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Introduction Avenloft Is Neither the Name of the Planet, Nor the Traveling Folk, the Potency of Their Curses and Use the Name of a Land

Introduction avenloft is neither the name of the planet, nor the traveling folk, the potency of their curses and use the name of a land. is an ancient of keep the from being barred R castle in the land of Barovia, a nation that lies from towns. at the heart of the continent known as “the Beware The Mists. Cool white fogs borders Core”. the known lands. It’s easy to become lost in the The world itself has no name, simply being Mists, which have been known to snatch travellers, known as “the world”. To some it’s called the depositing them in faraway lands or even other times. “Land of the Mists”. Travellers from distant lands Magic Is Unreliable. Outlanders from distant sometimes label the world the “Demiplane of Dread” lands complain that magic does not work as it but locals laugh at that hyperbole. Others have called should: it can’t detect morality, travel between the world such things as a prison for the damned, a nations, accurately divine the future, or cross crucible for the virtuous, or a realm of fear. To you, into other worlds. Even those spells that do work it’s simply “home”. sometimes have unintended consequences. Common Knowledge Horror and Heroes Many beliefs vary from land to land, as people Ravenloft is a world of terrors, a disagree on what is true and what is myth. But for the Dungeons & Dragons roleplaying majority of the Core’s inhabitants commonly accept game. Ravenloft is a land where the common the following as facts: threats are not beasts pulled from Greek Mythology Magic Is Real. It’s widely accepted that magic or High Fantasy, instead coming from Gothic tales, exists, but it’s disputed if magic is an abomination folk tales, and old horror films. Beasts like the or part of the natural order. Most folk never witness chimera or manticore are rare, and it’s instead a displays of true magic but still accept that it exists. world of , werewolves, ghosts, and hags. People Are Isolated. The average person lives For the inhabitants, their world is not a place their entire life within thirty miles of where they of nightmares. Wicked gods rarely cause dramatic were born. The farthest most folk travel is the events that shake the land, armies of don’t neighbouring town or village. rampage across the countryside, and huge dragons Monsters Are Real. The majority of people die seldom burn whole villages. The occasional person from natural causes, never having encountered a might die a mysterious death or vanish under creature of the night. Regardless, it’s agreed that suspicious circumstances, but most folk live relatively monsters are very real and that dangers lurk in the normal lives in peace before dying a mundane death. shadows. Yet there are still horrors: monsters lurk in the Superstitions Work. As monsters are real and shadows, in the woods, in the ruins, and in the dark dangerous, adherence to ritual is what keeps people places even the brave fear to walk. safe. By strictly adhering to tradition, tragedy is While there are no dragons, neither are there avoided. shining knights wielding radiant swords, righteous Humanity Is Predominant. The various holy warriors with unwavering faith, and magi who inhuman races are rare, almost unknown in many flaunt their control over the fundamental forces of lands. At best they're viewed as less than human, and the universe. Such bravery is rare, and champions at worst they're seen as beasts or monsters. that flagrant become easy prey for the forces of the Technology Advances. The progress of science night. has created modern wonders, such as clockworks, Heroes in Ravenloft are a different sort, not firearms, gaslights, and some steam power. choosing a life of adventure for glory or wealth. The Gods Are Silent. While prayers are Usually they have the life of a hero thrust on them. sometimes answered, the gods themselves don’t They’re unlikely to turn the tide against the forces speak directly to mortals. Some claim to hear the of evil or save the world. Many will not even be voice of god, but these are called madmen as often as remembered for their deeds, save by the people they're called prophets. whose lives they saved. But, for these heroes, that is Do Not Anger The Vistani. Vagabonds by nature, enough. Vistani are often considered thieves, but these gypsies can also be entertainers, traders, craftsmen, and mystics.Sample Despite widespread fear and mistrust of file

4 Chapter I: Doomsday Gazetteer here are many disparate nations in the Land of the Mists: some are connected to other The Central Lands T kingdoms forming large regions, while others The central lands of the Core are dominated by rocky lands are isolated, all alone in the Mist. terrain and steep mountains. Small settlements are The Mists are the defining feature of the world, tucked away into valleys and dales while roads weave acting as border and boundary. These cool white through narrow mountain passes, bridging east and banks of fog stretch across the horizon, obscuring the west. distant lands beyond the Core. Many nations were Barovia once completely obscured by the Mists until it rolled Monarchy back to reveal is neighbouring lands. Government: Demonym: Barovian The Core Language: Balok None The dominant continent in the Mists is known as the Capital: Core. It’s the hub of high culture and trade. The isolated rural nation of Barovia lies deep in the Seas flank the continent to the east and west, shadows of the Balinok mountains. Barovians are and a steep mountain range cuts across the middle a superstitious folk, fearful of the night. Quiet and of the landmass, geographically dividing the land. suspicious, Barovians prefer to have few dealings The south and west are heavily forested, the woods with outsiders. Despite this, the Old Svalich Road becoming denser and wilder further from the coast. cuts through Barovia; one of the safer trading routes Plains stretch across the east, while the northern across the Core, the road brings frequent traders and Core is a mix of terrain: rough plains broken by merchants through the land. The ruler of the land woods and marshland. Near the center of the is Count XIII, who rules from continent is a massive fog-filled chasm: a wound Castle Ravenloft perched high atop soaring cliffs in the landscape where two lands were seemingly that overlook the small Village of Barovia. “The devil destroyed. Strahd”—as he is known by the populace—is a distant Sampleruler, who delegates the day-to-dayfile matters.

55 Borca schools that openly teach arcane magic and its Feudal Despotism merchants trade simple magic items such as potions Government: and tonics. Hazlan is ethnically divided, with the Borcan Demonym: lower class Rashemani being little more than slaves Language: Balok and the upper class Mulan ruling unquestioned. Capital: Levkarest Despite being outnumbered a hundred to one, the Similar to urbane Dementlieu in attitude and Mulan keep their authority through use of force and rural Barovia in blood, the mountainous nation of religion, with the fatalistic teachings of the Lawgiver Borca is a land of intrigue and betrayal, secrets and used to limit uprisings. poison. Borca is the most advanced nation in terms Nova Vaasa of economics, with powerful banks and a culture of Aristocracy written contracts. The land is ostensibly ruled by the Government: Nova Vaasan landowners, but all property has fallen into the hands Demonym: of the Boritsi family. A sizable aristocracy remain, Language: Vaasi but all nobles are now vassals of the Boritsi family, Capital: Kantora and their position is tied to their popularity. The A nation of contrasts, Nova Vaasa is a land of current mistress of the Boritsi family is Ivana Boritsi, cramped cities and wild plains. The vast majority of who took the position after the death of her mother, the land is covered in open prairie known for two Camille. Borcans are deeply religious, and the nation things: grass and horses. Most of the population is also the seat of the Home Faith, the original branch lives in congested cities surrounded by farms and of the Church of Ezra. There is also a powerful ranches. Nova Vaasa is the center of the Church of criminal element. Opposed to the Dementlieuse the Lawgiver, a strict religion that rewards obedience squabbling gangs, Borca’s criminal syndicates are old and servitude. The people are sharply divided into and centered around tight-knit families. the poor and the wealthy nobility led by Prince The Shadow Rift Bolshnik. Because of the influence of the Church, Monarchy rebellion is unheard of, but violent crimes and vice Government: are rampant in the cities. Demonym: Arak Language: Elven Tepest Capital: Esmerth Government: Theocratic Aristocracy Tepestani Not a true nation, the Shadow Rift is a hole in the Demonym: world left when two lands were wrenched from the Language: Tepestani Core, leaving a vast chasm. Steep cliffs abruptly drop Capital: None away from the adjacent lands, ending in a tenebrous This mountainous and wooded rural land lies nestled mists. The inhabitants of Tepest have long claimed between the mountains of southeastern Darkon and that the Rift is home to creatures of dark magic and the eerie chasm of the Shadow Rift. The Tepestani hideous monsters. While little is known about its have always been superstitious, avoiding the inhabitants, there is increasing rumours that beings menacing woods out of fear of the witches, goblins, known as “Shadow fey” call it home. and fey lurking inside. When the neighbouring lands of G’henna and Markovia vanished during the Great The Eastern Lands Upheaval, the religious leaders blamed blackest Faith dominates the eastern lands, be it religion, magic and the fey. The Church of Belenus began superstition, or magic. Technology is less advanced purging their lands of monsters and those tainted in the East, with medieval chivalry still having sway. by magic, such as witches, caliban, and fey-touched. Hazlan These inquisitors work tirelessly to protect their flock and cleanse corruption with fire. Government: Ethnocratic Despotism Demonym: Hazlani The Northern Lands Language: Vaasi The northern Core features a wide variety of terrain, Capital: Toyalis people, and cultures. It is the intellectual and The rough and mountainous nation of Hazlan is a scholarly heart of the Core. purveyor of illicit goods including opium, slaves, and magic.Sample Hazlan is one of the few lands with file

6 Darkon The Southern Lands Government: Monarchy The dense woods of the Great Forest dominate the Demonym: Darkonian southern Core. There are few roadways save the Language: Darkonese rivers and few laws save those of nature. Wolves and Capital: None (formerly Il Aluk) fey creatures fill these forests, and there are stretches where humanity has never set foot, where the trees Dominating the northern half of the continent, this have known neither axe nor fire. sprawling land is ruled by its undying king, Azalin Rex. Darkon is a cosmopolitan nation and it’s more Invidia common here to see non-human races, such as Government: Despotism dwarves and elves. There are many communities Demonym: Invidian comprised of demihuman races that are largely Balok unknown elsewhere in the Mists. Magic is also more Language: Karina accepted in Darkon and there are places it’s openly Capital: taught. Many trace their family lineages to Darkon The inhabitants of Invidia are a passionate folk, and immigrants often discover a forgotten heritage wearing their emotions on their sleeves, and hot or long lost kin. words quickly become drawn daggers. Rulership Lamordia of the land is taken by violence, with the current tyrant, Malocchio Aderre, having seized control Government: Aristocracy with republican from the Vistani witch Gabrielle, who herself killed settlements the previous lord, Bakholis the Black Wolf. The Demonym: Lamordian inhabitants struggle under the oppression of their Language: Lamordian current lord, who rapidly ascended to dominance Capital: None with his growing army of mercenaries and loaned Falkovnian troops. His rule is marked with the purge The north-western corner of the Core is a windswept of all Vistani within the nation, a violence which has land known as much for its adherence to science begun spreading beyond Invidia’s borders into Borca. and logic as it is for its cold and snowy winters. Lamordians are a hardy folk who believe they Kartakass can survive anything through willpower and hard Government: Meritocracy work. The residents are noteworthy for having few Demonym: Kartakan superstitions, often being rational to a fault. Many of Vaasi the Core’s recent advances in technology have come Language: None from Lamordia including clockworks, medicine, and Capital: firearms. After the destruction of Il Aluk, Lamordia At the southern edge of the Balinok Mountains is has become the center of academia in the Core. the rough, wooded nation of Kartakass. A nation of Necropolis singers, storytellers, and poets, each settlement is ruled by a Meistersinger chosen in an annual singing Government: Despotism competition. Kartakass’ western border is the start Demonym: Necropolitan of the Great Forest, which stretches across several Language: Darkonese nations and is renowned for its wolves: the singers Capital: Necropolis of beasts. While Kartakass’ merchants are almost as renowned as its singer, the rural nation conducts Once known Il Aluk, the bustling metropolitan little trade and has little influence on affairs in the capital of Darkon. The city was destroyed in a Core. magical disaster known as the Requiem. The disaster killed every living inhabitant and animated them Sithicus as undead creatures. A cloaked figure known only Government: Despotism as “Death” now rules the city. The black magical Demonym: Sithican energies remain, slaying anyone who enters the Elven city the animating them as an undead monstrosity. Language: Hroth Today, the city is entirely populated by the walking Capital: dead, carrying out a mocking semblance of ordinary The haunted southern reaches of the Great Forest life. are increasingly obscured by Mists, with the trees growing tall and broad. Here lies the enchanted Samplewoodland of Sithicus, populatedfile by assorted fey

77 Sample file Sample file beings, including several communities of elves. Dementlieu Time flows strangely in the borders of this land, with Republic travellers emerging to find days have past when they Government: Dementlieuse expected weeks, or months instead of days. Within Demonym: the borders of this land, all roads and trails seem Language: Mordentish familiar and all landmarks seem recently passed, so Capital: Port-a-Lucine travellers must be constantly wary lest they become The nation of Dementlieu is well known for its lost. The land is ruled by the dwarf, Azrael, who squabbling noble families and courtly intrigue, and assumed command after the disappearance of the their perpetual hidden loyalties and endless secrets. land’s former ruler, an undead knight known as the The land is sharply divided between the nobility with Black Rose. wealth and power and those living in urban poverty. Valachan Because the wealthy provide some social programs, Monarchy such as food distribution or literacy education, they Government: believe their benevolence gives them the right to use Valachani Demonym: their power on a whim. In general, the Dementlieuse Language: Vaasi are a cultured people who appreciate beauty and Capital: Rotwald learning of all forms, but also follow a rigid system of Farthest west of the forested nations, the isolated etiquette. Dementlieu is one of the few places in the land of Valachan is bordered by the Mists on two Core with a large enough population of idle rich to sides and the faerie land of Sithicus on a third. Its support a flourishing culture of high art. population is inherently quiet and reserved, valuing Falkovnia self reliance: a Valachani that can’t survive in the Military Despotism wild or shoot a bow is incomplete. Despite their Government: Falkovnian independent streak, the populace has a strong bond Demonym: of family, and regularly celebrate milestones with Language: Falkovnian festivals. Valachani are wary of “book learning” and Capital: Lekar the trappings of civilization, such as those found The militaristic nation of Falkovnia is the in more northerly domains. The local lord, Baron breadbasket of the Core, but its king cares little for von Kharkov, rules firmly with his private army of its rich fields, only valuing military conquest. While enforcers, but does not harm his people if they pay its armies are highly trained and well equipped, their taxes. they have lost every skirmishes against their more Verbrek technologically advanced or magically equipped None neighbouring nations. The Falkovnian people live in Government: fear, with the nation’s cities being grim and devoid of Verbreker Demonym: any aesthetic sensibilities. Series of tall pikes line the Language: Mordentish roads into cities, with impalement being a common Capital: None punishment. At birth, all Falkovnians are branded Few people hail from the wooded nation of Verbrek, with the symbol of a hawk, the seal of the King and the population of this uncivilized land is mostly Fuhrer, to remind every citizen of what they are: trappers and hunters living in a few well defended property of the state. homesteads. Its true inhabitants seem to be wolves, Mordent which can be found in large packs roaming the Aristocracy countryside with impunity. While alone in the woods Government: Mordentish of Verbrek, even humans easily become prey to the Demonym: wolves. Language: Mordentish Capital: Mordentshire The Western Lands This small bleak rainy nation shares a people The cultural hub of the Core, the West is known for and loose culture with Dementlieu to the north. its urban areas and cultivated farmlands. While not Mordent is a quiet rural nation of farmers and densely populated, it contains some of the largest fishermen. It’s noble families moved north to the cities in the Mists. courts of Dementlieu, leaving abandoned manor homes dotting the countryside. Tracks of dense forest crisscross the landscape, encroaching onto Samplethe forgotten estates, while desolatefile moors and

10 heaths covering the remaining land. The ailing Lord middle class in the land, bolstered by trade and the Jules Weathermay rules the nation from his grand craftsmen. Liffe is also home to one of the few centers estate, Heather House. Despite being seen as the of education in the Eastern Core, the College of Liffe. unquestioned lords of the land, the Weathermay The school was once a monastery but has grown in family rules lightly, leaving the villages largely size over the years, with a focus on instrumental autonomous. music, philosophy, rhetoric, and poetry. Richemulot L’ile de la Tempete Government: Aristocracy This small island is little more than a navigational Demonym: Richemuloise hazard, being surrounded by sharp rocks and dangerous currents. The only structure on the island Language: Mordentish Port-a-Museau is an ancient and tall lighthouse, built to warn people Capital: of the dangers of the rocks. Sailors are wary of the The courtiers of Dementlieu dismiss Richemulot lighthouse as the tower is old and no longer entirely as quaint, considering its people as they would a reliable. mimicking young relation. of Richemulot attempt the high fashion and courtly intrigue of Nebligtode Dementlieu or Borca, but it’s a poor imitation. The Government: None aristocracy of Richemulot is more open, as people Demonym: Grabenite are defined as much by their wits and skill as their Language: Grabenite wallets, allowing the cunning and proficient to ascend Capital: None in social status. Richemuloise society is largely unstratified, with much of the poor living somewhat Nebligtode is the name for a cluster of islands in the comfortably. To some extent this is because the true southern stretch of the Eastern Sea. The two largest wealth valued in Richemulot is information, which islands are Graben and Todstein. Graben’s northern is exchanged and brokered like any commodity; the shore is home to a number of small villages full of poorest baker can ascend to nobility if they learn a hardy and tradition-bound folk, while the southern secret and know how to leverage that knowledge. The half of the windswept isle is uninhibited marsh. cities of Richemulot are large but mostly abandoned, Todstein is small, deserted, and battered by cold and the nation can house a much larger population currents that perpetually chill the island. that it currently hosts. The many abandoned streets Vechor and vacant homes are filled with a variety of urban Despotism pests. Government: Demonym: Vechorite The Eastern Sea Language: Vechorite Abdok Known as “The Nocturnal Sea”, a heavy fog Capital: perpetually obscures the water making travel slow This land on the far side of the Nocturnal Sea is and difficult, at times even turning day into night. seldom visited by outsiders, being an inconstant and shifting nation of chaos and turmoil. Features and Isle of the Ravens landmarks change every few days making detailed A small island of little significance, with no docks mapping impossible: forests seem to rearrange or signs of civilization. It’s mostly home to the birds themselves, paths seem to move, and landmarks that give it its name. A single tower can be seen near appear then vanish when unobserved. The weather is the northern tip of the island, but sailors assume it’s equally unpredictable, and snowstorms or pounding abandoned. rain sweep across the land year round, and both Liffe cyclones and pounding hail are not unusual. It is said Oligarchy that the land reshapes itself to suit the whims of its Government: ruler, Easan the Mad. Demonym: Liffen Language: Elven The Western Sea Armeikos Capital: Known as “the Sea of Sorrows,” this body of water A rainy island nation of artists, craftsmen, and allows trade between the Core and many of the exotic singers. The small isle of Liffe is noted for its artisan’s foreign locales as well as swift travel along the coast. skill at mimicking the style (but not the quality) of craft-workSample from other nation’s. There is a growing file

1111 Blaustein earn a living fishing or farming, most spend their Despotism nights painting, sculpting, or writing. The island Government: attracts tormented youths from across the Core, all Blausteiner Demonym: seeking their muse. A quirk of the soil renders all Language: Mordentish food tasteless, so the island conducts a brisk trade Capital: None with the mainland, importing what food they can in What would be a small, insignificant rock under exchange for fish or cultural exports. different rulership, Blaustein has become a notorious pirate haven. Cutthroats and privateers from across Clusters the Western Sea and its neighbouring waters The Core is not the only continent and there are take leave on Blaustein’s accessible ports, and no numerous small lands hidden in the Mists. questions are asked. All manner of illicit goods and pleasures can be found on the island. Blaustein is The Amber Wastes ruled by the pirate king Bluebeard, who holds court A bleak desert wasteland, the temperature is from his castle overlooking the bay and commands relentlessly hot year round and life huddles around fanatical devotion from his men. the few oases or areas of shade. Few enjoy travelling Dominia to the Amber Wastes, but merchants risk the heat None seeking exotic spices or ancient relics, and treasure Government: seekers are often drawn to its ancient ruins. Demonym: None Language: Balok Har’Akir Capital: None Government: Theocracy Akiri This small island is surrounded by jagged rocks Demonym: and its primary population is hungry wolves. The Language: Akiri only human population is the staff and inmates of Capital: Muhar the Heinfroth’s Asylum for the Insane. The Asylum The Land of Vanished Empires, Har’Akir is primarily houses the most unhinged and demented minds from a sandy desert with a few scattered freshwater oases. across the Core. Noble families pay well to ship their Sandstorms erode ancient monuments and tombs unsound members to the asylum, to rid themselves or hide them beneath layers of dunes. Numerous of the troublesome relation as much as for treatment forgotten or hidden crypts dot the barren craggy and rehabilitation. cliffs along the land’s eastern border. The Akiri make Markovia their homes amid the ruins of past glories, with None the majority of the population dwelling around the Government: freshwater Muhar Oasis. Demonym: Markovian Language: Balok Pharazia Capital: None Government: Thearchy Pharazian This uninhabited island is at best a shipping hazard, Demonym: and its only known population are savage beasts that Language: Pharazian kill anyone fool enough to attempt to land. The exact Capital: Phiraz nature of the beasts is unknown, as they’re not visible The endless scorching deserts of Pharazia are as from the shore and none have been recovered. Sailors merciless as its god: Diamabel. The dunes shift have seen what appears to be an ancient monastery endlessly, revealing rocky outcroppings before on the southern shore, but why monks would live on vanish, with a few scattered oases breaking the such a forsaken land is unknown. bleak tedium of the landscape. These oases feed the Ghastria land’s muddy rivers, which are rife with crocodiles Monarchy that spend their time sunning themselves or lurking Government: in the muck. Most Phazarians make their home in Ghastrian Demonym: the capital of Phiraz, ruled over by the divine being, Language: Mordentish Diamabel the Righteous. The beauteous and majestic Capital: East Riding Diamabel rules directly, with no clerics or temples. An island of brooding artists, Ghastria is a A few nomadic Phazarians also make their living burgeoningSample cultural center. While the inhabitants in the desert, trading with Har’Akirfile or other lands.

12 The inhabitants of Phiraz and the desert nomads Capital: Vorostokov seldom intermingle, and Diamabel has a dim view of This land is wide valley surrounded by a ring of outsiders. rough mountains. The mountains trap storms, Sebua perpetually burying the region under a thick white Government: None blanket of snow. Brutal winds cut across the plain, bringing with them weekly blizzards. Herds of Demonym: Sebuan Wildspeak slender reindeer struggle to survive on roots, bark, Language: and lichens. The land’s shrinking population of None Capital: humans struggle to survive on nuts, bark, and A desert wasteland of forgotten evils and lost secrets. whatever they can manage to hunt. Packs of hungry The sun blasts the trackless sand dunes, barren wolves roam the wastes, picking off weak reindeer rocky flats, and cracked crimson earth. While oases and unsuspecting humans alike. Once, the Voros are plentiful in the desert, the majority of these were hospitable and boisterous, full of warm humour waterholes are tainted, full of brackish water and and delight. While they still prize socialization, they swarming with hungry mosquitoes. The cities of have grown suspicious, their spirits dimming with Sebua lies ruined and abandoned, the population each year of winter. having fled. The sole inhabitants of the land are the wild children of Anhalla, who are feral but shy. Shadowlands A land of nobles and knights, this nation is well- The Frozen Reaches protected yet plagued by hidden evils. The knightly Crushed under the oppressive cold of an eternal order of The Circle uses the Shadowlands as it’s winter, the Frozen Reaches are an inhospitable base of operations; its members—Knights of the regions. The inhabitants of this cluster are Shadows—are respected as defenders of the common continually threatened with death from starvation or folk. the hostile environment. Avonleigh Sanguinia Government: None Government: Monarchy Demonym: None Demonym: Sanguinian Language: Nidalan Language: Sanguine Capital: None Tirgo Capital: Perpetual twilight cloaks the haunted woods of Rough and mountainous, Sanguinia is a merciless Avonleigh, the majority of which is the eldritch land of treacherous slopes, sharp winds, and piercing Phantasmal Forest, which encircles the Shadowlands, snows. The few trails through the mountains separating Nidala from the misty border. This are impassible for much of the year as snow and dense woodland is choked with black trees wrapped avalanches block passage. Sanguinians survive in grasping vines and tangles of brambles, while despite their hostile environment and respect the underbrush is think with rotting logs, mosses, perseverance and endurance. The small farms grow and toadstools. The Phantasmal Forest echos with hardy winter grains on small plots of land and raise ghostly sounds, such as eerie laughter, cries, sobbing livestock in more sheltered valleys. Sanguinians and screams. The remains of the King’s Highway can be honest to a fault, and have no tolerance for cuts through the western stretches of the forest, its dishonesty or trickery. They’re a practical people ancient cobblestones shifted by time while weeds who value the simple things: life is short and death work their way through the cracks. But the road is is sudden, so it must be enjoyed to its fullest. The still traversable, passing by Forenoon Abbey and land is ostensibly ruled by Prince Ladislav Mircea, several old abandoned estates. but the monarch confines himself to Castle Guirgiu for months at a time. His taxes are steep but he Nidala otherwise leaves the local settlements to manage Government: Nidalans themselves. Demonym: Nidalan Vorostokov Language: Nidalan Capital: Touraine Government: Kratocratic despotism Voros The righteous land of Nidala is populated by Demonym: followers of the god, Belenus. One of the deity’s Language:Sample Voros file

1313 most ardent followers is the paladin, Elena Faith- near and far have been ensnared by this seaweed net. hold, who rules the kingdom with the aid of her Beneath the surface is a vast forest of kelp, stalked loyal knights. Faith-hold shares her interpretation of by undead, sharks, and barracudas. Deeper still is a Belenus’ will with the population through Decrees of graveyard of sunken ships, the final fate of all vessels Faith. These Decrees forbid a variety activities and trapped in the seaweed. those who violate a Decree are publicly punished. Nidala is plagued by Banemaw, a wicked dragon that Sri Raji barely kept in check by Faith-hold. Despite Faith- Government: Theocracy hold’s efforts to contain the beast, Banemaw ravages Demonym: Rajian the occasional village, leaving no living witnesses to Language: Rajian its assault. The constant threat of the dragon and Capital: Muladi endless moralistic decrees of their Knight Protector Sri Raji is covered in tropical rainforest dotted with have sapped the joy from the grim population, crumbling ruins and ancient cities. The land is leaving them exhausted and morose. rife with a wide assortment of tropical plants and The Verdurous Lands animal life. Rajians are deeply religion, holding religious conviction above all else, so all cities in This small continent is mostly untamed jungle filled the nation have several large temples. The few with dangerous creatures. The northern region is the inhabited settlements are ancient and weathered, land of Sri Raji, which is known for its spices and teas walled bastions surrounded by farms, ranches, and along with the colourful clothes of its inhabitants. rice fields. Within the cities are great centers of Saragoss learning and grand markets. However, the streets are mud, strewn with corpses, dung, and crowded with Government: Kratocracy None throngs of beggars. In stark contrast, the buildings Demonym: are majestic and colourful, with the grandest having Any Language: polished stone and masterful friezes. The University Capital: The Vengeance of Tvashti mixes religion and science, having large Filling the waters north of Sri Raji, the Saragoss temples and equally large libraries. consists of a mass of seaweed, flotsam, and mire The Wildlands floating in the sea. Dozens of shipwrecks are trapped Kratocracy in the seaweed. The thick seaweed is often covered Government: by a thin mist that obscures it from sight, trapping Demonym: None unwary vessels. Countless derelict ships from lands Language: None Capital: None Humanity is unwelcome in the Wildlands. It is a realm of beasts, an untouched wilderness free from civilization. The northern half of the land is covered in thick rainforest that thins to the south, becoming a stretch of savanna to the eastern half. The Wildlands seethe with life: birds and monkeys dominate the rainforest, crocodiles lurk in the northern swamps and waterways, and the savanna is populated by antelope, lions, warthogs, hyenas, giraffes, elephants, and zebras. The massive plateau in the middle is home to gorillas. Islands Entirely isolated by the Mists and bordering no other lands, these nations are nicknamed “islands of terror” and vary in size from a few miles across to the size of a large country. Bluetspur Government: Kratocracy SampleDemonym: None file Language: None Capital: None The mist-shrouded land of Bluetspur is a bleak, and blasted wasteland with no signs of animal life. While the rough terrain is covered in molds and fungi— to remain alive, G’Hennans pray for fervently for some glowing with a curious phosphorescence— the arrival of the Provider. The ruler of G’hennan is there are virtually no common plants. Bluetspur Zhakata’s High Priest, Yagno Petrovna. He preaches is seemingly uninhabited: during the brief period several times a week and commands the hierarchy when land was part of the Core, the only human of the church, which is the sole authority in the land. inhabitants fled the land for Barovia, before the Mists Priests of Zhakata perform all civil and martial tasks rose up again. The crude shelters and homes of the for the state. former population remain, and any possessions left behind lie untouched. It’s rumoured that beneath Nosos the ground there are series of caverns and tunnels Government: Plutocracy sprawling out in all directions, carved with unnatural Demonym: Nosi architecture. Who or what carved these tunnels is Language: Nosi unknown, and no scholar who had investigated these Capital: Nosos passages has returned. Nosos is a heavily industrialized nation at risk of Farelle becoming buried under its garbage and toxins. A Government: None single large city encompasses the majority of the land, with the limited countryside beyond the city Demonym: Farellian Lamordian limits being its overflowing garbage heap. Smoke Language: from refineries and coal mines fills the air, factory None Capital: runoff chokes the river, while rotting vegetation A largely uncivilized and wild land, largely covered and raw sewage clog the streets. A layer of grey- by forests filled with dangerous predators. The only yellow grime coats everything. The only open green civilization in Farelle are two towns: Kaynis in the spaces are behind the walls of noble estates, which northwest, and Mortilis in the southeast. While are the only areas free of refuse. But even behind both villages are surrounded by farmlands, neither the walls the city’s pervasive stench is omnipresent. village is truly independent and must rely on the The wealthy rule Nosos, rich from exporting other for crops and goods. Merchants, tinkers, and manufactured good to other lands while tightly travellers are common on the road between the two controlling the import of food. The ruling class is lands. However, the few inhabitants of the land are incredibly paranoid of disease, which they attribute wary of the forests, and never venture off the road to the filthy underclass. and into the woods. The road extends out beyond the two villages where it vanishes into the Mists, Odiare and merchants from other lands occasionally find Government: Geniocratic Democracy themselves on the road. Demonym: Odiaran G’Henna Language: Odiaran Capital: Odiare Government: Theocracy This land is little more than a single solitary fog- Demonym: G’hennan Balok shrouded village encircled by the Mists. At first Language: glance the city seems clean and orderly, with the Zhukar Capital: smooth cobblestone streets free of waste and G’Henna is a starving land of religious zealotry. Much beggars, and the respectable homes and shops tidy of the food produced by the populace is sacrificed to and organized. Upon closer inspection, the village their deity: Zhakata. The nation is a bleak wasteland, is sparsely inhabited and most of the buildings beaten by the wind and sun that drain the soil of life, are beginning to showing wear from age and the devastating crops and weakening herd animals. Daily elements. Odiarans are young, with few inhabitants life for the G’hennans is based around supplication being older than thirty. They live simple lives, to their deity and there are numerous traditions and growing what food they can in small gardens and ceremonies that must be attended to with solemn repairing what they can throughout the town. dedication. This constant devotion and sacrifice Odiarans are a happy people that enjoy song and tires the populace, who long ago became grim and dance after a day’s work, coming across as naive, humourless. G’hennan religion states that Zhakata being remarkably honest and guileless. Their only has two forms: the Destroyer—to whom they must fear is their bogeyman, Maligno, who reportedly sacrifice—and the Provider— whose arrival heralds a time ofSample prosperity. Allowed to keep just enough food file

1515 killed every adults in the village twenty years ago. Dementlieu. While the slaves were freed several generations back, poverty means many most are Rokushima Taiyoo not better off. Souragne settlements cramped and Government: Monarchy uncomfortable: to avoid flooding, settlements are Demonym: Rokuma built on the limited areas of high ground, which Language: Rokuma has led to crowding. Wealthier individuals live on Capital: None larger plantations with walled estates, which rely on irrigation. The indigenous population is known Across a Mist-shrouded waters is body of water for Voodan, a spiritual faith that focuses on natural known as the Poison Sea. Located in those waters is spirits known as . an archipelago of four islands. In the native tongue loa of the inhabitants, “Rokushima Taiyoo” translates Staunton Bluffs as “the Six Islands of the Sun”. While there are Government: None currently four islands, legend states that two sunk Demonym: Bluffer into the sea when their ruler was killed. The Rokuma Mordentish are a reserved people, who follow a strict code of Language: Willisford conduct, and strive to live harmoniously with nature. Capital: The inhabitants revere spirits known as kami, The small land of Staunton Bluffs is primarily plains who are believed to dwell in all living things. The dotted with patches of forest. The land is divided honourable warriors of the islands among the most into highlands and the lowlands, with the vast skilled warriors in the Land of the Mists and their majority of the population residing in the later. The sword smiths are second to none. Each island is ruled only evidence of civilization in the highlands is the by a local warlord, the shujin. The four current shujin Castle Stonecrest and the decaying remnants of a are brothers, each determined to defeat the other and few small villages. The lowlands are not particularly claim their island. fertile, but with a lot of hard work, the citizens eke out a passable existence. The folk of Staunton Bluffs Souragne are not unfriendly, but dour and taciturn during the Government: Aristocracy workweek. Labourers allow themselves two rest days Demonym: Souragniens at the end of the week, during which time they drink Language: Mordentish and become more friendly and talkative. These rest Capital: Port d’Elhour days pass quickly and there is always more work to be done: always another task to finish, a repair to A seaside swampland, over half of the landmass make, or a row of crops to be planted. of Souragne is marshy bog full of biting insects, alligators, and ravenous swarms of flesh-eating Zherisia fish. Deep in the bog are more unnatural menaces, Government: Aristocratic republic including spirits and the dead. The majority of Demonym: Paridoner the populace lives on the drier eastern third of Zherisian the region. The dark-skinned original population Language: Paridon of Souragne was enslaved by immigrants from Capital: The small land of Zherisia is entirely comprised by the metropolis of Paridon, with the bleak city completely encircled by the Mists. With its farmland consumed by unnatural fog, the populace has to import much of its food. Gardens cover many of the rooftops and windowsills, and several city parks have been converted to makeshift farms. Dense fog regularly blankets the cities, filling the narrow cobblestone streets and thin alleys with a shroud of grey. Paridon is sharply divided between the rich aristocracy and the hopelessly poor, and socializing outside of one’s class is strictly taboo. Violent crime and vices are common in the poorer quarters of the city, with gambling halls, opium dens, and Samplestreetwalkers being all too common.file Chapter II: Races s she walks through the village green, the half-Vistani feels the eyes of the entire town silently watching her every move with Common Races A The following races make up the majority of people suspicion. Ducking hurled fruit and stones, the caliban ran harder in a desperate attempt to in the Land of the Mists. By far, humans are the most escape the mob and their pitchforks. He struggled common races, followed by elves, , and then against the bonds restraining him to the stake, dwarves. the fire slowly spreading around his feet, as the inquisitor preached to the crowd about pointed fiend Dwarves ears and corrupted blood. The dwarves of the Mists are a dying race living Humanity is predominant throughout the Land in the shadow of past glories. Most dwarves are of the Mists. In some lands nonhuman races are even labourers who throw themselves into their work for dismissed as a myth, having never been seen or their lack of a greater cause, performing mundane tasks appearance dismissed as an unfortunate birth defect. without zeal or passion. On the whole, dwarves are Others view the various demihuman races with a foul-tempered, joyless folk whose only joy is the fear, seeing little difference between a and a acquisition of treasure. goblin, an or a dark fey. However, there are still Dwarves belong to one of three clans: Hreidmar, some lands and settlements where dwarves, elves, Fjalaram, or Dvalin. Clan Hreidmar was founded and others can be found, though these are rare and by an ancient dwarven king and the clan views itself isolated. as burdened with leadership and noble purpose. Additionally, there are a number of races that are However, there are few to lead and the clan elders more common in the Mists than in other lands, as bicker endlessly, competing for power and authority. well as races that are virtually unknown in the worlds Clan Fjalaram is known for its skalds and storytellers, and realms beyond the Mists. New Player Character and all dwarven eddas and histories were written by races featured in this chapter are summarized in the Clan Fjalaram. It’s said the clan’s muse has forsaken table below. them, and even works of mediocre quality are seldom Uncommon Races seen. Clan Dvalin’s carvers of runes hold the secret of etching magic symbols into stone. Those with the Race Description talent for rune carving are rare, and most of the clan Caliban Humans whose frames were twisted by dark magic now busies itself with mundane stonework. Dhampyr Living people cursed with vampirism The past of the dwarves has become little more Cold stone made flesh and blood than stories. Dwarves tell tales of greatness but can’t Giomorgo Children of Vistani gypsies and humans craft the wonders of their legends or engage in the glorious battles of yore. Their god is silent and their Sampleprayers go unanswered, theirfile ancestral heroes all but

1717 forgotten, and even their ancient enemies unknown. their time tending to their woodlands and gardens, Some rare dwarves refuse to let this be the end or—as enjoying the beauty of nature. they put it—“go quietly into the deep”. These brave Languages. You can speak, read, and write Elven few are determined to give the world something to (also known as Sithican) and a regional language of remember of the dwarves. your choice. High elves typically know Mordentish or Languages. You can speak, read, and write Vaasi while wood elves typically know Darkonese or Dwarvish and a regional language of your choice. Balok. Mountain dwarves typically speak Lamordian, hill dwarves know Darkonese, while duergar learn Balok. Subraces In the Land of the Mists, high elves come from Subraces the large southern wood and the land of Sithicus, In the Land of the Mists, dwarves belong to the same while wood elves come from the smaller forests nation, with divisions between dwarves related to and the nation of Darkon. are common near lifestyle and the family’s profession. the Shadow Rift, but can be found in any elven Duergar community. Dwelling deep beneath the Balinok Mountains along High Elves the Southern Core, Duergar or caver dwarves come Sithican elves feel detached from the world. In their from families that have spent generations below the heart they believe this world is not their true home surface. From an early age they're taught to fear and and have difficulty forming a bond with the land. This respect the dark, for strange ungodly things lurk leads them to apathy and disinterest in the larger below. Their caves once rang alongside the blasted world, and they often sink into a profound malaise. land of Bluetspur, and many of its slithering horrors They seldom maintain their cities and homes, which made their way into dwarven tunnels. The aberrant are now decaying around them. High elves are taint of these beasts has subtly altered duergar private and hold lesser races in contempt. Travellers dwarves, unlocking mental doors and revealing are not always welcome in their enchanted woods. psionic talents. Wood Elves Hill Dwarves Darkonian elves live a nomadic life in their woods Raised in the light of the sun, hill dwarves are and are more flighty and curious. They have been craftsmen and traders. Hill dwarves have homes known to steal away things that catch their fancy, be atop or close to the surface, and many live in human they objects or people. Currently, the wood elves are communities. The dwarves of Tempe Falls and Corvia suffering a time of strife; their prophetic stargazers mostly hill dwarves. have predicted the end of days is nearing and—for the first time—the immortal race is wrestling with Mountain Dwarves the foreknowledge of death. They're not handling the Also known as blackbeards or pale dwarves, revelation well. mountain dwarves make their living underground. There are a small number of wood elves in A few still dig for ore and gems but most now delve Barovia, which are locally known as dusk elves. for the coal and tar sought by the Western nations, Please refer to for information on especially those dwarves who live in the Sleeping these elves. Beast mountain range. Dark Elf (Drow) The Land of the Mists lacks an . Instead Elves (Faeries) of hailing from a subterranean realm, like calibans The fey are the inhabitants of enchanted woods, result from humans exposed to magic during seldom visited by outsiders. Typically found in the gestating, drow are elves born or conceived near the vast forest of Sithicus or the Misted woods of eastern Mists or areas of pronounced dark magic. Drow are Darkon, the fey are immortal, aloof, and arrogant. easily identified by their ash-coloured skin, which The Fair Folk are timeless, possessing only an ranges in hue from coal black to a slate grey. The academic knowledge of death. While intelligent, hidden land deep beneath the Shadow Rift also they're erratic and flighty, endlessly procrastinating produces a number of drow. While Outlanders from or wasting years to mundane pursuits; and elf thinks beyond the Core sometimes assume all drow are evil, nothing of devoting a decade to a song, dance, poem, most elves are accepting of drow. or other pleasurable artistic pursuit. At their core, elves areSample creatures of the forests and spend much of file

18 Eladrin and Shadar-Kai Stout Hidden inside the Shadow Rift is a mysterious race Known as Casfalt in the halfling tongue, these of fey known as the Arak. Their land is a place where halflings can be found in the Western lands of the the realms of Faerie and the Pale overlap. The Arak Core such as Dementlieu, Mordent, Richemulot and are divided into two courts: the seelie and unseelie, Borca. Stouts are more cautious than other halflings each filled with many different types of fey whose and slightly xenophobic towards non-halflings. As appearance varies depending on personality and they have been settled for longer they tend to be allegiance. more traditional and superstitious. The eladrin are members of the seelie court while the shadar-kai belong the to unseelie, with more Humans powerful members of each being respectively known Easily the most populous race, humanity outnumbers as shee and sithe. all the other races nine-to-one and comes in a bewildering variety of colours and cultures. Halflings (The Little People) In the Core, most humans have pale or light-tan By nature the Little People are perpetual children, skin. They typically have dark hair, although some born happy and fearless. However, they're quickly nations (Lamordia, Nova Vassa) have light brown to educated in terror and taught caution. The small blonde hair. Those from the central lands (Barovia, halflings found themselves easy prey for the horrors Invidia, Borca) have dark black hair and slightly of the Mists. Whole communities now live in a state duskier skin. There are also brown-skinned humans of perpetual paranoia, always waiting for something who come from Souragne and the Verdurous Lands. terrible to occur, protecting themselves through The distant land of Rokushima Taiyoo also has isolation and secrecy. people with dark hair but pale skin and unusually Halflings are a quiet and peaceful people who shaped eyes. enjoy the simple pleasures of life, which they deny Languages. You can speak, read, and write your themselves: halflings repress their natural happiness, regional language and one extra language of your mute their jovial expressions, replace their colourful choice. fashions in their continual efforts to avoid notice. They settle in forgotten corners of the world or Ethnicities of the Mists hidden inside human cities. Their homes are built The predominant race in the Mists, humans vary in both secluded valleys and dales that are invisible greatly depending on their homeland and ethnicity. from the distance, or ensconced between city blocks Even in the Core, a small continent, there is a great and overlooked buildings. deal of variance among humanity. Languages. You can speak, read, and write Halfling, which is similar to Mordentish, and one Balinok extra language of your choice. This widespread ethnicity is primarily found in Borca and Barovia in the central Core, but also more distant Subraces G’Henna (and Markovia before it moved). Balinoks Humans categorize halflings as either “lightfoot” are characterized by their stocky builds with broad or “stout” but halflings have their own names, and shoulders, meaty limbs, and wide hips. Their skin divide lightfoot into two different lineages. ranges from an olive-tan to light brown and dark hair and eyes are the norm. Lightfoot A subculture is the Gundarakites, who are similar To halflings, lightfoots are known as either Gillesonn in appearance but ostracized by other Baloks for their or Mórlùrdan. Gillesonn are nomadic and roam minor cultural differences. the Southern lands of the Core, typically in bands Balok Names: (male) Alexandry, Cosmin, of extended family. These halflings are known for Dimitry, Mircea, Ocidiu, Radu, Casile; (female) their reputation of finding trouble, but remain more Bianca, Draguta. Florica, Izabela, Lizuca, Nadezhda, lighthearted than other halflings. Mórlùrdan were Petra, Simona; (surnames) Anghelescu, Balan, once nomadic as well but settled down in secluded Constantin, Funar, Grigor, Negres, Popescu, Sala, villages or in human communities. These halflings Ungur, Vladimir are found across the Northern Core from Lamordia Gundarakite Names: (male) Baltasar, to Nova Vassa with smaller communities or Demetrius, Fredek, Istvan. Miklos, Rognvald, neighbourhoods in Tepest, Borca and other lands. Varady; (female) Antonia, Dominika, Horenzia, SampleJusztina, Orzebet, Serafin, fileTzigane, Zsofika;

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