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.