Shuran

*"They understood their mounts better than any explorer or druid could dream. It was more than understanding-- each rider was completely in-sync with their horse companion."*

**- *Marcario Moorehome*, *"Charge of the Shuran Cavalry!"***

The **Shurans** are human descendants of the "Chardin Brigade" a group of peasants, farmers, and traders who rode into battle to defend the Sotterans during the War of the Giants. Shurans are highly skilled in cavalry and agriculture. They are successful rangers, scouts, farmers and animal breeders.

## Statistics

* ***Ability Scores*** +2 to Wisdom, -2 Charisma; Shurans are very aware of their surroundings and have insight on many different aspects of life but tend to lack social grace and are awkward regarding formalities.
* ***Age***Shurans reach adulthood around 16 and often make it to three-quarters of a century.
* ***Speed***Your base speed is 30 feet.
* ***Size*** Medium
* ***Languages*** You can speak, read, and write Sotteran, Velli and an extra language of your choice.
* **Equestrian Empathy:** Shurans can improve the attitude of a horse. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Shuran rolls 1d20 and adds half their character level and Charisma modifier to determine the result.
	+ Additionally, all Shurans gain a +2 miscellaneous bonus to Ride checks and take no penalties for riding a horse without a saddle.
* **Perceptive:** Shurans always gain spot and listen as class abilities. Additionally, both skills work in coexistence. For example, if the situation calls for a listen check but the player has no ranks in listen but three in spot, they may use the spot skill but still get the listen results if the check is made.
	+ This can no longer be used if the character loses access to their eyes or ears.
* **Shuran** **Awareness:** Once per day after being caught flat-footed a Shuran may choose to either try to do the action again at a -2 but remain flat-footed for the round -OR- ignore the flat-footed status against the next attack targetted at them.
* **Weaponized Tool:** Even a farmer has to fight off bandits-- Shurans gain a +1 to attack and damage when using a scythe, pick, axe or trident. You may only select one of these and it must be chosen during character creation.
* **Will of the Land:**Shurans gain the *Iron Will* feat as a racial ability.

## Shura

*Main article: Shura*

Shura is near the center of Waesyn. it borders Rhoda, Bleakpoint, Llewyn and the Fortara Wild. The region is among one of the flattest in Waesyn and is covered in yellowing grass. Shura has the longest periods of twilight in Waesyn producing very warm skies. Despite not having as many large cities as other Kingdoms, it has plenty of small towns overseeing its fertile ground.

## Physiology

Shurans are some of the tallest humans in Waesyn with many reaching six feet or taller. Shurans have tones of pink in their skin and are very fair-haired though they have natural light browns, blonde, and platinum as opposed to the silvering color Eladrin have.

## History

After Elyot Chardin led a network of farmers, peasants and other low-income individuals into battle armed with only the tools they found laying around he was deemed the "Everyman's Prince" during the War of the Giants. While Elyot died during the war, his daughter Aliz took over his cause and continued to lead his self proclaimed "Chardin Brigade." After the war Aliz became the head of "House Chardin," which soon evolved into "The Kingdom fo Shura" after the house gained a castle and land.

Shura planned much of it's Kingdom's layout based on natural boundaries and the fertility of the land. This caused disputes with the Wynish when they started to try and take areas Shura had interest in and already planned around. The two Kingdoms have been at war since with only "The Dragon Wars" being the catalyst for their alliance.

Shura is notable for supporting Rhoda while they were briefly conquered by the Lakar. Despite still being at war with Llewyn at the time, Shura set aside their differences with Rhoda to save them from the Lakarian Occupation and putting themself at a two-front war.

## Culture

Shura lacks noble roots in Vel like it's human neighbors, Llewyn and Rhoda. Instead, it was founded by those invested in agriculture and blue-collar work. That isn't to say that Shura doesn't care about it's nobility as much as the other Kingdoms but the people are certainly more down-to-ara. Horses are near-sacred in the kingdom, with family horses being treated better than children sometimes. Despite one's finance a strong and healthy horse that's well-bred can make or break one's social status. Watching races is a main source of interest throughout the land.

Shuran's may not have the glamorous universities that the Wynish and Sotterans have, however, this only strengthened the Kingdom's desire to read. While they are behind in engineering, mathematics and other forms of enlightenment-- Shurans love reading. Almost every stable hand will pull out a book during their break and book stores are common in large cities or small towns. Shuran authors often write about nature and the world around them and are much more real-- avoiding theatrics and form that other authors may follow.

## Religion

Shurans pray to the Cosmonious like most human kingdoms, though religion is more laxed compared to other places throughout Waesyn. Shurans take influence from the Zutonesse in using their belief as guidelines for everyday life, not letting it dictate every decision and living very independently. While the Cosmonious teaches value and the gods are sought for guidance the importance of freedom to a Shuran makes them seem liberal in regards to belief compared to others.

They tend to favor Lurue, Deneir and Shaundakul. Lurue's domain over Wisdom and Instinct has made her a symbol for the naturalist that makes up much of the Shuran population. Denier's appreciation comes from the kingdom's love of literature. Shaundakul's free teachings line up closely with the Shuran lifestyle. While churches to the Cosmonious can be found throughout Shura many churches are exclusive to these three gods.

## Military

Shura relies heavily on calvary. Even infantry and ranged warriors in the Shuran army ride to battle on a horse. Polearms are popular because of the mounted combat training, though a blade or axe is usually at a warriors hip. Weapons like scythes, axes and tridents are often used in honor of the "tool-like" weapons the Shuran ancestors used.

Shuran's became more privy to arcane warfare the longer they fought Llewyn. While they don't have a large amount of trained wizards, they gladly take advantage of troops that can sling spells, favoring conjuration magic to give them more support. Shura produces more sorcerers than any other human kingdom, thus many of troops know a few spells sometimes-- though their training is still mainly in combat.

The Red Cavalier's are Shura's elite warriors. They are known for charging ahead of the rest of the army, and victims of these charge attacks rarely live to tell the tale.