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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.

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