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

Zesh-Muran regiments are disciplined, tactically deployed, and equipped with a wide arsenal. Cannon artillery backs up battalions of infantry and cavalry, while supply carts and couriers ride between tactical outposts to keep commanders informed.

Zesh-Mura's soldiers fight without fear, for they have trained to expect the chaos of war and all that comes with it. Broken formations are resumed quickly with practiced precision, and casualties are always accounted for.

#Lore24 27/02/24 #Auvia

Every Zesh-Muran who volunteers for the military receives dedicated training in the weapon that speaks to them, as well as the basics of wielding secondary arms. They are organised into squads that all wield similar if not identical preferred weapons, for unit coherency.

The cadets who prove themselves beyond their calling are reassigned to elite cadres who train to follow in the footsteps of their nation's honoured founder: the hoblin blademaster Sa-Mura the First.

#Lore24 28/02/24 #Auvia

There have been several international conflicts across #Auvia over the generations. One stands out among them, though: the Unification War, a battle between all eight nations. Each believes that uniting Auvia under one banner will earn them great power rivaling that of the Seven Gods themselves.

Or, at least, that's the tentative plot that started all this. A campaign where the entire party is made up of Fighters. Everyone's from different nations and has different subclasses.

#Lore24 29/02/24

Agriculture and farming practices vary across #Auvia, but staple crops and herbs are widely grown. Chief among the latter is a plant called tempremint that grows year-round. When picked at full growth and eaten, tempremint cleans the mouth and teeth, freshening breath and preventing damage.

The mint was named after Tempresa of the Seven Gods in ages past, when They were more widely known as a deity of love. Auvians calling on their prospective partners chew it for good luck.

#Lore24 01/03/24

Let's take a look at transportation: how the folk of #Auvia get around. The most common mode of long-distance travel is horse-drawn carriages, requiring few tools to build and able to get from one town to another in a few days at most, depending on where you need to go.

The nations have easy access to the resources needed to build carriages - notably, the horses to pull them - though not all are equally well-supplied. Metal for reinforcing is rarer in some lands than others.

#Lore24 02/03/24

Though they may not compare to Aeskellian vessels, most nations maintain a naval fleet for travel along the coasts and to the outlying islands, as well as international trade by sea. Civilian trade or transport ships typically fly flags of both their homeland and the Aeskellian iconography for a ship that means no harm: a pennon that tapers to a rounded point, blue with a white line bisecting it. Such ships in Aeskellian waters are *usually* respected and given passage.

#Lore24 03/03/24 #Auvia

For generations, people of #Auvia have entertained the dream of taking to the skies. Some Khavans succeed in forming an accord with the massive birds that roam the wilds. Birds of prey and the occasional other species, such as ravens or gulls, can grow to enormous size if, through some blessing of the Seven, they are able to live long lives and establish territory for themselves. Khava's druids, the rare few who can speak with these flying wonders, are their most common riders.

#Lore24 04/03/24

An adventurer's life on the roads of #Auvia can be hazardous. When you need to get somewhere and expect danger along the way, a two-horse khariot may be the best solution - even if it's expensive.

A khariot doesn't provide much beyond a place to stand and a little bit of cover. But if you expect to get into a fight on the road, it's good for outrunning attackers or fighting as you go. On a khariot built for the Small, you can let loose its war dogs to help you stand and fight.

#Lore24 05/03/24

@WriterRaven 👻
Cry havoc, and let slip the khariot war dogs.

Something like that anyway. 😅

@Shards There is probably a playwright of some bearing or other who has seen Auvian war dogs in action. Billiam Shiversword or some such. =P