Introduction
Suppose we have only dreamed, or made up, all those things- trees and grass and sun and moon and stars. Suppose we have. Then all I can say is that, in any case, the made-up things seem a good deal more important then the real ones.
Welcome to the Narnia Campaign Setting, a fan-created sourcebook for the Dungeons & Dragons game, based on the Chronicles of Narnia by C.S. Lewis. This sourcebook is not endorsed by either Wizards of the Coast or the CS Lewis Company. The game mechanics used are subject to the d20 SRD and all characters are property of the CS Lewis Co.
That said, a lot of work has gone into adapting the various sources into a single usable online sourcebook. Those involved appreciate the time you have spent to read through our creation, and hope that you enjoy this work and put it to good use.
The Tone of Narnia
Dungeons & Dragons has always been a rather whimsical place, full of mythological creatures and magic. However, the general tone of most Dungeons & Dragons campaigns is not quite as light as that of Narnia.
To adjust the core Dungeons & Dragons materials to fit the Narnia setting required several changes, including restricting many elements normally common at the D&D table. You will find little arcane magic in Narnia, generally only wielded by dangerous villains like the White Queen. Psionics have also been removed, as have nearly all of the many Abberitions and Evil Outsiders. While these are significant changes, and may be a turn off for many long-time gamers, we feel that they were necesary to maintain the tone of Narnia and keep it true to its roots.
A positive side effect of these changes is that it creates an environment that is much more G-rated than your average D&D campaign. There are no creepy demons or black magic in Narnia, so even the most protective parents can feel comfortable allowing their children to play.
Narnia
The name "Narnia" refers to not only the Narnian world, but especially to the land of Narnia within it, which its creator, Aslan the great lion, filled with talking animals and mythical creatures. Narnia is a land of rolling hills rising into low mountains to the south, and is predominantly forested except for marshlands in the north. The country is bordered on the east by the Eastern Ocean, on the west by a great mountain range, on the north by the River Shribble, and on the south by a continental divide.
The Creation
The Creation of Narnia was witnessed by six creatures; Jadis, Empress of Charn; Digory Kirke; Polly Plummer; Andrew Ketterly; Frank, a cabby; and Strawberry, his cabhorse. This group was brought to the unmade Narnian world by accident during a failed attempt by Digory to transfer Jadis from London in our world back to her own world of Charn.
Aslan began the creation soon after they arrived, using song to call forth the stars, sun, and eventually all landforms, plants, and animals as well. When he was finished, Aslan selected certain animals to be Talking Animals, giving to them, and all other magical creatures, Narnia as their new home.
Aslan next anointed its first rulers, the cab driver and his wife (who had been called to Narnia by Aslan), as King Frank I and his wife Queen Helen and commanded them to rule peacefully over the talking beasts. Aware that the evil witch-queen Jadis had entered his new land, Aslan sent Digory on a mission to retreive a magic apple from a garden located in the Western Wild beyond Narnia. When he returned, the apple was planted by the river where it immediately grew into a tree which, as Aslan explained, would protect Narnia from Jadis for many years.
Aslan allowed Digory to take one of the apples from the new tree back with him to our world for his ill mother. After she had eaten it, Digory planted the core in his garden where it grew into a great apple tree. Many years later the tree was blown down in a storm and the now Professor Kirke had its wood made into a wardrobe.
The Golden Age and the Great Winter
The land of Narnia was in peace for hundreds of years after its creation until, eventually, Jadis the Witch-Queen returned and bound the land in ice and snow for one hundred years, making it always winter and never Christmas.
When four children named Peter, Susan, Edmund, and Lucy found their way into Narnia through Professor Kirke's magic wardrobe, they happened to arrive at a time when the great Lion Aslan had returned, and the hundred years of winter were ending. Becoming part of his court, they fought in the first great Battle of Beruna Ford and defeated the White Witch. Aslan then fulfilled an ancient Narnian prophecy and made the children Kings and Queens of Narnia. Because of the great prosperity Narnia experienced under their reign, this period of Narnian history is known as its Golden Age.
Things to Remember
There are several major changes to the Core Dungeons & Dragons setting, as well as many minor adjustments. Some things to keep in mind:
Arcane Magic
There is little Arcane Magic in Narnia, and it is almost universally wielded by evil characters, and even then only sparingly.
The Wizard and Sorceror classes are restricted in Narnia, as are any other Arcane-heavy classes. The bard is an allowed class in the Narnia Campaign Setting.
Divine Magic
Divine magic is very prominent in Narnia, and antagonists and protagonists alike use divine power to aid them. However, the deep magic of Narnia is not as structured as many types of divine magic, and for this reason the Cleric class has been adjusted. Also, there is no evidence of the druid ability to shapechange, and so this ability has also been modified substantially. Divine Magic is still accessible to Druids, Rangers, and Paladins as usual.
Magic Items
Magic Items play an important role in Narnian legend, and should be part of any campaign set there. However, while magic items do exist, they are not as common as they might be in other setting and should be recieved only through adventuring and not available for purchase.
Monks
While Monks may exist, the monk class does not work for most animals. Any animal with the Quadruped special ability may not take levels in the monk class.
Animals
Many animals in Narnia have achieved some semblance of sentience and are able to walk, talk, and interact just like humans. For all intents and purposes, "Talking Beasts" in Narnia are animals that have been subject to an Awakened spell, giving them a +8 Intelligence and +2 Charisma.
Since most animals have several Hit Dice, creating a Narnia Sourcebook required a "Savage Progression" for each type of playable animal. These have been included in Section 1: Character Options.
Outsiders and Abberations
While many creatures in the Monster Manual can fit into the world of Narnia, some simply do not work. Outsiders and Abberations are effectively non-existent in the Narnia campaign setting.