==== Union ====The plane of Union is just like any other plane, as viewed from within oneplanar cosmology, except it also happens to be exactly the same plane inexactly the same location in every other universe. When a traveller castsPlane Shift to go to Union, they are taken from their Material Plane to thePlane of Union, since the Plane of Union exists like any other plane in theiruniverse. When a traveller in Union casts Plane Shift to go to the MaterialPlane, they are taken to the one which belongs to the universe they came from.There is no spell that can move a character between campaign universes - onlyan eccentricity in the operation of the planar portals in Union can do that.Similarly, other spells that reach between planes have no effect betweenuniverses - one cannot Sending a character from a different campaign, unlessthey are both in Union at the same time.When a traveler in Union encounters a traveler from another universe, bits ofculture are often exchanged. The most frequently exchanged information is thatof which gods are worshipped - as wonder of a higher power is a sharedphenomenon across all intelligent beings, the nature of what is in charge ofeach world is most commonly shared. Nobody knows all of the pantheons, ofcourse, but knowledge of many different pantheons is common.==== This Universe ====The Material Plane in this universe houses one planet around one sun. It is,inherently, the simplest possible arrangement. All other planes - inner andouter - are as standard, and the pantheon is the standard one.The world in the material plane is called Syra by its inhabitants. The maincontinent, which is about 800 miles across, is also called Syra. The year is367 days long, divided into 12 months of 30 days each, with a 7-day period offestivities across the lands between December and January. The campaign takesplace 56 years after the first human stepped through the portal from Union.(Years are denoted "AS" for "After Settlement". Very rarely are years BSspoken of.)Even though the standard gods exist, the world Syra's inhabitants used to livein had no pantheon, and people such as divine spellcasters worshipped insteadsimply the ideals and powers that give power to the various aspects of life.As life settled itself into this world, most people remained faithful toidealistic worship, but many chose to follow more deistic lifestyles. Deisticclerics are granted spells as expected, while idealistic divine spellcastersdraw their power from the inherent energy of the world that gives life theelements it has (such as growth, decay, balance, etc). (Instead of praying totheir god, a cleric must instead spend time meditating on the nature of thepower they devote themselves to.) Arcane spellcasters, of course, draw theirpower from the very essence of existence itself.=== Portal ===The portal to Union sits near the confluence of two heads of the River Lexia,which runs north from the mountain range in the center of the continent northto the ocean. The portal itself is about fifteen feet across, and lies in asmall cave on a low hillside.Four days after the humans and other good races first came through and startedcolonizing, a large group of goblins, hobgoblins, and lizardfolk, led byseveral dragons, burst through the portal, angered at the humans for leavingfellow life behind. They flattened about half of the human encampment aroundthe immediate area, and set up small establishments of their own to guard theplace.Since then, the army of Kria and the goblinoids and reptilians have been doingbattle sporadically around the place, vying for control over the ever-populartrade route. On some weeks, travelers returning from Union will be greeted bywarm smiles from humans; on others, they may be met by a blue or red dragon:never hostile, but always demanding payment in exchange for passage.As a result of fifty years of battle, the excessive wielding of arcane powerand periodic use of biological weapons have contaminated the waters of thenearby river. The northern plains that Lexia feeds have transformed into abarren and inhospitable landscape, extending all the way to the ocean andcovering several hundred miles of coastline.=== Kria ===While upon arriving through the portal several people decided to set up a townin the immediate area, most people sought a city in a more prime location. Thecapital city of Syra is called Kria, and is where the Four began their work.It is located in roughly the center of the continent, on foothills just northof the Cranterre Mountains: on top of a large mineral deposit, and roughly 43miles upstream (by Lexia) of the Portal.Kria is home to about two million people. Most of its economy lies in tradebetween the various parts of the continent, and also in the dealings ofmerchants from Kria themselves. The market and trade district spans tens ofmiles, and is legendary for its selection.The city was ruled admirably by Vermi of the Four until 16 AS, at which timeshe grew weak of age and, while retaining her title, began delegating much ofthe work to advisors. In 23 AS, she passed away, and though she had named SamiTrangor, who had set up and run several educational institutions in the pasttwo decades, to be her successor, much infighting and heated debating arose,and one Mr. Edward Henschel, former political and economic advisor, eventuallyrose to the throne. Henschel's rule is forceful and effective, but strict andbrittle, and public opinion ranges from disapproval to indifference.The School of Magic is very underdeveloped. With Vogar gone, no otherpossesses the intellect required to perfectly administer all the teachings ofarcane matters. In his absence, a council of the five most powerful wizardshas been established, but their chief manufacturing is nothing but bickeringand arguing.=== Northwest ===The second major river that feeds the northern side of the continent is calledLaercon. Its head starts in the northwestern part of the Cranterres and feedsa bay just east of Syra's northwestern peninsula, about 150 miles across. Atthe end of Laercon lies Hartmansport, about 375 miles north of Kria.Hartmansport, populated by about 30,000 people, spans almost all of the bay'scoastline, mostly in the form of small fishing establishments that couldalmost be called villages in their own right. Closer to Laercon itself isfarmland, starting at the outskirts of Hartmansport's market district andextending several tens of miles upriver. The market is normally a quiet andslow place of business, but for three days in the first week of each month, itturns into a bustling hub of activity, when shipments arrive from Drestil, andeverybody around Hartmansport also ships their best load to take advantage ofthe activity.Drestil is a quite small village that sits on the tip of the northwesternpeninsula and also occupies the three biggest islands of the archipelagoextending beyond. Around these islands one will find the rarest and mostprized species of fish. Drestil's fishing guild imposes strict regulations onhow much each fisherman can fish, so as to prevent their most importantresource from disappearing. About 1,000 people live here, out of which about75 travel each month to Hartmansport, most by magically augmented caravans andships.=== The Highlands ===Slightly south of the highest peaks in the center of the continent lies thepredominantly dwarven settlement Auranth, at the head of the River Prostus.Most of their economy is in mining, but some, especially the gnomish populace,prefer the more domestic and calm work of crafting, research, and education.Visitors are first impressed by the dual waterfalls just above the city. Saidto originate each from a source of highly powerful mystic energy, Wilbur,nearly a thousand feet tall, and Eliza, shorter even than the tallest buildingin Auranth, though spanning a mile or more of cliffside, (names by which thelocals have known the waterfalls though none know why) each flow into thecity, driving numerous waterfalls, sometimes redirected for targetted erosionfor mining efforts, finally to unite from several streams into a singlechannel, which carries cargo ships gently to and from the Elven settlementseveral hundred miles downstream (pack animals are shipped along they way fortugging the comparatively empty boats back up the river).Southeast by Prostus one will find Rhamnal,