Varisia

"Blind in our ways, we warred amongst ourselves as we had for generations. Until black steel scarred the land and our true enemy came upon us."
- Koeas-Civin, Words of the Elders
The seat of civilization forgotten by most modern empires, Varisia's history is etched upon the stones of its innumerable ruins. Few know what mysterious people once ruled these lands, their towering monuments and incredible architectural feats the sole records of an age of power and wonder. Yet, ask the native Varisians of the past and the monoliths that litter their land and only the cold dread in their eyes will answer.

Nearly 300 years ago, Cheliax founded the colony of Korvosa in the supposedly cursed wilderness between its northern provinces and the Lands of the Linnorm Kings. A century of bloody war with the native barbarians, the Shoanti, followed, culminating in southeastern Varisia falling to Chelish rule. Soon after, colonists and adventure seekers of all persuasions came to populate the newly tamed land. Yet, the deeper foreigners trod inland, the greater the mysteries they discovered: endless walls of carved earth, titanic monoliths, and writings no sage recognized. While many viewed these idols and obelisks as evidence of the land's cursed reputation these oddities did little to halt Cheliax's imperialistic march.

A century ago, the death of Cheliax's god Aroden fractured not just the country's domestic holdings but indefinitely severed its links to numerous colonies, including those in Varisia. Korvosa, the oldest and largest of Varisia's cities, made overtures of fealty to Cheliax's diabolical new Magistrix - overtures which went ignored. Abandoned, discord erupted in the city between traditionalists to the dead Chelish theocracy and revolutionaries eager to embrace Cheliax's new rule. Realizing that infighting would doom all they had accomplished, many of the traditionalists left Korvosa, migrating west and ultimately founding the city of Magnimar. Today, both Korvosa and Magnimar fancy themselves the center of culture in Varisia. Both cities have birthed or claimed numerous vassal townships in the surrounding lands. Other races have also come as well, integrating with the human populace or claiming their own territories. The natives of the land also remember a time when Varisia was theirs alone and swear the land will once again be theirs.

And, alien and now largely ignored, the monuments of an ancient era look on...biding their time.

The Land

A rocky land that slopes from the high Kodar Mountains in the north to the drenched fens of the south, Varisia is a realm sculpted from stone. Yet between the mountain ranges that carve the region, wildly disparate and vibrant lands flourish.

The most dramatic natural wonder of Varisia is the Storval Rise, a continuous line of cliffs that runs hundreds of miles and in some places rises as high as 3,000 feet. Adding to this wonder, nearly the entire face of these cliffs bears eroded sculptures, ruined cliff-castles, and grimly carved passages into depths below.

Above the rise stretches the Storval Plateau, a barren, hilly land of sparse vegetation and deadly giants. This is the primary home of the Shoanti. A nomadic people, the barbarians range from the Stony Mountains in the west to the Cinderlands - a badland of ragged tors - in the east.

Below the Storval Rise, rolling hills, dense forests, and rocky plains make up Varisia's most hospitable reaches. Many of these lands are marked by ancient monoliths, eroded statues, and cairns of unnatural size. To the northwest, hills covered in high grass and windy flatlands form valleys between mountains and the sea. In the south, fertile lands pocked by rocky limestone pavements and mist-shrouded moors border the massive rot of the Mushfens.

Numerous dense deciduous forests also huddle against Varisia's numerous mountain ranges. While spiders and other vermin infest the Churlwood, the ghosts of werewolves are said to haunt the Ashwood. Few dare brave the Lurkwood, for its dark trees grow and shed their leaves in an order not set by the seasons. Deadly and deathly things have also been rumored to haunt the northern Sanos Forest, but the gnome population of the wilderness' southern arm has done much to dismiss such tales. Finally, the Mierani Forest was once and is now again a home to elves. While they have done much in the 200 years since their reappearance to treat with the people of Varisia's southern lands, the elves permit few outsiders entrance to their woodland home.

Civilization

The largest city in Varisia, Korvosa dominates the lands from the Ashwood to Bloodsworn Vale. Today, King Eodred Arabasti II and Queen Ileosa Arabasti rule Korvosa, their reign epitomized by the exploitation of the city-state's vassal townships for the benefit and luxury of Korvosa's elite. Korvosa claims to be the most cultured and civilized city in the region, yet visitors might also grant the city-state the titles of most decadent, exploitative, and socially stratified.

To the west, the city of Magnimar vies with Korvosa for dominance of land and trade in and around Varisia. Spread along the shores and cliffs of the Varisian gulf, Magnimar's best-known landmark is the Irespan - the ruin of a gargantuan and ancient bridge around and under which the city sprawls.

A council of elected elders presides over Magnimar along with the Lord-Mayor, a title held for life. Currently, the overbearing Lord-Mayor Haldmeer Grobaras controls the city, his bombastic and largely self-serving voice drowning out those of a fractured council of squabbling merchants, commoners, and bored nobles.

Campaign Traits

Characters made for this campaign should have reasons for being in the town of Sandpoint, and all the better if they have a vested interest in defending it. This campaign will use the traits rules presented in the Advanced Player's Guide. Each character will have access to two traits at character creation. In addition to the following campaign traits, the Advanced Player's Guide has a selection of campaign traits that would also be appropriate for use in this campaign. The other traits in that section, as well as traits in the other books, can also be used for additional trait selections.

Eager Performer: Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you've taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming influence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.

Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint - a ruthless thug named Jubrayl Vhiski at the Fatman's Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.

Friends and Enemies: One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member's help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month's worth of feed, and lifetime stabling at the Goblin Squash Stables.

Giant Slayer: Your family's village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and a +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Goblin Watcher: You grew up in Sandpoint staring off the cliff across the Varisian gulf. Spending so much time there at Junker's Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.

Hagfish Hopeful: Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse you've built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.

Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.

Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman's tales of Old Murdermaw - regardless, you've ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Scholar of the Ancients: Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to read and speak Thassilonian.

Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Varisian Languages

Numerous languages are spoken throughout Varisia, including Common, Dwarven, Elven, Gnome, and Halfling. Not as commonly heard in civilized regions are the Draconic, Giant, Goblin, Orc, and Sylvan tongues. In addition, the following five languages each have their place in Varisian culture.

Boggard: A language of croaks and pops belched by the frogmen of the Mushfens. Non-amphibians can only speak the simplest form of this crude tongue.

Chelaxian: Only the wealthy of Korvosa and travelers from the far south speak the national tongue of Cheliax. Humans of Chelish descent gain this tongue as a bonus language.

Shoanti: The language of Varisia's Shoanti tribes, this sharp tongue is spoken across the Storval Plateau and any of the other rocky lands the barbarians inhabit. Humans of Shoanti descent gain this tongue as a bonus language.

Thassilonian: This is the dead language of the land's ancient monuments, spoken today only by intellectuals, historians, and arcanists.

Varisian: Songs in this rolling, sultry language of Varisia's native wanderers precede them wherever they travel. Humans of Varisian descent gain this tongue as a bonus language.

Areas of Interest

Dotted with the monolithic relics of an empire long since crumbled, Varisia is a rough but majestic land, its misty forests and rollings plains bordered by sharp peaks and bountiful seas. Its people, recently released from colonialism, are hardy frontierfolk and new-money nobles, all eager to carve names for themselves from Varisia's stern landscape. Yet beyond their village borders, beasts and giants unused to civilization's encroachment stalk the hills and woods, making short work of both the unwary and the bold.

Varisia holds dozens of locales ripe for exploration and adventure. Listed here are but a few. While much of this rugged land remains unexplored, what little is known tempts the daring and holds the potential for untold adventure. For fortune hunters, Varisia is a land of limitless opportunity, its ancient monuments reminding them just how far the truly driven can rise.

Abken: The town of Abken was founded on a belief: that given the right blend of people, a town might work as a single family, with no individual better than any other. Originally composed of just a few families from the Korvosan underclass, this simple farming commune grew slowly, with new numbers admitted only through marriage or majority vote. Although friendly to strangers, the now-sizeable village remains insular and tight-lipped about its internal processes, and the large log palisade around the primary compound protects its privacy. Outsiders causing trouble can expect to be subdued in short order, as every man, woman, and child is quick to raise arms in defense of his or her "family".

Ashwood: While many forests in Varisia bear dark reputations, Ashwood's is legendary. Everyone within a hundred miles claims to have a relative or friend-of-a-friend who personally encountered a ghost, werewolf, or other spook within the wood's brooding borders. Yet while locals might boast excitedly and exchange tales by day, at night they bar their doors and pile firewood high. The Church of Erastil takes these stories particularly seriously, and worshipers of Old Deadeye are frequently seen patrolling the dells and towns along the forest's ragged edge, making sure the dark creatures within its borders stay there.

Balswief: Balswief is one of the primary mining towns in the Korvosan region; its residents pry iron, copper, and rarer metals form the foothills of the Fenwall Mountains and ship them downriver. In addition to human prospectors, the town boasts a large population of halflings, who find the city's frontier aesthetic much to their liking.

Biston: Here the shores of Lake Syrantula rise up from the water in a great overhanging cliff of stone. Covering the escarpment is an ancient and crumbling community, its caves drilled back into the rock to form a cozy, interconnected warren of ladders and ropes. Although the town is currently inhabited primarily by fishermen and farmers, its original architects are rumored to have been a now-extinct tribe of harpies.

Bloodsworn Vale: The site of a bloody engagement between Chelish invading forces and desperate Shoanti barbarians, Bloodsworn Vale was a primary trade route between Cheliax and its Varisian colonies. It fell into disuse after the empire's collapse. As a few Varisian port cities grow increasingly wealthy from southern trade, many landlocked towns have begun clamoring for the pass to be reopened.

Brinewall: Originally settled by Chelaxians out of Korvosa, and once the northernmost Chelish holding in Varisia, this fortress was perfectly situated to defend against and facilitate trade with the harsh warriors from the Lands of the Linnorm Kings. Despite the constant threat of Nolander barbarians, the dragon-helmed militia manning the fort's eponymous curtain wall proved more than capable of rebuffing attacks. Twenty years ago, however, all communication with the fortress suddenly ceased. Investigations revealed an empty citadel, devoid of all evidence of attack or disaster. Although most blame the Nolanders, the complete absence of bodies and the pristine shape of the empty ships bobbing in the harbor speak toward a more sinister calamity.

Calphiak Mountains: The Calphiak Mountains are the youngest range in Varisia, dating back a mere 10,000 years to the cataclysmic end of the Thassilonian Empire. Today, the mountains are renowned for their high concentration of Thassilonian artifacts, most famously at the Valley of Stars, a heavily etched crater many explorers believe to be a massive celestial observatory.

Celwynvian: Deep in the Mierani Forest, the ancient elven capital of Celwynvian stands empty, its verdant palaces and delicate towers poised breathlessly in the half-light beneath the canopy. Avoided superstitiously by other races during the elves' long absence, the City of Emerald Rains has been quarantined since their return. Refusing all requests by outsiders to enter their ancestral home, the elves claim to have cut off the city to provide their kind with a refuge form the outside world. Those who deal with the denizens of the Mierani Forest, however, whisper that the elves themselves actually reside outside the city, fighting a hidden war to retake their capital from a sinister and unnamed force.

Chorak's Tomb: The giants of the Storval Plateau were not always the barbarians they are today, and perhaps the best proof of this lies on the tiny island in Lake Skotha known to the giants as Chorak's Tomb. Here, it is rumored, the descendants of the giant warlord's honor guard still cling to the remnants of civilization, protecting the last traces of their race's glory. All of this remains speculation, however, as any sentient creatures attempting to approach the island are bombarded with rocks or shot down with rune-carved ballista bolts. Not even other giants know what secrets lie at the island's center, and for now, beyond a few glints of metallic structures in the distance, the mystery of Chorak's Tomb goes unanswered.

Churlwood: A tangled forest choked by tenacious vines, Churlwood is almost impossible for non-natives to navigate, making it the perfect refuge for the bandit gangs and goblin tribes that raid from its borders. With its plentiful game and renowned ability to confuse even the most canny trackers, the wood is a popular destination for wanted criminals, its borders a haven for rogues and escaped slaves alike - hence the expression. "Safe as a thief in Churlwood". Of course, what the stories of outlaw folk heroes and egalitarian bandits fail to mention is just how many enter the forest never to be seen again.

Cinderlands: The Cinderlands take up the majority of the southern Storval Plateau, its dry, ashen soil approaching desert status in many places. Many of the plants here require fire to split open their seedpods, and in the summer, wildfires race across the badlands in vast sheets of flame ignited by the ferocious seasonal thunderstorms. In these harsh environs, only the Shoanti make any real settlements, and these generally consist of yurts and other easily transportable structures. Fire plays a central role in the lives of these upland tribes as well, and many promote harsh rites of passage in which young warriors must outpace a wildfire or run down an animal driven before the flames.

Crystalrock: Originally discovered by the dwarves of Janderhoff, who sometimes refer to it as the "Heart of the World", this massive crystalline formation hangs suspended from frail-looking crystal threads in a natural cavern far beneath the edge of the Mindspin Mountains. For hundreds of years, dwarven elders have gathered here annually to watch as the crustal suddenly convulses, sending out a deep, vibrating pulse that can be felt in creatures' bones for miles around. Recently, however, the dwarves who study Crystalrock have grown withdrawn with concern and excitement as the beating has begun speeding up, currently coinciding with the changing of the seasons.

Crystilan: While its original name has long been lost, the site called Crystilan is today among the best-known Thassilonian artifacts, and has provided scholars with much of what they now know about Thassilonian life. Visible from the sea, the shining dome of transluscent crystal is glorious to behold, catching the sun's light and making it too bright to stare at directly. Up close, the adventurous can peer through the smooth, almost frictionless crystal at the chunk of city within, perfectly preserved like a fly in amber. Though many have attempted to break through and reach the stepped temples and vast arches, no magic or weapon currently known has ever been able to mar or otherwise penetrate the crystal, and those who have attempted to tunnel under it believe the strange shield to be a perfect sphere. For now, at least, most scholars are content to transcribe the visible runes and watch the strange deserted city as it proceeds, unchanging, through the ages toward some unknown purpose.

Curchain Hills: The hollow and grassy dells of the Curchain Hills are  home to relatively peaceful tribes of Shoanti, great herds of grazing aurochs, and several superstitious families of frontier folk. Travelers through the region often claim that certain hills appear too similar, suggesting an unnatural formation.

Ember Lake: Presumably fed by hot springs as well as the Lampblack and Malgorian rivers, the waters of Ember Lake rise up warm from the rolling plains, and certain spots along the shore steam in the colder months. The lake is also home to strange aquatic creatures that dart like fireflies in massive schools beneath the surface. Not quite fish, these tiny creatures called "charigs" resemble salamanders, their transparent skin phosphorescing in the clear waters. Although the creatures appear harmless, locals avoid eating them, claiming that on certain nights of the year the schools assemble in flickering patterns miles wide, moving with purpose and intelligence, as if creating glowing signals visible only form the sky.

Fenwall Mountains: While few attempt to establish any real homesteads in the monster-infested Fenwall Mountains, the peaks' rich lodes of iron and precious metals make them an attractive destination for lower-class Korvosans and undesirables seeking to strike it big as prospectors. As such, the valleys of the Fenwalls are dotted with tiny one-person camps as well as heavily guarded strip-mining excavations bankrolled by larger, Korvosa-based mining concerns.

Fogscar Mountains: The dense-packed goblins of the Fogscar Mountains squabble among themselves constantly, with each stony gully seeming to host a new tribe of knee-biting scavengers. Although narrow roads run between the misty peaks, travelers seeking a shortcut between Magnimar and Roderic's cove are advised to go well armed and carry large stores of cheap trinkets - or moderately useful garbage - with which to buy off the notoriously covetous natives.

Galduria: While the town of Galduria survives primarily by ferrying grain and lumber along the Lampblack River and Ember Lake, its true claim to fame is its college. By far the oldest structure in town, the Twilight Academy is one of the premier schools of magic in Varisia, rivaled only by the Stone of the Seers in Magnimar and the notorious Acadamae of Korvosa, both of which consider it an upstart devoid of their own rich heritages. Founded in Galduria specifically to avoid the political pressure and intrigues of those two cities, the Twilight Academy has a reputation for being experimental and unconventional in many of its practices, but frequent donations to public works keep locals form probing too deeply into the occasional haywire spell or necromantic accident.

The Gnashers: The traditional home of several hill giant tribes, the Gnashers offer the brave explorer a rare glimpse into the vast giant empire that predated human settlement in Varisia. Unfortunately, the brutish natures of its current residents make such expeditions a dangerous gamble at best.

Gruankus: Its original purpose unknown, the great stone wheel of Gruankus lies on the shore of the Varisian Gulf, its rune-carved bulk half-buried in the sand. Today, it's better remembered as the site of the negotiations between Riddleport and Magnimarian diplomats that led to the treaty of Gruankus, which has kept traders in the Varisian Gulf nominally safe from pirate attacks for nearly a hundred years.

Guiltspur: Even the giant savages who dominate the northern Storval Plateau avoid Guiltspur, an ever-deepening excavation into ages long past, dug by giant sweat and dragon claw. Unmarked and unknown for centuries, only recently has the site revealed itself to be a complex Thassilonian catacomb.

Harse: This village perches on the spit of land where the Sarwin and Falcon rivers meet, and the twin Harse ferries are the easiest way for travelers in the area to cross either of the great rivers. In addition, Harse boasts the best horse and livestock breeders south of the Velashu Uplands, and each year holds an enormous rodeo designed to single out the best animals and riders.

Hollow Mountain: Upon the largest of Rivenrake Island's jagged peaks sneers the shattered monumental visage of a stern-looking woman scowling ever southward over the remnants of the titanic ancient bridge that connected Rivenrake to Argavist Island. Shorn vertically in two, the face reveals levels upon levels of exposed architecture within the mountain, while below, the ruined foundations of a dust-choked tomb of a city climb the mountainside, tempting adventurers with the promise of untold discoveries.

Hook Mountain: This massive mountain is at the southernmost reaches of the Iron Peaks and looms over the Sanos Forest. Hunters and trappers in the region steer clear of the area because they claim savage tribes of inbred ogres inhabit the place.

Ilsurian: In the years immediately following the crumbling of the Chelish Empire, Korvosa was embroiled in turmoil, with various noble houses and government officials squabbling over where the colony's allegiance would fall. While many loyal to the old empire eventually left Korvosa and relocated to Magnimar, theirs was not the only faction to desert the quarreling city. Ilsur, formerly a First Sword among the Knights of Aroden, advocated shaking off noble rule altogether and restructuring Korvosa as an efficient, military meritocracy. He campaigned for years but conceded failure in 4631 AR with the foundation of the Korvosan royal house. Ilsur led his troops to the coast of Lake Syrantula, where they settled in a small fishing village and dug in to await their chance to return and put the new aristocracy to the sword. Although Ilsur is long dead and his descendants are more woodsmen and fishmongers than soldiers, the village remains fiercely independent - ceding to neither Korvosan nor Magnimarian rule - and all townsfolk are required to maintain a sharp sword and train against the day when they might have to defend their freedom from tyrants.

The Sunken Queen: A great, timeless pyramid rising from the Mushfen's murk.

Kaer Maga: A city built within ancient ruins, renowned for its anarchic population of squatters and outlaws.

The Mobhad Leigh: A vast and deep pit, which the Shoanti say has no bottom.

Riddleport: A depraved pirate city whose ancient harbor bears a massive, rune-carved arch.

The Lady's Light: An ancient, towering lighthouse rumored to be haunted by the ghosts of witches.

The Storval Stairs: Titanic steps cut into the face of the Storval Rise.

Urglin: An ancient ruin overrun by brutal savages, orcs, half-breeds, and worse.

Viperwall: The Citadel of Snakes. Its walls of carved serpents endlessly leak a venomous gas.

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