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Mathemagics
2014-04-19, 06:04 PM
Introduction

Vesper is a low-magic world setting with a healthy dose of gothic horror (and maybe just the occasional Unspeakable Thing); it is in many ways similar to the late-medieval era of Earth's history, though decidedly darker, both literally and in terms of the outlook of its inhabitants. The sun and moon shine a little less bright than our own, the wind bites a little more coldly, and the half-imagined shadowed shapes seem just a tiny bit more real. Magic is rarely seen and almost universally feared or distrusted, and the gods are few in number, impersonal and distant. The prevailing attitude of the inhabitants of this world is one of pragmatic pessimism, where overt displays of altruism and idealism are more than likely to be met with skepticism, suspicion, or outright contempt than with thanks or praise. Humanity, for all its achievements, is not master of its domain, and remains subject to forces beyond its control, breeding distrust and fear against that which is different or foreign. Life is hard, bleak, and all too often cut short by misfortune. And you'll be considered lucky if your body doesn't try to get back up after you're done with it...

Welcome to the primer for my homebrew world of Vesper! Rather than a single lengthy campaign, my intention is to use this world as a backdrop for a series of shorter modular scenarios all sharing a common setting. To that end, the main purpose of this introduction is to provide a bit of a guide to the history and nature of Vesper, as well as highlight the mechanical changes that differentiate it from the conventional Pathfinder game. Feedback is always appreciated, so feel free to leave comments and suggestions (particularly with regards to the homebrew mechanics, as balance can always be a tricky issue to get right). If anyone should happen to be interested in using this setting to run a game of their own, I'd be more than happy to allow it, with the one caveat being that you first ask permission before doing so.


Setting

Vesper is a world insulated from the various Elemental and Outer Planes, resulting in a natural dampening of all things magical. While such forces still manage to filter through to the material plane itself, their effects are felt far less strongly than in other realms. Similarly, Vesper's isolated position causes it to be largely free of interplanar influence, whether that comes in the form of travelers from other worlds or various outsiders. At the same time, this insulated connection is also what causes Vesper to be a world somewhat weaker in nature; its sun is lacking when compared to other worlds, resulting in a brightness approximately one fourth weaker than expected and a length of day several hours shorter than average. This sense of diminished vitality seems to trickle downward, resulting in a land that, while still habitable, only grudgingly yields its harvest.

Much of the story in this campaign setting takes place in and around the Grand Duchy of Alathania, a nation situated in the northeast of the continent of Mir. Mir could be considered roughly analogous to Earth's Europe during the 15th and 16th centuries in terms of technology, politics, geography, and culture. Additional information about Alathania, as well as some of the surrounding kingdoms, is given below.


Alathania is a very old and ancient land. While properly recorded human settlement of the region goes back at least some 800 years, it is estimated that nomadic tribes had already been traveling the area for at least 500 years prior. This is to say nothing of the nonhuman inhabitants who populated the region in the centuries predating human arrival. The Grand Duchy is fairly isolated geographically, and shaped predominantly by the valleys lying between various mountain ranges. Much of the land is untouched wild and covered in dense pine forest, with the only readily habitable areas lying along the riverlands that house three quarters of its population. In the north, the Whiteback Mountain range which marks the Duchy's formal border serves to shield against the freezing arctic winds while the Sunshadow Mountains to the west act as a barrier to weather systems; the result is a region marked by cold and wet weather much of the year. (In fact it would readily become swampland if not for the excellent drainage provided by the hilly terrain.)

For the most part, Alathania is viewed as rather backwater by outsiders, a reputation not entirely undeserved. While the inhabitants can be determined and hard-working, they are also stubborn, slow to change, and generally rough in manner and lacking in nicety. This is somewhat more true of the isolated northern counties than it is of the marginally more cosmopolitan south. Alathania also has somewhat of a reputation for xenophobic communities who are particularly distrustful of outsiders or nonhumans, even by the already high standards of Vesper. Again, this stereotype tends to become more accurate the further north one travels.

The Grand Duchy of Alathania is a relatively young nation, having declared independence from the neighboring Kingdom of Ivabar approximately 250 years ago. Prior to this rebellion, the state had existed as a part of the kingdom for nearly three centuries, and had consisted of the counties of Alithu, Morvadia, and Silessa; eventually the nearby counties of Bolesav and Messen were occupied and incorporated into the duchy over the course of the rebellion, a fact which continues to foster Ivabaran resentment to this day. That said, time and the passing of several generations has allowed tensions to cool somewhat, and the prevailing opinion among most in Ivabar is that any attempt to reclaim Alathania would be more costly than what would be gained.

Alathania is a feudalistic absolute monarchy, headed by a Grand Duke or Duchess, who simultaneously holds the title of Count or Countess of Alithu. Beneath this figure are the Counts, responsible for overseeing the governance of the counties of Morvadia, Silessa, Bolesav, and Messen. Below the counts are the Hetmen, barons and mayors who represent and supervise various fortifications and settlements, respectively. As a whole, the Counts and Hetmen are known collectively as boyars. Since its independence, Alathania has been ruled by the House of Corvinus; the current head of state us Sylvia Angeline Katarina Corvinus V.



Steeped in a long history and military tradition, Ivabar is the quintessential knightly kingdom. Originating from a collection of feudalistic states, the kingdom underwent a period of rapid conquest and expansion following the collapse of the Ursinas Empire until it had grown to become the dominant power in the world, a position it maintained for some two hundred years. The Ivabar of today is not the uncontested giant it once was, having been checked by the rise of nations such as Alathania and Malduvau to the east, the Ursinas League in the north, and Vasconia to the south, but it still remains one of the largest and most influential countries in the world.

Due to its large geographic size, Ivabar covers a wider range of climate than many of its neighbors, ranging from tundra in the north to almost mediterranean in the south. The kingdom is blessed with large swathes of open grassland and plains, cut through in various areas with large arable riverland, allowing the kingdom to support a particularly large population (and army). Plentiful natural resources such as iron and forests are found in the north and eastern regions near the border with Alathania, providing ample material to fuel a thriving economy.

Ivabar's relations with neighboring states could be described as chilly at best, probably due to the fact that they've all been at war at least once in the past or used to be part of the massive kingdom. And when one considers its size, power, and resource, Ivabar has little reason or motivation to even attempt at being friends; even if suddenly confronted with enemies on all sides, there's a reasonable chance it could come through such a conflict relatively unscathed. Granted, the kingdom has mellowed out somewhat over the past couple hundred years, at least to the point that open antagonism has given way to a cold indifference. Ivabar does, however, continue to harbor an old grudge towards Alathania for its past rebellion, but the prevailing political climate makes attempts at revenge anything but a worthwhile prospect.



Where Alathania is by and large an inland nation, the Republic of Malduvau is a predominately maritime state. Lying to the east and south of Alathania, the republic is notably smaller in size and is decidedly lacking in workable land, most of it being too rocky for agriculture; this in turn has forced its inhabitants to seek their living from the sea. Most of the population lives along the rather ample coastline, particularly the inner edge of the Roaring Bay, or in strategically placed port cities designed to facilitate long-distance trade. Malduvau has also been known to purchase parcels of land in other major coastal cities around the world and construct combination trading port-embassies, owned and staffed by Malduvan citizens, effectively granting them a near-global mercantile empire.

Relations between the Republic and the Grand Duchy of Alathania are generally friendly. Despite differences in opinion and culture, both states recognize that they are far stronger as allies than they would be as enemies, especially with the potential threat posed by the neighboring Kingdom of Ivabar. Separately, the Grand Duchy and the Republic would make relatively easy targets for the Ivabaran powerhouse, but together their combined strength has historically proven to be a deterrent against conquest.



The Ursinas League is a collection of independent city-states and their surrounding lands, the remnants of a once-unified empire that lasted nearly a thousand years. The majority of the members of the League have done surprisingly well for themselves following the breakup of the empire, and they collectively constitute one of the major political forces of Mir. It is thought that, were the city-states to put aside their near-constant internal squabbles, they would easily dominate the entire northern half of the continent. As is, the only times the visible cooperate are when one of their constituent members is threatened by an external force, at which point grudges are momentarily put aside while the offending outsider is dealt with.

Due to their near-constant power struggle with their sister-nations, the city-states of the League are among the most innovative and adaptable political entities in the world. The technologies found within the Grand Cities of Viek, Comsova, Vorodogn, and Saedos are several decades ahead of the surrounding kingdoms, and political maneuvering has supplanted force of arms as the weapon of choice for those in power.

Alathania only shares a small border with the easternmost edge of the Ursinas League, its territory brushing up against the city-state of Sovivald-kot near the Rime Sound. Relations between the Duchy and the League are by and large indifferent; neither sees much reason to particularly favor or dislike the other, but may consider to intervene in a situation which could bring them personal benefit. Their shared border is minor enough and in such an isolated and inhospitable region that there is no record of conflict due to proximity and not likely to be one in the foreseeable future.




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Magic

In Alathania, and indeed much of the known world, magic is a thing to be feared. A risky tool in the hands of even the skilled and a danger when possessed by the ignorant and inexperienced. Many in Alathania shun magic-users outright, as their encounters with the arcane are more often than not with malevolent practitioners of the craft. Even those wielders of magic who succeed in winning over the trust of the locals are treated with a mixture of reverence and fear for the awesome power they command. Still, those capable of mastering magic are few and far between, and those who employ it to benevolent ends fewer still.

Due to its great potential for misuse and prevailing prejudice against it, magic is a thing highly regulated in Vesper. There is only one authorized institution for magical study in Mir, the Silver College, which oversees all licensed forms of magic. As a requirement for enrollment, prospective mages must submit to being branded with the Collegiate Seal on either their forehead or the inside of their left palm. Intentional obscurement of this emblem by any means, magical or mundane, is punishable by death. The purpose of the brand is twofold, first to readily identify the individual as a mage (with all the social stigma it entails) and secondly to assert that they are a certified and authorized wielder of magic, under the supervision of the Silver College.

Not all those with an affinity for spellcasting seek admission to the College; indeed, many openly resent the idea of being forcibly ostracized by the greater population in order to practice their talents and operate on the fringes of society outside of the control of the College. Yet freedom from the 'repressive' institution is a risky venture, as an unbranded mage is an unprotected mage, vulnerable to the fear and suspicion of the masses.

Any character with levels in an arcane casting class must choose at creation whether they are 'Branded' or not. Those who are Branded are by definition part of the Silver College, and bound to its authority; at the same time they enjoy a small measure of grudging acceptance in most of society due to their 'official' status and are less likely to be targeted by an angry mob than if they were not. Those who reject the brand are independents, unaffiliated with any organization beyond what they form themselves; lacking an external mark they are capable of passing as 'normal' in society if they wish, but often face dire consequences if their secret is found out. Regardless of whether the character is Branded or not, all individuals capable of utilizing magic face prejudice and suspicion from the majority of the population, and should exercise prudence and caution when it comes to overtly magical displays.


Religion

Religion is in an odd place within Vesper. On the one hand, gods certainly exist (at least a few of them), as evidenced by the divine magic bestowed to especially devout priests. On the other hand, the gods themselves are impersonal and distant, almost never choosing to intervene or establish contact with mortals. The prevailing opinion of the general populace tends towards the skeptical much more readily than the devout, yet at the same time superstition runs rampant.


The most popular religious following by a decided majority, the Church of Illumination serves as the primary organization for the adherents to the faith of the Eternal Luminescence. Foremost among the tenants of the Church is that light in all forms is sacred, and that caused by fire especially so; light represents revelation, security, truth, and healing, and it is the mission of the church to spread this light to the world. Oddly enough for a particularly cynical world, this dominant faith is probably the most idealistic and altruistic of Vesper's handful of religions, adhering to the firm belief that while there is darkness and despair aplenty, salvation can still be found within the circle of light.

As a highly organized faith, the followers of The Eternal Luminescence can be grouped into three main branches, though this is not an exhaustive list.


The main institutional body of the followers of the Eternal Luminescence, it is headquartered at The Pharos, a massively towering edifice combining aspects of lighthouse, temple, and port city located on an island within the center of the Sea of the Second Sun. The intensity of the great light atop the central peak, combined with the lesser ceremonial fires maintained throughout the structure, causes both the island and the surrounding seas to exist in a constant state of artificial noon. As an organization, the Church is primarily concerned with the cleric aspects of their religion, such as the administration and supervision of the various churches, evangelizing, and ministering to its followers.



A religious chivalric body of knights, the paladins of the Daybreak Watch comprise the main military arm of the Church of Illumination. Originally founded by a group of Ivabaran nobles, their base of operations has remained in the old capitol of Aarkan, though they also maintain lodges in several other major cities throughout the continent. The primary mission of the Watch is the protection of the faithful from the threats imposed by darkness and dedication to a strict code of honorable self-conduct. Oftentimes, members of the Daybreak Watch will serve as bodyguards for high-ranking clerics or those assigned to tasks designated as particularly hazardous. While they operate with the blessing and sanction of the Church, the paladins technically remain an independent entity in their own right, and thus can also often be found serving in advisory roles to political rulers, at least providing those rulers' aims do not conflict with their stringent code of ethics.



Those counted amount the membership of the Order of the Pyre are decided less optimistic than their brothers in faith from the other branches of the Church. Notably fewer in number than other religious institutions, the agents of the Order are specially trained and equipped to confront the threats posed by the undead and other fell creatures which plague the world. Possessing a ruthless pragmatism, it often falls to the Order to execute the difficult decisions required for the common good, a stance that has earned them a particularly grim reputation. Unlike the Church or Daybreak Watch, the Order does not maintain a fixed base operations, and is instead spread out across multiple small lodges. Each of these lodges has one or two agents assigned full-time to its upkeep while the remainder constantly travel between them, pursuing whatever course of action they deem necessary.




Originally a dwarven philosophical system, over time it has been expounded upon to the point that it has developed into a comprehensive set of ethical teachings. At its core lies the belief that everything is composed of two opposed urges, Boldt (Creation) and Belkt (Destruction); these primal forces are complementary, each naturally flowing into the other in a constant cycle. As both creation and destruction are necessary and natural elements of being, one must not dwell overmuch on one phase, remembering that all things are temporal and will transition and that everything has its place and time in the cycle. The greatest wrong then is to become overly-fixated with a single urge, as this stagnates the cycle and leads to an upsetting of the balance. While most popular with dwarves, it has gained considerable following among the more pragmatically-minded of humans, who appreciate it's simple acceptance of life's ups and downs and minimalistic tenants.


The philosophy of Boldt and Belkt is largely decentralized and lacks an authoritative voice; the largest organized institutions within the faith, however, are the The Makers and The Breakers. Both of these orders are dedicated to the facilitation of one of the two primal urges of creation and destruction, and their followers expedite them where possible; this often leads to misunderstanding in outsiders, as none of the members of these brotherhoods consider their focus inherently superior or of greater importance, nor do they go to unnecessary lengths to carry out the ideals of their chosen force. The actual followers found among these orders also cover a great range of occupation and talent, as one's outlook and motivation determine their admittance, not their ability. Thus, one is just as likely to find a farmer among the ranks of The Makers as they would a healer, and a merchant might join The Breakers just as readily as a great warrior.




A faith which eschews the traditional religious creeds and tenants, instead focused on self-discovery and personal enlightenment, it was formed from the teachings of an enigmatic traveler known only as The Wayfarer. Whether this individual was truly a god, or merely some mortal possessing a spark of the divine is unknown, but ultimately is of little important to his followers. The faith of the Wayfarer holds that a personal liberation from society's conceptions of right and wrong represents true freedom and the only rightful good; once freed from such constraints, the individual decides in their own mind what constitutes right and wrong, good and evil. Thus, for an enlightened adherent to the faith, what they determine to be good is good for them and no one has the right to impose judgment; conversely, to turn around and do the same to another would be anathema. Those who go to such extremes in belief almost inevitably end up adopting a nomadic lifestyle or relocate to the wilderness as ascetic hermits, as they find themselves unable to submit to conventional systems of law and order for any substantial length of time.



The predominant belief system among the werewolf race, it also has some adherents among other races in places were lycanthropes are common, but is relatively unknown in more civilized regions. At its core, the Seima Wiara (Faith of the Kin) is a form of ancestor worship combined with shamanic practices focused on the connection between one's past and the present world. When a werewolf is judged to particularly embody one or more of the virtues of the race, they are elevated to the status of an honored spirit after death and accorded the appropriate reverence and memory. While individually nowhere near the level of traditional gods, together this collective pantheon could be considered to have ascended to a rank approximately equivalent in influence to a conventional deity. While the various spirits remembered among The Ancestors are numerous and only recorded in entirety by the shamans, each pack tends to adopt a number of patron spirits who they feel impart a unique degree of favor. In particular, nearly all werewolves observe the veneration of The Alpha, The Mother, and The Hunter.



Sources disagree on the exact origin of the being known as the Nightlord. Some hold to the belief that it is the personification of the darkness that permeates the world; others contend that it is in fact the first vampire, ascended to an immortal demigod-like state, while still others would argue that the Nightlord is the true creator and master of Vesper. Regardless, these differing accounts do agree at least on the general nature of the god, a creature of darkness, dreadful to behold. Worshiped primarily by the fell creatures of Vesper as their patron lord, the Nightlord is regarded as an incarnation of death and horror. Yet despite this, there are counted among his followers representatives from the supposedly civilized races, mortals driven mad with despair or the lust for power. It is thought that the Nightlord is capable of bestowing dark and forbidden magics to those who earn his favor, and even the mere suggestion of the depraved rituals carried out by his cultists are enough to make even the most hardened of Vesper's people shudder in disgust. Unsurprisingly, there is no centralized religion dedicated to the Nightlord, only independently-operating cabals or cults of varying size, each of which endeavors in its own way to catch their master's eye.






Deity
Alignment
Domains
Subdomains
Favored Weapon
Holy Symbol


The Eternal Luminescence
Lawful Good
Glory, Good, Law, Protection, Repose, Sun
Day, Defense, Heroism, Honor, Light, Loyalty
Longsword
An ornamental and stylized tongue of flame


Boldt and Belkt
True Neutral
Artifice, Death, Destruction, Healing, Protection, War
Blood, Catastrophe, Construct, Defense, Murder, Purity, Rage, Restoration, Resurrection, Tactics, Toil
Warhammer
An anvil, with a broken one mirrored below


The Wayfarer
Chaotic Neutral
Chaos, Liberation, Luck, Travel, Trickery, Weather
Curse, Deception, Exploration, Fate, Freedom, Revolution, Seasons, Storms, Trade, Whimsy
Longbow
A cloud pierced with an arrow


The Ancestors
Chaotic Good
Animal, Community, Liberation, Nobility, Plant, Strength
Decay, Family, Feather, Ferocity, Freedom, Fur, Growth, Home, Leadership, Resolve
Falchion
A threefold helix spiral


The Nightlord
Neutral Evil
Darkness, Death, Evil, Madness, Magic, War
Arcane, Blood, Divine, Fear, Insanity, Moon, Murder, Night, Nightmare
Scythe
A black star imposed over a scarlet moon





Races

Humans are far and away the dominant race on Vesper, but they aren't entirely alone either. Whether this was always the case or not is a matter of esoteric debate, but what is a certainty is that only those races which bear some resemblance to humans remain in normal society. The opinions towards nonhuman races varies by region and population, ranging from a generally accommodating acceptance, to indifference, to dislike. Unless otherwise noted, the general physical features of a race remain unchanged from their standard interpretation.


The humans of Vesper constitute a wide variety of ethnicities and nations; this combined with the relatively small minority of nonhumans, causes most to categorize themselves by nationality or culture. While Mirrish (Common) is often used as a language of trade, diplomacy, and writing, there are also many regional tongues and local dialects. Common is sufficient in larger cities, but it becomes increasingly more difficult to communicate without knowing the local language as one travels outward into more isolated areas.

A human character has the following racial features:

+2 to an ability score of their choice
Medium-sized, humanoid with the human subtype, and a 30 foot move speed
Begins play speaking Common and the language of their home nation (e.g. Alithu, Ivabaran, Malduvan). They have no restrictions for selecting languages based on a high starting Intelligence score (except for secret languages).
Selects a bonus feat at level 1.
Gains an additional skill rank each level.




Of all the nonhuman races of Vesper, dwarves have been the most successful and have found the greatest acceptance socially. It helps that they're really not so different from humans themselves, except being shorter, hairier, and perhaps with a bit of a metal fixation. Most humans will even readily admit that dwarven craftsmanship is generally of a better than average quality, which really is saying something when one considers the racially-prejudiced climate. The majority of dwarves live underground in large hive-like city structures, each city distinct and connected to others via subterranean highways. All dwarves are subjects to the Low King, the ruler of all below the ground, despite the fact that they may live thousands of miles of away from the capitol city (or even on the surface). Beyond their collection of cavernous mega-cities, innumerable family and clan settlements dot the mountainsides throughout the world, each a small self-contained community which typically integrates itself socially with the local human population. Some dwarves also take up residence among humans in their towns and cities, and often act as go-betweens in trade or other dealings.

For player characters, there are three distinct subcategories of dwarves: Kaskla (Mine), Syvys (Deep), and Eyta (Surface). The Mine dwarves are those who live in small to medium-sized family or clan units in independent mining caves around the world. They generally keep to themselves, but are not unfriendly towards outsiders and will often venture to the nearest human settlement to procure supplies or to sell raw ore and other metal wares. Deep dwarves are those who spend the majority of their lives residing and working in one of the massive subterranean cities; it generally requires a special task or reason to compel a Deep dwarf to leave their underground home for the surface. Finally, the Surface dwarves are those who eschew a traditional dwarven lifestyle for one similar to humans; these dwarves can most often be found integrated into the local population (often taking up the role of the village blacksmith or similar) or traveling between various settlements peddling goods or services.

A Kaskla Dwarf (Mine Dwarf) has the following racial features:

+2 Constitution, +2 Wisdom, -2 Charisma
Medium-sized, humanoid with the dwarf subtype, and a 20 foot move speed not reduced by encumbrance or armor
Begins play speaking Common and Dwarven. They are restricted to the following when selecting starting languages based on high intelligence: Alithu, Giant, Goblin, Halfing, Orc.
Darkvision 60 feet
+4 dodge AC against creatures with the giant subtype.
+1 racial bonus on attacks against goblinoid or orc subtypes.
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+4 racial bonus to CMD against trip and bullrush while standing on the ground.
+2 racial bonus on perception checks to notice unusual stonework.
Is proficient with heavy picks and treats any weapon with “dwarven” in its name as a martial weapon.


A Syvys Dwarf (Deep Dwarf) has the following racial features:

+2 Strength, +2 Wisdom, -2 Charisma
Medium-sized, humanoid with the dwarf subtype, and a 20 foot move speed not reduced by encumbrance or armor
Begins play speaking Common and Dwarven. They are restricted to the following when selecting starting languages based on high intelligence: Alithu, Giant, Goblin, Halfing, Orc.
Darkvision 60 feet
+4 dodge AC against creatures with the giant subtype.
+1 racial bonus on attacks against goblinoid or orc subtypes.
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+4 racial bonus to CMD against disarm and bullrush while standing on the ground.
+2 racial bonus on survival checks made underground.
Is proficient with battleaxes and treats any weapon with “dwarven” in its name as a martial weapon.


An Eyta Dwarf (Surface Dwarf) has the following racial features:

+2 Constitution, +2 Intelligence, -2 Dexterity
Medium-sized, humanoid with the dwarf subtype, and a 20 foot move speed not reduced by encumbrance or armor
Begins play speaking Common and Dwarven. They are restricted to the following when selecting starting languages based on high intelligence: Alithu, Giant, Goblin, Halfing, Orc.
Darkvision 60 feet
+4 dodge AC against creatures with the giant subtype.
+1 racial bonus on attacks against goblinoid or orc subtypes.
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+4 racial bonus to CMD against grapple and bullrush while standing on the ground.
+2 racial bonus on appraise checks for nonmagical goods.
Proficient with warhammers. Treat any weapon with “dwarven” in its name as a martial weapon.




When most humans think of halflings, they tend to think of them as deformed humans, perhaps the result of some sort of ugly inbreeding in the distant past. While incorrect, this misconception has nonetheless resulted in the race as a whole bearing something of a social stigma against it. Except for particularly insular communities, most humans will tolerate the presence of halflings, but they won't like it. This has led to many halflings adopting a semi-nomadic lifestyle, traveling from one city to another in large caravans formed from multiple families. Over time, this has developed the stereotype that halflings are inherently untrustworthy, and naturally inclined towards deception and thievery, a reputation which unfortunately is not always untrue.

Similarly to dwarves, halflings are posed with the dilemma of clinging to their traditional heritage and lifestyle or assimilating as best they can with the dominant human culture. Those who remain with the caravans tend to avoid humans when possible so as to prevent any chance for conflict. Meanwhile, those who opt to live among humans try as best they can to make a living, often on the margins of society.

A Caravan Halfling has the following racial features:

+2 Constitution, +2 Charisma, -2 Strength
Small sized, humanoid with the halfling subtype, and a 20 foot move speed.
Begins play speaking Common and Halfling. They are restricted to the following when selecting starting languages based on high intelligence: Alithu, Dwarven, Giant, Sylvan.
Low-light vision
+2 racial bonus on perception checks
+1 racial bonus on saving throws
+2 racial bonus on saves vs illusions (stacks with the above bonus to saving throws)
+2 racial bonus on handle animal and ride checks


A City Halfling has the following racial features:

+2 Dexterity, +2 Charisma, -2 Strength
Small sized, humanoid with the halfling subtype, and a 20 foot move speed.
Begins play speaking Common and Halfling. They are restricted to the following when selecting starting languages based on high intelligence: Alithu, Dwarven, Giant, Sylvan.
Low-light vision
+2 racial bonus on perception checks
+1 racial bonus on saving throws
+2 racial bonus on saves vs fear (stacks with the above bonus to saving throws)
+2 racial bonus on bluff and sleight of hand checks




Birthed from the union between a hag and her coerced lover, changelings are almost universally shunned and hated... providing their true parentage is ever found out. While their differently colored eyes are a near-certain giveaway, the truth is that most people who encounter such individuals are likely to be completely ignorant of this fact. It helps that hags tend to live in the wilds and only venture near to the very fringes of civilization, where humans tend to be less than optimally educated. As a result, there are quite a few foster parents who end up raising the abandoned girls left on their doorsteps in blissful ignorance of the child's true heritage. Perhaps the one place in society changelings find any measure of acceptance as they are is within the Silver College, for all changelings have an innate talent for magic and make for ideal students.

While all changelings share an affinity for magic, this predisposition manifests itself differently in each individual, often based on the heritage from their mother. In Mir, the most common changelings are those whose mother was a Green Hag, followed by Night and Blood Hags.

A Green Hag Changeling has the following racial features:

+2 Wisdom, +2 Charisma, -2 Constitution
Medium sized, humanoid with the changeling subtype, and a 30 foot base speed.
Begins play speaking Common and foster parents' language. They are restricted to the following when selecting starting languages based on high Intelligence: Alithu, Draconic, Dwarven, Giant, Halfling.
Darkvision 60 feet
+2 racial bonus on concentration checks
+2 racial bonus on diplomacy checks
+1 to the DC of any enchantment spells cast. If their Charisma is at least 11, they may use the following as spell-like abilities once per day: Daze, Enhanced Diplomacy, Charm Person.


A Night Hag Changeling has the following racial features:

+2 Intelligence, +2 Wisdom, -2 Constitution
Medium sized, humanoid with the changeling subtype, and a 30 foot base speed.
Begins play speaking Common and foster parents' language. They are restricted to the following when selecting starting languages based on high Intelligence: Alithu, Draconic, Dwarven, Giant, Halfling.
Darkvision 60 feet
+2 racial bonus on concentration checks
+2 racial bonus on spellcraft checks
+1 to the DC of any necromancy spells cast. If their Wisdom is at least 11, they may use the following as spell-like abilities once per day: Bleed, Touch of Fatigue, Deathwatch.


A Blood Hag Changeling has the following racial features:

+2 Intelligence, +2 Charisma, -2 Constitution
Medium sized, humanoid with the changeling subtype, and a 30 foot base speed.
Begins play speaking Common and foster parents' language. They are restricted to the following when selecting starting languages based on high Intelligence: Alithu, Draconic, Dwarven, Giant, Halfling.
Darkvision 60 feet
+2 racial bonus on concentration checks
+2 racial bonus on bluff checks
+1 to the DC of any spells with the fire descriptor cast. If their Intelligence is at least 11, they may use the following as spell-like abilities once per day: Light, Spark, Flare Burst.




Much like changelings, dhampir are only able to exist in human society thanks to ignorance. Passing for normal humans as well as they can, these 'half-vampires' typically live in a near-constant fear of being revealed and executed by a fearful and misunderstanding mob. Contrary to popular belief, dhampir are not only born from a vampire-human union or their mother being infected with vampirism while carrying her unborn child; sometimes simply being fed upon by a vampire is sufficient to cause an individual to transform into a dhampir. There are also cases where a turning fails, either due to some fluke on the vampire's part or a particularly strong-willed victim who refuses to submit to the curse's full influence; in such scenarios, a dhampir is created instead of a proper vampire. Certain vampiric bloodlines may run stronger in one dhampir compared to another, resulting in someone who more readily displays the physical traits of their “sire”; alternatively, the bloodline may be so muddled as to be unrecognizable, resulting in a “mutt”.

Among scholars, there are noted to be as least four distinct vampiric bloodlines: the Moroi, the Strigoi, the Nosferatu, and the Lilim. The Moroi most closely resemble the classic idea of a vampiric noble, often focused on living out their unlife in the comforts of luxury. The Strigoi hold the greatest affinity for death among vampires, and tend towards graveyards and other similar places of repose where they can practice their necromantic study undisturbed. The Nosferatu are infamous for their hideous appearance and pestilence-ridden form; their aberrant appearance often confines them to isolation, as venturing too close to civilization risks revelation. The Lilim are the most enigmatic, and there is even dispute as to whether the bloodline still remains in existence; most evidence points towards them being similar in disposition to the Moroi, though gravitating more towards the ruling aspect of nobility than the enjoyment of privilege.

A Dhampir Mutt has the following racial features:

+2 Dexterity, +2 Charisma, -2 Constitution
Medium sized, humanoid with the dhampir subtype, and a 30 foot base speed.
Begins play speaking Common. They have no restrictions for selecting languages based on a high starting Intelligence score (except for secret languages).
Darkvision 60 feet and low-light vision
+2 racial bonus on saving throws against disease and mind-affecting effects
Is healed by negative energy and hurt by positive energy.
Is dazzled in bright light and takes a -2 penalty to all spells with the light descriptor.
+2 racial bonus on bluff and perception checks
May use Fog Cloud as a spell-like ability once per day.


A Moroi-Blooded Dhampir has the following racial features:

+2 Strength, +2 Charisma, -2 Intelligence
Medium sized, humanoid with the dhampir subtype, and a 30 foot base speed.
Begins play speaking Common. They have no restrictions for selecting languages based on a high starting Intelligence score (except for secret languages).
Darkvision 60 feet and low-light vision
+2 racial bonus on saving throws against disease and mind-affecting effects
Is healed by negative energy and hurt by positive energy.
Is dazzled in bright light and takes a -2 penalty to all spells with the light descriptor.
+2 racial bonus on intimidate and sense motive checks
May use Levitate as a spell-like ability once per day.


A Strigoi-Blooded Dhampir has the following racial features:

+2 Dexterity, +2 Wisdom, -2 Constitution
Medium sized, humanoid with the dhampir subtype, and a 30 foot base speed.
Begins play speaking Common. They have no restrictions for selecting languages based on a high starting Intelligence score (except for secret languages).
Darkvision 60 feet and low-light vision
+2 racial bonus on saving throws against disease and mind-affecting effects
Is healed by negative energy and hurt by positive energy.
Is dazzled in bright light and takes a -2 penalty to all spells with the light descriptor.
+2 racial bonus on acrobatics and perception checks
May use Command Undead as a spell-like ability once per day.


A Nosferatu-Blooded Dhampir has the following racial features:

+2 Dexterity, +2 Intelligence, -2 Charisma
Medium sized, humanoid with the dhampir subtype, and a 30 foot base speed.
Begins play speaking Common. They have no restrictions for selecting languages based on a high starting Intelligence score (except for secret languages).
Darkvision 60 feet and low-light vision
+2 racial bonus on saving throws against disease and mind-affecting effects
Is healed by negative energy and hurt by positive energy.
Is dazzled in bright light and takes a -2 penalty to all spells with the light descriptor.
+2 racial bonus on stealth and survival checks
May use Summon Swarm as a spell-like ability once per day.


A Lilim-Blooded Dhampir has the following racial features:

+2 Strength, +2 Charisma, -2 Constitution
Medium sized, humanoid with the dhampir subtype, and a 30 foot base speed.
Begins play speaking Common. They have no restrictions for selecting languages based on a high starting Intelligence score (except for secret languages).
Darkvision 60 feet and low-light vision
+2 racial bonus on saving throws against disease and mind-affecting effects
Is healed by negative energy and hurt by positive energy.
Is dazzled in bright light and takes a -2 penalty to all spells with the light descriptor.
+2 racial bonus on bluff and diplomacy checks
May use Detect Thoughts as a spell-like ability once per day.




Unknown to many, werewolves are one of the most prolific races after humans, and in certain regions such as Alathania comprise the largest minority. The difficulty in identifying them, however, lies in their ability to appear as normal humans (or wolves, as the case may be) and seamlessly blend with everyday society. In fact, werewolves have occupied the northern valley regions of Alathania just as long as humans have, and in many ways have been more successful at it, given their natural adaptability. Similar to dhampirs, understanding of werewolf nature is rife with inaccuracy, such as the belief that one can be “cursed” to become a werewolf themselves when attacked by one. Lycantrophy is not a curse of any sort, and is a natural condition of their race; furthermore, lycantrophy is an aggressively dominant trait, meaning any children between a human and werewolf will be werewolves themselves. The concept of a person turning into a raging wolf man during the full moon is also a myth; werewolves in Vesper have full control over their ability to shift between their various forms.

Historically, there have been six werewolf clans: the Red Snow Pack, Broken Fang Pack, Iron Howl Pack, Vale-Runner Pack, Pallid Moon Pack, and Blooded Scar Pack. Those of the Red Snow Pack spend the majority of their time in their wolf forms, only rarely seeing a need to employ their others; their opinion of humans tends to be the lowest of all werewolves, and they spend the majority of their time hunting in large packs in the subarctic region to the north of Morvadia and Silessa known as The Bergs. The Broken Fang Pack is in many ways the polar opposite, adopting the stance that the best way to cope with regular humans is to blend into their society as seamlessly as possible. Most of those belonging to the Iron Howl Pack live in the town of Raega, an openly werewolf settlement in the eastern region of Morvadia. The Vale-Runner and Pallid Moon Packs are both scattered, each consisting generally of smaller family units that occupy isolated woodland. The Blooded Scar Pack no longer exists, having been eradicated in a form of civil war by the other five packs some hundred years ago.

To play as a werewolf, first create a human character then apply the natural lycanthrope template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/lycanthrope) and lower their starting level by 1. A player with a werewolf character must also select which of the five packs they belong to or originate from.

Mathemagics
2014-04-19, 06:05 PM
Special Mechanics

Following is a list of changes and additions Vesper makes to the standard Pathfinder rules and options.


1. All spells cast have their effects manifest at caster level -1 (to a minimum of 1).

2. Additionally, casting any spell with a duration longer than instantaneous and range greater than personal requires a concentration check as if casting defensively. Failing this check by 5 or less results in the action being wasted. Failing by more than 5 results in the spell being lost as well.
(Examples: Mage Armor has a duration of 1 hour/level but range of personal; it requires no check. Cure Light Wounds has a duration of instantaneous but range of touch; it also requires no check. Protection from Evil has a duration of 1 min/level and range of touch; it will require a check in order to cast since both requirements are met.)

3. Due to the inherent difficulty in summoning outsiders, those that are called via spells are far more willful than normal. Summoned creatures cannot be controlled and will act according to their alignment. Each turn, directions can be given as a free action, requiring an opposed charisma check. An order matching the creature's alignment receives a +2 bonus to the check, while an order directly opposing it results in a -2 penalty. The summoning character also receives a +1 bonus for each axis of alignment they share with the summoned creature and a -1 penalty for any alignment which is the exact opposite of one of the creature's. If the caster succeeds at the check, the creature obeys the directions for one turn to the best of its ability; if the check is failed, the creature acts as it pleases and according to its alignment. (This may result in the creature turning temporarily hostile towards the summoning caster or their allies.) In order to issue a command, the caster and summoned creature must be able to communicate in some fashion.



1. Aside from the races mentioned in the above section, all other normally playable races are removed.

2. All alternative racial traits have been removed (as well as feats based on them).



1. Summoners are not playable in Vesper. The relative absence of extraplanar influence and difficulty with conjuring in general is contrary with the depiction of a class which summons with ease.
2. Gunslingers are allowed; the technology level is emerging firearms. Depending on the location, ignorant individuals may react to firearms in a manner similar to magic.
3. Monks, Ninja, and Samurai do exist in Vesper, but are exceptionally rare in most regions of Mir. Their presence would elicit extreme surprise and suspicion among the locals.
4. All classes from the Advanced Class Playtest are allowed, subject to the same general rules of the setting as the normal classes.
5. Arcane caster classes must select whether they are Branded or not.


A Branded spellcaster gains a +1 bonus on Knowledge (Arcana) and Knowledge (Planes) checks, but takes a -1 penalty to Diplomacy checks.
An unbranded character gains a +1 bonus on Bluff and Sense Motive checks, but takes a -1 penalty to Spellcraft checks.




1. The benefits of the Combat Caster and Warrior Priest feats now applies to all concentration checks, not just those made to cast defensively.
2. The changeling racial feat “Mother's Gift” is removed.
3. The following new feats are added:

Force of Command
Prerequisites: 13 Cha
After failing an opposed charisma check to direct a summoned creature, you may immediately make a second opposed check with a +2 bonus to your roll. You may use this ability once per day.

Reinforcing Resonance
Prerequisites: Spell Focus (Abjuration) or Spell Focus (Transmutation)
When casting a harmless spell of the abjuration or transmutation schools with a duration greater than instantaneous and affecting more than one target, you do not need to make a concentration check so long as you are included among the targets.

Innervating Spell
Prerequisites: Spell Focus (Conjuration)
(Metamagic) Each creature summoned with an innervating spell gains the Advanced template.
Level Increase: +2

Lupine Charge
Prerequisites: natural lycanthrope, BAB +6
You may change between your human, animal, or hybrid forms as part of a charge.

Inured to Darkness
Prerequisites: changeling
You gain a +2 bonus on saving throws against negative energy and death effects.



1. The penalty for the dazzled condition is increased to -2 on attack rolls and perception checks.
2. Due to the changes to racial abilities and selection, favored class points may only be spent on hit points or skill points.
3. The cost of magic items is increased by 10%.

ReaderAt2046
2014-04-21, 09:19 PM
A very interesting setting, and one that I rather like. A few thoughts and questions:

1. How do followers of the Eternal Luminescence regard Blood Hag Changelings? Their innate magic is heavily attuned to fire and light, which should make them sacred figures, but on the other hand they are born of the union between human and monster.

2. Idea: It is generally known that northern Althania has a very high population of werewolves, and the Althanians in general are midly more accepting of werewolves than the people of other countries. In return, the werewolf clans are fairly loyal to the Grand Duke, and Ivabar knows this. They do not want to risk tangling with large werewolf battlepacks, and this is a big part of the reason they leave Althania alone.

3. I suggest you add a large amount of undead and ghost fluff. Perhaps due to Vesper's planar insulation, the tug pulling departed souls to their alignment planes is weaker, and ghosts form much more easily. Also, I suggest adding a region controlled by the vampire clans, perhaps on the other side of Ivabar from Althania.

Mathemagics
2014-04-21, 09:41 PM
Hmm definitely some good questions...

For #1
I would imagine that the reaction to Blood Hag Changelings would vary greatly according to the individual. To many people, they may simply be seen as the spawn of hags, and therefore inherently unholy and evil monsters. Others who are a little more open-minded towards Changelings, such as the Silver College and even certain members of the clergy in the Church of Illumination, would probably understand that despite their birth they aren't inherently dark creatures and can be a force for good just like any other person. And then in certain cases, there is the possibility of the changeling managing to keep her heritage hidden while still utilizing her powers of fire and light, in which case she probably would be revered almost as a holy person by your typical backwater village (unless they found out what she really was...).

For #2
The werewolves already are part of the reason most people in Ivabar have filed Alathania under "Not worth the trouble". :smallwink: Though they aren't working directly with the human government, most werewolves are intelligent enough to know that as long as they don't interfere with humans too much, they'll be left mostly alone. This was actually the cause of the civil war that wiped out the Blooded Scar Pack; they were having too much fun terrorizing the humans and the other werewolves knew it would invite trouble.

For #3
That's definitely a good suggestion, and as I was writing all this I did have in the back of my mind the assumption that there would be a lot of different undead just kind of hanging out, that being one of the many factors contributing to the wilds being particularly dangerous. I may consider adding a sort of Wildlife section to the guide and give the undead their own subsection...