Humans are a multifaceted lot, found in a wide variety of places across #Auvia. They are an unusual race in that they have no distinct biological traits that set them apart from their peers. Perhaps that is their distinction: hardy and adaptable folk that thrive wherever they go.

Size: Medium
Speed: 30 feet
Multifaceted: You gain proficiency in one skill of your choice and one tool of your choice. You also gain one feat of your choice, for which you meet the prerequisites.

#Lore24 07/01/24 NZT

There are four different varieties of elf in #Auvia. Eladrin were the first, believed to be the result of unions between other races (most notably humans, dwarves, orcs, hoblins, and landers) and the fey that sailed from Sunharbour.

Three more came not long after: dark elves, adapted to life under the night sky and winter's climes; wood elves, naturally familiar with the forests thanks to dryad heritage; and sun elves, who thrive in the heat of summer and bright sunlight.

#Lore24 08/01/24 NZT

When the peoples of #Auvia first gave name to each other, the term 'halfling' was considered for the landers, on account of their tallest being half the height of a typical human. Then the other Small races pointed out that was stupid, and so the landers chose their own.

Landers are curious wanderers by nature, driven to explore and try new things. As a result, they are not often seen in Zesh-Mura, where almost everyone is raised to devote themselves to a singular pursuit.

#Lore24 09/01/24 NZT

Goblinoids are prevalent across #Auvia, and much like elves there are four varieties: goblin ('small folk'), hoblin ('quick folk'), tovlin ('deft folk'), and orclin ('tall folk').

• Hoblins and orclins (or simply orcs) were the same race once, but their sexual dimorphism gradually became more and more prominent. Now almost all hoblins are masculine, and most orcs are feminine. (It is entirely possible for them to transition into a masculine orc or a feminine hoblin.)

#Lore24 10/01/24 NZT
1/2

• A foreign visitor to #Auvia might call some goblinoids by different names, but Auvians would consider 'bugbear' an insult to anyone, not just the tovlins that share a resemblance to bugbears of other lands.

• Halflins are the result of a union between a human and an orc or hoblin. The child typically shares traits with their goblinoid parent, but it can be difficult to recognise a halflin at first glance: they inherit diversity of appearance from their human side.

#Lore24 10/01/24 NZT
2/2

The dwarves of #Auvia are known for being tougher than most. This can be attributed to their expertly-cared-for facial hair. It's composed of extremely fine hairs that filter impurities from the air they breathe, as well as assist with their immune system. Mountain dwarves of Thau have the easiest time underground because of this.

As a result, all dwarvenkind maintain at least a mustache and beard to cover their nose and mouth, not just men as you might see in other races.

#Lore24 11/01/24 NZT

Tieflings are named for the legendary explorer Captain Tief, a man who came to #Auvia at the head of his very own fleet. The stories about him are as widely varied as the people who tell them, but they all agree on two things.

Tief led his people out of the depths of Zhel and up to the surface, but he and all he brought with him were forever changed by their time in the fiendish plane. Some say he had the aid of the god Atalex; others claim he *was* Atalex in mortal guise.

#Lore24 12/01/24 NZT

Seven gods preside over #Auvia and all who dwell there. Each has a retinue of divine messengers, agents, and warriors to act on their behalf. The Seven do, however, visit Auvia in mortal guise when the mood strikes them - but they are always given away by their golden circlets and otherworldly aura.

Each of the Seven holds sway over two divine domains, and it is believed that these domains are strongest in hidden places across the land where the gods are claimed to reside.

#Lore24 13/01/24 NZT

Yatherie the Open Tome is said to have knowledge of all there is to learn. However, She does not give up Her knowledge easily, as She teaches that knowledge must be earned.

Her agents take the form of sentient books, archivists, and wandering wizards. The latter are treated with the most reverence and fear, as magic is still new to #Auvia and people fear the unknown.

Alignment: Lawful Neutral
Domains: Knowledge, Arcana
Symbol: Open book with a wisp of smoke rising from it

#Lore24 14/01/24 NZT

Tempresa the Tender of Hearts is the deity of emotions both mild and strong. Recklessness, passion, fear, joy, rage: all these and more are part of Their domain. They inspire lovers to meet by chance, and stoke the flames of war.

They and Their servants appear in myriad forms. A mercenary, courtesan, advisor, or poet might be Tempresa or one of Their retinue in disguise.

Alignment: Chaotic Neutral
Domains: Peace, War
Symbol: Love heart held in an armoured gauntlet

#Lore24 15/01/24 NZT #Auvia

Cheriya the Caretaker is often looked to as a protector of the smallfolk and healer of the wounded, but She is also affiliated with spirits of the dead. She guides them to the afterlife, and on occasion, leads them back to #Auvia for a time.

Midwives, healers, and armourers often pray to Cheriya for guidance, and Her blessings are always accompanied by a sense of serenity and calm.

Alignment: Lawful Good
Domains: Life, Death
Symbol: Alchemical vial holding a red potion

#Lore24 16/01/24 NZT

Losastra, the Sun and the Stars, is the deity of fate. They read fortunes for Their petitioners through a simple deck of cards. Every card has a different meaning, and nobody receives the same result twice.

Losastra is also the deity of acceptance. It is often said that he who fights the fate They have foretold will bring it about before he is ready for it.

They are the patron of diviners, weather-watchers, and those who want to believe that tomorrow will be different.

#Lore24 17/01/24 NZT

Vestiri, the Shepherd of All, oversees the fundamentals of nature, the Wild Untamed, and the turning of the seasons. She taught the reclusive druids of #Auvia their ways to shape wood and stone, and stir or settle the hearts of wild creatures.

Vestiri ensures the balance of nature is upheld, both by encouraging life to flourish and ensuring those who try to cheat death invariably fail.

Alignment: Neutral Good
Domains: Grave, Nature
Symbol: Oak branch bedecked with leaves

#Lore24 18/01/24 NZT

Atalex, the Vigilant Scoundrel, is the god of community. He knows that every rule or law that mortalkind sets for itself will be broken by hundreds, for He taught that the laws of men are not infallible.

Atalex is most often invoked by thieves, city watch, and leaders of men. His servants appear as an ordinary part of the smallfolk, though each one plays a part in His grand designs.

Alignment: Neutral
Domains: Order, Trickery
Symbol: Dagger and quill pen, crossed

#Lore24 19/01/24 NZT #Auvia

Yolcana, the Keeper of Fire and Lightning, is the god of craft. He taught #Auvia to adapt and overcome limitations, but He also taught of artistry: creating what is not only functional, but beautiful in its function.

Yolcana's teachings vary: each nation is abundant in some resources and lacking in others. He is often invoked by creative folk and those who wish ill luck upon their foes.

Alignment: Neutral
Domains: Forge, Tempest
Symbol: Hammer, chisel, and lightning bolt

#Lore24 20/01/24 NZT

Magic is incredibly rare in #Auvia. This means it is not very well understood, and people fear what they do not understand. The common folk have good reason to turn away a wandering wizard who might perform some magical favours: who's to say they won't turn it around and burn down a town or twist the minds of its people?

There is one exception to this widespread fear and misunderstanding: Ioh-Né. The Iohnites embrace magic and do all they can to learn to wield it safely.

#Lore24 21/01/24 NZT

A spellcaster who draws their magic primarily from their faith or a similar connection to the Seven, such as a cleric, paladin, or Divine Soul, is seen as a conduit for the holy power of the divine rather than a wielder of strange magicks. As such, they earn better reputations among the smallfolk of #Auvia than those who study magic and attempt to wield it as their own. The messengers of the Seven Gods are treated with naught but respect, even among the learned.

#Lore24 22/01/24 NZT

The druids of the wild could be considered priests, after a fashion, for they learned their magicks from Vestiri and Her teachings about the balance of nature. Because most of them make their homes in the Wild Untamed, they are often seen as reclusive and distrustful of the nations.

However, the Khavan people readily accept druids and rangers. Khavans treat them as emissaries of the wild; their leaders often have a druid or ranger among their closest counsellors.

#Lore24 23/01/24 NZT #Auvia

Bards are an oddity across #Auvia. They are lauded for their performances that stir the hearts and minds of the people, but they are quick to lose an audience if they openly practice magicks, even as part of a show.

Most if not all Auvian nations have entertainers among their numbers, from Aeskellian shanters keeping time aboard ships, to Zesh-Muran warsingers spurring their soldiers on to greater feats, to Dystan chroniclers remembering the tales of old through song.

#Lore24 24/01/24 NZT

Perhaps the most common wielder of magicks in #Auvia at the present time is the one who makes a deal for it. Whether they turn to a fiend of Zhel, strike a bargain with a fey being under a full moon, or even petition a servant of the Seven for their gifts, warlocks have one thing in common: they want power, where they had none before.

Though it is not common knowledge, warlocks are most often found among the Rhizeli smallfolk. Perhaps it is to spite their scheming masters.

#Lore24 25/01/24 NZT

Magic items are not often seen in #Auvia, outside of a handful of commonly accepted magicks in Ioh-Né. However, there are means other than magic to empower a weapon, set of armour, or other such necessary equipment for adventurers.

Rumours abound of charlatans selling forgeries of swords and the buyers wielding them more effectively than an ordinary metal blade. It may be that the buyer's belief in the fake weapon's strength has somehow transformed it...

#Lore24 26/05/24 NZT

Worlds other than #Auvia are only dreamed of by the vast majority of the population. For the adventuring type, though, their entrances can be found by those who know where to look.

Zhel is the easiest to enter and the most widely known. Sail north through the heated storms and raging seas. Eventually you pass through Finality: a jagged obsidian archway that has claimed more ships than the fiends on the other side.

Going to Zhel is easy. Leaving is much harder.

#Lore24 27/01/24 NZT

There are four Courts of the Fey, one for each of spring, summer, autumn, and winter. Their strength waxing and waning creates the seasons. Fey can visit any Court at any time, but Auvians can only visit the current season's Court. Eladrin teach this rhyme to their children to help them visit the Courts:

"At the turn of the year, you look for the deer,
In summer we sail to the sun,
When leaves start to fall, make a ring with them all,
To snowbanks in winter we run."

#Lore24 28/01/24 NZT #Auvia

It is not known whether worlds other than Zhel or the Courts of the Fey can be reached from #Auvia at the present time. Perhaps their existence is not for mortalkind to know.

It is widely believed, however, that the Courts of the Fey are the four moons that hang in the night sky. The journals of famed Dystan explorer Kael Iselline, the first Auvian to visit all four Courts, document three moons in the night sky and a fourth larger celestial body of blue, green, and white.

#Lore24 29/01/24 NZT

Cultural Option - Aeskellian Privateer

The open sea is in your blood. Maybe you were born on a sailing ship, or followed your family into the privateer's life. Swaying decks, cannon blasts, hauling of ropes: these are lifelong memories.

Seafarer's Training: You have proficiency with three of the following options: battleaxes, cartographer's tools, longbows, navigator's tools, scimitars, shortbows, water vehicles, and/or one musical instrument of your choice.

#Lore24 30/01/24 NZT #Auvia
1/2

Haul Away: Your life aboard sailing ships has prepared you for adventure. Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Born to the Sea: You have a swimming speed equal to your walking speed, and can hold your breath for twice as long as normal.
Languages: You can speak, read, and write Aeskellian and Auvian Trade.

#Lore24 30/01/24 NZT #Auvia
2/2

#Lore24 31/01/24 NZT #Auvia
1/2

Cultural Origin: Dystan Chronicler

Memory is life. You know these words to be true, for you were raised among record-keepers and archivists.

Quick Mind and Eye: Whenever you make an Intelligence (History) or Wisdom (Perception) check, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Keeper's Training: You have proficiency with three of the following options: calligrapher's supplies, (cont'd)

#Lore24 31/01/24 NZT #Auvia
2/2

cartographer's tools, glaives, light crossbows, painter's supplies, rapiers, shortswords, and/or one musical instrument of your choice.

Thought Scribe: You know the Encode Thoughts cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (your choice). You can also press thought strands from this spell into blank pages. Consuming a strand instantly writes down its contents.

Languages: You can speak, read, and write Dystan and Auvian Trade.

Cultural Origin: Espren Collegiate

Much of your life has been occupied with academia: learning all you can of the world around you and everything in it. Your studies often took you out into the world, as well.

Student's Training: You have proficiency with three of the following options: alchemist's supplies, cook's utensils, hand crossbows, herbalism kits, light crossbows, longswords, one gaming set of your choice, and/or one musical instrument of your choice.

#Lore24 01/02/24 NZT #Auvia
1/2

Academic Intuition: You are adept at gathering information from your surroundings and other people. Whenever you make an Intelligence (Investigation) or Charisma (Persuasion) check, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
All-Nighter: You can complete a long rest with two hours of sleep and six hours of light activity.
Languages: You can speak, read, and write Espren and Auvian Trade.

#Lore24 01/02/24 NZT #Auvia
2/2

Cultural Origin: Iohnite Tradesfolk

The nation that embraces magic is not yet without the blood, sweat, tears, and elbow grease of its tradespeople. You are one such person, having done plenty of hard work to serve your homeland.

Architect's Training: You have proficiency with three of the following options: battleaxes, carpenter's tools, nets, smith's tools, tinker's tools, warhammers, weaver's tools, and/or one musical instrument of your choice.

#Lore24 02/02/24 NZT #Auvia
1/2

Tradesfolk's Knack: Whenever you make an Intelligence (Arcana) or Wisdom (Insight) check, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Magical Helper: You know the Unseen Servant spell. When you cast it, it takes the form of a visible Tiny construct that resembles a humanoid or a household pet (its form is cosmetic).
Languages: You can speak, read, and write Iohnite and Auvian Trade.

#Lore24 02/02/24 NZT #Auvia
2/2

Cultural Origin: Khavan Outrider

The open plains and woodlands of Auvia's northeast are your home, for you have spent most of your life in the saddle. With your hand-raised, trusted steed, you roamed the wilds in service to Khava.

Horselord's Training: You have proficiency with three of the following options: cook's utensils, herbalism kits, javelins, lances, leatherworker's tools, shortbows, spears, and/or one musical instrument of your choice.

#Lore24 03/02/24 NZT #Auvia
1/2

One with the Wilds: Whenever you make an Intelligence (Nature) or Wisdom (Animal Handling) check, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Whisperer: You have a suitable mount: a riding horse if you're Medium; a pony or mastiff if you're Small. You can talk to beasts of the same species as your mount via body language.
Languages: You can speak, read, and write Khavan and Auvian Trade.

#Lore24 03/02/24 NZT #Auvia
2/2

Cultural Origin: Thaun Frontliner

In the majestic mountains of Thau, you volunteered to serve your nation's army, defending it against the perils that lurk in the darkness. Whether you fought above or below, you can withstand many dangers.

Mountaineer's Training: You have proficiency with three of the following options: heavy crossbows, mason's tools, mauls, medium armour, smith's tools, war picks, warhammers, and/or one musical instrument of your choice.

#Lore24 04/02/24 NZT #Auvia
1/2

Battlefield Expertise: Whenever you make a Strength (Athletics) or Wisdom (Medicine) check, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Implacable: You have advantage on saving throws against spells and other effects that would reduce your speed or force you to move against your will.
Languages: You can speak, read, and write Thaun and Auvian Trade.

#Lore24 04/02/24 NZT #Auvia
2/2

Cultural Origin: Rhizeli Nobility

Born into the hierarchies of nobles' courts, you lived in a society that vies for power and prestige at every turn. To gain favour and influence, you engaged in duels by blade and spoken word.

Crown's Training: You have proficiency with three of the following options: calligrapher's supplies, forgery kits, greatswords, longswords, rapiers, shortswords, one gaming set of your choice, and/or one musical instrument of your choice.

#Lore24 05/02/24 NZT #Auvia
1/2

Cut and Thrust: Whenever you make a Wisdom (Insight) or Charisma (Deception) check, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Disparage: Once per long rest, when a hostile creature makes an attack roll against you, you can use your reaction to impose disadvantage on the roll if the attacker can hear and understand you.
Languages: You can speak, read, and write Rhizeli and Auvian Trade.

#Lore24 05/02/24 NZT #Auvia
2/2

Cultural Origin: Zesh-Muran Cadet

Battle is in your blood. You have studied and trained from the day you could hold a blade, striving for perfection in all you do as a cadet in the Zesh-Muran national army. Perhaps adventuring will help you hone your skills.

Honourbound Training: You have proficiency with three of the following options: drums, horns, land vehicles, longswords, pikes, shields, spears, and/or one martial weapon of your choice.

#Lore24 06/02/24 NZT #Auvia
1/2

Combat Readiness: Whenever you roll initiative, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Studied the Blade: Choose a weapon you are proficient with (longsword, etc.). You can't be disarmed of weapons of that type unless you choose to let them go. At 5th level, you gain expertise with weapons of that type.
Languages: You can speak, read, and write Zesh-Muran and Auvian Trade.

#Lore24 06/02/24 NZT #Auvia
2/2

Cultural Origin: Untamed Nomad

Free of the trappings of the nations and their blinding prejudices, you consider yourself a true scion of Auvia: a wanderer who knows the Wild Untamed and all who inhabit it like the back of your hand.

Untamed Training: You have proficiency with three of the following options: battleaxes, cook's utensils, handaxes, herbalism kits, longbows, spears, woodcarver's tools, and/or one musical instrument of your choice.

#Lore24 07/02/24 NZT #Auvia
1/2

Life on the Road: Whenever you make a Dexterity (Stealth) or Wisdom (Survival) check, you can roll 1d4 and add it to the total. This die becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Traveller: You have a climbing speed and a swimming speed equal to your walking speed. Beginning at 5th level, you ignore nonmagical difficult terrain.
Languages: You can speak, read, and write Auvian Trade.

#Lore24 07/02/24 NZT #Auvia
2/2

Curiosities abound across #Auvia, whether within the borders of the nations or in wild places where few dare to tread. But the stories of these inspire many across the generations to take up the adventurer's life and go out to see them for themselves.

One such tale is that of a cave on the borders of Thau and Ioh-Né. No explorer has charted its depths, for it is protected by a mysterious figure known only as 'the Guardian', a title they presumably gave themselves.

#Lore24 08/02/24 NZT

The cave itself is almost entirely unremarkable. No exposed ore veins or anything similar to speak of, not even a shiny rock.

All there is to see is a path worn into the ground by generations of curious adventurers, and a massive door made of stone and the rare metal starsteel.

And the Guardian clad in plate, with a helm that hides their face, a shield on their right arm, and a sheathed sword on their hip. Always standing guard at the door.

Perhaps they wait.

#Lore24 09/02/24 NZT #Auvia

Nobody has ever passed the Guardian, nor opened the door they protect. Those who try to speak with the Guardian and convince them to stand aside are met with enigmatic words.

More than a few have tried to fight the Guardian to pass them by. Arrows vanish in midair. Spells sputter into nothingness. And those who would strike the Guardian by blade or fist are struck blind. When they can see again, they find themselves outside the cave entrance, as if dismissed.

#Lore24 10/02/24 NZT #Auvia

The enigma of "the Guardian and the Door" is one that has thwarted many scholars' attempts to understand. But as a potential plot hook for DMs to use, anything could be behind the door. Ancient and powerful weapons, a hidden library containing secret knowledge the heroes might need, trials of the Seven Gods, the possibilities are endless.

But the Guardian will not give up their post so easily. Centuries of waiting has rendered them stalwart in the face of anything.

#Lore24 11/02/24 NZT #Auvia

The discovery and production of canandust, the powder used in mining explosives and cannons, was a recent milestone in the field of Auvian engineering. It is a volatile powder that burns hot when ignited, and compacting it into a small space, such as a keg or cannon chamber, increases the rate of burn and the force at which a blast can occur.

At present, Aeskell makes the most use of canandust aboard its warships, while some nations use it for land-based warfare.

#Lore24 12/02/24 NZT #Auvia

Each nation has a different approach to warfare, playing to their strengths while eschewing their flaws.

Aeskell is among the most free-form on the battlefield. The closest they get to organising is each captain commanding the sailors under their flag. The sea is their domain, and #Auvia knows it: if a target is within cannon range, an Aeskellian captain won't hesitate to bombard it. However, without the upper hand, drawn-out land battles deplete sailors' morale quickly.

#Lore24 13/02/24 NZT

In the absence of smaller, more man-portable cannons - an idea still undergoing research in some corners of #Auvia - the Aeskellians who go to war do so with the boarding axe, cutlass, shortbow, and longbow. Archers are highly prized for their accuracy and ability to repel boarders before they even draw alongside a defended ship.

Some Aeskellian archers stand out from their peers with their ability to imbue arrows with unusual magicks, earning them fearsome reputations...

#Lore24 14/02/24 NZT

The Dystan people do not fight in the open unless they have no other choice. Information is their weapon and their shield in equal measure. Defense companies send messenger birds between each other and their headquarters to keep everyone informed, while enemy scouts are intercepted and silenced before they have a chance to report back to their commanders.

When Dysta engages in battle, it's always on their terms, applying overwhelming force where it's least expected.

#Lore24 15/02/24 NZT #Auvia

The core tenet of Dystan warfare is to make each fight quick, decisive, and entirely one-sided. When their adversary flinches, they have already won. Thus they favour weapons that minimise their own risk during skirmishes and ambushes: daggers and shortswords for close quarters, and polearms to keep foes at a distance.

In the absence of conventional ranged weaponry and spellcraft, some Dystan adventurers wield curious methods of fighting in two places at once...

#Lore24 16/02/24 NZT #Auvia

In a stark contrast to other nations of #Auvia, Espre dabbles in a little bit of everything in matters of war. The nation of students learns all they can, *about* all they can, and brings that to bear if it is ever attacked.

As a result, Espren military divisions have more diversity among their soldiers than any other, at the expense of a little bit of coherency. Every unit has specialists in a wide variety of fields - even different forms of magic, as shunned as they are.

#Lore24 17/02/24 NZT

Espren adventurers most often train in lightweight weapons that are simple to wield and can be used in myriad ways. Spears, daggers, crossbows, and smaller axes are common among beginner adventurers, but as one trains and broadens their abilities, they too often specialise in the same manner as their soldiers.

Augmenting weapon training with other methods is common. If one earns an honour or two, they are taught to wield their mind alongside their arms and armour...

#Lore24 18/02/24 NZT #Auvia

When Ioh-Né goes to war, its army wields magic in any form it can. Illusory defenses mislead enemy scouts into thinking Iohnites are well-entrenched. Basic fire magicks are enhanced through refitted cannons to unleash ruin. Frontline soldiers hurl spikes of ice and lightning, forcing the enemy to dodge into carefully placed traps.

Ioh-Né has few reasons to wage war against the rest of #Auvia. It commits smaller numbers to the field, but those forces are devastating.

#Lore24 19/02/24 NZT

Though spellcraft is considered the pinnacle of Iohnite achievement, much of it is still academically studied. As such, though Iohnite forces are all magically trained to a degree, they still wield familiar weaponry such as a longsword or spear paired with a shield, armour of all types, and hefty hammers of various sizes.

Occasionally, those taught to wield destructive magicks are given combat training, making them into a force to be reckoned with whether near or far...

#Lore24 20/02/24 #Auvia

Khava is known far and wide for its cavalry, and rightly so. They rely on their steeds just as much as their comrades: astride horses, ponies, war dogs, and more besides, the Khavans conduct hit-and-run attacks to keep their adversaries on the back foot.

Owing to their travellers' lifestyle, the Khavans keep no permanent settlements on the outer fringes of their lands. This often confounds inexperienced commanders who find ambushes waiting for them instead of campsites.

#Lore24 21/02/24 #Auvia

Surprising absolutely nobody, the warriors of Khava train with weapons that work well astride a steed. Shortbows, spears, lances, and similar weapons with longer reach are the traditional Khavan style. They supplement their arsenal with light, practical armour, and small wood and leather shields strapped to the forearm.

The best of the outriders, those who have fought in defense of their nation and achieved feats of heroism, are given the honoured title of "Khava'Lia".

#Lore24 22/02/24 #Auvia

To Thau, the best offense is a good defense. Their abundance of stonecutters, blacksmiths, and armourers ply their trade in fortifications when the need arises. Thaun soldiers are clad in heavy mail, armed with hefty weapons, and trained to be the anvil on which their foe's hammers break.

When a Thaun encampment is in danger of being overrun and captured, fuses are lit and the site abandoned. Kegs of canandust reduce defenses to rubble, ideally taking the enemy with it.

#Lore24 23/02/24 #Auvia

Thaun armies favour heavy weapons and heavier armour. Blades are rare, as hammers of all sizes, crossbows and ballistas, and the occasional repurposed mining pick are seen in the hands of Thau's soldiers.

The arms and armour of the most lauded troops are inscribed with the deeds of the heroes who take them into battle. Ancient knowledge of the legendary runic devices, and the means to properly inscribe them, remains a closely guarded Thaun secret...

#Lore24 24/02/24 #Auvia

Rhizel's approach to warfare, much like most of the nation's practices, highlights the differences between nobility and commoners. Detachments of conscripted and somewhat-organised smallfolk are each led by lower-ranked knights, while the nation's soldiers and knights of the upper tiers are much more coherently arranged - and trained.

There are many opponents of Rhizeli methods, without and within the nation, but the latter operates in the shadows for fear of reprisal.

#Lore24 25/02/24 #Auvia

Rhizeli knights are trained to wear plate and chainmail, and wield weapons from the sword to the spear. They favour the former, however, taking up the greatsword or a sword-and-shield pairing to take the field, and the rapier in the cut and thrust of the courts.

The conscripted commonfolk aren't so lucky. They are given basic leather jerkins and one weapon. Some folks are lucky enough to be assigned to a crossbow detachment, where there's a better chance of coming home.

#Lore24 26/02/24 #Auvia