Making a D&D Character in Kronis | World Anvil
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Making a D&D Character

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 gain 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 Witchers.  
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.  

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 (civilized) 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.    
LanguagePrimary Language ofEstimated # 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 focuses are not usually needed. 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).
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

The following describes common knowledge across Kronis.  

Brief History

Your character knows folk lore about their own culture and religion (detailed in the culture and religion pages), but they will also know a little about how the current geopolitical realm has come to be...   To 300 BR
Kronis was split between contesting tribes since a time immemorial. The Aetians, Poscaeans, Podrusans, Seikans, and a now-extinct Dan-Verig people all claimed to be the first organized cultures; and for their regions they indeed were. On the Island of Akraleia, off the eastern Subcontinent of Lukon, Ataeria was the first tribal confederation to convert from a disunified realm into a semi-centralized kingdom. As time went on, more tribes and clans formed unified kingdoms and republics.   300 BR - 1 AR
Eventually the Kingdom of Poscaea had conquered or vassalized large swathes of kingdoms and land to the point that it had to totally reinvent the way it governed, designing for the first time an Imperial Government. The rise of Poscaea is a hallmark of Kronis history, denoting the periods Before the Rise of Empires (BR) and After (AR).   1 - 500 AR
The Poscaean Empire's reign was cut ironically short by a rival kingdom: the Seleutines, who soon supplanted the Poscaean Empire in just 50 years. Over the next several centuries, kingdoms and city-states alike warred for dominance and survival. From this period of warring states came two Empires: the Morosians and the Makans. The Morosians spread from their capital city of Moros and aptly named the great eastern island from which they originated, Moros, as well. The Makans came from the great western island of Tongiu, ruling from their capital named Magasako.   500 - 950 AR
The Morosian Empire conquered almost the entirety of east Kronis, while the Makan Empire conquered the western half. 500 AR is known as The Great Pax, where both Empires reach their heights in stability, and war all over Kronis became sparse. This Great Pax is heralded as a golden age lasting from 500 to 700 AR. During the 700s AR, great chaos emerged as the Dresnid tribes invaded both Empires, contributing to a growing list of calamities which caused their collapse. By 890 AR, the last remnants of both Empires were gone.   Kronis again reverted back to numerous warring states while several successor empires clung to their ancestor's legacy.  

The Calendar

The Morosian and Makan Empires each created calendars which circulate across all of Kronis. However, a third calendar was made by the merchant folk, called the Traveler's Calendar - it is far simpler in concept. The Traveler's Calendar classifies dates as Before the Rise of Empires (BR) and After the Rise of Empires (AR), corresponding with Poscaea's Imperial Ascension. A year consists of 4 seasons with 90 days starting in Spring and proceeding to Summer, Autumn, and Winter, ending on the 90th of Winter.   Ideally, the solstices are on the 45th of Summer and 45th of Winter respectively, though it varies across the continents due to their distance from the equator.  

Currency

Coins come in a variety of silver and gold, though they are minted differently depending on region. Former territories of the Morosian Empire call their currency "Suns" or sometimes "Stars" as they feature a brilliant star to reflect the Morosian deities. Former Makan territories call their currency Lions after their lead deity Sejinojo The Grey Lion, though Makan gold all bears the face of a past Emperor.  

Magic

Magic users are rare and knowing multiple forms of magic is even more so. Every culture discovered magic in their own ways, and therefore culturewide magic use is fairly homogenous. The only unifier between all forms of magic is that they derive from the basic elements of the world: earth, air, fire, water, and aether.   In D&D, this magic is represented through its schools. Air and Aether bending is substituted for much of the magic outside evocation. For example, Charmed is really the result of the user making whispers and flowing that air directly into the ears of their victim. Aether can influence the light waves, and so mere perception of the world can be altered. Magic is not a huge sight to behold, often an invisible force. Additionally, most spells do not require their verbal components in Kronis.   Magic against non-magic users is viewed as dishonorable by many cultures, predominantly in the North. Use of magic in duals is strictly forbidden unless it is the only weapon of choice for both parties. Use of magic to maliciously exploit others is met with severe punishment almost globally.  

Pastime

Pastime amongst people in Kronis varies as widely as the cultures do, but there are some common trends. Taverns spring up with games for gambling, Monks and researchers read and scribe knowledge to be passed down to generations, and festivities are held on a frequent basis.  

Games

Games, whether by children in a yard or at a table in a tavern, vary across the continents by culture and region. The following are some common games known and played across Kronis.   The Bones This game was created by the Rhalans and spread throughout the north continent of Severon. It involves tossing a piece called the "trigger" and picking up all pieces of rock or knuckle bone off the ground without dropping or knocking any. The trigger itself is also just a piece of rock or bone. It is played for a variable amount of phases.   Hands of Fate (Gambling) Founded in the Makan Empire and spread throughout the West. Players roll 1 secret d12 and make bets or fold. 2 more successive rounds are played but these two rolls are made public. Player with the highest total wins the pot.   King's Game A game from Morosia, played where one side is defending 3 or 4 kings and another is attacking them. Similar to Tablut/Hnefatafl.   Liar's Dice Founded by the Aomeki and widely used in Eastern Kronis. Each player has a set of 5 d6 dice which they roll and keep hidden from the others. They then make increasingly risky bets on how many dice of a certain number are out there.   The Godd's Favor (Gambling) Both the Zuremi and the Podrusans take credit for this game, which is popular on Barakon as a whole. Players roll 2 d10s and try to get as close to 21 as possible without going over - played against the dealer to varying payouts.   Ringfall Ringfall is the premier sport played almost exclusively by the Balan culture, who pride themselves on physical fitness. Ringfall is an intensive game where the goal is to throw a ball of animal skin, heavy leather, or a chiseled rock through vertical hoops or horizontal nets by any means necessary.   Stick Juggling Often played by children, you use a stick in each hand and attempt to keep a third stick of various length up in the air for as long as possible.   War A game shared by the Ismians, Salkans, and Rhalans. Players shuffle and deal out cards or roll a d20. Each player plays a card from their hand or the roll is taken, and any player who's number is doubled is eliminated (player with a 4 is eliminated if an 8 or higher is played). This continues until there is one winner.   Wargames Founded out of a combination of Morosia's "King's Game" and Ismia's deep interpretations for warfare led to the creation of wargames wherein models of soldiers are used to simulate a battle.    

Reading

Scrolls are 10 times more common than the leather-bound book, and both are primarily found in temples and archives afforded by royalty. Books and scrolls are only produced through scribing as anything resembling a printing press have not yet been invented.   Reading is a a highly prized and coveted pastime for those who can afford it on Kronis. It is often seen as a luxury or a mark of status to possess and be able to read a rare book. Reading is viewed as a form of escape and way to pass the time, giving hidden joys to those who can lose themselves in the pages of a book. As a result, certain practices in reading is also dangerous as the possession of certain written works is strictly controlled, carrying punishment for those who are caught with forbidden books or scrolls.   Aside from luxury, reading is also be viewed as a means of gaining knowledge and information that is not commonly known. Therefore, guilds and orders have arisen as a means of consolidating funds and manpower to acquire a variety of books from which to research, learn, and expand upon.    

Celebrations and Holiday

Every culture has their own reason to celebrate and different aspects of the world which they idolize, which creates a lot of gatherings for pure enjoyment.   Days in multiples of 5 are broadly significant in different ways to most religions, and multiples of 10 tend to be widely celebrated. Many religions have "Days of Gathering" where the community comes together to socialize and celebrate something. There are also "Days of Feast", usually in the autumn, where a feast is organized by a community or local lord.

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