Astral Projections – Narnia NPCs for D&D 5e

Narnia, created by J. R. R. Tolkien’s friend C. S. Lewis, is one of the oldest modern fantasy worlds, beloved by both children and adults. I first journeyed to Narnia as a middle-schooler years ago, and I am re-visiting it now, re-reading all 7 books. The Lion, the Witch, and the Wardrobe (the first written, but second chronologically) finds Narnia under the rule of an evil sorceress, who holds it in an unending, bleak Mid-Winter with no chance of Christmas–ever. Until a Daughter of Eve slips into a wardrobe during a game of hide & seek. Today, I gift you with Dungeons and Dragons 5e versions of some of Prof. Lewis’s Narnians.

So. Come. Step with me through that wardrobe/portal, gather ’round the lamp that lights a lonely and snowy forest, and greet old Narnian friends, good and evil, powerful and workaday.

Aslan the Lion
Aslan, also called the “Son of the Emperor-Beyond-the-Sea,” is the creator of Narnia and gifted the Talking Beasts with speech (and possibly sentience). He charged the Talking Beasts, Daughters of Eve, Sons of Adam, and other Narnians to care for their land. In the earliest days of Narnia, Aslan forced Jadis of Charn to flee into the cold, northern wastes, although he warned that she would return centuries later. Aslan appears as a large and exceptionally handsome lion, although he may also choose to look, and act, like the ordinary animal. His singing is amazing and the means by which he brought Narnia into being.

He prefers to work by encouraging, comforting, and advising his followers for the most part, only confronting Jadis and other powerful evils at a battle’s climax. Aslan may also appear in visions or dreams. It is not unheard of for Good-aligned characters who have never met him to express skepticism of his existence or power. Those who do may also disbelieve his return after long absences or death–such as events before and during The Lion, the Witch, and the Wardrobe. Aslan is forgiving of this disbelief, and sometimes amused by it even.

Aslan, one of the best known literary Christ figures, is closest to a demi-god–at least–in D&D terms, although Good (and many Neutral) Narnians revere him, rather than worship him, unlike D&D deities. I opted not to stat him out as I haven’t been able to find any official sources for this level of NPC. Play Aslan as the best of Paladins–someone who shares in joys and sorrows, who doesn’t condemn, who seeks to encourage and bring out the good in others. He is not only forgiving, but will take the place of a traitor who would otherwise be sacrificed by Jadis and can return even from death, per the Deeper Magic.

Jadis the White Witch
Millennia ago, in Narnian time, and in another universe, Jadis was a powerful sorceress and princess of Charn fighting her sister for the throne. Jadis destroyed Charn and all its living beings except herself. She entered Narnia through a portal and tried to take over both Narnia and a third world/universe (ours) but was thwarted by Aslan and a young Son of Adam and Daughter of Eve. She fled to the far north, and made her grim and cold castle between two mountains. Jadis favors ice and cold spells and punishes transgressors by turning them into ice sculptures. Even more frightening is the Deep Magic, the law of the Emperor-Beyond-the-Sea, which gives all traitors to Jadis to sacrifice.

About 100 years before The Lion, the Witch, and the Wardrobe, Jadis, as predicted by Aslan, succeeded in conquering Narnia and proclaimed herself Queen. She has many Evil devotees and minions, who serve willingly–out of self-interest–as well as many non-Evil Narnians who obey her edicts unwillingly–out of fear. Her most devoted servants are a cruel Dwarf, Ginnarbrik, and the dire wolf Maugrim.

As with Aslan, I chose not to stat out Jadis, who is an Epic Level NPC Sorceress. Or perhaps a form of the Raven Queen Otherworldly Patron from Unearthed Arcana?

Mr. Tumnus
Tumnus was a Faun intimidated into spying and other activities for the White Witch and her agents. He quickly came to regret his choices and became first a hero, and later a royal retainer. Tumnus wears minimal clothing (e.g., a scarf in cold weather).

Race: (Narnian) Faun
Alignment: Neutral Good

Abilities
High: Dexterity and Constitution (tolerates very hot/cold weather easily)
Low: Charisma (easily influenced, for good or ill)

Talent: Plays pipes
Mannerism/interactions: Shy at first but warms up quickly to strangers
Ideal: Self-Respect (Tumnus regains his self-respect when he changes his mind about kidnapping Lucy, a young Daughter of Eve.)
Bond: Loyal to the 4 Pevensies, the future Narnian Monarchs
Flaw/Secret: Ashamed that he was a reluctant agent of the White Witch

Tool Proficiency: Musical instrument (pipes)
Languages: Common, 2 open

Racial Traits
Darkvision: Fauns can see in dim light within 60′ as if it were bright light, and in darkness as if it were dim light. They can’t discern color in darkness, only shades of gray.
Fey Ancestry: Fauns have advantage on saving throws against being Charmed, and are immune to magical sleep.
Trance: Fauns sleep very lightly compared to other rqaces, sleeping for 4 hours but remaining semi-conscious. They dream in a fashion, but their dreams are generally mental exercises that have become natural after a certain age.

(I used the Homebrew Faun stats from the D&D wiki. See links below, in Fantasy Beasts & Races.)

Daughters of Eve & Sons of Adam
The Narnian terms for female and male Humans. At the time of The Lion, the Witch, and the Wardrobe, there are no Human natives of Narnia. A very few may come via rare portals from other worlds (actually universes or dimensions) and the White Witch has decreed that Narnians who encounter any must bring them to her.

Use the standard 5e Human stats for PCs or NPCs, as required.

Talking Beasts
Narnian animals are sentient, can speak*, and live–and may even dress–much like human and demi-human people–which they are. Many live in homes adapted from their non-sentient kin in the lands bordering Narnia. Mr. & Mrs. Beaver, for example, live in a beaver lodge with a kitchen, bedding, furniture, pantry, and a sewing machine.
Wolves, Bears, Birds, Horses**, Dogs, Cats, Big Cats, and Apes are common species of Talking Beasts but just about any non-magical, natural animal species can be a Talking Beast race. Apes and some Wolves are Evil-aligned servants of Jadis; nearly all other Talking Beasts are Good-aligned and acknowledge Aslan as ruler of Narnia.
*A Talking Beast knows Common as well as their own species language, at minimum.
**A Talking Horse won’t normally allow a rider although s/he may make exceptions for a close friend or in dire need.

Use the Beast entries from the Monster Manual or Appendix MM-A: Miscellaneous Creatures in the 5e System Reference Document (SRD) and increase Intelligence and Wisdom to at least 10.

Fantasy Beasts & Races
Like the Talking Beasts, Narnian fantasy beasts and races are all sentient, can speak, and some live and/or dress like humans. Many of the fantasy races (but not beasts) can interbreed with Sons of Adam/Daughters of Eve.

A selection are given below.Use stats from the 5e core books or the SRD. Increase Intelligence and Wisdom to at least 10. If there are no official stats, the D&D wiki’s Homebrew section is a good reference, and includes Nymphs and various subtypes of Fauns, among others.

Dwarves: They may serve either Jadis or Aslan. Use the standard 5e racial stats for PCs or NPCs, as required.
Elves: Light Elves serve Aslan, while Dark Elves are among Jadis’ servants. Use the standard 5e racial stats for PCs or NPCs, as required. Note that unlike in most D&D worlds, “Light and Dark elves” refer only to their (Good or Evil) alignment, not appearance.
Fauns: Good to Good with Neutral tendencies in Alignment. Select the subtype/s that best fit the NPC.
Giants: Many Giants are Evil-aligned and may work for Jadis, but there are Good-aligned Giants. Narnian Giants are closest to Stone Giants. . (Giants almost always have Intelligence and/or Wisdom below 10.)
Nymphs: Good-aligned and on Aslan’s side. The D&D wiki’s Homebrew section has stats.
Pegasi: Good-aligned and on Aslan’s side. Like Talking Horses, they won’t allow a rider except in rare circumstances.
Unicorns: Good-aligned and on Aslan’s side. Their horns are bone, gold, or ice-blue in color. Like Talking Horses, they won’t allow a rider except in rare circumstances.

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Linda Whitson

Contributing Writer & Copy Editor at D20 Radio
Linda Whitson is a long-time RPGer, amateur musician & artist, & an officer in the Rebel Legion Star Wars costuming club. Linda met her husband in an AD&D game and they have 2 teenagers, an anime fangirl daughter and a son who plays on his university's quidditch team. She is the Lead Mod of D20 Radio's forums and Copy Editor for the blog. Linda can be reached at GMLinda@d20radio.com

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