Sandana are descendants of humans and various spirits of nature. Sandana have three distinct races: Barut, Sharru and Visnut. All tie very strongly to the natural world, as well as to the societies of humans. They are particularly offended by The Tainted Lands which surround The Unification as a result of the corruption of The Fallen.
Personality
Sandana tend to be serene and calm, attuned to their surroundings and at peace with the world. Their spirit ancestry gives them an awareness of the spirit world, and they show little desire to manipulate the world through magic. They manifest a love and enjoyment of life that many humans can only envy. Such tranquillity and peace dessert them in The Tainted Lands, and they develop a desire to manipulate the world there, either to destroy the corruption and taint, or to restore the land to what it once was, assuming the land can remember. Sandana in The Tainted Lands tend to be irritable and short of temper due to the foulness and disease of such places.
Physical Description
Sandana look mostly human (for the most part, some look more elven). Their eyes are slender and their mouths are small. Their eyebrows are very thin, and their complexions are very pale or golden. They have no facial hair or body hair, but the hair on their heads is thick and luxurious. They appear in all the racial diversity of humans and elves (though the elven “look” is much rarer), and many come close to the ideal of beauty in the human or elven society in which they live.
Relations
Sandana typically live as part of human (or, sometimes, elven) society and are accepted as equals in such communities, even when their heritage is known. They are often members of families of humans or elves and may even have siblings who are entirely human or elven, with no trace of nature spirit influence in their makeup. At the same time, they are a part of the spirit world (which sometimes makes those who live with elves even closer to their elven neighbours and families), and they never feel completely at home in the mundane world of a human village or even city. Life with elves has an element of the spirit and the fey to it, so sandana feel, perhaps, somewhat more at home there, though they still feel slightly out of place sometimes. Being spirits, sandana tend to get along well with animara and they may also have friends and allies among other spirit races.
Alignment
Perhaps because of their strong ties to the natural world, sandana tend to seek balance between extremes. As such, they tend toward neutral alignments.
Sandana Racial Traits
- Medium-size: as Medium-size creatures, sandana have no special bonuses or penalties due to size.
- Sandana base speed is 30 feet.
- Low-light Vision: Sandana can see twice as far as humans in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
- Spirit Sub-type: sandana have the spirit sub-type, which means they can be affected by spells that specifically target spirits, such as protection from spirits or invisibility to spirits. Their human ancestry also makes them humanoids, however, so they are also affected by spells such as hold person or charm person.
Barut Traits
Barut (being spirits of land), have the following additional traits:
- +2 racial bonus on Survival checks.
- +4 racial bonus on Hide checks when in woods or forest.
- Trackless Step: Barut leave no trail in natural surroundings, cannot be tracked, and leave no scent.
- +2 racial bonus on saving throws against spells and spell-like effects with the words “earth”, “rock”, “stone” or “wood” in the name of the effect, spells of the earth domain, spells of the earth element and arcane spells connected with earth or wood.
- Once per day, the barut may speak with animals (as the spell) to speak to any animal. This ability is innate to the barut, has a duration of 1 minute, and is treated as though the barut was a 1st-level caster.
Sharru Traits
Sharru (being water spirits), have the following additional traits:
- Water Breathing: Sharru can breathe water as easily as they can breathe air.
- Swim speed: 30 feet. Sharru do not need to make Swim checks to swim normally. Sharru may also make use of the Run move while swimming, so long as they swim in a straight line.
- +8 racial bonus on Swim checks to perform some special action or avoid a hazard, and sharru may also always take 10 on such checks, even when considered rushed or under threat when swimming.
- +2 racial bonus on saving throws against spells and spell-like effects with the word “water” in the name of the effect, spells of the water domain, spells of the water element and arcane spells connected with water.
- Once per day, the sharru may speak with animals (as the spell) to speak to any fish. This ability is innate to the sharru, has a duration of 1 minute, and is treated as though the sharru was a 1st-level caster.
Visnut Traits
Visnut (being sea spirits), have the following additional traits:
- Water Breathing: Visnut can breathe water as easily as they can breathe air.
- Swim speed: 30 feet. Visnut do not need to make Swim checks to swim normally. Visnut may also make use of the Run move while swimming, so long as they swim in a straight line.
- +8 racial bonus on Swim checks to perform some special action or avoid a hazard, and Visnut may also always take 10 on such checks, even when considered rushed or under threat when swimming.
- +2 racial bonus on saving throws against spells and spell-like effects with the fire descriptor.
- Visnut may make a Knowledge (nature) check (or an untrained Intelligence check) with a +2 racial bonus to predict the weather for the next 24 hours (DC 15).