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D&D 5e Campaign

Outline – Campaign set in the borderlands of a fantasy rome / elder scrolls empire/ warhammer fantay
empire that uses a rome republic government that's LN

Themes – Intrigue, War, Some Adventuring

https://www.reddit.com/r/DnDBehindTheScreen/comments/2v3fn4/lets_build_a_political_intrigue_ca
mpaign/

http://1-dot-encounter-planner.appspot.com/

Map-
Viliantrus - City of Canals, Realm of 1,000 Fleets, Harbor of Civilization
Map one of ten
Locations Cont-
Overall Arc -

Character Backstories & Motivations -

Vilantrus Republic -
Government-
History-
Economy-
Slavery-
Coinage-
Paper Currency-
Law-

War -
Army-

Navy – The Order of Fleets


Leigonie Aeris-
Religion
Nobility
Culture
Love-
Family-
Fashion-
Nature-
Death-
Downtime-
Sports-
Food-
Arts-
Language-
Society-
Territories-

Calendar-

Species-

Human-

Elf-

Half-Elf-

Halfling -

Dwarf -
Half-Orc- Many Orcs are few in the southern continent of Everlands, as many hail from the far
north lands of Mortak, or North East to the Clans of Milgraman. The tribes who do exist in the
Republic are often foreigners who settle here looking for work or escaping mandatory service
from the great warlords back home.

Tek'Kak'Qi- Literally (Hive Smart Warriors) The marauding warrior species of insectoids called
the Tek'Kak'Url (Url meaning race) dwelling from the south-lands. Their feudal tribal culture
mostly focuses on a ruling race of queens and their offspring, breeders, warriors, and princes
who follow one goddess who communicates through them through their shaman-hood. But are
very territorial and primitive as a species in general, and revere their queens second only to their
goddess.

See the Tek'kak'qi article for more information.

Hobgoblin-

Goblin-

Teifling-

Gnome-

Religion-

Religion in the Viliantrus Republic was one of the two essential pillars upon which the republic was
founded, barring the nobility. Creation lore tells of Perrus god of skies sundered the mountain of Ygru
and split the seas to found the city of Viliantrus. His wife Marleq bore numerous children for him and
for 500 generations him and his offspring would fight against the precursors in the realm, forging entire
compendium of lore. Some of his children would share numerous domains and take up a range of
different sub pantheons and ideologies that small cults may worship. However, barring the elemental
religions of the Precursors, deities of other competing pantheons, and eldritch gods existing outside the
sphere.

The state mandated and approved main pantheon cults that the official Pontifex Maximus of the college
of Pontiffs is as follows

Arcana- The Hermit – The church of the Scholara Arcana bears little worship as many
followers of arcane studies shun the works of religion, believing that the gods are instead
powerful individuals who managed to harvest the secrets of the universe and hold a monopoly
on the secrets of the universe. But those who do wish to worship the god of Arcana follow the
son Tekcop, who is believed to be the first archmage and the first to pass the secrets of the
arcane to mortals and bless the first wizards with arcane bloodlines. He bears the symbol of a
eye on his forehead, his colors are green and crimson. The state allows individuals of the
Scholara Arcana to conduct operations in the borders of the empire if they are to pay a tithe to
the Hermit, but has drawn controversy due to the debate on how magic operates.

Death- The Outsider – No one knows of his name other than the outsider is something that is to
be feared. Many followers are operating in a fringe secretive cult that deals with all manners of
necromancy, he is officially the god of fear for followers and many pray to him for longer life.
Low ranking members are recruited into the cult thinking that they are the brother cult to the
goddess of graves and they are the twins who protect the dead and handle manners of the
underworld. However higher ranking officials are recruited to join the society of the charred
bone, and operate with necromancers and illusionists in handling the undead, undead production
for the black legions, and deal with the many renegade cults operating extremist groups who
work outside of the law and practice the necromantic arts for their own personal reasons or
“following the true faith of the outsider”. His symbol is that of a hour glass on a gray rectangle.
And follows a neutral alignment. His shrines are placed in any area of rest for the dead in the
shape of a hourglass filled with bone-meal. Officially he resides in the underworld as a demon
of the undead.

Commerce- The Merchant – Negotium- God of Trade, Coinage, and Prosperity. Negotium
officials are often mid to high ranking guild officers who follow his tenants as a formality, but
select few are able to purchase a higher rank in the cult. Many guild officials believe that those
who are able to purchase their rank are allowed into a specific circle of the cults heaven. All
followers are lawful, their holy symbol is a special gold coin that is worth 10gp, while higher
ranks receive platinum coins for their rank. Their shrines are located in guildhalls and market
places, specific laws in the republic regarding trade are vastly controlled by the cult, and all
guilds offer a tithe to the cult. But recently, debate in the cult has been sparked on weather the
church, the nobility, or the free market should control business. Mercenary paymasters, guild
artisans,merchants, and many peasants pray to Negotium for good luck.

Forge- The Smith – Nacvul- The god of the forge, creation, the patron god of dwarves, and the
earth. His followers are all controlling members of the Nacvul society, the ruling blacksmith
guild. But has recently been losing followers in lower levels of management, as nobility in the
republic have been warranting that the nobility, not the church should control the official charter
for the guild. But all holy weapons, armor, and equipment that are manufactured in the republic
are made through churches of Nacvul. His alignment is Chaotic as creativity is what sparks
innovation and superior crafting. His symbol is a hammer being held by a naked man. His
churches and shrines are forge halls and official stamped anvils. His colors are iron gray and
earth brown. He was said to be the official republics god of creation for dwarves, but many
dwarves view Moradin to be their patron god of creation.

Grave- The Reaper - The twin goddess of the outsider and considered to be the defacto ruler of
the underworld. She manages the underworld and teaches her followers on the passings of
individuals, hunting the undead and abominations, handling and tallying the sins of a deceased
before they are sent to the lord for judgement on if they are to enter heaven or be cursed to the
underworlds. Her symbol is that of a wine glass to represent easy passings, her colors are black
and green, and all graveyards are to hold a shrine to her to protect the undead from necromantic
energies. Her alignment is true neutral and neutral good.
Knowledge- The Crone – Avrenim- The goddess of Arts, Strategy, and Wisdom. She is the first
born daughter of Marleq and was second in the order of birth. She resides in the great library in
the celestial fortress. Her alignment is lawful, her symbol is often a collection of maps in a
scroll case and many libraries, war rooms, and places of art hold a shrine to her. Her colors are
white and green.

Life- The Mother – Marleq – The all mother, goddess of fertility, women, love, mothers, and
peace. Her residence is next to her husband always by holy law, but she is aligned neutral as she
is loving and scornful many times due to her husbands antics. Her symbol, a beautiful fertile
woman in a erotic pose or a mother in robes cradling a baby, is found everywhere in houses,
churches/shrines dedicated to her, carried on women, in brothels, bardic colleges, ships, and so
on. Many followers theorize that Marleq is the shadow herself. Some brothels in the republic
are otrhodox churches dedicated to her.

Light- The Solare – Eralso- The goddess of light, the astral plane, purity, and divination.
Her symbol is of a sun with a face of a woman, but she bears many forms of a young woman.
Anything the sun touches is considered to be apart of her church. But buildings with elaborate
glass works that focuses light into a specific point is acceptable places of worship.

Nature- The Elder – The God of Animals, Plants, Harvests, and the Weather. The Elder is a
corpse god that has realms all where nature is found. However specific holy trees bear more
importance to the faith as followers of the Elder can commune with his will. Druids and Clerics
of Nature know not of his identity, as some claim that the elder predates all. But the only way to
uphold his faith is to make a pact with the earth itself to protect it's creatures and see that no
unnatural forces upset the natural balance. His symbol is of a white robe and of a yew branch.
Only men are allowed to worship this sept and his alignment is Neutral Good.

Order- The Lord – Sllors- The god of men, laws, and civilization. His official shrines are a
statue of a Blindfolded man in traditional robes in any public gathering. His followers are
responsible for handling all legal trials as senior level justices in matters of the faith. His symbol
is of a scale balanced by a heart and mind. However not anyone can join this faith freely, as
chosen members of Sllors are selected by divine will and of a council of elder members. But
anyone who is a member of this faith will enjoy specific legal immunity. His alignment is
Lawful Neutral.

Protection- The Tower – Rewot- The goddess of protection, truths, and chivalry. Her domain
resides as a great tower in the celestial fortress of Urul. Her followers are mostly women and
are sent as free agents meant to expose corruptions and injustices, protect the innocent, and find
all truths. However given the general lawful neutral of society, followers of her faith are often
hard to find and some prefer to operate covertly under the nose of the law. Her symbol is of a
silver tower, and her colors are gray and blue. Her alignment is Chaotic Good, but some
members who take the more literal approach as a defence engineer will tend to follow true
neutral. Her shrines are carved into towers and fortifications as tokens of good luck.

Tempest- The Father – Perrus – God of gods, the all father and bearer of lightning and the
heavens. His domain resides in the outer heavens over in the celestial court in the heavenly
palace . And is Lawful Neutral. His symbol is of a crossed lightning bolt over a dark plane.

Trickery- The Shadow – Goddess of Treachery, Assassins, Shadows, Illusions, and Intrigue. She
holds no official alignment, and her symbol is that of a pure black serpent. Only high level
followers of her faith receive official tenants on conducting proper worship, many individuals
conduct worship through their own personal beliefs, but few are as lucky as to survive her
personal game of daggers. Many officials of the Pontiff College have suppressed knowledge of
her, released false information on conducting worship, or tried to flat out ban worship of her.
But all attempts of banishment have led to shadow crusades made by her followers.

War- The Warrior – Urul- God of all soldiers, battlefields, protection, and logistics, the first son
of Perrus. He holds a heavenly fortress in the realm of the Father. He bears no official symbols
nor holds any official churches, as his shrines and holy symbols are banners of the republic, his
church is the battlefield itself, and soldiers are often his followers. But sell swords and guards
are just as free to ask for a prayer. He holds no official colors.

Fire-
Water-
Earth-
Air-

The Hive Mother – Goddess of the Tek'kak'qi – Her Domains are War, Nature, and Life.

Morragal- God of Hobgoblins

Dwarvish Pantheon

Elvish Pantheon

https://en.wikipedia.org/wiki/List_of_Forgotten_Realms_deities#Elven_deities

Gnome Pantheon

Goblin Pantheon

Halfling Pantheon- Halflings, incorporated in the republic often worship the main pantheon. But
worship the God Plungium, the lawful good god of halflings.

Classes -

Barbarian-
Bard-
Cleric-
Druid-
Fighter-
Monk-
Paladin-
Ranger-
Rogue-
Sorcerer-
Wizard-

Backgrounds -

Characters -

War -

Guides/Help

Notes

Secession 1 Notes

The Tek'ka'qi Culture and Equipment

They breed warrior castes(tek'ka'qi), drone castes (tek'mon'url; lit. Hive Dumb Worker) , a druid
specialist breeder caste (Tek'ka'bog; hive smart breeder), shamans (tek'ka'ru; lit. Hive Smart
Priestess), and a nobility caste the Tek'Glong'Ki (Hive'Holy'Warriors). Ranking from the
highest to lowest are the queen, the princes, to nobility, the shamans, the warriors, the breeder
castes, and the drone caste, with slaves ranking underneath them. They have employed
numerous insects and arthopods as weapons, food, utility, war mounts, and armor that vary from
tribe to tribe due to the efforts of their breeders. They have given the people of the Tilxani desert
the A'shakai river lobsters (a staple food of the Tilxani and is highly sought after delicacy by the
wealthy of the Republic)

Their warrior class highly prizes collecting exotic weaponry from foreign cultures and views it
as a staple of their status in the rankings of their tribes. With many young warrior sisters
traveling in war bands raiding the east mostly, or hired as mercenaries to collect tokens and
amass wealth before returning to their tribe. With mid to high ranking senior warriors wearing
dwarven made plate armor, carrying elven sabers, wearing Vilantrus silks, carrying trophy
skulls of hobgoblin officers from numerous raids, riding on great grasshopper steeds or dragon
fly mounts with retinues of lesser Tek'ka'qi warriors, Tek'ka'ru Shamans, and drones drafted as
men at arms.

The Tek'ka'qi are often bonded with a Buz'zarah (Good Companion) and used much similar to
that of a falconeer, but can be used like a attack dog. The creature is a giant wasp and fits inside
a sack with a separate sack carrying honey for the creature to feed on during campaigns.
Breeders give these to warriors as a rite of passage after their third year of birth. Almost all
warriors carry the sacred Battle Gesh'lok (blade two literally). A spear and glave double weapon
with a man catcher variant used by slavers. Bows and arrows are foreign to the tek'ka'qi and
they prefer using attlatyl throwing spears with stinger blades (Ther'yu or Thrown Stinger) and
various pheromones and venom sacks spread across the stinger to paralyze or poison an enemy
and notify simple attack insects to move here. Other throwing weapons like star knives
“Gesh'mor” (blade star).

Almost all novice Tek'ka'qi are not equipped with any armor as they see no purpose of it, but if
the warrior could afford it, members could use Armor made from the A'shakai lobster chitin to
form a sort of hide armor and shield. (Named A'Shakai'Por and 'Mor for armor and shield
respectively)

Some tribes utilize specialty bred bugs as weapons, like the Ma'ra'zark or Giant Fire Bug as a
ranged weapon that shoots out a line of acid some 80 feet. This acid weapon deals 3d4 acid
damage and they can only be fired once every 5-6 rounds and can only fire 5/day. Often drones
and warriors carry these bugs depending on if they can afford to feed and care for the insect.
The breeders take great care not to upset the creatures as breeding them is a dangerous work.
But when a larvae reaches adulthood, they are captured by drones, have most of their legs
amputated so when they are left to be herded by Sheppard drones they do not stray far. And
when in battle they wear a leather blindfold mask and keep a special clay plug on their acid
ducts to prevent discharges. To fire a Ma'ra'zark you simply just punch the head when the cap is
removed and point it in the direction you wish to fire.

Most tribes have their elites ride on giant grasshopper mounts called “”

While exotic and elite warriors and shamans have dragonfly mounts that fire electricity or fire

The shaman caste are responsible for all management and religious affairs of the hive, as they
build tiny halls of prayer and shrines in honor of their goddess for exchange of a good harvest,
blessings on war, specific powers to fight the invaders, and passing knowledge of all of the
hives history.

The nobility caste is mostly of promoted warrior and shaman castes who are to guard the
princes and the queen, as well as oversee the other castes. This order is very strict in letting in
foreigners to speak with the queen, and hold a small council with the queen serving as advisers
as sort. Only princes out rank them as they are the only ones allowed within the queens chamber
and are allowed to fly to other hives freely and send messages to other queens and nobles
without risking war, as the only time two clans can ever meet is on the battlefield.
Tek'kak'qi Traits
Your Tek'kak'qi character has the following racial traits.

Ability Score Increase


Your Constitution score increases by 1.
If you choose the Warrior Caste, your Strength score increases by 2.
If you choose the Breeder Caste, your Wisdom Score increases by 2.
If you choose the Shaman Class, your Charisma score increases by 2.
If you choose the drone class, your dex score increases by 2, your strength by 2, but your int score decreases by 4.
Secondly you are a small sized creature and suffer the normal penalties for a thri-kreen but you are small
https://www.dndbeyond.com/characters/races/2101-thri-kreen
The prince caste increases your charisma score by 2, but you are small sized and suffer penalties like the drone caste.

Age
Most tek'kak'qi only live to thirty years at most, but they are fully mature by the age of five or six and their reduced need for rest
ensures they live the years they have to the fullest. All Tek'kak'qi are female and often are drafted as warriors, shamans who are
overseerers to the drones and handlers of religious affairs, and breeders. Only rare noble castes are male, but they are on the
same level as a drone in terms of stats with the privileges of being directly under the rank of a queen in the hive. A queen
Tek'kak'ki resembles a large sized termite queen with the upper body of a tek'kak'ki and lives for up to 50 years at most.

Alignment
Tek'kak'qi have virtually little social structure other than the clutches they form with their hives family rankings and closest
allies. The notion of sophisticated rules for social behavior from foreign races is lost to them. They are almost always neutral or
chaotic in alignment with respect to good and evil.

Size
Different breeds of thri-kreen possess different builds, from little bigger than dwarves to taller than most men. However, none
are as tall as trolls or ogres, but many of the drones are as short as halflings. Your size is Medium.

Speed
Your base walking speed is 35 feet.

Exoskeleton
When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Multiple Limbs
You have an additional set of smaller arms. You may interact with an additional object or feature of the environment for free
during your turn. You can carry an additional weapon using both your arms, though weapons wielded in this way do gain the
benefits of the Versatile weapon quality, and weapons with the Heavy quality do not impose disadvantage on any attack rolls
made with them when used in this way. However, if the weapon has the Light quality, you may use only one arm to wield it, and
may carry two such weapons at once. You cannot use these extra arms to initiate grapples or wear shields. These hands can be
used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells,
without difficulty when they are not holding weapons.

Torpor
You enter a torpid state instead of sleeping, during which you remain fully aware of their surroundings. You are fully rested after
only four hours of torpor. You are immune to any magic that would put you to sleep.

Leap
Your long jump is 30 ft. and your high jump is 15 ft. You don't need a running start to make these jumps.

Darkvision
You have darkvision out to a range of 60 ft.

Languages
You can speak, read, and write Common and speak Kak. Your native language of Kak has no advanced written language as of
yet barring simple pictograms to convey one-four word meanings and numbers up to 50 million, and your language is
impossible to speak without special instruments for non Tek'kak'qi. Speaking common is difficult as you utilize a special throat
parasite that latches to your vocal cords when you wish to speak common. If this Gul'zark (tongue bug) is not cared for daily
then it will die. A Kak speak flute allows people with proficiency in this instrument to roll performance when communicating
vocally with the Tek'kak'ki.

Natural Athlete
You are proficient in athletics, if another feature gives you proficiency in athletics you can add twice your proficiency bonus.

A Regular sized hive queen often ranks a CR 4, with numerous warriors and shaman
elites CR 8s guarding her (5-30); her harem of cr 1/3 princes (usually 2-6 using drone
stats) A army of 500~ warriors ranking from cr 1-5 (usually 50 lv 3 warriors, 5 lv 5
fighters), and a small group of 25 shamans and breeders to assist with the other insects,
mounts, and religious duties. And a collection of 10 thousand drones, and twice that in
slaves used for meat or labor.

A small hive halves these numbers, and a great hive triples these numbers. Often a great
hive queen has her children running 2-4 colonies or working in the same hive in lower
ranking.

A hive is often a collection of three to five 5 story tall mounds (60 feet radius), with 12-
30 smaller 2 story mounds (30 feet radius) of dirt shaped much like a termite mound, but
descends deep into the earth with underground networks connecting them. Numerous
openings exist on the above ground levels and the deeper the chambers go, the higher
ranking members of the hive exist with the queen at the exact bottom of the hive.
The hives are often a mile or half a mile apart and filled with numerous tunnels leading
to a complex web of rooms that only a native can navigate and figure out where
everything is.

A tek'kak'url looks like a giant bipedal cricket with ant mandibles, and a two pairs of
arms with giant antanae that are shaped different depending on the breed.

They possess simple tools, use buzzing instruments for music and long distance
communication, breed insects and arthopods for various ultity animals, beasts of war,
and other purposes like messanger.

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