Largest city on Corelia, home of heroes and warriors, many historic battles were fought here, as well as peace treaties signed. The Gate to Golden, the Segauthi Treaty, the Gate Battle, the end of the Khen-zai war are all important notes in Avilla’s history. The city is built with high ramparts, wide streets, and almost every citizen has an acre to work with. Every citizen has mandatory military training when they come of age and any citizen can be drafted to defend the city if need be. The President of Corlia is stationed here. A fairly metropolitan area, they maintain good relations with most every other country and company. Avilla hosts their version of olympic events - long distance running and other competitive sports - competition is part of their culture here between farming contests, monthly bake offs, and debates.
+1 Strength
Your penalties to Perception for distance are halved.
Your overland speed is 1.5x faster.
Reduce the non-proficiency penalty for manufactured weapons and armor by 2.
Home to Bask Tech, Sandis sits at the forefront of technological creation and science. Though they would never admit to being less competitive than their northern neighbors, Sandis focuses a lot more on what can be accomplished as a whole, though individuals are expected to be competent enough to help. The city is longer than it is wide and so a little over half of it is in the Vastwood, so city defense and training is key to preventing accidents. The city is powered by the Planar Rift to the Fire Plane caused during the Mechanus War. A very common Sandis trait is wearing either a hat, pin, or otherwise visually distinguishing item that shows your rank in the city.
+1 Intelligence
You gain 1 more skill point per level; this skill point must be used for a Craft, Knowledge, or a Profession skill.
You can use Knowledge (Nature) in place of Survival checks; add both skills to your list of class skills.
You can roll untrained Knowledge checks up to a DC 15.
A massive jungle filled with various creatures, experiments, and other monsters that have grown to fill roles in the jungle. Between the acid fog which creeps and settles in low lying areas in the morning before melting off before noon, the Zai ghosts, onyx deer, and Starchildren, there is no shortage of difficulties to getting through the Vastwood. Though no longer enemies, the Segauthi - a worm like race - can be seen trying to hunt for relics of the Zai Empire. Still, in spite of all of this, occasionally people start small villages or build homes out past the boundaries of society.
+1 Wisdom
When in a jungle or forest, you can use your Perception for your Initiative checks.
When you are foraging for food, you can move your full overland speed.
Gain acid resistance 5.
You take only a -5 to perception checks while sleeping, instead of the normal -20.
Corlian Rift
The Vastwood has more than it's fair share of dangers, one the closest, areas that is off limit to all non-approved personnel is the Corlian Rift. When a Khen-Zai laboratory went critical, it broke and made a permanent rift to the plane of fire, it is mostly contained, and used by the scientists of Sandis to create new materials and weapons. In the last several months it has started changing, the scorch suits no longer protect, the star children that once flew amongst the great pillar of fire have abandoned it. It is now off limits as the planar incursion has made the vastwood act in unpredictable ways.
The Sandis team has recorded being too close to rift can bring on fear based hallucinations, strange non-native creatures have been seen leaving the rift. Corlian MIlitary is high alert to make sure the cities are safe.
Corlian Rangers advise only the most trained or skilled can attempt to enter near the rift and even then with Corlian Government approval.