Ozland

== Ozland: The Dual-faced Jewel of the West ==
In the sprawling expanse of the western continent, Ozland emerges as an enigma—a land of stark contrasts where unparalleled opulence brushes shoulders with abysmal despair.
Upon entering its territory, one is first struck by the breathtaking grandeur of its cities. Towering structures crafted from pure emerald and gold shimmer under the sun, their magnificence rivaling the brightest stars. Streets paved in gold, silver, and platinum gleam with an otherworldly luster, reflecting the aspirations and achievements of a land that seemingly knows no bounds.
Yet, this splendor casts a shadow, one that stretches far and wide across the lands of Ozland. Away from the resplendent heart of the nation lie its darkest secrets—vast, desolate places where those devoid of magic are bound in chains, their spirits broken, their hopes crushed under the weight of relentless toil. These are the forsaken lands of Ozland, where the magicless are condemned to a life of servitude, their labor fueling the very opulence that they can never partake in.
The enigmatic figure at the helm of this dichotomous realm is known only as "The Wizard." Shrouded in mystery, his presence is felt everywhere—from the highest golden spires to the lowest, most dismal dungeons. It's whispered that The Wizard's dominion is maintained through a potent combination of fear, loyalty, and a select elite—powerful magicians who are as much his disciples as they are his enforcers. These elite serve as the linchpin of his rule, their loyalty secured through promises of power and a place at his side.
In Ozland, beauty and brutality coexist in an uneasy balance, reflecting the dual nature of its ruler and serving as a cautionary tale of the price of unchecked ambition and the costs of grandeur.
== Background Options ==
=== 1. Emerald Artisan of Ozland ===
Originating from the resplendent heart of Ozland, you once sculpted and constructed the magnificent structures that the world marvels at.
* Skill Proficiencies: History, Persuasion
* Tool Proficiencies: Artisan’s tools (Mason's tools or Jeweler's tools)
* Languages: One of your choice + Ozlandic + Common
* Equipment: A set of artisan's tools, a piece of emerald or gold worth 450 Aelic, a set of fine clothes, and a pouch containing 15gp.
Feature: Architectural Marvel - You have an eye for architectural designs and can assess the quality, age, and value of structures and artifacts. Given time, you can also identify weak points in magical and non-magical constructions. Counts as an investigation roll with double proficiency.
Starter Spell: Shimmering Construct - With a touch, you enchant a small non-magical object (no larger than a 1-foot cube) into a gleaming emerald or gold version of itself. The transformed object retains its original weight but becomes as hard as stone. If used as a weapon, it deals an additional 1d4 radiant damage. If used as armor or a shield, it provides +1 to AC. This effect lasts for 1d4 turns and is 1d4 MP.
=== 2. Wizard's Disciple ===
Handpicked by The Wizard for your magical aptitude, you are among the elite who maintain the balance of power in Ozland.
* Skill Proficiencies: Arcana, Intimidation
* Tool Proficiencies: One type of artisan’s tools or musical instrument
* Languages: One of your choice + Ozlandic + Common
* Equipment: A set of fine clothes, a signet ring of The Wizard, a scroll of a random spell (choose from the magic arrays you provided with your character start class build), and a pouch containing 250 Aelic.
Feature: Wizard's Favor Your association with The Wizard grants you a level of respect (or fear) among people of Ozland. You can gain audiences with local leaders more easily, and merchants might offer you special deals or information.
Starter Spell: Arcane Tapping - You momentarily tap into The Wizard's vast power, and can roll damage at advantage. This ability uses 25% of your MP. If Ozland's Wizard is dead, this ability cannot be used.
=== 3. Rebel of Ozland ===
Not everyone in Ozland bows to The Wizard's rule. You are part of a resistance, fighting for the freedom of the forsaken and the downfall of the opulent elite.
* Skill Proficiencies: Investigation, Insight
* Tool Proficiencies: Disguise kit
* Languages: Ozlandic + Common
* Equipment: A set of common clothes, a disguise kit, a dagger, a symbol of the rebellion, and a pouch containing 100 Aelic.
Feature: Underbelly Network You have connections with the rebels and informants across Ozland. You can get messages to any part of the country secretly, and you often hear rumors or secrets that might not be known to the common public.
Starter Spell: Spirit of Defiance - You can shield yourself from harm. For the duration, you gain temporary hit points equal to 1/3rd of your action dice + your level, and you have advantage on saving throws against being frightened. This can be used as a free action once per game. At level 5, this changes to 1/2 of your action dice, and at level 7, it becomes your full action dice.