Homebrew Campaign Setting - Shifting Kingdoms (comments very welcome, please)

NEW FEATS

Deluded Cleric
You receive spells from your deity or philosophy through a fiendish entity. Thus, you have a special link to evil extraplanar beings.
Prerequisites: Nongood alignment, cleric level 1st.
Benefit: You can spontaneously cast summon monster spells to summon evil creatures instead of cure or inflict spells.

Foe of the Pit
You have special enmity toward fiends.
Benefit: You gain a +1 bonus on attack rolls against evil outsiders.

Improved Consecrated Weapon (Epic)
Your consecrated weapon gains greater power.
Prerequisites: Demonslayer level 10th, Cha 21+.
Benefit: Your consecrated weapon penetratesdamage reduction as an epic weapon.

Outer Influence
You have a small trace of Outermost ancestry, giving you a touch of their power over others.
Benefit: You gain a +2 bonus to Sense Motive and Diplomacy checks.

Outer Words
You have tapped into Outermost ancestry, giving you some of their power to command others.
Prerequisites: Outer Influence, spellcaster level 1st.
Benefit: Any language-dependent spells you cast have a +2 to their save DC.

Style of the Holy Strike
Your fists become consecrated.
Prerequisites: Ki strike (lawful), lawful good alignment, Cha 17+0
Benefits: Your unarmed strikes are treated as good weapons for the purpose of penetrating damage reduction.
 
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Races - Weil

Weil are a race that, anomalously, and unlike all other humanoid races, have declined over time. It is believed that this is due to a curse by Relch on the entire race.

WEIL
* +2 Dexterity, -2 Wisdom.
* Small: As a Small creature, a Weil gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
* Weil base land speed is 20 feet.
* +2 racial bonus on Bluff, Search, and Sense Motive checks.
* +2 racial bonus on saving throws against compulsion and charm effects. Weil value freedom deeply.
* +1 racial bonus on attack rolls with bows.
* Automatic Languages: Common and Weil. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
* Favored Class: Bard. A multiclass Weil’s bard class does not count when determining whether she takes an experience point penalty for multiclassing.
 

Miscellaneous Character Rules

Mortal characters cannot exceed 30th level. Only those with divine rank can reach 31st level or higher.

The dragon disciple, horizon walker, and mystic theurge prestige classes are unavailable in Tellura.
 

Diseases

Soulchill: This disease appears sporadically, with no detectable pattern. It can form major plagues. Its greatest danger is its magical nature: only magical means can cure it.

Inhaled DC 17, incubation period 1d6 days, damage 1d3 Con and 1d4 Wis. Unlike other diseases, soulchill continues until magically cured or until the victim reaches Con 0 (and dies).

Fiend Rot: A rare disease not seen outside the Pit of Dread until the demonic invasion of Eidrhelm. It is mainly transmitted by sac demonspawn. Those affected by fiend rot begin to suffer suppurating blisters, peeling skin, and a hideous odor.

Injury or inhaled DC 16, incubation period 1 day, damage 1d4 Str.
 
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Hazards

White Fungus (CR 1/2)

White fungus is a hair-like mold that grows in thick mats underground. Touching or handling a mat of white fungus deals 1d4 points of acid damage. 5 points of damage will destroy a 5' x 5' square of white fungus, but it takes half damage from cold and is immune to acid.


Death Lichen (CR 8)

Death lichen is indistinguishable from ordinary lichen unless touched. Any contact with death lichen inflicts 10d6 acid damage. 30 points of damage will destroy a 5' x 5' square of death lichen, but it takes half damage from cold and is immune to fire.
 

Cosmology - pt. 1

The cosmology containing Tellura is centered on three planes - the Central Planes of Death, Life, and Balance. Surrounding these is the ring of the Material Plane, itself enveloped in both the Ethereal Plane and the Plane of Shadow, and the four Elemental Planes, "above" and "below" the Material Plane. On the farther edges lie the four Corner Planes - Pit of Dread, Wild of Chaos, Halls of Companionship, and Citadel of Law. All of these fourteen are connected by the Astral Plane, the fifteenth of the known Fifteen Planes. Beyond the edge of the Astral is Anake, a not-quite-plane of creation and destruction, the timeless boiling, full of perilous powers and bizarre natives. It is said that those who can pass even through Anake can reach other cosmologies entirely, but that may be only a myth.
 

Cosmology - Central Planes

PLANE OF DEATH

The Plane of Death is frightening and dangerous. It is a dark void full of dead boulders ranging from the size of horses to the size of nations.

The very nature of the Plane of Death, infused with negative energy, can be fatal to those not protected.

The only known inhabitants, besides the shades of the weak or uncertain who were nevertheless cruel or evil, are undead. The Arbiter of Evil is said to dwell here.

The Plane of Death has the following traits.

* Objective directional gravity. Within 20 feet of a boulder, gravity pulls toward that boulder. Elsewhere, there is no gravity.
* Normal Time.
* Alterable morphic.
* Minor negative-dominant. On this plane, living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash.
* Enhanced magic. Spells and spell-like abilities that use negative energy are empowered (as if the Empower Spell metamagic feat had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already empowered, or can't be empowered, are unaffected by this benefit.


PLANE OF LIFE

The Plane of Life is beautiful and calm. It is a light-filled space full of floating tree-like plants ranging from the size of shrubs to the size of mountains. These plants produce extremely nutritious fruit.

The same light that feeds the plants of the Plane of Life is beneficial to mortals. Some with the ability to travel the planes use it to heal themselves.

The inhabitants, besides the shades of the weak or uncertain who were nevertheless kind or good, are ravids. The Arbiter of Good is also said to dwell here.

The Plane of Life has the following traits.

* Objective directional gravity. Within 20 feet of a tree, gravity pulls toward that tree. Elsewhere, there is no gravity.
* Normal Time.
* Alterable morphic.
* Minor positive-dominant. All individuals in the Plane of Life gain fast healing 2 as an extraordinary ability.
* Enhanced magic. Spells and spell-like abilities that use positive energy, including cure spells, are empowered (as if the Empower Spell metamagic feat had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already empowered, or can't be empowered, are unaffected by this benefit.

PLANE OF BALANCE

PLANE OF LIFE

The Plane of Life is moderate in all things. It is a space of mild, mingled shadow and light. Through the void float small rocks and miniature worlds - from the size of houses to the size of continents. These worlds are covered with plants.

The shadowy lighting has no special effect, unlike the void of the Plane of Death or the light of the Plane of Life.

The inhabitants are the shades of animals and of the weak or uncertain who were neither kind or cruel. The Arbiter of Neutrality is also said to dwell here.

The Plane of Neutrality has the following traits.

* Objective directional gravity. Within 20 feet of a rock or world, gravity pulls toward that rock or world. Elsewhere, there is no gravity.
* Normal Time.
* Alterable morphic.
* No elemental, energy, or alignment dominance.
* Normal magic.

SHADE (TEMPLATE)

The three Central Planes are the Planes of Life, Death, and Balance. Those creatures who die without having accepted any moral cause, even that of neutrality, spend their afterlives in the Central Planes, as do animals and other non-sentient beings. This is not based on alignment, but on degree of devotion. Those who were generally kind, perhaps good-aligned, go to the Plane of Life. Those who were generally cruel, perhaps evil-aligned, go to the Plane of Death. Those who were neither go to the Plane of Balance. Souls on the Central Planes take the form of shades. The shades are the Central Plane equivalent of the petitioners of the Corner Planes, but they are even less powerful.

CREATING A SHADE

"Shade" is a template that can be applied to any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin (the base creature). Its type becomes outsider.

Hit Dice: Change to 1d8. Retain bonus hit points.

AC: A shade uses no armor or shield. Otherwise unchanged.

Attacks: Base attack bonus is reduced to +1, subject to modifications for size and Strength.

Special Attacks: A shade loses all special attacks, but gains the following:

Wisdom Damage (Su): Any successful attack by a shade inflicts one point of Wisdom damage, as the shade saps the victim's certainty.

Special Qualities: A shade loses all special qualities, but gains the following qualities.

Immunities: All shades are immune to mind-affecting effects and polymorphing.

Resistances: The shade gains resistance 5 against cold and fire.

Travel Apathy: Shades suffer a -2 penalty to all skill checks, attack rolls, damage rolls, and saving throws if they are more than 50 miles away from their home on one of the Central Planes. If they are ever forced to leave the Central Planes (which they will never do willingly), this penalty increases to -6.

Saves: Base saving throw bonuses are +2.

Abilities: Same as the base creature, except abilities over 20 are reduced to 20 and abilities below 3 are raised to 3. Therefore, animals are more intelligent as shades than they were in life.

Skills: Shades have no skills. Previous skills are lost.

Feats: Shades have no feats. Previous feats are lost.

Climate/Terrain: Plane of Life, Death, or Balance.

Organization: Same as the base creature.

Challenge Rating: 1/2.

Treasure: None.

Alignment: Always neutral good, neutral, or neutral evil (depending on plane).

Advancement: None.
 

Halls of Companionship: The Halls of Companionship appear as a lush yet tamed Material Plane landscape, with green fields, flowery meadows, and verdant woodlands. Celestial animals roam the land. Good souls live simple, contented lives here. Great buildings of white marble, gold, and silver dot the landscape, within which dwell powerful celestials of all types and the souls of great mortals.
Deities of good alignment have their realms here. Tehnal’s realm, the Feast Hall of Youth, has the minor positive-dominant trait.
The Halls of Companionship have the following traits:
• Normal gravity
• Normal time
• Infinite size
• Divinely morphic
• No elemental or energy traits
• Mildly good-aligned
• Impeded magic (spells with the [evil] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost)
Wild of Chaos: The Wild of Chaos appears as an untamed Material Plane landscape. All its natural forces are magnified, larger than life. Here, deep forests abut vast glaciers larger than continents, and volcanic fires meet raging, tempestuous seas. The souls here are those that valued individuality and freedom over all else, as well as those who cared nothing for the rest of the world; they test themselves eternally against the dangers and challenges of this plane. Chaos beasts, demons and eladrins roam the Wild of Chaos, as do animals both celestial and fiendish (chaotic good or chaotic evil). Deities of chaotic alignment have their realms here; Surseli lives in her Sunny City, which possesses the strongly chaotic-aligned trait.
The Wild of Chaos has the following traits:
• Normal gravity
• Normal time
• Infinite size
• Divinely morphic
• No elemental or energy traits
• Mildly chaotic-aligned
• Impeded magic (spells with the [law] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost)
Pit of Dread: The Pit of Dread appears as a poisoned, polluted Material Plane landscape. Forests are inhabited by flesh-eating plants and fiendish animals; rivers, lakes, and seas are of acid, blood, or poison; cities are corrupt and covered by palls of smoke, and their buildings are carved of black basalt. Souls of evil mortals dwell here, eternally fearful and tormented, as do demons and devils under great fiend lords. Evil deities have realms here; Malrig’s Palace of Everlasting Death (with the minor negative-dominant trait) is deep beneath a pestilent, poisonous sea.
The Pit of Dread has the following traits:
• Heavy gravity
• Normal time
• Infinite size
• Divinely morphic
• No elemental or energy traits
• Mildly evil-aligned
• Impeded magic (spells with the [good] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost)
Citadel of Law: The Citadel of Law appears as an endless, well-ordered city of grey and rose-colored marble. Though its buildings and parks are beautiful, the policing inevitables are heartless, though not evil. Human souls who valued order above all else come here. Devils and archons do not war here (it is against the law), but dwell in separate regions. Just below the deities are the powerful devil nobles and archon knights. Lawful deities have realms here; the most famous is Gendrest in his Castle of Preserving Order (with the strongly lawful-aligned trait), a bluish palace 50 miles square.
The Citadel of Law has the following traits:
• Normal gravity
• Normal time
• Infinite size
• Divinely morphic
• No elemental or energy traits
• Mildly lawful-aligned
• Impeded magic (spells with the [chaos] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost)
Anake: Anake is an undifferentiated mass of grayish star-matter. It is the place/time out of which all other worlds were born, and into which all will eventually dissolve, in an eternal cycle. Small demiplanes are always budded from Anake; occasionally, one will continue to grow into a major plane.
Anake has no known active gods, but the banished gods Relcha and Htalk and the evil Outermost are imprisoned here. In addition, some planar travelers’ tales tell of the First Being, possibly divine or greater, planting the seeds of stars.
Anake has the following traits:
• No gravity
• Timeless: With respect to hunger, thirst, aging, and natural healing.
• Infinite size
• Divinely morphic: Anake matter can be altered and even shaped into planes by beings of divine status.
• No elemental or energy dominance
• Mildly neutral-aligned
• Enhanced magic: Conjuration spells are treated as empowered in Anake. The spell level and casting time are not increased.
 

Malrig (Maw of the Dead, Gulf of Death)
Greater Deity
Alignment: NE
Symbol: Seaweed-caked skull
Worshippers: Those fearing death or drowning, pirates, evil druids, warriors, evil plant creatures, evil fey, the undead
Portfolio: Death, disease, the sea, memory
Cleric Alignments: LE, NE, CE
Favored Weapon: Short sword
Domains: Death, Destruction, Evil, Water

Malrig appears as a tall humanoid male with scaled skin.

The Empire of Mordhelm is the main center of Malrig’s worship. Avatars of Malrig have been seen several times on the continent of Mordhelm.

Medium Outsider (Evil)
Fighter 30/Blackguard 10
Divine Rank: 17


Gendrest (Defender of the Laws, Honorable Warrior)
Greater Deity
Alignment: LN
Symbol: Concentric circles
Worshippers: Those hoping for redress, those in warm climates, monks, paladins, rulers, public officials, soldiers, warriors
Portfolio: Law, stone, time, war
Cleric Alignments: LG, LN, LE
Favored Weapon: Light mace
Domains: Earth, Law, Strength, War

Gendrest appears as a tall humanoid female with bronze skin, in full armor.

The southern part of Golhavna and the Pillars are prime centers of Gendrest’s worship.

Fighter 20/Monk 20
Divine Rank: 16


Tehnal (Healing Breeze, King of Winds)
Greater Deity
Alignment: NG
Symbol: Hand-shaped cloud
Worshippers: Those seeking a cure, paladins, good druids, healers, physicians, good plant creatures, good fey
Portfolio: Birth, healing, medicine, the air
Cleric Alignments: LG, NG, CG
Favored Weapon: Rapier
Domains: Air, Good, Healing, Protection

Tehnal appears as a noble, bearded king with pale blue skin.

Tehnal is worshiped in lavish temples in Golhavna and more simply by most folk throughout the world. In Mordhelm, his worship is forbidden and must be practiced in strictest secrecy.

Cleric 25/Fighter 15
Divine Rank: 17


Surseli (Free Flame, Ever-Changing Sun)
Greater Deity
Alignment: CN
Symbol: Flaming dice
Worshippers: Those in cold climates, those seeking freedom, rogues, gamblers, outlaws
Portfolio: Fire, freedom, sun, warmth
Cleric Alignments: CG, CN, CE
Favored Weapon: Morningstar
Domains: Chaos, Fire, Sun, Trickery

Surseli appears as a beautiful maiden made up of fire.

Surseli’s worship is common in Golhavna’ Northern Isles and even more so in Jottenhim and Thule. She manifested as an avatar in Thule during the Great Northern War, driving back both Golhavnan and Mordhelmin forces.

Bard 30/Barbarian 10
Divine Rank: 16


Wyral (Arcane Lord, Secret Master)
Greater Deity
Alignment: N
Symbol: Book split by bolt of lightning
Worshippers: Arcane spellcasters, scholars, students
Portfolio: Magic, learning
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Quarterstaff
Domains: Knowledge, Luck, Magic

Wyral appears as a humanoid of indeterminate race and gender, surrounded by lambent blue energy and carrying a magical rod.

Wizard 30/Loremaster 10
Divine Rank: 18

Wodeskar (Wood-Master, Lord of the Animals)
Greater Deity
Alignment: N
Symbol: Vine-draped antler
Worshippers: Druids, fey, rangers, woodsmen
Portfolio: Nature, animals, plants
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Sickle
Domains: Animal, Plant, Travel

Wodeskar appears as a humanoid of indeterminate race and gender, with bark-like skin and vine-like hair.

Druid 30/Ranger 10
Divine Rank: 18

Sonicha (Minstrel of the Gods)
Lesser Deity
Alignment: CG
Symbol: Harp and star
Worshippers: Tricksters, bards, those seeking fame
Portfolio: Fame, trickery, music
Cleric Alignments: NG, CG, CN
Favored Weapon: Kukri
Domains: Chaos, Good, Trickery

Sonicha appears as a rather short, round, jolly man with violet skin.

Bard 30
Divine Rank: 7

Grekka (Devourer of Nations)
Lesser Deity
Alignment: CE
Symbol: Knife dripping blood
Worshippers: Criminals, those seeking harm to a foe
Portfolio: Crime, destruction
Cleric Alignments: NG, CG, CN
Favored Weapon: Dagger
Domains: Chaos, Destruction, Evil

Grekka appears as a gaunt, scaled humanoid with fangs and claws.

Rogue 20/Assassin 10
Divine Rank: 7


Casalin (Divine Knight)
Lesser Deity
Alignment: LG
Symbol: Shield and stone
Worshippers: Paladins, good rulers, those seeking defense
Portfolio: Paladins, honor, defense
Cleric Alignments: LG, NG, LN
Favored Weapon: Longsword
Domains: Good, Law, Protection

Casalin appears as an armored knight with shining, golden eyes.

Paladin 30
Divine Rank: 7

Drakahist (Prince of Tyrants)
Lesser Deity
Alignment: LE
Symbol: Blood-red crown
Worshippers: Blackguards, evil rulers, those seeking power
Portfolio: Blackguards, tyrants, rulership
Cleric Alignments: LN, LE, NE
Favored Weapon: Battleaxe
Domains: Evil, Law, Strength

Drakahist appears as a huge, horned man in scorched armor, carrying a blood-drenched axe.

Fighter 30
Divine Rank: 7

Inactive Deities


Eth the Golden (Wealthlord)
Demi-deity (currently dead)
Alignment: N
Symbol: Two gold coins
Worshippers: Merchants, traders, those seeking wealth
Portfolio: Wealth, markets, trade
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Scimitar
Domains: Luck, Travel, Trickery

Eth the Golden appeared as a stout, plump human in rich robes.

Rogue 20/Bard 5
Divine Rank: 2


Relcha
Lesser Deity (currently banished)
Alignment: CE
Symbol: none
Worshippers: Evil beings, the insane
Portfolio: Madness, cruelty
Cleric Alignments: CN, NE, CE
Favored Weapon: None
Domains: Chaos, Destruction, Evil

Relcha appeared as a glacial monstrosity composed of bone, frozen blood, and ice. His form varied in size, but it often towered over castles, and in the final battle against the convocation of gods he became larger than a mountain.

He shaped the Lords of Ice. After he slew and consumed Eth the Golden, a demi-god of wealth, the gods in council decided to act against him. This banished him forever from Tellura.

Divine Rank: 6

Frehn
Demi-deity (currently imprisoned)
Alignment: NE
Symbol: none
Worshippers: Evil beings, the insane
Portfolio: Entropy, decay
Cleric Alignments: LE, NE, CE
Favored Weapon: None
Domains: Death, Destruction, Evil

Frehn appeared as a many-legged, many-fanged wormlike monster of great size.

He was imprisoned within a powerfully enchanted gem in -1846 AY by Ktar the Great, who could not wholly banish a demigod with full access to its powers.

Divine Rank: 2

Htalk
Demi-deity (currently banished)
Alignment: CE
Symbol: none
Worshippers: Evil beings, the insane
Portfolio: Rot, cannibalism
Cleric Alignments: CN, NE, CE
Favored Weapon: None
Domains: Chaos, Death, Evil

Htalk appeared as a half-liquid horror, part lava and part ash, monstrous in size.

His power was reduced to the lowest limits of godhood in the war of gods against Relcha. This allowed Ktar the Great to slay his form, banishing him, in -1846 AY. His lava blood fell into the sea, creating the Volcanic Isle and the volcanoborn that inhabit it.

Divine Rank: 1
 

Regions of Tellura:

The Far Southwest: This region is a large archipelago of rough, stony islands. The climate is tropical and wet, with heavy rains. Despite the abundant water, large trees are rare, because there is little soil available. Most of the isles are covered with low, tangled jungles and scrub. Common inhabitants are goblinoids, dinosaurs, plant creatures, and dire animals. The total area of the islands is around 120,000 square miles.

The largest island is the Volcanic Isle (50,000 square miles). This island was originally formed when the spilled lava-blood of Htalk melted into the world's crust, causing a huge outpouring of lava. This consolidated into the Volcanic Isle. From Htalk's blood, now mixed with native Telluran matter, were born the goblinoids. The Volcanic Isle is the most dangerous of the isles, filled with vulcanusauruses and volcanic trees as well as the normal beasts of the Southwest. Since the appearance of the Ever-Burning and his army, half-fiendish dire animals and dinosaurs, and lesser fiends are also found here.

Some of the northeastern isles have small towns. The total human population of the region is about 20,000.


Golhavna: Golhavna is a large island, 230,000 square miles, of moderate elevation. It lies about 2,000 miles northeast of the Volcanic Isle. It has mild summers and cool winters, more so in the north. The northern third of the island is thick forest where the elves dwell. The remainder of the island is farmland and towns, interspersed with groves of old oaks and young, fast-growing pines. This area is mostly inhabited by humans, but gnomes and Weil are also found here. Golhavna is mostly free of large or powerful monsters, but the smaller varieties of dire animals are still common in the elven lands and the northern portion of the human lands. Those coastal areas far from well-defended regions also must deal with incursions of goblinoids and gnolls.

Eidrhelm: Eidrhelm is slightly larger than Golnhavna and lies about 260 miles to its north. It is also cooler, and winters can be quite bitter. The northern portion of the island, north of the Feud River, is high mountains. Beneath these mountains are the few remaining dwarven strongholds, while human settlements and secret military camps are concealed in the high passes and canyons. The island is now ruled by the Ever-Burning and his demonic subjects. The Ever-Burning himself is a balor-like unique demon of immense power.

The Continent: Little known to most humanoids, the great continent, 9,500,000 square miles, east of the wide Crescent Sea is a rich but exceptionally dangerous land. Creatures of great power roam here; giants and dragons are quite common, and even such mighty creatures as brachyuruses and mu spores are not rare. Many Weil dwell here, but they are reduced to hiding from the vastly powerful beasts that dominate. Luckily for humanoids, the 3,000-mile-wide Crescent Sea stops most intrusions.

The continent's climates vary dramatically, from the ice-covered north ruled by white dragons and winterwights through the broad forests and grasslands of the temperate zone, home to giants and the mighty force dragons, to the Torrid zone, south of the tropics, of intense heat. Here, only fire creatures are found. The boundary between the mere tropical deserts and the Torrid zone is marked by a mountain range of incredible height and steepness. Those passing over the crest of the range immediately find themselves suffering the effects of the Torrid zone. In the Torrid zone, the heat is so great that paper, oil, tinder, and other highly combustible materials catch fire and water boils. Creatures and objects in the Torrid zone take 1d6 points of fire damage per round.
 
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