Getarian
The Kingdom of Getari is one of the Varszi kingdoms founded in Varris after the collapse of the ancient Varran Empire. It lays on the eastern coast of the continent, between the vast sea and the primeval Forest of Eyes inhabited by wild elves. Due to its proximity to the elven homeland and its relatively inclusive laws, Getari has the largest population of "city elves", or elves living in human settlements, on the continent.
Since the dangerous wilderness separates the northern and southern halves of the kingdom, travel by sea is safer and faster than on land. In recent years, this has allowed Getarian merchants to reach the Aisone Islands and turn Thesaneri into the most important port on the continent. This golden age of the kingdom has had many effects on its culture and society. As the Church of the Archfey and the noble class loses power in favor of the wealthier merchants, anti-magic laws are becoming lax, especially for the rich and powerful. The old-fashioned nobles from the countryside struggle to adjust to this new reality, while urban ones are eager to mingle with commoners, offering them status in exchange for wealth.
The land and the people
During the rebellion against the Varran Empire, a group of humans formed an uneasy truce with the wild elves seeking to reclaim the Forest of Eyes for themselves. According to legend, the elves called the leader of the humans qetari, or "conqueror", hence the name of the kingdom that was established three hundred years later.
The first language of most Getarians is Getarian, a language derived from Common mixed with the older language of the human tribe that would come to inhabit this part of the continent. Nobles, priests, scholars, and merchants generally speak Common as well. Elvish is another language spoken by many Getarians, not just those of elven descent.
The city of Thesaneri
Thesaneri, meaning "seaside", was established by the Varra as a major port. The first buildings were barracks meant to house ship crews consisting mostly of elven slaves. The Varran officials in charge of the transports lived outside the settlement, in the now ruined city of Kresos. After the fall of the Varran Empire, the barracks were claimed by the former slaves and the city of Thesaneri grew around them. Now, the area surrounding the docks is the poorest district of the city, a reminder of its grim past.
In modern times, the city is the beating heart of Getari's ongoing golden age. The bustling streets of the city are home to any type of shop or service one might need. The more exotic commodities are shipped from all of Varris and beyond into the city's docks. Craftsmen and inventors thrive in the affluent city, which lead to the invention of the printing press. As a result, the paper-making and printing industries thrive in Thesaneri. Commodities like printed books and playing cards are widely accessible.
The hierarchy
Though the Varszi states were all founded on a promise of equality and safety for all humanoids, it is a promise that they each fail to deliver on. In the case of Getari, the humans are the only ones who can hold noble titles, save for special cases, and subsequently the only ones who can ascend to the throne. Despite their relative advantages, most of the humans living in Getari are not nobles or wealthy merchants. The streets of Thesaneri are filled with the poor, the sick, and the hopeless, and the situation becomes even worse outside cities. Those born as peasants must work their master's land for their whole lives, unless they somehow manage to escape. Only a few select villages, usually owned by the state itself, are home to "free" peasants who get a share of their profits and can leave if they so desire.
The legendary truce between the elves and humans that eventually shaped Getari has real effects to this day. Elves are seen as the favored children of the Archfey and are often encouraged to pursue priesthood and higher education. Though many see it as a continuation of old Varran stereotypes and dislike being forced into a particular role because of their ancestry, others use it as an opportunity to improve their lives. Getarian elves also get to make a choice that their kin in most of the continent do not – they can choose to live in human settlements or to establish their own in the Forest of Eyes. The former group is known as city elves, and the latter – wild elves. Getarian humans, elves, and half-elves all live in relative harmony.
The same cannot be said for two other groups – the dragonborn and tieflings. Both are seen as inherently wicked and prone to various misdeeds. This prejudice has its roots in the Archfey religion, which forbids the worship of fiends and dragons. The elves of Getari have also contributed to the hatred of dragonborn in particular, viewing them as tainted with the essence of their sworn enemies of old, the chromatic dragons. The Getarian stereotype of a dragonborn is that of a violent criminal, one whose bestial instincts make them unfit to participate in society. Tieflings on the other hand are seen as cunning manipulators and are often baselessly accused of being spellcaster or cultists, both of which are punishable in Getari. This is not the case in the entire kingdom, though. There are small settlements where a beloved tiefling healer or a charismatic dragonborn craftsman were enough to sway the local community's opinion of their people. Progress is slow, or nonexistent, on the greater scale, however. Both tieflings and dragonborn would like to improve their conditions, but often lack the means to organize into a coherent movement or affect any real change.
Heritage features
Below are the features your character gains after you choose the Getarian heritage. Heritage is a mechanic specific to the Varris setting.
Ruleset: 5e
Your heritage determines the languages your character knows. It can also be their background and grant them more features. Check the player primer for a list of available heritages.
Languages
You can speak Getarian and either Common or Elvish.
Background features
Your character's heritage can double as their background. If you choose the "Getarian" background, instead of a base game background like Noble, Criminal, etc, you gain the following features:
Skill Proficiencies: Persuasion, Sleight of Hand.
Tool Proficiencies: One type of Artisans' Tools of your choice.
Equipment: A set of modern common clothes, an ink pen with a small bottle of ink, a set of playing cards, and a pouch containing 5d4 GP.
Feature: Merchant's Tongue. You gain advantage on Charisma ability checks made to bargain for better prices when selling and buying goods.
Ruleset: Bludgeon
Your Heritage determines your character's first language and additional skill competency options. Your character can learn languages beyond their first one, as explained in the language checks rules. Check the player primer for a list of available Heritages.
Language
Your first language is Getarian.
Additional skills
When you select the Getarian heritage for your character, you choose one of the skills below to gain a +1 competency in. This is in addition to the skill competencies you would normally gain.
- Bargain – Whether you're buying or selling, you know how to negotiate the price you want.
- Law (Varszi) – This skill is from the base Bludgeon rulebook.
- Local Gossip – This skill is from the base Bludgeon rulebook.
- Sleight of Hand – This skill is from the base Bludgeon rulebook.