Rise of The Runelords
Rise of The Runelords
[Welcoming Speech]
A stage has been erected before the new cathedral. Turnout is respectable.
Mayor Devrin
"Citizens of Sandpoint. Welcome visitors. Today. the day of the Autumnal equinox, is a most
auspicious occassion for our humble town. I need not remind you of the Late Unpleasantness
that befell us in years gone by, let us not forget those that lost their lives in the terrible fire
that also claimed our church, and our beloved friend and priest, Ezakian Tobyn. How better to
honor that memory than with this new cathedral, that many of you toiled on for so many
years. I believe Ezakian would have given his blessing to so magnificent of a temple. Your
work, my friends, is done. Today marks a new beginning for Sandpoint! A bright, and
prosperous future! Shortly, father Zantus will conduct the consecration ceremony. Until then,
play, have fun, enjoy. I mayor Deverin declare the Swallowtail festival open!"
[Swallowtail Release]
At noon, covered wagon lead into square by Zantus and acolytes.
Zantus – recounts parable of how Desna fell to earth, nursed to health by blind child,
turned to immortal butterfly.
- pull aside cover, releasing the “thousand children of Desna” - storm of swallowtail
butterflies
- remainder of day, children chase butterflies
[Lunch] Provided free by local taverns. Long tables, tavern owners each bring their dishes.
Ameiko Kaijitsu – curry-spiced salmon and early winterdrop mead (easily better than
others)
Hagfish (Jargie Quinn) – lobster chowder
White deer (Garridan Viskalai) – peppercorn venison
[Consecration] As sun starts to set, Zantus takes central podium, uses thunderstone to
get attention, then clears throat. Prepares to recite Prayer of First Dreaming.
Turn 1. Goblins have surprised townsfolk. Women scream, a man yells out “Goblin!”, Belor
Hemlock approaches the crowd quickly as people start to disperse. When the music begins
many start looking around in confusion.
Turn 2. Belor calls for everyone to return home, but noticing goblins appearing from every
corner he tells people to get into the cathedral instead. Father Zantus and some acolytes try
to usher people towards the doors. Goblins attack people outside the crowd, jumping out of
barrels and hopping out of wagons. Dogs bark madly.
Turn 3. Belor and two city guards try to scare off some goblins who have gathered outside
of the crowd. One goblin leaps on a fleeing childs back, another rushes out with the head of a
dog held high, some scavenge off the tables, one screams out loudly and rattles the bones he
wears then charges right into the crowd, swinging wildly.
Turn 4. A few members of town watch have drawn weapons and are trying to protect those
fleeing into the church. Some private guards are fighting to protect wagons of supplies. A
hunter with his bow notched gets surprised by a goblin in the window behind him, clutching a
headless doll and a bloody sword. Cracktooth howls and starts throwing bottles at the 6
goblins gathering near the two young militia members guarding the church. Veznut calls for
the players north of the square, encouraging them to keep their backs to the church.
Turn 5. A young lady hiding behind a barrel gets knocked over, and while trying to escape
has her throat slit by a laughing goblin. Two guards of Maver Kesk's jewellery store slam an
empty keg barrel down over a goblin harassing a merchant who remained to defend his stall,
but then get swarmed by 5 goblins which have fled Cracktooth. One of the warchanters starts
screaming and flailing with a sword stuck in the back of her head from Gaven Deverin.
Turn 6. One goblin stuffs its mouth and pockets with Aylmoras curried salmon, then
moments later slaps its tongue and runs around looking for water. A rock thrown by a goblin
hits a young farmer who is trying to protect his family in the side of the head, knocking him
out.
GOBLIN
Small humanoid, neutral evil
HP. 7hp (2d6), Init. +2, AC. 13 (leather armor), Speed. 30ft
Attack. Dogslicer +4 (1D6+2), torch -1 (1D2 plus 1 fire)
Skills. Stealth +6, Passive Perception 9, Senses. Darkvision 60ft, Speaks. Goblin, Common
Nimble Escape. Goblins can Disengage or Hide as a bonus action on its turn.
GOBLIN WARCHANTER
Small humanoid, neutral evil
HP. 9hp (2d6+2), Init. +3, AC. 15 (studded leather), Speed. 30ft
Attack. Dogslicer +5 (1D6+3), Whip +5 (1d4+3/reach), Shortbow +5 (1d6+3)
Skills. Stealth +7, Passive Perception 13, Senses. Darkvision 60ft, Speaks. Goblin, Common
Nimble Escape. Goblins can Disengage or Hide as a bonus action on its turn.
Bardic Inspiration. (1/day) Can give a +3 to the next attack of any creature within 60ft.
Spells. (Spell save 11, +3 to hit with spells) Cantrips, Minor Illusion, Vicious Mockery. 1st
level (2 slots) Cure wounds, Dissonant Whispers, Tasha's Hideous Laughter, Sleep
Gear. Potion of Healing (2d4+2)
[Goblin Pyros]
Nearby players will notice bloom of fire from a nearby unattended wagon. Goblins have found
the fuel barrels and light them up, causing the fire to spread quickly and dark smoke to fill the
area.
The wagon is filled with fuel for the sunset bonfire.
Three goblins with a warchanter should try to scare off the players with torches.
If warchanter dies the goblins panic and flee.
GOBLIN DOG
Medium beast, unaligned
HP. 9hp (2d8), Init. +2, AC. 12, Speed. 50ft
Attack. Bite +4 (1D4+2)
Skills. Stealth +4, Passive Perception 13, Senses. Darkvision 60ft, Speaks. -
Allergic Reaction. Any creature that comes into contact with the Goblin Dog must save vs
DC 11 CON save or break into an itching rash. Victim suffers disadvantage on DEX and CHA
for 1 day.
GOBLIN COMMANDO
Small humanoid, neutral evil
HP. 11hp (2d8+2), Init. +2, AC. 14 (studded leather), Speed. 30ft
Attack. Dogslicer +4 (1D6+2), Horsechopper +3 (1d8+1/reach), Shortbow +4 (1d6+2)
Skills. Stealth +4, Passive Perception 10, Senses. Darkvision 60ft, Speaks. Goblin,
Common
Nimble Escape. Goblins can Disengage or Hide as a bonus action on its turn.
Great Weapon Fighting. Can reroll a 1 or 2 on damage dice when using Horsechopper.
(or)
Mounted Combatant. Advantage attacking smaller opponents while mounted. Can force
attacks to target you instead of mount. Mount takes no damage instead of half if succeeding
a DEX save, half if fails.
Gear. Potion of Healing (2d4+2)
After saving Aldern it seems obvious that the battle is won. Goblins flee in droves. Some leap
off Junkers edge rather than be captured. Some are caught alive.
The town is looking for healers to help treat the wounded. Volunteers to help put out fires,
and search parties to look for goblins (or bodies).
Aylmora is impressed with the PCs actions and offers them free room for a week as thanks.
Part 2: Local Heroes
Daviren Hosk buys the first drink. Rumors suggest he is the goblin expert in town,
once hunting a tribe to extinction.
Daviren admits he no longer knows as much about the current goblin tribal structure
and that the most knowledgeable person to ask would be Shalelu Andosana.
Shalelu hasn’t been in town for a few weeks and isn’t expected back for another
month.
Belor has asked many of the farmers, loggers and hunters to ask Shalelu to report in if
they happen to see her.
Belor’s men have been keeping close watch on the wagon that brought some of the
goblins into town to see if it gets collected.
Staying in Sandpont
[The Desecrated Vault]
The following day Naffer Vosk discovers the desecration of Tobyns vault and notifies Zantus.
Fearing the worst Father Zantus alerts Sheriff Hemlock, who in turn approaches the PCs.
Belor wants to appraise the PCs, suspecting only goblins hiding in the vault.
Belor asks questions of the PCs, about their training, their plans. He hopes to build an alliance.
Hemlock asks Zantus to wait in the cathedral after reaching the Boneyard.
Asks the PCs to help investigate the scene.
Vault is 20ft square, stone, stands against the wall.
Used to house the remains of previous caretakers, priests and acolytes.
The ground is churned up, Perception 11 to reveal footprints.
Survival 11 to confirm 6 goblins and 1 humanoid from wall to vault and back again.
Fight against two human skeletons.
Discover formerly enchanted cloaks on skeletons, faint magical aura.
The sarcophagus housing Ezakians remains has been opened and the bones removed.
If the PCs do not come to the conclusion Belor suggests the raid may have been a distraction.
Belor asks the PCs keep this information to themselves. The townfolk have had enough
distress this week.
Naffer Vosk is extremely upset about the desecration. He was very fond of Ezakian Tobyn and
can't believe someone would desecrate his tomb. He weeps, Zantus consoles him.
There is some chatter amongst other clerical leaders about the desecration.
Is Arkorenn being discreet with his visits to the brothel?
Has anyone met Ven Vinder or visited his general shop?
What has Gaia Acari witnessed the PCs doing?
What has Kragon learned about local guard? And the goblin raid?
The Fortuneteller
Therelo Kiritescu
Medium humanoid, chaotic evil
HP. 33hp (6d8+6), Init. +3, AC. 14, Speed. 30ft
Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha 8
Attack. Shortbow +5 (1D6+3), Shortsword +5 (1d6+3), Dagger +5 (1d4+3)
Skills. Acrobatics +5, Athletics +3, Stealth +5, Sleight of Hand +5, Passive Perception 14,
Senses. Darkvision 60ft
Fey Ancestry. Has advantage on charm saving throws, and is immune to sleep.
Sneak Attack (1/Turn). Deal an extra 2D6 damage if he has advantage.
Cunning Action. Can use bonus action to take Dash, Disengage or Hide action.
Multiattack. Can make two melee attacks.
SCENE DIALOG
Random Conversations
Belor Hemlock
"Good afternoon, gentlemen, lady. Belor hemlocks the name. Town sherrif. Do you have some
reason to brandish those weapons? Visitors are welcome but youll find little opprtunity to draw
yout swords here. We've had some hard times, but those are behind us now. I wish you a
peaceful stay."
Time is a path we walk all but blind, glimpsing only the ground at our feet. Looking back, we
see shadowy traces of what has passed. Looking forward, there is naught but mist. The
Harrow sheds light on the path of time. Its cards are stepping stones, which we walk up and
down upon to see what has been, what is, and what might be. These sights can weigh on a
harrower’s soul, but they also grant great opportunities to change not only what might be, but
what has been, and everything in between.”
—Madame Niska Mvashti, Sandpoint Harrower
"Belor's told me of your work against the goblins - well done. I've dedicated the last several
years of my life to keeping them from causing too much trouble around these parts, but
they're tenacious and fecund little runts. Like weeds that bite.
"There are five major goblin tribes in the region, and traditionally they're pretty good at
keeping each other in line with intertribal squabbles and the like. Yet from what I've been able
to piece together, members of all five tribes were involved in the raid on Sandpoint. A fair
number of the Mosswood goblins I dealt with yesterday were already pretty beat up, and there
was a lot of chatter about the 'longshanks' who killed so many of them. Now that I've met
you, it seems obvious from their descriptions who they were talking about. Seems like you've
made an impression.
"In any event, the fact that the five tribes are working together disturbs me. Goblin tribes
don't get along unless they've got something big planned, and big plans require big bosses.
I'm afraid that someone's moved in on the goblins and organized them. And judging by these
recent raids, what they're organizing seems like bad news for all of us."
-Shelalu Andosana
Sandpoint Overview
Rumors
• Sheriff Hemlock shares a long running, "secret" romance with Lady Kaye, madame of the
town brothel.
• The Ghost of the murderer Chopper haunts Chopper's Isle just north of town.
• The White Deer used to be called the Black Deer but was tastefully renamed after the 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 flew off with two
more hogs, a few years back he made a similar claim about one of his prize winning sows.
• Yasmira Kiritescu had an affair with an elf. No one knows who but Therelo Kiritescu is
clearly not Langino's son.
• Old Ilsoari at the museum sometimes wanders the beach at night looking for treasure.
• Don't go to the junktoss after dark; goblins steal the trash at night--goblins have even been
spotted there during the day over the last couple of weeks.
• The new cathedral is magically protected from catching fire.
• The Fire that claimed the life of Meril (Hosk) Deverin might have been caused by her youngest
son Blake. She died and he was severely burned He must live with those scars as a constant
reminder of what he's done!
• The butcher Chod is a liar.
• Solsta Vinder claims Sczarni stole her sheets last week and two cooling pies a week before
that.
• Murdermaw, a giant red snapper large enough to bite a boat in half, lurks in the Varisian Bay.
• The Deverin family was once part of the Chellish resistance, but was forced to flee to Varisia.
• Niska Mvashti didn't attend the consecration of the new cathedral, still people wonder why?
• Ven Vinder is still fuming of his daughter Katrine's engagement to Banny Harker.
• Cyrdak Drokkus and Sir Jasper Korvaski have been romantically involved for some time.
They try to keep it quiet but it's not exactly a well kept secret.
• Ilsoari Gandethus holds secret meetings at the academy. Some wonder if these meetings have
anything to do with the secret contents of his basement chambers. Children of the school tell
stories that these rooms hold either the Sandpoint Devil, a goblin farm, or possibly a nest of
phantom spiders.
• Therelo Kiritescu accused Langino of pushing his mother, Yasmira Kiritescu off a cliff during
her funeral. Langino nearly broke the boy's jaw with his cane. Therelo left Sandpoint after that,
and no one in town has heard from him--not even his sister Aylmora.
• Dalek Viskanta is believed to have been the father of Nualia's deformed child. The pair had
been seen by a few folk, mostly drunks, slipping into a tunnel near the waterfront. He fled the
city after she became pregnant and has never been seen since.
Public Services
Sandpoint Cathedral [1], largest building in town, serves 6 common deities, high-priest Father
Zantus.
Sandpoint Boneyard [2], beside Cathedral, stone vaults and graves, well maintained by Naffer Vosk.
Junker's Edge [6], garbage is tossed off this cliff onto the beach below by Gorvi's boys.
Sandpoint Garrison [10], stone fortress, barracks and jail, many staff, Sheriff Belor Hemlock.
House of Blue Stones [19], small monastery dedicated to Irori, open meditation, Sabyl Sorn.
Turandarok Academy [27], orphanage and school, two story building, museum, Ilsoari Gandethus.
General Locations
Madame Mvashti's House
The Old Light
Sandpoint Theater [23], massive playhouse, very impressive, flirty, gregarious Cyrdak Drokkus.
Goblin Squash Stables [38], sign shows goblin being stomped by horse, Daviren Hosk.
The Pixie's Kitten [43], shoanti bouncers, 3-stories, closed curtains, sign of pixie riding cat, Kaye
Tesiarani
Rovanky Tannery
Sandpoint Boutique
Sandpoint Bridge
Sandpoint Glassworks
Sandpoint Lumber Mill
Sandpoint Market
Noble Families
Valdemar [47], breathtaking view, founding family, connected to shipbuilding and fishing.
Scarnetti [48], traditional family with dark past, control mill and lumber trade.
Kiritescu [49], smallest manor, richest family, exotic furniture, owner of Glassworks.
Deverin [50], largest manor, one of the founding families, traditionally served as town leaders.
Taverns & Inns
White Deer Inn [3], good quality, north, three story building, quality rooms at good price. Best
venison.
Risa's Place [13], common quality, by cathedral, remote and quiet, old varisian sorceress, spiced
potatoes.
Cracktooth's Tavern [18], common quality, central, welcomes amateur performers, near theater.
The Hagfish [33], common quality, along docks, popular among fishermen and gamblers. Best
seafood.
Rusty Dragon Inn [37], good quality, south bridge, job board for adventurers, best spicy food.
Fatman's Feedbag [42], poor quality, near docks, regular brawls and rowdy sailors. Sczarni presence.
Cracktooth's Tavern:
Breakfast: Fried perch, curds, goose eggs, pear, rye bread (3sp)
Lunch: Pork chop, soft cheese, sausages, raspberries (4sp)
Supper: Beef steak, peas, onions, millet, pecan pie (5sp)
Fatman's Feedbag
Breakfast: Porridge, sharp cheese, stewed prunes (1sp)
Lunch: Leg of mutton, green beans, carrots (2sp)
Supper: Trout stew, rhubarb pie (2sp)
The Hagfish
Breakfast: Kippers and vegetable stew, biscuits (3sp)
Lunch: Smoked trout fritters, yam, dill, ginger biscuits (4sp)
Supper: Broiled catfish with jance sauce, collard greens, tart of onions (5sp)
Rusty Dragon
Breakfast: Bacon and mussels chowder, soft cheese, raisin bread (6sp)
Lunch: Wild boar roast, mint, potatoes, roast peppers, shallots and cheeses (8sp)
Supper: Eels in thick spicy puree, roasted turnips, beans honey cakes and jellies (1gp)
References
FOOD
Squalid (3cp)
Umble pie (filled with tripe or cow heel), Acorn soup, Pottage, Rice and peas, Green chili stew,
Grilled snake and macadamia, Frogs on skewers, Onion soup, Lizard gruel with nutbread,
Crisped worm skewers and potatoes
Poor (6cp)
Porridge, Mushroom stew with corn bread, Leg of mutton and goose eggs, Beef stew and
sourdough, Squash and fish soup, Mutton meatloaf, Rabbit and baked pumpkin, Bread-bowl
stew, Bog-beetle dumplings, Wayfarers' cake, Wren pot pie and cattail soup, Thistle salad with
roasted grubs, Barbecued gopher legs on a stick, Peppered rat steak
Modest (3sp)
Grilled wild boar chops, Broiled salmon and potatoes, Roast chicken and potatoes, Smoked
sausage, goose eggs and dates, Cheese pie and onion soup, Baked boar and greens, Minted
pea soup, Baked goat flank, Rabbit stew and willow crackers, Lemming and berry soup, Pork
and egg pie, Blood sausage
Comfortable (8sp)
Honey braised boar ribs, Venison and bean stew, Pork and currant meatloaf with honeyed
corn, Rack of lamb platter, Pork chop & curds, Elven bread, Baked loin of pork with gravy,
Roasted cod and mashed potatoes, Beef steak and kidney pie, Clams and garlic, Stuffed pig,
Stuffed Mushrooms, Braised Oxtails, Crab Cakes
Wealthy (2gp)
Baked pheasant with leeks, Smoked salmon and wild berries, Chocolate covered ants
and roast pelican, Barbecued tiger fish and papaya, Roast swan with thyme, Stuffed
trout, cabbage, succotash and plum pudding, Braised beef and pears with ginger,
Meerkat dumplings with sage
Aristocratic (4gp)
Roast stag in antler sauce, Poached and peppered quail eggs, Spiced monkey tail and
cashews, Roast heron and chopped sundew, Lobster in tomato cream sauce, Crab-
stuffed lobster tail, Roast pheasant in oyster sauce, Poached duck with farro, Fried
ostrich and egg omelet
Treats
Varisian Brioche, Fruit Bun, Cream Slice, Cream Horn, Cherry Pie, Ginger biscuits, Five
Corners Cake, Custard cake, Sugared almond fritters, Fried Fig pastry, Funnel cakes,
Rastons
DRINKS
Cheap Stuff
Grog, Dregs and water ("dregs" are defined as the sediment in a liquid, such as wine
or coffee), Goblin spit ale, Turnip wine, Miller’s moonshine, Bog Grog
OTHER DRINKS
Spiced Wine - Spiced or Mulled wine are often used as an aperitif to clear the palate.
Often flavored with spices such as ginger, cinnamon, sugar, clovers, galingale or
nutmeg.
Granatus - Modernly known as Grenadine, it is essentially a thick sweet pomegranate
syrup. Diluted with hot or cold water with one part sugar, or mix with other
beverages.
Mead - Made from fermented honey and water mixture. Could be flavored with spices.
Cider or Juice - Fruit juices were drunk as either fresh fruit juice, or were fermented
to produce alcoholic drinks like cider or perry.
Milk - Not a popular drink for adults, generally confined to young children. Popular in
Middle East.
Tea and Coffee - Barley tea, Dancha, Sargavan Red (coffee), Kahve (Qadiran coffee,
lots of milk and sugar), Mwangi Coffee
Cider – Typically apple cider. Basically apple juice with various amounts of pulp,
sweetened with sugar and honey.
Sage Water – Soaked sage in water over night. Coriander water was done the same
way.
DRUGS
Flayleaf
Flayleaf is a wiry shrub with reddish-brown leaves that grows in almost any temperate
environment. Leaves are harvested and dried, and when smoked produce a powerful sedative
and hallucinogenic effect similar to drunkenness. It is also a powerful analgesic and muscle
relaxant, rendering the user immune to most pain for up to four hours. It also causes the user
to become very susceptible to suggestion. The berries of the flayleaf plant are sometimes
crushed and mixed with dream spider venom and spiderberry tea to produce a potent
hallucinogen called Riddleport Tea (see below). Unlike its cousin, the cabble-weed, flayleaf is
sadly highly addictive. Cost varies across regions with a full pouch of it going for around 12 gp
in the highly permissive Varisian city of Riddleport
Harlot Sweets
When eaten, this drug brings great benefits to the user's looks, social ability and grace
and so is popular with prostitutes from where it gets the first part of its name. It is sold as
yellow, lozenge-shaped tablets, from where the second part of its name derives
Riddleport Tea
This violet-colored drink is a mix of dream spider venom and crushed flayleaf berries.
Although normally bitter due to the poison, the unpleasant taste is offset once the liquid is
mixed with spiderberry tea. The drink does no lasting harm to the drinker, but instead causes
overwhelming hallucinations that have been known to lead to outbursts of violence. This is
typically followed by deep fatigue.
Riddleport Tea is a popular recreational drug in Riddleport since it does no lasting damage to
the imbiber. Many worshipers of Cayden Cailean favor the drink for its hallucinogenic
properties, although officially the church frowns on its use
Shiver
Shiver is a potent, hallucinogenic drug made from the processed venom of the
dream spider. It is generally ingested after which the user falls into a deep slumber
filled with vivid dreams. While asleep the user generally shakes and shivers, which is
where the drug earned its moniker.
BIRCH TREES
Birch trees are a broadleaved deciduous hardwood tree. They are tall, short-lived, with
white bark and horizontal pores (lenticels), which usually peels in sheets. Used
commonly in flooring, furniture, cabinetry, interior finishing, vehicle parts, plywood,
pulp and turnery. Birch oil and birch beer are made from sap. Bark can burn easily
even when wet.
Alder – shrubs of trees having toothed leaves and conelike fruit; bark used in tanning
and dyeing
Alder, Grey – fruit are small woody catkin, branches are smooth and gray. Scaly
bark.
Alder, Black/Buckthorn – bright green ovate leaves, pea-sized berries (red, black in
fall)
Alder, Red – long flowers that hang, red-brown bark, slightly cracked with age,
serrated leaves
LEGUME FAMILY
A group of herbaceous plants and trees recognized by their legume fruit and their
stipulated (hairy) leaves. Typically tall trees with thick trunks that split low to the
ground, producing wide, bushy canopies of leaves.
Blackwood – hardwood tree yielding very dark-colored wood. Very durable, used in
premium furniture, cabinetry, veneer, chess pieces, etc. Very resistant to rot and
insects.
SAPINDUS TREES
Members of this family of trees are known for their fruit pulp which is used as a soap,
as well as a number of folk remedies. Leaves are usually long but vary in shape, with
flowers often being small and creamy white. The fruit is a small leathery-skinned bud
containing seeds. Trunk is usually light gray, scaly with thin ridged bark.
Maple, Hedge – small, deciduous tree about 25ft tall, 5-blunt rounded lobed leaves,
leaves produce honeydew for butterflies, food for caterpillars, and wood used for
instrument making.
Maple, Norway – wide lobed leaves with sharp edges, medium sized tree with
rounded crown
Boxelder – light, soft wood considered undesirable, but used in bowls, mugs, etc.
Thin trunk, broad canopy. The wood has a red stain to it making it popular in
decorations.
FAGACEAE
Chestnut
Fir
Hornbeam
Oak, Turkey
Cherry, Black
Cherry, Wild
Laurel
Eucalyptus
Beech
Ash
Ash, White
Ash, Comon
Ash, Brown
Larch
Magnolia
Olive Tree
Birch
Spruce
Walnut
Walnut, Black
Sycomore
Pear Tree, Wild
Pine, White
Pine, Black
Pine, Scots
Planetree
poplar
Poplar, White
Poplar, Black
Aspen
Mountainash
Oak, White
Oak, Pedunculate
Oak, Common
Oak, Red
Linden (Lime Tree)
Elm
VARISIAN TRADITIONS
Varisia’s native wanderers are well known as passionate people possessed of ancient
talents, uncanny insight, and a mysterious connection to things unseen. Those who
spend time among the
Varisians are sure to witness, and perhaps participate in, a variety of their mystical
traditions.
Dancing: For Varisians, dancing is a form of communication, and every dance has a
meaning. Two dances are particularly important to the wanderers. In the well-known
Trastaturi, or “Dance of Friends,” young members energetically welcome visitors and
offer the clan’s hospitality. Conversely, the lesser known Vimaturi is never performed
before non-Varisians. In this secretive “Dance of the Departed,” the elders of the clan
dance with their ancestors, calling upon the dead to guide and protect their families. It
is said that any outsider who intrudes upon the Vimaturi will forever be haunted by
the spirits of lost Varisians and never again know peace.
RITUAL DANCES
Varisians, they say, have a dance for every occasion. Presented here are four of their
most sacred and well-known dances.
Alehouse Jig: Pairs of men and women participate in this boisterous revel.
Synchronized stomping of wooden clogs on floorboards lends a rousing beat, and the
male dancers spin their partners in circles until their skirts twirl like colored discs.
Butterfly Flight: Varisians dance this dance whenever they desire luck or wish to
affirm their devotion to Desna. Quick, graceful movements of dancers moving in a
larger synchronized pattern mark this dance, with the participants wearing dozens of
scarves and veils to represent butterflies.
Rube’s Roll: Varisians rename this dance from city to city to make it sound more
flattering. Varisian women in slinky outfits, with perhaps one or two men for contrast
and to help with intricate movements, shimmy and shake their way through this
dance. Near the end they draw nearby audience members into the dance,
guaranteeing generous tips from at least a few.
Vimaturi: This ancient dance is considered the holiest of rituals. A Varisian might
dance the Vimaturi once in her lifetime, if she is lucky. Only under the guidance of a
fortuneteller of exceptional wisdom can a clan dance the Vimaturi, and once danced,
the ritual summons spirits of the clan’s ancestors. The spirits provide the clan with
guidance or assistance, and grow angry if summoned for frivolous reasons.
Fortunetelling: Despite the inaccuracy of magical foresight in the Age of Lost Omens,
Varisians still practice their ancient fortunetelling traditions. Varisian seers most
commonly divine the future through astrology, crystallomancy, cartomancy—
employing elaborate, mystical cards known as a harrow deck—and face-reading. While
many consider such divinations to be little more than vagaries and stage magic, aged
Varisians—especially women—are widely respected and feared for their strange
understanding of fortune and fate.
Tattooing: Varisians have a natural connection to magic, and many sorcerers arise
from among the wanderers. Such nomadic magic-users often seek to empower their
inner magic with external
symbols of arcane might, scribing their bodies with any of seven elaborate arcane
tattoos, each related to a separate school of magic. The names of these arcane
symbols are as follows:
Avaria: Transmutation
Avidais: Abjuration
Carnasia: Enchantment
Idolis: Conjuration
Ragario: Evocation
Vangloris: Illusion
Voratalo: Necromancy
RIDDLES
A leathery snake,
With a stinging bite,
I'll stay coiled up,
Unless I must fight.
“A whip”
POLITICS
Magnimar
Since the establishment of a formal city government, Magnimar has been led by two
political bodies: the Council of Ushers and the Office of the Lord-Mayor. When the city
was established, this egalitarian arrangement was meant to assure that no one man
would have too powerful a voice in the citystate’s governing. After more than a
hundred years, though, this noble effort has become embroiled in officialism, paper
shuffling, and the ambitions of its members.
Supposedly the most powerful political institution in Magnimar, the Council of Ushers
is defined by its charter as an assembly of the eldest, most experienced, and most
influential of the community’s leaders, overseen by an executive moderator. As the
city has grown, so too has this legislature, and what began as a group of the city’s 15
most active and outspoken family leaders has bloated into a delegation of 117
members, rife with bored nobles, scheming power-seekers, and greedy merchants.
For all the assembly’s corruption, though, many honest business leaders and political
activists passionately (and often, frustratedly) seek to serve the will of Magnimar’s
citizenry. From its impressive chambers known as Usher’s Hall, the council debates
matters of city-wide import and makes decisions regarding the area of influence
outside Magnimar’s walls—effectively governing the city-state as the fledgling nation
it’s becoming.
A third political body operating outside of the city government is the Varisian Council.
Formed at the request of the city’s elders more than 80 years ago, the Varisian
Council assures that the Magnimarian government does not infringe upon the rights
and traditions of Varisia’s native peoples—peripherally including the Shoanti—who live
in close-knit neighborhoods and transient tent and wagon communities throughout the
city.
HOUSE RULES
Lingering Injury
If someone rolls a 1 on a Death Saving Throw.
Massive Damage
If you take more than half your HP in one blow you go into system shock.
A CHA save is required for horror. A failure may result in short-term or long-term
madness.
Healing
Characters require a healers kit to recover when spending Hit Dice.
Renown
Characters can gain renown amongst factions. Rating goes from 1 to 50.