They who Walk in the Gods' Shadows
I
Long ago, long before anyone can remember, the people of Aru-Thera ruled the entire eastern seaboard, from the highest point of Averyn to the lowest point of Tharim. But, when a great king died and left his twin children to share the throne, the two instead turned swords on each other and divided the kingdom into two. The southern portion, the Chantara rule over the Kingdom of Surythara, a strictly religious society of 8 councilships that all kneel to a single, divinely ordained Devaraja. While magic is not persecuted among the Chantara, it is reserved almost exclusively to ritual and beast bonds; they share their lives with Sauropods, the gentle giants of the rainforest and coasts. They have been steadily losing ground to their western neighbors, the Seorin, but still hold strong their palaces in the northern councilships.
II
- The Devaraja, Suryavarman, is a white-streaked man.
- The capital of Surythara is apparently in imminent danger.
- Surythara has been steadily loosing ground to the Haenryeong.
...to be continued...
III
Surythara's Soldiers
A disciplined infantry soldier, kânlêng wield the curved dav blades and hold formation until their last breath.
Starting Abilities
Shieldless Guard
You may use your reaction to parry attacks against any adjacent ally, not just yourself.
Step as One
When an ally is forced to reroll initiative, you and any other allies within 10 ft. may all reroll initiative together, then choose one member to take the highest results. All others act immediately after them. If at least three allies participate, the group gains a shared reaction that round that is usable by any of them.
Iron Authority
You have advantage on Intimidation checks against hostile individuals.
God Servants
Devarin channel divine magic through staffs, serving as ritual priests who pass judgement and blessing.
Starting Abilities
Weight of the Verdict
Once per long rest, when an ally within sight suffers a destroyed effect that would immediately kill them, you may use your reaction to invoke divine intercession. That ally does not die, but instead falls unconscious. The destroyed zone is treated as impaired instead, and all rapid bleed effects are reduced to standard.
Caster
You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is a Staff.
Blessed Soldiers
Known for their circular throwing blades called chakram, chakra-vorn strike from unexpected angles and can take heads clean off with a single throw.
Starting Abilities
Killing Arc
When you throw your chakram, you may target the head or neck zones at only Hard difficulty (instead of Very Hard). If the attack misses by 2, it counts as a glancing blow.
Sever Reins
Whenever you hit a mounted creature, the rider must make a Dexterity saving throw (against your Dexterity score) or be dismounted.
Path of the Blade
You can always recover all thrown chakrams after an encounter unless they are destroyed. You also gain advantage on checks made to Intimidate so long as your chakrams are visible.
River's breath
A tracker and fisher, viraek-saen are quick and deadly with light bows.
Starting Abilities
Read the Wake
You can track creatures across water, wetlands, and rainforests as easily as dry ground. You can identify the number of creatures, size and weight, any riders, and the time since they’ve passed by without requiring a roll.
The River Provides
Using your fishing rod and spinosaur’s aid, you can reliably provide food. While near water, your posse does not consume supplies, and once per day, you may restore 1 supply to the posse without a roll.
Pin and Pull
When you hit a creature with a Light Bow, instead of inflicting an injury, you may choose to disable a limb (thus preventing the target from using it), destroy gear, or set the target’s speed to 0. If the target is mounted, the rider must choose to dismount immediately or suffer opportunistic zones on their next attack.