Far to the north, beyond the common routes of traders and adventurers lies Azehur. A bleak place of windswept hills and towering peaks, it is a civilization in decline, one shattered by treachery, infighting, and schisms. Yet it was not always so. Azehur was the birthplace of some of the greatest heroes to walk the lands. Now, Azehur’s day is past. Priests squabble over the ruins of their civilization, while the ruling family watches from afar in the prison of their ancestral palace. Meanwhile, the people have abandoned the priests, returning to the wilds to contemplate the tenets of a new faith, the message of Amalur.
The typical Azehan is of average height with a heavy build that supports a powerful musculature. Brown, black, and blonde are all common hair colorings, but the Azehan’s eyes are always dark. As for fashion, these people prefer loose, comfortable clothing, and wear sandals rather than shoes. In war, male Azehans wear breastplates, dyplon shields, and great plumed helmets.
In the past, Azehur produced some of the finest warriors and godsworn in the Known World, but now, most have laid down their weapons and embraced the message of peace that is central to the cult of Amalur. In the cities, there are a greater number of priests, few of which share the same dogma as those living in the country. In fact, Azehusas, the capital, is famous for its intrigue and treachery, and most priests are also thieves and assassins.
In addition to being human, Azehurites have the following traits depending on the era of play.
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Select one of the following: Fame, Mounted Combat, Weapon Focus (any melee).
Select one of the following: Great Piety*, Self-Sufficient, Stealthy.
*New feat, see page 226.
Once per day, the Azehuran may add a +5 insight bonus to a single attack roll, skill check, or saving throw. He may declare use of this ability at any time, before or after he makes the roll, but he must declare it before the GM announces the success or failure of the roll.
The Azehurans of the wilderness have nearly all turned to Amalur as their preferred deity. Azehurans may deal nonlethal damage with any weapon they wield without a penalty to their attack roll. In addition, once per day, when making a Charisma-based skill check to avoid combat, they may add their Wisdom bonus (if any) to that check.
Amalur, while the dominant faith of the wilds, has made few inroads into the capital. Characters who originate from Azehusas and are not followers of Amalur may add their Wisdom bonus (if any) to Bluff checks. In addition, they gain a +1 bonus to Fortitude saves made to resist the effects of poison.
Azehuran. Bonus Languages: Any (except secret or ancient languages).