Here are some new items available in Varisia
Military Melee Weapons
One Handed
War Razor Prof:+3 Dam: 1d4 15 gp 1lbs Light Blade Off Hand, High Crit
Two Handed
Earth Breaker Prof:+2 Dam: 1d12 25 gp 14 lbs Hammer High Crit
Trident Prof:+2 Dam: 1d8 2 gp 8 lbs Spear Versatile
Superior Melee Weapons
One Handed
Sawtooth Saber Prof:+3 Dam: 1d8 25 gp 14 lbs Light Blade Off Hand, High Crit
Shoanti Bola Prof:+2 Dam: 1d4 5/10 25 gp 14 lbs Flail Light Thrown
StarKnife Prof:+2 Dam: 1d6 6/12 25 gp 3 lbs Light Blade Off Hand, Light Thrown
Two Handed
Bladed Scarf Prof:+3 Dam: 2d4 15 gp 2 lbs Flail Reach
Adventuring Gear
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 4 square burst with the stink of harpies for 1 minute. Any Varisian goblin who enters the area must make a save or be Dazed (Save Ends). If thrown, treat as an improvised weapon that creates a 4 square burst that centers on it's target. Harpy Musk costs 4 gp per bottle.
Varisian Idol: This item may be used in any ritual with the Nature Key Skill. Using the Varisian Idol halves the Component Cost of that ritual.
Harrow Deck: This item may be usedby Varisian Fortune tellers to foresee the future. More info on this item will be given in a future post!
Wednesday, July 30, 2008
Dieties of Varisia Part 3
Because there was some question :
The previous conversion list holds true for Feats
Armor of Bahamut becomes Armor of Iomedae
Avandra's Rescue becomes Desna's Rescue
Corellon's Grace becomes either Cayden's Grace or Nethys' Grace
Harmony of Erathis becomes Harmony of Abadar
Ion's Poise becomes Irori's Poise
Kord's Favor becomes Gorum's Favor
Melora's Tide becomes Gozreh's Tide
Moradin's Resolve becomes Torag's Resolve
Pelor's Radiance becomes Erastil's Radiance or Sarenrae's Radiance
Raven Queen's Blessing becomes Pharasma's Blessing
and Sehanine's Reversal becomes Shelyn's Reversal
also of note: The weapons on the dieties chart is used along with this feat:
Weapon of the Gods [Cleric/Paladin]
Prerequisite: Cleric or Paladin
Benefit: You add your dieties weapon of choice to your allowed weapons list. If the weapon is already on your list, you gain a +1 Feat bonus to damage rolls with this weapon. At 11th level, this bonus scales up to +1 (if the weapon was not on your list to begin with) or +2. At 21st level, this bonus scales up to +2(if the weapon was not on your list to begin with) or a +3.
The previous conversion list holds true for Feats
Armor of Bahamut becomes Armor of Iomedae
Avandra's Rescue becomes Desna's Rescue
Corellon's Grace becomes either Cayden's Grace or Nethys' Grace
Harmony of Erathis becomes Harmony of Abadar
Ion's Poise becomes Irori's Poise
Kord's Favor becomes Gorum's Favor
Melora's Tide becomes Gozreh's Tide
Moradin's Resolve becomes Torag's Resolve
Pelor's Radiance becomes Erastil's Radiance or Sarenrae's Radiance
Raven Queen's Blessing becomes Pharasma's Blessing
and Sehanine's Reversal becomes Shelyn's Reversal
also of note: The weapons on the dieties chart is used along with this feat:
Weapon of the Gods [Cleric/Paladin]
Prerequisite: Cleric or Paladin
Benefit: You add your dieties weapon of choice to your allowed weapons list. If the weapon is already on your list, you gain a +1 Feat bonus to damage rolls with this weapon. At 11th level, this bonus scales up to +1 (if the weapon was not on your list to begin with) or +2. At 21st level, this bonus scales up to +2(if the weapon was not on your list to begin with) or a +3.
Monday, July 28, 2008
Dieties of Varisia Part 2
If you have already picked a god or goddess from the players handbook, here is a quick conversion list that may be of help.
Avandra is much like Desna
Bahamut is much like Iomedae
Corellon is much like either Cayden Cailean or Nethys
Erathis is much like Abadar
Ion is much like Irori
Kord is much like Gorum
Melora is much like Gozreh
Moradin is much like Torag
Pelor is much like either Erastil or Sarenrae
Raven Queen is much like Pharasma (and can be called by either name)
Sehanine is much like Shelyn
Asmodeus remains unchanged
Bane is best represented by Rovagug
Gruumsh is also best represented by Rovagug
Loth is like Lamasutu
Tiamat is either Calistra or Lamashtu
Torog is much like Zon-Kuthon
Vecna is much like Norgorber
Zehir is much like Urgathoa
Avandra is much like Desna
Bahamut is much like Iomedae
Corellon is much like either Cayden Cailean or Nethys
Erathis is much like Abadar
Ion is much like Irori
Kord is much like Gorum
Melora is much like Gozreh
Moradin is much like Torag
Pelor is much like either Erastil or Sarenrae
Raven Queen is much like Pharasma (and can be called by either name)
Sehanine is much like Shelyn
Asmodeus remains unchanged
Bane is best represented by Rovagug
Gruumsh is also best represented by Rovagug
Loth is like Lamasutu
Tiamat is either Calistra or Lamashtu
Torog is much like Zon-Kuthon
Vecna is much like Norgorber
Zehir is much like Urgathoa
Dieties of Varisia Part 1
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.
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.
Player Characters Part 5 - Classes
Classes fall in one of four roles. Defenders, Skirmishers, Controllers, and Leaders. Each has it's own strengths and weaknesses.
Defenders are strong front line fighters. They protect the remainder of the party by slowing down enemies and drawing their attacks. Those who want to play the defender role, may choose the Fighter or Paladin classes.
Skirmishers are mobile attackers, capable of quickly dealing massive damage with precision strikes. Options available to those who want to play a skirmisher are the Rogue, Ranger, and Warlock
Controllers affect the ebb and flow of battle with area affects and powers that force enemies to waste attacks, movement, or resources. Wizards are the only pure controller class at this time.
Leaders improve their allies abilities, provide healing, and overall increase the effectiveness of their party. Both Clerics and Warlords are leaders.
Defenders are strong front line fighters. They protect the remainder of the party by slowing down enemies and drawing their attacks. Those who want to play the defender role, may choose the Fighter or Paladin classes.
Skirmishers are mobile attackers, capable of quickly dealing massive damage with precision strikes. Options available to those who want to play a skirmisher are the Rogue, Ranger, and Warlock
Controllers affect the ebb and flow of battle with area affects and powers that force enemies to waste attacks, movement, or resources. Wizards are the only pure controller class at this time.
Leaders improve their allies abilities, provide healing, and overall increase the effectiveness of their party. Both Clerics and Warlords are leaders.
Thursday, July 24, 2008
Player Characters Part 4- Tieflings and Dragonborn
In this post, we look at the final two races available for play, the proud Dragonborn and the once mighty Tieflings.
Tieflings - were once humans who consorted with devils in a ploy to gain unquestioned power. The empire of Chelax is the birthplace of the race we now know as tieflings. Mostly hailing from the ruling class, scores of Tiefling families were driven away at the fall of the Chelaxian empire. Some families of them still dwell in the city of Magnimar but most Tielfings are now solitary travelers, often shunned by those who rarely see such races.
Tieflings can have skin tones of tan, all the way through various red, deepening all the way to pitch black. They have horns (males are usually more of a 'V' shape, females more often have gently curving rams horns), nonprehensile tails, and eyes that are solid orbs of black, red, white, silver, or gold. Their hair can the same colors as normal humans or also dark blue, red, or purple.
Tieflings are an interesting choice for those who want to play a dark, brooding hero or one that favors the Warlock, Warlord, and Rogue Class.
Dragonborn - are what remains of specially bred creatures used to fuel the centuries-long war between Nex and Geb, two power-mad ancient wizard kings from a continent far south of Varisia. Nex dealt with all things draconic, while Geb countered with demonic beasts from the Elemental Chaos. Ages ago a cataclysmic battle ensued, with both wizards and vast amounts of their minions being destroyed. The hearty Dragonborn who survived the battle banded together and slowly traveled north, until small groups of them found their way to Varisia. Dragonborn are still a rare sight in the lands of Varisia, but most people hold their honorable ways in high regard.
Dragonborn are tall and bulky. They have blunt snouts, taloned hands and feet, frills at the cheek and ear, and hornlike scales that resemble thick ropy hair. Dragonborn can commonly be scarlet, gold, rust, ocher, bronze, or brown. Rare individuals sometimes have scales of blue, black, green, white, or silver. Their eyes are small and dark.
Dragonborn are born fighters. A dragonborn character is proud, confident, and honorable. Dragonborn excel at the Fighter, Warlord, and Paladin classes.
This concludes the racial choices for new characters. Next, we'll delve into the eight classes. available.
Tieflings - were once humans who consorted with devils in a ploy to gain unquestioned power. The empire of Chelax is the birthplace of the race we now know as tieflings. Mostly hailing from the ruling class, scores of Tiefling families were driven away at the fall of the Chelaxian empire. Some families of them still dwell in the city of Magnimar but most Tielfings are now solitary travelers, often shunned by those who rarely see such races.
Tieflings can have skin tones of tan, all the way through various red, deepening all the way to pitch black. They have horns (males are usually more of a 'V' shape, females more often have gently curving rams horns), nonprehensile tails, and eyes that are solid orbs of black, red, white, silver, or gold. Their hair can the same colors as normal humans or also dark blue, red, or purple.
Tieflings are an interesting choice for those who want to play a dark, brooding hero or one that favors the Warlock, Warlord, and Rogue Class.
Dragonborn - are what remains of specially bred creatures used to fuel the centuries-long war between Nex and Geb, two power-mad ancient wizard kings from a continent far south of Varisia. Nex dealt with all things draconic, while Geb countered with demonic beasts from the Elemental Chaos. Ages ago a cataclysmic battle ensued, with both wizards and vast amounts of their minions being destroyed. The hearty Dragonborn who survived the battle banded together and slowly traveled north, until small groups of them found their way to Varisia. Dragonborn are still a rare sight in the lands of Varisia, but most people hold their honorable ways in high regard.
Dragonborn are tall and bulky. They have blunt snouts, taloned hands and feet, frills at the cheek and ear, and hornlike scales that resemble thick ropy hair. Dragonborn can commonly be scarlet, gold, rust, ocher, bronze, or brown. Rare individuals sometimes have scales of blue, black, green, white, or silver. Their eyes are small and dark.
Dragonborn are born fighters. A dragonborn character is proud, confident, and honorable. Dragonborn excel at the Fighter, Warlord, and Paladin classes.
This concludes the racial choices for new characters. Next, we'll delve into the eight classes. available.
Wednesday, July 23, 2008
Tribes of Shoanti
As mentioned earlier, there are seven tribes of Shoanti.
The Clan of the Moon - Resolute and cold, this tribe wanders the lands east of the Wyvern Mountains.
The Clan of the Axe - Secluded guardians from the Calphiak Mountains, this tribe wars with the raiding parties from the Lands of the Linnorm Kings.
The Clan of the Hawk - This is a far ranging clan. It's members are renowned for their animal husbandry.
The Clan of the Spire - The diplomats of the Shoanti. This is one of the oldest clans of Shoanti. They wander the Storval Plateau, seeking to unite the other clans into a unified people.
The Clan of the Sun - Horseriders of the Cinderlands, the Clan of the Sun is one of the most closed clans of Shoanti. They dislike outsiders, often drawing sword and spear first and asking questions later.
The Clan of the Skull - This is the smallest of the Clans. The Clan of the Skull is responsible for keeping record of the Shoanti tribes that no longer exist, and honoring the dead of all the clans.
The Clan of the Wind - Not much is known about the Clan of the Wind. They are almost as distrustful of outsiders as the Clan of the Sun. Dwelling in theStony Mountains , however, means they see many less outsiders than their cousins to the east.
The Clan of the Moon - Resolute and cold, this tribe wanders the lands east of the Wyvern Mountains.
The Clan of the Axe - Secluded guardians from the Calphiak Mountains, this tribe wars with the raiding parties from the Lands of the Linnorm Kings.
The Clan of the Hawk - This is a far ranging clan. It's members are renowned for their animal husbandry.
The Clan of the Spire - The diplomats of the Shoanti. This is one of the oldest clans of Shoanti. They wander the Storval Plateau, seeking to unite the other clans into a unified people.
The Clan of the Sun - Horseriders of the Cinderlands, the Clan of the Sun is one of the most closed clans of Shoanti. They dislike outsiders, often drawing sword and spear first and asking questions later.
The Clan of the Skull - This is the smallest of the Clans. The Clan of the Skull is responsible for keeping record of the Shoanti tribes that no longer exist, and honoring the dead of all the clans.
The Clan of the Wind - Not much is known about the Clan of the Wind. They are almost as distrustful of outsiders as the Clan of the Sun. Dwelling in the
Player Characters Part 3- Elves and Eladrin
In this post we examine the two fey races available for play.
Elves - Few elves make their home in Varisia, with the exception of the residents of the Mierani Forest. Elves are creatures of the natural world. Elves are more feral than stoic and more artists than craftsmen. Elves are slender and athletic. They tend to have tanned skin and hair of deep brown, orange, green, or gold. Elves have long pointed ears. Their eyes are vibrant blue, violet, or green. Males and females alike have very little body hair. Elves are long lived, being almost 400 years old before succumbing to old age.
Elves are your race of choice if you want a stealthy, wild character. They excel at being Rangers, Rogues, and Clerics.
Eladrin - Eladrin are the branch of the elven family that remained in the Feywild. Aloof and mysterious, Eladrin are rarely seen in Varisia. Once, long ago, their kingdom encompassed the Ashwood. This forest kingdom has long since been abandoned, and is now refuted to be a haunted place. Eladrin look similar to elves. Where as the elves appear earthy, Eladrin are ethereal in appearance. They have fair complections. Their hair is fine, and often white, silver, or pale gold. Their eyes are opalescent orbs of blue, violet, or green. Eladrin are even longer lived then elves. It is said that eladrin are nearly immortal, and only age when they spend time in the natural world.
You should choice an Eladrin if you are interested in a graceful, intelligent character. Eladrin favor the path of the Wizard, Warlock, and Rogue classes.
Elves - Few elves make their home in Varisia, with the exception of the residents of the Mierani Forest. Elves are creatures of the natural world. Elves are more feral than stoic and more artists than craftsmen. Elves are slender and athletic. They tend to have tanned skin and hair of deep brown, orange, green, or gold. Elves have long pointed ears. Their eyes are vibrant blue, violet, or green. Males and females alike have very little body hair. Elves are long lived, being almost 400 years old before succumbing to old age.
Elves are your race of choice if you want a stealthy, wild character. They excel at being Rangers, Rogues, and Clerics.
Eladrin - Eladrin are the branch of the elven family that remained in the Feywild. Aloof and mysterious, Eladrin are rarely seen in Varisia. Once, long ago, their kingdom encompassed the Ashwood. This forest kingdom has long since been abandoned, and is now refuted to be a haunted place. Eladrin look similar to elves. Where as the elves appear earthy, Eladrin are ethereal in appearance. They have fair complections. Their hair is fine, and often white, silver, or pale gold. Their eyes are opalescent orbs of blue, violet, or green. Eladrin are even longer lived then elves. It is said that eladrin are nearly immortal, and only age when they spend time in the natural world.
You should choice an Eladrin if you are interested in a graceful, intelligent character. Eladrin favor the path of the Wizard, Warlock, and Rogue classes.
Sandpoint
Sandpoint : The home town of the heroes. The Swallowtail festival in honor of Desna is just around the corner. It seems to be all that is on anyone's lips these days.
Here are some rumors from around town:
• Sheriff Hemlock shares a long-running, “secret” romancewith 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 it's recent 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 horselike 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.
For your own copy of 'A Treatise on the Local Whereabouts of Sandpoint and It's Surrounds' please visit The Curious Goblin book store. Copies are going fast, so get yours today. (E-mail me for a large .pdf copy of the map above and a desription of the buildings in town.)
Here are some rumors from around town:
• Sheriff Hemlock shares a long-running, “secret” romancewith 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 it's recent 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 horselike 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.
For your own copy of 'A Treatise on the Local Whereabouts of Sandpoint and It's Surrounds' please visit The Curious Goblin book store. Copies are going fast, so get yours today. (E-mail me for a large .pdf copy of the map above and a desription of the buildings in town.)
Player Characters Part 2- Dwarves, Halflings, and Gnomes
Continuing the posts on character creation, this one delves into the short folk who share the world of Glorion.
Dwarves are stout folk who dwell in the fortress city of Janderhoff. Dwarves are industrious in nature, often becoming master craftsmen in lands of other races. Dwarves adventure for many reasons, not the least of which is the desire to find ancient riches. Dwarves may have any of the same color eyes, hair, and skin as humans. They braid their hair (in the case of females) or beard (for males) in honor of their clan and ancestors. Dwarves are a slow aging race, often living 200 years.
Dwarves take a beating like no other race in the game. They are very resilient and able to stand their ground. Dwarves may be of any class, but prefer to be fighters, clerics, and paladins.
Halflings are only slightly taller than half the size of a grown human. They are a good natured folk, every bit as inquisitive and prone to wanderlust as the Varasians are. Halfings, like dwarves, can be of any complexion and have eyes and hair of any color.
Halflings are easy going. They are nimble characters who prefer stealthy classes like rogue, ranger, and warlock.
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. They share ties to the natural world and the feywild. Gnomes tend to be of swarthy complexion, and their hair and eyes are of unusual color. Earthy brown, autumn red , green, white, and even pink hair is not unusual. Their eyes run the rainbow of colors and often glow when the gnome is excited or agitated.
While gnomes are not a standard player race in the 4th edition player's handbook, there are some rules available in the monster manual for playing a gnome. For a player willing to work with me, a gnome character is definitely an option.
Dwarves are stout folk who dwell in the fortress city of Janderhoff. Dwarves are industrious in nature, often becoming master craftsmen in lands of other races. Dwarves adventure for many reasons, not the least of which is the desire to find ancient riches. Dwarves may have any of the same color eyes, hair, and skin as humans. They braid their hair (in the case of females) or beard (for males) in honor of their clan and ancestors. Dwarves are a slow aging race, often living 200 years.
Dwarves take a beating like no other race in the game. They are very resilient and able to stand their ground. Dwarves may be of any class, but prefer to be fighters, clerics, and paladins.
Halflings are only slightly taller than half the size of a grown human. They are a good natured folk, every bit as inquisitive and prone to wanderlust as the Varasians are. Halfings, like dwarves, can be of any complexion and have eyes and hair of any color.
Halflings are easy going. They are nimble characters who prefer stealthy classes like rogue, ranger, and warlock.
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. They share ties to the natural world and the feywild. Gnomes tend to be of swarthy complexion, and their hair and eyes are of unusual color. Earthy brown, autumn red , green, white, and even pink hair is not unusual. Their eyes run the rainbow of colors and often glow when the gnome is excited or agitated.
While gnomes are not a standard player race in the 4th edition player's handbook, there are some rules available in the monster manual for playing a gnome. For a player willing to work with me, a gnome character is definitely an option.
Player Characters Part 1- Humans
Choices, choices, choices.....
When it comes to PCs there are going to be plenty of options. It's kind of like cooking, pick one Race, one Class, and sometimes a build to go with it. Mix up a little fluff and spread it on top and you have a cohesive whole.
Lets start with Humans.
Humans are the main race in the world of Glorion. They come from many ethnic cultures and places far and near. There are three major groups of humans common to the Lost Coast. Chelaxians, Shoanti, and Varisian.
The Chelaxian Empire once chose a to consort with the denizens of Hell to wield unparalleled power. The empire of Chelax is no more, but it's people still hold much power in the southern lands. Chelaxians possess dark hair and eyes contrasted by pale skin.
The Shoanti are members of one of the seven tribes of barbarians which dwell in the northwest of Varisia. The Shoanti are a hale and powerfully built people. Typicallyof ruddy complexion, most men stand well over 6 feet tall, withwomen only slightly shorter. Hair is viewed as a distraction and possible detriment and 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 expandand embellish upon as they age
Varisians are the native people of Varisia. Nomads and vagabonds, the Varisians never stay in one place for too long, believing that land belongs to no one. 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.
Humans enjoy flexibility in character creation, they excel at any class choice and tend to get along well with any other race.
When it comes to PCs there are going to be plenty of options. It's kind of like cooking, pick one Race, one Class, and sometimes a build to go with it. Mix up a little fluff and spread it on top and you have a cohesive whole.
Lets start with Humans.
Humans are the main race in the world of Glorion. They come from many ethnic cultures and places far and near. There are three major groups of humans common to the Lost Coast. Chelaxians, Shoanti, and Varisian.
The Chelaxian Empire once chose a to consort with the denizens of Hell to wield unparalleled power. The empire of Chelax is no more, but it's people still hold much power in the southern lands. Chelaxians possess dark hair and eyes contrasted by pale skin.
The Shoanti are members of one of the seven tribes of barbarians which dwell in the northwest of Varisia. The Shoanti are a hale and powerfully built people. Typicallyof ruddy complexion, most men stand well over 6 feet tall, withwomen only slightly shorter. Hair is viewed as a distraction and possible detriment and 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 expandand embellish upon as they age
Varisians are the native people of Varisia. Nomads and vagabonds, the Varisians never stay in one place for too long, believing that land belongs to no one. 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.
Humans enjoy flexibility in character creation, they excel at any class choice and tend to get along well with any other race.
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