About the WorldOver a thousand years since the fall of the decadent Old Ilsûthrin Empire, the Narsikan Republic is the world's dominant power. Unlike the other nations that were formed by the former slaves of that hated mageocracy, the Narsikan Republic is slowly starting to embrace the use of well-regulated magic. It is through this limited use of magic (combined with exceptional technological prowess) that the Republic has expanded to cover a significant fraction of the world's habitable territory. This territory includes the frontier province of Thorbarden. On the easter edge of this province, directly north of the heart of the Old Ilsûthrin Empire, lies the town of Dragonspire. It is its proximity to Ilsûthrin ruins that has made Dragonspire into a boomtown, with adventurers arriving from all over the Republic (and beyond) to seek out treasure in the musty vaults of long-dead sorcerer-barons. Players of Dragonspire will recognize many of the familiar trappings of Dungeons & Dragons. Adventuring parties with armored warriors, crafty rogues, and enigmatic wizards are an important part of the setting. But the Narsikan Republic is not the medieval society typical of most D&D campaigns. Indeed, it more closely resembles a hybrid of 19th-Century America and the ancient Roman Republic. Ambient magic has made electricity, gunpowder, and steam engines impossible without highly-specialized metaphysical knowledge; but other technological innovations have become common-place. Semaphore towers allow rapid communication between important settlements, the Republic Navy dominates the seas in advanced clipper ships, city-dwellers commute to work on bicycles, and standards of hygiene approach modern levels.
Character ConceptThe first step in creating a character is to decide on an interesting concept. Though set in a fantasy world, many character types from more modern genres are appropriate. Inspiration may be drawn from The Lord of the Rings, classic Dungeons & Dragons, Dragonlance, Eberron, and Warhammer. Other inspirational sources include the steampunk fantasy of R. Talsorian's Castle Falkenstein, Sleepy Hollow, Crouching Tiger Hidden Dragon, and the Indiana Jones movies. Players should choose heroic concepts that are appropriate to the inspirational material. This often means classic fantasy role-playing game archetypes based on D&D classes, but it can also include cinematic pulp or steampunk archetypes. Players will be creating 1st-level characters who are just getting started in their adventuring career. These characters should be designed to work well with the other player characters and the DM intends to start the campaign with an adventuring party already formed. The motives for the party shouldn't be hard to rationalize, since the daring adventuring party is a well-supported cultural achetype in Narsikan society. Being the first to survive a dangerous Ilsûthrin dungeon is one of the most celebrated routes to fame and fortune. And the Narsikan heroic ideal alone is enough to motivate courageous citizens to prevent powerful Ilsûthrin artifacts from falling into the wrong hands.
Ability ScoresPlayer characters will use a point-buy method: each attribute begins at 8 and characters have 34 points to spend on raising them (up to 18). Racial modifiers are applied after attributes are purchased. Attributes costs are as follows:
AlignmentIn Dragonspire, alignment is a supernatural quality rather than a measure of morality or ethics. A Detect Evil spell can detect demons, undead, and certain malevolent spirits. It cannot detect common criminals or people with dangerous mental disorders. Similarly, Protection from Chaos only works against the supernaturally chaotic. Players do not select alignments for their characters, though members of certain classes (like paladins) are still bound by specific codes of conduct. A character may temporarily take on an aura of supernatural alignment (Good, Evil, Law, Chaos) when casting spells with alignment descriptors or when channeling divine power for certain class abilities. Until this aura wears off (DM's discretion), the character will effectively have that alignment for the purposes of all alignment-related game effects. This includes preventing the character from using certain magic items or casting spells of the opposite alignment descriptor.
LanguageWhen selecting bonus languages, characters are not restricted in their choices by race or class. Characters may also defer selecting some or all of their bonus languages until they are presented with an opportunity to learn new languages during the campaign. The standard generic D&D languages do not exist in Dragonspire. The following is a list of some the languages that can be found in the setting:
RaceAll the player races in Dragonspire (derived from those in the Core SRD) were bred from human stock thousands of years ago. As a result, they are all inter-fertile. A given character may have the blood of any of the standard races and can justify unusual physical characteristics as being derived from their multi-racial heritage. That being said, characters should choose a dominant heritage for the purposes of determining racial abilities. Differences from the Core SRD are as follows: Dwarves: Known as Kozod among their own kind, they are the dominant race of the Sardek Alliance and many are citizens of the Narsikan Republic.
Elves: Known as Imril among their own kind, they were the dominant race during the time of the Ilsûthrin Empire. The standard elf contains a mix of the old noble bloodlines, as well as a fair bit of human blood as well.
Gnomes: Known as Uldra among their own kind, they are mostly found in certain areas of the Sardek Alliance.
Half-Orcs: Half-orcs are uncommon, but not unheard of in some Narsikan cities.
Halflings: Sometimes known as Kûduk, they can be found in many regions of the Narsikan Republic. Halflings in this setting resemble Tolkien hobbits more than the current D&D halflings.
Orcs: Bred for war, orcs are fearsome creatures with a natural predisposition for violence. That being said, a significant number of them fought on the side of the rebels in the Sunsûl Uprising. These orcs were rewarded with homes in the human lands (including the Narsikan Republic). Today, orcs and half-orcs have a well-deserved reputation for thuggery. But many have become very successful in careers that provide them with a legitimate violent outlet.
ClassDifferences from the Core SRD are as follows: Artificers: The artificer class from the Eberron Campaign Setting is an important part of the setting. Artificers are the masters of alchemy and weird science. They are the only characters who can use gunpowder weapons or create steampunk infernal devices. Their approach to conquering the metaphysics of the world through science has great appeal in a society where standard magic is too often associated with the depravations of the Old Ilsûthrin Empire.
Barbarian: Barbarians (also called berserkers) are typically the champions of uncivilized tribes (most notably the Gargalahar raiders). In the Narsikan Republic, there are warrior cults within the military that have learned the techniques of battle-frenzy while stationed in distant lands. Bard: Bards are nothing so common as regular entertainers (who are almost always experts). Rather, they are magically adept individuals who have mastered the arts of memory and the special techniques of spellsinging. In the Old Empire, spellsingers were highly regarded. Now, the knowledge has been preserved by a few of the older Imril houses. There is even a small spellsinger school at the Ilûsâd Monastery in Dragonspire.
Cleric: While religion is important in the society of the Narsikan Republic, actual clerics are rare. Most clergy in the Church of the All Father are in fact experts. Divine magic is just another form of magic and few people in the early days of the Republic had any inclination or desire to use it. Over the course of the centuries, however, monastic and knightly orders within the Church began to apply knowledge learned from occult research to the worship of the All Father. Members of these orders became clerics and paladins.
Druid: Druids are tremendously rare, possibly the rarest of all the heroic classes. Their unique specialized knowledge allows them to access the primordial spirits of the natural world. In the Old Empire, druids were typically apocalyptic figures who would emerge from hiding to prophesize the doom of Ilsûthrin civilization. During the Sunsûl Uprising, their were stories of mysterious druids who aided the cause of the rebellion. There is no real community of druids and individual druids do not typically have access to mentors who can teach them ways of their craft. Instead, druids are typically selected by the spirits they serve, often for very mysterious reasons. These characters commune with spirits in their dreams, and learn the proper rites to summon their aid during waking hours. It is during these nightly visits to the spirit realm that druids often learn their apocalyptic prophesies.
Monk: Monks are highly respected for their role in bringing down the Old Empire. Many orders of monks exist in both the Dominion of Azânêa and the Narsikan Republic.
Paladin: Paladins are essentially militaristic clerics. In the Church of the All Father, paladins belong to knightly orders that have been studying occult rituals for centuries. The powers granted to paladins come from the practice of these rituals as well as their transcendent faith. It is a matter of much debate among scholars how many of these abilities come from within and how many are direct blessings from the All Father and his divine agents. Paladins of other faiths are not unheard of, though they are exceedingly rare. It is claimed that the mystic disciplines of faith that give a paladin his or her power were first developed in among the occult brotherhoods dedicated to the All Father. This may or may not be true, but the Ilûsâd Monastery has produced a handful of paladins of the Silver Goddess in recent years.
Ranger: Most warriors of the wilderness are not rangers. Rather, they are fighters, barbarians, or rogues with the Tracking feat. Real rangers are somewhat rare and have very specific backgrounds. One such background is membership in the Order of Silver Hunters. These warrior are trained at the Ilûsâd Monastery in Dragonspire to be the primary defenders of the faith (the few Paladins of Ilûsâd are also members of this order). Another possible background is that of a warrior who has experienced a druidic calling (without having to take levels of druid). Finally, the most common ranger background is that of a rural fighter who has learned how to commune with spirits from village hedge wizards or witches.
Sorcerer: In a world where most arcane spell-casters are feared and distrusted, sorcerers are especially reviled. That is because their powers come from pacts with dangerous and often malevolent beings. The practice of sorcery is strictly illegal in most parts of the world, with practicing sorcerers forced to disguise their powers as regular wizardry.
Wizard: The standard arcane spell-caster is the wizard. In the Narsikan Republic, the practice of wizardry is strictly regulated by the Arcanum (and membership is required for all known wizards).
SkillsDifferences from the Core SRD are as follows: Spellcraft: Any character with Spellcraft may attempt to cast a spell directly from a written source or with the guidance of a caster who knows the spell. The DC is 20 + spell level. In most cases, a failure means that nothing happened. However, if the character's roll is less than the DC but is high enough to cast a 0 level spell than some effect is manifested. The effect will often be harmful to the character and will resemble a spell of a level equal to roll - 20. The exact nature of the effects depend on the spell being cast, as well as the caster's intentions. The base casting time for casting a spell from reference material is 1 hour plus the regular casting time. The character must still have the proper spell components. Casters who normally can cast the spell in question may still cast them from reference if they do not have any spell slots remaining.
FeatsDifferences from the Core SRD are as follows: Knight/Monastic Training: These feats, from the Eberron Campaign Setting, allow unrestricted multiclassing as a paladin or monk respectively. Psionic Feats: Monks may select general and psionic feats from the psionics section of the Supplemental SRD. These feats represent a cinametic control of Chi. A monk may select psionic feats as if they had the Wild Talent feat.
WealthDifferences from the Core SRD are as follows: Currency: In addition to the standard D&D coinage exists, the Narsikan Republic prints paper money in various denominations. The standard Narsikan denomination is the silver lûn, with copper komitz used for small change. The gold sûl is relatively uncommon. Coins from other realms must typically be exchanged for Narsikan currency, though some merchants will take foreign currency at an added surcharge. Coins from the Old Empire are worth much more than their base value (depending on scarcity).
Created: 26 March 2006 / Last modified: 15 July 2006
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