
Strannik1973 |
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I always liked the aspect of ethnicity in Pathfinder and am glad to see that elements of that seem to be carried over into Starfinder, instead of having homogeneous humans. Clearly the artwork for the iconic envoy is of Tian decent and also the write up for the Golden League faction includes a direct Tian Xia connection. So here is some homebrew along that line of thinking. Hopefully future books will eclipse this write-up but I thought I would share anyways…
Starfinder Varisian Humans
The Gap failed to destroy Varisian wandering culture, it thrives in the vast reaches of space. As their ancestors did, Starfinder Varisian humans travel in starship caravans bound together by clan and family ties. A typical Varisian Star Caravan will contain between 10 and 30 ships. While larger groups exist, economic factors tend to become problematic; usually these larger-than-standard caravans will split into two separate caravans with a carefully planned agreement of non-competition and territorial division. Caravans reduced by misfortune or circumstance to fewer than 10 ships are not considered safe or viable. Those with strong leadership will negotiate a merger, as a group, with another caravan, carefully protecting the standing of the incoming members. Those reduced groups with weak leadership will splinter and each ship owner taking her family to seek acceptance in whichever Star Caravan will take them, often suffering a loss of status as a result.
Varisian Star Caravans generally travel in regular patterns having economic contacts over a wide array of colonies, space stations, planets and habitats. The star charts and records of a Star Caravan are considered prized, privileged and protected secrets. Sharing any part of this secret history with outsiders and competitors is fiercely punished. Each Star Caravan has an archived history of ships logs, travel maps, economic information, secret hideouts, black market contacts and more. While Varisian clans will sometimes specialize in a trade practice, the Burani Clan, as an example, are known as asteroid miners, most clans will engage in a wide array of economic trade and services. Skilled at starship salvage, tech refurbishment and resale, many Varisian caravan members have ranks in Engineering. Clans will also haul trade goods and it is a mark of pride that Varisians are practiced and skilled at bartering and negotiation. Varisian do not limit themselves economically; one can frequently find Varisians who invest their credits in the most modern fashion in corporations and contract partnerships. Business acumen is an expected trait of Varisians of standing. The best Varisian business person has interests and investments seeded throughout and beyond the Pact Worlds; a percentage of a vineyard or plantation on one colony, a small share in ownership of a refuel/repair and commercial space station, a limited partnership in a tech start-up company, et cetera. As a result of their varied and active economic concerns there is always two or three members of a Star Caravan that are legally savvy (i.e. ranks in Profession-lawyer; practiced in contracts and salvage-rights law). Also in worst-case desperation, it is not unheard of for caravans to engage in opportunistic piracy, smuggling or criminality. Regardless of how it is acquired, the display of wealth is also a mark of status among traditional Varisians. In keeping with ancient traditions, Varisians frequently wear a portion of their wealth. A typical clan member would rather wear jewelry worth 500 credits than have 500 credits worth of bulky trade goods or 500 credits in a corporate bank account. Spacefaring Varisians still speak Varisan as well as Common, adorn themselves with artistic meaningful tattoos and still prize their kapenia (intricate, colorful ceremonial scarfs that traces the owner’s family lineage).
Among the clans and caravans, rigid gender roles have largely vanished. Both men and women can serve in any role (any class selection; favoring the Pilot and Spacefarer themes). However, the spiritual leadership of the, mostly, Desna worshiping Varisian wanderers are led by women; mostly priestesses (Priest theme) or, more rarely, Mystics of Desna (often Star Shaman). Also, the most famed and desired Varisian dancers and the typical fortune-telling Harrow Deck practitioners remain majority female. Issues of inheritance fall under matrilineal lines (see below). Solarians are considered blessed by Desna and often become elite protectors of their Star Caravan. Long tradition maintains the existence of clan royal and noble bloodlines. However, bloodlines do not guarantee leadership or authority. Clan elders and caravan elders generally elect/appoint leaders. A typical Caravan Master is rarely younger than 35 or older than 60 in age. The elders know that good leadership in a crisis rises from the right balance of experience, ability and vigor. The elders, in council, provide general goals for the caravan, are arbiters of social or personal disputes between caravan members and determine the far-future planning of a caravan; the Caravan Master serves as day-to-day leader and unquestioned commander in a state of emergency or combat.
Ownership of a starship is the foundational goal of all Varisian wanderers and the benchmark of family success and standing among the clans. Not all families own ships, many serve as crew “cousins” aboard other families’ ships. Ownership follows matrilineal bloodlines and age. With the development of gender equality, the tradition of marriage faded out. That social development combined with the Varisian wanderers often casual attitude about relationships makes the only certainty of parentage (without genetic testing) potentially questionable beyond motherhood. While some life partnerships do happen, most Varisians will have multiple partners throughout their lifetime. All children born of a Varisian mother are always considered full siblings and Varisian regardless of who or what their father may be. Children take their mother’s surname. The oldest female in the family owns the starship and established tradition states that one member of the family cannot inherit/own more than one Varisian caravan starship. If a person is a potential inheritor of a second ship, the person chooses which ship she will keep and the second ship goes to the next in line of inheritance. This rule is strictly for inheritance of starships. A wealthy Varisian could certainly purchase and own multiple starships. When he or she dies, the ships would be distributed among bloodline heirs. Greedy Varisians can certainly use Pact World legalese to ensure the “legal” ownership of all their starships go to one designated heir. However, this action will lead to all involved being shunned (with future animosity and potential piratical targeting) by the clans. Shunning being the worst clan punishment as far as most Varisians are concerned; more of a deterrent than flogging, imprisonment or execution. In the rare situation when there are no bloodline heirs a Caravan Master, in consultation with the elder council, will assign starship ownership to a clan member of particular merit, at which time the bloodline ownership transfers permanently.
Typically, the Varisian family starship is a small or, less frequently, medium ship. Some extremely wealthy families, often noble and royal bloodlines, will own, at most, a large ship, but the cost of operation and maintenance are extreme. Varisian Star Caravan ships will contain three or four generations of family (usually 15 to 20 adults and children) all of whom are, or are being, trained to serve as crew. The interiors of the ships will not have many fixed walls as the needs of the day take precedent, when cargo is limited the family can stretch out and relax, but if the volume of goods and supplies demand that the majority of deck space become cargo space, the family will have to sleep and eat where they can manage. While Varisian wanderers will convert any type of starship to their needs, they won’t try to refurbish anything too large, preferring to salvage and scrape them. Ships and shuttles too small to house families will be salvaged, repaired and sold either legally in Pact World markets or off-the-books at remote colonies or outposts where useful. Regardless of its original design, Varisian starship engineers focus on speed, maneuverability and defense. Weapons are focused aft and to the sides, almost never in front. Varisian Star Caravans are not armadas, they use scattering and regrouping tactics (hence firing on ships behind them) when faced with ship to ship combat. If forced to engage, the caravan pilots, under the direction of the Caravan Master, will “circle the wagons” where the ships will gather in a sphere formation facing inwards, using aft weaponry and concentrating shields to the aft for overlapping protection and “fortification”. The computers and communication systems of a Star Caravan are securely networked and they share a private infosphere. All ships of the caravan are expected to download and share any public datasets when visiting habitats that provide them. The largest ship in a caravan will house a system-wide communications unit and most Varisians will carry a personal comm unit. When engaged in space salvage operations the ships of a caravan will link with cables and airlock tubing to create short-term space stations or floating shipyards. Varisian wanderers are acclimated from childhood to function and work in the void of space. Ambitious Star Caravans with wealth and the right skills will salvage larger derelict hulls to construct small or medium hulls for caravan expansion. When visiting planets, moons or asteroids near colonies and settlements (or for secret, remote clan gatherings) where the atmosphere and gravity are livable, the Star Caravan will again circle the wagons and camp out. Landing in a general circle, each ship facing toward the center. The ships themselves serve as watchtowers and firing platforms manned by armed clan security. Difficult-to-sever carbon fiber nets are fixed from ship to ship, leaving one or two openings between designated vessels to control access to the camp. The interior of this formation quickly fills with colorful tents and booths offering goods and services to trade; temporary pubs and eateries are established offering cuisine, libation, music and entertainment (including the famed Varisian dancers). These traveling fairs are established within walking distance of burgeoning colonies and settlements, becoming impromptu fairs and markets.
One Varisian Wanderer Family
Mardeetha Dashku of Clan Vinsk and her kin/crew are an excellent example of an up-and-coming Varisian Star Caravan family. Mardeetha owns a small freighter starship of a design evolved over time by Varisian engineers referred to, sometimes pejoratively by outsiders, as the “Varisian Wagon”. This ship design is, by far, the most prevalent starship design found among the far flung clans of the Varisian wanderers. It is easy to construct from an array of materials, and reliably useful in the fluid economy of the Star Caravans and conducive to the communal and cooperative lifestyle of the Varisian people.
For details of the family “Varisian Wagon” click here…
https://www.dropbox.com/s/z82emkfhxemqt9m/VarisianWagon.pdf?dl=0
The inspiration for the ships basic design (Ian McQue’s artwork) is here…
https://i.pinimg.com/736x/99/58/e6/9958e657828e1031a7a38d2fbe02aaa6--sci-fi -fantasy-dieselpunk.jpg
The family and crew of Mardeetha’s starship are…
“Hard” Mard, female Varisian human, age 71.
Like many ambitious Varisian youths born to a low status family in the clan, Mardeetha Dashku spent some time (ten years) away from the clans; short of the classic grace and beauty stereotypically assigned to Varisian woman, Mard was large, strong and pugnacious and served for a time as a mercenary soldier. Earning many scars, some valuable trophies and a decent pool of savings, Mard returned to the clans at the age of 30. She served as a leader among the clan protectors and enforcers. As the oldest of three siblings she inherited the family starship at the age of 40 and, recently, on turning 70, joined the elder council. She has largely ceded the management of the family starship to her oldest daughter, and happily serves as one of many grannies to the caravan’s children, a mentor/advisor/trainer to the young lads and lass who think they are tough and as one of the newest and most stern elders in the caravan. Her decade of experience apart from the clan and the knowledge and contacts gain thereby have served the caravan well. As the family matriarch she makes sure all of her family are trained in self-defense and they never go unarmed. Her parenting philosophy dictates that successful people have skills; as such she pushed her children and is pushing her grandchildren to choose and excel in training unique among, and valuable to, the caravan. Mard is still in excellent physical shape for a woman her age and is still the best gunner on the crew. If things get really bad, Hard Mard will break out the gear that earned her nickname; a battle harness power armor set and her tactical x-gen gun.
Aleesh Dashku, female Varisian human, age 34.
Mard’s firstborn and the current “captain” (CHA 14: ranks in Diplomacy, Bluff, Intimidate) of the family starship, Aleesh combines her mother’s imposing stature with the natural attractiveness of the Varisian people. She is statuesque, lovely and confident. Among the caravan she is considered a possible future candidate for Caravan Master due to her many leadership qualities, business acumen and growing wealth. She has a wide and growing portfolio of investments, a keen eye for opportunity and a sharp sense for negotiation (ranks in Sense Motive, Profession-merchant). Aleesh favors light armor, laser pistols and her tactical dueling sword. Her foremost future goal is the acquisition of a medium-sized freighter of her own, letting her younger sister inherit the Wagon. Especially since the Wagon is currently bursting with folks.
Vaaru Vissik, male Varisian human, age 35.
Aleesh’s consort and father of her two youngest is, for the most part, a prototypical Varisian wanderer; brash, passionate, charming, loyal family man, competent crewman (ranks in Piloting, Engineering, Computers), decent barterer, knife fighter and pistoleer (DEX 16: favors operative melee weapons). What sets Vaaru apart and earned him Aleesh’s admiration is his independence and ability to thrive on his own. Unlike many Varisian wanderers who depend on the communal aspect of the caravans and suffer in isolation, Vaaru is a talented ground scout, sniper, tracker and hunter (ranks and Skill Focus in Survival; Spacefarer theme). When exploration is required, the Caravan Master often includes Vaaru in the caravan’s vanguard parties. Early knowledge gained by Vaaru has often given Aleesh an advantage in grasping opportunities.
Lashane Dashku, female Varisian human, age 15.
Aleesh’s oldest child, Lash has her mother’s wit and good looks and her deceased father’s unusual mental abilities (Minor Psychic Power-telekinetic projectile). Like all clan teens she carries a knife and is given a pulsecaster pistol when necessary.
Brock Dashku, male Varisian human, age 13.
Aleesh’s second child recently turned 13 and participated in an important Varisian coming-of-age ceremony where he received a traditional knife and was hailed a protector of the clan. He also received his first tattoo as a birthday gift from Koya. Darian is now teaching Brock how to use a pistol. Among the other adolescents and teens of the caravan, Brock is considered a little strange.
Mila and Vika Dashku, female Varisian humans, age 9.
Mila and Vika are Identical twins whose 22-hour long birthing convinced Aleesh that she had enough children. While still too young to be certain, they seem inclined towards their father’s outdoor proclivities, happily exploring new landscapes when allowed.
Andra Dashku, male Varisian human, age 30.
Andra’s father was an intellectual who, some among the clan suspect, was not Varisian (merely an observation, there is no stigma in this). Andra has the lean good looks of the Varisian people but did not inherit his mother’s physical prowess. Slightly built, cerebral and analytical, Andra spent five years at Absalom Station studying engineering, computers and medicine (INT 16; Exocortex Mechanic; ranks and Skill Synergy in Medicine and Life Science; Scholar theme). He is one of the most knowledgeable engineers and the most capable medic in the caravan and spends more time on other ships caring for patients as he does on his own family’s vessel. When treating clan, he only charges for his medical services when performing elective procedures. He does expect the patient to cover the cost of medical supplies. He is fascinated by cybernetic and bio enhancements, and has ties to the Augmented. Apart from his exocortex, he has had implanted standard darkvision capacitors and a standard datajack. He has custom built his own light armor, tactical acid dart rifle and needler pistol (for which he formulates his own poisons). Aboard ship he often fills the role of science officer or engineer as needed.
Celia Dashku, female Varisian human, age 28.
Mard’s second daughter is the quintessential Varisian woman; fiery, alluring, boastful, demanding, fearless. She is one of the best dancers in the clan and one of the finest pilots (CHA 16; DEX 16: ranks and Skill Focus in Piloting; Ace Pilot theme). Her personality is huge, she loves deeper, laughs louder and rages greater; her rivalries are legendary among the clans and she never hesitates to challenge anyone. She has fought six duels and killed two opponents. Her exploits and conquests are the secret envy of many of the caravan’s women. Men and women have fought for her attention. Her second skin armor is colored to match her exact skin tone over which she wears the classic flowing colorful garb of the Varisian dancer. Her survival knife is always visible and ready, her tactical semi-auto pistol is usually concealed. Sadly, as far as Mard is concerned, her daughter Celia is also a skilled pick pocket. Her closest friend and greatest competitor (as a pilot and a charmer) is her twin brother Zane, who is just like her. Zane currently lives with his pregnant consort on her family’s ship. Both Aleesh and Zane’s captain often find their ships in impromptu races.
Koya Rana, female Varisian human, age 26.
Celia’s current paramour; Mard and Aleesh have, with reservations, allowed her to stay on ship. Sly, opportunistic and hot-blooded, Koya, is a much sought-after dancer and courtesan. She is also a gifted tattoo artist (Celia is her favorite model and an excellent advertisement for her talent). Koya’s biggest frustration is that she only rarely finds another tattooist skilled enough to be allowed to work on areas of her own body she cannot reach. When she encounters such paragons she happily trades services. She is also deeply connected to the internal social and political currents of the clan (one of the reasons Aleesh hasn’t tossed her out of the Wagon). Koya always dresses lightly; her body is art. She has a custom suit of transparent second skin armor and fights with dual knives or an azimuth laser pistol.
Kaliva Dashku, female Varisian human, age 4.
Celia’s only child has, like many of the caravan’s children, been given over to the care of the older clan women. Kaliva, as expected from Celia’s offspring, is willful and often difficult, but can also be very charming.
Nishka Rana, male Varisian human, age 3. Koya’s cherished only child is another reason why Aleesh hasn’t kicked the rascally mother out of an airlock. Nishka is a handsome good-natured child who some claim looks a lot like one of the most wealthy and influential men of the caravan (who is much older and has a longstanding consort, the mother of his adult children, who owns the medium starship that he captains).
Zephyr Dashku, female Varisian human, age 26.
Mard’s third daughter and youngest child, Zephyr’s father was half-elven, lending her a youthful and somewhat fey appearance. Possibly her elven heritage is the factor that led her to become a skilled botanist (INT 16; drone mechanic; Scholar theme, Life Science-botany expertise). Zephyr has bio-engineered plants to survive in hostile environments, sometimes by contract to colonies and agricultural companies. She has several patents on record with Pact World governments, both botanical and mechanical with a focus on agriculture. When searching for new specimen in hostile environments Zephyr wears light armor, carries a tactical baton, survival knife, hunting rifle and a pulsecaster pistol and is accompanied by her combat drone, “Queen”, designed to look and move like a formian (she saw one on Castrovel once) with a longsword and azimuth laser pistol mounted. She serves as science officer and can stand-in as engineer.
Silver Dashku, female Varisian human, age 2.
Zephyr’s only child stands out among the children; she is albino but has butterfly shaped birthmark on her thigh that has convinced the more devout members of the clan that she is blessed by Desna. As a result, she is somewhat coddled, more so than most wanderer children (who are expected to grow up fast).
Margul “Uncle Marg” Gorsk, male Varisian human, age 58.
Born to a poor family with no ship, Margul has served as the primary engineer aboard the Dashku family ship for almost forty years. He knows every inch of the vessel and is absolutely loyal to Mard and greatly respects Aleesh’s leadership. His own wealth has risen with the families’ and he is hoping to someday fund, design and build a small vessel for his daughter and her family; not himself, Uncle Marg will remain with Mardeetha while she lives. A lover of good wine and food, Marg is portly but spry, a former bare knuckles champion among the clans, he can still throw a wicked punch (Improved Unarmed Strike). When fists won’t work he has a knife and a tactical semi-auto pistol. He sports an old suit of freebooter armor I, which he took off the unconscious and severely pummeled body of a Free Captain pirate.
Geesa “Aunt GiGi” Gorst, female Varisian human, age 56.
Short, plump, motherly and old fashioned, Aunt GiGi and Uncle Marg actually got married in a Desna temple on Absalom Station; she was 16. She was born in to an even more destitute family than Gorst, so she took his name. An excellent cook and confectioner (ranks and Skill Focus in Profession-cook), she is beloved by the caravan’s children, her apron pockets always bulging with sweets and she loves to entertain (ranks in Sleight of Hand) and care for the youngest of the clan. Mostly known for her cheerfulness and optimism, her only sadness has been the physical inability to bear more children after complications following three miscarriages and the difficult birth of her only child. Aunt GiGi is the ship’s cook and foremost caregiver for the children. She also serves as the ships quartermaster, assuring that the ship has all needed supplies. Per Mard’s rules she always carries a concealed laser pistol (her ever present apron has many secret pockets; the children think it’s magical).
Galia Gorst, female Varisian human, age 33.
Oldest and closest friend to Aleesh and daughter of Margul and Geesa, Galia often serves as a second captain. She and her father are gathering resources so that she can build or buy a starship, with Aleesh’s full support. Galia’s strength is her versatility (All stats 12, INT 13; operative-hacker: ranks in all starship crew role skills). While not as business savvy as her friend, she has a solid portfolio of investments. She maintains constant correspondence within and outside of the caravan using long range communication. She has a wide digital network of contacts and is the best infosphere researcher on the ship. She can fill any crew role. During trouble, she is outfitted with graphite carbon skin armor, tactical dueling sword, static arc pistol and a tactical shirren-eye rifle.
Darian Korlu, male Varisian human, age 30.
Galia’s consort and the father of her children, Darian is a fighter (Soldier class; Bombard fighting style). He is level-headed, strong and reliable. He wears hidden soldier armor and owns a wide array of weapons (Aleesh complains about how much space his arsenal takes on board), his favorite is a merc NIL grenade launcher. Darian can serve as gunner and is the ship’s master-at-arms, leg breaker and part of clan security. Darian has a weakness for gambling; Galia and her parents work hard to keeps this under strict control.
Margul “Little Marg” Gorst, male Varisian human, age 16.
Galia’s firstborn is shaping up well as a pilot-in-training and a future protector of the clan. Like all teenagers aboard Star Caravan ships, Galleon is kept busy to prevent mischief. He has no armor yet, but he always has his knife and, when allowed, will carry a pulsecaster pistol.
Feather Gorst, female Varisian human, age 12.
Tomboyish and awkward, Feather is not likely to develop the grace and beauty of the Varisian dancers. She has displayed a strong interest and ability with computers and will never be found without her Tier 1 datapad. In anticipation of her 13th birthday she is training in knife fighting.
Galleon Gorst, male Varisian humane, age 9.
Poor Galleon, Galia’s third child, is the constant friend and always outnumbered whipping boy of the twins Mila and Vika. His affability and endless patience with his more adventurous age mates has earned him the admiration of the caravan’s children. He is also a calming influence on the twins and often keeps them from pushing to far past the boundaries.
Midganni “Midge” Gorst, female Varisian human, age 5.
An extremely pretty child, the caravan grannies claim that she will grow up to be a legendary beauty. Which may be a good thing as, while it is early to be sure, she may not be very bright. She certainly is a sweet child.
Zoreen Maxxit, male ysoki, age 28.
At times Varisian wanderers will allow outsiders to travel with them. This can be as a transport from one point to another or it can be as a crewman. Generally, this will only be short term, however if the outsider has particularly useful skills or is wealthy and generous one may be allowed to stay onboard longer. Zoreen is a technomancer on the run from some bad debts and the collectors working the bounty placed on him by his creditors. Aleesh made a deal, he can work for his berth by following her orders and by teaching any of the ships children technomancy, if they have the ability to learn. Surprisingly, both Feather and Brock show aptitude; Feather is a natural on the computer side of the art and Brock has a solid instinct for the mystical. Aleesh is very happy with the results and the ysoki’s service but she is careful he not learn any of the clan’s secret caravan routes.