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Player Background Guide
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Background
Varisia was a wild frontier land, abandoned and considered cursed by most sundry folk for almost 10,000 years, ever since Earthfall brought about the end of the great human empires of Azlant and Thassilon. In many ways it still is a dangerous wilderness, fraught with barbarians, bandits, and worse. But peoples of various sorts still carved a place out for themselves here - the wandering Varisian people consider it their homeland, and the Shoanti quah's wander free across the steppes and marshy lowlands, notwithstanding the unspoiled forests claimed by elves and gnomes and others of their ilk.
Roughly 400 years ago the great Cheliax Empire marched north into this region, seeking to claim it as part of its infamous expansionist campaign later called the Everwar. They battled the Shoanti for a decade in a bloody and violent conflict, before finally carving out most of the southern half of Varisia as their own. The tribal Shoanti were driven back up into the highlands above the Storval Rise, to the northeast.
After Cheliax collapsed with the death of its patron god Aroden, its colonies in Varisia were cut off. Some 100 years later, the three largest of their cities have developed into independent city-states, each of which controls a large number of vassal villages and towns in its surrounding areas. These are the cosmopolitan Magnimar, on the western coast, crime-ridden pirates den Riddleport, which straddles the delta of the Velashu River to the north, and last and most important to our campaign, traditionalist Korvosa, on the southern tip of the Varisian Bay.
Korvosa
This campaign will primarily take place in and around the city-state of Korvosa, the oldest and largest of the three that dominate southern Varisia. As such, your character stands a very good chance of being from the city, or being intimately connected to it in some other fashion.
Korvosa is the oldest of the three Varisian city-states, and the atmosphere of the place is intensely traditionalist and conservative. There is an intense divide between the wealthy and affluent and the poor and destitute. The massive gulf between the social classes, and the oppressive economic system that maintains this chasm, has colored the entire development of the city.
For one thing, nothing impresses a Korvosan more than an ostentatious display of wealth and power. Confidence and competence are considered to be the greatest of assets, and those who show weakness or indecisiveness are heckled and looked down upon. In this matter, Korvosan's tend to be quick to judge and slow to forgive.
In addition to power and wealth, Korvosan's love predictability. Nothing ruins a Korvosan citizen's day more than upsetting their routine - so to that end, the laws of Korvosa are strictly enforced with extremely harsh punishments, and also monetary rewards for those who play by the rules. That said, the Korvosan government also recognizes that not everyone plays by the same rules, so it compensates by regulating certain levels of non-violent crime by means of vice taxes and recognition of a single Thieves Guild.
By charter amendment, Korvosa does not allow the formation of guilds or unions any tradesmen, craftsmen, or laborers. They rely heavily on self-employed cottage industries and skilled workers to produce city income.
Barely more powerful than the lord magistrates who preceded them, the monarchs of Korvosa must share power with the strict governmental entities existant at the founding of the monarchy. The command King Erodred II exerts over the city is constantly checked by the arbiters, magistrates, and nobles, the city’s most politically powerful groups. More than judges, the arbiters not only determine the guilt or innocence of defendants in a court of law, but also have legislative oversight. No one exactly knows what the 23 magistrates or their staffs do, but most Korvosans suspect the entire purpose of city hall is to waste the time and money of the city’s people.
Finally, two overlapping divisions define Korvosa’s aristocracy: the five most powerful families bear the coveted title of Great Houses, giving their members special privileges within the city, and 21 noble houses make up the Dock Families, allowing them to charge berthing fees on one or more docks in the city.
Districts and Locations
- East Shore - Noble district, many military families.
- Gray - Necropolis
- Heights - City center, site of Castle Korvosa. Most political power players live here.
- Midland - Main section of city, commercial and residential district, low crime and relatively cosmopolitan.
- North Point - Old non-noble families from original colonization, and municipal district (City Hall, Longacre Courthouse, Bank of Adabar)
- Old Korvosa - Its old. Oldest part of the city, grew up around Fort Korvosa built during original invasion. Some very old very influential noble families. (Palace Arkona)
- South Shore - Newest district, only built around 25-30 years ago. Many noveau-riche non-nobles trying to gain some power. Contains Pantheon of Many, large cathedral dedicated to all major good deities commonly worshiped in Varisia.
- The Acadaeme - Huge, secretive, and relatively infamous school of arcane arts, specializes in conjuring. (Devil-binding)
- Castle Korvosa - The residence of Korvosa's king, in the center of the Heights. Built on a pyramidal ruin that had previously been worshiped or revered by the local Shoanti tribes, but no one remembers why.
- The Shingles - A vast number of permanent and semi-permanent safehouses, shelters, and roads that appear on the rooftops of the city throughout the most crowded areas.
- The Vaults - Unimaginably vast caverns and buried ruins that stretch for miles beneath the city.
Character
Roll your character at Level 1, core Pathfinder classes only. I use a dice pool system for attributes - I feel like this nicely synergizes the organic feel of random generation with the control of point-buy.
- You have a pool of 24 d6. You may assign these as you so choose to your six stats, minimum of 3d6 for each, no maximum.
- Roll the dice for each stat, then take the THREE HIGHEST rolls. Add these, and there's your stat.
- After this, add your racial bonuses.
Background Traits
When creating your character, please take into consideration the fact that this campaign will mostly concern the city-state of Korvosa, and you should have some form of intimate connection to the city. While not required, it is advisable that your character be from the city itself.
That said, the Player Character in this campaign are required to have a particular connection to each other at the game's outset: They've all been wronged at some point in their lives by a minor Korvosan crimelord named Gaedren Lamm. I'm going to throw up some suggestions for backgrounds that fit this - these are all bare-bones and you can fill in details as you see fit. You may also invent your own, to be cleared with me of course. Regardless, this is regarded as a particular background trait, and confers a minor bonus onto your character. If you invent your own, choose something comparable, again to be cleared with me.
Drug Addict
You or someone you know is addicted to shiver, a hallucinogen concocted from the venom of dream spiders. Frequently viewed as one step away from suicide (as the visions it grants are seen as an escape from the harshness of reality), you considered the drug to be an element of the bottom rung lower class, until someone close to you ruined themselves on it, overdosed, and was severely injured or killed. After some research you found out that the pusher and dealer who got this person addicted in the first place was Gaedren Lamm. The guard considers the incident beneath their notice, leaving it to you to deal with.
- Addicted Friend - The addict was a friend or lover who may or may not have survived the overdose. Your research into the underworld on their behalf gives you an insight into the streets. +2 to Knowledge (Local) or Gather Information, your choice.
- Personal Addiction - You were the addict, and you blame Gaedren for your brush with death, even as you recover from detox. You also hate seeing what drugs do to other youths. Your body resists toxins better now, so you gain +1 Fortitude save.
Framed
Someone you know was accused of murder. A supposed eyewitness account from a local fisherman seals the case, but the accused had sufficient alibis to delay sentencing. Subsequently, the fisherman confessed that he had been intimidated into providing false witness and planting the murder weapon by the actual murdered - Gaedren Lamm. Unfortunately, Lamm's thugs kill the fisherman before he can recant his testimony. With a key witness removed, the accused is set free, but the damage to his or her reputation is irreversible. If you can find Gaedren, you're sure you can find sufficient evidence to clear their name for good.
- Family Honor - The person framed was a family member. You were the one who got the fisherman to reveal the truth, utilizing your skill with words to trap him in the lie. +2 to Bluff.
- Dropout - You were the accused, and though you were freed when a friend confronted the fisherman, the damage had been done. As a result, you were cast from the Acadamae or your church. You've been forced to self-train, but swear you'll become better at your chosen profession despite the spurning of your peers. +2 to Spellcraft.
Love Lost
Someone you loved was knifed to death in an alleyway one night recently. When you were called in by the guard to identify the body, you also realized that a piece of jewelry they always wore, perhaps a signature pendant or a ring you had given them, was missing. Whoever murdered your loved one must've taken it. After no small amount of personal investigation, you discovered the piece of jewelry at pawnshop. Though you couldn't buy it back yourself, you managed to get the shopkeeper to tell you who sold it to him - Gaedren Lamm. It seems likely this bastard is the murderer, or at least knows who did it. You'll just have to find him.
- Orphaned - The person murdered was your last surviving parent. You were forced to grow up quickly to take care of your family, or to tend to the family business or something similar. +2 to either Craft, or Perform, or Profession.
- Widowed - The murder victim was your spouse or lover. With their death a part of you died as well, leaving you haunted, grim, and prone to dark musings. you gain a +2 to Intimidate checks.
Missing Child
You suspect a child you know has been abducted by Lamm. Whatever your relationship with the child, you've heard rumors of Gaedren Lamm's "Little Lamms," a network of trained street children he employs as cutpurses, pickpockets, and agents for his various crimes. You've even heard rumors that a child matching the description of the missing one has been seen in marketplaces in the company of known street thieves. The guard is uninterested in such a minor criminal as Gaedren, leaving it to you to track the bastard down and rescue the poor child - children, perhaps, if the rumors are anything to go by.
- Missing Sibling - The missing child is your brother or sister. Though the rest of your family has given up hope at ever finding them, you persist in the search day in and day our. Your constant struggle has given you great skill at rumor mongering - Gather Information and Sense Motive are always class skills for you.
- Missing Son or Daughter - The missing child is someone's son or daughter. It could be your own child, or it could be your niece or nephew, or it could be the child of a superior or employer that you were supposed to be watching or otherwise charged with protecting. The child went missing on a routine trip to the market. Long hours spent searching have given you a stubborn streak reflective of great willpower. +1 to Will saves.
Unhappy Childhood
You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted by Gaedren from your parents or on a trip to the market. Perhaps the irresponsible matron who ran your orphanage traded you to him for some desperately needed coin to feed the remaining orphans. Or maybe you were one of the dozens of street urchins whom Gaedren promised meals and a place to sleep with a roof over your head for "a little light work." Whatever the reason, you spent a portion of your childhood as one of Gaedren's "Little Lamms" and have nursed a grudge against the man ever since you got out.
- Tortured - After one too many mistakes, Gaedren beat and tortured you and left your for dead on a garbage heap. The scars and the memories have made you a little jumpy and honed your reaction speed. +1 to Reflex saves.
- Religious - You found a holy symbol of the god you worship today during a job for Gaedren, and snuck off into the church to see what it was all about. When Gaedren found out he was furious and gave you a terrible beating, breaking the holy symbol in the process. Your newly found faith helped you struggle through, and eventually you got away and took shelter in the church, where you spent the remainder of your childhood. You gain a +2 to Concentration checks.
Korvosan Feats
Here are some specialized feats relative to people from Varisia in general and Korvosa in particular.
Totem Spirit
You are mystically tried to your tribes spirit totem.
Prerequisite: Member of a Shoanti Tribe
Benefit: The benefit granted by this feat depends on the tribe you belong to:
Lyrune-Quah (Moon Clan) - You gain a +1 Bonus on Will Saves and a +2 on Listen Checks.
Shadde-Quah (Axe Clan) - If you have the rage ability, it lasts for one additional round. You gain +2 to Intimidate checks.
Shriiki-Quah (Hawk Clan) - You gain a +2 Bonus on Initiative checks, and a +2 to Ride Checks.
Shundar-Quah (Spire Clan) - You gain a +1 Bonus on Fortitude saves, and a +2 Bonus on Spot checks.
Sklar-Quah (Sun Clan) - You gain a +1 Bonus on Reflex saves, and a +2 Bonus on Tumble checks.
Skoan-Quah (Skull Clan) - You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks.
Tamiir-Quah (Wind Clan) - Your base land speed increases by 5 feet. You gain a +2 bonus on Jump checks.
Varisian Tattoo
You bear intricate tattoos which inspire and empower your natural magical ability. These tattoos mark you as a worker of the traditions of Varisian magic.
Prerequisite: Spell Focus in matching school.
Benefit: Select a school of magic other than divination in which you have Spell Focus - you cast spells from this school at +1 Caster level. Additionally, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Con modifier (min 1/day, caster level = Hit Dice, save DC is charisma based.)
- Abjuration - Resistance
- Conjuration - Acid Splash
- Enchantment - Daze
- Evocation - Dancing Lights
- Illusion - Ghost Sound
- Necromancy - Touch of Fatigue
- Transmutation - Mage hand.
A Varisian Tattoo typically consists of a long string of ancient Thassilonian characters. Most are quite complex, running the entire length of an arm or leg.
Harrowed
Numerous Harrow (Varisian fortune-telling similar to Tarot) readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life; the Harrow deck and your destiny seem intertwined.
Prerequisites: Cha 13, must be chosen at 1st level
Benefit: You get a +2 bonus on all Will saves made to resist charm or compulsion effects.
Once per day you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card's suit. For example, if you drew a card from the suit corresponding to Wisdom, you can apply the bonus to a Will save or a Wisdom based skill check. You may assign this bonus after you make the roll, but you must do so before you know whether or not the roll was a success.
Acadamae Graduate
You have passed the grueling Test of Summoning and graduated from the Acadamae.
Prerequisites: Specialist wizard 1st level, cannot have chosen conjuration as your forbidden school.
Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action.) Casting a spell this way is taxing and requires a Fort save (DC 15 + spell level) to avoid becoming fatigued.
Crossbow Mastery
You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
Special: A fighter may select Crossbow Master as one of his fighter bonus feats. A ranger may select Crossbow Mastery in place of Manyshot for his Improved Combat Style at 6th Level.
Shingle Runner
As a child you spent a lot of time in the Shingles, the interconnected rooftops that span much of Korvosa. You are particularly adept at climbing, jumping, and avoiding falls.
Prerequisites: Dex 13, Acrobatic
Benefit: You gain a +2 to all Climb and Jump checks, and you make take 10 on Climb checks even when distracted. If you fall you automatically reduce the damage taken by the fall as if you had fallen 10 less feet. This reduction stacks with Jump and Tumble checks to further reduce falling damage.
Sable Company Marine
You graduated from the elite hippogriff-riding school of the Endrin Military Academy. Not only can you ride a hippogriff with great skill, but you may also bond with one.
Prerequisite: Ranger level 4th
Benefit: You gain a hippogriff as your animal comapnion. You gain a +2 Bonus to Ride checks made while riding your hippogriff animal companion. Whenever you are within 20 feet of your hippogriff, it gains a +2 bonus on saving throws made against fear effects.
Races
Humans
Humans are far and away the dominant race in Varisia. These days, humans living here come in three distinct flavors - Cheliax "colonists," Varisians, and Shoanti.
Chelish are the closest thing to "standard" humans in Varisia. These are the descendants of invaders from the expansionist Cheliax Empire, who marched upon the region some 400 years ago. The Empire collapsed with the dawning of the current Age (about 100 years back now), and its colonies were essentially left to fend for themselves. The three colonies, Korvosa, Magnimar, and Riddleport, are now independent city-states that control much of southern Varisia. Any human from a city is most likely of Chelish origin, and will have the pale skin and dark hair common to those people. Notably, the aristocracy of Korvosa (the most lawful and "civilized" of the three city-states) still cleaves to the Empire, and some wish to rejoin its remnants.
Varisian's consider this land their one true homeland, hence why they lend it their name. They are an olive-skinned gypsy folk, nomads who travel the world in large clans and roving wagon bands, but nowhere are they found in larger numbers than here. They are passionate, fiercely independent, and have very strong traditions of dance and story-telling. Among them is a secret organization called the Sczarni, which is basically a thieves guild, albeit one known for focusing more on relatively benign mischief making and profiteering from wealthy Chelish than any kind of dark criminality. Varisian's are also well known for their elaborate tattoos, and Varisian spellcasters work elements of these into their magic.
The Shoanti are barbarians from the north-eastern highlands. Tribal, war-like, and distrustful of anyone who isn't one of them, they have a particular dislike for the descendants of those who invaded their homeland. The Shoanti have seven tribes, or quah's, most of whom avoid others at all costs. The Shiriiki-quah, whose traditions revolve around interacting with totem animals (particularly horses) are the most likely to interact with and trade with non-Shoanti. Shoanti are very powerfully built, men and women often standing over six foot. They are mostly pale-skinned, and have varied skin and hair colors.
Dwarves
Any Dwarves that have come to Varisia have come primarily for profit, and as such can be found in any of the cities where it seems profit can be made. They have one holding in the region - the iron-walled town of Janderhoff, which lies along trade routes between the Storval Plateau and Korvosa. Needless to say, the dwarves love to do business with both the Shoanti from the plateau and the Chelish traditionalist from Korvosa, and so both are often found in Janderhoff, where the dwarves are frequently hard-pressed to make sure they don't kill each other, or at least not until they've spent some money.
Elves
There is a smallish community of Elves in the Mierani forest, living in one of several villages they have grown out of and among its towering pines. Deep within the forest is supposedly a large Elven city called Celwynvian, but the eldest among the elves will say nothing about it say that it "has fallen under the darkest shadow." No one, not even the vast majority of elves, know whether or not Celwynvian is real, or what has happened to it.
Gnomes
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.
Halflings
Halflings fit in where they can, as they do anywhere else in the world. Many migrated to Varisia following the Chelish expansion and stayed there with everyone else. In Korvosa, where Chelish traditions still hold sway, halflings are treated as they are in Cheliax - as second class citizens serving as laborers, middlemen, and entertainers. In Magnimar, Riddleport and most points closer to the coast, they are much more emancipated and serve in most of the same roles as humans. Many halflings are drawn to the freedom and noamdism of the Varisian people, and have subsequently been welcomed into joining their wandering caravans.
Half-elves
Half-elves are basically the same as they are anywhere, caught in the middle, unable to fit. Many fall into the criminal underworld of Riddleport, some try to attach themselves to the Mierani elves (where they are pitied and shunned), and many join the Varisian nomads.
Half-Orcs
Half-orcs are exceedingly rare in Varisia. Most come from the orc warbands of the Belkzen Holds to the northeast, who frequently raid the Shoanti tribes living in that part of Varisia. The Belkzen orcish warlords discovered some time ago that breeding with human women produced powerful warriors who were more cunning and far more disciplined, and frequently kidnap Shoanti women for this purpose. Most Half-orcs in Varisia are sent their by one of these warlords on some special order, and will thus likely find themselves in the shady dens of Riddleport or the anarchistic community of Kaer Maga. Some however, do seek to flee the shadows of their brutal origins, and survive as outcasts on the fringes of society.