Terra Vicis Forget everything you know! The world of Terra Vicis is a unique one and the rules of the world you knew before do not apply. There are many ancient secrets from times long past in this world. It is wise to be familiar with your own corner of the world. It is impossible to be familiar with them all. Location: Startville This is the town that adventure built. It is a wild and rambunctious town. Many people of the world come here because the town is something new. It has not stagnated like the other towns of the world. This is a place that is new. Many people here will lay claim to grandious adventures despite the fact that they have never left the town. Many young adventurers still flock to this place, trying to earn a name for themselves. In particular, with the approach of Year Zero numerous would-be heroes and explorers have come to this town in hopes of being a part of something greater than themselves. Location: Deep Forest This is the wild land north of Startville. It is home to some beastial races, including a group of known orcs who still insist on the traditional ways of raiding, pillaging, and doing harm. They are, for the most part left alone, but adventurers are sometimes foolhardy enough to attack the camp. The orcs here occupy themselves primarily with their underground opponents in the cavernous systems northwest of Startville. They do not stage attacks into the town itself because they are aware of the retaliation that would result with so many young upstarts. Little is otherwise known about the Deep Forest, but there are rumours of another primordial race living there and stealing away explorers. Location: The Great Plains This fertile land has long been nearly the sole supplier of food and resources to the world of Terra Vicis. Supply lines keep people employed, and most people are well enough fed to survive. Unfortunately, recent upheavals in certain parts of the world has meant that the live-sustaining food is not delivered to all those who need it. Large scale operations, ranches and farms, have been present in this area for generations. The beasts of burden here are often undead. They are reliable and work non-stop towards the end their family requests of them. These are often members of the family who became undead for the purpose of working forever and delivering for their family. Hard working men and women, and committed family-folks are raised in this area. A “Boys-will-be-boys” attitude means that many ranch hands get in trouble and often deeper than they can handle. Most children grow out of this phase, but some seem to have the wild in them for life. Location: Ocean The vast oceans of the world hold many secrets. The entire southern part of the continent is met by the Great Blue. Fisherman abound in this land, supplementing the ranch- and farm- lands of The Great Plains in their attempts to feed the masses. Main ports of Terra Vicis are at Startville and the Marshland. Supplies come from the distant lands overseas, and sometime people will join the ranks of the continent’s population from these strange places. Location: the Humming Hills This is another wild section of the world. Large beasts inhabit this land and a maddening ringing fills the ears of all who pass by. People have been known to disappear as they pass through. Most assume that the crazed giants eat the bones of the people who disappear. Small crystals protrude from the ground in places here and they appear to be the source of the maddening sounds. Although it is dangerous, those who have passed through seem to feel a strange and supernatural desire to return. Cart runners delivering food are most susceptible to this fascination, leaving many people to think that job is one requiring stupidity or recklessness. Location: Marshland The Marsh itself here is home to an uncivilized race of boggards who have developped a very small, but strong and respected trade agreement with the Trading Post, which is the main attraction for most visitors to the area. This town has been going strong for centuries delivering trade goods, hides, weaponry, rations, and any number of different things all around the world. This is such a prevalent trade hub because of its location. The ports here import goods from across the sea before they are carted north to Royaleton, or transferred to smaller vessels going towards Startville. This is the closest location to Royaleton that is also accessible to seafaring ships, meaning that it is naturally a huge centre for trade and business. Location: Death Forest This is another wild section of the world. It is not actively dangerous if travelled during the daytime. There does not appear to be much that lives in this dessicated land. Even though a strong river flows through here, only mute-coloured plants ever grow. There is a constant smell of flame in the air, but no source is ever detected aside from the rumours of glowing lights in the trees and night. Travelling through this land at night is absolutely unadviseable. No one to date has returned from the Death Forest during the night time. Location: Royaleton This booming metropolis contains the vast majority of the civilized population of the continent of Terra Vicis. It is difficult to believe that so many people can be sustained in such a densely packed location, but the organization of supply routes to Royaleton are of premium quality. In addition, magic is used in conjunction with natural foods to help increase the rations each person is alloted weekly, although variety away from staple foods is quite expensive. Any resource one can imagine is available here. The annual Festival of Trades brings great celebration and many people plan to make special visits to the city during this event. Traders, entertainer, and others come from across the sea as well to make a profit selling their wares. The monarchy here has been strong for many years, but it has been trying to quell a crime syndicate that has grown equally strong in the past year. This town certainly is at a tipping point and many of its people have become polarized and suspicious in this new atmosphere. In any case, most any resource imaginable is available here, but theft is considered a very serious crime in this city and the Royal Guard keeping order in the city do a very good job when the crime is serious. Location: Desert Not much is known about this land. Few that have travelled this area come back. There are whisperings of a group of evil intelligences of some description that habitate the sands, but otherwise it is a truly barren land with no life whatsoever. Location: The Null Zone This strange chunk of the earth central to Terra Vicis is a testament to mystery and the unknown danger. The enormous sphere of swirling emptiness is ceremonially guarded by the more conservative and lawful peoples of the world. These people provide historical addresses to visitors, and train under the everpresent eyes of the Null Zone. It is a huge piece of land that separates the desert from all else. Both the forests book-end this zone and a number of trees have branches that stick against this space, but disintegrate upon touching it. It is this disintegration process that means the place must be guarded. It is the belief of those who guard the zone that if the story is forgotten, then the zone will expand to swallow up the rest of the earth. The most staunch and committed members of this group are paladins and monks working to preserve order in the world and share an awareness and intrigue in the sphere that consumes part of the continent. Year Zero: It has been common practice for millenia to count the years in reverse order. A powerful vision came to a well respected diviner who predicted this year as the time of great change. There is a strong sense of apprehension amongst all members of society as this year strikes. No one knows what to expect aside from a great change. Magic The arcane and divine arts of this world function very similarly to other versions of the multiverse. The disconnection from traditional Gods means that clerics, paladins, and the like gain their power from whichever outsider is most appropriate to their situation. Spells involving the exchange of information and the sharing of identity have been developed over the millenia in this realm. Perhaps this is an expression of the unity brought about through the shared origin and the shared end of the races. A number of these spells are presented below for use. Assurance School enchantment [mind-affecting]; Level: Druid 3, Cleric 3, Bard 2 Casting Time 1 standard action Components V, S, M (a child’s toy) Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration 1 minute/level Saving Throw: Will negates (harmless); Spell Resistance Yes You reach out to someone’s mind and calm them in danger, giving them focus and resolve. The target of this spell is able to take 10 on skill checks even when threatened. The target still provokes attacks of opportunity from such actions. Echoes School Divination Level: Druid 3, Cleric 3, Bard 2, Sorcerer/Wizard 3, Witch 3, Summoner 3 Casting Time 1 standard action Components V, S, M (earplugs) Range: Close (25 ft. + 5 ft./2 levels) Target: One location Duration instantaneous Saving Throw: None Spell Resistance No This spell allows you to hear the contents of the last conversation spoken at this location. You can only hear the events, not see them as they occurred. The sounds of objects moving and other noises will also be included. Any sense motive check made to interpret conversation is made at -4 due to an inability to see gestures and body-language. You may select to listen to the last noise exceeding a base level of volume, or to the last conversation specfically. You may listen to the events occuring for a maximum of 1 round/level. Educate School divination [mind-affecting]; Level: Cleric 4, Bard 2, Sorcerer/Wizard 4, Witch 4 Casting Time 1 minute Components V, S, Range: close Target: One creature touched per level Duration 1 hour/level Saving Throw: Will negates (harmless)Spell Resistance No The targets of this spell gain the benefits of one feat you posess for which they also have the requirements. The targets may take advantage of this feat as long as the conditions of that feat, if any, are met. The feat must be one requiring, or associated with an action or event. For example, the great fortitude feat may be taken, but toughness may not. Hive Mind, Lesser School divination; Level: sorcerer/wizard 4, Druid 4, Bard 3 Casting Time one standard action Components V, S, M (a crushed ant or wasp) Range: medium (100 ft. + 10 ft./level) Target: One intelligent Creature (INT 3 or higher) per level Duration 1 minute/level Saving Throw: Will negates (harmless); Spell Resistance No All creatures under the influence of this spell are treated as though they posess the same teamwork feats as any other target in the group. The requirements for the teamwork feat must be met for any benefit to result, but any creature involved gains the benefits of the teamwork feat. Targets can only benefit from feats known by at least one member of the target group. Hive Mind School divination; Level: sorcerer/wizard 6, Druid 6, Bard 4 Casting Time one standard action Components V, S, M (a crushed ant or wasp) Range: medium (100 ft. + 10 ft./level) Target: One intelligent Creature (INT 3 or higher) per level Duration 1 minute/level Saving Throw: Will negates (harmless); Spell Resistance No A target group of creatures effected by this spell are unable to be caught flat-footed as long as one member of the group would not be flat-footed by an attack or other effect. Additionally, if one creature in the group acts in the surprise round, all creatures do. Hive Mind, Greater School divination; Level: sorcerer/wizard 5, Druid 5 Casting Time 1 minute Components V, S, M (a crushed ant or wasp) Range: medium (100 ft. + 10 ft./level) Target: One intelligent Creature (INT 3 or higher) per level Duration 10 minutes/level Saving Throw: Will negates (harmless); Spell Resistance No This spell functions like Hive Mind except as noted here and above. Creatures effected by this spell have the constant effects of Death watch and Status in regards to other members of the group. All creatures under the effects of this spell are treated as though they had all teamwork feats. Additionally, they gain a +2 bonus to perception and sense motive for each other creature under the effect of the spell and present. Knowledge Burst School divination; Level: sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (a string or piece of hair) Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with Int 6 or higher Duration 1 round/level Saving Throw: Will half; Spell Resistance Yes You overwhelm the mind and senses of the target with a stream of your own essence and understanding. The target takes 2d4 temporary ability score damage to one mental ability score you decide at the time of casting. The target also receives a +2 bonus to hit and to damage for any attacks directly targetting you for the duration of this spell. Information Osmosis School divination [language dependant]; Level: sorcerer/wizard 1, Witch 1, Summoner 1, Cleric 1 Casting Time one standard action Components V, S, M (a magnifying glass) Range: medium (100 ft. + 10 ft./level) Target: One piece of non-magical writing Duration instantaneous Saving Throw: Fortitude negates (object) Spell Resistance No Unattended objects do not receive a saving throw against this effect. The owner of an attended object may make a saving throw for the object in question. This spell allows the caster to absorb the information on one non-magical piece of paper from a distance in one round without actually reading the words. This spell functions normally in complete darkness, but the caster must still be able to target the object. Non-magical writing is not activated or revealed by this spell. Only the written information is revealed. Prediction School divination; Level: Sorcerer/Wizard 7, Druid 7, Cleric 7, Witch 7 Casting Time one standard action Components V, S, M Range: medium (100 ft. + 10 ft./level) Target: One creature Duration instantaneous Saving Throw: Fort negates; Spell Resistance Yes You can choose one target and predict their actions for the following round. This means that they must decide upon a single course of action and continue to attempt that action in their following round. If the target is unable to carry out the predicted action during the next round, they lose their turn. The target must continue to attempt their decided course of action even if doing so puts them in danger. Project Presence School enchantment [mind-affecting]; Level: Cleric 1, Bard 1, Druid 1, Sorcerer/Wizard 1, Inquisitor 1, Ranger 1 Casting Time 1 standard action Components V, S, Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration Concentration Saving Throw: Will negates Spell Resistance Yes The target of this spell is considered flanked by you as long as you are located opposite of another creature which is threatening the target. Unite Minds School divination [mind-affecting]; Level: Cleric 3, Bard 2, Druid 3, Sorcerer/Wizard 3 Casting Time 1 minute Components V, S, Range: touch Target: One creature touched Duration 1 hour/level Saving Throw: No Spell Resistance No This spell moulds together to consciousnesses of the caster and his/her target. They must remain in physical contact for the entire duration of the spell’s casting, afterwhich this spell functions at any distance. Silent messages and thoughts may be shared between the target and the caster as a free action. No common language needs to be shared between the target and caster. These messages do not need to be auditory or verbal in nature, visual images, scents, and tactile experiences may also be shared. Unite Minds, Greater School divination [mind-affecting]; Level: Cleric 9, Bard 6, Druid 9, Sorcerer/Wizard 9 Casting Time 1 minute Components V, S, Range: touch Target: One creature touched Duration 1 hour/level Saving Throw: No Spell Resistance No This spell functions as Unite Minds, except as listed above and here. In addition to receiving sensory input and sharing thoughts, the subjects may also relinquish control of their body to the other. Both targets must be willing to take part in this exchange. During this time, the subject giving up power may cast spells and take advantage of feats, and mental ability scores posessed by the other creature involved. The creature involved must physically qualify for these abilities and spell components must be provided by the “host” for any spells cast. The physical abiility scores, supernatural and spell-like abilities, and other physical attributes of the “host” remain unchanged. Vision School divination; Level: Druid 9, Cleric 9, Sorcerer/Wizard 9, Witch 9, Summoner 9 Casting Time 1 stanard action Components V, S, M (a crystal ball, magical or non-magical worth 50GP) Duration: instantaneous Saving Throw: No Spell Resistance No You may view the possible outcome of the future. You may see the results of all die rolls and decisions made in the following round and still choose to change them before you act. You must take the results of your final decision, even if the results are worse than what you “predicted” as an alternate future. Religion The world of Terra Vicis is in a severe disconnect to the outer planes. The deities of the Pathfinder Chronicles are recognized, but are rarely worshipped. Most races choose to devote themselves more generally towards broad virtues and towards the general alignment than to specific entities. The belief that one single creature can change the world seems arachaic in most societies of this world, and there have been few heroes yet exposed to prove otherwise. The melding of races also means that many historical views and racial prejudices have been lost overtime in favour of more liberal and open interpretations of religious scripts. The Gods in this land are, for most purposes, silent on this matter. Perhaps they do not exist, perhaps they do not care, or perhaps they are unable to reach this world. The churches of Terra Vicis tends to give blanket sermons for all different followers. The services tend to be generally about being good towards one another, working hard, and doing no harm. Gambling is generally abhored by most organized groups, and it is only seen in the most low and despicable taverns. Racial and Gender issues are simply not considered in this culture. Judgements are made based upon actions, not appearances. Services are held generally on a lunar calendar. New moon, half moon, and full moons all see a gathering of peoples as the sun sets to hear words of wisdom before sleep comes. In short, freedom of choice, in all its forms, is the greatest held virtue in this culture. The topic of necromancy is still frowned upon, but it is not seen as inherently evil. The burial of dead is not glorious, nor is it a great or ceremonious event. People are remembered not through a large tombstone, but through the oral history of a family and of the people who were influenced by the person who has passed on. They live on through their influence on the world around them. At the same time, one cannot simply go to a grave site and begin assembling an army for their own purposes. The rights to a body are surrendered after 150 years have passed. A body may be purchased for use from the church at the cost of 500GP. This process requires the buyer to state overtly and under scrutiny what their intention with the body is. Some farmers take some low level necromancy training in order to have loyal servants tilling the fields all day. These kinds of people are likely to surrender their bodies for immediate re-animation so that they may continue to aid the family after their death. Feat: Channel Neutrality Prerequisites: Neutral alignment along the good/evil axis, channel energy class feature Benefit: You may spend a full round action and two channel energy attempts to channel energy of the opposite alignment to what you normally are able to. Feat: Thick Channel Prerequisite: Channel Energy Class Feature, Character Level 8 Benefit: You may use a channel energy attempt to deliver the normal effects of the channeled energy to both living and undead creatures. If you channel positive energy, living creatures are healed and undead are harmed. If you channel negative energy, undead creatures are healed and living ones are harmed. Normal: You may choose to deliver channel energy to harm undead or to heal living (or vice-versa) but not both. Feat: Monk’s mastery, simple Prerequisite: Flurry of Blows Class Feature Benefit: You may use your flurry of blows ability while attacking with any simple melee weapon. This feat does not provide you with proficiency in those weapons, but it allows you to use them in a flurry. Normal: You may only flurry with a select list of weapons, which you are proficient with. Feat: Monk’s mastery, martial Prerequisites: Flurry of Blows Class Feature, monk level 5 Benefit: You may now flurry with any Martial weapon in your posession. This feat otherwise functions exactly like Monk’s mastery, simple. Monk’s mastery, exotic Prerequisites: Flurry of Blows Class Features, monk level 7 Benefit: You may now flurry with any Exotic weapon in your posession. This feat otherwise functions exactly like Monk’s mastery, simple. Races The core races of Terra Vicis live together without any form of dominant race or separation of peoples. This holds true only for the races presented as playable in the Pathfinder Core Rulebook. Monstrous humanoids and other unusual races are detested as being unclean abominations and perversions of the free races. The natural temptations of these races towards specific alignments is considered heinous and lacking in freedom. No race is more or less common than any other, of the core races. Racial heritage is still a strong influence for some, but these people tend to be seen as ignorant and close-minded by the rest of society. Event: The Melding of Races In the ancient times, it is said that all of the races were once one. A great tragedy struck and the different tribes of this original race splintered and went their own ways. Some dug into the earth and grew hardy and stout. This tribe went on to become dwarves. Others went into the trees and became one with nature. From these ancestors, gnomes and elves came to exist. In the present day, the races, after being so long separated by difference, are slowly being united. There are some members of the culture whos families have become so dilute that no one race dominates. These people are referred to as Protoss and they are presented below. Protoss This ancient race is the parental line of all humanoid races in the modern world. Physical Description:They have large tusks resembling orcs, mutlicoloured hair like gnomes, hairy feet like halflings, pointed ears and eyes like elves. Males are bearded like dwarves. Females are of fair skin like humans. Society: Their societies are organized into primitive hierarchies in tribes that span their pangean continent. Relations: Although primitive, they are less barbaric than one would expect. They communicate well with groups around them and do not fear the unknown. This latter quality changes severely after the null elementals are released into the world. They develop a paranoia as their parties are scatterad across the land and society collapses. Protoss do not posess racial hit dice. They are defined by class levels. Alignment and Religion: These people are incredibly varied in their beliefs and actions. Because Protoss are an early race, they tend to worship God’s of a pantheon devoted to their particular desires or interest at the moment. They believe that a God exists in all creatures and all objects, and each may be swayed to help an individual. This tends to result in some more neurotic and unusual groups splintering to worship a rock that crushed their enemy once in the past. Adventurers: In a society such as theirs, all Protoss are adventurers of some sort. Few tribes are stagnant and so the semi-nomadic style, the wars against the null elementals, and the resulting civil fractures mean that each Protoss individual will have some story to tell. Names: Names among the Protoss are given as a right of passage for great achievements and experiences. There is no differentiation in name between men and women. Often enough, the name will be contracted to an adjective then a noun, such as Spotted Hunter, or Red Water. Protoss Racial Traits Protoss gain a +2 bonus to one ability score to represent their varied nature. Medium: Protoss are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Protoss have a base speed of 30 feet. Protoss Luck: Protoss receive a +1 racial bonus on all saving throws. Keen Senses: Protoss receive a +2 racial bonus on Perception skill checks. Ferocity: Once per day, when a Protoss is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Protoss Magic: . Protoss with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the Protoss’ level. The DC for these spells is equal to 10 + the spell’s level + the Protoss’ Charisma modifier. Hardy: Protoss gain a +2 bonus to saves versus poisons and diseases. Society On the topic of society as a whole, there are a number of interesting differences that separate Terra Vicis from other worlds. These are simply to norm of daily life for its habitants and they bring no sense of wonder or second thought any more than would a man wearing a suit and tie to a formal occasion. Entertainment- Although most entertainment forms remain as they normally exist in other worlds, music is absent. Dance, art, oratory, and other talents all function without the aid of rhythmic meter and music as an independent form. Bugle horns and war drums still exist as sounds with functional use, but these sounds have never been thought of as giving pleasure. The perform skill in this world is limited to nonmusical forms. Supply and Demand- This continent’s ancient systems of governement, and economics are run inefficiently due to the simplicity of segregating different supply sources. Job creation is high due to the number of supply carts that must be moved across the lands to supply the public. In addition, this has been the standing tradition for many generations. The Great Plains supplies the world’s food. The Marshland’s Outpost maneuvers supplies around the world. Royaleton supplies the man power, the magic, and the research. These three powerhouses work together to maintain a functional society. Politics-Although Terra Vicis and Royaleton hold freedom in the absolute highest regard, the city-state of Royaleton lives under a monarchy. This is primarily because civil unrest has usually been calmed through diplomacy and compromise. The ruler, currently Kind Roland, is benevolent and cares deeply about his people as has been the care for centuries. The regional political systems do not move beyond the municipal level. This system may seem strange to an outsider, but the political system has been stable for such a long time that there are no more debates to be had, it seems. Reports are made annually of the ongoing state of affairs on different levels and the committees involved vote based upon sufficient evidence and logical decision making. The “central authority” of Royaleton is only in title. All other realms of the continent function independently of a higher control.