The invitations to those who have been invited to play will be PMed here shortly. To those not picked I am sorry, if I had the time and was in a more reasonable time zone I would host two adventures just to include everyone, but fear not, this will not be my last Randasha Campaign, if this is as successful as I hope it to be then there will be many more of these adventures in the future, keep a weather eye out for them. To all who are curious about my homebrew race the Jackalfold (Ramasabi), this is them in a nut shell Ramasabi (Jackalfolk) Ramasabi (Ramasab, mono) are a race of anthropomorphic jackals. Ramasabi are an extremely zealous and militaristic race who almost without variation worship the Deity Amasoo, a god of protection, magic, the moon, and the dead. Intelligent, clever, and xenophobic, the ramasabi are famous for the mages and clerics their culture produces, but infamous in their attitude for their stubbornness and demeanor towards other races. Fierce protectors of the living and the dead, the creation of undead is perhaps the single most heinous crime among ramasabi, necromancers and all others who practice this art are usually the first to die when a ramasab is encountered. Type : Humanoid (Jackalfolk) Ramasabi have a base speed of 30 feet. Ramasabi have hardy bodies to match the arid wastes they call home, they prize keen and strategic minds among their own kind and take great pains to ensure their young learn from the best teachers and scholars available. Even amongst the social outcasts of their race, ramasabi prove to be amongst the most stubborn of races once their mind is set, they make for some of the most stalwart and loyal companions, or some of the most persistent of adversaries. Ramasabi get a +2 bonus to Intelligence and Constitution, and take a -2 penalty to charisma. Xenophobic : Aside from traders and diplomats not many find reasons to visit the kingdoms of Sakaali and Koira. Ever sticklers for protocol, being dealt third or even fourth hand information regarding other races, and rarely feeling the need to explain themselves to outsiders, they are seen by many to be overtly racist and offensive without ever realizing otherwise. Randasha start speaking only Shanbali (either northern if they hail from Sakaali or southern if they are from Koira). Those with a high intelligence score may select the following bonus languages: Common, Ancient Kemetti, Ignan, and Aquan. Desert Runner : Taught and trained from a young age in the art of desert warfare, ramasabi receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. Stubborn : To say that ramasabi are stubborn is the same as saying that water is wet. Attempting to argue or sway them to reason leaves most attempties with grueling headaches if not bite marks and bruises as many such debates break down. Trying to bargain for better better prices is usually met with cold stares and warning growls unless the bargain falls in their favor. The only foolproof way to remove a ramasab that is in your way is to physically move him. Ramasabi gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. If a ramasab fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the ramasab has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. Ancient Foe : Ramasabi gain a +2 dodge bonus to AC and a +2 racial bonus on combat maneuver checks made to grapple undead. Ramasabi have hunted undead at the behest of their god Amasoo since they were first brought about by the dark gods and the follies of mortals. Bite : Ramasabi have a natural bite attack that deals 1d4. The bite is a primary attack, or a secondary attack if they are wielding manufactured weapons. Hatred : Prerequisites: Due to misconceptions and stereotypes thrust upon them from early childhood ramasabi reserve the blunt of their anger and racism toward catfolk, genie-kin, mostly ifrits and undine for their many wars with them, and for some near unexplainable distrust of Catfolk. Ramasabi gain a +1 racial bonus on attack rolls against these races. Low-Light Vision : Ramasabi can see twice as far as a race with normal vision in conditions of dim light. Scent : Ramasabi make for some of the best and most persistent trackers. It take much to make them give up the chase when they are hunting their quarry. Ramasabi gain the scent ability (Bestiary 304). Recent History : The ramasabi empire of Sakaali has been split for near 500 years. During a fifty year war with a an archmage of a nearby kingdom of undine summoned an army of dark djinn. The vile djinn ripped through and nearly destroyed the country, after slaying the Pharaoh and his immediate family the kingdom began to split as the war was fought in the heart of the country. Using their own mages the dark djinn were eventually bound and imprisoned, the undine archmage responsible for the terror wrought upon the Sakaali was found to have died of old age ten years before the conclusion of the war with his last great command being to ravage their kingdom. With the scattered remains of their empire, the lesser houses of al’ Anahi and Tappaa Kuolema rebuilt the empire with the understanding that when the empire had recovered that house Tappaa Kuolema would rule as their claim to the throne was the strongest. Over the course of the next seventy five years, house al’ Anahi was able through trade to secure and create a kingdom whose wealth rivaled that of the empire at it’s prime and soon began to feel no need to submit their rule. The Tappaa Kuolema family refusing to move their seat of power soon had their slowly growing kingdom backed into a corner as al’ Anahi spread their kingdom in all directions, leaving little room for their own country to grow. The Pharaohs of Tappaa Kuolema claim rulership of the kingdom they called Koira (the realm of traitorous dogs), but it is in name only as the Shaw’s of Koira have never once paid fealty to the rulers of Sakaali. Shaw Marwan al’ Anahi has been ruling Koira for the last forty years and view the young Pharaoh Mennehi as nothing more than a fly buzzing near his head, waiting to be squashed when he deems fit. Pharaoh Mennehi Tappaa kuolema seeks more so that his forebears to finish the work of his forefathers and annex Koira into his control. Whether or not this will result in war is anyones guess. Society : Whether or not it is believed by outsiders there are great differences between the ramasabi of Koira and Sakaali. Ramasabi from Koira have been deemed more approachable and easier to deal with if such a thing can be believed. Exposure to trade has given them a broader view of the outside world. Not enough to change their inherent stubbornness, but enough to make them somewhat friendly to outsiders. Ramasabi from Sakaali are considered to be amongst the most unbearable creatures in existence, to be around one for long periods of time is considered a form of torture by both southern ramasabi and outsiders. They take the worst of ramasabi traits of stubbornness and pride and magnify them to new heights, taking offence where none was offered and being stubborn and prideful to the point that some think that not even the gods could sway them to action. The greatest redeeming fact of a northern ramasabi is that they train some of the greatest stone masons, architects, and sculptors in the world. Anything built by a northern architect is guaranteed to last the ages, and any palace, castle, or fort can last through many sieges. Given that the country of Sakaali is primarily within the mountains they supply the very stone they use for their projects for those willing to pay very steep prices.