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Overview of Sa'Ruin

   
Overview of Sa'Ruin

No one is sure what exactly happened to Sa’Ruin. From what Elven Sages have managed to discover from thier ventures into the Wastes, huge craters and large expanses of sand make up the bulk of the Old Kingdom. People that enter the inner wastes unprepared, and without a Human guide, often are beset by bandits, strange creatures, and a sickness that is nearly always fatal. Creatures that appear behind the huge walls of the three nations are seen in the wastes, but slightly or sometimes even horribly changed. Sometimes they attack the large walls that protect the outlying towns. Weapons used against these creatures are often unusable for some time, as the weapons seem to exude a sickly presence that anyone too near feels throughout their body. Many of these creatures bear a striking resembelence to the creatures in fairy tales. Though these creatures are indeed no longer just myths.

Each of the capitals of Sa’Ruin seems to have been built by what are now called the Ancients. They each have a unique flavor and style that is all their own. Demos and Valacia are totally opposite, while Segunai apparently is a mix of the two. All have surprises that are just now being discovered. No one is sure why, or how these huge capitals were built, or why they are indeed totally different from each other in nearly every way. It would appear that each capital was built by a totally different culture.

In the inner wastes, untouched except for the ravages of time, lie huge skeletons of a metal that the Elves have never seen the like save in ancient books that nearly crumble to dust when they are touched. Some are large enough to fit a house into, with others just large enough to fit three or four human sized people. One such skeleton seemed to have wheels, but the Sages were unable to get near the object due to the intense sickness that began to overcome them as they ventured closer. This is the case all over the world of Sa'ruin. There are millions of objects that no one knows that exactly what purpose they serve, if they serve a purpose at all.

Sa’Ruin is covered in mountains, and, where the sand is not touching, is mostly green. It is strange how the jungle ends, and the sand suddenly starts, there are no points where the jungle dies out, it is always a clean cut. Small points of light can be seen moving, and the Elven Sages claim that they are metal constructs, floating through the air very high up. Sa’Ruin is an ancient world, and excavations have taken place in all of the protected lands throughout the main continent. These excavations have revealed skeletons of both human and animal descent. Surprisingly, these skeletons look nothing like any of the races except the Roamers. Animals of the inner wastes also look different from the skeletons that were dug up. Even the Elves, wisest of the races, have no explanation for this. Though there are a few theories, one that has shown itself time and time again, is that the Sickness has some how changed everything. Every Sage that has presented this idea has been laughed out of the forum, as there is no scientific fact that can prove this.

There are only two landmasses in Sa’Ruin: the main continent, and a small island south of it. Little is known about the southern Island, and it is normally called 'Isle du Mort'. The Elves discovered the Island via an ancient map, though every expedition sent there has failed to return. The Isle is covered in green, and is in fact a jungle island, though the Elves have seen traces of a black marble lying in the center of the Island when using a special telescope.

Navigation of the seas is performed by observing the perfectly clear skies of Sa’Ruin. There are four large moons that seem to hang in the sky, and the skies themselves are full of guiding constellations. The moons have a very powerful influence on the tides of the ocean and during the 4th month of the year, there are large waves. Thus all the cities along the coast have high dikes surrounding their coastlines.

The weather across Sa’Ruin is very sporadic, but not very severe. This has lead to a few wars being waged at the prospect of year round offensives, but all have quickly been brought to a halt due to the Sickness that runs rampant in the Old Kingdom. The Humans are the only race that seems to be able to avoid the Sickness, and this has lead to more than a few questions being asked. The Humans, however, are all tight-lipped.

Humans

Human / Roamer: Humanity is the only "pure" breed of Sa’Ruin. Roamers were seemingly left behind when all others started to change. They have no place they call home; they simply wander, searching for Sa’Luin, 'The Leader'. They are considered the Gypsies of the land, and are found in nearly every city, town, and village on Sa'Ruin. There have been rumors that they recently founded a small village in the center of Sa’Ruin, amidst the chaos of the Inner World, but all Humans fiercely deny the rumor. Roamers are widely distrusted due to their lack of having a true home, but this normally doesn’t discourage people from trading with them, as Roamers have a reputation of getting the goods to wherever they need to go to.
Basic Information:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Race's of the Old Kingdom

Half-Orcs: The Half-Orcs have lived in peace with the Gnomes for generations. From the first recorded times in history, the Half-Orcs have been hard workers, and they tend to have more tribal ways. The Gnomes have always showed, and lead, the Half-Orcs to awesome feats. The Half-Orcs have built the walls that now protect the civilized world from the many dangers that plague the Inner World. Under the direction of the Gnomes Half-Orcs have managed to ply their skills at stone building for every land, building huge walls to defend against the terrors of the waste. Though the Half-Orcs are not wise, their allies are. They brought the Half-Orcs from a tribal like existence, to one of nearly unparalleled civility. The Half-Orcs, excellent fighters all, often serve as Gnome bodyguards and enforcers. Many Half-Orcs still turn away from an existence of life inside the massive walls and prefer to live as the Roamers, wild and care free wandering the wastes.
Basic Information:
+2 Strength, -2 Intelligence, -2 Charisma.
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
DarkVision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.


Gnomes: The Gnomes have long been heralded as the wisest among the races of Sa’Ruin. Their ideas and statements have always been held in high regard, and their words often come true. They have guided the Half-Orcs for as long as history has been recorded. The Gnome race are the ones that invented the process for creating the great walls to keep out the ravages of Inner Sa’Ruin. Gnomes have recently been pulling themselves and the Half-Orcs back behind their walls, making the walls ever higher and thicker. Weapons from the Saniza have been pouring into Gnome armories, and huge stockpiles of food have been seen sitting in the granaries. It seems the Gnomes are preparing for a siege, but no one is really sure why. Many others, trusting in Gnomes wisdom, have begun to do the same. This has lead to slightly high political tension inbetween the races, though the populace has of yet, been kept quiet.
Basic Information
+2 Constitution, -2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Favored Class: Any

Race's of the League of Cities

Dwarves: The Dwarves have never been bothered by disease. Their natural hardiness has always been off the charts, and poison seems to have little to no affect on them unless used in absurd quantities. It is usually cheaper just to stab them. That has actually been tried by some of the more aggressive people in the land, and always it has either failed miserably or the Dwarves and have sought revenge. Dwarves have always been a hearty people, and have extended their protection to the fairer Half-elves. Their cities are well crafted, of beautiful stone, and they guided the Half-orcs creation of it very closely.
Basic Information:
+2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

Half-Elves: The Half-Elves are heralded as the most beautiful race in all the lands a mix between roamer hardiness and Elven refinment. Their women and men are widely sought after to perform in the halls of nobles everywhere. Their natural good looks and charismatic appeal are strongly desired, and nearly all Half-Elves are hired in some job before they are of age. The Half-Elves have always been rather frail, however, and they gladly fell under the protection of the Dwarves. The Half-Elves, though beautiful, have quite a temper, and are very religious. They serve a being that decrees all other religions heretics, and though they don’t enforce their beliefs often, there have been periods where the world tasted the blood of the enemies of the Half-Elves.
Basic Information:
+2 Charisma, -2 Strength
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Races of Eilenir

Elves: The Elves have always been seen as the most intelligent of the races of Sa’Ruin. The race's mathematical and intellectual ability is without equal. They have always surpassed the other races, and they have been able to keep themselves, and by extension the Halflings, at the very pinnacle of technology. Elven smiths know no bounds, and have always produced the latest in metallurgy, constantly finding new ways to develop arms, armor, and equipment. Elvern intelligence is not only for warfare, however, as their medicines have kept many alive and prolonged the life expectancy of the entire world.
Basic Information
+2 Dexterity, -2 Constitution.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Halfling: The Halflings call themselves the first race created from Humans. Though there is no fact backing up this claim, everyone seems to go along with these lively little critters. The Halflings are very dexterous, and can squirm their way out of nearly any situation. Their small size aids them in “borrowing” the many shiny objects that catch their fancy. Seemingly possessed of boundless energy, these sometimes annoying creatures are not well liked. In fact, they annoy every other race save the Elves, mainly because they hold the Elves in very high regard and never, under any circumstances, will they harm the Elves or their interests. It is a matter of racial pride.
Basic Information:
+2 Dexterity, -2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 30 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.





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