The Minyra
The Dying North

The Orvali

They of the Ocean Cliffs

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Overview

Who are they

The People

The people of the northwestern forests, the Orvali had once ruled a vast kingdom that rivaled Averon’s grasp of the pole. Eight provinces ruled by Pashas reported once to a Krah, but the lord of the land was killed less than a year ago in a battle against Averon, leaving only his underaged child to rule the kingdom. The Orvali are a proud people known for their intricate headdresses and bonded Gorgonopsids, whom they often adorn with beadwork and silk. They are being forced out of High Averyn by Averon, and have turned attention toward establishing themselves in the Wastes, to limited success. With the Vaekalakai taking up their seafront borders, and the Averons pushing in from the north, there is nowhere else to go but into the Wastes. As such, many see the Orvali as the next people to become outlaws, or to die entirely.

Lore

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

Notes

- The prince of the Orval is a white-streaked individual.

...to be continued...

Classes of the Orvali

Şişhaneli

Cliffside Shooters

Şişhaneli wield powerful sishane firearms, favoring long range and deliberate shots.

Saving ThrowsCharisma, Dexterity
Skill ProficienciesPerception, Intimidation
Starting WeaponSishane Rifle
Starting ArmorMedium Leathers
Starting ToolNA
Languages KnownOrvalk, 1 of your choice
Beast BondGorgonopsia

Starting Abilities

Sightline

Choose a visible lane you can clearly cover. While you maintain aim down this sightline, you may fire a single attack anytime an enemy moves through it without costing your reaction. If you are wounded, this effect ends immediately and you reroll initiative.

Nerve Fracture

When you destroy a zone, all hostile creatures within 10 ft. who saw it suffer disadvantage on attacks that target you until the end of your next turn.

Sound Carries

You can choose to fire your rifle in populated areas, immediately advancing the welcome clock by 1 segment, but granting you advantage on all Charisma checks until the next long rest.

Gorgancı

Armored Warriors

A mounted armorer and warrior, gorgancı craft and maintain armor in the field to ensure their mount is just as lethal as they are.

Saving ThrowsIntelligence, Dexterity
Skill ProficienciesAnimal Handling, Investigation
Starting WeaponDagger
Starting ArmorPlate Armor
Starting ToolArmorer's Kit
Languages KnownOrvalk, 1 of your choice
Beast BondGorgonopsia

Starting Abilities

Living Harness

You may treat your own armor and your bonded beast’s armor as a single system. During a long rest, you may shift up to 2 points of AR from one armored zone to another (though this cannot exceed the normal maximum).

Adaptive Plating

After being struck by a weapon or magic type, you may spend your next long rest to grant +AR against that damage type to one zone on you or your mount. Only one adaptation may be active at a time.

Armored Charge

When your mount moves at least half its speed toward an enemy and attacks, its attack ignores one level of armor rating and forces the target to reroll initiative on a hit.

Başhekim

Fighting Healers

Başhekim serve as Orval’s field surgeons, treating wounds and defending injured with shields and daggers.

Saving ThrowsConstitution, Intelligence
Skill ProficienciesAthletics, Insight, Medicine
Starting WeaponDagger
Starting ArmorChain Armor, Kwaalkan Shield
Starting ToolSurgeon's Kit
Languages KnownOrvalk, 1 of your choice
Beast BondPareiasauria

Starting Abilities

Clean-Cut Doctrine

After treating any injuries, they cannot get infected for 2 long rests. If infection has already begun, you may remove one stage per long rest so long as you have access to medical supplies.

No Further Harm

While adjacent to an unconscious or bleeding ally, hostile creatures targeting that ally must make a Constitution check (DC = your Constitution score), or be unable to target the ally.

Shield the Dying

When an ally within 10 ft. is inflicted with a wounded, impaired, or destroyed injury, you may spend your reaction to interpose with your shield. Until the start of your next turn, you gain +1 AR to your shielded zones. If you are wounded while doing this, you gain +2 AR.

İplikçi

Crafting Mages

These mystic artisans weave charms and magic into their mounts and gear, shaping fate through their craft.

Saving ThrowsCharisma, Intelligence
Skill ProficienciesArcana, Investigation
Starting WeaponDagger
Starting ArmorPlate Armor
Starting ToolArmorer's Kit
Languages KnownOrvalk, 2 of your choice
Beast BondGorgonopsia

Starting Abilities

Fate-Weave

During a long rest, you may weave a single fate thread into a piece of armor, a weapon, a shield, or your bonded mount’s harness. Choose one effect while the weave remains (you may only have one weave per target):
Thread of Delay. Once per long rest, when the bearer would reroll initiative, they may choose the result.
Thread of Protection. Once per long rest, the bearer may downgrade one injury by one tier.
Thread of Pursuit. When the bearer moves toward a wounded enemy, they ignore difficult terrain and do not provoke reactions.

Caster

You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is a Talisman (counted as a staff for proficiencies and prerequisites)

Known Characters