They of the Bitter Cold
I
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.
II
- 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...
III
The King's Men
A professional soldier, fusiliers wield bayoneted rifles and are trained for orderly volleys and adaptable battlefield roles.
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.
They of Honor
The honorable duelist of the north, garde-fer use rapiers and armor to control space and defend their allies.
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.
The Army Doctor
A trained battlefield surgeon, chirurgeons excel at stabilizing wounds under fire; keeping a grim composure even when wounded themselves.
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.
They of the Lord's Magic
Averon’s old blood, Valecourts wield magical lances and command soldiers, all atop their trusty, armored steeds.
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.