The World of Valden
A’vello – Land of the Ancients
Broadglaive: Exotic double trip weapon – 1d12/1d12 x3. This massive weapon is designed to be wielded like a double bladed sword. However, it can also be used as a single reach weapon, using the statistics of a Glaive. This weapon cannot be used as a reach weapon during an attack sequence in which you use Two-Weapon Fighting.
Celtic Bow: Exotic ranged weapon. As Longbow, except the critical threaten range becomes 18×2. The celtic bow uses unusual wood in it’s construction. It cannot achieve the massive pull of a typical bow, but the material helps stabilize the weapon, allowing the archer to make more skillful shots. This is valued to the A’vellan people as they frequently use bows more for hunting and sport than actual battles.
Past Syndrei, at the end of the Dorine Sea, sits a stretch of difficult to traverse reefs and rocks known as the Fronteiras Wall. Past this great reef lies the Manan Ocean, and the continent of A’vello.
A’vello is an ancient land filled with wonder and magic. Though they have many similar humanoids and creatures to the rest of Valden, their history is clouded in myth. They keep no detailed written history, instead preferring to express great deeds, events and accomplishments in the form of singular stories and legends. They do not pore over books and tomes and try to discern a course from the past – they stride forward and press onwards to the future.
A’vello has some notable differences from Farrin:
Dragons are non-native creatures. A few dragons choose to live in A’vello, but many find it unsettling. What A’vello has is Wyverns. Some vicious, some benign, all with interesting deviations and form of ability.
A’vello has weak barriers between the various planes. The worlds of the spirits and the Fey bleed over with great frequency. The people of A’vello do not fear these beings as the Natives of Farrin do. They take caution when dealing with tricksters and outright evil beings. However, spirits that are benign are treated with respect and even friendship.
Wizards are not common in A’vello. They tend to be people of action and passion, not caution and reserved study. Magic, however, is plenteous in the form of sorcerers, oracles, witches, and others who draw their magic from natural or inherent sources.
Towns rarely have strict borderlines and tend to have a lot of bleedover. However, due to the fact that they all exist as one nation, large scale wars are generally not fought. They were at one time, but that was the last major conflict. (Which, in fact, led to the consolidation of the nation)
A’vello has a relatively low technology level. Guns are unheard of in A’vello, and those who bring them are treated in a manner one might treat a suspected occultist or demon worshiper. They also tend to be unreliable in this nation. Enough technology exists to allow for clean and comfortable living, but not on a grand, city wide scale. Most people are practiced in being self sufficient, not relying on a vast network of others to provide them their amenities. On the plus side, even the most run of the mill smith produces metalworks fine enough to rival the finest artisans of Farrin, and the more practiced can create true and amazing works of art and function. A’vellan smiths have produced several items of historical note, such as Ceo Trom – the Child of the Mists, Morthwyl – Fury of the Stormy Skies, Ielodon – Font of the Sacred Glade, and more.
A’vello worships the Celtic pantheon as a whole, but the common person tends to put more faith in concepts. Their gods are heavily rooted in nature and the natural world. Their priests tend to be Druids as often as they are Clerics. The Deitic Court, the Joshoan Pantheon and the Urundic Pantheon hold no sway here. Worshippers of those deities can still access those magics while in A’vello, but they are generally extended by the A’vellan deities as a courtesy for those who are pursuant to their shared goals.
Those who live in A’vello tend to be wild, rugged and resilient. They gain a +1 bonus to Strength and gain Toughness as a bonus feat.
Additionally, you gain proficiency with the Celtic Bow and with any one martial heavy blade, Axe, Hammer, Longspear, Javelin, Trident, or Glaive. If you have proficiency with all martial weapons, you may choose proficiency in one exotic weapon of the above categories. (With the exception of racial weapons, eastern weapons, and weapons of nations other than A’vello) or Weapon Focus with a weapon of the above categories.
AND choose one from the list below:
Pagan Magic: You gain a +2 inherent caster level in any class that does not rely on a spellbook or specific deity of worship. In addition, you may choose to increase your effective level for purposes of a familiar, hit dice of an animal companion, level for purposes of a bloodline, or level for purposes of a mystery by 2.
Summoner of the Unformed: You gain Augmented Summoning as a bonus feat.
Ancient Boons: Choose 3 spells from a class spell list other than wizard. You add these spells to your class list. If you are a spell caster that knows a limited amount of spells, or must learn spells, you also choose 2 spells in your class list of any level. You add these to your spells known list automatically. If you use a spell book these spells are always in any spell book you own. This is the same if your familiar or any other object or creature acts as a repository for your spells.
Mist-Blessed (The Fog): Mist-Blessed gain the powers listed below. They may use either of them a combined number of times equal to their highest mental stat modifier (Minimum 1):
Blessed Mists: You create a 30 ft. area of ivory mist. All allies in this area heal 3d8 points of damage at the start of their turn. This effect lasts for four rounds.
Baleful Fog: You create a 30 ft. area of dark smoke. All enemies in this area are dealt 3d8 points of damage at the start of their turn. This effect lasts for four rounds.
Mist-Blessed (Sacred Rain): You may unleash a burst of invigorating rain as a standard action. This rain causes a burst that heals all creatures in a 30-foot radius centered on the character. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two character levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by this ability cannot exceed their maximum hit point total—all excess healing is lost. The Mist-Blessed may use this ability a number of times per day equal to 3 + their highest mental statistic modifier. This is a standard action that does not provoke an attack of opportunity. This counts as Channel Energy for the purpose of feats, items and so on.
Mist-Blessed (Accursed Rain): You may unleash a burst of cursed rain as a standard action. This rain causes a burst that damages all creatures in a 30-foot radius centered on the character. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two character levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from Accursed Rain receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the character’s level + the character’s highest mental statistic modifier. The Mist-Blessed may use this ability a number of times per day equal to 3 + their highest mental statistic modifier. This is a standard action that does not provoke an attack of opportunity. This counts as Channel Energy for the purpose of feats, items and so on. A Mist-Blessed can choose whether or not to include herself in this effect.
Witch of the Wilds: You gain a bonus hex at 1st and 11th levels.
Armor of Past Battles: You gain a natural armor bonus equal to one third of your HD (rounded up). This does not stack with the Tough Guy feat.