB or DMG.
When you reach 0 hit points, you gain a level of Exhaustion.
With DM Permission, if your character dies, you may instead choose to have your character live on with an injury (DMG pg. 272).
The DM may award Inspiration to a player at any time. A player either has or does not have Inspiration; it cannot be stacked.
Inspiration can be used to force a reroll of any single d20 in the game, whether it is the DM's, the player who has Inspiration's, or another player's.
Inspiration cannot be transferred to another player; the player who has inspiration must choose which d20 roll to use it on.
When you reach 8th level as a Cleric, you may choose between Potent Spellcasting (from the Knowledge and Light domains), or Divine Strike (from the Life, Nature, Tempest, Trickery, War, and Death domains).
Advantage and Disadvantage only cancel one instance of the other. For example, if you have Advantage from two different sources, and Disadvantage from one source, you will roll with Advantage, because the Disadvantage cannot cancel both sources.
The following rule expansions are used in this game.
These rules provide numerous options for how to spend your downtime.
These rules explain how the cold impacts characters, and how to mitigate its impact.
These rules explain how positioning facing can impact tactical combat, including ways to gain advantage, and the value of a shield.
The following rule variants are in effect:
- Action Options: Climb onto a Bigger Creature (DMG 271)
- Action Options: Disarm (DMG 271)
- Action Options: Overrun (DMG 272)
- Action Options: Shove Aside (DMG 272)
- Action Options: Tumble (DMG 272)
- Encumbrance (PHB 176)
- Equipment Sizes (PHB 144)
- Feats (PHB 165)
- Hitting Cover (DMG 272)
New Armor and Shields
|Buckler||5 gp||+1||—||—||2 lb|
|Tower Shield||30 gp||+3||Str 13||Disadvantage||20 lb|
Buckler. This small shield is fitted around the arm and made of metal, wood, or boiled leather. It takes the same action to don and doff as a normal shield, and a character cannot benefit from a buckler and another type of shield at the same time. Unlike a shield, a character can still use the hand on which the buckler is equipped. If during a character's turn they use an item with this hand, attack with a weapon in this hand, or attack with a two-handed weapon, then the character does not gain the buckler's bonus to AC until the start of their next turn.
Attacking with a one-handed weapon or thrown weapon using the hand on which the buckler is equipped causes the attack roll to suffer disadvantage. When using a ranged two-handed weapon with a buckler, reduce the normal and long ranges by half. The hand wielding the buckler does not count as a free hand for the purposes of spellcasting, grappling, or unarmed attacks.
A character proficient with shields is also considered to be proficient with bucklers. A buckler does not benefit from rules or abilities that specifically refer to shields, such as the Protection fighting style or the Shield Master feat.
Tower Shield. This large wooden shield is nearly as tall as its bearer and is reinforced with metal. Donning and doffing a tower shield takes 1 action. A character cannot benefit from a tower shield and any other type of shield at the same time.
While a tower shield is equipped, its bearer takes a disadvantage on attack rolls unless they are attacking with a light weapon. A character cannot cast any spells with somatic components, even if the wielder is proficient and has their other hand free.
A character proficient with both shields and heavy armor is also considered proficient with the tower shield. All other rules and abilities that affect shields, such as the Protection fighting style or the Shield Master feat may be applied to tower shields.
Several additional weapons have been added to fill in holes in the available weapon options presented in the Player's Handbook. Additionally, the stats for the Scimitar have been revised, and the Kukri has been given the stats of the old Scimitar.
New Weapon Properties
In addition to the weapon properties listed in the Player's Handbook, the following weapon properties also apply.
Ki. This weapon is considered a Monk weapon.
Light Thrown. This weapon is considered both a light weapon, and a thrown weapon; however, you cannot apply special effects (such as the benefits of the sharp-shooter feat) when thrown as an off-hand attack.
|Simple Ranged Weapons|
|Shuriken||1 sp||1d4 piercing||1/4 lb.||Finesse, ki, light thrown (range 20/60)|
|Martial Melee Weapons|
|Estoc||15 gp||1d8 piercing||3 lb.||Versatile (1d10)|
|Kukri||15 gp||1d6 slashing||2 lb||Finesse, light|
|Scimitar||25 gp||1d8 slashing||3 lb.||Finesse|
|Elven Fullblade||30 gp||1d10 slashing||4 lb.||Finesse, two-handed|