The goal is to impede as little as possible on D&D rules, while keeping Kronis' dynamics and history intact. The following is all you need to know to make a character from Kronis.
You can use this page at any point of the character creation process. It may be easier to make the desired character and adjust based on the following information, or get inspiration for a character after reading this page.
D&D Races
The following races/species are known and fully roleplayable within the fantasy realm of Kronis.
Common
Humans and Human-hybrids with these races/species are the most common in Kronis.
Centaur |
Dwarf |
Elf |
Genasi (All Kinds) |
Goliath |
Half-Elf |
Half-Orc |
Halfling |
Kobold |
Orc |
Satyr |
Sea Elf |
Unknown Existence
The following player races/species are exceedingly rare and unknown to many on Kronis. They frequently come from the mountains, and if you are playing one you may be among the last of this race/species. Races/Species linked to monsters (were originally implemented in D&D as a monster and later made playable) may be met with adversity among certain peoples or cultures, like the Sentinels.
Changeling |
Dragonborn |
Gith |
Harengon |
Kalashtar |
Kenku |
Owlin |
Tortle |
Shadar-Kai |
Additionally, Dwarves are typically around 5 ft tall in height and can be less stout and stocky depending on their upbringing. The lifespan of most creatures is reduced, particularly in elves who live for 180 to 200 years instead of 1000s. Half elves live for 1.5 times the lifespan of a human (120 to 150).
Does Not Exist
The following player races/species are not known to exist on Kronis and are therefore unplayable in roleplay. HOWEVER, this does not limit you from playing the race/species' abilities. The option exists to make your character, say, a Tiefling, while your character in roleplay would be a human, elf, etc.
Aarakocra |
Aasimar |
Eladrin |
Fairies |
Firbolg |
Gnomes |
Leonin |
Lizardfolk |
Simic |
Shifter |
Tieflings |
Triton |
Underdark species |
Vedalken |
Warforged |
Yuan-Ti |
Cultures
The cultures of Kronis are shaped by their history, environment, and magic. Your cultural background will influence your character's languages, religion, and general background - as well as giving your character a free proficiency and meta-magics.
Cultures on Kronis are close but not synonymous with
ethnicity - culture and ethnicity both rely on beliefs and practices, but ethnicity is also based on shared physical characteristics. Overall, only one's culture matters to others in Kronis.
To pick a culture, consult the Article
"D&D Cultures System" and select one that appeals to you.
Language
Whereas D&D has "Common" and then languages tied to different races, Kronis has languages for every culture, and then some. You may want to refer to the Kronis Culture Maps (Found in the Cultures System article, or on the front page) for further context here as you read along.
"Common" is split into 4 different lingua franca, depending on where in Kronis your character is: Salkan in the North, Aetian in the East, Ghiskan in the South, and Makan in the West. Additionally there is Knori, which is known in the far west of Kronis and beyond.
Your character likely only knows the common for the region they are in, and is granted others from their culture and background.
Note: There is considerable overlap in the population figures provided below. The total population of Kronis currently floats around 550 million.
Language | Primary Language of | Estimated # of Speakers |
Ghiskan (Southern Common) |
Ghiskan Republic, City States of Kos, Rillian Empire, Kergia, Phodesia, Theordia, Neo Zurem, Trebisozi Empire, Anemis (dual), Meran Tribes, Espidon (dual) |
145,000,000 |
Aetian (Eastern Common) |
Alexian Empire, Cana, Vatheria, Akrotiri, Teos, Askozia (dual) |
115,000,000 |
Makan (Western Common) |
Kutchan, Chenz Guo, Nidgon, Heinan (dual), Kayoge, Nishi, Karakai, Yoshi, Mizunaga, Matsuri & Mavernoia |
100,000,000 |
Salkan (Northern Common) |
Salkan and Kviseyan Tribes and all petty Salkan chiefdoms or kingdoms; Evelsvi, Vovika, Osjahveria, Zizech, Voikia, Runov, Steeria, Lenvika (dual) |
75,000,000 |
Dresnid |
Dresnid Tribes, Khanates, Ulus, and Khaganates; Awalan Caliphate |
65,000,000 |
Podrusan |
The Podrusan Emirates, Imamahs, Beyliks, and Kingdoms |
65,000,000 |
Ismian |
Pact of the Three Crowns, Aulia, Aria, Narmontia, Ailswel, Paterabis, Roretia, Evron, Badon |
58,000,000 |
Rhalanian |
Great Rhal, Rhalan Confederacy, and all Rhalan Principalities |
50,000,000 |
Morosian |
The Morosian Kingdoms: Vaneria, Nodula, Dinimicova, Ausiumia, Matiang, Netyoiveine, Pharasia |
45,000,000 |
Poscaean |
Larisiphon, Askozia (dual) |
35,000,000 |
Slintan (Elvish) |
Slintas, Cyrizia, Adrus, Rhyria, Itehria, and all Slintan Petty Kingdoms |
33,000,000 |
Southern (Barakon) Orcish |
Vendaria, Aturian Empire, Rillian Empire, and Orcs in Barakon |
31,200,000 |
Knori (Far West Common) |
Knoros, Cytos, Lekhaion, Espidon (dual), Dosia |
21,000,000 |
Lammetrian (Elvish) |
Thyzanti, Lameta, Lenvika, Paphon, Mylis, Raia, Agne, Patras |
21,000,000 |
Sinese (Elvish) |
Lenvika (dual), Vazame, Condilvetia, Dosia (dual) |
18,700,000 |
Balan |
Aturian Empire, Vendaria |
15,500,000 |
Southern (Barakon) Goblin & Giant |
Goblins in the Tridonan and Dan Verig Mountains |
15,000,000 |
Kholamic |
Ailesian States, Aria, Aulia, Rhostad, Eltern |
10,000,000 |
Srian |
Vatheria |
8,800,000 |
Northern (Severon) Orcish |
Orcs in Severon, not any kingdom's official language |
7,200,000 |
Northern (Severon) Goblin & Giant |
Goblins in the Salkan Scape, Vovik Mountains, and Treshin Mountains |
6,600,000 |
Seikan |
Heinan (dual), Kayoge (dual) |
6,000,000 |
Apolonian |
Vaszame |
3,100,000 |
Technology
The technology on Kronis varies widely depending on the years that a campaign takes place. Therefore, some common items in D&D either may not exist, are very rare, or are 'reskinned' in roleplay.
- +1, +2, and +3 weapons remain magical in D&D terms, but are not physically magical in Kronis. These weapons are simply made with exceptional quality, such as with Damascus-style folded steel or better wood.
- Plate armor does not yet exist (date of invention unknown). It remains an obtainable item in D&D, but is referred to as Lamellar Armor. Likewise, half-plate is a combination of chain and lamellar plates.
- Heavy Crossbows and Hand Crossbows are not widely produced and are rare.
- Guns and gunpowder does not exist, sulfur is not yet discovered
- Wands do not exist, and arcane foci are not necessary. Staffs are only used when someone has one that looks really cool, and is used as a walking stick more often than not (it's rude to part old men from them). Weapons can also serve as an arcane focus if needed.
Note on Magic: Chronomancy (time travel), Flying, Teleportation, and Necromancy do not exist (yet) on Kronis. Your character is not prevented from casting spells using these effects, they are simply roleplayed differently - with
exception to Chronomancy and Flying which are forbidden.
What your character knows
Your character knows folk lore about their own culture and religion detailed in the respective culture and religion pages and but they will also know a little about how the current realm of Kronis has come to be. Visit the following article to learn more about common knowledge shared by the people of Kronis.
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