The Sands of Avaris
Stretching from the Great Smoking Sea on its easter shores, through the jagged mountains of the Crag, across the deadly Sunblight desert, along the banks of the River Leathe, all the way to the western edge of the continent where it meets the Sunset Sea, Avaris is a land unlike any other. Owing its extreme landscape to its close relationship with the Elemental Planes, rifts to the planes of Air, Earth, Fire and Water dot the landscape, appearing without warning. Mortals that dwell in these lands must be ever-prepared to face the dangers of extreme climates and the deadly monsters that make Avaris their home.
However, the biggest threat to the people of Avaris isn't raging sandstorms or vicious lizard-lions, but the Imperial might of the Azorians. Vicious conquerers who appeared on Avaris two thousand years ago, and proceeded to subjugate the natives of the continent in a series of bloodly wars. They now rule unchecked under the iron fist of their Immortal Emperor, Atraxius.
Sword & Sorcery Adventure
Adventures set on the continent of Avaris are full of brutal warlords, terrible monsters, and deadly environments. While there is room for political intrigue, most adventures revolve around fighting and fortune. Morality is cut and dry, most enemies you face will be unabashedly evil. In this style of adventure, heroes play a huge role. They are larger than life, good or evil, their actions unquestionably shape the world around them, for better or for worse.
The technology available to adventurers on Avaris is also limited. Metal and things forged from it are extremely rare. Only the richest nobles and strongest warlords wield steel blades or wear suits of armor. Most warriors rely on their wits, physical prowess, and weaponry they craft themselves. However, magical influence lies heavy over the land, and most creatures have a passing familiarity with basic charms and spells that can make their lives easier.
Elemental Influence
Nothing in this fantastical land is untouched by the influence of the Elemental Planes. Landscapes, enchantments, and even the people all have an affinity to one of the four elements: air, earth, fire, or water. Each of these elements enhances whatever is touched by it; fire not only increases heat, but emboldens creatures and inflames their passions.
Air
The influence of the Elemental Plane of Air can be seen across the continent. From unpredictable sandstorms and tornadoes, to the near-constant winds that blow through the fields along the River Leathe. The winds of Avaris drive change. The sand they carry covers the old to make room for the new. Those that follow the way of the winds seek to uproot tradition in favor of new ways of doing things.
The people of Avaris that are most associated with the touch of the Plane of Air are the nomadic Avians; traders and explorers that travel across the Sunblight desert. They are a people with birdlike features and keen minds, though they lack the ability to fly, they make up for it in other ways. Like the wind, they are a fleeting folk, whose allegiance is given to the highest bidder.
Earth
The stalwart influence of the Plane of Earth exerts its pressure on the impossibly high peaks of the Crag, a deadly mountain range that dominates the eastern skyline of Avaris. Legends say that if you watch the peaks of the mountain range, you can see them growing like trees. Like the earth, people who follow the way of stone are resistant to change.
Deep in the winding caves of the Crag dwell the stout Heraclids, a race of giant beetlefolk whose stubbornness can only be be matched by their unwavering commitment to isolationism. They rarely leave their mountain homes and prefer to keep to themselves.
Fire
The most impactful element on Avaris, the influence of the Plane of Fire can most clearly be seen in the Sunblight. A massive desert that dominates the heart of the continent. Impossibly large and dangerous, permenent settlements in the Sunblight are rare, and the few that make this place their home are strange hermits and monks. Those that follow the way of flame let their passions govern their lives. They do, and take, whatever they want.
On the edge of the Sunblight dwell the Leonin. A lion-like race of people who embody the qualities of flame. Obsessed with their own personal honor and pride, they will do anything to increase their stature within their communities.
A proud people, the only thing that holds them back is their refusal to follow those they see as dishonorable.
Water
The touch of the Plane of Water is what makes life possible on Avaris. While it is the least influential of the elements, it is the most important to the peoples and creatures that make Avaris their home. Flowing from its tributaries in the Crag, the River Leathe and its fertile banks are a vibrant source of life in an otherwise inhospitable wasteland. Those that follow the way of the river are flexible people who adapt to the challenge at hand.
Along the fertile riverbanks of the River Leathe dwell the most populous race of Avaris, the Anubians. A race of people with doglike features, they are known for their unshakable loyalty to those they consider family. Anubians are organized into loose clans, and spend most of their time enjoying the simple pleasures that life has to offer.
The Azorian Empire
A thousand years ago, a mysterious people known as Azorians arrived on the shores of Avaris. Led by a powerful Sorcerer-King, they conquered the natives of this land in a series of terrible wars. Using their natural arcane abilities, now enhanced by the elemental energies of Avaris, they obliterated any that would dare stand against them. They subjugated and slaughtered their way across the continent, and establishing the blood-soaked Azorian Empire. Their Sorcerer-King, the Immortal Emperor Atraxius, still rules from his seat of power in the great Marble City of Azor.
Caste System
Within the Empire of Azor, the people are seperated by a strict caste system, with everyone falling in line under the rule of the Immortal Emperor, Atraxius. From the elite plane-touched Azorians known as Chosen who live lavish pampered lives thanks to their elemental heritage, to the rugged beastfolk who spend their lives working under the yoke of the Immortal Emperor, all peoples of Azor have a strict role in society.
The Azorians occupy the highest ranking, filling positions of power within the empire. They are well-educated and spend their lives working as vizers, generals, and priests, profiting from the hard labor of the beastfolk.
Underneath them lie the natives of Avaris; the Anubians, Avains, Heraclid, and Leonin, collectively known as beastfolk. Under imperial law, they are required to serve the empire directly for six months out of the year. For most, this labor is arduous, and the most vulnerable beastfolk often die in servitude of the Immortal Emperor.
Player Options in Avaris
In the world of Avaris, playable races are restricted to the following options detailed below. There are no elves, dwarves, or humans that dwell on the sands of Avaris, but the available options are as varied as the races presented in the 5th edition Player's Handbook.
Azorians
The ruling class of Avaris, all Azorians share some similar characteristics and traits no matter their standing in the Imperial Caste System. They are naturally intelligent, long lived, and have an affinity for arcane magic and warfare.
Ability Score Increase. Your Intelligence increases by 1.
Age. Although Azorians reach physical maturity around the age of twenty, the Azorian understanding of adulthood goes beyond physical growth to encompass worldly experience. Azorians typically claims adulthood and an adult name around the age of 100, and can live to be 500 years old.
Azorian Magic. You know one cantrip of your choice from the Wizard spell list, and Intelligence is your spellcasting modifier for it unless you gain the Spellcasting feature.
Languages. You know Primordial and Azorian. Azorian filled with harsh consonants and long words. It is nearly impossible to learn unless spoken from birth.
Size. Azorians range from just under 5 feet to over 6 feet tall and have muscular builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Subrace. There are many types of Azorians, choose from one of three subraces; Chosen, Imperial, or Sunblight.
Chosen Azorians
Once a generation, a bloodline of Azorians is touched by the elemental energies that permeate the very land in Avaris. These Azorians are raised in luxurious conditions. They are destined for direct service of the Immortal Emperor himself. They occupy the highest ranking in the imperial caste system, second only to the Immortal Emperor.
Ability Score Increase. Your Charisma increases by 2.
Alignment. Due to their elevated place in Azorian society the Chosen tend towards chaotic alignments, stemming from their pampered lifestyle.
Elemental Soul. Depending on which of the four elemental planes has infused your body with power, you manifest different abilities. Choose one of the elements below. You gain resistance to one damage type, and at 1st and 5th levels, you learn spells which you can cast at their lowest level once per short or long rest. Charisma is your spellcasting ability for these spells.
Elemental Heritage |
Damage Resistance |
Spell at 1st level |
Spell at 5th level |
---|---|---|---|
Air | thunder | thunderwave | thunder step |
Earth | poison | earth tremmor | erupting earth |
Fire | fire | burning hands | fireball |
Water | acid | fog cloud | tidal wave |
Imperial Azorians
Imperial Azorians are numerous, and make up a large piece of the population of the Azorian Empire. They are the descendants of the original conquerers of Avaris, and most swear absolute loyalty to the Immortal Emperor.
Imperial Azorians occupy the third level of the imperial caste system. They make up the aristocracy of the empire, exclusively filling positions of power and influence. Viziers of the Immortal Emperor, high priests, generals, and scholars of the arcane arts. They enjoy privileges and immunities within the Empire not afforded to any other mortal race.
Ability Score Increase. Your Strength increases by 2.
Alignment. Imperial Azorians tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their Immortal Emperor, Atraxius.
Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the marble city of Azor, Imperial Azorians have bountiful time to master odd bits of knowledge.
Imperial Magic. When you reach 3rd level, you can cast the command spell once with this trait. When you reach 5th level, you can cast the magic weapon spell once with this trait. Intelligence is your spellcasting modifier for these spells, and you regain uses when you finish a long rest.
Martial Prodigy. You are proficient with light and medium armor and with shortswords, handaxes, and greataxes.
Sunblight Azorians
Five hundred years after the founding of the Empire of Azor there was a group of Azorians who attempted to overthrow the Immortal Emperor. When they realized that their cause was lost the fled into the Sunblight. The descendents of these revolutionaries are still afforded citizenship within the Empire, but they are viewed as the lowest class of Azorian, occupying the fourth level of the imperial caste system.
These outcasts of Azorian society live a harsh life in the wilds of Avaris. They dwell in isolated monastic communities where they hone their bodies and minds. Hardier then their cosmopolitan counterparts that live in the cities, Sunblight Azorians value wisdom over power. Over the centuries they have lost their affinity for arcane magic, but they are trained from birth to be fierce martial warriors.
Abilty Score Increse. Your Wisdom increases by 2.
Alignment. In tune with their natural surroundings, Sunblight Azorians tend towards neutral alignments.
Desert Defense. Sunblight elves are trained to fight from birth; you have proficiency with polearms, scimitars, light armor, and shields.
Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters in the desert, Sunblight Azorians learn to govern their own minds.
Survivalist. You are proficient in the Survival skill.
The Beastfolk of Avaris
The original inhabitants of the continent, the Beastfolk were peaceful peoples who lived simple lives in harmony with nature. Legends passed down by the Beastfolk elders tell of these times, before they were known as Beastfolk. Times when they resembled the Azorians and not beasts. According to legend, their people were transformed by the Immortal Emperor's magic in order to better serve him.
After the Azorian conquest, the Beastfolk were enslaved and forced to work in brutal labor camps for six months out of the year in service to the Immortal Emperor. In Avaris there are four types of beastfolk; the canine Anubians, the birdlike Avians, the insectoid Heraclid, and the fierce Leonin.
Anubians
The most populous people of Avaris, the Anubians are humanoids with doglike heads and features. They are known for their loyalty to their clans, and will do anything to protect those that they care about. Clans typically consist of twenty to thirty families of Anubians, and each clan focuses on one occupation. Most Anubian clans live agrarian lifestyles, focusing on farming or raising livestock, though Anubian masons, brewers and hunters are not unheard of.
Resistance movements and rebellions are not uncommon among the Anubians. But, like the waters that give them life, their emotions change like the current of the river. However, they rarely stay angry for long, and fortunately for the Azorians, they are content to return to their simple way of life.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Anubians mature quickly, reaching adulthood at the age of three. The oldest Anubians live until their early 70's. However, most do not live to die of old age.
Alignment. Anubians tend to be neutral in alignment, they support whatever course of action keeps their clan safe.
Languages. Anubians are not known for their mental capacity. You can speak Primordial.
Size. Anubians are tall and thin folk, usually between four and a half and six feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Clan Proficiencies. Anubian clans tend to specialize in one occupation, trading with other clans for the things they cannot make themselves. You gain proficiency in two of the following skills of your choice: Animal Handling, Athletics, Medicine, Nature, Perception, or Survival.
Keen Senses. You have advantage on Perception checks that rely on your sense of hearing or smell.
Pack Tactics. Once per turn you can grant yourself advantage on an attack roll against an enemy creature if there is an allied creature 5 ft. of the enemy creature.
Avians
Avians are a nomadic bird folk that move about the Sunblight in large caravans. They are bird-like in all but one way, they lack wings and the ability to fly. For many Avians, attaining flight is their ultimate dream. Avian caravans traverse the desert, trading in exotic goods from the free cities that lie across the burning sands. Azorians tolerate their freedom as long as they pay a tax in rare baubles and metal objects when they return from their travels to the free cities.
Avians are an insular folk, only going out of their way to help their own. For anyone else, there are costs associated with any favor or gesture. Their loyalties are shaky at best, and they are known for switching allegiances as soon as someone offers a higher price.
Due to their way of life they typical Avian is most likely a merchant or explorer, though some find employment as guides and infiltrators.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Avians are fully grown one year after hatching, and can live for almost two hundred years.
Alignment. Almost all Avians are of chaotic alignments. Unless money is involved they care only for themselves.
Languages. Avians speak Primordial and Auran.
Size. Most Avaians are between two and a half and three feet tall, though some are smaller. Your size is small.
Speed. Your base walking speed is 35 feet.
Keen Sight. Your birdlike vision allows you to see with great clarity. You gain proficiency in the Perception skill.
Darkvision. Your keen vision allows you to see in dim light as if it were bright light, and darkness as if it were dim light out to a radius of 60 ft.
Nimble Escape. A life of questionable activity lets you react quickly to danger. You can take the Disengage or Hide action as a bonus action on each of your turns.
Heraclid
The massive Heraclid dwell deep within the Crag, rarely involving themselves with the other peoples of Avaris. Enormous beetlefolk with a massive horn on their head and covered from head to toe in a chitinous carapace as thick as armor. Heraclid are a reclusive and brutal society where the strongest rule. Slow to make decisions, once they make up their mind there is no turning back, only success or death.
Their homes in the depths of the Crag are difficult for invaders to find and conquer, so most Heraclid are only nominally part of the Azorian Empire. They know that even the full force of the Immortal Emperor could not successfully conquer the great deep beneath the Crag.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Heraclid continue to grow throughout their entire lifespan, but they are considered adults after ten years.
Alignment. Heraclid society is bound by brutal but strict laws. Most Heraclids are lawful neutral.
Languages. Heraclid know Primordial and Terran.
Size. Heraclid adults stand 6 to 7 feet tall and average 450 pounds. Their carapice account for roughly one-third of their weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Carapice Armor. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; your unarmored AC is 17. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Darkvision. Living underground allows you to see in dim light as if it were bright light, and darkness as if it were dim light out to a radius of 60 ft.
Horn. Your horn is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.
Daunting Form. Your appearance is frightening to behold. You have proficiency in the Intimidation skill.
Leonin
Proud and strong, the Leonin form the heart of the resistance against the Azorians. To them, honor and loyalty are everything. The only thing holding them back from throwing off the yoke of Azorian oppression is their obsession with pride. They will not follow someone they view as dishonorable. Typically laborers and soldiers, anything requiring strength.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Leonin face the trial of adulthood at the age of eighteen and can live up to eighty years.
Alignment. Most Leonin are lawful good in alignment, but they value law and order over charity.
Languages. Leonin speak Primordial and Ignan.
Speed. Your base walking speed is 30 feet.
Size. Leonin vary in height, but most stand around six feet tall. Your size is medium.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier.
Martial Training. You are proficient with two martial weapons of your choice and with light armor.
Saving Face. Leonin are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 ft. of you (maximum bonus of +5). You can use this trait once and regain its use when you finish a short or long rest.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy.