Terra Vicis

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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.
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