Re: [LRgeek] Jodin added a post

From: Jodin
Sent on: Monday, October 11, 2010 7:26 PM
VARISIA:  Wild Frontier Region

Crest: A seven-point, hooked, star with a polygon in the center.

Alignment:  Neutral

Capital:  None

Notable Settlements:  Celwynvian, Kaer Maga, Korvosa, Magnimar, Riddleport, Urglin

Ruler:  No centralized ruler

Government:  Unaffiliated City-States

Language:  Common, Varisian, Shoanti

Religion:  Abadar, Desna, Erastil, Calistria, Cayden, Cailean, Gozreh, Lamashtu, Pharasma, Norgorber,
Urgathoa, Zon-Kuthon

This region remained wild for thousands of years, inhabited only by barbarian tribes known as the
Shoanti and the nomadic Varisian survivors of Thassilon's fall, until it came to the attention of
expansionist Cheliax, whose armies marched on the region in 4405. Chelaxian soldiers drove the 
warlike Shoanti into the rugged regions to the northeast, while colonists adopted a tenuous peace
with the native Varisians under the pretense of bringing "culture and civilization" into their lives.
It was at this time that the ancient frontier came to be known as Varisia.

Modern Varisia is a region of conflict, a strip of frontier laid against the Storval Rise - a land
of barbarians and giants to the northeast. Although no central government controls Varisia, three
city-states have emerged, each of which could some day soon claim control over the region. The
eldest and largest of these is Korvosa, a city of Chelish loyalists ruled by a monarchy but cleaving
close to Cheliax in a bid to be reabsorbed into the empire. Korvosa is a haven for merchants and
tradesmen, and functions as a gateway for trade throughout all of the region. 

The second-largest regional city, cosmopolitan Magnimar, is in an era of growth while Korvosa, at 
best, stagnates in its thick traditional values. Here, unlike in Korvosa, guilds are actively
encouraged, and with enough luck and skill, anyone can rise to a place of power. Magnimar is 
ruled by a lord-mayor and a Council of Ushers. As the city grows, so does its Council, and in
time, Magnimar might well outshine Korvosa, especially as word of Magnimar's fewer 
restrictions on trade reach further into the world.

Further to the north lies the region's third-largest city. Riddleport is a solution to those who
find law of any sort oppressive, and serves as a safe harbor for mercenaries, thieves, bandits,
and pirates of all cuts. Tales of bandits ruling the streets, of muggings and murder taking place
in full light of day, and of riots and anarchy are popular among the nobles of Korvosa, yet there
is little truth to these tales, for the Overlords of Riddleport are undeniably harsh in 
punishing those who would attempt to disrupt civic function. Nevertheless, the fact crimelords,
pirates, and scoundrels rule the city shows in every street. Riddleport is not a place for the 
timid. 

Beyond its cities and its people, many other Varisian sites of particular interest have long
lured explorers and adventurers to seek them out. The most notorious and famous of these are
detailed, in brief, below.

Celwynvian:  Deep in the Mierani forest, the ancient elven city of Celwynvian stands haunted, its
verdant palaces and delicate towers locked in a mysterious conflict. The elves have tried 
numerous times to reclaim the abandoned city, but they are silent on what exactly lurks in the
ruins that keeps them from success. Some whisper of a strange contagion, others of dragons or
demons. A few rumors even speak of the drow, legendary elves from deep underground, and that
Celwynvian is now the site of unknown dark elf atrocities that the elves themselves are loathe to
admit exist, as if they were too ashamed of what their violent kin were up to.

Cinderlands:  Home to three Shoanti tribes, the hostile Cinderlands are a unique region. Not quite
desert, these rugged badlands are rather volcanic. Black blizzards of emberstorms, immense 
grassland fires, and deadly eruptions of poisonous gas make it a difficult place to dwell, yet the
Shoanti continue to do so, having adapted to the harsh environs as necessary.

Kaer-Maga:  Varisia's most notorious city, Kaer-Maga perches atop one of the highest runs of the
Storval Rise, overlooking the verdant lands to the south. Built into and onto the ruins of an
immense Thassilonian fortress, the denizens of Kaer-Maga enjoy anarchy in its purest form. All
manner of strange factions hold court in Kaer-Maga's halls, from the bloodthirsty bloatmages to 
the militant monks of the Brothers of the Seal to the grisly augurs - troll soothsayers who use
their own entrails to prophesize with questionable accuracy. 

The Mushfens:  One of Golarion's largest wetlands, the swath of swamp known as the Mushfens 
stretches along the entire southern border of Varisia. This trackless region has resisted every
attempt at colonization so far, and to this day remains a wildland in every sense of the word.

Neighboring nations to Varisia are the mysterious island of Hermea to the west, the viking Lands of the Linnorm Kings and the 
witch-kingdom of Irrisen to the north, the orc infested Hold of Belkzen to the east, the wooded region of Nirmathas to 
the southeast, and across a small expanse of ocean to the south lie the dark and dismal kingdom of Nidal and 
the diabolical Empire of Cheliax.

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