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...
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...
Aura strong abjuration and conjuration; CL 11th Slot none; Price 22,301 gp; Weight 1 lb. A sadist's lash is a long whip of thin strips of leather. Created originally by a special sect of wizards who served under Runelord Sorshen, sadist's lashes swiftly became quite popular throughout Thassilon. The lash acts as a +1 wounding whip , and also aids enchantment spells in two ways. First, it can deliver enchantment spells with a range of touch as if the wielder had touched the creature struck. Additionally, any creature that takes damage from a sadist's lash takes a -5 penalty on Will saves against enchantment effects created by the wielder of the lash for 1 minute unless it succeeds at a DC 15 Will save. Construction Craft Magic Arms and Armor, dominate person ; Cost 11,301 gp
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