Fantasy Flight Games is pleased to present. Dragonstar, a unique space fantasy campaign setting for use with the d20 System. This book, the Starfarer's. Dragonstar: Starfarer's Handbook - Take your adventure to the stars! DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files!. Fantasy Flight Games is pleased to present Galactic. Races, a new sourcebook for the Dragonstar space fan- tasy campaign setting. Galactic Races contains.
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Dragonstar. It was three days before I got my first glimpse of the invaders: great monstrous, manlike machines that strolled through the city like they owned it. The Dragonstar SRD is based on the Dungeons and Dragons SRD & the Gaming Content from Fantasy Flight Games "DragonStar" campaign setting. Home › Ron's RPG Stuff › Shades of the Dragon Empire Dragonstar is a unique space-fantasy campaign setting for the d20 PDF Button.
This theory is supported by the scar that now revolves in the orbit once occupied by Krellis: a space-time rift. This tear in the fabric of reality emits lethal quantities of hard radiation, and its mass seems to constantly be in flux. One second it appears to have negligible mass and gravitational pull, and the next second its mass is greater than a colossal black holes. The system has been rendered completely uninhabitable by the rift, and scientists believe that its unstable orbit will eventually cause it to collide with the primary star, to uncertain but no doubt devastating effect.
In a moment of sublime humility and wisdom, Khelorn admitted that the war was ultimately his fault. When he founded Qesemet, hed known the chromatics would not participate, that they would be excluded and would inevitably feel resentment because of it. Despite their differences, dragonkind could only enjoy a lasting peace if a new kingdom were formed in which all were included: gold and red, silver and blue, good and evil.
Khelorn also knew that the evil clans would only agree if they were allowed to share rulership of the new realm. This time, the leaders of all the clansgood and evilattended. All were wise enough to recognize that they faced extinction if they were not able to forge a permanent truce. Khelorn proposed the creation of an empire that would span the known galaxy. This empire would be ruled in a line of succession by each of the dragon clans.
The elder of one clan would rule for a thousand years and then pass the crown to the successor clan, who would in turn rule for a millennium. While the debates and political battles over the line of succession lasted for years, the leaders of all the dragon clans eventually accepted the proposal. The five clans of Qesemet would rule first, beginning with Khelorn himself. After 5, years, the elder wyrm of the red dragons would assume the imperial throne. Blessed with practically immeasurable lifespans, the chromatics were willing to wait and prepare for the day when they would rise to ascendancy over the galaxy.
Many of the leaders of the other races, nations, and world powers were not entirely pleased with the prospect of subservience to a dragon emperor. Through a combination of political pressure, rewards, and outright threats, all but a few isolated frontier worlds eventually submitted.
The benefits of citizenship in the new empirepeace, security, and prosperitywere simply too enticing to ignoreand the price of defiance simply too high. Their artifacts and machines of war were simply too powerful and their hatred for each other too deep.
The king realized that if he didnt do something drastic, all The Dragon Empire has endured and prospered for more than five millennia.
The Imperial Council is wracked by political infighting and intrigue, armed skirmishes often flare up along the borders of opposed royal houses, emperors have been deposedand if the rumors are trueeven assassinated. Despite these continuing problems, though, the Empire has to date succeeded at its primary objective: preventing a new outbreak of the 12 12l12 chapter one: the dragonstar galaxy total war that almost destroyed the known galaxy.
Forty years ago, the copper wyrm Emperor Kupric surrendered the Golden Throne to Mezzenbone, and even this dreaded event was not the catastrophe that many had feared it would be. With near-absolute rule invested in an evil dragon for the first time, the Empire held its collective breath and waited for disaster to strike on that fateful day.
Upon assuming the throne, however, Mezzenbone failed to satisfy the predictions and prophesies of the doomsayers. He did not declare himself emperor for life, dissolve the Imperial Council, suspend all civil liberties accorded to imperial citizens, or impose martial law. The dawn of the Red Dragons reign has brought changes to the Empire, but they have been of a more subtle nature. Mezzenbone appointed a drow to the Elven Nations advisory position in the Imperial Council and filled the ranks of his new Imperial Special Police Directorate with the dark elves.
The Emperor has channeled trillions of credits into the Imperial Legions and launched a widespread campaign in the Outlands to bring dozens of new worlds under imperial rule. For the first time in history, Mezzenbone is using conscriptions to expand the size of the Legionsmany of them displaced citizens of the Outlands worlds that have already been conquered. While the Empire under Mezzenbone has a nasty edge it never had before, most imperial citizens have experienced little or no disruption of their everyday lives.
Even under the rule of the Red Dragon, the Empire is still wealthy, prosperous, and powerful, and the average citizen leads a comfortable, untroubled life.
The tone of the newscasts is darker than before, with reports of wartime atrocities in the Outlands and political dissidents kidnapped from their homes by ISPD agents, but these incidents have very little impact on most peoples lives. The Empire, in turn, is subdivided into 10 imperial domains, each of which is controlled by one of the royal houses. Thus, the region of space controlled by the gold dragons is the Domain of Deserene, while the red dragons holdings are known as the Domain of Mazorgrim.
When viewed from a vantage point well above the galactic plane, these political borders would look like regular wedge shapes and the whole of the Empire something like a wagon wheel.
The three-dimensional topography would look rather like an orange, with each of the sections representing one of the imperial domains.
The borders of the imperial domains were drawn during the decade of negotiation and compromise between the ceasefire and the founding of the Empire. As a product of compromise, these borders are completely satisfactory to none of the parties involved. The holdings of the various dragon clans, of course, were not so neat and tidy prior to the war. In this era, a system controlled by House Sarava might be only a few light years from one ruled by House Noros.
The often-ambiguous borders and the conflicts they led to played no small role in the events that ignited the war. By the terms of the Imperial Charter, all of the royal houses lost some systems they had once controlled and gained some new ones. As with many aspects of the current political order, these compromises were eventually accepted simply because the alternative was unthinkable. The borders of the imperial domains, in principle, extend into the Outlands to infinity.
This, of course, creates a political geography in which some domains are more strategically placed for long-term advancement than others. Specifically, the domains facing coreward have much more room for expansion than those facing rimward. The dragons solution to this problem was fairly typical: The most powerful clans got the most favorable locations and applied pressure to the other clans to accept the arrangement.
Over the last 5, years, the houses have developed complicated structures of alliance and vassalage within the individual kingdoms of Asamet and Qesemet that have alleviated these political inequities in one sense and entrenched them in another.
The lords of the powerful houses often grant territory within their domains to dragons of other houses, and these fiefs are often in 13 13r13 chapter one: the dragonstar galaxy strategically advantageous coreward sectors. The overlords may further grant these vassals the right to expand their holdings into neighboring systems in the Outlands. The overlords gain the gratitude of other houses and the service of new vassals, as well as an increased capability to expand the holdings of their houses.
The vassal lords gain valuable alliances with more powerful houses and new holdings with possibilities for expansion that are, in theory, unlimited. The end result is that a given royal house may have at least limited authority over systems in several different domains.
Scion III, the systems only habitable planet, was named Draconis Prime and became the imperial capital.
The Imperial Palace and offices of the Imperial Council are both located on the verdant world. Draconis Prime is the administrative and political seat of the Empire, but in some ways, it is rather isolated and underdeveloped. Unlike the throneworlds, it is not connected to the Long Road. It is also completely lacking in any kind of industrial or commercial development. Its sole purpose is to provide a central location for the imperial government and bureaucracy.
The Imperial Palace is actually something of a misnomer, for it is not a single building as most races would use the term. It is instead a sprawling network of structures that winds throughout the Imperial Rangea great mountain chain on Draconis Primes largest landmass. This network includes massive, vaulted chambers, open-air terraces, sprawling parks and gardens, several state-of-the-art spaceports, and innumerable underground bunkers, command centers, supply caches, and ship hangars.
It is designed to provide comfort and efficiency for the imperial government in peacetime and impenetrable security in time of crisis or war. While it is not connected to the Long Road, rumors suggest that the Imperial Palace may actually exist on or be accessible toeach of the throneworlds. Rumors have surfaced that permanent teleportation circles at secret locations in the palace network link to corresponding structures on the capital planets of each of the royal houses.
A visitor might be walking down a corridor in one of the great vaults on Draconis Prime only to discover that, at some point, he crossed into a seemingly identical structure on Galador, the throneworld of House Deserene.
The existence, location, and linkages of these gateways are a closely guarded secret, though it is believed that the Emperor has access to a complete map of the teleportation network.
This highway serves as the main commercial artery for the whole Empire. The Long Road is 20 lanes wide and runs for about 10 miles on each of the throneworlds. Massive commercial, industrial, and distribution facilities crowd both sides of the highway all along its length. Using the Long Road to transport both cargo and passengers is vastly more efficient than starships, so the throneworlds serve as the commercial and distribution hubs of the Empire.
Rather than transport a shipment of darkwood across the Empire from the Canatar system to the Harbor system, a merchant or corporation can instead send the shipment by starship to Andragus, down the Long Road to the throneworld of the Casenore system by hovercraft or maglev train, and from Casenore to Harbor by starship. In many cases, the Long Road cuts millions of credits off the price tag of cargo and passenger transport.
This immense increase in efficiency makes interstellar trade in the Dragon Empire financially viable. The Long Road links the throneworlds in order of the line of succession.
It does present some security concerns, especially on the border worldsthe planets where a throneworld of Qesemet is linked to a throneworld of Asamet. The checkpoints controlling the portals between the planets Meneer and Arangorn and between Rilion and Galador are among the most heavily policed and secure locations in the known galaxy. But the greatest concentration of political, military, and economic power is found on the throneworlds of the royal houses of Qesemet and Asamet.
These planets have truly ancient histories, and the various dragon clans rose to dominance over most of them centuries or millennia before the discovery of star travel. As a result, they have been bastions of strength and security for the dragons for thousands and thousands of years. Nevertheless, while the dragons are preeminent on their throneworlds, these are cosmopolitan planets and systems, and their populations are filled with representatives of many different races.
The imperial domains, systems, and throneworlds are listed below. For further information on the throneworlds, see Chapter 2: The Dragon Empire. Technically, any region of the galaxy not settled and developed by the Empire is classified as part of the Outlands.
In practice, the term refers to the frontier region surrounding the Empire. The borders of this frontier are constantly being pushed outward, and many formerly Outlands worlds are colonized and brought within the imperial fold. As a result, this indistinct region is constantly in flux. The Outlands are divided into two hemispherical sections: the Coreward Reach and the Rimward Barrens.
As their names suggest, they each account for two halves of the outer shell that surrounds the Empire. In general, the Coreward Reach has been more thoroughly explored and colonized than the Rimward Barrens, because the royal houses that control the coreward domains typically have more resources at their disposal to do so. Isolated colonies and outposts in the Rimward Barrens are some of the loneliest places in the known galaxy. Despite the commonalities of life throughout the known galaxy, the planets of the Outlands are as varied as the stars.
Some of these worlds are home to civilizations that predate the Star League. Others are teeming with plant and animal life but not a single sentient race. Some are incredibly rich in magic, dominated by wizards and sorcerers of astonishing power. Others are dominated by theocracies in which arcane magic is punishable by death.
Some know little of the arcane arts or divine magic, but have built thriving civilizations based on science and technology. On at least one occasion, a slower-than-light starship launched from such a world made first contact with the Empirerather than the other way aroundat a remote outpost in the Coreward Reach.
Most of the Outlands worlds, of course, are not as unified as the above might suggest. These worlds support many races, cultures, and civilizations, each with different characteristics and different levels of development. The greatest civilization on the planet Nenlach in the Kalban system is an elven empire many thousands of years old. This realm is steeped in magicsome of it more advanced than the imperial standard.
The rest of Nenlachs population, however, is remarkably primitive: Dwarves dig shallow holes in the mountains with flint tools, and human nomads hunt on the savannas with sharpened sticks. The characteristics of these worlds are often generalized and simplified in imperial records, but visitors soon learn that the reality is always much more complicated.
The experience of Outlands worlds that have made contact with the Dragon Empire varies greatly. Predictably, the royal houses of Qesemet are usually more delicate in their dealings with Outlands cultures than are their counterparts in the Kingdom of Asamet.
The Royal Exploratory Service is responsible for most of the first-contact operations in regions controlled by Qesemet. This prestigious organization has strict rules and procedures governing when, why, and how a new world is contacted.
In most cases, extended periods of covert and non-intrusive observation are required before any contact is made. Full contact follows only after it has been determined that it would benefit both Qesemet and the Outlands world.
First contact with Asamet is usually a more difficult and disruptive event for the Outlands worlds within its zones of influence. Most dragonseven the goodaligned subspecieshave an innate biologically, magically, and spiritually driven greed often referred to as the hoarding instinct.
Just as most species are driven by instincts of survival and reproduction, dragons are driven to acquire wealth, possessions, and power. The hoarding instinct is, unsurprisingly, strongest in the dragons who rise to positions of leadership and dominance. And in most evil dragons, this instinct is often satiated through violence. Simply put, if they see something they want, they take it.
If someone else already claims it, they are merely an enemy to be defeated in pursuit of the prize. As a result, the royal houses of Asamet have a long history of annexing Outlands worlds using all manner of violent means.
Their most common tool is straightforward military conquest, and the viceroys assigned to rule these worlds in the aftermath are typically ruthless in the measures they use to keep the native populace in line. In some cases, though, a planet is too powerful or a houses resources too limited for the military option to 15 chapter one: the dragonstar galaxy 16 16l16 be viable.
On these worlds, the royal houses of Asamet often conduct extended campaigns of covert destabilization to break or corrupt their enemies from within. These campaigns may last decades or even centuries, but the near-immortal great wyrms who direct these actions can afford to be patient. While their activities are never proven publicly, ISPD agents operating covertly on Outlands worlds have assassinated kings, wizards, and clerics and touched off devastating wars between rival nations to soften them up for eventual conquest.
On Primogen II, the ISPD secretly funnels high-tech weapons to both the good- and evil-aligned factions, simply to perpetuate the age-old conflict that prevents them from threatening the imperial presence on the planet see Chapter 4: The Primogen System. When an Outlands world is formally colonized by the Empire, a viceroy is assigned as the imperial representative on the planet.
In the domains controlled by the royal houses of Qesemet, the viceroy may be little more than an advisor, working with existing, traditional governments to facilitate the planets transition from fully autonomous Outlands world to imperial colony. The viceroy maintains the authority to step in and take control if necessary, but otherwise interferes in the day-today government of the planet as little as possible.
On planets annexed by Asamet, the viceroys typically rule with a tighter fist. On some worlds, the governments of the major nations have been wiped out entirely to paralyze any opposition to the viceroy and his rule. The viceroys are, in principle, nominated by the leader of the royal house in whose domain a planet is located.
For example, Khelorn, the Grand Duke of Deserene, is ultimately responsible for naming the viceroy of a new Outlands colony founded within the Domain of Deserene. In reality, the royal houses have whole semi-feudal bureaucracies to which the Grand Dukes delegate these responsibilities. Usually, these assignments are made for purely political reasons: to forge stronger alliances with powerful families, to reward service, or to appease an influential lords displeasure with some matter of policy or anger at some perceived slight.
The result is an intricate feudal game of obligation and privilege, service and reward, of which the valuable Outlands are the ultimate prize. The nebula is formed of thick gas and dust that absorb nearly all the visible light emitted from the stars within the nebulas embrace. The dark nebula is less than light years wide where it intersects the Empire, but imperial astronomers believe it is many thousands of light years deep.
The borders of the nebula are somewhat indistinct, as it twists and turns in on itself in almost serpentine fashion. Explorers have been testing the Dark Zone since the first days of star travel. Few of these expeditions have returned.
The crews of those rare ships that have entered the dark nebula and returned describe it as a terrifying place of eternal blackness, a place where barren planets are dimly lit by the baleful light of ancient and bloated red stars, planets where alien and terrifying things rule the perpetual night.
Scientists believe the mind flayers originated in the Dark Zone, and that their subterranean lairs throughout the Empire and the Outlands are remnants of ancient and long-lost colonies and enclaves. Based on the accounts of survivors and rare encounters, it is thought that the mind flayers have an advanced technological civilization of their own.
All of the evidence points to a technology that is very different from the standard of the Empire, emphasizing biotechnology and strange devices powered and controlled by psionics.
The Royal Exploratory Service has declared the Dark Zone off limits, and no official expedition has been launched into the dark nebula in more than a thousand years. Grizzled mercenaries augment their bodies with bioengineered spellware, and orc raiders armed with pulse lasers massacre innocents on isolated colony worlds. Dragonstar is a unique space-fantasy campaign setting for the d20 System from Fantasy Flight Games. This book allows you to incorporate your own fantasy world into the Dragonstar universe or introduce high technology and space opera elements into your ongoing campaign.
The book also presents new d20 System rules for firearms and vehicle combat. These eBooks are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the document containing your name and the order number of your eBook download.
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Jonathan T June 11, Roger N. With Starfinder just announced, we can hope this setting gets a well deserved update. James H. In the first book, the Starfarer's Handbook, a new set of possibilities are set before gaming groups never before considered. Michael T. Then 3. I ended the campaign early, but at a good stopping point. I like the ruling houses of the dragons and the mixture of fantasy and sci-fi. It was all definitely in my wheel-house. Welcome to Dragonstar, a boundless universe of magic and machine, science and sorcery.
Intrepid adventurers explore the Outlands in starships powered by fusion fire and arcane rituals. Dwarven prospectors work veins of pure adamantine in remote asteroid belts, and elven lore-masters conduct secret experiments in living space stations.