Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE
Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE
Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE
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<strong>Pathfinder</strong> <strong>Chronicles</strong>: <strong>Faction</strong> <strong>Guide</strong><br />
va R i s i a n wa n d e R e R s<br />
The native clans of Varisia have wandered without<br />
a permanent home since the Age of Darkness, and<br />
exploring the world for 5 millennia has created a culture<br />
of wanderlust and strong family bonds. They walk with the<br />
wind at their backs and songs in their hearts. To outsiders,<br />
they appear to be insular and untrustworthy, obeying no<br />
laws but their own. But for insiders, the clans are a support<br />
network stretching across Varisia and beyond, offering<br />
ancient magic, modern gossip, transportation, trade goods,<br />
protection, prophecy, and loyal company. Most importantly,<br />
they offer guidance to all the secret places of Golarion.<br />
go a l: on e Mo R e Ro a d<br />
Varisians want to see it all—a simple goal but one that’s far<br />
from easy. As an old Varisian saying goes, “It is easier to<br />
grow a f lower at night than to grow a man without travel.”<br />
They value freedom and experience over temporal wealth,<br />
and new exploits require health, freedom, and someone<br />
to share them with. Each clan fosters these traits in its<br />
own way, usually through strong family bonds. Anything<br />
that restricts these virtues is anathema. Though largely<br />
independent, caravans band together to resolve larger<br />
threats to the open road, be it a plague, a washed out trail,<br />
or greedy settlers.<br />
al i g n M e n t: cn<br />
The wandering clans have little organization beyond<br />
family lines and a handful of major festivals. Even within<br />
a single clan, inf luences and priorities shift as casually as<br />
the weather, and a stay in town may become a cross-country<br />
journey on as little as an hour’s notice. To most Varisians,<br />
the world isn’t seen as black or white, but rather as varying<br />
degrees of loyalty and separation from the self. A Varisian<br />
might fight fiercely with a sibling, only to team up with<br />
that sibling against an uncle, and the siblings might ally<br />
with their uncle in turn to deal with an outside threat.<br />
le a d e R<br />
Individual Wanderer families have little inf luence over<br />
one another, but all Wanderers respect the words of skilled<br />
fortune-tellers called “harrowers.” Each clan supports<br />
at least one of these harrowers, who serve as advisors,<br />
teachers, and lawgivers for younger Wanderers. Harrowers<br />
earn their positions through guile, experience, and a gift<br />
for fortune-telling. Many have strange dealings with the<br />
Shoanti, or bargain with ghosts and spirits, while others<br />
spent their youth dallying with fey. Few of these matriarchs<br />
remain completely sane, and they cloak their advice and<br />
prophecies in poetry, nonsensical babble, or dirty jokes.<br />
50<br />
go o d cl a s s ch o i c e s<br />
Bard, Rogue, Sorcerer<br />
ch a l l e n g i n g cl a s s ch o i c e s<br />
Barbarian, Paladin<br />
he a d q ua Rt e R s<br />
While Varisian caravans know no permanent home, most<br />
stop at least once a year in Magnimar, camping either<br />
outside the city walls or within one of several large areas<br />
inside the city set aside for Varisian tents. Built on a<br />
crossroads of travel, Magnimar has been a stopping-place<br />
for Varisians for more than a thousand years, and the<br />
fact that interlopers have built permanent structures on<br />
“their” land vexes them greatly. For 1 week after the spring<br />
rains subside, dozens of caravans gather at the city to trade,<br />
dance, exchange stories, intermarry, and pay homage to<br />
their goddess, Desna.<br />
Jo i n i n g<br />
The Wanderers rarely let non-Varisians join their familylike<br />
organization. While they will trade news and wealth<br />
with those who treat them well and respect their wandering<br />
ways, only under unusual circumstances do they let an<br />
outsider become part of the clan—such as a hero saving<br />
the life of a family elder.<br />
ga i n i n g PR e s t i g e<br />
The Wanderers respect those who walk the roads as they<br />
do, protect the interests of Wanderer communities, destroy<br />
barriers to trade and travel, and give them lore useful to<br />
their history and journeys in life. They also look favorably<br />
on those who serve the goddess Desna.<br />
Re s o u Rc e s<br />
Though the Wanderers are knowledgeable about travel in<br />
most parts of the world, outsiders are often most interested<br />
in their unusual magic, such as their knowledge of the<br />
Harrow deck and the art of tattooing.<br />
5 TPA, 5 CPA: Gain a permanent +5 bonus on Knowledge<br />
(geography) checks relating to travel in and near civilized<br />
areas of a particular country or Knowledge (local) checks<br />
relating to a particular settlement. This bonus does not<br />
stack with the +4 bonus on one check listed on page 55.<br />
This benefit requires 1 week of study with a group of<br />
Varisian Wanderers knowledgeable about the chosen<br />
location. A character can select this multiple times; each<br />
time it applies to a new country or settlement.<br />
5 CPA: Gain a Varisian tattoo that grants the character<br />
the ability to cast a 0-level spell from the sorcerer/wizard<br />
spell list three times per day. The caster level for this ability<br />
is equal to the character’s level. The save DC for this spell<br />
is 10 + the character’s Intelligence or Charisma modifier.