1507's D&D Campaign
Severnia is an ancient land of magic and mystery. From the steaming jungles in the north, to the frozen tundra and pine forests in the south, from the coast in the west to the mountains in the east, the land is characterized by ancient cities and ancient peoples. Legend tells that some cities, particularly those on the banks of the holy river Askai, have been inhabited since before the dawn of time, and were originally built by races of God-like beings. While such stories are undoubtably false, it is true that many cities on the continent were already ancient by the time Xamoti and Xeveirian forces began their initial attempts to annex the northern shores.
The people of Severnia are as diverse and ancient as the land itself. Much of the continent is taken up with large swaths of jungle broken by rivers, mountains, and brief stretches of savanna. Due in part to this, the language and cultures of the area are diverse and distinct, changing over a stunningly brief distance. Scholars from around the globe have made many attempts to make sense of the multitude of languages and attitudes, but unlike the Severnian’s themselves, have largely failed to synthesize the lot into an understandable whole. The vast differences in language have made mutual understanding difficult in ages past, but to facilitate trade, a somewhat standardized language has arisen, known elsewhere as Severnian hand-talk. However, despite the numerous differences, there are some cultural staples to the continent. The first is the fairly unique outlook that is shared amongst the various races: those who live in Severnia tend to take a long view of things, even amongst the sorter lived races such as humans. Second, as the region is so replete with magic, the people tend to view magic and magic users with an unusually blasé attitude. Third, the various cultures and peoples share an understanding of a common religious element- the Nine-fold God. Most Severnian nations and cultures place this figure as the center piece of their religious and philosophical outlook.
The fractured nature of the area belies the power that nations here can muster, and recorded history is replete with examples of why the cities and populations have endured so long. During the height of the Xamoti empire at least three full scale invasions of Uluri (on the northern coast) were launched, each repelled by a coalition of Severnian nations. Not to be outdone, Xeverian imperialism led to an unsuccessful invasion of Baget Aromou, with a second indefinitely delayed (in fact, the orders for a fleet to be assembled are still a matter of Xeveirian law, delayed until such time as the “emperor deems fit”). The eastern mountains have played host to dwarven kingdoms for the entirety of recorded history, and during the height of the Xamoti empire, these were subjugated by a kingdom of giants also sharing the mountains. This newly born empire, the Navelese empire, extended its reach deep into the lowlands in Severnia, coming to control the majority of the Askai river basin and the banks of the Nugurundu lake. Acrain, a Xamoti historian and cartographer, listed it as the third great world power in his World Examinations, penned in 232 C.I.
One characteristic feature of the region, and one that has ertainly played a role in the ability to resist foreign rule, is the magical nature of the continent. Spells here are more common and more potent. Enchantments and other long term spells last longer. In fact, it is not uncommon to find wards and glamours left over long after their casters have died, hung suspended from the bones of the land and functioning long after their intended use has been completed. The area has ancient arcane schools, and sports a high degree of mysticism. While in recent times the Mages and Wizards produced here are no more prestigious or powerful, the people of there area live in a magical world, and the incidence of people with an innate talent for magic is much greater here than elsewhere.
::Religions of Severnia::
::Nations of Severnia::