Nation of Kurunoore (Land of Magic)


(Refer to themselves collectively as the Kurunosse (Magic people in their tongue))

Elves’ lives are completely tied up in magic. All elves revere Talmagia, the Deity of Magic, and most aspire to either the Academy of Wizardry or the Abbey of the Hallowed. Their everyday lives are based around a caste-like structure that utilizes magic power to determine rank.

Eldritch King
Sacrosanct Queen
Council of Mysteries
Council of the Anointed
Council of Arms
Academy Dean – Senior Thaumaturgist
Church Patriarch – High Ecclesiast
Army General – Supreme Tactician
Academy Professors – Pedagogues, Lecturers
Church Clergy – Vicars, Chaplains
Sanda - Magically active citizens (Merchants, Craftsmen, Laborers)
Army Soldiers – Colonels, Lieutenants, Sergeants, Corporals, Enlisted
Ilkuru – Mundane citizens (Merchants, Craftsmen, Laborers)

The elves are ruled by a king and queen. They are married, and rule the elven nation completely, but are chosen by the Councils. The king is chosen from suitable candidates in the Academy, while the queen is selected based on her skill in the Abbey. These two rule indefinitely, but if one should die, another is chosen to replace the one who died. It is not unheard of for a venerable Eldritch King to marry a Sacrosanct Queen who is barely an adult, though it is uncommon.

There are three distinct classes of citizenry in the elven nation. Wizards and other practitioners of arcane magic have the most power, due to elves belief in magic above all else. Clerics and divine magic-users rank just a little bit further down, only because their magic is reliant upon an outside force (the deity), rather than on innate ability. The final class of elven society is the Ilkuru, those elves who "cannot" use magic to better themselves.

The only chance the Ilkuru have to rise above their station is to enlist in the army. While dedicated to magic, the elven nation of Kurunoore is not blind to the actions and maneuverings of the ogre nation. They also consider it important to keep close eyes on their enemies, the dwarves. As always, humans cannot be trusted any more than a few minutes at a time.

The three playable races of elves are the Aina (Divinely Adept), the Kelma (Arcane Adept), and the Ilkuru (Mundane).



Aina
The divinely adept elves are exceptionally proficient with matters of divinity. Those in this group are the most likely to take up study in the Abbey. Aina function as follows:

·         +2 Wisdom, -2 Constitution: They are more devout than other elves, but their dedication comes at a price. All the time spent inside churches, observing holy days and rituals, tends to wear them down physically.

·         Medium-size: As Medium-size creatures, Aina have no special bonuses or penalties due to their size.

·         Elven base speed is 30 feet.

·         Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against Enchantment spells or effects.

·         Low-light vision: Aina, like other elves, can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions or poor illumination. They retain the ability to distinguish color and detail under these conditions.

·         Proficient with light and heavy mace. Aina are also proficient with flails, but not the dire flail, which all elves consider an ogre abomination.

·         +2 bonus to Listen, Search, and Spot checks. Like other elves, Aina can sense secret or concealed doors within five feet.

·         Knowledge (Religion) and Spellcraft are always class skills for Aina, and an Aina starts with 4 ranks in each. Note these are ranks, and not a skill bonus.

·         Automatic Languages: High Elven, Low Elven, and Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Ignan, Infernal, Ogre, Terran.

·         Favored Class: Cleric. A mutliclass Aina cleric’s class does not count when determining whether she suffers an XP penalty for multiclassing.

·         Special Class Restrictions: An Aina can never gain levels in Bard, Druid, Monk, Ranger, or Sorcerer. If an Aina does so, he is outcast from elven society, and considered a huielda, or dark elf.

 



Kelma
The Kelma are well-versed in all things arcane. From summoning to divination, conjuration to necromancy, the Kelma are familiar with it. Kelma function as follows:

 

·         +2 Intelligence, -2 Constitution: Like their divine cousins, Kelma both benefit and suffer from their dedication to their art. Long hours poring over mystic tomes has increased the Kelma’s ability to retain information, while the lack of physical activity made them physically weaker.

·         Medium-size: As Medium-size creatures, Kelma have no special bonuses or penalties due to their size.

·         Elven base speed is 30 feet.

·         Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against Enchantment spells or effects.

·         Low-light vision: Kelma, like other elves, can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions or poor illumination. They retain the ability to distinguish color and detail under these conditions.

·         Due to training with quarterstaffs and daggers, Kelma receive the Two-Weapon Fighting feat automatically. Should a Kelma choose, though, he may substitute Brew Potion in its place, ignoring level requirement, but not spellcasting ability requirement.

·         +2 bonus to Listen, Search, and Spot checks. Like other elves, Aina can sense secret or concealed doors within five feet.

·         Knowledge (Arcana) and Spellcraft are always class skills for Kelma, and a Kelma starts with 4 ranks in each. Note these are ranks, and not a skill bonus.

·         Automatic Languages: High Elven, Low Elven, and Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Ignan, Infernal, Ogre, Terran.

·         Favored Class: Wizard. A mutliclass Kelma wizard’s class does not count when determining whether she suffers an XP penalty for multiclassing.

·         Special Class Restrictions: A Kelma can never gain levels in Bard, Druid, Monk, Ranger, or Sorcerer. If a Kelma does so, he is outcast from elven society, and considered a huielda, or dark elf.

 



Ilkuru
The Ilkuru, or non-magic people, are those unfortunate souls who find themselves unable to cast either divine or arcane magic. While they may learn druidic or sorcerer magic, they cannot gain levels in such unless they wish to become huielda Ilkuru statistics follow:

·         +2 Dexterity, -2 Intelligence, -2 Wisdom: Since an Ilkuru spends more time out-of-doors, he becomes more agile than his school-bound cousins, but is neither as learned, nor as enlightened. In an attempt to compensate, an Ilkuru tends to act more rashly, and does not spend as much time reasoning things out.

·         Medium-size: As Medium-size creatures, Ilkuru have no special bonuses or penalties due to their size.

·         Elven base speed is 30 feet.

·         Low-light vision: Ilkuru, like other elves, can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions or poor illumination. They retain the ability to distinguish color and detail under these conditions.

·         Ilkuru train with a variety of weapons. Ilkuru are automatically proficient with longswords, scimitars, and all longbows and shortbows.

·         Ilkuru train with arms extensively. An Ilkuru may select Dodge, Endurance. Point Blank Shot, or Two-Weapon Fighting as a bonus feat.

·         +2 bonus to Listen, Search, and Spot checks. Like other elves, Ilkuru can sense secret or concealed doors within five feet.

·         Automatic Languages:Low Elven, and Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Dwarven, Gnome, Goblin, Halfling, High Elven, Ignan, Infernal, Ogre, Terran.

·         Favored Class: Fighter. A mutliclass Ilkuru fighter’s class does not count when determining whether she suffers an XP penalty for multiclassing.

·         Special Class Restrictions: An Ilkuru can never gain levels in Bard, Druid, Ranger, or Monk. If an Ilkuru does so, he is outcast from elven society, and considered a huielda, or dark elf. More Ilkuru wind up huielda than the other races

 



Huielda
A Huielda is the name given to any elf that has forsaken life in Kurunoore. Most have been known to take up Bard, Druid, and Ranger. A Huielda chooses one of the other three elven subraces (Aina, Kelma, Ilkuru) as his base. The benefit for choosing to be Huielda is that the Huielda can take levels in a restricted class. Their original subrace game stats are modified as follows:

 

·         Favored class: Ranger. A mutliclass Huielda ranger class does not count when determining whether she suffers an XP penalty for multiclassing.

·         Special Class Restrictions: A huielda can never gain levels as a Cleric or Paladin of Talmagia. She will not answer his prayers. He also cannot gain levels in Wizard unless someone else teaches him, which brings strong reprisals from the Kurunosse.