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AtlasSniperman
2016-08-31, 08:47 PM
Howdy
I've been working slowly on my own homebrew setting, as we are want to do, and just need somewhere to dump what I've got and "share" it. I'm not expecting feedback by any means, but ideas and questions are always appreciated.

I have been putting bits of this across these forums already and I figure I'll just merge them all into one thread where it can be all kept together and cross reference easier. Due to the fact that posts will address specific topics apparently in a vacuum relative to the rest of the thread, I'll use a label system. Each post pertaining directly to world lore or homebrew etc will have a tag in '[' ']' brackets. This way, if you're looking for a particular field you can just use the browser search function for '[' and the number to find it easily(I wont be heading a topic with like; "Cosmology, the planes" every time I want to talk about a plane)

Cosmology[1]

Planes[1a]

Geography[1b]

Biomes[1c]

Natural laws[1d]
Divine Power[2]

History of the gods[2a]

Rules of the Gods[2b]

Particular Deities[2c]
Laws of the Land[3]

Nations[3a]

Wars[3b]

Laws[3c]
Languages[4]

Language trees[4a]

Language evolution[4b]

Information about specific languages[4c]
Flora & Fauna[5]

Plants[5a]

Animals[5b]

Undead[5c]

Elementals[5d]


Dragons[5da]


Outsiders[5db]
Evolution of the Races[6]

Evolution of a Race[6a]

People of note in a race[6b]

Subraces[6c]
Leiology[7]

How magic works[7a]

Lei[7b]

Psionics[7c]

Incarnum[7d]
Infiniterrains[8]
History[9]
Setting Specific Homebrew[10]

Hope you like/enjoy :D

AtlasSniperman
2016-08-31, 08:53 PM
Terminos?[1]
TerminosS is the name used both for the campaign setting and the material plane in the setting. It's akin to calling the setting that has elminster "Faerun" or that one with Warforged and Artificers "Khorvaire" because that's where most of the action takes place.

This setting uses a different cosmology to most, and this very fundamental change has huge rippling effects through everything. We'll call this "Focal Point Cosmology" as the general idea is that the material plane is where all the primary planes intersect. What is a Primary plane? All of the following planes from other settings are considered "Primary" planes in this setting; Air, Earth, Fire, Water, Law(Mechanus), Chaos(Limbo), Good(Elysium), Evil(Hades), Positive, and Negative. All other planes, demi-planes, and quasi-planes are intersections of combinations of these Primary 10. TerminosP(the material plane) is the intersection of all 10

Terminos, as a space, is a bounded finite plane. It's shape is not dissimilar to this
http://www.kylehorne.com/uploads/4/9/1/0/4910867/8421539_orig.png
The diameter is this space at its widest horizontal(this horizontal is co-incidentally sea level) is 26,729miles. Due to having this shape and a sea level being derived from a volume from another plane; Terminos is more closely related to the Flat-earth than the Oblong Spheroid model.

Many other worlds in many other settings, were the work of some creator god. TerminosP however is the result of the focal point cosmology, and existed before any gods.


What follows is a false-colour heightmap of TerminosC. It's meant to approximate a gaia while the gaia is still be generated(its a big, complicated file). The width of this map is 26,729miles.
http://i.imgur.com/bc5m7du.png
I do have a bigger version of this false-colour, but it is 26729 pixels wide. Not something you can post on a forum.

AtlasSniperman
2016-08-31, 10:14 PM
Muninn Brachyr[2c]
Brother of Warriors, The Father in Wartime
Theme(Youtube Link) (https://www.youtube.com/watch?v=D7hm1gI17e0)
Lesser Deity
Symbol: A bird sitting on a sword that is laying on a helmet.
Home Plane: Terminos(Material Plane)
Alignment: (-5,2) True Neutral with a Lawful leaning and Good tendencies
Portfolio: Battles, Family, Genocide, Loyalty, Mercy, Peace, Remorse, Slaughter, Soldiers, Strategy, Suffering, Trauma, War.
Worshipers: soldiers, battlefield medics, tacticians, families of soldiers, Children in wartime, barbarians, fighters.
Cleric Alignments: Any non-evil.
Domains: Healing, Protection, War.
Favored Weapon: Spiked Chain.
Sacred Animal: Tyrant Hawk-eagle.

Muninn Brachyr(Mu-nin bra.kʰyˈr), deity of the warbroken, is most commonly depicted as a shade sitting beside a soldier, or as a particularly tall kenku carrying or comforting a child of another race. He is a common sight near battlefields and armies, watching over the warriors who are simply following orders.

Muninn Brachyr watches over those who are effected by war in any way. He seeks to help soldiers who've lost brothers in battle, and families who've lost sons in war. While many see his portfolio as being contradictory, he is well known among soldiers and reverred by many who have seen war regardless of alignment.Centuries ago, the nations of Colevia and Valerian were at constant war. The Elf dominated Colevia was to the north, the Human dominated Valerian was to the south. Records are unclear why these two nations fought so fervently and so often, but it did not help that the citizens in each nation were becoming more and more racist and afraid of the other each generation.

At one point there was a long seige by a Colevian battalion on the Valerian city of Milmalha. Two years into the seige, the battalion vanished overnight. Everyone was slaughtered in at most 7 hours. After that night, attacks spread through Colevian cities. Entire cities of elves were massacred overnight, left echoing graveyards with no life but the birds picking at the carcasses.

With these unknown attacks, the Colevian army was made too busy to harrow Valerian. Valerian in turn were too terrified to strike out in case they were to incur the wrath of whatever demon was responsible. With no enemy to fight, the guards in Milmalha began to turn on the Kenku underground, what resulted was nothing short of genocide.

A decade after it started, the slaughters in Colevia died down. Several years after that, Muninn Brachyr entered Valerian politics. He spoke of a lasting peace, of there being no need for war between the two nations. And despite his popularity, his voice left no mark on his peers. The Colevian army was growing again, War was once again on the horizon.

During preparations for war, Muninn revealed that he had some experience in battle against Colevia. Many people didn't recognise the implications of this at the time, though it is widely understood now. As a result, Lord Brachyr was put in command of a small group of soldiers, to train and direct in the oncoming war. And train them he did. When war began, the bird brained commander was given a series of simple goals, which he captured or completed with ease. The more difficult the tasks became, the better he seemed to become. Through the course of the first war, Muninn Brachyr won 11 of the 11 battles he commanded, and lost only one soldier. Though this loss was later revealed to be due to alcohol poisoning from intense overintoxination.

After the first war, whereby Valerian conquered 10% of Colevian territory. Muninn was promoted to the second in command of the Valerian military, a role he took very seriously. It is unclear how he kept the soldiers motivated, but it is known that General Brachyr's peacetime troops were used to improve the infrastructure of Valerian cities. Roads and cities were repaired or enhanced, trade routes were secured and the nation began running smoother and smoother. So when the second war came about, the Valerian people were more than capable of defending themselves.

The second war was childsplay for Muninn. During his command, the Valerian army won over 120 battles, with the loss of only three soldiers. The Colevian army gave ground easily with General Brachyr driving the spearhead, and quickly the nation had fallen into disarray and revolution. So the second war ended, with a revolution on both sides. Colevian citizens were tired of being driven from their homes, sick of a military that could not defend them. And the Valerian people ushered the great general, the builder of peace, into leadership. Reports from other soldiers and politicians in his company tell that Muninn had become driven and obsessed. Focused on finishing these wars once and for all.

Propaganda spread quickly, and the people of Valerian agreed. Power, hope, fear and racism drove the Valerian army upon a people unable to fight back. In four months, the nation of Colevia was stricken from the map, it's land and the land of Valerian to be known as Vierius from that point onward. All that had been of Colevia was destroyed; cities, art, music, history, everything gone.

Battles finished, war faded, and Muninn retreated from the public eye. Those closest to him reported years after, his talk of remorse, of the millions of lives he'd destroyed. The billions of people who were awaiting birth but would never be. Families sundered, houses destroyed. Muninn called himself often a monster, and in later years refused to even look out the windows of his house in fear of seeing some form of poster or statue to himself. The people of Vierius considered Muninn to be a great hero. A masterful general who cared deeply for his men. Even when he left office and was replaced by others, the people of Vierius continued to consider this one man, this kenku, above even their leaders.

This respect, admiration, and love, forced Muninn to ascend. The will of vierius, and the armies surrounding the country that had heard of his prowess, handed him his godhood. A divinity he does not feel he deserves.DogmaMuninn Brachyr is very tall for a kenku, standing 5'3" with a large muscular chest. He has a short, highly expressive beak, capable smiling in a strange manner. The feathers around his throat are a deep crimson, in contrast to the rest of his deep midnight feathers that are tipped with golden brown. The scales on his arms and legs are black with a dark grey leather between them. To those unused to dealing with Kenku, he appears to be perpetually bowing; standing with his hips bearing a 25° lean. He wears an elegant brown-black suit made from woven and treated leaves, from a distance it appears to be made of bark or wood-chip but on closer inspection the leaves are prominently visible and ravenously gorgeous. Studs of darkwood penetrate from within this magnificent suit, and along with being the perfect decoration, seem positioned as to direct blows away from vital organs. Strapped to his waist is a thick and heavy Spiked chain that exudes a weight and malice that makes the blood rush and skin crawl. The gnarled spikes on near every link outside the hand-grips are spiraled and twisted, seeming to always point at some living thing. Deep in the spirals live faint blood-red runes, and every non-spiked link lays host to sickly gold runes. It seems to quiver and shake in a deathly anticipation. While this chain looks and even feels pure evil to those who witness it, in Muninn's hands many have said it seems almost happy.

Muninn Brachyr speaks with a strange accent, though his patterns change. To children, Muninn has the speech patterns and sentence structure of the adult they feel safest with. This is a very minor divine ability, but holds across all stories told of him. In addition he seems distinctly unphased by combat raging around him. Witnesses have seen him sitting with concerned or broken warriors on the battlefield, simply holding a conversation with them as if nothing was happening around them.Slaughter
Aura Strong evocation; CL unknown
Slot weapon; Price priceless; Weight 14lb
Statistics
Alignment CE; Ego 46
Senses 120 ft. darkvision, blindsense, hearing, read languages, read magic
Int 12, Wis 27, Cha 26
Skills Intimidate +28
Communication Empathy & Telepathy
Languages Abyssal, Kenku, and all known by its wielder
Description
Appearance
Slaughter is a Heavy spiked chain that even to a glance is saturated with such an intense evil it makes the blood rush and skin crawl. The gnarled spikes on near every link outside the hand-grips are spiraled and twisted, seeming to always point at some living thing. Deep in the spirals live faint blood-red runes, and every non-spiked link lays host to sickly gold runes. It seems to quiver and shake in a deathly anticipation.

Personality
Slaughter is a utterly evil creature. A mind of pure hate and malice forged from Muninn's darkest aspects, it seeks to kill everything it can. Slaughter is constantly on a vigil for those its wielder loathes. Whenever it senses the presence of such a creature, tries its utmost to coerse its wielder into attacking. There is nothing more pleasurable to Slaughter than the pure act of killing, and it's love of it is so intense that even the Demon Lords of the Abyss pay their respects to it. Scholars claim that while this love of death may seem the antithesis of Muninn's goals, it can serve as a means to his ends. Slaughter will challenge the authority of any wielder every chance it can, with the exception of Muninn whom it obeys without question.

Powers
Slaughter has many powerful abilities, least of all is that while wielded, this violent spiked chain can evaluate how close to death any creature within 60 ft is. When used to attack a creature for which the wielder possesses the 'favored enemy' class ability, Slaughter provides the user the "Savage Cleave" feat(which functions as great cleave but that a 5ft step may be taken between each attack) and a +10 bonus to Constitution. Many of the abilities of this powerful artifact are enhanced when attacking a favored enemy in fact. Normally it strikes as a +5 flaming shock spiked chain, however against a favored enemy it is treated as a +5 Spiked Chain with the Bane ability against such favored enemies. Slaughter may also choose to use a 10d6 lightning bolt or fireball in assistance of its wielders massacre. If either of these elemental attacks kills a favored enemy, the wielder automatically benefits from savage cleave. Once per day this savage cleave may involve a teleport as the spell.

If Slaughter wins an Ego contest against it's wielder, it drives the wielder immediately to attack anyone and everyone it sees. In this case, Slaughter's abilities that are usually resevered for favored enemies, are of use against every target.Muninn's Clerics often wear capes that descend to halfway between foot and knee, these capes typically bear the standard of whichever army they fight for although bearing the holy symbol of Muninn is not uncommon. The distinguishing uniform every cleric of Muninn maintains however is twofold; 1)They all have a red stripe somewhere incorporated into the design of the clothes they wear(underneath this red stripe is usually a scar that is the same length and position), and 2) they always carry regional comfort foods; i.e. chocolate, whiskey, whatever is common in the area.

Clerics of Muninn aren't always soldiers however, and do not necessarily pledge allegiance to an army. It is not uncommon to see Clerics of Muninn moving across a battlefield healing the wounded, or praying with the dying to whichever god they seek solace from. Raising no arms against anyone in their way, these brothers of the soul are often defended from each side, by each side. They have a place in towns and during peace as well, comforting the families and friends of those who have passed. Helping people to accept their burdens and move on. Or speaking to criminals in their last days, helping them feel remorse but accept what it is they have done and the punishments they deserve for it.

While there are no temples dedicated to Muninn, the Clergy can be found in many cities and towns. They make themselves well known, if not as priests, than as the person you can always talk to. The antithesis of the town gossip. A strong shoulder, an open ear. The people who will come to your house for a light meal and to let you de-stress, may be devout of Muninn.Often told by soldiers in dire straits as a morale boost. There was once an elven unit; 13 elven soldiers who had tried their utmost to follow orders. They had been sent by their commanding officer to secure something(reports change as to what it is) from an undead army. There were more undead than they had expected, and very quickly they found themselves surrounded by many hundreds, some say thousands of undead. Far more than they could handle on their own. Surrounded, and with no recourse, the elves collapsed in on themselves in fear. This is one of the only things people know for sure despite the elves constantly denying it would happen; these elves had begun to cry in fear. In fear and desperation they cried as a swarm of crows descended on where they lay in the center of a definite undead army. From the swarm stepped a single kenku man, holding the most terrifying spiked chain any of them had ever seen. Then it all started with one swing; he seemed to move like a blurr, in under six seconds this one kenku had eviscerated every undead within sight. But he didn't stop there. Without a word, he pitched the soldiers tents around them, sat them up and with a smile, vanished. That peice of land is now consecrated ground. No undead may set foot there, or be raised within its bounds.The shadow moved in front of his little hiding hole, the large thing crouching down to look in at him. It was a soldier, but a bird as well. A man covered in feathers, with a beak that seemed to somehow grin at the small child. "Don't be scared. It's alright" He could hear people still fighting in the streets, but he didn't care, this creature was frightening and spoke in a strange accent. "I won't bite, come here lad I'll keep you safe" He spoke like his father, the child couldn't understand why. At the things hip was a chain, covered in twisted iron thorns that seemed to want to reach out and strangle him. The big creature patted the chain. "and my friend will keep us safe. It's okay little guy." Against his better judgement, the boy crawled forward out of the small hole, his eyes locked onto the beady eyes of this strange creature, who'se arms were outstretched as if he was waiting for a hug. "Here you go" He was lifted into the creatures arms as it stood. People were being cut by swords all around, there were people with arrows jutting from their backs as they lay in the street. "Lets go find your parents" were the last things he heard, as the boy passed out in the creatures arms, waking later in the arms of his overjoyed mother.The most common sighting of an Avatar of Muninn however is that of a large, very muscled Kenku between two trees. The two trees are pulled together by a spiked chain(where one end is wrapped around/embedded in each tree) that is held taught by the gap between the trees. And the Kenku is doing pullups using the chain. Typically 10ft to 15ft off the ground. And he vanishes if watched for anything more than a couple seconds.
http://img01.deviantart.net/648b/i/2013/312/c/1/paladin_by_yakonusuke-d6tgio8.jpg

- Judge not if someone is good or evil. It does not matter how you feel about what they've seen or done. It is not the deed but the reason that matters in all things.

- Help the injured; be they wounded in mind, body or spirit. Whether they've lost a leg or a loved one, if they are hurting, be there for them.

- Fight only those who cannot be reasoned with. Do not put your life at risk in an attempt to reason with someone intent on harming you. You cannot help others if you do not survive to. Protect yourself so you may protect others.

- Always carry comfort food. Nothing calms a child as much as a gentle tone and tasty snack.

- Avoid Anger. Anger is a sword, sharper and more clumsily wielded than almost any other.Sometimes, when a creature witnesses both Muninn Brachyr's ferocity and compassion, they are so inspired that they are imbued with as aspect of his divine grace.

Creating a Held of Muninn
"Held of Muninn" is an acquired template that can be added to any nonevil corporeal living creature with an Intelligence of at least 3(referred to hereafter as the base creature).
Challenge Rating: Same as the base creature +1.
Alignment: The creature's alignment changes to Neutral Good. Monks and Paladins are still considered their original alignment as well, for the purposes of detect spells and the ability to progress in their class.
Abilities: Increase from the base creature as follows: Con +4, Cha +4.
Special Qualities: A Held of Muninn has all the special qualities of the base creature, plus the following special qualities.
Fast Healing(Su): Held of Muninn gain Fast Healing 2+ 1/5HD.
Rage(Ex): A Held of Muninn can Rage as the barbarian class ability, once per day.
Level Adjustment: Same as the base creature +1.

All I need is dogma and I think I'm about done. Well, I can always do with more legends and the like. But yeah, feel free to leave feedback, ideas, opinions whatever, I don't mind.
Feedback on "Held of Muninn" is appreciated.

AtlasSniperman
2016-08-31, 10:17 PM
Feng Shui[7b][10]
Feng shui is the art of changing the way raw magic(called Lei energy) flows through the world by structuring an area to channel and reshape the energy. This is currently a serious WIP, with many more ideas yet to come.
More coming, I'd love to see any ideas you guys have :D

Small Scale

Feng Shui Student[Feng Shui]
You understand the basics of how magic moves and flows, and with preparation can manipulate that flow to manifest an effect in an area.
Prerequisite: Knowledge(architecture and engineering) 6 ranks, Spellcraft 6 ranks.
Benefit: You may construct small scale Feng Shui effects with a successful check in the appropriate skill. Unless otherwise noted, any area of effect spell or effect such as a splash potion or fireball spell, has a 20% chance to ruin a small Feng Shui.
Special: A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.
At the lowest level, Feng Shui can be achieved by the movement of objects such as chairs, tables, desks, and even pictures. Feng Shui effects can never be achieved in less than a full-round, and most take an hour but last until a necessary object is moved. A Small Scale Feng Shui occupies an area 10ft by 10ft, multiple can be made adjacent to each other, effectively extending the area and the time to make them. It is a free action to disrupt a small feng shui effect when within it.

Brawling Ring

Requirements: DC 15 Spellcraft, 10 minutes

Benefit: Anyone raging in the area gains an additional +2 Con. Anyone not raging in the area gains a +2 on Perform(Wrestling) checks.
Final wake

Requirements: DC 15 Knowledge(architecture), 1 hour

Benefit: A corpse brought into the area and sprinkled with holy water gains a semblance of life. The corpse must be "complete"(cannot have decomposed, or be missing any pieces since its death). The corpse can speak, think and act(for the most part) for one hour within the area of this feng shui. The corpse cannot attack, will not defend itself, and has only one hit point. The corpse is aware and accepting of the fact that it is dead, and constantly aware of exactly how much time it has remaining. A corpse cannot be affected by this feng shui effect more than once, and this does not preclude the corpse from later being animated as an undead.
Hallowed Ground

Requirements: DC 15 Spellcraft, 30 minutes

Benefit: mindless undead cannot enter.
Hatchery, Small

Requirements: DC 5 Knowledge(architecture), 1 day

Benefit: This area is perfectly climate controlled for the hatching of eggs. The temperature local to each egg is perfect and adapts to shifts in requirements by the egg. The area is also shielded against many exterior noises and adverse weather conditions. As long as this feng shui fills an entire room, sudden external damages are reduced(such as an earthquake not damaging the room or any contents, or flooding stopping at the door).

Special: This Feng shui is unique in that anyone may be taught how to achieve it by someone who already knows. It was originally created by a Kenku wizard, who simplified its function and design to the current state in order for it to be more easily taught and spread to other Kenku nests. However, since it has been used by other races for; nurseries, hatcheries for livestock or pets, and simple panic rooms.
Healers Bed

Requirements: DC 15 Spellcraft, 2 rounds

Benefit: Conjuration(Healing) spells that target a single creature are done at +1 Caster Level as long as the target is within this area.
Last Stand

Requirements: DC 10 Spellcraft, 20 minutes.

Benefit: Any creature considered an ally by the creator of the area gains a +1 morale bonus to AC and saves vs Fear for every creature they consider an ally also within the area. Leaving the area ends this effect. This is a Mind-Affecting effect.

Special: Multiple instances of this feng shui, as long as they are adjacent, are considered the same area. A creature cannot be affected by this Feng shui more than once in their life. An identify spell(or similar effect) gives the impression that the spell "Good Hope" is permanencied in this area.

Faster: the DC is 15 to achieve this affect in 10 minutes, and 25 to do it in 5.
Restful campsite

Requirements: DC 20 Knowledge(architecture), 1 hour

Benefit: Any rests within are treated as one stage better(8 hours ->day, day-> 2 days etc)
Watch zone

Requirements: DC 20 Spellcraft, 5 minutes

Benefit: Those within gain darkvision out to a distance of 30ft from any edge of the area.
Watered Farmland

Requirements: DC 20 Spellcraft, the typical time to plant crops in a 10ft by 10ft area.

Benefit: Crops grown in this area are treated as being sufficiently watered, even if no water is present. This effect lasts until the crops need to be replanted, as it's the arrangement of the crops that creates this effect.

Special: An identify spell(or similar effect) gives the impression that the spell "Create Food and Water" is permanencied in this area.
Well Watered Well

Requirements: DC 10 Knowledge(architecture), 3 rounds

Benefit: An existing well supplies water of the quality it last produced. Purify Food and Drink can purify this water if it is not normally drinkable.

Large Scale

Feng Shui Adept[Feng Shui]
Those more learned users of Feng Shui can even design entire buildings to direct the flow of magic, generating more powerful and more stable effects.
Prerequisite: Knowledge(architecture and engineering) 11 ranks, Spellcraft 11 ranks, Feng Shui Student.
Benefit: With enough time, you may design plans for Feng Shui Architecture. However you will usually have to be present during construction of the structure to improve the likelyhood that the plan is followed properly.
Special: A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.
The Architectural level of Feng Shui is the manipulation of the flow of Lei energy purely by the design of the floorplan of a building. Large scale Feng Shui persists as long as the structure is in good condition. Architectural Feng Shui tends to have more potent abilities, but can be very expensive to build. Small Scale Feng Shui cannot occur within a room or rooms of architectural Feng Shui. For this reason, several Architectural Feng Shui are larger, more stable versions of smaller Feng Shui. Architectural Feng Shui that is the adaptation of a preexisting building or room, takes 1 week per 40 square feet of space converted.

Chamber of Healing

Requirements: DC 25 Knowledge(architecture), A room at least 30ft by 40ft(Convertable)

Benefit: all healing effects, be they magical or mundane, have double effectiveness.
Everfull Well

Requirements: DC 20 Knowledge(architecture), A well

Benefit: Water may always be drawn from this well, though the quality of the water is not assured.

Special: "Purify Food and Drink" can be made permanent on the well(not necessary on the water at the bottom of the well, the spell may be cast on the top of the well), this will assure all water that is brought up is clean and pure.

Advanced: By adding +5 to the Knowledge(architecture) DC, Water elementals can appear in the well. These elementals are Friendly by nature and can speak to anyone looking into the well, offering advice or simply someone to listen. The water elementals may appear or disappear(returning to the Elemental plane of water) at will.

Well of Charity: An additional DC 20 Spellcraft check when designing the well grants it the added benefit "Well of Charity". Anyone who draws water from the well and has more money with them but are not in great need of the money(most often nobility and adventurers qualify), must make a DC 15 Will save or toss a coin(or more if they wish to) into the well. The well can then regift any number of the coins it possesses to anyone who draws water from it, if they truly need the money. A Well of Charity will not be abused, and can tell the difference between someone who truly needs it, and someone who has come to rely on it. The Well of Charity ability is a Mind-Affecting effect.
Grand Lighthouse

Requirements: DC 30 Spellcraft, A Lighthouse

Benefit: Illuminates the entirety of a viewers vision as if in daylight, but only if that angle of viewing includes the lighthouse.
Hatchery, Large

Requirements: DC 20 Knowledge(architecture), DC 20 Spellcraft, An existing room at least 40ft by 50ft. (Convertable)

Benefit: Functions as the small scale Hatchery except the following; The room(and the building if the room fills the entire building) are treated as having a Spell Resistance equal to 5+ the number of eggs present. In addition; any creature that 'works' inside the room(typically tending and checking the progress of eggs) may choose to bar another specific creature or creatures from entry into the room while it is present. This barring is a Mind-Affecting effect with a Will DC to resist equal to half the number of eggs present.
Holy Structure

Requirements: DC 20 Knowledge(architecture), An entire building to be dedicated to a good or neutral deity.

Benefit: an aura of holy energy extends from the building, granting living creatures fast healing 1/4 rounds and preventing entry by undead.
Unholy Structure

Requirements: DC 20 Knowledge(architecture), An entire building to be dedicated to an evil or neutral deity.

Benefit: an aura of unholy energy extends from the building, granting undead creatures fast healing 1/4 rounds and preventing entry by living creatures.
Wake Room

Requirements: DC 25 Spellcraft, A room at least 30ft by 30ft. (Convertable)

Benefit: functions as the small scale "The final wake" except for 3 hours.

Special: The presence of a priest, or a mortician both increase the duration the deceased can act by one hour. And if a Graveyard is within 20 feet of the room, the deceased cannot be raised as an undead after their final farewell.
Wishing Well

Requirements: DC 25 Knowledge(architecture), A well or public fountain.

Benefit: Anyone who places a coin substantial to their means(a copper piece for a serf, a silver for a tradesman, a gold for a noble or guildsman) recieves a +1 luck bonus for 8 hours(multiple coins do not raise the bonus). Taking from the well, or forcing another(via physical/psychological force, or magical coersion) to take from the well instead imposes a -1 luck penalty per coin for 8 days or until you return all the coins. If the well is dedicated to a god, a priest of that god may collect coins from the well without penalty, provided those coins are delivered to the coffers or tithing box at the nearest temple of that god(this is because the deity in question will protect their priests while collecting these coins). A Wishing Well not dedicated to any god can be collected from by the local tax collector, provided these coins are used for official buisnesses(such as paying land tax or paying for urban repairs or militia upkeep etc).

Well of Charity: An additional DC 20 Spellcraft check when designing the well or fountain, grants it the added benefit "Well of Charity". Anyone who offers a coin into the well, which would put them beyond their means, or drinks from the well while without sufficient money to live, may be granted an added boon by the well. The person, upon leaving the well may find they have extra money, which had been in the well. Such a person retains the +1 luck bonus for 8 hours, and does not take a luck penalty for the taking of these coins, as the well had given them.

Super Scale

City Shui[Feng Shui]
With enough study, planning and preparation, you can design whole cities or city districts to make use of Feng Shui.
Prerequisite: Knowledge(architecture and engineering) 13 ranks, Spellcraft 13 ranks, Knowledge(geography) 10 ranks, Feng Shui Adept.
Benefit: You may design plans for a village, city, or city district, to incoporate a Feng Shui ability.
Special: A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.
The highest level of Feng Shui is the manipulation of the flow of Lei energy by the positioning and shape of buildings and streets in a town or city. The bigger the city, the more powerful the effect, though Feng Shui effects can be localised to small subsections of the city. Due to the complexity but slightly forgiving nature of this level, it is not impossible for these effects to occur by accident. Architectural and Small scale Feng shui's can be created within the area of a Super-scale Feng Shui.

Infinite Sewers

Requirements: DC 25 Knowledge(Geography), DC 25 Knowledge(Architecture), DC 30 Spellcraft, at least a city district.

Benefit: As long as each new building is connected to the sewer system and continues the flow of lei, the sewer system(while contained in a finite area) is of infinite length, and the sewage drains away toward a hypothetical singularity, that it will never be able to reach. As such, the streets remain sanitary, and there is no chance of sewage backing up or draining into water or food supplies.
The Paranoid City

Requirements: Unknown DC's, Unknown minimum size.

Benefit: The paranoid city has several effects that should normally be classified as "Mind-Affecting". However due to the potency of this particular Feng Shui and the Lei coursing through it, creatures immune to Mind-Affecting effects are still susceptible to the effects of the paranoid city.

Anyone who spends the night in the paranoid city becomes highly concerned and agitated, becoming convinced that they are being watched at all times. Some have reported seeing figures standing in dark alleys, looking at them, but upon closer inspection these shapes vanish. Many people speak of conspiracies and plots against themselves, their families or the government or nobles of the area. This uncomfortable and tense situation has a tendency to attract both thieves and heroes, who both wish to cash in on the opportunities they see presenting themselves in this area. Sadly, these visitors often fall victim to the power of the city and become paranoid and viscious, with many a paladin being dragged away for striking at a child he was certain had tailed him for several minutes with the intent of killing him.

Special: The Paranoid city has never been made deliberately, and was first noted as only occuring in a city slum section(likely an effect created by a new building being made in an unwise location), but it spread quickly with the addition and removal of buildings in the greater city, to consume the entire metropolis. It is unknown if this effect can be removed, and if so, how.


Feng Shui Master[Feng Shui]
You are a master of the art of feng shui, and know how to make your designs more efficient and durable, without sacrificing power.
Prerequisite: Knowledge(architecture and engineering) 16 ranks, Spellcraft 16 ranks, Feng Shui Adept.
Benefit: Your Small scale feng shui is more resilient to area of effects, the chance of area effects disturbing them dropping by 15% and the time required to make them is halved. Your architectural feng shui plans are also clearer, easier to follow, and predict the possible issues with construction. As a result, you are not required to be present during construction, and you gain a +5 bonus to the check to design the building plan.
Special: A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.

AtlasSniperman
2016-09-01, 07:20 AM
The cause of Divinity and the origin of gods[2a]

The egressians were powerhungry and magically powerful. In a ritual never performed before, they infused themselves with raw magic. The result was a creature halfway between human and an Outsider built of Magic. The egressians were easily more powerful than local dragons, and their power increased exponentially the more that worked together. They called themselves the Egress after their great vessel, a great 'voidship' that they claimed could traverse the spaces between planes. It was the pinnacle of magical engineering, and proof of their power.

And as everyone can tell you, power is superiority. Or at least in the Egressian mind. They saw themselves as perfect, a transcendent race to which all others must be subservient. This view had one very clear, very logical progression; enslave the world. The inferior mortals did not seem particularly keen on this course of events, and resisted as best they could. And so began the Egressian wars. A 3000 year war that saw the rapid evolution of many mortal subspecies due to the pressures imposed by the egressians. The egressian numbers swelled during this time, but so did the human and goblinoid races.

Perhaps it's not the best for morale, when despite your raw power, you reach a point where you start to move backward in your goals. The Egressians were being beaten back on many fronts, by clever and well planned attacks by humans, elves, and other races on one side, and sheer waves of goblins, bugbears, hobgoblins and various giants on the others.

With the battlefronts collapsing, and their population shrinking, the Egressians did what they knew best. They researched magic. A ritual was created, that would draw on the power of all living(and deceased) Egressians, to alter the rules of the multiverse enough to give the egressians an advantage. They deigned to give their two most powerful spellcasters the ability to, on a whim, adjust the rules further. To give two Egressian powermasters; control over the fabric of reality.

The spell wasn't perfect however, perhaps they put too much power into it, perhaps they didn't consider exactly how they were doing it properly. Whatever the reason, it was not two people who gained this power outside of reality, but four. The two egressian's, who'se names have been lost(this will be explained later), a Human, and a Hobgoblin. The human; Lord Sangrill Karloss, was a Nobleman and friend of the people in several nations. He was known to send warriors of the kings army to small villages or towns to help repair damages wrought by Egressian attack squads. However, he was also an underground figure; a master tactician and expert psychologist. It was on his orders and plans that almost all of the stealth missions and political rallying was done. The Hobgoblin however, General Schy, was the master of the largest army ever known(before or since). He'd gathered the other hobgoblin tribes under his leadership to fight the conquestors. Little better than the Egressians themselves, he led the recruitment and enslavement of billions of goblins, bugbears, giants, minotaurs, and other creatures. And his charisma and leadership drove a thousand missions of attrition to beat back his enemy.

One would assume that if these beings could alter the fabric of reality on a whim, they could simply destroy one another. And indeed they tried. Two sides were formed almost instantly, with each pair both trying to destroy the other, and protect themselves. All the while, the armies 'below' them, continued to wage battles. As the Egressian army once again began to take control, and the tides had turned against the defenders, Lord Karloss made a pact with the Egressian leaders. He would help them destroy Schy, and order his sides to stand down, if the egressians would stop fighting and swear to treat their subjects well. The agreement was made, and with three against one, Schy was destroyed.

Not truly though. In fact, this truce wasn't even Karloss' idea, and he argued fervently against Schy's recommendation for it. But he eventually caved and went along with it. While the Egressians saw this as a chance to bend the universe and destroy one of their opponents, the other two took the chance to instead alter what the egressians were doing. so long as he performed no direct manipulation of reality, or granted quick spells to mortals, Schy was inperceptable and effectively destroyed in the eyes of the egressians. And Karloss was made impervious to their attempts to destroy him, as their deal had constituted a change they could not undo.

Unable to directly fight his opposition, Schy went about spreading information to mortals still intent on usurping their overlords. The magic used to create these beyond-mortal's, was a manipulation of the flow of raw magic. This process is now called "Lei magic". Schy had seen that there was another way to use magic, through sheer force of will, determination, desire and personal improvement. Schy christened this form of magic "Psionics" in his own name, and taught it to those who were in the best position to understand it, and teach it to others. The use of this form of magic fuelled Schy, just as use of Lei manipulation fuelled the Egressians, and the desire for freedom fuelled Karloss.

In the space of only a single day, all those who understood, and could utilize 'Psionics', rose together to fight the Egressian leaders and soldiers. The Psion's understood Lei, but the Egressians did not understand Psionics. And whilst the Egressian Powermasters were frantically trying to understand how this had happened, and were attempting to rectify it, Karloss and Schy stood together and destroyed them.

Alone in their power, Karloss and Psi came to an agreement for the sake of all mortals(and immortals) beneath them. And together they altered the rules of reality a few last ways. The changes known include;
1) No form of magic can alter reality at the level performed by the egressians(or the Tarreks before them) except that done by Karloss and Schy.
2) Both Karloss and Schy must agree and perform any change to the rules of reality together.
3) Some set of rules that enable mortals to ascend by merit and public vote, to a level of immortality above outsiders, but below Karloss and Schy.
4) The powers of these ascended "Gods" and the strength of these powers, is proportional to the amount of worshippers they possess.
5) No god can be killed by any means less than the agreement of Karloss and Schy.
6) Karloss and Schy are not gods, but "the great guardians", and are apart from the rest of the dealings of the multiverse.

Immediately upon these rules, 7 new gods sprang into existance, and over the eons since, many more have been born. In order to prevent the Egressian powermasters ever returning as gods due to the worship and spread of cults. Their names were removed from all of history, and only the title "powermasters" remains for them.

AtlasSniperman
2016-09-02, 06:43 PM
How Magic Works[7]
History of Magic[7a]
Terminos is as truly magical as a place can become. The raw substance, the essence that is magic, flows through the world like wind or water. Around and over objects. Long ago, the most primitive elves learnt and understood that it's not the flow of this magic that does things, but the gaps formed in it. Just as an aeroplane's wing is lifted by a difference in pressure, so too are magical effects created by the manipulation of this raw, ever present flow.

At least, that's the simplest way to see it.

Long before any mortal races existed. Before there was anyone to care. Magic was simply either there, or it wasn't. The random nature of its natural flow around the landscape, the plants, and the animals created uncontrolled, bizarre and long lost effects. It was only when the early elves began toying with these effects that magic became a tool. For many eons, magic was studied and toyed with by the elves, and eventually other races, creating a more and more rigid understanding of how these manipulations work. And then a sect of humans infused themselves with the raw magic. Heightening their understanding of it and enabling them to create larger effects. An Illumian scholar, studying under his Egressian father, noted that the Egressians compared their ability to manipulate the flow to that of 31 other manipulators. Always 31.

When the Egressians created the first proto-gods, and the Hobgoblin 'Schy' tricked them. He set about sewing the understanding of the shape of magic among the people who sought to fight the Egressians. Magic was not simply a flow to be adjusted and abused. In truth, all magic ever done to that day was but a single point on the Triangle of power. There was more, more to magic that had ever been understood. Psionics were uncovered. The manifestation of will and desire, the flow direction and strength responding purely to the mind of a conciousness.

Once the Egressian Powermasters had been destroyed, and the gods created, people chose to name these two forms of magic and set about searching for the third point of the triangle.

Lei was the magic as discovered and investigated by the elves. The manipulation of the flow of magic. Lei was seductive, violent, dangerous, and brutal. Lei was Red.

Psionics were the gift, and the gateway shown by Schy. The manifestation of the will into the world. Psionics were a renewal of understanding, hope in the darkness of oppression, light and purity. Psionics was rebellion against Lei. Psionics was Yellow.

Incarnum was the hidden path. The connection of the body and spirit to the flow of magic all around them. It had always been there, gently tugging at every mortal soul, but never seen for the power and thirst that was Lei. Incarnum was peace, it was Serenity and the Spirit. Incarnum was Ethereal and Dependable. Incarnum was Blue.

LEI[7b]
"As raw and difficult as Lei is known to be. It is truly the most well understood." ~ Regrut Ohthinno- The 3rd Crimson hand.

Lei is the most researched, most analysed, and most understood of the three forms of magic. Lei simply requires a set of repeatable steps, which makes it the easiest to automate. Wands, Scrolls, Repeatable spells, Runes, and Feng Shui are all forms of Lei.

The study of Lei has over time uncovered 10 schools;
Abjuration- The manipulation of Magic to disrupt or block other movements, be they natural or artificial.
Chronomancy- The manipulation of Magic to manipulate time as a third party effect. Since mortals cannot touch time themselves.
Conjuration- The manipulation of Magic move or create matter. Conjuration is the one of the oldest and most well comprehended schools of Lei.
Divination- The twisting of Magic to imbue, or move knowledge or information. Or to allow knowledge or information to be garnered.
Enchantment- The abuse of Magic designed to twist the minds of others. Enchantment is the often considered one of the more dangerous schools of Lei, and many mentions of it talk of its use by the Egressians.
Evocation- The folding of Magic to create effects of other elements and forms of energy, such as fire, water, cold, air, and electricity.
Familiarism- The compressing and twisting of Magic to create, manipulate, and sever bonds between souls.
Illusion- A combination of Evocation and Enchantment solely aimed at the manipulation of the senses.
Necromancy- The manipulation of Magic to manipulate the life forces throughout the multiverse. The synergy and connection between Magic and the life forces is so strong it has led to theories(though unproven) that these two forces are the same. Necromancy is the oldest form of Lei, being itself the most natural and predating elven study.
Transmutation- The manipulation of Magic to alter the properties of things.

Lei manipulators have the easiest time creating items that perform magical effects or that have magical properties, given the way Feng Shui and Runes work.

PSIONICS[7c]
"I will only tell those who are worthy. And to become worthy, you must already know" ~ Zythigraddygl, Topaz Dragon

Despite how long Psionics has been around, very little of it has been researched and documented. This is mainly owing to the tendency of Psionic practitioners to guard their knowledge very closely, preventing others from building off prior discoveries and research. It may well be the case that the Will and personal training are essential and that it's not possible to define these in measured or algorithmic ways. However this creates the paradox of how Psionic magical items are made.

Ki, The Secret, Gem Magic, Determination and Einodian technology are all forms of Psionics.

The small amount of well known information about Psionics includes 6 Fields of Study;
Clairsentience- The study of the connection of the mind to the state of secrecy. It has been known to pierce Time, distance and the boundaries of the planes themselves.
Metacreativity- The study of the manifestation of thoughts to physical matter.
Psychokinesis- The study of the conversion of thoughts and will to more traditional forms of energy.
Psychometabolism- The study of the manifestation of the will on the properties of creatures. Most well known to Heal others or enhance the properties of the Manifester.
Psychoportation- The study of the relationship between thoughts and locations. has replicated effects from both the Chronomancy and Conjuration schools of Lei.
Telepathy- The study of the relationships of minds. Known enough to be seen in the same light as Enchantment Lei.

Most of the few existing scholars of Psionics has speculated that four further Fields of study are still undiscovered. Their main evidences for this are the number of Schools of Lei and Chakras of Incarnum, and the reports of ancient Egressians feeling as if they were 31 people at once, which would represent the 10 schools, 10 chakras, and potentially 10 fields. However this is simple speculation and no-one knows for certain.

INCARNUM[7d]
"You've felt it but never thought about it. In the core of your being, the center of your body is a point. It is the point where your mind sees your body in the world. If you think of moving it, you can feel yourself moving from side to side. This is your essentia. With training you can move it to your chakras to draw magic toward it." ~ Rebeil Thorixia, Inventor of Lei Transit.

Incarnum is seen as the simplest and most readily trained form of Magic. At a persons core is a piece of their soul called "essentia", which attracts raw magic toward it. By moving this essentia around the body, magic can be gravitated and tricked into hanging closer to the body, creating effects based on structure and connection to the body.

Essentia is life force, and as someone gets more skilled and attuned to their own essentia, they can borrow the essentia from non-sentient life around them. However, more commonly, Essentia is borrowed from the souls that have passed. This has led to the association of Incarnum with the afterlife and the power of the dead.

Incarnum can draw magic to 9 chakras of the body; Crown, Feet, Hands, Arms, Brow, Shoulders, Throat, Waist, and Heart. With a 10th Chakra(called Soul or Totem) being available to the more well versed Meldshapers. Though this 10th Chakra is seen more as an abstraction.

The soul, Sacred Geometry, Attunement to items, and Einodian technology are all forms of Incarnum.

AtlasSniperman
2016-09-12, 09:06 PM
The Terminos Elemental[5da]
In other settings, Elementals are composed of Air, Earth, Fire or Water. And an Outsider is at least partially composed of the essence of some plane.
Well in Terminos, Elementals are Outsiders. Elementals are simply outsiders from the primary planes of Air, Earth, Fire, or Water or any subplanes of them.

The Terminos setting has billions of forms of outsiders; Law, Chaos, Good, Evil, GoodEarth, EvilFire, etc etc. But it escapes the notice of many that Terminos as a plane follows the same rules as the rest of these subplanes. Terminos is built of the Primary planes. Terminos should have Outsiders.
And Indeed it does.

The Terminos Outsider, Or Terminos Elemental, is the oldest form of life in Terminos. They predate the elvenoid races, the animals and plants of the archaic, primal world. Composed of the very fabric and rules of Terminos. The Terminos Outsider is most frequently called by the habitants of the multiverse; the dragons.

A dragon is only as powerful as the volume of raw magic suffusing them. Other worlds and settings tie these levels of power to a dragons age. While how long a dragon has lived in Terminos is a factor in how much magic dwells in them, these cannot be mapped consistently to set year values.

New Dragons are forged in two ways; either an existing dragon lays an egg, or the landscape is gently worn away by weather, races, and magic to spontanteously create one. Dragon eggs hatch into Wyrmlings in only a few hundred years, while spontaneous Wyrms take millions of years to form.

Other worlds group dragons into subspecies, family lines like any mortal race. But the Terminos Elemental doesn't work like that. Instead the physical and base-magical characteristics of a Dragon are circumstances of slight variations in the strength of the planes where the egg grew. As such, one cannot assume that a dragon of a particular colour or apparent breed is of a particular demeanour or alignment. In fact, A dragon's alignment has less to do with how it developed, and more to do with the world around it.

In the far ancient past, all dragons were Neutral. But as the elvenoid races developed, their wills and desires brought to areas greater influences from the planes of Good, Evil, Law and Chaos. And these influences twisted the minds of the Elementals around the area. The people of a good kingdom, are far more likely to see the neighbouring dragon as good in kind, then those of an evil kingdom. Places where murder is rampant and tyrants rules, are the places dragons rampage and ravage.

Dragons are tied to the essense of Terminos, to the morality and wills of the people of the world they find themselves in, and the rules of magic that govern those people. Dragons did not practise magic before the elves began to play with it. There was no such thing as a Psionic dragon before General Schy introduced the system. And Incarnum never augmented the essence of a dragon until the first meldshapers understood how it worked.

AtlasSniperman
2016-09-19, 07:49 AM
ZARETH[3a]
Geography
Region: The magmatic chamber
Capital: Trecero
Society
Population: 3,400,487,229
Races: Fire Elf(12%), Human(10%), Other(78%)
Alignments: NN, LG, NG, CG
Commerce
Imports: Fresh Water, Meat/Livestock
Exports: Ore, Stone, Fullit(form of wheat), Magic items
Politics
Government type: Theocratic Dictatorship
Ruler: Dargetis Zareth, God of Volcanoes
Founder: Dargetis Zareth
Climate
The weather in the area controlled by the Zarethian Empire is, as it has to be, perfect. There is rain on the sides of the volcanos when the farmers need it, and a slightly cooler air than normal inside the volcanoes and Trecero. Cooler than they should be. Visitors to the volcano's of Zareth find it comfortable and pleasant above the halfway mark, the god himself keeping it so.
Regions
The Volcanoes: Most, if not all of the volcanoes in Terminos are under the control of the Zarethian empire. These volcanoes have cities built into the sides of them, created from magma lifted from the bottom by magic and cooled against the sides. Like a giant wasps nest wrapped around the inside of the chamber. The other key feature is a form of magical transportation system that can move people from the city, through the volcano and the Magmatic chamber and into Trecero.
Trecero: The great city of Zareth. This city occupies an entire plane of it's own. The Magmatic chamber, from where all lava in Terminos is drawn, is a plane created by the intersection of the planes of Fire and Earth. Trecero is a pocket plane inside this one, where the plane of water touches the magmatic chamber. Trecero is a great sphere with buildings and streets constructed on the inside, with stone ground separating the plane from its parent. A perpetual steam mist fills the sphere, and the humidity is often enough to make new visitors dizzy.
History
The elves of Mt. Tresun had become fascinated with the volcano and the flow of Lei around it. After centuries of toying with the power of the volcano, the elves had adapted to the heat and the lei, creating the subspecies of "Fire Elves". One of these elves, Dargetis Zareth, Was a great wizard who had discovered a means to create structures from the apparently limitless supply of molten stone in the volcano's core. His magic created the easiest defended city for miles around, and the position of the city made study and analysis of lei much, much easier.
After his death, a small group of his students began a cult in his honour. As this cult grew more and more powerful, Zareth was eventually pulled free of the Ancestors and granted the title of a god himself. With this new power, the fire elf plumbed the volcano's deepest mysteries, and created Trecero, and the magmatic chamber transports.
Zareth's Religion and power grew, expanding into more and more volcanoes and eventually growing to the significant world power it has now become.
Government
The Zarethian Empire is ruled by the god Zareth. A physical, immortal being, who resides in Trecero. The city in Trecero did not exist before Zareth's ascention to godhood and the connections and stability of the plane are maintained by the god. While a good god, he rarely concerns himself with happenings outside his great empire, and as such refuses military aid to any other kingdom or country. This has resulted in the 'cities' of the nation not actually having any military presence, as all defense is performed by Zareth himself, or his pet.
Demographics
As of the most recent count given by Zareth to historians, the city of Trecero has a population of 404,478,537 people, with the entirity of his 'domain' being home to(as he claims); 3,400,487,299 people.
Of this group, ~12% are fellow Fire Elves, 10% are humans, and the remaining 78% are various other intelligent species, including various mortal races, outsiders, aberrations and magical beasts. Though apparently, no Dragons are included in these numbers.
Economy
Much of the Zarethian economy comes from trading with external nations, giving Ores easily mined or created in Trecero for Meat, as many sources of meat have a hard time adapting to the Trecero conditions and still being edible. Water is another heavy import, as it is one of the few materials Zareth has admitted to being incapable of creating. The most interesting of Zareths exports however are their magic items. The sheer number of students of Lei within the nation, and the gods willingness to assist, makes magic items extremely abundant within the nation. As such, magic items typically unavailable in certain areas can often be imported for a markup from the nearest Volcano.



Born of Trecero[Regional]
You were born in a nation, or to a peoples, for whom fire is such a part of life it may as well flow through their veins.
Prerequisite: Region(Zareth)
Benefit: You gain Resistance to fire equal to your total hit dice. This resistance has the added benefit of rendering you immune to the fire damage normally incurred by proximity, contact, or even submersion in natural lava or magma. This does not however make you immune to spells such as Wall of Fire or Wall of Magma, only granting resistance.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.