Backgrounds

While the Azentia Campaign Setting only covers a limited area of the world, there are still some noticeable differences that may be witnessed between the various regions that the characters may originate from.
This chapter provides the basic information that all characters will commonly know about each of the regions, in addition to some of the more specialized information that only characters from the homeland in question would reasonably know.
While it is true that since the conclusion of the great war the kingdom of Estar is no more, the people from that region still maintain noticeable differences from those born in the south, hence the difference.

Regional Benefit: This is a skill or bonus applicable to all PC’s from this region.
Common Knowledge: This is information that everyone from this area would likely know.
Regional Features: Describes some of the major landmarks or cities from regions.
People of: Describes what races are typically found in the regions, and some of the traits common to them.
Sample Backgrounds: This gives the players some examples for characters from the regions. Players are free to use these as they are written, to modify them, or to ignore them and come up with a character background themselves.



ALGARRA WOODS

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The home of the elves, the Algarra Woods are thought to be the oldest forest in the known world. Once populated by the eladrin before their mysterious disappearance, the elves now fight to keep the woods free from humanoid invaders.

REGIONAL BENEFIT

You add elven to the list of languages you know, you add Nature to your list of class skills, and you gain a +2 bonus to your Nature checks.

COMMON KNOWLEDGE

The elves of the Algarra Woods are ruled by King Aurius from the city of Valeria, deep within the northern woods. The elves have been ruled by the monarchy for centuries, ever since the departure of the eladrin. There are factions within the elven elders who claim that the monarchy is only temporary, and that they must return rulership back to the eladrin when they choose to return, while others claim that the eladrin lost any rights to rule when they abandoned the elves.
The elves withdrew most of their people from Estar early in the war, claiming they needed to protect their borders. The various factions of elven rule were at great odds over this decision, but at the end of the day, once the king made his decision, the debate was over. The debate has resumed at the end of the war though, and now there are large numbers of elves choosing to leave the refuge of the forests, for their own various reasons.
Within their homelands, there are very few enemies that can threaten the elves, however they know that they are surrounded by potential enemies, from the human barbarians in the north, to the giants in the northern and southern Iron Sky Mountains, and to the orcs that seem to be springing up from anywhere.

REGIONAL FEATURES

While there are numerous forests in and around Azentia, none of them have the same weight of time that is found in the Algarra Woods. The woods closer to the Iron Sky Mountains are notoriously more dangerous than the rest of the woods, and even the elves are reluctant to enter these areas in anything less than large numbers.
Valeria: the spiritual home of the elven people, Valeria is hailed in song and story as the most beautiful place in the world. Bards have traveled to the city from as far as the Solestani Empire, and some claiming to be from lands even further away, hoping to be inspired by its wonders.
Bori: this township is the southernmost elven settlement in the Algarra Woods, and the site of the only battle between elven and Azentian forces during the war. This battle was the turning point that eventually led to the elves withdrawing from the war.
Chessatha Grove: Even the elves refuse to tread the dreaded Chessatha Grove, home to the reclusive necromancer, Shargoth. Sitting near the head of the Wyarra River, the lands of the necromancer extend for over a mile in each direction. While the forest appears as normal at first sight, it is distinguishable by the lack of wildlife, and those in the area after dark can feel a sense of dread.
The necromancer hasn't been seen since before the start of the great war, though he is believed to have lived in the black tower for almost two hundred years beforehand. No elves will tread near the grove, nor will they help others, for fear of drawing the necromancer's retribution against a wider area of the woods.

PEOPLE OF THE ALGARRA WOODS

While the elves are easily the dominant race within the woods, there are also a large number of other races, dwarves and humans in particular.
Most members of other races are there for business, the Dwarves in particular. They built up a heavy trading relationship with the elves during the war, one that continues to this day.
Dragonborn in particular often feel uneasy within the border of the woods, though they can’t explain why.

Most of the elven communities within the woods tend to be small in number, and are often semi-nomadic, moving between three to four camp sites. There are only a few permanent settlements, and even in these, the population tends to change as some families relocate to their own lands, and others move into the city to replace them.

SAMPLE BACKGROUNDS

Many adventurers call the Algarra Woods home, taking advantage of not only the freedom from Azentian rule, but the abundant natural resources the ancient forest has to offer.
Caregiver: While there are still great numbers of elves to care for the Algarra Woods, the rest of the world has been left to suffer after the war, and the caregiver has taken it upon herself to go forth into the world and do whatever she can to protect the natural world.
Guilty Bystander: Disturbed by the elves withdrawal from the war, you have vowed that next time there are people in need, you will be the first to stand up to offer assistance.
Magic Retriever: Knowing the impact that magic can have, and concerned about the destruction of magic items by the oppressive Azentian regime and the Church of Seven.



AZENTIA

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The most dominant of the northern kingdoms, there was a long running feud between Azentia and their northern neighbour Estar. This feud grew because of several factors, from the rise of the Church of Seven in Azentia and their opposition to the Divine Host and to the use of Arcane magic, to the strong relationship the Estarans had developed with the dwarven and elven realms, and to the abundant natural resources at Estar’s command.
The final act that brought war about was the slaying by Crown Prince Andrej of Azentia at the hands of agents from Estar. This act brought together the various factions of Azentia against Estar, and the war began soon after.
Much of Azentia is covered by rolling plains, interspersed with light forests. The Azentians are known for their fine horses, and they have some of the most feared mounted soldiers in the known world.

REGIONAL BENEFIT

You add Diplomacy to your list of class skills, and you gain a +1 bonus to your Diplomacy checks. You also gain one free language of your choice.

COMMON KNOWLEDGE

The war with Estar was inevitable, and truth be told long overdue. Stuck in their ways of the old religion, and overly dependent upon the machinations of sorcery in addition to pacts with dark entities, they constantly refused to listen to reason, even at the risk of their very souls.
The final straw came with the assassination of Prince Andrej, where, rather than admit to their atrocities and hand over the culprits for the administration of justice, instead they lay accusations at the royal family of Azentia, and the Church of Seven itself.
Azentia also has a tense relationship with their southern neighbor, the large Solestani Empire, the origins of which date back generations.

REGIONAL FEATURES

King’s Haven: The capital city of Azentia lies deep in the south, where the River Dross runs into the Endless Sea.
King’s Lake: Created by a meteor that struck the world centuries ago, King’s Lake is the spiritual home of the Church of Seven.

PEOPLE OF AZENTIA

Humans are the dominant race in Azentia, and in direct contrast to Estar, there are very few elves.

SAMPLE BACKGROUNDS

Ex-Patriot: While once a fervent supporter of the Crown, you have grown disillusioned with the ruling class following the invasion of Estar, and now work to do what you can to right the wrongs inflicted by your former countrymen.
It is a hard life as an ex-patriot Azentian, mistrusted by Estarans and shunned by Azentians, you walk a narrow line of acceptance in the aftermath.
Preacher: Conquering the people of Estar with swords is one thing, but to truly bring them salvation, someone needs to show them the glory of the Church of Seven. This is where you come in.
It can be difficult at times, with most of the Estaran people firmly entrenched in their heathen ways, but the joy you experience each time you are able to bring a new soul into the light makes it all worthwhile.
Thief: Honor, nobility, religious right, these are all good causes… for some. But let's face it, at the end of the day, it's money that makes the world go round, and you know how to get it.



ESTAR

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Conquered by Azentia in the recent war, the nation of Estar is technically no more, however there are a large number of Estarans who still refuse to concede that they are now Azentians, and that the war will ever be truly over.
The capital city of Estar, Darachmar, was the last city to fall in the war, signaling the end of the war, and the surrender of the Estaran nobles.

REGIONAL BENEFIT

You gain a +1 bonus to saving throws vs fear and charm effects.

COMMON KNOWLEDGE

The war wreaked havoc across the lands of Estar. Numerous towns were completely destroyed, large numbers of people were displaced and many, many more were killed.

REGIONAL FEATURES

Estar is a land of rolling hills and plains, with several small mountain ranges across the north. Several forests dot the landscape from the Endless Sea in the west to the Algarra Woods in the East.
Many of the larger cities of Estar were razed during the war, as well as countless smaller ones. While many of the survivors of the war have set about trying to rebuild their lives and their homes, there are a large number that have given up on any hope of surviving in their hold homes, and have moved to the large cities to eke out what living they can there. Significant areas have become populated by humanoids (particularly orcs and goblins), and in some areas, other monsters have claimed the lands for themselves.

  • Darachmar: The former capital of Estar is now a seething bed of unrest. Refugee numbers have swelled the population of the city almost beyond breaking point, and there are now large areas of temporary housing outside the city walls.
  • Morgane: An important centre of trade before the war, Morgane was razed by the Azentians after capturing and holding the city proved too difficult. The city now is a lawless wasteland, with groups of bandits, thieves and humanoids vying for control. Untold riches are said to lie abandoned in the city, and the ghosts of the dead still walk the streets, ready to claim the living who dare to disturb their rest.
  • Dal Viyas: The greatest of the Three Sisters (Dal Vilane, Dal Vinor and Dal Viyas), Dal Viyas sits at the mouth of the mighty Wyarra River. The walls of Dal Viyas are renowned for never having falling to an opposing force, and many Azentians died during the Great War proving this.

PEOPLE OF ESTAR

The natives of Estar are typically a fiercely independent people, which is a large part of why they still struggle against the rule of the invading Azentians.

SAMPLE BACKGROUNDS

Defender of the Faith: Since the fall of Estar to the Azentians, there are few true clerics of the Divine Host. As someone who has avowed to Defend the Faith, you may lend yourself to protecting priests, to liberating temples and shrines, or even to the recovery of holy relics.
Former Soldier: You fought in the war against the Azentians. Now that the war is over, you don't have a life to go back to, so the only option now is continue to do what you know. Fight.
Refugee: Forced to flee before the Azentians during the war, you decided to go out on your own, rather than settle like the rest of the civilians.
Wizard in Hiding:



IRON SKY MOUNTAINS

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Lying to the east of the Algarra Woods, the Iron Sky Mountains divide the known world from the wilderness beyond. While there are many dwarven strongholds within the mountain ranges in Azentia, the dizzying heights of the Iron Sky Mountains, and the numerous foes that they must deal with, set dwarves from this region apart from their kin.

REGIONAL BENEFIT

You add dwarven to the list of languages you know, and you gain resist 2 cold.

COMMON KNOWLEDGE

The Iron Sky Mountains extend further across the land than most of the other nations are aware. Deeper into the mountains there are whole civilizations that the coastal nations have never even heard of, some that dwarf even Azentia and Estar. Fortunately most of their efforts are directed at opposing each other, or the other creatures that call the mountains home.

REGIONAL FEATURES

Jorgandiir: Sitting in the far north of the mountain range, this city is one of the last few strongholds of the giants that still stands.
Surtryndaar: This is the counterpoint to the city of Jorgandiir, and home to the terrible Fire Giant King, Sorgrim.

PEOPLE OF THE IRON SKY MOUNTAINS

SAMPLE BACKGROUNDS

Hunter: There are orcs, and goblins, and trolls, and ogres, and all sorts of other races that have taken the opportunity to leave the mountains and move into the human lands in the aftermath of the war. You have followed after them to hunt them all down, one by one if necessary, until they are all dead.



SEABORN

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Rumors have often been told of a mysterious land on the far side of the Endless Sea, some claiming that is where the Halflings come from, while others say that is where the eladrin have gone. Either way, there are still a number of ships that seem to permanently be sailing the Endless Sea, from the Solestani Empire in the south, all the way to the free cities in the far north. Those that live their life at sea are known as the Seaborn.

REGIONAL BENEFIT

You add Acrobatics and Athletics to your list of class skills, and you gain a +1 bonus to your Acrobatics and Athletics checks.

COMMON KNOWLEDGE

REGIONAL FEATURES

PEOPLE OF THE SEA

Members of every race have been known to answer the call of the ocean, though there are some that favour it more than others. The halflings in particular call the sea home, and there are many who have never set foot more than a mile inland. Dragonborn are the least likely race to venture to sea on a regular basis, though there are a few that have found it to their liking.

SAMPLE BACKGROUNDS



SOLESTANI EMPIRE

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The Solestani Empire is the largest nation in the known world, extending for thousands of miles south and east from Azentia.

REGIONAL BENEFIT

You add infernal to the list of languages you know, and you gain resist 2 fire.

COMMON KNOWLEDGE

REGIONAL FEATURES

PEOPLE OF THE SOLESTANI EMPIRE

SAMPLE BACKGROUNDS

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