As before, the Dawn Campaign Setting takes place in a world called Kjeldorn. Like all planets, Kjeldorn orbits a sun, but the planet’s rotation around itself is so slow that it does not have a day/night cycle. Kjeldorn is thus divided in four regions, each named after the time of day that they eternally experience.
Dawn is the region between Night and Day. It is generally considered the most hospitable for mortals, and the center-stage of the story, hence the Campaign’s name.
Day is a vast region of seas and rolling deserts. Eternally under the gaze of the sun, it is a hot inhospitable region. Magical oases are the only respite for travelers. The planar barrier that separates Kjeldorn from its mirror-world, the Plane of Faerie, the parallel plane commonly known as the Feywild, is extremely thin here. As a result the land in saturated with eldritch energies and Fey Crossings are a common occurrence.
Dusk lies between Day and Night, and is wracked by the influence of the Far Realm. The Warp is mostly present there, and few dare walk the lands of Dusk as they run the risk of encountering aberrant monstrosities out of mind.
Night is forever encased in icy darkness. The primary domain of Frost Giants, Night is perhaps the most inhospitable area of Kjeldorn. Necrotic energies are strong in Night for the region’s planar barriers with the mirror-plane of the Shadowfell are thin.
The campaign is primarily set in the area of Dawn and specifically the island of Havnor; seat of power of the Ascended King and his Firstborn Empire.
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