Inner Sea Adventures
Major Races Humans, dwarves, elves, giants, gnomes, half-orcs, halflings
Major Religions Abadar, Calistria, Cayden Cailean, Desna, Erastil, Gozreh, Hanspur, Lamashtu, Norgorber, Pharasma, Urgathoa,
Languages Common, Shoanti, Varisian
Once the seat of Thassilonian Empire, this land was brought low by Earthfall and remained wild for thousands of years, inhabited only by barbarian tribes known as the Shoanti and the nomadic Varisian survivors of Thassilon’s fall. In 4405 ar, Chelish soldiers drove the warlike Shoanti into the rugged regions to the northeast, while colonists adopted a tenuous peace with the native Varisians. It was at this time that the ancient frontier came to be known as Varisia.
Although no central government controls Varisia, three city-states have emerged, each of which could someday claim control over the regional: Korvosa, a city of Chelish loyalists ruled by a monarchy but cleaving close to Cheliax; cosmopolitan Magnimar, where with enough luck and skill, anyone can rise to a place of power; and dangerous Riddleport, a city of crime lords and academics studying the remnants of Thassilon’s artifacts.
Varisia remains a true wilderness. Along the coastal reaches, hundreds of goblin tribesdwell in sea caves and thistle-thick woodlands. Farther inland, ogres and trolls hold court on rugged mountaintops and in deep forest glens. Yet the true lords of the wildlands are the giants, descended from the slave cast of ancient Thassilon, and their periodic raids against humanitymake for constant and brutal reminders that this realm is far from tamed.