Sub-Races in Varisia

Sub-Races in Varisia

Varisians

The Varisians are the indigenous people of the continent of Varisia. They are nomadic and their culture resembles that of our world’s gypsies. They value beauty, entertainment and freedom. While they are open to other cultures, blood ties always come first. Because most Varisians are travelers who like to think more about the pleasures of the moment than worry about the future, Varisians are usually of the lower classes and poor. They are looked down upon by Chelaxians as a group of trussed-up liars and thieves. Approximately 1 in 10 humans within Korvosa are full-blooded Varisians, and more than half the human population has some Varisian blood in them. Most Varisians are Human, Elf, or Half-elf, though some Halflings and Gnomes have Varisian blood. There are a few very rare Half-Orc Varisians, since the Varisian caravans occasionally pass through Orc-infested lands.

Mechanical bonuses:

  • Add Varisian to Languages Known.
  • (Human only) Add +3 to your Comeliness score if you are a full-blooded Varisian.
  • Add Perform and Escape Artist to your class skills and add +2 to each.
  • Add Varisian Resistance to your Special Abilities. This grants a +2 to saves versus disease.

Chelish

The city of Korvosa was founded over 300 years ago as a Chelish colony, when Cheliax was at the peak of its power and hungrily expanding. As such, many Chelish in Korvosa today are descendents of the original settlers of Korvosa. Though some Chelish Korvosans are as lawful and strict as Chelish natives, most consider themselves Korvosan rather than Chelish. The Chelish are more likely to be educated than Varisians, but there are plenty of poor Chelish Korvosans as well. Almost all the nobles in Korvosa are Chelish. Humans are likely to be Chelish, and a few Elves, Half-Elves, Gnomes, and Halflings are Chelish as well.

Mechanical bonuses:

  • Add Chelish to Languages Known.
  • Gain two of the following Knowledge skills to your class skills and add +2 to each: Knowledge (Local); Knowledge (Nobility); Knowledge (History).
  • Add +2 to all Diplomacy rolls with Chelaxian characters.

Shoanti

Over 300 years ago, the Shoanti lived in the city now known as Korvosa. When the Chelish came to colonize Varisia, they tricked the Shoanti into letting them have what is now called Old Korvosa. From there, the Chelish built up their forces until they could wage war on the Shoanti and drove them out of Korvosa, claiming it for themselves. The Shoanti were forced into the Cinderlands desert, where they have bitterly plotted revenge against the Chelish and desire nothing more than to raze Korvosa to the ground. Shoanti characters in this campaign may be exiles from their tribes, looking for mercenary work despite the constant racism they are surrounded by in Korvosa, or they could be a Shoanti scout on a quest to gage the Korvosan defenses.

Some Shoanti Tribes are:

  • Sklar-Quah, the Sun Tribe. These Shoanti worship the sun, fire, and battle, believing that true strength comes from endurance. They are the most closed-minded and fierce warriors of the Shoanti, as well as the most eager to destroy Korvosa. The Sklar-Quah are the leading clan of the Shoanti, and their Chief is considered the leader of all the Shoanti, above any individual clans’ Chiefs.
  • Skoan-Quah, the Skull Tribe. These Shoanti worship the natural cycle of life and death, and as such they are the caretakers of Shoanti dead. They are the most open-minded of the Shoanti people, seeing through the folds of time with wisdom from their ancestors. A small group of Skoan-Quah currently reside in Korvosa to bid for a peace treaty with the city, though the other Shoanti balk at such a ludicrous idea.
  • Lyrunae-Quah, the Moon Tribe. These Shoanti are the only ones who worship a singular goddess, Desna, whose domain is the starry sky she crafted during Creation. She is the goddess of freedom, exploration, luck, and dreams; the Lyrunae-Quah follow her because they see the beauty of a strength that lights the darkness. The Lyrunae-Quah are the most well-traveled of the Shoanti, but they usually travel in packs due to their suspicion of other races and their caution against the monster-filled landscape of Varisia. They are also praised as the best Shoanti archers and trackers.
  • Shadde-Quah, the Axe Clan. These Shoanti worship the home and the family, and as such they are the only non-nomadic Shoanti clan. They make their homes in the sea caves of the Wyvern Mountains, fishing for their food and defending the other clans from sea monsters.
  • Shiikirri-Quah, the Hawk Clan. These Shoanti worship natural animals, bonding with them and sharing both their bodies and souls with animal spirits. They are the wildest of the Shoanti clans, preferring to settle their differences by the laws of the animal kingdom, where only the strongest are fit to survive.
  • Shundar-Quah, the Spire Clan. These Shoanti worship the land itself, becoming hard as rock and swift as wind within the Cinderlands. Though they loathe outsiders as much as most Shoanti do, they are diplomats between quarreling Shoanti clans, understanding that they must stand united as a people to survive.
  • Tamiir-Quah, the Wind Clan. These Shoanti worship the weather, eagerly traveling from mountain peak to mountain peak in search of the sky’s power. Many times they have traveled to the Kodar Mountains in the north and been driven away by battle with the Storm Giants living there, though always they take a few more down, certain they need only dwindle their numbers bit by bit before the range can be theirs to claim.

Mechanical bonuses:

  • Add Shoanti to Languages Known.
  • Add +1 to either Str or Con.
  • Add Intimidate and Survival to your class skills and add +2 to each.
  • Subtract -2 to all Diplomacy rolls with Korvosan characters.

Sub-Races in Varisia

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