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Adam Daigle and James L. Sutter - Official North Pole Mail • Adam Daigle and James L. Sutter...

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Authors • Adam Daigle and James L. Sutter

Contributing Artists • Eric Belisle and Wayne Reynolds

Cartographer • Rob Lazzaretti

Creative Director • James Jacobs

Editor-in-Chief • F. Wesley Schneider

Senior Editor • James L. Sutter

Development Lead • Adam Daigle

Editing • Judy Bauer and Christopher Carey

Editorial Assistance • Logan Bonner, Jason Bulmahn, Adam Daigle, Rob

McCreary, Mark Moreland, Stephen Radney-MacFarland, Patrick Renie, and

Sean K Reynolds

Editorial Interns • Savannah Broadway and Jerome Virnich

Senior Art Director • Sarah E. Robinson

Graphic Designer • Andrew Vallas

Production Specialist • Crystal Frasier

Publisher • Erik Mona

Paizo CEO • Lisa Stevens

Vice President of Operations • Jeffrey Alvarez

Director of Sales • Pierce Watters

Finance Manager • Christopher Self

Staff Accountant • Kunji Sedo

Technical Director • Vic Wertz

Senior Software Developer • Gary Teter

Campaign Coordinator • Mike Brock

Customer Service Team • Cosmo Eisele, Erik Keith,

and Sara Marie Teter

Warehouse Team • Will Chase, Michael Kenway, Matt Renton, Jeff Strand, and

Kevin Underwood

Website Team • Ross Byers, Liz Courts, Lissa Guillet,

and Chris Lambertz

This product makes use of the Pathfinder RPG Core Rulebook and Pathfinder RPG Advanced Player’s Guide. These rules can be found online for free as part of the Pathf

inder Roleplaying Game Reference Document at paizo.com/prd.

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathf inder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy

roleplaying game.

Product Identity: The following items are hereby identif ied as Product Identity, as def ined in the Open Game License version 1.0a, Section 1(e), and are not Open Content:

All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have

previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as def

ined i n t he Open Gaming L icense version 1.0a Section 1(d). No portion of t his work other t han t he m aterial designated as Open Game Content may be reproduced in any

form without written permission.

Rise of the Runelords Anniversary Edition Player’s Guide © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathf inder, Pathf

inder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathf inder Adventure Path, Pathf inder Campaign Setting, Pathf inder Module, Pathf

inder Player Companion, Pathf inder Roleplaying Game, and Pathf inder Tales are trademarks of Paizo Publishing, LLC.

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the

Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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15. COPYRIGHT NOTICE

Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.

System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet,

Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Rise of the Runelords Anniversary Edition Player’s Guide © 2012, Paizo Publishing, LLC;

Authors: Adam Daigle and James L. Sutter.

“Like no other land I have visited in all my vast and fevered travels, here in Varisia art and environment are truly

one. The monoliths of a mysterious and romantic people weather the ages, telling the voiceless tales of a race lost

to silence. Each inspired day colors the skies in vivid palettes of placid blue, raging red-orange, and sorrowed

gray—heavenly emotions painted across an endless, cloudless canvas. Even the natives live like masterpieces

on display, their tattoos becoming the likenesses of their lives, their dances telling their endless tales, and their

wisdom tempered by murmured harmonies echoing from both past and future.”

—Cevil “Redwing” Charms Esq., Eidolon

Scarred by the depravity of ancient wizards and reclaimed

by a wilderness of beasts and savages, only in the past

few hundred years have the steps of civilized men again

trod the wondrous and mysterious lands of Varisia.

Welcome to Varisia, the home of Pathfinder’s Rise of the

Runelords Adventure Path. It’s in these ancient and

treacherous lands that your character will take up arms

against the return of a centuries-old evil. Yet, before you

dive headlong into your adventures, there are things you

must know. This guide seeks to prepare you for your

quest, supplying you with information about Varisia: an

introduction to the varied people that call the land home,

a primer to the unique skills and tools you’re likely to

encounter, and that extra edge that just might mean the

difference between heroic triumph and an ignominious

end.

Aside from introducing the Rise of the Runelords

Adventure Path, this guide reveals much of the history

and background of Varisia and aids players in the creation

of characters native to the region. All of the information

presented herein should be considered common

knowledge, especially to characters who call Varisia

home—players are encouraged to create characters with

ties to this varied land.

To aid in that task, this guide is organized to facilitate

character creation, providing you with details about races

in the area, regional characteristics of various character

classes, deities commonly worshiped, new feats unique

to the region, and equipment created and utilized by

natives. The latter sections detail the lands of Varisia, with

a special focus on Sandpoint, a town that takes particular

prominence in the Rise of the Runelords Adventure Path.

While any character, new or old, can take part in the Rise

of the Runelords, those created and equipped using this

guide are likely to have an advantage as the events of the

Adventure Path unfold.

As the first adventure, “Burnt Offerings” in Pathfinder #1,

begins in the coastal town of Sandpoint, characters

should consider being local to that community or having a

reason for visiting the area. If you choose to create a

character from beyond Varisia’s borders, work with your

GM to establish a reason for being in Sandpoint. Rest

assured, this guide is merely the first step, and your

journey into Varisia is just beginning!

“Savagery and regressivity epitomize the disfigured

lands of Varisia. Jagged mountain chains break the

worthless, dusty clay at queer and reckless lengths.

Tangled forests grow wild with titan weeds—the flora of

these fecund briars little more than tenacious brambles.

Blasted reaches of cracked earth and rolling scrub form

the parched paradises of all manner of backward

savages, including the doomed final generations of

humanity’s brutish ancestors. And everywhere the land

bears the scars of a forgotten people whose eroding

ruins and crude attempts at artistry litter a landscape

already scarred by its own geological leprosy.”

—Darvayne Gios Amprei; Merciless: Abendego,

Belkzen, Varisia, and Other Hells

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.

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

aristocracy who treat with the denizens of Hell to afford

their endless decadence and eternal rule. Although

unquestionably depraved and diminished by the loss of its

deity, Cheliax remains a beacon of culture, art, and magic

that dominates much of the southern part of the continent.

While expansionist Cheliax once coveted the riches of

Varisia, its decline has freed its colonies to their own

fates. Now, the most powerful of Cheliax’s city-states,

monument-haunted Magnimar and imperial-minded

Korvosa, vie for control of its abandoned Varisian

holdings.

In these cities and the numerous vassal settlements of

each, the majority of the populace can trace their ancestry

to the sharp-featured people of Cheliax. Chelaxians

possess dark hair and eyes contrasted by pale skin—

along with a taste for artistic fineries and high art—and the

far-reaching and polyethnic holdings of Cheliax allow

humans of varied heritages to claim Chelish descent. So

numerous and varied are these immigrants that the

natives of Varisia now simply refer to all humans not of

Varisian or Shoanti blood as Chelaxians.

Shoanti: Across the northeastern reaches of Varisia, the

seven ardent tribes of the Shoanti make their homes. A

turbulent people adhering to traditions unchanged in

hundreds of years, these natives live harsh lives, preying

upon predators and eking what they can from an

unforgiving land. Most of the tribes nomadically follow

herds and water as the seasons demand, but they

typically stay within familiar territories and return to

favored homelands year after year.

The Shoanti once held all of Varisia as their own, sharing

it only with the Varisians, whom they coldly accept as

distant cousins. The coming of explorers and colonists

from Cheliax changed all this, though, sparking an age of

bloody warfare. Few know how many tribes of Shoanti

were lost in these endless battles—and even today the

names of the so-called dead tribes are not spoken—but

finally the barbarians were forced to cede their

homeland’s southern reaches to the invaders. While they

still claim all Varisia as their rightful land, today the

Shoanti tribes are limited the Storval Plateau, the

Cinderlands, the Curchainian Hills, and the Velashu

Uplands.

Their loss of the south remains an unhealed wound

shared between all the tribes, and fiery youths often raise

their voices in bloody vows against all those of Chelish

blood. Of the seven remaining Shoanti tribes, those of the

Shriikirri-Quah—a people who hold great respect for

animals and claim to learn much from their ways—are

most likely to interact with other peoples. The other tribes,

those of the Lyrune-Quah, Shadde-Quah, Shundar-Quah,

Sklar-Quah, Skoan-Quah, Tamiir-Quah, typically prove

more warlike and aloof.

The Shoanti are a hale and powerfully built people.

Typically of ruddy complexion, most men stand well over

6 feet tall, with women only slightly shorter. Hair is viewed

as a distraction and possible detriment (especially in the

complex arts of hand-to-hand battle many tribes cultivate)

and thus both genders frequently shave their heads—with

only mystics and the elderly ignoring this meme. Many

Shoanti wear prominent tattoos, typically of shapes and

patterns heavy with traditional meaning, which wearers

expand and embellish upon as they age.

Varisian: Passionate and fiercely independent, Varisians

lend their name to their homeland, Varisia. While these

clannish wanderers can be found throughout the world,

nowhere are larger populations found than in the land of

their ancestors.

Insular and adhering to an ancient, nomadic way of life,

extended families of Varisians form wandering

communities, traveling wherever fate directs them.

Varisians don’t believe in claiming land and thus see no

hardship in their nomadism. While nature provides for

most of their needs, these wanderers often visit the cities

and towns of settled people to trade art and curios from

their travels, earn coin by entertaining and performing

small jobs, and sometimes to con and steal from the

unwary. Varisians are also known for their unique

mysticism. Some believe their traditional dances provide

insights into the future and their family elders can hear the

voices of the long dead.

The typical Varisian possesses deep olive skin and hair

that ranges from black to auburn, often worn long by both

men and women. Customary tattooing leads most to

exhibit complex patterns and symbols significantly

different from those worn by the Shoanti who share their

homeland. As wanderers and—often—entertainers,

Varisian dress tends toward extremes, from functional

garb fit for traveling to wildly impractical dress meant to

accentuate their dancing, exotic tattoos, and naturally fit

forms.

Although native to the same land, Varisians and Shoanti

both hold distinct naming conventions.

Shoanti: Male Shoanti names are made up of a few sharp

syllables, while an “ah” sound at the end implies a

feminine name. Titles based upon one’s exploits are also

common among the Shoanti.

Male: Ancrym, Frarnak, Galstak, Ivtolt, Kaddok, Mestrard,

Nalmid, Pikrak, Roakkad, Shadfrar, Tanrov, Zakok.

Female: Adohah, Cada, Desba, Eyotah, Istas, Lenna,

Meda, Nuna, Shadlah, Toska, Unas, Yola.

Varisian: Names among female Varisians tend to be elaborate and

lyrical. Male names tend toward shorter, harder sounds.

Male: Camlo, Chaine, Deivon, Durriken, Jal, Jubrayl, Lel,

Mandraiv, Pais, Rauno, Wesh, Zurisatro.

Female: Aylmora, Chavali, Emyralda, Iymkala, Marilis,

Relisys, Seoni, Syeira, Tauni, Wren, Zenovia.

The majority of the dwarves of Varisia live in the iron-

walled town of Janderhoff. Having settled in the copper-

rich foothills of the Mindspin Mountains centuries ago,

with the coming of foreign interlopers the dwarves have

seen their home change from a simple mining village to a

bustling trading town. Despite Janderhoff’s fortresslike

exterior, its people welcome any visitors who seek to do

honest business and who don’t cause trouble. This

hospitality extends to both the Shoanti tribes of the Storval

Plateau and the Chelish traditionalists of Korvosa. While

the barbarians and Chelaxians antagonize one another

seemingly at every opportunity, Janderhoff has no mind

for such bickering. The dwarves eagerly capitalize on their

position as the sole passage for the worked goods of

Korvosa and beyond onto the plateau and rare Shoanti

foods, medicines, and ancient artifacts into the south.

While Janderhoff offers great opportunities to enterprising

dwarves, those who seek their fortunes away from their

home’s copper steeples can be found among the

workshops of Magnimar, the gas forges of Riddleport,

hunting alongside the Shoanti, and anywhere else in

Varisia that a profit might be made.

Few elves make their home in Varisia, with the exception

of the residents of the Mierani Forest. From the giant

pines, white barks, and towering coastal redwoods, the

Mierani elves have sculpted several villages, most notably

cliff-side Arsmeril on the coast and the trading town of

Crying Leaf on the edge of the Velashu Uplands. Their

true home, though, the tree-city of Celwynvian, is a city

abandoned. Although it still stands, the elves have fled the

City of Emerald Rains, saying only that the place has

fallen under the deepest of shadows. Few elves—and no

outsiders—know any more than this, though emissaries

to Korvosa and Magnimar offer incredible rewards to any

willing to investigate the forsaken city.

Aside from those of the northern forest, elves from far-off

exotic locales like Kyonin, Sovyrian, and the Mordant

Spire are not unknown in Varisia’s larger ports.

While it’s well-known that the gnomes of Varisia make

their homes in the Sanos forest, few can truthfully say

they’ve ever seen an actual gnome community.

Whimsical but secretive—despite their seemingly good

natures—the gnomes of Varisia rarely speak of their

homes. Even when they do, their details rarely weather

retellings, leading many to speculate that a great treasure,

gateways to the fey court, or some other secret lies

hidden within the forest. Regardless of their mysteries,

Varisian gnomes share their race’s typical ties to the

natural world, and perhaps even a heightened curiosity,

as many gnomes seem to sense something vaguely “off,”

“strange,” or “old” about the land.

Gnomes are most commonly found it the rural

communities around the Sanos Forest. Nybor, Wartle,

and Whistledown host the largest populations, with some

even traveling as far as Magnimar and Riddleport. While

gnomes are sometimes seen in Korvosa or farther north,

these rare individuals are typically traders and wanderers

from Thom to the east, Brastlewark in Cheliax, or the shey

citadels of Irrere.

As they tend to throughout the world, the halflings of

Varisia live among the other races of the lands they

inhabit. Most commonly met in the southern lands from

Magnimar to Korvosa, halflings tend to adopt one of three

distinct ways of life.

As many migrated to Varisia following Chelish explorers,

the halflings of Korvosa and its vassal townships live life

similarly to their kin in Cheliax: second-class citizens who

toil as servants, middlemen, and entertainers. To the

west, in the lands claimed by Magnimar, halflings enjoy

more emancipated lives, occupying many of the same

roles as humans. Although some Chelish prejudices

survive, leading some to ridicule the smaller folk, most

halflings are happy to swindle foolish and condescending

humans.

Numerous halflings have also joined the land’s native

Varisians, sharing in their nomadisim and reverence of

the goddess Desna. Both peoples seem to view the other

as kindred spirits and willingly share their ways.

Born of extraordinary and often unfortunate

circumstances, half-elves face prejudices of both their

parent races. While some find it easy to disguise their

mixed heritages in the teeming human cities of southern

Varisia, a considerable number discover a harsh

sanctuary among the cutthroats and outcasts of

Riddleport. Some half-elves dwell on the fringes of the

Mierani Forest where they are, at best, pitied by their

elven kin or, at worst, shunned. A few half-elves have

come to live among Varisia’s wandering natives: the

Shoanti see no difference between them and full-blooded

elves, while Varisians prove all too familiar with the scorn

of their “civilized” human cousins.

Regardless—or perhaps in spite—of the cards cast

against them, half-elves strive for extraordinary goals,

doing and saying what few would dare, defying the world,

and determinedly shattering prejudices.

Although the races of Golarion are fundamentally the

same as those presented in the PHB, 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 here for ease of reference.

Race Height Weight

Human, male 4’ 10” +2d10 120 lb. × (2d4) lb.

Human, female 4' 5" +2d10 85 lb. × (2d4) lb.

Dwarf, male 3' 9" +2d4 150 lb. × (2d6) lb.

Dwarf, female 3' 7" +2d4 120 lb. × (2d6) lb.

Elf, male 5' 2" +2d8 100 lb. × (1d6) lb.

Elf, female 5' 2" +2d6 90 lb. × (1d6) lb.

Gnome, male 3' 0" +2d4 35 lb. ×1 lb.

Gnome, female 2' 10" +2d4 30 lb. ×1 lb.

Half-elf, male 5' 0" +2d8 110 lb. × (2d4) lb.

Half-elf, female 4' 10" +2d8 90 lb. × (2d4) lb.

Half-orc, male 4' 10" +2d12 150 lb. × (2d6) lb.

Half-orc, female 4' 5" +2d12 110 lb. × (2d6) lb.

Halfling, male 2' 8" +2d4 30 lb. ×1 lb.

Halfling, female 2' 6" +2d4 25 lb. ×1 lb.

Members of this rare, bastard race most commonly come

to Varisia alongside marauders from the Hold of Belkzen,

which frequently raid Shoanti tribes and pillage the sparse

resources of the Cinderlands. The warlike clans long ago

discovered that breeding with humans produced whelps

of greater cunning and discipline and have since preyed

upon Varisia’s native peoples to provide such brutal

unions.

While some half-orcs have sought to escape the

barbarousness of Belkzen, most travel Varisia on special

orders from their warlords, taking them to scurvy

Riddleport, shadowy Kaer Maga, or the merciless pits of

Urglin. While some make their homes in the same

depraved dens their bloodthirsty kin frequent, others live

on the fringes of Varisia’s southern lands. In seeking

acceptance, these outcasts lead lives of incredible daring

and personal discipline, ever hoping to prove their worth

by actions and escape the shadows of their birth. In any

case, wise half-orcs rightly avoid Varisia’s native Shoanti,

who see them as the foulest abominations, more hated

than even the Chelaxians of the south.

Adventurous spirits from every walk of life seek their

fortunes in Varisia. Those who wish to survive in these

dangerous lands might consider the following advice.

Numerous barbaric peoples inhabit the lands of northern

Varisia, most notably the proud Shoanti, the feral-born of

the Mierani Forest, and foreign raiders from both the orc-

ruled Hold of Belkzen and the brutal Lands of the Linnorm

Kings. Upon the Storval Plateau, the raging warriors of the

Shoanti prove the most numerous, with the barbarians of

the Lyrune-Quah, Shadde-Quah, and Sklar-Quah being

especially renowned for their abandon in battle. Many of

the Shoanti’s greatest warriors exhibit ties to their tribal

totems and draw upon those spirits for aid in battle.

Beyond the Shoanti, the sea-raiders of the Linnorm Kings

and orc marauders of Belkzen sometimes wander Varisia,

either questing to prove their prowess or to escape the

brutality of their people. Some elves of the Mierani forest

also embrace the feral ways of beasts, living like animals

to better understand their land and drive out the taint that

festers within.

Performers of all types travel to Varisia in hopes of making

names for themselves and studying the unique

performances of the land’s native people. Among these

populations, entrancing Varisian dancers spin to the

boisterous pace of their peoples’ traditional songs, while

Shoanti thunder callers sing down the heroics of the

departed. Among the nonhuman races, the elves weave

rich traditions of dance, music, and song into hypnotically

beautiful displays, dwarven forge ringers craft wondrous

works of art with the songs of their hammers, and gnome

storytellers fascinate any who listen with their elaborate

tales. The puzzle masters of Riddleport and performers at

the Echohall of Magnimar and Her Imperial Majestrix’s

Melodeum also travel widely to demonstrate their talents.

Aside from performers, well-traveled bards learn much of

Varisia and its history. The tales of countless monuments,

natural wonders, and bygone mysteries prove invaluable

in a land so haunted by its own past. Those who cultivate

these skills—especially Arcana, History, and Nature—

gain great insight into the land’s seemingly endless

secrets.

Numerous animals unique to the region make Varisia their

home. Any druid or ranger native to these lands is familiar

with these beasts and might befriend them as animal

companions.

Auroch: Powerfully built herd animals that range across

the northern Storval Plateau and western hills, aurochs

refuse to be mere prey animals. With thick, mottled gray

hides and forward-curving horns (reaching 2-1/2 feet in

length), adult aurochs often weigh well over a ton.

Aurochs have the same statistics as a CR ½ giant goat.

Cindersnake: These giant red-patterned vipers hide

amid the crags and fine silt of the Cinderlands, crippling

prey with a painful, burning venom. Cindersnakes have

the same statistics as CR 1/8 poisonous snake.

Donkey Rat: Snowy white rodents the size of small dogs

(in some places known as capybaras or giant guinea

pigs), the donkey rats native to Varisia’s coast are popular

pets (and meals) throughout the southern lands. Donkey

rats have the same statistics as CR 1/8 giant rats.

Fire Pelt: These black-and-red-furred mountain lions

stalk much of northwestern Varisia. The color of their pelts

changes from predominantly black to a range of autumnal

colors with the seasons. Fire pelts have the same

statistics as CR 1 lion.

Giant Lizard: Geckos the size of ponies prowl the moist

sea cliffs and forests of southern Varisia, feasting on

rodents, giant insects, and even the occasional goblin.

Upon the Storval Plateau, aggressive horned spirestalker

lizards hide among rocky outcroppings and fearlessly

attack anything that comes in sight. CR 1/8 giant lizard.

Storm Roc: Proud raptors with wings the color of

thunderheads and crownlike crests of tousled feathers,

storm rocs are said to live for hundreds of years and

eventually grow to the size of the true rocs. Storm rocs

have the same statistics as CR 0 eagles.

Deity AL Portfolios Suggested Domains Favored Weapon

Erastil LG God of farming, hunting, trade, family. Nature, Life Longbow

Iomedae LG Goddess of valor, rulership, justice. Life, Light Longsword

Torag LG God of the forge, protection, strategy. War, Life Warhammer

Sarenrae NG Goddess of the sun, redemption. Life, Light Scimitar

Shelyn NG Goddess of beauty, art, love, music. Nature, Knowledge Glaive

Desna CG Goddess of dreams, stars, travelers. Light, Knowledge Starknife

Cayden Cailean CG God of freedom, wine, bravery. Light, Knowledge Rapier

Abadar LN God of cities, wealth, merchants, law. Knowledge, Life Crossbow

Irori LN God of history, knowledge. Knowledge, Light Unarmed Strike

Gozreh N God of nature, weather, the sea. Tempest, Nature Trident

Pharasma N Goddess of fate, death, prophecy, birth. Death, Life Dagger

Nethys N God of magic. War, Knowledge Quarterstaff

Gorum CN God of strength, battle, weapons. War, Death Greatsword

Calistria CN Goddess of trickery, lust, revenge. Trickery, Knowledge Whip

Asmodeus LE God of tyranny, slavery, pride, contracts. Death, Trickery Mace

Zon-Kuthon LE God of envy, pain, darkness, loss. Death, War Spiked Chain

Urgathoa NE Goddess of gluttony, disease, undeath. Death, Nature Scythe

Norgorber NE God of greed, secrets, poison, murder. Death, Knowledge Shortsword

Lamashtu CE Goddess of madness, monsters. Trickery, Death Halberd

Rovagug CE God of wrath, disaster, destruction. War, Death Greataxe

Worldly hunters of Erastil, mindful priests of Irori,

seductive followers of Calistria, and marauding fanatics of

Rovagug: the faithful of nearly every religion known to

Golarion are found in Varisia. While the rare temple might

appear in the villages and cities of the southern lands,

religion most often comes to the people informally, either

in the hearts of devoted worshipers or in the words of

wandering ministers. Pious towns too small to host

multiple temples often build communal places of worship

dedicated to deities of local importance.

Beyond the typically good- and neutral-aligned temples of

the south, the region’s Varisian wanderers possess a

strong traditional belief in Desna, while the Shoanti revere

abstract powers of nature, their ancestors, and tribal

totems. Many of the monstrous races of Varisia perform

blood sacrifices in the names of Lamashtu and Rovagug.

The civilized peoples of Varisia most commonly worship

one of six deities: Abadar, Desna, Erastil, Gozreh,

Sarenrae, and Shelyn.

Defenders of nature wage a subtle war in Varisia. For

decades, outsiders have come to plunder the land of her

wild treasures and take advantage of the native races.

The druids of Varisia have ever fought to confound such

efforts. Among the Shoanti—already fierce protectors of

the land—some follow the path of the druid, using their

magic to aid their people and live at peace with nature.

Within the Mierani Forest, the region’s eldest druidic circle

works to overcome the malady that afflicts the heart of

that wilderness. Small communities and individuals guard

many other natural holdfasts, with the druids of the

Churlwood, Sanos Forest, Mushfens, and Stony

Mountains being the most active. Beyond these groups,

many of Varisia’s druids are, in fact, strangers

themselves, natives of other lands or agents of larger

druidic circles who view Varisia as unspoiled and

deserving of protection.

Varisia’s druids are keenly sympathetic to the moods and

whims of the land. To assist them, most local druids

befriend creatures native to the region, typically beasts of

the vast forests and hills, dire animals of the mountains

and plateau, or the numerous indigenous creatures

unknown beyond Varisia’s border mountains.

Many live and die by the blade in Varisia, and numerous

breeds of warrior do battle upon its soil. The warrior tribes

of the Shoanti teach their children the basics of the

hammer and sling, giving them the knowledge to hunt for

and defend their tribe. Savage raiders from the Hold of

Belkzen prove their prowess through their scars, raiding

and fighting in the Warpits of Urglin for the love of

bloodshed. The Mierani elves cultivate their people’s

ancient skill with bows and long blades to defend their

forest homes. In Janderhoff, wall wardens heft the axes

of their fathers and wear runecarved ancestral armor to

guard their mines and forges. The pirates of Riddleport

clash their rapiers against the axes of raiders from the

Lands of the Linnorm Kings. Lone sheriffs and constables

keep the peace in numerous southern communities, while

the soldiers of Magnimar and Korvosa ever seek to

spread the colors of their city-states. And wherever there

is such need, mercenaries and adventurers sell their

swords to anyone with the coin to pay.

While found elsewhere in Golarion, no martial monastic

tradition holds strong ties to Varisia. The closest Varisia

has to native martial arts are the brawlers of the Shoanti,

warriors who see weapons as a weakness and seek to

forge their bodies into instruments of war. Practiced most

commonly by members of the Sklah-Quah and Skoan-

Quah, these battle regimens callous the warrior’s body

and teach him where to punch and grab to do the greatest

harm.

Despite Varisia’s lack of monasteries and organized

fighting schools, there are still some who call themselves

monks and practice techniques of battle from foreign

lands. Traveling alongside clerics of Irori, monks devoted

to self-perfection and the lethality of the body guard their

brethren in the faith. Travelers from the far south, the

lands of Tian Xia, and other exotic locales sometimes

appear in southern ports, bringing with them the occult

battle arts of their people.

Although Varisia lacks much of the social structure that

typically gives rise to knightly orders, this lawlessness

makes the need for paladins and honorable warriors all

the more great. When barbarians and monsters menace

those who would live and toil in peace, few stand to come

to such peoples’ aid. To protect their faithful and spread

their teachings among the faithless, several religions have

sent their champions to Varisia. The churches of Abadar

and Erastil hold particular interest in the land. Abadar’s

champions travel between the communities of the land,

acting as wandering judges and law bringers in their goal

of forging a unified, law-abiding society from this land of

savages and thieves. Those who follow Erastil know the

dangers and hardships faced by those alone on the

fringes of civilization, and they go where they are needed,

aiding in what ways they can. Although the militaristic

arms of these churches appear most active, the faithful of

all the deities of Golarion can be found at work throughout

the land.

Beyond the servants of individual gods, members of a

divergent, grim order of paladins (and ex-paladins) might

also be found. Korvosa—in its traditional ties to Cheliax—

enthusiastically supplies Citadel Vraid, bastion of the

Hellknight Order of the Nail. The Chelaxian Hellknights

pay homage to no deity, but rather bend the rigid law and

infernal traditions of Hell to their will. Made up primarily of

grave humans and dwarves, along with the occasional

half-orc or centaur, these fiercely devoted servants of

Cheliax seek to further their empire’s interests in the

region, preparing southern Varisia for its inevitable return

to Chelish rule and subjugating the land’s rebellious

barbarians and demi-humans.

In Varisia, some familiars are popularly employed by

sorcerers and wizards of specific types.

Chelish Devil Binder: No serious devil binder keeps a

terrestrial familiar for long, summoning an imp or fiendish

viper as soon as he figures out exactly how to do it. Until

that time, however, most make do with bats, snakes, or

other sinister servants.

Cyphermage: Spellcasters who seek to decipher the

many riddles of Varisia, most notably the great ring of

Riddleport, often call hawks or owls to aid them in their

observations. Blue skinks (same stats as lizards) are also

popular among mages who expect to reach some of the

land’s most obscure monuments.

Golemworker: The golemworks of Magnimar is haunted

by flocks of ravens, the favorite familiars of the construct

creators who work within. The most obsessed

golemworkers create their own homunculus familiars with

they learn how.

Mage Smith: In their fanatical devotion to crafting and

imbuing the most perfect magical items, these dwarven

magic-users frequently summon many types of owl

familiars for their alert eyes in typically dimly lit forges.

Varisian: Adding to their reputations for knowing the

unknowable, many Varisian sorcerers can employ

thrushes capable of speaking. These small birds can

convey messages, keep watch, and follow individuals as

their masters order.

A wild land of untamed wildernesses and incredible

beasts, Varisia is an explorer’s paradise. Those with skill

at hunting, tracking, and surviving in uncivilized places

find their talents in great demand. In the south, rangers

serve as some of the most active providers and protectors

of numerous small communities, while some organized

bands in the employ of Magnimar and Korvosa guard

whole regions for the city-states. Both the nomadic

Varisians and Shoanti survive off the land, making skilled

hunters and wayfinders honored members of their

communities. The rangers of the Mierani and Sanos

forests also stealthfully protect the leaf-shrouded homes

of their people.

Hunters in Varisia face wildly different creatures

depending on where they wander, with those trained to

hunt such beasts finding no end of prey. Along the coastal

and southern lands, deadly animals, vermin, goblinoids,

and the occasional undead harass Varisia’s civilized

peoples. The forests, hills, and plateaus beyond play

home to deadlier animals, savage humanoids, and fey,

while within the land’s wildest realms dwell magical

beasts, fierce dragons, and tribes of savage giants.

On the fringes of civilization, all manner of outlaws and

opportunists flourish. The land’s best known rogues are a

subculture of its native people, the Varisians. While their

reputation for thievery and deception is well known, even

outside Varisia, not all of the region’s native wanderers

are deceitful scoundrels—but enough are to make the

reputation stick. These rogues belong to a loosely

organized association of bandits, smugglers, and thieves

called the Sczarni (SCAR-nee). The Scarni rarely prey

upon other natives of the land, the Shoanti being

dangerous marks with little of value, and clan traditions

make scamming other Varisians taboo. Thus,

southerners and foreigners most often fall prey to Sczarni

scams. Rarely malicious in their crimes, the Sczarni are

skilled pickpockets, liars, and thieves of opportunity,

taking what they need and what might aid their people. As

such, food, horses, and unattended goods often make

more attractive takes than raw coin.

Besides the Varisians, both Magnimar and Korvosa host

active criminal communities. Two thieves’ guilds—the

Gargoyles and the Night Scales— uncomfortably share

rowdy Magnimar, the former with interests on the city’s

wealthy and elite, while the latter seems content to bilk the

poor and unwitting foreigners. In Korvosa, any whisper of

a thieves’ guild is crushed by a mysterious crime

syndicate tied to one of the city’s wealthier families. While

few know which family monopolizes the city’s black

market of drugs, slaves, and illegal magics, none dare

oppose them. Yet, perhaps the best known den of thieves

in Varisia is the pirate haven of Riddleport, with cultic Kaer

Maga and savage Urglin close seconds.

Aside from criminals, those with quick wits and stealth

might find all manner of work across Varisia. Deft sleuths,

scouts, and explorers might serve the city-states or a wide

variety of organizations interested in Varisia’s past, most

notably the Pathfinders.

Magic infuses the lands of Varisia, and great destinies

beckon those who hear the calling of their blood. Craved

into countless monuments and inked upon the skin of its

native peoples, symbols of ancient might cover the land.

The enigmatic Varisians know these runes best. The

clans carefully watch their young for any signs of innate

arcane ability and encourage even the faintest spark of

the arcane. They view magic as part of their birthright,

each knowing the elaborate symbols they inscribe upon

their flesh to draw forth and enhance the power within

their blood. While these markings give many of the

wanders an exotic, even fearful appearance, Varisians

see the trepidation of the ignorant as a paltry price to pay

for access to the immortal powers of their ancestors.

Varisia’s other natives, the Shoanti, also feel the pulse of

innate arcane prowess, but rarely indulge such talent.

With the exception of the Lyrune-Quah and Skoan-Quah,

magic is viewed as the trickery of cowards, useful only in

the hands of a few shamans and medicine workers.

Aside from these seemingly magic-favored peoples,

sorcerous skill arises haphazardly. The most affluent of

Kovosa’s Chelish families claim to frequently sire scions

with innate arcane skills as the result of diabolical favor

(although luck and selective breeding often has more

influence on these spurious claims). Sorcerers are also

found in number among the Sanos gnomes, as is

common for the fey-touched people.

Drawn to its arcane secrets and ancient sites of power,

wizards the world over come to explore Varisia. Among

the native peoples, wizards are relatively rare—the

Varisians favor sorcerous magic while the Shoanti favor

the ways of clerics and druids. Diverse other methods of

magic have filled the gap left by the natives’ disinterest,

however. In Janderhoff, dwarven mage smiths magically

empower items of incredible craftsmanship. In Magnimar,

the city’s countless monuments have given rise to an

interest in constructs and their creations, a fad enhanced

by the new city-funded golemworks. Chelish devil binders

employ the dangerous magics of their homeland to

enslave fiends to the will of Korvosa’s people. And, in the

ruin-city of Kaer Maga, whole cults of depraved wizards

plumb the ageless halls for secrets, unleashing forgotten

things they can only hope to command.

Those who seek to learn magic or who require arcane

advice can find hedge wizards, sages, and small shops of

magical trinkets scattered throughout southern Varisia.

More formally, a fledgling school of magic has recently

been established in Galduria, and the dark mages of Kaer

Maga might perform any magical task—no matter how

depraved—for the proper price. The elves also have their

own school of wizardry on the haunted fringes of

Celwynvian, the magnificent Tower of Stars.

While worshipers of all Golarion’s varied religions can be

found in Varisia, the majority of the region’s civilized

populace adhere to one of six major faiths.

Abadar: Master of the First Vault, gold-fisted Abadar

seeks to order the world. Judges, merchants, and

aristocrats worship him, praying for his clarity in judgment

and business. The poor and wronged also frequently

honor him, seeking reversals in their fortunes.

Erastil: To his followers, Old Deadeye is a stern father, a

helpful neighbor, and a watchful hunter. Small

communities, farmers, hunters, and common folk most

often pray to Erastil.

Desna: The furtive Song of the Spheres, Desna is the

goddess of dreams, luck, stars, and travelers. She

delights in freedom and mystery, and teaches her people

to experience all they can. Mystics, explorers, wanderers,

and those in need of a little luck worship Desna.

Gozreh: The Wind and the Waves, the god of nature

cares nothing for the ways of men and their irrelevant

empires, ever demonstrating that mortals are insignificant

and would do best to remember such. Farmers, seamen,

foresters, and all who live at the whim of nature fear and

respect Gozreh.

Sarenrae: The Dawnflower, the Healing Flame, the

Everlight, Sarenrae brings warmth and radiance to all

souls who allow her in. Those with compassionate hearts

and kind intentions turn to Sarenrae as both the source

and protector of all things good.

Shelyn: Goddess of art, beauty, and love, Shelyn

encourages creativity and inspires the world. She

challenges her faithful to test their limits, share what the

create, and delight in the gifts of others.

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.

Barbarian Chew: The Shoanti of the Cinderlands

combine lime, crimson galtroot leaves, and some say

horse blood to create this invigorating chew. Aside from

staining the teeth a bloody shade, barbarian chew causes

the user to feel stronger, but also angrier. One use of

barbarian chew grants a barbarian protection from his

rage failing due to not taking damage or dealing damage

in a round. If a barbarian does not rage within 1 hour of

using the chew, this benefit is lost. This benefit can be

gained only once per day; consuming multiple doses in a

24-hour period has no additional effects. It requires a

action to use the chew.

Dogslicer: A savage weapon created from castoff bits of

sharpened metal, goblins named the weapon after the act

for which it’s most commonly employed. Holes drilled in

the weapon’s blade make it easier to heft. If a wielder rolls

a natural 1 when attacking with a dogslicer, the weapon

breaks. Masterwork and magical dogslicers do not have

this flaw. Most dogslicers are size for a small creature

Earth Breaker: A massive hammer used by Varisia’s

Shoanti tribes, the crude metal of the weapon’s head ends

in multiple blunt spikes, which channel the momentum of

a powerful swing.

False Jewelry: Favored by rogues in statuesque

Magnimar, these adornments hide tiny secret

compartments. False jewelry grants advantage on Sleight

of Hand checks to hide a tiny object on your person and

negates any advantage searchers receive when frisking

you.

False jewelry costs 20 gp in addition to the value of the

ornament being fitted with the secret compartment.

Harpy Musk: The reek of this doubtful cure-all proves

useful at scaring off Varisian goblins. If smeared on a

surface or used as a thrown weapon, the musk fills a 30-

foot area with the stink of harpies for 1 minute. Any

Varisian goblin who enters the area must make a DC 14

Wisdom save or be shaken (treat as the poisoned

condition) for 1 minute.

Weapon Cost Damage Range Increment Weight Type

Martial Melee Weapons

Dogslicer 8 gp 1d4 — 1 lb. Light, Slashing

Starknife 24 gp 1d4 20 ft/60 ft 3 lb. Light,Piercing (light, finesse)

Wat Razor 8 gp 1d4 — 1 lb. Light, Slashing

Klar** 12 gp 1d6 — 6 lb. Slashing

Earth breaker 40 gp 2d6 — 14 lb. Bludgeon. (heavy, two handed)

Ogre Hook 24 gp 1d12 — 10 lb. Piercing (heavy, two handed)

Scarf, bladed 12 gp 1d8 — 2 lb. Slashing (finesse, reach)

** A Klar is a shield and a offhand light weapon combined into one. As a result, it offers less protection (+1 instead of +2).

On any round, you use it as a weapon you lose the +1 AC bonus.

Armor/Shield Cost Armor Class Strength Stealth Weight

Medium Armor

Hide shirt 90 gp 13+ Dex Mod -- -- 25 lb.

Shield

Klar** 12 gp +1 — -- 6 lb.

** A Klar is a shield and a offhand light weapon combined into one. As a result, it offers less protection (+1 instead of +2).

On any round, you use it as a weapon you lose the +1 AC bonus.

Item Cost

Barbarian Chew 15 gp

False Jewelry 20 + gp

Harpy Musk 2 gp

Scarf, pocketed 8 gp

Scarf, reinforced 10 gp

Varisian Idol 50 gp

Klar: Traditionally a Shoanti blade bound to the skull of a

horned spirestalker (a breed of Storval Plateau giant

gecko), in recent years the armorers of southern Varisia

have started crafting these bladed shields from iron. You

can attack an opponent with a klar, using it as an off-hand,

martial slashing weapon, treat a klar as a light weapon. If

you use a klar to make an attack, you lose its AC bonus

until your next turn. Both the sword and shield segments

of a klar can be enhanced separately if they are of

masterwork quality. An enhancement bonus on the shield

does not improve the effectiveness of the blade.

Hide Shirt: Made from the hide, bones, and thick scales

of the giant lizards, a suit of this light armor provides

greater protection than its heft suggests. Many Shoanti

warriors favor this armor, especially shirts made from rare

black-scaled spirestalkers.

Ogre Hook: A huge crook of crude, sharpened metal,

ogre hooks take their name from the savages who most

typically employ them.

Usually created by giants and their ilk, ogre hooks are

commonly size Large and awkward for most humanoids

to use.

Scarf: Well-known as entertainers with a flair for the

dramatic, Varisians often employ seductive garb and

entrancing props in their performances. Scarves of

colorful cloth, transparent silk, or embroidered with

elaborate scenes are favorite accessories. Aside from the

mundane variety, though, clever Varisians have subtly

repurposed these favorite tools for a variety of covert

uses.

Bladed: Knowing their unkind reputation and that their

seductive performances can sometimes bring out the

worst in watchers, some Varisians craft rows of razor-

sharp blades into their scarves. While one side is all color

and sequins, the other hides a deadly weapon.

A bladed scarf has reach, so you can strike opponents 10

feet away with it. In addition, it can be used against an

adjacent foe. You also deal 1d4 points of slashing

damage to any creature that makes a successful grapple

check against you while wielding a bladed scarf.

The bladed scarf is considered a finesse weapon but is

not considered light for the purposes of two weapon

fighting.

Pocketed: An elaborate design disguises several small

pockets on one side of this scarf. This scarf grants you

advantage on Sleight of Hand checks made to hide

objects on your body.

Reinforced: One side of this 8-foot-long scarf is reinforced

with chain links and metal plates. While not enough to

provide a benefit to Armor Class, these versatile scarves

can be used like a length of chain to climb short distances

or bind an enemy. A reinforced scarf has AC 15 and 4 hit

points. It can be burst with a DC 22 Strength check.

Starknife: An ancient weapon widely used by Varisian

wanderers, this weapon has long served the church of

Desna as a holy weapon. From a central metal ring, four

tapering metal blades extend like points on a compass

rose. A wielder can stab with the starknife or throw it like

a shuriken.

Varisian Idol: Scavenged from rare uneroded Varisian

monuments, these depictions of forgotten spirits can be

used to augment summoning magic. If used as an

additional material component for any summoning or

conjuration spell, the summoned creature has an

additional +2 hit points per Hit Die.

War Razor: In all appearances, a war razor is an

oversized razor or flip knife. As the razor folds into the

handle, no sheath is required, making the weapon easy

to hide, granting you a +2 bonus on Sleight of Hand

checks made to conceal the weapon on your body.

“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 civilizations 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.

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 more 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 long been rumored to haunt the

northern Sanos Forest, but the gnome population of the

wilderness’s 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

peoples of Varisia’s southern lands, the elves permit few

outsiders entrance to their woodland home.

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.

Dotted with the monolithic relics of an empire long since

crumbled, Varisia is a rough but majestic land, its misty

forests and rolling plains bordered by sharp peaks and

bountiful seas. Its people, recently released from

colonialism, are hardy frontier folk 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. What follows is a

gazetteer of the region known as Varisia. 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 members 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.

Baslwief: Baslwief is one of the primary mining towns in

the Korvosan region; its residents pry iron, copper, and

rarer metals from the foothills of the Fenwall Mountains

and ship them downriver. In addition to human

prospectors, the town boasts a large population of half

lings, 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 invading Chelish 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 from 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

canniest 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 crystal 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 translucent

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 great 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 strangely deserted city as it

proceeds, unchanging, through the ages toward some

unknown purpose.

Curchain Hills: The hollows 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 from the sky.

Fenwall Mountains: While few attempts 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 from 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 w ith 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 Iron Peaks: Although the farms in the valleys along

their southwestern edge benefit from the heavy rains that

break on the western side of the mountains, the Iron

Peaks are renowned as the domain of easily irritated

ogres, hill giants, and stone giants. Wherever possible,

locals avoid venturing beyond the range’s foothills, and

advise travelers to do the same.

Janderhoff: With its massive iron curtain wall and

steeples of beaten copper, the dwarven stronghold of

Janderhoff squats like a great armored beast among the

foothills of the Mindspin Mountains. Yet, despite its

forbidding appearance, the city is a bustling nexus of

trade, with Shoanti and Chelaxians alike passing through

the well-guarded tunnels that form the city’s only

entrances. Once inside, visitors quickly find themselves in

the low-ceilinged markets and smithies that provide the

city’s livelihood. These surface buildings are mostly for

receiving outsiders, as the majority of the town’s

population lives belowground in an intricate lattice of

subterranean streets.

Kaer Maga: The City of Strangers, as Kaer Maga is also

called, is an anarchic cliff-top city is built inside the ruins

of an ancient monument. The city is known as a place

where someone can hide from persecution or start a new

life amid dozens of strange factions and thousands of its

unique residents.

Kodar Mountains: Tall and forbidding, the jagged snow-

capped peaks of the Kodar Mountains are among the

highest in the world. Only the hardiest creatures, such as

storm giants, rocs, and dragons, are able to withstand the

extreme climate and treacherous cliffs. Numerous

mysteries and legends have origins hidden deep within

the Kodar Mountains, such as the quixotic Monastery of

the Peacock Spirit, the cloud citadel of Chadra-Oon, and

the lost city of Xin-Shalast.

Korvosa: Formerly the capital of colonial Varisia, Korvosa

suffered several years of turmoil after the fall of the

Chelish Empire, and emerged from this struggle roughly

equivalent with Magnimar in terms of political power—a

fact that still irks many of Korvosa’s residents. These

days, most of Korvosa’s decadent nobles continue to play

up their ties to Cheliax and their endorsement of southern

fashions, fancying themselves Varisia’s center of culture

and enlightenment. Whether or not such conceits are

accurate, the city is certainly tied closer than any of its

neighbors to the land’s imperial past.

The Lady’s Light: Leaning precariously at the end of a

rocky spit, the Lady’s Light is a southern sailor’s first

glimpse of Varisia. Nearly 200 feet high, the enormous

stone lighthouse is shaped like a sensuous woman in a f

lowing dress that leaves one breast bare, her right hand

pointing a staff that shines a brilliant beam of light out to

sea at regular intervals. At the statue’s base, a gigantic,

strangely hinged stone door presumably leads into the

lighthouse’s interior, but none are known to have

unlocked it in modern times.

Lake Skotha: This lake is considered holy by the local

hill giants, who refuse to visit it except during funerals.

Whenever one of their number dies, he is placed on a

barge that is then set af lame and pushed out onto the

water, that his spirit might join his ancestors on the

mysterious central island. The giants don’t take kindly to

outsiders, but those who enter the lake find its bottom

coated in a thick layer of giant bones.

Lake Stormunder: Lake Stormunder takes its name from

the extensive underwater geysers that boil and churn in

its depths. On its shores, fishermen are sometimes forced

to take shelter as rocs skim low over the surface looking

for prey.

Lake Syrantula: One of the most frequently traveled

waterways in Varisia, this hundred-mile-long lake is a

primary part of the trade route between Korvosan and

Magnimarian holdings. Though most of the fishermen and

sailors who ply its waters have little more to fear than the

giant gars that are a major food source for nearby

communities, none can truly say what beasts might

slumber in such an enormous body of water, and most of

those who live along its shores are careful to avoid the

mysterious ruins that dot its southern border.

Lurkwood: Once the home of countless elves, the

Lurkwood is now staunchly avoided by its onetime

protectors for reasons they refuse to name. Locals

whisper that the forest has come loose from the march of

years, and stories circulate of travelers who wandered

into it, only to emerge far younger or older than they ought

to be. One thing’s for certain: the seasons in Lurkwood

don’t appear to correspond to those of the land around

it—its leaves change color and fall even while farmers’ f

ields are new and green.

Magnimar: Founded by former Korvosans seeking to

throw off Chelish rule and form a democratic metropolis,

the renowned City of Monuments lies at the southern tip

of the Varisian Gulf, built up around one of the last

surviving remnants of the enormous bridge that

purportedly once stretched all the way to Hollow

Mountain.

Malgorian Mountains: While adventurous herders make

this one of the most civilized mountain ranges in Varisia,

it’s also one of the most geologically active. Although it

contains few volcanoes of any real size, geysers, hot

springs, and bubbling tar pits dot the range, filling the

mountains with strange and sometimes choking clouds

and making travel treacherous for those unused to such

hazards. Though close-mouthed about such things to

other races, the gnomes of Sanos Forest seem

particularly taken with these geologic features, and troops

of the little folk can sometimes be found ringing a geyser

long after sunset, performing some sort of private prayer

or ritual.

Melfesh: The town of Melfesh stretches across the

Yondabakari on long piers, and the river’s current turns

the numerous great waterwheels that power the town’s

grain and lumber mills. A vast drawbridge at the town’s

center raises and lowers, allowing the town to levy a toll

from any ship or caravan wishing to pass—a practice that

earns no love from the captains who trade on this stretch

of the river.

Mierani Forest: The regional home of the elves since

time immemorial, the Mierani Forest is a place of

enormous, spreading trees and abundant wildlife. The

Mierani elves maintain the forest as a civilized wilderness,

allowing the course of nature to run unimpeded and

protecting it from monstrous threats and axe-wielding

interlopers. While small elven communities guard the

wooded fringe and wandering feral-born patrol the depths,

the elves are still in the process of cleansing the forest

after their centuries-long absence, their most persistent

quarries being tribes of ettercaps, ravenous plants, and a

singularly elusive green dragon known as Razorhorn.

Minderhal’s Anvil: This ancient temple-mountain rises in

honor of Minderhal, the brooding smith-god of the giants.

Beyond its cracking marble pillars, the massive forge-altar

still stands, its cold furnace once fed with the bodies of

convicted lawbreakers. Few giants now come here, and

the stone statue of the giant lord of judgment sits

unattended on his throne, chin resting on his f ist, staring

out across the Storval Deep.

Mindspin Mountains: Filled with giants, ogres, and trolls,

not to mention deep crevasses and dangerous rockslides,

the Mindspin Mountains are considered a deathtrap for all

but the most experienced travelers. Ironically, such

dangers might be one of Varisia’s greatest assets, as to

date they’ve kept the warring orc tribes of the Hold of

Belkzen from sweeping across the range into Korvosa.

The Mobhad Leigh: With a Shoanti name meaning

“steps into hell,” the Mobhad Leigh has captivated

imaginations for ages. A perfectly round pit in an

otherwise nondescript field at the foot of the Kodar

Mountains, the Leigh has so far never been conclusively

proven to have a bottom. Steps spiraling along the pit’s

sheer walls extend down for several hundred feet before

collapsing, and those who have ventured farther have

never returned to say whether or not they begin again

lower down. The local Shoanti generally avoid the Leigh,

particularly after several of their magic-users dropped

dead while attempting to scout the pit with scrying magic.

Yet on certain nights of the year, flickering orange lights

can be seen dancing deep within its depths.

Mundatei: The Obelisk Forest of Mundatei is no true

forest. Rather, when travelers pass over the ridge into

Mundatei’s wide valley, their first impression is of a vast

tangle of menhirs—thousands upon thousands of 10-foot-

high stones carved in places with spiraling patterns of

runes. It’s a breathtaking display, and rumor has long held

that some of the obelisks are hollow and contain

treasures. But when a group of Korvosan explorers broke

open a dozen of the obelisks nearly a hundred years ago,

they found that each obelisk contained a twisted, long-

dead human body, its limbs and expression frozen in pain

and horror. That evening, the explorers’ camps were

assaulted by horrific undead whose f lesh was hard as

stone and whose eyes were horribly alive and fresh. A

dozen folk were carried off by the undead, and when the

survivors searched for them the next day, no trace was

found— but the 12 opened obelisks had reformed into

their previous shapes as if they had never been touched.

Few have returned to Mundatei since that fateful day.

The Mushfens: South of the Yondabakari, the land

becomes a sweating tangle of boggy marshes and

impenetrable mangroves, endless meres and fens

capable of swallowing men without a trace. Along with the

usual dangers of the swamp, the Mushfens are known for

their vicious populations of boggards, marsh giants, and

faceless stalkers.

The Nolands: The Nolands are rough, stony plains where

the tribes of the Linnorm Kings exile their most despicable

and craven criminals. Centuries of this practice have

given rise to numerous bands of berserkers who roam the

land, preying upon each other, slaughtering without

mercy, and feasting on the f lesh of their enemies. While

the Nolanders are too disorganized to prove any real

threat to Varisia, residents of the Velashu Uplands and

Red Mountains are constantly on guard against the

savage raids of the northerners. Some Shoanti tribes

banish their criminals to the Nolands as well, although

such a punishment is generally seen as less honorable

than a clean death.

Nybor: Renowned for its racial tolerance, this peaceful

farming community has a greater number of half-breeds

per capita than anywhere else in Varisia, and strongly

encourages interracial marriages. While the town

occasionally draws the ire of puritan sects, many are the

young Magnimarian noblewomen who are quietly bundled

up and shipped off to Nybor when illicit f lings result in

pregnancy.

Palin’s Cove: Here the clear waters of the Falcon River

turn brown and black as the factories of Palin’s Cove,

Korvosa’s industrial center, vent waste material into its

current. A relatively recent development, the factories

have drawn great animosity and even violence from

druids, Gozreh worshipers, and even ordinary smiths and

artisans, but none can deny that the quality of the goods

turned out by these workhouses provides a huge boost to

the Korvosan economy.

Ravenmoor: Quaint and isolated, the residents of

Ravenmoor are happy to trade with those passing through

along the Lampblack River, but travelers seeking to spend

the night find that none of the empty-looking inns accept

boarders. Additionally, while apparently extremely pious,

the residents are loath to discuss their religious beliefs

with outsiders.

Red Mountains: The Red Mountains are relatively low by

Varisian standards, their rocky soil rusted red with thick

iron deposits. The residents, primarily miners and

herders, eke out meager livings from the barren hills,

banding together on their shaggy upland ponies against

the lawless raiders of the Nolands. So close to the

berserkers, the ridges and gullies of the Red Mountains

hold a natural appeal for paladins and rangers, who make

it their calling to protect Varisia’s northern border. Of late,

the raiders appear disturbingly organized, and many of

the local leaders have begun appealing to the southlands

for aid, even going so far as to send emissaries to

Riddleport and the Hellknights stationed in Magnimar.

Riddleport: Varisia’s northernmost port, the infamous city

of Riddleport is renowned as a haven for scoundrels,

outcasts, and worse. Cutthroats fill its harbor and

dockside brothels, with Riddleport’s officers of the law

being just another gang of thieves (and hardly the most

powerful one at that). Yet even in such a den of inequity

and vice, scholars and historians abound, attempting to

decipher the runes of the great arch known as the

Cyphergate, which spans the mouth of the harbor and

looms over each vessel that passes into the city. Although

any progress on the inscription has been kept quiet,

recent excavation hints that the massive arch might

actually be just one segment of a ring that extends into

the cliffs surrounding the port.

Rift of Niltak: Whether the Rift of Niltak was opened by

great magic or some geologic calamity, none alive today

can say. Filled with strange, pulsing structures and bizarre

f lora, the canyon’s mist-shrouded depths swarm with

enormous centipede-like horrors, shrieking batlike

predators, and other terrors. It should be noted that

accurate descriptions of the depths are made that much

rarer by the high suicide rate among the few explorers

who return from journeys below.

Rimeskull: From where they stand, high on the

mountain’s steep western slopes and staring out toward

Lake Stormunder, the strange, heavy stone statues of

Rimeskull—each a massive head of eroded rock—have

puzzled scholars for ages. Who made them and why they

all stare fixedly west remain mysteries, due in no small

part to the white dragon Arkrhyst, who makes Rimeskull

his home and is notoriously disinclined to allow guests.

Roderic’s Cove: Besieged by the goblins and bandits of

Churlwood on one side and pirates on the other, the port

town of Roderic’s Cove submitted to Riddleport 10 years

ago. To everyone’s surprise, both in the town and

throughout Varisia, the pirates spared the community,

employing it as a shipping and trading port for merchants

without the stomach to enter Riddleport. Captain Jess

Gildersleeve serves as port-governor, guaranteeing that

the gangs of Riddleport get their cut of the local trade

while assuring her own sizable take. In the wake of a

recent rash of mysteriously scuttled ships in the harbor,

many citizens who remember life before the pirates’ rule

have chalked up the sabotage to the ghost of Sir Roderic,

the town’s founder and a notorious privateer, while those

in power blame rebellion and insurgents. With tensions

rising, many believe it’s only a matter of time before the

battle lines are drawn and Roderic’s Cove erupts in f

lames of revolution.

Sandpoint: Sandpoint is a sleepy fishing town known

primarily for its excellent theater and exquisite

glassblowing, and is the only settlement of note on the

Lost Coast. Of late, the town has been experiencing an

unusual spate of murders and goblin troubles.

Sanos Forest: While Whistledown is regarded by other

races as the primary gnome settlement in Varisia, Sanos

Forest is their true domain. Here, under sun-dappled

branches bowed low with moss and fungus, the gnomes

prune and twist the living plants into elaborate dwellings.

Here, too, they’re free to drop the masks they ordinarily

wear among other sentient races and revel in their true

natures, organizing themselves along principles unknown

to outsiders. Although gnomes as a race are extremely

tight-lipped about what goes on in Sanos Forest, there are

whispers that somewhere deep in its heart they maintain

a gateway to the First World of the fey.

Shimmerglens: This reputedly haunted patch of

swampland lies between the Skull River and the Sanos

Forest. Those traveling through this area make certain to

keep to the river and not stray too far into the marsh.

Sirathu: This hamlet is both the poorest and farthest

removed of Korvosa’s holdings. Although generally

dismissed by their “leaders” to the south as filthy

peasants, the folk of Sirathu have recently come to the

city’s notice by rallying behind a 10-year-old child who

reportedly predicts the future and urges secession from

the corruption of Korvosa “before the storm breaks.”

Skull’s Crossing: This immense Thassilonian dam holds

back the water of the Storval Deep. Reportedly built by

ancient giants, the massive structure is decorated with

skulls carved into its face.

Spindlehorn: Thousands of feet high, Spindlehorn

thrusts up from the shore of the Storval Deep like a needle

against the sky, its sides sheer except for the treacherous

set of stairs that winds around the crooked spire until it

reaches the f lattened peak, an open space barely 10 feet

in diameter. None know what purpose the mysterious

spire once served, but tales tell of dark-robed pilgrims

seen climbing the dizzying stairs but never descending.

Spire of Lemriss: Not exactly a tree, the Spire of Lemriss

is an enormous spike of plant matter stretching hundreds

of feet into the sky, its nearly vertical sides covered in an

arm-deep shell of vines and its inner structure made of

twisted and braided wooden trunks sprouting from each

other in an endless cascade. Within its branches, birds

and rodents nest and breed, their hoots echoed from the

nearby Churlwood, along with the occasional screeching

of something far larger. While some believe the spire to

be a sprouted cutting from the World Tree, its true origins

remain unknown.

Stony Mountains: While one of the few relatively giant-

free mountain ranges in Varisia—kept that way by the

warlike Shoanti of the Tamiir-Quah—the Stony Mountains

are still dangerous for the unwary, as griffons, manticores,

tribes of harpies, and other dangerous creatures make the

craggy peaks their home.

The Storval Deep: Filling the entire valley between the

Iron Peaks and the Wyvern Mountains, the Storval Deep

is a massive lake held back by an ancient dam, Skull’s

Crossing, at its southern tip. What’s more, the banks of

the lake themselves seem curiously worked, as if carved

from the surrounding stone by more than water. Although

rumors abound of sunken cities, f looded mineshafts, and

relics so powerful the ancients created the lake just to

hide them, few have ever ventured into the dark water’s

unfathomed depths.

Storval Plateau: The land of Varisia is split in half by the

Storval Rise, a thousand-foot-tall cliff sculpted for much of

its length into ancient weatherworn statues, cliff

fortresses, and strange portals into eldritch depths. The

Rise separates the lush, fertile lowlands from the harsh,

arid lands of the eastern plateau. Here, giants and tribes

of hard-edged Shoanti hold sway, scraping an existence

from the plateau hardpan or chasing herds of thundering

aurochs across the sparse grasslands.

The Storval Stairs: Although sized for a colossus, the

Storval Stairs are still the most expedient route from

Varisia’s western lowlands onto the plateau. Here, where

the Storval Rise shrinks to only a few hundred feet of

vertical cliff face, great stairs have been cut from the cliff,

flanked on either side by enormous statues. In the

thousands of years since the stairs’ sculpting, lesser

engineers have cut more convenient, human-sized steps

and ramps into their sides, routes capable of handling

entire platoons of explorers and adventurers.

The Sunken Queen: Slowly sinking into the waters of the

swamp, this enormous stone pyramid is still imposing,

with one entire side carved in a bas-relief of a beautiful

naked woman. From the pyramid’s peak numerous

curving towers extend at strange angles, like growths or

chimneys, and legends hold that within the Sunken

Queen’s austere walls lie layer upon layer of deadly

catacombs filled with the secrets of the lost Thassilonian

Empire.

Turtleback Ferry: This remote settlement on the banks

of the Skull River maintains a quiet and easy-going

populace. Far from other larger settlements, this village

must sustain itself as it sees few visitors.

Urglin: The broken towers of Urglin rise like a sore from

the blasted plain of the Cinderlands. It was once the site

of an ancient city, but orcs from the Hold of Belkzen have

plundered and ruined anything of value through decades

of squatting and abuse, building over the ruined

foundations with ramshackle ghettos of scavenged rock,

iron, and bone. Outcast Shoanti, giants, half-breeds, and

other monstrosities roam the treacherous streets where

strength is the only law. Through the center of the city f

lows the sluggish Ooze, a stream that once gave life to

the city but is now polluted to the consistency of pudding

by the city’s waste.

Varisian Gulf: When the Thassilonian Empire shattered

10,000 years ago, much of western Varisia fell into the

sea, becoming what is now known as the Varisian Gulf.

Although only Hollow Mountain and a few remnants of

Magnimar’s great Irespan remain as reminders of nations

lost to the waves, those salvagers who earn their living

exploring the sea bottom here find it rife with ruined cities

and ancient relics of extraordinary size.

Velashu Uplands: The horse lords of the Velashu

Uplands are widely regarded as the best horse breeders

in Varisia. Astride their great destriers, the Velashans

race across their domain, thanklessly protecting the

southern lands and occasionally venturing to Riddleport

or beyond to charge top price for their magnificent steeds.

Veldraine: Known as the “Gateway to Korvosa,”

Veldraine is an important trade port and a key military

position, given its placement at the mouth of Conqueror’s

Bay. In addition to housing much of the Korvosan navy

and vast amounts of artillery, the town of Veldraine is also

equipped with an enormous winch capable of raising an

immense chain off the sea f loor and stretching it taut

across the bay’s narrow mouth, sealing off Korvosa from

the ocean and potentially stranding attackers in the bay,

where they can easily be picked off.

Viperwall: Embossed with great stone serpents, the

conical roofs of this brooding castle’s many towers shine

in the moonlight. Avoided by locals, the structure is often

surrounded by a greenish haze of poisonous gas that

leaks steadily from fanged sculptures in its walls.

Wartle: A ramshackle trading post full of swampers and

fur traders, Wartle perches on stilts above the muck of the

Mushfens.

Whistledown: Named for the distinctive wooden charms

that hang from house eaves to turn the evening wind off

the lake into haunting melodies, Whistledown lies at the

western tip of the Fenwall Mountains, where Lake

Syrantula becomes the Yondabakari once more.

Although the town is home to almost as many humans as

gnomes, Whistledown is generally regarded as the

primary gnome settlement in Varisia, and most of the

quaint, white-walled cottages are sized accordingly.

Although the town has a reputation as a peaceful, friendly

trade stop, most non-gnome visitors find the town’s nightly

serenade disturbing in ways they can’t quite explain.

Windsong Abbey: Established by scholarly, pacif ist

monks as a forum for interfaith discussion, the vast

sandstone edif ice of Windsong Abbey emerges from the

seaside cliffs in sweeping arches and towers, stained-

glass windows catching the light and tunnels in its walls a

nd foundation channeling t he w ind into music like that of

a pipe organ. Although at one time clergy from all of

Varisia’s major religions—both good and evil—met here

to resolve conf licts and diplomatically further the goals of

their various deities, since Aroden’s death several

churches have withdrawn from the assembly,

disregarding years of cooperation and collected

prophecy. Although the abbey is an impressive

architectural feat in its own right, the Masked Abbess and

her closest advisors know it’s actually built atop the ruins

of a much older structure.

Wolf ’s Ear: At one time, Wolf ’s Ear was the lycanthrope

version of a leper colony, where werewolves and other

such persecuted humanoids could live together in relative

safety and comfort. When the town was annexed by

Magnimar, however, the Lord-Mayor decided that such

things were indecent and bankrolled a pogrom by the

Church of Erastil designed to “cleanse” the town. In the

ensuing bloody fracas, the lycanthropes were driven

underground, where the Magnimarian leaders,

unprepared for such passionate resistance, were content

to let them stay. The official Magnimarian position is that

any rumors of lycanthropy are just that, and those pointing

out the townsfolk’s unusual habits are quickly coerced into

silence.

Wormwood Hall: Overgrown with creeping vines, this

large manor house deep within the Lurkwood squats

forebodingly, its windows dark and lintels covered with

strange, twisting runes. While none in recent memory

have ventured inside, many believe that Wormwood Hall

is somehow tied to the forest’s unnatural seasons.

Wyvern Mountains: This range’s name says it all, and

travelers here are advised to keep a sharp eye out for

roving packs of the poisonous draconic predators that

subsist on the mountains’ wild goats and sheep.

“Welcome to Sandpoint! Please stop to see yourself as we see you!”

—Mirrored Sign Outside Sandpoint

Base Value 650 gp Purchase Limit 3,250 gp Spellcasting 4th

Sandpoint has faced many hardships but also great

prosperity in its 42-year history. A small town on the

Varisian Bay, fishermen, farmers, and other simple folk

make the community one of the rare truly peaceful havens

in Varisia. Yet, while the townsfolk have known dark times

in the past, a new shadow has begun to loom over the

unsuspecting town.

Players in the Rise of the Runelords Adventure Path are

encouraged to create characters with reasons to be in

Sandpoint at the campaign’s beginning. While reasons to

visit the community and more are detailed in the Rise of

the Runelords Player’s Guide, what follows is all common

information that even the newly arrived might know.

A simple, relatively peaceful town with all the color and

common oddities one expects from a tightly-knit

community, Sandpoint sits at a point on the Lost Coast

halfway between Magnimar and Windsong Abbey. Wood

buildings and cluttered docks line the town’s natural

harbor, while farms and the manors of wealthy citizens dot

the surrounding countryside. During the day, fishing,

farming, lumbering, glassmaking, and shipbuilding

occupy most of the townsfolk, who commonly retire to

their homes by way of Sandpoint’s many taverns. A

playhouse and would-be museum make unusual

attractions in such a small community, but Sandpoint’s

true landmark is the Old Light, a lighthouse of ancient

origins that lies in ruins.

A relatively peaceful town, devoid of many of the dangers

of a true frontier town and intrigues of a sprawling city,

Sandpoint has nonetheless had its share of troubles. The

fading scars of a recent terror still linger, a time most folk

refer to as the Late Unpleasantness. Just over five years

ago, a madman stalked the streets of Sandpoint, killing

dozens. Known as Chopper, the killer’s month-long terror

ended bloodily when an eccentric local artisan was

revealed as the murderer and killed during his attempted

capture. Adding to the pain, less than a month later the

local chapel burned to the ground in a conflagration that

nearly consumed the town’s northern half and left the

local priest dead. Emerging from the shadow of these

events, though, Sandpoint has healed and rebuilt, with

many townsfolk viewing the coming dedication of a new

church as a symbolic end to the healing and return to

normality.

Kendra Deverin has served as Sandpoint’s mayor for the

past eight years. Lawmaker, judge, and general

peacemaker, Deverin has proven to be both an adept

diplomat and stern hand when need be—skills likely

honed during her youth in Magnimar and adventuring in

the region. With a personal—some say sisterly— style of

governing, Kendra holds the abiding respect of most of

Sandpoint’s people, charming them with her fiery temper

and tenacity for justice (as demonstrated during the Late

Unpleasantness). A council of several of the town’s most

respected and affluent landowner’s aids Deverin’s work.

While several councilmembers have their own agendas

and visions for the town, the mayor’s no-nonsense

attitude assures that council decisions ever work toward

the common good.

Meting out the town’s good justice, sheriff and

councilmember Belor Hemlock keeps watch over

Sandpoint’s people. Held as something of a local hero,

Hemlock is lauded with being the man who brought the

serial killer, Chopper, to justice. Although rarely faced with

misconduct more severe than vandalism and public

drunkenness, the sheriff is both a keen wit and a skilled

swordsman, and openly proves both when the rare crime

requires it. While the town’s chief enforcer, Hemlock

knows the difference between the word of the law and its

intent, and often gives those under his protection the

benefit of the doubt.

Their sheriff’s work aside, Sandpoint’s people realize they

must often fend for and defend themselves, especially on

the outlying farms. In the rarest and most extreme

cases— and even then, thoroughly discouraged—mob

justice is sometimes all that satisfies the outraged people.

A rolling, lightly forested land of limestone escarpments,

rugged tors, and verdant moors surrounds Sandpoint.

Most who populate the area live off the land and sea.

Numerous farms spread over the surrounding

countryside, while the homes of fisherfolk dot the coastal

cliffs. Viable farming land is a coveted commodity around

Sandpoint, as rocky hills and expanses of limestone

pavements—uneven areas of flat rock—break the lush

landscape.

Wolves, snakes, and oversized weasels primarily stalk

the deer and hares’ common to the area, along with the

occasional stray farm animal, making attacks on

humanoids rare. When the fogs common to Sandpoint’s

stretch of shore rise, though, every dark shape in the mist

becomes a monster, giving rise to numerous local

legends of hungry wild men, winged terrors, and reeking

things from the sea.

A welcoming, largely unprejudiced community of colorful

locals call Sandpoint home. Presented here are but a few

of the town’s most noteworthy residents.

• Kendra Deverin: Town mayor.

• Cyrdak Drokkus: Grandiloquent actor,

gadabout, and proprietor of the Sandpoint

Theater.

• Belor Hemlock: The gruff but protective town

sheriff.

• Ameiko Kaijitsu: Ex-adventurer and proprietor

of the Rusty Dragon inn, rebellious daughter to

nobleman Lonjiku Kaijitsu.

• Lonjiku Kaijitsu: Stoic noble, owner of the town

Glassworks.

• Jargie Quinn: One-legged owner of the Hagfish

tavern.

• Titus Scarnetti: Tradition-minded noble who

controls Sandpoint’s bustling lumber trade.

• Ethram Valdemar: Oldest of the town nobles.

• Ven Vinder: Owner of Sandpoint’s best-stocked

general store.

• Abstalar Zantus: Sandpoint’s mild-mannered

local priest.

As in any small community, gossip accents every

business transaction and spices every evening meal.

Anyone who spends a little time here might hear one of

the following rumors, some of questionable veracity.

• Sheriff Hemlock shares a long-running, “secret”

romance with Lady Kaye, madam of the town

brothel.

• The ghost of the murderer Chopper haunts

Chopper’s Isle, just north of town.

• The White Deer Inn used to be the Black Deer

Inn, but was tastefully renamed after the fire.

• Ask Ven Vinder at the general store to see the

“wine cellar” and he’ll sell you a jug of disgusting

but potent orc rotgut.

• Farmer Grump claims the Sandpoint Devil, a

horse like monster with bat wings, once flew off

with one of his prized sows.

• Old Ilsoari at the museum sometimes wanders

the beach at night, looking for treasures.

• Don’t go down to the junktoss after dark: goblins

steal the trash at night.

• Solsta Vinder claims Sczarni stole her sheets

last week and two cooling pies a week before

that.

• The new cathedral is magically protected from

catching fire.

• Murdermaw, a giant red snapper big enough to

bite a boat in half, lurks in the Varisian Bay.

• The Deverin family was once affiliated with the

Chelish resistance, but was forced to flee to

Varisia.

Red Dog Smithy - Local foul tempered blacksmith of

considerable skill.

Savahs Armoury - Stocks all manner of weapons and

armour, including some exotic items.

The Feathered Serpent - The owner of this shop stocks

many relics and tools of the adventuring trade.

The Pillbugs Pantry - Medicine and potions.

Bottled Solutions - Alchemist who's item's sometimes

have unpredictable effects.

The Way North - Well stocked proprietor of maps and

sea charts of the local area.

The Curious Goblin - A surprisingly complete

bookshop.

General Store - Sandpoints oldest and best stocked

general store that sells a little bit of everything.

Goblin Squash Stables -Stables run by a retired hunter

who has a legendary hatred of goblins.

Vernah's Fine Clothing - A clothing shop owned by a

beautiful half-elf.

Sandpoint Boutique - Large Boutique store that sells

clothing, artwork, toys, books and tools.

Jeweller - Sandpoints Jewler

Locksmiths - Renowned in town for it's dwarven smiths

craftsmanship.

Sandpoint Savouries - Local bakery.

Grocers Hall - Guild that sells produce from nearby

farms.

Sandpoint Market - Mostly empty save twice a week

when vendors come from Magnimar and beyond.

The White Deer Inn - Spacious and comfortable inn with

an and impressive view of the Varisian Gulf.

The Rusty Dragon - Tavern and inn that's popular with

adventurers.

Risa's Place - Out of the way tavern run by an ancient

Varisian sorceress.

Cracktooth's Tavern - Bar that also has a large stage

for frequent acting and singing performances.

The Hagfish - One of Sandpoints most popular taverns,

especially with fisherman and gamblers.

Fatman's Feedbag - A notorious taproom known for its

frequent brawls.

Sandpoint Theatre - A massive playhouse that

competes with many in Magnimar in terms of quality.

The Pixie's Kitten - The town brothel.

Rovansky Tannery - Maker of fine finished leather

goods.

Sandpoint Glassworks - One of Sandpoints oldest and

most profitable industries. Owned by Kaijitsu's.

Scarnetti Mill - Produces flour and grain for local

farmers. Owned by the Scarnetti.

Sandpoint Lumber Mill - Busy lumber mill.

Two Knight Brewery - Responsible for producing

Sandpoints mead, ale and rum.

Carpenters Guild - Almost every building in Sandpoint

has been built by this powerful guild.

Wheren's Wagons - Workshop that makes various

types of wagons and carts.

Sandpoint Mercantile League - Performs various

administrative functions. Owned by the noble houses.

Sandpoint Shipyard - Shipwrights, ropemakers and

sailmakers toil away in the three dry docks here.

Valdermar Fishmarket - Locals can shop amongst the

day's catch here.

Sandpoint Meat Market - Slaughterhouse and market

that sells a multitude of meats.

Gorvi's Shack - Sandpoints troublesome dungheeper.

Sage - Expert on ancient Thassilionian lore.

House of Blue Stones - Monks holy house that is said

to have a very complete library.

Madame Mvashti's House - Residence of an aged

Varisian historian and seer.

Hanna's - Towns healer.

Valdermar Manor - Noble family that are well connected

to Sandpoints shipbuilding and fishing industry.

Scarnetti Manor - Sandpoints most infamous noble

family, they control the mills and lumber industry.

Kaijitsu Manor - A family that originally came from

distant Tian Xia, they own Sandpoint glassworks.

Deverin Manor - Sandpoints Mayor comes from this

noble house.

Sandpoint Cathedral - Recently rebuild Cathedral that

vendredates a pantheon of good gods.

Sandpoint Boneyard - Quite Cemetery

Sandpoint Garrison - Home to Sandpoints guard and

militia.

Sandpoint Town Hall - Bureaucratic officer and town

meeting place.

Turandorok Academy - School run by a retired

adventurer and wizard.

Junkers Edge - Garbage is dumped and piled over this

remote cliffside.

Welcome to the Rise of the Runelords Adventure Path,

and welcome to Varisia! In Pathfinder Adventure Path:

Rise of the Runelords Anniversary Edition, your character

will take up arms against the return of a centuries-old evil

seeking to reclaim the land. Before you set out on your

adventure, there are some things you should know that

will aid you on your journey. In this guide, you’ll find helpful

tips on designing your character, a selection of traits to

help your character feel like a part of the world and the

events of the campaign, and an overview of the lands your

character will be visiting. Fight strong and keep your head,

for your character might be the only thing keeping

Varisia—and even Golarion—safe from doom!

A massive threat is emerging in Varisia and mustering its

forces. Only a group of cagey adventurers can put an end

to this evil, and they’d better be prepared for what they

face. The following tips can help when designing

characters for Rise of the Runelords.

Ancient Lost Cultures: Since the Rise of the Runelords

Adventure Path reveals an ancient threat reemerging into

the world, characters skilled in History and Arcana are

best suited to putting the pieces together. Access to

powerful magic at higher levels could be the key to

survival, not just for the PCs, but also the entire world!

Dangerous Denizens: Rise of the Runelords brings

player characters face to face with hundreds of monstrous

threats. A prepared character should be suited to

challenge monstrous humanoids, giants, magical beasts,

and undead, and even greater threats at higher levels,

such as evil outsiders and dragons.

Explorers: As the campaign moves throughout the

frontier of Varisia, the player characters encounter lost

ruins. Characters with skill sets appropriate for

adventuring in dungeons and crumbling ruins can give the

party an edge. Survival and racial darkvison would be

helpful in those dank and dark places. Since many of

these locations have been warded and secured by their

builders, a character who can bypass some of those

protections just might help the party live to fight another

day.

Giant Hunters: Rumors of giants mobilizing in the wilds

of Varisia are spreading, and the people of this frontier

land need saviors. Player characters ready to take on

threats like this are well suited to this Adventure Path.

Into the Wilds: While some parts of this Adventure Path

delve deep into ruins, much of the action is on the surface.

Since Varisia is an untamed frontier, characters who are

good at dealing with natural threats and excel at finding

their way in forests and mountains would be assets to an

adventuring party. Plenty of opportunity for overland travel

abounds as well, so mounts could prove useful in getting

characters to the doorstep of adventure, but might be

difficult to deal with once the adventure moves below

ground.

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. Each player

character gains one of the following traits at character

creation.

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 Perform

skill checks. 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 all intelligence based checks about the local area. 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 combat trained warhorse, 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

Deception, Perception, and Insight checks and +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 Investigation

checks, and advantage on any 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 Constitution

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 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 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 Arcana checks and History

checks, and begin play able to speak and read

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

edif ice. Because of your strong faith and broad range of

study, you cast all cure spells as if they were one spell slot

higher.

The below information addresses changes to the core

content in the 5th Edition Player’s Handbook for the Rise

of the Runelords campaign.

Using Hitdice to heal: A character can’t spend any Hit

Dice after finishing a short rest until someone expends

one use of a healer’s kit to bandage and treat a

character’s wounds. A character who finishes a long rest

still regains full HP as normal.

Healer’s Kits: Healer’s Kits automatically stabilize a

creature that has 0 hit points if the user is proficient in

Wisdom(Medicine). Users not proficient get advantage on

the DC 10 Wisdom(Medicine) roll to stabilize a creature

instead.

Experience points are not used in the Rise of the

Runelords campaign. Leveling is all managed by story

award. Fighting more will not earn you a quicker leveling

of your character. Completing story elements will. 5th

Edition also has 1st and 2nd level characters advancing

very quickly until they reach third level. That will not be

the case in this campaign, levels will be done more on a

traditional curve in order to give the appropriate time to

allow for a more natural progression through the story.

The below information addresses new rules that are

specific to the Rise of the Runelords campaign

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-reptiles 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.

While the concept of wizard specializations along the classically recognized schools of magic certainly dates back to the time of Azlant-and perhaps beyond, into the dim recesses of time before humanity rose to prominence-it was the runelords of Thassilon who explored school specialization to its full extreme. Focusing their research on the discovery that each school of magic was opposed by two specific opposition schools, the runelords developed methods of further enhancing their mastery over their chosen arcane specialties. Essentially, they defined these seven schools as much by

what they couldn't do as by what they could. By excising "impurities" introduced by fixed oppositional schools, they traded arcane versatility for greater strength in their chosen fields. The seven schools of Thassilonian magic are presented below.

Thassilonian Specialist Only wizards can truly follow the ancient philosophies created by Thassilon's runelords. The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed. BENEFITS: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots can only be used to cast spells from the wizard's school of specialization. RESTRICTIONS: A Thassilonian specialist does not get to customize his choice for opposition schools his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools-he treats these spells as if they were not on the wizard spell list. The wizard also can never use a spell trigger or spell completion item such as a scroll or wand to cast a spell from one of his prohibited schools.

Despite having been originally invented by wizards, these spells also function for other classes. BLOOD MONEY School transmutation; Level sorcerer, wizard 1st Casting Time 1 bonus action Components V, S Range 0 ft. Effect 1 material component Duration Instantaneous You cast blood money just before casting another spell. As part of this spell's casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage of the weapons type. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 250 gp of the component's value (so a component worth 251-499 gp costs a total of 2 points, 500-749 costs 3, etc.). You cannot create magic items with blood money. For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 100 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process. Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who

are immune to Strength damage cannot use blood money to create valuable material components. The spell blood money allows you to cast another spell of any level you are able to cast as a action in addition to casting blood money as a bonus action, unlike the normal rule of only being able to cast a cantrip when casting another spell as a bonus action. COVETOUS AURA School abjuration; Level sorcerer, wizard 5th Casting Time 1 round Components V, S Range personal Area 25-ft-radius emanation centered on you Duration Concentration Up to 1 minute. Saving Throw none; Anytime a harmless (so noted by a spell's saving throw description) spell of 3rd level or lower is cast within a covetous aura's area of effect, you may choose to immediately gain the benefit of that spell as it it had also targeted you. The intended target still gains the effect of . the spell. You gain the benefits of this duplicated spell only it the caster is in range of the covetous aura. When the casters concentration is broken all spell coveted by the aura immediately end. DEATHWINE School necromancy; Level cleric, sorcerer, wizard 3rd Casting Time 1 minute Components V, S Range touch Target 1 potion touched/level Duration 1 hour/level Saving Throw none (object); This spell allows you to turn a potion of healing, greater healing, superior healing or supreme healing into a temporary pool of necromantic energy. An affected potion turns black as midnight and reveals a necromantic aura it detect magic is cast on it while it remains under this spell's effects. When you drink a potion affected by this spell, you do not gain the potion's normal effect. Instead, the first necromancy spell you cast within the next minute is cast as if it was cast in a higher level spell slot. The bonus to caster level depends on the strength of the healing potion used. Healing +1, Greater +2, Superior +3, Supreme +4. For example, a 5th-level wizard who drinks death wine made from a potion of superior healing would cast his next necromancy spell as if it was cast using a slot of 3 levels higher. In addition, any undead creature (or other creature healed by necrotic energy) that drinks a potion affected by deathwine is healed of 1d8 points of damage. Any potion not imbibed before this spell's duration expires is destroyed at the end of the deathwine's duration.

A deathwine potion can never be used to cast a spell in a level of slot that you normally would not be able to cast. RAIMENT OF COMMAND School illusion; Level bard, sorcerer, wizard 2nd Casting Time 1 action Components V, S Range personal Target you Duration 1 hour/level Saving Throw Wisdom; You are cloaked in an illusion of authority. Others perceive you to be a legitimate figure of authority, such as a higher-ranking official, a religious figure, or a more powerful warrior. This illusion grants you advantage on all Persuasion and Intimidate checks. If you attempt to disguise yourself as a specific authority figure whom you have met in person, you gain advantage on any Deception check related to impersonating that authority figure. In addition, others are uncomfortable acting against you. Creatures with an Intelligence of 3 or more take a -2 penalty on all opposed checks made against you, such as Insight checks made to determine if you're bluffing, or Perception checks made to notice you when you're using Stealth to sneak (a result of their not wanting to question whether you belong there, and thus giving you the benefit of the doubt). SIGN OF WRATH School evocation; Level cleric, sorcerer, wizard 6th Casting Time 1 action Components V, S, F (a gem worth 500 gp inscribed with the Thassilonian symbol of wrath) Consumed on use. Range personal Area 25-ft.-radius burst centered on you Duration instantaneous Saving Throw Dexterity half; A giant, glowing symbol of wrath appears below you, forcibly repulsing all nearby creatures. All creatures within the area of effect take 1d6 points of force damage per caster level (maximum 15d6) and on a failed save they are pushed 10 feet away from you. You are unaffected by both the spell's damage and its effects, and may select up to one creature per 4 caster levels to also be ignored by the spells effects. SWIPE School conjuration; Level bard, sorcerer, wizard 3rd Casting Time 1 action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one held item Duration instant Saving Throw Strength; By flicking a finger in the appropriate direction and proclaiming ownership, you attempt to magically wrest an item from the target's grip and summon it to your hand. If

the target succeeds on their save then the target retains the item and the spell fails. If they fail, the item teleports into one of your free hands or comes to rest at your feet. UNCONSCIOUS AGENDA School enchantment (language dependent]; Level bard, sorcerer, wizard 6th Casting Time 10 minutes Components V Range Close (25 ft. + 5 ft./2 levels) Target One humanoid Duration One week/level or until discharged (D) Saving Throw Wisdom negates; This spell plants a subconscious directive in the target's mind that forces him to act as you dictate when specific circumstances arise. The target humanoid can be either conscious or unconscious, but must understand your language. Upon casting this spell, you must state a course of action you wish the target to take. This course of action must be described in 20 words or fewer. You must then state the condition under which you wish the target to take this action, also describing it in 20 or fewer words. Actions or conditions more elaborate than 20 words cause the spell to fail. Unconscious agenda cannot compel a target to kill himself, though it can compel him to perform exceedingly dangerous acts, face impossible odds, or undertake almost any other course of activity. You cannot issue new commands to the target after the spell is cast. If the target fails his save against this spell, he is not compelled to act in any way until the specified trigger circumstances are encountered. He also has no knowledge of the details of the spell affecting him, and has no memory of the last 10 minutes (although he might come to notice the missing time or the presence of the caster). He can function as he wishes until the events you detailed as the condition take place. Upon experiencing the prerequisite condition, the target is forced to perform the course of action you described as per the spell dominate person. (If the compelled action is against the victim's nature, or he takes damage of any kind then he immediately gains a new saving throw with advantage against the spell to end its effects.) For the next hour, the target acts as you dictated, doing all he can to fulfill your command. If, at the end of the hour, the target still has not completed your command, the target is released from the enchantment and the spell ends. Once the course of action is completed, the spell ends. The target has full memory of acts performed during this hour. It's difficult to detect an unconscious agenda before the spell is triggered. Casting detect magic on one affected by it only reveals an aura of enchantment if the caster of detect magic has a higher caster level then the caster of unconscious agenda. Even if the spell is detected, it can only be removed by Dispel Evil and Good (break enchantment) or remove curse. Dispel magic does not affect unconscious agenda.

Downtime days will be awarded as a consumable during

the game in two different ways. When you level you will

be awarded downtime days based on the challenges you

have overcome beforehand. Second you will be awarded

downtime days as part of the story when there is a time

break in the game world then you will be awarded the

appropriate days of downtime at a rate of 6 per week of

no activity.

You may spend your downtime days to accomplish things

at the appropriate times between challenges, your DM will

let you know when you can spend downtime. Other than

times that the DM assigns for downtime activities, they

may not be used during the game itself unless a special

situation in the game allows it. For each day of downtime,

you spend you must pay the associated cost of living for

your background unless otherwise stated in the activity

that you are doing. This use of downtime days represents

something you may have been working on for weeks and

are just finishing up or putting the final touches on a

project. It does not mean that you crafted something in a

few moments but is the out of game reflection of efforts

over days, weeks, or years finally coming to the

conclusion in a finished product or activity.

What can I spend downtime days on?

There is a variety of activities that you can use your

downtime days to accomplish.

Mundane Crafting

Every day of downtime spent crafting, the player can craft

10gp worth of something and expend materials equal to

half the total market value. If something has a market

value greater than 10gp, then progress is made in 10gp /

day timelines. You maintain a modest lifestyle while

crafting without spending the extra expense. So as an

example you could craft a Potion of Healing which

normally cost 50gp with 5 days of downtime and materials

that equal 25gp in cost. But you also must have the

proficiency in the tools required to craft particular items.

(See below)

Alchemist’s supplies – Allows you to reverse engineer

potions to find the formula to create that type of potion and

to create potions from formulas that are known. Also lets

you craft items such as alchemist fire, acids and poisons

that are listed in the PHB. At the beginning of the

campaign the only potion formula know is for Healing

Potions described in the PHB. Also allows you to

automatically appraise potions and alchemical items for

their exact worth. You gain the ability to sell such items

for 10% more than you would normally get. It also allows

you to find a buyer for unwanted potions and alchemical

items through your contacts within the city. (Required to

craft potions.)

Brewer’s supplies - Allows you to craft ales, wines and

other beverages that are listed in the PHB. Also allows

you to craft custom brews and set the quality of the drink

by the gp value you assign while crafting. Also allows you

to automatically appraise wines, drinks and other

beverages for their exact worth. You gain the ability to

sell such items for 10% more than you would normally get.

(Required to craft drinks.)

Calligrapher's supplies – Allows you to forge

documents, scribe scroll’s (Spell Casters Only), copy

documents and to write communications that are

influential in nature. Also allows you to automatically

appraise books and other written items for their exact

worth. You gain the ability to sell such items for 10% more

than you would normally get. (Required to craft scrolls and

forge documents.)

Carpenter’s tools – Allows you to craft both mundane

and masterwork items made of wood. Masterwork items

cost 100gp more than a normal item. Only masterwork

items can be enchanted at a later time. Masterwork items

are commissioned items and are not available for

purchase normally. (Required to craft items made of

wood.)

Cartographer’s tools – Allows you to draw detailed

maps of a place, region or area in absolute detail that is

easily readable by any common person. Also lets you

hide secret messages into a map that only other

Cartographer’s can understand. Also allows you to

automatically appraise maps and similar drawings for

their exact worth. You gain the ability to sell such items

for 10% more than you would normally get.

Cobbler’s tools - Allows you to craft shoes and boots for

all occasions. Snowshoes, fine shoes, etc. Allows you to

craft both mundane and masterwork shoes and boots.

Masterwork items cost 100gp more than a normal item.

Only masterwork items can be enchanted at a later time.

Masterwork items are commissioned items and are not

available for purchase normally. (Required to craft shoes

and footwear.)

Cook’s utensils – Allows you to turn food and water that

is not so good quality into a masterpiece worthy of

consumption. It also allows you to extend trail rations.

When there is a party member proficient with Cook’s

utensils all party members only require a half ration per

day. This proficiency also allows you to automatically

appraise plates, cups, platters and other kitchen/dining

items made of precious metals/stones for their exact

worth. You gain the ability to sell such items for 10% more

than you would normally get.

Glassblower’s tools - Allows you to craft both mundane

and masterwork items made of glass. Masterwork items

cost 100gp more than a normal item. Only masterwork

items can be enchanted at a later time. Masterwork items

are commissioned items and are not available for

purchase normally. (Required to craft items made of

glass.)

Jeweler’s tools - Allows you to craft jewelry for all

occasions. Items made from gems, stones and precious

metals, etc. Allows you to automatically appraise jewelry,

gems and precious and semi-precious stones for their

exact worth. You gain the ability to sell such items for

10% more than you would normally get.

Leatherworker’s tools - Allows you to craft both

mundane and masterwork items made of leather.

Masterwork items cost 100gp more than a normal item.

Only masterwork items can be enchanted at a later time.

Masterwork items are commissioned items and are not

available for purchase normally. (Required to craft items

made of leather.)

Mason’s tools - Allows you to craft items made of stone.

Allows you to automatically appraise any item made from

stone such as a statue or bust for their exact worth. You

gain the ability to sell such items for 10% more than you

would normally get.

Painter’s supplies - Allows you to create art, both on the

canvas and off. You are an artist by your very nature. You

can also copy artwork, designs and symbols and even

portraits in great detail. Also allows you to automatically

appraise all works of art such as paintings, portraits, and

other mundane art determined by the DM for their exact

worth. You gain the ability to sell such items for 10% more

than you would normally get.

Potter’s tools - Allows you to create pottery of all types.

You are a creator of things by your very nature. You can

also copy the designs of other items you find to create

pots, dishes, mugs, vases, and other types of artwork that

relates to pottery. Also allows you to automatically

appraise all works of art such as pots, dishes, mugs,

vases, and other types of artwork that relates to pottery.

You gain the ability to sell such items for 10% more than

you would normally get.

Smith’s tools - Allows you to craft both mundane and

masterwork items made of metal. Masterwork items cost

100gp more than a normal item. Only masterwork items

can be enchanted at a later time. Masterwork items are

commissioned items and are not available for purchase

normally. (Required to craft items made of metal.)

Tinker’s tools - Allows you to repair/mend both mundane

and masterwork items made of metal and leather by using

downtime days to repair a damaged item. The amount of

downtime required for such a repair is determined by the

DM based on how bad the item is damaged. (Required to

repair items made of metal and leather.)

Weaver’s tools - Allows you to craft both mundane and

masterwork items made of cloth, like vestments, and

other clothing. Masterwork items cost 100gp more than a

normal item. Only masterwork items can be enchanted at

a later time. Masterwork items are commissioned items

and are not available for purchase normally. (Required to

craft items made of cloth.)

Woodcarver’s tools - Allows you to repair/mend both

mundane and masterwork items made of wood or cloth by

using downtime days to repair a damaged item. The

amount of downtime required for such a repair is

determined by the DM based on how bad the item is

damaged. (Required to repair items made of wood or

cloth.)

Magic Item Crafting

Magic items can be crafted from a formula, which is

basically a design plan or recipe to create such an item.

Formula can be obtained by any spellcaster that is

proficient in the Arcana Skill, reverse engineering a magic

item in a character’s possession. Reverse engineering

cost 1 downtime day and destroys the original item in the

process to obtain the formula for creation. The formula is

general in purpose so for example if you obtained a Wand

of Magic Missiles and reverse engineered it then it would

allow you to make a staff of Magic Missiles or a mace of

Magic Missiles, etc. The formula pertains to storing the

spell in the item of choice.

When a formula is obtained it will have all the

requirements and cost for making that item and can be

used to create as many items as you have the resources

for. Formula are closely guarded secrets and are never

sold or traded. Requirements of a formula usually have a

creation time, material components needed and any

restrictions on who can create it. An example formula is

given below.

Restrictions: Must be proficient in Alchemist supplies to

create.

Time to manufacture: 18 downtime days*

* Multiple characters that is proficient with Alchemist

supplies can work together toward this cost.

Appearance: an eyelash encased in gum Arabic, floating in a

clear watery sharp smelling liquid with a spicy taste. The

eyelash must be consumed when the potion is used.

Cost/Materials: 90 gp worth of materials.

Sell Value: 180gp

Recuperating

You can use downtime to recuperate at the end of a long

rest. You can use three days of downtime to make a DC

15 Con save. On a save you end one effect currently

preventing you from gaining hitpoints or gain advantage

on saving throws against one disease or poison affecting

you. This must be spent before the saving throw is made.

Researching

Each day of research costs 1 extra GP/day on top of your

lifestyle expenses. The DM determines if the information

is available and how many days it will take to find it.

Pouring over dusty scrolls and tomes or paying for drinks

at bars, you may make an Investigation or Persuasion roll

to secure what you’re looking for. Passing secures you

the information.

Training 250 Days and 1gp extra per day on top of lifestyle

expenses learns you a new language or skill or set of tools

of your choice.

Professions

Working between adventures allows you to maintain a

modest lifestyle. If you are a member of a guild or

organization like a temple, you may earn up to a

comfortable lifestyle. Proficiency in the Performance skill

means you earn enough for a wealthy lifestyle. If you

spend 250 downtime days working in a skill or with a tool

set that you are already proficient with then you become

an expert in that skill or tool (add twice your proficiency

bonus to checks made with that tool or skill.) If you are an

expert with a crafting tool set, then crafting time with that

tool set is cut in half for your endeavors. Example: If you

are proficient with alchemist supplies and then spend 250

downtime days to become an expert with them, then you

could make a potion of healing for 25gp worth of materials

and do it in 2.5 days instead of 5. Being an Expert in

Arcana means that magic item crafting time is also cut in

half.

Pious characters who spend one day of downtime

performing sacred rites in temples receive DM Inspiration

at the start of each day. This only can be used once per

actual day and can be used at 6:00am on the dawning of

a new day.

Selling Crafted Items

You can spend downtime days to find a buyer for an item

you crafted and get full market price for it. (Normally items

are sold for half value.) For every day of downtime that

you spend doing this you can sell one mundane crafted

item. For every five days you spend you can sell one

masterwork item that you crafted for full value.

Selling Magical Items You can spend downtime days to find a buyer for magical

items that are unwanted or to sell a magical item that you

have crafted. If it is an item that was found then you can

sell it for half price, if it is an unused item that you crafted

then you can sell it for the full market value for that item.

You must have a minimum of 20 downtime days available

to attempt to find a buyer. When you are ready inform the

DM and roll a d20, the result is how many days it took you

to find a buyer for the item. On a roll of a natural 1 you

use up 20 downtime days and no buyer was found. On a

roll of a natural 20 then you use up 0 downtime days to

find a buyer.

Buying Magical Items

Buying magical items is not allowed as a general rule,

however there are some instances where the opportunity

may come up in game where an offer can be made. Or

you might here of something through connections with the

black markets in the city.

Carousing

Characters can spend their downtime engaged in a

variety of hedonistic activities. Carousing costs the same

amount of money as though maintaining a wealthy

lifestyle. When doing this activity inform your DM and

then roll percentile dice and add the number of days you

are spending doing it and apply it to the table below for

your results.

D100 + Days

Carousing

01-10 You are jailed for 1d4 additional downtime days for disorderly conduct. And a 10gp fine.

11-20 You regain consciousness in a strange place with no memory how you got there. Robbed of 3d6 x 5 gp.

21-30 You made an enemy. This person, business, or organization is now hostile to you. DM determines the party and you determine how you offended them.

31-40 You are caught up in a whirlwind association with a new comrade. It may be a friendship, business partner, or even a romance. Roll a 1d20. 1-5, the relationship ends badly, 6-10 it ends amicably, 11-20 the relationship is ongoing. You determine the identity of the interest with GM approval. If the relationship ends badly, you might earn a flaw. If it's well or ongoing, you may earn a new bond.

41-80 You earn a modest winning from gambling. Recoup your costs of carousing.

81-90 You cover your time carousing and gain 1d20 x4 gp profit!

91-HIGHER

You make a small fortune. Earn 4d6 x10gp. You are the stuff of local legends!

If your character dies for some unfortunate reason or if

you just got sliced up by a goblin during the campaign

then the following takes rules apply:

Raised or create a new character:

If you die and cannot be raised either because services

are not available or in the event that you cannot afford

said services at earlier levels, then you must create a new

character. The DM will work with you on specifics of your

new character’s introduction to the group. What transpired

prior to their arrival, etc.

One level lower than the average party level:

If you must create a new character, then that character

starts one level lower than what the average party level is

currently at unless the party is still at first level in which

case you will start at the same level. You will stay one

level behind until the next time a leveling milestone is

crossed, at the time you will be brought back up to the

current level of the party.

Now if you die and need to create a new character then

that new character will not be introduced until the time that

is appropriate in game for that character to show up. I do

everything that I can to work them in at the earliest

convenience but sometimes it can be a little while in real

time before that can happen depending on where the

group is at. Until that time arrives the DM pay allow you to

run adversaries of the party or an NPC that is currently

with the group until your new character can be brought in

correctly.

On page 200 of the DMG in the "Spell Scroll" entry it

states that "if the spell is on your class list you can use an

action to read it...otherwise the scroll is illegible". Then

there is the bit about a DC 10+scroll spell level arcana roll

if the spell is higher than a spell slot than you can cast. A

rogue with the Use Magic Device feature can try and use

a scroll as long as they make the appropriate arcana

check.

New Rule: Any other class (spell caster or not) can

attempt to use a scroll not on their spell list but they have

disadvantage on the arcana check. So yes a Barbarian

can attempt to activate a scroll in a pinch. A creature who

tries and fails to cast a spell properly from a spell scroll

must make a DC 10 Intelligence saving throw. If the

saving throw fails, roll on the Scroll Mishap table.

Common Items (Identify automatic upon examining

them.) These are usually common items like healing

potions and low level scrolls. Most all villages, towns and

cities have magic shops that sell and buy these type of

items commonly.

Uncommon Items (Concentrate On Them During a Short

or Long Rest - INT Arcana Check DC 15) or (Identify Spell

- Requires a pearl of 100gp value NOT Consumed on

Use.) These are minor rings, staves, wands and other

items including +1 enchanted weapons.

Rare Items (Concentrate On Them During a Long Rest -

INT Arcana Check DC 20) or (Identify Spell - Requires a

pearl of 100gp value Consumed on Use. CONSUMED

ON USE)

Very Rare Items (Identify Spell - Requires a pearl of

500gp value CONSUMED on Use.)

Legendary Items (Identify Spell - Requires a pearl worth

1,000gp in value. CONSUMED on Use.)

Spell Cost

Cure Wounds (1st level) 10 gp

Identify 20 gp

Lesser Restoration 40 gp

Prayer of healing (2nd level) 40 gp

Remove Curse 90 gp

Speak with dead 90 gp

Divination 210 gp

Greater Restoration 450 gp

Raise dead 1,250 gp

To create a character for this campaign, follow the steps

below. This guide is supposed to supplement the Player’s

Handbook—not replace it.

New characters begin play at 1st level.

Choose a Race: All Races available in the official

hardcovers for character options are allowed for play,

excluding monstrous and flying races. No unearthed

arcana articles are allowed.

Ethnicity. Humans must choose one of the several

Golarion ethnicities! (Most common are Chelish, Varisian,

and Shoanti).

Choose a Class: All classes and character options within

the official hardcovers are allowed for play. No unearthed

arcana classes.

Deities: This campaign takes place in the Golarion

campaign setting and therefore the Golarion gods are

available. See the section above with references to the

deities that are available.

Determine Ability Scores: Every character must

generate ability scores following the standard set

otherwise known as Standard Array or by 27 point buy as

described in the PHB, the standard array is listed below

for easy reference:

[15 (+2), 14 (+2), 13(+1), 12(+1), 10(+0), 8(-1)].

After assigning scores, apply your racial benefits to derive

your starting ability scores at 1st level.

You may not roll your ability scores.

Describe your character:

Select the following additional details to help define your

character as presented in the PHB rules for creating a

character:

● Name

● Alignment

● Ideals

● Bonds

● Flaws

● Background

Allowed Alignments: While I recognize that most

players are able to portray characters that run a wide

range of motivations, there is a need to curtail self-

destructive and criminal behavior. No evil alignments are

allowed in this campaign.

Shared Campaign Traits: Every character is assumed to

have one of the campaign traits featured earlier in this

book in addition to their normal background choices that

are in the PHB. Players are also not allowed to have the

same campaign trait so talk with the other players to help

decide which one is right for you.

Equipment: When you create a character, you must

choose one of the following two options:

● Take starting Equipment as determined by your class

and background

OR

● Take Average Gold Pieces (gp) for your class as listed

below and buy all of your equipment piecemeal.

Class Funds

Barbarian 50 gp

Bard 125 gp

Cleric 125 gp

Druid 50 gp

Fighter 125 gp

Monk 12 gp, 5 sp

Paladin 125 gp

Ranger 125 gp

Rogue 100 gp

Sorcerer 75 gp

Warlock 100 gp

Wizard 100 gp

Hit Points: Hit Points represent how healthy your

character is in an abstract way. When you take damage,

you lose hit points. Hit Points at level 1 are equal to your

class’ Hit Die + Your Constitution Modifier. So a human

barbarian (d12 hit die) with a 16 con score (+3 bonus) has

15 hit points at level 1.

Purchases: You can purchase any mundane item found

in the PHB or Free Basic Rules and the items found in this

guide.

Trinkets: You can begin play with one trinket from the

table in chapter 5 of the Player’s Handbook. You must roll

on the table and take whatever comes.

Character Advancement

Hit points at higher levels. Whenever you gain a level, use

the fixed hit point value shown in your class entry.

Customization Options: Multiclassing and Feats are

allowed.

Since this is a story driven campaign, it is often a great

benefit that your character has a great and rewarding

backstoy as well. We know from earlier in the guide that

most of the player characters will hail from somewhere in

Varisia and have lived their for their entire lives thus far

but what has that life been? Below are some questions

to ask yourself when writing your character’s backstory

and please share them with your DM so he can more tie

your character into the plot and storyline during the

campaign.

1. How does your character interact with the others

within a group?

2. What is your character's role in a group?

3. How is your character not as they seem?

4. What are your character's goals, conscious and,

perhaps, subconscious?

5. How easily does your character love? Have they

been in love?

6. Is your character racist at all, either now or in their

past?

7. All people believe something that is not true, both

about the world around them and about

themselves. What lies/untruths does your

character believe about themselves and the world

around them?

8. How is your character about material

possessions?

9. What does your character perceive their major

problems to be?

10. What does your character perceive the solutions

to those problems to be?

11. What are your character's religious beliefs?

12. What does your character fear?

13. How much of a temper does your character

have? What sorts of things set them off?

14. Where is his/her family? Do they have any

siblings? Close friends? Who is important to

them?


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