Septimia (DnD Campaign Setting)
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[edit] Septimia
The world of Septimia is vast and contested. Races, factions, and kingdoms engage in terrible combats for world domination. The Sea of Septimus makes up most of the world. The Elvish Archduke Mandelion Look rules from his throne in the Elvish capital of Toralir. The humans of Rannengod attack constantly. The Flayers, demons who hunt minds as peasants hunt deer, war with the Antiflayers in the cities of Alzheimer's and Surgadabad. Truth Tower looms in the distance, guarded by the unnamed settlement of the Metalbeings, mysterious constructs designed to guard the Secret. The island of Gravegad sits in the mist in the middle of the Sea of Septimus. Death itself is said to lie there. And underneath it all is Daylie Dungeon, a tremendous cavern where people live their whole lives without realizing that there's a world above them. The Frost King and the Pantheon of Cold rule this cave. The King made a dark deal with the Devil of Ice and the Troll of Snow, giving him the ability to turn into the Giant of Frost at will. He prepares to take the upper world by storm. Felix DeVamir's infamous Underarmy are attempting to leave first and warn the Abovelanders of the King's Plan. The race begins.
The God Septimus who created Septimia is below ground as well. He dwells in the Sea. And he wants his world back.
LEGENDS AND FOLKLORE: The most famous man in Daylie Dungeon is Felix DeVamir, the leader of the Underarmy designed to defeat the Frost King. Rumors of him abound in pubs and any social gathering.
Felix DeVamir is my best character. His stats are: Halfling Ninja Level 20 HP 133 AC 16 CON 15 (+3) CHA 16 (+3) INT 20 (+5) DEX 21 (+5) STR 14 (+2) ALIGN CG Balance +29 Bluff +25 Climb +25 Craft (Poison Making) +29 Disguise +27 Escape Artist +29 Gather Information +26 Jump +25 Open Lock +31 Spot +25 Swim +23 Tumble +28 Weapon Focus (Siangham,) Deceitful, Acrobatic, Agile, Alertness, Investigator, Leadership Ki Power, Sudden Strike +10d6, Trapfinding, Ghost Step (Ethereal,) Poison Use, Great Leap, Acrobatics +6, Greater Ki Dodge, Speed Climb, Ghost Strike, Improved Poison Use, Evasion, Ghost Mind, Ghost Sight, Ghost Walk Poss: 35 Shurikens, Necklace of Unlimited Ki, Poison Siangham +7 Attack: +19 Damage: d4+26/d4+21/d4+16
For details on the Ninja refer to the Complete Adventurer Supplement.
His second-in-command is a Halfling Cleric of Seventeenth Level named Fajonna (CG.)
EQUIPMENT: Again, the most famous is Soulstab, the siangham belonging to Felix DeVamir. The artifact said to rival it is Soulslash, the axe of the Frost King (a greataxe +6 that deals 3d6 cold damage.) Another is the Tome of the Tumor, a Flayer Artifact that dissolves minds on contact.
CLASSES: Every class and race is common. There is not a single way of life that has not been explored by the people of Septimia.
THE UNDERARMY: When you think of a brave army of expert combatants designed to resist an evil king, the first thing that comes to mind probably isn't a relatively stupid and weak lizard monster. But the Kobolds were the first to believe in Felix DeVamir, and they are the backbone of the Underarmy. The Kobolds of Daylie Dungeon are trained to an extreme. They all have at least ten levels in various classes, the leader of them all being Iaros Lematri, a Monk (LG LVL 15.) The ranks of the generals are largely comprised of Halflings and Half-Elves, though several Kobolds have gained the title as well. A Half-Orc regiment of mercenaries has recently offered their services. Free of charge.
THE PANTHEON OF FROST: The Pantheon is composed of the Ice Devil, the Snow Troll, and the Frost Giant (or Frost King.) While not engaged in combat, they often take the forms of Sleet Dwarves, dwarves who have turned themselves into pure cold. They are smaller and less conspicuous then the Pantheon in full form.
THE ETHEREAL PLANE: The Ethereal Plane is used devastatingly by many skilled users of Ki or Magic. Ninjas pass through walls, cause weapons to pass through their bodies, block scrying spells, deliver devastating blows without being on the material plane, hide, and teleport through its power. Monks cripple with their stunning Ki Strikes. Sorcerers create Purpleprisms to send people there indefinitely. And the Pantheon of Frost erect their temples. Those who manipulate the Ethereal are deadly enemies.
THE ABOVE WORLD: The two strongest factions in the world above Daylie Dungeon are the Elves under Mandelion Took and the Humans commanded by High Priest Lorenzo Xespyure. Toralir and Rannengod are examples of the devastating ability of these two leaders. It's a shame that they're almost constantly at war.
GRAVEGAD AND TRUTH TOWER: People are scared of the imposing locations. Gravegad hides Death and Truth Tower hides the Secret of the Realm. The number 45 is considered unlucky because it's the number of floors in the Tower. Only the truly brave of heart even think about the island.
PALADINS AND THE WORLD: Paladins are often looked down on as unnecessary. It is said that they wish to replace the common people who try to do acts of good. They advertise their religions unmercifully. Their considerable power is ignored. Only in Rannengod are the holymen truly welcome. Everything to do with religion is welcome in Rannengod.
RELIGION: There are three major religions in Septimia. The first is True Septimism, the worship of Septimus. The average Septimite tends to be Neutral, doing whatever Septimus 'tells' them to do through portents. While most are Neutral, Septimus is an evil god, and he tends to attract Neutral Evil worshippers as well. The second religion is Mayhapism, following the wind, luck, and the happy-go-lucky spirit. The deity of this religion is Timtrout, god of all that is completely random. It attracts Chaotic Good followers. The third religion is Bracketianism. This respects Septimus as the Chief God, and also worships the rest of the deities scorned by Septimites and Mayhapists. All sorts choose it. Atheism is also widely acknowledged.
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