Varisia world illustration - Fantasy theme
Fantasy

Varisia

R
Ryvian

Varisia is a land of ancient ruins. It hides secrets of Thassilon.


Author's Note: Author's Notes for Rise of the Runelords: Welcome to Varisia, a land of ancient mysteries and untamed wilderness. Here, echoes of a lost empire stir, and shadows of forgotten magic threaten to awaken. In this campaign, you will explore ruined cities, face monstrous foes, and uncover secrets buried for millennia. Your choices will shape the fate of Sandpoint and beyond. Trust is rare, danger is real, and legends are born in moments of courage. Prepare for intrigue, adventure, and a journey that will test your bonds and challenge your destiny. Remember: Heroes are defined not by their power, but by the choices they make. Welcome to Rise of the Runelords.
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Created
49 days ago
Last Updated
4 days ago
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Catacombs of Wrath

Catacombs of Wrath

Catacombs of Wrath An ancient Thassilonian ruin buried beneath Sandpoint, the Catacombs of Wrath were once part of a Runewell, a magical reservoir that fueled sins of wrath for the Runelord Alaznist. The underground complex, discovered through tunnels in the Sandpoint Glassworks, contains twisted architecture, eerie carvings, and remnants of dark magic. In Rise of the Runelords, the party finds the corrupting influence of Lamashtu at work, awakening sinspawn, grotesque creations of Thassilonian wrath magic. Within, they encounter Erylium, a former human priestess turned quasit demon, who oversees the Runewell of Wrath—a still-active font of Thassilonian rage magic. The Catacombs’ discovery confirms that Sandpoint sits atop ancient, forgotten power, and its influence has begun stirring darker forces, including Nualia Tobyn’s transformation. Destroying the Runewell weakens her plans, but also hints at greater threats to come.

Sandpoint

Sandpoint

Sandpoint is a bustling coastal settlement known as the 'Light of the Lost Coast,' surrounded by rugged cliffs and dense forests. It serves as a trade hub for merchants and adventurers, with a vibrant market and a newly rebuilt cathedral, yet it hides a dark history of tragedy and ancient ruins nearby.

Sandpoint Glassworks

Sandpoint Glassworks

Sandpoint Glassworks A renowned glassblowing workshop, the Sandpoint Glassworks is one of the town’s most successful businesses, producing high-quality glassware, stained glass, and sculptures. Built on natural sea vents, its large stone furnaces burn hot year-round. Founded by Lonjiku Kaijitsu, the Glassworks was a source of wealth but also family strife, as his harsh demeanor drove away his daughter, Ameiko. In Rise of the Runelords, it becomes the site of a massacre. Tsuto Kaijitsu, Ameiko’s estranged brother, leads goblins to slaughter the workers and encases Lonjiku in molten glass. The party investigates after Ameiko goes missing, discovering Tsuto and his connection to Nualia Tobyn. In the basement, they find a tunnel leading to the Thassilonian Catacombs of Wrath, revealing Nualia’s dark plans. The Glassworks serves as the turning point that drives the party into Sandpoint’s buried past and the looming Runelord threat.

Sandpoint Glassworks Basement

Sandpoint Glassworks Basement

Beneath the Sandpoint Glassworks lies a dark, sprawling basement of stone walls and flickering torchlight, originally meant for storage but now tainted by something far more sinister. The air is thick with the scent of molten glass, ash, and decay. Crates of raw materials and shattered glass litter the ground, while worktables remain untouched, their purpose forgotten. Bloodstains mar the cold stone floor, with drag marks leading toward the once-functional glass furnaces, now used for something far more gruesome—disposing of bodies. The charred scent of burned flesh lingers, and blackened bone fragments glisten among the melted glass. At the far end, an old, locked passage reveals a forgotten smuggler’s tunnel, now repurposed for darker dealings. The tunnel stretches deep beneath Sandpoint, hinting at more hidden horrors below. This basement, meant for creation, has become a place of death and dread, its secrets waiting to be uncovered.

The library

The library

The Whisperer’s pocket dimension is a vast yet strangely intimate library, suspended outside of time itself. Towering wooden bookshelves stretch into the dim expanse above, filled with countless tomes, each containing a world, a story, or a forgotten truth. Despite the seemingly endless collection, the space feels warm and personal, centered around a modest stone fireplace where golden flames flicker without consuming the wood. Plush chairs and well-worn rugs surround the hearth, inviting quiet conversation and contemplation. The air carries the scent of aged parchment, ink, and a faint hint of pipe smoke, as if knowledge itself lingers in the atmosphere. Here, moments stretch and shrink at the Whisperer’s will, unbound by the constraints of reality, making this place a sanctuary for those who seek answers beyond the limits of their own world.

Varisia

Varisia

Varisia is a vast, untamed frontier filled with breathtaking landscapes, ancient ruins, and diverse civilizations. Once ruled by the mighty Runelords of Thassilon, it is now a patchwork of wilderness, city-states, and nomadic clans, where ancient evils and forgotten magic still linger.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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