Sanesaram

These hardy northerners hail primarily from the peninsula, though some clans exist deep in the mountains. The sanesaram claim to be the descendants of a celestial being who came down from the heavens to bring order to mankind. He first set foot atop an unknown mountain where he would rule the humans and the celestial retainers that came with him. He established the first city in the land, with a name meaning “City of the Gods”.

One day two beasts came to him, a tiger and a bear. They both wanted to become human in form and desired the celestial one’s help. He gave both of them twenty cloves of garlic and mugwort, which they were to use to keep away their hunger while they remained in a dark cave for one hundred days without seeing sunlight. It wasn’t long before the tiger lost his temper and left the cave hungry and disgusted with the whole ordeal. The bear remained patient and disciplined, while displaying great courage. On the twenty-first day, the bear became a beautiful woman. To this day, it is a sanesaram rite of passage to survive twenty one days in a dark cave with no light.

When the corruption came, everything about the sanesaram way of life went. The minions of corrupted forces captured most of them. Those that escaped went deep under the earth to begin their resistance. They cooperated with the other races in the eventual defeat of the corrupted ones. After the great pact, the sanesaram discovered that their race was slowly dying through a lower birth rate of females.

The sanesaram had discovered many dark secrets and treasures. They could not share them with others, or destroy their source as it would cause an immense catastrophe. Yet they knew that curse of the knowledge or the exposure to these secrets treasures swept through their race, preventing the birth of female children. The dahren learned from the bakemono that the sanesaram held corrupted secrets and treasures. The dahren felt that they knew better as enforcers of the great covenant. Several misunderstandings that involved short tempers flared into a great war of invasion.

The sanesaram held the giant dahren out of their lands for many years until the dahren enlisted their qahngol allies. These combined forces swept through the peninsula to make it a protectorate of their nation. They never found the location of the secrets, much less what they were. Eventually, the sanesaram won their independence, though they must still pay homage. Ever since, the sanesaram became renowned for their greed, tenacity, and courage, especially as the stalwart guardians of arcane and dark treasures.

During the abortive invasion, the sanesaram and the yueren discovered that the pairing of their two races could result in births for their two long-lived races. Male children resulting from such unions are nearly always yueren and females are nearly always sanesaram. Then, through careful negotiations, they established a treaty for arranged marriages with the sanesaram.

Personality

Sanesaram have a strong sense of justice and courage, but are also cautious. They are known for their tenacity and determination. They are slow to trust, but are capable of great shows of friendship with those who earn their trust. Not all sanesaram are greedy or have a desire for secrets and treasure. In fact, most just want to live a good and simple lifestyle. They know that it requires keeping forbidden secrets buried and a little wealth to enjoy life though.

Physical Description

Sanesaram stand 4 to 4 ½ feet tall, and are broad-shouldered, stocky, and compact, weighing nearly as much as a human. The rare females are slightly shorter and weigh less than the males. Their skin color varies between a pale tan and a golden tan. Eyes and hair are typically dark in color. The men grow facial hair, but their beards are still not as full as those of humans from the west. Sanesaram prize their beards. The proper grooming of them is a point of pride. They are not considered adults until 40 years old and can live until 350. Some have been known to live for 500 years. Due to the curse, less than one sanesaram in ten is female.

Relations

The sanesaram have a history of bloodshed with the bakemono, dahren, goushen, and qahngol. They have the most dificulty getting along with these races. They are also wary of the naga and all they represent. They get along passably with humans, verrik, faen, garuda, and mandragorans. They get along best with the hushen and yueren, particularly the latter for the future survival of their races. Though sanesaram are a fair-minded folk, they are slow to forgive.

The sanesaram relationship with the yueren began as an antagonistic one long ago, but when it was discovered that they could bear each other’s children, it became clear that both races needed each other. There is a tenuous relationship of political marriages between both races.

Outlook

Sanesaram have a strong sense of confidence, respect courage and discipline, and have little patience for cowards. They occasionally forget their limits, setting a task that is too big for and finding themselves in an untenable situation. However, sanesaram are not foolhardy and do not take getting into danger lightly. They do not like being deceived or being placed in danger by others. They feel the same about their friends and allies being deceived or placed in danger.

They appreciate innovation and have a knack for invention, often coming up with new solutions to old problems. They have little patience for stupidity, but do appreciate elaborate pranks or jokes. They enjoy having knowledge and hoard secrets as if they were treasure. Sanesaram practitioners of magic are well-known for their aptitude with the elements.

Sanesaram Lands

The sanesaram hail from a land of mist-shrouded valleys and beautiful, majestic mountains. Cold and snow swept in the winter, it is humid in the summer with a short spring and autumn. They typically develop communities along the coast or on the side of a mountain near a mountain pass.

The sanesaram create cities from wood and stone. Their structures are brightly colored and beautiful, but form follows function in their design philosophy. They like to incorporate nature whenever possible and have an ingenious talent for building structures many hundreds of feet taller than should otherwise be structurally sound. They know secret, complicated non-magical building techniques. They dig into the sides of mountains for some of their more impressive structures.

Religion

The dominant animism incorporates shamanism with ancestor worship. The sanesaram give their religion no name, but worship a host of ancestor spirits as the All-Fathers. Other religions and philosophies are minor in any influence over sanesaram culture.

Languages

Sanesaram speak their own language, called Sangool. Recently, they developed a new written form of their language that relies on a phonetic structure. Both forms of their language are taught to nobles and clan leaders, but the new form of sangool is taught to all sanesaram.

Names

The name pattern has three names of one syllable: the family name followed by a two-part personal name. The two-part personal name contains a generational component that is shared by a single generation within the family and another singular, personal name. For example, An Soon Shik has a family name of An and a personal name of Soon Shik. His wife’s name is Min Hui Soo. Their sons are named An Hong Soo and An Hong Gi. Their daughters might be named An Hye Young and An Hye Su.

Sanesaram avoid saying their names as much as possible. Outside the family, people may refer to each other by title, position, or honoriic. Older people can use the personal names of the younger without insult, but younger members of their culture do not call an elder by their personal name; to do so is an insult. They have an elaborate system of honorifics. Young girls call elder siblings ‘elder sister’ (on-nyi) and ‘elder brother’ (op-pa). Young boys call elder siblings ‘elder sister’ (nuna) and ‘elder brother’ (hyong). There are all varieties of honoriics for aunts and uncles (mother’s brother, mother’s sister’s husband, father’s brother’s wife, and so on), grandparents, and the rest. Parent’s honoriics identify them by their children: ‘appa’ means ‘father of’ and ‘omma’ means ‘mother of’. The father of An Hong Soo could be called Hong Soo appa. His wife would be Hong Soo omma. When addressing close friends or children, they add the sufix ‘ah’ or ‘yah’ to their name (ah after a consonant or yah after a vowel).

Surnames

The old nobility consisted of only six clans with the names of An, Bak, Choi, Gim, Jang, and Yee. Later, they were joined by Jo, Kang, and Min. Normally, only the privileged nobility can bear family names; however, loyal followers may gain the privilege as well. Branches of a family are told apart by a place name, but this is not a part of the name proper. Married women retain their maiden names.

Male Names

Choose a generational component and a personal component from below to form a male name.

Generational (first)

Chol, Dae, Ho, Jin, Jun, Min, Sik, Soo, Soon, and Tae.

Personal (second)

Ahn, Bong, Chae, Ching, Chong, Chul, Do, Duk, Eui, Eun, Gang, Gi, Gil, Gong, Gui, Gyong, Ha, Hae, Han, Hong, Hyun, Il, In, Ja, Jae, Jang, Jeong, Jin, Jun, Ki, Ku, Kyo, Man, Mi, Min, Moon, Mu, Nun, Po, Sang, Seok, Sin, So, Son, Song, Soo, Soon, Sun, Sung, Tae, Tai, Tong, Wa, Wan, Weon, Wok, Won, Woo, Wook, Yang, Yun, and Yung.

Female Names

Choose a generational component and a personal component from below to form a female name.

Generational (first)

Ae, Eun, Hee, Hui, Hye, Ja, Mi, Ok, Sook, and Yong.

Personal (second)

Ah, Bae, Bak, Bok, Cha, En, Gae, Gun, Hae, Hee, Hi, Ho, Hui, Hwa, Hwan, Hyon, Il, Ja, Jae, Jin, Jun, Kak, Kum, Me, Mee, Mi, Min, Ming, Na, Nae, Ok, Oo, Seon, Seong, Sil, Sim, Sin, Sok, Soo, Sook, Su, Suk, Sun, Tu, Won, Wook, Yei, Yong, Yoon, Young, and Yun.

Adventurers

Sanesaram adventurers are common now. When their homeland was corrupted and later ruled by the daharen and qahngol, many stayed near to home. However, recent generations have an urge to discover new secrets and to uncover new treasures. Sanesaram also lust for power or for treasure just for the sake of getting treasure. When in foreign lands, sanesaram may enjoy working as spies or as information brokers.

Favored Drink: A strong liquor called soju as well as ales and beers; Favored Food: Spicy, fermented vegetables and rice flavored with grilled meat; Favored Weapon: Axes and hammers.


Sanesaram Racial Traits

Sanesaram possess the following racial traits. Traits marked with an asterisk (*) are alternate dwarf racial traits found in all sanesarem (the trait they replace is noted at the end of each).

  • +2 Constitution, +2 Wisdom, -2 Charisma: Sanesaram are both tough and wise, but also a bit gruff.
  • Humanoid: Sanesaram have the humanoid (dwarf) type and subtype.
  • Medium: Sanesaram are medium creatures and have no bonuses or penalties due to their size.
  • Slow and Steady: Sanesaram have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Low-Light Vision*: Sanesaram can see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision racial trait.
  • Defensive Training: Sanesaram get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Greed: Sanesaram receive a +2 racial bonus on Appraise skill checks made to determining the price of nonmagical goods that contain precious metals or gemstones.
  • Hatred: Sanesaram receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
  • Hardy: Sanesaram receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Sanesaram receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Clan Traits*: The sanesaram break down their culture into associations with their noble clans and their subjects. Certain clans have tendencies and strong aptitudes for different tasks and abilities. These traits are indicated in the section below. This racial trait replaces the stonecunning racial trait.
  • Weapon Familiarity*: Sanesaram are proicient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” or “sanesaram” in its name as a martial weapon. This racial trait replaces normal dwarf weapon familiarities.
  • Languages*: Sanesaram begin play speaking Common and Sangool. Dwarves with high Intelligence scores can choose from the following: Bakemono, Dahren, Mu, Qahngol, Terran, and Undercommon. This racial trait replaces normal dwarf languages.
  • Racial Levels: A sanesaram can take levels in sanesaram paragon to further develop its racial qualities.

Sanesaram Clan Traits

All sanesaram possess one of the following clan traits.

  • Fire Beard: This clan of fearsome, short-tempered warriors have red hair. Even those born without red hair dye it red. Members of this clan avoid water as much as possible. They gain a +2 racial bonus to Initiative.
  • Lightning Hammer: Spellcasters fill this clan. They are renowned for their brutal, but loyal honesty and adherence to truth as well as their aptitude for electricity spells. Spellcasters of this clan add +1 to the Difficulty Class of all spells they cast with the electricity descriptor.
  • Spear Mountain Wolves: They are notorious for their lack of education and disdain for scholarly pursuits. The Changsan Yo’u ability with spears and their monstrous, battle cries are well known. They gain a +1 racial bonus to damage when using reach weapons.
  • Moon Axe: The moon axes have an affinity for using magic with metal. Between sunset and sunrise a Moon Axe bestows a +1 enhancement bonus on any melee weapon with a metal blade that he wields and any armor that is primarily made out of metal that he wears; but only so long that he keeps the weapon in hand or wears the armor. If the weapon or armor already has a permanent enchantment, this ability has no effect.
  • Ice Bears: This clan is renowned for their spellcasters ability with the cold. Members of this clan (even younger ones) are known bleach their hair and beards snow white. Spellcasters of this clan add +1 to the Difficulty Class of all spells they cast with the cold descriptor.
  • Death Guard: This clan is feared and respected above all. They guard the other-dimensional prisons of the entombed infernal dragons. The clan’s techniques for surviving taint and negative energy provide them with a +2 racial bonus on saves against energy drain and any negative energy effects, including channeled negative energy.
  • Stone Eye: A clan of earth magic spellcasters, this clan is renowned for great patience. They are overly cautious and slow to act at times. Spellcasters of this clan add +2 damage to all spells they cast with the earth descriptor. If a spell with the earth descriptor does not deal damage, they instead add +1 to their effective caster level when casting the spell.
  • Shadow Runner Members have an affinity for the darkness that they use to their advantage against their enemies. They gain darkvision 60 feet and a +2 racial bonus to Stealth checks.

The Sanesaram Paragon

Sanesaram can take up to six levels in sanesaram paragon at any time. Not all sanesaram take racial levels; and of those who do, not all take all six of them.

Hit Die: d8.

Class Skills: The sanesaram paragon’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Sense Motive (Wis), and Survival (Wis).

Skill Points: 2 + Intelligence modifier.

Class Features

Table 2-11: Sanesaram Paragon Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1 +0 +2 +0 +2 +1 Constitution, Craft Expertise -
2 +1 +3 +0 +3 +1 Wisdom, Stonecunning +1 level of existing class
3 +2 +3 +1 +3 Improved Hardiness, Improved Clan Trait +1 level of existing class
4 +3 +4 +1 +4 +1 Strength, +1 Constitution -
5 +3 +4 +1 +4 Bonus Feat, Improved Stonecunning +1 level of existing class
6 +4 +5 +2 +5 +1 Strength, +1 Wisdom, Grudge Attack -

Weapon and Armor Proficiency

Sanesaram with levels only in sanesaram are proficient in the use of all simple weapons and light armors and shields (but not tower shields).

Craft Expertise (Ex)

At 1st level, a sanesaram paragon may add his sanesaram paragon level as a racial bonus on all Craft checks that are related to metal, stone, or wood items. In addition, he may use a mundane item’s gp value as its sp value when determining the amount of time it takes to craft mundane items made of metal, stone or wood (or any combination thereof).

Stonecunning (Ex)

At 2nd level, the sanesaram paragon gains a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or loors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Improved Hardiness (Ex)

At 3rd level, the sanesaram paragon’ racial bonus on saving throws against poison, spells, and spell-like abilities increases by another +2.

Improved Clan Trait (Ex or Su)

At 3rd level, the sanesaram paragon’s clan trait improves as follows:

  • Fire Beard: A member of this clan gains a +10 foot enhancement bonus to his land speed. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the sanesaram paragon’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the sanesaram paragon’s land speed.
  • Lightning Hammer: A spellcaster of this clan adds an additional +1 to the Difficulty Class of all spells he casts with the electricity descriptor.
  • Spear Mountain Wolves: As a swift action, a member of this clan can choose to lose the benefits of wielding any reach weapon (except for a spiked chain or whip) in return for being able to use that weapon to threaten and attack squares adjacent to the square he is occupying. He can give up the benefit of this ability in order to get back the use of the weapon’s superior reach with another swift action.
  • Moon Axe: Melee weapons with a metal blades wielded by and any armor that is primarily made out of metal and worn by a member of this clan is treated as having the ghost touch enchantment (in addition to the +1 magical enhancement bonus) between sunset and sunrise. If the weapon or armor already has a permanent enchantment, this ability still grants the ghost touch enchantment, but not the +1 magical enhancement bonus.
  • Ice Bears: A spellcaster of this clan adds an additional +1 to the Difficulty Class of all spells he casts with the cold descriptor.
  • Death Guard: At will, a member of this clan can use deathwatch, as the spell.
  • Stone Eye: A spellcaster of this clan adds and additional +2 damage to all spells he casts with the earth descriptor. If a spell with the earth descriptor does not deal damage, he instead adds an additional +1 to his effective caster level when casting the spell.
  • Shadow Runner: A member of this clan gains BlindsenseB1 30 feet.

Bonus Feat (Ex)

At 5th level, a sanesaram paragon gains a bonus feat. This bonus feat must be selected from those listed as combat feats or any feat with the word “dwarf” in the prerequisite. He must still meet the prerequisites for the feat.

Improved Stonecunning (Ex)

At 5th level, a sanesaram paragon’s bonus on Perception check to potentially notice unusual stonework increases by +2. In addition, they now receive a check to notice such features whenever they pass within 20 feet of them (instead of 10 ft, as before), whether or not they are actively looking.

Grudge Attack (Ex)

At 6th level, a sanesaram paragon takes particular note of creatures striking him in combat, fully intent upon paying the favor back. Any time the sanesaram paragon is struck in combat, he gains a +1 bonus to attack and damage against the attacking same creature for 1 round. If the character is struck multiple times, he can use this bonus against a maximum number of creatures equal to 1 + his Wisdom bonus (if any). The bonus to hit any single creature is never cumulative, even if the same creature strikes the character multiple times in the same round.

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