Pathfinder - Rise of the Runelords - Player's Guide.pdf

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Rat Alley
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Sand Street
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Bishop Street
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Wet Dog Alley
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Prickleback Lane
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Water Street
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Mud Street
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Rise of the Runelords
Player’s Guide
by F. Wesley Schneider
Editor-in-Chief • James Jacobs
Art Director • Sarah Robinson
Associate Editor • F. Wesley Schneider
Assistant Editor • James L. Sutter
Senior Art Director • Sean Glenn
Managing Art Director • James Davis
Production Manager • Jef Alvarez
Brand Manager • Jason Bulmahn
Marketing Director • Josh Frost
Publisher • Erik Mona
Cover Artist
UDON with Roberto Campos
Cartographer
Rob Lazzaretti
Contributing Artists
Jef Carlisle
Andrew Hou
Ramón Pérez
Paizo CEO • Lisa Stevens
Corporate Accountant • Dave Erickson
Technical Director Vic Wertz
Director of Operations • Jef Alvarez
Special Thanks
Mike McArtor
The “Rise of the Runelords Player’s Guide” introduces new players to the realm of Varisia, setting for the irst Pathinder Chronicles™ Adventure Path™. This Player’s Guide is compliant with the Open
Game License (OGL) and is suitable for use with the world’s most popular fantasy roleplaying game. The OGL can be found on page 16 of this product.
The following text is Open Gaming Content: all game mechanics.
Paizo Publishing, LLC
2700 Richards Road, Suite 201
Bellevue, WA 98005
paizo.com
Pathinder © 2007, Paizo Publishing, LLC
Paizo Publishing and the golem logo are registered trademarks of Paizo Publishing, LLC. Pathinder, Pathinder Chronicles, Adventure Path, and GameMastery are trademark of
Paizo Publishing, LLC. All Rights Reserved. Printed in China
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“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
WELCOME TO VARISIA
S carred by the depravity of ancient wizards and reclaimed
area, regional characteristics of various character classes, dei-
ties 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 irst adventure, “Burnt Oferings” in Pathinder #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.
If this guide whets your appetite for more information about
Varisia and the Rise of the Runelords Adventure Path, Pathinder
#1 includes a complete description of the town of Sandpoint.
Beyond that, the Pathinder website ( paizo.com/pathinder )
and each subsequent issue of Pathinder will reveal ever more
information about this fantastic and mysterious land and the
world around it, as well as new options for players to further
immerse themselves in the ongoing adventures.
Rest assured, this guide is merely the irst step, and your
journey into Varisia is just beginning!
How to Use This Guide
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 g uide is organized to facilitate char-
acter creation, providing you with details about races in the
“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
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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 Pathinder ’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 dif-
ference between heroic triumph and an ignominious end.
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RACES OF VARISIA
F rom the reclusive elves of the Mierani forest to the orc-blooded
all the tribes, and iery 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
Humans
Three distinct human societies dwell in Varisia: the expansionist
colonists of Cheliax, the tempestuous tribes of the Shoanti barbar-
ians, 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 aford 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 in-
eries 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
inally 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 Pla-
teau, the Cinderlands, the Curchainian Hills, and the Velashu Uplands.
Their loss of the south remains an unhealed wound shared between
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interlopers from the Hold of Belkzen to the Varisian wanderers
from whom the region takes its name, diversity and conlict
characterize the varied cultures that make Varisia their home.
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