From the reclusive elves of the Mierani Forest to the orc-blooded interlopers from the Hold of Belkzen to the Varisian wanderers from whom the region takes its name, diversity and conflict characterize the varied cultures that make Varisia their home. Height and Weight Although the races of Golarion are fundamentally the same as those presented in D&D, there are some slight differences in height and weight. Most notably, those of elven blood are taller in Golarion, and the fey-kindred gnomes are lighter. The details of all races are presented online for ease of reference. Humans Three distinct human societies dwell in Varisia: the expansionist colonists of Cheliax, the tempestuous tribes of the Shoanti barbarians, and the enigmatic Varisians. Chelaxians: Beyond the Mindspin Mountains and far to the south lies the cosmopolitan heresy of Cheliax. Once an empire of unquestioned might, the death of the empire's god Aroden allowed the rise of a diabolical aristo...
Adventurers in Varisia employ a wide variety of weapons, armor, and gear unique to Varisia. Here are but a few of the most common tools and armaments found in the region. Shoanti Barbarian Chew: Adventurer's Armory, page 18. Dogslicer: This short, curved blade is favored by goblins, who often drill numerous holes into it in an attempt to reduce its weight. If a wielder rolls a natural 1 when attacking with a dog slicer, the weapon gains the broken condition. Masterwork and magical dogslicers do not have this flaw. Most dogslicers are sized for Small creatures. Dogslicer stats can be found in the Adventurer's Armory, front inside cover. Earth Breaker: The crude metal of this massive hammer's head ends in multiple blunt spikes that channel the momentum of a powerful swing. Earth breaker stats can be found in the Adventurer's Armory, front inside cover. False Jewelry: Favored by rogues in statuesque Magnimar, these adornments hide tiny secret compartments....
The heroes continued their exploration of the barracks and training hall. Each of the 20-foot-square side rooms contained bunks. Chamber of Readiness. The polished granite walls of this large chamber were covered in spidery glyphs. The ceiling rose twenty-five feet high, where a mural depicted a red-headed woman holding a flaming ranseur standing atop a burning tower of stone. Swords and ranseurs rested inside shallow depressions in the walls, glowing faintly to illuminate the chamber. The east side of the room was a solid wall of billowing black smoke. The heroes used read magic to determine that the glyphs on the walls represented various forms of evocation magic, particularly those involving fire or the creation of magic weapons. The wall of smoke separating this room from the Hall of Testing was a very decorative illusion. Hall of Testing. A wide avenue flanked by crimson stone pillars ran down the center of this chamber - the ceiling arched sixty feet above and seemed to be made o...
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