Campaign Setting Notes

Why this page?
When playing a D&D campaign in Kranos, the geographical starting location of your campaign can and will change what you might encounter, what you should expect to see, and how the world around your characters works. This page's purpose is to give you a sense of what to expect in the different areas, what social issues you may encounter (which you can opt out of being included in if they are uncomfortable to you), what level of technology is prevalent in the area, and more.

Please note that this page is subject to change and may end up being disregarded entirely.

Campaigns in Tatria
In case you haven't read through the rest of the wiki, Tatria is the continent upon which you'll find the republic of Bornea, the shattered empire of Denthir, the merchant republic of Prithus, the High Kingdom of Synghgarth, and the Dawi Empire of the Dwarves. You may expect any of the following in a campaign in Tatria:


 * Planar Themes: Tatria is the ancient site of a war against an extraplanar threat no one remembers the nature of, and the continent is home to more than a few portals, called "rifts", to other planes that are under constant guard by whatever authority happens to rule the site of the rift. Specifically, expect ties to the Feywild, the Elemental Planes, the Hells and the Abyss.
 * Classism: If the campaign takes place in Denthir, your characters will likely find themselves in the chaotic social hierarchy of an Empire that was diminished far too quickly for it to be adapted socially. Your characters may find themselves bullied and pushed around by NPCs of higher noble standing, and occasionally you may find yourselves treated almost like serfs/slaves. This theme is entirely optional, so you can opt out before the campaign starts or if it gets too uncomfortable in-game.
 * Intrigue: The nations of Tatria function very differently overall, but Bornea, Denthir and Prithus are particularly likely to have several ongoing grand schemes and plots at any given time. This makes Tatria a great place for mysteries, investigations and unravelling grand conspiracies.
 * Naval Themes: Tatria is home to some of the most courageous seafaring peoples, particularly the Borneans, Prithans and Synghgarthics. Synghgarth is particularly likely to bring options of piracy, pillaging and raiding to the table.

Campaigns in Great Khiva
In case you haven't read through the rest of the wiki, the Great Khivan Continent is home to the diminished Khivan Empire, the Firsan Provinces, the Tribal Kingdom of Na'tar as well as Firsan and Na'tari collaborative governments and lands under Varnian rule. In the West, the Khivan Mountains are said to house the entirety of the Chromatic Dragonflight, and what lies West of the chartered mountains, none but Dragons that won't share can say. You may expect any of the following in a campaign in Great Khiva:


 * High Magic: The Khivan Empire consists mainly of a network of flying cities maintained by extremely powerful magics. Magic is particularly common in Khiva, meaning that a campaign taking place there will often bring powerful and strange magics into play.
 * Revanchism and War: Recent history on the continent means that there will be many Firsan and Na'tari NPCs which want to retake land they lost to the Varnians. This may simply be something that comes up in conversation, but could also be a significant part of a campaign taking place on the continent, depending on what the campaign in question's focus is.
 * Barbarism: If your campaign starts anywhere near Na'tar, it is likely that you will encounter descriptions of extreme unwarranted violence as the Na'tari are somewhat similar to e.g. Mongol Hordes and other warmongering and bloodthirsty societies. This does not mean that your Na'tari character needs to adhere to these social norms and does not mean that e.g. Orcs, Goblins and Goliaths, the primary races of Na'tar, are "savages". It means that Na'tari culture promotes "savagery" regardless of one's race, making it an entirely sociocultural phenomenon that explains why e.g. 99% of Na'tari NPCs may act this way.
 * The Draconic Schism: If your campaign is anywhere on the Great Khivan Continent, but particularly Western Khiva, you are likely to run into the Chromatic Dragonflight one way or another. This may result in lore dumps of the ancient schism between chromatic and metallic dragons becoming important, or it could simply mean that you will need to face a dragon or two in your campaign for whatever reasons are appropriate.
 * Intrigue: Khiva and the Firsan Provinces run primarily on diplomacy and paper, meaning that they, like the intrigue-ridden nations of Tatria, are likely to have several plots and schemes going on at any given time. However, the difference is that Firsan plots are likely to be local, whereas Khivan schemes are likely to impact the entire world due to how powerful the magics are and how much reach they've managed to retain without anyone knowing.

Campaigns in Xholoria
In case you haven't read through the rest of the wiki, the Xholorian continent is home to a variety of tribes such as the Win'la, the De'via, and the Ka'zan, but also Varnian and Prithan colonies, as well as the forest realm of Deni T'ila. To the east, the Xhol mountains hide the great Under-Under, the capital city of the Underkin Empire, beneath the mountains' very roots, and further East lie lands yet uncharted. You may expect any of the following in a campaign in Xholoria:


 * Tribal Themes: As Xholoria is home to multiple societies that aren't considered conventionally 'civilised', it is likely that you will encounter tribal themes such as ritual sacrifice, hierarchical ascension through duels, "primitive" mindsets, shamanistic theism and more. While only three major tribes have been listed, Xholoria is home to many lesser tribes, and most of them aren't friendly with each other.
 * Colonial Themes: Two major powers have landed and acquired land for themselves in Xholoria: Prithus and Varnia. As such, you may experience several unpleasant colonial themes such as colonial racism (i.e. "natives are savages", you may opt out of this if it makes you uncomfortable), forceful resettlement, and unfair warfare (i.e. annihilating natives through superior technology). However, more pleasant colonial themes are also on the table, such as frontier exploration, discovery of undocumented fauna and wildlife, exposure to new and perhaps even appealing cultures and ways of living, making a new home for yourself in unclaimed lands, and more.
 * The Unknown: As Xholoria hasn't been home to a surface-dwelling organized society for a very long time, many of the threats you may face there are entirely unknown until your characters document them.
 * Extreme Isolationism and Xenophobia: If your campaign at any point involves the realm of Deni T'ila, your characters will, at least in the beginning, be hated by the residents thereof. The Wood Elves, Eladrin, Dryads and more of Deni T'ila despise outsiders and usually kill them on sight if they get anywhere near their beloved forest. You may attempt to change the minds of whatever NPCs your party is involved with and it certainly isn't impossible.