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  1. Notes

Our D&D Universe - Core Realities

Guide

There are no “gods” - There are mischievous and benevolent spirits that are centuries old. There are people who have become spirits, undead or extended their life, often at a terrible price, and acquired great power over the centuries or millennia. And some beings just live a long, long time. And they may exert influence, request subservience or reward loyalty, but the world is ultimately ruled by one, capital-G, God. So, there are entities, both “real” and “not real”, that are worshiped by others. 


Magic exists - Much like Lord of the Rings magic is a reality and we don’t really care why. We don’t philosophize about where it comes from. It’s like steel - it’s handy for all kinds of tools and generally makes life easier when used. I don’t know where we get it and I don’t care even though it’s everywhere I look. Is magic a force, passion, an exertion of will, enlightenment, Midi-chlorians? Who cares!? Can I wave my hand and lift a boulder? Say no more!


While deals or pacts may be a thing, worship of “gods” is unnecessary for using magic - Like any skill some are better at wielding magic than others but everyone has access to it’s practice.


Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People know the area they live in well. They've heard stories of other places from merchants and travelers, but few know what lies beyond the mountains or in the depths of the great forest unless they've been there themselves. 


The World Is Ancient. Empires rise and fall, leaving few places that have not been touched by imperial grandeur or decay. War, time, and natural forces eventually claim the mortal world, leaving it rich with places of adventure and mystery. Ancient civilizations and their knowledge survive in legends, magic items, and their ruins. Chaos and evil often follow an empire's collapse. 


Conflict Shapes the World's History. Powerful individuals strive to make their mark on the world, and factions of like-minded individuals can alter the course of history. Factions include religions led by charismatic prophets, kingdoms ruled by lasting dynasties, and shadowy societies that seek to master long-lost magic. The influence of such factions waxes and wanes as they compete with each other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals that range from the practical to the esoteric, such as the accumulation of material wealth or the resurrection of a dead god. Whatever their goals, these factions inevitably collide, creating conflict that can steer the world's fate.


The World is Governed, and Manipulated, by Factions - Factions are the entities that govern, justly or unjustly, the world of your character. Towns and cities may have a form of government but even those officials will almost always be tied to faction. When characters join these organizations, they become part of something larger than themselves, which can give their adventures a context in the wider world. 


The 5 main Factions are:

  • Harpers 

  • Order of the Gauntlet

  • Emerald Enclave 

  • Lord's Alliance 

  • Zhentarim


Each one offers rank and renown, information, training, contacts, alliances and enemies. Each also has its own goals, beliefs and methods of operation. For more info on factions see FACTION GUIDE - 5e.pdf in the public Google Drive folder for this group.