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Quoth the Raven Vol. 20 October 31st, 2013 Fraternity of Shadows® Dungeons and Dragons, D&D, and Ravenloft are trademarks owned by Wizards of the Coast Inc (WotC). These trademarks are used without permission. The bindings of this document are entirely from rabbit feet and beards.

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Table of Contents

Ghastria ...... 7 The Pumpkin Sword ...... 111 A Preview of the Sea of Sorrows A Halloween Story Report By Kadarin By David “Jester” Gibson Silent Partners ...... 115

Cynthia DeGrieves ...... 45 Intelligent Magical Items Unlucky in Love By Jim “Jimsolo” Stearns By Ron "GonzoRon" Laufer The Ocean’s Ferrymen ...... 125

Mist-fortune ...... 53 Dread of the Nocturnal Sea 101 Mishaps, Jinxes, and Bad Luck By Eleanor “Isabella” Ferron By Stephen “ScS” Sutton Children of the Night ...... 149

Prince Doon ...... 63 Johann Haydyl Bad Luck is Contagious By Eleanor “Isabella” Ferron By Kadarin The Jinks ...... 155

Claude Renier ...... 67 Confederacy of Thieves The Renier Patriarch By Jim “Jimsolo” Stearns By Andrew "Alhoon" Pavlides The Thompson Museum ...... 167

Cursed Charms ...... 77 Monument of the Past Omens of Ill Luck By Stephen “ScS” Sutton By Jim “Jimsolo” Stearns Sea Wolves ...... 87 Wolves on the Waves By Mikhail "NeoTiamat" Rekun

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Ghastria A Preview of the Sea of Sorrows Report By David “Jester” Gibson [email protected]

Greetings my Esteemed Brothers. I Captain Howe had been warned of the continue my report on the Western Sea. confluence, but was nevertheless It was early morning when the Black surprised by its intensity. Thankfully, it Pelican departed from the port of did not take long for the swift vessel to Blaustein, far too early for this scholar. reach its destination; the rocky green- The sun was just rising when the Captain capped isle visibly stood-out against the quietly yet firmly woke the crew and waves: Ghastria. gave them their orders. Captain Howe I was happy to see land. After a year muttered something about the tides, but I of travelling the seas, I am growing tired suspect he was tired of the pirates of being on the waves and weary of fish moored around him in the pier eyeing his hold and evaluating his cargo. Regardless, it was late in the day before I Ghastria in Short could focus on my studies and later still Location: Sea of Sorrows before I had the clarity of mind to Ecology: Full Ecology (Temperate Forests, refresh my arcane memorizations. Hills, and Plains) We set sail southward, with the Darklord: Marquis Stezen d’Polarno Captain taking advantage of southerly flowing currents to accelerate our trip. Year of Formation: 584, 742 joins the Sea of Captain Howe set the course by his Sorrows compass and the Pelican swiftly found Cultural Level: Chivalric (8) its path. Population: 2,900 (97% human, 3% other) After much sailing our southbound Main settlements: East Riding (pop. 1,200), current began to intersect currents of The Docks (pop. 125), Norshore (pop. 75). cold water flowing northward and the Religion: Church of Ezra water grew choppy. The Pelican clumsily lurched across the sea despite Language: Mordentish her seasoned crew, the conflicting flows Government: Monarchy sending large waves across her bow. Money: Assorted coins

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meals, something I find rather surprising. It saddened me that I found less and less Geographic Survey solace in the simple art of angling. As I will relate, my stay in Ghastria did Ghastria is a mid-sized island. While nothing to alleviate this growing dramatically smaller than Liffe or disinterest. Graben it is significantly larger than the likes of Todstein, L’ile de la Tempete, or Despite Ghastria’s proximity to the Blaustein. Misty border that runs along the western edge of the sea, the sky grew clearer as The shoreline of the island is either we neared the island and the sun soon rocky beaches or low cliffs, which are broke through the perpetual overcast of surprisingly easy to scale. It is a simple the sea. We could see the ever-present matter for smaller vessels to come bank of fog and Mist bordering the land, ashore. Being more accustomed to sharp but the phantasmal tendrils evaporated cliffs or deceptive beaches with hidden whenever they neared the shore, as if shoals, I kept expecting to run aground held back by an invisible force. From the on submerged rocks or obfuscated reefs. sea, with no static point of reference, it However, there were none and the entire seemed like the land was subtly shifting island proved readily accessible. Captain in the sea to maintain its pleasant Howe was himself hesitant, and had men weather. stationed at the railings, keeping watch for submerged dangers. These The Black Pelican circled around the preparations were for naught as we island, to approach from the southern easily found safe harbour at the small shore. It was there the Captain assured town appropriately named “The Docks”. me we would find the safest harbour. Through interviewing the inhabitants From my place on the deck I could and touring the island, I found the entire see green grassy meadows dotted with shoreline to be free of hazards: the island bright wildflowers and copses of fruit is approachable and inviting. I was trees. While not yet harvest time, the warned that there were shallow patches branches of the trees were already and eddies along the northeastern shore, dangling low from the heavy fruit. The which could be treacherous, but mostly bright sun reflected off a number of for swimmers and very small craft. brooks that cut across the emerald There was nothing that would even slow meadows, undoubtedly babbling down a vessel the size of the Black pleasantly as they rolled to the shore. Pelican. Thankfully, I was not some naïve These potentially dangerous currents Outlander readily lulled into a are the result of the warm current complacent state by the pretty scenery; flowing out of the Misty border at that moment I resolved to keep my northwest of Markovia and strengthened wits alert, despite the inviting by the Leviathan’s Waters near Dominia. appearance. I have travelled and read These twin currents bring sizable schools enough to know that all the lands of our of smaller fish and larger warm-water world are dangerous, but that not all are fish. As mentioned earlier, this warm openly hostile. And it is easier to remain water meets cold currents from the south on guard in a gloomy and oppressive with rough results. One stretch of these land, where the dangers are less intersecting currents take the large insidious.

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schools right over a shallow stretch of cycle, as demonstrated by its bountiful water creating rich fishing grounds that crops. Some farmers even split their attracts anglers from across the Sea. I’d fields and plant twice, once in the early heard of the “Ghastrian Shallows” before spring and once late, allowing them to and long dreamt about casting my lures stagger their harvests. into its fertile waters, but upon reaching the island I found myself longing for fresh vegetables and redder meat. Topography Ghastria is a hilly island with many slopes and small valleys. Even the hills Climate are capped with smaller hills. The trails Ghastria is blessed with favourable and farmer’s fields work around the weather patterns and the island is terrain, weaving and curving erratically. surprisingly pleasant year-round. Winds It can be tricky to navigate across the bring regular moisture inland and the island, as the paths do not always lead warmer water blesses the island with where you expect and the hills make it mild springs and autumns. The natives difficult to see long distances. of their cooler breezes during the The island lacks rivers or large summer, which keep the heat bearable, waterways but there are a large number while the winters are snowy yet of streams and creeks that provide much relatively comfortable. The damp snow of the fresh water for farmers and acts as an insulator for the homes, ranchers. The creeks have cut a number keeping the inhabitants warm indoors, of small, rocky gullies through the and the winds are not so brisk as to terrain, creating hidden drops that can summon dangerous storms. send an unwary hiker tumbling. These The cooler summer breezes belie the creeks are swift flowing and treacherous power of the sun. It is deceptively easy during the spring, fuelled by winter to be sunburned. Even in the wintertime runoff, but many dry up during the this is a danger, with the bright white summer months. Regular rain manages snow reflecting the sun and readily to sustain most of the streams during the blinding the unprepared. Forewarned, I year, so fresh water is seldom scarce. kept my cap at the ready. There are few dense forests on the Precipitation is common year-round island. According to local lore, the island with heavy showers in the mornings and was once heavily forested but the trees evenings and heavy and wet winter were cut down for farmer’s fields. The snows. Ghastria is home to none of the northernmost tip of the island is sparsely stinging powder I have seen in colder wooded and there is a denser patch of realms. The mixing sea currents often woodland along the western coast. The create thick fogbanks in the mornings, two woods are unnamed, simply called but these quickly burn up as the sun “the wood” or “the forest” by locals. rises. Likewise, the heavy overcast skies When needed, these are differentiated by of the rest of the sea vanish during their location, such as “the north wood” midday but return as the night cools. – curiously unimaginative for such a The countryside is a verdant green. poetic people. The regular sun and rain help give Much of the surviving forests have Ghastria a long and productive growing been cut into by loggers and turned into

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fishing vessels or homes. The loggers Ghastrian taste buds (a theory long since have typically looked for the best trees discredited given the waves of rather than just systematically working immigrants, yet one that continues to be their way inward, so the forests have told). All attempts to import soil to retained their size but are not particularly negate the farmer's lament have failed. dense. Thick underbrush has spread in This malady somehow also affects all response to the thinning trees so it’s rare livestock that feed off local crops, to see below one’s knees when moving resulting in bland meat, eggs, and milk. through the woods. My imagination was The farmer’s lament even affects fish quite active while exploring these caught close to shore or inland, such as woods, and I kept imagining stealthy those pulled from rivers. This is possibly beasts or fey moving unseen around my due to erosion, with whatever property ankles. of the soil being carried into the Thankfully, I am told there are no surrounding water. Fishermen have to snakes on the island. travel several miles from land to find This is not simple paranoia: not all fish with flavour. Unscrupulous travellers emerge from the woods. There fishermen practice the local tradition are rumours of fey creatures hidden in called “boxing the catch”: mixing fish the trees, especially the western wood caught in distant waters with those which is said to have a grove of caught closer to shore. (This name is a enchanted trees at its heart, untouched reference to a technique for mixing for centuries. These trees are said to paint.) This practice is publicly impart their magic on whatever is crafted discouraged, but regularly practiced, as from them, such as a boat that will not the waves are less severe near the shore sink, a walking stick that cannot be and there is less danger of a sudden broken, or a house that will never leak. storm. But as the forest has shrunk, the grove’s Curiously, the crops are not bland fey guardians have grown more every year. Every two or three years a dangerous and merciless. “high harvest” is predicted at The soil of Ghastria is rich and midsummer and the island plans for a fertile, easily taking to a myriad of crops. celebration. Tradition holds that the It is a common farmer jest that they only festivities encourage the crops and the have to throw seed at a flat piece of land land itself to celebrate, resulting in a to sow their field. However, there is flavourful harvest. While I find this some subtle yet noteworthy imperfection doubtful (or else indicative of some in the soil. All crops grown on the island supernatural interference), both locals are tasteless, lacking any flavour until and foreign traders attest to its truth. The they go off. Curiously, the food retains Marquis is particularly celebratory, and its smell and is indistinguishable from always invites a large number of guests normal food until placed in one’s mouth. (both local and foreign) to his manor In Ghastria, this curious quality is known home and throws an elaborate party. The as the farmer's lament. I've heard last one was particularly noteworthy, as speculation that it is a curse on the he invited several personages, island, the result of it the proximity of celebrities, minor nobles, and even a the Mists, or just a weakness of couple of famed monster hunters.

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This last high harvest was a few Food in Ghastria years ago, so I did not have the chance to All crops grown or animals raised in Ghastria experience it firsthand. The locals expect have no flavour whatsoever. The locals a good harvest any year now. attribute this to the soil, but it is actually a magical effect that affects the entire domain Settlements and only applies to plants grown or animals raised within its borders. Much of Ghastria is devoted to small Imported fruit and vegetables retain their farms and ranches some distance from flavour so long as they have already been their neighbours. There are few picked. Transplanted plants quickly lose their settlements of note, and only one of any flavour the longer they remain in the soil, real size. becoming bland within days. Imported Ghastrian homes are usually stone, livestock will keep its flavour as long as the as wood is needed for boats and the animal was already mature, unless it is fed journey to the forests is long. Lumber local produce. Fish caught in the rivers or on from old boats is often salvaged for the coastline are also flavourless, but fish and cheap homes and the wealthy pay to sea life caught just over the invisible border import lumber from the Core. retain their full flavour. It is difficult for There is little difference between sailors to gauge the exact distance of the urban and rural construction. Older border, which seems to ebb and shift over homes were crudely constructed out of time, so many consider a flavourful catch to loose stones puttied-together with mud, be a bonus. but newer construction tends to favour Food remains flavourless until it begins bricks and mortar. Most homes and to go off, at which point it gains the standard buildings are single-storey affairs, but a rotting or moulding taste. few in East Riding have had wooden second storeys constructed atop the have their land sectioned into a myriad stone. Regardless of the upper storey’s of smaller fields by these ancient and construction, roofs are wooden and moss-covered barriers. sealed with tar. The exterior stone walls are kept bland, as paint is quickly stripped-off or East Riding bleached by the salty sea air. Interiors The first question newcomers to the are often plastered and painted bright island invariably ask the residents of colours for a more comfortable living East Riding is “What is East Riding east space. The locals say a good home must of?” or, alternatively, “Is there a West be warm, brightly lit, and comfortable. Riding?” The response is usually an Farms are separated by low stone overly loud and dramatic sigh paired walls. Most of these walls pre-date with a rolling of the eyes. As “Riding” ownership of the land and fields are is actually derived from an old divided and parcelled to accommodate Mordentish word meaning “one-third”, I these pre-existing barriers. It is not occasionally varied the treatment by uncommon to see the ruins of an ancient asking after a North or South Riding, wall cutting through a farm, partially which invariably got confused looks and dividing a field. Even wealthier farmers a change of subject.

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East Riding (small town): Conventional; AL LN; CL 8; 800 gp limit; Assets 44,000 Vistani visitors to the island limit their gp; Population 1,2000; Isolated (human 99%, activities to the area around East Riding. other 1%). The market square in East Riding was a once-sizable open area, but this has Authority Figures: Marquis Stezen shrunk as stores and stalls moved into d’Polarno III (see Appendix), Baron Camar the formerly green space. There is no D'Marosso (see Appendix) organization to the market, with food Important Characters: Javier Villafane sold between furniture and cookware. (the Opium King and spice merchant), rog One of the larger features of East 3/exp 2 Riding is the ruined Chapel at the center Despite being the most common of ground. One of the larger buildings in profession on the island, there are almost the village, its valued real estate makes no fishermen living in East Riding: its the fact it has remained vacant for so population is composed of merchants, long unnerving. Only recently have traders, and craftsmen. Many of these attempts been made to restore the were born in other lands and have building, rededicating it to Ezra. At the immigrated to Ghastria. East Riding is a time of this writing, the church has yet to small yet growing town, which has hold its first service. doubled in size over the last decade. In There are a large number of art the twenty or so years since Ghastria was galleries in East Riding, and every shop revealed by the Mists, East Riding has and stall also has some art on display to attracted settlers from across the western be purchased. Most of the galleries Core: just over half its population are double as supply shops, offering paint long-time residents of the island – native and brushes or chisels and hammers, but Ghastrians if you will. Foreign traders there are a couple dedicated galleries. and retired fishermen make up a shifting The famed artist and recent Core quarter of the population, with much of expatriate Henri Milton has recently the rest of the inhabitants being established a small gallery here, struggling artists or Core expatriates, escaping from his latest scandal in the typically Mordent or Dementlieu. core. There is also a wax museum owned East Riding is set some distance by one Alexandre du Cire. Formerly of from the coast. This caught my attention, Port-a-Lucine, his first museum as it seems odd that the primary tragically burnt to the ground, and the settlement of a fishing island would be wax sculptor has relocated. so far inland. The two possibilities are The town is ruled over directly by that East Riding might have once been a the Marquis, as his manor overlooks East satellite community of a larger city (the Riding. However, the Marquis is often fabled West Riding perhaps?) or that occupied by matters that concern the Ghastria might not always have been a entire island and frequently delegates literal island, or possibly both. responsibility for the town to one of East Riding is the central hub of the lesser nobility. In the past, this was island. All the farmers and ranchers typically the Barons of D'Marosso, a line journey to the town to sell their wares that dates back to the early years of the and buy the goods they cannot craft D’Polarno rule. The patriarch of the themselves. Ghastria has no travelling family was Camar D'Marosso, whose merchants or vendors. Even the rare great-grandson and namesake currently

12 Quoth the Raven 20 resides in East Riding. Rumour has it the (and is periodically used by local artists D'Marossos have fallen out of favour as paint thinner). with the young new Marquis. Dark rumours surround the current Baron, and he is said to trade in dark magics and can The Docks share the secret of eternal life with those The small settlement known only as “the who can afford his cost. Docks” is quite literally that. Set in a rocky natural harbour, the Docks is Where to Stay: There are a number downhill from East Riding and just far of cheap boarding houses in East Riding enough away to be considered a separate to accommodate traders and farmers, but settlement. The center of town is the I would recommend few of these. There expansive set of piers and boardwalks are two large inns for travellers. The first that ring the harbour. is the Dark Heart, which caters to ranchers and farmers (average quality The Docks house much of the food, poor quality rooms). Merchants island’s fishing and trading fleet. The and wealthy travellers typically stay at entire population lives off the sea, and the Gold Wolf (good quality food and it’s been remarked that the town’s sole rooms). There is also the Useless inhabitants during daylight hours are Tastebud, which is known for its drink wives and children. Once, the Docks “Drowning-in-Sorrows”, a brew that were inhabited almost entirely by would be undrinkable on any other land fishermen. Now a sizable percentage of the population are traders and merchants The Black Baron The immortal Baron Camar D'Marosso was the vassal and servant of the Marquis Stezen d’Polarno prior to Ghastria's entrance into the Mists. He has long served as the Marquis' eyes and ears on the Core and at times has been the de facto ruler of Ghastria. As d’Polarno struggled with his curse and lack of will, D'Marosso took more and more power for himself. D'Marosso was also instrumental during the period when d’Polarno faked his death to escape mob justice. This earned the Baron even greater favour and responsibilities, as d’Polarno opted for less “hands on” ruling. However, after reinventing himself a second time, d’Polarno has taken back much of the power he formerly delegated, causing a schism with D'Marosso. Lamenting his declining status, D'Marosso currently resides in East Riding enjoying his local predominance. Corrupted by his evil habits over the centuries, D'Marosso has been transformed into a ghast, albeit one able to disguise its undead features through regular feeding. The dead D'Marosso is the master of Ghastria's cemeteries and rules the pack of ghouls dwelling within or roaming the countryside. When the bodies pile up after one of d’Polarno's celebrations, it is D'Marosso and his minions that clean up the scraps. When he had power, d’Marosso was content to restrict the number of ghouls on the island and limit their feeding. Now D'Marosso wonders if enough ghouls could depose d’Polarno and seize the island. Slowly, with the patience of an immortal, he is planning for the day when d’Polarno pushes him too far. D'Marosso is stockpiling corpses to feed to his slowly increasing number of ghouls as he builds a small army of the hungry dead. D'Marosso wonders how immortal flesh will taste. For more on Baron D'Marosso refer to the NPC Gallery. 13 Quoth the Raven 20

The Docks (hamlet): Conventional; AL N; CL 8; 100 gp limit; Assets 1,500 gp; food and spice to the island. At any Population 125; Isolated (human 99%, other given time there is a disproportionate 1%). amount of wealth sitting in the dockside Authority Figures: “Captain” Anthonie warehouses, perpetually under heavy Drake (de facto mayor), male human Ari 3. guard. There is a continual arms race for sellswords to guard warehouses and Important Characters: Guy Buonocore track down thieves, and for skilled (fence and acquirer), male human rog 4; burglars to bypass the defences and “Smooth” Bruno Dimarrco (Borcan escape the guards. smuggler), male human rog 5 I have few underground contacts in who call the hamlet home when not on Ghastria, but my discreet inquiries have the waves. revealed that there is no single organized Much of the hamlet is composed of thieves’ guild in the Docks, and that small houses built out of the remains of there is an unseen war raging between ships: old sailing vessels and the remains various criminal organizations, both of shipwrecks are salvaged and native and foreign, seeking a foothold in repurposed for building materials. Quite the Western Sea. I know that the a few sailors live on their boats, with all Dementlieuse criminal mastermind their worldly possessions kept below known as The Brain has begun deck. Retired seamen have started establishing a force in The Docks. I permanently mooring their vessels, so imagine it is only a matter of time before the village is spreading out seaward as one emerges triumphant. much as it is expanding overland. Where to Stay: No one who can The exceptions to the makeshift afford otherwise stays at the Docks buildings are the large warehouses overnight. There are occasionally rooms owned by the wealthy traders, which are above taverns that can be rented for the constructed of sturdy stone and mortar. night (or the hour). Most sailors that As locally grown food is flavourless, decide to stay overnight typically do so there is a booming business importing in the rented room of a working girl.

The Unseen Menace An aboleth known as Ony’lolago recently settled into a series of underwater caves close to the Docks, and has begun to spread its influence to the surface. The aquatic aberration is still lethargic after centuries of underwater slumber, and still spends much of its time in a hazy torpor. When the aboleth first began its rest, it was in a barren stretch of sea, but awakened adjacent to an island. This has confused even its great intelligence, and it is proceeding slowly. Foremost it is curious about this unfamiliar land and its inhabitants. The aberration has few thralls, having claimed less than a half-dozen former sailors. For now, the creature works through these agents, attempting to learn of this new world. These thralls have not been completely “broken in” and retain much of their humanity and free will. Most think they are suffering blackouts or walking in their sleep. They have no idea they are occasionally the puppets of an inhuman and alien intelligence. Ony’lolago is slowly becoming aware of a distant intelligence on the far side of the continent, one whose recent activity might have been responsible for its awakening. This intelligence quietly whispers to the aboleth during its sleep; Ony’lolago is growing increasingly curious about this strange presence and is planning to send agents to investigate. 14 Quoth the Raven 20

Norshore (hamlet): Conventional; Norshore AL CG; CL 7; 100 gp limit; Assets Far away from East Riding and the 1,500 gp; Population 75; Isolated Docks is Norshore, a small settlement on (human 99%, other 1%). the northeast cost of the island. This Authority Figures: Bluff Harker settlement is positioned to take (mayor), male human Ari 3. advantage of the Ghastrian Shallows, the Important Characters: Cardack aforementioned stretch of sea with ideal Blackwell (shipping magnate), male fishing conditions. There is little of human Ari2/Exp2 material value in this town, despite its inhabitants feeding much of the island: Recently, one trading company, there is nothing to steal except the fish. Blackwell's Watermen, has grown in power, working towards a shipping As one might expect, the majority of monopoly. The master of the company the population are fishermen. A small claims this is through shrewd negotiation number dabble as traders and make trips and exclusive contracts, but the talk along the coast to sell their wares at the suggests he has benefited from a series markets of the Docks and East Riding. of lucky accidents. Fishermen who have The few with larger and more seaworthy rejected him have had their vessels craft occasionally made treks to capsize or nets catch on the rocks, while Blaustein or Dominia to sell their wares. competitors run aground on unseen The fishermen with smaller vessels are shallows or are simply lost at sea. I have at the mercy of those with large ships, as my suspicions but care little, and I the traders are needed to sell their wares. suggest it is easier for our Brotherhood Norshore is mostly independent, with to do business with the company, and the local mayor acting on behalf of the advised Captain Howe to do the same. Marquis. However, he is little more than Where to Stay: There is no inn a figurehead, as the town is controlled by proper in Norshore. A Mrs. Milligan the merchants. The fishermen who risk operates a bed-and-breakfast (average their lives for the foodstuff see little quality rooms, good quality food) out of money, being unable to sail around the her home. Once the matron of a large island or across the sea to sell their family, she lost her husband and sons goods. Traders, acting as middlemen, when their boat was lost in a squall. Her make a comfortable living buying the home is beside the butcher shop of one bulk quantities of fish for a barely Todd Barker who does the cooking for adequate rate, then shipping them where her excellent breakfasts. they can fetch a higher price. Reavers in the Storm While at home in deeper waters, a small school of reavers has claimed the coastline around Norshore. They have struck an alliance with Cardack Blackwell of the trading company Blackwell's Watermen. The reavers were simple predators, content with unfocused raiding, but their obvious attacks threatened to bring adventurers or the gaze of the Marquis upon Norshore. Blackwell focused their attacks on his completion and convinced the reavers to guise their attacks as accidents. The reavers earn plenty of fresh meat and do not arouse suspicions. Blackwell is currently becoming a victim of his success. The reavers have all but eliminated his competition so he is having trouble finding fresh victims. But he dare not break ties with them or risk the safety of his own ships, nor can he unleash them on fishermen or traders he has agreed to protect. 15 Quoth the Raven 20

in the viewer. There were mundane Locales of Interest works of common paint and there were works augmented by a skilled magical As always, a number of smaller sites hand. There are works from the greatest also needed inclusion in this report -- artists of the Core, from all of the known places of interest or power in the islands in the Mists, works from hitherto countryside. During my journey across unknown lands, and even pieces that the landscape, I saw many curious places seemed to defy a human origin. and forgotten sites, but cannot include The collection is divided into three everything in this report, so I only list sub-collections located in three different those places which may be of interest to wings of the impressively large manor; my Esteemed Brothers and our three-fifths of the entire structure is continued mission. devoted to the gallery. In the family portrait gallery, I saw d’Polarnos dating Marquis Manor back several generations, and my host I visited the estate of the Marquis Stezen told me stories of his grandfather and d’Polarno. I used the guise of a great-grandfather. There is certainly a travelling scholar here to visit the famed strong resemblance between the Marquis art gallery of his forefathers (although I and his forefathers. “The blood is am sure my Esteemed Brother Dmitri strong” as a certain Esteemed Brother would mock my poor disguise, saying I would say. d’Polarno seemed rather really was a travelling scholar. distracted here, and kept turning as if he I was escorted through the collection heard something. by the Marquis himself, who seemed I suspect there is some magic at work slightly older than I was expecting. A in the gallery. As mentioned, it fills the man in his mid-twenties, Marquis majority of the sizable manor. But when d’Polarno III looks closer to his early walking the halls, the gallery seemed thirties and seems to be attempting to larger than it should have been, as if the hide the fact he is aging poorly. manor subtly grew to accommodate The gallery is impressive and has more pieces. I did not detect any overt grown to encompass much of the Manor: magic, so this could actually be an even rooms not officially included in architectural illusion paired with the "the gallery" have stray pieces of art daunting size of the collection. most museum curators in the Core would I should note that all is not as it give their right index finger to have seems in the galleries of d’Polarno. hanging in their collection. The While examining a breathtakingly collection is extremely impressive. terrifying painting of Mount Ghakis I The Marquis showed me through saw a pale fair-haired woman in the collections of portraits, halls of primitive distance. Moving onto the next painting, art, galleries of sculptures, and more. a stormy seascape with a fishing boat There were grotesque and yet beautiful tossed about the waves off the coast of works of depravity and torture Graben, I thought I saw the same figure (purchased by his grandfather, or so I on the boat. I turned to my host to ask if was told) and works of calm tranquility this was a subtle signature of the artist, that inspired a temporary enlightenment but when I looked back the figure was gone.

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Lady Annelise Once the mistress of King Oderic, Lady Annelise was the spell-caster hired to trap the soul of d’Polarno in his portrait, setting in motion the events that led to his fall and the creation of the land. She was repaid for her deed through a slow and painful poisoning. But Annelise refused to remain dead. Her spirit was tied to a painting d’Polarno made of her at the time of her death, Annelise is bound to the world of art. Her spirit can freely move between paintings in d’Polarno's gallery but she can never step beyond the frame. Annelise can interact with the contents of a painting as if it were real. To her eyes, a painted scene is real. However, she cannot move or modify any object painted in the foreground; she can sit in a chair but could not turn it to the side or move its position. The Lady can interact with objects in the background (closing a door, turning off a light) but cannot destroy or alter objects. A short time after she leaves the painting returns to normal. As silent as art, she finds it difficult to communicate with those outside. Annelise was partially responsible for the destruction of East Riding’s chapel, having moved to that building’s religious art and posed as a divine figure. Through careful prompting, the clergy discovered several of d’Polarno's secrets. The Marquis discovered some of their plotting and razed the chapel. Recently, writings of what the priests witnessed have been rediscovered, and the clerics of Ezra wonder if their Lady paid an early visit to the island. The destroyed husk of the chapel is on the verge of becoming a holy site for pilgrimages. For more on Lady Annelise refer to the NPC Gallery.

increase his reach across the sea, but I Slaver Cove doubt the Marquis would approve of his island being used in such a way. Hidden by the Mists on the Northwest coast of the island is a small inlet, used I mention this cove as a secluded by pirates and slavers. It is difficult to locale to make land, if one needs to find without direction, easily missed come ashore without the notice of the under the grey skies and fog common dock masters or merchant companies. near the Misty border. Thankfully, the Silence cannot be bought in the Docks inestimable Captain Howe discovered its and fishermen are prone to gossip. location. Here, slaves and workers captured on Stone Cairns the sea are held and sold. Many are Atop several small hills in the bought by the nobility as temporary and countryside are small stone structures. expendable playthings or extra servants. Mostly ignored by the locals, these are Thankfully, these occasions are rare and the cairns and tombs of forgotten for the most part the cove is just used for ancestors of the island's inhabitants. smuggling contraband. It is rumoured The cairns are larger than they look, the pirates of Blaustein make use of the built on flat ground, with artificial hills cove and Bluebeard is believed to have built-up around the structures. They some ambition at turning it into a grew as the dead accumulated, until each defensible dock. Having a second island hill was complete and the catacombs from which to launch his raiders would

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Slavers Rumour has it the bodies themselves The Vistani are not welcome as traders in were painted, and their bones remain Ghastria. Their barges are turned-away stained. I do not know for certain from the Docks, forbidden from laying because I did not venture far into these anchor. Fishermen are to report Vistani tombs before deciding the risk sightings immediately – although few do outweighed any reward. The dead do not to avoid the ire of the Vistani. rest easy in these cairns. The nearby This hostility is because a caravan hamlets have many tales of intruders aided a group of adventurers in stealing being haunted by visions of "painted the Marquis' portrait. While the portrait gods" or being cursed after the theft of could not leave the island, the Vistani some item from the gravesite. kept it with them, moving from place to place while forever pursued by the agents Flora of the Marquis, until a group of mercenaries managed to steal back the Ghastria is not a large island and most of portrait. it has been touched and impacted by people. For centuries, ranchers have Slaver's Cove was established before been nomadically wandering its hills and the Vistani were unwelcome, with the farmers claiming their lots. There is travelling people trafficking in flesh, precious little wilderness in Ghastria. providing the Marquis with victims for Most of its native plants have dwindled his revelries or entertainment for the in number and are now only found in the same. Ever the entrepreneurs, once they deeper woods. were barred from the island the wandering folk began taking advantage of their secretive mooring place to bring Painted Gods ashore things not easily moved past The ancient dead of the Ghastrian cairns customs, such as drugs from Hazlan and sleep lightly. Once heroes of their clans, fresh food that might be "impounded". they painted themselves to be representations of their gods and gain their power and favours. In death, the capped by crude stone piles and standing bodies of the chosen were adorned with stones. Inside are the ornate graves of the holy paints. many ancients, with mud-plaster walls They guard their possessions and decorated with painted drawings and remains jealously, often tormenting those symbols. The dead clutch ancient relics, who disturb their rest. These restless dead objects of great value interred for can travel magically as coloured smoke, reasons only the ancients know. These and are relentless when reclaiming what priceless objects are as much works of is theirs. Sometimes they merely torment art as archeological finds, beautiful to thieves with visions, but sometimes the behold. ancient dead destroy prized possessions or strike through loved ones. A few are unhappy with their small lairs and long for the warmth of flesh. These dead can inhabit the bodies of those who remove items from the cairns. Possessed victims have their skin stained with the appearance of warpaint. 18 Quoth the Raven 20

Examining soil and sediment is not Umbral Grey my speciality, but I have learned enough to say that Ghastria was once heavily Umbral weed is relatively easy to find forested. These were likely varieties of growing in the wild with a DC 15 oak, birch, pine, and beech. Outside of Knowledge (nature) or Profession (herbalist) the two small forests, there are precious check. Umbral weed can be turned into a few trees remaining, due in part to the paint known as umbral grey with a DC 12 lumber industry. The wind and hard sea Profession (herbalist) or Profession (painter) breezes are not kind to the trees, check. frequently toppling isolated specimens. Umbral weed is fairly poisonous but the Small fruit trees are somewhat common distilled paint is even more toxic, thankfully across the island. Initially introduced for only when ingested. The taste of umbral grey orchards, they have spread wild across is nauseating, an exception to Ghastria's the countryside so it is not uncommon to normally flavourless plants. There are ways find wild fruit available. Berries are to mask the flavour of umbral grey, but these more rare and typically confined to are known only to the Marquis Stezen gardens. Given that few plants have any d’Polarno and the Baron Camar d’Marosso. taste it is hard to tell ripe berries from When these techniques are employed, unripe, let alone toxic ones. victims suffer a -4 penalty to saving throws A wide variety of ferns grows across against umbral grey. the island, especially near the coast and Umbral Weed streams. Gorse is also common and Ghastria has several varieties of this Type poison, ingested; Save Fortitude hardy plant. A few varieties have proven DC 11 especially vociferous and have been Onset 15 minutes; Frequency 1/ minute declared weeds by local gardeners. for 2 minutes Most surviving native plants are Effect 1d6 Con damage and sickened; notable for the hue and colouration, Cure 1 save which makes them usable in paints and Cost 50 gp. dyes. This is part of the reason they have survived and thrived, being cultivated Umbral Grey for their use. Local staples include a Type poison, ingested; Save Fortitude variant of St. Jon's wort, dogwood, DC 14 pigsweed, weld, mullen, bloodroot, Onset 5 minutes; Frequency 1/ minute broom, woad, and umbral weed. The last for 6 minutes is unique to the island and is the most Effect 1d6 Con damage and nauseated; striking shade of grey, but as a plant is Cure 2 saves deadly poisonous. Cost 200 gp Farmers also grow a small variety of grains in their local plots, typically rye I was told the local crops were used and wheat. The local grains are hearty to make a variety of spirits, such as beers and sturdy, yet often as tasteless as other and whiskey, but because flavourful produce and typically used for plain harvests come so seldom, this was not a white breads so the absence of flavour productive use of grain. The island is will be less missed. practically dry, save what is brought by the sailors or imported by the wealthy.

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Flavourless Fluid hide of the island’s last wolf hanging in his study (and it is not a particularly Ghastrian alcoholic beverages have no striking example of the species either). taste, but still have the burn of harder alcohols unless diluted or brewed to be Birds are by far the most common particularly smooth. Due to its increased animal, moving freely between the small value when undetectable, most Ghastrian islands and feeding off the ample fish. brewers aim for the least rough drinking Common are sparrows, wrens, gulls, experience. owls, tits, woodpeckers, robins, and blackbirds. There are a number of birds There is a small underground market of prey including kestrels and hawks. for Ghastrian’s tasteless liquor. Many artists rely on the substance to find their While not technically island fauna, muse or escape from creative failure. As fish are the animal most commonly poor artists, they can seldom afford the encountered. There is such a wide imported flavourful liquors. variety in the surrounding waters, I scarcely know where to begin. The warm Others enjoy the illicit uses of a currents from the north bring with them flavourless intoxicant, using it to lower a wide and varying variety, especially inhibitions or impede judgement. A few larger and more exotic species. immoral merchants rely on Ghastrian Meanwhile, the cooler currents from the spirits to gain an advantage in business south bring their own varieties. dealings. Theoretically, as long as it is a salt-water Ghastrian spirits are one of the few fish it can be found of the coasts of exports that sell well in the Core. The Ghastria. Common fish include cod, spirits are used by many who wish to take haddock, capelin, and herring but I have advantage of almost undetectable alcohol. also heard of more exotic varieties, such as marlin and dolphins. Sharks are also There are a number of distilleries that brew drink from the flavourless crops, Whalers but these typically only allow the desperate to escape sobriety, or aid those A booming business, whaling is a wishing to take advantage of alcohol that reliable way to end up rich, if one can cannot be detected. survive. Whales are hunted for a number of reasons. The meat is edible and a tasty staple of Ghastrian cuisine and an Fauna expensive delicacy to the mainland. Whalebones have a number of uses and An isolated island, Ghastria possesses there is a growing artistic medium in only a few animals common on the carving them. mainland. Typical animals are smaller mammals such as hedgehogs, moles, Whales also produce ambergris, a badgers, foxes, and hares. There are a waxy foul-smelling excretion that can be few deer that live in and around the used in the making of perfume. woods, but these are growing In the Mists, whales do not always increasingly rare. There are precious few remain dead. Whales cruelly or predatory animals on the island, most disrespectfully killed sometimes arise as having been hunted to extinction zombies. There are rumours of a land in generations ago. The Marquis has the the Mists where a whale even rose up as a revenant, hunting its killer. 20 Quoth the Raven 20

common along the coast, posing a hazard Encounters in Ghastria for any attempting to swim in the waters or unfortunately washed overboard. Wildlife: CR 1/10 – bat; toad; CR 1/8 While not as common around Ghastria - rat; CR 1/6 – donkey; lizard; raven; CR as other waters in the Western Sea, they 1/4 – cat; owl; pony; weasel; CR 1/3 – still claim many lives every year. dog; hawk; CR 1/2 – badger; eagle; CR 1 – dog, riding; manta ray; octopus; shark, There is also an abundance of medium; CR 2 – boar; lizard, monitor; shellfish off the coast. This is mostly shark, large; CR 5 – whale, orca; CR 6 – lobster and clams, but there are fertile whale baleen; CR 7 – whale, cachalot; CR crab waters off the western coast. 8 – octopus, giant. However, as this is perilously close to the Mists the sea currents, are Monsters: CR 1/3 – cat, crypt*; dire unpredictable. Sudden storms are rat; skeleton, human commoner; CR 1/2 – common. Many lives are lost in the geist*; jermlaine*; zombie, human pursuit of crabmeat. commoner; CR 1 – bakhna rakhna; bat, carrion; ghoul; ghoul, lacedon; sea spawn, I should also note the whales of minion*; CR 2 – carrion stalker*; dire Ghastria, as a number of larger pods badger; dire bat; skin thief*; CR 3 – regularly swim nearby, passing the broken one; cat; ghast; impersonator; island twice in their circular tour of the remnant, aquatic; lycanthrope, wereboar; sea. As Ghastria’s trading ties with the shadow; wight; CR 4 – reaver*; wight, Core have strengthened so has its dread*; CR 5 - nightmare, dread*; sea interest in whales, now a burgeoning spawn, master; wraith; CR 6 – bastellus*; industry. Mostly operating out of the jolly roger; zombie, sea; CR 7 – aboleth; Docks, whalers risk much but have the chuul; ghost; spectre; CR 8 – ghoul lord*; opportunity to make much money. CR 9 – shark, dire. Magical creatures are not unknown in Ghastria, and there are a large number Ghastrians have pale skin that is of carrion crawlers that dwell in the hills frequently tanned and worn from the sun and coastal caves. Ghouls and other and wind. The salty ocean breezes take eaters of the dead are also common, such their toll on the local complexions. as cannibal zombies. Aquatic threats are Inhabitants typically have dark hair of far too common such as massive pre- varying hues, but there is some variation. historic sharks or lobsters altered by the Those with fair hair are less common but Mists into huge deadly beasts. not unusual. There is no predominant eye colouration and it is as common to People see blues and greens as it is to see browns and hazels. The folk of Ghastria physically resemble As I shall describe in the History those of Mordent and Dementlieu, which section, the folk of Ghastria claim to be is hardly surprising given the claim of a the descendants of noble families that set shared heritage. More accurately, I might sail from Dementlieu generations ago describe them as resembling the and settled the island. These ancient population of Richemulot given the founding families interbred for some increasingly mixed heritage of that time before they started marrying population. servants, local fishermen, and even

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The Ghastrian Hero Races: The majority of Ghastrians are human. While not overtly racist, the domain's isolation and remote location works against its diversity. There are a number of and half-elves in the cities. These came from Sithicus when the two lands were connected by a Mistway; some were trapped after the Grand Conjunction and have accepted their exile, while others have settled down willingly. Classes: Bards are a common class, for their musical and creative inclinations. Fighters, rogues, and rangers are also quite common. Clerics and paladins are very rare, after religion was unofficially banned on the island for a few generations. Given the lack of open wilderness, barbarians and druids are rare. Recommended Skills: Appraise, Craft (sculpture, painting), Gather Information, Knowledge (nobility and royalty, local), Perform (dance, oratory, sing), Profession (fisherman, merchant, sailor), Swim, Use Rope. Recommended Feats: Ancestral Legacy, Athletic, Endurance, Investigator, Iron Will, Muse, Negotiator, Persuasive, Smitten Ghastrian Male Names: Alexandre, Blaise, Danyel, Estienne, Guillaume, Isembart, Romain, Ralf. Ghastrian Female Names: Alize, Avice, Beatrice, Fleurie, Isabeau, Joan, Laurente, Margery, Victoire.

shipwreck survivors. The resulting The Ghastrians view themselves as bloodlines are so mixed and convoluted old souls with a potential for greatness. there is no longer any clear heritage. It is a rare Ghastrian that does not have The surviving noble families – some small creative endeavour as a side typically legitimate births and first-born hobby. It is less common amongst the children – claim a superior heritage, but traders and fishermen, who tend to be with few clear birth records this is less artistic, but this might be the result difficult to prove. However, the wealth of long hours and hard work leaving few and estates of the surviving nobility give free moments for creation. Because of them an air of respectability; they try this noticeable feature of the populace, very hard to act the part of nobles. This Ghastrians have a growing reputation as posturing has variable results: the people brooding or tormented artists, especially of Mordent view Ghastrians as elitist amongst the romantic and foolish youths fops with more in common with of the Core. More noteworthy scholars Dementlieu, while the actual and critics dismiss the Ghastrians, a view Dementlieuse view the islanders as I rather agree with. While I am sure common fishermen playing dress-up. some of their work has merit (I know Having spent time in both lands I see one of my Esteemed Brothers is fond of elements of both in the Ghastrians: the invoking the “Law of Averages” in such nobles are clearly imitating the matters) the majority is trite, cliché, and behaviour of Dementlieuse and Borcans utterly terrible. to the point of exaggeration, but the common folk are as humble and plain as Daily Life any fishermen, unless you ask them The Ghastrians have a lifestyle known as about their hobbies. “Island Time”. One needs to be on

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Island Time or understand it to interact At first this behaviour was curious at with the natives. While I view myself as best but I quickly adapted to this aspect adaptable and quick of wits, this was of Island Time. Of course, my hobby is initially infuriating! All Ghastrians plan more scholarly, but I was pleased to their days around two activities: the tides discover I was not the only enlightened and their leisure time. soul who spent his off-hours in East Being an island, the tides are Riding's limited book stores or perusing immensely important to everyone. a noble’s private collection. To each Fishermen of course need to arrange their own. their days accordingly, but businesses Thankfully, most Ghastrians are able that rely on the fishermen also need to to restrain themselves and perform their vary their days accordingly. Merchants, day-to-day activities even when they craftsmen, and vendors seldom keep would prefer to be engaging in their regular hours and are simply open when leisurely pursuits: the need to feed and it is convenient. The local market clothe oneself is urgent and omnipresent. squares have rotating occupants who A noted few have less restraint, which come when it is convenient and leave the locals forgive and dismiss as having whenever. a loud muse that cannot be ignored or Leisure is equally important as the spark of true genius. I am less everyone has a hobby, from the elder forgiving of the dereliction of one’s fisherman who carves whalebone responsibilities. A local I had hired as a sculptures to the merchant who writes guide abandoned me one morning sonnets. All Ghastrians tend to set aside claiming he had just been struck by an hour or two every couple of days to inspiration, leaving me to find my own indulge themselves in their pursuits. way across the island. I instantly They schedule their days around their regretted having paid in advance, but free time, giving priority to their thankfully the dependable Captain Howe personal pursuits. arranged for a couple of his stouter men to secure a refund. Tortured Artist One of the artistic expatriates currently living in East Riding, Astolfo Pagnotto, is a Borcan musician. He is known for is passionate yet dark music and gripping melodies. He has performed in various venues across the Core, mostly confining himself to the West. While most musical critics and scholars are dismissive of him, his music and performances are popular with younger audiences. Pagnotto has a reputation as a brooding yet sensual soul and has left a trail of broken hearts in his wake, along with several illegitimate children. Having struggled with his most recent pieces, which were not well received, Pagnotto decided to rest in Ghastria to renew himself. He is also hoping to escape the wrath of one Piero Fiorentini, the father of Tecla Fiorentini, who found herself with child after Pagnotto performed in Sturben. Fiorentini is enraged and seeking vengeance for the dishonour brought to his family. However, Pagnotto has proven skilled at eluding capture. More recently, Pagnotto has caught the attention of a red widow, who now seeks his affection. She will not tolerate someone else interfering with her beloved, and may respond violently. 23 Quoth the Raven 20 The Muse When the artists of Ghastria speak of being inspired by their muse, not all are being strictly metaphorical. Wandering across the land is a spirit whose presence inspires those it deems interesting. The ghost is a failed artist who dedicated herself to what should have been her greatest masterpiece, forgoing food and sleep until its creation. She died of starvation just before it could be completed and the painting was sold for a pittance to pay her debts. The buyer saw it was incomplete and eventually finished it, unknowingly aided by the ghost. With the painting complete, the buyer claimed the finished work as his own and sold it to a gallery in Chateaufaux. The spirit was outraged but could do nothing, and her anger prevented her passing. Now the spirit is torn and conflicted. In enabling the completion of her life’s work, the ghost discovered she could influence the creativity of nearby artists. She is still driven to create, and works through the living, but never stays for the completion. As she will never receive credit, she cannot bear to see the works of her unlife finished and claimed by lesser hands. Those who manage to finish on their own earn her wrath, and discover she can sap creativity and as easily as she can gift. The Ghastrian national obsession tends to attract like-minded folk from Fashion across the Core and even farther away Sturdy clothes are the garb of the island. lands. I met an engraver from Paridon Common folk favour wool and linens, and a woodworker from a small town in dyed simple colours with the popular Nova Vaasa. Occasionally, a celebrated hue varying every few years. The nobles artist from the Core will decide to of Ghastria wear imitation dress of the vacation in Ghastria to "soak-up" the mainland’s upper class. artistic ambience. I met no less than three expatriates in East Riding, Fishermen, lower merchants, and including a noted composer who, I ranchers lean towards simple and remember, fascinated my young niece. functional garb: thin linen shirts with sturdy wool or hide pants and a heavy Most recently, the “art” of alchemy vest or coat that can be removed when has found some interest in Ghastria. A hot. Given the unpredictable sea number of foreign intellectuals heard weather, most Ghastrians dress in layers about the curious properties of Ghastrian and have a warm jacket ready in the food and have come to investigate. event of rain. Tall boots are also Mostly hailing from Lamordia, these fashionable yet functional, with only the chymists wonder if the science could be poorest not investing in solid footwear. used to find a way around the cursed Currently, the favoured footwear is tall soil. Others are hopeful the soil can be leather boots with the top folded-down. used to make unpalatable medicinal elements easier to swallow. Quite a Women favour fancier and less number of Borcan alchemists have also sturdy dresses of the finest material they shown an interest, but I wonder if they can comfortably afford, typically linen are more curious about the possibility of or fine-woven wool. Jewellery and rendering plant-based poisons tasteless. accessories are an important sign of wealth, so most women try to have a variety of complementary items for their

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wardrobe. Like the men, they dress in layers, with shawls and outer-coats kept Food handy in the event of colder weather. It is no surprise that fish sits atop the list Nobles do their best to imitate the of Ghastrian dishes, being found in large mainland, with their attempts being numbers and possessing a flavour that perpetually three or four years behind other local dishes lack. It is used as the most recent fashions. Silk, cotton, primary ingredient of most local meals, and more exotic fabrics are also often and as a seasoning for other items. Fish too expensive to import, or for these is so predominant I quickly grew quite lesser nobles to afford, so they badly sick of it, and the flavour repulsed me mimic the designs using coarser for many a week after. Again, I much materials. The more elaborate and lament the fact this was but my second delicate garbs seldom hold up well to the stop on the tour of the seas. salt air and sea winds Given the limited staple, Ghastrians However, this is just a general and have myriad methods of preparation, generic overview of the land’s fashion. hoping variety in presentation will make Given the local’s unique worldview up for a lack of ingredients. I have seen (described below) the fashion is often fish stewed, steamed, flaked, boiled, adjusted or modified to fit each smoked, baked, fried, and more! It is generation. Dramatic colours are the possible to have very different fish meals norm now; while not necessarily bright, three times a day. Early in my stay I had colours are vivid and stand-alone, a kipper breakfast, breaded fish for lunch seldom mixed or patterned. with a side of fried potatoes (heavily salted), and a fish-steak for dinner.

Aside from fish, the local dishes tend to make use of a hodgepodge of You Are What You Eat Founded a half a century ago, the Divinitié de la C’air is a culinary organization that stages an elaborate meal every month, with members taking turns trying to outdo each other with delicious and exotic meals. Members import food at great expense, so only the exceptionally wealthy can afford membership for long. The group hires hunters and adventurers to seek out rare fruits, animals and spices, then bring back specimens that can be prepared as meals. They’ve financed multiple trade missions with Sri Raji and other exotic lands. Thirty years ago, when the group felt they had eaten everything possible, Baron Camar d’Marosso briefly joined the group and introduced a new idea: human flesh. At first the members were aghast and it took a number of years for them to succumb to temptation, then they discovered something few know: the meat from intelligent creatures retains its flavour on Ghastria. Importing not being required, this made the meat eminently affordable. Now the group feels it has exhausted humans and is looking enviously at other demihuman races, especially elves and halflings. The group is only just now noticing an unusual side effect of their cannibalism: their aging has slowed but they must consume the flesh of an intelligent being each year or suffer symptoms akin to withdrawal, followed by rapid aging and death.

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ingredients. Given the locals live with suffering endured after ingesting local bland food most years they are meals, but these frequent visits to the accustomed to mixing ingredients most privy or the edge of the deck are strictly others would blanch at, but which the mundane in cause. locals cannot taste. They base their meals on complimentary scents and textures, mixing and contrasting between Language firm and soft foods. Cows and sheep are The Ghastrians claim to be the raised on the island specifically for their descendants of Dementlieu. This rumour differing texture, a change from is strengthened by their shared language: omnipresent fish. Common staples of Ghastrian is a terrifying mixture of High other lands, such as soups and stews, are and Low Mordentish with some limited rare on the island as they make the evolution attributed to a few centuries of ingredients a uniform texture, depriving isolation. For example, the Ghastrians the last ounce of joy from imbibing. refer to Dementlieu as la Ter de Mèr – a name which threatens to make my eyes Imported spices are also common, bleed (it should be la Terre Maternelle). especially with the nobles who make liberal use of salts and peppers. A few Older generations of Ghastrians enterprising locals are experimenting apparently worked to keep their with ways of distilling salt from language “pure”, avoiding degradation seawater in large quantities, to sell of the Mother Tongue. Ironically, they locally. rejected changes that the Dementlieuse embraced, so Ghastrian roughly sounds The largest risk with the local food is like accented and antiquated Mordentish. testing the quality of the meals. It is a New concepts and innovations of the last common practice of the island’s inns to two centuries often have different names pass inferior meat and produce onto non- and backgrounds. However, since locals knowing they will be unable to conservative Ghastrians scoffed at notice that it has gone off or is overripe. adding new words, the local dialect has Some more foolish foreign sailors claim many compound descriptors, which have the island’s food is cursed because of been abbreviated to contractions creating a curious slang. Since the revelation of the land, the Language Primer island’s language has been influenced by Art – Artz sailors and traders from across the Fish – Phoissom Western Core. Local knowledge of Harbour – Phortes foreign tongues has been greatly impacted by sailor parlance; when a Magic – Mhagei guide attempted to give me directions in Monster - Behte Vaasi he used “starboard” and “port”. Paint – Painder The nautical instructors have also Rain – Rhaim introducing many of the colourful phrases only sailors know into the local Sailor – Marhin vocabulary. The Ghastrians I spoke with Sculpture – Bhoust had no idea of their Lamordian phrases’ Sea - Cha salty meaning. Even the Ghastrian Storm – Pluye

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nobility knows how to curse in three artistic movements to the behaviour of languages or accidently drift into the populace. Each generation of nautical terminology. Ghastrians embraces its own artistic style or movement, rejecting the conventions and values of their parents. Beliefs & Worldview This in turn influences elements of Ghastrians have a lyrical worldview politics, beliefs, fashion, and even influenced by generations of musicians, personality. artists, and poets. There is no single To properly evaluate the Ghastrians I dominant or prevalent worldview or took copious notes, which I then philosophy I can point to as “archetypal dispatched to mainland art critics or Ghastrian”. Esteemed Brothers with knowledge of A Ghastrian’s worldview and such matters. Two generations ago, attitude is based on whatever art form or Ghastrians had very much embraced medium they follow: a poetry enthusiast romanticism as the dominant artistic might view the world in allegories and movement. Currently, the dominant flowery metaphor, a painter in movement is fauvism, as embraced by composition and hue, and a dramatist the adults of the land. In response, the might divide the world into tragedy, youth of Ghastria are experiencing a comedy and history. Even the working swelling of realism and naturalism but it class fishermen have an artistic slant, remains to be seen if this will gain with most enjoying the rhythm of sea permanence. shanties and working songs, pacing their There are also elements of life on tempo and tone. An individual’s bohemianism in a minority of Ghastrians artistic inclination colours their – typically those of mixed heritage, behaviour and attitude and all aspects of especially those with Vistani blood. their life. This is not to say everyone on Non-natives and those of shared familial the island is an eccentric artist. Most ties often do not share the mindset of the people keep their expressive preference populace, often simply following the to themselves, restricting it to their dominant trends. private life. There also many numbers of other Local Ghastrians tend to socialize philosophies that draw people from with people of the same artistic leaning: varied walks of life, these are mostly the painters group with painters, sculptors usual fraternities and guilds with some are friends with sculptors and so on. This mutual goal or ambition found in any is not merely clubs or associations of land: hunting lodges, gentlemen’s clubs, likeminded fellows, they simply and the like. I mention this only because congregate together. It is almost innate, a surprising number have dietary with Ghastrians of similar dispositions prohibitions or restrictions: philosophies just finding each other. that advocate vegetarianism, or raw In previous lands I would attempt to food, or avoiding animals seen as use the science of sociologistics to study unclean. A few groups even promise the populace’s behaviour and mores. In adherence to their lifestyle will prolong Ghastria, I found few common or life, stave off illness, or promote traditional social movements at work and creativity. There are even a few culinary instead had to apply art theory and

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organizations, although the benefits of such a group are lost on me. Arts & Trade It is hard to write a separate section on art for Ghastria when so much of their Religion lifestyle is interwoven with their art. I For the last few generations, organized almost excised this section as religion was banned on the island. The superfluous. Instead, I decided to focus first Marquis closed down the chapel in on trade and art as a commodity. East Riding and abolished religion. For a Despite the prevalence of Ghastrian time it appears attempts were made to art, little of it is traded overseas. There worship quietly in the home, this caused are occasional talented individuals the number of faithful to dwindle due to whose works become vogue for short isolation and fear of interaction. This periods, but few have any lasting or unofficial "ban" was slowly lifted over a permanent value to the Core. Few number of years. Ghastrians make a true living as artists. Given their background and claimed However, while few Ghastrians produce former nationality, it is no surprise the worthwhile contributions to art, the sheer Church of Ezra is establishing a foothold amount of art produced still generates a on the island. Missionaries of the Home tidy revenue flow for the island. Faith landed on the island in 755 and Craft goods are curiously rare. While began to convert the locals. the populace undoubtedly has the talent The priests began construction of a for well-made and quality goods, small cathedral five years after they production is unheard of; Ghastrians arrived, but the building remains make what they need or enough to earn a unfinished. The locals hold services in living but few craftsmen exist that makeshift shrines built into existing produce goods worthy of export. No structures. The cathedral’s dedication is matter how creative or skilled the anticipated to be in four or so years, craftsman is, they prefer to funnel that close to the faith’s centennial. Numerous talent into non-utilitarian works rather local artists have been hired for its than useful items of beauty. construction and the cathedral’s massive For example, a skilled woodworker ceiling mosaic is being heralded as a would rather create a sculpture from a masterpiece in the making, with its block of wood than turn it into a set of planned design telling a pictorial history chairs that would pay his bills. And, of the entire realm. instead, he would work as a manual The priests typically hail from labourer to support his creative Dementlieu, and follow that nation’s woodworking hobby. dogma. A few preachers from rival In terms of trade, Ghastria produces denominations have recently landed and an unsurprising amount of fish, which is begun attempts to sway the converted or sold along the Core’s coastlines. Rarer attract more followers. While most deepwater fish and shellfish are the most factions have been civil, the Darkonian commonly traded foodstuff. Whales are clerics have been particularly vocal in especially profitable. Local traders make their condemnation of the other a comfortable living exchanging denominations. Ghastrian fish for fruit and vegetables grown on the Core.

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It should be noted that Ghastrian make an… interesting reading. artists are not limited to the physical arts Speaking of art, a mention should be and there are a large number of poets made the most famous artistic work from and other writers residing on the island, the island, the writing of the first both local and expatriates. The current Marquis d’Polarno. It is well known that trend in Ghastrian literature is the dark the Marquis was a dark and evil soul, and supernatural, possibly prompted by which shows in his work. The Marquis the volumes of Erick Alain whose stories wrote extensively during his life, are quite popular, despite persistent penning essays and short stories, often rumours they "encourage deviant with a dark erotic slant. Even now, years behaviour" from their readers or "corrupt after the Marquis death, new works of the youth of today" as his critics allege. blasphemy, torture, and pornography are The young Lamordian expatriate Jayde unearthed and discovered. The works Rothwelle also lives in Ghastria with her frequently mock and parody organized lover, the poet Clare Rothwelle. I've read religion or authority figures such as the works of young Miss Rothwelle, all judges, merchants, and lesser historical fictions, and I would aristocracy. recommend them to my Esteemed Brothers. I've acquired several copies The Seer and attached them to this report, they Once the loving wife to a lesser The Writer Lamordian noble, Jayde Rothwelle ran away with her poet lover to Ghastria. A writer of dark and macabre horror Once there, Jayde married her lover stories, Erick Alain has a reputation as despite her earlier marriage. Her old one who corrupts the youth. There husband is still looking for his wayward have been several noted incidents of wife, hoping to take her back. young fans repeating acts they read in his works or following examples of Mrs. Rothwelle writes historical their fictional heroes. fictions, based on tragic events from the early years of the Core. She pulls What few know is that the books interesting and dramatic incidents from actually do corrupt their readers, several lands, all adaptations of well- bringing out their dark side or known events, and uses them as the encouraging them to act on repressed inspiration for tales of loss and murder, desires. While only a small number of darkness and curses, horror and betrayal. individuals respond to each book, the numbers are increasing. What few know is that Mrs. Rothwelle is unknowingly and unerringly Alain himself is unaware of the reciting the true origins of several effects of his book, being little more darklords, including Strahd von Zarovich, than a puppet. The editor of his works, Wilfred Godefroy, and Camille Dilisnya. an named Lyanna, is in actuality a Rothwelle does not realize what she is shee from the Shadow Rift. The fey writing, and says her inspiration comes to creature is interested in the human her in dreams. So far, the tales have been reaction to art and is using Alain to dismissed as sensational fantasies and compose her works. She is fascinated have escaped notice but it is only a matter by the subconscious manipulation of of time before someone notices the mortals, as well as their comparatively similarities between her works and the strong emotional reactions to art. truth. 29 Quoth the Raven 20

These foul and libertine works were polite society of his homeland. He first discovered during the looting of the moved to a remote land with his Marquis' manor in 737 B.C. and have extended family and an army of servants, since spread across the Core, printed and took command of the local secretly and distributed despite their population. This is likely part of the illegality in many nations. They have land's False History, or part of its history become a desired taboo, an open secret prior to being taken by the Mists. spoke amongst the nobility. Now, a The fallen noble declared himself the generation after the Marquis death, when monarch of the new land, and adopted the memories of his tyranny have faded, the title “king”. The oldest son followed he is being held-up as an icon by the his father’s example, but only permitted grandchildren of the revolution. his brothers to take the lesser title of marquis. The succeeding generation then History passed the marquis title to their own heirs, quickly creating several competing The local history of Ghastria is not an families. easy topic of research. Enough books It is worth noting that the noble is and material exist to piece together a quoted as moving to "a remote location" lengthy and expansive history of the and "an unsettled land", not explicitly land, but much of the work of the last mentioned as an island. However, the two centuries is poetic in form and locals are described as farmers and written for dramatic effect or thematic ranchers more often than fishermen, elements, rather than historical veracity. suggesting Ghastria was not always a Finding the distinction between the true island. However, as there are no false history of the land and its founding maps and the text is vague, this could proved awkward, as there were two just be conjecture on my part. possible moments. I have decided to The earliest histories are curiously describe both for the sake of the most authoritative, being less… comprehensiveness. poetic. They are descriptive yet simple in their prose and structure. In short, they Early History read like history books. It is only after The earliest history speaks of the island the first possible moments when being colonized by a fallen but wealthy Ghastria entered the Mists that the noble who had been expelled from the histories became more creative, Dread Possibility: The Polonists A dark, hidden cult of sadists, the Polonists follow the work of first Marquis d’Polarno. They reject the aristocracy and religion, believing only in the satiation of desire. They have small underground meeting rooms where they discuss and enact their desires, often using kidnapped victims or purchased slaves to sate their urges. Initially just a group of like-minded deviants, the club has grown influential as a growing number of wealthy and influential figures have joined. Some years ago, a few bold members journeyed across the sea to start new clubs in other urbane locations. These smaller groups are just beginning to grow, but members now visit from other lands to take the opportunity to enact fantasies they dare not do at home. The cult's connections and influence are growing and spreading. Someday soon, the club's owners might decide to try their hand at influencing policy and see how much power they have. 30 Quoth the Raven 20

suggesting the earliest date is also the extremely erratic, flowery, and poetic – most likely time of entry. the descriptions of being isolated could Counting back through generations, I therefore be entirely metaphorical. But would place the colonization of the the inclusion of both elements so closely island roughly four centuries ago. Since dated together make a strong case for the island joined the Sea of Sorrows, the this being the date of entry. Ghastrians have claimed that their Noteworthy events from this period homeland was Dementlieu, but the include the deaths of the entire ruling details of their original homeland are family and most nobles, who were all sparse. It could have been anywhere, apparently poisoned at a feast. The last even Nova Vassa or some fallen land. king of Ghastria, King Oderic, died at While the shared language would this time, along with almost all the suggest otherwise, the forces at work in marquis (at that time his distant cousins our land mean this cannot be conclusive. and kin). The only survivor of the Into the Mists Pasques Massacre was the Marquis Stezen d’Polarno, the grandfather of the A little over two centuries ago current Marquis: Stezen d’Polarno III). It (somewhere between 580 and 560 B.C.), was at a great seasonal feast, a holiday Ghastria likely entered the Mists as an known as Pasques, that the entire royal independent Mistbound island. family was killed. A spring rebirth This is based on two pieces of festival, but has not been celebrated on evidence. Firstly, by the sudden change the island since and the day has a dark in the narrative style of the histories, and reputation. secondly by repeated historical Earlier, before the massacre, the first descriptions of the land being “cut-off” d’Polarno had a reputation for kindness and its being “isolated and alone”. and equality, much like his grandson’s However, as Ghastrian history books reputation. He was very popular with the become exercises in poetry at this point common folk, but in the years leading-up – with the narratives of this period being to the massacre, d’Polarno suddenly

Dread Possibility: Pasques Occurring just days before the spring equinox, Pasques was a festival of renewal, a day of celebration. Celebrants engaged in simple rituals, like cooking and eating eggs and drinking fresh water from the winter runoff. It was a time of happiness until the Marquis Stezen d’Polarno killed the royal court. Pulled into the Mists, d’Polarno soon discovered he could regain his mortality at the equinox and solstice. Coincidentally, the first day he was able to plan for this returned humanity was on the following Pasques, the anniversary of his entry into the Mists, and he planned a grand celebration. So many people died, it was impossible for the survivors not to notice the drop in population: everyone lost a neighbour, friend, or associate. This second massacre forever associated Pasques with death instead of rebirth. Save occasional small parties or potent adventurers, d’Polarno has all but written-off this day as a time to renew his emotion. A death at Pasques just attracts too much attention. However, when the opportunity does present itself he is unlikely to resist the temptation and act rashly without proper forethought. 31 Quoth the Raven 20

developed his infamous reputation for lush and lavish lifestyle, holding opulent cruelty and heartlessness. and extravagant balls every few months. Visitors to the land were frequently invited to these festivals of hedonism Tyranny and decadence, but few told their tales Despite being the sole survivor of the after. royal line, the Marquis declined to The balls and manor of the Marquis assume the title of “king”. He still soon developed a high upkeep cost, assumed leadership of the land. This is which was levied on the populace. The quite probably when Ghastria entered the only income came from a reliable Mists. Presumably, the Watchers in the Mistway that led to the enchanted forest Shadows witnessed d’Polarno’s of Sithicus, and the fey of that land were mercilessness and granted him power. If infrequent trading partners. Still, the fey he were responsible for the famous wood proved a viable gateway to the rest Pasques Massacre then this might be of the Core and merchants could not be even more likely. held back. There are a number of histories of Archetypal of d’Polarno's cruelty this era, including The Unauthorized was the destruction of the chapel in East Biography of the Marquis Stezen Riding, essentially abolishing religion on d’Polarno as told by His Vassal, the first the island. Little reason was given for Baron Camar d’Marosso. This tome is this condemnation of faith, but there are part of a collection of works, penned by rumours the priests had discovered a the Baron a little over two decades ago. dark secret of the Marquis' and were The book is light on details and glosses punished for their curiosity. Given later over much of the violence of this early rumours of the high body counts after his period, but has the redeeming quality of balls, I suspect the clergy asked too being readable (as it was penned by an many questions about the influx of individual who claims to predate the corpses. Or perhaps the clergy had just land’s entry into the Mists). However, gained too much power and influence the Baron was absent during the over the common folk of the island and revolution of 737 and omits this part of were becoming a competitor. the national history. The author is also very respectful, even sycophantic, to the The common folk strained under the Marquis, putting his reliability to heavy tax burden. The Marquis was the question. only law and it was his capricious whims that decided a criminal’s fate. D’Polarno This era of Ghastrian history was ruled firmly, with hard and arbitrary bloody. The power vacuum left by the justice meted out by his personal guard, massacre left room for numerous lesser who were above the law. Commoners nobles to attempt to seize power. The were frequently imprisoned, tortured, or Ghastrian upper class and wealthy killed for little or no crime. quickly began to fight and quarrel over titles and lands, with numerous familial blood feuds remaining to this day. Revolution D’Polarno was unconcerned with the This period of oppression and the ever- petty power struggles as long as his own increasing hedonism and taxation began power remained. He quickly developed a to come to an end in 736. The Marquis

32 Quoth the Raven 20 d’Polarno had been ruling un-aging for over a century and a half, attracting the Joining the Core notice of the populace and travelling In the aftermath of the Marquis’ adventurers that discovered the land. deposing, the power struggle of the The Marquis’ fortunes changed when nobility resumed. During the late years one such group of adventurers survived of the Marquis' iron fist, the struggle had one of the Marquis’ celebrations and quieted and slowed but not ended; now it retaliated. They reported that their best began anew with leadership of the entire efforts to kill him failed and he was land as the prize. Old hostilities and immortal. They also reported that he was feuds resurfaced as the rebellion turned “draining the very life” of his guests on itself. during his parties. Unable to kill With no single central authority, d’Polarno, the adventurers instead set taxes were not collected and the public fire to his mansion and stole something offices collapsed. The Marquis' militia – of immense value to him, although the only true law enforcement on the details are vague on what this was. Most island – became a band of thugs reports claim it was a valuable piece of extorting money for protection. Vigilante artwork; conceivably, d’Polarno was a action was common as people fought lich and this was his phylactery, but I am and killed to protect their few uncertain. belongings. Seeing their formerly unassailable Four years after the Marquis’ death, lord humbled by travelling riff-raff, the in 741, a man claiming to be his son population was emboldened and began a surfaced, one Stezen d’Polarno, the campaign of rebellion. At first this was second. This Stezen claimed to have quiet and secretive but it quickly grew in been sired thirty-five years previously, intensity. Taxes were withheld and the and claimed a former concubine of the Marquis’ private guard was assaulted. Marquis as his mother. Despite being a The revolution ended after a year of bastard he claimed his father’s lands and turbulence, in early 737. A second group wealth. The new Marquis d’Polarno II of adventurers stormed the Marquis’ worked to cement his position with the manor and fought him to a bloody end. militia and defend the citizenry, openly Leaving him for dead, the group ignoring the feuding nobles. With his departed and the manor was stormed by power thus established and backed by the locals who discovered the twitching the populace, he slowly worked to quell body, which they staked and decapitated. the fighting. Evidently, the rebels presumed the Within months, early in the fall of Marquis was a vampire, a not 742, the Mists parted, revealing the Sea unreasonable assumption. of Sorrows, to the surprise and It is for this reason I am uncertain the enthusiasm of the populace. Since the Marquis is or was the master of the land, island joined the sea, the ancestral as Ghastria continued to exist after his homeland was quickly assumed to be death. Conceivably, after this incident, Dementlieu and sailors moved to renew the Watchers found a new figure to curse ties with their kinsfolk. and empower. Alternatively, the Marquis could have survived, which is a possibility I shall discuss later.

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This period is also noteworthy for D’Polarno, the Second the landing of missionaries of Ezra on This younger Stezen d’Polarno is the island, who were neither welcomed noteworthy for being markedly different nor rejected by d’Polarno. The memories from his father, in both attitude and of his family's destruction of the old appearance. While his father had grown church were still too new for the Ezrites portly after a century of opulent living, to open-up to the Marquis. Shortly after this younger Stezen was lean and gaunt. their establishment, the Marquis agreed And despite being a hundred and sixty to partially sponsor the construction of a years younger than his father, this Stezen church in exchange for tutelage of his looked older, with thinning grey hair and son – then roughly eighteen – on the a slightly lined face. This younger mainland. The priests agreed and began d’Polarno had a reputation as a cool, hunting for an appropriately holy site logical man of order and balance, with a and construction began three years later desire for fairness in the world. in 760. D’Polarno ingratiated himself with The reign of Marquis d’Polarno the masses by distributing much of his ended abruptly in the spring on 759 father’s wealth and initially rejecting the during a hunting trip, when the Marquis title of “Marquis”. He vocally boasted was injured by a boar and succumbed to that he wished to restore the d’Polarno his wounds. name to what it was when his father was young, before the Pasques Massacre, and even condemned the later actions of D’Polarno, the Third his father. It was slow for word of his father’s death This d’Polarno began by working to to reach the younger Stezen d’Polarno end the noble feud, but was only III, where he was being educated in a partially successful. With the Western small monastery of Ezra in Mordent. It Sea revealed, the Docks were quickly took until 760 for the young Marquis to constructed, using funds from the arrive and assume leadership. d’Polarno family treasury. D’Polarno This proved fortunate for the youth unearthed several hidden caches of as mere days after the young Stezen left, treasure which he distributed amongst the monastery was burnt to the ground, the populace. It was law and trade that killing all present. proved to be d’Polarno II’s legacy, as he Less than three full years into the soon restored the old royal law his father new lord’s reign, it is uncertain how this had abandoned and began to revise and new ruler will lead. His father’s short update the antiquated legal system. eighteen-year reign was punctuated by Quickly respected, the populace soon the restoration of order and law and insisted he assume his rightful hereditary renewed faith in the Marquis. However, title, which d’Polarno reluctantly it would not take much to lose the trust accepted in 744. of the populace.

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Government Timeline The island is ruled by the Marquis, with 584 Land Founded the current ruler being Marquis Stezen 589 Mistway with Sithicus discovered d’Polarno III. 591 Destruction of chapel in East Riding Marquis d’Polarno III is a soft, 736 Stezen d’Polarno's Portrait stolen rounding man with a face and 737 Portrait regained; Revolution; Death build as his father and grandfather, only of d’Polarno I less thin and rigid than his father. While 739 Works of Stezen d’Polarno first his father had a reputation for hard published honesty, this younger Marquis has a 741 Stezen d’Polarno II reveals himself reputation for his soft hand in affairs of 742 Ghastria joins the Sea of Sorrows state and infrequent use of force. 751 The Polonists is founded In addition to the Marquis, there are 755 Missionaries of Ezra land several wealthy noble families that hold 759 Stezen d’Polarno II dies sway over their lands and collect some 760 Stezen d’Polarno III returns to taxes from farmer. The heads of these Ghastria and assumes leadership. families hold a variety of titles such as 762 Current year Baron or Duke. The titles are only loosely hereditary as it is possible for still approve the ascent to nobility and wealthy commoners to buy a title from can refuse a claim. Impoverished nobles the Marquis, which is a simple form of can also sell their titles as a means to taxation. However, the Marquis must escape debt, which can be cheaper for

Cutthroat Business Javier Villafane, also known as the Opium King, is a spice trader who uses his shipping fleet and contacts to import opium from Hazlan into Ghastria. Not content with his disgusting profits selling favourable spices and narcotics on the island, he occasionally blends the two so spice buyers keep coming back. Unsatisfied with just his growing wealth, Villafane now wishes to become titled. He has the money to buy a title, but two factors prevent this. Firstly, he is far too greedy to part with his money to pay the asked price. And secondly, the Marquis suspects the merchant is poisoning the people of the land and does not want to see Villafane rise above his station. As such, Villafane is seeking to buy a title from a debt-ridden noble. As there is not currently a noble in such dire straits as to sell their title and lands to Villafane, the scoundrel intends to create one. Through a widespread campaign of blackmail and extortion, Villafane is slowly seeking to create one or two desperate nobles willing to hand over their titles for peace and freedom from their obligations. This is working, but the nobles do not plan to fall without a fight. One has come into possession of a map that is reputed to lead to the most terrifying painting ever committed to canvas (hidden by its author after completion before he went hopelessly insane), which should fetch an inestimable price on auction. Another noble is planning to devote the remainder of their wealth to hiring assassins or adventurers to deal with Villafane in any way possible. 35 Quoth the Raven 20

the purchaser than buying a new title adoration of d’Polarno drew the ire of from the Marquis and, through a the King Oderic IX, who could not stand loophole in the law, does not require the to have someone else given more Marquis’ permission. respect. During a long, cold winter the Despite being a loose monarchy, the King saw his opportunity to eliminate land is governed by strict laws that have d’Polarno. It had been a hard year: grain been revised and codified over the past stores were low and unrest was high. two decades. The noble families are D'Polarno revealed that the king had a limited in power and the populace has a secret store of food, orchestrating riots. surprising number of rights allowed All this was foreseen by the king, who them. The Marquis has the authority to quickly ended the rebellion, executed adjudicate and pass judgement but key rebels, and placated the population typically it is an appointed magistrate with a share of the grain, which he that oversees hearings. claimed was being stored for the commoners. King Oderic IX arrested d’Polarno, NPC Gallery and threw him into the dungeons. But the King had an insolvable problem. If Marquis Stezen d’Polarno, he executed d’Polarno, the Marquis would become a martyr, but neither Lord of Ghastria could d’Polarno be left alive. King Marquis Stezen d’Polarno lives a joyless Oderic spoke with the sorceress, Lady life, his soul trapped in the canvas and Annelise, and arranged to have paint of his portrait. He can restore his d’Polarno enchanted. She wove her humanity once every season by drawing magic on a specially prepared portrait of the souls of onlookers into the painting. d’Polarno’s. As the paining was finished, He calls this his “revelry”. a fraction of his essence was drawn into the canvas. The painting held his Background vibrancy and love for life. Once, two centuries ago, the d’Polarno Bound by invisible chains, d’Polarno name was associated with kindness and was released. The king had various charity. He was the noblest of the protective incantations cast on the marquis and respected by the masses, portrait, then put it on display in his appearing as a benevolent, even throne room. D'Polarno became a philanthropic, nobleman. He blatantly self-serving politician. The championed the causes of the peasants: king had his revenge and he did not have lower taxes, fewer public beatings, more to do a thing, d’Polarno very effectively spectacular festival entertainments, and killed his own reputation, and could do larger food rations during the winter. nothing against the king; Oderic made it All this was a ruse. D'Polarno was very clear that any attack meant the actually a very shrewd, duplicitous Marquis would lose any hope of politician. He publicly supported regaining his soul. populist causes while secretly working The Marquis eventually found a way for personal gain. Those who discovered to extract his revenge, using the pigment his agenda and threatened to reveal his umbral grey, a paint with a unique hue scheming turned up dead. The public that was also one of the land’s deadliest

36 Quoth the Raven 20 poisons. During the celebration of and stole his portrait. The painting was Pasques, he poisoned the feast, killing given to a band of Vistani to hide from the entire noble line and many of the the lord. The painting could not leave the guests. D’Polarno regained his portrait land, being bound to d’Polarno, but the but it still held a fragment of his soul. He Vistani kept it hidden, continually lacked the means of releasing his trapped moving it across the island. lifeforce. After a year of searching, d’Polarno Uncertain of his next move, finally discovered the location of the d’Polarno was unaware of the Mists portrait and dispatched a band of spreading across the countryside. Dark mercenaries to recover his painting. He forces watched and waited patiently for repaid them with betrayal, but they d’Polarno’s next move. Some months managed to set fire to his manor as they after the massacre, the Marquis was fled. Emboldened by the blaze, the long- being attended by a pretty young serving oppressed populace rose up against girl. D'Polarno’s mind wandered. He d’Polarno. found himself musing “if my heart were Left for dead, d’Polarno spent the not so dead, I would seduce this girl. I next few years recovering and reviewing wish I had my soul back once more.” At his life. After this period of that moment the girl glanced at the introspection, he realized he had become portrait of Stezen and froze in place. Her complacent, too visibly unaging and life rushed into the portrait and vitality tyrannical. Adventurers had hindered and emotion flooded into the Marquis. him twice and, if he continued to draw But, a scant hour later, the renewed life attention, it was only a matter of time faded and d’Polarno was an emotionless before another group managed to kill husk again. him. D'Polarno decided to reinvent For three months d’Polarno struggled himself, masquerading as his son and to reactivate the painting, until the rule fairly, while being more subtle in seasons changed and d’Polarno once his revelry and cunning with his kills. again felt alive, but again only for a brief The Dark Powers seemed pleased moment. It was another three months with d’Polarno’s deception and before d’Polarno was certain the painting reinvention, for shortly after d’Polarno II was tied to the seasons. His next finalized his power the Mists pulled back opportunity to use the portrait was from Ghastria and revealed the Sea of Pasques, the anniversary of the Sorrows. massacre. Greedy to live as the marquis Seeing how well his deception was, many died that day. worked, d’Polarno decided to maintain D'Polarno settled into a routine of the ruse. After enough time had passed life, governing firmly and harshly, ever he determined it was time to change anticipating his next opportunity to feel. again and began establishing the This grim routine changed twenty-six groundwork for his next rebirth. years ago. d’Polarno killed a group of outlanders who attended his reverie, but they did not remain dead and rose as Recent History revenants to seek revenge. When they After centuries d’Polarno has recently discovered they could not kill d’Polarno, discovered he is still aging. the group settled for alternate vengeance

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He had spent the last few decades are akin to a missing limb, and it is a feigning aging through strategically hole he can never fill. cutting and dying his hair only to Devoid of emotion, d’Polarno is discover he has noticeably aged, albeit calm and logical when dealing with slowly. Now The Marquis has to pretend problems. He is able to learn from his to be younger than he actually appears, mistakes and never repeats them. As a hiding wrinkles and darkening his hair. nigh-immortal being, he has the benefit D'Polarno ages normally during his of time to reflect on his past. revelry and the days have slowly added However, as divorced from feeling up. He estimates he has aged a full as d’Polarno is, he cannot abandon decade since he became a lord. pleasure. He cannot stop drawing the D'Polarno amuses himself with his lifeforce of others into his portrait and writing: planning and concocting restoring his emotions. He continually elaborate and disturbing sceneries of looks for new ways of finding victims carnal activities, frequently violent or and disposing of the remains, learning depraved. He writes lengthy poems and from past failures that have attracted short stories to entertain himself and attention or left too many bodies. attempt to heat his dead soul between The Marquis knows he is vulnerable seasonal reveries. during his periods of emotion and works After the uprising, his works were hard to protect himself, to the point of discovered in his manor. Some of the paranoia. While he is loath to cancel his more salacious pieces were copied and plans, he has put off his revelry on have spread across the Core. D'Polarno occasion, due to security concerns; he is occasionally publishes new works, not willing to risk immortality for a disguising them as “recently discovered” week of pleasure. pieces penned by “his grandfather”. It During his periods of mortality, amuses d’Polarno (to the extent he can d’Polarno is much more erratic, be amused) that his works have impatiently trying to fit as much living developed a following, but it frustrates as possible into his few brief days. Prior him that he cannot come forward to a revelry, he spends weeks planning publically as the author, nor can he and scheduling his latest debauchery to reveal himself to his unwitting followers. avoid a wasted moment. Much time is This is especially frustrating during his spent devising new pleasures and revelries, as he knows there are creative endeavours. D'Polarno dares not likeminded individuals on his island with waste a second of true life, and often whom he can indulge his perversions, forgoes sleep, becoming irritable and but he must remain anonymous. prone to errors of judgement. He knows that he will regret these lapses in Personality judgement for days once his revelry has Twisted and cunning, d’Polarno’s ended but cannot stop himself. soulless nature has made him patient and calm. He has the focus and emotional Combat detachment of a sociopath, yet he can Marquis d’Polarno prefers to avoid remember what emotions were like. The direct combat, relying on guards and absence of feeling gnaws at him; they servants to protect him.

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If forced into combat he reveals Base Atk +10; CMB +12; CMD 26 himself to be quite adept with his rapier, Feats Critical Focus, Dodge, Improved having had centuries to perfect his Critical (rapier), Improved Initiative, fencing technique. He has a wide Persuasive, Quick Draw, Skill Focus assortment of rapiers in his manor from (appraise), Toughness, Vital Strike, several different lands, but he favours Weapon Finesse, Weapon Focus one enchanted with preternatural speed. (rapier), Weapon, Specialization (rapier) Killing the Marquis is no simple Skills Appraise +22, Bluff +15, Craft task. His spirit is bound to his painting, (painting) +10, Craft (sculpture) +5, which is indestructible during much of Diplomacy +12, Disguise +8, Intimidate the year. During his seasonal reveries (or +16, Knowledge (nobility) +15, if d’Polarno dies) the painting becomes Perception +6, Perform (oratory) +10, mere canvas and wood with Hardness 2, Ride +10, Sense Motive +8 15 hit points, and a Break DC 18. Languages Mordentish, Balok, Lamordian, Vaasi If d’Polarno is killed but his painting left intact, he can be easily resurrected SQ seal border and there is a chance his soul will Gear +1 studded leather armour, +1 light become a vengeful spirit. If the painting steel shield, +2 rapier of speed is destroyed but d’Polarno left alive his Special Abilities soul will travel to a random painting in Immortality (Su) D'Polarno is the land, which will slowly change into functionally immortal when not under d’Polarno’s portrait. the effects of his revelry. He does not age and will continue to regenerate D’Polarno cr9 regardless of the state of his body. Even XP 6,400 if his body and remains are destroyed, he Human Aristocrat 3/Fighter 8 will slowly regenerate from spilt blood NE Medium Humanoid (human) or other debris. Init +7; Senses Perception +6 During his revelry, d’Polarno loses Defence his DR and regeneration abilities and can AC 20, touch 14, flat-footed 16 (+4 be killed normally. Additionally, as he is armour, +2 shield, +3 Dex, +1 dodge) more erratic due to his surge of hp 73 (8d10+3d8+11); regeneration 5 emotions, d’Polarno’s alignment Fort +7, Ref +6, Will +5; +2 vs. fear becomes Chaotic. Defensive Abilities bravery +2, immortal; Seal Border (Su) D'Polarno can seal DR 5/bludgeoning; Immune bleed, his land at will. As a free action, he can disease, poison. concentrate, turning the borders of Offence Ghastria into huge paintings, like the Speed 30 ft. backdrop of a theatre play. Melee +2 Rapier of Speed +17/+17/+12 (1d6+7/15-20) These paintings appear as lifelike Special Attacks steal soul, weapon panoramic landscapes, and only by training abilities (light blades +1) sailing into one can it be discovered that Statistics it’s not real. The paintings cannot be Str 14, Dex 16, Con 11, Int 14, Wis 10, harmed or breached by mundane means, Cha 17 nor can they be climbed, swum under, or flown over.

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d’Polarno cannot close the borders during the effects of his revelry. Annelise Steal Soul (Su) Once a season, Spirit on Stretched Canvas d’Polarno can steal the souls of people The ghost of a murdered witch, trapped looking at his portrait. This power forever in the world of art. She bound recharges after a solstice or equinox, so d’Polarno’s soul into his portrait. long as at least three months have passed since the last time this power was used. Background D'Polarno can affect anyone within The wife of a minor member of the 50 feet of the portrait and up to fifty court, one Baron Leighton, Lady people can affected at a single time. Annelise had two dark secrets that could Targets gain 1d6+1 permanent negative end her life. She was the secret lover of levels for each round they look at the both Marquis Stezen d’Polarno and King painting. After the first round, targets are Oderic XI, and she was a dabbler in dark allowed to make a DC 25 Will Save to magic. She kept her witchcraft a secret avert their eyes. D'Polarno gains one from all except King Oderic IX, who hour of emotion and vigour for each occasionally employed her to poison his negative level bestowed. enemies. Spells and items that protect a When King Oderic had grown tired creature against spells such as magic jar of Marquis d’Polarno, King Oderic or trap the soul prevent this effect, but turned to Annelise and asked her to find spells that only prevent energy drain or a way to eliminate him as an enemy negative levels are ineffective. Creatures without killing him. Failing that, she was who gain more negative levels than they to make his death seem like an unlucky have Hit Dice are slain by the effect and accident. can only be raised by a wish, miracle, or Despite her ambition, Annelise opted similar spell. to spare d’Polarno’s life, removing the Marquis’ vibrant spirit and ambition. It Curse is uncertain if she could not kill Marquis D'Polarno’s soul is contained within his because she was his lover or if she hoped portrait. He cannot experience any to continue using the Marquis against the emotion without his soul. He feels King to further her own power. neither happiness nor sadness, and while After the Pasques Massacre, he can still experience physical pleasure, Annelise saw that the Marquis was next it brings him no joy or satisfaction. in line to be king. Approaching Four times a year, during a solstice d’Polarno, she suggested he make her or equinox, the Marquis only need wish the queen. Lacking emotion, d’Polarno to have his soul returned to him to have easily resisted her charms. He played his portrait drain the life from the along with her dreams long enough to onlookers and deposit their life energy paint her portrait. During the painting he within the darklord. poured umbral grey paint over her, coating her with the deadly poison. Her death was agonizing, as the venom was slowly absorbed by her skin. With her gasping final breath, she cursed “As you

40 Quoth the Raven 20 paint over my life, so shall your life be throne. She surrounded herself with coloured! May you always be covered ambitious men who ended up using her with the umbral grey!” as much as she used them. Her feelings to d’Polarno have Recent History become confused after years of watching Lady Annelise arose as a ghost, but one him, unseen. Her feelings for the doomed to haunt the world on the other Marquis vary between rage at her death, side of paintings. She exists in the world adoring love, and jealousy at his of art and can interact with a painting’s “infidelities”. She remembers they were contents as if that were the real world. once lovers, but also that he killed her. Annelise can manipulate objects in the Yet she remembers that he was under the background and touch objects in the effects of her curse and might not foreground, but cannot destroy or entirely be at fault for her murder. And permanently alter a painting: some time after centuries of watching, he remains after she leaves, the painting returns to the one constant in her life. She has normal. alternating, yet simultaneous, plans to arrange his downfall or draw him into People and animals in paintings her painting, potentially one and then the remain like statues to her. She can touch other. them, move them, and even take their clothing but they remain lifeless and The centuries of solitude have not inanimate. After centuries alone, more dulled her ambition. She desires little than anything, Lady Annelise desires more than to be able to escape into the companionship. She longs to hear real world and resume her scheming. another voice, to hold and be held by someone else. She is hoping to find a Combat way to draw the souls of others into her Lady Annelise cannot currently engage world. Currently, she believes that if she in combat as she is trapped in paintings. can arrange the death of someone near Attempts to injure her only damage or an occupied painting, she might be able destroy her occupied painting. catch their spirit. Unknown to her, Lady Annelise’s It has not escaped her notice that she spirit is partially tied to the painting is immortal and can effortlessly travel d’Polarno made of her at her death. If across the island by hiking from painting this painting were destroyed her spirit to painting. She can be anywhere, hear would be untethered. The exact anything, and see everything. There is consequences of this are unknown. little that occurs on the island that Destroying her portrait might allow her escapes her notice, she just cannot share to pass onto the afterlife or might allow what she knows. her to manifest as a normal ghost. The painting has Hardness 1, 10 hit points, Personality and a Break DC 13. Ambition drove Lady Annelise for much her life. She used her mind, her arcane Lady Annelise cr11 skills, or her body to further her dreams XP 12,800 of power. She longed to be the woman Human Ghost Aristocrat 1/Witch 11 beside the king, the power behind the

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NE Medium Undead (augmented Spell Focus (Enchantment), Spell Focus humanoid, human, incorporeal) (Enchantment), Spell Penetration Init +2; Senses darkvision 60 ft.; Skills Acrobatics -4, Appraise +9, Bluff Perception +9 +24, Craft (alchemy) +13, Diplomacy Defense +20, Disguise +16, Fly +12, Heal +10, AC 17, touch 17, flat-footed 15 (+1 Dex, Knowledge (arcana) +11, Knowledge +5 deflection, +1 dodge) (nature) +11, Knowledge (nobility) +10, Hp 129 (1d8+11d6+71) Perception +9, Sense Motive +10, Fort +8, Ref +5, Will +10; +4 bonus vs. Spellcraft +12, Stealth +7; Racial channeled energy Modifiers +8 Fly, +8 Perception, +8 Defensive Abilities channel resistance +4, Stealth incorporeal, rejuvenation; Immune Languages Mordentish, Draconic, Elven, undead traits Infernal Offense SQ arcane familiar nearby, deliver touch Speed 0 ft., flight (30 feet, perfect) spells through familiar, empathic link Melee melee touch +7 with familiar, patron spells Special Attacks corrupting touch 12d6 (enchantment), share spells with (DC 21), draining touch, frightful moan familiar, speak with animals, speak with (DC 21), hexes (DC 18 - cauldron, familiar, witch’s familiar (house charm, disguise [11 hours/day], evil eye, centipede called Pède) misfortune, poison steep), malevolence (DC 21) Witch Spells Prepared (CL 11; Baron Camar d’Marosso Concentration +14): The Immortal Vassal 6th—inflict light wounds, Mass (DC 19) The Baron Camar d’Marosso is a fop 5th—baleful polymorph (DC 18), and lesser noble, the former herald of dominate person (DC 20) d’Polarno whose only loyalty is to the 4th—black tentacles, dimension door, Marquis… or was. enervation 3rd—unadulterated loathing (DC 18), Background lightning bolt (DC 16), 2x clairaudience/ During the reign of King Oderic IX, clairvoyance, dispel magic Camar d’Marosso was a commoner with 2nd—false life, daze monster (DC 17), ambition to spare. He allied himself with calm emotions (DC 17), 2x hold person the Marquis d’Polarno, working to (DC 17) undermine the king. D’Marosso 1st—unnatural lust (DC 16), mage armor, whispered venom into the ears of the 2x cause light wounds, ray of commoners, fed information to enfeeblement (DC 14) d’Polarno, and earned the good graces of 0 (at will) —daze (DC 15), bleed (DC 13), the servants from several noble houses. dancing lights, message Statistics D’Marosso remained loyal during Str —, Dex 14, Con —, Int 16, Wis 12, d’Polarno’s imprisonment and Cha 21 subsequent release, offering counsel and Base Atk +5; CMB +7; CMD 24 support in the time leading up to the Feats Brew Potion, Craft Wondrous Item, Pasques Massacre. He was not directly Deceitful, Dodge, Forge Ring, Greater privy to d’Polarno’s experiments in masking the taste of umbral grey but did

42 Quoth the Raven 20 the footwork in acquiring the Recent History ingredients. As he explored, the Baron’s sojourns Once d’Polarno became sole ruler of from Ghastria became longer and longer. Ghastria, he rewarded d’Marosso with a It was at the end of his longest venture barony, both title and land near East that the Marquis was assaulted and Riding. Despite his new noble status, humiliated: d’Polarno’s portrait was d’Marosso continued to serve as stolen, and after its recovery, the manor d’Polarno’s attaché and herald. was partially burnt and d’Polarno was The Baron, always having a almost killed. penchant for fine cuisine, was dismayed Hearing the news too late to to discover Ghastrian food had no intervene, d’Marosso still rushed home, flavour. In desperation, he tried more only to be stymied by the Grand and more bizarre foods looking for Conjunction. The Mistway vanished and palpable means. This continued until he d’Marosso was cut off from Ghastria. He made the ghastly discovery that human eventually returned to find a reinvented flesh retained its flavour. Once he Marquis d’Polarno, who was less discovered he could taste man-flesh, interested in sharing power with his d’Marosso began to regularly dine on the former vassal. corpses of d’Polarno’s revelries. He ate surreptitiously at first and then more D’Marosso told himself his demotion openly. He experimented with different was not personal, that it was simply a ways of preparing human flesh for his ruse created to sell the Marquis’ new cannibalistic feasts. persona. However, after reinventing himself a second time, d’Polarno The Mists took notice of his diet and retained the power he formerly soon D'Marosso’s body began to twist delegated. When this new d’Polarno and alter into that of a ghast. His unlife does share authority, it is with newer is impermanent. So as long as nobles and even newcomers to the D'Marosso eats human flesh at least once island. With dozens of sailors bringing a week, he retains his undeath. If he news to the island and regular trade lapses in his feeding his undead relations with the Core, d’Polarno has immortality fades and he begins to less need of an informant, and rapidly age. He usually keeps a store of D'Marosso is kept closer at home. well-cured bodies between revelries, and has no compunction against killing The always loyal D'Marosso is travelers while he’s abroad. beginning to wonder if it might be time for a change of rulership. After years While the domain was still an Island investigating the Core and being left to in the Mists, a Mistway emerged his own whims, D'Marosso finds himself connecting Ghastria with Sithicus. missing being his own master. Curious of the land beyond his borders, d’Polarno dispatched his trusted advisor to investigate these other lands. Personality D’Marosso was more than happy, as it Twisted and corrupt, d’Marosso was allowed him to indulge his decadent never particularly humane when he was side. The Baron spent a number of years alive and any shreds of decency have exploring the Core and bringing back withered over his centuries of unlife. reports of the lands outside of Ghastria.

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The Baron is an epicurean, a man Fort +7, Ref +11, Will +13; +4 vs. bardic who enjoys the finer things of life. He performance, sonic, and language- likes the feeling of soft silk, the scent of dependent effects fine wine, the sound of excellent music, Defensive Abilities channel resistance +2; and most importantly, the taste of Immune undead traits exquisite food. While the bland Offence flavourless of Ghastrian food irritated Speed 30 ft. d’Polarno, it infuriated d’Marosso. Melee Bite +12 (1d6+2) and 2 Claws +13 D’Marosso fancies himself a ladies x2 (1d8+2) man but does not handle rejection well. Special Attacks bardic performance (18 He often uses his paralyzing touch to rds), fascinate (DC 17), inspire keep women he’s interested in from competence +2, inspire courage +2, leaving. However, he can seldom suggestion (DC 17), disease (DC 15), restrain himself with a helpless victim, paralysis (1d4+1 rounds, DC 15) and will often end up feasting instead of Spells (CL 6th; Concentration +10) wooing. 2nd (4/day)—eagle's splendor, glitterdust (DC 16), minor image (DC 16), alter self 1st (5/day)—sleep (DC 15), cause fear Combat (DC 15), hideous laughter (DC 15), D’Marosso feigns being a coward, disguise self initially crying he is unarmed if attacked. 0 (At will)—resistance, mage hand, detect He will then rely on his bardic spells magic, read magic, ghost sound (DC 14), to hinder his allies and augment his own prestidigitation (DC 14) power, trying to stay out of reach of Statistics melee weapons. But this is a ruse, Str 15, Dex 20, Con -, Int 19, Wis 14, designed to draw enemies in close as Cha 18 they attempt to strike the “helpless Base Atk +7; CMB +9; CMD 27 spellcaster”. After a couple of moments Feats Dodge, Eldritch Claws, Improved he will reveal his true potency, striking Natural Attack (claws), Rending Claws, with his claws and laughing as he Weapon Finesse, Weapon Focus (claws) paralyses his foes. Skills Acrobatics +19, Appraise +12, Bluff +18, Diplomacy +18, Disguise +18, D’Marosso cr8 Escape Artist +13, Knowledge (local) +16, Knowledge (nobility) +17, XP 4,800 Perception +16, Perform (act) +18, Ghast Aristocrat 3/Bard 6 Perform (oratory) +18, Profession (chef) CE Medium Undead +11, Sense Motive +18, Sleight of Hand Init +5; Senses darkvision 60 ft.; +10, Stealth +18, Survival +8, Perception +16 Languages Mordentish, Balok, Darkonese Aura stench (DC 15) Elven, Lamoridan, Vaasi Defence SQ bardic knowledge, lore master (1/day), AC 24, touch 18, flat-footed 18 (+2 versatile performance abilities (acting, armour, +5 Dex, +4 natural, +2 oratory), well versed deflection, +1 dodge) Gear masterwork leather armour, ring of hp 97 (11d8+44) protection +2

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Cynthia DeGrieves Unlucky in Love By Ron "GonzoRon" Laufer [email protected]

"To live in hearts we leave behind, is not Melee stiletto of venom +15/+10 to die." (1d4+5/19-20 + venom as per dagger of - Thomas Campbell venom) unarmed strike +13/+8 (1d3+5 + 1d3 Wis drain) Cynthia DeGrieves cr12 Female human vorlog, Commoner Special Attacks sneak attack +5d6, 2/Rogue 10 bleeding attack 5/rd, opportunist, spring CN medium humanoid attack, improved feint, greater feint Init: +3; Senses Perception +15 Charm Person (at will, Will DC16 to evoke pity/sympathy) DEFENSE Animal Rage (at will, Will DC21 50' AC 20, touch 15, flat-footed 16 (+2 radius. Affected animals attack the armor, +3 natural armor, +3 Dex, +1 nearest creature) Dodge, +1 deflection) hp 74 (2d6+10d8+12) STATISTICS DR 5/(magic and silver) Str 20, Dex 16, Con 10, Int 13, Wis 7, Immunities mind-affecting effects, Cha 20 poison, sleep, paralysis Base Atk +8/+3; CMB +11; CMD 26 Fort +3 Ref +10 Will +1 Feats Combat Expertise, Improved Defensive Abilities evasion, improved Feint, Greater Feint, Deceitful, Dodge, uncanny dodge, trap sense +3, fast Mobility, Spring Attack, Alertness*, healing (puddle of tears at 0hp), Improved Unarmed Strike*, Weapon resiliency, Combat Expertise, Mobility Focus** (stiletto) (*Vorlog Bonus, ** Rogue Talent OFFENSE Bonus) Speed 30 Skills Acrobatics +16, Appraise +5, Bluff +22, Climb +9, Diplomacy +9,

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Disable Device +7, Disguise +15, unbearable tragedy. There are some Escape Artist +7, Intimidate +9, women who are exquisitely beautiful in Knowledge (local) +5, Knowledge the trembling moment before they begin (nobility) +6, Knowledge (religion) +6, to cry. Cynthia has that quality at all Knowledge (arcana) +9, Knowledge times. (Ravenloft) +6, Linguistics +9, When she is encountered with a Perception +15, Ride +7, Sense Motive surrogate, her demeanor is improved, +15, Sleight of Hand +16, Stealth +23, and she appears animated and driven - Swim +9, Use Magic Device +18 bubbly, even. But the faint twinge of fear and loss colors her mannerisms, as Languages Darkonese, Balok, though she is overcompensating, Mordentish, Vaasi, Falkovnian, reassuring herself, as much as anyone Lamordian, Tepestani, Nidalan else, that she is doing fine -- yes, just fine, thanks. SQ Fast Healing: 1hp/hr or 1hp/rd when near surrogate. When reduced to 0hp, Background wails mournfully and collapses into Those who have read the works of the puddle of tears, retreating at speed 20 to famed monster hunter Rudolph Van find a dark haven within 1d4 hours to Richten know well the tale of his first recuperate for 8 hours before resuming encounter with the creatures of the night humanoid form. that led him on a lifelong struggle Trapfinding, Stand Up, Opportunist against them. One vampire in particular, Baron Metus, was the impetus for Dr. Other Gear: stiletto of venom, belt of Van Richten's ceaseless quest, as the dexterity, +1 padded armor, ring of Baron had turned the doctor's only son, protection +1 Erasmus, to undeath, and Van Richten was forced to slay his own child. Metus Description slew Van Richten's wife in revenge, and Cynthia DeGrieves is a slight, blonde Van Richten replied in kind, slaying the woman, with porcelain-pale skin, loose Baron to avenge her murder. shoulder-length ringlets, and a constant What is not so well-known is that in subtle dilation to her pastel blue eyes. the time it took Van Richten to prepare She is always dressed in impeccable for his assault on the Baron, track the fashion, appropriate to the latest styles of fiend down, and destroy him, Metus had wherever she is currently residing, with found a new companion to replace an emphasis on elaborate gowns in black Erasmus, a young Martira Bay cutpurse and deep red fabrics. She is careful not named Cynthia DeGrieves. Growing up to open her mouth or smile too widely, an orphan on the streets of the bustling in order to hide her incisors, which are city, Cynthia learned to fend for herself, just a bit longer than normal. eventually becoming adept enough at Regardless of her expressed mood, thievery to qualify for entry into the there is usually an undercurrent of local thieves' guild. She never doleful longing to her expression and a progressed far enough into the perceptive observer will notice the well- organization to learn its connection to masked aura of one who is just barely the Kargatane, as her life as a pickpocket holding herself together, in the face of came to an abrupt end the evening when

46 Quoth the Raven 20 she chose the dashing Baron Metus as member of the Kargat, she fell in love her mark. Metus's supernatural senses with him, and he with her, and they were alerted him to her attempt, and he caught engaged to be married. her gently by the wrist, then suavely It was at this point that the gravely lured her into an alley where he could wronged Dr. Van Richten arrived to prey on her instead. Cynthia was exact his revenge. Though instantly intrigued by the sophisticated inexperienced, he was driven by rage and preternaturally graceful nobleman and naturally astute, and not to mention, and, mistaking his bloodthirst for lust, quite lucky, and the good doctor was tried to entice him into a tryst, showering successful in vanquishing Baron Metus. him with flirtatious compliments on his But he had no way of knowing that perceptiveness and agility. Metus was Metus was already in the process of intrigued by this fearless and feisty thief, turning Cynthia into a Vampire Bride, and changed his mind about feeding on and that killing him would leave her in a her. He wondered if, despite her humble state trapped between life and death. Not station, she might be worthy of more quite human, but not quite a vampire, than becoming a quick snack. Instead, she was something else: a Vorlog, cursed he invited her to accompany him to the to forever seek out men who remind her theater production he had been on his of her lost love, without knowing exactly way to attending that night. why. Thus began a whirlwind love affair She did find out from the local between Cynthia and Metus. He authorities the identity of the man who showered her with gifts of fine clothing was to blame for Metus's death, and set and jewelry far beyond what she could out to continue the cycle of revenge by ever have afforded on her own. At the killing Van Richten. She sought a same time, he quickly brought her up to vistani medium to find "the murderer," speed on the ways of the nobility, Dr. Van Richten, for her. The gypsy attempting to make her presentable mystic's gruesome death was the first among his high society peers. He taught time Cynthia saw The Mist, a strange her crash courses in etiquette, fine foods white cloud that kills with a touch, and wine, fashion, and culture. Cynthia becoming tinged with red. Cynthia spent soaked in the attention and mentoring. years searching in vain for Van Richten, She became increasingly smitten with and The Mist followed her, killing every the handsome baron who, like a - person she came to care for along the tale prince, had pulled her out of the way. She roamed the western core, gutter and given her a life that she had alternately searching for Van Richten never dared to dream possible -- a life and becoming distracted from her quest which felt like exactly what she deserved by a string of lovers, each one reminding after years of toil. Whenever Metus fed her of some facet of her dead fiancé - upon her, it was disguised within and each one left as a desiccated corpse romantic liaisons, and he used his when The Mist caught up to them. After vampiric domination powers to insure each death, she renewed her vow to find she would forget the feedings and Van Richten, which was, of course, remember only his passionate embrace. exactly what the Mist intended -- for the So, never knowing that her benefactor Mist which Cynthia came to dread was was a vampire, nor that he had been a none other than the man she eternally

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longs for. While Dr. Van Richten with her new love. She and Conrad would go on to send dozens of vampires courted for a year, and were married for to their eternal rest, he didn't start out four when she could take the rustic with all the knowledge he would later Barovian lifestyle no longer, and pen into his guides. Perhaps he missed a convinced him to move to Port-a-Lucine. crucial step, or perhaps Metus possessed Once there, she took work as a scribe, some quirk that made him hard to kill, while encouraging Conrad to start a new but whatever the reason, something career as a sculptor. She sought to bring didn't go quite right in Van Richten's him up through the classes of high second vampire slaying. Baron Metus society, as her late fiancé Metus had rose as a Crimson Death, the ghost of a done for her long ago. (It is at this point vampire, and he stewed in rage every in Cynthia's life that she appears in the time his erstwhile fiancée was waylaid adventure, "Feasting with the Falcons" in on their shared quest for revenge. The Quoth the Raven 20.) vistani seer's death was an accident, as But having avoided the Mist for so Metus tried to allow himself to be long, Cynthia's innate vorlog tendency to channeled by her in order to find fault in her surrogate was finally communicate with Cynthia. But each of allowed to develop. As Conrad failed Cynthia's lovers was killed deliberately, more and more to live up to Metus's as Metus fought to keep her on Van example, she turned on him, becoming Richten's trail. As Cynthia fled the Mist belittling and abusive. Worse, once in terror upon its every appearance, Cynthia was no longer hidden in a small Metus was unable to explain his current town, and began mingling with well- condition or reassure her. She developed known socialites, Metus was able to find a phobia of all mists and fog, as well as her. Conrad was only spared the deadly an irrational hatred of all vistani, wrath of his disappointed wife and her blaming the medium for sending the incorporeal ex-lover due to the timely deadly Mist as a curse on her. intervention of a group of adventurers, Her most recent Metus surrogate is who destroyed the Crimson Death and the only one to have survived beyond forced the Vorlog into liquid form for their relationship. In Krezk, she met the first time. Conrad Shadowlands, a refugee widower Confused and distraught, she seeped from Nidala. Conrad is a miner, an into the cracks of the Port-a-Lucine unassuming and taciturn man who street, and eavesdropped on her attackers refuses to discuss his past. Despite as they discussed the truth of the being nothing like the sophisticated situation with Conrad. At first, she Metus in any other way, he bears an refused to believe their claims that her uncanny likeness to the late vampire. If beloved Metus was a vampire, and had Conrad were to cut short his shoulder- become the deadly Mist. But she length hair, and shave his drooping couldn't deny her strange transformation, mustaches, the resemblance would be and reasoned that the do-gooders had no near-perfect. Due solely to this physical reason to lie amongst themselves. The quirk, Cynthia fell instantly in love with more she thought about it, the more it him. As usual, she convinced herself made sense. The stinging pain she felt in that she no longer desired revenge on the sunlight, the blurred mirrors, the Van Richten, preferring to remain happy small, budding fangs she had taken great

48 Quoth the Raven 20 lengths to conceal, the youth her face provision for stopping intruders in liquid retained, the longing hunger to touch and form. While she can't dissolve into tears be touched... all these things she had voluntarily, she has no qualms about either willfully denied, or chalked up to "killing" herself to do so. The pain is a a disease or vistani curse, and now small price to pay for getting closer to everything fit together. She felt intense her goal, and her twisted sense of guilt guilt for spurning the Mist that had been sees it as repentance for her betrayals of her beloved, and for mocking him by Metus.) trying to love another, and another... and The bits of lore and arcana that she another. But hope came to her then, as picked up on her quest all came together she realized that Metus had risen from into a cohesive whole when she death twice already. Perhaps he could discovered records of a little-known rise again. She vowed to find a way to death goddess known as Evening Glory. bring her beloved back from the Gray Unworshipped in the Lands of the Mists Realm and into her eternal embrace. for decades, Evening Glory is the Current Sketch advocate of love everlasting through undeath. (See Libris Mortis for more on Cynthia has not been seen by Conrad Evening Glory.) The goddess's message since Metus's apparent destruction, nor was precisely what Cynthia wanted to has she taken another surrogate. With hear, and she quickly became a devotee the conviction that the real Metus is not of the Deathless Beauty. Now settled forever lost to her, she has been able back in Port-a-Lucine, she has gathered a maintain the willpower to suppress her flock of like-minded individuals around need for a substitute. Her renewed her, and declared herself to be their high purpose has led her to explore and priestess, the Celebrant of the Eternal develop her powers, learning as much as Lover. The cultists, who call themselves she can about her own nature and that of "Beloveds," consist of star-crossed vampires. lovers, young romantics, widows and With the knowledge she has widowers - anyone to whom the message collected from far-flung corners of the of eternal love after death would appeal. world, she has pieced together a ritual Each of them has a brand or tattoo of a that she believes will return her lost love heart on the palm of their hand, echoing to unlife. Her research has brought her the holy symbol of Evening Glory. throughout the Core, and led her back to Cynthia leads the cult in worship, in Port-a-Lucine. (Even with the a makeshift chapel that was once the knowledge that Metus was the Mist that home she shared with Conrad, but also pursued her, she still can't shake her fear uses them to acquire what she needs to of the Misty Border, and will never be perform the ritual. If all goes well, she encountered in an Island of Terror or will be ready to proceed at the next solar Cluster of her own free will.) The bulk eclipse. In the chill of an ice house of the ritual's procedure comes from along the docks of Port-a-Lucine, the notes stolen from the Kargat archives cult will gather and summon a fiend and is supplemented with information devoted to Evening Glory, who will procured from the vaults of the serve as clergy in Cynthia and Metus's University of Dementlieu. (She has unholy wedding from beyond the grave. learned that few security plans include a They will surround Metus's original

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coffin and grave dirt with incense, Metus left a trail of dead surrogates candles, runes, and an unholy brew made behind him, Cynthia left a comparable from the run-off of vampires immersed trail of dead women - from lovers and in running water. Then, six couples wives that her men left behind when from among the Beloveds will stab each falling under Cynthia's influence, to other in the heart, with the promise of streetwalkers who propositioned every undeath as their reward. The dying man who walked past their corner, to lovers will provide heartsblood which shopkeepers who had the gall to ask her Cynthia will collect and feed to the surrogate what he needed to purchase. unwilling vessel trapped in the coffin, Toward the end of each relationship, who will house Metus's reborn spirit: she'd begin to confuse the surrogate for Conrad Shadowlands. Metus himself, blending memories from Cynthia's demeanor, goals and her actual time with her first love and personality vary greatly depending on those from other surrogates between which point in her journey she is them. At times she seemed to forget that encountered in. Once she found her Metus had died at all, fusing the purpose in resurrecting Metus, she surrogates and the Baron into one long became single-minded, confident, and wonderful relationship in her mind. driven, devious, and ruthless. The seeds But inevitably, the real Metus, now a of these qualities were evident when she Crimson Death, would arrive and drain was still a human thief skulking in the surrogate, and Cynthia would fall Martira Bay's alleys, but they were into fear and despair. It was at these stunted when she fell under the thrall of times that she would flee in panic from Metus and then strangled by the the Mist, and eventually recover enough unending cycle grief and fleeting to rediscover her grudge toward Dr. Van infatuation that is the life of a vorlog. Richten. She would achieve some more There were occasional glimpses of this clarity at these times, recognizing that bold aspect in the intervening time, but the surrogates were individuals who for the most part, she was too consumed weren't truly Metus. This cycle of love with sorrow over Metus and her dead and death instilled in her a severe surrogates, or too smitten with her persecution complex. She became current living one, to make any long- convinced that the world was conspiring term plans or deliberate plots. Only with against her and that all who crossed her the possibility of reuniting with the man path -- Van Richten, the Mist, the whom she's never been able to replace vistani, and any number of misconstrued has her industrious and scheming side bystanders along the way -- were been able to truly thrive. determined to keep her from her beloved Prior to this new direction in her life, Baron. In her darkest times, she would she had two distinct states. When she find a tavern to drink her cares away, had a living surrogate, she would be lamenting her rotten luck to anyone who madly in love and desperate to keep him. would listen. Given her unnatural She would become ferociously jealous of beauty, and innate ability to evoke pity, any potential rivals, and delusional to the there was rarely a shortage of willing point that any attention at all from a ears, and on more than one of these female toward her surrogate would be occasions, she awoke the next day with a dealt with fiercely and decisively. While new surrogate.

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A complex individual, her moods are "advances." Once the surrogate never absolute, and in each aspect, inevitably dies, depending on the echoes of the others come through. circumstances, Cynthia might easily When deeply in love with a surrogate, blame the party for his death, and add she still holds the deep fear that her bliss them to her list of lifelong grudges. won't last. In her darkest depths of Cynthia might be encountered again despair, she retains the stubborn will to in the aforementioned adventure take on the world that has trod her down, "Feasting with the Falcons" (from Quoth and make those who wronged her pay the Raven 20), or if the PCs are friends for the injustice. And even now, the of the good doctor, they may cross paths driven Celebrant holds hidden doubt in with her as she tries to hunt him down. the success of her plans, sure that some Alternatively, if they've never met Van meddlesome do-gooders will try to Richten, she might play the victim and thwart her. Her fears, drives, hopes, and hire the heroes to hunt down the man sorrows never fully disappear, but rather who murdered her fiancé. After a few wax and wane with her fortunes. encounters with her, perhaps even Combat becoming the heroes who saved Conrad and "destroyed" the Crimson Death, they Cynthia is a lover, not a fighter, for the will be ready to catch wind of her new most part, but when pressed, she is cult and their scheme to return Metus to deadly with a blade. Favoring a stiletto life, and then race against time to disrupt or other small dagger that can be easily the ritual. concealed in a bodice or boot, she uses Since she and Metus are effectively her unnatural speed and grace to full immortal, they can be used even after the effect. Fighting alone, she will use her death of Dr. Van Richten. But if the wiles or other distractions to feint, campaign is set during the fabled hero's allowing her to capitalize on the lifetime, his involvement can provide misdirection and slip past her opponent's added poignancy. If Cynthia manages to defenses for a deadly sneak attack. capture him, she might present him as a When fighting with the support of her "rebirth present" to her beloved, cultist minions (Com2-4, for the most providing another innocent to be rescued part), she will hide behind the masses, for heroes attempting to stop her. other allies, or cover-providing terrain, using Spring Attack to tumble into Individual DM's may want to make flanking position with the minions to some changes to Cynthia's background deliver a sneak attack and then to retreat cast. If Van Richten doesn't feature in to safety behind her human shields. your campaign, or is long dead, he and Metus can be replaced with any other Adventure Ideas vampire and monster hunter. The Because Cynthia is very difficult to kill character of Conrad can also be replaced permanently, she makes an effective, and with any friendly male NPC, preferably potentially very personal, recurring one with personal ties to one or more villain. PCs could first meet her when PC, such as a father, brother, or mentor. with a surrogate, allowing her jealousy Any appropriate NPC could also fall in to fester against any females in the party, with her cult for added drama. as she tries to protect her man from their

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Mist-fortune 101 Mishaps, Jinxes, and other forms of Bad Luck By Stephen “ScS” Sutton [email protected]

Bad luck is no mere superstition; it is a chosen to ensure that the character malignant force that warps reality to experiences the consequences of plague individuals. Whether they have misfortune. carelessly crossed the path of a black cat, 1. When drawing a weapon in combat negligently broken a mirror, or the character has a 13% chance of deliberately eaten a ’s beard, these mistakenly drawing a different individuals have performed a taboo act weapon or tool that was on their that has allowed ill luck to attach itself to person. This effect occurs only once them. Once infected with bad luck, these per week. people suffer seemingly random events that continually re-enact a pattern of 2. The character has a forgettable face. misfortune. Friendly non-player characters will Outsider observers will perceive bad fail to recognize the character on luck as random chance. For every effect sight. there is a cause, unique to that time and place, causing the effect. However, to 3. The character has an unlucky color. the sufferer and his or her companions, To determine the unlucky color roll the pattern of woe is unmistakable. 1D6, with the following results: 1 = Red, 2 = orange, 3 = yellow, 4 = Bad luck effects should not overly green, 5 =blue, and 6 = violet. The affect a character, and clever players will character with this bad luck effect devise work around strategies. Bad luck suffers a -1 luck penalty to skill effects occur infrequently, so that a checks and attack rolls made against character with bad luck might even opponents who are coloured or are forget their affliction, at least long wearing clothing primarily of the enough for it to strike at the worst unlucky color. possible moment. Below are just a few of the possible 4. When the character uses a effects of bad luck. Bad luck effects can bludgeoning melee weapon and rolls be assigned randomly, but can also be the minimum for the damage roll, he

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or she suffers 1 point of damage. In 50% greater than it ought to have chain or flail weapons, this is caused been. by the head bouncing off of the target, while in solid weapons the 10. The character has a knack for damage is caused by shock moving alienating powerful people. When through the handle. visiting a strange town, city, or settlement, the character has a base 5. Rats, insects, frogs, or some other 13% chance of accidentally showing type of lowly creature are drawn to disrespect to a very powerful and the character. The vermin are not important person. The character hostile towards the character, though might accidentally bump into a rich they may pose a problem for anyone merchant, splash mud on a noble else nearby. lady, or sneeze on the mayor. Word travels fast and the initial mood of 6. The character is a natural laughing the settlement becomes unfriendly. stock. Falling or other slapstick mishaps will cause observers to burst 11. When the character succeeds at some into uproarious laughter. Just the difficult challenge, others perceive sight of the character inspires that task to have been easy and mocking songs from children and mundane. The character suffers a -13 bards. The character suffers no luck penalty to checks made to negative consequences, except to improve his or her reputation. their pride. 12. Whenever the character is wearing 7. Friendly gamblers near the unlucky expensive or formal attire, he or she character have a 50% greater chance has a base 50% chance of being of losing their wagers. This effect splashed with some sort of staining only occurs when the wager is for substance. This chance increases money or some other valuable. The depending on how important it is that House is always unaffected by this that character appears clean. brand of bad luck. 13. Every day the character loses 1d6 8. Others perceive the character as a coins or other currency from their fool and are not likely to heed his or supply of money. This effect only her advice. He or she suffers a -2 applies to currency, not bartered luck penalty to diplomacy checks goods. with people of higher intelligence score than the unlucky character. 14. When the character rolls a natural 1 on an attack roll with a bow or 9. Whenever the character is attempting crossbow, the bow string becomes to arrive at a specific place at a loose and the weapon unusable until specific time, he or she is always restrung. Restringing the weapon delayed by some happenstance. A requires 1 minute, during which the wagon ahead of them might character is flat footed and cannot overturn, or a bridge might be under defend. repair, or a long procession blocks an intersection. Travel time is always 15. Each week, the character has a 13% chance of finding a valuable object

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that appears to have been forgotten character will have no trouble or abandoned. The rightful owner of finding witnesses to locate them. the property blames the character for stealing or misplacing the valuables. 22. Death follows the character wherever he goes. Any friendly character near 16. Horses, dogs, and other domesticated the character with this bad luck animals become disobedient, skittish, effect will die at -7 hp, rather than - or irritable from prolonged exposure 10. to the character. Each week that the animal is near the character imposes 23. Whenever the character pays for a a cumulative -1 luck penalty to meal at an eating establishment, he checks to handle or influence or she has a base 13% chance of animals, to a maximum of -7. getting mild food poisoning and being nauseated for 1 hour 17. Regardless of appearance or afterwards. The character has a +2 manners, the character has very little luck bonus to any saves to resist any sex appeal, especially to anyone to poison that might have been whom the character is attracted. deliberately placed in the food. 18. The character is a magnet for 24. The character is the plaything of the friendly fire. If the character is Mists. When the character travels engaged in melee, and a friendly PC more than one day’s journey there is or NPC fires a missile weapon into a base 13% chance (+7% per day of melee, and misses, the character is travel beyond the second) that the 50% more likely to be struck by the mists arise and take the character and attack. his or her party to a seemingly random location, possibly at a 19. Through no fault or malice, people different time period. After some who owe the character money are amount of time at that different always temporarily out of currency. location, the mists arise again and The character must accept a promise deposit the characters at their of later payment or make some other original destination. No matter how arrangement. many days were spent at that different location, the Mists deposit 20. Due to dress or behaviour, others the party at the exact time that they perceive the character to be high would have arrived, had the mists not nobility or otherwise extremely important. Should people thus interfered at all. mistaken learn the truth, they will 25. The character draws unwarranted likely be angry and feel that the curses for real or imagined wrongs. character was putting on airs. Every time that the character causes even the smallest harm to an NPC, 21. The character has a very that NPC tries to lay a curse. The recognizable face. People recognize NPC makes the curse check with a the character wherever he or she +13% chance of success. These goes, and can identify the character curses are only embarrassing or based on only vague descriptions. As annoying, and are either temporary a result, anyone trying to track the or easy to remove. This bad luck

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effect stops as soon as the character 30. The character draws evil magic like a is afflicted with a curse. However, as lodestone. Whenever a friendly soon as the curse is removed, this character is attacked by a magic spell bad luck effect resumes and the or effect with an area of effect, the character draws more unwarranted center of that area of effect is drawn hexes. 5 feet closer to the character with this bad luck effect– regardless of whom 26. Bad things come in threes. On any the spellcaster targeted. given day, the first bad thing to occur to the character (struck by a 31. The character has an unlikely particular enemy, spring a trap, fall antipathy for wheels. The character down a steep slope, etc...) is has a 13% chance of breaking a improbably likely to reoccur a wheel or an axle when riding in a second and third time in short carriage, on a wagon, or using some succession. After the first wheeled device such as a occurrence, the character suffers a wheelbarrow. +21% probability to fall victim to the same bad effect. After the second 32. The character looks like a strong occurrence, the probability rises to opponent. Opponents who intend to +39%. attack the strongest member of a group always attack this character. 27. The character is a bane to ocean The character is frequently currents and sea winds. Any boat that challenged to fights in taverns. the character sails upon will be frequently becalmed. The journey 33. People have a compulsion to tell the will be safe and smooth but will take character whatever they think the 50% longer than it ought to have character wants to hear. Though not required. Supplies and fresh water deliberately trying to mislead the may run out. Veteran sailors have a character, these people will base 13% chance of determining the understate obstacles, exaggerate cause of their misfortune. potential gains, and try to convince the character that any situation is 28. The character has an air of better than it really might be. disloyalty. Non-player characters are reluctant to trust the character. 34. Craftsmen and merchants commonly Schemers and intriguers will mistake the character for a fool and approach the character and try to try to sell them old and shoddy entice them to betray their friends. If merchandise or short them on the character has the Leadership feat, delivery. The quality of items is he or she suffers a -2 luck penalty to reduced by one step and the quantity their leadership score. of bulk goods (arrows, candles, etc...) will be 13% less than the listed 29. The character’s presence causes number. If the character succeeds at plants to spontaneously sicken. The an appraisal check, the merchant character suffers a -7 luck penalty to apologies and sells them proper checks to raise gardens, farms, trees, goods with no hard feelings. or living plants. The character may prepare food normally.

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35. When playing games of chance, the character. The children continue to character has a cumulative 7% bawl until the character is out of their greater chance of winning. However, sight. with each victory, he or she receives a cumulative 13% chance of being 41. The character exposes shoddy accused of cheating. This effect only workmanship, the hard way. The occurs when money or something of character has a base 13% chance of value is wagered. Each day the tearing, breaking, or otherwise cumulative bonuses and penalties are wrecking any poor quality tools, reset. clothing, or furniture the first time he or she tries to use it. Moderate and 36. When the character defeats a human high quality items are immune to the or demihuman opponent, there is a effect, so long as they are well base 13% chance that the vanquished maintained. opponent elicits the sympathy of bystanders. These observers do not 42. The character never fails to miss a interfere, but harshly criticize the sure thing. If the character succeeds character from harming someone so at an attack or a skill check by defenceless. The character gains a greater than 7, he or she must local reputation as a ruthless bully. immediately reroll the check with a luck penalty of -13. This effect 37. Non-player characters quickly forget occurs a maximum of once per week. any conversations they have had with the character. Through no fault or 43. Should the character find a sum of malice, spoken promises are not money, whether as loot or as honoured and verbal agreements are discovered treasure, 50% of the broken. To make a lasting pact with value will be in low denomination others the character will need to coins. The bulk weight of the coins make written agreements. may be too great a burden to make carrying the treasure practical. 38. The character is attractive to all the wrong people. The character is 44. The character has a face that aches perceived to have great sex appeal by for a slap. Each time that the married people, young adolescents, character attempts to use the and even dangerous criminals or diplomacy skill there is a 13% villains. The character will need to chance that any bonus from charisma take action to avoid inappropriate is instead treated as a penalty. courters and jealous rivals. 45. Each time the character defeats an 39. The character is a deadly fighter, opponent in combat, that opponent especially to his own side. Whenever has a 13% chance of getting a second the character accidentally strikes a wind. That opponent lives or remains friendly character in combat, he or conscious just long enough to deliver she deals double damage. one more attack, provided that attack is against the character with this bad 40. For unfathomable reasons, infants luck effect. and young children begin crying loudly as soon as they see the

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46. The character is especially cold and dark, or risk being awoken susceptible to vibrations from by licking flames. beyond the veil of death. When a ghost, odem, or other incorporeal 51. The character has a bull’s-eye on his undead attempts to possess an head. Each day the character has a individual, the undead invariably 13% chance of being accidentally target this character before anyone struck on the head by falling debris, else. hurled objects, flying birds, or even emptied chamber pots. These strikes 47. Whenever the character tries to open deal no damage, but cause a door, window, or box there is a embarrassment and annoyance. 13% chance of the opening being firmly fixed. The door, pane, or lid is 52. The character is nearly identical to jammed, warped, locked or well-known outlaw. The character otherwise stuck in place cannot be can prove his or her innocence, but opened from the side he or she is not without time and effort. standing upon. An Open Locks 53. The character tastes delicious. check or Strength check is necessary Whenever an animal or monster to open the portal. makes a successful bite attack on the 48. When the character needs to buy character, that monster is compelled something, he or she finds that to continue making bite attacks on merchants and tradesmen are that character until reduced to 7% of overstocked in premium goods and their hit points, or the character dies, understocked in cheap, moderate or combat is otherwise ended. goods. The character will either have 54. The character inspires others to acts to buy expensive masterwork items, of honesty at the worst possible or else spend twice the amount of times. Non-player characters will not time shopping for lower quality tell lies on behalf of the character. bargains. 55. The character’s travel plans conflict 49. The character a knack for picking the with the whims of the Darklords. wrong employees. For every week When crossing a domain border, that the character employs a hireling, there is a 13% chance that one, if not that hireling becomes 13% less both, domain borders are closed for effective than they were the week unrelated reasons. The border before. After six months, the hireling remains closed for 7-13 days before stops doing any noticeable work. opening once more. This bad luck 50. When the character sleeps within 5 effect does not affect borders that are feet of a fire or lighted candle, there always closed (ex: the Shadow Rift), is a 13% chance that a random spark or always open. ignites his or her bedding. In such a 56. The character’s lifeforce radiates like case, the character awakes before a flare in a darkened room. While in taking any fire damage but the combat, specters, vampires, wights, bedding may sustain damage. The and other life-draining undead are character must either sleep in the compelled to target this character

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with their draining attacks. These 62. The character is a lightning rod for creatures ignore other opponents and damage. Whenever the character and will not use other attack forms, at least one other friendly character unless they succeed in a Will save are caught in a damaging area of against a DC 20. effect, 1 point of damage is transferred from each friendly 57. Whenever the character works for character to the character with this someone else, that employer bad luck effect. continually asks questions and issues criticism and contradictory 63. The character looks like a generous instructions. The character’s person and is always beset by employer demands to be constantly beggars and almsmen. Service staff informed of every event and tries to will treat the character with great micromanage every decision. respect, but become angry if they do not receive a significant gratuity. 58. Due to dress or behaviour, the character is frequently mistaken for a 64. The character is adept at finding servant or some other menial. Some bargains, but only when they are characters may be required to react broke. Merchants offer the character indignantly or else suffer from a loss superior and masterwork quality of reputation. goods and services at 50% less than the normal cost, but only when the 59. Whenever the character is trying to character does not have enough coin be quiet there is a base 13% chance on hand to purchase it. Such deals that something unexpected occurs are always short lived and if the nearby, making a great deal of noise. character can’t beg and borrow This event does not necessarily enough funds, the bargain vanishes. reveal the character’s presence, but may cause nearby people to 65. The character has a way of bringing investigate the area. out the flaws in anything. Each week that the character owns a masterwork 60. Roots and weeds are constantly quality item, the item has a 13% tripping the character. When moving chance of degrading into an item of through undergrowth at any speed normal quality. Normal quality items greater than walking, the character do not degrade further, but will begin has a 13% chance of being tripped by to look worn and overused. some root or other plant. This effect occurs no more than once per day. 66. The character would lose his head if it were not attached to his neck. 61. The character stands out in a crowd. Every week the character has a 13% Whenever the character tries to hide chance of losing some small article from view by blending into a crowd of clothing or equipment. Other of people, he or she remains as player characters will automatically visible as though they were all alone. attempt a search check (DC 13) to They may make Hide checks, but notice the lost article. Whether they with no bonus from the crowd of return the article or not is up to them. people.

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67. The character has a guilty look about snuffed by a sudden gust of wind. them. The character suffers a -2 luck Torches or bigger flames are large penalty to Bluff or Diplomacy enough to stay lit. checks to convince someone that they have committed no crime or 73. The character is a jinx at sea. Any wrongdoing. boat that the character sails upon will be struck by waves and storms 68. An ancestor of the character was at throughout its journey. Veteran one time a werewolf or some other sailors have a base 13% chance of lycanthrope. Though not afflicted determining the cause of their with the curse, the character’s blood misfortune. is tainted with a lingering lycanthropy. The character exhibits 74. Whenever the character meets some of the classic signs and someone from a strange and foreign symptoms of that type of lycanthrope culture, the character has a base 50% (hairy palms, single eyebrow, chance of greatly offending that markings and blemishes). The person. If the character does not find character suffers a -7 penalty to some way to apologise the foreigner saves to resist contracting that type may become violent. of the dread disease. Silver and 75. If the character is in a group that lycanthropic allergens do not harm encounters a natural, mechanical, or the character, but do cause a visible magical trap, there is a 50% chance allergic reaction. that the trap will not activate for any 69. Food and supplies owned by the member of the group until the character rot and foul twice as character with this luck effect quickly as normal. triggers the trap. Group members preceding the character pass without 70. The character has an unwanted activating the trap, but those companion (a cat, a dog, or bird) following the character, as well as who is always close at hand. The anyone in the area of effect, are creature does not obey the character, subject to the trap once it activates. but does announce his or her Spotting and disarming the trap presence at all times. prevents this luck effect from occurring. 71. By happenstance, merchants are always out of low denomination 76. The character is despised by his or coins. If the character uses gold, her elders. Anyone in an older age gems, or larger denomination category than the character is currency to pay for goods, the initially unfriendly to that character merchant will not be able to return for no discernible reason. the balance of the cost. The character must use exact change, accept the 77. If an opponent makes an attack roll overcharge, or purchase more items against the character and fails by to make up the difference. more than 7, that opponent immediately rerolls the attack roll 72. Any fire-based illumination the but with a +13 luck bonus. This character carries is likely to be

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effect occurs a maximum of once per 84. Any business, farm, or property that week. the character owns begins to decline when the character is not present to 78. The character is a living lightning watch over it. The estate never rod. In any thunderstorm the becomes worthless, but its value will character suffers a base 13% chance not recover until the character returns of being struck by lightning. The to set things to right. character may avoid the effect by taking shelter. This effect occurs 85. When the character sleeps at an inn, only once per storm. he or she has a 13% chance of catching lice, bed bugs, ticks, or 79. The character is especially unlucky some other parasite. on one day of the week. All skill checks made on that day suffer a -1 86. The character looks like an easy luck penalty. If the day of the week mark for con-artists and pickpockets. is not known, roll 1D8 and reroll any Whenever such thieves are present, results of 8. A roll of 7 indicates that they inevitably target the character. the current day is unlucky. 87. If the character slays an enemy who 80. Edged weapons in the character’s was roughly equal to his or her own hands chip and deform rapidly. If the level and power, there is a 13% character rolls a natural 1 on an chance that the enemy had a friend, attack roll with an edged weapon, sibling, or other compatriot who will that weapon is chipped and imposes swear revenge against the character. a -1 luck penalty to damage rolls This new foe has similar statistics to until it is honed with a whetstone. the slain enemy, but with one more level, hit dice, or some similar 81. The character appears to be advantage. Should the character with especially unaware of his or her bad luck slay that person as well, surroundings. When an opponent there is a 26% chance that a third, attempts an ambush or other sneak even more powerful, opponent seeks attack, they feel compelled to make to avenge the first two, and so on. this character their first target. 88. The character reeks of the essence of 82. The character has great difficulty evil, regardless of their true demonstrating his or her prowess. alignment. The character suffers a -1 The character suffers a -13 luck luck penalty to diplomacy checks penalty to skill or ability checks with strangers, but receives a +1 luck made for the purpose of impressing bonus to intimidate checks. others. 89. The character is perceived to be a 83. Bad weather is a constant traveling know-it-all, making other people companion. Whenever the character loath to follow his or her advice. The travels more than a day’s journey he character suffers a -2 luck penalty to or she is beset by rain, snow, frost, or Diplomacy checks when dealing fog. with people of a lower intelligence score than him or herself.

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90. When the character makes a 96. The character looks like a weak link. successful melee attack with a Opponents that intend to attack the piercing weapon, the weapon has a weakest member of a group always 13% of getting stuck inside the target the character first. The target. The character must abandon character is often targeted by bullies. the weapon or spend one standard action pulling the weapon out of the 97. By coincidence, blood relation, or target. reincarnation, the character is identical to someone who lived 91. The inn is always full when the decades, if not centuries ago. Some character comes to town. For powerful long-lived or undead however many people with which the individual recognizes the character. character travels, there will only ever The character might resemble a be rooms, beds, or space for that former enemy, victim, or love number of people minus one. If the interest. The long lived NPC is party uses random chance to compelled to interfere with the determine who must go without character, in order to exact revenge, accommodations, the character with break a curse, consummate love, or this effect is always chosen. finish some other business left undone so long ago. 92. The character appears to be the heroic type of person. People with 98. The character is suffused with an problems are drawn to the character intangible aura of goodness, causing and beg them for assistance. instinctual revulsion in evil beings. Clerics with the evil domain, 93. People are constantly short-changing outsiders with the evil subtype, and the character. Whether by accident or other deliberately evil people are by greed, employers and merchants compelled to target the character. always pay 13% less than the agreed upon sum. If they are corrected, the 99. Armour and clothing is not available employer or merchant pays the to the character in his or her proper balance of the bill, if they are able. size. The character requires 50% more time to don any armour not 94. Fish and game go scarce when the tailored to their dimensions. character is near. Checks made to hunt or fish for food suffer a -2 luck 100. The character’s presence is the bane penalty when the character is with of music. Whenever the character is the hunting party. This penalty only nearby, musicians suffer a -2 luck applies when the purpose of the hunt penalty to Perform checks. Non- is to obtain food. musical performances (poetry, oration, drama) are unaffected. 95. All magical and mundane attempts to read the character’s future reveal 101. The character is a carrier for bad misfortune and hardship. Fortune luck. All friendly characters to be tellers feel compelled to reveal their affected with a bad luck effect so dark visions, even if they know the long as they are in close proximity. character would pay them better for happier auguries.

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Prince Doon Bad Luck is Contagious By Kadarin [email protected]

haired and clean-shaved. The Monster & The Duke “Welcome. So, you are heroes. You The players arrive in the duchy of freed my land of a mighty monster Arnsten where a monster is devastating against which my best warriors could not villages and killing peasants. After the or would not fight. And now you expect heroes defeat the beast in a heroic fight, a reward? Well, there will be a banquet a great feast is hold in their honor. honoring you, but no gold, I’m afraid. The next morning, a messenger from Ours is a poor country, and I have to the Duke arrives, inviting the players to provide for my people who have lost his palace at the capital, Eboran. They their crops. But I have a proposition for are brought to a private audience with you. Duke Ubrecht. The duke is a heavy and “My son Doon, my only son and tall man, almost bald, but sporting a full heir, is a coward. Worse, he is a black beard and a heavy moustache. He superstitious coward. Every time he even looks prematurely aged. By his side sees a black cat, he runs into the next stands the court-magician, Ian, brown- house to hide. He sees, hears, and feels hundreds of signs of bad luck and he just flees from everything. “I want you heroes to make a man – no, a hero – out of this frightened child. A gorgon is recommended as the Teach him courage, vigor, and show him monster, but any monster able to his superstitions are nothing real and damage the landscape and kill peasants nothing to fear. will suffice. The Duchy of Arnsten could be a part of an existing domain, “If you succeed, even partially, you or an Island in the Mists. will receive whatever I can pay. However, if my son is killed whilst

under your protection, you will be

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chained and sent to the lead mines of The bad luck of the prince is mostly Halvemæn, where you will spend the psychological. Doon believes in his bad rest of your lives… which will be, luck and that his superstitions cause luckily, not very long.” everything to go awry for him. This is, of course, not the only reason. The Prince and The Cat The GM should encourage the sense of bad luck in the players. The Prince Doon, whom the players meet the misfortune of the player characters next day, does not resemble his father. (apart from bad die rolls) is explained He has full, shoulder-long, silver-blond below. hair and is not only afraid of ill omens: he seems to be also extremely clumsy. The adventures are left up to the As the players adventure with the prince DM, but should be adjusted to their they will not take long to notice what the levels, Doon’s level, and the bad luck duke meant. A black cat constantly of all of them. crosses the Prince's path, always bringing with it bad luck. The Prince The Truth frequently breaks mirrors, always by There is another reason for Prince improbable accidents. Fortune-tellers Doon’s (and the characters’) bad luck: pale when the Prince approaches them. his half-sister Aris. Duke Ubrecht When he, as heir to the realm, demands a fathered Aris but then fell in love with divination, the soothsayers either lie or Doon’s mother. To make way for his predict premature doom. The Prince new mistress, the Duke accused Aris' seems to be terribly uncoordinated. mother of adultery, declared Aris a Though skilled when sparring, the Prince bastard, and expelled them both from fumbles in real combat. He is unable to court. Both Aris’ mother and Doon's even walk down a road without tripping mother died on the day that Doon was on a stone or ride a horse without being born. Were her birth still considered thrown. He seems to be living proof of legitimate, by law Aris would be the Murphy’s Law, that whatever can go heiress of the duchy. wrong, will go wrong. Aris grew up to be a mighty witch Doon’s bad luck seems to be and is full of hate for her brother. infectious. As long as the players Despite her anger, she still loves her accompany him, bad luck seems to father and does not want to hurt him. accompany them as well. At first, there Aris wants to prove to him that she are only minor incidents, but the longer would be the better ruler of the duchy they are with him, the worse their luck than her weakling half-brother. Aris will becomes. not use magic directly against Doon Keen-eyed characters may notice because she fears the court-magician Ian. that a strange black cat is always around Instead, she disguises herself as a sooth- when something strange happens. Try as sayer and foretells doom for the prince. they might, the players cannot catch it, The black cat that follows Doon (and kill it, or even wound it. the characters) is not a midnight cat, as the players might have guessed, but an unusually big tom-cat. The cat is Solin, Aris’ familiar, and is protected by her

64 Quoth the Raven 20 spells. She usually sends it shortly before the superstitions and cowardice of the she intends to play a prank on Doon or Prince. A peaceful solution would be the characters. preferable. Aris is, like her half-brother, fair- haired, but has light-grey eyes which For the pranks Aris plays on Doon change their colors according to the and the characters, see the Practical lighting – or to Aris’ moods. She is three Jokes and Pranks Netbook at years older than the prince, and not very http://www.padnd.com/jokesnpranks. tall, nor particularly beautiful. php. How the characters solve this adventure – if they even guess the truth – is of course up to them. Killing Aris is a way to get rid of her, but won’t remove

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Claude Renier The Renier Patriarch By Andrew "Alhoon" Pavlides [email protected]

Claude Renier sat down in his armchair, problems Claude would have to solve rubbing his temple, and enjoying the later. solitude of his manor's office. The trip to He took one of the dark chocolate Mortigny, to make a deal with Burgeau candies that his servants had left on his and her clan, was exhausting. Burgeau desk. Enjoying the rare moment of had it all it seemed; ambition, a cunning relaxation, when nobody was bothering mind, the finesse of a lady - unlike most him and he could finally find a respite of his own kin, who behaved like sewer from all the intrigue, power-games and savages, she even had the grudging responsibilities to finally enjoy the loyalty of her own extended family. She privileges of his station. The very rare could have made a good right hand for moment... suddenly alert, Claude him, keeping the rest of the Mortigny realized that something was amiss; after wererats in order and the pesky human all, there hadn't been a single moment of nobility in their homes minding their respite since he led his clan from the own business. sewers of Falkovnia, escaping from the She would have made too good of a Talons. He took a careful sniff of the right hand; too influential, that one. Her candy and wasn't surprised to pick up a brother Aimé, who took her life, was too very faint whiff of arsenic, carefully thick-skulled to realize the dangers and concealed amidst the scent of chocolate responsibilities of the man on top; and rum. Rising, Claude sent a mental Claude guessed that Aimé would be signal to alert the rats in the walls, murdered within a couple of years. ceilings, and floors. Pretending not to Claude almost regretted nudging Aimé have noticed anything, he turned his Burgeau to eliminate a threat to Claude back to his office's door and moved to and then supporting him indirectly for the window. In case he was being control of his disillusioned family. The watched, he pretended to eat the Burgeau wererats would cause trouble poisoned candy while he let it drop under the ineffective leadership of Aimé, inside his fine white tunic. That will leave a stain, he thought. Then he faked

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a surprised painful grimace, clutched his into the room, climbing from windows, chest and coughed. from cracks in the floor, from outside the The door crashed open and Pierre door, and swarmed Pierre, as he still lay Renier rushed in triumphantly in half- defenseless. rat, half-human form, holding a rapier. “How?” the too-human face of Claude could smell the blood of his Pierre asked, as Claude kicked the bodyguard on his nephew’s weapon. rapier from his weakening hand and "Your days are over, old coot!" he stabbed him again, injuring but not screamed and approached, as Claude killing; he would enjoy this for as long made a show of a pained expression, as Pierre drew breath. “How?” Claude grabbing his throat and his belly, his asked in a fatherly, affectionate voice, as hand near his silver dagger, waiting to he rebuffed Pierre’s feeble counter see who Pierre had convinced to come attack. “You’re not smart enough to as his back-up. understand, and I don’t have the time to Nobody came. Pierre hadn’t even explain to you,” he told his dying kin. As brought a weapon made of silver. It rats bit down on Pierre, Claude took out seemed that the whole of Pierre’s plan the poisoned chocolate piece from his was to put poisoned candy on Claude’s shirt; it had indeed left a stain he desk, assassinate his bodyguard, and noticed, but the shirt was already ruined wait outside the door! Claude sneered at by Pierre’s blood anyway. Pierre’s eyes Pierre, a sincere grimace. He was more went wide with fear, realizing Claude’s insulted by the stupidity of the attempt intentions. Claude smiled and cracked than the attempt itself. These were his open his nephew’s mouth with his kin, these were the offspring of those he dagger. “Goodbye Pierre, send my led through the mists. These were those regards to your father,” he said, as he had suffered so much to elevate to the pushed the poisoned candy into the position they now held. These were the dying wererat’s mouth. A rat crawled wererats that would one day succeed inside and pushed it deeper, muffling him, although judging by Pierre’s Pierre’s scream. Claude cleaned his “plan,” Claude thought he might blade on his nephew’s clothes. A mental actually die of old age. command sent the rats away as Pierre He put one hand on the desk and fell gasped for air, dying from his own to one knee. Dropping under Pierre’s poison and multiple wounds. vision, he quickly drew his silver dagger Claude heard footsteps approaching with the hand that was on his belly and and transformed to his half-man, half-rat kept coughing. Pierre made a screeching form; the shirt was ruined anyway. Light sound and moved forward to finish him. footsteps, from a child or teenager. Then Claude’s sudden malicious smile made he caught scent of his grandchild, him stop in his tracks, surprise on his Louise. Her footsteps stopped a bit face. An act of will from the lord of outside his door, probably where she Richemulot and Pierre was wracked in could see the corpse of his bodyguard. the throes of an involuntary change to He could smell... surprise. So Louise the inferior human form, as Claude wasn't aware of the plot. Good. At least sprang into action and slashed viciously he didn't have to worry about a 12-year– at his knee tendons, dropping him on the old… for now. floor. Just then, dozens of rats rushed

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"My little girl, no point in hiding. I picked up your scent; come in, my sweet Claude Renier grandchild," he called, in a sweet voice, as he changed back to his human form and hid his dagger. Louise and her twin Appearance sister alone showed some promise Claude Renier in his human form seems among the sewer savages that were his like an elegantly dressed, slightly portly kin, beyond murdering citizens for sport nobleman in his mid-fifties to early and causing him so much trouble like the sixties, with a mane of light gray hair, others. dark eyes, and a thin gray moustache. To Louise entered and looked at his complete the deception of the old man, dead nephew. “Grandfather! What Claude wears a pair of glasses, although happened? Were you attacked? Your his vision is still perfect, and hides his shirt is all ruined! Should I call for the still-vigorous build under loose, servants?” She stopped short of expensive clothing. In his hybrid or rat pretending sincere concern for his well- form, Claude is covered mostly black being; at least she had the mind to fur, with a bit of white here and there. realize that he knew how little his health meant for her. Personality: “I am fine, my sweet girl. Your uncle Claude is a cunning manipulator who Pierre just decided to make a very rash, likes to pit his enemies, and occasionally very clumsy, and, if I may say, not his allies, against each other to keep especially smart attempt on my life. He contenders to his rule occupied and paid the price. Let it be a lesson to you, running in circles. However, he doesn't Louise; never do your own dirty work. totally shy away from using his martial Now be a good girl, get someone to prowess to keep contenders intimidated remove this imbecile's corpse and let with displays of sudden fury and grandpa have some peace." He turned brutality that have left several upstarts his back on the girl and pretended to wounded or slain. He’s been reigning look outside the window, watching supreme among the Renier family and Louise’s emotionless reflection on the the wererats of Richemulot for decades, glass, his hand on his dagger, just in facing contender after contender with case. cunning lies, blackmail, treachery, or "Unfortunately, Grandpa, that's not brute force, depending on the situation. possible. I have urgent news that Years of watching for the dagger in requires your immediate attention." his back or treacherous whispers in his Claude, not really surprised, kept ear have left Claude Renier with little himself from sighing and gazed upon his faith in his kin and borderline paranoia. reflection in the expensive glass of the He's afraid of anyone rising through the window. Will it ever stop? rank and file of wererats and with good reason. That leaves him with few capable lieutenants to deal with the problems created, accidentally or not, by the ever-growing number of wererats in Richemulot. Yet, for all his fear of the

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one that will succeed him claiming his capable, both because it increases his title and life, Claude is sorely work-load but also because it culls from disappointed when faced with the family those he deems as worthy. inadequacy and bad planning, especially Yet when someone seems too capable, from his family. On one hand, he's doing he eventually feels threatened enough to his best to educate his violent kin in the have him or her killed nevertheless. As subtleties of manipulation, planning, and such, Claude usually concentrates on the blackmail and on the other hand he youth of the extended Renier family, immediately sees danger in anyone who trying to teach them and also earn their takes the lessons too well. loyalty. Several members of the wererat Curse: What Claude Renier craves community and the Renier family have most is the opportunity to sit back and noticed this antithesis. The most relax, enjoying being the boss of a successful and long-lived among the successful, loyal family that does well Reniers are those that manage to and also caters all his needs. He would accomplish enough for Claude to notice like nothing more than to be able to them but also have a strategic failure or spend his days in luxury and comfort, two so that the Darklord of Richemulot surrounding himself with fine garments, won't destroy them. It's that vicious food and the occasional female company cycle and balancing of success and to warm his bed, growing complacent failure that eventually would lead and fat without having to fight to keep Jacqueline Renier to take her his position or fix problems his subjects grandfather's life. (both men and rats) put on his feet. Yet, While Claude Renier is undeniably with each passing year, the numbers of evil and self-serving with no hint of the wererats and men swell, along with mercy in his heart and enjoys watching the problems this creates. others dancing to the tune he whistles, he Whenever Claude Renier decides to has a redeeming grace. Claude is wholly ignore a problem or threat to sit back and devoted to the Renier family -- not the rest, the Dark Powers make sure that this individual members, whom he sees as matter would turn into a tragedy or expendable parts but the ideal of the failure for his family, hitting Claude family of wererats, as a whole, where he hurts most. This usually controlling a whole region of humans manifests in the form of terrible luck on and monsters from the shadows. He tries the underling that is tasked to take care to find suitable matches to bring into the of the problem in Claude's place. Since Renier family since he considers a becoming the Lord of Richemulot, wererat married to a Renier nearly as Claude hasn't had a single day to enjoy someone born in the family. While his station without that eventually Claude would have a family member turning sour on him. He has buried that threatens his rule killed without a children, nephews, and cousins that he second thought, he's capable of risking a considered loyal enough and cunning lot to save a promising member of the enough to allow them to deal with a family... until he decides that relative is problem in his stead, only to find out that actually a threat to his rule, which he the problem increased manifold in his considers the best for the family. He absence. Magical means to ensure loathes having to destroy those that are loyalty in a couple of his relatives have

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worked only temporarily or even any wererat in his presence to assume backfired when he tried to use that monstrous or human form, forcing an leverage to gain some "well-earned" involuntary change, even if the creature vacation, so he rarely tries it. While is a natural wererat, while in the past he Claude doesn't realize the subtleties of could enforce such a change only to the Demiplane of Dread, he has realized wererats afflicted by him. The change through the years that he has to deal with can be resisted with a DC 20 Will save, the problems himself, convincing him and natural wererats get a +2 bonus to even more that his relatives are unable to their save. contain any kind of problem themselves. An afflicted wererat with the Claude has come to loathe his improved change shape skill can change domain, yet he doesn't dare to step down back to normal with a successful DC 20 as head of the family, knowing he would check of that skill, but failing means he be assassinated and feeling nobody in has to remain in this form until dawn. In the family would be able to fill his shoes, all other regards this involuntary change thus destroying the position he carved is treated as a change by the full moon, for them with decades of sacrifice and including the shift of alignment and the hard work. He realizes he has locked horror check required by witnesses. himself in a golden cage that feels Claude has used this ability on afflicted increasingly smaller each passing year. wererats he created who rebuffed his Relations with adventurers: Claude offer to work for him and also used the always prefers to turn his enemies to promise of preventing such changes. allies if possible. Yet, if he decides that a which might cause the afflicted to harm clan would be more trouble than worth, loved ones, to ensure the loyalty of he would have them all eliminated, down others. to the last infant or human ally. Since Claude avoids using this power Preferring the shadows, Claude would on natural wererats, most of the Renier seek to find their weaknesses and send family that are aware of Claude's human adventurers to deal with the most promises to his afflicted bodyguards, threatening members of other clans, that his power will stop them from promising to shield the humans from changing form and harming loved ones, retribution. He also wouldn't shy from consider them lies. secretly hiring, blackmailing, or tricking Sense Chemical Bane (Su): Claude humans into dealing with members of Renier can tell a werecreature’s chemical his own rebellious family. bane or allergen when he first smells the lycanthrope or one of the lycanthrope’s Powers: possessions that holds the creature’s scent. As such, he knows about Claude has a several unique powers that Jacqueline Renier’s allergy to dove allow him to rule his rebellious, feathers even though she doesn’t. treacherous kin and lord over the other Resourceful adventurers could perhaps wererat families and cults of find discarded and surviving notes of Richemulot. Claude, in which he mentions the Force Involuntary Change (Su): allergens and banes of many of his Assuming the mantle of Richemulot, relatives, allies or enemies. Claude Renier found that he could force

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Summon Rats (Su): Claude can call Skills: Claude in rat or hybrid form upon the rats of the land to assist him. uses that form’s Dexterity modifier for He can use a standard action to summon Climb or Swim checks. He has a +8 2 rat swarms or 2d4+5 dire rats once per racial bonus on Climb checks and can hour. The summoned animals arrive always choose to take 10 on a Climb within 1d6 rounds and remain until check, even if rushed or threatened. He Claude dismisses them or for up to 10 has a +8 racial bonus on Swim checks minutes. The power of the Lord of when in dire rat form. Richemulot gives the summoned Claude Speaks Falkovnian, Balok, creatures maximum hit points and a +2 Darkonese and Mordentish. to their attack rolls. Feats: Claude has Weapon Finesse Alternate Form (Su): Claude can and Iron Will as bonus feats from his assume a bipedal hybrid form or the wererat heritage. form of a dire rat. Closing the Borders: When Claude Curse of Lycanthropy (Su): Any Renier wants to close the borders of humanoid bitten by Claude must succeed Richemulot, those that try to escape the on a DC 18 Fortitude save or contract domain (or enter it) find themselves lycanthropy. Claude has a +2 on checks facing their own fears and inner demons, to influence his cursed progeny, but no requiring fear checks every round (DC further control over them. He uses 17+2 for each extra round). Those trickery and manipulation to ensure the frightened run back towards the domain loyalty of those cursed by him as much they came from and don't recover until as with anyone else. they are away from the border. Immunity Rat Empathy (Ex): Communicate to fear and mortal magic cannot stop or with rats and dire rats, and +4 racial protect against this effect; only mindless bonus on Charisma-based checks against creatures can cross the closed borders. rats and dire rats. Claude Renier Aristocrat 3/Rogue 7, Darklord of Richemulot Claude Renier, Human Form Claude Renier, Dire Claude Renier, Rat Form Hybrid Form Medium Humanoid (Human, Small Humanoid Medium Humanoid Shapechanger) (Human, Shapechanger) (Human, Shapechanger) Hit Dice: 4d8+7d6+12 (60 hp) 4d8+7d6+12 (60 hp) 4d8+7d6+12 (60 hp) Initiative: +5 +8 +8 Speed: 30 ft. 40 ft., climb 20 ft. 30 ft. Armor Class: 15 (+2 natural, +1 dex, +2 20 (+1 size, +4 Dex, +3 19 (+4 Dex, +3 deflection) natural, +2 deflection) natural, +2 deflection) Base +8/+9 +8/+4 +8/+9 Attack/Grapple: Attack: Rapier +11 melee (1d6+1/15–20) Bite +13 melee (1d4+1 Rapier +14 melee plus curse) (1d6+1/15–20) Full Attack: Rapier +11/6 melee (1d6+1/15–20) Bite +13 melee (1d4+1 Rapier +14/9 melee plus disease) (1d6+1/15–20) and

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Claude Renier, Human Form Claude Renier, Dire Claude Renier, Rat Form Hybrid Form bite+8 melee (1d6 plus disease) Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. Special Attacks: Force involuntary change, summon Force involuntary Force involuntary rats, sneak +4d6 change, summon rats, change, summon rats, sneak +4d6, Curse of sneak +4d6, Curse of lycanthropy lycanthropy Special Alternate form, rat empathy, low- Alternate form, rat Alternate form, rat Qualities: light vision, scent, evasion, empathy, damage empathy, damage uncanny dodge reduction 10/silver, reduction 10/silver, low-light vision, scent, low-light vision, evasion, uncanny dodge scent, evasion, uncanny dodge Saves: Fort +6, Ref +9, Will +12 Fort +7, Ref +12, Will Fort +7, Ref +12, +12 Will +12 Abilities: Str 13, Dex 13, Con 12, Int 16, Wis Str 13, Dex 19, Con 14, Str 13, Dex 19, Con 16, Cha 16 Int 16, Wis 16, Cha 16 14, Int 16, Wis 16, Cha 16 Skills: Bluff+16, climb+3, decipher script same as human form same as human form +8, diplomacy+11, disable except: except: device+8, disguise+8, forgery+9, climb +14, hide+16, climb +14, hide+12, gather info+7, hide+9, move silently+12, move silently+12, intimidate+11, knowledge(arcana, sleight of hand +9, sleight of hand +9, nobility)+8, knowledge(local)+11, swim+14 swim+6 listen+9, move silently+9, search+8, sense motive+11, sleight of hand+6, spot+8, survival+6, swim+3, use magic device+19 (+21 for scrolls) Feats: Improved critical, skill focus: Use (same as human form) (same as human magic device, combat expertise, form) improve feint, improved initiative, Iron WillB, Weapon FinesseB Challenge 8 9 9 Rating: Alignment: Neutral Evil

The darklord uses his powers to Signature gear: summon rats at the first sign of threat so Claude always carries with him a they will be on hand if needed, and he concealed silver dagger to deal with tries to always have at least one wererats. He also wears a special ring of bodyguard nearby. He uses those allies protection +2 that gives him a +2 to flank, if possible, and use his sneak deflection bonus to AC and a +2 attack on his target. He avoids using his resistance bonus to all saves. Hidden in ability to force involuntary change on the folds of his cloak, Claude has a wand enemies or his ability to use magic items of enervation (12 charges). When to keep them secret from the rest of the expecting trouble, Claude carries a family. potion of cure serious wounds (3d8+5

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hp) and a potion of invisibility on his human nobility to define who could person. settle where and the terms of As for more mundane gear, when repatriation. Unlike Jacqueline, he didn't outside his manor, Claude carries a spend as much time dealing with masterwork, stylish rapier that few humanity's affairs or dealing with the outside the wererat circle know how well nobility and their own intrigues, being a he can use. The sheath of the rapier is more distant ruler, although those that custom made; at the bottom, there's a tried to undermine his authority or allied small compartment which can hold a with his enemies (even in their dose of an injury applied poison ignorance) were often found dead in enclosed by a leather barrier. Claude can tragic accidents. use a standard action to push the sheath While secrets, favors, and deals are against a hard surface to break the traded as coins, personal power at this barrier with the edge of the rapier and time is also considered insurance. The thus safely apply the poison on his blade. Richemuloise of Claude's era placed To create a swift escape, Claude is equal importance on martial prowess and known to carry a smokestick that can be on the ability to procure it with secrets or ignited with a standard action. money. "Protect what you own," was the In left hand, Claude wears a signet usual advice and unlike Jacqueline’s ring that can also hold a dose of poison. rule, the nobles and city councils weren't His bodyguards are usually equipped as keen to have their subjects armed, in with masterwork weapons and wear case a nobleman wanted to renege on a medium armor. They are often afflicted favor owed to a commoner. wererats created by Claude's bite and Early in Claude's rule, the Reniers kept loyal with the use of gold, promises fight for dominance ruthlessly of fame, and that as long as they're loyal suppressed any other would-be- to Claude, they won't have to worry important clan of wererats or more about the curse (which Claude mundane threat. Reniers that fail in such accomplishes through the use of his duties are ostracized and set aside, their Force Involuntary Change power). former allies ignoring them and leaving them vulnerable to upstarts that covet what they have. Yet, failures are quickly Richemulot under Claude Renier eclipsed by successes and a Renier that During Claude’s reign, Richemulot has brings the family closer to control finds even less population in the cities than it his or her fortunes reversed. will under Jacqueline’s rule, but their While Claude preferred to find ways numbers are mostly people born in rural to earn the grudging subservience of Richemulot's false history, with no other clans and individuals, bending memory or link to the original them but not breaking them, his clan is inhabitants of the cities they occupy as more violent and so were the various the flock of immigrants from the other other clans, whether allied or enemies. domains isn't as prevalent nor as So it wasn't unusual for violent fights to encouraged in that era. The people of erupt in the sewers, the back alleys of the Richemulot were then welcoming of cities, or even in the ball rooms of the foreigners that occupied houses near nobility. Claude at the time clings to them, although Claude allowed the hope that once he secures the domain

74 Quoth the Raven 20 and subjugates rebellious clans he will threat draws the attention of heroes that have more time to enjoy the fruits of his claim many victories against the labors. wererats. The state of Richemulot's cities in Claude in this era finds himself this era is better kept. Repairs are having to prove he's still as capable as routinely made to the various facades, ever of defending his position from those buildings, and statues by the new that covet his position, deal with his inhabitants. It's not unusual for workers large and extended family, secure the brought in to work on these projects to gains of the family, and deal with all the start their families in Richemulot. problems of the increased population. He Later in Claude's reign, most of the becomes progressively disillusioned with other clans have come to realize that to his family and realizes the futility of his openly oppose the Reniers is futile while desire to just sit back and rest as the an alliance with the dominant clan is years pass and he has as much to do as profitable. People flock into Richemulot ever. from other lands, trade deals are made As Claude progressively realizes that between the various human nobles and his domain is actually a trap he can't the nobility of Borca and the promise of escape and loses interest in ruling, the prosperity beckons. Yet, a generation of state of the cities worsens. Cracks appear Reniers and other wererats that have in the pavement and nobody repairs spent their time plotting or fighting can't them, people that would have sweep the just sit on their laurels and accept the pathways in front of the whole street status quo. Restless or greedy wererats won't even sweep their doorstep, and few increase their attacks on the human seem interested to clean the various populace while, the power-hungry that statues and architectural features from don't dare oppose the Reniers make their bird and rat droppings. power-play to gain influence among humanity using blackmail or murder to secure their (or their protégées) position. Adventuring opportunities: The new generation of Reniers that Under Claude's reign, adventurers could grows up has little recollection of the be contacted by the Reniers (or their days when they were hiding in the enemies - human or wererat) to deal with shadows and sewers of Falkovnia, and a certain troublesome wererat, human, or take less care to hide their true nature other problem. High standing Reniers or from humans, feeling comfortable in human mayors can offer noble titles or a their numbers and powers. seat in the town council. Material rewards aren't large, since the domain In that era of Claude's rule, Reniers hasn’t developed important trade deals and other clans had swelled in numbers or extensive manufacturing yet. Still, the from the few dozen that arrived with adventurers can be paid in favors or Claude or were native to Richemulot, to rumors and scandals which they can hold hundreds. Infighting and intrigue is rife over others to gain their rewards later. among the clans; the wererats use spies Adventurers could visit the new domain as often as humans and are even more when hired to search the various ruthless in dealing with them. The abandoned buildings (which may increase of the attacks on a humanity actually hold enemies of whoever hired increasingly aware of the supernatural

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them) or guard (or clear) a rural patch of of the Asylum and staying with relatives undeveloped land with fertile soil or to recover - before his enemies give it to other precious resource while a small his new, influential fiancée or her settlement is being developed. parents, naturally unaware that he's Of course, the setting of Richemulot married to another woman. And while with the various factions fighting for nobody raised in Richemulot is so naive control or increased position offers as to scribe anything of real importance ample opportunities for intrigue. A rival to his or her diary, newcomers are not businessman's ledger with his contacts, always adequately prepared. customers and income could be considered more valuable than his treasury chest. A noble could be paying Special thanks to Rotipher of the FoS for good money to recover the letter his wife helping me figure a unique curse for sent him - informing him that she is out Claude Renier.

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Cursed Charms Omens of Ill Luck By Jim “Jimsolo” Stearns [email protected]

From black cats to umbrellas opened Presented below are a collection of indoors, the real world is filled with superstitions from around the core, hundreds, if not thousands, of portents of detailing the various ways that the misfortune. Some stem from ancient common folk of Ravenloft believe they religious beliefs, and usually require a can fall victim to the dark side of fate. brief ritual (such as throwing spilled salt over one's shoulder) in order to ward off divine wrath. Some have their roots in Barovia secular myths, fables, and urban legends In Barovia, when the moon rises over the that have such resonance that people still towering trees and the peasants huddle in act in accordance with them even though their homes, there is precious little to do they know that rationally, there is little of an evening but tell stories to one to no basis for such practices. The belief another. Many Barovians pass tales that saying 'good luck' to an actor on down from generation to generation, opening night is a curse is an example of such as the Left Handed Vistana, or the this second origin. Finally, bad luck story of Blueberry Kathen. One such omens can arise from persecutory story tells of two young lovers meeting beliefs, which become exaggerated and in secret. The young boy gave his lady magnified with time. Black cats, and love a single rose as a gift, but when she their association with witches, are an pricked her finger on one of the thorns, a example of this final type. vampire burgher was attracted to the While the domains of Ravenloft scent of her blood and turned her into a almost certainly use the more common member of the undead. The young superstitions of the players, such as woman returned to slay her former lover, crossing beneath ladders or breaking but when he gave her another rose, she mirrors, the Demiplane of Dread is home stared at it entranced until morning came to cultures as different as they are and destroyed her. numerous, and there is no reason that Barovians believe roses are bad luck their superstitions should be any less so. when given as a gift. In fact, they do not

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give their lovers any form of thorn- dyes used, which had slowly poisoned bearing flowers. Consequently, they the wearers. The designer hotly also believe thorned flowers to be contested this, but the matter was finally capable of paralyzing vampires. So laid to rest when he was found in his powerful is the bad luck of these plants own workshop, covered from head to toe that not even the dead can escape it! in red sores. To this day, Borcans If the DM wishes to have this curse consider it to be terribly bad luck to wear to have a grain of truth, then anyone who green after the last day of summer. has been given a gift of a rose does not If this curse is true, then anyone in need to invite a vampire in to become its Borca who wears outfits of primarily prey. Until the next sunrise, all vampires green coloration after Nottefolia (around can freely enter the home of the rose- September 22nd) takes a -2 circumstance bearer. On the other hand, any vampire penalty on all Fortitude saves to resist which is given a rose forcefully enough poison. to pierce its hand will be paralyzed, just as if its heart had been pierced with a wooden stake. This usually requires a Darkon grapple check in melee combat, and so is Across the wide expanse of the more common when the vampire is Mistlands, in the north of Darkon, the asleep in their coffin. people have a number of legends about the strange things that have been known to come out of the misty border of the Borca domain. These vary from settlement to The world of fashion is a strange and settlement, but a traveler would be hard unusual one. In Borca, it has long been pressed to find a woman with loose hair the custom that Nottefolia, the Borcan in any of these villages, from coast to holiday which commemorates that last coast. Even the youngest child can day of summer, is the last day of the year recite a story about some foolish person when it is acceptable to wear green with long, loose hair who was passing by clothing. In the early 690's, an influx of an open window or door, only to feel imported silks resulted in a large number gnarled, bony fingers in their tresses, a of new fashion moguls sending their sharp tug, and then was never to be seen works across the court. One designer in again. In some of these stories, the particular crafted a lovely series of vests mysterious hand snatches the victim's and dresses in shades of verdant green. head clean off, leaving the body behind, For a time it seemed as if Lady Camille and in the most horrible, merely rips the was the only one who didn't appreciate scalp clear, leaving a screaming, the new fashions, finding the violation of bleeding victim. tradition 'unseemly.' If these stories are true, then there is Before the season was over, something far more insidious in the however, disaster struck. Many courtiers Mists north of Darkon than what has who favored the clothing of the new been previously suspected. In addition designer in question were found dead in to that, anyone in Darkon, man or their homes, covered in strange red woman, with hair longer than their sores. The public quickly decided that shoulders who does not bind it in a braid, there was something wrong with the pigtail, ponytail, or underneath a hat of

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some kind, risks being grabbed. Any grapple checks against such luckless Falkovnia individuals receive a +4 bonus. In the slums of Falkovnia, life is cheap, animal life especially so. Rats, pigeons, Dementlieu and other stray animals are often one A popular theme in Dementlieuse ghost step away from becoming a meal for the stories is the abandoned artwork. next peasant desperate enough to capture Although the fictional artist, as well as them. Cats, however, seem to escape the the medium they work with may differ, dinner table. No Falkovnian will the broad strokes of the tale remain the willingly eat a cat, although the reasons same. A painter, sculptor, or other artist given for this vary. Old tale tellers have creates a lovely piece of artwork, but for sometimes been heard to remark that the cat will claw you up from the inside, some reason refuses to sign it or otherwise indicate it is his. Usually this until you're just a sack of blood waiting is well meant, often as an anonymous to be split open. gift. The subjects within the artwork, Should you decide this story has however, feeling abandoned and alone some merit, anyone who eats a cat since they do not know who created within the confines of Falkovnia is them, seek to interact with the real cursed for d6+1 days. During that time, world, either by coming to life (if a any wound with a slashing or piercing sculpture) or visiting viewers in dreams weapon will bleed for 1 point of damage (if a painting) or possessing those who per round until stopped with a successful examine the piece (most common with DC 10 Heal check or any curative music). Inevitably the artwork finds the magic. artist, who, horrified, denies his creation, only to be found out and usually dealt Forlorn with in a gruesome manner. Artists from Dementlieu consider it The tribal goblyns of Forlorn aren't tempting fate to not attach their name to known for having a sophisticated or their work, even if few of them really extensive culture. Nevertheless, they believe these stories. As a consequence, have their own beliefs, including their anonymous work in Dementlieu is own superstitions. Of particular note is incredibly rare, and usually the work of the fear of goblyns they call 'arrowteeth.' foreigners. While it's rare, goblyns have been known to use weapons, especially while they are If this story is more than just closing in to use their teeth and claws. hogwash, then for any artwork which is Occasionally while feasting on their presented anonymously, with the victims after a massacre, an unlucky originator making no attempt to attach goblyn will bite into an arrowhead his (or anyone else's) identity to the imbedded in his meal, forgotten in the piece, there is a 1% chance that the frenzy. Should he break a tooth on the artwork will be given life, and compelled metal, then he is considered a terrible to find its creator. DMs can use the omen. Goblyns believe that an Animated Object statistics from the 'arrowtooth' is a traitor, who will betray Monster Manual, or seek more creative another goblyn in the very near future. options.

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Usually, the paranoid tribe members widespread. The screech of an owl, they solve this problem by descending on the believe, is a warning that the animal is unlucky arrowtooth and tearing him to seeking to channel a portion of the shreds. witches' magic back on some luckless While likely nothing more than a victim. primitive superstition, the arrowtooth Only Hazlik knows the truth about myth may contain a grain of truth. If the owls in his domain. If the animals you decide that it does, then for 24 are indeed omens of bad luck, for either hours, an arrowtooth goblyn becomes race, then their screech bestows a -1 luck terrible bad luck for the rest of his tribe! penalty on anyone who hears it, which Any attack he makes on another goblyn applies to all saves, skills, checks, and which catches his opponent without his attack rolls. The penalty lasts until Dexterity modifier automatically sunup. threatens a critical hit. Any goblyn who survives the day as an arrowtooth will mark his victorious status by replacing Invidia the broken tooth with the arrowhead In the domain of Invidia, almost which caused it. everyone carries at least a single silver coin with them. Those who are wealthy enough to have a large coin purse are careful to make sure there is always at Hazlan least a few silver pieces, but since that is Once upon a time, the Rashemani people fairly likely, it isn't something they fret had their own class of spell casters, tribal over. Amongst the peasantry, it is witches who were both respected and common to give children a single silver feared. These mysterious women came coin worked onto a ring or pendant as a into conflict with the rule of Hazlik, and gift when they become old enough to although they tried to use their nature- wear jewelry. The origins of this myth based magics to save themselves, they are lost, but the folk of the domain were found out at every turn, and believe that carrying at least one silver eventually destroyed. The Rashemani coin at all times will ward off attackers. believe that the owls of the domain, once Gabrielle Aderre has come to suspect the the favored of the witches, superstition has its roots with Bakholis, became offended at some slight the who she believes had some method of witches had given them, and turned sensing the hated metal, and may have against the women, betraying them and been less inclined to attack those who their sacred meeting sites to the wizard- bore it. tyrant. Any Rashemani who hears a If this superstition is true, then it screech owl in the night will take refuge, would be frightfully bad luck to find lest the owl report their crimes (real or oneself without silver on the roads in fabricated) to the cruel Mulan. Invidia. In such a situation, the DM Ironically, the Mulan fear the owls should double the chance for a random too. Those few who are in the know encounter for such an unfortunate. remember the witches' use of owls, and (Encounters rolled as a result of the the belief that the animals hold a grudge additional chance should, naturally, be for their defeated mistresses is hostile ones!)

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of Keening, it is now whispered with Kartakass both fear and hope, for if the legends are true, then what once was a curse may be In Kartakass, among the lumberjacks of a way out of Tristessa's clutches. the region, one can find a curious If the legends are more than just tradition. The first time a man uses a stories, worked jade objects have the new axe for clearing trees, he pricks his power to siphon the spirits of fae into finger and dabs a drop of blood on the them, although each object can only hold blade. The peasant belief holds that, a single soul. All that is required for this after so long at chopping trees, an axe is contact, although the fae can resist may grow curious as to what the blood with a DC 12 Will save. Should the fae of men tastes like. This anointing ritual be trapped within the jade, it is forever is said to sate the axe's curiosity, and bound to the object, and destroyed if the ensure its loyalty should the lumberjack object is. The malignant presence of the ever need to use his tool as a weapon. dead fae corrupt such objects, and Of course, should the blade be passed on anyone who bears such a fae-containing to another, the new owner must satisfy object takes a -1 luck bonus on all attack the weapon's curiosity as well. rolls, weapon damage rolls, and saves vs If true, then any axe which has not fear. been anointed will turn on its wielder the

first time a critical failure is rolled on an attack with it, regardless of the type of axe. Such an attack automatically hits Lamordia the wielder for full damage. After that, all critical failures that wielder makes Lamordians are not, by nature, a with that axe will be resolved normally. superstitious people, but even they have their children's stories. For years they have entertained their offspring with tales of the grumblings, a mythical race Keening of tiny tricksters who play cruel pranks on townsfolk. The wild grumblings, The undead fey of Keening have few who live beyond the borders of cities, myths that they still remember, but they like to lure animals to waylay travelers. were always a people of legend, and Once the travelers are dead, the stories their own legends have proven as say, the grumblings eat whatever is left. reluctant to die as they. One story they Wild grumblings can sometimes be tell concerns jade. According to legend, spotted by the tracks of their mounts, the powerful shamanistic spellcasters from a large and hardy Lamordian rabbit. After distant land worked together to protect the first snow of the year, grumblings are their people from the fey. Their life's supposedly very keen to stock up on work was a spell that would infuse the food for the winter, and it is then that precious stones of their homeland with they are at their most dangerous. It is the ability to siphon the very soul from very bad luck to cross the trail of a rabbit the fae. Supposedly, the fae fled that during this time. land seeking other homes, where the On the off chance that there is any hated material did not naturally occur. truth to this, then it would be unwise to Although this story once terrified the fae cross the trail of rabbit tracks in the first

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snow of the year in Lamordia. Anyone peculiar beliefs have begun to crop up who does so may very well fall victim to among the unliving residents of Il Aluk. a wild animal attack, and in that event Of note is the fear of birds. they would be horrified to discover that There is very little life left in the until the snow melts, all wild animals vicinity of Necropolis, although the rare enjoy a +2 luck bonus to attack and animal can still be found. There is a weapon damage rolls against them! rumor spreading among the undead that several citizens who met grisly ends from various methods share a common thread, which is that they all mentioned Mordent having heard a bird prior to their demise. The Mordentish have more superstitions While birds aren't unheard of on the than they have time to recount them. outskirts of the city, they are still rare, Most of these beliefs are focused more and growing rarer still, since those who around the restless dead, rather than believe this story most intensely have curses of misfortune. One Mordentish taken to leaving the city and killing any superstition is notable for having nothing bird they hear. to do with death or the dead, but rather If this story holds any water, then with birth. any undead citizen of Necropolis who Common legend holds that children hears a bird becomes cursed. Anyone with green eyes are cursed. Green-eyed attacking such an unfortunate gains a +1 individuals are often treated with mild divine bonus to hit and weapon damage unease, although foreigners are often rolls. The undead can eliminate this unable to discern this from the normal curse by killing the offending bird. reception that the Mordentish give to outsiders. There is no specific curse associated with green-eyed individuals, although the general belief is that their Nova Vaasa eyes are beacons to the unnatural. The Nova Vaasans are far from having a If this superstition is more than just reputation for generosity, which is what idle talk, then anyone in Mordent in the makes one of the customs from that land presence of a green-eyed individual will so peculiar. Almost fifty years ago, a take a -1 penalty on all saves vs spells, powerful merchant began striking his spell-like abilities, and supernatural own coins, a not uncommon practice in effects. some lands, but unheard of in Nova Vaasa. Although his coins bore the likeness of the current Prince on the face, the obverse showed, instead of the Necropolis seal of the Lawgiver, the face of the In the streets of Necropolis, where the merchant. Horrific misfortune began dead rule, there is little need for plaguing the merchant soon after. His superstition. The apathetic undead who livestock died of bizarre diseases, his populate the city have very little to fear family perished in freak accidents, and a from the mundane effects of ill fortune. series of personal injuries left him Still, since the Requiem, a number of penniless, blind, crippled, and mute. Although death would have been a

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mercy, he lived an additional thirty Not for lack of evidence, but for surplus years, begging on the streets, growing of it! The Richemuloise believe that it is more sickly and pathetic with each frightfully bad luck to name a child for passing day, yet unable to die. their parent, to do so is to destine the No Nova Vaasan is willing to accept child to slay their own progenitor. this fate. Anyone who comes across one There are countless stories of this of these double headed coins will happening, as varied in the details as attempt to get rid of it by the quickest they are in the tellers. What makes this means possible. Superstition holds that superstition more than just a rumor is its the coins cannot be discarded, and if seeming validity. From Otto Sellers to they are thrown away they will return to Ferdinaud Richard, even including the bearer. Similarly, the Church of the Lumeo Renier, Richemulot history is Lawgiver will not accept the peppered with patricide (and a few cases blasphemous currency. Anyone of matricide!) where the double-name unfortunate enough to have a two headed phenomenon repeats itself. Few coin will attempt to pawn it off on the Richemuloise will chance such a bizarre next available person, preferably an and seemingly deadly curse, although outsider who doesn't know what they're there are always a few foolhardy enough getting into. Since few peasants can to risk it. recognize the historical coins, this fear If this myth is more than just a series extends to ANY double headed coin. of bizarre coincidences, and naming a Although it is likely a propaganda child after its parent really does doom story designed to strike the fear of god the poor tyke to one day killing their (or more accurately, the Lawgiver) into own father or mother, the details should would-be currency forgers, there is vary from case to case. It needn't be always the possibility that it is more than murder, of course. Many a child who that. In such a case, within Nova Vaasa, was the second of their name in any of the double headed coins (there are Richemulot has killed their parent between ten and twenty thousand of through an unfortunate accident. them floating about, in silver, gold, and Mistaken identity is also a common platinum, although they, the original factor. A sudden, mysterious temptation cursed money, are the only coins that to murder is not out of the cards either, bring about doom) confer a -1 penalty to of course. Large inheritances can often all saving throws onto the bearer. This provide all the 'accidents' that one might penalty is cumulative for each coin need, without supernatural interference. possessed. Nova Vaasans are very careful about checking their money, and will never take any double headed coin. Sithicus Spellcasters traveling in the western Core often find Sithicus a welcome Richemulot respite from the hostile reception they For a domain that trades in knowledge get elsewhere. Whether from the and secrets, the origin of one of the superstition and fear of the Mordentish, nation's most pervasive superstitions is or the willful ignorance of the maddeningly impossible to track down. Lamordians, the end result is that the

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arcane arts aren't appreciated in much of the western half of the Core. It's fitting, then, that the same tradition which makes the elves of Sithicus more Tepest accepting of arcane magic also informs In Tepest, one finds it impossible not to their belief systems, pervasive enough to run into superstitions everywhere one affect even the beliefs of the common looks. A casual traveler through the land population. will run into several such peasant beliefs, Of particular note is the Sithican and someone born within the domain dread of broken trinities. While trinities will have heard of hundreds. From the represent the triad of magical forces in belief that unbound curtains will invite Sithican belief, as well as the trinity of faeries into one's bedroom (who will, in their ancestral deities, a broken trinity this particular case, tie the victim's hair represents an impending misfortune. into knots) to the practice of stepping on Interestingly, this misfortune varies in the first picked berry of the season (to severity, although it's usually most likely avoid the poison left by, again, the to appear to and affect spellcasters. faeries) the Tepestani live in a world of Peasant belief holds that carrying a small labyrinthine, and often contradictory, token of iron can ward off the effects of superstitions. In order to navigate these the curse, which is why almost every beliefs and practices, many Tepestani Sithican carries just such a small piece of order them based on the credibility of the metal. Spellcasters, however, open individual who first told them about the themselves up the arcane in ways which practice. A grandmother is more reliable are too strong for such a small symbolic than a neighbor, a priest more reliable fetish, and are far more likely to avoid (usually) than a grandmother, and on and broken trinities. on it goes, in a complex web that only Should a spellcaster (either arcane or the Tepestani can unsnarl. divine) within Sithicus encounter a One Tepestani superstition that broken trinity, such as a cluster of three seems to be universal is the proscription eggs, one of which fails to hatch, or against turning sister against sister. If a three paintings, one a fake, or two fresh man should come between two sisters, apples with a worm ridden one, they will and in seeking their affections, turn the avoid them at all costs. Should it prove siblings against one another, it is impossible to avoid (such as a starving believed that he will suffer a dire curse. wizard being offered the aforementioned (Technically, this curse can befall apples) or should they accept the broken women too, although they must be trinity without realizing its nature, then seeking romantic attentions from the they will bear a minor curse. Thereafter, sisters in question, and the curse does they will suffer a 5% arcane spell failure not affect those who turn brothers chance on all spells they cast. This against one another.) It's almost certain additional chance only applies to spells that this is connected to the Mindefisk which actually matter, such as spells cast sisters, although it's unclear if this is a in combat, or spells which use an vendetta that they actively and expensive material component. Once consciously pursue, or if it's merely a the additional 5% results in a failed spontaneous supernatural manifestation spell, the curse is satisfied. of their will.

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In either event, this curse manifests reluctant to speak to them, and usually in a variety of ways, but always results wind up moving to a new settlement. in the luckless paramour being During each full moon, any man who permanently mutilated. This mutilation has struck his wife during the last lunar might take the form of a foot severed by cycle (this particular bit of bad luck a slipped axe, an eye put out by a stray doesn't seem to strike female abusers) arrow, or a hand lost to gangrene after a must make a Fortitude save to avoid relatively minor injury. The loss always contracting a mild respiratory disease. hampers the victim's ability to pursue his (DC is equal to the total damage done to original profession or passion. Anyone the spouse.) The disease has an attempting to use magic to regenerate incubation period of 1d20 days, and once this damage must first succeed at a symptoms set in, inflicts 1d2 Con dispel check as if dispelling a spell cast damage per day. It can be recovered by a 16th level caster. from like any mundane disease, and the Fortitude save to resist further damage is a DC 9. Each failed save worsens the coughs, however, and the victim takes a Valachan -1 penalty to Move Silently checks for In Valachan, the peasant population each failed save against the illness. enjoys a healthy respect for superstition. Even once the illness has passed, the Unlike the groundless superstitions one abuser will find that his Outcast Rating runs into in Tepest, many of the in his home region has increased by 2. Valachani legends hold some useful (if complicated) wisdom. In order to ward off disease bearing spirits, wise women spread ulati, a paste of several pungent Verbrek herbs, on the chest of those in need of The frontier-like settlements of Verbrek protection. This frequently works, since are home to a brutal existence, and it is it is often one of the realm's vampires no surprise that the traditions of that land causing the illness, and one of the are no less brutal. Although the peasants components of ulati is a vigorous are thoroughly lacking in formal amount of garlic. Another superstition education, a state normally conducive to that bears mentioning is the fear of an intensely superstitious populace, the domestic abuse. natives of Verbrek do not appear overly Domestic abuse is very uncommon concerned with curses and dark spirits. in Valachan, and almost always at the The realities of their realm provide more hands of a foreigner (whether or not the than enough things to fear, so there is victim of the abuse is a native or not little need to fabricate more. doesn't seem to matter). Those who Women travelling through Verbrek break this taboo seem to contract a would do well to pay attention to the hacking, coughing illness that has no 'moonfires' lit in towns. The moonfire is name among the natives, who are too a cleansing ritual performed at a certain fearful to even speak of it. Even victims phase of the moon, though the exact time who survive the illness (which is the varies from settlement to settlement. All usual outcome, since it is a very mild women of child-bearing age gather disease) will find their neighbors around the moonfire and burn green

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wood, bathing in greasy smoke which is without performing the ritual leaves an believed to cleanse their bodies and unmistakable trail for lycanthropes. spirits for the next lunar cycle. It is said Werewolves and other lycanthropes gain that a woman who does not cleanse a +10 bonus to detect or track such a herself will accumulate a scent that will woman by scent. entices wolves to attack. If the legend is true, then any woman who has gone more than one month

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Sea Wolves Wolves on the Waves By Mikhail "NeoTiamat" Rekun [email protected]

“There’s no possible way / To describe themselves, and the helpful fishermen what you feel / When you’re talking gave me directions to it. to your meal!” The Crying Seagull was a small, “Hello Little Girl,” Into the Woods, seedy hovel of a place at the edge of the Stephen Sondheim docks, built opposite a short wharf out into the harbor. A crude sign identified The incident I now relate occurred the single-story building, and the sounds several months into my research, as I of voices came from inside. It was was on the homeward swing of my getting late, and I considered returning to journey. I had already collected several my own inn for the night, but the smell notebooks filled with nautical legendry of knowledge was in the air, and I of all variations, and I was looking entered. forward to returning to my pleasant rented room in Port-a-Lucine and The inside of the tavern was much as spending a few weeks categorizing them could be expected. A single bar ran by location, culture, and age. across the back, and a roaring fire-pit in the center of the building provided This was to be the last location on considerable warmth. Despite that, it was my itinerary, and so once more I set out poorly lit, the lanterns hanging from the to talk to the local seamen, asking them ceiling providing only a half-light for the about the beliefs of those who go to sea. tavern. Stuffed fish and ropes hung from The first tavern I arrived at was a large, the walls, and maybe twenty people sat boisterous establishment, and I acquired in clusters at tables or at the bar, or in a few new legends to add to my growing rocking chairs before the fire. The collection. Upon asking for directions to building reeked of fish, smoke, and another place where sailors gather, I was rotgut liquor. told that the regulars of the Crying Seagull tavern tend to keep to

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Seawolves and Sea Stalkers and drink, and a tri-colored beard, red and black and gray all mixed together in a Were-Seals, Oh my! rough-shorn, patchy mess. Red hairs Sea Wolves, as non-lycanthropic peeked out from under a seaman’s cap, shapechangers, appear in the and strong teeth stained black by Stormwrack game supplement. Sea chewing tobacco showed when he spoke. stalkers, as lycanthropic sea lions, He wore a long blue coat; from the look appeared in Gaz II. Still another of him, he was a ship’s petty officer, a permutation of this concept is boatswain perhaps. presented in the DM Appendix of this I sat down next to this apparition, book. For the purpose of this netbook, doffing my hat in thanks. “seawolf” and “sea stalker” are different names for the same creature: a “Well, don’t you look all fancy-like,” lycanthropic, wolf-headed seal which he said, in a voice every bit as gravelly – comes in standard and greater varieties, powerful, yet coarsened by a lifetime of respectively equivalent to a werewolf salt air – as his complexion was weather- and mountain loup-garou in power. worn. “What’s a feller with posh duds This netbook (and Zeke, Richie, and like yers doing in a miserable hole like Helmut) will use the term seawolf this?” primarily. “My name is Rudolf von Holzen, and Both “seawolf” and “sea stalker” I’m doing research on sailors’ legends.” are used interchangeably by the I replied, gazing a little dubiously at the populace of Ravenloft, although the tavern. It was rather dingier then most I latter term is more commonly applied visited. to the more powerful variety. “Were- “You’re one o’ them fancy scholars, seal” is almost never used, save by a ain’t you? Listening to old sailor’s few scholars, though it is perhaps the stories? Well, ye just sit back and relax, most technically-descriptive name. ‘cause old Zeke is gonna tell you a whopper.”

I admit that I stood there blinking at this for a moment when I heard a rather Folklore peculiar voice call out. I sat back in the old rocking chair, “Well, lookee what the wind blew in. expecting something to jab me as I Don’t just stand there, Mistuh, come on lowered myself, but the cushioned chair in, pull yerself up a chair and sit a spell.” was almost sinfully soft. I have to admit, I looked forward to see just who was for all the grimy splendor of the tavern, doing the talking. The man was sitting it wasn’t too bad. Warm, soft…. And by the fire-pit, and any description of Zeke’s accent had a hypnotic edge to it, him would undoubtedly have to include for all that I was unable to parse its place the word ‘scraggly’. He was scraggly of origin. everything. A tall, rail-thin man, I “Ever hear the story of ole Urdogen guessed him to be in his early forties, the Red? Well now, it’s as sad and sorry though he could be anywhere from thirty a tale as you’re ever likely to hear. Well to sixty for all I could tell. He had a ole Urdogen, he was called red not just beaky nose, somewhat the redder for ‘cause his beard looked like this ‘ere

88 Quoth the Raven 20 fire, but ‘cause he had a powerful “In Rokushima Taiyoo, there is a hankering for blood. A cruel and vicious story about the seals. You see them in man….” the harbor, yes?” I nodded. “Before “We hear this story a hundred times coming to the Core, I was a catcher of now. Say something different for once, fish in Beikoku. Harbor there has many old fraud.” The speaker was a man from seals. Seals catch fish, some men train one of the other rocking chair, leaned them to catch fish for men. There is a forward and playing dice with another story about how seals came about.” sailor. He was a Falkovnian, that much “Many years ago, there was a mighty was easy to tell, with the faded hawk- warlord who conquered all of brand on his forehead and the short- Rokushima Taiyoo. Once, he came to a cropped hair and clean-shaven look small village where lived a very holy popular in that land. He also happened to man, beloved of the kami, who preached have muscles like steel bars, from what I against the conqueror and his could see. treacherous ways. The warlord, he was a “Ah, Fritz, you old son of a dock- proud man; he would not take such thing side doxy, was wondering when you’d lightly. So he took a host of his butt in.” ashigaru, and came down to the village “Is Helmut, not Fritz…” to arrest the holy man. But kind people warned the priest, and he fled from the “I don’t care if yer Vlad Drakov soldiers. himself, go do something useful-like and get us a drink. All this talking is making “But Rokushima Taiyoo is islands, me powerful thirsty.” Zeke gave me an and one can run only so long. At last he appraising look. came to the sea, not two score paces ahead of the warlord and his soldiers. “I will of course be happy to pay for And because he was a very holy man, he any drinks.” I said right on cue. The stepped out onto the water, and his soul Falkovnian grumbled and, surprisingly, was so light that he could walk across returned with four mugs of ale. I sniffed the waves, away from the evil conqueror mine carefully, looking for any flies and his soldiers. floating in the brew, but when I noticed the other sailors all looking at me, I “But the warlord was a proud man, drank it. Not too bad, though I’d had and a cruel one, and demanded that the better at the Chez Leon back in Port-a- holy man be brought to him. So with Lucine. curses and blows he ordered his soldiers into the water, and one by one they The Falkovnian, Helmut, grunted as swam out after the holy man. But no if I’d passed some test. “Instead of Zeke sooner did the last one enter the water blowing hot air, tell us story of seals, than a mighty wave came and drowned Richie.” them to a man, leaving their wicked This was addressed to the third man master alone on the beach, cursing his there, a short, black-haired Rokuma fate. For his pride, he had lost his fairly studded with knives. He must have warriors, and his house would soon fall had a dozen of them at least, hilts poking from power, not to rise again for many out from pockets and sheathes all over generations. his utilitarian clothes. He grinned and “The holy man, however, felt pity for launched into his narrative. the soldiers, who were only following

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the orders of their daimyo, however after, they gather by the shore, calling cruel and proud he was. He asked the out ‘Haki, Haki!’, the name of their spirits to show mercy, so the kami turned master’s clan. But their daimyo could the drowned soldiers into seals. Ever not help them, and so they remain seals, forever.” The Origins of Seawolves As the end came to this tale, there Where do seawolves come from? was a brief silence. Then Zeke sniffed, a Possible origins of lycanthropes as a little jealously I thought. “Very nice tale, group have been more then adequately sure is, but I heard it a mite differently. addressed in Van Richten’s Guide to Way I heard it, them soldiers, they Werebeasts, but seawolves aren’t weren’t soldiers but wer-ee-wolves, and precisely “normal” lycanthropes. Most they was chasing none-other than Ezra, curiously, their animal form – that of a and the Wolf God was the one leading wolf-headed seal – is not to be found in them along.” nature. “So the way I heard this, this whole It is possible that seawolves evolved ravening pack of wer-ee-wolves comes on some unknown outlander plane, loping along, all hell-bent on getting possibly with the aid of magic, then themselves a piece of god’s meat, when were transported to Ravenloft by the Ezra came to the sea-shore. She, being a Mists and deposited in the Sea of goddess and all, just up and walks out Sorrows. A dedicated scholar could, across the sea, but the wolves, they come theoretically, trace the earliest seawolf up to the shore and stop. They ain’t attacks to the Sea of Sorrows in the mid- crazy, and they ain’t fishies either, to go 600s, and follow the infection’s spread out swimming in the mighty cold sea.” to the Nocturnal Sea and Great Mirror “So the Wolf God, he gets all riled Lake. up and asks if there’s a single wolf Sailors, and seawolves by extension, among the lot with enough guts to go being a superstitious lot, a number of and get wet. And this young buck, he folktales of seawolf origins have arisen, goes up and dives in, and swims out after though all are fairly similar. The Sea of Ezra. ‘Course, wolves not being what Sorrows’ seawolves usually accept the you might call nautically gifted, he starts story of Ezra and the Wolf God, while to drown pretty quick-like. But the Wolf Rokuman seawolves speak of the God, he was so pleased with his warlord. Nocturnal Sea seawolves tend servant’s loyalty; he turns him into the to split the difference, claiming that first seawolf.” vassals of a corrupt Vaasi nobleman “Ah, the seawolves.” The Rokuma, were ordered into the sea, then ‘Richie’, nodded. “They were the closest transformed by the Lawgiver in followers of Haki, the cruel warlord. acknowledgement of their loyalty unto They were the ones whose evil gave death. While not universally believed, them no rest, and as they preyed on their such tales are fairly widespread, and are fellows as men, so they became the the cause of many good-natured (and a greatest hunters, the seawolves.” few less amicable) brawls, when “Is stupid, say I.” Helmut seemed nomadic packs holding contradictory unimpressed with the stories. views of their origin encounter one “Seawolves, they are fact of life, who another.

90 Quoth the Raven 20 care where they come from? Seawolves “You? Read? Only thing you read is are.” ‘Dead Travel Fast’.” Helmut’s voice “Just ‘cause you ain’t got the trick o’ was scornful. telling tales, don’t mean ye got to go “A Romance from Beyond the Grave. spill cold water all over ours, Fritzy.” Best book ever writ by man or beast,” Zeke said mildly. Zeke declaimed, a note of certainty in “Excuse me, seawolves? What are his voice. Helmut’s raised eyebrow they?” I admit to being intrigued. I’d wouldn’t have looked out of place on a never heard of such creatures before. A Richemulese grand dame. new legend… this could be very useful “Anyhow, this means a seawolf’s got for my thesis. I snapped out of my three shapes. Most o’ the time, they look reverie as I realized every eye in the inn like fellers like Fritz here. Except they’re was on me. They slowly turned to Zeke usually handsomer then Fritzy.” as their spokesman, and even the “Funny, old man…” Falkovnian deferred. “Sometimes ye can tell a seawolf “You ain’t never heard o’ ‘cause they’ve got big, broad hands and seawolves?” I shook my head. “Well lots of muscles on the arms, ‘cause o’ feller, ye jus sit tight, ‘cause tonight, you using them as flippers half the time, I is getting yerself an education!” suppose. ‘Course, they’re usually sailors, Description so that don’t help too much, I don’t Zeke took this moment to precision-spit reckon.” a wad of chewing tobacco into a nearby “Then there’s the ‘hybrid form’, as brass spittoon. He pulled a grimy plug of that Mordentish feller was talking it from the depths of his coat and bit into about.” Zeke was obviously warming to it. I waited for a moment, understanding his theme. “Fact o’ the matter is, they it for what it was, a time-wasting gesture look like wer-ee-wolves. Half-man, half- while he thought. Finally, Zeke plunged wolf, all trouble. ‘Course, you don’t get into his story, the hypnotic, soothing many wer-ee-wolves aboard a ship, so drawl flowing past my ears. you can usually tell that it’s a seawolf. If “Now, what a seawolf mostly is, ye you can’t, there’s two ways to tell. see, is mean. They’re meaner than a Seawolves, they’re almost always this barracuda with a tooth-ache, which, as dark grey in color, and they got these ye can guess, is plenty mean. You get a little flaps o’ skin between the fingers, book and you put the word mean in it, helps them swim real fast-like. But other and you can put a picture of them than that, seawolves in hybrid form seawolves in it, ‘cause that’s all it needs looks like a wer-ee-wolf in hybrid form.” to say…” “Animal form though, they look “I take it they aren’t very nice sorta like seals. Most o’ them like those people?” I couldn’t help myself. Zeke little harbor seals, like you see out on the gave me a severe look. rocks hereabouts, but some o’ them is “So sharp ye’ll cut yerself.” He went big, like them leopard seals out off of back to his story. “Now, you see, a Lamordia. They’re sleek, fast, and got a seawolf is a, whatchamacallit, a lie-can- bite like a steel trap. They’ve also got a trope. Read about them once, out o’ a sorta wolf-like head. You know how book by some Mordentish fella.” seals look a little like these cute little

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Seawolf Appearance In human form, seawolves might be distinguished by particularly broad hands, very well- muscled upper arms, or unusually sharp teeth and elongated canines. Their kind need fewer vitamins than humans, so seldom succumb to scurvy, unlike human sailors. Occasionally, seawolves will sport small, decidedly pointed ears. Unlike many lycanthropes, seawolves aren’t particularly hairy in their human form, but premature graying is extremely common in natural seawolves and many infected ones. Most seawolves’ hair turns gray sometime in their thirties, progressively assuming the dark gray mottling of their other forms’ coats, then remaining that way well into their sixties. As such, it can be tricky to tell a seawolf’s age. Baldness is virtually unheard of. A seawolf’s hybrid form resembles that of a werewolf, either a common werewolf or a mountain loup-garou for the greater variety. Dark, mottled gray pelts are extremely common among their kind, but albino, brindle, or black individuals aren’t unprecedented. Brown, tan, or reddish pelts are unknown among them, unlike terrestrial werewolves. The hybrid forms of seawolves always possess webbed fingers and toes, and a sizeable minority (25%) lack tails as hybrids. In animal form, standard seawolves’ bodies look like those of harbor seals, while the greater variety resemble leopard seals. As in hybrid form, dark, mottled gray pelage is ubiquitous among them. The feature that sets them apart from ordinary seals is a clearly lupine head, with a longer, more prominent muzzle than true seals; their stubby wolf-ears protrude upward, not backward as in mundane sea lions. Their teeth are firmly canine, and seawolves can’t sieve krill from the water like many true seals; however, they share seals’ ability to seal their nostrils when diving, and their eyes possess the same protective membranes to assist underwater vision. Some 65% of the seawolf population exhibit red eyes in their hybrid and animal forms, although this does doesn’t extend to the human form.

doggies? Well, seawolves are like “Met seawolf on voyage from wolves. Long, snarling muzzles, teeth fit Egertus to Liffe.” Helmut smiled a bit, to rip and tear, and they’ve got red eyes reminiscent. “Was young, stupid that burn, jest like them there coals in creature. I and other sailor were on the fire-pit. They’re almost always this watch. Was night, maybe day or two out dark grey color on the backs, lighter on of Egertus. Seawolf swims to us and the stomach. Sometimes they got these climbs up anchor chain as man-wolf. real small spots ye can see if yer close, Sneaks over and kills other sailor. Rips but you don’t never want to be that close throat out with claws. Makes mistake, to a seawolf. Not what you’d call a lets him make sound. Stupid creature. healthy proposition, not hardly.” “I hear weak gurgle, I know sound. I nodded at this. I’d heard of Creature comes towards my side of ship. werewolves of course, who hasn’t, but I ready, I waiting on rigging, have chain. only second-hand. Things like that didn’t I loop chain around creature’s neck and happen in Port-a-Lucine, or back home pull. Soon, dead seawolf. Was stupid in Lamordia. A rural problem, I’d creature.” Looking at Helmut’s powerful believed. And a nautical one, it seems. arms, I believed his claim.

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sleep on. ‘Sides, there’s nasty things out Habitat in the deep water, some o’ which are even nastier than seawolves. Some of “So where do they live?” I had taken out ‘em live in warehouses on the docks or a notebook and was writing down notes. other such places, while others find Helmut cast a strange glance at my caves to live in. Depends on what pack writing implements, but after a moment, the seawolf is from, really.” he just shrugged. Zeke took up the “They sound rather dangerous.” I thread of the tale again. continued scribbling notes as quickly as “Eh, just about anywhere they want I could. What a treasure trove of to live. Like that joke, whose gonna say information! I could barely restrain my no to a seawolf? Once upon a time, you glee at the stories, which I suppose is only found them in the Sea of Sorrows, what kept Zeke talking. up around the Finger near Lamordia. “Oooooooh, yeah, they’re real They’ve spread to the Nocturnal Sea and dangerous.” Zeke spat some chewing the Mirror Lake these days. They don’t tobacco as he continued to talk. “See, do too well in the Murky Sea outside o’ they’ve got to be. Lots o’ mean stuff out Souragne, too hot for them. Same with in the waters, reavers and sea spawn and Saragoss, plus there’s not enough food ghost ships and heavens knows what for them there. Poison Sea’s poison, else. And most ships, they’re a lot heh…” tougher to take on than some silly farm “You kill me with laughter, old village. Sailors are a tough bunch.” man.” I looked around at Helmut, with “Thank ye kindly Fritz. See, all a those hawser-like arms, and “Richie”, seawolf really wants is people to chow who bristled with knives, and decided down on, a place to rest, and water that the old man had an extremely good ain’t too hot. First and foremost, point. We’d acquired quite an audience seawolves are predators, and they’re by then, about a dozen people or so: favorite prey is humans. Sure, most o’ sailors who’d pulled up chairs closer to them will eat fish or dolphins or regular listen to Zeke talk. I didn’t mind, seals, but they love the taste o’ humans. although I suspected this was some sort Or maybe they just like how humans of initiation ritual, where they filled the scream in terror. poor newcomer with tales. They all “Secondly, seawolves like their leaned in eagerly. water all chilly, and the colder the better. The old mariner paused, as if struck That’s why they loves the water around by some disturbing thought, then leaned Lamordia … nice an’ cold for them. toward me, eyes narrow and suspicious. You’ll never see a seawolf off the coast His gravelly voice was alarmed: of Markovia, or in the Murky Sea, it’s “Ye ain’t gonna tell nobody what I just too bloody hot there. been tellin’ ye, are ye? Not that it was “Lastly, seawolves, they’re not me, what told ye ‘bout all this? Iffen any fishies. They can swim and hold their o’ the folk who knew ye was comin’ breath, but they need a dry place to lie here – anyone who knows how ye been up, else they’ll drown. So most goin’ round, askin’ questions – is in seawolves don’t go too far from the shore, or at least some dry rocks they can

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cahoots with the local pack … be worth “Then there’s the Betas, or Officers. an ol’ man’s life, to tell ye all this!” Them there’s a couple o’ seawolves Taken aback by his concern, I who’ve got in good with the Captain, hastened to reassure the seaman that I and they’re his enforcers and goons. had no intention of naming him in my They’re usually natural seawolves, and treatise, if he did not wish me to; that, usually the captain’s men from way back moreover, my research was unlikely to when. ‘Course, if a captain croaks, it’ll attract notice outside my immediate be an officer who takes over the job. academic circle, and that no word of my Usually one or two officers to a pack, visit to the Crying Seagull had reached more if it’s big enough to need that other ears. These assurances of many, an’ shipboard ranks come along confidentiality seemed to cool the old with the job if the pack has itself a salt’s distress enormously, and he vessel. Anybody who can cast a spell is resumed his account at once. automatically a Beta, just ‘cause magic is so blasted useful. “Then there’s the bulk o’ the Society seawolves. They don’t got no fancy “See, now the thing about seawolves is name, they’re just the Captain’s hearty that how they live, how they hunt, all crew.” Zeke grinned, showing his that fun stuff, it all comes down to pack. tobacco-blackened teeth. “Anywhere Now, almost all seawolves live in packs. from a half a dozen to a couple dozen o’ That’s just the way it is. Seawolves is these buckos, and they can be natural- social folk, like wolves is and like seals born wolves or afflicted fellers who is too, so you get packs o’ seawolves. learnt how to change shape. ‘Course, just And on the surface o’ things, all sea- because they’re all one group don’t wolf packs look sort of alike. mean they’re all nice and lovey-dovey “You’ve got your Alpha, or Chief or ‘bout it. Every seawolf has a spot and he King, or whatever they tag their head- better stick to it, if he don’t want to get feller. Lot o’ packs call ‘em Captain, thrashed by his shipmates. ‘cause most seawolves is sailors. “Last, you got your Omegas, them Anyways, the captain is always the most poor sorry suckers at the bottom o’ the dangerous seawolf, and always a natural- heap. They’re afflicted types that ain’t born lie-can-trope, bred to the hunt. He’s learned how to change when they need the one who sets up the plans, decides to, or naturals who are either real young who to raid, and generally rules over the or have messed up real bad. Omegas seawolves. They don’t like it, he pounds generally don’t stay that way long: they ‘em, but good. either prove their mettle and become full “I say ‘he’ for good cause, by the shipmates, or they die, or they run off on way: female sailors is rare as squids’ fur, their own, and get killed by someone in most parts o’ the world, and female they meant to have for dinner, like as not seawolves is rarer still. Maybe ye get … or et up by somethin’ bigger’n them, one or two of ‘em in a whole pack – a out on the open sea. couple more’n that, iffen it’s a big one – “An’ I probably ought to mention an’ she-wolves never lead a pack, ‘cause mutinies. See, sometimes a seawolf the menfolk plumb won’t take ‘em captain, just like a human one, is a little serious. Jest the way it is. too stingy with the loot and the grog, and

94 Quoth the Raven 20 a little too free with the whip and the curse. Now, seawolves is tough, but they Ferals don’t like bein’ treated rotten any more “Now then, where was I…?” Zeke spat than regular folk, so they mutiny. out the plug of noxious chewing tobacco Generally, some ambitious young buck and took a sip of ale, rubbing his chin in gets an idea, and gets a posse of his a parody of forgetfulness. “Something shipmates to help out. They bribe or kill important, I reckon, else I’d be a mite the officers, and then they rip the captain less sober…” up into lots of pieces. An’ anyone who “You were about to talk about the doesn’t like can either die alongside the different kinds of seawolf packs,” I old captain or go find another pack to interjected, trying to get the old sailor sail with.” I scribbled all these notes down. Fascinating, simply fascinating. A Greater Seawolves society modeled on both the pack The overwhelming majority of seawolves structure of wolves and the nautical are of what may be termed the ‘lesser’ hierarchy observed aboard ships: this variety, that is lycanthropes patterned would flesh out my thesis tremendously. upon regular seals. A very small number, “Please, please, continue!” usually less than 1% of the general Zeke smiled again, an amused look population, is instead patterned upon the in his eye. “Weeell…. ye gets two kinds much larger and much more deadly o’ seawolf groups. I suppose you can Leopard Seal. call ‘em Ferals and Civils. Short for Greater seawolves are a mutation in civilized, since no seawolf I ever heard the breeding lines of natural seawolf tell of could be reckoned as ‘civil’; still, lineages, seawolves of spectacular size their habits is pretty different, ‘tween the and strength. Greater seawolves are two. Plus, there’s the sorry blokes who always natural lycanthropes, by can’t find a pack or got kicked out of definition. Most seawolves, and most their old one … Lone Wolves, you’d call people, for that matter, don’t consider them, I suppose. I’ll get to them more in greater seawolves anything more than a minute, I guess. particularly large and dangerous “O’ course, there’s more creatures lycanthropes, though a few scholars than just seawolves out and about the familiar with both lycanthropes and ocean blue.” Zeke bit off another plug of marine biology (such as Vjorn tobacco, and chewed it thoughtfully. Horstmann) have noticed that they are in “But most times, seawolf packs don’t fact a different phenotype. Greater have any dealings with other swimmers, seawolves rarely breed true, either with sahuagin an’ an’ such. naturally or through infection, and due to Seawolves live by the coasts and near their size and strength often become the surface, and even Ferals spend a fair officers if not captains in their pack. amount of time posing as humans. An’ From a gaming perspective, greater most o’ them creatures avoid seawolves, seawolves exist to provide the DM with just as much, ‘cause a full pack of an upgraded template for a ‘boss’ berserk lie-can-tropes is a thing no critter encounter or to use seawolves in a this side of a kraken wants to mess campaign that would be normally too with.” high level for them.

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back on track, difficult though that was and shovels, and even if they don’t live proving to be. there, they’re gonna put a mark on it. “Oh yea… Now I recall. Just let me “Oh, I reckon there’s some spots, up wet the old whistle again, been a while in the tippy-tops of the Balinoks or since I’ve done this much talking.” The maybe deep in the Amber Wastes, that’s boatswain, or whatever he was, gulped never had any humans come by… but down more of his cheap ale, then even then, I wouldn’t bet nothing I launched into his tale again. wasn’t prepared to lose on it. “Ferals are them seawolves that live “But not out to sea. Out on the wild out in the deep water, and they’re the waves, people are visitors. They can’t ones that give seawolves all o’ that bad live there, so they have to build ships, press, ye know, killing whole crews in and even ships have to hug the coasts, or berserk rampages… Yer run-o’-the-mill the currents and trade winds. The sea’s Feral is strong as an ox and about as the last place in the world where bright. They’re the lie-can-tropes of the someone who doesn’t like humans can deeps, the ones who’re proud to say go, and never see another man for all his they’re not human. Ferals don’t like born days. humans, don’t like their company, and if “And that’s what the Ferals want. he was ever human, a feral does his dang Now, most lycanthropes on land, they best to forget about the fact. haven’t got the choice. They can choose “How should I explain this a mite ‘tween humans and more humans, and better…” Zeke turned, looking me that’s about it. Oh, sure, maybe some straight in the eye. “You ever gone wer-ee-wolves out in deep, dark Verbrek camping, boy?” claim to be more wolf than human, but “Er, yes, a few times.” I replied, a even then, they’re acting off of humans’ little put off by this non sequitur. ways, with their dancin’ and chantin’ “And ye lit up a campfire, I reckon, and worshipin’, like men with a mite and put up a tent, and gathered wood for more hair. But not the Ferals: they head the fire, and probably did a bit o’ out into the deep water, and they try to hunting, that right?” The old sailor forget all about humans and civilization, continued. and jest swim an’ prowl an’ be predators. Plenty of Ferals don’t change “Yes, I did that.” I replied. to human but once or twice a year, iffen “Well, ye see, that’s just the thing.” that.” Zeke took a draught of ale and Zeke paused in his story, and grinned continued. “That’s what the Ferals hate. suddenly. Every blasted part of the world that ain’t sea has been touched by humans. You “Of course, it’s all a pack o’ lies, can’t get away from it. Every corner of ‘cause they’re still thinkin’ like people, the Core, from way up in Lamordia clear too, deep down. But they think like down to Arbora, you’ve got humans or humans who think like predators … and, elves or dwarves or some other kind o’ believe me, there’s nothing like that little touch of humanity to make a predator people living there, hunting an’ farming an’ building. Every place in the world, right nasty. folk come in with guns and torches, axes “Mostly, the Ferals just live out in the deep water, stay in seawolf or hybrid

96 Quoth the Raven 20 form, eat fish and regular seals, and out where anyone coming into their sleep on rocks. Sometimes they pull in a territory can see it, and wait for people to whale, tearing into it with claws and come over and check it out. Then they teeth till it bleeds to death. They live kill the folks what came over to look. If wild, and breed wild too, which is how they’ve got a smart chief, they’ll do for ye gets packs o’ Ferals: they avoid the scouting party all quiet-like, in hopes humans too much to recruit new lie-can- the captain of whatever sorry ship it is tropes by bitin’ someone, so most of the will send some more men over, to see Ferals in a pack will be born to it, ‘cept what’s takin’ the first lot so long. That maybe the eldest pair what bred the rest. way, they can kill the next batch, too. “Sooner or later, though, they’ll Then they go and kill everybody left on bump up against humans. Maybe board the ship, ‘cause half the poor fools something bigger and nastier pushed are already dead. them out of the deep water, like a sea “Anyway, that’s Ferals. Nasty spawn master or a pack o’ jolly rogers, blokes, but they’re a tad simple, I or somethin’ else ugly an’ mean. Or reckon, an’ they don’t know or care maybe the trade winds changed a bit, squat about life outside their home and ships start cruising by in waters what waters. They just try and rip your face used to be lonely an’ quiet. Or maybe a off.” pack’s bred up till it’s too big for its territory, and so it’s spreading out. Sooner or later, people and Ferals come Civils head to head, like it or not, and the “Now, lot of seawolves ain’t so touchy Ferals fight back. about not having been born with fur,” Zeke added after a moment. “‘Civils’, “Now, lots o’ animals are territorial, they’re called, though no seawolf is what but Ferals, they is territorial and mean you call mighty civil. about it. They fight like a bunch o’ screamin’ rabid crazies, and unlike “Some of ‘em … the Civils, that is regular wild beasts, they haven’t figured … like humans fine, and not just for out the whole ‘retreat’ thing too well. eating. They like beds to sleep in, liquor When something pushes them, or just to drink, dice to play; an’ they really like wanders by lookin’ vulnerable, they’ll them accommodating ‘women o’ easy attack it all-out – no fear, no quarter, no virtue’, what you find ‘round the docks gods-damned brains in their heads – and in any port.” The boatswain waggled his they’ll kill it if they can. scraggly eyebrows suggestively at this; a fairly comical sight, if truth be told. “The Ferals aren’t long on subtlety. They’ll swim up to a human ship, “Now, living among humans means clamber aboard, an’ start killing they can’t always do as they like. everything in sight. Or maybe do wors’n Seawolves may be ornery critters, but that, if they decide to have some fun and they wouldn’t hold out so long against a there’s some hot pincers or hot tar or cat- hundred or so angry sailors. So the o’-nine-tails lyin’ around on deck. Like I Civils have learned to be a lil’ bit more said: territorial, but mean about it. sneaky-like. Fact is, Mistuh, ye could be in a room with a whole pack o’ Civils, “Occasionally, o’ course, they’ll an’ never know they weren’t jest an whip up something clever. Sometimes, ship’s ordinary crew. Ferals will put a shipwreck or derelict

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“O’ course, the worst part is that, had known about the transient habits of while Ferals only eat people when they sailors, of course, but it was disturbing to think their turf’s been invaded, Civils consider just how vast and unguarded a chow down on human folk, every chance source of prey a city’s docks could they get.” Zeke grinned evilly, and I afford, for the various predators of the wondered just how often the man had night. told this story. The firelight glinted off “Yes,” Richie nodded. “Seawolves, the old sailor’s tobacco-stained teeth. they are one large pack together, and “Civils eat fish, sure, same as other packmate helps packmate. Once seawolf seawolves, but they – what do you fancy pack claims a port for their own, they types call it? – ‘supplement their diet’ a take control of many things. They good bit, too.” become like yakuza.” I wrinkled my “But wouldn’t the sailors notice brow at the unfamiliar word, and Richie people going missing, if such a large sought the right words to explain it. band of seawolves was in port?” I asked “They are like… bandits? Bands of him criminals, but even law fears them, for Zeke burst out in a loud, hearty laugh they are many and strong. Sometimes, at that, and I could hear a few snickers they keep docks safe; it is their docks, from our audience. After a few their territory, so not let others do harm moments, he calmed down, looking there. But they do as they please, and almost pensive. “You haven’t stayed in law does not apply to them.” port for a long spell, have you?” he “Like Talons,” Helmut grumbled asked. I shook my head. from the side. I nodded, grasping the gist “In my homeland, there are many ports, of what Richie was saying. so that people may sail from island to “The Civils, they can get reeeeeal island,” the Rokuma cut in. Zeke seemed fussy about guardin’ their favorite to sniff at this interruption, but he said stomping grounds,” Zeke chuckled. nothing. “But you must understand: “You see more than one pack move into ports are always changing. Every day, town, you’re in for a fight, cause if one ship leaves, takes sailors with it; ship pack’s got something good, the other’ll arrives, people travel inland. Or sailors want to take it, see? Packs’ll tear each get drunk, forget to be back when ship other apart rather than share. Other sails. Every time captain arrives at port, critters, too, for that matter: I heard tell he loses some sailors, hires some new of a whole nest o’ dockyard wer-ee-rats, ones. If sailor does not come back, does got hounded out of their lairs and ‘et up captain think sailor eaten by thing with by seawolves, jealous of their hunting many teeth? No, captain think sailor turf. found young woman, found old wine; “And once a pack of seawolves gets think sailor is drunk, is found other settled, they start branching out, see? work, is in jail for being bother to They’re like a criminal gang. ‘Cept that someone. criminals don’t generally turn into “And so, no one notices. Sea wolves ravening wolf-men an’ rip yer face off. not only ones who do this, but they do it “Well, outside o’ Kartakass they best.” don’t.” Zeke amended after a moment’s “They can get away with such things thought. so easily?” I asked, slightly unnerved. I

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“Certainly the local police would even my countrymen in Lamordia would notice this eventually,” I exclaimed, but take seriously! Fellowships danced Zeke just shook his head, a slightly before my eyes. amused look on his face. “Well, for one, seawolves can swim “Warlords of Rokushima Taiyoo like champions, an’ can slip from ship to care not what happens in port, long as shore and back again as easy as you they get what they want from it,” Richie might step out to the corner shop. Some explained. “Harbormasters are easy to of ‘em like having a nice ship under their buy with gold, or other things. Those feet, but others prefer to bed down in who cannot be bought are silenced other port. So, what you get is seawolves ways.” There was an unpleasant look in swimming out to a ship, climbing the Rokuma’s eyes as he said this. aboard, and killing all the sorry sailors “Hmph,” Helmut grunted. “Lawmen they can get their clawed hands on. Then can come. What they do? Swim into they sail off to some other port, sell the water and arrest seals?” ship and cargo, and gamble away the I admitted I hadn’t considered that, proceeds ‘till they run out o’ cash. Then, and Zeke chuckled again. they pick some other ship an’ do it again.” “True, Civils may prefer being human, but they ain’t stupid,” he said. “For two, seawolves is big, nasty “No, sirree. They can turn into seals critters, and they see real good in the iffen they want, and they ain’t gonna let dark. So, they can sail around at night, that knack go to waste! Often-times, no problem, or wait till nightfall to you’ll find ‘em out on pirate ships, attack, when the crew they’re lookin’ to pickin’ off merchants and stealin’ cargo. surprise is sleeping and can’t see their Somethin’ goes bad, they jest go all seal- hands afore o’ their faces. So even packs y and swim off.” that has got a ship and want to keep it have an advantage over reg’lar sailors.” “You mean to tell me that ‘Civils’ Zeke grinned. engage in piracy?” I asked. “‘Course, unlike human corsairs, “Sure, it’s common enough. There’s seawolves don’t have but one use for hardly any risk for them, so why not?” prisoners, so they usually eat the whole Zeke paused for a moment, stroking his lot. You don’t want to be caught by a beard thoughtfully, before adding, “They seawolf ship, Mistuh, and ‘specially not ain’t all that much different from human one that’s been voyaging for long days pirates, most the time, same as they’re or weeks on end: the whole crew’ll be not all that much different-like from powerful sick o’ fish for dinner, if ye your run-o’-the-mill crook. But there’s a catch my meanin’.” few tricks seawolf corsairs got that He went to take a swig from his mug, normal ones ain’t, and tricks that don’t work so well on dry land. So most peering at it balefully when he found it Civils, they pirate a bit.” empty, and I dutifully offered to pay for another round of drinks. “Tricks, such as…?” I asked, “But if too many seawolves get frantically writing. Academic grant committees were not, I had found, chopped up or blown to bits, or if they entirely comfortable with lycanthropy as find someone real useful-like … well, a research topic, but piracy was a threat

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“See a reason not to?” Zeke laughed. Seawolf Diet “Sailing’s a rough, nasty life, and you’ll Like all lycanthropes, seawolves are lose a few hands every trip, often as not. carnivores of the first order, and require But if yer a pirate, then ye got a chance approximately twenty-five pounds of raw to retire rich, and if yer a seawolf as meat daily, or fifty pounds for greater well, you got a real good chance of seawolves. Most of the time, seawolves surviving ‘til then.” His eyes glinted in eat fish, regardless of regional or cultural the firelight as he raised his mug to his variations. lips. “Not a bad deal, for some people.” However, seawolves cannot subsist on fish indefinitely. At least once every Lone Wolves month, seawolves need to eat double their usual allotment (50 lbs or 100 lbs, “Mmm, seems like that’s about all there respectively) of red meat, otherwise they is to say ‘bout that,” Zeke said, after begin to weaken due to a lack of vital taking a deep swig. nutrients. In other words, they need to eat “But what was it you were saying a moderately sized mammal once a before, about seawolves that don’t have month. Both cultural groupings prefer a pack?” I quickly asked, unwilling to let humans as their meal of choice, but are him end the conversation just yet. can and will sate their hunger on marine “Ah, the ‘lone wolves’,” Zeke mammals such as dolphins or regular replied, recalling the pun with a chuckle. seals. “Hard to say that much about them – As a side note, the above represent they’re all different, see – but that lot do minimums. All seawolves prefer red meat have a few points o’ what the toffs call to fish, and will prey as heavily on the ‘convergence’. local mammalian populations as is “Now, a ‘lone wolf’ is a seawolf that possible without hurting their own ain’t got a pack for some reason or prospects (either by killing off all the another. Most o’ the time, it’s because he dolphins or by causing too much of a stir messed up big, I mean real big, and the amongst law enforcement). pack kicked him out. Sometimes, it’s ‘cause he used to have a pack, but then a crew of Civils might jest take ‘em somethin’ real bad happened, and the on board. whole lot got wiped out, ‘cept for the “Now, if they get someone who one. And sometimes, it’s cause they got don’t want to join up, but is real handy, a real nasty streak in ‘em; maybe they like a doctor or a carpenter, they don’t don’t like taking orders from anyone, or want to make ‘em a seawolf,” Zeke maybe they just don’t like other added, “‘cause then they can just jump seawolves.” overboard an’ swim for it, and ye can “In Six Islands, sometimes sailors, or say ‘bon voyage-y’ to the Doc! But if even samurai – warriors – are bitten by they get some sailors who volunteer to seawolves,” Richie added. “They cannot join the crew, then they’ll make ‘em a turn to their lords; they are a risk to their part of the pack.” daimyo and will be forced to commit “People volunteer to become seppuku, and peasants will tear them seawolves?” I interrupted, incredulous. apart if they are discovered. They flee into the waves when the change comes,

100 Quoth the Raven 20 with no one to help them.” I wrinkled don’t have that problem. They’re like my brow at the unfamiliar terms, but human treasure divers, always hoping before I could ask Richie to explain, they’ll find a sunken treasure galleon or Zeke began speaking again. somethin’ to make ‘em rich. “Ooh, yeah, and sometimes some “Those are the usual ways that lone poor bloke jest won’t admit he’s got the wolves hit upon, to keep body and hide bug. Fellow’ll wander around, causing together. But sometimes, you get a lone havoc when he transforms, pretendin’ it wolf that’s more creative, more didn’t happen rest of the time. Any ambitious, than that … an’ those are the which way you look at it, a lone wolf is a ones you got to watch out for,” Zeke pretty sad, desperate feller, and that said, his voice growing suddenly serious. makes ‘em dangerous. They ain’t got as “How do you mean?” I asked, much to lose. pausing in my writing. “Now, a lone wolf wants one thing, “Sometimes, a lone wolf ain’t come the changing,” Zeke explained, satisfied with jest picking off sailors, one “and that’s to eat. Seawolves, they got a by one. It up and decides it wants the powerful hunger, and without a pack, a whole shipfull for itself,” Zeke lone wolf’s gotta fill its belly on its own. elaborated. Eatin’ fish jest don’t cut it, not when it’s “But I thought you said a single got the hunger bad. But a lone wolf ain’t seawolf was no match for an entire got anyone to help ‘em out, and one ship’s complement,” I said, unable to seawolf ain’t no match for a band of quite take his meaning. Or perhaps I sailors. So most times, the sorry merely hoped I’d guessed wrongly, creatures gotta scavenge what they can, where this was going. Alas, my however they can get it. Most lone suspicions weren’t wrong. wolves are half-starved, all the time. If one gets bold or desperate enough, it’ll “No match, if he just runs up and pop on up to a ship and kill itself a attacks,” Zeke agreed. “That’s why it’s sentry to eat. ‘Course, it don’t want to the clever ones, who are the real threat. get caught, so it’ll try and haul the body These cunning blokes’ll climb aboard at overboard with it, but sometimes it’s night, kill the helmsman, and run the famished enough to just chow down, ship straight into some rocks. Or if right then an’ there. they’re really sneaky, they’ll sign on with the crew as a navigator, plot a “But a lone wolf doesn’t want to eat course to some nameless flyspeck of an scraps for the rest of its life, so the other island, and run the ship aground. Then thing they want is money. They can’t they can feast for weeks, nabbing operate as pirates, like the Civils do – stranded men off the isle one by one, not all by their lonesome – so mostly knowing the poor fools in their larder they do the same thing on a smaller can’t possibly escape.” scale. They find someone they can bully, or a place they can steal stuff from, and “Very strong seawolf can break make a nice, cozy little niche for rudders, if wind is low and ship not themselves there. Sometimes they go out travel fast,” Richie added. diving for shipwrecks; humans can’t dredge up sunken cargo, but a seawolf

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Seawolves with Classes The vast majority of seawolves are Experts, with skills and feat choices appropriate for a normal sailor (Stormwrack). Seawolves who adopt adventuring classes are most often fighters or rogues, subject to regional and cultural variations. Scouts (Complete Adventurer) are also fairly common, if used, and usually possess the Swim-by Attack feat (Stormwrack). Cultural Classes Ferals: Ferals are unusual in that many NPC-classed Ferals are warriors, rather than experts. Ferals with adventuring classes are more often barbarians rather than fighters, or barbarian/fighter multiclasses; rangers are also fairly common, with seal animal companions being popular among them. The very rare Feral spellcasters are usually druids. Civils: Civils have a strong rogue tradition, and many seawolves with PHB classes are pure or multiclassed rogues. Many seawolf leaders are bards, in the tradition of tavern story-tellers, while others advance into the assassin prestige class as soon as possible. Lone Wolves: Lone wolves follow no guidelines; any class is possible among them, even unusual ones, although seawolf monks cannot advance further and paladins soon lose their abilities. Lone wolves of the stealthier classes tend to survive longer, so rogues and rogue/assassins are common. Among seawolves, both wizards and sorcerers will usually be packless loners. Regional Classes Rokuma: Seawolves from Rokushima Taiyoo tend to be much more organized and hierarchal than their kin elsewhere, and to follow the customs of the land more closely. As such, samurai, shugenja, ninja, and wu jen from the Complete series are all present, though none but the ninja are common. Fallen monks are also present in many packs, and there are fewer outright rogues and more fighters than in gaijin seawolf packs. Sea of Sorrows: Sea of Sorrows seawolves are the most sophisticated and long- established of all the packs, and their membership tends to be higher-level and more plentiful than other seawolves, with more than a few members advancing into prestige classes. Uniquely, clerics of the Wolf God are found in many of the larger packs, both Feral and Civil, often serving in an advisory role to the pack leader. Nocturnal Sea: The Nocturnal Sea’s seawolf society is highly fragmented by distance and by the cultural differences between islands. Its packs are younger and smaller, and individual seawolves must be more self-sufficient. As such, multi-classed seawolves are common there. Likewise, the prevalence of dark magic and esoteric forces in the region means that spellcasting seawolves are more abundant here, either as lone wolves or leaders of small packs of afflicted underlings. Such seawolf spellcasters are usually warlocks (Complete Arcane), sorcerers, or necromancers. A few seawolves in the region are actually former experiments of either Meredoth or Easan, released or escaped into the wild; likewise, a handful are actually lycanthropy- afflicted selkies (see The Ocean’s Ferrymen, Dread Selkies of the Nocturnal Sea article), combining the powers of two shapechanging monsters in a single creature.

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“I hear story once,” Helmut rumbled before they become seawolves. The ones from his chair. “Seawolf have strong what get born a seawolf are few and far light it puts out on foggy days. Ships between. But because o’ that, plenty of mistake it for lighthouse, run aground on them think a bit differently. A seawolf sharp rocks.” over off the coast o’ Egertus ain’t quite “There’s a lot o’ things that can the same as a bloke up in Martira Bay. befall a ship at sea,” Zeke finished. “First, ye got yerself the fellers in the “Most o’ the time, the ship goes down Sea of Sorrows: the oldest, the most with all hands, so there’s no witnesses, established, and the most numerous o’ right? And even if someone knows it the bunch. They think they’re the best of was a seawolf that did it, there ain’t the bunch as well, and they won’t nothin’ they can do about it. You could hesitate to tell you so. They likes to brag scour the seas for the rest o’ your life, on themselves so much, some’ll even sit and never again cross paths with the one an’ talk a spell with ye, sooner than rip yer looking for.” yer throat out. Ye’ll still get et, when the yammering’s done, mind, but ye’ll die with curiosity satisfied, I suppose.” Regional Variations There was a twinkle in Zeke’s eye as he This brought a short lull to the said this, and a low snicker circulated conversation, as I mulled over this around the audience. I wondered about elaborate social make-up of what was, in that, a bit; it wasn’t that funny a joke. truth, a pack of lycanthropic criminals. “Sea o’ Sorrows seawolves have got ‘Ferals’ and ‘civils’ and ‘lone wolves’ age an’ experience going for them, and and who knew what else … astounding! theirs are the biggest packs. A pack Yet, as it turned out, Zeke’s that’s staked out a good-sized city like encyclopedic knowledge of seawolves Port-a-Lucine or Martira Bay for its was not yet exhausted. territory might have twenty, even thirty “Now, o’ course, there’s more to members. That don’t happen elsewhere; seawolves than jest the kind o’ culture most places, if they got a dozen crew an’ they’ve built up among themselves,” two or three officers, they’re doin’ right Zeke observed in his odd, unplaceable well. accent. “There’s a world o’ difference “The Sorrows packs are the biggest between a navy man and a merchant’s seawolf crews around, an’ they have the mate, but there’s also a whole heap o’ most history. Way I hear tell, the differences ‘tween a Rokuma navy man Mordentshire pack’s been a goin’ and a Vaasi navy man. Seawolves ain’t concern for, oh, it must be two or three no different.” hundred years now. This means those “These things have nations, as well?” packs have got themselves connections, I knew that my eyes lit up with interest. lots of ‘em, and maybe even allies where Forget my thesis, forget even you’d least expect it. Not just the Civils, fellowships; I’d be able to write a book either; the Ferals may not have much on this subject. love for human-types, but there’s other “Not exactly-like … but see, a critters in the Sea of Sorrows besides seawolf isn’t just a seawolf: most o’ plain normal folks. them blokes, they was reg’lar people “Sea of Sorrows packs are real good at what they do, ‘cause they’ve been

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them even have chaplains from Seawolf Alignment Verbrek.” Like all lycanthropes, seawolves may Zeke paused, and Richie quickly begin with any alignment prior to picked up the thread of the narrative. I infection. By and by large, however, was fast growing used to his curious they eventually come to rest at the Rokuman accent. “Seawolves in my Neutral Evil alignment. Most seawolves homeland, they are not so many as they were sailors prior to infection, and are in Sea of the Sorrows, but they are seawolf packs retain a certain rough and good at working together, for they have ready hierarchy, a mix of unquestioning discipline and organization of yakuza. obedience and violent individualism. They are like samurai of the people; they Rokuma seawolves, with their take, but they give protection as well, tendency to adopt the stricter hierarchy from depredations of the warlords.” of their homeland, tend towards Lawful “In exchange for depredations of the Evil, though sizeable portions remain seawolves.” Helmut commented, with a Neutral Evil. Nocturnal Sea seawolves, deep-seated Falkovnian cynicism. Richie on the other hand, tend to be more shot him a disdainful glare, then chaotic due to the fragmented nature of continued. packs in that area, with many being Chaotic Evil instead of Neutral Evil. “Seawolves of Great Mirror Lake, Ferals tend to be more Chaotic, while they listen to their master, and there is a Civils tend to be more Lawful. Lone strict… what is term… hierarchy. At top Wolves, of course, run the gamut of you have Oyabun, who is like Alpha in alignments. Core, but also respected elder. You have Wakagashira, the first Beta, and doing it for a while. And also, maybe, Shateigashira, second Beta. They serve ‘cause they’ve had more of a need: the Oyabun, life and soul. Then there are there’s much more law an’ order in the the kyodai, the elder wolves, and the west than the east, and a lot more nosy shatei, the younger wolves. All serve hero-types snoopin’ into everything. So one above, and fight beside each other, the seawolves have had to learn to hide in fashion of true nobles.” what they get up to, pretty good, or at “Or at least, that’s the idea. Don’ least pass it off as somethin’ else: press reckon it always works out quite as it gangs nabbin’ strong backs for their should.” Zeke drawled, giving Richie a ships, smugglers killin’ witnesses, friendly wink. “Rokuma seawolves are whatever works. just as sneaky and backstabbing sons of “Lastly, they’ve had more time to get snakes as the rest o’ them, they is just something of an organized society going. more coy about it. So some seawolf packs start looking like “Now the real odd ones out, o’ guilds, usually, or merchants’ course, are the Nocturnal Sea seawolves. associations, or even just a higher class Nocturnal Sea is a strange place: lots o’ o’ crook than the usual buccaneer rabble. magic, lots o’ strange sights an’ sounds Plus, they might have their own police- on the waves. Things go bump in the type folk, to keep the pack going the night there, and slither about, deep down right way, and I hear tell that some o’ in the water, that even a seawolf don’t

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relish thinkin’ about. There’s magic in This was not what I desired to hear. them dark, dark waves, you ask me. Sensing my discomfort, Zeke went on, “So, most o’ the packs out in the chuckling to himself. (A little Nocturnal Sea, they’re smaller than here inappropriately, I thought.) in the west, and oft-times they’re “Eh, first rule you gotta learn, if you commanded by some kind o’ sea-witch, don’t want to get et up by some not a proper captain. Well, they call ‘em overgrown, web-footed wer-ee-wolves, captains or Alphas or whatever, but is that you always gotta carry some they’re likelier to be some dried-up ol’ whale-bone on ye. With lie-can-tropes, stick of a geezer who twists your insides ye can’t hurt ‘em more’n a little, less ye with a word than a big strappin’ fellow have something special to hurt ‘em with, like Fritz, here.” “Name is Helmut…,” the Falkovnian Seawolf Vulnerabilities grumbled, with a long-suffering sigh of Seawolves are vulnerable to weapons resignation. made of whale’s bone, specifically the “Any which way you want it, Fritz,” bones of ‘Toothed Whales’ such as Orca Zeke retorted, and winked at me. or Sperm Whales. Despite its specific “‘Course, witches and warlocks not origins, whale’s bone functions being what you educated types might identically to regular bone weapons call ‘conducive to peaceful coexistence’, presented in the VRA. It should be they an’ their packs don’t play so well noted that ‘Whalebone’ is technically together. Nocturnal Sea packs, Ferals Baleen, which is entirely too soft to and Civils both, tend to fall apart if their make a weapon out of, something a leaders get killed, and the lone wolves, seawolf hunter may learn to their they is real paranoid out there.” sorrow. Amaranth is a family of some sixty- Pursuit odd herbs that are variously considered ornamental flowers, grains, leaf “But how do you stop these things?” I vegetables, or simply weeds. Amaranth asked. It was turning out, so far, to be a is sometimes called ‘Pigweed’ by those grim tale indeed, and I wanted some less poetically inclined. All amaranth is reassurance that not all was so bleak in deathly poisonous to seawolves, the world. “They’re organized, functioning as an ingested poison intelligent, stronger and more powerful requiring a DC 20 save or 1d6/2d6 Con than humans, and they can’t be caught. damage. How do you stop seawolves?” Necropolitan amaranth is equally “Well, mostly, you don’t.” The old poisonous to seawolves as its less sailor cackled, his voice grown coarse arcane brethren, but has the additionally from liquor and chewing tobacco. property that a seawolf slain by Amused by my expression, Zeke grinned Necropolitan amaranth will not decay, at me with those stained, but sturdy though of course vermin or scavengers teeth, and continued. “Most times, your may do with the body what they wish. best bet against ‘em is just to roll over Such a deceased seawolf is also immune and die, ‘cause those sea scum are to any spell or effect that would seek to tough.” turn it into an undead.

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and for seawolves, it’s bone from like. I hear free whiskey works well.” whales. See, there’s a kind of whale out The old man gave a slightly drunken there, that eats seals – what the whaling- chuckle. “If ye can get a seawolf up on ship crews call ‘killer whales’ – so land, it’s not much more than a wer-ee- there’s some kinda mystic connection wolf with wet fur. ‘Course, even a wer- between them whales killing seals, an’ ee-wolf is a right nasty critter … but their bones killin’ seawolves. You still. carryin’ any whale-bone, boy?” “Sometimes, ye meet up with “Er… no?” I replied, caught off- seawolves way out on the open sea, so guard by yet another non-sequitur. ye can’t lure ‘em up on dry land, ‘cause “Now, that is a shame.” Zeke shook there ain’t no land around, to lure ‘em up his head in mock sadness. “Iffen ol’ onto! Inside a ship can work jest as well, Fritz over there was a seawolf, you though, iffen you can get them down couldn’t even hurt him. Not like ye below deck where they can’t just hop could hurt him much, anyways, but overboard an’ hightail it away into the that’s not the point o’ the matter. Most deep. sailors carry a bit of whale’s bone “Fourth is this. Don’t ever let too around, but it don’t hold an edge too many seawolves come at ye, at once. We well and it’s mighty brittle stuff, though hunt in packs, and if ye let a half-dozen you can stab some bloke with it fine.” big, brawny seawolves get around ye … “Second rule ye gotta keep in mind is well, ye can kiss yer sweet self goodbye, to carry some amaranth on ye. It’s this ‘cause the only other fight ye’ll ever be a grain what blooms real pretty, you find part of, is when the six of ‘em argue over in lots o’ places; its flowers don’t never the tastiest bits o’ ye. Instead, it’s fade, or so say the ole poets. ‘Course, smartest to lure a few seawolves away at you need to somehow get the seawolf to a time, an’ to fight ‘em in a bottleneck or eat it if it’s to work, but it’s poison to the somethin’, where they can’t slip back an’ critter if it does, jest like wolfsbane to a surround ye. A doorway on a ship is a wer-ee-wolf. Ye wouldn’t have any o’ good place, assumin’ the seawolf doesn’t that with ye either, would ye, lad? No? just decide to rip itself a new door in the Pity. bulkhead. Big ones can do that, ye know. “Third rule, and the most important, “That’s about it. Fightin’ seawolves mind ye, is to never, ever, ever fight a ain’t all that different from fightin’ their seawolf in the water. They swim like land-walker cousins, really, ‘cept for the fishies, and they can hold their breath for whole ‘don’ get caught in the water’ a long time.” Zeke continued, taking yet thing.” another swig of the ale. Had the ale not been weak as water, the man would have Conclusion surely fallen under the table by then, I imagine. “In water, the seawolf is bound “My word… thank you, thank you so to be a lot faster and more agile-like than very much.” I rubbed my eyes. Heavens, ye are. it must have been well past midnight, at “So what ye need to do, if ye can, is least! I had to return to the hostel. And get the seawolves to come out onto land. then… something caught my attention, Lure ‘em from their natural element, far too late. “Er… ‘We hunt’?”

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Zeke cackled again, his demeanor Atk Options improved grab, thrash abruptly far less intoxicated than I’d Abilities Str 23, Dex 17, Con 17, Int 2, thought him. A low, ominous chuckle Wis 11, Cha 10 spread throughout the audience – a SQ hold breath crowd of figures whose presence, and Feats Alertness, Improved Natural Attack attentiveness, had suddenly turned far (bite), Run more ominous – and the hairs on the back of my neck stood straight up. Skills Hide +5 (+9 in the water), Listen +4, Spot +4, Swim +17 “There’s a fifth rule, boy. Seawolves, even when they’re human, Improved Grab (Ex) To use this ability, don’ look like most lie-can-tropes … and the leopard seal must hit with a bite sometimes, they fancy a late-night snack attack. It can then attempt to start a what nobody’ll miss. Ye understand me, grapple as a free action without boy?” provoking an attack of opportunity. If it And he grinned. And I saw the fangs. wins the grapple check, it establishes a And I understood. hold and can thrash. Leopard seals take There are many things, Laurie, that are no penalty to their swim speed when odd and strange in the world. I was grappling a single creature of a smaller attempting a séance a few days ago for size category than themselves. Mrs. Bellamy in Mordentshire, Thrash (Ex) A leopard seal that regarding the provisions of her late establishes a hold on a foe of a smaller husband’s will, and instead found myself size category than itself can thrash its in contact with another spirit. Knowing victim about, using its powerful neck your interest in all kinds of mysteries, I muscles to beat the prey violently thought that you and Gennifer might find against the water’s surface. This is a something useful in this. standard action which can be performed only at the surface. Thrashing deals -Cousin Michael bludgeoning damage equal to 1½ the leopard seal’s bite attack, and any creature being thrashed must make a Leopard Seal cr 4 Fort save (DC 19) or be sickened by pain Always N Large animal and disorientation. The save DC is Init +3; Senses Listen +4, Spot +4; low- Strength-based. light vision, scent Hold Breath (Ex): A leopard seal can hold its breath for a number of rounds AC 15, touch 12, flat-footed 12 equal to 6 × its Constitution score before (+3 Dex, +3 natural, -1 size) it risks drowning. For a typical leopard hp 45 (6 HD) seal, this is 102 rounds, or just over 10 Fort +8, Ref +8, Will +2 minutes. Skills: A leopard seal has a +8 racial Speed 10 ft. (2 squares), swim 60 ft. bonus on any Swim check to perform a Melee bite +9 (2d6+9) special action or avoid a hazard. It can Space 10 ft.; Reach 5 ft. always choose to take 10 on a Swim Base Atk +4; Grp +14 check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a

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straight line. Leopard seals receive a +4 racial bonus to Hide checks when in the Seawolf, Dread cr 3 water. This natural seawolf’s base creature is a The leopard seal is a fearsome marine 1st level human warrior with the predator, which roams the icy waters off following ability scores: Str 13, Dex 11, Lamordia and the Finger. It is the only Con 12, Int 10, Wis 9, Cha 8. species of seal known to attack human beings without any provocation, although its usual prey are seabirds, fish, Humanoid Form sea otters, and smaller breeds of seal. Usually CE Medium humanoid (shapechanger) Init +0; Senses Listen +2, Spot +2; low- Strategies and Tactics light vision, scent. If encited or inclined to attack, a leopard Languages One humanoid language of seal is capable of dragging human-size choice victims deep beneath the icy waters, or OR 0 of brutally thrashing opponents against the sea’s surface until the very skin is AC 12, touch 10, flat-footed 12 torn from the hapless captive’s body. (+0 Dex, +2 natural) Their jaws are immensely powerful, and hp 20 (3 HD); DR 10/whalebone even a non-aggressive leopard seal may Fort +5, Ref +4, Will +4 be quick to bare its teeth at potential Weaknesses chemical bane (amaranth), threats, as an intimidation display. The Hunger (25 lbs) Speed 30 ft. (6 squares) Ecology Melee cutlass +3 (1d6+1/19-20) Leopard seals are the largest of seals, up Base Atk +2; Grp +3 to twelve feet in length and weighing as Special Actions alternate form, seawolf’s much as 1300 pounds, with a dark grey- empathy brown back and lighter stomach with the spots that are one of the reasons for its Abilities Str 13, Dex 11, Con 12, Int 10, name. The other reason is their ferocity; Wis 11, Cha 8 unlike any other seal or sea lion, SQ hold breath, seawolf’s empathy Feats AlertnessB, Control ShapeB, Iron sometimes they will attack human or B humanoid explorers that draw too close Will to them, although other times they may Skills Climb +3, Listen +2, Profession merely inspect intruders curiously, then (Sailor) +4, Spot +2, Swim +13, Use lose interest. Rope +2 They do not hesitate to fight in Alternate Form (Su): A sea wolf can defense of their pups, their food, or their assume a bipedal hybrid form similar to access to precious breathing-holes in the that of a werewolf, or the form of a seal ice. Crafty hunters, they lurk under the with a wolf-like head. A hybrid-form sea shadowy bulks of icebergs or alongside wolf is distinguishable from a regular sea stacks, ready to ambush lesser seals werewolf by its webbed hands and feet. or diving birds as their unsuspecting Curse of Lycanthropy (Su): Any quarry set out to fish. humanoid or giant hit by a sea wolf’s

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bite attack in its animal or hybrid form Skills Climb +4, Listen +2, Profession must succeed on a DC 18 Fortitude save (sailor) +4, Spot +2, Swim +14, Use or contract lycanthropy. Rope +4 Sea Wolf Empathy (Ex): A seawolf can communicate and empathize with normal or dire wolves or seals. This Animal Form gives it a +4 racial bonus on Charisma- As per hybrid form, further modified as based checks when influencing such follows: animals’ attitudes, and allows the Speed 20 ft. (4 squares), swim 40 ft. communication of simple concepts and Melee bite +4 (1d8+3) (if the animal is friendly) commands. B B Hold Breath (Ex): A sea wolf can hold its Feats Alertness , Control Shape , Iron B B breath for a number of rounds equal to Will , Weapon Focus (bite) 6× its Constitution score before it risks Skills Listen +2, Spot +2, Swim +14 drowning. For a typical sea wolf, this is 96 rounds, or just over 9 minutes. Greater Sea Wolf cr 5 Skills: A sea wolf has a +8 racial bonus on any Swim check to perform a special Usually CE Medium/Large Humanoid action or avoid a hazard. It can always (Shapechanger) choose to take 10 on a Swim check, even Init [Humanoids form] +0; Init [Hybrid if distracted or endangered. It can use the & Animal form] +3; Senses Low-Light run action while swimming, provided it Vision, Scent. Spot +2, Listen +2 swims in a straight line. Languages [Domain language of choice] Hybrid Form AC [Humanoid form] 12, touch 10, flat- footed 12 As per humanoid form, modified as (+0 Dex, +2 natural [racial]) follows: AC [Hybrid & Animal form] 16, touch Init +2 11, flat-footed 14 OR 6 (-1 size, +2 Dex, +5 natural [racial]) hp 56 (7 HD); DR 10/Whalebone AC 17, touch 12, flat-footed 15 [Humanoid form] Fort +8, Ref +5, Will (+2 Dex, +5 natural) +4 Fort +7, Ref +6, Will +4 [Hybrid & Animal form] Fort +11, Ref Speed 30 ft. (6 squares), swim 20 ft. +8, Will +4 Melee 2 claws +4 (1d6+2) and bite +2 Speed [Humanoid form] 30 ft. (6 (1d8+1) squares) Grp +4 Speed [Hybrid form] 30 ft. (6 squares), Atk Options Curse of Lycanthropy (DC swim 20 ft (4 squares) 18) Speed [Animal form] 10 ft. (2 squares), Abilities Str 15, Dex 15, Con 16, Int 10, swim 60 ft (12 squares) Wis 11, Cha 8 Melee [Humanoid form] cutlass +6 Feats AlertnessB, Control ShapeB, Iron (1d6+6/19-20x2) WillB, Multiattack, Weapon Focus Melee [Hybrid form] 2 claws +11 (1d6+7 (bite)B each) and bite +9 (1d8+3) Melee [Animal form] bite +11 (1d8+10)

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Space [Humanoid form] 5 ft. Space beat the foe against the surface of the [Hybrid & Animal form] 10 ft. Reach water until its very skin peels off. This is 5 ft. a standard action and can only be done Base Atk +5; Grp [Humanoid form] +6 while on the surface of the water. Grp [Hybrid & Animal form] +16 Thrashing deals damage equal to 1½ the Attack Options Curse of Lycanthropy greater sea wolf’s bite attack and any (DC 18), Improved Grab creature being thrashed is sickened by Special Options Thrash the pain. Alternate Form (Su): A greater sea wolf Abilities [Humanoid form] Str 13, Dex can assume a bipedal hybrid form 11, Con 12, Int 10, Wis 11, Cha 8 similar to that of a mountain loup-garou, Abilities [Hybrid & Animal form] Str or that of a giant seal with a wolf-like 25, Dex 17, Con 18, Int 10, Wis 11, Cha head. A hybrid-form greater sea wolf is 8 distinguishable from a regular werewolf SQ Hold Breath, Alternate Form, Sea by its webbed hands and feet. Wolf Empathy, Chemical Bane Curse of Lycanthropy (Su): Any (Amaranth), The Hunger (25 lbs) humanoid or giant hit by a sea wolf’s B Feats Improved Natural Attack (Bite) , bite attack in animal or hybrid form must B B B Iron Will , Alertness , Run , succeed on a DC 18 Fortitude save or Multiattack contract lycanthropy. Skills [Humanoid form] Profession Sea Wolf Empathy (Ex): Communicate (Sailor) +6, Use Rope +2, Climb +3, with wolves or seals, and +4 racial bonus Hide +0(+4 in the water), Swim +11, on Charisma-based checks against Spot +2, Listen +2 wolves and seals. Skills [Hybrid & Animal form] Hold Breath (Ex): A greater sea wolf can Profession (Sailor) +6, Use Rope +5, hold its breath for a number of rounds Climb +9, Hide -1(+3 in the water), equal to 6 × its Constitution score before Swim +22, Spot +2, Listen +2 it risks drowning. For a typical greater Advancement by character class sea wolf, this is 108 rounds, or just under 11 minutes. Improved Grab (Ex): To use this ability, Skills: A greater sea wolf has a +8 racial the greater sea wolf must hit with a bite bonus on any Swim check to perform a attack. It can then attempt to start a special action or avoid a hazard. It can grapple as a free action without always choose to take 10 on a Swim provoking an attack of opportunity. If it check, even if distracted or endangered. wins the grapple check it establishes a It can use the run action while hold and can thrash. Provided it is in the swimming, provided it swims in a water, greater sea wolves receive no straight line. Greater sea wolves receive penalty to their movement speed due to a +4 racial bonus to Hide checks whilst grappling and can move their full in the water. movement speed upon winning an st opposed grapple check. [Based on a 1 level Human Warrior Thrash (Ex): A greater sea wolf that and Natural Greater Sea Wolf, with the establishes a hold on a foe can thrash it following ability scores: Str 13, Dex 11, about using its powerful neck muscles to Con 12, Int 10, Wis 9, Cha 8]

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The Pumpkin Sword A Halloween Story By Kadarin [email protected]

A bitter heart that bides its time and strange, as if it had taken on another bites. color. — Robert Browning, Caliban Upon Setebos, 1864, v. 167 Under the light of the rising sun, you That ugly brute – you do not even know examine the blade you found. It seems to what it is, that’s something for sages, be a perfectly normal sword – well- priests, and wizards to figure out – has balanced, with no decoration. It is made shattered your beloved blade with his of a kind of dull steel. Something is crude club. You are a renowned fighter, unusual; the dull grey color doesn’t known throughout the lands, exploring really fit. Still, this is stuff for sages, this ancient building and relieving it of priests, and wizards. You decide not to its treasures; and now you have not only worry and to forget about it. It’s only a lost your weapon but are about to be sword. killed by a.… That night, you do not sleep very Wait…. As you dived down to avoid well. Maybe it’s because of the full the last blow your hand touched moon. It looks different from the moon something metallic. Something like the you remember. As a child, you hilt of a sword. For a bizarre moment, wondered about the serene face of the you have the sensation of being in an- moon. Now it looks evil, with a toothy other place. You are in some kind of a grin. It is definitely the wrong color. You field, surrounded by big, round cannot now remember what would be vegetables. The moment is gone and the right color – was it grey? silver? you’re face to face with that ugly thing, green? Again, these are affairs of sages, but this time with sword in hand. You priests, and wizards. stab that dirty beast and you feel good. As soon as you are outside, you look at Maybe the blade is magical, but, the full moon. It seems somewhat well, it is a good blade. Not very effective against undead but very deadly

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for all kinds of living creatures, that strange-colored moon came out. especially at night, and more so under a Then you ran away. Hell, you aren’t full moon. really sure that the guy is dead. What’s You haven't slept well in the last happening to you? three months, since you first laid your hand on the sword. And the moon still You've been busy killing. Sort of. looks wrong. And the sword not only More often than not, you've let your looks wrong, but feels wrong, as if it was victims bleed to death, rather than killing something different – and alive. them outright. But now you know it’s You are getting more and more your turn. As far as you can tell, this is anxious. And twitchy. And angry. A the same ugly brute that came upon you week before, you killed three city guards on the last first full moon of autumn. for getting in your way. And the moon Yes, it’s been almost exactly a year still has the wrong color. since. You handled it easily before, but Poor Jack. You don’t know when, or the monster is dead now and you know why, you have started to call the moon your sword is not good against such “Jack”. No, you remember all too well; creatures. you just do not want to remember. Now, after the moon has changed, It was on a beautiful summer day, even your sword looks different. It when you killed your old friend Jack be- always had that orange shine under the cause he had a laugh at you. It was full moon, but now the blade is orange something completely harmless, just a and the hilt is a poisonous green. The harmless joke. And you killed him. And pommel is orange, too, in the shape of a at dawn, the full moon rose, in its familiar face with evil, shining eyes. strange color and with its toothy grin. Suddenly the sword is gone. You just And you called him Jack. And laughed. catch the sight of a field full of large, round vegetables, all grinning toothy Of course, you had to leave the smiles, all with those evil yellow eyes. group. They did not want a madman like The ugly brute raises his club. He grins you in their ranks. Idiots. But a sword at you just like the moon, just like those for hire is always wanted, so you earn semi-faces. Then he hits you right in the your copper, and silver, and sometimes face. Now it gets dark. And now … gold. You're still not sleeping very well. you’re dead. And you feel strange when the sun sinks behind the horizon, especially when the The Pumpkin Sword full moon rises. Maybe you shouldn’t have renamed the moon. That sounds Powers and Use more like something that sages do. Or The Pumpkin Sword is a highly intelli- priests. Or wizards. Whatever. gent weapon. It can shapechange so it Kasper. That was the name of that looks very much like an ordinary sword. rascal. You do not know why you didn’t It can also release a lightning bolt kill that guy. You’re sure wanted to do 1×/day, but only of its own will. The it. Instead, you just watched him die. blade can teleport without error to Slowly. And you enjoyed it. That is, you anywhere within Ravenloft. The sword enjoyed it until the sun went down, and may be capable of taking its wielder

112 Quoth the Raven 20 beyond the mists, though the blade and neutrals, or even friends as wearing faces its wielder invariably return to the like that of a Jack o' Lantern. Demiplane of Dread. The Pumpkin Sword can only be The Pumpkin Sword grants a found by a warrior in dire need of a maximum bonus of +4 to attack and weapon on the first full moon of autumn. damage rolls. However, the willful On the next first full moon of autumn the artifact may change its bonuses to blade will vanish, leaving its wielder penalties at will. The sword may impose unarmed, preferably in a situation as dire a penalty as high as -4 to attack and as when the wielder first found the damage rolls. Alternately, it might even sword. mix bonuses and penalties, for example granting a +3 attack bonus and -2 Origins and Legends penalty to damage. The blade makes Few sages or loremasters know about the these changes only according to its own sword, but there are many stories about caprices and without influence from its its origins. Most scholars agree that it wielder. was forged by a woman who once ruled When used against the Undead, the on the moon. Her name is unknown, but Created, and other unliving creatures (at it is agreed that it begins with a “Y”. discretion of the DM), the Pumpkin Some say that by speaking the name of Sword has only a bonus of +1 to hit and this swordsmith a wielder may master +0 damage. The blade despises Mind this artifact and release its full powers. It Flayers and all their ilk. When the blade is said that a wielder has but one chance is used against illithids, their kin, their to speak this name of power; should they creations (such as brain golems), and use the wrong name, the sword even undead forms of illithids, the blade disappears. grants a +4 bonus to hit and damage. A different legend attached to the blade is the story of Linus, a master thief Curses and master smith. It is said that he forged The Pumpkin Sword carries three curses: the blade from an orange and green First, the wielder of the Pumpkin Sword metal that he stole from the gods. will refuse to use any other weapon and never let go of the blade willingly. Destruction Second, the wielder becomes cruel and The only way to destroy the Pumpkin regardless of their alignment the wielder Sword is to carry it – without ever using is compelled to let people suffer rather it – to a pumpkin patch and bury it there than perform a clean, swift kill. The third up to the hilt. The buried blade will lose curse affects the perception of the its powers on the next first full moon of wielder. They see the moon as an orange Fall, so it must be guarded until that orb with an evil, toothy grin. As time time. passes, they begin to see their enemies,

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Silent Partners Intelligent Magical Items By Jim “Jimsolo” Stearns [email protected]

"We found the sword in the wizard's "Then we ambushed those cache, and it seemed like a perfect fit for Falkovnian scouts yesterday. We Kortho. It was big and ugly, just like outnumbered them, so it wasn't a very him. And I have to admit, it's a pretty difficult fight, but afterwards, while amazing piece of equipment. I mean, I'm we're looting the dead, Kortho turns to not going to wield a sword that clunky me and holds out a packet of papers. and savage, but for him, it just adds to Next morning he tells me that they're the that nail-eating-barbarian look he Falkovnians' orders, that the scouts were cultivates, and I'm all in favor of supposed to find a path to transport anything which makes people want to soldiers through. I've finished reading attack him over me. And when we fought them, and he's right. those doppelgangers last week, they "The thing is...Kortho can't read." screamed like they'd been burned even --diary of Jean-Robart Mileur, leader of when Kortho just nicked them with it. the Crimson Pikes mercenary group "At first I made fun of Kortho when we found the sword. I mean, his outlander superstitions are one thing, Magical items have a long and storied but these stories about angels are history in the game. From the Sword of another level of silliness entirely. That Kas to Crenshinibon, there has always was before he started talking in his been a fascinating array of magical items sleep. When he wakes in the morning, with thoughts, feelings, and opinions of he speaks of a radiant woman clothed in their own. The rules for intelligent items moonlight who comes to him in his present a large range of possibilities, and dreams. I just dismissed it, at the time. yet we rarely see these items in games. If he was having dreams about The advantages these items bring are 'moonlight clad' blondes, then who was I manifold. The first and most obvious to crush his fun? advantage is the advantage it gives your players in the form of the magic item itself. Everyone loves magical

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equipment. Intelligent items also offer becoming a distraction or a conflict to the ability to influence your players' the rest of the party. behavior. It isn't unreasonable to have a sentient magic item in control of its own special abilities, which would mean that Cruagh the PC would have to appease the item +1 flaming rapier. Int 13, Wis 10, Cha before some of its powers would 14; AL CN, Ego 8; grants wielder function. Last but not least, the item Blindfight, Combat Reflexes. Caster gives you a voice in your own game, Level: 13th; Market Price: 42,320 gp; which can be a great tool when the PCs Weight: 3 lb. need a nudge in the right direction or Cruagh was originally designed to have missed a critical clue. fight a war against elves from deep So why do these items turn up rarely, beneath the earth in an outlander world if ever? Well, their uniqueness can't be long ago. Part of a matched set of ignored. By book, they are pretty fencing weapons, it was used by a jealous entities, and don't work with one human who led a party of heroes to another. A PC can be up to his eyeballs victory against many of the monsters in vorpal swords, but he can still only that surfaced during that war. Cruagh use one intelligent item. But more to the still derives a particular joy from killing point, intelligent items can become a deep-dwelling monsters. detriment, usually when their It appears as a basket-hilt rapier personalities become an impediment to made from a silvery metal. The hand role-playing. One item that can speak is guard is made from an intricate basket of a curiosity. A whole party full of them tiny gold wire wrapped in delicate knot rapidly becomes a cacophony of patterns. This hand guard is Cruagh's conflicting personalities, and can only form of communication. It can threaten to turn your game into nothing reshape the guard to form pictures in the more than a showcase of item NPCs. knotted wire. Although it can form quite The easiest solution to this is to have complex images, it is incapable of your items play the part of the silent writing words for some reason. If it is partner. The 'semi-empathy' result on trying to convey the command word to the intelligent item generation table is activate its flaming ability (something it often overlooked for the more flashy cannot normally do for itself) then it speaking or even telepathic items. might show a picture of an elf and a However, items that do not speak aloud picture of a flame, or of an elf speaking, are in many ways better than talking and a torch. (The command word is the items. It allows you to forge a more elven word for 'fire.') one-on-one relationship between the Cruagh is very bloodthirsty, as well item and the PC, and with a little as foolhardy, and if consulted will often creativity, you can devise some truly counsel swashbuckling bravado in any inventive forms of communication for situation. Although it has yet to your items to use. encounter any drow (its most hated foe) Here are 7 intelligent items, each since its arrival in the Demiplane of designed to be a thinking, feeling Dread, Cruagh has run into the companion for their user, without occasional duergar, and if its owner does not immediately attack such creatures,

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Cruagh will force an Ego check to try Hallamariel did what she would once and compel its wielder to action. In all have considered unthinkable: she other situations, however, the rapier disobeyed. simply accepts its owner's decisions. Considering her duty to mortals Cruagh is secretive, however, and will higher than her duty to her superiors, the not reveal its intelligence around anyone celestial went to a trustworthy mage, but its owner. If Cruagh's wielder renowned for both his purity as well as specifically tells the blade that certain his abilities. After giving the wizard people are trustworthy, then the sword strict instructions, Hallamariel allowed might also communicate in their herself to be transformed. The wizard presence. tore her essence from her and used it to Although Cruagh is a +1 flaming fuel an enchanted weapon, a greatsword rapier, if paired with the dagger that it that would bear her remaining energy as was originally made with, a non- well as her personality. Then, utilizing a intelligent +1 defending dagger, then the ritual that the angel had given to him, he bonuses of both weapons rise to +3, and cast the blade into the Mists. Cruagh's ego rises to 14. Cruagh can Hallamariel appears as a two handed read and speak Darkonese and Elven. sword with an especially broad blade, which sports regular notches up the The Madonna Blade lower third of the weapon. An inscription in Celestial runs around the +3 holy greatsword. Int 18, Wis 17, Cha entirety of the base of the blade, and 17; AL LG, Ego 17; allows wielder to reads 'I am a light to all those who dwell see normally, even in magical darkness, in darkness.' If read aloud, the blade grants Uncanny Dodge (as a 5th level sheds light within 30' until it is sheathed. barbarian). Caster Level: 15th; Market The sword is incapable of Price: 60,350 gp; Weight: 15 lb. communicating while its wielder is Hallamariel was a powerful celestial awake. While they are asleep, however, once. Although she butted heads with Hallamariel can appear to them in their the more chaotic celestials, her favorite dreams. Usually she appears as a lovely activity was crusading against evil. woman of whatever race her wielder Unlike many of her kind, she felt it was belongs to, garbed in rich, simple clothes her responsibility to spend nearly all of of shining silver. She always emits a her time helping rid the mortal world of soft glow, as though she were emitting the supernatural terrors that plagued it. moonlight. In this fashion, Hallamariel Her sense of duty was stronger than any can offer advice and counsel to those other facet of her personality. that she travels with. Although it isn't a When she heard that the chaotic very powerful ability, Hallamariel does celestials had allowed one of their own remain aware even when her wielder is into the forbidden plane, she found it asleep, and is capable of rousing her intolerable that the denizens of Celestia owner to full wakefulness with no need had not done likewise. She lobbied, for a Fortitude save. cajoled, and pleaded with her superiors Hallamariel is noble and just, and to allow one of their number to go into always advises righteous behavior, the plane that none returned from, but courage, and the duty of the strong to each time she was denied. Finally, protect the weak. Although she always

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counsels honesty, temperance, and use it if they attempt to do so more than charity, she understands that mortals are once per day. not always able to live up to her lofty For those who meet the item's ideals. In dream form, she is kind and requirements, it is a great boon, if a little friendly, although cryptic. She never disturbing. While preparing their spells acknowledges that she is the animating for the day, the caster may open the force of the sword directly. She will locket to look inside. The left half work with any wielder who can behave shows a tiny cameo of a beautiful half- in a fashion that she finds acceptable. elven woman. It isn't known whether However, if she were to find herself in this is the item's creator, the original the Carnival, she would recognize Isolde owner, the mysterious Roselynne, or if for what she is, and kindly but firmly this person ever existed at all. The right insist that her wielder move on. While side shows a tiny (thumbnail sized) oil she may respect Isolde, the two are portrait, faded and cracked with age. worlds apart in their views on how good Close inspection reveals that the portrait should be applied, and Hallamariel is shows the image of the one gazing upon smart enough to realize that they would it! Instead of reflecting them as they are, work best apart from one another. the locket shows the owner dead or in Hallamariel never reveals her real torment, usually in connection with name. She refers to the sword which she whatever suggestion it is making. inhabits as either 'the Madonna Blade,' Whenever the portrait is examined, the or 'the Prime of Swords.' The second Cameo will make a single suggested title she only uses with Vistani or half- change to the user's daily spell list. They Vistani. She speaks and reads Balok, are not required to take the locket's Celestial, Darkonese, Mordentish, and advice, however, the item seems to be Vaasi. She is capable of reading any gifted with some form of oracular document in her owner's possession. ability, and the suggestions it makes often prove to be eerily useful, almost as if the item knew what the day was Roselynne's Cameo bringing. Int 20, Wis 15, Cha 12; AL N, Ego 10; Roselynne's Cameo first surfaced in Caster Level: 9th; Market Price: 24,800 Sithicus, although it was old even then. gp; Weight: --. The oldest known owner found the Mystery surrounds this item. A Cameo while cleaning out her deceased rarity among sentient items, the Cameo mother's jewelry in 721. No record is not actually a weapon. Instead, the exists how the woman came to possess Cameo appears as a delicate gold chain, the necklace. Since then, it has changed sporting a tiny tarnished locket engraved hands many times. Most users find it with detailed roses and the name very disturbing to see themselves killed Roselynne. In the hands of a non- and mutilated on a daily basis, despite spellcaster, the Cameo is merely a piece the obvious usefulness the item comes of valuable, if plain, jewelry. Those who with. And of course, despite the item's do not cast spells that have been ability to predict what spell a user might prepared ahead of time cannot even open need, it does nothing to tell them when the locket, in fact, nor can those who can they might need it.

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The changing portrait is the item's sighting of Ivicane was in Richemulot, only method of communication. The so it seems likely the item was separated only time its Ego comes into conflict from the elves at or around the time of with someone holding it is when their departure from Barovia. If the someone attempts to force the locket spear is upset at its removal from the open. Roselynne's Cameo has never elves, it has never shown it. indicated any goals or desires, and if it Unusual among spears, Ivicane has has any, they remain a secret. If it can no metal in its construction. From butt speak, read, or understand speech, then to tip, it is formed from magically these abilities are likewise a mystery. hardened wood, and covered in curling, knotted designs of twisting ivy. Many Ivicane users have believed that the leaves shift over time, but if that is the case, then the +4 defending shortspear; Int 10, Wis 17, effect is either so slow or so subtle that Cha 18; AL NG, Ego 18; 1/day--calm no one has been able to prove it. Users animals, summon nature's ally III, tree do report that the spear feels unnaturally shape, all as a 5th level druid. Caster light and balanced, and many feel Level: 15th; Market Price: 65,302 gp; compelled to twirl the spear around in Weight: 4 lb. intricate patterns. Users attempting Ivicane was created to be a defender Perform checks receive a +2 bonus if the of the woodlands. A group of elven performance involves acrobatic refugees, some outlanders and some flourishing of the spear. native to Ravenloft, wandered across the Ivicane cannot speak, but it can make demiplane looking for a place to settle. its wishes known by taking control of While they never did find a homeland local animals. At will, the spear is for themselves, they did live for a time in capable of taking control of any local Barovia, where they fell in love with the wildlife as the spell dominate animal. rugged beauty of the forests among the The spear is restricted, however, to Balinoks. Desiring to plant themselves controlling a single animal at a time, among the rugged woodlands with a limit of only a single hit die. permanently, the elves laid down a Many users believe this impromptu number of powerful enchantments animal companion to be a function of the around their new home, in addition to spear, and never realize it is an attempt crafting a number of magic items to on Ivicane's part to communicate. These assist them in the defense of their new animals will often attempt to guide the home. Although the elves were user in the direction Ivicane feels they eventually driven out, many of the items should go, or try to point out things the they made still survive. wielder has missed. (Ivicane can apply It isn't known if the enchanted spear the spell to vermin of 1/2 hit die or less known as Ivicane was taken from a if no animal presents itself, and will even fallen elven combatant when the use bugs if it must.) This form of Barovian forces drove them away, or if communication allows the user to benefit the weapon instead stayed with the from a +2 to all skills that are based on group for a while longer. The elven Wisdom. While Ivicane is capable of refugees were next spotted in Kartakass, directing these animals in combat, it however, while the next reported does so only to save the wielder's life. If

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the spear feels that the wielder is in no history, it is likely that it was imminent danger from combat, it will commissioned by the dwarves often release animals it is dominating to themselves. The dwarven mercenaries allow them time to escape. If Ivicane that owned the crossbow initially have sees a sylvan creature (including not been seen since 741, although the wilderness-dwelling elves or halflings) crossbow has turned up a few times, first in mortal danger it will signal the attack in the hands of a dwarven adventurer in by directing any dominated animal into Darkon, and most recently in the hands the combat. If its wielder does not of a hired killer in the slums of follow suit, Ivicane attempts a Neufurchtenburg. personality conflict to force them to The weapon itself is a masterpiece of fight. craftsmanship. The rich, warm wood of Ivicane serves any user that does not the stock has been well oiled, and act in an evil or malicious fashion. lovingly engraved with pictures of Users that slaughter animals for no fabulous treasures. The butt of the reason, or rapaciously harm the weapon has been reinforced with a brass woodlands will also meet the item's plate which allows anyone holding it to disapproval. Once the spear has decided use it as a melee weapon in addition to it will no longer serve a character, its its normal function as a crossbow. special abilities and bonuses no longer (Treat as a non-magical club.) The function, and it is simply a +4 weapon can be cocked via a lever on the shortspear. Every day a user tries to bottom rather than a winch, although this force Ivicane to serve her, she must does not reduce the time required to contend with a personality conflict. If load. The metal of the weapon appears Ivicane achieves dominance, then any to be bronze, although it is almost attack the user attempts instead twists in certainly some manner of dwarven alloy. her hand and strikes herself! Grentang is not an exceptionally Ivicane is capable of reading and picky magical item. So long as either it understanding Mordentish, Sylvan, and or its abilities see regular use, it’s happy. Elven. It isn't capable of speech, even Grentang was created for a specific when dominating animals that are. purpose, but that purpose was to help its creator amass as large a fortune as possible, so it is rarely used in any other Grentang way. The item does not begrudge its +2 corrosive heavy crossbow. Int 16, owner spending or even giving treasure Wis 15, Cha 9. AL N, Ego 12. Grants away, and it would take a great deal of user 10 ranks in appraise, Evasion, excessive poverty to make the item seek Uncanny Dodge (as a 5th level a new owner. Under the rare barbarian); at will--detect secret doors. circumstance that it found itself in a Caster Level: 9th; Market Price: 33,350 situation where it was being wielded by gp; Weight: 9 lb. an owner who lived in complete self- Grentang hails from Vorostokov, in imposed poverty, Grentang would most the Frozen Reaches. Details of its likely force a personality conflict, and if creation are sparse, but since it was in successful, would compel its owner to the possession of a single family of give it away, an action that such a dwarven mercenaries for much of its

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selfless individual would likely not even Appearing first in the hands of a find that out of character for themself. wandering holy warrior, the Wisdom of The crossbow communicates via Otei has been a boon to the poor and the sensory input. It is capable of downtrodden since its arrival in manipulating the senses of anyone Ravenloft. Crafted long ago in a land holding it. Valuable treasure might seem called Zhun, the Wisdom of Otei was brighter, or have a small glow around it. brought to Ravenloft by a travelling holy A secret door might glow red. (It is warrior who arrived through the Mists in worth noting that Grentang's abilities do Nova Vaasa. Before his death in 697, not require the item to be in hand, only the warrior gave his shield to an on the character's person.) It isn't able to idealistic would-be hero. Unlike many generate new stimuli (no illusory hands, magical items, the Wisdom of Otei has for example) but it can alter existing relatively few periods of inactivity in its ones, like adding a halo around a person history. A nearly unbroken chain of or object. users connects it back to its arrival in Primarily, Grentang communicates Ravenloft. through smell or taste, which it can The shield appears as a small, round dramatically alter. Users report tasting shield made from primitive bronze. A blood or smoke when the crossbow is pair of leather straps attach it to the trying to warn them of danger, and the wielder's arm, although it has a handle crossbow is capable of altering stimuli or for added stability. The entirety of the enhancing the senses to the point of front of the shield is taken up with an making a user hyper-alert to the danger image of a rotund bald man in a around them. Grentang expresses its meditating position. An inhumanly large displeasure by creating a sour taste in the grin graces the man's face. Although wielder's mouth, and its happiness with a relatively few speak or read the strange sweet one. It is capable of answering outlander language, the pedestal the man yes-or-no questions in this fashion, rests on bears an inscription in Zhunese although it does not remember anything which reads 'blessings of Otei on you.' prior to the dwarves using it in The back of the shield has a small panel, Vorostokov. Grentang will always seek no larger than an arrowhead, which can to advise, in its limited capacity, on how be slid to one side, although it will its wielder can acquire more money and always close itself afterwards. This more valuable treasure. panel is the shield's only method of Grentang understands and can read communication. dwarven, Darkonese, Voros, and Once per day, the wielder of the gnomish. Wisdom of Otei can open this panel to find a tiny scroll inside. The inscriptions on these scrolls are always short, often The Wisdom of Otei humorous, and usually poignant pieces +3 small shield. Int 10, Wis 18, Cha 15; of advice. At the DM's discretion, they AL NG, Ego 15. Grants Will save re- may also be mildly prophetic, although rolls and immunity to Tasha's hideous the consciousness of the shield itself is laughter. Caster Level: 9th; Market not. Immediately after reading their Price: 9,159 gp; Weight: 9 lb. fortune for the day, the user receives a +1 luck bonus to attack rolls, weapon

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damage rolls, saves, skill checks, and ability checks for ten minutes. If the Orchestratto user asks the shield a direct question, then the item can give a direct answer, so +2 keen longsword. Int 12, Wis 14, Cha long as it is no longer than a sentence or 18; AL NE, Ego 17; grants user two, although it prefers not to do this for Improved Initiative; 1/day--cure light more than a day or two, and may begin wounds on wielder (1d8+5); Caster teasing someone who uses it in this Level: 9th; Market Price: 28,315 gp; fashion. Direct answers do not give the Weight: 4 lb. user any luck bonus. Orchestratto is another outlander Otei is a friendly item, who does not weapon, and although it is almost particularly care with whom it travels. It certainly not the case, it believes itself to has been in the service of both be the oldest intelligent item in mercenaries and paladins in its day, and Ravenloft. Unlike many magic items, its has been wielded by everyone from law arrival in Ravenloft is a matter of official enforcement authorities in Dementlieu to (if secretive) record. rebels against the crown in Borca. So In 536, a group of outlanders were long as its user appears to be acting in drawn into the Mists to Castle Ravenloft. the best interests of others, the shield is Like others before them, they attempted happy to serve. It was created as a to assault the castle. Unfortunately, also protector of the masses, and it takes a like others before them, they perished. fairly broad view of that mandate. The ledgers in Strahd's counting room In addition to the luck bonus list the sword as one of the items taken provided by the fortunes, the shield from the adventurers. Although Strahd protects its user from the spell Tasha's himself gave the sword a chance, he hideous laughter completely, and found the special qualities of the sword provides a modicum of protection to be fundamentally annoying. It's not against other mental attacks. Any failed clear how the sword managed to get out Will save may be re-rolled, although the of the castle, but it has been spotted from user must accept the result of the second Kartakass to Avonleigh. roll, even if it is worse than the first. The weapon appears as a longsword Should the Wisdom of Otei feel that of unremarkable design. The only it is no longer needed, or that someone notable feature it has is the musical bar else needs it more, it will inform its user etched along its fuller. If played, the of this the next time they seek a fortune. music sounds stilted and odd. This is Should the user not comply with the because it isn't actually a song, but rather shield's desire to be passed on, it will the name of the smith's niece spelled out force a personality conflict and compel in musical notes. the wielder to give it away. The Orchestratto has a rather unusual Wisdom of Otei reads and understands method of communication. Whoever Vaasi and Darkonese, although the possesses the blade hears music playing. fortunes it gives out appear in the The sword has complete control over owner's native language. this, and only the wielder can hear the sounds. It can replicate any song it's heard, creating the musical equivalent of any number of players, using any

122 Quoth the Raven 20 number of instruments. It can replicate no other living creature presents itself, vocalizations, but not actual words. the wielder should resolve the attack Some wielders speculate that the sword against herself! If questioned, is incapable of creating its own music, Orchestratto will feign innocence, and that it just possesses a vast repertoire act as though the attack was a result of from which to draw. Others believe that the user's own butterfingers. the blade can compose its own tunes in Orchestratto, despite its evil addition to duplicating those it has heard. alignment, will happily allow itself to be When questioned, Orchestratto seems to wielded by a good user. Its only desire indicate that it is indeed capable of is to kill living beings, and so long as it's original creation, although it is far from doing that, it doesn't care how or why it's the most trustworthy source. being used. If a personality conflict This musical ability gives the wielder occurs, Orchestratto can turn nasty. a +1 morale bonus to all attack rolls, Should a wielder seek to destroy the weapon damage rolls, skill checks, and weapon, or refuse to spill blood with it, saves. It comes at the cost of a -4 to all the sword will attempt to gain Listen checks, and a 15% arcane spell dominance. If it does so, it possesses the failure chance. The sword has another wielder and attempts to get them killed, drawback, which is its bloodthirsty preferably at the hands of someone more nature. Sometimes, in the heat of battle likely to wield the sword. While the sword forgets who it is supposed to Orchestratto normally refrains from be helping. On any critical failure while bestowing negative levels on good attacking with Orchestratto, the wielder wielders, it is capable of doing so should roll another attack against the normally if it wishes. nearest living creature within reach. It's Orchestratto can read and understand just fine if this is a different enemy. If Balok and Vaasi.

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The Ocean’s Ferrymen Dread Selkies of the Nocturnal Sea By Eleanor “Isabella” Ferron [email protected]

Our skin-sewed Fin-boats lightly swim, I had the fortune of meeting one Over the sea like wind they skim. myself, many years ago. Before I gained Our ships are built without a nail; my current affiliations, I and my Few ships like ours can row or sail. companions found a derelict ship off the southern coast of Liffe, infested with the -Heimskringla walking dead. Even with the precautions we took, the battle nearly destroyed us. February 24th, 760 The undead had no reason to fear the water, and their touch sucked the very Greetings to the Sisters Weathermay- heat from our bodies as we fought them. Foxgrove, fare you well? As we felled the last of them, their It has been some time since we last rotting ship crumbled and sank into the spoke, I apologize. I have been hearing ocean. I went with it. I knew at that news of your deeds ever since I left moment my end was on me. I was pulled Mordentshire, and word recently down by the weight of my armor, and I reached me of your newest undertaking. was too numb to swim, or do anything to I wish to assist you in this. I am residing save myself. I was resigned to my fate, on Graben Island as of now, so please my final visions those of sinking wood send any inquiries I might be able to and dark shapes swimming towards me. assist with via Toret Severin. I recall When I awoke sometime later, I was entertaining you both one evening with still underwater, but I could breathe as if tales of the lebendtod, and my former on land, and floating next to me was a home will be a point of interest for you. beautiful woman wrapped in sealskin. I I have another tale for you now. was convinced I was either dreaming or Heard you, perhaps, of selkies? They are dead, and would have made a fool of not well known on your side of the Core, myself if I could have spoken. My although I have heard tell that the strength returned eventually, and the Ballade of the Sorrowing is now strange woman helped pull me from my popular in Kartakass. armor and to shore. As I was staggering

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to firm ground, the woman dived back “There are many finer jewels in my into the sea. home of Finfolkaheem.” Now I write to you, to warn you of With the pearls given to him, the creature that saved my life. Seem I Grandfather took up a kinder trade, and ungrateful? I feel that I am. Yet there is grew successful. He fell in love with a another tale you must hear. I am sending noblewoman – my grandmother – but you a journal. It was given to me by my her family would have none of a younger sister, Freya, who asked only in common woodcarver. By chance, he return that it be taken care of. I know encountered the handsome stranger that I can trust you in that regard. And again that night, to whom he told all his when you have finished with it, please, troubles. The stranger replied, “There are send it back to her. many finer women in my home of With regards, Finfolkaheem.” But grandfather, being a young man in love, would hear none of Johann Haydyl it. So the stranger went up to the nobleman’s house; it is not known what he did or said there, but before the week was out my grandfather was wed. Folklore That should have been the end of it, From the personal journal of Mr. Elgin and for a time, the two were happy. But Gilthros: as life took its toll on my grandfather, he grew more and more distant. The shadow of Finfolkaheem never left his Graben-town, October 7th, 755 mind, and he rarely smiled save for the There is a story in my family about my times that his mysterious friend came to grandfather. I remember my visit him. On the day that his darling grandmother telling it to me in my youth daughter died of consumption, he sought as we sat by the fire, sorrow in her eyes. his friend for solace. He never came She told me how my grandfather had home. traveled the realms in his youth, and how I had not thought of that tale for a once, on a distant island, he had tried his long time, until I visited Graben Island hand at sealing. But his quarry was a on business. The matter was scarcely charming creature, all curiosity and play, worth pursuing, but Father had insisted and he found he did not have the heart to upon it, and I could hardly refuse kill it. So he returned home empty- without appearing like an ingrate. As the handed. The next morning, as he walked vessel approached the rocky shore, I along the beach, he found a handsome peered over the gunwale to watch the stranger waiting for him. The stranger waves’ dance. Something stared back; held out his hands, overflowing with for a second, I met the gaze of a sleek pearls. gray seal, which looked up at me with “They are not so precious as my life, human eyes. I could not help but feel but I bid you take them for sparing it,” that I was being examined by this the stranger said. My grandfather strange creature. Yet the moment passed expressed amazement at the wealth quickly, and the dark form vanished offered, to which the stranger replied, beneath the waves below.

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That is when I found my thoughts I did not approach the creatures, for drifting back to Grandmother’s old tale. I fear of startling them, and perhaps in asked the helmsman, a wiry, dark-haired some minor fear for my own safety. Richemuloise named Chevalier, about Seals they may have been, but they were the animal. He informed me that the much larger than I was! I had no way of creatures were known as “selkies”. They accurately measuring the creatures, but I must be native to these waters; at least, I estimated them to be eight or nine feet in had never seen their like in the Sea of length, far larger than I’d believed a seal Sorrows. could grow. Nor could I quite ignore the many sharp teeth the creatures possessed. Likely they were suited to Description seizing slippery fish, but even I know that wild animals can become ferocious Kirchenheim, October 24th, 755 if agitated, and I had no desire to see The weather has taken a turn for the those massive jaws turned upon myself. worse. Miss Haydyl was kind enough to The seals were a handsome dark gray provide me with a sealskin coat to ward in color, with lighter gray underbellies. I off the cold, as well as extra blankets for saw that they had no fur, as one might my sleeping-cubby in her parents’ home. expect for cold-water swimmers, but I dislike accepting charity, but I must smooth, taut hide like a dolphin’s. Their allow she is correct about my improper bodies were quite streamlined, with no wardrobe for this climate! I will ears to detract from their sleek forms. I endeavor to reimburse her family at the was quite amazed by the size of their first opportunity. mouths. By the look of it, their jaws took Trade negotiations with the village up half of their heads! When one of them assembly are long and drawn out, yawned, I found myself amazed and leaving me with periods of little to do. I repulsed by how widely it could gape. find myself spending much of my time Their heads were blunt and powerful- on the rocky beaches south of the looking; they were neither as attractive settlement, gazing out towards the sea. nor as dog-like as the seals off Martira The view is too foggy to be beautiful and Bay or Armeikos. the weather too windy to be pleasant, but Indeed, the longer I looked, the more I persist in these walks nonetheless, as a differences I noted between these and welcome break from the drabness of ordinary seals. Their fore and hind rural politics. flippers appeared to be prehensile! They It was on one of these many long resembled human hands and feet that walks that I encountered an unusual had been elongated and heavily webbed. sight: six of those great gray seals, lying On occasion I would see one cup a rock among the rocks and regarding me with or a seashell in its “hand”, and regard it an almost-human curiosity. Undoubtedly with a curiosity that rivaled a human the natives would scoff at my child’s. Their eyes were solid black, and amazement; indeed, Miss Haydyl was held a glint of intelligence within them. unimpressed when I told her later. But I, Whenever one looked at me, I could not a city man with little opportunity to view banish the fanciful notion that it had any beast more novel than a horse, found human eyes. them fascinating.

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Miss Haydyl claimed to know little well. He told me that the human of the seals, but she warned me away “selkies” were always described as from them, so I have kept my distance heart-achingly beautiful. They were for now. I shall have to ask the other well-built men and women, as pale of natives about them should the skin as the natives, but never so weather- opportunity arise. worn or towering of stature as they. While their hair could be either raven- hued or whitish-blond, their eyes were October 25th, 755 always jet black, and their beauty snared The Islanders were strangely reluctant to hearts at a glimpse. I told him that it speak to me of the seals. All of them sounded more like a story to entertain claimed ignorance on the subject, merely lonely sailors than truth, and he repeating Miss Haydyl’s warning to stay laughingly agreed. But my mind kept away. The audacity! They can hardly casting back to my grandfather. Seals expect me to believe that no one on this that could turn into men... but surely forsaken isle knows anything of such such accounts are myth, and nothing extraordinary animals, nor that they more? would choose to warn me without some As I headed back to my lodgings, I reason to do so. It was fortunate for my gazed down from the upper village to the reputation that I happened upon Mr. rocky outcrops that gird the Island, and Chevalier before I let my ire get the best thought I spotted a standing figure on a of me. The helmsman seems quite high, jagged prominence protruding knowledgeable about the Nocturnal Sea, from the water. Yet when I drew nearer, and was far more forthcoming than the the stone spire was vacant, save a few taciturn natives. gray seals paddling round its base. It was Chevalier who said what none of the villagers would tell me: he mentioned that the seals – rather, Habitat “selkies” – would often don their human forms and frequent the town. Human October 30th, 755 forms! I believe I spoke too loudly in my excitement, as the barkeep of the Horn I pried myself away from meaningless and Hoof gave us an exceedingly dark meetings with droning assemblymen to look and we were forced to adjourn to a meet once more with Chevalier. He more private locale. So this is the secret confirmed that “selkies” were not the natives conspired to keep from me! uncommon around Graben Island, but had come to frequent many other Certainly, it explains the seals’ Nocturnal Sea isles of late, and even the abnormal appearance and behavior. To coast of Darkon on occasion! Strange, think that an entirely new race of that I had never seen one before now. thinking creature, unknown to all the scholars of Darkon, could be found on Selkies are amphibious, but prefer to this desolate isle! stay close to the water, for they are slow and unwieldy on the land. As they Alas, Chevalier had only a few stray require air to breathe, they can often be myths and bardsongs to relate to me, for found resting on shore, as I can attest the Grabenites were unwilling to impart myself. The windy pebble beaches and information on this subject to him as jagged rock-spurs of Graben Island pose

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Dread Possibility : The icy, choppy waters and freezing weather appear to cause no harm to the The Chimera of Vechor selkies; indeed, it seems they favor such Selkies rarely venture near Vechor, as conditions, as they vanish en masse from the waters are too warm for their liking. the beaches in summer. Their preference Still, the curiosity of the finfolk could for the cold would explain their absence not be contained forever, and when the from Vechor, as the offshore waters Nocturnal Sea coalesced, a small group there remain warm all year round. of seal-kind eventually migrated to the Chevalier had been kind enough to tropical island. They lived in comfort commit what he remembered of myth for a time, dining in Vechor’s bountiful and song to paper. The stories were waters, until the day one of the selkies certainly interesting, and provide some blundered into a fisherman’s net. answers, however unlikely they may be, Bemused by the strange creature, the to the blanks in our knowledge of the fisherman let it go, but word reached creatures. Apparently, the selkies of King Easan the Mad of the bizarre legend would summer on moving catch. islands, invisible to the human eye. The next day, every selkie in the Allegedly, these refuges were only domain of Vechor vanished. temporary arrangements: the true home A horrific creature now prowls the of the selkies is an underwater paradise coasts of Vechor. Known as the of coral and pearls, a realm known as Chimera, it appears to be an unnatural “Finfolkaheem”. amalgam of animal and human parts. Finfolkaheem! I cannot describe Those who have seen it and survived what I felt, on encountering that word claim that the Chimera rips its victims again. I immediately told Chevalier the apart with its massive jaws, then drags story of my grandfather, and his eyes lit choice portions back to its lair. These up as he agreed that they must be the gruesome trophies are then stitched to same sort of creature. the creature’s skin and merged into the I will start my research tomorrow. Chimera’s form, thus increasing its Would that I could set about it instantly; power with everything it kills. this mystery fires my imagination so, I Fortunately, the creature appears to be feel more alive than I have in years! unique, though others of its kind may Still, I must exercise caution. No one well exist in Easan’s labs. knows what became of my grandfather, What no one witness has lived to and his fate may well have been a tell is that the Chimera was created by sinister one. Easan using a captive selkie as a starting point, and can therefore remove its own distorted skin. Although the Habits creature stalks the seas in the form of a monster, it walks among the villagers November 5th, 755 of Vechor as a man. I have been tied up by more tedious meetings, but have been able to indulge little trouble for the creatures, and are a in my research from time to time, due frequent gathering place for their kind, largely to Miss Haydyl’s having vouched often alongside the isle’s mundane seals.

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for me with her friends and neighbors as of the Nocturnal Sea’s wildlife, the a gentleman. (She truly is a saint, even selkies seem wary of darkness. When if she is as cagey as other nightfall quenches what passes for Kirchenheimers; then again, I took care daylight here, the “pods” gather at their not to inform her that I have persisted in chosen resting spot; they sleep all in a my investigations.) heap on the beach, with one of their In a stroke of good luck, Chevalier number remaining awake to keep watch. appears to be staying in port for a spell We sometimes happened upon several while repairs are done to his ship. I was pods resting together, en masse, by able to convince him to sail out on a night, yet these same groups kept their rented dory with me, to observe the distance from one another by day. selkies. He was initially apprehensive Perhaps the selkies preferred the security about the prospect, but eventually, my of greater numbers at night, or perhaps promises of compensation were enough they all preferred that particular sleeping to sway him. No doubt he will need the spot. money, with his normal means of As the selkies, themselves, are active employment in abeyance. The selkies during the day, I believe their prey must frequent the seas off Kirchenheim be so also. It was difficult to observe the regularly, so we rarely needed to sail far creatures hunting, given that pursuits to view their doings. took place underwater, but we were We most commonly found the lucky enough to see one selkie snatch a creatures resting in groups of five or six huge, silvery fish that had strayed a little individuals, slipping back in or out of the too close to the surface and a bit too far surf as the mood took them. Though it from its school. I presume that the great was not unusual for us to spot a lone shoals of fish which fill Graben-town’s gray seal swimming by our vessel, they new packhouse serve to support the seemed adverse to being alone on land; selkies, as well. However, it would be knowing now what I do of their remiss to say that fish make up all of the intelligence, it is likely that they do so seals’ diet. Indeed, they seemed willing for protection, being more vulnerable on to seize any sea-going quarry that does land then they are in the water. We not put them to undue trouble. Common seldom saw groups of them on the open snacks included crabs and mussels, but water. Despite this tendency to hunt the occasional scavenging gull or alone, the selkies seemed quite sociable unwary puffin might meet an untimely when together, communicating with end if it grows too bold, and once I spied small barks and growls, along with a a hapless fur seal being harried to mournful sound that I could only exhaustion by a pair of them. I must describe as singing. Chevailer joked that admit I found that scene somewhat they seemed to be telling each other distressing. stories of how their day went, like The selkies seem to be the supreme garrulous men at a tavern, and the predators of their coastal habitat, with thought made us both laugh … until we only the most massive of sharks or deep- realized that they very well might be sea leviathans threatening to make a doing just that. meal of the creatures. Still, I have heard Unlike the majority of the seals of stranger predators than these in the around Graben Island, and indeed most Nocturnal Sea, and have no doubt there

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is ample cause for the selkies’ caution. I The most famous, of course, is their also noticed that many Grabenites power of shapechanging. The Grabenites possess sealskin coats, and many, confirmed what Chevalier had told me including my own and Chevalier’s, are before: that selkies in human form would gray in hue. Although Chevalier claimed invariably have black eyes, white skin, there to be many grayish types of seal black or blond hair, and gloriously- around Graben Island, he admits that attractive features. These traits are not as many sealers would be quite willing to helpful as one might expect in take a selkie, were they able. Apparently identifying a selkie in its human form, their hides are amazingly durable. given how common they are in the I decided not to ask Miss Haydyl Core’s human population … indeed, what kind of seal my coat came from. If Chevailer, Xander, and myself all match it was from a selkie, I could hardly feel those very criteria! To judge by the comfortable wearing it, and would freeze accounts, selkies on Graben Island often to death without it in this dreary climate. pose as foreigners, perhaps adding to the

Abilities Skin Coats A selkie that does not possess its skin- November 12th, 755 coat loses its Alternate Form ability and I’ve hired a traveling performer named all spell-like abilities until the coat is recovered. If its skin-coat is destroyed, a Xander, a fellow countryman who selkie cannot replace it and is trapped in chanced to be passing through on his human form forever. Anyone possessing way home to Darkon. He proved to be a selkie’s skin-coat gains a +4 bonus to quite effective at wheedling information Intimidate checks against that selkie. out of the reticent Grabenites, although I Only the selkie may use its skin-coat to suspect the success of his methods has assume a seal’s shape; it confers no less to do with the lager he buys them magical powers to others. and more to do with the arcane arts. Still, his guile is proving invaluable to my Skin-coats are both exceptionally research. durable and immune to all non-magical means of destruction. A selkie’s human With Xander’s help, we were able to form skin-coat is treated as Medium gather a myriad of Graben Island’s light armor by its wearer. It grants an folktales concerning the selkies. (They armor bonus of +3, with a maximum are colloquially known around these Dex bonus of +6, an armor check parts as the “finfolk”. “Selkie” is, I penalty of 0, and 0% chance of arcane gather, a more archaic term that actually spell failure. refers to any large seal, although the two terms appear to be interchangeable in the Only skin-coats taken from a vernacular.) I had expected these selkie’s human form grant the above legends to concern only their ability to bonus. Clothes made from the pelts of assume human form, but it seems that selkies slain in seal form confer no the seals have quite a few unusual talents armor bonus. If leather or hide armor is up their sleeves. crafted from selkie-hide, its hardness is 3.

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Grabenites’ distrust of strangers. Or are thus extremely protective of their perhaps they dislike selkies because they skin-coats. dislike anyone strange? A selkie which has lost its coat is As in certain other shape-shifters, a willing to do quite a bit to get it back, selkie’s human form is singular and and will rarely act against the person fixed. It cannot imitate another person, who holds their coat. Although the coat save by mundane or spell-wrought is difficult to destroy, the selkie seems disguise. Its appearance as a human unwilling to risk any harm coming to it, mirrors that of its seal form; it will no matter how slight the chance. The appear similarly youthful or aged, male most famous of selkie stories involve or female, in both its shapes, and telltale men who steal a selkie maid’s coat and scars or injuries inflicted upon one form force her into marriage. Inevitably, she will have their equivalents in the other. finds it and returns to the sea, leaving When it wishes to change its form, a some to wonder why the foolish man left “seal” simply shrugs off its skin, which the skin-coat intact. But woe be unto the (I am told) shifts to resemble a sealskin man who manages to destroy a selkie’s coat. Once again, this is far from a skin-coat, but not the selkie itself! The telling clue on Graben Island, where selkie considers such a life not worth sealskin overcoats are so common, but a living, and will devote everything it has selkie is completely unwilling to be to utterly ruining and destroying the parted from its skin-coat, even if source of its torment. removing the garment would be the Selkies are renowned for their sailing sensible thing to do. Apparently, should prowess: they are almost supernatural in a selkie lose its skin, it loses the ability their proficiency. The seal-creatures to transform back to its seal form. have no fear of sailing anywhere, on any Selkies find this prospect abhorrent, and kind of ship, through any weather. Of

Dread Possibility: Charon’s Children The dread selkies are masters of the waves, able to sail anywhere in Ravenloft they wish, but some of the finfolk find the Core’s paltry seas too small to suit them. These discontented creatures venture beyond the Misty border in an attempt to slake their wanderlust, and linger within the Mists’ depths so long as to be embraced by those mysterious vapors. They gain the ability to navigate the far corners of the Land, but at a terrible price: they acquire the Mists subtype, and come to suffer the same vulnerabilities and transient, joyless existence as others who join the ranks of the Fugued. Fugued selkies are marked by their transition: their seal-skin turns a misty off-white, and their eyes glow the color of lamplight in the darkness. These creatures can be found piloting their fin-boats through fog banks in lonely corners of the world, and can sometimes be bargained with to convey passengers to any port, isle, or coastline in the Land of Mists. As many discover too late, it isn’t always money that they ask for as payment. The Mists’ call is irresistible to Fugued selkies, even in death. Three days after such a being dies, it rises from the grave as a mist ferryman, doomed to sail the endless Mists for all eternity.

132 Quoth the Raven 20 course, they could simply dive believe that the creatures likely have overboard if their ship capsized, but that some way of magically beguiling people, need seems never to arise, with a selkie while Xander interpreted it as the at the tiller. consequence of selkies’ beauty in human The selkies’ vessel of choice is the form. I am convinced the effect is fin-boat, a tiny, two-man vessel of magical, not mundane, as no other stretched skin that lacks sails. They do interpretation could explain the not hesitate to pilot these tiny craft over amazingly irrational behavior the open sea, and can reputedly beat demonstrated by men besotted over such even massive knarrs and foreign galleons creatures, in many of the tales. to their destination. (This has led many Several stories left us quite at odds. a boastful captain to lose a bet, if the One tale stood out to me, in that it legends are to be believed.) Supposedly, attributed the power of illusions to the a selkie’s fin-boat can be well on the finfolk. It was notable in that no other horizon before a human can even finish tale mentioned such a thing, whereas this untying his ship from the dock. I have no tale did on multiple occasions, citing idea how selkies can achieve such speed, illusionary leviathans and ogres that especially given that they use neither could be banished with a pinch of salt! sails nor oars, but it is plainly a (Xander assures me that the salt, at least, supernatural talent of theirs. is poppycock.) The storyteller was I was surprised to discover that adamant about it, but without a selkie selkies have a reputation as sorcerers, as willing to demonstrate such power or well. It seems that they possess a natural any other corroborating evidence, it talent for the arcane arts, and can be seems unlikely at best. Perhaps a selkie quite apt pupils should they get the studied in magic had given rise to this chance to learn. All selkies, moreover, account, or perhaps it was some other have inborn magics at their disposal. kind of creature entirely. After our interviews with the natives, More curious is the Grabenites’ Xander pored over our transcripts as I universal belief that selkies can cause suggested, picking through muddled storms: a power, which the Islanders descriptions to tentatively identify the normally attribute only to the mightiest selkies’ abilities (and confirming my and most dreadful of legendary threats! suspicions of him, as well). Yet not one of them could name an Most evident from the accounts is instance in which a selkie had verifiably the power to allow a human to breathe done so. It seems almost as if the selkie underwater. If a selkie wishes a human has become the Grabenites’ boogeyman. to accompany it below, or to save a Whatever could have left them so drowning sailor, it can do so with a mere convinced that the seal-folk wish them touch … although the more lascivious of harm? tales suggest that a kiss is the means of There is one additional power which choice. There were also many mentions I know these selkies to have, not from of selkies vanishing or appearing out of tales, but by personal experience. nowhere, which Xander suggests During my afternoon walk, in pausing to indicates they can magically cloak their admire the graceful flight of an albatross, presence. Xander and I disagreed on the I espied a figure far ahead of me, nature of a selkie’s capacity to charm: I standing among the gray seals upon the

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sister, my loveless, fruitless marriage. Spell-Like Abilities For a while all I could do was stand Dread selkies can use the spell-like weeping and despair. ability Standing Wave (Spell When at last I woke from Compendium) three times per day, Water melancholy, by the tide lapping at my Breathing twice per day, and Invisibility boots, the beach was empty. and Charm Person each once per day. Roughly one in ten selkies, known as greater selkies, can also use Major Image Life Cycle and Crushing Despair, also once per day. November 15th, 755 beach. Approaching, I realized that it Miss Haydyl has persuaded her parents was no man at all – no human at all – but to accept my extended presence as a a young boy, barefoot and nearly naked lodger, and she fulfills my every request despite the wind’s chill. His complexion admirably; indeed, she has begun to was milk-pale, his eyes jet black, and he include a setting for me at dinner, to wore a gray seal-skin draped about him. spare me the Horn and Hoof’s Realizing what I must be seeing, I lamentable meals. Were I not already started towards him immediately, eager married… but I should not think such. to speak with him: to ask the myriad I have found myself at an impasse in questions which burned in my mind. I my research. It seems we have gleaned caught myself barely in time, as much information as we can from the remembering my grandfather’s old tales, yet gaping holes remain in my disappearance, and stopped short of the knowledge. I have been reduced to mere ring of seals – no, selkies, I could see conjecture when it comes to the selkies’ their flipper-hands now – that encircled biology. I have tried to base my him, lazy yet watchful. The boy, deathly deductions on evidence, but it is all too serious yet somehow still charming, easy to assume that they are like men. offered his hand to me. “I can show Several of the stories mention “selkie you,” was all he said, his voice calm and pups” being spared by a kind hunter, and feather-soft. that hunter being saved later in return. I I was sorely tempted to take it. But I just am told by Chevalier that the creatures shook my head, unable to voice a denial have been seen with pups, so I can to him. The boy seemed to accept this, assume that the stories are correct in this and lowered his hand. As he did so, one regard. Chevalier and a few sealers I of his escorts began a low, keening noise spoke to mentioned that pupping season that I can only call a song. was a little after summer, that time when I panicked at first, having heard the many of the gray seals vanish tales of sirens that lured men to their inexplicably from the sea. Interesting … doom with their voices, but I felt no such perhaps the pregnant mothers move compulsion. The song was deep and inland to safer areas, where they bring mournful, and its beauty stirred my soul their young to term? If so, that would to sorrow, such that as I heard it I could mean that pregnancy does not impair only think of the emptiness of my life: their ability to change shape. And where my meaningless business affairs, my are they hiding? Their mysterious invalid yet demanding father, my flighty

134 Quoth the Raven 20 invisible moving islands, perhaps? Half-Selkies Surely they cannot all hide among the Grabenites, as any stranger’s arrival – let “Half-selkie” is a template that can be alone, a pregnant one – rouses both talk added to any non-aquatic humanoid. and scorn in so insular and unreceptive a All statistics remain the same as the community. base creature, with the following exceptions: The selkies seem to prefer to raise their young as seal pups … or at least, if Speed: Gains a swim speed equal they ever raise their young as human to its base land speed, or half of that children, no tales have ever spread of speed if its webbing was removed. their doing so. If the boy I met on the Special Qualities: Hold Breath, beach is any indication, their offspring spell-like abilities are able to transform at a very young Abilities: A half-selkie’s Charisma age, and perhaps that is true of their increases by +2. A half-selkie whose other powers as well. The boy had been webbing was removed retains its unclad, and his skin had resembled an Charisma bonus, but suffers a –4 uncut pelt rather than a tailored garment, decrease to its Dexterity. so including such refinements as Spell-Like Abilities: Water clothing in its transformation may come Breathing, 1/day. Caster level is based a bit later in a young selkie’s life, on HD. The DC is Charisma-based. through practice or education. Hold Breath (Ex): A half-selkie A selkie mother is evidently can hold its breath for a number of responsible for tending to the pups, rounds equal to four times its staying with them on the beaches until Constitution score before it risks they are grown enough to take to the sea. drowning. Some tales speak of lone she-selkies Skills: A half-selkie has a +8 racial minding two pups of different ages; bonus on any Swim check to perform unlike normal seals, it would seem, they some special action or avoid a hazard do not cease caring for one offspring in the water. It can always choose to when they birth another. The father, also take 10 on a Swim check, even if unlike a true seal, contributes to his distracted or endangered. It can use the young, delivering fish to the mother in a run action while swimming, provided it habit not-unlike a human breadwinner. swims in a straight line. Unlike a human family, however, parents only stay together long enough Half-selkies receive a +2 racial for the young to learn to swim, hunt, and bonus to Spot and Profession (sailor) use their powers. Once the children are checks. self-sufficient, all of the family go their Level Adjustment: +1 with separate ways. Imagine if humans webbing, +0 without behaved as such! It would certainly Outcast Rating: +3 with webbing, smooth over many youthful +4 without indiscretions. One thing that the legends are very Apparently male selkies will sometimes specific on is half-selkies. The selkie take to seducing human women. I have parent is most often the mother, taken heard it said that a woman who cries hostage by theft of her seal-skin coat. upon a lonely shore will sometimes

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attract a selkie to comfort her, although not always certain they will do this. precisely what this “comfort” entails (Otherwise, I have no doubt that some varies between stories and with the unscrupulous sort would seek to profit sensibilities of teller and listeners. by it!) Female selkies leave no such I assume that male selkies might be condolences when they carry off their held captive as a husband or that female half-human heirs: understandably not, selkies may seduce young men, but such given their captivity. reversals are not spoken of on Graben A half-selkie child who somehow Island. avoids being reclaimed, usually through No matter which parent is the selkie, the death of its selkie parent, does not these creatures will always bring their face an easy life. It seems the selkies no half-breed children with them when they longer consider such a child one of their return to the sea. Male selkies tend to own, and cut off all contact from it. Such leave money behind in exchange – what a child is easily identified for what it is they call a “nurse’s fee” – although it is by its black eyes and webbed fingers and

Secret Society: The Black Pearl Divers A guild of divers, treasure hunters, and explorers, the Black Pearl Divers make a good living off of pearl diving and reclaiming sunken cargo. Comprised primarily of half- selkies, but open to other water-touched creatures such as genasi, the society serves as a surrogate family to its members. It also serves as a front for reclaiming the seas’ lost artifacts and civilizations, with the intention of creating their own undersea paradise. Founded by a group of discontented half-selkies determined to rejoin their underwater brethren, the Black Pearl Divers originally intended to make contact with full-blooded selkies and learn the way to Finfolkaheem. When the founding members of the group vanished, those who remained decided to return to the sea on their own terms. Their society has spread out over the Nocturnal Sea, but is based out of a nondescript fishing-supply shop in Graben-town. The guild provides small vessels and commissions to its members, as well as several safe houses for anything interesting dredged up on undersea expeditions. Rank is determined by merit: any major discovery or artifact recovered raises the status of the discoverer. The de facto guild head is Tobias Finnsen (male half-selkie Scout 5/Sor3, CN; for details on the scout class, see Complete Adventurer), who has an uncanny talent for sniffing out underwater ruins. Major discoveries must be reported to the guild, with penalties for withholding information determined by the importance of the find. All mundane treasure is returned to the finder. Due to the many dangers of the Nocturnal Sea, Divers often work together, trading a larger share of treasure and glory for both safety and additional hands for recovery-work. Should a venture be low-profile enough, many Divers are not adverse to hiring outside help, rather than divvy up the prestige of their discovery. Outsiders may be hired, but the guild itself consists solely of non-humans. Most Divers are disillusioned with surface-dwellers, believing that only sea creatures can be trusted. This belief may soon come back to haunt them: irritated by the half-selkies’ clumsy efforts to pierce the Nocturnal Sea’s mysteries, the sahuagin of the Drowning Deep have sent a covert agent, Lissobyrsa (LE female malenti Rog6/Clr5 [The God Below]), to pose as a sea elf and use that bias to lure these intrepid explorers to their deaths. 136 Quoth the Raven 20

toes. Surgical removal of the webbing is retrospect, I should not have been possible, but it is excruciatingly painful surprised that news of my research had for the half-selkie, and often to little reached their ears, nor that my curiosity avail: the scars on its hands are still a about them should be answered in kind. tell-tale sign, and such an operation I approached them cautiously at first, causes the half-selkie’s hands to lose unsure if they might take offense at my much of their dexterity. Nonetheless, refusal of the boy’s invitation, but they this is sometimes done at the request of proved quite talkative and soon drew me the human parent, in hopes it will into conversation. I probably revealed discourage the selkie parent from taking more of myself than was proper, talking the child away. From what I have heard, of my discontented life more freely than the selkie is never deterred. I ever could with my business colleagues The Grabenites do not abandon these or relations; then again, the fact that their children, as some folk might, for the lives seemed so utterly different from half-breeds are always exceptional my dull, land-bound existence was sailors. However, they are distrusted by liberating, in a way. No need to guard their human peers, and must go through my tongue, with them, against sentiment life alone, haunted by thoughts of an or impolitic remarks! I was able to turn underwater home and family that is lost the tables and gather a fair bit of to them. I have heard that many half- information from them, as well. selkies become bitter and estranged, and All selkies hold fast to but a single spend their entire lives searching for moral creed: never to harm another of Finfolkaheem; they have a habit of their brethren. I asked how transgressors vanishing without a trace. Perhaps they of this law were punished, but the selkies have found what they were looking for. seemed to find the concept of “punishment”, or indeed of “law”, to be Society alien. Nonetheless, I have no doubt that any selkie that crossed this boundary would be dealt with harshly indeed, by November 24th, 755 vigilante justice in lieu of formal Business is piling up at home, but I jurisprudence. cannot yet bring myself to leave No other edicts are enforced: not Kirchenheim. Despite the dreary weather property-rights, not governance, not and standoffish natives, I feel relaxed obligation! Although the selkies have a here. Doubtless, Freya’s hospitality is of well-defined concept of property, they help there, but when I sit by the fire, free seem to believe anyone who allows from the burdens of my usual affairs, I something to be taken from them could can see why so many businessmen not have cared enough about it to retreat to Mordentshire for a quiet deserve it, in the first place. Selkies holiday. recognize no leaders, and have no means I was surprised to see that the selkies by which to exert authority over one had not abandoned the beach near my another. To get a group of selkies to do lodgings. I was even more surprised, on something requires convincing the my latest walk, to discover that some of individual selkies, one by one. There is them had assumed their human forms, no overriding cause which they and were watching me with interest. In advocate, nor any organization dedicated

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to mutual defense: each selkie is be found there year-round. The creatures considered to be on its own, duty-bound did not seem at all concerned about to or answerable to none, once it is fully revealing this to me, for they informed grown. me that these islands are undetectable to Despite this anarchy, selkies will the human eye (and as I discovered later, frequently gather together, in their after a few clandestine probes by a hired individual pods or in larger groups. wise woman, completely immune to Groups are highly fluid, forming and re- detection and scrying magic). forming as individuals come and go It appears that the selkies have little from wanderlust, or weary of one or no interest in their fellow sea- another’s company. They claim to dwellers, going out of their way to avoid gather in large numbers on their moving them should one ever encounter the islands, which they visit seasonally in other. Even non-aggressive creatures the manner of a summer estate; a few seem to be ignored and shunned. I found selkies – the aged and ill especially – can this quite odd, but could get no

Dread Possibility: In the Service of the Master The selkies’ greed for silver runs deep, and no residents of Graben Island have more of this metal than the Graben family. Even before the isle’s founding clan passed into undeath, finfolk hirelings had assisted in the Grabens’ shadier business endeavors. A handful of selkies attended the funeral feast at which the clan was poisoned, and Meredoth, realizing what extraordinary beings he’d slain, kept their seal-carcasses on ice while he devised a new variation of his lebendtod-animating procedure. In addition to detaching their extremities when in human form, these rare selkie lebendtod have the power to animate their own skin-coats. An animated skin-coat is Medium size, has 1/2 the undead selkie’s total hp, and moves and attacks like a cloaker. Unlike a normal skin-coat, it has sharp seals’ teeth concealed in its lining, letting it inflict damage equal to the selkie’s bite when using the Engulf extraordinary attack. If not disguised by the lebendtod veil of life, the skin-coat looks like an un- tanned, ragged animal pelt, and the undead selkie’s body appears flayed. The skin-coat otherwise functions like other detached lebendtod appendages, as detailed in the Nocturnal Sea Survey’s expanded lebendtod template. While their default orders are to support the Grabens’ body-smuggling operations, the lebendtod selkies also act as elite scouts for Nebligtode’s darklord, using Invisibility and their innocuous seal forms to keep a discreet eye on travelers whom the sea-mage is planning to rob, or to “recruit” as his unliving minions. When bad weather or other problems delay shipments of essential supplies, Meredoth dispatches them to scuttle the nearest ships, steal their cargo, and retrieve the crews’ bodies. They sometimes capture sailors alive for the darklord’s laboratories, preserving them from drowning with their Water Breathing ability. Living selkies, meanwhile, are still hired by the Grabens as smugglers and agents, particularly in Darkon where the lebendtod dare not risk Azalin’s attention. Meredoth himself has no patience with such chatty, frivolous creatures, and living seal-folk keep their distance from Todstein, fearing both the necromancer’s violent temper and the venomous white-fangs that frequent the Rock’s icy waters.

138 Quoth the Raven 20 satisfactory explanation from the selkies: tarnish in seawater? Still, it is they told me that they simply find other interesting that they should crave it so, sea creatures dull. Selkies have no such as it argues against any link between reservations about land-dwellers, these curious beings and lycanthropes, however … which is ironic, as the which shun that very metal. Grabenites seem determined to shun Nonetheless, much as the Grabenites selkies. Those with which I spoke claimed the selkies were usually seemed to enjoy conversing with me trustworthy with passengers, so they are immensely, expressing great interest in usually trustworthy with cargo … humans’ way of life. provided one is intelligent enough to It is unsurprising, given their talents, promise half-payment on delivery and that a few selkies have managed to find a not all up front. Despite their flighty niche, even among the frosty Grabenites: natures, the selkies seem to consider shipping. While most Islanders would losing a ship to be an insult to their rather have nothing to do with the sailing skills. It would take quite a storm, finfolk, as they have for generations, a or quite a monster, to convince a selkie few of the rising mercantile families to abandon ship; still, accidents do have discovered that selkies can quickly happen, although most Grabenites seem deliver goods to or from any Nocturnal to presume these “accidents” are nothing Sea port, with scant risk of losing the of the sort, and the finfolk purposefully cargo. More importantly, selkies can lost or stole the cargo. The selkies just easily outmaneuver other ports’ shrugged when I asked, and admitted watchmen, making them an ideal choice that it was possible: they did not know, to handle shipments of contraband – or care to speculate, what others of their native furs and scrimshaw, fine imported kind may see fit to do. goods, and other valuables to be I must remember to ask Chevalier smuggled past the tariff-collectors – or when the repairs to his ship will be other doings that must pass unnoticed by complete. I have little need to venture the authorities. offshore anymore, now that the selkies If a selkie cannot find enough of his have begun speaking to me openly, but I brethren to form a ship’s crew, he may have come to appreciate his company on instead take on passengers in his finboat, my little expeditions. This is as much his ferrying them across the ocean quicker research as mine, and it would feel and safer than should be possible in so wrong to exclude him from it. small a craft. I was surprised that selkies would Threat perform such menial tasks, and even more so, that merchants would trust them with such sensitive cargo, but it December 1st, 755 appears that selkies’ loyalty is easily Chevalier is a selkie. bought. They seem to possess a I suspect that Xander may be as well, compulsive greed for silver, and although I have no evidence to prove it. consider shipping to be easy money. It is almost funny now, remembering Why they would value silver so highly is how I cited their resemblance to the beyond me: wouldn’t it be more prudent descriptions we gathered. Freya accosted for them to hoard gold, which does not

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the selkies leave the fishermen well Control Weather alone, so what would provoke them to Ten selkies, working together, can use act in such a way? the spell Control Weather as a spell-like Freya also reiterated the belief that ability once per day. None of the selkies selkies also cause storms. There seems to who participate in the ritual may take be no evidence to corroborate this, but part in a similar ritual for the next 24 all of the Grabenites I have spoken to hours. insist upon it. Could there be some inkling of truth to the tale, after all? If us as we ate together – it appears she had so, the selkies could easily be taken a more active interest in my responsible for many shipwrecks and activities than I had thought – and quite shipping delays. I have heard tales of forcibly removed me from our table at how Kirchenheim was all but swallowed the Horn and Hoof. When Chevalier rose by a storm generations ago, before its to intervene, she scattered a handful of seawall was constructed, and Freya’s silver beads upon the floor. To my amazement, my companion stopped in his tracks, and began chasing down the Islands rolling beads one by one, as she dragged The selkies’ mobile islands, as well as me from the scene. The entire affair Finfolkaheem (should it exist), are came as a dreadful shock to me, but the heavily warded against scrying. Any incident did have one benefit: Freya was person being scryed upon in one of finally willing to reveal what she knew these locations is assumed to of selkies, and why her people are so automatically succeed on their Will antagonistic towards them. save, and may not voluntarily choose to Graben Island is heavily dependant fail the save. on its fishing industry, and it seems that The moving islands are also the selkies’ mischief can cripple the invisible to the human eye, although means of a fisherman’s livelihood. They selkies always know where to find often snap fishing lines, nets, or anchor- them. If a human looks through a “self- lines. This sounded like mere childish bored” stone (a stone with a naturally- vandalism to me at first, but Freya eroded hole through the center) at informed me that it was quite serious to sunrise or sunset, the islands become the fisherman: the Nocturnal Sea’s visible to that human for one day. storms are legion, and even minor Some selkies are actually able to damage to a fisherman’s tools of trade pilot their isles, much as they would a may cause him to miss a precious ship. Each island contains a large window of opportunity, when the waves standing stone, carved with strange are calm enough to safely earn his keep. runes. A greater dread selkie need only If a selkie is feeling particularly vicious, stand atop the stone to guide the isle it may also hole a fishing boat, or even wherever it pleases. The selkies do not capsize the vessel outright, casting its much care where the islands travel, occupants into waters that can freeze although a selkie who endangers his kin men to their marrow. Neither Freya nor by sailing a moving island into myself have any inkling as to what dangerous waters is swiftly and brutally causes this behavior: most of the time, dealt with.

140 Quoth the Raven 20 father tells me their home was built after while the kidnapped person was still en a similar gale ripped the roof from their route: after three days, the victim passed old cottage. Small wonder, that they beyond reach of help. Even powerful should fear creatures they deem capable divinatory magics revealed no sign of of calling up such ferocity of weather! them, and miracles that could wrest a It should not have been a wonder, man alive from the grave could not draw nor wholly a surprise, when Freya told them back from the selkies’ keeping. me that selkies spirit mortals away with Few people have attempted to consult them. My grandfather … the half-selkies with the Vistani, as they rarely if ever … it had all been staring me in the face. grace Graben Island with their presence, But, in truth, I refused to believe any of but any answer given is too cryptic to it, until Freya presented me with such decipher, if they choose to answer at all. abounding evidence and testimonials Once a man has set eyes on that I could no longer close my mind to Finfolkaheem, it would seem, he can it. never return home. The selkies refer to such abductions The moving isles vary in size, but are as “visiting Finfolkaheem”; they may be never more than a few square miles in telling the truth, but the unfortunate fact area. Like Graben Island, the selkies’ is that any mortal taken away by a selkie islands have rocky shores, but their is never seen again. Freya has heard a interiors are thick with lush grasses and few tales in which powerful heroes gave flowers, that thrive without need for chase, and retrieved their friend from the caretakers. The islands host many well- selkies, but all such rescues took place built homes of stone and coral; the

Selkies and the Vistani Try as the DM might to prevent players from uncovering the selkies’ secrets, players are bound to think of asking the Vistani about the fates of those taken by the finfolk. This could be awkward, as granting an answer will detract from the selkies’ mystique, yet not knowing the answer could do much the same thing to the Vistani. Negotiating such an impasse can be tricky, but it’s far from impossible. Although the most powerful of Vistani seers likely knows the answer, it is important to remember that not all Vistani are equal in their ability. Answers given by inexperienced Tarokka readers may be cryptic and mired in symbolism, rendering them essentially useless. The gypsies are also very mysterious in their ways, and may refuse to speak at all of those taken by the selkies. Those less well-disposed to giorgios may simply lie about the captives’ fates, or might take offense at being questioned about an abduction: a crime which the ignorant have been known to accuse the Vistani, themselves, of committing. The players could be directed to a more powerful seer: one who is more likely to exact payment for her council. If the players are willing to make the trek all the way back to the mainland and search for a Vistani caravan, the DM may wish to reward them for their dedication. Then again, the hard-sought seer might turn them away without an answer. In short, should the GM wish the Vistani to know the truth about the selkies, they do. If not, they don’t.

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selkies deny knowing who built them. friend, it offers to take the chosen human Sea life tends to flourish around and to Finfolkaheem. Most people go underneath the drifting bulks of the willingly, and are never seen again. The selkie islands, but any fisherman who bardic tales, no doubt taken from the sails near in an effort to capitalize on this selkies’ own blandishments, profess that abundance is harassed by the finfolk this is because Finfolkaheem is too until he departs. wonderful for anyone to wish to leave, Selkies seem to favor certain people but I can hardly accept that. Surely over others for their attentions. They someone must have tried at some point? reach out to isolated and discontented Other victims face a far uglier turn of individuals, offering their friendship to events: a selkie may opt simply to drag those who sorely need it. (How I them off by force. I balked at believing blanched when Freya told me that!). such a thing, but the evidence Freya Most commonly they approach the provided was irrefutable. Anyone who depressed or abused, becoming a source wanders the beaches alone or in a very of comfort to beaten housewives or small group runs a risk of being seized troubled children who have no one else and pulled below the waves. Such to turn to. They also approach the victims are granted the ability to breathe bereaved, the homesick exile, or those water (as was confirmed by a man who who are merely lonely. had put up too much of a struggle for the Whatever the reason, the selkie selkie’s taste, and was let go), but quickly becomes the chosen party’s anyone dragged off in this manner is trusted confidant, even to the point of never heard from again, as surely as superseding the human’s other friends. those who went willingly. Most Freya seemed certain that the selkies commonly, selkies seize fishermen out took an active role in the alienation of of their boats, but inattentive people can the target from his fellow man, but I am be dragged right off the shore. The not positive this is the case. It is difficult Grabenites invariably regard such for mere mortals to stand against the forcibly-taken victims as dead … yet if charming, helpful selkies; lacking in the selkie intends to kill the victim, why other responsibilities, the creatures can then would it preserve him from be flagrantly selfless, offering or doing drowning? nearly anything they can to help their Whether the victim was taken with new-found friend. They are easy their consent or without, the selkie conversationalists and seem impossible involved often vanishes from Graben as to disappoint or offend. well. I do not know whether it does this In short, they offer everything a man to avoid repercussions for its actions, or could ever want in a friend, but nothing a for some other reason, but it makes it man needs, such as a disapproving voice impossible to interrogate the culprit to check poor behavior. Still, it takes about the whereabouts of its victims. immense strength of character to pass up Asking the other selkies would most a friend willing to indulge one’s every likely be fruitless, as they have already desire, and the cheerless folk whom avowed ignorance of one another’s selkies are wont to approach can hardly doings (and given what I have seen of be expected to turn away any kindness. their carefree habits, they likely are not Once the selkie is considered a firm lying). And given what I have learned,

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would it even be safe to approach them but why would they help me learn more again? about them? But even Freya admits that the I considered it prudent to learn how selkies will often accept a friend’s best to fight these creatures, if the need decision to remain behind. She should arise, although what I have grudgingly related a story to me of a learned makes it seem unlikely: the sailor saved from drowning by a selkie, creatures are too cautious to attack who offered to take him to groups of people or anyone who Finfolkaheem; it accepted his refusal and threatens to puts up too much of a fight. left him in peace. And how many times They will not fight on land at all unless had I stood alone by the gray seals on the forced, save when they choose to snatch beach, or set sail with only Chevalier to a lone person off the beach; should they accompany me? Why would they take be attacked while ashore, they will some by force, yet graciously leave simply vanish from sight and flee back others be? to the shelter of the waves. I asked Freya why Grabenites did not The water is a different story, for warn foreigners more explicitly of these selkies can be quite deadly while they dangers. In reply, she looked ashamed, are in their element (and their victims, and told me her people reckoned that out of theirs). One must not forget, when selkies bothering foreigners was looking at the gray seals, that they are as preferable to selkies bothering smart as a man, and they show due Grabenites. I asked why she saw fit to cunning when they choose to attack. warn me now, and she became... quite They are quick to use the environment to upset. their advantage, doing their best to sink I cannot think anymore. My head boats and plunge their adversaries into hurts, and so does my heart. Just this the water. They can seize hold of human morning I was a happy man, with good enemies and drag them down to drown, friends and peaceful lodgings. Now I or just tear them apart with their massive find that my friends are a lie, and jaws. A selkie is easily large enough to Freya... what does Freya matter anyway! charge straight into a swimmer, leaving them reeling and off-balance. In coastal surf, a selkie’s bulk prevents the waves Pursuit from knocking it about, and it can huddle just beneath the foamy crests, December 4th, 755 like a lion in tall grass, as it lurks in ambush or hides from vengeful pursuers. I have booked passage home. I must return and fix the mess I have managed Still, however cunning, selkies are to make of my business and my life. I just seals, and a crew of men with nets still wonder how much of my behavior and harpoons can make them bleed like was controlled by the selkies, but it is any other. They are very strong irresponsible to blame them, alone, for creatures, but when one is outnumbered my folly. by men on a boat too large for the creature to capsize, it can be caught; I also wonder how much of the indeed, one need worry more about information they provided to me was catching up with it than killing it in such true. It was all backed up by evidence, a situation, for selkies flee quickly when

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they are outmatched. They rely heavily The biggest danger, or at least the on the mobility that water gives them, so one that I suspect is most common, is hemming them in with nets or binding that a hunter’s heart may soften towards them with spells can even the odds the creature, and leave one compelled to considerably. Ranged weapons such as let it go. One must keep a careful eye on bows or harpoons are preferable, as the one’s companions, lest the same selkie’s strength should not be appealing demeanor which had blinded underestimated. If at all possible, the me to danger take hold of them, and set hunter should remain on land, and strike members of the hunting party who from shore; if not possible, then a succumb at odds with those who manage substantial ship must be taken out to to resist. hunt. One must not get complacent just One legend I heard may be very because of the size of one’s vessel, helpful, if choosing to hunt down a however, as the selkies may swim selkie: although the moving islands that beneath it and attempt to scuttle it. the selkies inhabit are invisible to the I have heard tell of lycanthropes human eye, there is a way to find them. resembling massive seals, that plague the A human looking through a stone that Sea of Sorrows, but I doubt if selkies are naturally has a hole through it (grinding the source of these accounts. I could not a hole through a rock is apparently be certain of this, as I had little desire to insufficient) at either sunrise or sunset prod one of the massive creatures with a can spot the selkies’ islands. It could be dagger to see if steel would harm it; but, useful to know, should a selkie choose to even the Grabenites’ worst allegations bring one of its victims there before against the selkies fall short of calling dragging them off forever. them man-eaters, and no one I spoke to Despite all this, the selkies seem to had ever heard of a selkie infecting exist in an uneasy truce with the humans with its condition. Grabenites. It seems rather bizarre, but Still, these creatures may yet be the Grabenites can hardly purge every vulnerable to silver … in the form of gray-hued seal that swims from their their obsessive greed. When I spotted waters, and I have no doubt that the two of the gray seals lounging on the repercussions of such a plan would be seawall this morning, I took a coin from severe. The selkies now seem content to my pocket and flipped it into the surf. accept any losses they incur, perhaps out Both creatures immediately dove into the of a sense of fair play, but their water and began racing each other systematic destruction would no doubt towards it. I tried this trick again this spur them to action. If the creatures can afternoon, when I saw the creatures had indeed cause storms, and chose to reclaimed their perch, and was surprised cooperate, they could cripple the island’s to see them let the coin sink… until I livelihood. Moreover, while the noticed a large shark’s fin, circling in the Grabenites profess to believe their stolen water. So, the craving for silver is not an countrymen are long dead, the unspoken unreasoning compulsion, but I suspect it hope that the seal-creatures just might be may be used to lure the creatures into keeping them alive – alive, contingent on traps. Selkies have keen eyes, but might the selkies’ good graces – has doubtless still be ambushed. stayed more than one aggrieved relation’s hand.

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Dread Possibility: Finfolkaheem Magic can be found even in the lonely reaches of Graben Island, and there are few secrets that cannot be uncovered with the proper spell. On more than one occasion, a selkie has been magically interrogated by disciples of the arcane arts, seeking to prove the selkie’s lies and hostile intent. What they found surprised them; no matter how they were enchanted, the selkies insist on the veracity of Finfolkaheem. Yet when they were probed as to the location of their race’s fabled undersea homeland, or the fates of abducted humans, the selkies could not answer. Perhaps Finfolkaheem moves along the ocean floor, much as the motile islands sail the surface, leaving the selkies forever unaware of its precise location. Maybe more powerful magic lies over Finfolkaheem, preventing its location from being spoken. Those selkies that frequent Graben Island might be exiled from their ancestral home, its location wiped from their memories. Or maybe Finfolkaheem is nothing more than a lie, and the selkies are protected from any magic that would force that truth from them. As for the final fate of the selkie’s victims, that decision rests with the DM. The selkies might truly be benevolent, sincerely trying to help their newfound friends by removing them from the world that treated them so harshly. The abducted humans may truly find Finfolkaheem too wonderful to leave. Then again, the selkies’ good intentions need not mean that they do not accidentally cause their friends harm. The Finfolk might play with and pamper their human friends (or pets?) while at home, yet leave them alone, trapped and bored, for most of the day, hoping that their frivolous caretakers don’t forget about them and accidentally let them drown. Or Finfolkaheem may have a time differential, like the Shadow Rift, leaving the humans taken there unable to return home until everyone who knew them is long dead. Or perhaps no one ever returns because the dread selkies possess the greatest secret of all: a way out of Ravenloft. Then again, the selkies’ captives may indeed meet a monstrous fate, even worse than the certain death the Grabenites assume. Perhaps the snatched mortals are consumed, body and soul, to fuel rituals that grant unborn selkies their human forms. Or maybe the selkies flay their victims alive, then meld their victims’ hides and captive essence into their signature finboats. Perhaps the seal-creatures secure their own safety from the Nocturnal Sea’s darker denizens by selling or sacrificing their human captives to the deep-sea terrors that lurk below. Or could it be that the selkies, themselves, don’t know what happens? As the human vanishes from the land above, so the selkie might disappear from the waters below. The selkie’s fellows are left to ponder its mysterious fate, just as the humans do, until the time comes that they grow compelled to take a human with them, and vanish as well.

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I encountered Chevalier one final I re-wrapped Chevalier’s gift and time. He was perched on the village packed it away. I have no more time to seawall, near the boat that would return think of these things. I must not think of me to Graben-town and my voyage these things. I have responsibilities, home. My first impulse was to run, but I responsibilities I have neglected too decided not to, in the end: I was long! surrounded by Kirchenheimers, and realized that he was in more danger than That is how it ends. None can say I. I know I should not have approached what happened that night, save that Mr. him; however, I grew curious as to what Elgin Gilthros never caught his ship. His could have possessed him to come back, luggage sits unclaimed in Freya’s room. to sit in full view of unfriendly His diary remained there as well, until I Grabenites who now knew his secret. was given it and sent it on to you. I He struck up a conversation as if searched for the mentioned carving, but nothing had happened between us, and I found nothing. Mr. Chevalier vanished could not hold onto my anger. We talked as well, confirming Mr. Gilthros’ fate. like old friends. He made no mention of Perhaps he strayed too close to the Finfolkaheem, and merely expressed a water, but Freya is convinced he went wish to say farewell. He handed me a willingly, despite knowing of the danger. small wrapped parcel as a farewell gift, A terrible kind of guilt haunts her, but and told me he would always be around there is more to her grief than just guilt. if I needed him. Then he stepped She feels his loss keenly. backwards off the end of the seawall, That is the heart of the matter, the falling into the surf below. reason I have written to you. I have I returned to Freya’s house and sat pledged my life to defending the innocent by the hearth to open the parcel, hoping in secret, no matter what I must leave my hosts would step in if it ensorcelled behind to walk that path. That is why I me in any way. I was surprised, and can never fight the selkies. I do not say relieved, to see it contained nothing this out of wavering resolve; you know harmful, just a small wooden etching of me too well to think that. I do not say Graben-town, finely engraved, upon a this because not all selkies are evil. This shard of salt-bleached driftwood. is true, my very life is proof of this, but The carving was plainly recent, the same is true of men, and I will fight depicting even the town’s half- all those who serve evil. completed fourth dock, which was still I say this because the selkies can under construction upon my arrival. But never be faced alone. I write to you when I turned it over I was in for a because it is you that can stand against shock: the maker’s mark at the bottom the selkies, you, who hold a bond with was that of my grandfather! each other far stronger than any Could he still be alive? Could the newfound friends could undermine. Even stories of Finfolkaheem be the truth? someone who knows the danger is too Impossible! If they were, why could he easily swayed by the selkies’ charm. not have sent a letter? Why have none of Certainly, think you that someone like the vanished sent any sign of their Freya, who has lost so much to the existence back home? Could the carving selkies, would never fall under their be a cunning forgery? spell? I have seen her this very day,

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sitting among dark-eyed strangers by the Languages Selkie*, Grabenite, one other shore. Should she have instead turned to language (as per professed identity) her wayward brother, who has not been Outcast Rating 2 home for seven years, and is barely accepted in his own homeland? Should AC 15, touch 12, flat-footed 13 (+2 Dex, she have turned to the rest of her family, +3 skin-coat) who derides her sorrow over Mr. hp 52 (7 HD) Gilthros, telling her sharply that the Fort +5, Ref +4, Will +5 foreigner was not worth her concern? Speed 30 ft. (6 squares) But when she was with the selkies, I saw Melee longsword +10 (d8+5) her smile again. Base Atk +5; Grp +10 I will stay in Kirchenheim. I will try to be the brother I never was. What else Combat Gear longsword to do is there? Should I drive off the only Spell-Like Abilities (CL 7th): creatures who offer her more than 3/day – Standing Wave † (DC 15)[† – Spell callous disregard and cruelty? Should I Compendium] attack them for a crime that they only 2/day – Water Breathing (DC 15) might commit? What do I do if I am 1/day – Charm Person (DC 13), called away to face some greater evil? Invisibility Even now I fear that it is too late, and 1/day – Crushing Despair (DC 14), Major that one day we will find her room empty Image (DC 15) and her footprints on the sandy shore. 1/day (cooperative; requires 10 selkies) – There is nothing else to say, save Control Weather this, something Freya said to me the day she gave me the journal. Never leave Abilities Str 20, Dex 15, Con 17, Int 10, anything important unsaid, no matter Wis 11, Cha 15 what the reason. For you will find that SQ alternate form, hold breath those you love can be ferried away in the Feats Alertness blink of an eye, and your words will not Skills Listen +5, Perform (sing) +7, be able to follow. Profession (sailor) +9, Spot +11, Swim Fare ye well, +18 Possessions combat gear plus skin-coat Johann Haydyl (+3 armor bonus) Alternate Form (Su) As a standard A Dread Selkie is a CR 1 monster (see action, a selkie may switch between its 3rd edition Fiend Folio). human and seal forms. To do so when in human form, it must be wearing its skin- coat. If a selkie is deprived of its skin- Dread Selkie, greater cr 5 coat while in its human form, it loses its (Humanoid Form) Alternate Form and spell-like abilities until the coat is recovered. Any Medium humanoid (selkie, Hold Breath (Ex) A selkie can hold its shapechanger) breath for a number of rounds equal to Init +2; Senses Listen +5, Spot +11, low- eight times its Constitution score before light vision, scent it risks drowning.

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Skills A selkie receives a +8 racial bonus 25% chance of success. Each additional on any Swim check to perform some selkie assisting increases this chance by special action or avoid a hazard. It can 10%. always choose to take 10 on a Swim Improved Grab (Ex) To use this ability, a check, even if distracted or endangered. selkie must hit with its bite attack. It can It can use the run action while then attempt to start a grapple as a free swimming, provided it swims in a action without provoking an attack of straight line. opportunity. Selkies have excellent eyesight, good voices, and are superior boatmen. They Typical Treasure receive a +4 racial bonus to Spot, Dread selkies hide their wealth in Perform (sing), and Profession (sailor) underwater niches and beneath checks. submerged rocks offshore. Their riches (Seal Form) (standard) consist of silver coinage, plus A dread selkie’s seal form is statistically pearls, exotic shells, and other natural identical to its human form, except as rarities from the sea. follows: Any Large humanoid (selkie, Advanced Selkies shapechanger) While the Finfolk are not immortal, their Languages Selkie*; understands but lives can potentially span centuries. cannot speak human tongues as above Elder sea-veterans of their kind do not Outcast Rating 5 grow significantly larger over the decades, but they become ever more AC 16, touch 11, flat-footed 14 (+2 Dex, formidable and tough, attaining up to 12 +5 natural, -1 size) HD. Speed 10 ft. (2 squares), swim 80 ft. Melee bite +11 (2d6+7) Space 10 ft.; Reach 5 ft. Selkie Characters Base Atk +5; Grp +14 A dread selkie’s favored class is Atk Options Improved Grab sorcerer. Other character classes found Special Actions Capsize among their kind include bards, rangers, druids and rogues. Even the most Combat Gear none aggressive of selkies are far too mild- Feats Alertness, Improved Natural Attack tempered and amiable to pursue the (bite), Weapon Focus (bite) barbarian class, despite their Chaotic Skills Listen +5, Perform (sing) +7, Spot tendencies. +11, Swim +18 Capsize (Ex) As a full-round action, a For more references on selkies and selkie in seal form may attempt to the Finfolk, visit: capsize a boat of up to Huge size with a http://www.orkneyjar.com

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Children of the Night Johann Haydyl By Eleanor “Isabella” Ferron [email protected]

Atk Options Rapid Shot, skirmish (+2d6, Johann Haydyl cr 10 +2 AC), favored enemy undead +4, favored enemy humanoids [human] +2 Male human scout 3 CA / urban ranger 4 UA / Knight of the Shadows 3 VRA Combat Gear +1 undead bane longsword [CA – Complete Adventurer; UA – (“Hrimfaxi”), mwk composite longbow VRA (+4 Str) w/ arrows Unearthed Arcana; – Van Richten’s nd Arsenal] Usual Ranger Spells Prepared (CL 2 , DC 13 + spell level): CG Medium humanoid (human) st 1 – Comprehend Languages Init +4; Senses Listen +8, Spot +8 Usual Knight Spells Prepared (CL 3rd, DC 13 + spell level): Languages Grabenite*, Darkonese, nd Mordentish, Vaasi 2 – Invisibility AC 21, touch 13, flat-footed 18; uncanny 1st – Hide From Undead, Protection From dodge Evil (+3 Dex, +5 armor, +3 shield) Abilities Str 18, Dex 16, Con 14, Int 10, hp 71 (10 HD); Diehard Wis 16, Cha 10 Fort +11, Ref +11, Will +8 (+12 vs. Fear SQ battle fortitude +1, fast movement saves) +10’, trackless step, trapfinding, wild Speed 40 ft. (8 squares) empathy +2 Melee +1 undead bane longsword +14/+9 Feats Courage, Dead Man Walking, (d8+5/19-20) Diehard, Endurance, Iron Will, Rapid Shot, Swift HunterCS, Urban Tracking Ranged mwk composite longbow +13/+8 CS (d8+4/x3) [ – Complete Scoundrel] Ranged mwk composite longbow Skills Balance +9, Climb +8, Diplomacy +11/+11/+6 (d8+4/x3) [w/ Rapid Shot] +2, Gather Information +15, Hide +17, Base Atk +9/+4; Grp +13 Jump +14, Knowledge (local) +5, Listen +8, Move Silently +12, Search +5, Sense

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Motive +8, Spot +8, Swim +7, Tumble Hook “Wait. I o’erheard what you said. I +14 beli’ve you, even if they don’t. Please, would you tell me what you saw?” Possessions combat gear, +1 shadowed mithril chain shirt (“Folsvartr”), +1 heavy steel shield, silver circle brooch A muscular, powerful-looking man in Favored Enemy (Ex): Johann gains a +4 his late thirties, Johann Haydyl does not bonus on Bluff, Listen, Sense Motive, strike anyone as an easy person to miss. Spot, and Survival checks to use these Originally hailing from Graben Island, skills against undead. Likewise, he gets a he towers over most of the Core’s other +4 bonus on weapon damage rolls residents. Johann has the bleached white against undead. He gains a +2 bonus on complexion shared by his Grabenite Bluff, Listen, Sense Motive, Spot, and countrymen, and his eyes are so pale a Survival checks to use these skills blue that some have mistakenly thought against humans, and a +2 bonus on him blind. His white-blond hair reaches weapon damage rolls against humans. down to his shoulder blades, and is Urban Tracking: Johann may use Gather usually pulled back into a thick braid. A Information to track down a missing few small scars mar his rugged features, person, suspect, or other individual and two huge ones crisscross over his within a community. heart; the latter still bother him on Virtue Is Its Own Reward : Johann gets a occasion. +2 sacred bonus to Diplomacy and Johann wears monochromatic Gather Information checks when clothing, which only heightens the interacting with Good-aligned impression that all of the color has been characters. This bonus drops to +1 when leeched out of him. He favors somber dealing with a mixed group where non- twill jackets that cover and hide his Good characters are present, but doubles armor, and a heavy white cloak pinned when dealing exclusively with with a circular brooch. He often pulls his Innocents. cloak’s hood over his head, shielding his Guardian Of Innocence: Johann gains a face from strangers, and his eyes from +1 bonus to attack rolls, saving throws, the sunlight he still finds a bit intense for and skill checks when fighting to protect his liking. Good-aligned intelligent creatures from Evil-aligned foes. This bonus doubles Despite his hulking frame and when an Innocent is in danger. strange appearance, Johann often Battle Fortitude: Johann gains a +1 vanishes from sight, a talent that competence bonus on Fortitude saves confounds his friends and foes alike: he and initiative checks. moves with a subtle grace and blends Swift Hunter: Johann’s scout and ranger into the background with amazing ease. levels stack for purposes of determining Among groups of people, he is content his Favored Enemy and Skirmish to remain silent and listen to others bonuses. Furthermore, Johann may apply speak; at such times, many people forget his skirmish damage when attacking a the big Grabenite is even there. If favored enemy, even if that enemy is addressed directly, Johann is surprisingly normally immune to precision damage. polite and amicable, sharing his thoughts and stories of his past adventures with anyone who cares to ask. He is always

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careful never to reveal too much, from town before, yet he would now however, omitting names and locations wander for days at a time, and where he that could lead the forces of darkness once took joy in the Island’s stark back to him, and only relating more beauty, the senior trapper now went personal tales to those whom he trusts. about his duties with a plodding Johann has a deep voice which he disinterest. Some six months later, while rarely raises; it takes him considerable out running traplines in the effort to speak any louder than a Zaubereiwald, the apprentice hunter conversational volume. He talks calmly learned the sinister reason for this dearth on the few occasions when he volunteers of passion: when he took his mentor’s information without being asked, but gloveless hand for help in climbing a warmth and good humor shine through steep bank, he found his friend’s skin his speech when addressing anyone who was as cold as the grave. Wrapped seeks to strike up conversation with him. round Erik’s wrist, Johann’s fingers Perhaps because he keeps to himself so warned him that the older man no longer much, Johann has never entirely lost the had a pulse. As the youth froze in horror, heavy accent of his homeland. His voice Erik calmly pulled out his skinning-knife is more conspicuous than he is: another and stabbed Johann in the chest. reason he prefers to stay quiet. The lebendtod had underestimated Johann’s iron constitution, however. Although the blow should have killed Background him, Johann remained conscious, Johann Haydyl was born in Kirchenheim feigning death in the hopes that the on somber Graben Island, the second of creature would leave and allow him to six children. An amazingly strong, hardy escape. Instead, the lebendtod carefully youth, Johann was also quite lowered Johann to the ground and set its introspective, with a habit of thoughtful cold mouth over his own, inhaling observation that did little to earn him deeply from the wounded teenager’s friends. From an early age, Johann lungs. Johann seized the opportunity to labored as a hunter and trapper under the strike, pulling the knife from his chest supervision of his mentor, Erik and stabbing the creature that had once Vegardsen, working hard to support his been his friend and teacher over and over family. When Johann was sixteen, a again with a mad fury. Erik’s body tremendous storm assailed all eventually lay still, but the frantic blows Nebligtode, ripping many of drained what little life was left in Kirchenheim’s cottages apart. Although Johann, and he remembers nothing more the Haydyls emerged unscathed, Erik than feebly trying to staunch his was later found to be missing. The loss bleeding and collapsing in the woods. of one of his few confidants was a heavy When the young Grabenite woke, blow to Johann. he was overwhelmed with feelings of Over a month later, Erik returned to revulsion: the very sight of the woods Kirchenheim, claiming to have been lost around him was agony, for every leaf and sorely injured. The community and branch reminded him of Erik. Still celebrated his return, but Johann soon half-delirious from blood loss, Johann noticed that something was wrong with fled the forest as fast as his weakened his mentor. Erik had rarely ventured far legs could bear him; reaching the dory

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that he and Erik had sailed to the creatures of the night, for the simple Zaubereiwald, he fumbled to raise the pleasure of helping others. After a time, sail and let the winds carry him away however, Johann left Armeikos for the from shore. Exhaustion and strain took Core, driven by a wary reluctance to hold as his tiny vessel drifted out to sea, bond too deeply with his musician- and weariness claimed him before he benefactors, and a strange compulsion to could choose, let alone set, a steady keep running. course. Johann never knew it when the For fifteen years, Johann wandered, winds shifted, bearing his vessel away listening to peoples’ troubles and doing from his homeland and into the Mists. his best to fix them, but always leaving Upon waking, the young Grabenite before he could grow close to anyone. found his boat adrift off the shores of a He eventually found himself in strange country, as the unfamiliar rays of Falkovnia and ran afoul of the Talons, the sun beat down upon him. Spying from whom he fled into the wilderness. other sails in the distance, he followed By a stroke of luck, he encountered the them to a bustling foreign harbor. He resistance movement against Drakov; soon traded the boat for a back-alley once he heard the details of their cause, healer’s aid; left with no money and no he volunteered to aid them as long as he means of getting home, Johann then was in the area. It was here that he met parlayed his recovered strength into a several members of the secret society stevedore’s job. known as the Circle, including Stranded in Armeikos, and knowing Gondegal, renowned leader of their only a meager handful of phrases in the order. After several months spent local languages, the young Grabenite fighting against Drakov’s tyranny, began hanging around in taverns and Johann Haydyl was inducted into the taprooms, keenly listening to the Circle. patrons’ speech and straining to Through the Circle, Johann was understand. His attentiveness sparked introduced to Toret Severin of Borca, the curiosity of a group of musicians and hence, to foes of evil throughout the known as the Redrock String Quartet: Core, the Weathermay-Foxgroves travelers from the Core, who assisted among them. Despite this introduction, him in learning other tongues. Their he only recently found an opportunity to efforts were rewarded when they work with the twins extensively. Johann discovered Johann’s talent for gleaning discovered the hard way why the Circle information from people, so long as he cloaked itself in secrecy, when a could understand what was being perturbed necromancer sent a skeletal spoken. horror to hunt him down. He was Johann himself soon discovered that grievously wounded before he realized the musicians were also adventurers. In his opponent was a bone golem, not an hope of putting the horror of Erik’s undead creature, and was forced to flee monstrousness and treachery behind for his life. Retreating to Mordentshire to him, he offered to join them in their recuperate, he found the Weathermay- hunts. The band lamented Johann’s lack Foxgrove sisters hard at work on one of of musical talent, but accepted. Despite their compilations. As his wounds the danger, Johann soon found he took healed, Johann exchanged information great satisfaction in fighting the with them, learning much of Van

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Richten’s life and research. Fortified by remains amazingly strong of body and their mentor’s knowledge of the Created, surprisingly observant. He is very Johann was better prepared for the sensitive to rumors, and always golem next time it tracked him down, investigates anything he feels might and the three of them successfully prove dangerous if ignored. Johann is destroyed the abomination. constantly on the move and notoriously difficult to find, but he always keeps a keen ear out for news about his friends, Current Sketch and returns quickly if he believes they Laurie and Gennifer deeply impressed need his help. Johann can be found Johann, both with their expertise and the wandering nearly anywhere in the Land strength that they drew from one of Mists, although he primarily keeps to another’s support. Johann had always the Core and the Nocturnal Sea. He has gone through life pushing away those twice missed the Circle’s annual who grew too close to him, both out of gatherings in Avonleigh, being otherwise memory of Erik’s betrayal and to avoid engaged on heroic missions that the sorrow of leaving friends behind him demanded his attention; so far, his fellow when he moved on. His experiences with Knights have forgiven these absences, the twins have caused him to make a although a few of the more lawfully- conscious effort to avoid this habit. His inclined Circle members now consider correspondence with Toret Severin has him less than reliable. introduced him to many fellow adventurers who are willing to take the same risks and make the same sacrifices Combat as himself, which Johann greatly When facing opponents alone, Johann appreciates. favors his bow, sniping at foes from a After he left Mordentshire, Johann distance and using cover and returned home to check on his family – concealment he can to avoid something he had not done in seven counterattack. When others are in years – and also sought out the Redrock danger, or when confronting the undead, String Quartet once more. Old habits die Johann switches to his sword and shield, hard, however: until recently, Johann using his stature and strength to block had cut off all contact with the his enemies from reaching those he Weathermay-Foxgrove twins defends. In either case, Johann is in themselves, although he now seems to constant motion, dodging, weaving, and have reconsidered this course of action. tumbling past his foes to position The sisters are at a loss to explain his himself for skirmish attacks, with sudden change in behavior, as Johann astonishing agility for a man of his size. had not cut off contact with any of his If Johann anticipates melee combat, other new friends. Johann himself seems he prepares spells that can obscure him to be thinking heavily on something, but from sight without obscuring his does not appear willing to explain his opponents. He uses the concealment actions just yet. bonus granted to him by his Knight of Johann is not as young as he used to the Shadow spells to hide after striking, be, and lingering effects from old buying time to slip behind his foes and injuries sometimes trouble him, but he attack again. If increased mobility will

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improve the odds, or when fighting at a home is his parent’s cottage on Graben sea where falling overboard is a danger, Island. His parents rent out his room, the Johann sets his shield aside and wields other villagers think him too “foreign” his longsword as a two-handed weapon. for their liking, and the forests around Kirchenheim still make him feel uncomfortable, so Johann is rarely found Home there. Johann has no permanent residence,

renting lodgings wherever he happens to find himself. The closest thing he has to

Dread Possibility: to the Last Breath The lebendtod spawn by inhaling the last breath of a dying person, and while Johann’s amazing resilience kept him conscious, he was indeed dying when Erik attempted to “recruit” him. Johann survived, but the necromantic taint still lingers in his lungs. Every brush with death leaves him colder and paler, but no one has noticed the change due to his naturally-pallid complexion. Johann himself has noticed a cold twinge in his chest, but thinks it nothing more than old wounds flaring up. If the affliction continues undetected, Johann will rise again as a lebendtod after he dies: an unquestioning slave of the late Erik Vegardsen’s unknown master, reborn with full awareness of that master’s identity and orders. If not averted or exposed in time, Johann’s transformation will wreak havoc upon the Circle. The very powers that the Knights use to hide themselves from Evil would be turned against them, as Johann could disguise his new nature and remain within the Circle undetected. Even if Johann is caught, the greatest damage will already have been done: the identities and secrets of the Knights of the Shadows will have been delivered into the hands of the Grabenite Knight’s new master.

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The Jinks Confederacy of Thieves By Jim “Jimsolo” Stearns [email protected]

"Zelmie Schaal? He always had trouble younger. He took it down to the Horse understanding the way things worked in Quarter, and told me later that it was Kantora. He was always tryin' to stick like he was showin' a drawing of a dead his neck out for someone else, and never baby, the way they reacted. Finally, one could figure out when to pick his battles. of them told him that the card was a bad Never gave an inch to the gangs, or omen, plain and simple. 'The rider is anyone who tried to pick on him or Woe,' she said, 'and he sits astride anyone else, for that matter. That's Havoc. And now they are yours.' He probably what I liked most about him. just laughed it off, of course, like he "When the Jinks went into that gun always did, but I dropped an extra coin shop of his and tried to shake him down in the temple box for him just the same. for protection money, that's when he "Not like it helped. It was only six really stepped in it. He knocked out the days later when his powder horn bagman come to shake 'im down with exploded. He was walking down the one punch, and when the enforcer tried street, and it must have caught an errant to tune him up, Zelmie pistol whipped spark from a torch, but when the smoke the bastard into next week! After that, a cleared, the accident had blown his leg couple of other people said 'no' to the clean off. Of course, everyone knew Jinks, too. I even considered it myself. about the card by then, and everyone "Of course, when they came back, knew about the Jinks' reputation. Zelmie that's when they gave him the card. Just had enough money to pay for a healer, laid it on 'is counter and left. Zelmie, he and a good one, but he got infected and didn't know what it meant, brought it died just the same. Now nobody says over to me with a laugh like it was some 'no' to the Jinks. Not unless they want to kind of joke. Had a picture of a skeleton end up like Zelmie." man on a skeleton horse, in the middle of --Igo Torinova, Kantoran innkeeper a graveyard. I told him I'd seen the Vistani use cards like that, when I was

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the Horseman, but other cards have been Public Appearance used if they would be more chilling to the target. At this point, the target is To the public eye, the Jinks are a well- usually given a grace period to rectify connected street gang. They are known whatever debt they have. to engage in any form of crime that they Within a few days, some terrible think will be profitable, and while they calamity will befall them. The strange are principally concerned with part about these horrible accidents is that smuggling, they have not been shy about they always occur in such a way that it running protection rackets or prostitution would seem to be impossible for the rings, have been known to engage in Jinks to be involved at all. The leader of strong arm robbery, and are making the Neufurchtenburg faction of the gang overtures into drug trafficking as well. has been arrested three times for murders Ostensibly based in Lekar, believed to have been caused by the Falkovnia, the Jinks have sent out gang, but each time the schepmeista has satellite groups, and now have presences failed to find any concrete evidence of in Kantora, Rotwald, Neufurchtenburg, foul play not just by the gang, but by Sturben, and Martira Bay. However, anyone! Typically, these accidents since they are primarily smugglers, they occur in public places, frequently with can be found almost anywhere there is an abundance of witnesses. either a supply of, or demand for, a rare The other reason that the gang is so or controlled commodity. feared is their backing. For whatever Although they are a ruthless gang of reason, the gang members are well criminals, they lack the numbers that a equipped, more so than is typical for group of their influence would normally street gangs. Even lowly bagmen for the command. For example, despite the fact gang can be seen sporting magical that the Sturben faction of the Jinks daggers, and the more experienced numbers less than a dozen members, enforcers or lieutenants can carry they run a protection operation (and a enchanted items that would normally be gambling ring) that would normally take well out of their price range. This has a gang three times their size. This led some to surmise that the Jinks are a anomaly is due largely to their tool of a powerful wizard, such as Azalin reputation: anyone who defies the Jinks Rex or Hazlik. finds themselves the unfortunate victims Adding evidence to that theory is the of terrible misfortune, usually fatal. almost supernatural protection the gang The catastrophe doesn't fall instantly seems to enjoy against infiltrators. on anyone who runs afoul of the gang. While no cards are given out, anyone Usually, the person to be made example who has attempted to sneak into the of is someone who has been a thorn in organization under false pretenses, the side of the Jinks for some time, or whether from a rival gang or a law who has done something particularly enforcement source, has suffered an egregious to the gang's interests. The accident eerily akin to those who befall victims of the Jinks' curse are always the card recipients. Even more chilling told ahead of time. A member of the is the occasional infiltrator who has just gang will deliver a Tarokka card to the disappeared one night, and never been citizen that has offended them, usually seen again.

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Whatever the truth of the situation, experience and reputation which count, the Jinks have spread like a malignant rather than what the other gang members infection from their home in Falkovnia call him. Bagmen are the more cerebral to stretch across the Core. Whether they gang members. They are the conmen, are selling narcotics to the workers in the drug dealers, the pimps, and the Neufurchtenburg, or guns to the rebels in extortionists. The enforcers, on the other Rotwald, they have become masters of hand, are the muscle. That isn't to say seeing a need and filling it. Until that the enforcers do not have their own someone is willing to brave the business prospects on the side, only that misfortune that the Jinks promise in their principle value to the gang comes order to take them down, they will in the form of violence, or the threat of continue to grow, and with the tales of it. their victims spreading faster than the Beneath the enforcers and bagmen gang itself, it becomes increasingly less are the mice and the mules. Mice are likely that anyone will put their life on younger or less experienced gang the line to stand up to these criminals. members, who may accompany enforcers or bagmen as extra (usually Organization expendable) muscle. They may also be assigned trivial or high-risk, low-reward While each faction of the gang is largely jobs that a full gang member would risk autonomous, they tend to follow the incarceration performing. Mice have the same pattern of organization, with a few prospect of becoming fully fledged small differences here and there. members of the gang someday, in Each arm of the gang is headed by a contrast with mules, who are the beasts single boss. While they may have of burden for the gang until they die. different titles, the heads of the factions Whether they are addicts or gamblers each serve as the leader of the Jinks' behind in their debts, or in some other activities in the region. Their word is fashion in the grip of the gang, mules are absolute, and each of them is a hardened used by the gang for whatever the gang criminal, and even though some put on can get away with. No regard is given to the appearance of a respectable citizen, the safety of mules, nor is there any they all have no small amount of blood precaution taken to keep them out of the on their hands, personally. grip of the law, since they aren't trusted Below the leader, there are a number with any sensitive information anyway. of lieutenants, between one and twelve, Each faction also contains a number depending on the size of the gang of specialists, although these gang presence. Each lieutenant is in charge of members vary wildly between the some specific aspect of the gang's different groups. Recruited personally activities in the area, be it smuggling, by one of the faction heads, the skills of prostitution, slavery, or some other these men and women are as unique as nefarious business. they themselves are. The Kantoran Underneath the lieutenants are the faction, for instance, has a number of enforcers and the bagmen, distinctions assassins in their ranks, while the which are both roughly equal in the Martira Bay arm of the gang has a gang's hierarchy. At this level of number of spellcasters in their employ. organization, it is the individual's The faction heads are all in contact with

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the primary source of the gang, in Lekar, more by the gang members than they and if a problematic situation proves themselves are feared by the community difficult to deal with, the gang leaders at large. may send a specialist from one city to The Jinks do not wear uniforms or another. Only if the situation still cannot sport gaudy gang colors. If they are be resolved is the Hexer called in. preparing for a fight with a rival gang in A mysterious figure, the Hexer is the crowded streets of Kantora or Lekar, almost never described the same way they may adopt a temporary badge such twice. Varying in age, race, gender, and as a bandana or sash in order to discern dress, the only constant is the results the friend from foe in the often chaotic Hexer gets. When he arrives in town, melees of gang warfare. Such there is no overt display of power. Most distinctions are based on whatever is gang members will only get a passing convenient at the moment, and are glimpse of him (or her), and even the discarded as soon as possible, and never lieutenants do not get a chance to intentionally used again. associate with the strange professional. When a member of the Jinks is going After the Hexer's arrival, it is almost out in public, and wants to display his certain that someone will be receiving a affiliation, he will tie a horseshoe to his Tarokka card in the near future. belt on one side, with the ends pointed Although the Hexer is never seen to do down. They don't tend to use such anything of consequence, beyond taking distinctions when hanging out amongst in the local culture, events seem to play their own, however. The symbolic out in the gang's favor within a matter of advertisement that they are the bearers of days. Enemies die mysteriously. bad luck is something designed to Buildings burn down spontaneously. intimidate the rabble, not identify one Problematic officials inexplicably another. change their minds about trade While the vast majority of the Jinks embargoes. And of course, all of this are human, the gang does not exclude occurs without any apparent members based on race. The Martira involvement from the Hexer whatsoever. Bay faction employs a large number of There are some who believe that the halflings, and the other groups will Hexer is secretly the leader of the Jinks. accept a nonhuman just as easily as they They point, in hushed whispers, to the would anyone else. The primary leader of the Lekar faction, Jessamon concern for the Jinks is not what species Sheide, as evidence of this conclusion, a person is, but how valuable they are to since it is widely known that the boss of the gang. the Falkovnian arm of the gang is a This pragmatism extends to all levels wizard of trifling strength, who is largely of the gang. Every gang member is interested in his alchemical research, and expected to do something to feed money lacks the charisma or power to hold such back into the gang's coffers. The a position without some supernatural organized criminal activities of the gang backing. Still others believe that the are their most lucrative business Hexer does not exist at all, and is merely prospects, but almost every gang a guise that is handed back and forth member has some additional enterprise between a group of trained specialists. going on their own, whether that be Whatever the truth, the Hexer is feared fencing, forging travel papers, or just

158 Quoth the Raven 20 running a crooked dice game. A portion magical items already mentioned, the of all money made in these endeavors group has been known to traffic in stolen winds up being sent up the ladder, of merchandise, particularly artwork or course. The mice and the mules pay high end professional equipment. nearly everything they have to the When the Jinks establish themselves enforcers and bagmen, who have a cut of in a new area, they don't start trouble by their profits taken by their lieutenant. trying to force another group out. The lieutenant, in turn, makes sure that Instead, they prefer to take advantage of the majority of these profits make their opportunities to fill vacant markets or to way to the head of the local gang, who provide absent commodities. Their makes regular shipments back to Lekar. broad degree of travel experience means So long as no undue attention comes to that they can pick and choose the areas the gang, then the higher-ups don't care they will expand into. Initial conflicts what their underlings do. Of course, if a are rare for them, and if a new city bagman were to reach too far and draw proves to be more difficult than down the wrath of either another expected, the group has no problem organized crime group, or that of law heading off for greener fields. Should enforcement, then someone may have a the initial gang members meet with Tarokka card in their future, and there's success, however, a trusted lieutenant never a guarantee it won't be the bagman from one of the other cities will be called himself... in and given command of the Jinks' The most likely way that people will newest acquisition. encounter the Jinks is in their role as smugglers. The gang prefers to accomplish this by bribing or muscling a Rogue's Gallery regular shipping business into allowing them to send their goods hidden amongst Enforcer the legitimate merchandise. In these Male Human Ftr2/Rog1: CR 3; SZ M cases, the gang will send between two Humanoid; HD 2d10+1d6+6; hp 26; Init and six gang members along, posing as +5; Spd 30; AC 14 (touch 11, flat footed caravan guards or sailors, depending on 13); Atk +5 melee (1d6+2, club) +4 the venue. Less commonly, the gang melee (1d3+2, unarmed strike) or +3 sends out a caravan wholly comprised of ranged (1d8 light crossbow); SA Sneak gang members, usually transporting a attack +1d6; SQ Trapfinding; AL NE; large shipment of very valuable, or very SV Fort +5, Ref +3, Will +0; Str 15, Dex illegal, merchandise. 13, Con 14, Int 8, Wis 10, Cha 12. The Jinks ship anything, from people Skills and Feats: Appraise +1, to drugs to weapons to magical items. Gather Information +2, Hide +2, Like legitimate businessmen, they Intimidate +5, Move Silently +3, Sense acquire items as cheaply as possible, and Motive +1, Sleight of Hand +1, Spot +1; sell them where there is a much higher Improved Initiative, Improved Grapple, demand for them. They prefer to ship Improved Unarmed Strike, Power goods, but if the money is good enough, Attack, Weapon Focus (club) they will also deal in slaves, exotic animals, or people smuggling. In Languages: Any one. addition to the drugs, weapons, and

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Typical possessions: club, light Sense Motive +4, Sleight of Hand +8, crossbow, studded leather armor, ten Use Rope +4; Improved Initiative, Deft (10) bolts, horseshoe, brass knuckles Hands, Persuasive (allows unarmed strikes to inflict lethal Languages: Mordentish, Falkovnian, damage, as a gauntlet). Vaasi. Typical possessions: dagger, light Enforcers are the muscle of the Jinks. crossbow, leather armor, ten (10) bolts, They are usually bulky and often horseshoe. scarred. They tend to dress in a manner that makes them look scary and roguish. Bagmen are the rank and file They prefer to intimidate their victims moneymakers for the Jinks. They into submission, but have no qualms typically dress to impress; they have about resorting to more physical more money than the average citizen and measures if that becomes necessary. want everyone to know it. They are social creatures, and their demeanor can Combat go from silver-tongued conman to veiled Enforcers prefer to attack their threats without skipping a beat. opponents before their foes have time to react. If they only want to scare their Combat target, they will typically grapple them Bagmen do not, as a rule, fight. If they to inflict subdual damage in a suitably must fight, they try to escape, unless painful and terrifying manner. If they they have the advantage of numbers, or a have more lethal intent, they prefer to few enforcers at their backs. Higher attack from surprise in groups of two to level bagmen are often armed with four. Enforcers with more class levels advanced equipment, such as enchanted will typically display enchanted weapons, tanglefoot bags, or a minor equipment, usually a +1 weapon or a magical item like boots of striding and ring of protection. springing. Bagman Adelain Correl, lieutenant Male Human Rog 3: CR 3; SZ M Male Human Rog 3/Ftr 4: CR 7; SZ M Humanoid; HD 3d6; hp 15; Init +6; Spd Humanoid; HD 3d6+4d10+14; hp 59; 30; AC 14 (touch 12, flat footed 12); Atk Init +6; Spd 30; AC 18 (touch 13, flat +2 melee (1d4, dagger) +4 ranged (1d8, footed 16); Atk +9/+4 melee (1d6+4, +1 light crossbow); SA Sneak attack +2d6; wounding handaxe) or +9/+4 ranged SQ Evasion, trapfinding +1; AL NE; SV (1d8 masterwork pistol); SA Sneak Fort +1, Ref +5, Will +2; Str 10, Dex 14, Attack +2d6; SQ Evasion, Trapfinding Con 10, Int 15, Wis 12, Cha 13. +1; AL NE; SV Fort +7, Ref +6, Will Skills and Feats: Appraise +7, Bluff +3; Str 12, Dex 14, Con 14, Int 16, Wis +7, Craft (any) +6, Diplomacy +5, 12, Cha 13. Disable Device +6, Forgery +6, Gather Skills and Feats: Appraise +7, Bluff Information +6, Hide +6, Intimidate +6, +6, Diplomacy +10, Disguise +7, Knowledge (local) +6, Move Silently Disable Device +6, Escape Artist +5 (+2 +6, Open Locks +6, Profession (any) +5, if ropes), Forgery +7, Gather

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Information +10, Hide +5, Intimidate +8, tactics and fight on the defensive, hoping Knowledge (local) +8, Listen +5, Move to wear them down. Silently +5, Open Locks +6, Profession Against groups of enemies, he (sailor) +6, Search +7, Sense Motive +6, prefers to always fight on the defensive, Sleight of Hand +6, Spot +5, Tumble +5, switching targets so he can spread the Use Rope +7; Arterial Strike, Dodge, bleeding wounds around to all of his Improved Initiative, Mobility, Weapon opponents. If someone leaves Focus (handaxe), Power Attack, Weapon themselves open to a sneak attack by Specialization (handaxe). taking an action that would leave them Languages: Darkonese, Lamordian, flat-footed, Adelain will happily risk an Vaasi, Falkovnian attack of opportunity to get to them, Possessions: +1 Wounding handaxe, relying on his Dodge and Mobility feats masterwork flintlock pistol, +1 chain to keep him safe. shirt, ring of protection +1, ten (10) Adelain is almost never alone, it bullets. should be noted. At least one enforcer is with him at all times, and usually more Adelain Correl represents a typical than that. Adelain's underlings know lieutenant, in as much as any of them can that if they were to flee and leave him in be said to represent the others, since they the lurch in a fight, he would surely track are so varied as a group. Adelain is in them down later, and put his axe to his late twenties, and dresses in bloody use. expensive fashions bordering on the gaudy. He wears an eyepatch, although Feidorel Raingem, faction leader he has both his eyes, a holdover from his Male Hale-Elf Rog 3/Ftr 2/Bbn 5: CR sailing days. Adelain spent several years 10; SZ M Humanoid; HD working as an enforcer, guarding 3d6+2d10+5d12+30; hp 107 (+20 in shipments of goods to and from rage); Init +2; Spd 30; AC 18 (touch 12, Rokushima Taiyoo, before he was flat footed 16); Atk +16/+11 melee promoted to serving as a lieutenant in (2d6+8, 17-20/x2, +2 greatsword) or +11 Martira Bay, overseeing all of the ranged (1d10 heavy crossbow); SA smuggling concerns there. Sneak Attack +2d6; SQ Evasion, Fast Movement, Immune to sleep spells and Combat effects, +2 on saves vs charm, Improved Adelain isn't shy about using his Uncanny Dodge (Dex to AC, can't be handaxe, a gift from the faction head in flanked), Low light vision, Rage 2/day, Martira Bay. He prefers to open combat Trapfinding +1, Trap sense +1; AL NE; by hitting his opponent a few times with SV Fort +11, Ref +8, Will +2; Str 18, the wounding weapon. If he catches his Dex 14, Con 16, Int 13, Wis 11, Cha 12. foe flat-footed, he will sacrifice one of Skills and Feats: Appraise +6, his sneak attack dice with his Arterial Climb +5, Escape Artist +4, Gather Strike feat to cause an additional point of Information +10, Hide +4, Intimidate +6, bleeding damage each round. Once his Jump +7, Knowledge (local) +6, Listen opponent has two to three bleeding +6, Move Silently +4, Search +7, Sense wounds going, Adelain will switch Motive +5, Spot +6, Survival +6, Tumble +6; Combat Expertise, Improved

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Critical (greatsword), Improved Trip, Lightning Reflexes, Prone Attack, The Secret Truth Weapon Focus (greatsword). Those who whisper that Jessamon Languages: Vaasi, Mordentish, Sheide is a smokescreen, and that the Sithican Hexer leads the gang are right, in a Possessions: +2 greatsword, +1 sense. Of course, they're wrong as well. breastplate, Amulet of Health +2. This is because Jessamon Sheide IS the Hexer. Feidorel Raingem is a good example of the power level and equipment typical Jessamon Sheide among the faction leaders of the cities the Jinks have expanded into. Feidorel aka the Hexer, leader of the Jinks. is the faction leader of the Jinks based Male Rog 3/Wiz 12: CR 15; out of Rotwald. He prefers to be SZ M Humanoid; HD 3d6+12d4+15; hp referred to as 'boss,' although any 66; Init +1; Spd 30; AC 13 (touch 13, suitably deferential title will do. He is a flat footed 12); Atk +8/+3 melee touch half-elf of average build. He is followed (spell) or +10/+5 melee (1d6+2, +2 around by two enforcers at all times, and rapier) or +9/+4 ranged touch (spell); SA he enjoys allowing opponents to think Sneak Attack +2d6; SQ At will--disguise that he actually needs them to defend self, detect thoughts, Evasion, himself. When not in his armor, he Trapfinding +1, +2 on saves vs sleep and dresses in typical Valachan fashions. charm; AL NE; SV Fort +11, Ref +11, Will +14; Str 10, Dex 12, Con 12, Int 18, Combat Wis 16, Cha 16. Skills and Feats: Appraise +9 (+2 if Feidorel is an unsubtle combatant. He related to alchemy or traps), Bluff +10, relies on the surprise factor of an elven Concentration +6 (+4 if casting barbarian to give him an edge in his defensively), Craft (alchemy) +10, Craft fights. Even in rage, he prefers to trip (trapmaking) +10, Diplomacy +14, his opponents rather than attacking them, Disable Device +11, Disguise +20, since a prone opponent will be Escape Artist +6 (+2 if ropes involved), vulnerable to his sneak attack. Feidorel Forgery +9, Gather Information +11, prefers to save his uses of the rage Heal +5, Hide +6, Intimidate +10, ability for when he is facing an opponent Knowledge (arcana) +9, Knowledge he isn't sure he can beat, or a crowd of (architecture and engineering) +9, multiple foes. Knowledge (geography) +9, Knowledge Thanks to a failed powers check, (history) +9, Knowledge (nobility and Feidorel receives a +2 natural armor royalty) +9, Listen +8, Move Silently bonus while in rage. However, during +6, Open Locks +8, Search +9 (+2 if the duration of his rage, Feidorel weeps looking for secret doors or blood from his eyes. The latter has no compartments), Sense Motive +10, game effect, it's just unsettling. Sleight of Hand +8, Spellcraft +11, Spot +8, Use Rope +6 (+2 to tie bindings); Brew Potion, Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Eschew Material Components,

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Scribe Scroll, Silent Spell, Spell Focus will use alter self if his innate shape (Illusion), Spell Focus (Enchantment), shifting abilities aren't up to the task. Still Spell. When he is posing as the Hexer, he Wizard Spells Known prefers to vary his appearance, to (4/5/5/5/4/3/2; save DC 14 + spell level): preserve as much mystery about his alter 0--all; 1st--charm person, comprehend ego as possible. Most of the gang languages, hold portal, obscuring mist, members, especially the more valuable reduce person, silent image, unseen specialists and the faction leaders, are servant, ventriloquism; 2nd--alter self, acquainted with him in his Jessamon the arcane lock, fog cloud, gust of wind, wizard guise, and none of them know invisibility, minor image, shatter, spider about his dual role as the Hexer. climb; 3rd--dispel magic, gaseous form, hold person, major image, ray of Background exhaustion, stinking cloud; 4th-- Jessamon learned wizardry in Darkon, confusion, hallucinatory terrain, greater apprenticed to a transmuter of middling invisibility, minor creation, phantasmal skill. Jessamon's master was content killer; 5th--dominate person, mirage with what little magic he knew and the arcana, magic jar, persistent image, modest living he made as a rather telekinesis, teleport; 6th--disintegrate, successful potion crafter. Jessamon, geas/quest, permanent image. however, wanted more. When he had Languages: Vaasi, Mordentish, learned what he could from his master, Sithican, Falkovnian, Borcan, he set out to try and discover more. Lamordian Jessamon had always wanted to Possessions: Cloak of Resistance pursue magical items as a way of +3, Hat of Disguise, Portable Hole, +2 generating income, but the draining Rapier, Ring of Protection +3, effect caused by crafting them made masterwork thieves' tools, healer's kit, such a career impossible. Jessamon, masterwork tools for trapmaking, rat however, believed he had hit upon a way familiar (Sitkowitz). of using another creature's soul, rather than the caster's, as the power source for In his natural form, Jessamon looks like enchanting an item. He discovered early a slender humanoid with chalky-colored on that, while his theory was sound, skin and no distinct features of any kind. doing so required the death of the person His eyes are blank and his face is only so used. Jessamon knew that taking the vaguely formed. Since he is a citizenry of Darkon one at a time would changeling, however, he is rarely seen in eventually result in his being discovered, this form. In his human guise, Jessamon and so he moved to a new home, one appears as a skinny man in his late where life was cheap and the people all thirties. He rarely dresses like one of the too willing to ignore a missing person. Jinks, instead preferring the garb of a From the slums of Lekar, Jessamon merchant. When at home in Lekar, he began to pursue his research with even mimics the Falkovnian slave brand on greater intensity. The Jinks, when his forehead. Jessamon discovered them, were nothing When abroad, or posing as someone more than a local street gang, whose else, Jessamon can look like anyone. He territory extended no more than a city

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block in any direction. Jessamon to detect thoughts at will, just like a infiltrated and commandeered the gang, doppelganger. With this newfound initially as security for his workshop, ability, Jessamon could determine which and then later as couriers and smugglers of his lieutenants were the most capable, for his wares. as well as the most loyal, which enabled In the beginning, the Jinks struggled him to expand this influence of his gang against the other gangs for survival. to cities beyond Lekar. This ability is Aggravated by these constant also responsible for keeping the gang distractions, as well as the impact they free of infiltrators, since no one is had on the money his gang was making, promoted to lieutenant without first Jessamon turned his eye to the problem meeting with Jessamon, whether the with all the creativity he could muster. gang member is aware of it or not. He created the persona of the Hexer, and In order to create even more magical began to spread the rumors that the items, Jessamon began teaching other mysterious figure could call down wizards. At any given time he will have supernatural curses on those who a number of apprentices serving under plagued the gang. Using his illusion him in the Jinks, and it is largely these spells, Jessamon arranged for a handful apprentices who provide the spellcasting of "freak accidents" to befall the gang's for the magic items Jessamon creates rivals, and from there the rumors spread and distributes to the gang. like wildfire. The wizard has sent scouts to several The gang's reputation for cursing other cities across the Core, as well as a those who get in their way is just that: a few through the Mists to the clusters. reputation. There is no supernatural Jessamon has yet to decide where the curse behind it, no powerful hex that newest offshoot of his gang will take kills anyone who crosses the Jinks. root, but the possibility of not expanding Instead, it is Jessamon himself who is one he wouldn't even consider. arranges these 'accidents' for those who get in his way. His illusion magic, Current Sketch coupled with his trapmaking abilities, are all that he needs to ensure that his Jessamon is a man consumed by greed. enemies die, often publicly, and always His lust for magic, power, and most with no apparent involvement from importantly, wealth, have become all Jessamon Scheide or his gang. If it consuming. The Dark Powers have would be impossible to eliminate a target turned this metaphorical hunger into a publicly, Jessamon isn't above very literal one: Jessamon now needs to disintegrating the target in private, and consume valuables as much as he needs then using his permanent image to to eat! The mage must devour 250 gp of disguise someone who really did die in material wealth per day or suffer the an accident as the gang's target. effects of starvation. This sustenance can come in the form of coins, valuable As Jessamon delved ever deeper into trade goods, or enchanted items, but he his twisted experiments, his callous cannot gain any other positive effect disregard for human life attracted the from items consumed in this fashion, inevitable attention of the Dark Powers. such as potions. The most beneficial aspect of this attention came in the form of the ability

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The relatively minor upside to this is He might be a flirtatious and gregarious that Jessamon can chew, swallow, and young woman on one occasion, and in digest anything that he can fit in his the next city an old man with brusque mouth. This ability does not confer any speech and a scarred face. This variety combat advantage, although it does keeps people from discerning the true make him immune to ingested poisons. identity of the Hexer. (In fact, any ingested poisons count as consumed valuables!) Combat Every acquisition that Jessamon Jessamon is cowardly and if there is a makes just feeds his desires. He is doubt in his mind of his ability to win, always seeking a new way to increase he has no qualms about using teleport to his personal fortune, new magical items make an escape. He prefers to open with to create, or new spell to learn. He can his most powerful spell, disintegrate. never have enough, and it is only a matter of time before he tries to acquire If he's seeking to harm someone, he something that belongs to a victim too will usually bring several gang members strong for the wizard to contend with. to tilt the odds in his favor. He likes to use his magic to alter his opponent's He has yet to run afoul of any of the perceptions before the gang attacks, Darklords, but it is likely that he would although he is not averse to letting his capitulate to the will of any of them who underlings have a good old fashioned attempted to bring him to heel. brawl if he feels that they already have Jessamon has no problem with following the upper hand. someone else, provided they are capable of leading him. Since he took his leave of his master, the wizard just hasn't run Lair into anyone that competent yet. The gang hideout in Lekar is Scheide's In person, Jessamon is polite but primary base of operations. The reserved. He can be friendly and building is a warehouse that not only engaging, but only with those capable of serves to stockpile the gang's loot, but discussing his intellectual pursuits on his the gang as well, since the basement level (which are few and far between). serves as a hangout for the Jinks of When he encounters other wizards, he is Lekar. The sub-basement is Scheide's eager to work with them, and happily residence, which contains the alchemy trades spells with any wizards so equipment he uses to brew up potions inclined. After all, if he lets another and alchemical supplies. Below the sub- wizard copy a spell from his spellbook, basement is a concealed dungeon that he has lost nothing, but gained a new Jessamon uses to conduct his dark spell, which is just the sort of trade he magical experiments. relishes. When acting in capacity as the Jessamon has numerous other crime boss of the Lekar branch of the residences scattered throughout the Core, gang, he is cold and quiet, relying on the however. Most are out of the way rural reputation of the gang and the houses that are almost never used, but he imagination of his victims to do most of keeps at least one house in every city the his intimidation for him. gang has a spur in. All of his houses are When posing as the Hexer, Jessamon accessible via teleport. adopts a different character each time.

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The Thompson Museum Monument of the Past By Stephen “ScS” Sutton [email protected]

Visitors to Bleakstone will find that the the column of tall twisted trees, and up city’s charms wear thin. Too quickly to the portico at the main entrance. The does one tire of dreary soirees in the grounds of the Museum are well kept, High Hills and the concerts of musicians and are a popular place to linger when who have survived their own fame. the cherry trees are in blossom. Daring visitors might partake of seedy vaudeville acts, pub crawls in Spivey Point, and crooked card games in History basement social clubs. Those who are The Thompson museum is named for too proud or too squeamish for base Roy Thompson, a successful trader and entertainments will instead stroll up smuggler in the early 1800’s. Thompson Beacher Street and make their way to the built his home close to the ruins of the Thompson Museum. original Bleakstone site and was an The Thompson Museum is an aging active leader in the community of Georgian mansion in the center of a Elderslot. As his fortune increased, grassy park bordered by a high stone Thompson became an avid collector of wall. When the building was new, the antiques, books, and works of art. As the proud lines of the structure projected years passed Thompson withdrew from wealth, power, and sophistication. The the community at large. Those few years have been unkind to the manor. visitors who called upon him said that The tasteful brown paint has been his interests had turned to strange weathered to a dreary black and the eves channels. Before his death in 1821, of the tall windows droop like the lids of Thompson became a social pariah sleepy eyes. The foundation has shifted surrounded by the most fantastic rumors slightly, skewing the building at a slight and conjecture. angle. Visitors to the museum follow the driveway from Beacher Street, through

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The Thompson heirs enriched collection so that each of the rooms is themselves by selling acre after acre to focused upon a given theme and period, the neighboring communities. In time, with each theme supposedly advancing the mansion would become a junk-filled through history. Many of the artifacts derelict and all that would remain of the were obtained by Roy Thompson, estate was a stone wall and the last few though his family members have survivors of what once was a cherry contributed their own diverse bric-a- orchard. bracs too unsightly or weird to house in In 1872 the neighboring their own homes. communities amalgamated into the City The first room is devoted to of Bleakstone. The new city felt that supposedly primitive cultures. Artifacts they needed a cultural and historical icon from unrelated cultures separated by to provide a veneer of sophistication and thousands of miles and thousands of continuity with the past. The Thompson years are jumbled together. A row of family negotiated tax exemption for their Kalahari spears hang above a rock extensive properties in and around the featuring Australian aboriginal hand city in exchange for exhibiting the house paintings, just to the left of Amazonian and its extensive collection of antiques. wood carvings and Maori jade, while Since its foundation, the museum has across the room ancient Hawaiian stone been a mixed success. The Thompson idols stare blankly at an Inuit kayak. family prefers to forget that the museum Amidst the knickknacks is an ancient exists, except when they use it to host a map of Africa drawn on a buffalo hide. social function. Hopelessly inaccurate, the map bears no resemblance to modern maps of the continent and even describes the source The Museum of the White Nile River and a "Hidden Beyond the portico and the great walnut Kingdom". doors of the entrance is a receiving area Next is the Dawn of History exhibit, and cloak rooms. Past the admissions a great chamber containing the relics of desk are the halls to the east and west Egyptian and Mesopotamian wings and the stairs to the second and civilizations. Owing to the massive third floors. In the rear of the building is popularity of Egyptian artifacts, almost a tradesman's entrance where once there all of Roy Thompson's original was a kitchen. Owing to the need for collection was either sold or space, all of the offices and record stores appropriated by his heirs. Only a few are located on the third floor of the gold-painted statues and some dusty Museum. papyrus scrolls remain. The Mesopotamian relics are more Museum of Antiquities impressive and feature a stone Sphinx from Akad and a copper bust from The West wing of the building is the Babylon. Off to the side of the room is a historical section of the museum. This scale model of a Sumerian ziggurat. Museum of Antiquities is a ring of Careful observers may notice that the interconnected chambers looped around ancient temple bears a striking a large central exhibition hall. The resemblance to a local Bleakstone curator has organized the artifacts of the landmark, Empire Hospital.

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Further along the ring is the Classical while the cross appears to be right-side- Civilizations room. The chamber is up, the book is in fact upside-down and divided by a colonnade of fake pillars. backwards. Even still, few would suspect The room features a number of Greek that the book is the bible of the infamous and Roman artifacts, although they are Gilles de Rais. The book was found at poorly organized. Several gold necklaces Chapel Hall, as part of the collection of on display were unearthed by the famous the late millionaire Franz Michelet. The Heinrich Schliemann from one of the recluse collector Michelet bought the de cities that he believed to be fabled Troy. Rais Bible from the impoverished The next chamber hosts the Oriental relatives of the vile Marquis de Sade, exhibit, another ’s nest of ancient after the Marquis' death in an insane artifacts from wildly different cultures asylum. and time periods roughly jammed The sixth chamber houses the history together into one room. The armor of a of early American peoples. Mayan, samurai stands watch over an open Incan, and Aztec relics are intermixed Quran, clay tablets from Persia sit beside across the room. Some of the items are scrolls from China's Warring State's truly ancient, while others are others period, while stone Hindu idols dance were manufactured for sale to tourists. around a brass Buddha from Siam. A The room features an impressive recent addition to the Oriental collection collection of photographs taken of all of is a stone statuette donated by a retired the major American native tribes from British officer who found it during all across the North American continent. Elphinstone's disastrous retreat from In the center of the room is a curious Afghanistan. The statue depicts a warrior piece of art; a stick adorned with a bear figure with a cherubic face, curly locks, skull, feathers, and beads. The item was wearing at its chest a medallion of an recovered from a place called "The eye within a triangle. The item was Grave Mound" only a few miles away in nearly misplaced in the Classical section the community of Kellona Bluffs. since it bears such a strange resemblance The final chamber is the Americana to depictions of Alexander the Great. collection. The collection includes the Beyond is the Western Civilization buckskin clothing of a colonial exhibit, where thousands of years of woodsman, a Brown Bess musket from distinct peoples, languages, and cultures the American Revolution, broadsheets are summarized in a single chamber. from the War of 1812, a flag from a US Much of this collection was donated by navy frigate, and a collection of the Collingwood family of Cold Island photographs of Bleakstone area. In the and most of the items are early modern center of the room sits a cannon cast English or Scottish. The windows of the during the civil war. The piece was cast European room are made from stained by the community of Spivey Point to glass taken from a church that was guard the city from confederate raiders. burned in the War of the Roses. Though the confederates never sent a On a pedestal beneath the stained ship against the city, the Spivey Brass glass window is an innocuous leather was fired several times and sank three book with a silver cross embossed upon friendly merchants who had failed to the cover. Were visitors allowed to give a safety signal. handle the book, they might notice that

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The main hall loops around the curiosities obtained on safaris and special exhibition room, a great circular hunting expeditions around the world. chamber used to display temporary These elements of “Natural History” are exhibits. Along the wall stands a guard exhibited in the east wing of the of silent sentinels, manikins dressed in building. The natural History wing is in costume from the other exhibits. These a state of organized disarray, like a silent sentinels include an African philosopher’s cabinet of curiosities. The tribesman with a zebra-skin shield, an specimens stand and hang in neat Egyptian warrior with a khopesh sword, arrangements for the guests to view but a Roman centurion, a knight in plate are gathered without regard to any armor, a Sioux warrior in a feathered scientific categorization. bonnet, and a civil war confederate Close to the main entrance is a cavalryman. dreary windowless chamber containing The current visiting exhibit is a the Botanical Section where leaves and fantastic Mongolian sarcophagus of flowers are displayed in jars or under creamy green jade, inlaid with ivory, and glass. Just opposite is the collection of studded with malachite and red jasper. preserved insects, spiders, and worms. The marvelous relic was discovered by a Next down the hall is the Ichthyology team of prospectors who found it in a room displaying mounted fishes, octopi, frozen crag in the Khangai Mountains. jellyfish in formaldehyde, and a dolphin The grave site was littered with ancient skeleton hanging above the room. skeletons, as if the people who carried Across the hall are the reptiles and the sarcophagus were massacred at the amphibians stored in a cluttered mess of site. The museum is reluctant to discuss snake skins, turtle shells, and frogs in how it is that they received the coffin. jars. In the center of the reptile room is a The sarcophagus is flattened cylinder stuffed alligator, though careful and intricately carved with a pattern of observers will notice that the body is in looping curves. Along one side of the fact from a crocodile. curve flows a narrative of pictograms, Further down is the Aviary, a along the other is a stream of symbols chamber of stuffed birds and preserved from an unknown alphabet. The curator eggs. Framed against a wall is a very has taken a rubbing of the pictures and special specimen; a red and gold feather symbols and compiled them onto one that would appear to have been from an great banner hanging in the exhibit hall. eagle or condor, except that it is two feet The interior of the sarcophagus is a long. Found in the Andes, the catalogue mystery, as the lid is held fast by four lists the mammoth feather as the remains locking devices made of agate and white of a deformed freakish animal. Such a gold. bird would surely have died quickly, since to have flown with such a feather, its wingspan would have to be more than Museum of Natural History forty feet across and the creature large Along with obscure artifacts, Roy enough to prey on men. Thompson collected a number of The mammalian section is larger and specimens of plants and animals from comprised of three interconnected around the globe. To his collection, the rooms. Most of the specimens are Thompson family added their own examples of local wildlife, with a few

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exotic creatures donated by hunters who reminiscent of the stone heads found on tired of their old trophies. One wall is a Easter Island. The head was found at veritable phalanx of trophies, including Point Portage in limestone strata more horns of bulls, bison, antelope, bighorn than a million years old. If asked, the rams, deer antlers, a rhino’s nose spike, Curator explains that similarities of the tusks from elephants and walruses, and rock to the Moai of the Pacific are even the unicorn-like tooth of a merely coincidental, since the idea that narwhale. any civilization existed so long in the The finest animal specimen is a past is plainly ridiculous. mighty Kodiak bear just outside the Library. Visitors cannot help but shudder Gallery of Fine Arts at the great yellow jaws still stretched in The museum boasts an extensive gallery a roar. The fearsome beast was of art collected by the Thompson family. dispatched by celebrated big game Most of the items were once decorations hunter Wallace Thompson. Local in homes or businesses, and donated as hunting enthusiasts know the tale of how soon as the objects were no longer the ursine brute absorbed every bullet trendy. The gallery also plays host to a fired into it and proceeded to stalk number of amateurish works made by Wallace through miles of Yukon various Thompson family members wilderness. Out of ammunition, Wallace when they dabbled in artistic expression. loaded his silver class ring into a shotgun Amidst the clutter are a few works of and finally smote the monster, but not quality, including renaissance sculptures before it mauled him. Deeply affected by from little-known masters and colonial the experience, on the anniversary of the period portraiture. kill Wallace retreats to a solitary cabin on the eastern shore of Lake Wanapitei. The gallery is a succession of halls No one knows for sure what he does in and chambers on the second floor of the that lonely den, but that area and that museum. Visitors are greeted at the season are known for vicious attacks by landing by a massive landscape of the bears. Wallace’s friends suspect that he original Bleakstone settlement, painted relives the fateful battle with the man- from sketches made before the eater, year after year. settlement was burned. The burgundy red walls are covered by countless In one corner of the East Wing, just paintings of a vast variety of styles and beside the Library, is the Geological subjects. Some chambers are centered Collection. Most of the specimens were about great sculptures or statues and obtained from the mines in the Starbury others house glass cases displaying wood valley. The collection includes crystals, carvings or fine metalwork. Hallways lumps of precious and semiprecious are spanned by colonnades of pedestals minerals, and a nugget of unidentified holding antique vases or busts of bronze. metal that resists blows and scratches The gallery meanders along dead ends, with the strength of a diamond. The dog-leg corridors, and passages that loop pride of the small collection is a massive back to the room from which they led. glittering geode, shown just opposite a Visitors often lose their way and wander window so that the sunlight glitters upon in circles, inadvertently creating the the prismatic surface. In an unlighted corner sits a large worn rock that is

172 Quoth the Raven 20 illusion that the gallery is filled with in hand, the artist regards the opposite people. side of the canvas, as if he was painting The gallery is pervaded by a stifling the viewer. This image is the self-portrait stillness. The worn black carpet muffles of Elliot West, a local artist shrouded in footsteps and the winding halls absorb mystery and madness. sound. Thin white curtains filter the Elliot West was the unacknowledged natural light and hooded lamps burn in son of Mina Thompson and an unknown the interior rooms, so that one cannot father. From a studio in Elderslot he fathom the time of day from inside the perpetrated shocking outrages, eclipsed gallery. The walls loom closely, as if the only by his depraved paintings. West hanging portraits are eavesdropping on disappeared and in his absence his the whispers of the visitors. mother insists that the museum exhibit The complicated layout of the his works. The Curator constructed the Gallery creates a number of hidden hidden gallery to shield the public and to nooks where people might linger unseen absorb the startled cries of those and unheard. Some of the young ladies unfortunate visitors who stumble upon and gentlemen of Bleakstone have the hideous works. discovered these secret sanctuaries and use them for clandestine rendezvous. Library The museum turned a blind eye to the In addition to strange artworks, the practice, until a year ago when a young Thompson family collects rare books woman was strangled in one such and manuscripts. Roy Thompson concealed chamber. The murder trial of accumulated a hoard of medieval texts, her paramour caused a sensation in incunabula, and papyrus scrolls Bleakstone, laying disgrace on the predating the Roman republic. The pride museum and inadvertently encouraging of the library is an assembly of more salacious behavior in the gallery. Mesopotamian cuneiform tablets, kept in The Museum Manager Winnifred a glass display case. Roy Thompson’s Jackson routinely patrols the gallery and heirs added an extensive catalogue of ruthlessly ensures proper decorum, both early American documents, including the out of moral indignation and to prevent journals and correspondence of historical more crimes of violence. figures. Any scholar interested in the In the center of the gallery is a early history of Bleakstone is inevitably corridor obscured by a full length mirror, drawn to the Library. The museum does leading to a poorly lit room surrounded not lend documents, though it does by dark and disturbing artworks. In the permit scholars to read the books in the gloomy chamber are watercolors of library. misty black vortices, paintings of The Library is a tower-like chamber monstrosities made with photographic in the east wing of the building. A single realism, and impressionist fantasies great walnut bookcase surrounds the conveying terror and dread. Chief among circular room and soars to a crown of tall the grotesqueries is a portrait of a lean, windows. A rolling ladder built into the blonde man in act of painting. A viewer wall allows visitors to scale the two story cannot help but shudder at the gloating bookcase. Arranged on the floor are expression of his thin lips and the manic tables, glass cases, and a mahogany vitality in his ice blue eyes. With brush

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cabinet containing the card catalogue. left over from the basement's original Overlooking the library is a small purpose as wine cellar. Another vault is balcony, accessed from the museum's outfitted with numerous oil lamps and second floor. The library is a popular modern work benches, all covered in a room for pubic exhibitions and the layer of dust. This room was intended to Thompson Family frequently uses the be a laboratory to restore aged artifacts large chamber to host cocktail parties and artworks to showroom quality. and fundraising events. Most of the vaults are open but two The library is unsupervised, though are barred by solid oak doors banded in the Curator has considered hiring a iron. The first is nearest to the cellar librarian or guard in the wake of a recent door and is painted with the message, outrage. An excitable young man was "No Open Flame" in large faded letters. recently ejected for vandalizing the This chamber houses a quantity of library. Arthur Delany had tried to gunpowder purchased in 1859 and since borrow a rare 16th century manuscript, forgotten. Only the curator knows that it and when denied, Delany used the book is there and he cannot be bothered to to perform a bizarre ritual inside the move it out. The other barred door is library. Delany was later arrested and located closest to the kitchen stairs and is committed to Ether House, the local secured by a large lock of recent make. insane asylum. That vault houses the special collection. Basement and Storage Special Collections Vault The basement is a low-ceilinged hall A collection as large and as old as the branching off to rectangular storage Thompson's inevitably includes treasures chambers. Cold and dry, the musty odor unfit for public exhibition. Some items of age clings to every brick of the are too provocative for proper society, structure. Cobwebs and dust cling to some were acquired through crime, and every surface so that everything is still others are too likely to cause public coated in a greasy layer of grime. Rusted outrage should their existence be known. lanterns hang along the hall, all having These items are kept in the Special fused to the hooks in the wall. The Collections Vault. There is no known basement is jammed with chairs, catalogue of the Special Collection, as cabinets, and haphazardly stacked the Thompson family prefers not to have furniture. At one end of the passage is a a written account of its contents. ramp leading to an exterior cellar door, The Special Collections Vault is a at the other is a rotten wooden stairway wide chamber with niches cut in regular leading up into what once was a kitchen. intervals all along the brick walls. The The kitchen stairway is in a terrible state room is broken by two rows of arched of disrepair and will likely collapse if columns, around which a number of used. items and artworks are stacked. Fresh The storage rooms are rectangular candles stand in sconces arranged around chambers with vaulted ceilings, packed the room though even when lit they with boxes, crates, and random bric-a- provide only the barest flickering bracs. One of the vaults is filled with illumination. barrels of wine, rum, and other spirits -

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On rare occasions the Thompson for very long before veering off on some family allows an individual to examine unrelated tangent. some item in the collection. Such a Before becoming curator Professor visitor is accompanied by the curator and Mazzuchin bounced from one college to is sworn to silence regarding the vault's another, lecturing for whatever subject contents. Over the decades, a number of no one else wished to teach. As a result, rumors have filtered through the veil of he is an expert on a vast scope of history, secrecy. There are the usual stories of ethnology, and archeology. Mazzuchin stolen artworks, heathen idols, and made a habit of writing research papers demonic grimoires bound in human and allowing other scholars take credit flesh. Yet there are still stranger stories for completing his work. The Professor’s regarding the contents of the vault. employers have even less respect for One art expert claimed to have him, rarely reading his letters and only thumbed through a folio of sketches speaking to him when they hijack the from the greatest master artists of museum to host a social function. history, etchings that depicted the most Even after five years as curator shocking depravities and blasphemies. A Aaron has not yet fully catalogued the Professor from New York claimed to Thompson Collection. Most of the have glimpsed a statue of Venus that collection has yet to see the light of day. seems to move on its own accord. It is The Professor's saving grace is his talent said that floor is marked by a crimson for securing exciting exhibits. Aaron stain emanating from an iron maiden in bribes friends in the shipping industry to the corner. In an alcove in the wall is an divert artifacts destined for other, better obsidian dagger that, according to rumor, funded museums. Mazzuchin usually constantly radiates the most peculiar exhibits the artifacts for a week or two vibrations. It is even whispered that there before finally returning the item to its is a complete skeleton of a creature rightful owners. His precautions have whose very existence challenges maintained his museum’s good mankind's place in the cosmic scheme of reputation, for the time being at least. creation. The Professor's predations have gone too far. A friendly ship captain diverted The Staff to Mazzuchin a fabulous Mongolian sarcophagus encrusted with jade. After a successful showing the Professor tried to Professor Aaron Mazzuchin find the proper owners of the coffin, The curator of the Thompson Museum is only to come up empty handed. Aaron's Professor Aaron Mazzuchin, a tall man contact has vanished, along with any in his early fifties with a bushy brown record of the coffin's original beard. He is often dressed in a frayed destination. Mazzuchin fears to call the jacket two decades out of fashion and police, but he is becoming nervous. The thick spectacles with steel bows. The Professor has noticed a few strange friendly academic is talkative, almost to looking men lingering around the the point of babbling. Those who spend museum, asking questions about the much time with Mazzuchin will notice sarcophagus. that he cannot concentrate on any topic

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items have gone missing and hopes to Winnifred Jackson discover who took them. Winnifred Jackson is a lean, white- Winnifred spends much of her free haired spinster in her early fifties. She is time working with the Elderslot identified by her sober clothing, her Preservationist Society, a group pointed nose, and her perpetually dedicated to preserving the history and pinched mouth. Winnifred glares at traditions of the decaying community. everyone as if scrutinizing an insect. As Her community group recently tried to the manager of the museum, Jackson can purchase the derelict Methodist Church be found stalking through the halls in an but was outbid by a strange sect called unending search for imperfection. the Esoteric Order of Poseidon. Jackson Jackson grew up in the richest cannot stand the idea of some upstart quarter of Elderslot, known as the Green outsiders defiling a local landmark with Meadow. Her once-wealthy family fell their foreign ways. She has been into poverty, and the entire considering hiring some investigators to neighborhood became incorporated into dig up dirt on the sect and expose their the Italian community known as Etrusca. heathen secrets. Winnifred is especially bitter having watched her home be inundated by outsiders, or as she calls them Andries Roodman collectively, "the crawling chaos." On the rare occasions when the museum Winnifred dislikes young people, hates is busy a dashing man may be seen tourists, and despises journalists. hobnobbing with the crowd. Impeccably Painfully formal, she insists on being dressed, he is distinguished by his short addressed as “Miss Jackson.” Winnifred blond hair, delicate features, and his has a wicked tongue, a large vocabulary, slight Dutch accent. With rapier wit and and the will to use them both with a carefree attitude he dazzles nearly terrier-like tenacity. The staff still tells everyone around him. Idly chatting with stories about the fate of one unfortunate guests, he causally reveals that he is visitor who had the temerity to call her Andries Roodman, the assistant curator “Winny”. to the museum. Jackson despises the more exotic Andries Roodman is an expert in arts exhibits that the curator displays, and antiquities, having studied in denouncing it all as foreign garbage or Amsterdam, Paris, London, and New heathen nonsense. She has a similar York. Andries is a favorite of the high aversion to the decadent artworks in the society of Bleakstone who enjoy his gallery since such gaudy exhibits attract sophistication and cosmopolitan flair. noisy tourists. Winnifred’s passion is Roodman frequents fashionable events genealogy. She makes a habit of and trendy restaurants, often escorting questioning everyone she meets on their some high-born lady. Andries owes his ancestry and she has a soft spot for current position to his high society people who know their own roots. connections and he takes advantage of Knowing that Professor Mazzuchin does his privileged status by avoiding work not take proper records, Winnifred keeps whenever he can. When he bothers to her own meticulous catalogue of the show up at the museum he hides in his collection. She has noticed that several office or idly mingles with visitors. Even

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then, he all too quickly ducks out on lady spends most of her time following some imagined errand and lingers at Professor Mazzuchin, taking notes, and fashionable cafes or De Witt’s auction dropping papers in her rush to keep up. house. Few would suspect that the earnest Despite his veneer of high class young lady is actually Rebecca Roodman is nearly broke. Andries came Thompson, heiress to a great fortune. to Bleakstone to flee creditors in New Rebecca only recently returned to York. He is a compulsive gambler and is Bleakstone, having been away at school already in debt to several gambling dens for the last few years. The girl shocked in Etrusca. Roodman supplements his her parents by applying to the newly income by stealing artifacts from the founded University of Chicago. Fearful museum and selling them at De Witt’s for her marriage prospects, her parents Auction House. He is sure that no one hope to scare her away from academia. will notice the losses, since the records They insisted that before higher of the collection are so poor. education she must spend a year working Eager to climb the social ladder, at the Museum. Becky’s parents are sure Roodman has joined a number of clubs that a few months at that dreary place and organizations in Bleakstone. will scare some sense into their daughter. Recently he has heard of a circle called Becky’s family insisted on her using a "Abzu," an exclusive club of wealthy fake name to prevent undue favors. and prominent men. The group is Winnifred Jackson saw through the secretive but the exclusivity only proves pathetic deception immediately but she to Roodman the advantages of joining. is too ornery to treat the girl with any One member has hinted that there might special privilege. be a place for Roodman if he can obtain Like most of high society, Becky has "the Marduk Seal," an item lost dabbled in spiritualism and psychic somewhere in Bleakstone. experimentation. At school she attended a fair share of séances, attempts at mesmerism, and sham magical rituals. Becky Thomas Back from school, Becky reunited with Visitors to the Museum may spy a trail an old friend who invited her into a of foolscap papers lying about the coven of society girls interested in taking hallways and a slight young woman their mystical experiments to the next collecting the notes and bundling them level. together. So absorbed is she that she always drops a fresh trail of leaflets behind her. The girl halts her Sisyphean Ronald Fletcher task just long enough to introduce Ronald Fletcher is the custodian and herself as Becky Thomas, personal watchman for the Thompson Museum. secretary to the curator. A man in his late sixties, Fletcher is Becky is pretty young lady with distinguished by his faded dungaree mousy brown hair. She is always dressed overalls and his coarse white beard. The in fashionable clothing oddly out of old man constantly grumbles to himself synch with the museum's dusty with a voice like pebbles being ground in atmosphere. She is bright and gracious a mill. He is surrounded by the sickly but perpetually befuddled. The young

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sweet smell of turpentine and rotten collapse but was trapped as the water berries. level surged. Ronald was rescued, but As custodian, Fletcher wages an only after spending a week floating in unending war on rot and decay, albeit the black submerged ruins. The bodies of not without constant complaint. He is his crewmates were never recovered and less diligent as a watchman, for he sleeps Fletcher spent a month in the hospital, through his night watch and refuses to driven to near madness by the ordeal. patrol the basement vaults when he Since then, Fletcher is afraid of the alone. Fletcher claims to be a veteran dark and cannot stand to be near the lake sailor for the US navy and likes to tell or any other body of water. His phobias stories of his naval battles during the forced him to give up his trade and take Civil War. No one but Fletcher knows a custodial job with the museum. Ron the truth, that he has never been to sea hates to talk about the ordeal, but if and spent his entire career building someone gains his trust, he may confide docks and piers for the navy. a terrible secret: It was not the deaths of Ron Fletcher was a dock builder in his friends that drove him to madness. It Elderslot until the Big Quake of 1881. was the thing he saw in the ruins, The disaster collapsed a pier beneath slithering greasily through the brackish which Fletcher and his crew were waters, taking with it the bloated bodies working. Fletcher's crew survived the of the dead.

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