Races

Considering the air of mystery surrounding much of Tian Xia , it should be no surprise that individuals of all races and ethnic backgrounds voyage from the comfortable ands of Varisia to the Dragon Empires.

Dwarves

The Lands of the Linnorm Kings, sparsely inhabited as they are, nonetheless stand as direct gateways between Varisia and the Crown of the World. Because of this, dwarves are no strangers to the idea of making perilous journeys, familiar as they are with travelers making their way through the unforgiving lands. Copper is one of the most prevalent trade goods to come out of the Lands of the Linnorm Kings, drawn out of the vast mine in Kopparberget. The metal is often shipped south to Varisia, where it is refined in the vast halls of Janderhoff before being traded to traveling merchant caravans. Dwarven mercenaries and warriors are often hired as caravan guards for traders headed either south to Varisia or across the snowy mountains of the north. This life of traveling may inspire dwarves prone to wanderlust, and the hardy members of this race are particularly suited to the hardships of caravan travel.

Elves

To outlanders, elves may seem content to live their long lives out in quiet contemplation and relaxation, but in fact many elves grow tired of long stays in one region. This truth, plus their innate attraction to the supernatural, sometimes draws them to distant lands. Elves abound in the Mierani Forest in Varisia, though many are disheartened by their inability to reclaim the ancient elven city of Celwynvian and may seek to escape the land that reminds them of what they lost. Those unfortunate Forlorn within Varisia may seek refuge from their own lives of sadness by joining a caravan on its way to distant lands and thus removing themselves from surroundings that have grown too intimate and allowing a glimmer of hope into their otherwise drab existences. With their affinity for nature and its sometimes mysterious inner workings, elves are highly sought by traders and other caravan leaders to keep an eye out for anything seemingly unnatural or out of place on the often overgrown and rugged trade routes north of Varisia.

Gnomes

With their love of the wondrous and their unceasing desire to take in all that there is to be experienced, gnomes have a great many reasons to join a caravan on its way to distant lands. While many gnomes call Varisia their home—whether speaking of the vivacious
and colorful woods of Sanos Forest or the comfortable cottage homes of Whistledown—the comforts of a fairly developed nation such as Varisia can begin to feel stif ling to adventurous gnomes, and joining a caravan to trek to colorful (and perhaps a tad treacherous) foreign lands is an excellent way to relieve such tension. Varisia is home to its own amazing sights, but the life of a caravan member is truly unparalleled for wandering-prone gnomes, whose appreciation for new experiences will aid them well in a lengthy and perilous journey.

Half-Elves

Half-elves are rare in the Inner Sea, and Varisia is no exception. The close proximity of elven and human settlements creates much intermingling between the two races, but few trysts last long enough to foster a halfelf child. Nonetheless, the few half-elves who do dwell within Varisia tend to gravitate toward the larger cities on the coasts, where they are more readily accepted and can interact with numerous people while not getting too attached to any particular family. Half-elves are prone to traveling in order to seek out a place where they can be truly happy and fit in. With their sharp wits and love of adventure, half-elves are often recruited for caravans to act as scouts or to aid their traveling partners with their keen insight.

Half-Orcs

Shunned and despised in most lands as monstrosities, half-orcs find little refuge from this common hatred even in distant lands. Their goblinoid visages are considered disgusting and terrifying to communities around the world. Nonetheless, half-orcs are always esteemed for their brute strength and raw power, and are often sought as caravan guards by traders venturing from the Inner Sea. In Varisia, half-orcs are most commonly found in the lawless city of Urglin, where they fight daily to retain some sense of control over their tormented existences. The prospect of traveling away from their homeland— which serves as a constant reminder of their unfortunate origins—is often motive enough for half-orcs to join a caravan headed toward foreign nations.

Halflings

Half lings are prone to traveling, finding comfort in making their unique qualities useful to travelers and forging their way as best they can in the human-run trade settlements of Varisia. Half lings with f lexible moral compasses can easily find a way to exploit the otherwise honest machinations of trade along the routes from Varisia to other nations, bringing illicit goods with them to peddle on the side; more honorable individuals, however, may instead use their skills to ward off would-be swindlers and bandits they might encounter on the road. Half lings from communities such as Baslwief can make a tidy profit trading their mined ores to other parts of Varisia or lands to the north. Caravans often find half lings particularly useful in roles such as cooks, scouts and messengers, and thus seek to hire such talented individuals.

Humans

Making up the bulk of Varisian society, humans come from all over the Inner Sea region to the wild frontier. Whether they be honest artisans, mysterious fortunetellers, or stalwart adventurers, humans always have a place within Varisia, and f lock to settlements both large and small. Popular societies include the tradehaven of Magnimar, as well as the quiet (though often unfortunate) town of Sandpoint. The call to adventure is always there, and many who thought they could settle down find themselves once again on the road via caravan, a mode of transportation that promises excitement as well as profit. It was humans who forged or rediscovered many of the trade routes spanning Varisia and the other nations of the north, and the human drive to explore and expand across the continents of Golarion continues to spur adventurers toward traveling. Ever-curious and seeking to make their own way in the world, humans are almost instinctually attracted to the grand adventure of travel to foreign lands, tantalized and charmed as they are by magnificently crafted goods, mesmerizing cultural traditions, and the unfamiliar mannerisms of foreign peoples.

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Races

The emissary’s of Jade Regent Najarati