The Averon
People of the Northern Forests

The Averon

They of the Bitter Cold

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Overview

Who are they

The People

There is a reason that the northern pole is also called High Averyn, and it is because the Kingdom of Averon has occupied its territory since time immemorial. Feudal in structure, the Kingdom consists of 7 Earldoms that all hail to a single monarch who lives close enough to the Pole that their lands cannot be drawn properly on a map projection. The subjects of Averon are devout and puritan, that only a select few with magical ability and the bond of either a Sinomegaceros or Megaloceros are allowed to leave their home villages and become a Valecourt. While Valecourts are rarely seen below the desert margin, their reputations as fearsome and chivalrous soldiers is enough to keep the fable of an armored, lance-bearing rider appearing on the hillside something those in the northern hemisphere dread.

Lore

This will be filled in with information as you discover more about the Averon

Notes

- The King of Averon, King Alaric of Dalboverne, is in leagues with the Hwangjae of Haenryeong and was set to receive the infant from him.
- King Alaric was involved in the killing of a Hallowick man with white-streaked hair not too long ago.
- Averon is in a long-standing conflict with the Orvals and Zan'thara.

...to be continued...

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Classes of the Averon

Fusilier

The King's Men

A professional soldier, fusiliers wield bayoneted rifles and are trained for orderly volleys and adaptable battlefield roles.

Saving ThrowsCharisma, Dexterity
Skill ProficienciesHistory, Persuasion
Starting WeaponMusket with Bayonet
Starting ArmorChain Armor
Starting ToolNA
Languages KnownAveric Highspeech
Beast BondNA

Starting Abilities

Bayonet Brace

When a mounted creature enters melee range with you, you may spend your reaction to brace your bayonet. The triggering creature must immediately choose to set their movement to 0, or take a bayonet attack before continuing their movement.

Disciplined Volley

When you and at least one ally fire ranged weapons at the same target in the same round, the target must reroll initiative and keep the worse result. If at least once shot hits, the target cannot use reactions until the start of their next turn.

Soldier's Presence

You may use Persuasion or History in place of Intimidation and Survival. Once per settlement, you may reduce your welcome clock by 1.

Guarde-Fer

They of Honor

The honorable duelist of the north, garde-fer use rapiers and armor to control space and defend their allies.

Saving ThrowsCharisma, Constitution
Skill ProficienciesAthletics, Performance
Starting WeaponRapier
Starting ArmorChain Armor
Starting ToolNA
Languages KnownAveric Highspeech
Beast BondNA

Starting Abilities

Steel Between

When an enemy targets an adjacent ally, you may spend your reaction to interpose and force them to target you instead.

Endure thy Blade

Once per long rest, when you suffer a wounded or impaired effect, you may use your reaction to allow an ally to make an attack at advantage against your attacker.

Armor as Second Skin

You ignore speed penalties from armor encumbrance.

Chirurgeon

The Army Doctor

A trained battlefield surgeon, chirurgeons excel at stabilizing wounds under fire; keeping a grim composure even when wounded themselves.

Saving ThrowsConstitution, Intelligence
Skill ProficienciesInsight, History
Starting WeaponDagger
Starting ArmorPadded Cloth
Starting ToolSurgeon's Kit
Languages KnownAveric Highspeech
Beast BondNA

Starting Abilities

Stay With Me

When an adjacent ally is knocked unconscious, you may spend your reaction to declare them protected. The next time you suffer an injury, regardless of severity, the protected ally is immediately stabilized, no roll required.

Operate Through the Pain

When you are wounded or impaired, you may still perform stabilization or medical actions (ignoring any penalties that may apply). Additionally, once per long rest, you may delay your (or an ally’s) bleed track for one turn.

Educated Hand

Impaired injuries you treat heal in 1d4 +1 long rests (instead of 1d6 + 2). Once per patient, you may convert a destroyed injury into an impaired injury if treatment begins immediately after combat and the patient is not dead.

Valecourt

They of the Lord's Magic

Averon’s old blood, Valecourts wield magical lances and command soldiers, all atop their trusty, armored steeds.

Saving ThrowsCharisma, Strength
Skill ProficienciesArcana, Athletics, History
Starting WeaponEnchanted Lance
Starting ArmorPlate Armor
Starting ToolNA
Languages KnownAveric Highspeech
Beast BondMegaloceros or Sinomegaceros

Starting Abilities

Sovereign Seat

Your bond with your beast extends beyond the standard. Your mount ignores the first effect that would knock it down or knock you off per short rest. You also can use your reaction at any time to reposition yourself and your mount up to your mount’s speed, once per short rest.

Caster

You gain access to two spells of your choice, from the Starting Spell List. Your starting conduit is a Lance.

Known Characters