Sargava

SARGAVA

Alignment: N
Capital: Eleder (8,900)
Major Races: Humans (Chelish, Garundi, Mwangi)
Major Religions: Abadar, Gozreh, Iomedae, Shelyn
Languages: Common, Polyglot

The lush plains of Sargava carve a swath of civilization out of the western Garund coast and the dense jungles of the Mwangi Expanse. Once dominated by Mwangi tribesmen, Sargava was first settled by Chelish colonials in 4138 ar, under the ambitious whims of the mad prince Haliad I. A jewel of the empire, distant Sargava stood as a symbol of Cheliax ’s might at the height of its power.

That all changed when Aroden died and the eternal hurricane called the Eye of Abendego formed, leaving the colony cut off from its motherland. When the devils took control of Cheliax, Sargava rebelled and paid a bounty to the Free Captains of the Shackles to defend Sargava against Cheliax’s fleets. Now the former colony must live on its own, surrounded by pirates and hostile Mwangi tribes attempting to reclaim their lands.

Though the country is perilous—deadly, in fact—travelers from Cheliax and other parts of Avistan are frequent visitors to the colony, seeking the natural beauty and ruins of ancient civilizations that characterize Sargava. Chelish agents are also common, seeking some way to reintegrate the rebellious colony with its infernal mother.

Traits

The following are appropriate traits for Sargavan characters.

Hill Fighter (Combat): You are used to fighting in hilly environments (Pathfinder RPG Core Rulebook 427–428). You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling—but if you travel farther than this distance, the normal rules for steep slopes apply.

Jungle Fighter (Combat): You are sure-footed in jungle environments, and your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).

River Fighter (Combat): You are used to fighting while swimming. You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.

Savanna Hunter (Combat): You have been trained to hunt and fight on the open plains since birth. You gain a +1 trait bonus on attacks of opportunity attack rolls made with a shortspear, as well as a +1 racial bonus on Constitution checks to continue running and avoid nonlethal damage from a forced march.

Two-World Magic (Magic): You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists. Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you would select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

Adventurous Explorer (Race, Halfling Song’o): You are one of the few Song’o halflings to brave the world outside the Laughing Jungle. When frightened or shaken, you only take a –1 penalty on your rolls instead of –2.

Born to the Water (Race, Human Mwangi Ijo): You were born on the shore, and you easily live on and under the water. You gain a +1 bonus on Swim checks and only need to make Swim checks once every 2 hours to avoid fatigue, instead of once each hour.

Colonial Entitlement (Race, Human Chelish or colonial Sargavan): You are a firm believer in the superiority of your Chelish heritage, and you cling to your racial and cultural pride. You gain a +2 trait bonus on Intimidate checks against Mwangi.

Colonial Sympathizer (Race, Human Mwangi): Your behavior is heavily influenced by the Sargavan colonials. You gain a +1 trait bonus on Bluff and Diplomacy checks involving Sargavan colonials and others with this trait.

Assimilated Native (Race, Human Mwangi): You have adopted the ways of the colonials. As a result, you feel that other, “inferior” races—such as your Mwangi brethren—should obey you as they do the colonials. You gain a +2 trait bonus on Intimidate checks to influence Mwangi natives, but you suffer a –2 on Diplomacy checks to influence them.

Nomadic (Race, Human Mwangi Bas’o): You have lived among the Bas’o and know Sargava well. You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

Proud Tribesman (Race, Human Mwangi): You may have to coexist with the colonials, but you don’t have to like them. You gain a +2 bonus on checks to Intimidate colonial Sargavans.

Slaver (Race, Human Mwangi Ombo): You may never have participated in a single slave raid, but members of other tribes recognize you as Ombo, and they fear and distrust you accordingly. You gain a +2 trait bonus on Intimidate checks to influence non-Ombo Mwangi, but you suffer a –2 penalty on Bluff or Diplomacy checks to influence them.

Citizen of Eleder (Regional): You live and work in Eleder. You gain a +1 trait bonus on all Knowledge (local) and Knowledge (nobility) checks regarding Eleder.

Citizen of Kalabuto (Regional): You live and work in Kalabuto. You gain a +1 trait bonus on all Knowledge (local) and Knowledge (history) checks regarding Kalabuto.

Plainsman (Regional): You live and work on the M’neri Plains. You gain a +1 trait bonus on all Knowledge (geography) and Survival checks regarding the M’neri Plains.

Faithful Arodenite (Religion): You worship a dead god, and are skilled at making that sound reasonable. You gain a +1 trait bonus on Diplomacy checks; this bonus increases to +3 if you are dealing with a follower of Aroden or Iomedae.

Jungle Guide (Regional): You’ve made your living outfitting and guiding expeditions deep into the Mwangi interior in search of ancient ruins and lost cities. You gain a +1 trait bonus on Handle Animal checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you.

Sargavan Guard (Regional): You served in the Sargavan Guard, either as a colonial sub-praetor or as a native Mwangi regular, and have grown accustomed to marching in hot temperatures while wearing armor. In very hot conditions (90-110 degrees) you do not suffer any penalty to your Fortitude saves to avoid fatigue while wearing light or medium armor.

Spirit Talker (Religion): You are a devotee of the shamanistic practices of the Mwangi, having little use for the deities of the colonials. You gain a +1 racial bonus on Will saves against divine spells and spell-like effects employed against you by clerics or paladins of Aroden, Abadar, Iomedae, Gozreh, and Shelyn—but you suffer a –1 penalty on Will saves against divine spells cast by devotees of Mwangi faiths.


Sargava at Pathfinder Wiki

Sargava

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