Crystaldawn - D&D Renaissance

Introduction

Centuries have passed since the ancient, dark times when the world was filled by monsters, and dragons flew through the skies; magic has been forgotten. A new world has begun, where mortals consider themselves the center of the universe.

The world of Crystaldawn is in the Renaissance ages: refined courts, sea travels, swashbuckling, gunpowder and alchemy are the main differences between Crystaldawn and most of the other D&D worlds.

Table of Contents

Races

Classes (variant Alchemist, Artist, Ranger are in separate pages)

Skills & Feats (includes the fencing section)

Equipment (including the firearms)

Alchemy

Generic NPCs (only soldiers for now)

Copyright notice: "D&D", "Dungeons and Dragons" and all the related trademarks are © of Wizards of the Coast inc; in case anyone finds that this pages go against some copyright please notify me and I'll fix them as soon as possible.
Webmaster: Giovanni Petrucciani (gpetruc@libero.it), EN Worlds id: gpetruc